Okay, so we've had a look and made a number of comments either in game, in the complaint thread, or specifically Ritualist related in the Ritualist thread, but those have given me little opportunity to say a few things I wanted to say.
Firstly, I'm a bit sorry I only had a limited opportunity to participate. Saturday nights are damn near impossible for me to get away from work and I had the Sunday night shift as well. In the end I had to make do with a couple of all-too-brief morning sessions and most of Monday (NZ time) to have a look around.
Where to begin?
Professions?
Monk
I like some of the new skill selection. There are a few like Heaven's Delight that I'll sit back and wrinkle my nose at, but overall I found a number of new toys to play with.
Healing Light is an interesting one. It seems that Factions is loaded with several Orison-like 5-point heals, but this little oddball elite with it's energy recharging side effect falls into "Beauty is in the eye of the beholder" territory and is practically only worthy of a shrug until you start thinking about bonders. When I had a look at this one with a monk I made, the energy recharge from it was 4. So cost 5, change 4. Not too shabby when you consider the possibility of running 4 bonding enchantments and getting presented with an alternative to Signet of Devotion for active healing and gaining a passive bonus from Divine in the process.
Healing Whisper I'm not sure about. This one strikes me as another Orison, but with the short range and my experiences getting dragged around the place trying to shoot Ice Spears I can see a whole lot of dislike surrounding it. Still, I can see an application whereby Whisper becomes effective to a close group of casters battling near the healer as long as there's some other support spells with some range to reach party members further afield.
Life Sheath intrigues me. I don't know how well it would stand against other protections in general, but when I think of the number of protection spells and other skills that operate by reducing a percentage of damage and how they might mix with Life Sheath's potentially large flat figure for a combo protection I can see it being a significant missing ingredient.
Signet of Rage. Oh, ow! As if Warriors didn't already have enough troubles with the smiting monks they now face, here's a skill targeted specifically at smiting down warriors. Eek!![eek eek](https://www.realmsbeyond.net/forums/images/smilies/eek.gif)
Warrior
I really wish I had more time to play around with the Warrior I made in the preview. I did play around a bit with...
Signet of Strength. All it does is add +5 damage to your character's attacks which seems like a minimal advantage, but for a couple of useful points: Firstly, it's completely fire and forget and secondly it costs nothing. The second part means very little. The fire and forget aspect however is the real advantage. Just hop out of town, trigger the signet and next time you smack something it's benefits become realized. Refresh it in combat or between fights as desired. Quite a handy addition to a max-Str Warrior IMO.
Renewing Smash looks interesting. I never actually tried this skill, but at a glance I'm thinking that runners with a hammer stashed away in another weapon slot will have a handy way to get Balanced Stance back into working order when the recharge bites and avoid all that messy downtime that makes Beacon's to Drok's so tricky up the north end of Snake Dance. Oh wait. The devs just made the Drok runs easier? Hmm.
Elementalists and Ritualists I've already mentioned in the complaints thread. I mostly just played a Ritualist in the time that I had and overall I quite like the class. I read all sorts of negative things in-game and can see how people might have been tripped up although in my case at least I found that the mix of differant areas to specialize in, or even generalize in, created a basis for a very versatile character. In that regard they seem more like a Ranger or Mesmer in some ways than the Monk/Necromancer that they appear to be at a glance. I really need more time playing them though. A LOT more time. 8)
Armour Adjustments
Wanderers
AL60, +10 versus Elemental?
I saw this at the Kurzick armour crafter and must confess to a bit of surprise at the time. If this comes in then what happens to all the existing Wanderer's and Saintly armours with their +5 vs. Ele bonuses in the current game?
Knight's Kurzick Helm
AL80, +? versus Physical
Reduces Damage
Oh... Wow...
When I saw that my eyes bugged. Truely. The existing Knight's Helm has +1 Strength instead of "Reduces Damage" and I found myself wondering why they'd bother putting in Reduces Damage seeing as most warriors pick that up from the global effect of another armour piece whilst retaining their helmet attribute bonus or whatever and then it hit me. I can't be certain of course, but I think this is fairly convincing evidence to suggest that "Reduces Damage" on Warrior armour pieces might become the location based affair that it really should have been from the start, even if for nothing better than to provide incentive to complete a Knight's or Ascalon set. My other observation to support this theory is the proposed 100AL Sentinel's armour. Who'd want to let a Setinel's Armoured Warrior with Knight's Boots, a Superior Absorption rune (in the boots) and a damage reducing shield into the game? The combo effect of the gear alone would be bad enough before even considering extras from the skill side like Dolyak Signet!
So yeah. One or two of you pointed out in game (and rightly so I think) that my evidence is not proof, however I still maintain the mod change on that helmet makes a fairly convincing case for a theory that global Reduces Damage (aside from Absorb runes) might well be given the boot.
Firstly, I'm a bit sorry I only had a limited opportunity to participate. Saturday nights are damn near impossible for me to get away from work and I had the Sunday night shift as well. In the end I had to make do with a couple of all-too-brief morning sessions and most of Monday (NZ time) to have a look around.
Where to begin?
Professions?
Monk
I like some of the new skill selection. There are a few like Heaven's Delight that I'll sit back and wrinkle my nose at, but overall I found a number of new toys to play with.
Healing Light is an interesting one. It seems that Factions is loaded with several Orison-like 5-point heals, but this little oddball elite with it's energy recharging side effect falls into "Beauty is in the eye of the beholder" territory and is practically only worthy of a shrug until you start thinking about bonders. When I had a look at this one with a monk I made, the energy recharge from it was 4. So cost 5, change 4. Not too shabby when you consider the possibility of running 4 bonding enchantments and getting presented with an alternative to Signet of Devotion for active healing and gaining a passive bonus from Divine in the process.
Healing Whisper I'm not sure about. This one strikes me as another Orison, but with the short range and my experiences getting dragged around the place trying to shoot Ice Spears I can see a whole lot of dislike surrounding it. Still, I can see an application whereby Whisper becomes effective to a close group of casters battling near the healer as long as there's some other support spells with some range to reach party members further afield.
Life Sheath intrigues me. I don't know how well it would stand against other protections in general, but when I think of the number of protection spells and other skills that operate by reducing a percentage of damage and how they might mix with Life Sheath's potentially large flat figure for a combo protection I can see it being a significant missing ingredient.
Signet of Rage. Oh, ow! As if Warriors didn't already have enough troubles with the smiting monks they now face, here's a skill targeted specifically at smiting down warriors. Eek!
![eek eek](https://www.realmsbeyond.net/forums/images/smilies/eek.gif)
Warrior
I really wish I had more time to play around with the Warrior I made in the preview. I did play around a bit with...
Signet of Strength. All it does is add +5 damage to your character's attacks which seems like a minimal advantage, but for a couple of useful points: Firstly, it's completely fire and forget and secondly it costs nothing. The second part means very little. The fire and forget aspect however is the real advantage. Just hop out of town, trigger the signet and next time you smack something it's benefits become realized. Refresh it in combat or between fights as desired. Quite a handy addition to a max-Str Warrior IMO.
Renewing Smash looks interesting. I never actually tried this skill, but at a glance I'm thinking that runners with a hammer stashed away in another weapon slot will have a handy way to get Balanced Stance back into working order when the recharge bites and avoid all that messy downtime that makes Beacon's to Drok's so tricky up the north end of Snake Dance. Oh wait. The devs just made the Drok runs easier? Hmm.
Elementalists and Ritualists I've already mentioned in the complaints thread. I mostly just played a Ritualist in the time that I had and overall I quite like the class. I read all sorts of negative things in-game and can see how people might have been tripped up although in my case at least I found that the mix of differant areas to specialize in, or even generalize in, created a basis for a very versatile character. In that regard they seem more like a Ranger or Mesmer in some ways than the Monk/Necromancer that they appear to be at a glance. I really need more time playing them though. A LOT more time. 8)
Armour Adjustments
Wanderers
AL60, +10 versus Elemental?
I saw this at the Kurzick armour crafter and must confess to a bit of surprise at the time. If this comes in then what happens to all the existing Wanderer's and Saintly armours with their +5 vs. Ele bonuses in the current game?
Knight's Kurzick Helm
AL80, +? versus Physical
Reduces Damage
Oh... Wow...
When I saw that my eyes bugged. Truely. The existing Knight's Helm has +1 Strength instead of "Reduces Damage" and I found myself wondering why they'd bother putting in Reduces Damage seeing as most warriors pick that up from the global effect of another armour piece whilst retaining their helmet attribute bonus or whatever and then it hit me. I can't be certain of course, but I think this is fairly convincing evidence to suggest that "Reduces Damage" on Warrior armour pieces might become the location based affair that it really should have been from the start, even if for nothing better than to provide incentive to complete a Knight's or Ascalon set. My other observation to support this theory is the proposed 100AL Sentinel's armour. Who'd want to let a Setinel's Armoured Warrior with Knight's Boots, a Superior Absorption rune (in the boots) and a damage reducing shield into the game? The combo effect of the gear alone would be bad enough before even considering extras from the skill side like Dolyak Signet!
So yeah. One or two of you pointed out in game (and rightly so I think) that my evidence is not proof, however I still maintain the mod change on that helmet makes a fairly convincing case for a theory that global Reduces Damage (aside from Absorb runes) might well be given the boot.