Shifter - My Suggestions
Posted: Wed Jun 20, 2018 10:55 pm
So, I've been playing a shifter in the UD for a while now, and although it's not awful, it's certainly not.. Great, especially early on. The roleplay is really fun, but here are my suggestions for how I think it could be rebuilt to put it in line with more conventional classes - feel free to add or criticise to what I put here.
Greater Wildshape 1 -
I honestly think that these are in a surprisingly good position as being balanced. They're not really powerful, but their free true seeing and infinite breath ability, along with immunities allow them to still be useful at pretty much any level in specific circumstances.
Greater Wildshape 2 -
The main issue with shifter starts showing at this point, that being their incredibly lacklustre stats are way below both what the druid shapes get, and standard characters who have access to the full benefits of enchantments - the only thing that really excels with non-epic shifter forms is their AC - and that's assuming you take monk.
Harpy:
Pretty trash, though their captivating song can be useful in certain situations. I would personally ramp up their dex and strength to make them the 'middle' between the DPS-based minotaur and AC and DR-tanky gargoyle. If possible, I would also change the captivating song ability to something similar to curse song, or some kind of minor party buff that can be used to make them a mini 'support bard'.
Minotaur:
It's clear that this shape is supposed to be a DPS, but it's honestly not worth using once you get Greater Wildshape 3. The merging of weapons is a neat little addition, but the god awful AC and relatively crappy strength don't make up for it. Vamp up the strength, and give them a small boost in AC and the health bonus that they get.
Gargoyle:
The most useful shape out of the Greater Wildshape 2 set. The 15 DR they get is incredibly useful, and fully warded in non-epic levels you can easily get AC nearing 70. The damage is non-existent, but that's alright because of how damn tanky they are. The DR nears ridiculous when it reaches 25 in epic levels, and I honestly wouldn't touch it much as it's in a pretty good place right now.
Greater Wildshape 3 -
Basilisk:
... Why bother using it? A DC 15 petrify attack you get to use a few times each time you shift into it, that runs out after less than a minute, and with pretty crappy stats and health, there's honestly no point in using it in combat. Boost the petrify attack, or give it some kind of infinite or limited ability to cast stoneskin. It generally just needs a boost in everything.
Manticore:
The stats are.. Alright, from what I've seen. I wouldn't use it over the drider, and its main draw being the manticore spikes don't appear to scale with level and also target party members. Buff and change the way manticore spikes work to only target enemies, and this could be a pretty decent shape to take.
Drider:
A really useful shape once you get it at around level 10 or so, but after that it gets outshined by the more powerful Humanoid shapes. The darkness they get is utterly useless and not worth using. A boost in stats, and infinite darkness could make this worthwhile to use even after you get access to humanoid shape. The poison is a nice bonus, too, as well as the weapon merging.
Humanoid Shape -
Drow:
Now we're cooking. The drow shape is similar to drider with the poison and weapon merging, but has more strength and without the big clunky model that the drider possesses. When you recieve it, the stats are perhaps a little low but still definitely workable. The great weapon the epic form of the shape gets is amazing, and it just needs its stats tuned to fit with what other builds can achieved to make it on par.
Lizardfolk:
My personal favourite. A whip with 1d6 electric enchantment that has a small chance of stunning the enemy. Stats are pretty good, maybe needing a little buff, but it's genuinely one of the best shapes. The free freedom from movement and immunity from poison is great, too - and the epic form is just as good. They also get DR, partially assisting with the shifter's lack of survivability.
Kobold:
... Woah, what? Free HIPS, +10 Hide and MS, and a decent dex save for its normal form? The utility of this one is already good enough, but the bonus sneak attack and great AC really make this one. The epic shape is.. Meh, the dex doesn't increase much but honestly if the HIPS is kept in a future possible rework of the class then this really doesn't need much more than it already has.
Greater Wildshape 4 -
Diretiger -
Woo, finally! Decent strength! And it stacks with monk attack progression! It needs more work to get in line with what a pure druid could achieve, but it's in an ok place right now - just like the others, a little tweaking with the stats would make a world of difference.
Medusa -
Suffers from what the basilisk does. Awful stats, awful petrification ability. I'd give it a similar treatment to the basilisk, but giving it some small boons so that you still have reason to use the lesser form in certain circumstances. Poison's alright, I guess - but it's not useful in comparison to other forms.
Illithid -
Weird. Really, really weird. The bonus it gives to mental states instead of overrides is definitely useful, and I'm curious as to see whether or not the int bonus stacks with learning languages, if only temporarily. The abilities are bizzare, but pretty useful, all things considered. Expand the psionic abilities to carve its own niche in the shifters repertoire, and increase the amount of uses in abilities, and you could really make this a unique and useful shape.
Now, I haven't actually reached epic shifter levels on this server yet, but outsider and undead shape really do change the game. The regen and immunities undead shapes give, and the ridiculous nature of the rakshasa with its infinite abilities and immunity to level 8 and below spells could need a tune-up. I'll hopefully continue to add my impressions as I play shifter more, but generally I think the class has a lot of potential.
Minor gripes:
Creature weapons don't stack with weapon focus: unarmed, but do with improved criticals and others. Change this somehow, or somehow give artificial bonuses from taking these feats to the shapes.
Kobold shapes get skills to use traps, but can't use traps while shifted. This is annoying, along with certain other shapes getting use poison, but being unable to use poison.
MAJOR GRIPEEEEEEEEEEEEEEEEEEEEEEEE:
The lack of ability to use healing kits. This really is the biggest issue with shifter on this server and really contributes to their lack of survivability. It wouldn't be as big a deal and could be the shifter's weakness if the class actually had any survivability save for the gargoyle shape in the first place.
Thoughts?
Greater Wildshape 1 -
I honestly think that these are in a surprisingly good position as being balanced. They're not really powerful, but their free true seeing and infinite breath ability, along with immunities allow them to still be useful at pretty much any level in specific circumstances.
Greater Wildshape 2 -
The main issue with shifter starts showing at this point, that being their incredibly lacklustre stats are way below both what the druid shapes get, and standard characters who have access to the full benefits of enchantments - the only thing that really excels with non-epic shifter forms is their AC - and that's assuming you take monk.
Harpy:
Pretty trash, though their captivating song can be useful in certain situations. I would personally ramp up their dex and strength to make them the 'middle' between the DPS-based minotaur and AC and DR-tanky gargoyle. If possible, I would also change the captivating song ability to something similar to curse song, or some kind of minor party buff that can be used to make them a mini 'support bard'.
Minotaur:
It's clear that this shape is supposed to be a DPS, but it's honestly not worth using once you get Greater Wildshape 3. The merging of weapons is a neat little addition, but the god awful AC and relatively crappy strength don't make up for it. Vamp up the strength, and give them a small boost in AC and the health bonus that they get.
Gargoyle:
The most useful shape out of the Greater Wildshape 2 set. The 15 DR they get is incredibly useful, and fully warded in non-epic levels you can easily get AC nearing 70. The damage is non-existent, but that's alright because of how damn tanky they are. The DR nears ridiculous when it reaches 25 in epic levels, and I honestly wouldn't touch it much as it's in a pretty good place right now.
Greater Wildshape 3 -
Basilisk:
... Why bother using it? A DC 15 petrify attack you get to use a few times each time you shift into it, that runs out after less than a minute, and with pretty crappy stats and health, there's honestly no point in using it in combat. Boost the petrify attack, or give it some kind of infinite or limited ability to cast stoneskin. It generally just needs a boost in everything.
Manticore:
The stats are.. Alright, from what I've seen. I wouldn't use it over the drider, and its main draw being the manticore spikes don't appear to scale with level and also target party members. Buff and change the way manticore spikes work to only target enemies, and this could be a pretty decent shape to take.
Drider:
A really useful shape once you get it at around level 10 or so, but after that it gets outshined by the more powerful Humanoid shapes. The darkness they get is utterly useless and not worth using. A boost in stats, and infinite darkness could make this worthwhile to use even after you get access to humanoid shape. The poison is a nice bonus, too, as well as the weapon merging.
Humanoid Shape -
Drow:
Now we're cooking. The drow shape is similar to drider with the poison and weapon merging, but has more strength and without the big clunky model that the drider possesses. When you recieve it, the stats are perhaps a little low but still definitely workable. The great weapon the epic form of the shape gets is amazing, and it just needs its stats tuned to fit with what other builds can achieved to make it on par.
Lizardfolk:
My personal favourite. A whip with 1d6 electric enchantment that has a small chance of stunning the enemy. Stats are pretty good, maybe needing a little buff, but it's genuinely one of the best shapes. The free freedom from movement and immunity from poison is great, too - and the epic form is just as good. They also get DR, partially assisting with the shifter's lack of survivability.
Kobold:
... Woah, what? Free HIPS, +10 Hide and MS, and a decent dex save for its normal form? The utility of this one is already good enough, but the bonus sneak attack and great AC really make this one. The epic shape is.. Meh, the dex doesn't increase much but honestly if the HIPS is kept in a future possible rework of the class then this really doesn't need much more than it already has.
Greater Wildshape 4 -
Diretiger -
Woo, finally! Decent strength! And it stacks with monk attack progression! It needs more work to get in line with what a pure druid could achieve, but it's in an ok place right now - just like the others, a little tweaking with the stats would make a world of difference.
Medusa -
Suffers from what the basilisk does. Awful stats, awful petrification ability. I'd give it a similar treatment to the basilisk, but giving it some small boons so that you still have reason to use the lesser form in certain circumstances. Poison's alright, I guess - but it's not useful in comparison to other forms.
Illithid -
Weird. Really, really weird. The bonus it gives to mental states instead of overrides is definitely useful, and I'm curious as to see whether or not the int bonus stacks with learning languages, if only temporarily. The abilities are bizzare, but pretty useful, all things considered. Expand the psionic abilities to carve its own niche in the shifters repertoire, and increase the amount of uses in abilities, and you could really make this a unique and useful shape.
Now, I haven't actually reached epic shifter levels on this server yet, but outsider and undead shape really do change the game. The regen and immunities undead shapes give, and the ridiculous nature of the rakshasa with its infinite abilities and immunity to level 8 and below spells could need a tune-up. I'll hopefully continue to add my impressions as I play shifter more, but generally I think the class has a lot of potential.
Minor gripes:
Creature weapons don't stack with weapon focus: unarmed, but do with improved criticals and others. Change this somehow, or somehow give artificial bonuses from taking these feats to the shapes.
Kobold shapes get skills to use traps, but can't use traps while shifted. This is annoying, along with certain other shapes getting use poison, but being unable to use poison.
MAJOR GRIPEEEEEEEEEEEEEEEEEEEEEEEE:
The lack of ability to use healing kits. This really is the biggest issue with shifter on this server and really contributes to their lack of survivability. It wouldn't be as big a deal and could be the shifter's weakness if the class actually had any survivability save for the gargoyle shape in the first place.
Thoughts?