I
imperterritus
Guest
(I have mentioned this idea before, but I think it's time it had it's own thread.)
The recent change to Mysticism has a huge, freeing effect on mystics; the need for Eval Int was removed altogether, and the remaining buff skill can now be either Imbuing or Focus. That's a lot of points opening up on a template, especially since Focus is for fighters and Imbuing for crafters.
It is clear that the devs always thought that a mystic fighter should be a reasonable template. The Enchant spell buffs weapons, and the damage done by Animated Weapon is buffed by Tactics and Anatomy. So at least two of the sixteen Mysticism spells are warrior-centric. The changes to Mysticism really open up the possibilities further. Consider, as a base template, the following:
120: Archery or Throwing
120: Mysticism, Focus
100: Tactics, Anatomy, Healing
40-60: Meditate (depending on vet months)
-- 80 str, 80 dex, 70 int
Note that I accept the compromise of a magic-warrior build; you can't be a dexxer, or really emphasize any one stat too strongly, without weakening something else. Perhaps other stat distributions will turn out better, but for now let's assumed they are pretty balanced. I am also assuming you haven't gained access to a stat scroll, but you've been playing at least 6 months and have hence raised your stat cap to 230. Do you feel differently about the balanced stats?
upsides
---------
* can continue being useful, both offensively and defensively, when mana low
* mana load relatively low; only one power requires it
* max damage by Rising Colossus, and close to max damage by Animated Weapon
* three methods to heal: Healing, Healing Stone, and Cleansing Winds
* two methods to cure: Healing and Cleansing Winds
* can remove curse (not every time) with Cleansing Winds
* can remove enemy buff with Purge Magic
* can rez with Healing
* ?
downsides
------------
* need spell channeling weapon until reach 80 in Mysticism and Focus
* travel will be by runebook charges
* ?
Note that the 200 points allocated for Healing and Anatomy could well be something else. I chose those for the base because they're useful in their own right and do not require mana. Another likely build would replace those with 100 points each of Chivalry and Bushido, for a new type of ABC Archer:
120: Archery or Throwing
120: Mysticism, Focus
100: Tactics, Chivalry, Bushido
40-60: Meditate (depending on vet months)
-- 80 str, 80 dex, 70 int
You lose the mana-free defensive buffage and Anatomy's buff to damage. OTOH, you significantly can buff damage via Perfection and Enemy of One, just for starters. You also gain the ability to travel using Sacred Journey. If it turns out mana is not a problem here, this build might well be the more popular.
Heck, if you can live without the Meditation, you could also build a strong bard:
120: Archery or Throwing
120: Mysticism, Focus, Tactics
120: Music
120: Discordance or Peacemaking or Provoke
-- 80 str, 80 dex, 70 int
I won't analyze this one. You should get a pretty good idea of strengths and weaknesses from the sections above. Suffice it to say that I believe we're going to start seeing a lot of good talk about Mystic Rangers ...
Feel free to critique my ideas and add your counter-suggestions. I really think we've got something here that is pretty darn cool.
The recent change to Mysticism has a huge, freeing effect on mystics; the need for Eval Int was removed altogether, and the remaining buff skill can now be either Imbuing or Focus. That's a lot of points opening up on a template, especially since Focus is for fighters and Imbuing for crafters.
It is clear that the devs always thought that a mystic fighter should be a reasonable template. The Enchant spell buffs weapons, and the damage done by Animated Weapon is buffed by Tactics and Anatomy. So at least two of the sixteen Mysticism spells are warrior-centric. The changes to Mysticism really open up the possibilities further. Consider, as a base template, the following:
120: Archery or Throwing
120: Mysticism, Focus
100: Tactics, Anatomy, Healing
40-60: Meditate (depending on vet months)
-- 80 str, 80 dex, 70 int
Note that I accept the compromise of a magic-warrior build; you can't be a dexxer, or really emphasize any one stat too strongly, without weakening something else. Perhaps other stat distributions will turn out better, but for now let's assumed they are pretty balanced. I am also assuming you haven't gained access to a stat scroll, but you've been playing at least 6 months and have hence raised your stat cap to 230. Do you feel differently about the balanced stats?
upsides
---------
* can continue being useful, both offensively and defensively, when mana low
* mana load relatively low; only one power requires it
* max damage by Rising Colossus, and close to max damage by Animated Weapon
* three methods to heal: Healing, Healing Stone, and Cleansing Winds
* two methods to cure: Healing and Cleansing Winds
* can remove curse (not every time) with Cleansing Winds
* can remove enemy buff with Purge Magic
* can rez with Healing
* ?
downsides
------------
* need spell channeling weapon until reach 80 in Mysticism and Focus
* travel will be by runebook charges
* ?
Note that the 200 points allocated for Healing and Anatomy could well be something else. I chose those for the base because they're useful in their own right and do not require mana. Another likely build would replace those with 100 points each of Chivalry and Bushido, for a new type of ABC Archer:
120: Archery or Throwing
120: Mysticism, Focus
100: Tactics, Chivalry, Bushido
40-60: Meditate (depending on vet months)
-- 80 str, 80 dex, 70 int
You lose the mana-free defensive buffage and Anatomy's buff to damage. OTOH, you significantly can buff damage via Perfection and Enemy of One, just for starters. You also gain the ability to travel using Sacred Journey. If it turns out mana is not a problem here, this build might well be the more popular.
Heck, if you can live without the Meditation, you could also build a strong bard:
120: Archery or Throwing
120: Mysticism, Focus, Tactics
120: Music
120: Discordance or Peacemaking or Provoke
-- 80 str, 80 dex, 70 int
I won't analyze this one. You should get a pretty good idea of strengths and weaknesses from the sections above. Suffice it to say that I believe we're going to start seeing a lot of good talk about Mystic Rangers ...
Feel free to critique my ideas and add your counter-suggestions. I really think we've got something here that is pretty darn cool.