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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.
Thanks! and thanks for playing and taking the time to leave a comment :)
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.
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!
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.
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
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 :)
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!