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Pale Trapper for new players (Human 18/2 Wizard/Rogue)

Recent Discussions - Wed, 08/13/2014 - 16:37
Hi EllisDee. I got your build from another post but seeing...

Nullmagic Aura

Recent Discussions - Wed, 08/13/2014 - 16:36
haha nice! :D

Turbine please answer: druid form: swf? thf? twf?

Recent Discussions - Wed, 08/13/2014 - 16:31
---Quote (Originally by Vargouille)--- Some of this is...

Turbine please answer: druid form: swf? thf? twf?

Dev Posts - Wed, 08/13/2014 - 16:11
Some of this is under discussion with the Player's Council right now.

We Need Working Aggro Management Tools

Recent Discussions - Wed, 08/13/2014 - 15:48
Yes, something like this is really needed for "Defender"...

Quest List Searching

Recent Discussions - Wed, 08/13/2014 - 15:46
Probably requested before, but I'll post it just incase. ...

Question about Wizard and trapping...new low level group

Recent Discussions - Wed, 08/13/2014 - 15:40
Oh, missed the most important one: +5 tools ftw.

Searching for Logon Server

Recent Discussions - Wed, 08/13/2014 - 15:33
---Quote (Originally by MindCakes)--- Does it usually work...

Devs Please Give Exceptional Combat Mastery The Proper Bonus

Recent Discussions - Wed, 08/13/2014 - 15:28
Combat Mastery gives an insight bonus to combat DCs. Why is...

Cannith: Italian guild lvl 95 is recruiting.

Recent Discussions - Wed, 08/13/2014 - 14:48
Now lvl 105. UP

Fighter: Stalwart Defender Changes

Recent Discussions - Wed, 08/13/2014 - 14:47
---Quote (Originally by Severlin)--- [*]41 AP, Ftr20: Last...

Paladin: Sacred Defender Changes

Recent Discussions - Wed, 08/13/2014 - 14:47
---Quote (Originally by Violith)--- if its not wai, it...

Fighter: Stalwart Defender Changes

Dev Posts - Wed, 08/13/2014 - 13:35
Greetings. We are updating a few enhancements in the Stalwart Defender tree for Fighters. These changes are designed at making the tree more desirable and allowing it to better work with the armor mitigation changes. First, we changed some AP costs for existing enhancements: Stalwart Defensive Mastery now costs 1/1/1 AP. Stalwart Shield Mastery now costs 1/1/1 AP. Reinforced Defenses now costs 1/1/1 AP both times you can take it. Now onto the tree changes: *Innate Abilities* * 1 AP: Toughness: You gain +1 Hit Point for each action point you spend in this tree. Each Innate Ability you possess from this tree grants +3% Fortification. * 5 AP, Ftr3: (Moved to Tier 2) Stalwart Defense: Defensive Stance: You gain 10 Physical Resistance, 10 Magical Resistance, a 50% bonus to threat generation, and are immune to rage effects. (Note: the movement penalty was removed.) (Note: the stance does not require a shield.) * 10 AP, Ftr6: (Moved to Tier 3) Overbalance: Your shields gain On Vorpal: Knock an opponent to the ground. * 20 AP, Ftr12: Stand Fast: (No longer requires a shield.) Action Boost: You gain a +20 bonus to Balance and saves vs. Fear for 20 seconds. This ability can be used while feared or knocked down to end these effects. (Cooldown: 30 seconds.) * 30 AP, Ftr18: Defensive Sweep: (No longer requires a shield.) Action Boost: You generate +50% threat and your basic attacks strike two targets per swing instead of one for 20 seconds. (Cooldown: 30 seconds.) * 41 AP, Ftr20: Last Stand: Passive: You gain +4 Constitution and +2 to the DCs of all Tactical Feats. (No longer requires a shield.) Action Boost: Gain +100% Maximum hit points and +50 Physical and Magical Resistance Rating for 20 seconds. This Action Boost does not share a cooldown with other Action Boost abilities, and can be used while helpless. (Cooldown: 3 minutes.) *Tier One (0 AP Required)* * Item Defense: You have a (25/50/75)% chance to negate potential item wear. * Improved Stalwart Defense: Multiselector: * Resilient Defense: While in Stalwart Defense, you gain a +(1/2/3) Competence bonus to all Saving Throws. * Durable Defense: While in Stalwart Defense, you gain a +(5/10/15) Competence bonus to Physical and Magical Resistance Rating. * Inciting Defense: While in Stalwart Defense, you gain a (25/50/75)% Competence bonus to melee threat generation. * Stalwart Defensive Mastery: +(1/2/3) Armor Class and Amor Maximum Dexterity Bonus. * Defense Boost: Activate to gain a (+5/+10/+15) Action Boost bonus to Armor Class and Physical and Magical Resistance Rating for 20 seconds. * Threatening Countenance: +(1/2/3) Haggle and Intimidate, +(5/10/15)% melee threat generation *Tier Two (5 AP Required)* * Shield Striking: (Note: This enhancement was removed.) * Improved Stalwart Defense: See tier one. (Pick one you don’t have.) * Stalwart Shield Mastery: +(5%/10%/15%) Shield Armor Class and (+1/2/3) Tower Shield Maximum Dexterity Bonus. * Armor Expertise: Armor you equip gains a +(1/2/3) bonus to its Enhancement bonus. * Instinctive Defense: You take (5%/10%/15%) less extra damage when struck while helpless. (Additional damage while helpless varies by difficulty setting from 5% to 25%.) *Tier Three (10 AP Required)* * Improved Stalwart Defense: See tier one. (Pick one you don’t have.) * Greater Stalwart Defense: Multiselector: * Strong Defense: Stalwart Defense: While wearing medium or heavy armor or wielding a shield you gain a +(2/4/6) Competence bonus to Strength * Hardy Defense: Stalwart Defense: While wearing medium or heavy armor or wielding a shield you gain a +(2/4/6) Competence bonus to Constitution * Tenacious Defense: Stalwart Defense: While wearing medium or heavy armor or wielding a shield you gain a +(10/15/20)% Competence bonus to maximum hit points. * +1 Str or Con: +1 Strength or Constitution *Tier Four (20 AP Required)* * Counterattack: Action Boost: You gain On Shield Block: Your next attack within 3 seconds gains +1[W]. This stacks (1/2/3) times. * Swift Defense: Stalwart Defense grants +10% Movement. * Greater Stalwart Defense: See tier one. (Pick one you don’t have.) * Shield Expertise: Weapons and Shields you equip gain a +(1/2/3) Competence bonus to their Enhancement bonus. * Reinforced Defenses: Multiselector: * Reinforced Armor: The Armor Class bonus you gain from armor or docents is increased by (15/30/50)%. * Reinforced Shield: The Armor Class bonus you gain from using a shield is increased by (15/30/50)%. * +1 Str or Con: +1 Strength or Constitution *Tier Five (40 AP Required)* * Reprisal: On Attacked: Your next attack gains +1 damage. This effect stacks (3/6/10) times. (No longer requires shield) * Block and Cut: Melee Attack: Performs a melee attack with your main hand weapon that deals (+1/+2/+3)[W]. On Damage: You gain a (10/15/25)% Morale bonus to melee doublestrike for 10 seconds. (No longer requires shield) * Greater Stalwart Defense: Further improves your Stalwart Defense stance. Choose the option you didn't chose at Tier 3 or 4. * Reinforced Defenses: See tier four. (Pick one you don’t have.) Sev~

Paladin: Sacred Defender Changes

Dev Posts - Wed, 08/13/2014 - 13:26
Greetings. We are updating a few enhancements in the Sacred Defender tree for Paladins. These changes are designed at making the tree more desirable and allowing it to better work with the armor mitigation changes. First, we changed some AP costs for existing enhancements: AP cost of Saves Boost changed to 1/1/1. AP cost of Defense Boost changed to 1/1/1. AP cost of Reinforced Defense changed to 1/1/1 both times you can take it. AP cost of Harbored by Light changed to 1/1/1. Now onto the tree changes: *Innate Abilities* * 1 AP: Holy Bastion: You gain +1 Hit Point and 1 Positive Energy Spell Power for each action point you spend in this tree. Each Sacred Defender Core Ability you possess grants +2% Fortification. * (Moved to tier 2) 5 AP, Pal3: Sacred Defense: Defensive Stance: You gain 10 Physical Resistance and Magical Resistance and a 50% bonus to threat generation. (Note: the movement penalty was removed.) (Note: the stance does not require a shield.) * (Moved to tier 3) 10 AP, Pal6: Divine Righteousness: Channel Divinity: You gain temporary hit points equal to your Charisma score and a 100% Sacred bonus to threat generation for 60 seconds. * 20 AP, Pal12: Redemption: The following spells are added to the Paladin spell list: Level 2: Raise Dead Level 3: Resurrection Level 4: True Resurrection. Passive: You gain 5 Physical Resist Rating and 5 Magical Resist Rating. * 30 AP, Pal18: Glorious Stand: Channel Divinity: For a short duration you gain DR 20/epic, take reduced damage from elemental and negative energy, receive double healing from positive energy, and are immune to secondary effects of attacks such as 'wounding' or 'vorpal'. Passive: You gain 5 Physical Resist Rating and 5 Magical Resist Rating. * 41 AP, Pal20: Eternal Defender: Passive: You gain +2 Charisma and +2 Constitution, and grants a Sacred bonus that increases your range of unconsciousness by your Charisma score. (This bonus updates once per minute.) Toggle: While Eternal Defender is active, if you drop below 0 hit points, two uses of Lay on Hands and Turn Undead are immediately expended and you receive a reactive heal for 250 points of Positive Energy healing. Passive: You gain 10 Physical Resist Rating and 10 Magical Resist Rating. *Tier One (0 AP Required)* * Item Defense: You have a (25/50/75)% chance to negate potential item wear. * Extra Lay on Hands: You gain +(1/2/3) uses of Lay on Hands. * Improved Sacred Defense: Multiselector: * Resilient Defense: While in Sacred Defense, you gain a +(1/2/3) Sacred bonus to all Saving Throws. * Durable Defense: While in Sacred Defense, you gain a +(5/10/15) Sacred bonus to Physical Resistance Rating and Magical Resist Rating. * Inciting Defense: While in Sacred Defense, you gain a (25/50/75)% Sacred bonus to melee threat generation. * Sacred Armor Mastery: +(1/2/3) Armor Class and (+1/2/3) Maximum Dexterity Bonus when wearing Armor. * Saves Boost: Activate to gain a (+2/+4/+6) Action Boost bonus to all Saving Throws for 20 seconds. While under this effect you do not automatically fail saving throws on a roll of a natural 1. *Tier Two (5 AP Required)* * Improved Sacred Defense: See tier one. (Pick one you don’t have.) * Bulwark Aura: Your Aura now grants +(1/3/5) Armor Class. * Reinforced Defenses: Multiselector: * Reinforced Armor: The Armor Class bonus you gain from wearing heavy armor is increased by (15/30/50)%. (This benefit also applies to Warforged with Adamantine Body.) * Reinforced Shield: The Armor Class bonus you gain from using a shield is increased by (15/30/50)%. * Sacred Shield Mastery: +(5%/10%/15%) Shield Armor Class and (+1/2/3) Tower Shield Maximum Dexterity Bonus. * Defense Boost: Activate to gain a (+5/+10/+15) Action Boost bonus to Armor Class, Physical Resistance Rating and Magical Resistance Rating for 20 seconds. *Tier Three (10 AP Required)* * Improved Sacred Defense: See tier one. (Pick one you don’t have.) * Resistance Aura: Your Aura now grants +(1/2/3) to Saving Throws. * Greater Sacred Defense: Multiselector: * Strong Defense: Sacred Defense: While wearing medium or heavy armor or wielding a shield you gain a +(2/4/6) Sacred bonus to Strength * Hardy Defense: Sacred Defense: While wearing medium or heavy armor or wielding a shield you gain a +(2/4/6) Sacred bonus to Constitution * Tenacious Defense: Sacred Defense: While wearing medium or heavy armor or wielding a shield you gain a +(10/15/20)% Sacred bonus to maximum hit points. * Reinforced Defenses: See tier one. (Pick one you don’t have.) * +1 Con or Cha: +1 Constitution or Charisma *Tier Four (20 AP Required)* * Reinforced Defense: Improves the Armor Class bonuses you receive from shields or armor. Choose One: Reinforced Armor: The Armor Class bonus you gain from armor or docents is increased by 15%/30%/50%. Reinforced Shield: The Armor Class bonus you gain from using a shield is increased by 15%/30%/50%*¹*. * Spellshield Aura: Your Aura now grants a +(2/4/6) Sacred bonus to Spell Resistance. * Swift Defense: Sacred Defense grants you a 10% sacred bonus to movement speed. * Greater Sacred Defense: See tier one. (Pick one you don’t have.) * +1 Con or Cha: +1 Constitution or Charisma *Tier Five (40 AP Required)* * Reprisal: On Attacked: Your next attack gains +1 damage. This effect stacks (3/6/10) times. * Reinforced Defense: Improves the Armor Class bonuses you receive from shields or armor. Choose the option you didn't choose at Tier 4. * Harbored By Light: You gain +10/+15/+25 Physical Resist Rating and Magical Resist Rating. You gain 1/2/3 uses of Lay On Hands.* In addition, while you are actively blocking with a shield, enemies that attack you will take 3d4/4d4/5d4 Light Damage. * Greater Sacred Defense: Further improves your Sacred Defense stance. Pick the third option left. *Note: Harbored By Light mistakenly gives 1/2/3 Lay On Hands on live. We made it an official bonus. Sev~

Twilight Forge/Titan Awakes Favour Run.

Recent Discussions - Wed, 08/13/2014 - 13:04
I'd like to try and cross this off Lieuk's list But trying...

Looking for People

Recent Discussions - Wed, 08/13/2014 - 13:03
Hello, two friends and I are looking for three other people...

Shroud Raid

Recent Discussions - Wed, 08/13/2014 - 11:41
---Quote (Originally by Milolyen)--- Hey all It has...

Hand me an Axe!

Recent Discussions - Wed, 08/13/2014 - 10:46
I went the pick and hammer route. Same issue. Not much to...

I think I sold my GS bow...

Recent Discussions - Wed, 08/13/2014 - 07:53
---Quote (Originally by mikarddo)--- I sense a story...

DDOGamer: Night Moves

Recent Discussions - Wed, 08/13/2014 - 07:23
Much like Trogdor, the prettiest views of Stormreach ... ...

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