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    An evaluation of every upcoming class

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    katana


    Posts : 127
    Join date : 2011-11-29
    Age : 112

    An evaluation of every upcoming class Empty An evaluation of every upcoming class

    Post  katana Sat Mar 03, 2012 2:11 pm

    Let's look at these new classes. Please note, nothing's set in stone. Before I go in depth about every class, we need to go over how the stats work. They're confirmed to be ratings, but this is about what those ratings will mean. Here's our old friend (or enemy, depending on your faction and relations with EcR), the Warrior/Slayer:

    Warrior (becomes Slayer)
    Slayers are the most adept swordsmen that exist. They come from a variety of possible beginnings, but valor, power, and training are never absent. They are not able defensively, entirely relying on armor to overcome their lack of defensive concern.
    Phys Attack: 10
    Ranged Attack: 1
    Magic Attack: 1
    Physical Defense: 6
    Defensive Spells: 1

    Phys attack:
    Slayers were able to use diamond swords, and here have physical attack 10. Assassins, the other class able to use diamond swords, also have physical attack 10 on these stats. However, this doesn't seem to be a simple linear scale where 10 is diamond and 1 is wooden:
    Guard (becomes Defender)
    Defenders are the strongest class there is. Almost always inherently noble, a defender is a knight born into flesh of strength, perseverance, and sacrifice. Putting shield before sword, these talented tanks want to take the brunt of an opposing attack.
    Phys Attack: 5
    Ranged Attack: 1
    Magic Attack: 1
    Physical Defense: 10
    Defensive Spells: 2


    Defenders were able to use IRON swords. 5->10 is a big difference for iron-> diamond, especially considering they only have a half heart difference in damage. Here's another old friend, the shaman:



    Clerics (becomes Shaman)
    Shamans are the predominant healing class. Concern for others at a young age left those with predispositions to sorcery to tap into divine sources of healing themselves and those they support. Exactly what divinity is providing the power depends on the alignment of the hero, though. With an aversion to inflicting damage, Shamans are the most pivotal support class there is.
    Phys Attack - 1
    Ranged Attack - 2
    Magic Attack - 2
    Physical Defense - 3
    Defensive Spells - 10


    One physical attack. Assuming they can still use stone swords, and one is the lowest, the scale seems strange. But this is all just based on the sword type, and not actual damage. Once you bring skills in (let's stick to the old skills, they'll likely get new ones, but anyway):
    Shaman's attack buff spells- none
    Defender's attack buff spells- none
    Slayer's attack buff spells- might (+25%)
    Assassins also have serrated strikes (and now poison too), so that might contribute to their 10. That's all for phys. attack, I'll put information on each individual class's meanings and implications on their specific secions.

    Ranged Attack:
    The bow is the only real ranged weapon so far, everything else seems to count as magic. So this one should be more straightforward. Both guards and slayers have 1, and previously did 2.5 hearts per arrow. Rangers have 10, and do 7.5 hearts (last time we checked, I'm actually quite sure this'l go higher, but that'll be explained later). Assassins have 4 ranged attack, and do 5 hearts per arrow. Ranged attack seems to directly affect arrow damage, although the numbers don't perfectly line up. This could be for a few reasons:
    1. The numbers are approximate- Fox didn't actually make a formula, just put roughly what seemed right
    2. There's a complicated formula- It isn't just linearly increasing damage per ranged stat
    3. Damage isn't everything- modifiers such as the fire arrow skill might increase your ranged attack rating
    I personally think it's a mix between numbers 1 and 3. Not much else to say about this stat, since we don't have very much to compare to.

    Magic attack:
    Magic attack is different from the other two because there's no real magic in vanilla minecraft. It's sort of harder to explain than the other two since almost everything it's rated on is subjective (except for snowball damage?). Basically, it's the amount of "magical" damaging spells (fire arrow seems to count, with rangers having 5 magic attack, but might doesn't) a class has and how dangerous they are on a scale of 1 to 10.

    Physical defense
    Fox was talking about paying for a plugin that lets you modify armor effectiveness, so until that's confirmed to exist or not exist, not really much you can say about physical defense.

    Defensive spells
    Seems to be a magic attack, except for defensive purposes like invuln, damage sponging etc.

    Next post- the classses
    avatar
    katana


    Posts : 127
    Join date : 2011-11-29
    Age : 112

    An evaluation of every upcoming class Empty DARP

    Post  katana Sat Mar 03, 2012 3:18 pm

    Classes!

    ***

    Mystic (becomes ArchMage)
    A powerful master of inherent sorcery. The ArchMage is borne of a hero who finds mysticism coursing through their veins. They are the pinnacle of offensive magic, showcasing an array of spells with which to inflict damage. The ArchMage is a potent addition to any faction or party, but their offensive focus leaves them very vulnerable and in need of support.
    Phys Attack: 1
    Ranged Attack: 7
    Magic Attack: 10
    Physical Defense: 1
    Defensive Spells: 1

    This looks like the sorcerer class with a new name. Low defense, powerful offensive spells. Looks like they have ranged attack too, does this mean bow enchantments? Or longer ranged spells? Who knows.
    Anyone who likes spamming spells and annoying their enemies. Looks like this is what the archmage will do. You're screwed in a one on one

    *****


    Fiend (becomes Daemon)
    A drain-life entity that can add very specialized support to any unit. Daemons are the product of a hero gone anti-hero... they've delved into the dark magics of deathspells and that power has overtaken their souls. The most inherently evil class available, the Daemon possesses many useful talents to combat healing classes, but they are incredibly frail.
    Phys Attack - 3
    Ranged Attack - 8
    Magic Attack - 6
    Physical Defense - 1
    Defensive Spells - 3

    Well, right off the bat, it looks like they're going to be either overpowered or woefully underpowered. Health draining is an ability generally only useful in close combat, since in a bowfight you can just take cover most of the time. They only have 3 physical attack, so any sort of direct leeching abilities (like you heal 50% of your damage dealt) will have to be balanced carefully. An incredibly frail combat healing class sounds like a recipe for disaster, but we'll just have to wait and see.
    I'd suggest this class to support players. You'll be destroyed in a one on one, but in groups, your spells could probably do something. Archmage seems like a great way to keep people hiding where you can't target them, but if they ever get to you, you're dead.

    *****


    Brumal (becomes Geliditar)
    The Gelis are specialized mages, focusing their offensive and defensive efforts around the elements of ice and water. These frigid spellcasters have an origin similar to an ArchMage, but are either born into frigid climates or have a 'cold' personality that overpowers their magical disposition. Immunity to drowning is just one perk of this class's connection to their magical prowess. Spells focus on offense as well as slowing and freezing the opponent, giving them more defensive capability than other mages.
    Phys Attack - 1
    Ranged Attack - 6
    Magic Attack - 6
    Physical Defense - 2
    Defensive Spells - 4

    Well, these are the first class to seem to have some actual defense implied, at least. One hilarious possibility is a faction made up of entirely these classes, living in the sea. With no air pockets. Everyone else drowns, you sit and laugh. Looks like they're going to get the slow and root spell. I have a feeling they'll have the ability to freeze the water that they walk on if it's on the surface, but that could go hilariously wrong.
    I'd recommend this class to people who like building underwater. This class really seems to shine in underwater conflict, since they don't drown and can freeze enemies (that will drown.)

    *****

    Crimson (becomes Infernon)
    Infernons are specialized mages, drawing their powers from flame. Birth culture or climate has nothing to do with ascension to Infernon -- these are destructive souls who harness the most ravaging natural force there is. Whether they harness that power for good or evil is up to the individual. More defensive than some mages, their fiery disposition still leaves them incredibly prone to focus on attacking, a key view into their destructive nature.
    Phys Attack - 1
    Ranged Attack - 5
    Magic Attack - 9
    Physical Defense - 4
    Defensive Spells - 3

    Seems like a class that'll get to shoot blaze fireballs or something. Oh, and set people on fire just by being near them. In general, freaking annoying abilities that will screw over anyone that ignores you. But, if they don't ignore you, you're probably going to die fast.
    I'd recommend this class to a suicide rushing first-attack unit, so you could drastically weaken enemies with your fire. You might also be able to give suppressing fire (har har) so your allies can advance. Fire tends to make enemies panic, so chaos is pretty likely.

    *****


    Clerics (becomes Shaman)
    Shamans are the predominant healing class. Concern for others at a young age left those with predispositions to sorcery to tap into divine sources of healing themselves and those they support. Exactly what divinity is providing the power depends on the alignment of the hero, though. With an aversion to inflicting damage, Shamans are the most pivotal support class there is.
    Phys Attack - 1
    Ranged Attack - 2
    Magic Attack - 2
    Physical Defense - 3
    Defensive Spells - 10

    Shaman are currently famous for nigh-immortality, being able to heal themselves faster than they take damage (I remember one fight took half an hour, the enemy's diamond armor actually broke.). They're extremely weak in actual combat though, and in general are just cannon fodder with healing abilities. With all the heroes reworking, they'll probably get a lot more buff spells, but lose the ability to heal themselves. After all, you're meant to be helping others.

    *****


    Summoner (becomes Necromancer)
    Necromancers battle vicariously through undead armies. Like Daemons, they've gone a darker route with their inherent sorcery. While Necros will have a few go-to spells, their primary focus will be distraction, as even the most talented Necromancer has some difficulty commanding the legions he brings forth.
    Phys Attack - 3
    Ranged Attack - 5
    Magic Attack - 6
    Physical Defense - 2
    Defensive Spells - 4

    Summoners have the most obvious abilities. You'll get to spawn mobs. The primary focus is distraction, so you'll probably be able to spawn enemies quite far away. Also being summoners, they're probably going to get piggify (in some non-broken form). The mobs they spawn will actually probably still be normal mobs, so summoners will just annoy the hell out of both factions in close quarters. Along with distractions in invasions, having a summoner with a small crevice to cast though can be great for defending a base with small rooms. They spawn mobs, run, and the enemy'll at least take a little damage.
    Now, if summoners could spawn creepers, they'd be the staple of every raiding party. Blow up chests, walls etc. easily- no cannon required.

    *****


    Barbarian (becomes Berserker)
    A primal and rage-filled melee class. Berserkers come from what more scholarly cultures would call "uncivilized" beginnings, or they have an intimate inner connection to such an ancestor. Not overly skilled with weapons, damage buffs and almost unparalleled bare-handed combat make berserkers difficult to predict or contain.
    Phys Attack: 8
    Ranged Attack: 3
    Magic Attack: 1
    Physical Defense: 6
    Defensive Spells: 1

    Barbarians almost definitely are getting the unarmed mcmmo skill. This includes disarming, arrow deflecting, and of course, extra damage. How they'll get it and train it may vary. Being unarmed fighters, they'll probably have abilities that make the player seem "stronger", like one (speed up), jump (higher jump) and who knows what else.
    One suggestion I'd make for barbarians is give them a throw skill. Activate it, hit someone, and it sends them flying similarly to if they'd used the jump skill.

    *****

    Warrior (becomes Slayer)
    Slayers are the most adept swordsmen that exist. They come from a variety of possible beginnings, but valor, power, and training are never absent. They are not able defensively, entirely relying on armor to overcome their lack of defensive concern.
    Phys Attack: 10
    Ranged Attack: 1
    Magic Attack: 1
    Physical Defense: 6
    Defensive Spells: 1

    I'm predicting that warriors will be one of the most used classes, as they are now. In general, a very powerful close-ranged fighter (basically no skill required compared to archery) with sturdy armor is going to create a very popular and noob-friendly class. They'll get few skills, and basically be buffed vanilla fighters.

    *****

    Guard (becomes Defender)
    Defenders are the strongest class there is. Almost always inherently noble, a defender is a knight born into flesh of strength, perseverance, and sacrifice. Putting shield before sword, these talented tanks want to take the brunt of an opposing attack.
    Phys Attack: 5
    Ranged Attack: 1
    Magic Attack: 1
    Physical Defense: 10
    Defensive Spells: 2

    Fox once said that a defender should never lose in a one on one fight. I'm not sure if this carries over to the new classes, but these'll basically be sturdier slayers with more health and less damage output. They might get a few skills, but like slayers, be focused on vanilla-style close quarters combat. They put the shield before the sword, except there is no shield. Could this mean their sword parries (or something similar) have additional effects?

    *****

    Paladin (becomes Lightbringer)
    Lightbringers are the epitome of a noble knight. Divinity has blessed them with not only wide-ranging combat abilities, but the innate ability to conjure health from within. With this balanced resolve, they are very worthy opponents from both an offensive, and a defensive front, and can be successful both alone and as a party-healer in a pinch.
    Phys Attack: 7
    Ranged Attack: 1
    Magic Attack: 3
    Physical Defense: 7
    Defensive Spells: 3

    Paladins look like they're going to become the shamans that we have now- Hard to kill and harder to get killed by. High defense, and healing spells will probably lead to an irritating opponent, or great meatshield. But unlike our current shamans, these guys look like they can hit back. They've got higher attack than defenders, while still having higher defense than slayers. Imagine a shaman with that. It sounds potentially overpowered, but you can't claim anything until we actually get it.

    *****

    Splitter (becomes Executioner)
    Executioners are the primary AoE fighter class. They could come from the woodlands, but more likely come from an aggressive spirit who just appreciates the way a heavy axehead can not only slice, but crush. They are not able defensively, entirely relying on armor to overcome their lack of defensive concern.
    Phys Attack: 9
    Ranged Attack: 3
    Magic Attack: 1
    Physical Defense: 5
    Defensive Spells: 1

    Everything about this class screams that it's going to get the axes mcmmo skill. Axes in mcmmo's ability is called "skull splitter". They are AoE fighters, which skull splitter does. They use axes. The way it says how a heavy axehead can also crush could mean they have some armor ignoring ability, since slicing attacks on plate armor are less effective than crushing ones. And like slayers, they have good armor, but little proficiency with it. So in short, they're lumberjack slayers. Awesome, but probably ineffective unless you're fighting huge hordes.

    *****

    Prowler (becomes Shadow Runner)
    The deceitful and cloaking class. Shadows are capable of disappearing, making them an incredibly versatile offensive or defensive tool. Their abilities likely filter to ancient eastern bloodlines, and it is unknown whether they are masters of deception, altering the very perceptions of their targets or pursuers, or if they actually are vanishing. A relatively skilled base fighter, shadows don't have the power to win battles without their cunning and extreme speed.
    Phys Attack: 6
    Ranged Attack: 3
    Magic Attack: 3
    Physical Defense: 4
    Defensive Spells: 3

    Alright, they're ninjas. They'll probably get the smoke skill (invisibility), and various speed related spells. Both things like slow and one. Overall, a more tactical class. Due to lag and glitchy targeting, I'm thinking they won't actually be very effective. You can only go invisible once, and then there's cooldown, so you can't exactly pop out of nowhere, attack, and disappear again. They'll get skills for mobility, probably even some variation of blink. In a faction, their role would probably be scout, running faster than everyone else and being able to disappear. This could also make them decent at flanking the enemy, but that sort of open combat is rare at best.

    *****


    Hunter (becomes Assassin)
    The exemplar damage-dealing melee class. Assassins are expertly-trained killing machines, choosing to use with and hit-and-run attacks instead of donning armor and clashing in a straightforward manner. They have a wide array of attacking options, from enhanced damage, to poison, to bleed attacks, but are left very vulnerable defensively.
    Phys Attack: 10
    Ranged Attack: 4
    Magic Attack: 3
    Physical Defense: 3
    Defensive Spells: 1

    Ah, one of my favorite classes. Looks like they also have poison now. However, from my time as an assassin, the description is a lie. Unless you have both a blink-style attack and the ability to vanish, hit and run is not possible. They'll simply catch up or corner you. Being a good assassin relies on being able to sneak up on the enemy, and sneak away again. Unless you're in a cave with lots of crevices, pulling both off is almost impossible. So, unless they do get some insane combination of skills, an assassin's real role would be a suicide-bomber. Disappear, charge behind enemy lines, and spam your bleed spells while your team advances. You've got no chance of escape unless they're idiots though.

    *****

    Archer (becomes Ranger)
    The exemplar damage-dealing ranged class. Rangers are by far the most adept bowsmen there are, the product of a lifetime of devotion to the discipline. Accurate and punishing, Rangers (and their arrows) should be felt, not seen. They are weak and ineffective in hand-to-hand combat, and so must keep distance between them and their targets. Their mastery of the arrow makes them an absolutely essential support class.
    Phys Attack: 2
    Ranged Attack: 10
    Magic Attack: 5
    Physical Defense: 3
    Defensive Spells: 1

    Good marksmen are hard to come by, especially in minecraft. If you can use the huntsman in tf2 effectively, or a similar weapon, go ranger. It'll come easily to you, and with a power bow, you'll be able to do huge damage. But, for the rest of us, the ranger is only good for hitting targets who aren't expecting you. Once you're spotted, you're going to have a hard time hitting your target. A frost arrow spell could be interesting (slow/root the enemy on hit) and useful though. Unfortunately, I have a feeling our new rangers aren't getting diamond armor, but luckily are getting higher arrow damage. They'll actually be rangers, instead of tanks with highish damage arrows.

    *****

    Seeker (becomes Chaser)
    The combative ranged class. Nearly as skilled with the stick and string as Rangers, Chasers are hot-headed sharpshooters who will shoot first and give chase, asking questions later. They are much less strategic and more all-around than Rangers, but this comes at a slight cost to their long-range efficiency. While they are more capable of defending themselves, they still shouldn't try to take on too many foes alone.
    Phys Attack: 4
    Ranged Attack: 8
    Magic Attack: 1
    Physical Defense: 5
    Defensive Spells: 1

    Seekers seem to be what rangers are at the moment, with slightly improved swords and less armor (iron/iron instead of stone/diamond for swords and armor?). This sort of makes them more clumsy wannabe assassins, but could be useful nonetheless.

    *****


    Warden (becomes Werewolf)
    The Warden is the guardian of the forest. Upon becoming a Werewolf, their devotion to the land serves them the ability to shapeshift into a wolf. Werewolves are humans who have shown true appreciation for the land, and as such have been granted with magics that may not have otherwise come to them. Werewolves are primarily hand-to-hand fighters and are incredibly strong and well-versed in bare-handed fighting. They have claws, afterall. They are like a less powerful Berserker with some additional perks.
    Phys Attack: 7
    Ranged Attack: 3
    Magic Attack: 3
    Physical Defense: 5
    Defensive Spells: 4

    The werewolf might be the ultimate troll/spy class. You turn into a wolf, removing your name tag. This lets you hide pretty much anywhere, and in forests/taiga biomes, makes you blend in (until they try to tame you, at least). Other than that, weaker berserkers.

    *****


    Druid (becomes Animus)
    The nature-controlling class. An Animus is more universally-linked to the rhythm of the world than Werewolves, and their devotion stems from a more precious place. Their shapeshifting talent comes to a darker turn when they ascend to Animus, now able to take on the form of darker beings like the undead. Spawning trees and feeling the spiritual vibrations from the very land they stand on, an Animus will be both a worthy and a pesky opponent.
    Phys Attack: 4
    Ranged Attack: 4
    Magic Attack: 6
    Physical Defense: 4
    Defensive Spells: 4

    Druids seem like they'll be reworked. They're almost definitely going to get a root spell, but... growing trees? In what way does that make you a worthy opponent? Yes, trees can be great for cover/high ground, but seriously. Your perk. For mastering a class. Is growing. A tree. Do I need to explain why this won't be popular.

    *****


    Reaper (becomes Arbiscythe)
    The Angel of Death. Arbis are psychopomps -- those charged with the passage of souls from one realm to the next. Except these Arbis gave up on their traditional roles as soul guides and have tapped into the minds of willing mortals to exact an unrecognized vengeance. They are no longer the guides of death, they are the bringers of death.
    Phys Attack: 8
    Ranged Attack: 3
    Magic Attack: 8
    Physical Defense: 4
    Defensive Spells: 1

    The description is purely flavor. Judging by the stats, they're a straight upgrade to destroyers or something. Although the fact that this class has apparently stolen the body of a mortal could mean they'd be able to disguise themselves as a player that they killed. Oh that would be awesome.

    *****



    Enigma (becomes Arcanon)
    The complete all-around class. Arcanons are beings who have somehow tapped into long-dormant or hidden aspects of their psyches, harnessing forgotten powers that make them capable in all aspects of battle. They are the ultimate unit, well-versed in offensive spells, healing, combat, and defense, and can make a pivotal unit, especially en masse.
    Phys Attack: 5
    Ranged Attack: 4
    Magic Attack: 6
    Physical Defense: 5
    Defensive Spells: 5

    Alright. Let's start this off simply. EVERY unit is pivotal en masse. If your unit is NOT pivotal en masse, it is pathetic and useless. But more seriously, these seem to be taking the best out of every good class, and then nerfing that. So, expect something like fully iron armored soldiers using spells like slow or might while trying to take crappy pot shots at you for minor damage. Generalists don't go very well in a game like minecraft, where being alright at everything means you'll always be beaten. It's hard to make the playing field in favor of your class's playstyle (for example, attacking a sorcerer at close range with a sword), and fighting on ANY other enemy's terms means a loss (the sorcerer will dominate you at medium-long ranges).

    *****


    Swordmage (becomes Destroyer)
    The complete offensive class. Destroyers are masters of melee combat who have managed, through either learning or heritage, to harness magic to both supplement their strikes and replace them. They aren't particularly weak and make incredibly worthy allies, capable of keeping hordes at bay by their blade, while always having something up their sleeve.
    Phys Attack: 7
    Ranged Attack: 3
    Magic Attack: 7
    Physical Defense: 4
    Defensive Spells: 1

    Sword mages- it's sort of hard to see where they fit in. The description makes them sound extremely dangerous and to be feared, but assassin did too before. I'm thinking they'll end up underpowered, with offensive abilities too weak to beat a slayer.

    *****

    Alright, that's a quick review of everything. I have a feeling a lot of these classes might be underused. In a faction war, you generally have a few roles:
    -Scout: Fast moving units that can flank the enemy, and get to the fight first.
    -Soldier: General close combat fighters, without them you're screwed, but with only them you're at the mercy of traps, arrows, and spells.
    -Support : Does damage from a distance, or at odd angles where you're hard to spot. Without front line fighters though, you'll be found quickly and eliminated. Also might buff/debuff other units to your side's advantage.
    -Niche: All those other little things you'll need.

    Scouts tend to be the rogue class, supports casters, and fighters soldiers. Niches are just good at certain things you won't always need, but often be happy to have. My personal opinion on the winners:

    Scout: Chaser/Assassins/Shadow runners -in the end, they do almost the same things with some minor differences
    Soldier: Defender/Slayer/Paladin? (depends on their healing ability) -old favorites for good reason. Shaman would be replaced with paladin, since they seem to take the new healing front line fighter role.

    Support: Archmage/Infernon/Arbiscythe -In general, high damage classes that don't just rush in. Infernon could be good for area denial, with all their fire stuff, archmages just sit back and spam. Arbis, I don't really know what they do yet, but stats seem to say they're not front lines yet are pretty powerful.

    Niche: Summoner/Ranger/Assassin/Splitter/Geli -They're all here for different reasons. Summoner will probably be on every raid if they can spawn creepers (and blow up walls/chests etc.). Rangers aren't exactly support, and are probably best at eliminating high value targets (or, if you're defending, sitting on the walls and raining arrows for area denial). Splitters and assassins can't exactly be soldiers because they'll die fast or not do enough damage, but will be able to use their AoE abilities (mcmmo swords/axes) to disrupt the enemy and make the soldier's lives easier. The Geli are special in their inability to drown, and that in itself could be an amazing defense. Just live in a box filled with water, and any raiders are going to have a problem doing anything at all.

    Now, these leave a lot of classes without a role. Enigma's generalist approach just won't cut it. No matter what you do, someone else beats you at it. If you go soldier and charge in, the slayer will brutally murder you. If you try and stay back and snipe, rangers or almost every caster can just use a few skills, and you're a sitting duck. Defending a base is better done with a class that can actually do something special, like summon decoys or do extremely high ranged damage.
    The swordmage is probably screwed (along with arbis, potentially. Arbis less, because they don't explicitly mention the usage of swords and cqc). A complete offensive class cannot fight at close range because a close range offensive class will have higher defenses. And since it's a SWORD mage, its abilities will probably be close range, like webbing nearby enemies and then setting them on fire. It just won't work well unless you have good defense. And a complete offensive powerful defensive class isn't happening.
    Druids. You grow trees. Let's move on.
    Wardens seem to be best at trolling noobs. I highly doubt an experienced factions player will let an untamed wolf just sit in their territory while it snoops around. Yes, your name tag doesn't show. But, you make those annoying barking sounds that give away your position, and it's hard to act natural like a mob.
    Unless they do huge damage, I just can't see a use for barbarians. Run in and disarm the enemy? Oh wait, they killed you and will now pick their sword back up again.
    Fiends are fragile close-combat fighters, and I've explained how that goes wrong.

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