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Undo the nerf to Expertise

Scheduled Pinned Locked Moved Implemented/Closed Suggestions
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  • S
    sharkinajar
    last edited by 2 Aug 2020, 16:26

    Currently it's really hard to reach the kind of AC necessary to tank stuff properly with expertise and even harder on DM events with improved Expertise with it only giving 6 AC, and dms dropping 19+ ab mobs on folks. For instance, a fighter:

    base - 10 AC
    12 dex - 1 AC
    9/1 plate - 8 AC
    Tower - 3 AC
    Shield pot - 4 AC
    Bark pot - 3 AC
    Improved Expertise - 6 AC

    10+1+8+3+4+3+6 = 35 AC

    And since +1 AC gear is only DM loot at this point, you just can't get to that necessary level to be an actually decent tank to deal with waves of 19 AB enemies with 2-3 APR.

    Even quests have enemies that sit at 16 or so AB, with some bosses reaching higher.

    To make it so that the premier tank class can actually tank and not some hybridization of cleric dipped into fighter, would be nice to have Expertise and Improved Expertise back to their normal AC ranges :3

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    • S
      SadGruffman
      last edited by 2 Aug 2020, 16:55

      I'd like to suggest instead of returning Expertise/imp expertise to how it was, perhaps when we add Fighter Class specializations we factor in the need for AC?

      2h Fighters gain +1 ac when using their favored weapon,
      Shield Warriors gain +1 ac when fighting more than one enemy (or something like that)
      Spellswords get a bonus to resisting spells
      gladiators get improved expertise for free as a class skill

      Stuff like this. With weaker feats, we can give Pure Class additional bonuses, and leaving a feat weaker means we can make up for it in other fun ways, like pure class bonuses.

      Nicholas Alwin Appleberry
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      • P
        Puffy
        last edited by 5 Jul 2021, 08:25

        Suggestions and feedback reviewed, with changes implemented.

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        @Prof-Misclick
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