Power Word: Kill is scaled. link
Just maybe not enough.
* Wail of the Banshee - Please tell me this has a decent range. I'm tired of having spells limited to the standard haste circle size.
* Energy Drain - So now we have to deal with enemies spamming this for a guaranteed -8 levels instead of the guaranteed -4 from enervation, while when we use it we get minimal neg levels on the monster.
Originally Posted by Combat Log
Awesome for the most part.
Meteor swarm would be niec to have some blunt damage in there.
Power word Kill - level 5 monsters have more than 300 hit points - so utterly useless as rendered. Scorching ray can kill stuff under 300 hit points too, and doesnt take up a level 9 spell slot. Make PWK do 1000 damage, no save, untyped. Anything under that hp will die, anything over....takes 1000 damage. That will make it a useful spell.
Prismatic spray - potentially a great spell if it does all the effects in the book - pretty lame is it just does 70 damage and blinds on a failed save.
More force spells = awesomeness, however something higher than 3/4 would be nice.
More acid/electric spells would be nice as well, something for every level or at least every other level.
Implosion - my cleric is giddy over waiting for this spell. And no deathward should not protect because its physical, not a necromatic spell!
Summon monster - a good aligned monster would be nice.
Disjunction - as stated - like dispel magic it is far, far more griefing to players if monsters can cast it. Dispeling a monster is a waste of time when your fighting 200 monsters in a quest, however it is a deadly, deadly spell when those 200 monsters are ALL casting a major debuff on the players every 2 seconds with unlimited mana. So....unless very, very few monsters have access to it there are going to be a lot of painful quests, and angry players when faced with this.
Wait of the Banshee - sonic/death - make it a bard 6 spell too? Bards need some spell love. And yeah if the range is only the standard circle it will be a bit of a disappointment.
I didn't see a duration listed for Implosion. Does this mean that spell lasts for the duration of the instance?
Weird is weaker because it allows both Will and Fort saves, so it'll need some boost to make it balanced in DDO. The natural way to improve it is for it to work on more targets, either by having a larger area or a higher headcount-limit.
I dont think that bards shoud get one of the most powerfull arcane attack spells. That would make wizard/sorcerors pretty much obsolete (bards having others usefull things. Wizard/Sorcerors just have their better offencive magic).Wait of the Banshee - sonic/death - make it a bard 6 spell too? Bards need some spell love. And yeah if the range is only the standard circle it will be a bit of a disappointment.
Last edited by Xylitol; 03-01-2009 at 05:42 AM.
Well Since haste has 30 foot range in PnP betwene all members and Wail is like 60 foot or somthing similar, it should be a Heck of a LOT bigger then haste, weather it really will be remains to be determined.
Prophits of the New Republic-- Khyber--PnP Vetren of more years then I wish to admit
Desteria MoonStar-Sorc20--Mcgruf The Crime Dog-Dwarf Ftr12/Pal3/Rgr5Annibelle of the Woods-Rgr20--St.Fut H'Tennek-H-Orc Barb 20Kwaiii Chang Caine-Monk 20--Sandradee-Bard 3
I dont see how this is going to better than DBF unless it has blunt damage included and no save from direct hit?Meteor Swarm (Level: Sor/Wiz 9) Causes four 2-foot-diameter spheres to spring forth and streak in straight lines toward a target, leaving fiery trails of sparks. The meteors explode on impact, dealing fire damage to targets in the area. Unlike most other projectile spells, the caster can arc these meteors if they have no target selected.
**Energy Drain (Level: Clr 9, Sor/Wiz 9) A black ray of crackling negative energy suppresses the life force of any living creature it strikes, granting an enemy 2d4 negative levels. If the target has as many negative levels as its hit dice or levels, it dies. Each negative level gives a creature a -1 penalty on attack rolls, saves, skill checks, ability checks, and effective level. Negative levels stack.
Of all the new spells I look forward to this one the most. I am not a big fan of enervation but since this one is 2d4 and that is an ave of 4 levels and will make a huge difference in chance to fail save.
It is hard to comment on most of the new spells since we don't really know what kind of hp/dps changes we will see in the new mod.
Thanks for the preview tho!
Coregath - Warforged - 16 Sorc
Tilgath - Human - 16 sorc
Corgoth - Human - 16 pally
"Compare your lives to mine and then kill yourselves!" -Bender
my guess on weird and wail is this
wail will be a cone type effect reaching out from you (see cone of cold/fear spells)
weird will be a distance spell centered on the mob you select (see mass hold person)
Mass heal - 250 max??? hmm... so much for clerics needing a devotion item... my poor lorriks set is nerfed lol...
Wail - im hoping this has a limit (say max 4 or d6 or something similar to chain lighting)
Wierd? - im hoping they add this with no limit.
Power word kill - I agree, all powerwords should have a save if the target is above the max allowed hp...
Acid/force spells good
Something to compare with Wall of fire and polar ray would be nice though....
Maybe have acid rain do 2d4 +1 per caster level??
Spellsinger: Focus on spellcasting, bonus healing spells like heal and maybe access to raise dead (couldn't think of other related healing spells, maybe the next cure mass)?
Warchanter: As currently, improvements to damage/attack songs, maybe access to more powerful combat buffing spells.
Virtuoso: Would focus on the other bardic music, facinating, maybe more on the debuff songs.
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