Difference between pages "Archmage" and "Brawler"

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{{class
 
{{class
|name=Archmage
+
|name=Brawler
|metaclass=Mage
+
|metaclass=Warrior
 
|starting_life=100
 
|starting_life=100
 
|locked=Yes
 
|locked=Yes
|life_per_level= -4
+
|life_per_level= +2
|magic= +5
+
|strength= +3
|willpower= +3
+
|dexterity= +3
|cunning= +1
+
|cunning =+3
 
}}
 
}}
  
 
==Description==
 
==Description==
An Archmage devotes his whole life to the study of magic above anything else.
+
The ravages of the Spellblaze stretched armies thin and left many unprotected. Not everyone could afford the luxury of a weapon.
Most Archmagi lack basic skills that others take for granted (like general fighting sense), but they make up for it by their raw magical power.
+
  
Archmagi start with knowledge of many schools of magic. However, they usually refuse to have anything to do with Necromancy.
+
Without steel or iron, poor communities of all races turned to the strength of their own bodies for defense against the darkness.
  
Most Archmagi have been trained in the secret town of Angolwen and possess a unique spell to teleport to it directly.
+
Whether a pit-fighter, a boxer, or just an amateur practitioner, the Brawler's skills are still handy today.
Their most important stats are: [[Magic]] and [[Willpower]]
+
Many of the Brawler's abilities will earn combo points which they can use on finishing moves that will have added effect.
 +
 
 +
The unarmed fighting styles the Brawler uses rely on maneuverability and having both hands available. As such, they cannot make use of their training wearing massive armour or while a weapon or shield is equipped.
 +
Their most important stats are: [[Strength]], [[Dexterity]], and [[Cunning]]
  
 
==Starting Equipment==
 
==Starting Equipment==
*Elm Staff
+
*Iron Gauntlets
*Linen Robe
+
*Rough Leather Armor
*[[inscriptions|Manasurge Rune]]
+
  
 
==Starting Talents==
 
==Starting Talents==
*[[Arcane power (talent)|Arcane Power]]
+
*[[Uppercut (talent)|Uppercut]]
*[[Flame (talent)|Flame]]
+
*[[Double strike (talent)|Double Strike]]
*[[Lightning (talent)|Lightning]]
+
*[[Combat accuracy (talent)|Combat Accuracy]]
*[[Phase door (talent)|Phase Door]]
+
*[[Armour training (talent)|Armour Training]]
*[[Teleport angolwen (talent)|Teleport: Angolwen]]
+
  
==Talent Categories==
+
==Talents==
  
 
{{Talent_table
 
{{Talent_table
 
| class_rows =  
 
| class_rows =  
 
{{Talent_row
 
{{Talent_row
| Type = [[Spell (category type)|Spell]]
+
| Type = [[Technique (category type)|Technique]]
| Name = [[Arcane (category)|Arcane]]
+
| Name = [[Field control (category)|Field Control]]
 
| Mastery = 1.3
 
| Mastery = 1.3
| Locked = no
+
| Locked = Yes
| talent1 = [[Arcane power (talent)|Arcane Power]]
+
| talent1 = [[Disengage (talent)|Disengage]]
| talent2 = [[Manathrust (talent)|Manathrust]]
+
| talent2 = [[Track (talent)|Track]]
| talent3 = [[Arcane vortex (talent)|Arcane Vortex]]
+
| talent3 = [[Heave (talent)|Heave]]
| talent4 = [[Disruption shield (talent)|Disruption Shield]]
+
| talent4 = [[Slow motion (talent)|Slow motion]]
 
}}
 
}}
 
{{Talent_row
 
{{Talent_row
| Type = [[Spell (category type)|Spell]]
+
| Type = [[Technique (category type)|Technique]]
| Name = [[Air (category)|Air]]
+
| Name = [[Combat techniques (category)|Combat techniques]]
| Mastery = 1.3
+
| Mastery = 1.0
| Locked = no
+
| Locked = Yes
| talent1 = [[Lightning (talent)|Lightning]]
+
| talent1 = [[Rush (talent)|Rush]]
| talent2 = [[Chain lightning (talent)|Chain Lightning]]
+
| talent2 = [[Precise strikes (talent)|Precise strikes]]
| talent3 = [[Feather wind (talent)|Feather Wind]]
+
| talent3 = [[Perfect strike (talent)|Perfect strike]]
| talent4 = [[Thunderstorm (talent)|Thunderstorm]]
+
| talent4 = [[Blinding speed (talent)|Blinding speed]]
 
}}
 
}}
 
{{Talent_row
 
{{Talent_row
| Type = [[Spell (category type)|Spell]]
+
| Type = [[Technique (category type)|Technique]]
| Name = [[Earth (category)|Earth]]
+
| Name = [[Combat veteran (category)|Combat veteran]]
| Mastery = 1.3
+
| Mastery = 1.1
| Locked = no
+
| talent1 = [[Quick recovery (talent)|Quick recovery]]
| talent1 = [[Stone skin (talent)|Stone Skin]]
+
| talent2 = [[Fast metabolism (talent)|Fast metabolism]]
| talent2 = [[Pulverizing auger (talent)|Pulverizing Auger]]
+
| talent3 = [[Spell shield (talent)|Spell shield]]
| talent3 = [[Mudslide (talent)|Mudslide]]
+
| talent4 = [[Unending frenzy (talent)|Unending frenzy]]
| talent4 = [[Stone wall (talent)|Stone Wall]]
+
 
}}
 
}}
 
{{Talent_row
 
{{Talent_row
| Type = [[Spell (category type)|Spell]]
+
| Type = [[Technique (category type)|Technique]]
| Name = [[Fire (category)|Fire]]
+
| Name = [[Combat training (category)|Combat training]]
| Mastery = 1.3
+
| Mastery = 1.1
| Locked = no
+
| talent1 = [[Thick skin (talent)|Thick skin]]
| talent1 = [[Flame (talent)|Flame]]
+
| talent2 = [[Armour training (talent)|Armour training]]
| talent2 = [[Flameshock (talent)|Flameshock]]
+
| talent3 = [[Combat accuracy (talent)|Combat accuracy]]
| talent3 = [[Fireflash (talent)|Fireflash]]
+
| talent4 = [[Weapons mastery (talent)|Weapons mastery]]
| talent4 = [[Inferno (talent)|Inferno]]
+
| talent5 = [[Dagger mastery (talent)|Dagger mastery]]
 
}}
 
}}
 
{{Talent_row
 
{{Talent_row
| Type = [[Spell (category type)|Spell]]
+
| Type = [[Technique (category type)|Technique]]
| Name = [[Water (category)|Water]]
+
| Name = [[Pugilism (category)|Pugilism]]
 
| Mastery = 1.3
 
| Mastery = 1.3
| Locked = no
+
| talent1 = [[Double strike (talent)|Double strike]]
| talent1 = [[Glacial vapour (talent)|Glacial Vapour]]
+
| talent2 = [[Relentless strikes (talent)|Relentless strikes]]
| talent2 = [[Freeze (talent)|Freeze]]
+
| talent3 = [[Spinning backhand (talent)|Spinning backhand]]
| talent3 = [[Tidal wave (talent)|Tidal Wave]]
+
| talent4 = [[Flurry of fists (talent)|Flurry of fists]]
| talent4 = [[Shivgoroth form (talent)|Shivgoroth Form]]
+
 
}}
 
}}
 
{{Talent_row
 
{{Talent_row
| Type = [[Spell (category type)|Spell]]
+
| Type = [[Technique (category type)|Technique]]
| Name = [[Phantasm (category)|Phantasm]]
+
| Name = [[Finishing moves (category)|Finishing moves]]
 
| Mastery = 1.3
 
| Mastery = 1.3
| Locked = no
+
| talent1 = [[Uppercut (talent)|Uppercut]]
| talent1 = [[Illuminate (talent)|Illuminate]]
+
| talent2 = [[Concussive punch (talent)|Concussive punch]]
| talent2 = [[Blur sight (talent)|Blur Sight]]
+
| talent3 = [[Body shot (talent)|Body shot]]
| talent3 = [[Phantasmal shield (talent)|Phantasmal Shield]]
+
| talent4 = [[Haymaker (talent)|Haymaker]]
| talent4 = [[Invisibility (talent)|Invisibility]]
+
 
}}
 
}}
 
 
{{Talent_row
 
{{Talent_row
| Type = [[Spell (category type)|Spell]]
+
| Type = [[Technique (category type)|Technique]]
| Name = [[Aether (category)|Aether]]
+
| Name = [[Grappling (category)|Grappling]]
 
| Mastery = 1.3
 
| Mastery = 1.3
| Locked = yes
+
| Locked = Yes
| talent1 = [[Aether breach (talent)|Aether Breach]]
+
| talent1 = [[Clinch (talent)|Clinch]]
| talent2 = [[Aether beam (talent)|Aether Beam]]
+
| talent2 = [[Maim (talent)|Maim]]
| talent3 = [[Aether avatar (talent)|Aether Avatar]]
+
| talent3 = [[Crushing hold (talent)|Crushing hold]]
| talent4 = [[Pure aether (talent)|Pure Aether]]
+
| talent4 = [[Take down (talent)|Take down]]
 
}}
 
}}
 
{{Talent_row
 
{{Talent_row
| Type = [[Spell (category type)|Spell]]
+
| Type = [[Technique (category type)|Technique]]
| Name = [[Meta (category)|Meta]]
+
| Name = [[Unarmed discipline (category)|Unarmed discipline]]
 
| Mastery = 1.3
 
| Mastery = 1.3
| Locked = yes
+
| Locked = Yes
| talent1 = [[Disperse magic (talent)|Disperse Magic]]
+
| talent1 = [[Push kick (talent)|Push kick]]
| talent2 = [[Spellcraft (talent)|Spellcraft]]
+
| talent2 = [[Defensive throw (talent)|Defensive throw]]
| talent3 = [[Quicken spells (talent)|Quicken Spells]]
+
| talent3 = [[Breath control (talent)|Breath control]]
| talent4 = [[Metaflow (talent)|Metaflow]]
+
| talent4 = [[Roundhouse kick (talent)|Roundhouse kick]]
 
}}
 
}}
 
{{Talent_row
 
{{Talent_row
| Type = [[Spell (category type)|Spell]]
+
| Type = [[Technique (category type)|Technique]]
| Name = [[Temporal (category)|Temporal]]
+
| Name = [[Unarmed training (category)|Unarmed training]]
 
| Mastery = 1.3
 
| Mastery = 1.3
| Locked = yes
+
| talent1 = [[Unarmed mastery (talent)|Unarmed mastery]]
| talent1 = [[Congeal time (talent)|Congeal Time]]
+
| talent2 = [[Steady mind (talent)|Steady mind]]
| talent2 = [[Time shield (talent)|Time Shield]]
+
| talent3 = [[Heightened reflexes (talent)|Heightened reflexes]]
| talent3 = [[Time prison (talent)|Time Prison]]
+
| talent4 = [[Combo string (talent)|Combo string]]
| talent4 = [[Essence of speed (talent)|Essence of Speed]]
+
 
}}
 
}}
 
 
{{Talent_row
 
{{Talent_row
| Type = [[Spell (category type)|Spell]]
+
| Type = [[Technique (category type)|Technique]]
| Name = [[Ice (category)|Ice]]
+
| Name = [[Conditioning (category)|Conditioning]]
 
| Mastery = 1.3
 
| Mastery = 1.3
| Locked = yes*
+
| talent1 = [[Vitality (talent)|Vitality]]
| talent1 = [[Ice shards (talent)|Ice Shards]]
+
| talent2 = [[Daunting presence (talent)|Daunting presence]]
| talent2 = [[Frozen ground (talent)|Frozen Ground]]
+
| talent3 = [[Unflinching resolve (talent)|Unflinching resolve]]
| talent3 = [[Shatter (talent)|Shatter]]
+
| talent4 = [[Adrenaline surge (talent)|Adrenaline surge]]
| talent4 = [[Uttercold (talent)|Uttercold]]
+
}}
+
{{Talent_row
+
| Type = [[Spell (category type)|Spell]]
+
| Name = [[Stone (category)|Stone]]
+
| Mastery = 1.3
+
| Locked = yes*
+
| talent1 = [[Earthen missiles (talent)|Earthen Missiles]]
+
| talent2 = [[Body of stone (talent)|Body of Stone]]
+
| talent3 = [[Earthquake (talent)|Earthquake]]
+
| talent4 = [[Crystalline focus (talent)|Crystalline Focus]]
+
}}
+
{{Talent_row
+
| Type = [[Spell (category type)|Spell]]
+
| Name = [[Storm (category)|Storm]]
+
| Mastery = 1.3
+
| Locked = yes*
+
| talent1 = [[Nova (talent)|Nova]]
+
| talent2 = [[Shock (talent)|Shock]]
+
| talent3 = [[Hurricane (talent)|Hurricane]]
+
| talent4 = [[Tempest (talent)|Tempest]]
+
}}
+
{{Talent_row
+
| Type = [[Spell (category type)|Spell]]
+
| Name = [[Wildfire (category)|Wildfire]]
+
| Mastery = 1.3
+
| Locked = yes*
+
| talent1 = [[Blastwave (talent)|Blastwave]]
+
| talent2 = [[Burning wake (talent)|Burning Wake]]
+
| talent3 = [[Cleansing flames (talent)|Cleansing Flames]]
+
| talent4 = [[Wildfire (talent)|Wildfire]]
+
 
}}
 
}}
  
 
| generic_rows =
 
| generic_rows =
 +
{{Talent_row
 +
| Type = [[Cunning (category type)|Cunning]]
 +
| Name = [[Dirty fighting (category)|Dirty fighting]]
 +
| Mastery = 1.0
 +
| talent1 = [[Dirty fighting (talent)|Dirty fighting]]
 +
| talent2 = [[Backstab (talent)|Backstab]]
 +
| talent3 = [[Switch place (talent)|Switch place]]
 +
| talent4 = [[Cripple (talent)|Cripple]]
 +
}}
 
{{Talent_row
 
{{Talent_row
 
| Type = [[Cunning (category type)|Cunning]]
 
| Type = [[Cunning (category type)|Cunning]]
 
| Name = [[Survival (category)|Survival]]
 
| Name = [[Survival (category)|Survival]]
| Mastery = 0.9
+
| Mastery = 1.0
| Locked = yes
+
| Locked = Yes
 
| talent1 = [[Heightened senses (talent)|Heightened Senses]]
 
| talent1 = [[Heightened senses (talent)|Heightened Senses]]
 
| talent2 = [[Charm mastery (talent)|Charm Mastery]]
 
| talent2 = [[Charm mastery (talent)|Charm Mastery]]
Line 179: Line 151:
 
| talent4 = [[Evasion (talent)|Evasion]]
 
| talent4 = [[Evasion (talent)|Evasion]]
 
}}
 
}}
 
 
{{Talent_row
 
{{Talent_row
| Type = [[Spell (category type)|Spell]]
+
| Type = [[Cunning (category type)|Cunning]]
| Name = [[Aegis (category)|Aegis]]
+
| Name = [[Tactical (category)|Tactical]]
 
| Mastery = 1.3
 
| Mastery = 1.3
| Locked = no
+
| talent1 = [[Tactical expert (talent)|Tactical expert]]
| talent1 = [[Arcane reconstruction (talent)|Arcane Reconstruction]]
+
| talent2 = [[Counter attack (talent)|Counter attack]]
| talent2 = [[Shielding (talent)|Shielding]]
+
| talent3 = [[Set up (talent)|Set up]]
| talent3 = [[Arcane shield (talent)|Arcane Shield]]
+
| talent4 = [[Exploit weakness (talent)|Exploit weakness]]
| talent4 = [[Aegis (talent)|Aegis]]
+
}}
+
{{Talent_row
+
| Type = [[Spell (category type)|Spell]]
+
| Name = [[Conveyance (category)|Conveyance]]
+
| Mastery = 1.3
+
| Locked = no
+
| talent1 = [[Phase door (talent)|Phase Door]]
+
| talent2 = [[Teleport (talent)|Teleport]]
+
| talent3 = [[Displacement shield (talent)|Displacement Shield]]
+
| talent4 = [[Probability travel (talent)|Probability Travel]]
+
}}
+
{{Talent_row
+
| Type = [[Spell (category type)|Spell]]
+
| Name = [[Divination (category)|Divination]]
+
| Mastery = 1.3
+
| Locked = no
+
| talent1 = [[Arcane eye (talent)|Arcane Eye]]
+
| talent2 = [[Keen senses (talent)|Keen Senses]]
+
| talent3 = [[Vision (talent)|Vision]]
+
| talent4 = [[Premonition (talent)|Premonition]]
+
 
}}
 
}}
  
 
}}
 
}}
 
* requires achievement
 
  
 
==Strategy==
 
==Strategy==
  
===Mobility===
+
More mobile than traditional fighters and more durable than fragile rogues, the Brawler is an unarmed combatant with exceptional burst and sustained damage.
:''Excerpts from very old notes (circa beta 13):''
+
 
 +
Pros:
 +
* Exceptional mobility for a warrior
 +
* Highly-synergistic Pugilism tree
 +
* Excellent natural scaling
 +
* Strong synergy with on-hit items
 +
* High critical strike chance
 +
* Kills space-time anomalies, vampire lords, and the entire Orc race with BARE HANDS
 +
 
 +
Cons:
 +
* Limited build/playstyle options
 +
* Equipment restrictions
 +
* Weaker talent trees outside of Pugilism (*cough Grappling cough*)
 +
* Bosses are immune to Instantdeath (i.e. Haymaker)
 +
* Generalist tendencies (medium armor & medium defense) makes optimizing defenses less intuitive
 +
* Cannot grapple large dragons, even though Celia's model makes them all look like starved halflings
 +
 
 +
No blades, no magic; Brawlers fight with their bare (er, gloved) hands, and they fight very well. Like their Marauder cousins, Str/Dex/Cun Brawlers combine the rogue's critical-prone multi-striking capabilities with the warrior's survivability. However, while Marauders leans more towards the rogue's dual-wielding playstyle, Brawlers gravitate towards the warrior's "Meat-Grinder" playstyle through their incredible natural scaling and Pugilism. Speaking of which:
 +
 
 +
===Natural Scaling===
 +
 
 +
Bonuses:
 +
* +40% attack speed while unarmed
 +
* .5 Physical Power per Level
 +
 
 +
Brawlers have neither a primary nor a secondary weapon to grant them stat-enhancing perks, so these benefits come embedded in the class itself. The 40% bonus attack speed removes the standard 20% unarmed attack speed penalty and replaces it with a 20% AS bonus (although the Disarmed effect negates this), making it essential for a class built around unarmed combat. The physical power per level serves a dual purpose: early on, it slightly improves your damage and helps your Finishing Moves (mainly Uppercut) apply their intended effects while you focus on unlocking your essential Dexterity and Cunning abilities. However, its main purpose becomes noticeable around level 25+, where the combined potential of your natural scaling, Unarmed Mastery, and strength bonuses are often just enough to trigger cross-tier effects (either Off-Balance or a straight Slow) on lesser enemies. While the effect isn't as reliable as a dedicated ability, it is essentially a free disable that procs on your basic attacks, allowing you to butcher ants, wolves, bears, and other low-quality monsters with little fear of retaliation. This ability will eventually taper off as monsters gain higher and higher physical save.
 +
 
 +
===Pugilism - A Gentlemen's Art===
 +
 
 +
Pugilism is the Brawler's most iconic and most important talent tree. Combined with the Brawler's natural perks, it is what allows an unarmed fighter to match and potentially exceed armed fighters in raw damage output. While there are certainly ways to build the Brawler without investing deep into the Pugilism tree, few builds synergize with the class as well as one emphasizing Pugilism, Unarmed Mastery (talent) and, to a lesser extent, Finishing Moves. Going over the abilities:
 +
 
 +
;Double Strike
 +
:The Brawler's bread-and-butter skill with an excellent damage-per-level increase, extra point combo point at level 4, zero stamina cost, and a low cooldown that can be further reduced by Relentless Strikes and brawler's gloves/gauntlets. Eventually, you may come to think of Double Strike as being your real basic attack.
 +
 
 +
;Relentless Strikes
 +
:This is what differentiates Pugilism from other talent trees and makes it something worth investing 16-20 points in. While its level 1 results are barely noticeable, the cooldown reduction becomes increasingly apparent with levels, bringing Double strike onto a permanent two-turn cooldown at level 4 and nearly halving the cooldowns of Spinning Backhand and Flurry of Fists at level 5. Similarly, the stamina gains from this ability will be minimal at first, but will become increasingly powerful as levels in Double Strike, Spinning Backhand and Flurry of Fists generate additional combo points.
 +
 
 +
;Spinning Backhand
 +
:This is why the Brawler is categorized as a "mobile" fighter. With two points, Spinning Backhand's range increases to 4, allowing you to save Rush for initiations when it's truly needed. At level 5, Spinning Backhand gains a full 6 range (along with the range-influenced DPS increase), meaning that it can effectively replace Rush as the go-to "mage-bashing" tool. Finally, with maxed Relentless Strikes, this ability sits with a manageable seven turn cooldown, meaning that it can be used multiple times within a large engagement. Throw in its AoE component, and you have the Brawler's all-in-one utility slap. Consider adding a second point early, then add on remaining points once you've reached acceptable levels of your other Pugilism abilities if you desire.
 +
 
 +
;Flurry of Fists
 +
:The Brawler's wombo combo "this thing needs to DIE" ability. Spinning Backhand into Flurry of Fists will kill most non-boss casters instantly in the first half of the game, and almost instantly thereafter depending on your opponent's resistances. At rank 4 it delivers three combo points, meaning that Spinning Backhand -> Flurry of Fists -> Any Finishing Move will deliver a four point finisher in three turns. With maxed Relentless Strikes, its hefty twenty-four turn cooldown can be brought to a semi-decent fourteen seconds. More importantly, level 5 Relentless Strikes dramatically cuts Flurry of Fists' stamina cost (with low fatigue, usually by about a 1/3rd), making for a somewhat-oxymoronic "spammable nuke."
 +
 
 +
;Striking Stance
 +
:This isn't technically a Pugilism ability, but its relationship with Double Strike and its incredible bonuses should not go unmentioned. Striking Stance gives a sizable accuracy boost and - more importantly - an exceptional damage modifier to all striking talents, meaning all damaging talents in the Pugilism tree along with select abilities such as Counter Attack. Think of it as a powerful Dexterity-based passive that will only cancel itself if for the user activates that *other* stance.
 +
 
 +
Ah, Grappling Stance...
 +
 
 +
===Grappling with Grappling Stance===
 +
 
 +
Grappling is:
 +
* Stamina-intensive
 +
* Single-target focused with little flexibility
 +
* Mobility-restrictive
 +
* Size-restrictive (can't grapple Rantha)
 +
* Unreliable (Can't silence Undead)
 +
* Weak compared to Striking Stance (Physical Power and Physical Save? Not only are they diminishing return stats, but the Brawler gets them anyway through other means...)
 +
* Uncomplementary to the rest of the Brawler's talents
 +
 
 +
For all intents and purposes, Grappling Stance is a disabling stance. It is meant to pin an opponent in an unfavorable position while removing their damage and escape options through silences, stuns, and dazes while reducing Accuracy, Defense, Attack Damage, and global speed. It is NOT meant to kill outright - rather, it is meant to disable an opponent while they die from other means. If you are an Oozing Horror, then you have a bevy of teammates along with your own natural secretions to make up this extra damage. However, if you are a lone Brawler, you are just that - alone - so you don't have those external options.
 +
 
 +
Simply put, Grappling is an ability better left to monsters rather than adventurers. Player characters usually have enough damage to kill enemy damage dealers outright, and if they cannot (i.e. it's a boss) they can usually teleport around and slowly whittle the boss down through hit-and-run tactics. It's not that Grappling itself is bad, it's just players have better options, especially in the early game. Adding a few points in the mid to late game may provide some situational utility, but don't postpone your core talents (Pugilism and Unarmed Mastery) for it.
 +
 
 +
===Overall===
 +
 
 +
The Brawler is great fit for players looking for a mobile, powerful class who can do a little bit of everything.
 +
 
 +
With their BARE HANDS.
  
IMHO [[Teleport (talent)|Teleport]] is not really that useful if you don't mess up severely. It teleports you a large range. Analogously to PD it will allow you to choose a target area and teleport others. However, the target area you can specify is huge! This reduces the use of TP to basically nil except absolute emergency "I gotta get out of this place - no matter where!" situations.
+
Fisticuffs!
  
[[Phase door (talent)|Phase Door]] at level 4/5 or 5/5 is absolutely necessary because its utility will not only save your butt several times but also allows for advanced tactics and can save the butt of others (e.g. [[escorts|escort quest]] if the guy goes suicidal again, phase door him behind you and seal the passage. That stops him from running in certain death). PD is a must have for any character that has access to the skill!
+
===Notes===
  
In beta 13, Phase Door was nerfed twice:
+
Noteworthy Items:
*If the target is not in line of sight there is a 35% chance that the spell fizzles.
+
* Bloodcaller
*The radius of the target area is now (7 - raw talent level), i.e., at least 2.
+
* Spellhunt Remnants
  
PD is not anymore a safe escape spell, and the precision is lowered. The tactics mentioned above must be adapted to the new situation.
+
"Don't Stop My Groove!"
 +
* Stuns are particularly dangerous for the Brawler. Consider holding on to an Infusion:Wild (Physical) until you can level up Unflinching Resolve and/or acquire stun resistance.
 +
* Bulwarks and Paladins are pains to deal with. Even if you have resistance/armor penetration, exercise extreme care when fighting these opponents. At higher levels, a random Assault can easily kill you if you've taken too much damage through other means.
  
[[Probability travel (talent)|Probability Travel]] in short just rocks. With it you can avoid hard situations, can get away quickly, can hop through obstacles that break LoS while a tough monster (e.g. a boss) has to walk around it etc etc. As a mage I usually try to get it as soon as possible. With my winner I started to keep it permanently active since level 18-19 - what meant that I had only ~100 maximum mana left in my manapool. That hurts but can be compensated with clever tactics - and PT allows you access to tons of clever tactics.
+
Other Talent Trees:
 +
* While Pugilism is a critical part of the Brawler's damage output, players still have some flexibility in what supporting trees they add afterwards. Unarmed Discipline provides some interesting utility talents and positional displacers while Dirty Fighting provides exceptional crit potential via stun lock -> Backstab-enhanced Flurry of Fists along with a speed-crushing Cripple. Experiment with both and see what combination works best for you.
  
 
{{classes}}
 
{{classes}}

Revision as of 02:32, 31 December 2013

Brawler

Brawler 128 bg.png

Metaclass Warrior
Locked Yes
Starting Life 100
Life Rating +2
Stat Modifiers
Strength +3
Dexterity +3
Constitution 0
Magic 0
Willpower 0
Cunning +3

Description

The ravages of the Spellblaze stretched armies thin and left many unprotected. Not everyone could afford the luxury of a weapon.

Without steel or iron, poor communities of all races turned to the strength of their own bodies for defense against the darkness.

Whether a pit-fighter, a boxer, or just an amateur practitioner, the Brawler's skills are still handy today. Many of the Brawler's abilities will earn combo points which they can use on finishing moves that will have added effect.

The unarmed fighting styles the Brawler uses rely on maneuverability and having both hands available. As such, they cannot make use of their training wearing massive armour or while a weapon or shield is equipped. Their most important stats are: Strength, Dexterity, and Cunning

Starting Equipment

  • Iron Gauntlets
  • Rough Leather Armor

Starting Talents

Talents

Class
Type Name Mastery Locked Talents
Technique Field Control 1.3 Yes Disengage Track Heave Slow motion
Technique Combat techniques 1.0 Yes Rush Precise strikes Perfect strike Blinding speed
Technique Combat veteran 1.1 No Quick recovery Fast metabolism Spell shield Unending frenzy
Technique Combat training 1.1 No Thick skin Armour training Combat accuracy Weapons mastery
Technique Pugilism 1.3 No Double strike Relentless strikes Spinning backhand Flurry of fists
Technique Finishing moves 1.3 No Uppercut Concussive punch Body shot Haymaker
Technique Grappling 1.3 Yes Clinch Maim Crushing hold Take down
Technique Unarmed discipline 1.3 Yes Push kick Defensive throw Breath control Roundhouse kick
Technique Unarmed training 1.3 No Unarmed mastery Steady mind Heightened reflexes Combo string
Technique Conditioning 1.3 No Vitality Daunting presence Unflinching resolve Adrenaline surge
Generic
Type Name Mastery Locked Talents
Cunning Dirty fighting 1.0 No Dirty fighting Backstab Switch place Cripple
Cunning Survival 1.0 Yes Heightened Senses Charm Mastery Piercing Sight Evasion
Cunning Tactical 1.3 No Tactical expert Counter attack Set up Exploit weakness

Strategy

More mobile than traditional fighters and more durable than fragile rogues, the Brawler is an unarmed combatant with exceptional burst and sustained damage.

Pros:

  • Exceptional mobility for a warrior
  • Highly-synergistic Pugilism tree
  • Excellent natural scaling
  • Strong synergy with on-hit items
  • High critical strike chance
  • Kills space-time anomalies, vampire lords, and the entire Orc race with BARE HANDS

Cons:

  • Limited build/playstyle options
  • Equipment restrictions
  • Weaker talent trees outside of Pugilism (*cough Grappling cough*)
  • Bosses are immune to Instantdeath (i.e. Haymaker)
  • Generalist tendencies (medium armor & medium defense) makes optimizing defenses less intuitive
  • Cannot grapple large dragons, even though Celia's model makes them all look like starved halflings

No blades, no magic; Brawlers fight with their bare (er, gloved) hands, and they fight very well. Like their Marauder cousins, Str/Dex/Cun Brawlers combine the rogue's critical-prone multi-striking capabilities with the warrior's survivability. However, while Marauders leans more towards the rogue's dual-wielding playstyle, Brawlers gravitate towards the warrior's "Meat-Grinder" playstyle through their incredible natural scaling and Pugilism. Speaking of which:

Natural Scaling

Bonuses:

  • +40% attack speed while unarmed
  • .5 Physical Power per Level

Brawlers have neither a primary nor a secondary weapon to grant them stat-enhancing perks, so these benefits come embedded in the class itself. The 40% bonus attack speed removes the standard 20% unarmed attack speed penalty and replaces it with a 20% AS bonus (although the Disarmed effect negates this), making it essential for a class built around unarmed combat. The physical power per level serves a dual purpose: early on, it slightly improves your damage and helps your Finishing Moves (mainly Uppercut) apply their intended effects while you focus on unlocking your essential Dexterity and Cunning abilities. However, its main purpose becomes noticeable around level 25+, where the combined potential of your natural scaling, Unarmed Mastery, and strength bonuses are often just enough to trigger cross-tier effects (either Off-Balance or a straight Slow) on lesser enemies. While the effect isn't as reliable as a dedicated ability, it is essentially a free disable that procs on your basic attacks, allowing you to butcher ants, wolves, bears, and other low-quality monsters with little fear of retaliation. This ability will eventually taper off as monsters gain higher and higher physical save.

Pugilism - A Gentlemen's Art

Pugilism is the Brawler's most iconic and most important talent tree. Combined with the Brawler's natural perks, it is what allows an unarmed fighter to match and potentially exceed armed fighters in raw damage output. While there are certainly ways to build the Brawler without investing deep into the Pugilism tree, few builds synergize with the class as well as one emphasizing Pugilism, Unarmed Mastery (talent) and, to a lesser extent, Finishing Moves. Going over the abilities:

Double Strike
The Brawler's bread-and-butter skill with an excellent damage-per-level increase, extra point combo point at level 4, zero stamina cost, and a low cooldown that can be further reduced by Relentless Strikes and brawler's gloves/gauntlets. Eventually, you may come to think of Double Strike as being your real basic attack.
Relentless Strikes
This is what differentiates Pugilism from other talent trees and makes it something worth investing 16-20 points in. While its level 1 results are barely noticeable, the cooldown reduction becomes increasingly apparent with levels, bringing Double strike onto a permanent two-turn cooldown at level 4 and nearly halving the cooldowns of Spinning Backhand and Flurry of Fists at level 5. Similarly, the stamina gains from this ability will be minimal at first, but will become increasingly powerful as levels in Double Strike, Spinning Backhand and Flurry of Fists generate additional combo points.
Spinning Backhand
This is why the Brawler is categorized as a "mobile" fighter. With two points, Spinning Backhand's range increases to 4, allowing you to save Rush for initiations when it's truly needed. At level 5, Spinning Backhand gains a full 6 range (along with the range-influenced DPS increase), meaning that it can effectively replace Rush as the go-to "mage-bashing" tool. Finally, with maxed Relentless Strikes, this ability sits with a manageable seven turn cooldown, meaning that it can be used multiple times within a large engagement. Throw in its AoE component, and you have the Brawler's all-in-one utility slap. Consider adding a second point early, then add on remaining points once you've reached acceptable levels of your other Pugilism abilities if you desire.
Flurry of Fists
The Brawler's wombo combo "this thing needs to DIE" ability. Spinning Backhand into Flurry of Fists will kill most non-boss casters instantly in the first half of the game, and almost instantly thereafter depending on your opponent's resistances. At rank 4 it delivers three combo points, meaning that Spinning Backhand -> Flurry of Fists -> Any Finishing Move will deliver a four point finisher in three turns. With maxed Relentless Strikes, its hefty twenty-four turn cooldown can be brought to a semi-decent fourteen seconds. More importantly, level 5 Relentless Strikes dramatically cuts Flurry of Fists' stamina cost (with low fatigue, usually by about a 1/3rd), making for a somewhat-oxymoronic "spammable nuke."
Striking Stance
This isn't technically a Pugilism ability, but its relationship with Double Strike and its incredible bonuses should not go unmentioned. Striking Stance gives a sizable accuracy boost and - more importantly - an exceptional damage modifier to all striking talents, meaning all damaging talents in the Pugilism tree along with select abilities such as Counter Attack. Think of it as a powerful Dexterity-based passive that will only cancel itself if for the user activates that *other* stance.

Ah, Grappling Stance...

Grappling with Grappling Stance

Grappling is:

  • Stamina-intensive
  • Single-target focused with little flexibility
  • Mobility-restrictive
  • Size-restrictive (can't grapple Rantha)
  • Unreliable (Can't silence Undead)
  • Weak compared to Striking Stance (Physical Power and Physical Save? Not only are they diminishing return stats, but the Brawler gets them anyway through other means...)
  • Uncomplementary to the rest of the Brawler's talents

For all intents and purposes, Grappling Stance is a disabling stance. It is meant to pin an opponent in an unfavorable position while removing their damage and escape options through silences, stuns, and dazes while reducing Accuracy, Defense, Attack Damage, and global speed. It is NOT meant to kill outright - rather, it is meant to disable an opponent while they die from other means. If you are an Oozing Horror, then you have a bevy of teammates along with your own natural secretions to make up this extra damage. However, if you are a lone Brawler, you are just that - alone - so you don't have those external options.

Simply put, Grappling is an ability better left to monsters rather than adventurers. Player characters usually have enough damage to kill enemy damage dealers outright, and if they cannot (i.e. it's a boss) they can usually teleport around and slowly whittle the boss down through hit-and-run tactics. It's not that Grappling itself is bad, it's just players have better options, especially in the early game. Adding a few points in the mid to late game may provide some situational utility, but don't postpone your core talents (Pugilism and Unarmed Mastery) for it.

Overall

The Brawler is great fit for players looking for a mobile, powerful class who can do a little bit of everything.

With their BARE HANDS.

Fisticuffs!

Notes

Noteworthy Items:

  • Bloodcaller
  • Spellhunt Remnants

"Don't Stop My Groove!"

  • Stuns are particularly dangerous for the Brawler. Consider holding on to an Infusion:Wild (Physical) until you can level up Unflinching Resolve and/or acquire stun resistance.
  • Bulwarks and Paladins are pains to deal with. Even if you have resistance/armor penetration, exercise extreme care when fighting these opponents. At higher levels, a random Assault can easily kill you if you've taken too much damage through other means.

Other Talent Trees:

  • While Pugilism is a critical part of the Brawler's damage output, players still have some flexibility in what supporting trees they add afterwards. Unarmed Discipline provides some interesting utility talents and positional displacers while Dirty Fighting provides exceptional crit potential via stun lock -> Backstab-enhanced Flurry of Fists along with a speed-crushing Cripple. Experiment with both and see what combination works best for you.

Classes

Classes with a non-white background need to be unlocked or may have other requirements
Classes
Warrior Rogue Mage Afflicted Defiler Celestial Wilder Chronomancer Psionic Adventurer Tinker Demented
Bulwark Rogue Alchemist Cursed Reaver Anorithil Summoner Paradox Mage Mindslayer Adventurer Sawbutcher Writhing One
Berserker Shadowblade Archmage Doomed Corruptor Sun Paladin Wyrmic Temporal Warden Solipsist Wanderer Gunslinger Cultist of Entropy
Archer Marauder Necromancer Doombringer Stone Warden Possessor Psyshot
Arcane Blade Skirmisher Demonologist Oozemancer Annihilator
Brawler