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Silverleafeon
09-04-2014, 03:08 AM
Greetings DDO Players,

I am a member of the Player's Council 2014, acting completely independently from the Developers in this thread which is neither approved of or disapproved of by the Devs. I call this the Lost Trees Project, hoping to help press the Devs forward in creating a third tree for Artificer, Druid, and Favored Soul. {Paladins have a possible third tree coming.}

Up front I want to make several things clear, I have no idea when these third trees will be made if ever. The Devs has hinted publicly that they would like for every class to have three trees. This project is not part of the current NDA list.

Hopefully we can sort thru and create one or more new sample trees as well as list desires and request by players for all three of these classes {Artificier, Druid, and Favored Soul}. (It would also be nice to study an ED for Artificers in the Artificer thread.)

As a member of the Player's Council, I am allowed to present my own personal projects and vision for the future of DDO.

When we are done here, there will be a permanent placement of our theories and ideas into the Player's Council Forums, and I will press the Developer to work towards these three new trees. Even if these don't not take place until after I leave the Player's Council at the end of the year, those ideas will still remain behind to inspire the Developers.

Thank you for your help and feedback, it is appreciated and a link to this thread will be included in that final report to the developers.

Silverleafeon
09-04-2014, 03:09 AM
Beacon of Hope enhancement tree round 9


Core Abilities


Font Of Hope: For each point spent in this tree you gain +0.75 Universal Spell Power and +0.75 Positive Energy Spell Power (for a total of 1.5 Positive Energy Spell Power per point spent).

AP Cost: 1 Ranks: 1 Progression: 0 Requires: Favored Soul Level 1


Beacon Glimmer: Spell Like Ability: Faerie Fire (Activation Cost: 2 Spell Points. Cooldown: 10 seconds.)

AP Cost: 1 Ranks: 1 Progression: 5 Requires: Font of Hope, Favored Soul level 3


Beacon Brightness: Spell Like Ability: Glitterdust (Activation Cost: 5 Spell Points. Cooldown: 20 seconds.) Passive: Adds 10 Positive Spellpower

AP Cost: 1 Ranks: 1 Progression: 10 Requires: Beacon Glimmer, Favored Soul level 6


Summon Healing Archon: Toggle: Spell like ability: A small lantern archon hovers over your other shoulder and heals nearby allies. This archon is indestructible, deals {1d5 + caster level / 2} positive energy healing every 2 seconds, and uses half of your Healing Spell Power and Spell Critical effects for its light healing effects. The archon always heals the ally with the fewest hit points in range that has been damaged. Empower Healing and Enlarge Spell Feats can modify this ability. Cost: 20 spell points. Cooldown: 6 second. (Note: You can only have one Archon active at a time. This Archon and the Offensive Archon will un-summon each other upon casting) Passive: Adds 10 Positive Spellpower

AP Cost: 1 Ranks: 1 Progression: 20 Requires: Beacon Brightness, Favored Soul level 12


Penetrating the Darkness: All Positive Energy Spells and Light Spells Receive the Enlarge Spell Metamagic Effect, without adding additional spell point costs.
Passive: Adds 10 Positive Spellpower

AP Cost: 1 Ranks: 1 Progression: 30 Requires: Summon Healing Archon, Favored Soul level 18


Touch of Hope: You gain +2 Cha, and gain a new Spell-like ability: Panacea: (Activation Cost: 0 spell points. Cooldown: 12 seconds.)
Passive: Add to the list of favored soul spells that you can choose from to learn: Fire Shield as a level 4 spell.

AP Cost: 1 Ranks: Progression: 40 Requires: Penetrating the Darkness, Favored Soul level 20



Tier One abilities

Glow of Hope: When you cast a positive energy spell, you gain 3/6/10 Temporary Hit Points. Tier 3 If you have Epic Levels, Add your Favored Soul Class Levels to this number.
AP Cost: 1 Ranks: 3 Progression: 1 No requirements

Wand Mastery: +25%/+50%/+75% effectiveness of your wands, scrolls, and other items that cast spells, and +1/+2/+3 to the save DCs of your offensive wands.
AP Cost: 1 Ranks: 3 Progression: 1 No requirements

Angelic Touch: Your Positive Energy damage spells have an additional 1% chance to critically hit.
AP Cost: 1 Ranks: 1 Progression: 1 No requirements

Bedside Manner: +1/+2/+3 Diplomacy and Heal.
AP Cost: 1 Ranks: 3 Progression: 1 No requirements

Spell Points: +30/60/90 Spell Points.
AP Cost: 1 Ranks: 3 Progression: 1 No requirements


Tier Two abilities

Ray of Hope: When you critically hit with a positive energy spell, you gain 3/6/10 Sacred temporary spell points.
AP Cost: 1 Ranks: 3 Progression: 5 Requirement: Glow of Hope

Least Beacon: Add to the list of favored soul spells that you can choose from to learn: Produce Flame as a level 2 spell.
AP Cost: 2 Ranks: 1 Progression: 5 No requirements

Angelic Touch: Your Positive Energy damage spells have an additional 1% chance to critically hit.
AP Cost: 1 Ranks: 1 Progression: 5 Requires: Angelic Touch (Tier 1)

Efficient Empower Healing: Healing spells cast while the Empower Healing Spell feat is activated cost 1/2/4 fewer spell points.
AP Cost: 2 Ranks: 3 Progression: 5 Requires: Empower Healing Spell

Embracing the Light: you gain 3/6/10% Light Absorption
AP Cost: 1 Ranks: 3 Progression: 5 No requirements


Tier Three abilities

Purifying Light: you gain 3/6/10% Acid Absorption
AP Cost: 1 Ranks: 3 Progression: 10 No requirements

Warming Light: you gain 3/6/10% Cold Absorption
AP Cost: 1 Ranks: 3 Progression: 10 No requirements

Angelic Touch: Your Positive Energy damage spells have an additional 1% chance to critically hit.
AP Cost: 1 Ranks: 1 Progression: 10 Requires: Angelic Touch (Tier 2)

Lesser Beacon: Add to the list of favored soul spells that you can choose from to learn: Sun Bolt as a level 3 spell.
AP Cost: 2 Ranks: 1 Progression: 10 Requires: Least Beacon

Charisma or Wisdom: Choose one: +1 Wisdom +1 Charisma
AP Cost: 2 Ranks: 1 Progression: 10 No requirements


Tier Four abilities

Intense Healing: Your Positive Energy Spells are cast at +1/+2/+3 caster level.
AP Cost: 1 Ranks: 3 Progression: 20 No requirements

Incredible Healing: The maximum caster level of your Positive Energy Spells are increased by 1/2/3.
AP Cost: 1 Ranks: 3 Progression: 20 Requires: Intense Healing

Angelic Touch: Your Positive Energy damage spells have an additional 1% chance to critically hit.
AP Cost: 1 Ranks: 1 Progression: 20 Requires: Angelic Touch (Tier 3)

Greater Beacon: Add to the list of favored soul spells that you can choose from to learn: Sunbeam as a level 6 spell.
AP Cost: 2 Ranks: 1 Progression: 20 Requires: Lesser Beacon

Charisma or Wisdom: Choose one: +1 Wisdom +1 Charisma
AP Cost: 2 Ranks: 1 Progression: 20 No requirements


Tier Five abilities

Awaken Elemental Weakness: Light: You are able to curse an enemy, increasing Light damage they take by 15%. (Activation Cost: 5 Spell Points. Cooldown: 20 seconds.)
AP Cost: 2 Ranks: 1 Progression: 30 No requirements

Cure Focus: Your Cure Wounds spells have no maximum caster level.
AP Cost: 2 Ranks: 1 Progression: 30 Requires: Incredible Healing

Channeling the Light: Whenever you are hit with Light or Fire damage, your next spell is cast with an extra 10/20/30 Fire Spellpower and 10/20/30 Light Spellpower (This can trigger at most once every 6/5/4 seconds, and does not stack if you get hit again before casting a spell)
AP Cost: 1 Ranks: 3 Progression: 30 No requirements

Supreme Beacon: Add to the list of favored soul spells that you can choose from to learn: Sunburst as a level 8 spell.
AP Cost: 2 Ranks: 1 Progression: 30 Requires: Greater Beacon

Partial Ascension: You are immune to petrification and blindness.
AP Cost: 2 Ranks: 1 Progression: 30 No requirements



,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,





Beacon of Hope enhancement tree round 8


Core Abilities


Font Of Hope: For each point spent in this tree you gain +0.75 Universal Spell Power and +0.75 Positive Energy Spell Power (for a total of 1.5 Positive Energy Spell Power per point spent).

AP Cost: 1 Ranks: 1 Progression: 0 Requires: Favored Soul Level 1


Beacon Glimmer: Spell Like Ability: Faerie Fire (Activation Cost: 2 Spell Points. Cooldown: 10 seconds.)

AP Cost: 1 Ranks: 1 Progression: 5 Requires: Font of Hope, Favored Soul level 3


Beacon Brightness: Spell Like Ability: Glitterdust (Activation Cost: 5 Spell Points. Cooldown: 20 seconds.) Passive: Adds 10 Positive Spellpower

AP Cost: 1 Ranks: 1 Progression: 10 Requires: Beacon Glimmer, Favored Soul level 6


Summon Healing Archon: Toggle: Spell like ability: A small lantern archon hovers over your other shoulder and heals nearby allies. This archon is indestructible, deals {1d5 + caster level / 2} positive energy healing every 2 seconds, and uses half of your Healing Spell Power and Spell Critical effects for its light healing effects. The archon always heals the ally with the fewest hit points in range that has been damaged. Empower Healing and Enlarge Spell Feats can modify this ability. Cost: 20 spell points. Cooldown: 6 second. (Note: You can only have one Archon active at a time. This Archon and the Offensive Archon will un-summon each other upon casting) Passive: Adds 10 Positive Spellpower

AP Cost: 1 Ranks: 1 Progression: 20 Requires: Beacon Brightness, Favored Soul level 12


Penetrating the Darkness: All Positive Energy Spells and Light Spells Receive the Enlarge Spell Metamagic Effect, without adding additional spell point costs.
Passive: Adds 10 Positive Spellpower

AP Cost: 1 Ranks: 1 Progression: 30 Requires: Summon Healing Archon, Favored Soul level 18


Touch of Hope: You gain +2 Cha, and gain a new Spell-like ability: Panacea: (Activation Cost: 0 spell points. Cooldown: 12 seconds.)
Passive: Add to the list of favored soul spells that you can choose from to learn: Fire Shield as a level 4 spell.

AP Cost: 1 Ranks: Progression: 40 Requires: Penetrating the Darkness, Favored Soul level 20



Tier One abilities

Glow of Hope: When you cast a positive energy spell, you gain 3/6/10 Temporary Hit Points. Tier 3 If you have Epic Levels, Add your Favored Soul Class Levels to this number.
AP Cost: 1 Ranks: 3 Progression: 1 No requirements

Wand Mastery: +25%/+50%/+75% effectiveness of your wands, scrolls, and other items that cast spells, and +1/+2/+3 to the save DCs of your offensive wands.
AP Cost: 1 Ranks: 3 Progression: 1 No requirements

Angelic Touch: Your Positive Energy damage spells have an additional 1% chance to critically hit.
AP Cost: 1 Ranks: 1 Progression: 1 No requirements

Bedside Manner: +1/+2/+3 Diplomacy and Heal.
AP Cost: 1 Ranks: 3 Progression: 1 No requirements

Spell Points: +30/60/90 Spell Points.
AP Cost: 1 Ranks: 3 Progression: 1 No requirements


Tier Two abilities

Ray of Hope: When you critically hit with a positive energy spell, you gain 3/6/10 Sacred temporary spell points.
AP Cost: 1 Ranks: 3 Progression: 5 Requirement: Glow of Hope

Least Beacon: Add to the list of favored soul spells that you can choose from to learn: Produce Flame as a level 2 spell.
AP Cost: 2 Ranks: 1 Progression: 5 No requirements

Angelic Touch: Your Positive Energy damage spells have an additional 1% chance to critically hit.
AP Cost: 1 Ranks: 1 Progression: 5 Requires: Angelic Touch (Tier 1)

Efficient Empower Healing: Healing spells cast while the Empower Healing Spell feat is activated cost 1/2/4 fewer spell points.
AP Cost: 2 Ranks: 3 Progression: 5 Requires: Empower Healing Spell

Embracing the Light: you gain 3/6/10% Light Absorption
AP Cost: 1 Ranks: 3 Progression: 5 No requirements


Tier Three abilities

Purifying Light: you gain 3/6/10% Acid Absorption
AP Cost: 1 Ranks: 3 Progression: 10 No requirements

Warming Light: you gain 3/6/10% Cold Absorption
AP Cost: 1 Ranks: 3 Progression: 10 No requirements

Angelic Touch: Your Positive Energy damage spells have an additional 1% chance to critically hit.
AP Cost: 1 Ranks: 1 Progression: 10 Requires: Angelic Touch (Tier 2)

Lesser Beacon: Add to the list of favored soul spells that you can choose from to learn: Sun Bolt as a level 3 spell.
AP Cost: 2 Ranks: 1 Progression: 10 Requires: Least Beacon

Charisma or Wisdom: Choose one: +1 Wisdom +1 Charisma
AP Cost: 2 Ranks: 1 Progression: 10 No requirements


Tier Four abilities

Intense Healing: Your Positive Energy Spells are cast at +1/+2/+3 caster level.
AP Cost: 1 Ranks: 3 Progression: 20 No requirements

Incredible Healing: The maximum caster level of your Positive Energy Spells are increased by 1/2/3.
AP Cost: 1 Ranks: 3 Progression: 20 Requires: Intense Healing

Angelic Touch: Your Positive Energy damage spells have an additional 1% chance to critically hit.
AP Cost: 1 Ranks: 1 Progression: 20 Requires: Angelic Touch (Tier 3)

Greater Beacon: Add to the list of favored soul spells that you can choose from to learn: Sunbeam as a level 6 spell.
AP Cost: 2 Ranks: 1 Progression: 20 Requires: Lesser Beacon

Charisma or Wisdom: Choose one: +1 Wisdom +1 Charisma
AP Cost: 2 Ranks: 1 Progression: 20 No requirements


Tier Five abilities

Awaken Elemental Weakness: Light: You are able to curse an enemy, increasing Light damage they take by 15%. (Activation Cost: 5 Spell Points. Cooldown: 20 seconds.)
AP Cost: 2 Ranks: 1 Progression: 30 No requirements

Cure Focus: Your Cure Wounds spells have no maximum caster level.
AP Cost: 2 Ranks: 1 Progression: 30 Requires: Incredible Healing

Channeling the Light: Whenever you are hit with Light or Fire damage, your next light spell is cast with an extra 10/20/30 Light Spellpower (This can trigger at most once every 6/5/4 seconds, and does not stack if you get hit again before casting a spell)
AP Cost: 1 Ranks: 3 Progression: 30 No requirements

Supreme Beacon: Add to the list of favored soul spells that you can choose from to learn: Sunburst as a level 8 spell.
AP Cost: 2 Ranks: 1 Progression: 30 Requires: Greater Beacon

Partial Ascension: You are immune to petrification and blindness.
AP Cost: 2 Ranks: 1 Progression: 30 No requirements



,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,



Beacon of Hope enhancement tree round 7


Core Abilities


Font Of Hope: For each point spent in this tree you gain +0.75 Universal Spell Power and +0.75 Positive Energy Spell Power (for a total of 1.5 Positive Energy Spell Power per point spent).

AP Cost: 1 Ranks: 1 Progression: 0 Requires: Favored Soul Level 1


Beacon Brightness: Spell Like Ability: Glitterdust (Activation Cost: 5 Spell Points. Cooldown: 20 seconds.) Passive: Adds 10 Positive Spellpower


AP Cost: 1 Ranks: 1 Progression: 5 Requires: Font of Hope, Favored Soul level 3


Command the Light: You gain two Spell Like Abilities: Blindness (Activation Cost: 0 Spell Points. Cooldown: 10 seconds.) and Remove Blindness (Activation Cost: 0 Spell Points. Cooldown: 10 seconds.) Passive: You are immune to the Blindness effect.

AP Cost: 1 Ranks: 1 Progression: 10 Requires: Beacon Brightness, Favored Soul level 6


Summon Healing Archon: Toggle: Spell like ability: A small lantern archon hovers over your other shoulder and heals nearby allies. This archon is indestructible, deals {1d5 + caster level / 2} positive energy healing every 2 seconds, and uses half of your Healing Spell Power and Spell Critical effects for its light healing effects. The archon always heals the ally with the fewest hit points in range that has been damaged. Empower Healing and Enlarge Spell Feats can modify this ability. Cost: 20 spell points. Cooldown: 6 second. (Note: You can only have one Archon active at a time. This Archon and the Offensive Archon will un-summon each other upon casting) Passive: Adds 10 Positive Spellpower

AP Cost: 1 Ranks: 1 Progression: 20 Requires: Beacon Burst, Favored Soul level 12


Penetrating the Darkness: All Positive Energy Spells and Light Spells Receive the Enlarge Spell Metamagic Effect, without adding additional spell point costs.
Passive: Adds 10 Positive Spellpower

AP Cost: 1 Ranks: 1 Progression: 30 Requires: Summon Healing Archon, Favored Soul level 18


Touch of Hope: You gain +2 Cha, and gain a new Spell-like ability: Panacea: (Activation Cost: 0 spell points. Cooldown: 12 seconds.)
Passive: Add to the list of favored soul spells that you can choose from to learn: Fire Shield as a level 4 spell.

AP Cost: 1 Ranks: Progression: 40 Requires: Penetrating the Darkness, Favored Soul level 20



Tier One abilities

Glow of Hope: When you cast a positive energy spell, you gain 3/6/10 Temporary Hit Points. Tier 3 If you have Epic Levels, Add your Favored Soul Class Levels to this number.
AP Cost: 1 Ranks: 3 Progression: 1 No requirements

Wand Mastery: +25%/+50%/+75% effectiveness of your wands, scrolls, and other items that cast spells, and +1/+2/+3 to the save DCs of your offensive wands.
AP Cost: 1 Ranks: 3 Progression: 1 No requirements

Angelic Touch: Your Positive Energy damage spells have an additional 1% chance to critically hit.
AP Cost: 1 Ranks: 1 Progression: 1 No requirements

Bedside Manner: +1/+2/+3 Diplomacy and Heal.
AP Cost: 1 Ranks: 3 Progression: 1 No requirements

Spell Points: +30/60/90 Spell Points.
AP Cost: 1 Ranks: 3 Progression: 1 No requirements


Tier Two abilities

Ray of Hope: When you critically hit with a positive energy spell, you gain 3/6/10 Sacred temporary spell points.
AP Cost: 1 Ranks: 3 Progression: 1 Requirement: Glow of Hope

Least Beacon: Add to the list of favored soul spells that you can choose from to learn: Produce Flame as a level 2 spell.
AP Cost: 2 Ranks: 1 Progression: 5 No requirements

Angelic Touch: Your Positive Energy damage spells have an additional 1% chance to critically hit.
AP Cost: 1 Ranks: 1 Progression: 5 Requires: Angelic Touch (Tier 1)

Efficient Empower Healing: Healing spells cast while the Empower Healing Spell feat is activated cost 1/2/4 fewer spell points.
AP Cost: 2 Ranks: 3 Progression: 5 Requires: Empower Healing Spell

Embracing the Light: you gain 3/6/10% Light Absorption
AP Cost: 1 Ranks: 3 Progression: 5 No requirements


Tier Three abilities

Purifying Light: you gain 3/6/10% Acid Absorption
AP Cost: 1 Ranks: 3 Progression: 10 No requirements

Warming Light: you gain 3/6/10% Cold Absorption
AP Cost: 1 Ranks: 3 Progression: 10 No requirements

Angelic Touch: Your Positive Energy damage spells have an additional 1% chance to critically hit.
AP Cost: 1 Ranks: 1 Progression: 10 Requires: Angelic Touch (Tier 2)

Lesser Beacon: Add to the list of favored soul spells that you can choose from to learn: Sun Bolt as a level 3 spell.
AP Cost: 2 Ranks: 1 Progression: 10 Requires: Least Beacon

Charisma or Wisdom: Choose one: +1 Wisdom +1 Charisma
AP Cost: 2 Ranks: 1 Progression: 10 No requirements


Tier Four abilities

Intense Healing: Your Positive Energy Spells are cast at +1/+2/+3 caster level.
AP Cost: 1 Ranks: 3 Progression: 20 No requirements

Incredible Healing: The maximum caster level of your Positive Energy Spells are increased by 1/2/3.
AP Cost: 1 Ranks: 3 Progression: 20 Requires: Intense Healing

Angelic Touch: Your Positive Energy damage spells have an additional 1% chance to critically hit.
AP Cost: 1 Ranks: 1 Progression: 20 Requires: Angelic Touch (Tier 3)

Greater Beacon: Add to the list of favored soul spells that you can choose from to learn: Sunbeam as a level 6 spell.
AP Cost: 2 Ranks: 1 Progression: 20 Requires: Lesser Beacon

Charisma or Wisdom: Choose one: +1 Wisdom +1 Charisma
AP Cost: 2 Ranks: 1 Progression: 20 No requirements


Tier Five abilities

Awaken Elemental Weakness: Light: You are able to curse an enemy, increasing Light damage they take by 15%. (Activation Cost: 5 Spell Points. Cooldown: 20 seconds.)
AP Cost: 2 Ranks: 1 Progression: 30 No requirements

Cure Focus: Your Cure Wounds spells have no maximum caster level.
AP Cost: 2 Ranks: 1 Progression: 30 Requires: Incredible Healing

Channeling the Light: Whenever you are hit with Light or Fire damage, your next light spell is cast with an extra 10/20/30 Light Spellpower (This can trigger at most once every 6/5/4 seconds, and does not stack if you get hit again before casting a spell)
AP Cost: 1 Ranks: 3 Progression: 30 No requirements

Supreme Beacon: Add to the list of favored soul spells that you can choose from to learn: Sunburst as a level 8 spell.
AP Cost: 2 Ranks: 1 Progression: 30 Requires: Greater Beacon

Petrification Immunity: You are immune to petrification.
AP Cost: 2 Ranks: 1 Progression: 30 No requirements







,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,



Beacon of Hope enhancement tree round 6


Core Abilities


Font Of Hope: For each point spent in this tree you gain +0.75 Universal Spell Power and +0.75 Positive Energy Spell Power (for a total of 1.5 Positive Energy Spell Power per point spent).

AP Cost: 1 Ranks: 1 Progression: 0 Requires: Favored Soul Level 1


Shield of Hope: Toggle: Nearby Allies that take damage gain a stack of Shield of Hope for 60 seconds, increasing their healing amplification by 2%. This buff stacks up to 5 times. Cooldown: 1 second.

AP Cost: 1 Ranks: 1 Progression: 5 Requires: Font of Hope, Favored Soul level 3


Beacon Burst: A wave of positive energy that expands from the caster removing 1 negative level and 1d6 points of ability damage from allies with a pulse every four second. Foes caught in this pulse have a 5% change to be blinded by it for 8 seconds. Duration 60 seconds. Passive: Adds 10 Positive Spellpower
Cost: 20 spell points. Cooldown: 60 seconds.

AP Cost: 1 Ranks: 1 Progression: 10 Requires: Favored Soul level 6, Shield of Hope

Summon Healing Archon: Toggle: Spell like ability: A small lantern archon hovers over your other shoulder and heals nearby allies. This archon is indestructible, deals {1d5 + caster level / 2} positive energy healing every 2 seconds, and uses half of your Healing Spell Power and Spell Critical effects for its light healing effects. The archon always heals the ally with the fewest hit points in range that has been damaged. Empower Healing and Enlarge Spell Feats can modify this ability. Cost: 20 spell points. Cooldown: 6 second. (Note: You can only have one Archon active at a time. This Archon and the Offensive Archon will un-summon each other upon casting) Passive: Adds 10 Positive Spellpower

AP Cost: 1 Ranks: 1 Progression: 20 Requires: Beacon Burst, Favored Soul level 12


Penetrating the Darkness: All Positive Energy Spells and Light Spells Receive the Enlarge Spell Metamagic Effect, without adding additional spell point costs.
Passive: Adds 10 Positive Spellpower

AP Cost: 1 Ranks: 1 Progression: 30 Requires: Summon Healing Archon, Favored Soul level 18


Touch of Hope: You gain +2 Cha, and gain a new Spell-like ability: Panacea: (Activation Cost: 0 spell points. Cooldown: 12 seconds.)
Passive: Adds 10 Positive Spellpower

AP Cost: 1 Ranks: Progression: 40 Requires: Penetrating the Darkness, Favored Soul level 20



Tier One abilities

Glow of Hope: When you cast a positive energy spell, you gain 3/6/10 Temporary Hit Points. Tier 3 If you have Epic Levels, Add your Favored Soul Class Levels to this number.
AP Cost: 1 Ranks: 3 Progression: 1 No requirements

Wand Mastery: +25%/+50%/+75% effectiveness of your wands, scrolls, and other items that cast spells, and +1/+2/+3 to the save DCs of your offensive wands.
AP Cost: 1 Ranks: 3 Progression: 1 No requirements

Angelic Touch: Your Positive Energy damage spells have an additional 1% chance to critically hit.
AP Cost: 1 Ranks: 1 Progression: 1 No requirements

Bedside Manner: +1/+2/+3 Diplomacy and Heal.
AP Cost: 1 Ranks: 3 Progression: 1 No requirements

Spell Points: +30/60/90 Spell Points.
AP Cost: 1 Ranks: 3 Progression: 1 No requirements


Tier Two abilities

Ray of Hope: When you critically hit with a positive energy spell, you gain 3/6/10 Sacred temporary spell points.
AP Cost: 1 Ranks: 3 Progression: 1 Requirement: Glow of Hope

Lesser Beacon: Add to the list of favored soul spells that you can choose from to learn: Sun Bolt as a level 3 spell.
AP Cost: 2 Ranks: 1 Progression: 5 No requirements

Angelic Touch: Your Positive Energy damage spells have an additional 1% chance to critically hit.
AP Cost: 1 Ranks: 1 Progression: 5 Requires: Angelic Touch (Tier 1)

Efficient Empower Healing: Healing spells cast while the Empower Healing Spell feat is activated cost 1/2/4 fewer spell points.
AP Cost: 2 Ranks: 3 Progression: 5 Requires: Empower Healing Spell

Embracing the Light: you gain 3/6/10% Light Absorption
AP Cost: 1 Ranks: 3 Progression: 5 No requirements


Tier Three abilities

Purifying Light: you gain 3/6/10% Acid Absorption
AP Cost: 1 Ranks: 3 Progression: 10 No requirements

Warming Light: you gain 3/6/10% Cold Absorption
AP Cost: 1 Ranks: 3 Progression: 10 No requirements

Angelic Touch: Your Positive Energy damage spells have an additional 1% chance to critically hit.
AP Cost: 1 Ranks: 1 Progression: 10 Requires: Angelic Touch (Tier 2)

Greater Beacon: Add to the list of favored soul spells that you can choose from to learn: Sunbeam as a level 6 spell.
AP Cost: 2 Ranks: 1 Progression: 10 Requires: Lesser Beacon

Charisma or Wisdom: Choose one: +1 Wisdom +1 Charisma
AP Cost: 2 Ranks: 1 Progression: 10 No requirements


Tier Four abilities

Intense Healing: Your Positive Energy Spells are cast at +1/+2/+3 caster level.
AP Cost: 1 Ranks: 3 Progression: 20 No requirements

Incredible Healing: The maximum caster level of your Positive Energy Spells are increased by 1/2/3.
AP Cost: 1 Ranks: 3 Progression: 20 Requires: Intense Healing

Angelic Touch: Your Positive Energy damage spells have an additional 1% chance to critically hit.
AP Cost: 1 Ranks: 1 Progression: 20 Requires: Angelic Touch (Tier 3)

Supreme Beacon: Add to the list of favored soul spells that you can choose from to learn: Sunburst as a level 8 spell.
AP Cost: 2 Ranks: 1 Progression: 20 Requires: Greater Beacon

Charisma or Wisdom: Choose one: +1 Wisdom +1 Charisma
AP Cost: 2 Ranks: 1 Progression: 20 No requirements


Tier Five abilities

Awaken Elemental Weakness: Light: You are able to curse an enemy, increasing Light damage they take by 15%. (Activation Cost: 5 Spell Points. Cooldown: 20 seconds.)
AP Cost: 2 Ranks: 1 Progression: 30 No requirements

Cure Focus: Your Cure Wounds spells have no maximum caster level.
AP Cost: 2 Ranks: 1 Progression: 30 Requires: Incredible Healing

Channeling the Light: Whenever you are hit with Light or Fire damage, your next light spell is cast with an extra 10/20/30 Light Spellpower (This can trigger at most once every 6/5/4 seconds, and does not stack if you get hit again before casting a spell)
AP Cost: 1 Ranks: 3 Progression: 30 No requirements

Petrification Immunity: You are immune to petrification.
AP Cost: 2 Ranks: 1 Progression: 30 No requirements

Silverleafeon
09-04-2014, 03:10 AM
link here

Since AoV is a tree for nukers full of spell power and crit boosts I'd like to see a 3rd tree for dc casting and angelic forms.

This is my idea:

Core Abilities
1 AP, character level 1:
Angelic Power: For each point spent in this tree you gain +0.75 Universal Spell Power and +0.75 Light Energy Spell Power (for a total of 1.5 Light Energy Spell Power per point spent).


5 AP, class level 3:
Divine Skill: Wis or Cha

10 AP, character level 6:
Shroud of the Archon: Shroud Toggle: You charge yourself with Light energy and assume many of the traits of a Archon. (Activation Cost: 50 Spell Points. Cooldown: 30 seconds)

While in this form, you gain +2 Wisdom, +2 to the DC's of your Conjuration spells, and generate 50% more threat from spells and attacks.
On Vorpal Melee Hit: Your attack causes a fiery detonation effect.
You have a protective field like protection from evil spell
+10 to your saves vs poison.
Permanent Darkvision, the ability to see in the dark like Undersun Goggles
10% electric absorption

20 AP, class level 12:
Divine Skill II: Wis or Cha


30 AP, class level 18:
Shroud of the Angel: Shroud Toggle: You charge yourself with Light energy and assume many of the traits of an Angel. (Activation Cost: 100 Spell Points. Cooldown: 30 seconds

While in this form, you gain +4 Charisma, +2 Wisdom, +1 to DCs of your Necromancy and Evocation, and occasionally gain temporary spell points when damaged.
10 Prr and Mrr
Immune to petrification
33% absorption of incoming light and force damage
+2 to your saves

40 AP, class level 20:
Master of Light: You gain +2 Wisdom and deathblock. when you have a Shroud toggle active, receive 5 to all your saves.


Tier One (0 AP Required)
+1/2/3 Energy Resistance
Spell points: 30/60/90

Tier Two (5 AP Required)
Gain +1 to the DCs of your Necromancy, Conjuration, or Evocation spells.
Efficient Metamagic: Choose one of the following Metamagic feats. Reduce the spell point cost of using that Metamagic

Tier Three (10 AP Required)
Wis or Cha: +1 Wisdom or Charisma
Efficient Metamagic: Choose one of the following Metamagic feats. Reduce the spell point cost of using that Metamagic

Tier Four (20 AP Required)
Efficient Metamagic Heighten
Wis or Cha: +1 Wisdom or Charisma

Tier Five (30 AP Required)
Gain +1 to the DCs of your Necromancy, Conjuration, or Evocation spells.
Improved Shrouding: Your Angelic Shrouds gain the following additional benefits:
While in Shroud of the Archon, you gain an additional +1 Conjuration, 20 light spell power
While in Shroud of the Archangel, you gain an additional +2 Wisdom, and +2 to your saves

;;;;;;;;;;;;;;;;;;;;


I know we already have warpriest, but to me the original melee fvs option was the divine avenger which should be less front line healer like warpriest is, and more like the the actual avenger class; swearing oaths to the gods to hunt down and one on one to the death. I know this is most likely horribly balanced (brainstormed whilst having a slow day at work) and needs work, but i felt i should post what I've come up with. My thought whilst coming up with this was that this would replace warpriest for fvs, hence the similarities, and provide some differentiation between melee fvs and melee cleric, whilst keeping in mind the flavor of the divine avenger class from pnp.


Divine Avenger

core 1 chosen of the gods - 1% dodge chance per core ability of divine avenger you own.
AP Cost: 1
core 2 oath of emnity - (Passive - you generate 20% more hate from your oath of emnity target and gain +2 hit + 2 dmg per 4 class levels (scales 100% melee power) against them, you can only have 1 oath target at any one time)
Refocus Emnity -(Active - single target - enemy becomes target for your oath of emnity curse, cooldown 24s)
AP Cost: 1
core 3 armor of faith - (+2ac & +2prr per 4 class levels)
AP Cost: 1
core 4 improved emnity - (Oath of Emnity now does +4dmg per 4 class levels scales with 150% melee power, oath cooldown reduced to 12s)
AP Cost: 1
core 5 Greater emnity - ( Oath of Emnity now does +6 dmg per 4 class levels, scales 200% melee power, vorpals against oath of emnity target do 500 untyped damage)
AP Cost: 1
core 6 supreme vengeance (+2 Str +2 con, +10% melee power, oath cooldown reduced to 6s)
AP Cost: 1


tier 1

censure of pursuit - (sprint boost - 35%/40%/50% bonus to movement speed )
AP Cost: 1 Ranks: 3
acrobatics (+1/2/3 balance,jump,tumble)
AP Cost: 1 Ranks: 3
toughness (+5/10/15hp)
AP Cost: 1 Ranks: 3
favored weapon- (+1 enhancement bonus to favored weapon)
AP Cost: 2 Ranks:1
extended arsenal (expands deities divine weapon group - gives more options based on your faith. i.e can't add any weapon type to any faith)
AP Cost: 2 Ranks: 1 Requires favored weapon tier 1


tier 2

censure of retribution - (10%/20%/30% action boost to damage)
AP Cost: 1 Ranks: 3 Requires censure of pursuit
avenging chains - (sla- single target - 1d4+1 dmg per 2 caster lvls (max 10d4+10) target is slowed (slow spell) if oath subject)
AP Cost: 2 Ranks: 1
lay low the unworthy - (deals +0.5/+1/+2[w] damage to all nearby enemies and trips them,oath target immune to knockdown effect (dc10 + 1/2 fvs level + str mod). Cooldown 30/25/20s)
AP Cost: 2 Ranks: 3
divine might - (insight bonus to strength equal to charisma modifier. 30/60/120s duration, 20s cooldown)
AP Cost: 1 Ranks: 3
favored weapon - (+1 enhancement bonus to favored weapon)
AP Cost: 2 Ranks: 1 Requires favored weapon tier 1


tier 3

censure of unity - ( You and all allies within range of your songs gain +(10/15/20)% Action Boost bonus to movement speed and +1 Action Boost bonus to Saving Throws for twenty seconds)
AP Cost: 2 Ranks: 3 Requires censure of retribution
oath of inevitable blade - (toggle- weapon gains limb chopper quality)
AP Cost: 2 Ranks: 1 Requires favored weapon tier 3
favored weapon- (+1 enhancement bonus to favored weapon)
AP Cost: 2 Ranks: 1 Requires favored weapon tier 2
aspect of awe - (on vorpal against oath of emnity target you inflict crushing despair on nearby enemies for 30s on a failed will save dc10+1/2 fvs lvl+str mod, all targets suffer -5 will for 15s regardless of making save)
AP Cost: 2 Ranks: 1
stat multiselector - (+1 str/wis/cha)
AP Cost: 2 Ranks: 1

tier 4

phase duel - (2[w] you and oath target gain displacement and true sight for 30/60/120s cooldown 1 minute)
AP Cost: 2 Ranks: 3
aspect of life - (when oath target dies you regain 1d2 per character level hp + lesser restore)
AP Cost: 2 Ranks: 1 Requires aspect of awe
favored weapon- (+1 enhancement bonus to favored weapon)
AP Cost: 2 Ranks: 1 Requires favored weapon tier 3
stat multiselector - (+1 str/wis/cha)
AP Cost: 2 Ranks: 1

tier 5

aspect of might - (grants bab of fighter of same level.)
AP Cost: 2 Ranks: 1 Requires aspect of life
oath of the final duel - (on critical hit target gains 1 stack of vulnerable if subject to oath)
AP Cost: 2 Ranks: 1
astral charge - (you charge forwards and strike your foe for +5[W] damage and stunning them for 6s (dc10 + 1/2 fvs level + str mod). Whilst charging you pass through monsters as though you were ethereal cooldown 30s)
AP Cost: 2 Ranks: 1
astral fury - (+1 enhancement, +1 crit range, +1 crit multiplier to favored weapon)
AP Cost: 2 Ranks: 1 Requires favored weapon tier 4



;;;;;;;;;;;;;;;;;;;;;;;


link here

Ok, so here's my stab at it with some suggestions for the existing trees. And yes, I do know we are talking about a new tree, but remember discussions like this got EA destiny changed to be more caster focused when talking about DC destiny.

First Changes:

AoV
- Capstone needs to be changed to +2 Wis. This is the caster Pre for FvS, the relevant stat increase should increase the DC relevant stat. Really a no brainer.
- Evocation Mastery needs to be raised to +2. I.E. +1/+2. I wouldn't go higher as that would imbalance Clerics spell casting abilities and make FvS the best choice. It still wouldn't be bad to make FvS the best Evokers, since Clerics get the choice of Evocation or Necromancy, if FvS only get one choice they should display more mastery of the school.

Warpriest
- Add a multi-selector to choice a group of weapons as their religious type, much like Kensai choose from a weapon group. Nearly all the religious weapons are grossly underpowered and makes all but those few choices weak by comparison. Allow the specialized melee divine to choose their weapon group to alleviate this.

New Pre (Name TBD)

Core 1

.75 Positive Spell Power, .75 Universal Spell Power

Core 2 (FvS3)

Chosen Champion

Select a Party member to receive benefits of your Chosen Abilities.
-Chosen Champion gains 2% Positive Healing per Core of this tree.

Core 3 (FvS6)

Defensive Champion
Your Chosen Champion now gains DR 10, and a Sacred Bonus to PRR/MRR of 10 +5 per Core ability of this tree.

Core 4 (FvS12)

Aggressive Champion
Your Chosen Champion now gains +2 Sacred Bonus to hit/to damage.

Core 5 (FvS18)

Radiant Champion
Your Chosen Champion gains Light guard (damage should scale some, perhaps 1d4 +3 per core of this tree)

Core 6 (FvS20)

Aspect of Radiance
Your Chosen Champions weapons gain the Radiance effect (light damage on crits, blinds enemies, etc)

Passive You gain +2 Cha, +2 Spellcraft

Tier One:

- Close Wound Sla

- Wand/Scroll Mastery

- Light/Positive Crit Chance 2%

- Skill Heal/Diplo/Bluff +1/+2/+3

- Vibrance of the Sun 5/10/15 HP

Tier Two:

- Positive Energy Boost 10/20/30

- Light/Positive Crit Chance 2%

- Radiant Emissary - Your melee attacks gain 1d3/1d4/1d6 light damage per 3 character levels.

- Endurance of the Sun - 3/6/10 PRR/MRR

- Radiant Strike - Single Target Cast, Blast of light (2d6 +3 per character level), Renders opponent Blind if fail saving throw.

Tier Three:

- Cure Moderate Sla

- Light/Positive Crit Chance 2%

- Radiance 10/20/30 Spell Power

- Vengeance of the Sun - Your Melee attacks gain +1 hit/+1 damage and +1d6 fire and +1d6 light damage

- Wis/Cha Selector

Tier Four:

- Cure Serious Sla

- Light/Positive Crit Chance 2%

- Radiant Backlash - Cleave Attack with +2W on Crit a Mass Cure Light Effect Occurs

- Radiant Strike Mass (req Radiant Strike) - AOE Cast, Blast of Light (2d6+3 per character level), all in affected area must make saving throw or be blinded.

- Wis/Cha Selector

Tier Five:


- Mass Cure Light SLA

- Sun's Fury - Target gains vulnerability to light/fire damage 10/20/30

- Healing Mastery - Empower Heal grants +25% bonus to positive spell power

- Super Nova - Usable once per rest. An explosion of fire and light centered on yourself engulfs all foes while healing allies in its radius. All foes take 1d6 per character level of fire and light damage and must make a saving throw or be stunned, all allies gain 1d3 hp per character level.

The Tree Plan I propose could be tweaked for sure, but my vision for a third tree for a FvS based on healing would be one focused on naming a champion, much like the Crown AoV has, and focuses on radiant and light damage with some attention to some melee strikes for splashing/etc.


.......

Silverleafeon
09-04-2014, 03:10 AM
Multiple requests for: the AoV capstone should be changed to +2 wisdom.

A few requests: Increase the DR in the AoV capstone from 10 to 20 as epic damage has inflated.

Multiple requests for: Allow us more choices for favored weapons in the warpriest tree.

Silverleafeon
09-04-2014, 03:11 AM
I want to start out broad and not narrow things down too fast.

1) What do you most want to see added to Favored Soul?

2) Should this be a melee or a caster tree? {We already have Warpriest, but I ask anyway.}

3) Is there any particular theme you want pursued?

4) Ideas in general are very welcome.


Thank you, very much for your help.
I cannot do this on my own.

SirValentine
09-04-2014, 05:09 AM
2) Should this be a melee or a caster tree? {We already have Warpriest, but I ask anyway.}


Way, way back, the 3 FvS PrEs were supposed to be
- Angel of Vengeance, offensive casting focused, which became the AoV tree we have
- Divine Avenger, melee focused; FvS were given the melee-focused Warpriest tree in the new enhancement system
- Beacon of Hope, healing focused

So, melee or caster? I'd say healing/defensive is the option currently missing from FvS enhancements.

Silverleafeon
09-04-2014, 06:47 AM
Thanks!

Stinging_Bee
09-04-2014, 08:05 AM
Since AoV is a tree for nukers full of spell power and crit boosts I'd like to see a 3rd tree for dc casting and angelic forms.

This is my idea:

Core Abilities
1 AP, character level 1:
Angelic Power: For each point spent in this tree you gain +0.75 Universal Spell Power and +0.75 Light Energy Spell Power (for a total of 1.5 Light Energy Spell Power per point spent).


5 AP, class level 3:
Divine Skill: Wis or Cha

10 AP, character level 6:
Shroud of the Archon: Shroud Toggle: You charge yourself with Light energy and assume many of the traits of a Archon. (Activation Cost: 50 Spell Points. Cooldown: 30 seconds)

While in this form, you gain +2 Wisdom, +2 to the DC's of your Conjuration spells, and generate 50% more threat from spells and attacks.
On Vorpal Melee Hit: Your attack causes a fiery detonation effect.
You have a protective field like protection from evil spell
+10 to your saves vs poison.
Permanent Darkvision, the ability to see in the dark like Undersun Goggles
10% electric absorption

20 AP, class level 12:
Divine Skill II: Wis or Cha


30 AP, class level 18:
Shroud of the Angel: Shroud Toggle: You charge yourself with Light energy and assume many of the traits of an Angel. (Activation Cost: 100 Spell Points. Cooldown: 30 seconds

While in this form, you gain +4 Charisma, +2 Wisdom, +1 to DCs of your Necromancy and Evocation, and occasionally gain temporary spell points when damaged.
10 Prr and Mrr
Immune to petrification
33% absorption of incoming light and force damage
+2 to your saves

40 AP, class level 20:
Master of Light: You gain +2 Wisdom and deathblock. when you have a Shroud toggle active, receive 5 to all your saves.


Tier One (0 AP Required)
+1/2/3 Energy Resistance
Spell points: 30/60/90

Tier Two (5 AP Required)
Gain +1 to the DCs of your Necromancy, Conjuration, or Evocation spells.
Efficient Metamagic: Choose one of the following Metamagic feats. Reduce the spell point cost of using that Metamagic

Tier Three (10 AP Required)
Wis or Cha: +1 Wisdom or Charisma
Efficient Metamagic: Choose one of the following Metamagic feats. Reduce the spell point cost of using that Metamagic

Tier Four (20 AP Required)
Efficient Metamagic Heighten
Wis or Cha: +1 Wisdom or Charisma

Tier Five (30 AP Required)
Gain +1 to the DCs of your Necromancy, Conjuration, or Evocation spells.
Improved Shrouding: Your Angelic Shrouds gain the following additional benefits:
While in Shroud of the Archon, you gain an additional +1 Conjuration, 20 light spell power
While in Shroud of the Archangel, you gain an additional +2 Wisdom, and +2 to your saves

Kalevor
09-04-2014, 08:22 AM
As it is now, add a healing tree wouldn't help to the class IMHO, because dedicated healers are no longer mandatory on raids. So, why don't add a tree (Divine Incarnation?) which is focused on strengthening selected aspects of divinities. I mean this tree would work with multiselector abilities which provide bonus like:
-Silver Flame: bonus with good spells, give the turn undead ability and some special uses not seen before...
-Vulkoor: venom spells and/or SLA. transformation in drow scorpion? ^^
-Lord of Blades: bonus to physical damage spells, enhace of bladesworn transformation?
-Sovereign Host: bonus to healing spells and support (healing focus one)
-Undying Court: adding spells to control and call undeads... i want to see some spell of this kind actually working (except for halt undead)
-Amaunator: more light and fire tricks...

And maybe take the oportunity to add some more deities in general... One for the dwarft, Horcs, Halflings..

I know this would be a lot of work for one tree but it would be awesome.

My 2 cents,

Kal

HatsuharuZ
09-04-2014, 02:05 PM
I'm drawing a blank here...

Something like what Stinging_Bee posted sounds interesting, though.

Once I thought that the third tree should feature a healing version of the lantern archon SLA in the AoV tree, which sits on your *other* shoulder, healing the person with the lowest HP periodically. :P

Silverleafeon
09-04-2014, 04:15 PM
WOW, very nice brainstorming!!!

Seikojin
09-04-2014, 04:33 PM
Since AoV is a tree for nukers full of spell power and crit boosts I'd like to see a 3rd tree for dc casting and angelic forms.

This is my idea:

Core Abilities
1 AP, character level 1:
Angelic Power: For each point spent in this tree you gain +0.75 Universal Spell Power and +0.75 Light Energy Spell Power (for a total of 1.5 Light Energy Spell Power per point spent).


5 AP, class level 3:
Divine Skill: Wis or Cha

10 AP, character level 6:
Shroud of the Archon: Shroud Toggle: You charge yourself with Light energy and assume many of the traits of a Archon. (Activation Cost: 50 Spell Points. Cooldown: 30 seconds)

While in this form, you gain +2 Wisdom, +2 to the DC's of your Conjuration spells, and generate 50% more threat from spells and attacks.
On Vorpal Melee Hit: Your attack causes a fiery detonation effect.
You have a protective field like protection from evil spell
+10 to your saves vs poison.
Permanent Darkvision, the ability to see in the dark like Undersun Goggles
10% electric absorption

20 AP, class level 12:
Divine Skill II: Wis or Cha


30 AP, class level 18:
Shroud of the Angel: Shroud Toggle: You charge yourself with Light energy and assume many of the traits of an Angel. (Activation Cost: 100 Spell Points. Cooldown: 30 seconds

While in this form, you gain +4 Charisma, +2 Wisdom, +1 to DCs of your Necromancy and Evocation, and occasionally gain temporary spell points when damaged.
10 Prr and Mrr
Immune to petrification
33% absorption of incoming light and force damage
+2 to your saves

40 AP, class level 20:
Master of Light: You gain +2 Wisdom and deathblock. when you have a Shroud toggle active, receive 5 to all your saves.


Tier One (0 AP Required)
+1/2/3 Energy Resistance
Spell points: 30/60/90

Tier Two (5 AP Required)
Gain +1 to the DCs of your Necromancy, Conjuration, or Evocation spells.
Efficient Metamagic: Choose one of the following Metamagic feats. Reduce the spell point cost of using that Metamagic

Tier Three (10 AP Required)
Wis or Cha: +1 Wisdom or Charisma
Efficient Metamagic: Choose one of the following Metamagic feats. Reduce the spell point cost of using that Metamagic

Tier Four (20 AP Required)
Efficient Metamagic Heighten
Wis or Cha: +1 Wisdom or Charisma

Tier Five (30 AP Required)
Gain +1 to the DCs of your Necromancy, Conjuration, or Evocation spells.
Improved Shrouding: Your Angelic Shrouds gain the following additional benefits:
While in Shroud of the Archon, you gain an additional +1 Conjuration, 20 light spell power
While in Shroud of the Archangel, you gain an additional +2 Wisdom, and +2 to your saves

I like this a lot, however it is a trimmed down destiny. How would they stack? I do think the third tree for FvS should be more focused on their paladin aspect than their clerical aspect.

SirValentine
09-04-2014, 07:07 PM
Since AoV is a tree for nukers full of spell power and crit boosts I'd like to see a 3rd tree for dc casting and angelic forms.


<details snipped>

AoV is already a tree for DC casting; factoring in the enemy save debuff, FvS effective reachable DCs are already competitive with other primary casting classes.

Stacking in all the buffs you suggest too would put FvS way ahead of other casters.

Zer0AcmE
09-05-2014, 02:47 PM
Simply give FvS access to Divine Disciple with Charisma/Wisdom options. I'm not sure I've seen a single Cleric DD but you would see plenty of FvS DDs active.

Silverleafeon
09-06-2014, 02:12 AM
I'm drawing a blank here...

Something like what Stinging_Bee posted sounds interesting, though.

Once I thought that the third tree should feature a healing version of the lantern archon SLA in the AoV tree, which sits on your *other* shoulder, healing the person with the lowest HP periodically. :P

I like that healing lantern idea.


I like this a lot, however it is a trimmed down destiny. How would they stack? I do think the third tree for FvS should be more focused on their paladin aspect than their clerical aspect.


<details snipped>

AoV is already a tree for DC casting; factoring in the enemy save debuff, FvS effective reachable DCs are already competitive with other primary casting classes.

Stacking in all the buffs you suggest too would put FvS way ahead of other casters.

I like to look at birds-eye-view and overall design before math.

Yes, I agree, the math part may be overdone, but the concept of angel is very interesting and would provide a contrast to the Pale Master.


Simply give FvS access to Divine Disciple with Charisma/Wisdom options. I'm not sure I've seen a single Cleric DD but you would see plenty of FvS DDs active.

I absolutely love Divine Disciple, perhaps we could keep that in the back of our mind for this new tree, and steal some stuff from it ;)

Silverleafeon
09-06-2014, 05:59 AM
I like stealing existing stuff because its copy and paste coding.

When Exalted Angel was fixed, I loved what they did to it very much.

One thing they did not do, that I asked for was to consider changing the duration of this ability from 2 minutes to 5~10 minutes:



Ascendance : Active Ability: (Cooldown 5mins) Transformation Assume angelic form (type outsider good, angel) . Any time you cast light damage spell, chance to gain temporary spell points. Any time you cast single target cure spells on a target, chance to give the target temporary HP. Any time you smite an enemy, chance to gain temporary HP. Your Angelic Presence and Astral Vibrance abilities do not have health requirements while in Angelic form. Astral Vibrance has no spell point drain while you are in Angelic form. Duration 2 minutes. Costs 50SP.


EDP Cost: 0 Ranks: Automatic Progression: 20 No requirements

Frankly, I have used this, and found the temporary sp often gained to be less than or equal to the sp spent to cast this ability.
Furthermore, Astral Vibrance is actually rather weak, even when it costs zero spell points.

Here we have a ready made angelic form of sorts that we can build upon.
It would make a nice Core 12 ability perhaps?
Or should it be a tier five ability?


Beacons help guide navigators to their destinations. Types of navigational beacons include radar reflectors, radio beacons, sonic and visual signals. Visual beacons range from small, single-pile structures to large lighthouses or light stations and can be located on land or on water. Lighted beacons are called lights; unlighted beacons are called daybeacons.

Classically, beacons were fires lit at well-known locations on hills or high places, used either as lighthouses for navigation at sea, or for signalling over land that enemy troops were approaching, in order to alert defenses. As signals, beacons are an ancient form of optical telegraphy, and were part of a relay league.


If we go by this theme, light and fire become important.


Divine Spell Knowledge: Add a new spell to your spellbook: Your Cleric spellbook gains Sun Bolt as a level 3 spell. Requires Divine Emissary of Light

AP Cost: 1 Ranks: 1 Progression: 10 Requires: Cleric level 6, Sacred Defense




Divine Spell Knowledge: Your Cleric spellbook gains Sunbeam as a level 6 spell. Requires Divine Emissary of Light

AP Cost: 1 Ranks: 1 Progression: 20 Requires: Cleric level 12, Divine Spell Knowledge


Divine Spell Knowledge: Your Cleric spellbook gains Sunburst as a level 8 spell. Requires Divine Emissary of Light

AP Cost: 1 Ranks: 1 Progression: 30 Requires: Cleric level 18, Divine Spell Knowledge (2)


These are Cores 6, 12, and 18 and they are the sort of spells any favored soul would want.



Tier One

Requires Emissary, Cleric Level 1

Nimbus of Light: (Activation Cost: 4/3/2 spell points. Cooldown: 6/5/4 seconds.) Requires Divine Emissary of Light

AP Cost: 1 Ranks: 3 Progression: 1 No requirements



Tier Three

Requires Cleric Level 3, 10 APs spent on tree

Searing Light: (Activation Cost: 12/9/6 spell points. Cooldown: 10/8/6 seconds.) Requires Divine Emissary of Light

AP Cost: 1 Ranks: 3 Progression: 10 No requirements


Tier Four

Requires Cleric Level 4, 20 APs spent on tree

Prophetic Zenith: Gain a new Spell-like ability: Holy Smite: (Activation Cost: 13/10/7 spell points. Cooldown: 10/8/6 seconds.) Requires Divine Emissary of Light

AP Cost: 1 Ranks: 3 Progression: 20 No requirements



Tier Five

Requires Cleric Level 5, Character Level 12, 30 APs spent in tree

Prophetic Zenith: Gain a new Spell-like ability: Flame Strike: (Activation Cost: 30/25/20 spell points. Cooldown: 20/16/12 seconds.)

AP Cost: 1 Ranks: 3 Progression: 30 No requirements

These are the SLAs that make Favored Souls lust after Divine Disciple.

Silverleafeon
09-06-2014, 06:14 AM
Simply give FvS access to Divine Disciple with Charisma/Wisdom options. I'm not sure I've seen a single Cleric DD but you would see plenty of FvS DDs active.

This idea is worth seriously considering, (one does not even need the Cha option), a simple give Favored Souls the Divine Disciple tree could be possibly the best and most popular choice we could offer.

HatsuharuZ
09-06-2014, 08:36 AM
This idea is worth seriously considering, (one does not even need the Cha option), a simple give Favored Souls the Divine Disciple tree could be possibly the best and most popular choice we could offer.

I think this is a bad idea. You'd be giving this class *yet another* tree that belongs to another class. By doing so, you're making fvs less competitive with clerics.

On a similar note, the AoV capstone needs an overhaul. You get infinite uses of a different low-level spell based on your faith, and most of those options cannot even be used offensively, which is against the theme of the tree.

Zer0AcmE
09-06-2014, 09:23 AM
I think this is a bad idea. You'd be giving this class *yet another* tree that belongs to another class. By doing so, you're making fvs less competitive with clerics.

On a similar note, the AoV capstone needs an overhaul. You get infinite uses of a different low-level spell based on your faith, and most of those options cannot even be used offensively, which is against the theme of the tree.

I disagree with you Hat, DD is tailor made for FvS, so much so in fact that I would say that they should simply move DD to FvS and create a third Cleric Enhancement line.

However is they choose not to go that route then I would agree with you on AoV, in that it needs a change (tweak not overhaul), I would prefer they find a way to add Sun Bolt, Sunbeam and Sunburst. For instance do the following:

Tier 3 - Replace Wand and Scroll Mastery with Sun Bolt
Tier 4 - Swap Crown of Retribution with Spell Penetration in tiers then replace Spell Penetration with Sunbeam
Tier 5 - Add Sunburst and remove Unstoppable Magic

This gives AoV more offensive abilities and you can keep the Capstones as is.

SirValentine
09-06-2014, 01:19 PM
I think this is a bad idea. You'd be giving this class *yet another* tree that belongs to another class.


I agree.



By doing so, you're making fvs less competitive with clerics.


Not with that part, though. FvS are already plenty competitive. Give the main advantage caster Clerics have, DD, to FvS, and FvS will blow Clerics out of the water. I like that both are currently competitive choices with different advantages. Give FvS all the advantages is, to me, undesirable, as it restricts meaningful choice.

Wipey
09-06-2014, 01:27 PM
I wouldn't trade capstone, Sunburst and PWS but let me tell you I would trade those pathetic SLAs and paltry spellpower/crits for Scourge, Just Rewards, MORE spell crits caster/max caster levels and Archon any day.
If fvs trees had proper caster capstone it would take me exactly 10 minutes to TR to fvs.

Xiadais
09-06-2014, 04:50 PM
<snip> DD is tailor made for FvS, so much so in fact that I would say that they should simply move DD to FvS and create a third Cleric Enhancement line. <snip>

Turbine should probably move DD to FvS, give Cleric nothing in return, swap the 2500 Favor reward from FvS to Monk (since armor is getting a benefit anyway, so not every build needs a monk splash), and watch people frantically fumble around for their credit cards to purchase FvS.
#$$$$


Seriously though, DD is exactly what most FvS want. I doubt that would be best for the game, though.

Silverleafeon
09-06-2014, 05:27 PM
I thought about it last night, and decided if they were going to give DD to Favored Souls, they probably would have already done it...


At the same time, Earthquake anyone?

Or is that also likely another spell we cannot grab easy.
So far the Devs have resisted any attempts to grant Cleric/Favored Souls that spell.


Back to the Drawing Board...

As I said before I like pulling the Ascendancy from Exalted Angel and giving it as a Core 12 to (what is the possible new name) Beacon of Hope tree?


Ascendance : Active Ability: (Cooldown 5mins) Transformation Assume angelic form (type outsider good, angel) . Any time you cast light damage spell, chance to gain temporary spell points. Any time you cast single target cure spells on a target, chance to give the target temporary HP. Any time you smite an enemy, chance to gain temporary HP. Your Angelic Presence and Astral Vibrance abilities do not have health requirements while in Angelic form. Astral Vibrance has no spell point drain while you are in Angelic form. Duration 10 minutes. Costs 50SP.


Looking at typical Angel traits:


ANGEL

Angels are a race of celestials, beings who live on the good-aligned Outer Planes.

Angels can be of any good alignment. Regardless of their alignment, angels never lie, cheat, or steal. They are impeccably honorable in all their dealings and often prove the most trustworthy and diplomatic of all the celestials.

All angels are blessed with comely looks, though their actual appearances vary widely.

Angels speak Celestial, Infernal, and Draconic, though they can speak with almost any creature because of their tongues ability.

COMBAT

In combat, most angels make full use of their mobility and their ability to attack at a distance.

Angel Traits: An angel possesses the following traits (unless otherwise noted in a creature’s entry).

Darkvision out to 60 feet and low-light vision.

Immunity to acid, cold, and petrification.

Resistance to electricity 10 and fire 10.

+4 racial bonus on saves against poison.

Protective Aura (Su): Against attacks made or effects created by evil creatures, this ability provides a +4 deflection bonus to AC and a +4 resistance bonus on saving throws to anyone within 20 feet of the angel. Otherwise, it functions as a magic circle against evil effect and a lesser globe of invulnerability, both with a radius of 20 feet (caster level equals angel’s HD). This aura can be dispelled, but the angel can create it again as a free action on its next turn. (The defensive benefits from the circle are not included in an angel’s statistics block.)
Tongues (Su): All angels can speak with any creature that has a language, as though using a tongues spell (caster level equal to angel’s Hit Dice). This ability is always active.



ANGEL, ASTRAL DEVA


Size/Type:
Medium Outsider (Angel, Extraplanar, Good)

Hit Dice:
12d8+48 (102 hp)

Initiative:
+8

Speed:
50 ft. (10 squares), fly 100 ft. (good)

Armor Class:
29 (+4 Dex, +15 natural), touch 14, flat-footed 25

Base Attack/Grapple:
+12/+18

Attack:
+3 heavy mace of disruption +21 melee (1d8+12 plus stun) or slam +18 melee (1d8+9)

Full Attack:
+3 heavy mace of disruption +21/+16/+11 melee (1d8+12 plus stun) or slam +18 melee (1d8+9)

Space/Reach:
5 ft./5 ft.

Special Attacks:
Spell-like abilities, stun

Special Qualities:
Damage reduction 10/evil, darkvision 60 ft., low-light vision, immunity to acid, cold, and petrification, protective aura, resistance to electricity 10 and fire 10, spell resistance 30, tongues, uncanny dodge

Saves:
Fort +14 (+18 against poison), Ref +12, Will +12

Abilities:
Str 22, Dex 18, Con 18, Int 18, Wis 18, Cha 20

Skills:
Concentration +19, Craft or Knowledge (any three) +19, Diplomacy +22, Escape Artist +19, Hide +19, Intimidate +20, Listen +23, Move Silently +19, Sense Motive +19, Spot +23, Use Rope +4 (+6 with bindings)

Feats:
Alertness, Cleave, Great Fortitude, Improved Initiative, Power Attack

Environment:
Any good-aligned plane

Organization:
Solitary, pair, or squad (3–5)

Challenge Rating:
14

Treasure:
No coins; double goods; standard items

Alignment:
Always good (any)

Advancement:
13–18 HD (Medium); 19–36 HD (Large)

Level Adjustment:
+8

An astral deva is about 7-1/2 feet tall and weighs about 250 pounds.

COMBAT

An astral deva is not afraid to enter melee combat. It takes a fierce joy in bashing evil foes with its powerful +3 heavy mace of disruption.

An astral deva’s natural weapons, as well as any weapons it wields, are treated as good-aligned for the purpose of overcoming damage reduction.

Spell-Like Abilities: At will—aid, continual flame, detect evil, discern lies (DC 19), dispel evil (DC 20), dispel magic, holy aura (DC 23), holy smite (DC 19), holy word (DC 22), invisibility (self only), plane shift (DC 22), polymorph (self only), remove curse (DC 18), remove disease (DC 18), remove fear (DC 16); 7/day—cure light wounds (DC 16), see invisibility; 1/day—blade barrier (DC 21), heal (DC 21). Caster level 12th. The save DCs are Charisma-based.

Stun (Su): If an astral deva strikes an opponent twice in one round with its mace, that creature must succeed on a DC 22 Fortitude save or be stunned for 1d6 rounds. The save DC is Strength-based.

Uncanny Dodge (Ex): An astral deva retains its Dexterity bonus to AC when flat-footed, and it cannot be flanked except by a rogue of at least 16th level. It can flank characters with the uncanny dodge ability as if it were a 12th-level rogue.

Change Shape (Su): An astral deva can assume the form of any Small or Medium humanoid.


ANGEL, SOLAR


Size/Type:
Large Outsider (Angel, Extraplanar, Good)

Hit Dice:
22d8+110 (209 hp)

Initiative:
+9

Speed:
50 ft. (10 squares), fly 150 ft. (good)

Armor Class:
35 (–1 size, +5 Dex, +21 natural), touch 14, flat-footed 30

Base Attack/Grapple:
+22/+35

Attack:
+5 dancing greatsword +35 melee (3d6+18/19–20) or +2 composite longbow (+5 str bonus) +28 ranged (2d6+7/x3 plus slaying) or slam +30 melee (2d8+13)

Full Attack:
+5 dancing greatsword +35/+30/+25/+20 melee (3d6+18/19–20) or +2 composite longbow (+5 str bonus) +28/+23/+18/+13 ranged (2d6+7/x3 plus slaying) or slam +30 melee (2d8+13)

Space/Reach:
10 ft./10 ft.

Special Attacks:
Spell-like abilities, spells

Special Qualities:
Damage reduction 15/epic and evil, darkvision 60 ft., low-light vision, immunity to acid, cold, and petrification, protective aura, regeneration 15, resistance to electricity 10 and fire 10, spell resistance 32, tongues

Saves:
Fort +18 (+22 against poison), Ref +18, Will +20

Abilities:
Str 28, Dex 20, Con 20, Int 23, Wis 25, Cha 25

Skills:
Concentration +30, Craft or Knowledge (any five) +33, Diplomacy +34, Escape Artist +30, Hide +26, Listen +32, Move Silently +30, Search +31, Sense Motive +32, Spellcraft +31, Spot +32, Survival +7 (+9 following tracks), Use Rope +5 (+7 with bindings)

Feats:
Cleave, Dodge, Great Cleave, Improved Initiative, Improved Sunder, Mobility, Power Attack, Track

Environment:
Any good-aligned plane

Organization:
Solitary or pair

Challenge Rating:
23

Treasure:
No coins; double goods; standard items

Alignment:
Always good (any)

Advancement:
23–33 HD (Large); 34–66 HD (Huge)

Level Adjustment:


A solar has a deep and commanding voice, and stands about 9 feet tall. It weighs about 500 pounds.

Combat

Solars are puissant champions of good. Only the most powerful fiends approach their power.

Even more fearsome than their +5 dancing greatsword are their +2 composite longbow that create any sort of slaying arrow when drawn.

A solar’s natural weapons, as well as any weapons it wields, are treated as good-aligned and epic for the purpose of overcoming damage reduction.

Regeneration (Ex): A solar takes normal damage from epic evil-aligned weapons, and from spells or effects with the evil descriptor.

Spell-Like Abilities: At will—aid animate objects, commune, continual flame, dimensional anchor, greater dispel magic, holy smite (DC 21), imprisonment (DC 26), invisibility (self only), lesser restoration (DC 19), polymorph (self only), power word stun, remove curse (DC 20), remove disease (DC 20), remove fear (DC 18), resist energy, summon monster vii, speak with dead (DC 20), waves of fatigue; 3/day—blade barrier (DC 23), earthquake (DC 25), heal (DC 23), mass charm monster (DC 25), permanency, resurrection, waves of exhaustion; 1/day—greater restoration (DC 24), power word blind, power word kill, power word stun, prismatic spray (DC 24), wish. Caster level 20th. The save DCs are Charisma-based.

The following abilities are always active on a solar’s person, as the spells (caster level 20th): detect evil, detect snares and pits, discern lies (DC 21), see invisibility, true seeing. They can be dispelled, but the solar can reactivate them as a free action.

Spells: Solars can cast divine spells as 20th-level clerics. A solar has access to two of the following domains: Air, Destruction, Good, Law, or War (plus any others from its deity). The save DCs are Wisdom-based.

Typical Cleric Spells Prepared (6/8/8/8/7/7/6/6/5/5; save DC 17 + spell level): 0—create water, detect magic, guidance (2), resistance (2); 1st—bless (2), cause fear, divine favor (2), entropic shield, obscuring mist*, shield of faith; 2nd—align weapon, bear’s endurance (2), bull’s strength (2), consecrate, eagle’s splendor, spiritual weapon*; 3rd—daylight, invisibility purge, magic circle against evil, magic vestment*, prayer (2), protection from energy, wind wall; 4th—death ward (2), dismissal (2), divine power*, neutralize poison (2); 5th—break enchantment, control winds*, dispel evil, plane shift, righteous might (2), symbol of pain; 6th—banishment, chain lightning*, heroes’ feast, mass cure moderate wounds, undeath to death, word of recall; 7th—control weather*, destruction, dictum, ethereal jaunt, holy word, regenerate; 8th—fire storm, holy aura, mass cure critical wounds (2), whirlwind*; 9th— etherealness, elemental swarm (air)*, mass heal, miracle, storm of vengeance.

*Domain spell. Domains: Air and War.


Heavenly Presence : You gain some abilities of a Celestial. Passive Bonus: Grants you +10 Physical Resistance Rating and 10% Acid, Cold and Electricity absorption. In addition, you are immune to petrification.

This seems a fairly accurate translation.

Silverleafeon
09-06-2014, 05:29 PM
If fvs trees had proper caster capstone it would take me exactly 10 minutes to TR to fvs.

Notes ~ possible conclusion ~ review AoV capstone.

HatsuharuZ
09-07-2014, 12:43 AM
One problem I have with FvS has to do with their class abilities. Right now, the *best* favored weapon choices are race-restricted. I'd like to see more favored weapon choices available to more races.

Silverleafeon
09-07-2014, 02:20 AM
- Beacon of Hope, healing focused.

I googgled up beacon of hope D&D

A beacon of hope provides possible:

Weakness in enemies
Augmented healing over an extended period of time
Saving throw / bonuses for allies

If, we follow that path, there is a LOT of room for anything there...

Personally it is not too hard to beef up healing, I have even raid healed with a lich wizard before when asked.

Silverleafeon
09-07-2014, 02:22 AM
One problem I have with FvS has to do with their class abilities. Right now, the *best* favored weapon choices are race-restricted. I'd like to see more favored weapon choices available to more races.

Agreed, as far as I can tell (flawed observation here), there are technical difficulites involved in opening up more weapon choices.
Yes, a lot of people would like this expanded.

This is another reason that I can not too keen more dieties until this sort of things is worked out (if it needs working out).

Silverleafeon
09-07-2014, 05:26 AM
Angel of Hope enhancements a bit of renaming


Core Abilities


Font Of Hope: For each point spent in this tree you gain +0.75 Universal Spell Power and +0.75 Positive Energy Spell Power (for a total of 1.5 Positive Energy Spell Power per point spent).

AP Cost: 1 Ranks: 1 Progression: 0 Requires: Favored Soul Level 1


Shield of Hope: Toggle: Nearby Allies that take damage gain a stack of Shield of Hope for 20 seconds, increasing their healing amplification by 2%. This buff stacks up to 5 times. Cooldown: 1 second.

AP Cost: 1 Ranks: 1 Progression: 5 Requires: Font of Hope, Favored Soul level 3


Beacon Burst: A wave of positive energy that expands from the caster removing 1d4 negative levels and 1d6 points of ability damage.
Cost: 20 spell points. Cooldown: 6 second.

AP Cost: 1 Ranks: 1 Progression: 10 Requires: Favored Soul level 6, Shield of Hope


Summon Healing Archon: Toggle: Spell like ability: A small lantern archon hovers over your other shoulder and heals nearby allies. This archon is indestructible, deals 1 to 3 + caster level positive energy healing every 3 seconds, and uses half of your Healing Spell Power and Spell Critical effects for its light healing effects. The archon will only heal allies that have already been damaged, and always heals the ally with the fewest hit points in range. All threat generated by the archon is applied to you. Cost: 20 spell points. Cooldown: 6 second.

AP Cost: 1 Ranks: 1 Progression: 20 Requires: Beacon Burst, Favored Soul level 12


Ascendance: Active Ability: (Cooldown 5mins) Transformation Assume angelic form (type outsider good, angel) . Any time you cast light damage spell, chance to gain temporary spell points. Any time you cast single target cure spells on a target, chance to give the target temporary HP. Any time you smite an enemy, chance to gain temporary HP. Your Angelic Presence and Astral Vibrance abilities do not have health requirements while in Angelic form. Astral Vibrance has no spell point drain while you are in Angelic form. Duration 15 minutes. Costs 50SP.

AP Cost: 1 Ranks: 1 Progression: 30 Requires: Summon Healing Archon, Favored Soul level 18


Touch of Hope: You gain +2 Wis and +2 Cha, and gain a new Spell-like ability: Panacea: (Activation Cost: 0 spell points. Cooldown: 8 seconds.)

AP Cost: 1 Ranks: Progression: 40 Requires: Ascendance, Favored Soul level 20


Tier One abilities

Beacon: Gain a new Spell-like ability: Nimbus of Light: (Activation Cost: 4/3/2 spell points. Cooldown: 6/5/4 seconds.
AP Cost: 1 Ranks: 3 Progression: 1 No requirements

Wand Mastery: +25%/+50%/+75% effectiveness of your wands, scrolls, and other items that cast spells, and +1/+2/+3 to the save DCs of your offensive wands.
AP Cost: 1 Ranks: 3 Progression: 1 No requirements

Politeness: +1/+2/+3 Diplomacy and Heal.
AP Cost: 1 Ranks: 3 Progression: 1 No requirements

Spell Points: +30/60/90 Spell Points.
AP Cost: 1 Ranks: 3 Progression: 1 No requirements


Tier Two abilities

Glow of Hope: When you cast a cure spell, you gain 3/6/10 Temporary Hit Points.
AP Cost: 1 Ranks: 3 Progression: 1 No requirements

Efficient Empower Healing: Healing spells cast while the Empower Healing Spell feat is activated cost 1/2/4 fewer spell points.
AP Cost: 2 Ranks: 3 Progression: 5 Requires: Empower Healing Spell

Light Absorption: you gain 3/6/10% Light Absorption
AP Cost: 1 Ranks: 3 Progression: 5 No requirements


Tier Three abilities

Ray of Hope: When you critically hit with a cure spell, you gain 3/6/10 Sacred temporary spell points.
AP Cost: 1 Ranks: 3 Progression: 1 Requirement: Glow of Hope

Intense Healing: Your Positive Energy Spells are cast at +1/+2/+3 caster level.
AP Cost: 1 Ranks: 3 Progression: 10 No requirements

Brighter Beacon: Gain a new Spell-like ability: Searing Light: (Activation Cost: 12/9/6 spell points. Cooldown: 10/8/6 seconds.)
AP Cost: 1 Ranks: 3 Progression: 10 No requirements

Charisma or Wisdom: Choose one: +1 Wisdom +1 Charisma
AP Cost: 2 Ranks: 1 Progression: 10 No requirements


Tier Four abilities

Acid Absorption: you gain 3/6/10% Acid Absorption
AP Cost: 1 Ranks: 3 Progression: 20 No requirements

Cold Absorption: you gain 3/6/10% Cold Absorption
AP Cost: 1 Ranks: 3 Progression: 20 No requirements

Incredible Healing: The maximum caster level of your Positive Energy Spells are increased by 1/2/3.
AP Cost: 1 Ranks: 3 Progression: 20 Requires: Intense Healing

Charisma or Wisdom: Choose one: +1 Wisdom +1 Charisma
AP Cost: 2 Ranks: 1 Progression: 20 No requirements


Tier Five abilities

Awaken Elemental Weakness: Light: You are able to curse an enemy, increasing Light damage they take by 15%. (Activation Cost: 5 Spell Points. Cooldown: 20 seconds.)

AP Cost: 2 Ranks: 1 Progression: 30 No requirements

Cure Focus: Your Cure Wounds spells have no maximum caster level.
AP Cost: 2 Ranks: 1 Progression: 30 Requires: Incredible Healing

Supreme Beacon: Gain a new Spell-like ability: Sun Bolt: (Activation Cost: 12/9/6 spell points. Cooldown: 10/8/6 seconds.)
AP Cost: 1 Ranks: 3 Progression: 30 No requirements

Petrification Immunity: You are immune to petrification.
AP Cost: 2 Ranks: 1 Progression: 30 No requirements

Silverleafeon
09-07-2014, 05:30 AM
If people like it, I'll move this to post 2 and we can revise with more rounds etc..
If people don't like it, we can try something else....

SirValentine
09-07-2014, 06:28 AM
I wouldn't trade capstone, Sunburst and PWS but let me tell you I would trade those pathetic SLAs and paltry spellpower/crits for Scourge, Just Rewards, MORE spell crits caster/max caster levels and Archon any day.


Heh, yeah.

FvS can share DD with Cleric if Cleric can share AoV with FvS! You can take both Radiant Servant and Warpriest away from me if add AoV to my Cleric.

SirValentine
09-07-2014, 06:30 AM
Angel of Hope enhancements


Looks interesting. Not something I'm personally that interested in, but I know I've had people tell me in-game they wanted Beacon of Hope for their heal-specced FvSs.

Braegan
09-07-2014, 08:16 AM
Angel of Hope enhancements a bit of renaming




While I personally wouldn't be exciter over a heal themed tree for FvS it would be kinda balanced to what clerics have.

Changes I would like to see:

AoV - Capstone should be +2 Wis. This is the caster tree for FvS, the capstone stat should reflect the DC based stat. The Evocation should go to +2. Clerics get a choice of Necro or Evo, FvS just get Evo. If we only get one it should at least be good. Not to mention it is a T5 Enhancement locking you out of any other T5.

Warpriest - I would love to see a multi-selector to choose your favored weapon, kind of how like Kensai open up and choose from a list. Most racial weapons are bad, and most choices will still be behind but this would at least allow players to be a bit competitive.

Angel of Hope - I don't like the idea of my avatar having two blasting globes on either side of their head, heh. Leave the passive healing "aura" to clerics, give fvs a couple healing slas. Perhaps left side of tree, Close wound, Cure Mod, Mass Cure Light slas. Move wand/scroll mastery to this tree. Give this tree a couple nice options to do something other then just heal. Perhaps something "light" themed, like a Radiant Blast that blinds all enemies in its AEO making them vulnerable to SA. Maybe a Healing Curse that does a small amount of DOT and impedes targets ability to receive positive energy healing.

I'll think of more after some coffee.

HatsuharuZ
09-07-2014, 10:01 AM
@Silverleafeon: That works~

Peter_Principle
09-08-2014, 07:29 PM
Politeness:

If this is a healing tree and the ability buffs heal and diplomacy skill, shouldn't that be Bedside Manner? ; )

Silverleafeon
09-08-2014, 11:56 PM
LOL, perfect, will rename it to that if we have a round 2 on this tree....

Silverleafeon
09-10-2014, 09:03 AM
Round 2 for the Angel of Hope tree located on post 2

Changes:

Core 6 ~ revised to add blindness effect and reduced neg level healing to 1 / increased duration to 30 seconds with 4 second pulses.

Core 12 ~ changed to Close Wounds SLA from healing archon which would have been harder to program.

Renamed skills bonuses to the more appropriate: "Bedside manner"




Moved Stinging_Bee's tree to post 3, will add any other submitted trees there as well.

V4sH369
09-10-2014, 11:26 AM
I know we already have warpriest, but to me the original melee fvs option was the divine avenger which should be less front line healer like warpriest is, and more like the the actual avenger class; swearing oaths to the gods to hunt down and one on one to the death. I know this is most likely horribly balanced (brainstormed whilst having a slow day at work) and needs work, but i felt i should post what I've come up with. My thought whilst coming up with this was that this would replace warpriest for fvs, hence the similarities, and provide some differentiation between melee fvs and melee cleric, whilst keeping in mind the flavor of the divine avenger class from pnp.


Divine Avenger

core 1 chosen of the gods - 1% dodge chance per core ability of divine avenger you own.
AP Cost: 1
core 2 oath of emnity - (Passive - you generate 20% more hate from your oath of emnity target and gain +2 hit + 2 dmg per 4 class levels (scales 100% melee power) against them, you can only have 1 oath target at any one time)
Refocus Emnity -(Active - single target - enemy becomes target for your oath of emnity curse, cooldown 24s)
AP Cost: 1
core 3 armor of faith - (+2ac & +2prr per 4 class levels)
AP Cost: 1
core 4 improved emnity - (Oath of Emnity now does +4dmg per 4 class levels scales with 150% melee power, oath cooldown reduced to 12s)
AP Cost: 1
core 5 Greater emnity - ( Oath of Emnity now does +6 dmg per 4 class levels, scales 200% melee power, vorpals against oath of emnity target do 500 untyped damage)
AP Cost: 1
core 6 supreme vengeance (+2 Str +2 con, +10% melee power, oath cooldown reduced to 6s)
AP Cost: 1


tier 1

censure of pursuit - (sprint boost - 35%/40%/50% bonus to movement speed )
AP Cost: 1 Ranks: 3
acrobatics (+1/2/3 balance,jump,tumble)
AP Cost: 1 Ranks: 3
toughness (+5/10/15hp)
AP Cost: 1 Ranks: 3
favored weapon- (+1 enhancement bonus to favored weapon)
AP Cost: 2 Ranks:1
extended arsenal (expands deities divine weapon group - gives more options based on your faith. i.e can't add any weapon type to any faith)
AP Cost: 2 Ranks: 1 Requires favored weapon tier 1


tier 2

censure of retribution - (10%/20%/30% action boost to damage)
AP Cost: 1 Ranks: 3 Requires censure of pursuit
avenging chains - (sla- single target - 1d4+1 dmg per 2 caster lvls (max 10d4+10) target is slowed (slow spell) if oath subject)
AP Cost: 2 Ranks: 1
lay low the unworthy - (deals +0.5/+1/+2[w] damage to all nearby enemies and trips them,oath target immune to knockdown effect (dc10 + 1/2 fvs level + str mod). Cooldown 30/25/20s)
AP Cost: 2 Ranks: 3
divine might - (insight bonus to strength equal to charisma modifier. 30/60/120s duration, 20s cooldown)
AP Cost: 1 Ranks: 3
favored weapon - (+1 enhancement bonus to favored weapon)
AP Cost: 2 Ranks: 1 Requires favored weapon tier 1


tier 3

censure of unity - ( You and all allies within range of your songs gain +(10/15/20)% Action Boost bonus to movement speed and +1 Action Boost bonus to Saving Throws for twenty seconds)
AP Cost: 2 Ranks: 3 Requires censure of retribution
oath of inevitable blade - (toggle- weapon gains limb chopper quality)
AP Cost: 2 Ranks: 1 Requires favored weapon tier 3
favored weapon- (+1 enhancement bonus to favored weapon)
AP Cost: 2 Ranks: 1 Requires favored weapon tier 2
aspect of awe - (on vorpal against oath of emnity target you inflict crushing despair on nearby enemies for 30s on a failed will save dc10+1/2 fvs lvl+str mod, all targets suffer -5 will for 15s regardless of making save)
AP Cost: 2 Ranks: 1
stat multiselector - (+1 str/wis/cha)
AP Cost: 2 Ranks: 1

tier 4

phase duel - (2[w] you and oath target gain displacement and true sight for 30/60/120s cooldown 1 minute)
AP Cost: 2 Ranks: 3
aspect of life - (when oath target dies you regain 1d2 per character level hp + lesser restore)
AP Cost: 2 Ranks: 1 Requires aspect of awe
favored weapon- (+1 enhancement bonus to favored weapon)
AP Cost: 2 Ranks: 1 Requires favored weapon tier 3
stat multiselector - (+1 str/wis/cha)
AP Cost: 2 Ranks: 1

tier 5

aspect of might - (grants bab of fighter of same level.)
AP Cost: 2 Ranks: 1 Requires aspect of life
oath of the final duel - (on critical hit target gains 1 stack of vulnerable if subject to oath)
AP Cost: 2 Ranks: 1
astral charge - (you charge forwards and strike your foe for +5[W] damage and stunning them for 6s (dc10 + 1/2 fvs level + str mod). Whilst charging you pass through monsters as though you were ethereal cooldown 30s)
AP Cost: 2 Ranks: 1
astral fury - (+1 enhancement, +1 crit range, +1 crit multiplier to favored weapon)
AP Cost: 2 Ranks: 1 Requires favored weapon tier 4

LuKaSu
09-10-2014, 12:35 PM
Round 2 for the Angel of Hope tree located on post 2

Changes:

Core 6 ~ revised to add blindness effect and reduced neg level healing to 1 / increased duration to 30 seconds with 4 second pulses.

Core 12 ~ changed to Close Wounds SLA from healing archon which would have been harder to program.



Oh gross. That healing beacon was literally the primary thing that was keeping me excited about this possible tree. I have a level 20 Favored Soul, and the only thing that makes me keep it instead of turning it into a Cleric is the fact that I've already got a solid cleric. The Healing Aura is the main thing that I love about my cleric, and having a type of that would be sweet. Having it be a longer lasting feature, but fires off one at a time makes it an interesting difference. If having two shoulder cannons sitting on my FvS is too much, I would be fine with it being one-or-the-other. I could choose the lazer version from AoV when I was a tad short on DPS and the heal version when I was a tad under on my healing or when I was soloing. That would be pretty sweet.

Close Wounds doesn't thrill me at all. It's got its advantages, with the shorter cooldown, but I've already got tons of manual healing options at the moment. Having the automatic one would rock.

Gljosh
09-10-2014, 12:42 PM
I would love to play a light based FvS. Instead of having to play a Cleric in Divine Disciple.

LuKaSu
09-10-2014, 04:53 PM
Angel of Hope enhancement tree round 2


Core Abilities

*snip*

Ascendance: Active Ability: (Cooldown 5mins) Transformation Assume angelic form (type outsider good, angel) . Any time you cast light damage spell, chance to gain temporary spell points. Any time you cast single target cure spells on a target, chance to give the target temporary HP. Any time you smite an enemy, chance to gain temporary HP. Your Angelic Presence and Astral Vibrance abilities do not have health requirements while in Angelic form. Astral Vibrance has no spell point drain while you are in Angelic form. Duration 15 minutes. Costs 50SP.

AP Cost: 1 Ranks: 1 Progression: 30 Requires: Summon Healing Archon, Favored Soul level 18



It doesn't seem right that a level 18 ability would affect Destiny abilities in such a powerful way. Especially, since this level 18 core ability is basically an exact copy paste of a 6th level of an epic destiny description. Way too much.

Also, many of the items on the list seem like Positive and Light energy equivalents to the various types of Sorcerers. Each core for a Sorc gives a +10 element power level and a -10 opposite element power level. Maybe we could have some buffs to Positive Spell power added to the cores.

So, here are my proposed changes.

Core Abilities


Font Of Hope: For each point spent in this tree you gain +0.75 Universal Spell Power and +0.75 Positive Energy Spell Power (for a total of 1.5 Positive Energy Spell Power per point spent).

AP Cost: 1 Ranks: 1 Progression: 0 Requires: Favored Soul Level 1


Shield of Hope: Toggle: Nearby Allies that take damage gain a stack of Shield of Hope for 20 seconds, increasing their healing amplification by 2%. This buff stacks up to 5 times. Cooldown: 1 second.

AP Cost: 1 Ranks: 1 Progression: 5 Requires: Font of Hope, Favored Soul level 3


Beacon Burst: A wave of positive energy that expands from the caster removing 1 negative level and 1d6 points of ability damage from allies with a pulse every four seconds. Foes caught in this pulse have a 5% change to be blinded by it for 8 seconds. Duration 30 seconds.
Cost: 20 spell points. Cooldown: 30 seconds. Passive: Adds 10 Positive Spellpower

AP Cost: 1 Ranks: 1 Progression: 10 Requires: Favored Soul level 6, Shield of Hope

Summon Healing Archon: Toggle: Spell like ability: A small lantern archon hovers over your other shoulder and heals nearby allies. This archon is indestructible, deals 1 to 3 + caster level positive energy healing every 3 seconds, and uses half of your Healing Spell Power and Spell Critical effects for its light healing effects. The archon always heals the ally with the fewest hit points in range that has been damaged. Empower Healing and Enlarge Spell Feats can modify this ability. Cost: 20 spell points. Cooldown: 6 second. (Note: You can only have one Archon active at a time. This Archon and the Offensive Archon will un-summon each other upon casting) Passive: Adds 10 Positive Spellpower

AP Cost: 1 Ranks: 1 Progression: 20 Requires: Beacon Burst, Favored Soul level 12

Penetrating the Darkness: All Mass Healing Spells, Light Spells, and the Healing Archon Receive the Enlarge Spell Metamagic Effect, without adding additional spell point costs.

Passive: Adds 10 Positive Spellpower

AP Cost: 1 Ranks: 1 Progression: 30 Requires: Summon Healing Archon, Favored Soul level 18


Touch of Hope: You gain +2 Cha, and gain a new Spell-like ability: Panacea: (Activation Cost: 0 spell points. Cooldown: 12 seconds.)

Passive: Adds 10 Positive Spellpower

AP Cost: 1 Ranks: Progression: 40 Requires: Penetrating the Darkness, Favored Soul level 20

Braegan
09-10-2014, 05:24 PM
Just to repeat this, since more folks keep adding the same idea...

In no way, shape or form should the "healing pre" get +2 Wis while the "caster pre (AoV)" does not.

AoV should get +2 Wis as it's Capstone, the Healing one should get +2 Cha.

There will be no way a DC FvS can grab what they need from AoV and have enough points to cap out the Healing tree as well, and they shouldn't have to. AoV is the caster pre for FvS, that pre should have a +2
Wis capstone if any of them do.

LuKaSu
09-10-2014, 05:44 PM
Ah, yeah, I agree. Edited my previous post.

Braegan
09-10-2014, 08:50 PM
Ok, so here's my stab at it with some suggestions for the existing trees. And yes, I do know we are talking about a new tree, but remember discussions like this got EA destiny changed to be more caster focused when talking about DC destiny.

First Changes:

AoV
- Capstone needs to be changed to +2 Wis. This is the caster Pre for FvS, the relevant stat increase should increase the DC relevant stat. Really a no brainer.
- Evocation Mastery needs to be raised to +2. I.E. +1/+2. I wouldn't go higher as that would imbalance Clerics spell casting abilities and make FvS the best choice. It still wouldn't be bad to make FvS the best Evokers, since Clerics get the choice of Evocation or Necromancy, if FvS only get one choice they should display more mastery of the school.

Warpriest
- Add a multi-selector to choice a group of weapons as their religious type, much like Kensai choose from a weapon group. Nearly all the religious weapons are grossly underpowered and makes all but those few choices weak by comparison. Allow the specialized melee divine to choose their weapon group to alleviate this.

New Pre (Name TBD)

Core 1

.75 Positive Spell Power, .75 Universal Spell Power

Core 2 (FvS3)

Chosen Champion

Select a Party member to receive benefits of your Chosen Abilities.
-Chosen Champion gains 2% Positive Healing per Core of this tree.

Core 3 (FvS6)

Defensive Champion
Your Chosen Champion now gains DR 10, and a Sacred Bonus to PRR/MRR of 10 +5 per Core ability of this tree.

Core 4 (FvS12)

Aggressive Champion
Your Chosen Champion now gains +2 Sacred Bonus to hit/to damage.

Core 5 (FvS18)

Radiant Champion
Your Chosen Champion gains Light guard (damage should scale some, perhaps 1d4 +3 per core of this tree)

Core 6 (FvS20)

Aspect of Radiance
Your Chosen Champions weapons gain the Radiance effect (light damage on crits, blinds enemies, etc)

Passive You gain +2 Cha, +2 Spellcraft

Tier One:

- Close Wound Sla

- Wand/Scroll Mastery

- Light/Positive Crit Chance 2%

- Skill Heal/Diplo/Bluff +1/+2/+3

- Vibrance of the Sun 5/10/15 HP

Tier Two:

- Positive Energy Boost 10/20/30

- Light/Positive Crit Chance 2%

- Radiant Emissary - Your melee attacks gain 1d3/1d4/1d6 light damage per 3 character levels.

- Endurance of the Sun - 3/6/10 PRR/MRR

- Radiant Strike - Single Target Cast, Blast of light (2d6 +3 per character level), Renders opponent Blind if fail saving throw.

Tier Three:

- Cure Moderate Sla

- Light/Positive Crit Chance 2%

- Radiance 10/20/30 Spell Power

- Vengeance of the Sun - Your Melee attacks gain +1 hit/+1 damage and +1d6 fire and +1d6 light damage

- Wis/Cha Selector

Tier Four:

- Cure Serious Sla

- Light/Positive Crit Chance 2%

- Radiant Backlash - Cleave Attack with +2W on Crit a Mass Cure Light Effect Occurs

- Radiant Strike Mass (req Radiant Strike) - AOE Cast, Blast of Light (2d6+3 per character level), all in affected area must make saving throw or be blinded.

- Wis/Cha Selector

Tier Five:


- Mass Cure Light SLA

- Sun's Fury - Target gains vulnerability to light/fire damage 10/20/30

- Healing Mastery - Empower Heal grants +25% bonus to positive spell power

- Super Nova - Usable once per rest. An explosion of fire and light centered on yourself engulfs all foes while healing allies in its radius. All foes take 1d6 per character level of fire and light damage and must make a saving throw or be stunned, all allies gain 1d3 hp per character level.

The Tree Plan I propose could be tweaked for sure, but my vision for a third tree for a FvS based on healing would be one focused on naming a champion, much like the Crown AoV has, and focuses on radiant and light damage with some attention to some melee strikes for splashing/etc.

Silverleafeon
09-11-2014, 12:09 AM
Great replies will answer each individually shortly.


I think back on my experiences as a Favored Soul and what I would have liked most ~

A few more light SLAs

and

one or more auto healing type mechanic ~ hands free healing like radiant servants get.


Frankly, I would give up the capstone of AoV for stuff like that.


On another note, yes AoV capstone offers +2 Cha.
I have written letters to the Devs about this oversight, so that I finally gave up on the matter.
Yes, we should round up things like that and present them to the Devs along with this tree.

I think both trees should offer +2 wis not +2 cha.

Silverleafeon
09-11-2014, 12:23 AM
As it is now, add a healing tree wouldn't help to the class IMHO, because dedicated healers are no longer mandatory on raids. So, why don't add a tree (Divine Incarnation?) which is focused on strengthening selected aspects of divinities. I mean this tree would work with multiselector abilities which provide bonus like:
-Silver Flame: bonus with good spells, give the turn undead ability and some special uses not seen before...
-Vulkoor: venom spells and/or SLA. transformation in drow scorpion? ^^
-Lord of Blades: bonus to physical damage spells, enhace of bladesworn transformation?
-Sovereign Host: bonus to healing spells and support (healing focus one)
-Undying Court: adding spells to control and call undeads... i want to see some spell of this kind actually working (except for halt undead)
-Amaunator: more light and fire tricks...

And maybe take the oportunity to add some more deities in general... One for the dwarft, Horcs, Halflings..

I know this would be a lot of work for one tree but it would be awesome.

My 2 cents,

Kal

I, and many others would love to see an expansion of deities, however having waited this long, I am not sure I want to bank a new tree on the hope that ever occurring. Great ideas.

Sadly, suppose Dark Sun comes along, what happens then?
I hope it does someday, but look at Forgotten Realms, and we have 1 diety.
It is a nice one for Favored Souls, but...

Silverleafeon
09-11-2014, 12:26 AM
m

Moved to post 3 thank you.


Once I thought that the third tree should feature a healing version of the lantern archon SLA in the AoV tree, which sits on your *other* shoulder, healing the person with the lowest HP periodically. :P

I really like this idea and I think we should press it.

Silverleafeon
09-11-2014, 01:08 AM
I think this is a bad idea. You'd be giving this class *yet another* tree that belongs to another class. By doing so, you're making fvs less competitive with clerics.

On a similar note, the AoV capstone needs an overhaul. You get infinite uses of a different low-level spell based on your faith, and most of those options cannot even be used offensively, which is against the theme of the tree.


The capstone is definitely lacking in many ways.
It needs +2 wis not cha (but that oversight eventually led to EA ED gaining +3 DC?)

All but 3 SLAs ~ searing light, cure light wounds, and the new sun bolt are awful.
However, the ones with awful SLAs have nice weapon options.

All entertwined with the lack of deity weapon options....complex.


I disagree with you Hat, DD is tailor made for FvS, so much so in fact that I would say that they should simply move DD to FvS and create a third Cleric Enhancement line.

Ideal, yes, I am going to assume it will not happen, so moving onward...


However is they choose not to go that route then I would agree with you on AoV, in that it needs a change (tweak not overhaul), I would prefer they find a way to add Sun Bolt, Sunbeam and Sunburst. For instance do the following:

Tier 3 - Replace Wand and Scroll Mastery with Sun Bolt
Tier 4 - Swap Crown of Retribution with Spell Penetration in tiers then replace Spell Penetration with Sunbeam
Tier 5 - Add Sunburst and remove Unstoppable Magic

This gives AoV more offensive abilities and you can keep the Capstones as is.

My idea is to grant several quality SLAs in this Beacon Tree that AoV fans can pick up.

Hence the Nimbus of Light 1 / Searing Light 3 / Sun Bolt 5

Silverleafeon
09-11-2014, 01:36 AM
...

moved to post 3

THANK YOU VERY MUCH!

Silverleafeon
09-11-2014, 02:02 AM
Oh gross. That healing beacon was literally the primary thing that was keeping me excited about this possible tree. I have a level 20 Favored Soul, and the only thing that makes me keep it instead of turning it into a Cleric is the fact that I've already got a solid cleric. The Healing Aura is the main thing that I love about my cleric, and having a type of that would be sweet. Having it be a longer lasting feature, but fires off one at a time makes it an interesting difference. If having two shoulder cannons sitting on my FvS is too much, I would be fine with it being one-or-the-other. I could choose the lazer version from AoV when I was a tad short on DPS and the heal version when I was a tad under on my healing or when I was soloing. That would be pretty sweet.

Close Wounds doesn't thrill me at all. It's got its advantages, with the shorter cooldown, but I've already got tons of manual healing options at the moment. Having the automatic one would rock.

I agree, placing it back in, and the archon is such a favorite that I cannot see having one on each soldier being bad.
It is something to make the favored soul distinctive from a cleric which is a very good thing.


I would love to play a light based FvS. Instead of having to play a Cleric in Divine Disciple.

Aye, hopefully we can place enough light goodies inside this beacon of hope (beacon = light right?)

Silverleafeon
09-11-2014, 02:30 AM
Ok, so here's my stab at it with some suggestions for the existing trees. And yes, I do know we are talking about a new tree, but remember discussions like this got EA destiny changed to be more caster focused when talking about DC destiny.

GREAT STUFF, THANK YOU, added to post 3.

Silverleafeon
09-11-2014, 02:55 AM
So, here are my proposed changes.

Thanks and great job.

Round 3 is now up, changes listed below:

Added suggested as suggested:

Passive: Adds 10 Positive Spellpower

Placed the Summon Healing Archon back in, but left out the lock out of only one archon at a time.
I really like the idea of an archon over both shoulders, lol...willing to swap this with core 18 or even capstone to make that happen.

Ok, went and added : (Note: You can only have one Archon active at a time. This Archon and the Offensive Archon will un-summon each other upon casting) but I would have preferred dual archons...

Changed the core 18 epic destiny copy to a variation of suggested

Penetrating the Darkness: All Healing Spells and Light Spells Receive the Enlarge Spell Metamagic Effect, without adding additional spell point costs.

Added the suggested cooldown timer to capstone of 12 seconds.

Silverleafeon
09-11-2014, 10:00 AM
There is no set limit on classes having only 3 trees, so if we have time, we can explore several possible new trees...

LuKaSu
09-11-2014, 10:09 AM
Just a themed naming suggestion.

Light Absorbtion ==> Embracing the Light

Acid Absorbtion ==> Purifying Light

Cold Absorbtion ==> Warming Light

Silverleafeon
09-11-2014, 10:28 AM
Just a themed naming suggestion.

Light Absorbtion ==> Embracing the Light

Acid Absorbtion ==> Purifying Light

Cold Absorbtion ==> Warming Light

Loving it, will add next round.

THANKS!

LuKaSu
09-11-2014, 12:22 PM
Beacon of Hope enhancement tree round 3

Tier One abilities

Beacon: Gain a new Spell-like ability: Nimbus of Light: (Activation Cost: 4/3/2 spell points. Cooldown: 6/5/4 seconds.
AP Cost: 1 Ranks: 3 Progression: 1 No requirements

Tier Three abilities

Brighter Beacon: Gain a new Spell-like ability: Searing Light: (Activation Cost: 12/9/6 spell points. Cooldown: 10/8/6 seconds.)
AP Cost: 1 Ranks: 3 Progression: 10 No requirements

Tier Five abilities

Supreme Beacon: Gain a new Spell-like ability: Sun Bolt: (Activation Cost: 12/9/6 spell points. Cooldown: 10/8/6 seconds.)
AP Cost: 1 Ranks: 3 Progression: 30 No requirements



One more suggestion, to add consistency to the nomenclature.

Beacon would become Lesser Beacon

and

Brighter Beacon would become Greater Beacon

Then Supreme Beacon would stay the same name.

It's not completely necessary, but it adds some similarity to other power levels in the game.

Silverleafeon
09-11-2014, 12:49 PM
One more suggestion, to add consistency to the nomenclature.

Beacon would become Lesser Beacon

and

Brighter Beacon would become Greater Beacon

Then Supreme Beacon would stay the same name.

It's not completely necessary, but it adds some similarity to other power levels in the game.

Perfect!
Thank you!

LuKaSu
09-11-2014, 06:26 PM
This post is just for personal math, and for people pondering if the healing archon is too good.

Cleric: Radiant Servant

Positive Energy Aura: Channel Divinity: A positive energy aura envelops you in an aura of healing, positive energy, and affects a number of targets equal to Cleric level. Allies within the aura are healed 1 hit point per 3 Cleric levels as long as they remain within it. Undead enemies are damaged for the same amount. (Cooldown: 6 seconds)

Cost: Turns (which regenerate. Basically infinite)

Base Healing:
Level 12 -- 4
Level 20 -- 6
Level 28 -- 9 (5 from Destiny and 3 from Incredible Healing)

Positive Energy:
200 Lowish (brings us to 27)
350 Good (brings us to 41)
500 Devoted (brings us to 54)

(Not including healing amp, because the effect is the same for Cleric or FvS as the caster)

And each of these ticks are every 2 or 3 seconds, hitting everyone nearby.


Favored Soul: Beacon of Hope (current plan: 1d3 + caster level)

Cost: spell points

Level 12: 14
Level 20: 22
Level 28: 30

Positive Energy (Archon receives 1/2 power)
200 Lowish (brings us to 45)
350 Good (brings us to 68)
500 Devoted (brings us to 90)

Hitting one target every 3 seconds.

I personally think that this is a bit too strong. It seems like it should be a little stronger than the aura, since it only hits one target, but not that strong. I'm thinking 1d5 + caster level / 2. I also think that once every 2 seconds would work well. Still not as powerful as the Cleric Aura with large groups, but a nice benefit to smaller ones.

Favored Soul: Beacon of Hope (proposed plan: 1d5 + caster level / 2)

Cost: spell points

Level 12: 9
Level 20: 13
Level 28: 17

Positive Energy (Archon receives 1/2 spellpower)
200 Lowish (brings us to 26)
350 Good (brings us to 38)
500 Devoted (brings us to 51)

Hitting one target every 2 seconds.

This proposed method would make it so Clerics, when they are full out healbots, can still tick for higher than a FvS for their whole team, but for lower Positive Spellpower, Favored souls will have almost, but not quite double the healing ticks, though it would only hit single targets.

Silverleafeon
09-12-2014, 01:55 AM
This post is just for personal math, and for people pondering if the healing archon is too good..

THANK YOU, THANK YOU, THANK YOU!!!


I like this for many reasons.

First of all, the light archon does a cast every 2 seconds, so by leaving the healing archon the same and adjusting the numbers we have less potential for coding problems. Anytime I can avoid possible coding issues, I am happy.

Second, thank you for doing the heavy math for us. Very appreciated.


The main question in my mind is do we need to move this up a tier to core 18 or can we leave it as core 12?
I would prefer not have it in the capstone, so that warpriests and angel of vengeance can both use it.
A Favored Soul 14 / Fighter 6 warpriest would greatly appreciate this but would get less power than a devotion soul.

Silverleafeon
09-12-2014, 04:11 AM
Round 4 is up.

Changes: renames as listed above ~ thank you!!!!

Revised healing archon math as listed above ~ thank you!!!!

LuKaSu
09-12-2014, 09:12 AM
THANK YOU, THANK YOU, THANK YOU!!!


I like this for many reasons.

First of all, the light archon does a cast every 2 seconds, so by leaving the healing archon the same and adjusting the numbers we have less potential for coding problems. Anytime I can avoid possible coding issues, I am happy.

Second, thank you for doing the heavy math for us. Very appreciated.


The main question in my mind is do we need to move this up a tier to core 18 or can we leave it as core 12?
I would prefer not have it in the capstone, so that warpriests and angel of vengeance can both use it.
A Favored Soul 14 / Fighter 6 warpriest would greatly appreciate this but would get less power than a devotion soul.

I don't personally think that it is too powerful for a level 12 core. I have a 16 Cleric / 1 Fighter on live right now, and I always hit my Radiant Aura before charging into battle, and I don't feel like it's too much for him. He runs with around 200 Positive Spellpower, which is the point at which the two styles (FvS Archon and Cleric Aura) would be healing about the same amount, and the Cleric aura also fires off once every 2 seconds. The only thing that might make the FvS version more powerful is that the Cleric Aura duration scales with cleric level and as far as I know, the FvS Archon is a set amount (I'm not positive, I'll check tonight, but I at least know that mine lasts around 3 minutes at level 19, whereas my cleric's lasts a little over a minute). Again, there is the tradeoff that it only works on one teammate, so I think it's fine the way it is. Help one teammate at a time for 3 minutes, or help everyone for a minute and a half. For soloing without a hire, the FvS comes out ahead. For soloing with a hireling, or with one teammate, the total healing is the same, just spread out over twice as long. And with more than one teammate, the Cleric comes out ahead. So, at first glance, it might look a little better, it's really only better if you don't have anyone else with you, including a hireling. And even then, it's only better due to the duration, and not due to actual healing power.

So, in summary, even though it lasts longer, your Cleric is still going to heal better with his aura, and the Cleric aura is level 12, so I think we're just fine leaving it at 12.

Zer0AcmE
09-12-2014, 11:58 AM
I would love to play a light based FvS. Instead of having to play a Cleric in Divine Disciple.

I agree, Divine Disciple is utterly wasted on Clerics. As I've said previously, just move DD to FvS and there we go, problem solved.

LuKaSu
09-12-2014, 03:51 PM
I agree, Divine Disciple is utterly wasted on Clerics. As I've said previously, just move DD to FvS and there we go, problem solved.

Except that about half the DD tree (admittedly, the less-exiting half: metamagic modification and spell crit chances) are already mirrored in the AoV tree that FvS already have. Maybe the AoV tree could be modified to bring some of the more exciting DD benefits into it.

LuKaSu
09-12-2014, 04:18 PM
This post is just for personal math, and for people pondering if the healing archon is too good.

Cleric: Radiant Servant

Positive Energy Aura: Channel Divinity: A positive energy aura envelops you in an aura of healing, positive energy, and affects a number of targets equal to Cleric level. Allies within the aura are healed 1 hit point per 3 Cleric levels as long as they remain within it. Undead enemies are damaged for the same amount. (Cooldown: 6 seconds)

Cost: Turns (which regenerate. Basically infinite)

Base Healing:
Level 12 -- 4
Level 20 -- 6
Level 28 -- 9 (5 from Destiny and 3 from Incredible Healing)

Positive Energy:
200 Lowish (brings us to 27)
350 Good (brings us to 41)
500 Devoted (brings us to 54)

(Not including healing amp, because the effect is the same for Cleric or FvS as the caster)

And each of these ticks are every 2 seconds, hitting everyone nearby.

Favored Soul: Beacon of Hope (now-current plan: 1d5 + caster level / 2)

Cost: spell points

Level 12: 9
Level 20: 13
Level 28: 17

Positive Energy (Archon receives 1/2 spellpower)
200 Lowish (brings us to 26)
350 Good (brings us to 38)
500 Devoted (brings us to 51)

Hitting one target every 2 seconds.

This proposed method would make it so Clerics, when they are full out healbots, can still tick for higher than a FvS for their whole team, but for lower Positive Spellpower, Favored souls will have almost, but not quite double the healing ticks, though it would only hit single targets.

I just wanted to throw out a little more math, so we can take into account splashes better.

12 FvS / 8 Fighter Kensai

Level 12: 9
Level 15 effective, with 3 from Incredible Healing: 10

Positive Energy (Archon receives 1/2 spellpower)
200 Lowish (brings us to 15) - Likely, this is as good as he can do with too much DPS loss
350 Good (brings us to 22)
500 Devoted (brings us to 30) - Not going to happen with any DPS focus from this split

12 Cleric / 8 Fighter Kensai

Level 12: 4
Level 15 effective: 5

Positive Energy (Cleric receives full spellpower)
200 Lowish (brings us to 15) - Likely, this is as good as he can do with too much DPS loss
350 Good (brings us to 22)
500 Devoted (brings us to 30) - Not going to happen with any DPS focus from this split

So, with the presumption that Cleric Radiant Servant is considered a good healing rate, the Healing Archon would be equal, even for the split. (and again, that rate is only if you're soloing without a hire or party. In all other cases, the Radiant servant will be more healing, even though the FvS version has a longer duration.

SirValentine
09-12-2014, 04:33 PM
Maybe the AoV tree could be modified to bring some of the more exciting DD benefits into it.

And vice-versa? My Cleric could stand to have extra near-infinite SP (Just Reward), almost free auto-DPS (Archon), and an effective +2 to all my DCs (Aura of Menace).

Braegan
09-12-2014, 05:30 PM
And vice-versa? My Cleric could stand to have extra near-infinite SP (Just Reward), almost free auto-DPS (Archon), and an effective +2 to all my DCs (Aura of Menace).

That's why I would prefer to keep the trees separate and give bonuses that would be enough to make a tough choice over what to choose.

Regarding a Cleric getting AoV benefits? That would be over the top.

Just Reward is all about useless on a DC FvS. 10 Temp SP doesn't meant sweet nothing without Cheap Slas to use them with. Clerics DD has Slas, FvS AoV does not. Funny, Just Reward is more useful to Shiradi Splashed Arcanes then the class the tree is given to.

Auto DPS - Archon, ok it can add up to a nice bit over time, its power has been and continues to be that it can rapidly charge abilities without "actual" casting.

The Aura is the only thing that makes Clerics and FvS a tie more or less with DC enhancements.

Consider:

DD Can have +2 to either Necromancy or +2 Evocation, +2 Wis capstone for a total of +3 to one school and +1 to all schools, as well as +3 Spell Pen

Aov Can have +1 Evocation, +2 Proxy Buff to DCs of all schools via Aura, for a total +3 to Evo only and +2 to all others, +1 Spell Pen and a Proxy +3 Spell Pen due to debuff.

Giving Clerics AoV would make them the only choice for DC casting.

SirValentine
09-12-2014, 08:30 PM
Consider:

DD Can have +2 to either Necromancy or +2 Evocation, +2 Wis capstone for a total of +3 to one school and +1 to all schools, as well as +3 Spell Pen

Aov Can have +1 Evocation, +2 Proxy Buff to DCs of all schools via Aura, for a total +3 to Evo only and +2 to all others, +1 Spell Pen and a Proxy +3 Spell Pen due to debuff.


Oh, I know. Well I know. Like I've said elsewhere, it's pretty balanced now; both are competitive with slightly different strengths.



Giving Clerics AoV would make them the only choice for DC casting.


Right. Same as giving DD to FvS (or even giving extra boosts to AoV) would make THEM the obvious way-ahead choice.

Braegan
09-12-2014, 08:45 PM
Oh, I know. Well I know. Like I've said elsewhere, it's pretty balanced now; both are competitive with slightly different strengths.



Right. Same as giving DD to FvS (or even giving extra boosts to AoV) would make THEM the obvious way-ahead choice.

Yup.

We are pretty much in agreement with this. I haven't been advocating DD given to FvS, but rather for balance sake the third tree should be like (similar) to Radiant Servant. That way both classes have a Caster Tree, a Healer Tree, and a Melee Tree.

I have been for boosting Aov for Evocation by a slight margin (and I mean slight like 1-2 DC between Capstone being +2 Wis over +2 Cha and Evo Mastery giving +1/+2) mainly because Clerics have similar DCs and more versatility. If FvS are going to lack versatility and be locked into being Evokers, then let them be the best Evokers (again a slight better 1-2 DC so it's not game breaking). To me that would still make a tough choice, you want the best necro DC with decent evo = Cleric, you want the best evo DC with decent neco = FvS. Both can be solid, but both deserve a chance to be competitive.

Silverleafeon
09-13-2014, 12:59 AM
I too would love to see one class have both AoV and DD, one of my favorite builds is Cleric 16/Favored Soul 4 (it works quite well)...but reality looks probably towards Beacon of Hope, so I will be trying to smuggle what I can of light uberness into Beacon...at least the theme helps that out...



I just wanted to throw out a little more math, so we can take into account splashes better.

THANK YOU, THANK YOU, THANK YOU!

LuKaSu
09-13-2014, 11:29 PM
Beacon of Hope enhancement tree round 4


Tier One abilities

Wand Mastery: +25%/+50%/+75% effectiveness of your wands, scrolls, and other items that cast spells, and +1/+2/+3 to the save DCs of your offensive wands.
AP Cost: 1 Ranks: 3 Progression: 1 No requirements

Bedside Manner: +1/+2/+3 Diplomacy and Heal.
AP Cost: 1 Ranks: 3 Progression: 1 No requirements

Lesser Beacon: Gain a new Spell-like ability: Nimbus of Light: (Activation Cost: 4/3/2 spell points. Cooldown: 6/5/4 seconds.
AP Cost: 1 Ranks: 3 Progression: 1 No requirements

Spell Points: +30/60/90 Spell Points.
AP Cost: 1 Ranks: 3 Progression: 1 No requirements



Tier Two abilities

Embracing the Light: you gain 3/6/10% Light Absorption
AP Cost: 1 Ranks: 3 Progression: 1 No requirements

Ray of Hope: When you critically hit with a cure spell, you gain 3/6/10 Sacred temporary spell points.
AP Cost: 1 Ranks: 3 Progression: 1 Requirement: Glow of Hope (moved from Tier 3)

Glow of Hope: When you cast a cure spell, you gain 3/6/10 Temporary Hit Points.
AP Cost: 1 Ranks: 3 Progression: 1 No requirements

Efficient Empower Healing: Healing spells cast while the Empower Healing Spell feat is activated cost 1/2/4 fewer spell points.
AP Cost: 2 Ranks: 3 Progression: 5 Requires: Empower Healing Spell


Tier Three abilities

Warming Light: you gain 3/6/10% Cold Absorption
AP Cost: 1 Ranks: 3 Progression: 10 No requirements (moved from tier 4)

Intense Healing: Your Positive Energy Spells are cast at +1/+2/+3 caster level.
AP Cost: 1 Ranks: 3 Progression: 10 No requirements

Greater Beacon: Gain a new Spell-like ability: Searing Light: (Activation Cost: 12/9/6 spell points. Cooldown: 10/8/6 seconds.)
AP Cost: 1 Ranks: 3 Progression: 10 No requirements

Charisma or Wisdom: Choose one: +1 Wisdom +1 Charisma
AP Cost: 2 Ranks: 1 Progression: 10 No requirements


Tier Four abilities

Purifying Light: you gain 3/6/10% Acid Absorption
AP Cost: 1 Ranks: 3 Progression: 20 No requirements

Incredible Healing: The maximum caster level of your Positive Energy Spells are increased by 1/2/3.
AP Cost: 1 Ranks: 3 Progression: 20 Requires: Intense Healing

Channeling the Light: Whenever you are hit with Light or Fire damage, your next light spell is cast with an extra 10/20/30 Light Spellpower (This can trigger at most once every 6/5/4 seconds, and does not stack if you get hit again before casting a spell)
AP Cost: 1 Ranks: 3 Progression: 20 Requires: No requirements

Charisma or Wisdom: Choose one: +1 Wisdom +1 Charisma
AP Cost: 2 Ranks: 1 Progression: 20 No requirements


Tier Five abilities

Awaken Elemental Weakness: Light: You are able to curse an enemy, increasing Light damage they take by 15%. (Activation Cost: 5 Spell Points. Cooldown: 20 seconds.)
AP Cost: 2 Ranks: 1 Progression: 30 No requirements

Cure Focus: Your Cure Wounds spells have no maximum caster level.
AP Cost: 2 Ranks: 1 Progression: 30 Requires: Incredible Healing

Supreme Beacon: Gain a new Spell-like ability: Sun Bolt: (Activation Cost: 12/9/6 spell points. Cooldown: 10/8/6 seconds.)
AP Cost: 1 Ranks: 3 Progression: 30 No requirements

Petrification Immunity: You are immune to petrification.
AP Cost: 2 Ranks: 1 Progression: 30 No requirements



Changes proposed in blue. Mainly, just moved the absorption to balance out the tree, move the "critical hit = sp" thing to Tier 2 to be more in line with the AoV setup, and suggested a new enhancement to fill the Tier 4 gap made.

Silverleafeon
09-14-2014, 01:08 AM
Changes proposed in blue. Mainly, just moved the absorption to balance out the tree, move the "critical hit = sp" thing to Tier 2 to be more in line with the AoV setup, and suggested a new enhancement to fill the Tier 4 gap made.

Well done, I'm liking this very much.

What do others think?


I'm thinking, druids and artificier both want upgrades to their pets (which is well deserved) and their trees are a bit more complex to address, hmm...this favored soul tree is going well. No promises, but maybe we can keep up a good debate and have this one ready in case the Devs have a bit of free time after Barbarians...

Warlock class is going to take a long time, I think we can hash out druid and artificer, and frankly there is something that may tie druid and artificier together in an upcoming way well before we need warlock done...

All in all, quite happy, and very appreciative of all the help, suggestions, and ideas.
I appreciated the moments when you folks let me know something is too powerful or not powerful enough or desirable.

The Devs do lurk many places, and if you look close at the Harper, you find a bit of the Warmage project round x inside it...

THANK YOU, we continue and I am proud of all of you!

LuKaSu
09-14-2014, 08:29 AM
What do others think?


I'd like to get input on the Glow of Hope (3/6/10 temp HP when you can a healing spell). At high levels, even level 7 or 8, 10 temp hp are no biggie, but do you think it would be too much extra boost for a low level character?

Silverleafeon
09-14-2014, 10:32 AM
Ok, big picture for a minute here.

Assume same name SLAs share cooldown?
Or at least heroic SLA share cooldown?


Assume we can get away with nimbus of light and searing light and sun bolt SLAs in the Beacon of Hope tree.

This would mean that the Angel of Vengeance capstone is now duplicated in Beacon of Hope.
That means we could ask for a rewrite of the Angel of Vengeance capstone?


If so, what would it become?

Detaching from religions would be nice if we could?

Changing from +2 Cha into +2 Wis and +2 Cha would be nice?

I know this will sound silly, but how about, "Vengeful magic has no health limits?"
Or would that be overpowered?


So, the new capstone could sound like this?

Capstone change for Angel of Vengeance: "Ascendancy: Passive: You gain +2 Charisma and +2 Wisdom. Vengeful magic has no health limits."



Vengeful Magic: You gain a +1% Sacred bonus to Spell Critical chance when below 75% health, a +1 Sacred bonus to your spell DC's when below 50% health, and a +50% Sacred bonus Spell Critical Damage Multiplier with Fire, Force, Light, and Physical damage spells when below 25% health.

AP Cost: 1 Ranks: 1 Progression: 30 Requires: Summon Archon, Favored Soul level 18

Or is that too powerful?


It also justifies the creation of 3 new quality light SLA inside the Beacon tree.
It also could be the first step towards freeing up weapons tied to deity because we are removing deity from SLAs.

I would like to make sure the Sun Bolt in Beacon tier 5 does not share cooldown with the Sun Bolt in Exalted Angel.

Since the Divine Disciple SLAs are tied to cleric levels and Beacon SLA are tied to favored soul levels their sharing cooldowns would not be a problem. One SLA group would always be better than the other, unless one was silly enough to do a 10/10 split and they deserve some problems if they do that.

LuKaSu
09-14-2014, 03:48 PM
Ok, big picture for a minute here.

Assume same name SLAs share cooldown?
Or at least heroic SLA share cooldown?


Assume we can get away with nimbus of light and searing light and sun bolt SLAs in the Beacon of Hope tree.

This would mean that the Angel of Vengeance capstone is now duplicated in Beacon of Hope.
That means we could ask for a rewrite of the Angel of Vengeance capstone?


If so, what would it become?

Detaching from religions would be nice if we could?

Changing from +2 Cha into +2 Wis and +2 Cha would be nice?

I know this will sound silly, but how about, "Vengeful magic has no health limits?"
Or would that be overpowered?


So, the new capstone could sound like this?

Capstone change for Angel of Vengeance: "Ascendancy: Passive: You gain +2 Charisma and +2 Wisdom. Vengeful magic has no health limits."




Or is that too powerful?


It also justifies the creation of 3 new quality light SLA inside the Beacon tree.
It also could be the first step towards freeing up weapons tied to deity because we are removing deity from SLAs.

I would like to make sure the Sun Bolt in Beacon tier 5 does not share cooldown with the Sun Bolt in Exalted Angel.

Since the Divine Disciple SLAs are tied to cleric levels and Beacon SLA are tied to favored soul levels their sharing cooldowns would not be a problem. One SLA group would always be better than the other, unless one was silly enough to do a 10/10 split and they deserve some problems if they do that.

Just a few points of contention.

1) Divine Disciple SLAs and the proposed Beacon of Hope SLAs have spellpoint costs. The current AoV capstone has no point cost. So, it's like a lesser duplication, not a complete one.

2) There are several different AoV capstone SLA options, that are, in my opinion, well-balanced for their favored weapons. For example, Warforged have to choose either their Greatsword favored weapons (arguably the best favored weapon) or the really great capstones, like the free searing lights or free cure light wounds. Or, you could do like I did on my FvS and choose the weaker favored weapon (longswords), but get a pretty great capstone (free maximized, empowered cure light wounds every six seconds). I agree with the Devs who have said that they want there to be tough decisions, so you can't have one character with everything good. Personally, I think it's a solid idea to keep the special AoV SLAs tied to faith feat. If there is a vote, I am officially putting my vote to keep the SLAs tied to favored weapons. I would actually like MORE enhancements that are multiple options, based on your favored weapons.

3) I really like the current AoV capstone's free spells, though I agree that AoV should have a Wisdom boost in it. Probably +2 Wis instead of +Cha (as opposed to +Wis in addition to +Cha)

4) Yes, taking away the hitpoint restricts would be way OP.


Vengeful Magic: You gain a +1% Sacred bonus to Spell Critical chance when below 75% health, a +1 Sacred bonus to your spell DC's when below 50% health, and a +50% Sacred bonus Spell Critical Damage Multiplier with Fire, Force, Light, and Physical damage spells when below 25% health.

I'm 100% positive that they put the 25% health restriction in place specifically because they didn't want us always to have a 50% boost to spell critical multipliers all the time. That is crazy powerful.

Again, my personal thoughts: I am wholly against getting rid of the current AoV capstone. It was the main reason that I wanted to roll up a FvS in the first place, honestly. That being said, if they were going to do something like what you said, maybe it could be a smaller permanent number. Maybe 10-15% Sacred bonus, so it wouldn't stack with the Vengeful Magic.

5) If adding something to one tree would completely obsolete the capstone of another tree from the same class, then that new thing shouldn't have been added in. In my opinion, Capstones should be better than Tier 5's, because there is more sacrifice needed to get a capstone than there is to just have 5 levels in one class, and 12 total class levels. I would rather remove the tier 5 SLA instead, if having it made the AoV capstone feel superfluous. At least give it a longer cooldown, so the capstone would still come out ahead.

Silverleafeon
09-15-2014, 05:21 AM
Thanks, I thought about it some, and the AoV capstone is one of the places where religion matters at all.
Removing this would be a step away from the gods, instead of embacing the creation more gods.

So, will probably recommend the +2 cha becomes +2 wis and leave it at that.
I know people want the favored weapon of Warpriest to be expanded but in the past there was a technical limitation involving that step forward.


I am wondering if the tier 5 beacon SLA should be a sunbeam sla instead of a sun bolt since we have sunbolt as an epic destiny SLA.
But perhaps the two would not share cooldowns.

I guess I could create a Sun Elf Favored Soul on Lamania and see if the AoV sun bolt capstone shares a cooldown with the ED sun bolt sla?

With lamania open right now, that would only take a TR on my toon, empty my bank a bit and go with it.
Oh, I think my reincarnation bank was lost anyway, so that would be easy.

See you later....


PS I agree on overpoweredness of lifting health requirement on veangefor magic core 18.

LuKaSu
09-15-2014, 10:37 AM
Thanks, I thought about it some, and the AoV capstone is one of the places where religion matters at all.
Removing this would be a step away from the gods, instead of embacing the creation more gods.

So, will probably recommend the +2 cha becomes +2 wis and leave it at that.
I know people want the favored weapon of Warpriest to be expanded but in the past there was a technical limitation involving that step forward.


I am wondering if the tier 5 beacon SLA should be a sunbeam sla instead of a sun bolt since we have sunbolt as an epic destiny SLA.
But perhaps the two would not share cooldowns.

I guess I could create a Sun Elf Favored Soul on Lamania and see if the AoV sun bolt capstone shares a cooldown with the ED sun bolt sla?

With lamania open right now, that would only take a TR on my toon, empty my bank a bit and go with it.
Oh, I think my reincarnation bank was lost anyway, so that would be easy.

See you later....


PS I agree on overpoweredness of lifting health requirement on veangefor magic core 18.

Sorry, I'm not trying to be a jerk about my opinions. I just really like the current AoV capstone. :-/

Braegan
09-15-2014, 11:05 AM
Thanks, I thought about it some, and the AoV capstone is one of the places where religion matters at all.
Removing this would be a step away from the gods, instead of embacing the creation more gods.

So, will probably recommend the +2 cha becomes +2 wis and leave it at that.
I know people want the favored weapon of Warpriest to be expanded but in the past there was a technical limitation involving that step forward.


I am wondering if the tier 5 beacon SLA should be a sunbeam sla instead of a sun bolt since we have sunbolt as an epic destiny SLA.
But perhaps the two would not share cooldowns.

I guess I could create a Sun Elf Favored Soul on Lamania and see if the AoV sun bolt capstone shares a cooldown with the ED sun bolt sla?

With lamania open right now, that would only take a TR on my toon, empty my bank a bit and go with it.
Oh, I think my reincarnation bank was lost anyway, so that would be easy.

See you later....


PS I agree on overpoweredness of lifting health requirement on veangefor magic core 18.

I would really like if AoV got +2 Wis capstone, keep pushing for that! :)

Sad there is some difficulty with the warpriest weapon selection. I wonder if there is a way to circumnavigate that somehow.

Looks like the revised tree is going more away from healing tree to light spammy slas with some healing bonuses. Not a bad thing, just noticing.

Sun Bolt Sla would be too much. I can confirm Sun Elf SB Sla and EA Sla are independent timers, that's what I play on live now. Having a 3rd SB Sla would be overkill.

slarden
09-15-2014, 12:12 PM
I would really like if AoV got +2 Wis capstone, keep pushing for that! :)

Sad there is some difficulty with the warpriest weapon selection. I wonder if there is a way to circumnavigate that somehow.

Looks like the revised tree is going more away from healing tree to light spammy slas with some healing bonuses. Not a bad thing, just noticing.

Sun Bolt Sla would be too much. I can confirm Sun Elf SB Sla and EA Sla are independent timers, that's what I play on live now. Having a 3rd SB Sla would be overkill.

Considering the FVS tree already has scourge and just reward + an easy tier 3 twist, empyrian magic. low - cost slas to fuel this is overkill so I don't think favored souls should get any slas. Just reward is worth much more SP benefits than cleric SLAs are worth.

LuKaSu
09-15-2014, 02:19 PM
Considering the FVS tree already has scourge and just reward + an easy tier 3 twist, empyrian magic. low - cost slas to fuel this is overkill so I don't think favored souls should get any slas.

I would be ok with it if we lost the SLAs. We have the melee tree, the "offensive caster" tree, and the Beacon of Hope could be the healing/positive spellpower type tree. I'm not specifically fighting to remove the offensive SLAs from the tree, but at the same time, if they were dropped, I still think that we would have a valid tree.

At first, I disagreed with the other comment about Just Reward being better than the SLAs, but after a bunch of math, I think they're 6 of one, half-dozen of the other. On one hand, SLAs mean you get really good sp cost for a few select spells, but with Just Reward, you get a less of a cost reduction, but working on many more spells. If you focus primarily on those SLAs with the free metas, you can save a lot of SP, but if you want options, Just Reward gets better and better. So, in the short term, looking at one cast of one spell, the SLAs look really good, but spread over lots of spells, Just Reward can give a pretty nice effect. Having the proposed Ray of Hope (like Just Reward, but for healing spells) enhancement, I'm really being drawn to the idea of throwing out the SLAs from the Tiers 1, 3, and 5.

EDIT: Even more math. With 5% base crits, +8% from enhancements, and maybe 15% from a spell lore item, Just Reward only comes out to around 2-3 spellpoint reductions for each spell. With FvS having double spellpoints, the effect is closer to 5-6 spellpoints gained back for each spell cast in comparison to Clerics. Whereas, using the free metas, it can be like saving 40 spellpoints per cast for the Cleric SLAs, and saving 0 spellpoints for all other spells. So, with those numbers, it comes out to the following. If you cast the normal, non-SLA light/force/fire spells 7 or more times as often as the SLA spells, Just Rewards comes out ahead. If you cast normal spells less than 7 times as much as SLAs, then the SLAs come out ahead.

So at this point in the math, it looks like SLAs blow Just Rewards out of the water. But, if your caster does like mine, we throw down some blade barrier and run crowds through it. If Just Rewards triggers 28% of the individual hits of blade barrier, after seven total hits, it becomes a better return on investment than the SLAs' spellpoint discount. So maybe, instead of having the SLAs, we could find some way to add some more area of effect spells to the FvS spellbook? Is there any presidence in DDO lore for Favored Souls to be given fireball as a castable spell?

I'd like to note at this time that the comparisons above are to compare SLAs VS Just Rewards. Not both at the same time. With both at the same time (see my next post), all SLAs that cost less than 3sp would be completely free after taking out the Just Rewards discount.

I think we should let Divine Disciple be the tree focused on really powerful three spell choices (SLAs), with FvS being the more generalist offensive castor.

I could also see some neat alternative Beacon of Hope capstones (a la the AoV type capstones), based on faith feats, if Beacon of Hope wasn't as focused on spammy light SLAs.

Multiselector, based on faith feat.
Pervading Creation - (Lord of Blades - WF, BF) - 20% Positive Healing Vulnerability (though, obviously, this is only working on WF and BF, so it's not like you're giving humans even more healing amp)
Throwing off the Chains of Darkness (Vulkor - Drow) - Self-Only Freedom of Movement SLA
The Light of Life (Deathless - Elves, Helf) - Immunity to the Death Penalty and Perm Deathblock
Radiant Glory (Amaunator - Morninglord, Shadar-Kai, PDK) - Adds Radiance to weapons, blinding on critical hits (maybe with a DC to prevent being too OP, or no DC but with a cooldown)
Conquering the Darkness - (Silver Flame) - Undead Bane Aura - Works like a permanent Cleric Radiant Aura, but only the "damage to undead" part of the aura.
Ameliorating Burst (Soverign Host) - Functionally similar to Ameliorating strike, but instead of being an Active attack, it triggers upon critical hits, with a cooldown of 4 seconds.

LuKaSu
09-15-2014, 06:06 PM
I'm not specifically fighting to remove the offensive SLAs from the tree...

Ok, so after more math and thinking, I am specifically recommending that we get rid of the SLAs, or at minimum, increasing their spell point costs by 6 points each.

Here's the reason.


Just Reward: When you critically hit with a Fire, Force, Light, or Physical damage spell, you gain 3/6/10 Sacred temporary spell points.


Lesser Beacon: Gain a new Spell-like ability: Nimbus of Light: (Activation Cost: 4/3/2 spell points. Cooldown: 6/5/4 seconds.
AP Cost: 1 Ranks: 3 Progression: 1 No requirements

With a spell lore item and some other AoV crit enhancements, you can fairly easily get to 20% crit rate (5% for Magical Training, 11% for the lowest level lore items, and two 2% crit enhancements). With Just Reward, you get 10 sp back for every crit. That means, on average, we would get 2sp back for each cast. Exactly the cost of the Nimbus of Light SLA. So earlier on in the game, we would get a fully-maximized, empowered, quickened, enlarged Nimbus of Light with an average of 0sp cost. With using nothing higher than Tier 2 enhancements. That is completely crazy. (It also makes me want to splash 2 FvS levels on my Cleric, but that's besides the point).

Current AoV's don't get free maximized spells until cap, and we want to give them at Tier 2? Completely, no.

I think we could still get the light theme to fit with the healing, and maybe get some light spellpower boosts or something, but we can't have free max'd SLAs at the beginning of the game.


But, Loo-Kah-Soo, you're being a wet blanket, taking away all our fun toys!

Ok, to balance that out, we would have to raise the spellpoint cost of the SLAs by at least five spellpoints. But, of course, we would get tons of complaints, because the SLA, of a spell that we already have in our spellbook, costs three times the cost of the spell in our spellbook. But if we leave them in and don't increase the cost a significant amount, we outshine the capstone using Tier 2 enhancements, and that's completely wrong too.

So, my vote, let's try to find different SLAs (that are balanced to take into account that we can get spellpoints back on crits, and taking into account that FvS have double the number of spellpoints that Clerics do -- so to be equal to the Cleric's relative spellpoint cost (for that one spell), you would need to have the Cleric's sp cost, double it, then add 3 to cancel out the Just Rewards discount, just to be the same relative cost to the Cleric. That's besides the fact that FvSs get Just Rewards discounts on all other light, fire, physical, and force spells in their books), or replace the SLAs with something else. Maybe adding new spells to our spellbook (fireball, flameblade, fire shield, produce flame, burning hands, scorch, scorching ray), or maybe spellpower boosts, or maybe some type of buff or condition-curing spell SLA, like cure blindness, cure disease, remove curse, or neutralize poison (though, those types of spells don't benefit from metas much, so probably would be pointless)

Silverleafeon
09-16-2014, 03:07 AM
What about offering two SLA in the Beacon tree ~ the least of the light spells and the least of the healing spells, namely Nimbus of Light and Close Wounds.

This would give the Beacon tree something attractive to both Warpriest and Angel of Vengeance without major power creep.

We could place them high in the tree such as both on tier four, making a heavy investment to gain them.



I definitely like the thought of introducing spells to the Beacon of Hope spell list and I would consider that approach as well.


If we totally discarded SLA from Beacon of Hope, but allowed Sun Bolt, Sunbeam, Sunburst, along with some of the spells suggested above:
....Maybe adding new spells to our spellbook (fireball, flameblade, fire shield, produce flame, burning hands, scorch, scorching ray)..."
that could be a very interesting approach to the matter, especially if we kept the healing crit temp sp that we have in the Beacon tree already.

We could mirror the AoV and only have free cost SLAs in the capstone, possibly tied to religions.

SirValentine
09-16-2014, 04:14 AM
....Maybe adding new spells to our spellbook (fireball, flameblade, fire shield, produce flame, burning hands, scorch, scorching ray)..."
that could be a very interesting approach to the matter


Bear in mind that adding spells to spells known is vastly more powerful for a limited-slot class like FvS or Sorc than is adding spells to spell list for Clr/Wiz. Not saying it should never be done, but use moderation.

Silverleafeon
09-16-2014, 05:35 AM
Round 5 is up, and I really think we have something here.

Changes:

Cores left completely alone except core 3 and 6 whose durations were both increased to 60 seconds:

Shield of Hope: Toggle: Nearby Allies that take damage gain a stack of Shield of Hope for 60 seconds, increasing their healing amplification by 2%. This buff stacks up to 5 times. Cooldown: 1 second.

Beacon Burst: A wave of positive energy that expands from the caster removing 1 negative level and 1d6 points of ability damage from allies with a pulse every four second. Foes caught in this pulse have a 5% change to be blinded by it for 8 seconds. Duration 60 seconds. Passive: Adds 10 Positive Spellpower
Cost: 20 spell points. Cooldown: 60 seconds.


Lesser, Greater and Supreme Beacon moved to tiers 2, 3, 4 and reworded:

Lesser Beacon: Add to the list of favored soul spells that you can choose from to learn: Sun Bolt as a level 3 spell.
Greater Beacon: Add to the list of favored soul spells that you can choose from to learn: Sunbeam as a level 6 spell.
Supreme Beacon: Add to the list of favored soul spells that you can choose from to learn: Sunburst as a level 8 spell.


Warming Light and Purifying Light moved downward from tier 4 to tier 3.
Intense Healing moved upward from tier 3 to tier 4.
{Mostly for balancing tier numbers and power a bit.}


Glow of Hope moved downward from tier 2 to tier 1 and changed it to scale better with epic levels:

Glow of Hope: When you cast a cure spell, you gain 3/6/10 Temporary Hit Points. Tier 3 If you have Epic Levels, Add your Favored Soul Class Levels to this number.
AP Cost: 1 Ranks: 3 Progression: 1 No requirements

Ray of Hope moved downward from tier 3 to tier 2.
{Moving to same tier as AoV temp sp mechanic.}


Added Channeling the Light, but moved it from the suggested tier 4 to tier 5:

Channeling the Light: Whenever you are hit with Light or Fire damage, your next light spell is cast with an extra 10/20/30 Light Spellpower (This can trigger at most once every 6/5/4 seconds, and does not stack if you get hit again before casting a spell)
AP Cost: 1 Ranks: 3 Progression: 30 No requirements

{Since we had a hole after the Beacon series was revised and moved to various tiers.}


I think we have avoid the power problems, enabled favored souls to access the great new light spells if they choose (level 6 spell selection will be very tight), kept to a healing theme with light perks, and perhaps made a good bonus tree for AoV and Warpriest.

Silverleafeon
09-16-2014, 05:36 AM
Bear in mind that adding spells to spells known is vastly more powerful for a limited-slot class like FvS or Sorc than is adding spells to spell list for Clr/Wiz. Not saying it should never be done, but use moderation.

Thanks, I think I managed to avoid this problem and your and others help is greatly appreciated!!!!

THANKS EVERYONE, GREAT FEEDBACK SO FAR, YOU FOLKS ARE FANTASTIC!

Silverleafeon
09-16-2014, 06:28 AM
Round 6 is up, and I think I accidently deleted the older trees, oh well.


Changes:

Added to tiers 1 thru 4:

Angelic Touch: Your Positive Energy damage spells have an additional 1% chance to critically hit.
AP Cost: 1 Ranks: 1 Progression: 20 Requires: Angelic Touch (Tier 3)


And that fills out the tree nicely.


Removed the wording "cure spell" and replaced it with "positive energy spell" in Glow of Hope and Ray of Hope.

LuKaSu
09-16-2014, 03:49 PM
Shield of Hope: Toggle: Nearby Allies that take damage gain a stack of Shield of Hope for 60 seconds, increasing their healing amplification by 2%. This buff stacks up to 5 times. Cooldown: 1 second.


I guess the question here is the purpose of the ability. Are we trying to give a benefit to those people who stick with the Favored Soul, like a Paladin Aura?

If we are, then maybe we need to set tick duration and stack duration. Maybe "This buff stacks up to 5 times. This ability applies one stack every 4 seconds, with one stack expiring every 6 seconds. New stacks reset the expiration count to 6 seconds." So, after 20 seconds, you've reached the 5 stack limit, and if you leave, the effect will have diminishing effects for the next 30 seconds.

Also,if it's basically an aura that keeps refreshing for 60 seconds, we can extend the cooldown to 30 or 45 seconds without hurting anything. That way, it can also help people not accidentally spend several times the amount of spellpoints for absolutely no additional benefit.



Beacon Burst: A wave of positive energy that expands from the caster removing 1 negative level and 1d6 points of ability damage from allies with a pulse every four second. Foes caught in this pulse have a 5% change to be blinded by it for 8 seconds. Duration 60 seconds. Passive: Adds 10 Positive Spellpower
Cost: 20 spell points. Cooldown: 60 seconds.


Again, for such a powerful effect, 60 seconds is pretty powerful. You could remove 15 negative levels for 20 spellpoints. With spells, FvSs don't get restoration until level 8, and that only removes one negative level, for 25 spellpoints. Greater Restoration isn't available until level 14, which erases all negative levels for 40 spellpoints. This burst, we're hoping to give as a level 6 core ability. My suggestion: Remove 1d4 negative levels and 1d6 ability damage (like Radiant burst) with the initial casting, then just have the blindness part make several ticks as it remains. Then, we could probably increase the blind chance to 10% per tick, since it only lasts 8 seconds anyway. Most battles other than boss battles don't take longer than 40 seconds (4 seconds * 10% chance = 40 seconds for an ensured hit) to complete anyway.



Lesser, Greater and Supreme Beacon moved to tiers 2, 3, 4 and reworded:

Lesser Beacon: Add to the list of favored soul spells that you can choose from to learn: Sun Bolt as a level 3 spell.
Greater Beacon: Add to the list of favored soul spells that you can choose from to learn: Sunbeam as a level 6 spell.
Supreme Beacon: Add to the list of favored soul spells that you can choose from to learn: Sunburst as a level 8 spell.


I think Supreme definitely needs to be part of Tier 5. For one reason, to have a Tier 4 enhancement that you can't really make use of until level 16 is a bit strange, but also because Tier 5's tend to be something you have to commit to, so it seems like you shouldn't get all the benefit available to any FvS. Just the ones who are more focused. So I'd put Lesser at Tier 3, Greater at 4, and Supreme at Tier 5.

It would open up one slot in the Tier 3 enhancements. Maybe we could put an "Action Boost: Positive Spellpower" in there or something. (Not an official recommendation. Just an option)



Warming Light and Purifying Light moved downward from tier 4 to tier 3.
Intense Healing moved upward from tier 3 to tier 4.
{Mostly for balancing tier numbers and power a bit.}

Glow of Hope moved downward from tier 2 to tier 1 and changed it to scale better with epic levels:

Glow of Hope: When you cast a cure spell, you gain 3/6/10 Temporary Hit Points. Tier 3 If you have Epic Levels, Add your Favored Soul Class Levels to this number.
AP Cost: 1 Ranks: 3 Progression: 1 No requirements

Ray of Hope moved downward from tier 3 to tier 2.
{Moving to same tier as AoV temp sp mechanic.}

Added Channeling the Light, but moved it from the suggested tier 4 to tier 5:

Channeling the Light: Whenever you are hit with Light or Fire damage, your next light spell is cast with an extra 10/20/30 Light Spellpower (This can trigger at most once every 6/5/4 seconds, and does not stack if you get hit again before casting a spell)
AP Cost: 1 Ranks: 3 Progression: 30 No requirements

{Since we had a hole after the Beacon series was revised and moved to various tiers.}


I think the power adjustments are really solid. Good work.

Silverleafeon
09-17-2014, 06:23 AM
Thanks for the feedback, round 7 is now up.


Changes:

Core 3 is now:

Beacon Brightness: Spell Like Ability: Glitterdust (Activation Cost: 5 Spell Points. Cooldown: 20 seconds.) Passive: Adds 10 Positive Spellpower

AP Cost: 1 Ranks: 1 Progression: 5 Requires: Font of Hope, Favored Soul level 3

{The thought here is move away from copying paladin or angel of vengeance and move forward into explore the theme of Beacon/Lighthouse.}


Core 6 also changed:

Command the Light: You gain two Spell Like Abilities: Blindness (Activation Cost: 0 Spell Points. Cooldown: 10 seconds.) and Remove Blindness (Activation Cost: 0 Spell Points. Cooldown: 10 seconds.) Passive: You are immune to the Blindness effect.

AP Cost: 1 Ranks: 1 Progression: 10 Requires: Beacon Brightness, Favored Soul level 6

{Again, more explore a master of light using something other that plain damage. Note that both core 3 and core 6 are SLA and hence can be heightened making a seldom used spell suddenly potentially strong. The high but reasonable cooldowns reflect a balancing of power.}

The capstone was changed as well:

Touch of Hope: You gain +2 Cha, and gain a new Spell-like ability: Panacea: (Activation Cost: 0 spell points. Cooldown: 12 seconds.)
Passive: Add to the list of favored soul spells that you can choose from to learn: Fire Shield as a level 4 spell.

AP Cost: 1 Ranks: Progression: 40 Requires: Penetrating the Darkness, Favored Soul level 20

{Fire shield is very handy and fit with the theme here very well. It rewards capstone and makes up for the improper +2 cha. It is also the main spell a favored would want to umd at end game.}



The Beacon series changed moving each one upward one tier. Also a new beacon was added:

Least Beacon: Add to the list of favored soul spells that you can choose from to learn: Produce Flame as a level 2 spell.
AP Cost: 2 Ranks: 1 Progression: 5 No requirements


{This beacon introduces a bit of fire as part of the Beacon Tree which helps support the later Channeling the Light theme.}

Silverleafeon
09-17-2014, 06:32 AM
Looking interesting now.

Made some adjustments to help the Warpriest fans a bit more.

LuKaSu
09-17-2014, 09:56 AM
Beacon of Hope enhancement tree round 7


Core Abilities

Beacon Brightness: Spell Like Ability: Glitterdust (Activation Cost: 5 Spell Points. Cooldown: 20 seconds.) Passive: Adds 10 Positive Spellpower
AP Cost: 1 Ranks: 1 Progression: 5 Requires: Font of Hope, Favored Soul level 3

Command the Light: You gain two Spell Like Abilities: Blindness (Activation Cost: 0 Spell Points. Cooldown: 10 seconds.) and Remove Blindness (Activation Cost: 0 Spell Points. Cooldown: 10 seconds.) Passive: You are immune to the Blindness effect.

AP Cost: 1 Ranks: 1 Progression: 10 Requires: Beacon Brightness, Favored Soul level 6



As much as I love the idea of gving a glitterdust SLA, as a core 3 item, our Favored Souls would be able to throw out fully-meta'd Glitterdusts at level 3, when Sorcerers can't even cast it until level 4. Maybe this could be the level 6 core instead (plus, it seems that the +10 Positive Spellpower should be at 6 instead of 3 as well.

Maybe you could put the "Add Produce Flame to the list of spells you can choose from your spellbook" as the Core 3 Ability, instead of as the Tier 3 enhancement.

Silverleafeon
09-17-2014, 10:51 AM
Thanks.

Round 8 is up.

changes:

There is a new Core 3, with the less powerful Faerie Fire which could still have epic uses becoming the new core 3 SLA:


Beacon Glimmer: Spell Like Ability: Faerie Fire (Activation Cost: 2 Spell Points. Cooldown: 10 seconds.)

AP Cost: 1 Ranks: 1 Progression: 5 Requires: Font of Hope, Favored Soul level 3

{Note there is no blindness effect here, but one could use it to dispel displacement and the like...}


The old Core three has been moved to a more appropriate Core 6 spot:


Beacon Brightness: Spell Like Ability: Glitterdust (Activation Cost: 5 Spell Points. Cooldown: 20 seconds.) Passive: Adds 10 Positive Spellpower

AP Cost: 1 Ranks: 1 Progression: 10 Requires: Beacon Glimmer, Favored Soul level 6



One of the tier five abilities has been renamed and the old core 6 blindness immunity from the last round has been added to it:


Partial Ascension: You are immune to petrification and blindness.
AP Cost: 2 Ranks: 1 Progression: 30 No requirements



Thanks again, and I think we continue the lighthouse theme here more while balancing power out.
We don't want to have too much at the bottom of the tree.

I tried to replace the lesser beacon but could not easily do that, and I had picked out Fairie Fire last round as a possible choice, so I ended up going with Fairie Fire instead of smites or boosts.

Silverleafeon
09-17-2014, 11:24 AM
Multiple requests for: the AoV capstone should be changed to +2 wisdom.

Multiple requests for: Allow us more choices for favored weapons in the warpriest tree.

Expanded the notes post, I think we all can agree on these two points, and I will press to try to get them.
No promises, but if we don't ask, we might not get....

LuKaSu
09-17-2014, 11:53 AM
Thanks.

Round 8 is up.

changes:

There is a new Core 3, with the less powerful Faerie Fire which could still have epic uses becoming the new core 3 SLA:


Beacon Glimmer: Spell Like Ability: Faerie Fire (Activation Cost: 2 Spell Points. Cooldown: 10 seconds.)

AP Cost: 1 Ranks: 1 Progression: 5 Requires: Font of Hope, Favored Soul level 3

{Note there is no blindness effect here, but one could use it to dispel displacement and the like...}


The old Core three has been moved to a more appropriate Core 6 spot:


Beacon Brightness: Spell Like Ability: Glitterdust (Activation Cost: 5 Spell Points. Cooldown: 20 seconds.) Passive: Adds 10 Positive Spellpower

AP Cost: 1 Ranks: 1 Progression: 10 Requires: Beacon Glimmer, Favored Soul level 6



One of the tier five abilities has been renamed and the old core 6 blindness immunity from the last round has been added to it:


Partial Ascension: You are immune to petrification and blindness.
AP Cost: 2 Ranks: 1 Progression: 30 No requirements



Thanks again, and I think we continue the lighthouse theme here more while balancing power out.
We don't want to have too much at the bottom of the tree.

I tried to replace the lesser beacon but could not easily do that, and I had picked out Fairie Fire last round as a possible choice, so I ended up going with Fairie Fire instead of smites or boosts.

I really really like what you've got here. With the SLAs not being damaging, they can't "critically hit", so they won't be made OP by Just Rewards. Great job.

With the fact that we no longer have light-based offensive SLAs, I think we could include fire spellpower in "Channeling the Light" without being OP too.

Again, great job!

Silverleafeon
09-17-2014, 12:08 PM
THANKS!

I am rather pleased with this version.


Round 9 is up:

Minor Change:

Channeling the Light: Whenever you are hit with Light or Fire damage, your next spell is cast with an extra 10/20/30 Fire Spellpower and 10/20/30 Light Spellpower (This can trigger at most once every 6/5/4 seconds, and does not stack if you get hit again before casting a spell)
AP Cost: 1 Ranks: 3 Progression: 30 No requirements

{Rewritten in two ways ~ the next spell could be any spell (which could be easier coding and is less powerful as you might pop off a healing spell) and its now fire and light (regaining a bit of lost power there)}.

Angelic-council
12-11-2014, 12:54 AM
I really like the idea, very cool guys.

Just a one question to you silver, have you researched Angel of protection? It's basically bacon of hope, but just like angel of veangece, it's arch angel tree (FvS) that uses power of divanity to mitigate the damage. So, while clerics have powerful heals. FvS can cast protective buffs and damage absorption (temporal HP).

I really like your idea, especially healing archon.. But, that archon will also heal you? Isn't like weak version of radiant aura? I really believe that clerics are the best healers in game. So why not FvS be the best divine buffer? Astral shield for example? It's another AoE spell that reduces incoming damage and bestow temporal HP.

LuKaSu
12-14-2014, 03:59 PM
I really like the idea, very cool guys.

Just a one question to you silver, have you researched Angel of protection? It's basically bacon of hope, but just like angel of veangece, it's arch angel tree (FvS) that uses power of divanity to mitigate the damage. So, while clerics have powerful heals. FvS can cast protective buffs and damage absorption (temporal HP).

I really like your idea, especially healing archon.. But, that archon will also heal you? Isn't like weak version of radiant aura? I really believe that clerics are the best healers in game. So why not FvS be the best divine buffer? Astral shield for example? It's another AoE spell that reduces incoming damage and bestow temporal HP.

Looks pretty interesting! I'll have to check that out when I'm not so lazy.

But to answer your question, yes, it would sort of be like a weaker (in groups, about the same when soloing), but longer-lasting version of the Aura that runs on sp instead of turns.

Zer0AcmE
08-11-2015, 03:49 PM
What's the latest on FvS updates and why did this thread go cold?

Pnumbra
08-11-2015, 06:40 PM
Awesome work, but I don't like it at all from a melee FvS point of view. All of this just makes for a niche type of cleric. The melee path doesn't really exist at all.

Enderoc
08-11-2015, 06:46 PM
I think if a third fvs tree is made it should incorporate an idea of being protected by the Gods. If you want a focused healer you have cleric. Because a FVS has so much more spellpoints than a cleric I really think that rubbing that in their faces by allowing them free healing too is a bit much. Talking almost like an eldritch knight kind of thing but focused on defense, maybe allow an enhancement that gives light damage from shields, tower shield proficiency etc, Heavy Armor prof. PRR boosts....that kind of thing. Maybe have like a protection ward enabled when the FVS blocks that creates a visible aura that grants PRR/MRR to anyone within it?

SirValentine
08-12-2015, 06:17 AM
Awesome work, but I don't like it at all from a melee FvS point of view. All of this just makes for a niche type of cleric. The melee path doesn't really exist at all.

Warpriest is supposed to be the melee tree. Warpriest's failings are a separate issue from this proposed third tree.

janave
11-18-2015, 09:22 AM
Nice thread.

Seems like many ideas are in sync among the players, it is a good sign !

This is my quick take on the Beacon of Hope (http://secretcavern.pe.hu/ddo/fvs_boh.html) theme.

here replied to a Divine Pass (https://www.ddo.com/forums/showthread.php/467822-Ideas-for-divines?p=5724720&viewfull=1#post5724720) thread as well :)

hopefully we get that 3rd tree sooner rather than later.

Silverleafeon
12-10-2015, 05:14 PM
Concerning AoV capstone, the +1 to damage is so outdated feature for Favored Souls that I feel its ok to update all the capstone spells now without power creep:

Old versions:


Ascendancy: Passive: You gain +2 Charisma and +2 to two skills.
Active: You are able to cast a low level spell at will without using spell points. Choose One:
Icon Enhancement Ascendancy Bolt of the Sun.png Bolt of the Sun: You gain +2 to the Diplomacy and Spellcraft skills, and are able to cast the spell Sun Bolt at will without using spell points. Requires Favored by Amaunator

Icon Enhancement Ascendancy Healing Word.png Healing Word: You gain +2 to the Diplomacy and Heal skills, and are able to cast the spell Cure Light Wounds at will without using spell points. Requires Favored by the Sovereign Host

Icon Enhancement Ascendancy Light of the Flame.png Light of the Flame: You gain +2 to the Intimidate and Heal skills, and are able to cast the spell Searing Light at will without using spell points. Requires Favored by the Silver Flame

Icon Enhancement Ascendancy Protection of the Blade.png Protection of the Blade: You gain +2 to the Intimidate and Repair skills, and are able to cast the spell Shield at will without using spell points. Requires Favored by the Lord of Blades

Icon Enhancement Ascendancy Stealth of the Hunter.png Stealth of the Hunter: You gain +2 to the Hide and Move Silently skills, and are able to cast the spell Invisibility at will without using spell points. Requires Favored by Vulkoor

Icon Enhancement Ascendancy Voice of the Deathless.png Voice of the Deathless: You gain +2 to the Spot and Search skills, and are able to cast the spell Command Undead at will without using spell points. Requires Favored by the Undying court



New Version:

Changed
Ascendancy: Passive: You gain +2 Wisdom and +2 to two skills.
Active: You are able to cast a low level spell at will without using spell points. Choose One:


Unchanged
Icon Enhancement Ascendancy Bolt of the Sun.png Bolt of the Sun: You gain +2 to the Diplomacy and Spellcraft skills, and are able to cast the spell Sun Bolt at will without using spell points. Requires Favored by Amaunator


Unchanged
Icon Enhancement Ascendancy Healing Word.png Healing Word: You gain +2 to the Diplomacy and Heal skills, and are able to cast the spell Cure Light Wounds at will without using spell points. Requires Favored by the Sovereign Host


Unchanged
Icon Enhancement Ascendancy Light of the Flame.png Light of the Flame: You gain +2 to the Intimidate and Heal skills, and are able to cast the spell searing with using spell points.


Searing Light at will without using spell points. Requires Favored by the Silver Flame


Changed
Icon Enhancement Ascendancy Protection of the Blade.png Protection of the Blade: You gain +2 to the Intimidate and Repair skills, and are able to cast the spell Greater Glyph of Warding at will without using spell points. Requires Favored by the Lord of Blades


Changed
Icon Enhancement Ascendancy Stealth of the Hunter.png Stealth of the Hunter: You gain +2 to the Hide and Move Silently skills, and are able to cast the spell Flame Strike at will without using spell points. Requires Favored by Vulkoor


Changed
Icon Enhancement Ascendancy Voice of the Deathless.png Voice of the Deathless: You gain +2 to the Spot and Search skills, and are able to cast the spell Divine Punishment at will without using spell points. Requires Favored by the Undying



Also Changes:

Remove

Articles of Faith: Your deity's favored weapon is considered a Spellcasting Implement in your hands.
AP Cost: 2 Ranks: 1 Progression: 5 No requirements

At end game, any decent melee type weapon will have a red/purple slot that be augmented with spellpower and once that is done, the weapon becomes a spellcasting implement. Done deal, this is useless space. If the melee build (this is a casting tree by the way) does not want spellpower slotted then the build will not care about implement bonuses.

Great place to insert something decent here and in one of the empty tier five slot, making most of the power gain exclusive.

Recommend an SLA for the tier two slot, probably defiect vengeance since it benefits from the Master of ____ feats.

Recommend a multi-choice SLA for the tier five slot, between the other four Master of Aligment spells: Holy Smite, Unholy Blight, Order's Wrath, Chaos Hammer. Or better yet, grant all four of them as part of a tier five: spent an action point to get each one starting with Holy Smite, then Order's Wrath, then Chaos Hammer, then Unholy Blight.


All this would really change AoV w/o duplicating DD clerical tree.

SirValentine
12-11-2015, 07:46 AM
Old versions:

Ascendancy: Passive: You gain +2 Charisma and +2 to two skills.




New Version:

Changed
Ascendancy: Passive: You gain +2 Wisdom and +2 to two skills.


I'd suggest it be +2 Cha AND +2 Wis. Both not to nerf people who like/want/use current +2 Cha, and to put it in line with other post-class-pass capstones, which have tended to be +2/+2 to two stats or +4 to one stat.

That was discussed earlier in the thread, but I guess it got lost.

And if devs were messing with divine capstones anyway, also make Radiant Server +2 Cha & +2 Wis (Cha for the Turning focus), and make DD a straight +4 Wis.

I don't have a suggestion for Warpriest.

Kuunkukka
03-10-2016, 08:30 AM
Just copy Enlightened Spirit from Warlock. Set the eldritch blast base damage to non-scaling 1d8, and the tree would still be stronger than anything FvS currently has.

I have no idea why ES is on Warlock, in my opinion it has Favored Soul written all over it.