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  1. #1
    Community Member Taojeff's Avatar
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    Default Detailed Review of Kensai after several days of testing

    First I would like to say that although I was as shocked as most people with the new enhancements, it has grown on me and many of the trees are far superior to what they were on live. There is however some tweaking that needs to be done.

    Here is my review (I am not going to paste every ability just talk about them.

    Core Abilities
    These are the ones at the bottom that require specific levels of the Fighter class:
    • Kensai Focus: +1 to Hit with Focus blade, nothing stellar but its level zero, you get this before waterworks.
    • Weapon Mastery Rank One This ability is huge and it scales well with the amount of core abilities you get which is nice. I had an average of 4 stacks during my testing which is a pretty nice damage boost for something this low tier. I am however confused about how it says it stacks 10 times when there are only 6 core abilities. If they really want to make this stack up to 10 times then they should give it 2 stacks of meditation on vorpal and caculate by core abilites x2
    • Strike with no thought: This seems kind of lack luster, because its level 6 and are only 3 more core/innate abilities after this, the max would be 4%. I would start it at 3% at least and then scale by one. This also gives the 6 Fighter splash alot more appeal.
    • Power Surge: I am not a fan of action boosts other then haste and damage...this seems like a waste of an action boost now also when damage boost can do 20%. I always feel like I run out of action boosts two soon and there are not enough to go around (or they are too short). Like I said, not a big fan of action boosts (other then sprint). I much prefer weapon proc that have mini buffs. What would be nice here would be a 6s proc on crit that increases your threat range.
    • One Cut: Another action boost... And it is one that is taken really by equipment and feats now (plus alot of other trees get vorpal all the time). I rather have a crit multiplier boost or something.


    Overall the low tier core abilities are really good but the higher level core abilities seem lack luster (in fact I would think the only reason to go higher is the added benefit from the lower tier abilities). At least get rid of one of the action boosts and replace it with a proc on vorpal crit multiplier or threat for 6 seconds.

    Ok. I am not going to go tier by tier but more tree by tree here so bare with me.

    Stand Alone Abilities
    • Tactics: Even though this is one less point over all, your getting Sunder, Trip, Stun, etc all for 6 total AP points. This is a definite win for all around tactics. Maybe a slight nerf to people that were just on the cusp of being effective in EE, but very small.
    • Reed in the Wind: First let me say that at first glance this ability looks like trash. But really it only needs a little tweaking. I would increase the duration to 10 seconds and decrease the cool down to 20 seconds. Also make it 2[w] or people will never use it. That makes it useful but not nearly as powerful as the ninja spy incorporal that is higher tiered and core.
    • Multiple Selector: Good abilites, I choose reflex saves cause I usually build toons with evasion. I am not sure this should be 2 points per though.
    • Improved Dodge and Mobility Line: This is kind of lackluster. Mostly the second tier. I would change the second tier to give dodge cap and 1% more dodge a level, also this should be 1 ap point per not two. Generally defense should be 1 ap per 2 points of AC, 3 Points of PRR, or 1 point of dodge due to the limitations of the defense system (diminishing returns and cap).
    • Weapon Specialization Line: Overall this is a great line it just needs some tweaking. Basically my position is reward not punish, so take out the feat requirements, but give double to people that have those feats. So people with weapon Specialization and Focus would get +2 instead of plus one, I would make this +3 for Greater weapon focus (Otherwise this is a throw away feat). The cap is fine and the connector is fine. I will talk about in the next line.
    • Attack Boost\Meditation\Stattering Strike: First the Attack Boost is garbage, because really no one ever misses anymore or hardly at all. I would replace attack boost with seeker boost. Weapon Medidation is awesoost[/B]me! It does not take that long and gives you basically +10 to hit and damage for 10 seconds (seemed like it was bugged and lasting twice as long when i tested) then u get +9 for 10s ect. I was getting some nice one handed non-stun crits for 1k with bastard swords... so it definitely helps (this was not all kensai as I had advancing blows from LD on, though I was not blitzed). I would give it more uses though, just 2 seems very limiting especially when you have to stop to power it up. Shattering Strike is useful (would lower the cool down just a bit) and it only costs 3 ap for 3[w] so not to bad overall. Finally, Deadly Strike is very meh. It is basically a critical attack....wow. And it uses an action boost. This is a waste of an action boost that you could just use for haste (where you would probably get multiple critical hits). Having a 5% chance to get 500 does not really help... What I would like to see is an ability that would automatically clear all tactic feats on a vorpal.
    • One with the Blade: This is incredibly OP. Probably one of the most OP things I have seen in the new enhancement system. The possibilities are crazy. Please keep this right where it is, people who ask to get this without spending through the trees no nothing of game balance. As is you already going to be seeing center earth stance monks running around with improved evasion and wielding SOS as a ki weapon (and getting the the improved critical rating from earth stance three). Please dont make it cheaper.
    • Crit Line and a Good Death: This needs to be 1 ap per point for the criticals. A good death is a great ability. I was getting about 700 base and 500 extra when i was using it.

    Last edited by Taojeff; 04-13-2013 at 05:27 PM. Reason: Color!! and spacing...

  2. #2
    Community Member Taojeff's Avatar
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    Default saved

    Quote Originally Posted by Taojeff View Post
    My overall assessment has been good. I have not been able to post my feedback yet as I have been doing builds while i work. I plan to get to it this weekend. Please do not believe all the naysayers. Here are my brief general impressions from trying about 12 different builds out the first night (thats 12 lives or class combinations) x many enhancement builds each life.

    1. There is no loss of freedom for multi-class, there is if anything more. You only need 1-8 levels of a class (usually toward the lower end, but max 8 with fighter so far) to take top tier abilities for a class. What is different with live is that there are more abilities that have higher tier requirement. On live you would get access to just about all the enhancements in the first couple levels but you do not go that deep into them. The new way is basically you can tier something all the way up before you get another ability. I like the new option, some things need to be out of reach and stay for those people that invest in that kind of character. I already have a feeling that much of this will be op for heroic and then quests will need readjustment. We definitely do not want to fall into the trap of making people good at everything. The same people who say that they will leave cause such and such is nerfed are generally the same people who steam roll content then leave from boredom. I think in general people are going to like the new system more as build progress.

    What needs to be tweaked Some of the abilities should be shifted down a tier or 2 and some of them are just too expensive (good example is stalwart where to get most of the things I wanted i had to spend 80 points and was still missing out, where as most of the other trees 40 was more then enough).

    2. Racial trees are bad or broken. I feel really pigeonholed with dwarf to wear heavy armor and use a shield. Sure the warhammer thing was cool, but I would open up more options. Why not add some kind of rune-smithing ability to add buffs for dwarves or something else. Dwarven frenzy is kind of a popular thing for some fighters in Faerun (battleragers). I mean there are more then one option. Dont be afraid to add a little of one racial prestige to another. At least you should try to target at least 3 classes that a particular race would very good at, and add things to that intent. There might even be a cool Faerun line and a Eberron line (pick one or the other) that add to the games flavor. To sum it up. Racial trees are weak and could use more options.

    3. Clickies need work. Most of the cool downs for clickies are prohibit-ally to long, and become useless when compared to similar epic clickies. It would be nice to have a couple that I would actually keep in my bar in epic. Clicky space is already at a premium for some builds also due to the the abundance of good epic clickies (like mom swing etc). I would recommend cutting down the cool down, or better yet allow crits or other effects to reset the cooldown. It would be good if each tree had at least one ability that would reset the cool down. For example maybe stalwart on shield bash has a 33% change to reset cool down of all shield abilities.

    4. On crit, or on attacked etc buffs are great. You should use those for defensive buffs as well. I absolutely loved kensai, the procing crit threat and enhancement bonus was cool. Something that benefits me but I dont have to worry about it all the time (by the way I also loved the finishing move attack...death something) so I can deal with my other clicky attacks. This would be a good move for dodge or prr, make it a proc (maybe stalwart on hit) of critical or something that goes off when you use another ability, but not a separate ability.

    Here is a winning strategy. Pick a core number of good clickies that have multiple tiers (maybe 3 at most per line). Then add other enhancements that add effects to that. For example for Tempest, put an ability that does 1/2/3[W] at the bottom of the tree that hits with both weapons (with a small cool down, 6s). Then above it (connected by an arrow) give it buffs, maybe bleeding, maybe doublestrike etc. On the side maybe had some enhancements that give stacking type of damage to it (or another core ability like this). Finally at the top create finishers or death moves that take advantage of stacks or enemy debuffs. What this does is give me something interesting to use even at the lower level of the tree, but something I will not grow out of even in epic if i invest into it.

    Well that is it for now, more when I get time this weekend.
    I am quoting myself here from another thread about general changes to the enhancement system. To the above I would like to add:

    • Reward do not punish: For abilities that require feats give double bonus for people who have those feats over those that dont (more then double in some cases). But do not lock people out.
    Last edited by Taojeff; 04-13-2013 at 05:40 PM.

  3. #3
    Community Member Taojeff's Avatar
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    Default Additional Abilities

    Suggestion for new tactics tree-line
    • Tactics +1, 2 AP 3 levels
    • Swift Tactics: Reduce the cool down of your tactical feals by 5/10s 2 AP per level
    • Tactical Monster: Activate this ability to get a +6 bonus to all all tactical feats for 6s. Everytime you use a tactical feat you have a 10/25/50% chance to reset the cool down of this feat.


    Here are some additional abilities I feel that would be noteworthy additions:


    • Ability to reset tactical cooldowns (close to top tier)
    • Tactical boost. On Vorpal get +3 dc to stunning etc from 6s
    • Charge attack
    • Quick Draw: When switching to you favorite weapon automitically gain 3 stacks of battle meditation (1 minute cool down)
    • Battle Intimidation: You stare you opponent down while studying his weaknesses. Gain 3 stacks of battle meditation every time you use intimidate
    Last edited by Taojeff; 04-13-2013 at 06:15 PM.

  4. #4
    The Hatchery Antiguo's Avatar
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    Default

    Maybe they are saving some tactics bonus for the PDK tree (if they release it someday..)

  5. #5
    Community Member Taojeff's Avatar
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    Default Unleash Death

    • Unleashed Death: Your mastery of you signature weapon gives you insight to magics, if you have at least one stack of battle meditation for the next 6secs all attacks made are considered a vorpal to determine weapon effects. This only effects weapon effects like blasts, bloodletter etc, not base weapon damage. Cooldown 1 minute. Have something else be able to reset this effects cooldown (max 15% chance)

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