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  1. #1
    Community Member TheMerc's Avatar
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    Default Human Versatility

    Off the bat, nope, I'm not suggesting the old + to skills.

    With the warforged great weapons enhancements being advertised over in the warforged section, I'm really starting to envy anything but a human as a fighter (more so as choosing a greatsword as my weapon of choice, though the THF changes sound nice.)

    I suppose Versatility has great uses for certain classes, but I'd rather have some more options than a clickie I can't use with my classe's and improved healing.

    What I think would be more of a show of versatility could either being able to mimic one of the other race's abilties (choosing that one could lock out anything else they could choose from another race.), or just mimicing a few the way racial toughness was done (like how only warforged and dwarves have access to the 4th tier, while humans can access the third with the right enhancements.).

    I dunno, I'd just like my Ftr/Wizards (good gawd enough with "gimp!" lol.) to not be an elf and still function somewhat well, and etc.

    I'd feel that adding the abilty to mimic one enhancement of another race would balance humans out, and the versatility clicky wouldn't even have to be messed with, but I'm biased towards humans.

    Anyway, just a human fighter's thoughts, maybe this clicky is real great for bards and I just can't see it, but there it is.

    So, thoughts?


    PS: haven't really found anything on news about new human enhancements in development, so we might be getting something awesome and this thread's totally unneccessary. In that case, ignore me.

    EDIT:

    Seems like no one cares enough about humans anyhow :P

    Still think it's pretty valid, as how the racial enhancements are supposed to be based around favored classes for that race, I'd like to see humans be able to choose their favored class in a way. If that means just copying other races and saving Dev time all the better. :3

    Human Favored Class: Any :P
    Last edited by TheMerc; 01-28-2009 at 08:09 PM.

  2. #2
    Community Member Scalion's Avatar
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    Default

    I saw something in a developer post recently where they talked about having something in store for human versatility. That's about all that was said about it, but it was in a post talking about mod 9 and capstones. It sounded like the human versatility change was something coming in the future, for a later mod.

  3. #3
    Hero QuantumFX's Avatar
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    Default

    Quote Originally Posted by Scalion View Post
    I saw something in a developer post recently where they talked about having something in store for human versatility. That's about all that was said about it, but it was in a post talking about mod 9 and capstones. It sounded like the human versatility change was something coming in the future, for a later mod.
    Here you go:
    Quote Originally Posted by Eladrin View Post
    I've got other plans for Human Versatility in a future mod, don't worry about that.
    Things worthy of Standing Stone going EXTREME PREJUDICE™ on.:
    • Epic and Legendary Mysterious ring upgrades, please.
    • Change the stack size of filigree in the shared bank to 50. The 5 stack makes the shared bank worthless for storing filigree in a human usable manner.
    • Fixing why I don't connect to the chat server for 5 minutes when I log into a game world.
    • Fixing the wonky Lightning Sphere and Tactical Det firing by converting them to use alchemist spell arcing.
    • Redoing the drop rates of tomes in generic and raid loot tables.

  4. #4

    Default

    Actually the last mod gave some very solid human enhancement love, and maybe have made humans viable again. With the change to toughness, dwarves have lost their monopoly on hitpoints, and DT armor makes the armor mastery worthless for some builds. The two slots I've devoted to mod 9 builds are both human - 18P/2R TWF, 12F/6Rr/2R.

    I chose Human with the pally because the build was otherwise feat starved, I liked the Stat allocation better with human (strength 16 costs 10 points rather than 13 and saved two on int), and the other races had negs to primary stats.

    The 12/6/2 TWF build went human because it gave me the highest possible strength at end game (18 base + 5 levels + 3 class enh + 4 tome +1 racial + 6 item + 1 DT 2d tier) =38 standing/ 54 raged + double madstoned. Also, the extra skill points are helpful keeping the rogue skills decent, and intimidate and umd maxed.

    Considering the fact I capped like 15 characters since HV was nerfed, and none of them were human, things are moving in the right direction.

    Tormenting Role Players, Perma-Death players, and Turbine Mods since February 2006!
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  5. #5
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    Quote Originally Posted by DelScorcho View Post
    The 12/6/2 TWF build went human because it gave me the highest possible strength at end game (18 base + 5 levels + 3 class enh + 4 tome +1 racial + 6 item + 1 DT 2d tier) =38 standing/ 54 raged + double madstoned. Also, the extra skill points are helpful keeping the rogue skills decent, and intimidate and umd maxed.
    How do you get another +16 str raged?
    What is double madstoned?

  6. #6
    Community Member Emili's Avatar
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    Quote Originally Posted by DelScorcho View Post
    Actually the last mod gave some very solid human enhancement love, and maybe have made humans viable again. With the change to toughness, dwarves have lost their monopoly on hitpoints, and DT armor makes the armor mastery worthless for some builds. The two slots I've devoted to mod 9 builds are both human - 18P/2R TWF, 12F/6Rr/2R.

    I chose Human with the pally because the build was otherwise feat starved, I liked the Stat allocation better with human (strength 16 costs 10 points rather than 13 and saved two on int), and the other races had negs to primary stats.

    The 12/6/2 TWF build went human because it gave me the highest possible strength at end game (18 base + 5 levels + 3 class enh + 4 tome +1 racial + 6 item + 1 DT 2d tier) =38 standing/ 54 raged + double madstoned. Also, the extra skill points are helpful keeping the rogue skills decent, and intimidate and umd maxed.

    Considering the fact I capped like 15 characters since HV was nerfed, and none of them were human, things are moving in the right direction.

    remember to add in your rams might if that Rr stands for ranger...

    I cannot help but think by allocation +5 tome will be end-game top at 20... makes sence... still str is not the only mod to damage, Any WF or Halfling will pass your DPS output out due to guile or PA or any of their enhancements even if they are 1 or 2 mod points behind your top str... and come to think of it at lvl 20 a WF reaches the same Str mod as you with exceptiona str bonus.
    Last edited by Emili; 08-15-2009 at 02:52 PM.
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