Are sorcerers going to get a second tree before release???
Last edited by ForumAccess; 06-28-2013 at 04:35 PM.
If you have a multiclass character make sure to notice the new BIG RIGHT POINTING ARROW on your enhancement selection (right side of) screen. Lets you flip across the SIX class panels.
-- edited out.
originally thought halfling tree was bugged, turns out the problem I encountered was a result of changing several enhancement trees at one go then saving changes. one tree was not saved (racial).
problem solved by changing and saving one tree at a time.
Last edited by Lauf; 06-29-2013 at 03:56 PM.
Sorcerers only have one tree.
The worst part about the situation that sorcs are currently in is that putting AP into any tree but a single elemental tree will make a sorc significantly weaker than a wizard, even in their key element. Sorcs need a non-elemental option that grants +1 USP per AP spent. Heck, give them Archmage as a placeholder if you can't come up with anything by the time of the expansion... just give them something.
* We have collectable bags, hell even hireling folders, but can I have that 6-pack for my potions please?
* Having already a past life on the dieng EU servers, I rerolled here and started from scratch as I like the game and the community, so lets see what awaits me here
I dont see anything is like "Enhancements: Paladin: Knight of the Chalice: Divine Might(sacred) does not stack with Stance STR(compentence)"
Please dont tell me its WAI
But really you should consider upping the druid spell. I just leveled up a druid spell caster and was quiet exited to use the first "Call Lightning Storm" which is targed and does decent amount of damage. Imagine my face when I saw that my beloved "Call Lightning Storm" that I liked from various builds with "Marks of the Storm" was just a terribad version that did only insignificant amounts of damage for a spell which you can't control and that randomly throws some lightings down.
Greets & Thx,
I haven't been playing much after the TR ED loss controversy but here is some feedback based on what I have read so far of the lammania preview:
Excellent work on the epic feats.
I would drop the epic reputation (+ skills) feat. Actually if you want to make things more newbie friendly (which I think is one of the goals of this expansion pack) I would drop all skill focus feats except skill focus UMD (people are less able to cripple their builds that way). Lower the Lord of Blades intimidate threshold to compensate. Please remove improved fortification as a warforged option as well as negotiator, athletic, combat casting, etc.
I would increase epic luck of heroes (the +1 all saves) to +2 all saves (it doesn't have the no fail saves component which is what makes the others desirable).
Excellent work on the new cleric tree.
I would just do the suggested improving on the evil side SLAs.
I like that you are opening up multi class options by allowing 6 class trees.
It has been 2 months and it looks like most of the work has been a single class tree and some bug fixes.
I think you need more time to have a finished enhancement tree product.
I think it is paramount to have good cleric/fvs enhancements (for healthy non BYOH pugging grouping that allows build variety) and polished trees when you launch them.
Separate the enhancement pass from the expansion pack.
Give us a new preview of enhancements every 2 months and plan on releasing it at the end of the year or 1st half of next year (when you are getting mostly positive feedback instead of mostly negative feedback).
Add the warpriest melee tree to clerics.
Add the divine avenger melee tree to FVS (based on getting divine disciple after 2 months I'm guessing this would take 4 months to add those 2 trees).
Have clerics and FVS share the healing tree instead of the protection tree.
Ditch protection from clerics and FVS.
Have wizards and sorcerers share the archmage tree (or have them share all 3 trees: savant, archmage, and palemaster for more build options... they share them all in PNP). This wouldn't take much development time.
Remove wand heightening and critical accuracy enhancements or combine them with wand/scroll mastery and critical damage enhancements.
Either have all spell power bonuses be 2 points per AP spent capping at 80 (so people aren't discouraged from going into racial trees or non SP granting trees). Have the cap raised to 100 if you have the palemaster or archmage level 20 capstone or 120 if you have the savant level 20 capstone.
Alternatively add a generic tree that has wizard style spell power/critical enhancements without capstones.
Last edited by maddong; 06-30-2013 at 09:49 PM.
After hearing about ruin I withdraw the 50 spell point request, it is fine at 75.
I think before the enhancement release the following things need to be fixed as the highest priority:
Sorcerers only have 1 prestige tree. Add a second one (easiest to share archmage, or just have wizards and sorcerers share all trees).
The Protection tree needs to be removed from the game. If you are making a baby sitter why would you not focus on the Healing tree? Having a lesser option for the same type of character shouldn't exist. If you feel there is something really cool in the protection tree then move it into one of the other trees to strengthen the coolness of the class (we already combined spellsinger/virtuoso and kotc/hotd, why recreate the problem?).
FVS effectively have 1 prestige tree. Give them healing instead of protection. I would prefer they add divine avenger and warpriest prior to release but if you are going to rush job it at least give them the healing tree (extra turns can grant the turn undead feat if you don't already have it).
Fighters effectively have 1 prestige tree. The defender tree should offer something to people that aren't using a shield (unless everyone is just supposed to splash 2 monk for defensive strikes and grandmaster stances....). If defenders need to have less PRR than on live the developers should tell us instead of not saying anything.
Paladins effectively have 1 prestige tree. See above. Both paladin trees should give healing spell power. Divine might is useless for defenders currently.
Rangers don't get healing spell power. Currently on live everyone complains about how overpowered pure rangers are. Wait, no they don't.
You already gain a ton from 2/ splash builds with paladin, fighter, and monk. Now they get divine might (+ 1/2 charisma to tactics), +3 tactics, and 50 PRR respectively.... I'd be happy if we at least encouraged more 4/ splashes of those classes.
The self nerfing of spell power when you are playing a caster class (druid or bard) and you want at least some or most of things in the non spell power tree or racial tree. We either need 2 spell power per point with a cap (regardless of how many trees you get them from) so we can freely go into other trees without penalty or a separate generic tree for spell power.
Sorc needs Acolyte of the Skin or all Sorcs are going to be identical besides what flavor element they spam.
Currently Archmage is a bit weak, I would hate to see everyone go PM, Therefore Wizards really need a 3rd tree to mix things up a bit.
Maybe give Sorcs Savant, Wildmage and Acolyte and give Wizards Palemaster, Archmage and Red Wizard.
Join Date: Nov 2009
Sarlona Server Mythical:
Kluege Fixer- Baddabing - Majuscule Kluege - Klueje - Klooj Maker - Dundar Kluege - Superkluege
This form's session has expired. You need to reload the page.Reload