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Re: Its coming! [Archive] - ForumsHQ
Posted: Mon Oct 17, 2005 2:35 pm
by DVS
So whats down James Brown?
Re: Its coming! [Archive] - ForumsHQ
Posted: Sat Oct 22, 2005 6:01 am
by Rhal
Awsome...im at work and took a whole day but read this whole post. I cannot wait for this board to come up. I like your ideas. The weaker classes did need some help aka thiefs and warlocks so on and so on. I would love to play a thief for the first time ever...been mudding for way way to long. I love pvp and the idea of a in combat bs just makes my hair stand on end. One thing i would like to see is another sneaking combat class. Battle five. I dont see why the wichies should have all the fun. I know it would prolly create a super pvp class but i believe the mystics and rangers have ruled for to long. I would also suggest another race....super strong kinda like a halfer but able to use kai power. Most of all i would love another combat 5 class with sneaking abilities. Ohhh well though. Sounds like this board is going to be awsome and i cannot wait to see the new areas you have made. Keep the posts comeing. I cannot wait to see the one that says .....SERVER COMEING UP TOMARROW.....NOON... :bravo: :bravo: :bravo:
Re: Its coming! [Archive] - ForumsHQ
Posted: Sat Oct 22, 2005 3:03 pm
by DeathCow
ATM, I don't have any plans to create a sneaking combat class. I may add in wardancers, but thats iffy. Either way..there wont be any be classes when I open the bbs, cause I just dont see any need for them. I feel the same way for races..I think that they have everything covered already. I'd only make a race if a found a void that needed filling, or if I had an idea for a race that was unique. ATM the only void i see is a high wisdom stealth race.
Btw that anyone would go through and read all..what 10 pages of this is awesome.
Btw I'm planning on going in and reworking all of my backstab blocks tonight..So i'm moving the coffee pot into my room.
I'm having alot of trouble making these work right. I want 1 handed class to have the highest max damage, but the lowest AVG damage...its hard to get this to work out so that it happens often enough that its worth playing, but no so often that it isnt worth playing other classes.
Re: Its coming! [Archive] - ForumsHQ
Posted: Sun Oct 23, 2005 2:46 am
by Rhal
Coffie is good...mmmmmmm...i work nights and live by coffie mmmmm and blt sandwiches. Id love to see a wardancer. I wish you the best of luck getting the in combat backstabs to fire at appropriate rates. Sounds hard as hell to me. I do not have the knowledge you do so im not relly shure whats involved in that but i imagine its long and :wallbang: . Best of luck. Cant wait to play. :yeah:
Re: Its coming! [Archive] - ForumsHQ
Posted: Thu Oct 27, 2005 9:18 pm
by DeathCow
We'll I'm trying to work on some edits I've had going in my mind for a while. And Gosh this is hard to do. Endless boring hours...any way..I seriously just spent like 3 hours and only added in like lets say 5 monsters 30 rooms, 5 items...each of the monsters maybe has 2 or 3 spells i added for them and one of the items needed a new spell but gosh I'm getting slow with this. Even with all that like the area only had like 5 different room descriptions and each monster only had 3 messages, plus any messages/textblocks i needed for the spells..I'm just getting slow I guess...need more coal.
Re: Its coming! [Archive] - ForumsHQ
Posted: Fri Oct 28, 2005 5:29 pm
by Rootc
Damn.... Spent 40 minutes reading 10 pages of posts. Realm sounds great. I'm definately going to be spending lots of time here.
Couple questions and Ideas/Comments:
Question 1) Still on Schedule? Nov 1?
Question 2) Are you gonna post a website or make a post about some of the new features of the board? This would help for deciding on making a new character.
Question 3) you said something about warlocks and mages being able to teleport themselves and their party. Did you get this to work... if so, nice idea.
Question 4) Warlocks get plate?
Question 5) Whunters - yeah they suck but did you make any decisions on enhancing this class(so they don't suck).
Question 6) Any new races? I didn't see any posts that indicate any new races.
Comment 1) Really appreciate the work your doing to take MMud to the level it should be at. I've done some hex work on mud and I understand how boring and tedius it is. Thanks.
Comment 2) Items gained from whunter specific quests could really enhance the class. For example: have a level 50 quest for a whunter to gather a greater dragon scale from every major dragon. Reward a patch of speed. Whunter focuses on patch. Through great focus the whunter increases his the speed of his current state. Patch of Speed could be compared to mage sped spell. Make a whole series of patches that a whunter could use to enhance their current status.
Re: Its coming! [Archive] - ForumsHQ
Posted: Sat Oct 29, 2005 6:36 pm
by DeathCow
Damn.... Spent 40 minutes reading 10 pages of posts. Realm sounds great. I'm definately going to be spending lots of time here.
Couple questions and Ideas/Comments:
Question 1) Still on Schedule? Nov 1?
Actually I closed on my house on the 28th which makes me quite busy atm. There are alot of little things left to complete before I could open the bbs. I figure at the rate I'm moving I'll need a bit more of the higher level areas completed before I open. I'm gonna try to avoid these aribotary dates, cause they dont seem to do me alota good.
Question 2) Are you gonna post a website or make a post about some of the new features of the board? This would help for deciding on making a new character.
My plan was to make the bbs ad include all the information. Making a functional website would be a waste of time that I could spend on editting.
Question 3) you said something about warlocks and mages being able to teleport themselves and their party. Did you get this to work... if so, nice idea.
I havent actually gotten around to building the new spells for base classes, which hadnt even occured to me. But making teleport spells isn't very difficult. The idea of making teleport spells is mainly to be a time saver. Having these spells restricted to limited classes is simply a way to make character desirable in groups.
Question 4) Warlocks get plate?
See I havent gone through and tested to see if warlocks in plate would be too powerful. I don't see why it would be..warlocks would then be similar to clerics. And clerics dont seem overpowered to me.
Question 5) Whunters - yeah they suck but did you make any decisions on enhancing this class(so they don't suck).
At this point not so much. I've added hundreds of items, many of these items I've made a point to make non-magical so WH's can use them as well. I made a rather lengthy post on mudcentral a year or so ago in which I made dozens of suggestions for WH's. I think I'll go back and find that and implement the ideas I had there.
Question 6) Any new races? I didn't see any posts that indicate any new races.
There were a couple posts about races in there. I personally dont see any reason to add new races. There doesnt seem to be any type of race missing from the current list. The only race I can think of that is missing is a high wisdom stealth race.
Comment 1) Really appreciate the work your doing to take MMud to the level it should be at. I've done some hex work on mud and I understand how boring and tedius it is. Thanks.
Comment 2) Items gained from whunter specific quests could really enhance the class. For example: have a level 50 quest for a whunter to gather a greater dragon scale from every major dragon. Reward a patch of speed. Whunter focuses on patch. Through great focus the whunter increases his the speed of his current state. Patch of Speed could be compared to mage sped spell. Make a whole series of patches that a whunter could use to enhance their current status.
Yeah it is boring, was interesting and fun at first but now its painful. I've considered dozens of ideas on wh's not exactly sure what I'll do for them yet.
Re: Its coming! [Archive] - ForumsHQ
Posted: Sat Oct 29, 2005 7:21 pm
by hades
See I havent gone through and tested to see if warlocks in plate would be too powerful. I don't see why it would be..warlocks would then be similar to clerics. And clerics dont seem overpowered to me
hehe yeah smit blur fren shld with plate wooohooo you know what I am making
Re: Its coming! [Archive] - ForumsHQ
Posted: Sat Oct 29, 2005 9:29 pm
by Relorian
Ive got a few ideas for Witchies that might help those of us who play them a bit easier.
1. Black Chitin Armour.
If its going to be bloody expensive (and it is) make it more useful than just something to wear. Perhaps give it +HPRegen or something that makes it worth the fucking hassle of getting the components and nerfing yourself for exp.
2. More armour choices that give diffrent +HP Options or +Att or +Dmg. I mean id assume that a WH while not using magic would know how to add to his damage or attack power using items.
3. More Witchie Weapons that do higher damage than normal grade stuff. Warriors get weapons that do insane damage, why not witchunters? There better at combat, it would make sence they do more damage.
4. Red Chitin. Its practicaly worthless and most of us just go for Crimson Scale. Make it worth the trouble to collect the crap.
Maybe throw in some more witchunter quests for items. Magebane at 15 is nice and easy and a hand out, maybe a component quest for some Bracers or some improved boots or something.
Re: Its coming! [Archive] - ForumsHQ
Posted: Sat Oct 29, 2005 11:04 pm
by DeathCow
Ive got a few ideas for Witchies that might help those of us who play them a bit easier.
1. Black Chitin Armour.
If its going to be bloody expensive (and it is) make it more useful than just something to wear. Perhaps give it +HPRegen or something that makes it worth the fucking hassle of getting the components and nerfing yourself for exp.
2. More armour choices that give diffrent +HP Options or +Att or +Dmg. I mean id assume that a WH while not using magic would know how to add to his damage or attack power using items.
3. More Witchie Weapons that do higher damage than normal grade stuff. Warriors get weapons that do insane damage, why not witchunters? There better at combat, it would make sence they do more damage.
4. Red Chitin. Its practicaly worthless and most of us just go for Crimson Scale. Make it worth the trouble to collect the crap.
Maybe throw in some more witchunter quests for items. Magebane at 15 is nice and easy and a hand out, maybe a component quest for some Bracers or some improved boots or something.
I posted this a long timeago on mudcentral (http://www.metrobbs.com/cgi-bin/yabb/YaBB.cgi?board=mudideas;action=display;num=1078313 208). Its going to serve as my guildline for WH fixes.
The purpose of this thread is to combined the efforts of the other witchunter threads into a single cohesive unit and to allow them to work together to help fix witchunters. Although there are several classes that need to be looked at and fix, it seems that a fix for witchunters is in high demand.
The layout of this document is in order by levels. The document starts at level 1 and ends at level 75. Each level set is divided further into 3 sub categories, Armour Weapons, and a final category labeled Armour, Weapons, and Abilities . I've compared witchunters with WA and PA for the purpose of this document.
I am personally not an expert on witchunters and have limited knowledge of them, so if I have provided any untrue statements please correct me so I can alter them.
This thread is not about;gypies, missionaries, warrior exp charts, disliking the name pirates, crimson chest, midnight glare, locke cole, the top 3 classes in version O, sam's gender, trolling, Oreos, or Buffy.
Finally, I would like ideas from other threads to be integrated into this thread and places in the appropriate level range. I'll add idea I like as I see them in the forums, but if there are any I have over looked note them for me and after discussion they will be added. Thanks.
*I need to go through and make this slightly easier to read. I haven't completely updated the 1-40 section although there are a few changes. I thought I would repost though.
A comprehensive look at witchunters.
Levels 1-10 Armour
WH Level 1:57.2/9.3;Level 10:67.2/12.6
PA Level 1:73.5/17.4:Level 10:75/17.3
WA Level 1:72/17.9;Level 10:73/17.8
Keep in mind that the above Armour statistics are based on the best possible items for AC/DR combo at that level.
At level 1 a gap of almost 16 ac can be seen. Although this may seem significant the difference in Armour class is negligible do to the monsters a level 1 is capable of fighting. The weapon choices at level 1 are similar for WHs, PAs and WAs so it seems that at this very low level the witchunter is capable of maintaining a competitive edge. A warrior require a lower chart than a witchunter but the witchunters combat ability should nearly be able to over come the difference. Compared to a paladin the witchunter will most likely advance quicker at this stage.
At level 10 the witchunter has made the largest advancement in Armour class. However the witchunter's access to the Armour needed to attain this Armour class is very limited. Black chitin is needed in large amounts as well as great deals of cash to create the needed items. Because of the short time period where Black Chitin Armour is considerable and the time it takes to create the Armour, Black chitin is rarely used. The best course of action here would be to make each piece of black chitin much easier to create. One piece of chitin per piece of Armour and 1 piece of spider silk. The cost of each should be no greater than the cost of level 10 non-magical plate gear. Otherwise witchunters will quickly find them selves lagging behind other tank type classes as early as level 10.
Levels 1-10 Weapons
WH Level 1: Katana 7-17:1350;Long Spear 5-13:1400;maul 8-25:2600
WH Level 10: Katana 7-17:1350;mithril cutlass 8-18:1550;bone-handled headcutter 7-30:2200
PA Level 1: Katana 7-17:1350;maul 8-25:2600;silvery mace 7-14:1350
PA Level 10: Katana 7-17:1350;Shimmering Greatsword 9-28:1800;silvery mace 7-14:1350
WA Level 1: Katana 7-17:1350;maul 8-25:2600;silvery mace 7-14:1350
WA Level 10: Katana 7-17:1350;silvery mace 7-14:1350;Golden Battleaxe 8-21:1600
Keep in mind that the above weapons are only a small list of weapons. They are however the best weapons for each class at the respective levels.
From levels 1-10 WHs, PAs, and WAs share quite a bit of weapons. The most notable difference occurs at level 10 with the quest weapons. The mithril cutlass slightly under performs the Golden battleaxe. However the bone-handled headcutter can be used to bash for a few more levels with more than reasonable results. Compared with a warrior the witchunters attacks will be more accurate and he should have little trouble quickly dealing with level appropriate monsters. However at level 10 the witchunters accuracy will not be as good as a paladins due to the bless spell on the Shimmering Greatsword. An easy way round this downfall would be to introduce a low level neck item for a witchunter that increases his accuracy. This item could be given away with black chitin Armour to any witchunter that creates the item. A further simplification would be to increase the accuracy on some of the weapons availed at level 10. Although I believe the former to be the best method to deal with it.
Levels 1-10 Armour, Weapons, Abilities
Witchunters begin to display their innate weakness as early as level 1. This weakness isn't apparent on most boards however until characters near level 10 and have the money and resources to begin to increase their Armour class. Weapon wise witchunters do not begin to really feel the pinch until level 10. At level 10 the slight improvement combat-5 has compared to combat-4 is nearly negligable because many tanks are still using bash to increase their damage per round. The main advantage witchunters have, the ability to hit magical monsters with any weapon, is not helpful at all during this early stage. Their disadvantage, resisting blesses and healing, is already clearly pronounced. This could be dealt with by making a few of the lower level bosses magic-1. The ones that come to mind are. Chest, Gravedigger, Mad Wizard, and Giant Spider.
Levels 11-20 Armour
WH Level 11: 63.2/12.6;Level 20:67/12.9
PA Level 11: 79/17.3;Level 20:78.5/22
WA Level 11: 73.5/17.8;Level 20:77/22.5
Keep in mind that the above Armour statistics are based on the best possible items for AC/DR combo at that level.
From levels 11-20 there is an almost painful lack of items for witchunters. It doesn't seem too horrid until you realize that black chitin Armour is needed all the way through 20. The time it takes to create this Armour is simply huge. Anyone that spends the time to collect all of the chitin for the Armour set will have taken a huge drop in exp to do so. By the time they have all the pieces of chitin they will be several levels behind a warrior or a paladin that does not have to work to get their Armour. A small quest is reasonable but a pain in the ass item collection quest at this stage of the game holds the witchunter back. By level 20 the 10 ac difference can become very noticeable. Paladin will be able to out exp a witchunter by using their healing abilities and Armour class. Even a warrior will be out doing a witchunter as the warrior will undoubtedly be using his lower exp chart to his advantage and be quickly moving on to higher levels.
Levels 11-20 Weapons
WH Level 11: Katana 7-17:1350;mithril cutlass 8-18:1550;bone-handled headcutter 7-30:2200
WH Level 20: Magebane Sword 9-22:1600;Heavy Spear 10-40:3700;bone-handled headcutter 7-30:2200
WA Level 11: Katana 7-17:1350;silvery mace 7-14:1350;Golden Battleaxe 8-21:1600
WA Level 20: Huge Darkwood Club 10-34:3000;runic warhammer 10-18:1675;blades of balance 8-32:2100
PA Level 11: Katana 7-17:1350;Shimmering Greatsword 9-28:1800;silvery mace 7-14:1350
PA Level 20: Huge Darkwood Club 10-34:3000;runic warhammer 10-18:1675;blades of balance 8-32:2100
Early in this level range witchunters take a couple of large hits. Warriors and Paladins begin to have a wide range of magic-2 weapons availed to them. Some weapons like the emerald hilted rapier begin to give the warriors and paladins large crit bonuses allowing them to effectively move away from bashing. At level 15 however, the witchunter gain access to the Magebane Sword which is a very nice low level weapon. Witchunters are able to gain the smash ability earlier than any other class which allows them to use the very powerful Heavy spear with great effect at level 20. Unfortunately there are no places in the game that a witchunter can use the full force of their heavy spear, this is mainly due to their poor Armour class. On a fresh bbs gaining access to a heavy spear at level 20 is extremely difficult. This makes using it at level 20 somewhat limited but if attained and used properly it can accelerate the witchunter exp rate tremendously. One way to make it easier to get would be to drop the cost of teleporting to mod 7 by a considerable amount. There could be a one time quest from the Huge Dwarven Witchunter that sends a witchunter and his party to putwaka for some kind of item or information. The witchunter could use a note or something similar to teleport his party freely to the other side. When the witchunter returns he could gain a small amount of experience, perhaps 200k for his troubles and as a bonus he and his party would have the ability to shop once at putawakas without the 1 runic toll.
Level 11-20 Armour, Weapons, and Abilities
Levels 11-20 are the oddity for witchunters. Their abilities go back and forth from being better to being worse than warriors and paladins level to level, based on the equipment warriors and paladins have availible to them at the time. Sadly the one true strength that witchunters gain in these levels is smash at level 18. With a witchunters Armour class it will be difficult for them to survive in the orc barracks well enough to maintain a competitive exp rate. If the witchunter does not have the black chitin Armour this is even more apparent. An easy fix for this would be to have Aldreth teach the witchunter the ability for 25 orc heads instead of 50. A proper justification would be that the witchunters enhanced combat skills allow them to learn new skills more easily than other, and thus take less of aldreth's time.
Level 21-30 Armour
WH Level 21: 67/12.9;Level 30: 73.5/14.3
WA Level 21: 77/22.5;Level 30: 90.5/24.8
PA Level 21: 78.5/22;Level 30: 92/24.3
Its somewhat striking that the black chitin helm remain the best head gear for witchunters at level 30. Its even more striking that a level 1 warriors Armour class can be 72/17.9 and a level 30 witchunters only 72/14.3. None of the level 30 witchunter items are worth noting. I think there are a few items that could be upgraded to help witchunters at this level. Red enameled scale mail comes to mind almost immediately. Crimson earring could be upgraded to help witchunters overcome there extreme lack of viable earrings. At this level witchunters just now begin to be able to use their MR as defense for scripting however many of the areas where magic is used also have spells that are non-resistible. In order to make witchunters a better class many of these areas need to be looked over. Spells that cannot be resisted need to be fixed. Some of the more notable spells in this area are Darkness spells that cause you to be unable to see. These spells greatly effect a character ability to gain exp and if they were reconsidered witchunters would have access to certain scripting areas other try to avoid.
Level 21-30 Weapons
WH Level 21: Magebane Sword 9-22:1600;Heavy Spear 10-40:3700;bone-handled headcutter 7-30:2200
WH Level 30: golden pike 15-50:3000;etched adamant warhammer 10-25:2000;giantwood club 16-40:3000
WA Level 21: Huge Darkwood Club 10-34:3000;runic warhammer 10-18:1675;blades of balance 8-32:2100
WA Level 30: golden pike 15-50:3000;holy avenger 9-25:1900;blood lance 6-30:2000
PA Level 21: Huge Darkwood Club 10-34:3000;runic warhammer 10-18:1675;blades of balance 8-32:2100
PA Level 30: golden pike 15-50:3000;holy avenger 9-25:1900;blood lance 6-30:2000
At this level range all three of the great tank classes could try to use the golden pike. Although warriors and paladin do not use it at the same level of effectiveness, often time warriors and paladins will be able to get it before a witchunter. It could be made less effective for warriors and paladins by making its hitmagic 2 instead of 3 to give witchunters more of a chance to acquire it. By this stage witchunters have really begun to fall behind in crits because their gear does not provide them with any additional crit bonus. Using the golden pike or giantwood club a witchunter can effectively side step the crit differences by smashing. However a paladin or a warrior will be able to cause greater damage with the same weapons. To counter act this effect witchunters need some way to gain +max damage. Either by witchunter only quests or items isn't important, but it is necessary to over come the combat difference. At this stage of the game witchunters should be doing damage equal to that of a warrior or a paladin.
Level 21-30 Armour, Weapons, and Abilities
At this level range a witchunter may feel very happy with his abilities to hit monsters with any magic level. Its his only advantage. Poor Armour class and poor weapon choices leave the witchunter lacking in a variety of ways. A witchunter could really stand out at these levels if a few mod-2 bosses were made magic-3. Chimera, Crimson Mist, Ancient Willow, Quickling Lord, Frozen Hydra, Frost Giant, and Prismatic Dragon come to mind because they are not related to completing the 2nd quest. Making these monsters more difficult for combat-4's would help to make witchunters more appealing to the masses, because killing these bosses is the quickest way through this level range. Short of being power leveled that is.
Level 31-40 Armour
WH Level 31:73.5/14.3;Level 40 :84.5/20.7
WA Level 30: 90.5/24.8;Level 40 :96/24.4
PA Level 30: 92/24.3;Level 40: 97/23.7
This level range is easily the largest jump witchunters will ever see in ac. A significant boost in DR puts witchunters at a respectable Armour class range. Its worth noting that since the Armour class for the purposes of this document include shields but no worn items or weapon items warriors and paladins take the most ac reduction for going 2 handed. At this level range however, the witchunter items fail to produce any significant advantages such as +crits or +max damage. Certain in game quests could be added to create spiked versions of level 40 Armour. As with most spiked gear they could add small amount of max damage. Demonling or some similar monster could drop the spikes at a rather high drop rate making this an easy to complete quest even though it would be quite dangerous at this level range.
Level 31-40 Weapons
WH Level 31: golden pike 15-50:3000;etched adamant warhammer 10-25:2000;giantwood club 16-40:3000
WH Level 40: golden pike 15-50:3000;etched adamant warhammer 10-25:2000;tree trunk 30-100:5000
PA Level 31: golden pike 15-50:3000;holy avenger 9-25:1900;blood lance 6-30:2000
PA Level 40: golden pike 15-50:3000;starsteel greatsword 10-55:2900;nexus chakram 10-35:2500
WA Level 31: golden pike 15-50:3000;holy avenger 9-25:1900;blood lance 6-30:2000
WA Level 40: golden pike 15-50:3000;starsteel greatsword 10-55:2900;nexus chakram 10-35:2500
Sadly, at this level range the golden pike remain the best weapon for the witchunter. As with all limited items the golden pike is a difficult item to come by. Unfortunately its the only weapon in this range that even begins to compete with weapons availible to warriors and paladins. The tree trunk, while it is a fearsome item is very limited in its abilities. Its a pathetic item against high Armour class monsters as the -30 accuracy can really hamper its abilities at this level. It is also basically restricted to Half Ogres as its 150 strength requirement would cause additional penalties to any other race. New weapons need to be created for this level range in order to keep witchunters competitive with other tank classes.
Level 31-40 Armour, Weapons, and Abilities
A witchunters hit-magic ability is a true asset during this time period. Although it hardly makes up for his grossly under-powered weapon choices. Witchunter's anti-magic aura by now completely stops all bless and healing spells while its effects on attack spells seem only marginally better than regular magic resistances. If healing spells where resisted partially instead of completely it may begin to make up for this difference. Expanded item content is needed for these levels to help witchunters make up for the poor weapons and poor statistic boosts they have.
Level 41-50 Armour
WH Level 41:84.5/20.7;Level 50:86.5/21.2
WA Level 41:96.5/24.4;Level 50:108/34.9
PA Level 41:98/23.7;Level 50:110/36.2
At level 41 the true depths of a witchunters weaknesses begin to shine. Maxed Armour class in the 80's leaves witchunters feeling the burn in regular melee combat. While the Armour class its self isn't terrible the combination of it with witchunter disabilities is staggering. HP rgen items are in short order, while healing spells become useless on a witchunter wearing crimson scale Armour. This combination severely limits witchunters, as most scripting areas in the game are only maxed when you do not rest during your loop. Crimson earrings, the only earring a witchunter would use, is nothing short of a joke. The most amusing part of witchunter gear has got to be the sunstone wristband. If the sunstone wristband can be non-magical, sigh. At this stage a witchunter has +5 max damage, +10 mana, +10 acc, +6 shock dmg, +25 hps and +25 hp rgen. A paladin on the other hand has; HPs +10, Mana +30, Crits +5, SC +5, Acc -5, Max Damage +14, HP Regen +45, Mana Regen +15, +200 Illumination, Rlit +20. This is just a comparison of 1 gear set of each class, but it shows the general statistical disparity witchunters face at this and up coming levels. *[This does not include any advantages from spells a paladin may have]
Level 41-50 Weapons
WH Level 41: golden pike 15-50:3000;etched adamant warhammer 10-25:2000;tree trunk 30-100:5000
WH Level 50: Draka's Blade 16-50:2550;Mithril executioner's axe 19-72:4000;Level 50 Quest Weapon*
At this stage of the game, comparison to other classes based off weapon damages is quite frankly useless. A paladin can bash with throwing hammers for nearly 600 damage in a round. So what advantages do witchunters have? A witchunter has 1 single advantage left. He can hit magical monsters with any weapon. This advantage translates into next to nothing once character hit level 50. Draka's Blade is an extremely effective weapon. We will call it saving grace number 1. Its low speed makes it a viable weapon until maximum level. A witchunter without Draka's has a few other options. Mithril executioner's axe has some potential, its in game effectiveness however is questionable at best. Witchunters have the distinction of having the best chances of pulling a decent level 50 quest weapon. Good, neutral and evil each have 2 fairly nice weapons and 1 terrible weapon. A witchunter with one of the decent quest weapons or Draka's may have a comfortable post 50 life, although they will never be on the caliber of the other classes. Although I didn't list the tree trunk above, I suppose its worth noting. Smashing with the tree trunk can yield decent experience for a witchunter for many levels. Its speed prohibits it from being used for anything else.
Level 41-50 Armour, Weapons, and Abilities
At this stage of the game witchunter abilities really come into question. Useful becomes useless. Potential becomes paralyzing. And Combat 5 becomes crap. So many things combined to work against witchunters. They resist nearly all useful spells, they don't really have the option of going for dodge gear, So witchunters have few options. Either go for maximum ac and resist every healing spell ever cast on them, or wear go for the sub-sub par Armour and take more damage and resist 50% of the healing spells cast on them. Not very good options. The most puzzling thing to me however is that Witchunter magic resistance was semi-recently reworked, and this is what they made. Is this what Witchunters are suppose to be like. Ugh. Witchunters need to have a natural +to crits as well has a natural +max damage. Something that increases slowly over time. A small, but simple, fix for witchunter and their combat power level. If a witchunters combat level was equal to a paladins then Witchunters wouldn't need a 10 page post about them. Further more red chitin gear needs to have a slightly larger ac bonus than crimson scale. A witchunter could then mix and match the two and come up with a comfortable ac and magic resistance level.
Levels 51-75 Armour
With the exception of the death shroud and faded shawl no one's Armour changes after level 50. Certain Armour spell continue to increase in power but in general each class stops growing ac wise after level 50. Post level 50 the only defense that continues to grow is dodge, witchunters do not get to take advantage of this however. The magic resistance advantages of crimson gear grow dimmer with each level as a witchunter's innate magic resistance grows. Its difficult to complain about lack of content of high level witchunters as all classes are in the same pool. In the higher levels witchunters need to be able to give up their magic resistance gear for other advantages. HP rgen, Armour class, crits and max damage all come to mind.
Level 51-75 Weapons
Only a few weapons exist with level restriction above level 50. Sword of Ozrinom, nightblack scythe, Feyr, Dusk, rod of might, and Soulblighter. Of these items Sword of Ozrinom, nightblack scythe, Dusk, and Soulblighter bring certain classes to their maximum scripting power. Nightblack scythe easily trumps even the tree trunk in per swing damage when held by players with +max damage equipment. Draka's blade cannot compete with these items. The answer to fix these problems cannot be addressed by simply adding a lim-1 level 60 witchunter weapon. All stages of witchunter life need to be looked at.
Level 51-75 Weapons, Armour, Abilities.
Without repeating the evidence that I've stated several times already, it is clear that a witchunters disadvantages out weight its advantages.
The Basics
1-10: Witchunters are fine. Their advancement is quick and easy. Their ac and combat make them very effective.
11-20: Black chitin Armour is not fun. It costs 87 platinum to create, which is alot more than a tank needs. It takes 17 pieces of chitin, which takes several hours to collect. It takes 18 pieces of spider silk, 4% drop on bola spiders.
21-30: Armour class begins to seem rather poor at this range. A witchunter's combat is much less effective than a tank. Smash is the key at this level range and witchunter's do not have the powerful weapon choices other have. The heavy spear is the best weapon, however, it is costly and difficult to get.
31-40: The tree trunk is the single most powerful weapon for witchunters in this level range. Potent and effective to a very limited point. A witchunters low ac will slow them down considerably anywhere that the tree trunk's damage would help.
41-50: The increase in Armour class provided by crimson scale is welcome and needed. The huge increase in magic resistance completely stops any attempt to heal a witchunter. The tree trunk remains a witchunters best weapon until level 50.
51+: Middle level Armour class can be made slightly effective by using a shield with Draka's. Without Draka's the only other options are 2 handed weapons. Witchunter don't perform as well as a paladin or a warrior in: Armour Class, max damage, crits, script ability, usefulness on boss runs, weapon choices.
The Fixes
Armour for low level witchunters. Black chitin Armour must be made easier to make. I hope the above made this clear.
New items.
Change in combat-5
New quests for immunities to certain spell effects.
Now I've reread all that i wrote about this and Its clear to me how I can fix several issues with WH's. To start with I'll make black chitin armour easy to get. I'm thinking 5 peices of chitin 2 spider silk and 10 platinum to purchase the entire set. I hadnt looked at red chitin. I'm kinda thinking about making it more difficult to get all the peices..maybe make each type need something from a large boss, but making it into a very nice armour set.