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  1. #41
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    Quote Originally Posted by jalont View Post
    I don't know what to say about this, but this is coming from a person that didn't understand the need for a warpriest tree to begin with. For flavor, I guess this is fine. But melee divines are in a good place now, and that good place comes with a splash. A pure melee cleric with this warpriest tree is miles behind someone that splashed. I just don't now. Perhaps I'm not the target audience.
    Must not be, I can think of all sorts of ways I'd use this, and nothing about this tree (least of all that silly Wis capstone) punishes multiclassing let alone splashes.

    You get that the most you're liable to spend in a single tree is about 40-ish points if it's ful of good stuff right? I say that because I keep running into people complaining about single trees like they are duty bound (or flavor bound) to only use one tree. You've got 40 odd other points to put into a Melee tree... so that being said imagine not min maxed or anything a 12 cleric 8 fighter Kensei that uses Kensei tree and this tree... Better DPS than a Pali almost certainly and no S&B focus. Better heals by far... limited group healing but you were talking about a battle cleric right?

    Kensei +4 to hit and +4 damage +1 crit range (maybe to Schimy?)
    WP: +4 Enhancement level, put a devotion ruby in and your +8 CitW weapon becomes a +36 spell power casting implement
    without even cooking anything else that's +8 to hit and +8 to damage 36% boost to all spells. (Note not offering this up as a build to be critisized just responding to the idea that WP is a bad idea for a melee soul or Battlecleric.

    My Elf AA pure FvS max Wis based (and zen archery) casting/Ranged light nuking FvS is salivating at that enhacement bonus impliment bonus boost. and even the Capstone seems worthy of taking. Probably will stick with the free searing light SLA or splash 3-4 cleric for some other light SLA's but you never know.
    Last edited by IronClan; 09-12-2013 at 10:13 PM.
    Quote Originally Posted by IronClan View Post
    You can't possibly design good gameplay if excitement unpredictability and unknowns are NOT ALLOWED because they confuse some players who want everything cut and dried and spelled out for them.

  2. #42
    The Hatchery sirgog's Avatar
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    Quote Originally Posted by Archangel_666 View Post
    This seems lacking at best.

    The most it has going for it is that it frees up a slot you might use for a STR item. Enhancement Bonus? Really?


    *Edit* Oh and thanks for posting it btw.
    It's a more than 1% DPS increase because you no longer need to keep re-upping the spell in a fight.

    Divine Power's main effect is the increased BAB - each point of BAB adds around 0.5% to attack speed according to testing that has been done a while back. That's big, which makes the spell mandatory to keep active in combat.
    I don't have a zerging problem.

    I'm zerging. That's YOUR problem.

  3. #43
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    Quote Originally Posted by maddong View Post
    How about:
    +1 crit 19-20 for greatswords (I think they are stuck on greatswords because of the ESOS)
    +1 crit range (before improved crit) for longbows (khopesh-like)
    +1 crit range for scimitars
    +1 crit multiplier for longsword/shortswords (khopesh-like)
    +1 crit multiplier and range for maces (khopesh-like)
    So you want to essentially give Warpriests the Paladin's Exalted Smite that consonantly works on everything, instead of the Paladin's limited uses and only affects Evil?

  4. #44
    Hero nibel's Avatar
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    Thanks for posting the preview. I just finished a preview page on wiki as well.

    http://ddowiki.com/page/Warpriest_enhancements
    Amossa d'Cannith, Sarlona, casually trying Completionist (12/14) [<o>]
    Almost-never-played-alts: Arquera - Chapolin - Fabber - Herweg - Mecanico - Tenma


    I want DDO to be a better game. Those are my personal suggestions on: Ammunition, Archmage, Combat Stances, Deities, Dispel Magic, Epic Destiny Map, Fast Healing, Favor, Favored Enemy, Half-elf Enhancements, Monk Kensai, Monk Stances, Past Life, Potency, Potions, Ranger Spells, Summons, Tiered Loot.

  5. #45
    The Hatchery sirgog's Avatar
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    A couple of questions.

    1) Is the perma-Blur able to be toggled off? Torc and Conc-Opp aren't as popular as they once were, but divines that use them actively want to be subject to ranged attacks and occasionally melee ones too. Yet taking it is a prerequisite for other effects you probably do want.

    2) Why on earth is the capstone Wisdom? What does Wisdom do for a melee divine other than grant 29 spellpoints? This should be a selector - Str or Con. If there are tech reasons that this isn't happening, it should be Str. The FvS should have a Wisdom capstone available, but it should not be in the Warpriest tree.

    3) Any chance of a melee smite that costs spellpoints to use, does only OK damage, but triggers a mass cure effect centered on you when you use it? That, IMO, is what melee divines should be doing, swinging a weapon and healing in one swoop.

    4) Consider providing the Warpriest a heal (potentially on a long cooldown or with a high SP cost) that can be used when prone and/or stunned. Ignoring awful melee divines, the biggest issue groups have with medium playskill melee divines is that they don't avoid trips/stuns and stop healing when tripped or stunned.

    5) There are effects in the tree that grant static DR. Are designers aware that static DR as a mechanic is insanely powerful under level 12 and irrelevant above level 18?

    6) There are several effects in the tree that grant AC. Is it the design intention that a Warpriest can attain sufficient AC to be missed in melee often enough that this AC feels useful? If so you should be aware that monster To-Hit is overtuned in epic elite content to the point that most players do not observe misses even on fullplate and shield defenders.
    I don't have a zerging problem.

    I'm zerging. That's YOUR problem.

  6. #46
    The Hatchery sirgog's Avatar
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    Add me also to the people suggesting the capstone heal the target to 20% of their max HP or some other amount that scales. It should scale at least with character level, and preferably also with gear.
    I don't have a zerging problem.

    I'm zerging. That's YOUR problem.

  7. #47

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    Wow, like wow...

    Divines can have blur and haste!

    Permanent Divine Power, nice indeed!


    Nice stuff here, even some AC bonuses.

    Fawngate has 90 AC with AoV + EA, and she feels AC does help, even in EE content.



    Looks great to me, thanks Devs, gj.

    PS Please change the +2 cha capstone in Angel of Vengence along with the +2 cha capstone in Exalted Angel...

  8. #48

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    Quote Originally Posted by sirgog View Post
    4) Consider providing the Warpriest a heal (potentially on a long cooldown or with a high SP cost) that can be used when prone and/or stunned. Ignoring awful melee divines, the biggest issue groups have with medium playskill melee divines is that they don't avoid trips/stuns and stop healing when tripped or stunned.
    Forced Escape Active - Spell Spell Point Cost: 30. Target: Self, Foe Directional, Breakable
    You radiate destruction, dealing 20d20 sonic damage to enemies around you. Enemies succeeding a Fortitude saving throw vs. (20 + Wisdom modifier) take half damage. This dispells crowd control effects such as stuns on you, and can be used when stunned or otherwise incapacitated (but still conscious).
    Level: 28
    Sphere: Divine
    Number of Destinies: 2

  9. #49
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    Quote Originally Posted by maddong View Post
    How about:
    +1 crit 19-20 for greatswords (I think they are stuck on greatswords because of the ESOS)
    +1 crit range (before improved crit) for longbows (khopesh-like)
    +1 crit range for scimitars
    +1 crit multiplier for longsword/shortswords (khopesh-like)
    +1 crit multiplier and range for maces (khopesh-like)
    I like this idea. There definitely needs to be more widening of desirable weapon types in the game. The other major issue is the Wisdom capstone. The capstone adding Strength or Con would be better. Otherwise, this is a great start.
    Last edited by alceste007; 09-13-2013 at 12:00 AM.

  10. #50

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    Quote Originally Posted by SirValentine View Post
    Then...why do they give you Fire and Light spellpower? And NOT give you Healing spellpower?
    Lol, Fawn overheals everyone anyway.

    Monsters on the other hand seem to have a bit more hit points than heroes do.

    I'll take fire and light any day over healing.
    But if the Devs want to add devotion to the mix, sure.
    Last edited by Silverleafeon; 09-13-2013 at 12:00 AM.

  11. #51

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    Quote Originally Posted by IronClan View Post
    Do the Dev's not realize that 99% of the player base has blur on or is buffed with it already?
    Who are you grouping with, I hear melees ask for blur a lot?

    Granted Fawngate has an EE Ring of Shadows, but...

  12. #52

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    Quote Originally Posted by Carpone View Post
    Tier 5 Divine Power offers nothing new if you've already got access to level 4 spells. It's simply SP conservation, which may or may not matter to players (it doesn't to me).
    It matters terribly.

    Divine Power ups BAB.
    Ask all the Wiz Warriors who use it.

    It has a very short duration, enough to temp most battle clerics to spend a whole feat simply to extend it and divine favor.

    Recasting it takes precious time.

  13. #53

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    Quote Originally Posted by SirValentine View Post
    Well, after some tinkering on Lama, I now have the Warpriest capstone.

    But OUCH was that painful. Lost a bunch of spellpower, lost tons of efficient metamagic, lost spell resistance reduction, lost most of Scroll Mastery, lost Command SLA, even lost some elemental resistance.
    Perhaps, keep your spell points and use them to cast Ruin, Hellball and Tsunami?

  14. #54

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    Quote Originally Posted by IronClan View Post
    My Elf AA pure FvS max Wis based (and zen archery) casting/Ranged light nuking FvS is salivating at that enhacement bonus impliment bonus boost. and even the Capstone seems worthy of taking. Probably will stick with the free searing light SLA or splash 3-4 cleric for some other light SLA's but you never know.
    Wow, really???

    +5 to favored weapon enhancement bonus plus vorpal trigger light damage bonus, plus permanent divine power, plus the ability to cast haste, plus goodies like magical backlash, inflame, burden of sin, implacable foe, action points to spend elsewhere...

    Just wow...is this a dream?

  15. #55
    2014 DDO Players Council
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    Quote Originally Posted by Silverleafeon View Post
    Wow, really???

    +5 to favored weapon enhancement bonus plus vorpal trigger light damage bonus, plus permanent divine power, plus the ability to cast haste, plus goodies like magical backlash, inflame, burden of sin, implacable foe, action points to spend elsewhere...

    Just wow...is this a dream?
    Hmmm I don't understand? I'm saying I like the tree a lot and will gladly add it to my pure FvS AA/AoV (but I'll probably stick with the searing light capstone or drop it altogether and splash a few cleric levels for divine disciple SLA's either way Warpriest will get a fair number of AP's spent in it. And yeah I dig the perma-DP saves me taking extend... though with haste... hmmm. hard choices to make are good.

    Now if some of the player base would just come back and play around with their enhancements for a few days and see what kinds of fun and viable new builds are possible.
    Quote Originally Posted by IronClan View Post
    You can't possibly design good gameplay if excitement unpredictability and unknowns are NOT ALLOWED because they confuse some players who want everything cut and dried and spelled out for them.

  16. #56

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    I mean it in a good way, I too love my silver flame fvs.

    Quote Originally Posted by IronClan View Post
    ... hmmm. hard choices to make are good...
    Indeed.

    Combine this with Fury of the Wild or Unyielding, and so many possibilities open up.

  17. #57

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    Quote Originally Posted by IronClan View Post
    I'll probably stick with the searing light capstone.
    Love that SLA.

    Hmm...if we can twist a decent light SLA from the upcoming Cleric Epic Destiny it might be easier to give it up.

  18. #58
    The Front Side Gratch's Avatar
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    The ameliorating strike interested me until I realized it's tied only to smite foe activations and the 20s cooldown of smite foe.

    Beyond that I didn't see it trigger on criticals solo'ing around in king's forest. Does an enhancement that affects YOU AND YOUR NEARBY ALLIES require allies to be around in order for it to affect you? Looked at both natural criticals and adrenaline forced criticals. Lots of big damage, but no hjealing that I saw (tested while injured as well)... shrug.

    I'd almost prefer instead of being tied to Smite Foe it's a toggle-able boost for when you know your group needs healing and you're in there slugging it out with them. 20s of criticals you do turn into hjealing instead one possible critical every 20s.
    Quote Originally Posted by Cordovan View Post
    DO NOT DO THIS. We are investigating.

  19. #59

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    http://ddowiki.com/page/Item:Oathblade



    Politely requesting Devs to include a solid Heavy Mace in the next raid.

  20. #60
    Community Member Deamus's Avatar
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    Developers give more deity weapons please so as this tree to be usefull !!

    Dwarves racial weapons
    Horcs 2 handed weapons
    etc etc

    We need more weapons !
    One Monk To Gimp Them All
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