I have the least experience with it of the new classes as of right now. Psychic(*): A class I was unimpressed by in the playtest, and that really lives or dies by the new OA spells it learns. Seems like a natural fit for those who might want to play a 6th-level caster Wizard. Occultist(*): On paper, the Occultist is a fascinating take on spellcasting and contains a great deal of variety in its potential abilities. Not much in the way of martial ability, but tricks are amusing defensive abilities that contribute to a pseudo-bard playstyle. Mesmerist: Theoretically inferior to an enchantment-focused full caster, but stare debuffs makes it play excellently with them. The spirits themselves are great and allow for variety while not be overwhelming, but locations may make it difficult to use anything but the Relic Channeler archetype depending on the game. Medium: A class very much dependent on the campaign setting, as several base features will be unused in many. Fun to play, but might not be what some are looking for. Kineticist: Very cool in theory and practice, but very hard to pin down power-wise against more traditional classes. I'm unsure what you mean, the Mesmerist doesn't have an alignment restriction. Mesmerist: Neat concept in need of a nonspecific alignment version. I'm probably biased, but reading through the rules I got at least 5 ideas for new characters, and to me that means the class wants to be played and suceeds.suceeds at being interesting and making people want to play it. I love everything from it, I like how it is ballanced the fun things it can do and the different focus each phantom grants. Spiritualist: This one is my favored occult class. Personally I love Self Perfection discipline. While not overpowerful (but still very, very powerful of course) it's a class with style and potential to give people who love casters something different to play for once. Seems way too contrived to me and honestly I'm not a huge fan of carrying around a pleathora of items just to be able to focus on them. Occultist: I must confess I don't like the implement mechanic very much nor I like mental focus either. ![]() 90% of them) and the class is just follows its background very well. Debuffs to will saves are nasty if paired with a spellcaster with save or suck spells (i.e. Mesmerist:: The anti bard seems fun, really. Some spirits are good, or very good even (like champion) but some others just don't cut it. Yet the implementation feels a bit lacking. The base idea is neat, giving you a character able to fill any gaps in team composition as need arises. Medium: A decent class, all things considered. Kineticist: Seems a fun really well built class even if a bit complex to grasp, I like how two different kineticists don't need to look similar at all and still be very playable). As simple as that,give each one of them a grade between 1 (terrible) and 10 (the most awesome class ever conceived) and if possible explain your reasoning for the grade.
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