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Hobgoblin
03-10-2009, 07:45 PM
this is just so all the capstones are in one place

Might
Prereqs: Level 20 Barbarian
Cost: 2 AP
Benefit: Your biceps are frequently mistaken for slabs of ham. Your strength is increased by 2, and when wielding two handed weapons you have increased glancing blow damage and an increased chance of applying weapon special effects on glancing blows.


Musical Prodigy
Prereq: Level 20 Bard
Cost: 2 AP
Benefit: You gain +2 Charisma, two additional uses of Bardic Music, as well as +2 to Spell Penetration checks and the DC's of your Enchantment spells. Your beneficial songs last 20% longer.


Divine Intervention
Prereq: Level 20 Cleric
Cost: 2 AP
Benefit: You are a strong conduit of positive energy, and can expend a turn attempt to ward your target for five minutes against mortal damage - hit point damage will not lower their hit point total below -9. If the target is knocked unconscious, this effect will heal the target after a few seconds and then fade.

Fighter Weapon Alacrity
Prereqs: Fighter level 20
Cost: 2 Action Points
Benefit: Your mastery with all weapons is such that you are able to attack faster than normal. Grants a 10% Competence bonus to attack speed with all combat styles.

Serenity
Preregs: Level 20 Monk
Cost: 2 Action Points
Benefit: You are a paragon of understanding and serenity. Your Concentration is increased by 10 and your centered ki generation is increased by 1.

Weapons of Good
Preregs: Level 20 Paladin
Cost: 2 AP
Benefit: Any weapon you wield is considered Good aligned for purposes of bypassing damage reduction, deal 1d6 additional holy damage against all evil opponents and an additional 2d6 light damage against evil undead or evil outsiders.

Master of Archery
Prereqs: Level 20 Ranger
Cost: 2 Action Points
Benefit: The speed at which you can fire any ranged weapon is legendary. Gain a 25% competence bonus to ranged attack speed

Cheat Death
Preregs: Level 20 Rogue
Cost: 2 AP
Benefit: A master rogue can defy even death if their luck holds out. You have a chance of self-resurrection should you die, but this chance drops each time you die between rests. Maruts have a particular dislike for you.

Power Surge
Preregs: Level 20 Sorcerer
Cost: 2 AP
Benefit: All of your damage dealing spells deal 10% more damage, have their critical chance increased by 3%, and their critical multipliers increased by an additional 0.25.

Master of Magic
Preregs: Level 20 Wizard
Cost: 2 AP
Benefit: Grants +2 Intelligence and all metamagics you possess cost 1 fewer spell point to use. (Heighten Spell costs 1 fewer spell point per level of heightening.)

spifflove
04-01-2009, 07:30 PM
I heard discussions speaking of 10 dr for monks:confused:

Borror0
04-01-2009, 07:32 PM
Or, simply visit the wiki (http://ddo.enterwiki.net/page/In_development/Enhancements#Capstones).

Shyver
04-01-2009, 07:35 PM
Here ya go


I heard discussions speaking of 10 dr for monks:confused:


Timeless Body
Prereqs: Level 17 Monk
Benefit: Your soul is balanced. No corrupt influences can possess your body after death - you are immune to the spawn effect of most undead.

Empty Body
Prereqs: Level 19 Monk
Benefit: You are able to focus your ki and walk the edge of the Plane of Shadow, mimicing the effects of a Shadow Walk spell. While this effect is active, you move much faster than normal and your outline appears faint and you are harder to hit. Attacking another creature or otherwise interacting with objects shunts you back to the Material Plane.

Perfect Self
Prereqs: Level 20 Monk
Benefit: You have transcended your former race, and are now considered a Lawful Outsider. You have gained damage reduction 10 / epic. Warforged retain most living construct traits.

Perfect Slow Fall
Prereqs: Level 20 Monk
Benefit: You take no damage from falls of any height.

spifflove
04-01-2009, 07:37 PM
So those who might consider not staying pure include:

1. twf barbs

2. Fighter tanks

3. All non archer rangers

4. Warchanter bards

5. all rogues

6. Wizard rogues unless they really need that +2 intell for dc

7. while clerics usually stay pure, i dont see them benefiting much from the capstone so splashes won't hurt.

hydra_ex
04-01-2009, 07:38 PM
6. Wizard rogues unless they really need that +2 intell for dc

If you are a wizard rogue then by definition you cannot be pure.

A pure wizard with rogue skills that are at most half rank is useless.

Borror0
04-01-2009, 07:45 PM
So those who might consider not staying pure include:
You forgot:

Tempest Knights of the Chalice
Tempest Kensais
Defenders of Siberys
Evasion paladins
Monks
Clerics

spifflove
04-01-2009, 07:58 PM
If you are a wizard rogue then by definition you cannot be pure.

A pure wizard with rogue skills that are at most half rank is useless.

First you play off my wording then you speak of a pure wizard putting half ranks in rogue slots. You outwitted yourself.;)

spifflove
04-01-2009, 08:00 PM
You forgot:

Tempest Knights of the Chalice
Tempest Kensais
Defenders of Siberys
Evasion paladins
Monks
Clerics


Seems that monks would really need to stay pure given the huge list of ablilities they will get and because of their thin ability point spread.

hydra_ex
04-01-2009, 08:03 PM
First you play off my wording then you speak of a pure wizard putting half ranks in rogue slots. You outwitted yourself.;)

LOL, I got pwnz0red by myself...

to make myself more clear, you said that wizard rouges would not consider taking the capstone. A wizard rogue does not have the ability to take the capstone, since by definition, a wizard rogue has rogue levels. The only to allow a wizard rogue to take the capstone is if they were pure, which would constitute a pretty gimpy wizard rogue.

Borror0
04-01-2009, 08:19 PM
Seems that monks would really need to stay pure given the huge list of ablilities they will get and because of their thin ability point spread.
Not really. One word: Intimidate.

spifflove
04-01-2009, 08:41 PM
Not really. One word: Intimidate.

Monk intimitanks wont be tanks compared to 10 epic damage reduction. That is the real capstone.

Shyver
04-01-2009, 08:44 PM
Monk intimitanks wont be tanks compared to 10 epic damage reduction. That is the real capstone.

Monk intimitanks don't care about DR since their AC is so high. DR on a high AC character is meh at best.

Borror0
04-01-2009, 09:37 PM
Monk intimitanks don't care about DR since their AC is so high. DR on a high AC character is meh at best.
Not to mention that Intimidate >*DR 10, on any day.

Asketes
04-01-2009, 09:43 PM
Not to mention that Intimidate >*DR 10, on any day.


/signed!!!

/signed!!!

/signed!!!


*did i say /signed already?

MrCow
04-01-2009, 09:47 PM
Monk intimitanks wont be tanks compared to 10 epic damage reduction. That is the real capstone.

Any monk who wants DR can pop on Mountain Stance. Being a master of earth currently is DR 6/- and considering the linear progression of the stances it may be possible for multiclass monks to get DR 8/- with the fourth tier earth stance, providing its obtainable without being a pure monk.

Borror0
04-01-2009, 09:52 PM
Any monk who wants DR can pop on Mountain Stance. Being a master of earth currently is DR 6/- and considering the linear progression of the stances it may be possible for multiclass monks to get DR 8/- with the fourth tier earth stance, providing its obtainable without being a pure monk.
Can also use the Stoneskin clickies on the MinII kamas/accessories or use wands.