As someone who has been closely involved in the rules changes from the beginning, here's my personal opinions (nothing official in here folks!) on my own characters. Take it or leave it as you wish, as it pretty strongly disagrees with the "conventional wisdom" on these forums.
Celestial Scholar (level 45ish, tons of "stuff") -
Would stay the same. Wand damage is likely to go down by about 65% (preliminary estimates are going from throwing for 20s down to throwing for 7s, maybe 8s) with about the same number of packets. I love the idea of being able to memorize down - IMO that's the single biggest change for casters. In playtests, meditate has shown to be much more useful than expected for this character - I have pretty good aim, but Meditate as an option is really nice.
Rogue (level 35ish, moderate amounts of "stuff") -
This character is focused almost exclusively on straight backstabs and dodges with almost nothing else, just constant damage out the wazoo. That would definitely change in 2.0. I'd probably go down from swinging 25s from behind to about 10s to 12s (bursting to 20s in big fights), which is still excellent compared to the 2.0 monster health downgrade. I'd be excited at the idea of half damage from Evade, as it makes Slays and the like survivable (currently you *have* to blow a Dodge or just die from those). The new Rituals make playing a weapon poison based assassin a heck of a lot more viable, which is what my vision for the character was when I first started him back in 2006. I may take a Disarm or two, which I tried a few years ago and gave up because they're horribly useless in 1.3.
Earth Templar (level 30ish, low to moderate amounts of "stuff") -
Would stay pretty much the same, going from swinging 12s down to 5s or 6s. Unlikely to get any Crit Attacks as the character is about self-survivability. Again, memorizing down is a huge deal, as is healing at every level - the character is very based around a "keep the team up while holding the front line" philosophy (for certain members of the team, anyways), and the 2.0 spell changes definitely help there. Relics are "eh" for him - I mean, he'll carry a focus, which is nice, but it's more a quality-of-life thing out of combat to prevent people from roleplaying puking (and the like) for 10 minutes.
Fighter (level 10ish, very low amounts of "stuff") -
I'd actually hoped to start this character after 2.0 came out, but will instead be starting it in a couple of weeks at the next Oregon event (got tired of waiting!). I'm REALLY looking forward to playing a Fighter in 2.0 - the armor and skill enhancements make playing the character a lot more appealing than he will be for the remainder of 1.3. I want to have plate mail actually mean something! Mettle is pretty awesome (I think of it as a 4 XP cost ability that works in 3s for Fighters and 10s for everyone else), as are Fast Refit, Intercept, and Hearty. I LOVE the idea of being able to actually fight against a Shield effectively as a 2h weapon user (using Disarms and Shatters, which in 1.3 just stink) - in 1.3 that situation kind of sucks for the 2h weapon user. Bursting up by say +5 for big fights is an incredible option to have. I don't plan to take Slays or Eviscerates until a much higher level, instead focusing on the "utility" skills and profs.
I know popular opinion on these forums is that "everything other than Celestials will suck in 2.0" but I'm expecting to have a blast with my new Fighter (who, while a Wylderkin, will NOT take Dodge... *GASP!*). I've really enjoyed the playtesting I've done as a Fighter-based PC so far. I *will* note that playing a 2.0 fighter against 1.3-scaled monsters sucks! Playing a 2.0 fighter against 2.0 scaled monsters (significantly fewer takeouts and significantly less body), however, is a ton of fun.
-Bryan
Celestial Scholar (level 45ish, tons of "stuff") -
Would stay the same. Wand damage is likely to go down by about 65% (preliminary estimates are going from throwing for 20s down to throwing for 7s, maybe 8s) with about the same number of packets. I love the idea of being able to memorize down - IMO that's the single biggest change for casters. In playtests, meditate has shown to be much more useful than expected for this character - I have pretty good aim, but Meditate as an option is really nice.
Rogue (level 35ish, moderate amounts of "stuff") -
This character is focused almost exclusively on straight backstabs and dodges with almost nothing else, just constant damage out the wazoo. That would definitely change in 2.0. I'd probably go down from swinging 25s from behind to about 10s to 12s (bursting to 20s in big fights), which is still excellent compared to the 2.0 monster health downgrade. I'd be excited at the idea of half damage from Evade, as it makes Slays and the like survivable (currently you *have* to blow a Dodge or just die from those). The new Rituals make playing a weapon poison based assassin a heck of a lot more viable, which is what my vision for the character was when I first started him back in 2006. I may take a Disarm or two, which I tried a few years ago and gave up because they're horribly useless in 1.3.
Earth Templar (level 30ish, low to moderate amounts of "stuff") -
Would stay pretty much the same, going from swinging 12s down to 5s or 6s. Unlikely to get any Crit Attacks as the character is about self-survivability. Again, memorizing down is a huge deal, as is healing at every level - the character is very based around a "keep the team up while holding the front line" philosophy (for certain members of the team, anyways), and the 2.0 spell changes definitely help there. Relics are "eh" for him - I mean, he'll carry a focus, which is nice, but it's more a quality-of-life thing out of combat to prevent people from roleplaying puking (and the like) for 10 minutes.
Fighter (level 10ish, very low amounts of "stuff") -
I'd actually hoped to start this character after 2.0 came out, but will instead be starting it in a couple of weeks at the next Oregon event (got tired of waiting!). I'm REALLY looking forward to playing a Fighter in 2.0 - the armor and skill enhancements make playing the character a lot more appealing than he will be for the remainder of 1.3. I want to have plate mail actually mean something! Mettle is pretty awesome (I think of it as a 4 XP cost ability that works in 3s for Fighters and 10s for everyone else), as are Fast Refit, Intercept, and Hearty. I LOVE the idea of being able to actually fight against a Shield effectively as a 2h weapon user (using Disarms and Shatters, which in 1.3 just stink) - in 1.3 that situation kind of sucks for the 2h weapon user. Bursting up by say +5 for big fights is an incredible option to have. I don't plan to take Slays or Eviscerates until a much higher level, instead focusing on the "utility" skills and profs.
I know popular opinion on these forums is that "everything other than Celestials will suck in 2.0" but I'm expecting to have a blast with my new Fighter (who, while a Wylderkin, will NOT take Dodge... *GASP!*). I've really enjoyed the playtesting I've done as a Fighter-based PC so far. I *will* note that playing a 2.0 fighter against 1.3-scaled monsters sucks! Playing a 2.0 fighter against 2.0 scaled monsters (significantly fewer takeouts and significantly less body), however, is a ton of fun.
-Bryan
Last edited: