Page 1 of 5 12345 LastLast
Results 1 to 20 of 722

Hybrid View

Previous Post Previous Post   Next Post Next Post
  1. #1
    Developer Eladrin's Avatar
    Join Date
    Feb 2006
    Posts
    0

    Default Fighter Kensai Preview

    I've dropped a few bits of information previously on some of the various Prestige Enhancements currently scheduled for Module 9 in various threads. Each week, I'll be posting one of these or a capstone enhancement to let you see what I'm working on. As usual, they're all still subject to change in playtest, and I ask that people not freak out too much about being "nerfed" or "buffed" if they do, or I'll have to stop since The Cube won't let me post them anymore.

    Let's start with the kensai.

    ---

    Fighter Kensai I
    Cost: 4 AP
    Prereqs: Level 6 Fighter, Fighter Attack Boost II, Fighter Critical Accuracy II, any Weapon Specialization feat.
    Benefit: You are the unrivaled master of your chosen weapon. Your focus and training grant you a +1 bonus to Bluff, Concentration, Diplomacy, and Intimidate skills, Combat Feat DC's, saves against magic, and number of Action Boosts per day. If you possess a Ki bar, you gain 1 additional Ki on criticals and when meditating. You can select a single weapon type as your signature weapon.

    Kensai <Specific Weapon> Mastery I
    Cost: 1 AP
    Prereqs: Level 6 Fighter, Fighter Kensai I, Weapon Specialization: <appropriate weapon type>
    Benefit (One handed, ranged, or thrown weapons): You gain an additional +1 bonus to hit and damage, and +2 to confirm criticals and critical damage (before multipliers) when using a <weapon>.
    Benefit (Two handed weapons): You gain an additional +1 bonus to hit, +2 to damage and to confirm criticals and +4 to critical damage (before multipliers), as well as improved glancing blows that have a chance of applying magical weapon effects when using a <weapon>.

    ---

    The kensai masters body, mind, weapon, and will. The "ki projection" ability of the prestige class has been changed into a passive ability, and we've given the kensai a number of passive combat bonuses to reflect their mastery of their chosen weapon. The base prestige class requires a specific weapon, but we've expanded that as well to all longswords instead of just "the one given to me by my lord".

    We also chose to give it some synergy with the monk class. The base prestige class possesses a strong Eastern warrior-monk philosophy to it, so it seemed natural to make this a potentially desirable multiclass option.

    ---

    Fighter Kensai II
    Cost: 2 AP
    Prereqs: Level 12 Fighter, Fighter Kensai I, Fighter Attack Boost III, Fighter Critical Accuracy III, any Greater Weapon Specialization feat.
    Benefit: Your focus and training improve, granting an additional +1 bonus to Bluff, Concentration, Diplomacy, and Intimidate skills, Combat Feat DC's, saves against magic, and number of Action Boosts per day. If you possess a Ki bar, you gain 1 additional Ki on criticals and when meditating.

    Kensai Power Surge

    Benefit: You may expend a Fighter attack boost to focus your energy and spirit, gaining a +8 Insight bonus to strength for a short period of time. If you possess the ability to generate Ki, you generate an additional 2 ki on successful attacks during your surge.

    Kensai <Specific Weapon> Mastery II
    Cost: 1 AP
    Prereqs: Level 12 Fighter, Fighter Kensai II, Fighter <Specific Weapon> Specialization I, Kensai <Specific Weapon> Mastery I, Greater Weapon Specialization: <appropriate weapon type>
    Benefit (One handed, ranged, or thrown weapons): You gain an additional +1 bonus to hit and damage, and +2 to confirm criticals and critical damage (before multipliers) when using a <weapon>.
    Benefit (Two handed weapons): You gain an additional +1 bonus to hit, +2 to damage and to confirm criticals and +4 to critical damage (before multipliers), as well as improved glancing blows that have an increased chance of applying magical weapon effects when using a <weapon>.

    ---

    Power surge is one of the defining abilities of the kensai.


    ---
    Fighter Kensai III
    Cost: 2 AP
    Prereqs: Level 18 Fighter, Fighter Kensai II, Fighter Attack Boost IV, Fighter Critical Accuracy IV, any Superior Weapon Focus.
    Benefit: Your focus and training are complete, granting an additional +1 bonus to Bluff, Concentration, Diplomacy, and Intimidate skills, Combat Feat DC's, saves against magic, and number of Action Boosts per day. If you possess a Ki bar, you gain 1 additional Ki on criticals and when meditating.

    Kensai <Specific Weapon> Mastery III
    Cost: 1 AP
    Prereqs: Level 18 Fighter, Fighter Kensai III, Fighter <Specific Weapon> Specialization II, Kensai <Specific Weapon> Mastery II, Superior Weapon Focus: <appropriate weapon type>
    Benefit: You gain +1 critical threat range with your signature weapon.

    ---

    Critical threat range increases will be rarer in the future, but we thought it appropriate that the undisputed master of a specific weapon would have access to such a powerful ability. Precision is the mark of a true swordmaster.

    Edit:
    Since it came up in the discussion, the Two Handed Fighting chain of feats has also been changed to increase (from zero) the chance of glancing blows producing magical weapon effects.
    Last edited by Tolero; 05-29-2009 at 09:30 AM.

  2. #2

    Default

    mmmm prc goodness
    Fallen former minion of the Gelatinous Cube
    Proud Member of Ascent
    Arko Highstar
    Arckos Highstar

  3. #3

    Default

    awesome

    Kensai <Specific Weapon> Mastery III
    Cost: 1 AP
    Prereqs: Level 18 Fighter, Fighter Kensai III, Fighter <Specific Weapon> Specialization II, Kensai <Specific Weapon> Mastery II, Superior Weapon Focus: <appropriate weapon type>
    Benefit: You gain +1 critical threat range with your signature weapon.
    Fallen former minion of the Gelatinous Cube
    Proud Member of Ascent
    Arko Highstar
    Arckos Highstar

  4. #4
    Founder vyvy3369's Avatar
    Join Date
    Jan 2006
    Posts
    0

    Default

    Isn't it somewhat odd to have the first tier cost more than any of the others?
    Quote Originally Posted by vyvy3369 View Post
    "Fortune and glory, kid. Fortune and glory.
    - Henry Jones, Sarlona
    All done with Completionist (again) and Epic Completionist. First character to 30 on Sarlona* (before the rollback).

  5. #5

    Default

    lets see some number crunching will this help THF close the gap


    Kensai I
    Benefit (One handed, ranged, or thrown weapons): You gain an additional +1 bonus to hit and damage, and +2 to confirm criticals and critical damage (before multipliers) when using a <weapon>.
    Benefit (Two handed weapons): You gain an additional +1 bonus to hit, +2 to damage and to confirm criticals and +4 to critical damage (before multipliers), as well as improved glancing blows that have a chance of applying magical weapon effects when using a <weapon>.

    Kensai 2
    Benefit (One handed, ranged, or thrown weapons): You gain an additional +1 bonus to hit and damage, and +2 to confirm criticals and critical damage (before multipliers) when using a <weapon>.
    Benefit (Two handed weapons): You gain an additional +1 bonus to hit, +2 to damage and to confirm criticals and +4 to critical damage (before multipliers), as well as improved glancing blows that have an increased chance of applying magical weapon effects when using a <weapon>.


    and is the damage bonus a stacked one so you get a total of +3 to base damage
    Fallen former minion of the Gelatinous Cube
    Proud Member of Ascent
    Arko Highstar
    Arckos Highstar

  6. #6
    Community Member Laith's Avatar
    Join Date
    Mar 2006
    Posts
    1,194

    Default

    Quote Originally Posted by Eladrin View Post
    I've dropped a few bits of information previously on some of the various Prestige Enhancements currently scheduled for Module 9 in various threads. Each week, I'll be posting one of these or a capstone enhancement to let you see what I'm working on. As usual, they're all still subject to change in playtest, and I ask that people not freak out too much about being "nerfed" or "buffed" if they do, or I'll have to stop since The Cube won't let me post them anymore.
    thanks!

  7. #7
    Community Member KatanAztar's Avatar
    Join Date
    Feb 2006
    Posts
    0

    Default

    You should allow the human versatility boosts as a substitute for the fighter attack boost.

  8. #8
    Developer Eladrin's Avatar
    Join Date
    Feb 2006
    Posts
    0

    Default

    Quote Originally Posted by KatanAztar View Post
    You should allow the human versatility boosts as a substitute for the fighter attack boost.
    I've got other plans for Human Versatility in a future mod, don't worry about that.

    Fighter Attack Boost was selected for the Kensai because it fit thematically the best by far - the swordmaster never misses!

    Edit:
    Isn't it somewhat odd to have the first tier cost more than any of the others?
    This is the standard cost progression for the Prestige Enhancements. 4/2/2, or 4/1/1/1/1 if it's a five tier one like Arcane Archer.

  9. #9
    Community Member KatanAztar's Avatar
    Join Date
    Feb 2006
    Posts
    0

    Default

    Quote Originally Posted by Eladrin View Post
    I've got other plans for Human Versatility in a future mod, don't worry about that.

    Fighter Attack Boost was selected for the Kensai because it fit thematically the best by far - the swordmaster never misses!

    Edit:

    This is the standard cost progression for the Prestige Enhancements. 4/2/2, or 4/1/1/1/1 if it's a five tier one like Arcane Archer.
    Does this mean we are getting rid of these boosts and getting a different form of versatility?

  10. #10
    Community Member muffinlad's Avatar
    Join Date
    May 2006
    Posts
    785

    Default

    Quote Originally Posted by KatanAztar View Post
    Does this mean we are getting rid of these boosts and getting a different form of versatility?
    If we could just go back to a limited form of the original, say +1 to all skills at levels 1-8, +2 to all skills level 9 though 16, and +3 to all skills at level 17, I would be fine. Not as powerful as it used to be, but still useful for some builds.

    muffinskiller
    Now Diving in Lava, with the Lava Divers.

    AKA, Cb,Cg,Cj,Cl,Co,Cp,Cq,Cr,Cs,Ct,Cw,Cx,Cz and...Edvard. All the other C's were taken.

  11. #11
    Community Member Gum's Avatar
    Join Date
    Oct 2006
    Posts
    664

    Default

    man, this is really good news. Looking forward to it.
    **As the Great Emu is one with the hill, so am I with the Great Emu.**
    PlatinumKnightsddo.us

  12. #12
    Hero QuantumFX's Avatar
    Join Date
    Feb 2006
    Posts
    2,079

    Default

    Quote Originally Posted by Eladrin View Post
    I've got other plans for Human Versatility in a future mod, don't worry about that.
    Like? Currently HV is pretty nice other than you get too much redundancy thanks to PrE requirements. (Feel free to start another thread on this.)

    Quote Originally Posted by Eladrin View Post
    I'll make sure that Tempest and Frenzied Berserker are early on the list of previews to take care of concerns that are related to them.
    To paraphrase Jim Carrey's character from Dumb and Dumber: Code… FASTER!
    Last edited by QuantumFX; 11-21-2008 at 07:03 PM.
    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.

  13. #13
    Founder Vorn's Avatar
    Join Date
    Jan 2006
    Posts
    0

    Default

    I guess the requirement of the attack boost wouldn't be so bad since I'd never use it, I'd use the powersurges instead. I'd never take attack boost for itself though as my fighter never misses anything anyway, for the most part.

    Now to pull out the calculator and see how much of the haste boost I can keep.
    Vorn, 30 Fighter
    Argo
    OSD

  14. #14
    Founder Giantsbane's Avatar
    Join Date
    Feb 2006
    Posts
    0

    Default Nice one

    Quote Originally Posted by Vorn View Post
    I guess the requirement of the attack boost wouldn't be so bad since I'd never use it, I'd use the powersurges instead. I'd never take attack boost for itself though as my fighter never misses anything anyway, for the most part.

    Now to pull out the calculator and see how much of the haste boost I can keep.
    Now that's funny!
    Drink Old Sully's, after a couple pints even Orcs look good!
    Proud member of The order of the Silver Dragons

  15. #15
    Community Member Aerendil's Avatar
    Join Date
    Oct 2007
    Posts
    2,187

    Default

    Wow.

  16. #16
    Community Member maddmatt70's Avatar
    Join Date
    Mar 2006
    Posts
    5,808

    Default

    Just a few comments.
    1. Tier 2 and tier 3 are very respectable and more inline with other classes which is great.

    2. Tier 1 is still disappointing in comparison to Tempest 1 so it is much better to go 12 fighter 6 ranger then 12 ranger 6 fighter which I feel shouldn't be the case.

    3. I am not a 100% sure that this is enough actually. It makes the fighter competitive with the other classes as they currently stand but vs. rangers at level 20 with tempest 2 and tempest 3 and barbarians with their prc and barb crit rage 2 and paladins with their prc and zeal and divine might I am not sure will be competitive.

    4. Tier 3 although nice is very pro rapier again. This game is in danger of becoming all piercing specced players. I am not sure how to fix that well anyway up to you.
    Last edited by maddmatt70; 11-21-2008 at 02:42 PM.
    Norg Fighter12/Paladin6/Monk2, Jacquiej Cleric18/Monk1/Wiz1, Rabiez Bard16/Ranger3/Cleric1, Hangover Bard L20, Boomsticks Fighter12/Monk 6/Druid 2, Grumblegut Ranger8/Paladin6/Monk6, Rabidly Rogue L20, Furiously Rogue10/Monk6/Paladin4, Snowcones Cleric 12/Ranger 6/Monk 2, Norge Barbarian 12/FVS4/Rogue4. Guild:Prophets of The New Republic Khyber.

  17. #17
    Community Member The_Phenx's Avatar
    Join Date
    Mar 2006
    Posts
    1,079

    Default

    Eladrin.

    With the power surge I can loose my complaints about fighters attack boost being useless, since we will be able to spend those uses on a +8 str boost. SO ...

    I have a couple important questions if you would be so kind.

    1. Will this function like showtime in the fact that we will be able to click the Kensai Power Surge, then click off a fighters speed boost at the same time to stack the +8 str and 30% alacrity?

    2. Are there any plans to revisit the costs of fighters armor mastery/shield mastery? As Kensai will be a very expensive line, and it will help to free up much needed action points, allowing fighters to keep their ac up as well as specalize. Perhaps making them 1pt 2 pt 3pt each, as opposed to the 12pt total they each are now?
    Last edited by The Phenx; 11-21-2008 at 03:02 PM.
    Ghinsuu, Spikey, Preying, , Pyroclastic
    Khyber, Jesters Court


    ***Your Vip Account Has Been Cancelled***

  18. #18
    Community Member Junts's Avatar
    Join Date
    Jul 2008
    Posts
    4,586

    Default

    Quote Originally Posted by maddmatt70 View Post
    Just a few comments.
    1. Tier 2 and tier 3 are very respectable and more inline with other classes which is great.

    2. Tier 1 is still disappointing in comparison to Tempest 1 so it is much better to go 12 fighter 6 ranger then 12 ranger 6 fighter which I feel shouldn't be the case.

    3. I am not a 100% sure that this is enough actually. It makes the fighter competitive with the other classes as they currently stand but vs. rangers at level 20 with tempest 2 and tempest 3 and barbarians with their prc and barb crit rage 2 and paladins with their prc and zeal and divine might I am not sure will be competitive.

    4. Tier 3 although nice is very pro rapier again. This game is in danger of becoming all piercing specced players. I am not sure how to fix that well anyway up to you.


    you know, they've said a few times that tempest I will change when tempest II and III come in, so you probably dont want to make that direct comparison just yet - tempest 1 (and warchanter/spellsinger 1) basically give you tier 2 in the same enhancement right now

  19. #19
    Community Member maddmatt70's Avatar
    Join Date
    Mar 2006
    Posts
    5,808

    Default

    Quote Originally Posted by Junts View Post
    you know, they've said a few times that tempest I will change when tempest II and III come in, so you probably dont want to make that direct comparison just yet - tempest 1 (and warchanter/spellsinger 1) basically give you tier 2 in the same enhancement right now
    I heard them hint at this before. I have very mixed feelings regarding a change to tempest. Alot of players have built characters with 6 levels of ranger and then to nerf that out is very harsh. Hah, I for instance am leveling up a rogue with 6 ranger levels. It is rough to suddenly alter players' builds that have been out there a long time, although mine has not been. Some people made chars almost a year ago with just 6 level of ranger or so. I would rather tempest 1,2, 3 not change tempest 1, but other classes get similar power points. As long as the mobs at end game make any sense at all this if it were like this it would be the preferred option in my opinion.
    Norg Fighter12/Paladin6/Monk2, Jacquiej Cleric18/Monk1/Wiz1, Rabiez Bard16/Ranger3/Cleric1, Hangover Bard L20, Boomsticks Fighter12/Monk 6/Druid 2, Grumblegut Ranger8/Paladin6/Monk6, Rabidly Rogue L20, Furiously Rogue10/Monk6/Paladin4, Snowcones Cleric 12/Ranger 6/Monk 2, Norge Barbarian 12/FVS4/Rogue4. Guild:Prophets of The New Republic Khyber.

  20. #20
    Community Member Emili's Avatar
    Join Date
    Apr 2006
    Posts
    5,756

    Default

    Quote Originally Posted by maddmatt70 View Post
    I heard them hint at this before. I have very mixed feelings regarding a change to tempest. Alot of players have built characters with 6 levels of ranger and then to nerf that out is very harsh. Hah, I for instance am leveling up a rogue with 6 ranger levels. It is rough to suddenly alter players' builds that have been out there a long time, although mine has not been. Some people made chars almost a year ago with just 6 level of ranger or so. I would rather tempest 1,2, 3 not change tempest 1, but other classes get similar power points. As long as the mobs at end game make any sense at all this if it were like this it would be the preferred option in my opinion.
    I do not know I have mixed feelings the other way... it seems to me front loading the PrC only serves to limit the usefulness of a class in it's higher level ends... there should be comparable useful gain in a class beyond the initial levels, thus allowing a 14th lvl ranger to be more ranger then a 6th lvl ranger/8th? The tiers should be met with equal relative gains. if anything I am more disappointed in Turbines loftiness it implementing a PrC within the lower ends without planing the entire 20th level design - this has more to do with the situation you describe above. This is why older characters are sometimes shelved, rerolled or left for dead in cancelled accounts.
    Last edited by Emili; 11-24-2008 at 09:42 AM.
    A Baker's dozen in the Prophets of the New Republic and Fallen Heroes.
    Abaigeal(TrBd25), Ailiae(TrDrd2), Ambyre(Rgr25), Amilia(Pl20), Einin(TrRgr25), Emili(TrFgt25), Heathier(TrClc22), Kynah(TrMnk25), Meallach(Brb25), Misbehaven(TrArt22), Myara(Rog22), Rosewood(TrBd25) and Sgail(TrWiz20) little somethings with flavour 'n favour

Page 1 of 5 12345 LastLast

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  

This form's session has expired. You need to reload the page.

Reload