| This is going to be a somewhat long post.
 
 
 
 
 Hellion class is ridiculously advanced
 
 First and foremost this class is ridiculous in the amount of minmaxing that is
 required to play it. Every single stat is required to play it effectively, and
 even given a good build a great player will only be average in competition to
 the rest of the classes in the game. This class is very heavily reliant on stat
 mods. It's also very reliant on maxing out art. I feel that if you do not max
 out the art stat that you simply have built your hellion wrong, and I don't like
 saying that. I like to tinker with different builds, but the bread and butter of
 this class is maledictions, and if they're not taking effect then you're wasting
 your time playing this class.If you die, it's going to take a while to be competitive
 
 again given that you absolutely have to mod something. Given the difficulty of the
 
 class in that respect alone it just doesn't stack up.
 
 
 1. Tank hellion
 
 I'm not asking for some godlike being here, but no one plays a tank hellion.
 It's easy to see why. Most of the game is heavily biased, especially in the
 late game PvE, to favoring the white aura counterpart, the paladin. Protection
 only helps against things that are of opposite aura. Given that hellions have
 one of the highest base HPs, can wear heavy armor and have quite a few martial
 skills that help mitigate melee damage it's sad to see that there aren't more
 areas where dark aura protection would come into play.
 
 They also lack the rescue skill, and while I think it could be argued that the
 weak don't need rescuing, it should also be argued that since the hellion wants
 to be the toughest SOB on the field, he'd relish in pitting himself against things
 that want to kill him. Given that hellions really do want to show their might
 in all things, this is one area that they are sorely lacking. I'm not saying that
 any spells need to be added to the class, I'm just saying that rescue and more
 PvE areas where the hellion's protection spell would shine would be nice. It's
 always been that hellions have been relegated to playing 2nd row support.
 
 2. Bad spells
 
 I'm only going to talk about 2 spells here, but they are so bad they need to be
 mentioned.
 
 Plague is a journeyman level malediction class spell. Herein is the first problem.
 The rest of the maledictions are amateur to apprentice. Supposedly this spell
 should be more powerful than them. However, all the other maledictions completely
 blow this one out of the water. All of them can be cast in under a round, and do
 something useful. Plague is a three round cast with a higher mana cost, 2 round
 casting time, and the lowest penalty out of any malediction. It can be stacked
 like poison, but there are better things a hellion can be doing, like casting
 cause critical or hellfire, or using another malediction that is far useful.
 Plague only reduces dexterity by 3 points with every stack, and takes the same
 amount of time to cast as petrification. Given that it can also spread back to
 the caster, it simply isn't worth it to use it. Plague needs its cast time
 reduced to be on par with other maledictions and needs a little bit of a boost.
 The once per tick chance to spread to other NPCs and players isn't really anything
 to write home about, and honestly is more of a con than it is a pro.
 
 Domination is also a terrible spell. Of the 5 races that can be hellion, human,
 half-elf, deep-elf, dwarf and centaur, most of them do not get over 20 intelligence
 in their intelligence score. Dwarf has the lowest. Three of them have the same, and
 deep-elf boasts the highest. Only the deep-elf will have this spell at moderate
 
 concentration. And it's not worth it to play a deep-elf hellion given that your
 
 greatest foe, the paladin will gain bonus damage to that hellion with their signature
 
 spell bolt of glory. For all other races, it will be heavy concentration, which leads
 
 to the spell not even being worth casting. If you get hit by any spell that causes
 
 major damage, enough to cause disruptions in concentration, the hellion will be losing
 
 this spell, and will end up fighting the NPC they had dominated on top of whatever the
 
 hellion was fighting to begin with. This is a strategically bad maneuver. It also
 
 makes it very difficult to cast other spells if you have any other spells like
 
 protection, detect invis, or detect hidden in use. It needs to be lowered to be
 
 moderate concentration at 20 intelligence.
 
 Also given that it requires the NPC that's being dominated be 15 levels lower, some of
 
 the charisma requirements for some of the better NPCs to be dominated, and the fact
 
 that if you do not have those levels of charisma, those NPCs cannot be dominated no
 
 matter how high the hellion's art is leaves a lot to be desired. Also, once dominated,
 
 a NPC loses any awesome racial benefits. There's really no reason to try to dominate
 
 anything other than the thuggish humans in Teron, because well, even if you have the
 
 charisma requirements to dominate something "better", you're not really getting
 
 anything for your effort, or whatever race you chose.
 
 It really needs contrasted with what the paladin gets at mentor, holy word. Holy word
 
 is an awesome spell that will help the paladin fight evil. It'll effect anyone in the
 
 room that is evil, doing a good portion of damage, and making a dispel against those
 
 evil people, which is a huge bonus.
 
 Domination, the pros. You get someone to help fight with you.
 
 The cons: This spell can easily be turned against you via massive damage, dispel
 
 magic, remove compulsion, or if you choose to fight in the front row, because you're
 
 trying to roleplay as being someone who is really strong your concentration can be
 
 overloaded by too many opponents. It can also make it difficult to cast your own
 
 spells in combat. For all intents and purposes, using domination at all is practically
 
 a death sentence. It gives a charisma penalty to the dominated. Dominated
 
 swashbucklers are going to be less effective. There's no "cool features" to be
 
 exploited with this spell. Why go explore for that cool dominate that maybe only you'd
 
 know about, if the best you can do is already in a starting city?
 
 I would not ever recommend anyone ever use this spell. It's not an answer to holy
 
 word. The drawbacks are so significant that it's not worth it. Given that it's a bad
 
 idea to invest in a creature to dominate, and that hellions in the front row are a
 
 terrible idea, it practically forces a hellion to join a tribunal. This spell is just not good enough to merit the drawbacks it has. The concentration needs lowered to moderate at 20 int and it shouldn't shut off beneficial racial attributes.
 
 3. Invis, hide and sneak
 
 Hellions have a different sense of honor than paladins because they're evil. They're
 
 the guys that wake you up, tell you that they're going to kill you, and then kill you.
 
 You know, because they're nice like that. However, it's kind of pointless when just
 
 about every starting city sells potions of detect invis, detect hidden. No one is
 
 going to be scared of a hellion coming for them because it's easy to get a counter to
 
 their stealth abilities.
 
 4. Duels against paladins
 
 Examining the paladin and hellion's skills and spells, it's obvious that in a dueling
 
 environment, the paladin enjoys a huge advantage. The paladin has a better defensive
 
 spell set with armor, protection, and sanctuary. They also get cure spells to restore
 
 lost HPs.
 
 The hellion is utterly reliant on his maledictions to weaken the paladin's offense,
 
 while at the same time needing to output a severe amount of damage to overcome both
 
 protection and sanctuary's damage mitigation bonuses. The paladin doesn't have to do
 
 near as much work considering that his melee is only going to be reduced by the
 
 hellion's protection spell. The spell damage mitigation of shield is also not that
 
 impressive. Maybe if magical protection worked by reducing things by a percentage it'd
 
 be okay, but it doesn't, or if it reduced more damage than it does currently, I'd like
 
 it, but protection+shield does not stack up to the greater combo of protection
 
 +sanctuary.
 
 Honestly I feel that paladins could stand to lose sanctuary just to even things up a
 
 bit. No one has complained about hellions being damage sponges, or surviving recites
 
 of triple finger of death and triple harm scrolls. Paladins, on the other hand, have
 
 routinely survived those exact things. It's probably best left to priests and shamans.
 
 5. Other classes do the same things better
 
 If you want to play a class that does maledictions, you're better served playing a shaman. You'll lose poison and plague, but it's not worth getting bothered over especially when you pick up sleep and slow in exchange. Shaman also is a better tank than hellion, and they're casters.
 
 If you want to play melee then play a merc, barb, or swash. The hybridization of spellcaster and warrior just doesn't work that well with the hellion as it does with the paladin. The paladin is better to have in a group, she can play the tank, or go 2nd row and play a healer and cast sanctuary on other people.
 
 
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