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  1. #21
    Founder TreknaQudane's Avatar
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    Quote Originally Posted by Potta View Post
    Where are you getting this information? I went into Lama and didn't see anything other than the old Enhancement system, with no new enhancements in it.
    There was an option in the key mapping to bind a shortcut to open an enhancement panel... between that and some searching I was able to fill in the rest.
    [REDACTED]

  2. #22
    Community Member Diyon's Avatar
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    Quote Originally Posted by Potta View Post
    Where are you getting this information? I went into Lama and didn't see anything other than the old Enhancement system, with no new enhancements in it.
    Maybe its popping up in the enhancement window for the new system that slipped into live awhile back? (Brings a unfilled in enhancement tree window on live, you need to actually go into your key bindings and set a button for it to see it).
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  3. #23

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    Quote Originally Posted by Potta View Post
    Where are you getting this information? I went into Lama and didn't see anything other than the old Enhancement system, with no new enhancements in it.
    From the keymapping options to open the enhancement trees. Some of it's already been subjected to change (as I understand it) and what we see doesn't reflect any of those changes, and the rest is always subject to change.

    Since the cat is out of the bag anyway I'll add a couple tidbits.

    The spellsinger tree does show some options to add spells to the bard list from selections.
    The war chanter tree shows advanced tools of war and skaldic rage.
    Ninja-spies and thief-acrobats can show no mercy as an option.
    Mechanics have some bomberman style options.
    Last edited by Aashrym; 10-11-2012 at 01:28 AM.

  4. #24
    Founder TreknaQudane's Avatar
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    Quote Originally Posted by Aashrym View Post
    From the keymapping options to open the enhancement trees. Some of it's already been subjected to change (as I understand it) and what we see doesn't reflect any of those changes, and the rest is always subject to change.

    Since the cat is out of the bag anyway I'll add a couple tidbits.

    The spellsinger tree does show some options to add spells to the bard list from a limited selection.
    The war chanter tree shows advanced tools of war and skaldic rage.
    Ninja-spies and thief-acrobats can show no mercy as an option.
    Mechanics have some bomberman style options.
    The thing that has me excited ... is that the mechanics for granting spells to bards also has the potentiality to work as a means to grant domains to clerics.. *sigh* I fear I'm just dreaming about that however.
    [REDACTED]

  5. #25
    Hatchery Hero Sonos's Avatar
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    Breaking Wind + Fire attacks or finishers should have a chance at fiery detonation.

  6. #26

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    Quote Originally Posted by TreknaQudane View Post
    The thing that has me excited ... is that the mechanics for granting spells to bards also has the potentiality to work as a means to grant domains to clerics.. *sigh* I fear I'm just dreaming about that however.
    I'd rather see them as bonus feats that provide spell-like abilities. That leaves more room in the enhancement trees. Beggars can't be choosers, tho, I suppose. I could see a choice of domains based on the PrE tree.

  7. #27
    Founder TreknaQudane's Avatar
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    Quote Originally Posted by Aashrym View Post
    I'd rather see them as bonus feats that provide spell-like abilities. That leaves more room in the enhancement trees. Beggars can't be choosers, tho, I suppose. I could see a choice of domains based on the PrE tree.
    In the ideal world, I'd have domains done as a feat(s?)that a cleric must chose at level one. Of course I'd also allow neutral clerics to chose to rebuke undead instead of turn it.
    [REDACTED]

  8. #28

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    Loving these new enhancements. Especially the ability with the potentially huge temporary double-strike Morale bonus.

    Eladrin - Couple of notes related Qstaff usage:

    1. Please fix Glancing Blow procs on Cleave / Great Cleave when using Quarterstaves. Currently, quarterstaves never proc Glancing Blows on Cleaves.

    2. Please fix Doublestrike procs on Cleave / Great Cleave when using Quarterstaves.
    Currently, quarterstaves never proc Doublestrikes on Cleaves.

    3. Can you please take a look at Improved Feint? Its delayed Bluff activation does not work very in terms of speedy gameplay and feels quite broken. I'm sure there are plenty of Qstaff users out there that would like to use this feat with there Cleave Sneak Attacks.
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  9. #29
    Community Member dlsidhe's Avatar
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    Slightly Off-Topic (though this looks very interesting, especially the shielded meditation + meditation-as-group-buff): Is there any rough-in of the revised Shintao up? I love my Shintao monk, and want to know what I have to look forward to. I'm really hoping for MOAR HJEALZ being built in, like Healing Ki turning into a mass cure serious at higher tiers, or getting an actual restoration rather than just a lesser.

    Other than that - I'm starting to get intrigued by the enhancement pass more and more. I want to see more, like the Drow tempest tree, Angel of Vengeance, Divine Avenger...

    I'm hoping I don't find the urge to LR my FvS into a shortsword-wielding Tempest Divine Avenger.

    (Secretly, I'm hoping for a Spinner of Shadows faith line being added in addition to Vulkoor. I dislike the Vulkoorim more than the Evil Demon Cultists. Scimitars as the weapon, a 10-minute cooldown phantsmal killer or DoT demonic venom curse, and SLA webs at cap...kind of a negative of the Undying Court)
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  10. #30
    Developer Eladrin's Avatar
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    Quote Originally Posted by TreknaQudane View Post
    In the ideal world, I'd have domains done as a feat(s?)that a cleric must chose at level one.
    Stop looking at my internal build.

    The change to the elemental strikes is nice they were due for an update. Hopefully this is available in both shintao and ninja spy trees.
    Yes, the Elemental Strikes selector is in all three trees at (2,2).

    I finished the rest of the Mystic tree this week. It's intended to be more of a "casterish" monk than many of the others, the elemental master of the bunch (focused mostly on fire). A force for balance rather than the light or dark tendencies of the other two.

    The version you see is a bit old, it's missing a few of the core abilities, like the tier 5 ability Balance in Dawn.

    Balance in Dawn
    Multiselector:

    Every Light Casts a Shadow:
    Prereq: Path of Harmonious Balance.
    Dark Ki Melee Attack: Perform an attack with +2[W] damage. On Damage: Target suffers 1d4 Negative Levels. If the target dies within 10 seconds, all enemies around the target suffer 1d2 Negative Levels.

    Shadows Cannot Exist Without Light:
    Prereq: Path of Inevitable Dominion.
    Light Ki Melee Attack: Perform an attack with +2[W] damage. On Damage: Target suffers 1d6 light damage every 2 seconds for 10 seconds. This can stack up to 5 times. If the target dies within 10 seconds, all allies around the target receive 100 Positive Energy healing.

    The thing I like most about this ability is... well, I'll let you guys discuss it.

    Slightly Off-Topic (though this looks very interesting, especially the shielded meditation + meditation-as-group-buff): Is there any rough-in of the revised Shintao up? I love my Shintao monk, and want to know what I have to look forward to. I'm really hoping for MOAR HJEALZ being built in, like Healing Ki turning into a mass cure serious at higher tiers, or getting an actual restoration rather than just a lesser.
    The Shintao Monk hasn't snuck into your current build since I was working on it this week. (It's the one I'm in the middle of right now.) A couple of the changes there include your Remove <Blindness/Curse/Disease>/Lesser Restoration abilities are now toggles that apply to your Healing Ki finisher, so it's now actually Mass Remove <stuff> / Lesser Restoration. It also finally has more of the defensive abilities available to it that I've wanted to get in (though some of those come at a penalty to offense).

  11. #31
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    Quote Originally Posted by Eladrin View Post
    The thing I like most about this ability is... well, I'll let you guys discuss it.
    Dark Henshin Monks can throw Light buffs, and Light Henshin Monks can throw Dark debuffs. Seems appropriate, although I've never really used either much except for very specific circumstances: primarily ToD to avoid stuns, or healing debuff for healer mobs (if I can't just stun them). I'd often rather cycle through specific damaging attacks than have to maintain a specific pattern of other things to eventually reach the debuff/buff I'd want. I still find that whole Finishing Move system really clunky. At least with the Elemental Strikes getting a little more useful, there'd hopefully be something more useful to throw into, say, a Fire-Light-Fire rotation when fighting something immune to Fire...
    Last edited by rimble; 10-11-2012 at 11:28 AM.

  12. #32
    Community Member Munkenmo's Avatar
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    Quote Originally Posted by Eladrin View Post
    Balance in Dawn
    Multiselector:

    Every Light Casts a Shadow:
    Prereq: Path of Harmonious Balance.
    Dark Ki Melee Attack: Perform an attack with +2[W] damage. On Damage: Target suffers 1d4 Negative Levels. If the target dies within 10 seconds, all enemies around the target suffer 1d2 Negative Levels.

    Shadows Cannot Exist Without Light:
    Prereq: Path of Inevitable Dominion.
    Light Ki Melee Attack: Perform an attack with +2[W] damage. On Damage: Target suffers 1d6 light damage every 2 seconds for 10 seconds. This can stack up to 5 times. If the target dies within 10 seconds, all allies around the target receive 100 Positive Energy healing.
    The thing I like most about this ability is... well, I'll let you guys discuss it. OMG!

    Cannot exist without light is blowing my mind! I'll probably go back to light path for that.

    What is the cooldown / ki cost?
    Is the 100 positive healing effected by heal amp?

    Every light casts a shadow is nice in theory, except I just can't see myself wanting to use it in practice.
    reasoning
    I'm assuming deathward will prevent this.
    I run a high dps/tactics monk who will not notice the difference from an aoe 1d2, or single target 1d4
    I run with people who outside of EE will not notice the negative levels, for dc or hp changes.
    Assuming Red/purple/orange names will be immune.

    Perhaps change every light casts a shadow, to:
    On Damage: Target suffers 2d6 negative energy damage every 2 seconds for 10 seconds. This can stack up to 5 times. If the target dies within 10 seconds, all enemies around the target take 100 points of negative energy damage and are Cursed for 15 seconds (that's around how long it takes an epic mob to regen 2 levels right?)
    Last edited by fTdOmen; 10-11-2012 at 11:31 AM.

  13. #33
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    Quote Originally Posted by fTdOmen View Post
    The thing I like most about this ability is... well, I'll let you guys discuss it. OMG!

    Cannot exist without light is blowing my mind! I'll probably go back to light path for that.
    Uhm...you need to be Dark for that...

    It's a flip-flop balance thing...Light Monks get to do something naughty, Dark Monks get to do something healy...

  14. #34
    Community Member dlsidhe's Avatar
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    Quote Originally Posted by Eladrin View Post
    Stop looking at my internal build.


    Yes, the Elemental Strikes selector is in all three trees at (2,2).

    I finished the rest of the Mystic tree this week. It's intended to be more of a "casterish" monk than many of the others, the elemental master of the bunch (focused mostly on fire). A force for balance rather than the light or dark tendencies of the other two.

    The version you see is a bit old, it's missing a few of the core abilities, like the tier 5 ability Balance in Dawn.

    Balance in Dawn
    Multiselector:

    Every Light Casts a Shadow:
    Prereq: Path of Harmonious Balance.
    Dark Ki Melee Attack: Perform an attack with +2[W] damage. On Damage: Target suffers 1d4 Negative Levels. If the target dies within 10 seconds, all enemies around the target suffer 1d2 Negative Levels.

    Shadows Cannot Exist Without Light:
    Prereq: Path of Inevitable Dominion.
    Light Ki Melee Attack: Perform an attack with +2[W] damage. On Damage: Target suffers 1d6 light damage every 2 seconds for 10 seconds. This can stack up to 5 times. If the target dies within 10 seconds, all allies around the target receive 100 Positive Energy healing.

    The thing I like most about this ability is... well, I'll let you guys discuss it.
    You just made my gaming life difficult. I love it. Getting dark monk skills, and a big heal chance? Light monk skills, and a neg-energy/level-drain effect? Balance, and a hard choice, and it makes Henshin competitive.


    The Shintao Monk hasn't snuck into your current build since I was working on it this week. (It's the one I'm in the middle of right now.) A couple of the changes there include your Remove <Blindness/Curse/Disease>/Lesser Restoration abilities are now toggles that apply to your Healing Ki finisher, so it's now actually Mass Remove <stuff> / Lesser Restoration. It also finally has more of the defensive abilities available to it that I've wanted to get in (though some of those come at a penalty to offense).
    Mass remove curse/disease? Handy in the Mummy Sands.

    The bolded part? Yes. More defense. I play Shintao for the survivability. If you can divulge, is it still "tainted creatures only" or more of general defense? I can live with a decrease in offense if I can stand there and punch something indefinitely while soaking up damage.
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  15. #35
    Developer Eladrin's Avatar
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    Quote Originally Posted by dlsidhe View Post
    The bolded part? Yes. More defense. I play Shintao for the survivability. If you can divulge, is it still "tainted creatures only" or more of general defense? I can live with a decrease in offense if I can stand there and punch something indefinitely while soaking up damage.
    General defense. They'll have a defensive stance toggle similar to the Stalwart and Siberys tanks that has the downside of decreasing your off-hand attack chance. (Which internally immediately led to discussions about Mystic/Shintao quarterstaff tanking.) Think of it as using your off hand to block attacks (more or less as if you were using a shield).

    Exact details are still being worked on (right now, actually, the rest of the Shintao Monk is my current task).

    Is the 100 positive healing effected by heal amp?
    That one isn't affected by positive energy spell power, but is by healing amplification. I have that written into the in-game description, but forgot to update my spec. Bad Eladrin.
    Last edited by Eladrin; 10-11-2012 at 11:36 AM.

  16. #36
    Hatchery Hero Sonos's Avatar
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    Quote Originally Posted by fTdOmen View Post
    Every light casts a shadow is nice in theory, except I just can't see myself wanting to use it in practice.
    reasoning
    I'm assuming deathward will prevent this.
    I run a high dps/tactics monk who will not notice the difference from an aoe 1d2, or single target 1d4
    I run with people who outside of EE will not notice the negative levels, for dc or hp changes.
    Assuming Red/purple/orange names will be immune.

    Perhaps change every light casts a shadow, to:
    On Damage: Target suffers 2d6 negative energy damage every 2 seconds for 10 seconds. This can stack up to 5 times. If the target dies within 10 seconds, all enemies around the target take 100 points of negative energy damage and are Cursed for 15 seconds (that's around how long it takes an epic mob to regen 2 levels right?)
    I wouldn't totally disagree with you here but it feels a lot more boring.

  17. #37
    Community Member Munkenmo's Avatar
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    Quote Originally Posted by rimble View Post
    Uhm...you need to be Dark for that...

    It's a flip-flop balance thing...Light Monks get to do something naughty, Dark Monks get to do something healy...
    i'm pretty sure Eladrin has to have mixed up the two options.

    If dark monks get access to a 100 point aoe heal, I'll be amazed, the abilities are the opposite of everything we've had to date.

    It would also mean I'd never ever ever go harmonious balance, as dark now has the best of both.

  18. #38
    The Hatchery karl_k0ch's Avatar
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    Quote Originally Posted by fTdOmen View Post
    i'm pretty sure Eladrin has to have mixed up the two options..
    I'm pretty sure that he didn't mix it up and the juxtaposition is intentional, given the names of the two abilities.
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  19. #39
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    Quote Originally Posted by fTdOmen View Post
    i'm pretty sure Eladrin has to have mixed up the two options.

    If dark monks get access to a 100 point aoe heal, I'll be amazed, the abilities are the opposite of everything we've had to date.

    It would also mean I'd never ever ever go harmonious balance, as dark now has the best of both.
    I really think the intent is pretty clear here.

    Also, you haven't seen Shintao or Ninja Spy, so I'd say you're being extremely premature. Just sit back and nod wisely while thoughts of builds run through your head.

    In particular, I'd expect a big Touch of Death-like strike to appear for Light Monks to complete this whole karmic balance circle of life.

  20. #40
    Community Member maddmatt70's Avatar
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    Quote Originally Posted by Eladrin View Post
    Stop looking at my internal build.


    Yes, the Elemental Strikes selector is in all three trees at (2,2).

    I finished the rest of the Mystic tree this week. It's intended to be more of a "casterish" monk than many of the others, the elemental master of the bunch (focused mostly on fire). A force for balance rather than the light or dark tendencies of the other two.

    The version you see is a bit old, it's missing a few of the core abilities, like the tier 5 ability Balance in Dawn.

    Balance in Dawn
    Multiselector:

    Every Light Casts a Shadow:
    Prereq: Path of Harmonious Balance.
    Dark Ki Melee Attack: Perform an attack with +2[W] damage. On Damage: Target suffers 1d4 Negative Levels. If the target dies within 10 seconds, all enemies around the target suffer 1d2 Negative Levels.

    Shadows Cannot Exist Without Light:
    Prereq: Path of Inevitable Dominion.
    Light Ki Melee Attack: Perform an attack with +2[W] damage. On Damage: Target suffers 1d6 light damage every 2 seconds for 10 seconds. This can stack up to 5 times. If the target dies within 10 seconds, all allies around the target receive 100 Positive Energy healing.

    The thing I like most about this ability is... well, I'll let you guys discuss it.


    The Shintao Monk hasn't snuck into your current build since I was working on it this week. (It's the one I'm in the middle of right now.) A couple of the changes there include your Remove <Blindness/Curse/Disease>/Lesser Restoration abilities are now toggles that apply to your Healing Ki finisher, so it's now actually Mass Remove <stuff> / Lesser Restoration. It also finally has more of the defensive abilities available to it that I've wanted to get in (though some of those come at a penalty to offense).
    Oh wow the enhancement pass is going to be great whenever it gets in the game. Hopefully the Turbine marketing people will be up to the challenge and grow DDO.
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