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  1. #41
    Community Member Zerkul's Avatar
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    Default Extra caster level / Max caster level on a specific school.

    Can we get this ability (read title) at lower tier? Right now it is un-twistable if i remember correctly, it could help the other spellcasting classes as well in this way.
    Last edited by Zerkul; 06-10-2012 at 01:23 PM.
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  2. #42
    Community Member Vazok1's Avatar
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    Quote Originally Posted by Zerkul View Post
    Can we get this ability (read title) at lower tier? Right now it is un-twistable if i remember correctly, it could help the other spellcasting classes as well in this way.
    Tier 4:
    Dragon Spell Knowledge (required 12 - Prereq: Dragon heritage) (3 ranks - 1 AP): (Passive) +1 caster level and maximum caster level on spells of your dragon element.

    It is twistable, just expensive.
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  3. #43
    Community Member Urjak's Avatar
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    IMO the sigils are a total waste:
    they are STATIONARY, have a low effect and short duration:

    sigil of spellwarding: probably only useful for drow, but the stacking seems to be bugged
    sigil of lifeshield: the damage is a joke, the deathward portion would be nice THEORETICALLY, in praxis though its totally useless due to its short duration and most casters tending to stay mobile, thus exiting and reentering the sigil all the time
    sigil of energy negation: probably the only one that has at least SOME useage in certain situations, overall again rather useless since most of DDOs combat isn't stationary
    sigil of battering spellcraft: this one should be awesome for casters and divines, unfortunately both tend to stay mobile and the bonus is rather weak compared to the cost

    suggestion to fix them:
    increase duration
    make them targetable => centered on either caster, ally or stationary if nothing is selected
    increase their effect

    augmentation, nullmagic guard and strike:
    IMO it should be more clear when it procs (graphics wise) ... also augmentation seemed to proc really rarely (a lot lower than 15% ... but thats just gut feeling, since when nuking evasion mobs with tons of nukes it didn't seem that at one point they suddenly saved less ... or at least this happened only very rarely ... with 15% proc chance it should be about every 6th to 7th cast ... definitely didn't feel like that

    the evocation summon (meteor swarm) was definitely nice

    ability increases:
    still think their cost is too steep .. see my suggestion in draconic incarnation ... its just that especially as a wizard you will want every last point of DC:
    24 AP base
    -12 AP int increase
    -3 AP necro or enchant DC increase
    -3 AP piercing spellcraft ... most will want that as well with all those epic drow
    --------
    6 AP and 3 twists left to spend on cool stuff, whereby 2 of those AP have to be spend on the weak level 1 abilities (to unlock level 2) ... so effectively only 4 AP to spend on cool stuff ... kinda blows
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  4. #44
    Community Member Urjak's Avatar
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    Quote Originally Posted by Vazok1 View Post
    Tier 4:
    Dragon Spell Knowledge (required 12 - Prereq: Dragon heritage) (3 ranks - 1 AP): (Passive) +1 caster level and maximum caster level on spells of your dragon element.

    It is twistable, just expensive.
    yeah the draconic incarnation one is twistable ... the magister one is not
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  5. #45
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    Quote Originally Posted by Urjak View Post
    IMO the sigils are a total waste:
    they are STATIONARY, have a low effect and short duration:

    sigil of spellwarding: probably only useful for drow, but the stacking seems to be bugged
    sigil of lifeshield: the damage is a joke, the deathward portion would be nice THEORETICALLY, in praxis though its totally useless due to its short duration and most casters tending to stay mobile, thus exiting and reentering the sigil all the time
    sigil of energy negation: probably the only one that has at least SOME useage in certain situations, overall again rather useless since most of DDOs combat isn't stationary
    sigil of battering spellcraft: this one should be awesome for casters and divines, unfortunately both tend to stay mobile and the bonus is rather weak compared to the cost

    suggestion to fix them:
    increase duration
    make them targetable => centered on either caster, ally or stationary if nothing is selected
    increase their effect
    Seconded.
    Please make sigils work like an aura centered on caster or ally

  6. #46
    Community Member Zerkul's Avatar
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    Quote Originally Posted by Urjak View Post
    yeah the draconic incarnation one is twistable ... the magister one is not
    Yup, you made the point: actually if you want to maximize the spell dices for a Sorcerer is better to be a Magister Evocation rather than a Draconic Incarnate. Would be nice not only for Sorcerers but even for Healers (Conjuration anyone?) to make the Magister ability twistable (tier3 or tier4 for example).
    Guild Leader of "GODS - Guardians Of the Dragon Sanctuary" on Cannith --- My Characters: Zavarthak (20 Barbarian Frenzied/Ravager DPS - MAIN), Ryumajin (Warlock,), Leohands (Evocation FVS firstlife), Galvano (Paladin TWF). - If you like or find useful my posts, consider adding reputation.

  7. #47
    Community Member Vazok1's Avatar
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    That is exactly why it cannot be twisted, sorc +3 caster level is for 1 element, not an entire school. If a sorc were to twist the evocation or conjuration spell school then they would gain it to every spell of that school, not just the element they are specialised in.
    Would be too powerful to be twistable.
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  8. #48
    Community Member Shade's Avatar
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    Quote Originally Posted by Vazok1 View Post
    That is exactly why it cannot be twisted, sorc +3 caster level is for 1 element, not an entire school. If a sorc were to twist the evocation or conjuration spell school then they would gain it to every spell of that school, not just the element they are specialised in.
    Would be too powerful to be twistable.
    Sorcerers don't carry spells they aren't specialized in for very obvious reasons. A +3MCL/CL on damage types you arent specialized for wouldnt be an overpowered twists, it would be a mistake.

    That said, Magister already has several nice things twistable in a lower tiers for every class, so i think its ok in that regard.

    Sentinel, Exalted Angel, Shiradis and Grandmasters are lines that lack much in the way of stuff worth twisting in for classes that they arent geared towards.. They should add some to those useful to all classes.

  9. #49
    Community Member Kirlian's Avatar
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    Question

    The best form of Defense is Attack. where is ANYTHING OFFENSIVE in here? Summons are underperforming, there is NOTHING to increase dps of ANY of my spells(remember that instakill is not what you want to use a lot). The ONLY kind of dps is the 2d6 every 3 min for 8 sec... Here comes the trick. Gensai (or someone else) said that meta magic do not apply to any ED. I am left with only offensive sigil that gives 15SP for 20 sec. Please, this is ludicrous.
    Last edited by Kirlian; 06-12-2012 at 04:48 AM.
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  10. #50
    Community Member Jaid314's Avatar
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    increased DCs, increased max caster levels. that sounds like increased DPS to me.

    edit: that said, if you want spell DPS... why are you even looking at magister? there is an entire arcane line specifically designed to make things explode in various ways. if making things kersplode is your goal, choose the destiny that makes things kersplode.

  11. #51
    Community Member Zerkul's Avatar
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    Quote Originally Posted by Jaid314 View Post
    that said, if you want spell DPS... why are you even looking at magister? there is an entire arcane line specifically designed to make things explode in various ways. if making things kersplode is your goal, choose the destiny that makes things kersplode.
    Will need to check how performs the Draconic line for "kersplode" things then decide if the +3 caster level from magister is better or not. Magister with draconic stuff twisted will be a very nice spell dps so the other line better be worth the loss of it.
    Last edited by Zerkul; 06-11-2012 at 06:09 PM.
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  12. #52
    Community Member Dagolar's Avatar
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    Quote Originally Posted by Zerkul View Post
    Will need to check how performs the Draconic line for "kersplode" things then decide if the +3 caster level from magister is better or not. Magister with draconic stuff twisted will be a very nice spell dps so the other line better be worth the loss of it.
    Strange: I was getting entirely the opposite impression. I'll need to take another look at it
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  13. #53
    Community Member alexp80's Avatar
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    Looking at description, it seems to me a very very weak epic destiny with little "epic" in it.

    The final ability made me laugh.

    First you need 30 charges, that comes from 2 random abilities (so totally unreliable) with 2% base chance.

    So every 1500 spells/hits average (that's HUGE) I have an ability that grants immunity over spell for 20 seconds? LOL.

    Apart the increasing dc of the scholl of choice, I see nothing interesting in this fate for a wizard.
    Nothing epic at all.

    EDIT:

    Imho, here's a raw list of epic ideas for a wiz:

    master over elements: the ability to change energy type of elemental spells.
    master of spells: in pnp you are free to choose any spell and make it a SLA. In dnd for easy implementation I would suggest a new SLA for each school, a little powerful than the existing one.

    epic momentum: Time stop: for a reasonable time (10-15sec) all spell are quickened, with no cooldown and without any pause between casts.
    alternative: Prismatic Sphere.

    I would love to see also Solid Walls implementations (stone/iron/ice/prismatic); they should grant a brand new tactical tool
    Last edited by alexp80; 06-12-2012 at 07:24 AM.
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  14. #54
    Community Member sweez's Avatar
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    How do nullmagic guard/strike work anyway? If they're coded same as dispel magic, you won't be using them since they'll do more harm than benefit lol, so the epic moment won't be happening anyway.
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  15. #55
    Community Member Schmoe's Avatar
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    Quote Originally Posted by Jaid314 View Post
    increased DCs, increased max caster levels. that sounds like increased DPS to me.
    Increased caster level means nothing if the spells still cap their damage at CL20 or lower. I haven't seen any hint of the devs increasing spell damage caps, so the only thing this gives is a DC boost.

    A DC boost is a slight DPS increase (fewer successful Reflex saves), but primarily a CC/insta-kill buff.
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  16. #56
    Community Member Jaid314's Avatar
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    Quote Originally Posted by Schmoe View Post
    Increased caster level means nothing if the spells still cap their damage at CL20 or lower. I haven't seen any hint of the devs increasing spell damage caps, so the only thing this gives is a DC boost.

    A DC boost is a slight DPS increase (fewer successful Reflex saves), but primarily a CC/insta-kill buff.
    i specifically stated that the destiny has increased max caster level. max. as in, the short form for maximum. indicating that if a spell currently has a maximum effective caster level of 20, it will be increased to 23 for this epic destiny (for one specific school only, but there's really only 2 schools most people will care about). that represents a DPS increase of about 15% from that one ability alone.

    stack on the shorter cooldowns that i mentioned (and yes, this *is* a bonus to DPS) as well, for further bonus to DPS.

    but this still leaves the question: why do you even care? there is an arcane epic destiny for blowing stuff up. if blowing stuff up is your goal, take the destiny that focuses on blowing stuff up. you may as well complain that fury of the wild doesn't give bonus SP, or that legendary dreadnought won't grant you any spell-like abilities.

  17. #57
    Community Member oberon131313's Avatar
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    Quote Originally Posted by sweez View Post
    How do nullmagic guard/strike work anyway? If they're coded same as dispel magic, you won't be using them since they'll do more harm than benefit lol, so the epic moment won't be happening anyway.
    so far I have not seen them remove spells that I cast on the mobs (prismatic strike's melee damage reduction or stun, Tactical Detonation's knockdown effect). It does prevent spellcasting for anything that is not rednamed (or above). It does remove buffs without stripping our debuffs
    Last edited by oberon131313; 06-12-2012 at 01:47 PM.
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  18. #58
    Community Member oberon131313's Avatar
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    Quote Originally Posted by Schmoe View Post
    Increased caster level means nothing if the spells still cap their damage at CL20 or lower.
    The increased caster level box also comes with increased max caster level.
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  19. #59
    Community Member Schmoe's Avatar
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    Quote Originally Posted by oberon131313 View Post
    The increased caster level box also comes with increased max caster level.
    Ah, thank you. That's not clear to me from the descriptions I've read. In that case it is very nice!
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  20. #60

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    Found this on the dnd website (d20srd.org) and it is interesting. It deals with spell points. It would be so neat if Magister had something that might make this possible:

    A second optional variant would allow a spellcaster to exceed his normal pool of spell points, but at great personal risk. Doing so successfully requires a Concentration check (DC 20 + spell level). Each time a character casts a spell for which he does not have sufficient spell points and subsequently fails the Concentration check, he takes both lethal and nonlethal damage equal to the level of the spell cast. A desperate (or unwary) spellcaster can literally cast himself into unconsciousness in this manner.
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