Ok.... I think some things in this destiny need rethinking.
And I know it was discussed many many times, but.... Maybe, just maybe - if we write devs will finally see the light ( I really hope Eladrin will get a little time to look at it)
This one destiny has some great abilities. But some of them are almost not usable - so here my suggestions that would make them usefull.
1. Astral Vibrance
This ability is really irritating to use. Because to not get amazingly high sp cost u have to toogle it on and off every 10-20 secs <- thats not cool.Toggle: While you are above 50% Health enemies below 50% health take 1d4 light damage every 2 seconds, increasing by 1d4 every 2 seconds they remain in your aura (up to 20d4 per 2 seconds), and nearby allies below 50% health receive 1d4 positive healing every 2 seconds increasing by 1d4 every 2 seconds they remain in your aura (up to 20d4 per 2 seconds). Costs 1 sp per 2 second, increasing by 1 every 2 seconds when active
Idea to repair: Make sp cost cap with max dmg. 20d4 dmg for 20sp seems cool (but remember first u have to get to that high stack paying sp for not really worthy it dmg). I suggest to cap sp cost to 20 sp for max stack.
Because watching to toogle it on and off in a good time is really making it not often used skill. And right now its eating sp like crazy!
2. Blessed Blades
Its fine ability, but should not be in autogrants. All others autogrants give sth usefull to both melee and caster(even sp and spell pen is usefull for melee who still - has to heal and buff, and may like to drain some mobs). This one however is completely trash for casters. Doing exactly nothing.Any weapon you wield or unarmed attacks are treated as having your alignment for damage reduction bypass purpose
Idea to repair: Move this one to enhancement tree, and give us in autogrants sth that both melees and casters can find usefull e.g.:
- more positive or light spell power
- some % of bigger sp pool
- more hp
- some stacking DR
- some stacking heal amp
- or just exchange this one with the :Be at Peace: ability - I think no save CC can be situationally usefull for both melee and caster, right? Cooldown is long enough to not make this skill OP - and its only one-target.
3. Leap of faith
Well.... its not THAT bad. Even tho i Think fvses shoudl get sth better like e.g. 7sp per one wings use instead of 10. Or sth like that. But this one I can understand. Rogue one is giving evasion even tho rogues have it already.
4. Angelic Presence
Not that bad. But I think sth like +2 con instead of +2 charisma would be better (look down at fvs melee = charisma is usefull , caster fvs = charisma above 19 is not usefull, wisdom is the one usefull). Or maybe -2 saves instead of -2 attack rolls.
But if this one stays as it ism itll be still worth using cause its free so.... Like leap of faith - change would be nice but not that needed.
Here I see only 1 hurting thing.
Dear devs - please decide if fvses spells/abilities DC should work based on wisdom or charisma - were not able to get both high enough to get good spell casting DC, AND epic abilities DC.
Idea to repair:
I see u devs made it into this direction :
- melee fvses = some cool charisma moves
- caster fvses = dc based on wisdom
So I suggest:
- melee like abilities in epic destiny to stay charisma based: Smite the Wicked, Strike Down
- caster like abilities in epic destiny to be changed to wisdom based: Avenging the Light, Divine Wrath
And BTW - I think we should get sth to evocation DC. Even sorcerers get this... And its fvs and clerics whos pride is BB and Implosion - both Evocation spells.