Tales of Maj'Eyal

Tales of Maj'Eyal

White Monk
22 Comments
Keevan  [author] 6 Oct @ 7:10am 
It is meant to be a bit of a gimmicky Evolution, forcing you to go all-in on the mechanic. I like it the way it is, so I don't intend to change it.

That said, you are absolutely welcome to publish an add-on that overrides the behavior, or just fork the whole thing to change that behavior, so that you can enjoy it the way you would like.
bootzin 4 Oct @ 8:20pm 
So, I know it's been 2 years, but I'm only playing with this addon now and I'm really enjoying it! That said, I was sad to see that the Way of the spirit disables every other active ability. Is there any chance you could disable that, or at least allow me to publish a version with that disabled? Or change it somehow to not necessarily disallow every other active ability?
Tjonbrown 28 Jun, 2023 @ 5:51pm 
I can honestly say now that this is my favorite class mod and like the only class I like to play these days haha.
Keevan  [author] 23 Jul, 2022 @ 6:57pm 
@Tjonbrown

Thanks! and thanks for playing and taking the time to leave a comment :)
Tjonbrown 19 Jul, 2022 @ 3:12pm 
Liking this class so far, well done.
Bonzwagga 26 Oct, 2019 @ 6:59pm 
Wow! Thanks for addressing that so quickly. You're awesome!
Keevan  [author] 26 Oct, 2019 @ 5:46pm 
Turns out the way the engine handles item requirements actually changed a fair bit. Tried to suss out a new method to implement the talent requirement change for gauntlets, but I couldn't get it working in a reasonable amount of time. White Monks now get a point in Heavy Armor Training at birth so they can always equip gauntlets. Removed the point at birth from Heightened Senses.
Keevan  [author] 26 Oct, 2019 @ 8:47am 
@Bonzwagga Glad you enjoy it, and thanks very much for the report :)
Not sure what might be going on there, can't think of anything in 1.6 that would cause that to break, but I will take a look at it and get it sorted out as soon as I can.
Bonzwagga 26 Oct, 2019 @ 6:03am 
Great class!

Bug issue since most recent ToME update, however. I can't equip heavy gauntlets for some reason -- the talent is at level 4 now.

Thanks!
CTRLhasESCaped 4 Sep, 2018 @ 4:53am 
Like this class... because it's pretty OP for the starting areas. :ily:
SuperHC 25 Sep, 2017 @ 8:05pm 
Ironically you made a typo while vowing to fix all typos "evenetually" :sans:
Keevan  [author] 25 Sep, 2017 @ 5:37pm 
@SuperHC Thanks! I will fix all the typos evenetually, I swear...
SuperHC 25 Sep, 2017 @ 4:40pm 
Extremely minor thing found! In the Trancendance category, the talent "Enervate" has a typo! "Directly" has a 2nd C, making it "Direcctly"
SuperHC 24 Sep, 2017 @ 7:59am 
New idea; the black monk/black belt, kinda like this class, except entirely melee focused, so the opposite of this class :P
voronin_mike 14 Sep, 2017 @ 4:18pm 
What I don't understand is why the class is not called a White Plinker?? It is better in ranged combat than ranged specialists, plus has effectively endless ammunition...
It is not even that it's too strong - it just feels like a better Skirmisher instead of a mystic martial artist... ;) Even trying to develop my character as Black Belt - I ended just plinking through most combats. :(
I'd think that, if going for mystic martial arts - ranged attacks shouldn't be the main staple, so should probably have a cooldown of at least 3. On the other hand, such a class should probably have more stances than the Brawler - only one possible at a time, of course. Also, some more mystic abilities should probably be either Spells or Mind Powers - and use an appropriate resource.
SuperHC 10 Sep, 2017 @ 9:48pm 
Sweet, I'll do another playthrough sometime :D
Keevan  [author] 10 Sep, 2017 @ 6:10pm 
I was playing a Nightmare Embers run and found a couple of bugs. Also, getting Enervate to stick is much, much harder to do consistently in Nightmare (I can only imagine how much it falls off in insane and madness...), which kind of affects your whole kit. I made some tweaks I thought might help a bit.

v1.4.2
----
Fixed a bug with the merge code for the Enervate effect.

Fixed a bug with the Enervate talent that caused it to fail to increase the maximum number of stacks when used on a target already afflicted with the Enervate effect.

Slightly reduced the cost and cool down of Enervate.

Air Render now has a 33% chance to spread Enervate, up from 25%; chance for pin now requires only two stacks of Enervate.

Also, I (almost) always post in the ToME forum when I make updates to any of my addons: http://forums.te4.org/viewforum.php?f=50
SuperHC 10 Sep, 2017 @ 1:14pm 
Oh there was an update..What did you change? :O
SuperHC 22 Aug, 2017 @ 11:00am 
You're welcome, and your reply length is fine :3..I suppose I'll play him on Nightmare mode instead of Normal, after I get done with the "Stargazer" addon class, which you should check out, too, if you wanna :P
Keevan  [author] 22 Aug, 2017 @ 9:40am 
@SuperHC

I actually had a much longer and more detailed reply all typed out, but apparently I am too long winded and vastly exceeded the 1000 chacter limit... Hope the parred down version is enough to give you some insight into my thoughts on the balance :)
Keevan  [author] 22 Aug, 2017 @ 9:37am 
@SuperHC

Thanks for the input, and I'm glad you enjoy the class!

Those are all valid points. Revive does deactivate when it triggers. I should probably make sure that's in the description.

Rending talents are designed to be strong against melee opponents, but are still weak against ranged attackers, easily some of the most dangerous foes. Consider the Prides, for instance, where a room can easily contain a dozen foes that can all attack you from range.

My goal was to create a class that would be strong and fun to play in normal mode, and fairly durable throughout a nightmare game. With their inherent weakeness to ranged enemies, and the ability of strong mobs to resist their disabling effects, I think the White Monk is more balanced than several of the official classes, and that's about the best I could hope for.

Thanks again for trying out the class, and taking the time to provide feedback. Cheers!
SuperHC 13 Aug, 2017 @ 11:25am 
Hello! I love your class, and am very new to using it, but I noticed some..Potential balancing issues: with air rending you can basicly perma-pin a target if you keep hitting it over and over..So I think that the pin effect should have a 10-20 turn cooldown? and with earth render it knocks enemies back and only has a cooldown ot 3 turns, making it nearly impossible for them to reach you if they're slowed, so I think the cooldown could be increased to 7-10 turns? Lastly the "Revive" talent doesn't spesifically say wether or not the talent will be deactivated upon 'use' but I assume it is :3