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  1. #1
    Hero nibel's Avatar
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    Default Half-elf enhancement pass

    I tried to tackle this issue before, but it was a very minor change to make dev's job easy. This time I intend to go a bit further, and revamp most of the tree, making it a bit more unique and less "human and elf tree mashed together"

    Core Enhancements

    • Level 1: Improved Dilettante (1 AP): You start dabbling a bit more on your dilettante ability
      • Artificer: Your knowledge of magical items has improved, and now extends to potions. For item purposes you are now treated as a second level Artificer (or your character level, whichever is lower.)
      • Barbarian: You become more resilient and gain +5 HP, +5 PRR/MRR and your DR is raised by 1.
      • Bard: For item use purposes you are now treated as a third level Bard (or your character level, whichever is lower.)
      • Cleric: For item use purposes you are now treated as a third level Cleric (or your character level, whichever is lower.)
      • Druid: For item use purposes you are now treated as a third level Druid (or your character level, whichever is lower.)
      • Favored Soul: For item use purposes you are now treated as a third level Favored Soul (or your character level, whichever is lower.)
      • Fighter: You gain proficiency with Light Armor.
      • Monk: Your defensive skills have improved, and at level 2 or higher you are able to add up to 3 points of your Wisdom bonus to your armor class when you are defensively centered. Additionally, you gain the Unarmed Strike feat.
      • Paladin: Your Lesser Divine Grace has improved and at level 2 or higher you may add up to 3 points of your charisma bonus to your saves. For item use purposes you are now treated as a second level Paladin (or total character level, whichever is lower)
      • Ranger: Your Lesser Bow Strength has improved and at level 2 or higher are able to add up to 4 points of your strength bonus to attacks with bows. For item use purposes you are now treated as a second level Ranger (or your character level, whichever is lower). Additionally, you gain +1 Ranged damage and +1 Ranged Power.
      • Rogue: You practice stealthy attacks and gain +2 to hit with Sneak Attacks and +1d6 sneak attack damage.
      • Sorcerer: For item use purposes you are now treated as a third level Sorcerer (or your character level, whichever is lower.)
      • Wizard: For item use purposes you are now treated as a third level Wizard (or your character level, whichever is lower.)
    • Level 4: Half-Elf Adaptability (2 AP): +1 to any ability
    • Level 7: Greater Dilettante (1 AP): You start mastering the dilettante ability as if you are a member of that class.
      • Artificer: Your knowledge of magical items has improved, and now extends to wands, armor, weapons, and wondrous items. For item purposes you are now treated as an Artificer equal half your character level.
      • Barbarian: You become more resilient and gain +5 hp, +5 PRR/MRR, and your DR value raises by 1. You gain +1 Melee Power.
      • Bard: For item use purposes you are now treated as a Bard equal half your character level. +5 Sonic Spell Power.
      • Cleric: For item use purposes you are now treated as a Cleric equal half your character level. +5 Positive and Negative Spell Power.
      • Druid: For item use purposes you are now treated as a Druid equal half your character level. You can cast Goodberry.
      • Favored Soul: For item use purposes you are now treated as a Favored Soul equal half your character level. +5 Fire, Force, and Light Spell Power.
      • Fighter: You gain proficiency with Medium Armor and Shields (but not Tower Shields).
      • Monk: Your defensive skills have improved, and at level 2 or higher you are able to add up to 5 points of your Wisdom bonus to your armor class when you are defensively centered.
      • Paladin: Your Lesser Divine Grace has improved and at level 3 or higher you may add up to 5 points of your charisma bonus to your saves. For item use purposes you are now treated as a Paladin equal half your character level.
      • Ranger: Your Lesser Bow Strength has improved and at level 3 or higher are able to add up to 8 points of your strength bonus to attacks with bows. For item use purposes you are now treated as a Ranger equal half your character level. Additionally, you gain +1 Ranged damage and +1 Ranged Power.
      • Rogue: You practice stealthy attacks and gain +1d6 Sneak Attack and +20% movement speed while sneaking.
      • Sorcerer: For item use purposes you are now treated as a Sorcerer equal half your character level. +5 Acid, Cold, Electric and Fire Spell Power.
      • Wizard: For item use purposes you are now treated as a Wizard equal half your character level. +5 Force and Negative Spell Power.
    • Level 11: Dilettante Ability Score (2 AP): Your choice of dilettante feat allows you to select +1 at an ability score:
      • Strength: Barbarian, Fighter, Paladin, or Ranger
      • Dexterity: Artificer, Bard, Monk, Ranger, or Rogue
      • Constitution: Barbarian, Druid, or Fighter
      • Intelligence: Artificer, Rogue, or Wizard
      • Wisdom: Cleric, Druid, Favored Soul, or Monk
      • Charisma: Bard, Cleric, Favored Soul, Paladin, or Sorcerer
    • Level 16: Perfect Dilettante (1 AP): You have mastered your dilettante ability and embraced even further your dilettante class.
      • Artificer: You gain Proficiency with Runearms. Your Runearm shots consider you as an artificer equal half your character level.
      • Barbarian: You become more resilient and gain +10 HP, +10 PRR/MRR, and your DR value raises by 2. You gain +2 Melee Power.
      • Bard: You gain the Feats Inspire Courage and Fascinate, and can use them as a level 3 bard (3 songs per day). +10 Sonic Spellpower, +5 Positive Spellpower.
      • Cleric: You gain the Feat Turn Undead, and can use them as a level 1 cleric. +10 Negative and Positive Spellpower, +5 Fire and Force Spellpower.
      • Druid: You can use Wild Shape to turn into a wolf. +5 Universal Spellpower.
      • Favored Soul: You gain Resistance 2 against all five elemental damage. You can use Leap of Faith once per rest. +5 Universal Spellpower.
      • Fighter: You gain proficiency with Heavy Armor and Tower Shields.
      • Monk: Your defensive skills have improved, and you are able to add your full Wisdom bonus to your armor class when you are defensively centered.
      • Paladin: Your Lesser Divine Grace has improved and you may add up to 8 points of your charisma bonus to your saves. You gain the Lay on Hands feat and can use it once per rest.
      • Ranger: You gain the feats Bow Strength and Wild Empathy. Additionally, you gain +2 Ranged damage and +2 Ranged Power.
      • Rogue: You practice stealthy attacks and gain +1d6 Sneak Attack.
      • Sorcerer: You gain +2% spell critical chance with Acid, Cold, Electric and Fire spells. +10 Acid, Cold, Electric and Fire Spellpower.
      • Wizard: +10 Universal Spellpower.


    Tier 1

    • Lyrandar Dragonmark Focus: As is on live.
    • Elven Accuracy (1 AP/tier): You gain +[2/4/6]% to hit with all attacks and your point blank shot and ranged sneak attack range raises by 3/5/10 meters.
    • Skill Focus: As is on live
    • Half-Elf Versatility: Select one. Can be activated at the same time as class-based action boosts:
      • Attack Boost: Activate to gain a +6 Action Boost bonus to hit for 20 seconds
      • Damage Boost: Activate to gain a 20 Action Boost to Melee and Ranged Power for 20 seconds
      • Defense Boost: Activate to gain a +10 Action Boost to Armor Class and Physical Resistance Rating for 20 seconds
      • Saves Boost: Activate to gain a +4 Action Boost 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.
      • Skill Boost: Activate to gain a +4 Action Boost to all skills for 20 seconds
      • Spell Power Boost: Activate to gain a +20 Action Boost to Universal Spell Power for 20 seconds
    • Arcane Fluidity: As is on live


    Tier 2

    • Lesser Dragonmark of Storm: As is on live.
    • Improved Recovery: As is on live
    • Dilettante Special Ability (2 AP): Choose one of the following special abilities, depending on your dilettante feat. Those have their normal enhancements as anti-requisites.
      • Artificer: Wand And Scroll Mastery: +50% to the effectiveness of your wands, scrolls, and other items that cast spells.
      • Barbarian: Barbarian Power Attack: Your Power Attack feat does 2 additional point of bonus damage. 4 if you are using a two-handed weapon.
      • Bard: Yellow Marigold Crown: +1 to DC's of Enchantment spells. (Antirequisite to all marigold crowns)
      • Cleric: Divine Cleansing: Channel Divinity, removes all Blindness, Curse, Disease and Poison effects on selected ally. (Yup, you need the Turn Undead core to make use of this ability)
      • Druid: Blood Moon Frenzy: Killing an enemy grants your hirelings, pets, summoned creatures, and charmed creatures a 30% enhancement bonus to movement speed and a 15% enhancement bonus to attack speed for 15 seconds.
      • Favored Soul: Action Boost: Divine Might: You gain an Insight bonus to Strength equal to your Charisma Modifier for 60 seconds. This ability can be used 5 times per rest (as an Action Boost, do not share cooldown with other Action Boosts).
      • Fighter: Armor Mastery: +2 Armor Class and +2 Maximum Dexterity Bonus when wearing Armor.
      • Monk: Bastion of Purity: +20 Positive Healing Amplification.
      • Paladin: Lesser Divine Health: You are immune to Natural diseases, and gain +4 to saving throws against Magical disease and do not automatically fail saving throws against them on a roll of a natural 1.
      • Ranger: Conjure Arrows: Activate to create a stack of returning +1 arrows. These arrows are destroyed when you log out.
      • Rogue: Shiv: Melee Attack: +2[W] damage. On hit: Makes a Bluff check, using your Bluff skill, for one second + .25 seconds per character level. On Sneak Attack: Target also gains a -2 Fortitude Save against Poisons for 20 seconds. (Stacks 5 times.) (Cooldown: 12 seconds) Passive: Reduces the threat of all your attacks by 10%.
      • Sorcerer: Improved Mage Armor: while you are under the effect of the Mage Armor spell, you gain a +6% increase to your total Armor Class.
      • Wizard: Arcane Bolt: Spell Like Ability: Arcane Bolt (Activation Cost: 6 Spell Points. Cooldown: 10 seconds)
    • Action Surge: As is on live
    • Arcanum: As is on live


    Tier 3

    • Greater Dragonmark of Storm: As is on live.
    • ----- Blank Space ------
    • Feywild Tap (2 AP/tier): Activate: A drop of blood lets you tap into the endless energy of the realm of the fey, giving yourself or an ally temporary spell points, 10% incorporeality, and a -2 penalty to Will saving throws while they last. This ability can be used [one/three/five] times per rest. (Activation Cost: 1 HP. Cooldown: 2 minutes)
    • ----- Blank Space ------
    • Dilettante Enhancement Tree (4 AP): You gain access to a new enhancement tree. Depending on your dilettante, you may have different options. The tiers are character-level based instead of class based, but otherwise, they work the same as the normal trees (just comparre current Elf AA and Ranger AA)
      • Artificer: Battle Engineer (Mostly because the other tree focus an entire column to iron defender buffing)
      • Barbarian: Frenzied Berserker (Because the other two trees got stuff on the T2/4 enhancements)
      • Bard: Swashbuckler (Only song-neutral tree)
      • Cleric: Divine Disciple (Radiant Servant relies too much on turns)
      • Druid: Nature's Warrior (Except, maybe, wizards, no other class can beenfit from the summer/winter changes in Season's Herald)
      • Favored Soul: Warpriest (Core 1 must be changed to allow people to choose a deity. Otherwise, more class-neutral than AoV)
      • Fighter: Vanguard (I'm not comfortable giving out easier access to Defensive Stance, and Kensai requires fighter-only feats to go up an entire column)
      • Monk: Henshin Mystic (Because Shintao is on the T2 ability, and Ninja Spy is dependent on dark moves)
      • Paladin: Knight of the Chalice (Not comfortable giving Sacred Stance to everyone, and Fighter is providing Vanguard)
      • Ranger: Deepwood Stalker (AA and Tempest enhancements are on T2/T4 abilities. DWS is also neutral on the melee/ranged focus)
      • Rogue: Mechanic (Assassin ability on T2, T-A ability on T4)
      • Sorcerer: Eldritch Knight (Mostly because I don't want to give access to all four savants, and choosing only one didn't seem fair)
      • Wizard: Archmage (Palemaster is too dependent on negative energy aura/bursts to work as generic)


    Tier 4

    • Power of the Storm: As is on live.
    • Improved Recovery II: As is on live
    • Dilettante Supreme Ability (2 AP): Choose one of the following special abilities, depending on your dilettante feat. Those have their normal enhancements as anti-requisites.
      • Artificer: Endless Fusilade: Action Boost: You may activate this ability to enchant your crossbow to instantly reload itself for 6 seconds.
      • Barbarian: Arcane Encumbrance: When enemies damage you with spells, there's a 20% chance they'll be knocked down. (Does not affect bosses.)
      • Bard: Song of Heroism: Expend a Song to give all nearby allies Greater Heroism for 1 minute plus thirty seconds per character level. This song does not provide the fear immunity of the spell. This is a non-magical effect. (And you require the 5th core ability to actually gain songs in the first place)
      • Cleric: Positive Energy Burst: Channel Divinity: A wave of positive energy that expands from the caster, healing 1d8 plus 1 per character level to all nearby allies, as well as removing 1 negative levels and 1d6 points of ability damage. Undead are instead damaged by the energy, taking 1d8 points of damage per character level - a successful Will save reduces the damage by half. (And you require the 5th core ability to gain Turns in the first place)
      • Druid: Spring Resurgence: Fill an ally with the vitality of spring. When that ally falls below 50% hit points, that ally and any other allies near him are healed by 20d6 positive energy, and receive a +2 primal bonus to attack rolls. (Lasts 5 minutes or until triggered.) (Activation Cost: 6 Spell Points. Cooldown: 6 seconds)
      • Favored Soul: War Domain: Blur: You permanently benefit from the effect of the Blur spell.
      • Fighter: Master Tactics: +2 to the DC's of your Tactical abilities.
      • Monk: You gain the Evasion feat when you are defensively centered.
      • Paladin: Lesser Courage: You gain +4 to saving throws against fear and do not automatically fail saving throws against fear on a roll of a natural 1.
      • Ranger: Tempest: You gain +10% chance to make off-hand attacks when dual wielding.
      • Rogue: Tumbler: You can pass through enemies when you tumble. +2% Dodge
      • Sorcerer: Elemental Affinity: +5 Resistance against all five elements. You gain +2% spell critical chance and +5 Spellpower with Acid, Cold, Electric and Fire spells.
      • Wizard: Spell Focus: +1 DC to all your spells. +1% spell critical chance with all spells.
    • Human Action Boost: Select a second one.
    • Diplomatic Immunity (2 AP): Activate: You become immune to all damage for 6 seconds or until you attack. Until you rest you have -2 Bluff, Diplomacy, and Intimidate (stacks up to 100 times). On a shared cooldown with Half-Elven Social Graces, and your total Bluff, Diplomacy, and Intimidate score must be positive to use this ability. (Cooldown: 1 minute).
    Last edited by nibel; 05-28-2015 at 11:28 PM.
    Amossa d'Cannith, Sarlona, casually trying Completionist (12/14) [<o>]
    Almost-never-played-alts: Arquera - Chapolin - Fabber - Herweg - Mecanico - Tenma


    I want DDO to be a better game. Those are my personal suggestions on: Ammunition, Archmage, Combat Stances, Deities, Dispel Magic, Epic Destiny Map, Fast Healing, Favor, Favored Enemy, Half-elf Enhancements, Monk Kensai, Monk Stances, Past Life, Potency, Potions, Ranger Spells, Summons, Tiered Loot.

  2. #2
    Community Member LuKaSu's Avatar
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    Quote Originally Posted by nibel View Post
    I tried to tackle this issue before, but it was a very minor change to make dev's job easy. This time I intend to go a bit further, and revamp most of the tree, making it a bit more unique and less "human and elf tree mashed together"

    Core Enhancements
    [*]Level 1: Improved Dilettante (1 AP): You start dabbling a bit more on your dilettante ability
    • Artificer: Your knowledge of magical items has improved, and now extends to potions. For item purposes you are now treated as a second level Artificer (or your character level, whichever is lower.)
    • Barbarian: You become more resilient and gain +5 HP, +5 PRR/MRR and your DR is raised by 1.
    • Bard: For item use purposes you are now treated as a third level Bard (or your character level, whichever is lower.)
    • Cleric: For item use purposes you are now treated as a third level Cleric (or your character level, whichever is lower.)
    • Druid: For item use purposes you are now treated as a third level Druid (or your character level, whichever is lower.)
    • Favored Soul: For item use purposes you are now treated as a third level Favored Soul (or your character level, whichever is lower.)
    • Fighter: You gain proficiency with Light Armor.
    • Monk: Your defensive skills have improved, and at level 2 or higher you are able to add up to 3 points of your Wisdom bonus to your armor class when you are defensively centered. Additionally, you gain the Unarmed Strike feat.
    • Paladin: Your Lesser Divine Grace has improved and at level 2 or higher you may add up to 3 points of your charisma bonus to your saves. For item use purposes you are now treated as a second level Paladin (or total character level, whichever is lower)
    • Ranger: Your Lesser Bow Strength has improved and at level 2 or higher are able to add up to 4 points of your strength bonus to attacks with bows. For item use purposes you are now treated as a second level Ranger (or your character level, whichever is lower). Additionally, you gain +1 Ranged damage and +1 Ranged Power.
    • Rogue: You practice stealthy attacks and gain +2 to hit with Sneak Attacks and +1d6 sneak attack damage.
    • Sorcerer: For item use purposes you are now treated as a third level Sorcerer (or your character level, whichever is lower.)
    • Wizard: For item use purposes you are now treated as a third level Wizard (or your character level, whichever is lower.)
    [*]Level 4: Half-Elf Versatility (2 AP): +1 to any ability
    All good so far.

    Quote Originally Posted by nibel View Post
    [*]Level 7: Greater Dilettante (1 AP): You start mastering the dilettante ability as if you are a member of that class.
    • Artificer: Your knowledge of magical items has improved, and now extends to wands, armor, weapons, and wondrous items. For item purposes you are now treated as an Artificer equal your character level.
    • Barbarian: You become more resilient and gain +5 hp, +5 PRR/MRR, and your DR value raises by 1. You gain +1 Melee Power.
    • Bard: For item use purposes you are now treated as a Bard equal your character level. +5 Sonic Spell Power.
    • Cleric: For item use purposes you are now treated as a Cleric equal your character level. +5 Positive and Negative Spell Power.
    • Druid: For item use purposes you are now treated as a Druid equal your character level. You can cast Goodberry
    • Favored Soul: For item use purposes you are now treated as a Favored Soul equal your character level. +5 Fire, Force, and Light Spell Power.
    • Fighter: You gain proficiency with Medium Armor and Shields (but not Tower Shields).
    • Monk: Your defensive skills have improved, and at level 2 or higher you are able to add up to 5 points of your Wisdom bonus to your armor class when you are defensively centered.
    • Paladin: Your Lesser Divine Grace has improved and at level 3 or higher you may add up to 5 points of your charisma bonus to your saves. For item use purposes you are now treated as a Paladin equal your character level.
    • Ranger: Your Lesser Bow Strength has improved and at level 3 or higher are able to add up to 8 points of your strength bonus to attacks with bows. For item use purposes you are now treated as a Ranger equal your character level. Additionally, you gain +1 Ranged damage and +1 Ranged Power.
    • Rogue: You practice stealthy attacks and gain +1d6 Sneak Attack and +20% movement speed while sneaking.
    • Sorcerer: For item use purposes you are now treated as a Sorcerer equal your character level. +5 Acid, Cold, Electric and Fire Spell Power.
    • Wizard: For item use purposes you are now treated as a Wizard equal your character level. +5 Force and Negative Spell Power.
    And this is where it starts going too far. In the original dilettante enhancements, you had to get up to at least level 15 to make it so you could scroll like you had 10 levels in the class, and it never got higher than that. I think that original was a good balance. Giving yourself full levels I think is a bit overkill. I could get behind the level 7 bringing you up to 5 levels in your dilettante class, and the level 11 core bringing that number up to 8, with the level 16 core bringing you up to 10 levels in the dilettante, but I think your "one level splash" dilettante shouldn't give full levels. The non-caster things, I think are solid.

    Quote Originally Posted by nibel View Post
    [*]Level 11: Dilettante Ability Score (2 AP): Your choice of dilettante feat allows you to select +1 at an ability score:
    • Strength: Barbarian, Fighter, Paladin, or Ranger
    • Dexterity: Artificer, Bard, Monk, Ranger, or Rogue
    • Constitution: Barbarian, Druid, or Fighter
    • Intelligence: Artificer, Rogue, or Wizard
    • Wisdom: Cleric, Druid, Favored Soul, or Monk
    • Charisma: Bard, Cleric, Favored Soul, Paladin, or Sorcerer
    Just fine.

    Quote Originally Posted by nibel View Post
    Level 16: Perfect Dilettante (1 AP): You have mastered your dilettante ability and embraced even further your dilettante class.
    • Artificer: You gain Proficiency with Runearms. But with Runearms, it would only be like a level 2 Artificer. Primarily for the imbues.
    • Barbarian: You become more resilient and gain +10 HP, +10 PRR/MRR, and your DR value raises by 2. You gain +2 Melee Power.
    • Bard: You gain the Feats Inspire Courage and Fascinate, and can use them as a level 3 bard (3 songs per day). +10 Sonic Spellpower, +5 Positive Spellpower.
    • Cleric: You gain the Feat Turn Undead, and can use them as a level 1 cleric. +10 Negative and Positive Spellpower, +5 Fire and Force Spellpower.
    • Druid: You can use Wild Shape to turn into a wolf. +5 Universal Spellpower.
    • Favored Soul: You gain Resistance 2 against all five elemental damage. You can use Leap of Faith once per rest. +5 Universal Spellpower.
    • Fighter: You gain proficiency with Heavy Armor and Tower Shields.
    • Monk: Your defensive skills have improved, and you are able to add your full Wisdom bonus to your armor class when you are defensively centered.
    • Paladin: Your Lesser Divine Grace has improved and you may add up to 8 points of your charisma bonus to your saves. You gain the Lay on Hands feat and can use it once per rest.
    • Ranger: You gain the feats Bow Strength and Wild Empathy. Additionally, you gain +2 Ranged damage and +2 Ranged Power.
    • Rogue: You practice stealthy attacks and gain +1d6 Sneak Attack.
    • Sorcerer: You gain +2% spell critical chance with Acid, Cold, Electric and Fire spells. +10 Acid, Cold, Electric and Fire Spellpower.
    • Wizard: +10 Universal Spellpower.
    I'd make sure that the combination of the cores raising your "for item use purposes, your level is now...", I wouldn't count that with rune arms. I'd make them just count you as a level 2 Artificer splash. Other than that, pretty solid.

    Quote Originally Posted by nibel View Post
    Tier 1

    • Lyrandar Dragonmark Focus: As is on live.
    • Elven Accuracy (1 AP/tier): You gain +[2/4/6]% to hit with all attacks and your point blank shot and ranged sneak attack range raises by 3/5/10 meters.
    • Skill Focus: As is on live
    • Half-elf Action Boost: Select one. Can be activated at the same time as class-based action boosts:
      • Attack Boost: Activate to gain a +6 Action Boost bonus to hit for 20 seconds
      • Damage Boost: Activate to gain a 20 Action Boost to Melee and Ranged Power for 20 seconds
      • Defense Boost: Activate to gain a +10 Action Boost to Armor Class and Physical Resistance Rating for 20 seconds
      • Saves Boost: Activate to gain a +4 Action Boost 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.
      • Skill Boost: Activate to gain a +4 Action Boost to all skills for 20 seconds
      • Spell Power Boost: Activate to gain a +20 Action Boost to Universal Spell Power for 20 seconds
    • Arcane Fluidity: As is on live


    Tier 2

    • Lesser Dragonmark of Storm: As is on live.
    • Improved Recovery: As is on live
    Fine through here.

    Quote Originally Posted by nibel View Post
    • Dilettante Special Ability (2 AP): Choose one of the following special abilities, depending on your dilettante feat. Those have their normal enhancements as anti-requisites.
      • Artificer: Wand And Scroll Mastery: +50% to the effectiveness of your wands, scrolls, and other items that cast spells.
      • Barbarian: Barbarian Power Attack: Your Power Attack feat does 2 additional point of bonus damage. 4 if you are using a two-handed weapon.
      • Bard: Yellow Marigold Crown: +1 to DC's of Enchantment spells. (Antirequisite to all marigold crowns)
      • Cleric: Divine Cleansing: Channel Divinity, removes all Blindness, Curse, Disease and Poison effects on selected ally. (Yup, you need the Turn Undead core to make use of this ability)
      • Druid: Blood Moon Frenzy: Killing an enemy grants your hirelings, pets, summoned creatures, and charmed creatures a 30% enhancement bonus to movement speed and a 15% enhancement bonus to attack speed for 15 seconds.
      • Favored Soul: Divine Might: You gain an Insight bonus to damage equal to half your Charisma Modifier for 60 seconds. (Activation Cost: 18 spell points. Cooldown: 20 seconds) Too much for a dilettante. Maybe if there were a limited number of uses, it would be fine, but not as powerful as the actual ability.
      • Fighter: Armor Mastery: +2 Armor Class and +2 Maximum Dexterity Bonus when wearing Armor.
      • Monk: Bastion of Purity: +20 Positive Healing Amplification. I think 10, like on live, is enough.
      • Paladin: Lesser Divine Health: You are immune to Natural diseases, and gain +4 to saving throws against Magical disease and do not automatically fail saving throws against them on a roll of a natural 1.
      • Ranger: Conjure Arrows: Activate to create a stack of returning +1 arrows. These arrows are destroyed when you log out.
      • Rogue: Shiv: Melee Attack: +2[W] damage. On hit: Makes a Bluff check, using your Bluff skill, for one second + .25 seconds per character level. On Sneak Attack: Target also gains a -2 Fortitude Save against Poisons for 20 seconds. (Stacks 5 times.) (Cooldown: 12 seconds) Passive: Reduces the threat of all your attacks by 10%.
      • Sorcerer: Improved Mage Armor: while you are under the effect of the Mage Armor spell, you gain a +6% increase to your total Armor Class.
      • Wizard: Arcane Bolt: Spell Like Ability: Arcane Bolt (Activation Cost: 6 Spell Points. Cooldown: 10 seconds)Perhaps using half of character level as the caster level
    • Action Surge: As is on live
    • Arcanum: As is on live


    Tier 3

    • Greater Dragonmark of Storm: As is on live.
    • ----- Blank Space ------
    • Feywild Tap (2 AP/tier): Activate: A drop of blood lets you tap into the endless energy of the realm of the fey, giving yourself or an ally temporary spell points, 10% incorporeality, and a -2 penalty to Will saving throws while they last. This ability can be used [one/three/five] times per rest. (Activation Cost: 1 HP. Cooldown: 2 minutes)
    • ----- Blank Space ------
    Fine through here, but...

    Quote Originally Posted by nibel View Post
    • Dilettante Enhancement Tree (4 AP): You gain access to a new enhancement tree. Depending on your dilettante, you may have different options. The tiers are character-level based instead of class based, but otherwise, they work the same as the normal trees (just comparre current Elf AA and Ranger AA)
      • Artificer: Battle Engineer (Mostly because the other tree focus an entire column to iron defender buffing)
      • Barbarian: Frenzied Berserker (Because the other two trees got stuff on the T2/4 enhancements)
      • Bard: Swashbuckler (Only song-neutral tree) Definitely no. Giving everyone Coup de Grace is wildly OP.
      • Cleric: Divine Disciple (Radiant Servant relies too much on turns)
      • Druid: Nature's Warrior (Except, maybe, wizards, no other class can beenfit from the summer/winter changes in Season's Herald)
      • Favored Soul: Warpriest (Core 1 must be changed to allow people to choose a deity. Otherwise, more class-neutral than AoV)
      • Fighter: Vanguard (I'm not comfortable giving out easier access to Defensive Stance, and Kensai requires fighter-only feats to go up an entire column)
      • Monk: Henshin Mystic (Because Shintao is on the T2 ability, and Ninja Spy is dependent on dark moves)
      • Paladin: Knight of the Chalice (Not comfortable giving Sacred Stance to everyone, and Fighter is providing Vanguard)
      • Ranger: Deepwood Stalker (AA and Tempest enhancements are on T2/T4 abilities. DWS is also neutral on the melee/ranged focus) Deepwood Stalker capstone, giving sneak attack and point blank shot all the time would have too much synergy with assassins. Assassinate works in sneak attack range. Pure Rogues able to assassinate from across the map.
      • Rogue: Mechanic (Assassin ability on T2, T-A ability on T4)
      • Sorcerer: Eldritch Knight (Mostly because I don't want to give access to all four savants, and choosing only one didn't seem fair)
      • Wizard: Archmage (Palemaster is too dependent on negative energy aura/bursts to work as generic) Having anyone with a blue bar able to always cast extended displacement for cheap sounds a bit OP to me. Giving anyone spammy magic and chain missiles as well. (Especially divine casters).
    ...this just goes too far, especially as a Tier 3. I am fully against putting in the ability for half elves to choose from all these different enhancement trees, but if they were to be put in, I'd make Cleric and Favored Soul both get Warpriest, and give Sorc and Wizard both Eldritch Knight. That takes away both of the troublesome-to-me SLA-based trees. Now, I would definitely be for racially-unlocked trees, where each race (other than humans) gets the one unlockable class tree, but not where one race can, with a quick feat swap, choose from 12 different class tree options.

    Below is how I would set up the racial unlocks, though it's a new topic, so I'll keep it short.

    Quote Originally Posted by LuKaSu
    Here's my revised list:
    Dwarf: Stalwart Defender
    Warforged: Kensei*
    Halfling: Thief-Acrobat**
    Half-Orc: Ravager
    Elf: Arcane Archer
    Drow: Tempest
    Human: none.
    Half-Elf: Arcane Archer
    Iconics: Maybe we could revisit them after a while, but for now, I'd say leave Iconics out of this upgrade.

    *A big Greatsword-wielding follower of the Lord of the Blades seems much more offensive than defensively-focused.
    **While halflings are the epitome of rogishness, they have much more of a fast-movement, trip, tumble type of rogue flavor, instead of a "kill them!" type rogue flavor.
    Back to your stuff...

    Quote Originally Posted by nibel View Post
    Tier 4

    • Power of the Storm: As is on live.
    • Improved Recovery II: As is on live
    • Dilettante Supreme Ability (2 AP): Choose one of the following special abilities, depending on your dilettante feat. Those have their normal enhancements as anti-requisites.
      • Artificer: Endless Fusilade: Action Boost: You may activate this ability to enchant your crossbow to instantly reload itself for 6 seconds.
      • Barbarian: Arcane Encumbrance: When enemies damage you with spells, there's a 20% chance they'll be knocked down. (Does not affect bosses.)
      • Bard: Song of Heroism: Expend a Song to give all nearby allies Greater Heroism for 1 minute plus thirty seconds per character level. This song does not provide the fear immunity of the spell. This is a non-magical effect. (And you require the 5th core ability to actually gain songs in the first place)
      • Cleric: Positive Energy Burst: Channel Divinity: A wave of positive energy that expands from the caster, healing 1d8 plus 1 per character level to all nearby allies, as well as removing 1 negative levels and 1d6 points of ability damage. Undead are instead damaged by the energy, taking 1d8 points of damage per character level - a successful Will save reduces the damage by half. (And you require the 5th core ability to gain Turns in the first place)
      • Druid: Spring Resurgence: Fill an ally with the vitality of spring. When that ally falls below 50% hit points, that ally and any other allies near him are healed by 20d6 positive energy, and receive a +2 primal bonus to attack rolls. (Lasts 5 minutes or until triggered.) (Activation Cost: 6 Spell Points. Cooldown: 6 seconds)
      • Favored Soul: War Domain: Blur: You permanently benefit from the effect of the Blur spell. This is too much.
      • Fighter: Master Tactics: +2 to the DC's of your Tactical abilities.
      • Monk: You gain the Evasion feat when you are defensively centered.
      • Paladin: Lesser Courage: You gain +4 to saving throws against fear and do not automatically fail saving throws against fear on a roll of a natural 1.
      • Ranger: Tempest: You gain +10% chance to make off-hand attacks when dual wielding.
      • Rogue: Tumbler: You can pass through enemies when you tumble. +2% Dodge
      • Sorcerer: Elemental Affinity: +5 Resistance against all five elements. You gain +2% spell critical chance and +5 Spellpower with Acid, Cold, Electric and Fire spells.
      • Wizard: Spell Focus: +1 DC to all your spells. +1% spell critical chance with all spells.
    • Human Action Boost: Select a second one.
    • Diplomatic Immunity (2 AP): Activate: You become immune to all damage for 6 seconds or until you attack. Until you rest you have -2 Bluff, Diplomacy, and Intimidate (stacks up to 100 times). On a shared cooldown with Half-Elven Social Graces, and your total Bluff, Diplomacy, and Intimidate score must be positive to use this ability. (Cooldown: 1 minute).
    Other than the Perma-blur in Favored Soul, I think it's pretty solid. Maybe, again, if it was a certain number of casts of the spell per day, it could be ok.
    LuKaSu's DDO Wishlist.
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  3. #3
    Hero nibel's Avatar
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    Quote Originally Posted by LuKaSu View Post
    And this is where it starts going too far. In the original dilettante enhancements, you had to get up to at least level 15 to make it so you could scroll like you had 10 levels in the class, and it never got higher than that. I think that original was a good balance. Giving yourself full levels I think is a bit overkill. I could get behind the level 7 bringing you up to 5 levels in your dilettante class, and the level 11 core bringing that number up to 8, with the level 16 core bringing you up to 10 levels in the dilettante, but I think your "one level splash" dilettante shouldn't give full levels.
    That was a limitation that had a very clear target: Limit the use of Heal scrolls for non-UMD users when the cap was 20. To counter that, I balanced by making the other caster dilettante abilities less powerful. Also, just because you scroll something like a Greater Heroism scroll as a 28th level wizard, it don't have any impact on durations and power because they have a fixed caster level (in this case, 11).

    Quote Originally Posted by LuKaSu View Post
    I'd make sure that the combination of the cores raising your "for item use purposes, your level is now...", I wouldn't count that with rune arms. I'd make them just count you as a level 2 Artificer splash. Other than that, pretty solid.
    That one is a good observation. Should limit the runearm power somehow, but I think level 2 is too low. I'll think about it later.

    Quote Originally Posted by LuKaSu View Post
    Favored Soul: Divine Might: You gain an Insight bonus to damage equal to half your Charisma Modifier for 60 seconds. (Activation Cost: 18 spell points. Cooldown: 20 seconds) Too much for a dilettante. Maybe if there were a limited number of uses, it would be fine, but not as powerful as the actual ability.
    Limited number of uses is also fine. My intention on putting it on SP cost is to limit its power when used by non-caster classes, that usually benefit from it more. Maybe 5/rest as an action boost?

    Quote Originally Posted by LuKaSu View Post
    Monk: Bastion of Purity: +20 Positive Healing Amplification. I think 10, like on live, is enough.
    I raised it to 20 because I removed the second heal amp dilettante on the tier 4.

    Quote Originally Posted by LuKaSu View Post
    ...this just goes too far, especially as a Tier 3. I am fully against putting in the ability for half elves to choose from all these different enhancement trees
    Let's go in parts.

    I agree that Coup of Grace is an overpowered ability, and it requires a balance pass. This still doesn't change the fact that Swashbuckler is basically the only bard tree that does not relies in adding stuff to your songs. It would be bad for you to unlock a prestige by spending 14 AP into the racial tree only for their better abilities to be out of your reach.

    Deepwood Stalker capstone would requires an investment of at least 55 AP and level 25. level locking is not really a problem for endgamers, but it is for people in the Epic TR train. Also, the need to unlock the tree with 14 AP on racial would prevent you from getting the level 18 cores or the T5 abilities in the rogue trees. If you want to be a mechanic and forbade your T5 abilities and 18/20 cores for infinite sneak attack range, I think it is a balanced decision. Also, you are wrong in one point: Assassinate is Melee only.

    Displacement as an at-will in Archmage is a third Core ability. That would requires character level 8 and at least 25 of your AP (14 to unlock Archmage, 11 to get a third core ability). At level 8 you have 28 AP (32 if banking level 9). If you think Displacement is that powerful to the point of ignoring every other tree to rush for it, I think it is balanced. Once you reach level 11, you gain access to displacement greensteel clickies, and the point is moot.

    Quote Originally Posted by LuKaSu View Post
    Other than the Perma-blur in Favored Soul, I think it's pretty solid. Maybe, again, if it was a certain number of casts of the spell per day, it could be ok.
    I'm fine with the permablur because you cover this with a level 3 item and do not requires 17 AP on the racial tree. Also, you can skip this enhancement if you choose to go further in the Warpriest tree that this same dilettante allows you to open. Remember when I said I put the caster dilettante abilities weaker to balance for scroll usage? Clerics requires their helf core 5 to make use of the dilettante abilities, and fvs share the dilettante abilities with the same tree they unlock.
    Amossa d'Cannith, Sarlona, casually trying Completionist (12/14) [<o>]
    Almost-never-played-alts: Arquera - Chapolin - Fabber - Herweg - Mecanico - Tenma


    I want DDO to be a better game. Those are my personal suggestions on: Ammunition, Archmage, Combat Stances, Deities, Dispel Magic, Epic Destiny Map, Fast Healing, Favor, Favored Enemy, Half-elf Enhancements, Monk Kensai, Monk Stances, Past Life, Potency, Potions, Ranger Spells, Summons, Tiered Loot.

  4. #4
    Hero nibel's Avatar
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    Updated OP:

    • Third Core of caster dilettante now treat you as a member of that class equal half your character level.
    • FvS Dilettante Ability on Tier 2 is now an Action Boost.
    Amossa d'Cannith, Sarlona, casually trying Completionist (12/14) [<o>]
    Almost-never-played-alts: Arquera - Chapolin - Fabber - Herweg - Mecanico - Tenma


    I want DDO to be a better game. Those are my personal suggestions on: Ammunition, Archmage, Combat Stances, Deities, Dispel Magic, Epic Destiny Map, Fast Healing, Favor, Favored Enemy, Half-elf Enhancements, Monk Kensai, Monk Stances, Past Life, Potency, Potions, Ranger Spells, Summons, Tiered Loot.

  5. #5
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    I hate to be a wet blanket, but some of these new abilities are a little ridiculous. I recognize that there's a decent AP investment for some of them, but IMO they need some restrictions, potentially in line with those already inherent to the class. Some of the ones that stand out to me:

    Core:
    Level 16: Perfect Dilettante (1AP)
    Druid: You can use Wild Shape to turn into a wolf

    Wolf form grants a base 30% attack speed increase, 1d6 base damage with a 19-20 x2 crit profile. While disparaged by a lot of players for the weird shape and general bugginess, I can't help but imagine a 20 monk, 12 monk / 6 ranger / 2 paladin SWF/TWF, or some other FOTM build benefitting way too much from this. Instead, maybe give it a Flame Blade, or some equivalent buff that lets you use Wis for damage. Or wait for them to buff Bear and grant that instead.

    Fighter: You gain proficiency with Heavy Armor and Tower Shields

    This is a big leap for some builds. You could argue it breaks even for paladins, who might ordinarily go Human for the extra feat for Tower Shields. But with the armor up changes, I'm not comfortable granting that to Clerics and Favored Souls. Especially in conjunction with abilities higher up in the tree, divines are going to get a big boost from this. It would become less a question of which race to pick so much as which dilettante to choose. Heavy armor would be enough on its own.

    Ranger: You gain the feats Bow Strength and Wild Empathy

    I can see this going wrong, particularly if this is adopted without taking out the racial AA tree (which you haven't listed but is currently live). Bow Strength has prerequisites of BAB 4 (fine), Point Blank Shot (fine), WF: Ranged (inconvenient), and one of: Power Attack, Combat Expertise, Zen Archery, and Weapon Specialization: Ranged. Regardless of the exploitability with pure builds, I'm just not sure I'm comfortable granting a feat that has so many prerequisites and is a cornerstone of archer builds. Instead, how about keeping Wild Empathy and granting the updated DWS Core 5, or maybe a slightly weaker version?


    Tier 3: Dilletante Enhancement Tree (4 AP)
    Don't get me wrong, I like the idea of adding in extra enhancement trees. I'm just more in favor of LuKaSu's version, which ascribes them to various races rather than giving one race that much versatility. Without going into it too much, I can see certain ones going badly, possibly due to an overactive imagination.

    Druid: Nature's Warrior
    My main issue with this is the T3 Fatal Harrier, as I imagine a LD barbarian or paladin with an extra 25% attack speed, or when paired with the Wolf Wild Shape previously mentioned. I don't have a great solution to this one, unfortunately. Maybe include the Druidic Oath?

    Ranger: Deepwood Stalker
    LuKaSu's already voiced his issues with the long-range PBS. Similar to the Druid's 25% attack speed, I take a little issue with Killer (T4) and its 20% doublestrike. It's not quite as good as the druid version, especially since it's possible to cap DS. It's also available in the Assassin tree for rogues. Maybe add something about weapons that use Dex to hit.


    I would like to back you up on the T4's Supreme Ability FVS component. Most people already have displacement scrolls or clickies on call for tough fights, so a perma-blur isn't as useful as it's made out to be.

  6. #6
    Community Member eachna_gislin's Avatar
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    As someone whose consistently plays half-elves, I really want a racial pass on the dilettante feats.

    I agree with comments that the above suggestions would "too much" in several cases. This is a single feat in one race, and should not be balanced against entire class trees.

    Also, as someone who plays racial Arcane Archers, I'm familiar with the "cost" (ap/feats) in using helf to get another prestige tree. It gets very expensive. VERY VERY expensive. 14 ap in a not-amazeballs racial tree to unlock an extra prestige tree, which, in the case of AA, eats up all your feats for bow use.

    Other trees being available to helves would (of course) have more feat synergy which means they'd be 'cheaper' to use. I would totally get behind a helf cleric necromancer with a PM tree (for example) or even Archmage: Necromancy.

    If you have some reason for wanting to stay pure class, this would allow you a free modified multi-class (in effect, that's what AA does already), without costing you your capstone.

    What about a cleric who wanted paladin-style Divine Might/extra PRR/MRR/extra hit points (whatever)? An arti who wanted to stack extra sneak dice + the assassin tree?

    Then of course there'd be all the rage over peoples' favorite trees not being picked. *Me*, I'd want the Acrobat tree for Rogues (I love staff builds). Someone else would want Assassin. Someone else would want mechanic, even if it would only be of use to artis. Two out of three would end up ****ed off.

    Finally, the extra trees would only be fair if all the races got their racial tree as well, and I doubt the devs want to do that much work.

    I could see an argument for one or the other (ie: new trees _or_ boosted Dilettantes). Not both.

    Quote Originally Posted by nibel View Post
    Displacement as an at-will in Archmage is a third Core ability. That would requires character level 8 and at least 25 of your AP (14 to unlock Archmage, 11 to get a third core ability). At level 8 you have 28 AP (32 if banking level 9). If you think Displacement is that powerful to the point of ignoring every other tree to rush for it, I think it is balanced. Once you reach level 11, you gain access to displacement greensteel clickies, and the point is moot.
    It's not that Displacement as a singular SLA is OP. It's all the low tier stuff in the tree that you get access to. The "low hanging fruit" people like to reach for in splash builds. Depending on the tree, there are things like stacking MRR/PRR, extra hit points, extra spell points, stacking action boosts, spell power, etc.

    Opening all that to helves only is grossly unfair as it gives _way_ too much min-max diversity for a "pure" class build, that no other race's pure class build could hope to approach. Giving helves access to multiple racial trees _only_ becomes a reasonable choice if every race gets one racial tree. That was something the devs originally intended and never implemented.

    Quote Originally Posted by Discpsycho View Post
    This is a big leap for some builds. You could argue it breaks even for paladins, who might ordinarily go Human for the extra feat for Tower Shields. But with the armor up changes, I'm not comfortable granting that to Clerics and Favored Souls. Especially in conjunction with abilities higher up in the tree, divines are going to get a big boost from this. It would become less a question of which race to pick so much as which dilettante to choose. Heavy armor would be enough on its own.
    Even with Armor Up being nerfed a bit, I agree this is still an issue.

    Helves used to be very popular, and the go-to choice for a lot of builds (before the enhancement pass) when pure classes were more of a thing. The enhancement pass changed all that when similar enhancements were deliberately made to stack and pure classes became automatically weaker than multiclasses.

    I'd rather not go back to the day when there were a lot of complaints about helves being OP just for existing.
    Last edited by eachna_gislin; 10-26-2015 at 03:50 AM.

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