by 232 on Sat Nov 12, 2011 12:49 pm
I'm rather confused about Whurrgarbl now. Physical damage + mana has been (for me at least) been the domain of only the Paladin (HALPMEH), Warlord (CYDSTEPP) and *maybe* the sorcerer. I feel that Whurrgarbl has been shunted into an even smaller niche than before. Trisword (oh for the days of the first-gen Trisword...) did need nerfing, but dealing physical damage goes along with health potions a lot more than it does mana potions. Maybe fireball damage instead of an attack bonus, but that might not suit Whurrgarbl very much.
I noticed that the piercing wand can now send monsters into negative resists. I like this (I'd prefer the old piercing wand though), but 3% seems a little small to me, especially when combined with the mana cost.
Finally, this is something that's been asked before, but can we please have more locker space?
Edit: Minor semantic, Namtar's Ward says "but lose -2 max MP". Technically this means you should gain two MP since you're reducing it by a negative number.