First off the fact that I have to PAY to reset my enhancements is ridiculous. If you are changing the enhancement trees on us, the least you could do is reset our enhancements initially for free…
Keep the Protection Tree as is and add War Priest to Cleric only. This works well with the planned addition of Divine Avenger to FvS. This solves the problem of FvS not having access to Domains and Turn Undead. It also maintains the Protection tree as an option, avoiding the waste of previous work.
FvS would automatically be disqualified due to lack of Turn Undead, not to mention that some may not even have the requisite spells. Furthermore if FvS want Turn Undeads they can get them. Finally keeping War Priest a Cleric Tree leaves room for keep Protection and ensures that Favoured Soul’s Divine Avenger remains unique to FvS)
Note well that neither Haste nor Blur is on this list. Furthermore, FvS do NOT get domains, so if these remain domains, FvS should NOT get access to them. Of course, Clerics are still waiting for actual domains…
That being said, moving right along to the Review…
Arguably no better than Protection which it is unfortunately replacing. With the exception of Implacable Foe, Core abilities are lackluster and pale next to other trees.
Should include some PRR increase (+2-5 per lvl etc)
Ideally would also include either Universal Spell Power or Positive Spell Power in some fashion (0.5 – 1.0 per point? 1-2 per Core Ability?)
While Light Spell Power is good. Fire Spell Power is significantly lacking
Cooldown needs to be reduced. Even 12s would be a major improvement, and significantly increase the value of the follow on abilities. Or could be something like -1s per Core Ability or -2s per additional effect, etc.
Resilience of Battle
If PRR not added to every core, then swap DR for PRR. Possibly add +HP as well. This should also grant Tower Shield Proficiency.
First, this should be removed and replaced with Weapon Group Training granting melee proficiency (and ideally tower shield prof as well if not done above with RoB). As for Sanctuary itself, this needs to stack and ideally would be a percentage increase instead of an absolute number (+%). Duration could be raised to 30s. Any takers want to roll a Cleridan and check if it stacks properly with Sacred Defence yet? Regardless, leaving Sanctuary as Protection only makes more sense – especially since there is no WP option to improve Sanctuary.
As mention neither of these spells are part of the War Domain and for that matter FvS do not get Domains. Blur should be removed and left as part of Protection being replaced by an AoE heal. Haste and the PBAOE heal could swap positions depending upon the specific heal selected. In any event, these need to be SLAs rather than granted spells – use the reuse Archmage versions (Illusion II: Blur 3SP/6s & Transmutation III: Haste 6SP/6s)
Duration should be longer or the cool down should be reduced. Perhaps using special Bard Song mechanics… 6s + 6s per Cleric level? Should also reduce Divine Vessel by more, possibly even in half.
TIER ONE ABILITIES
Not perfect, but off to a good start. Some nice early abilities with potential; however, individually many of the abilities have problems that require attention to be equalized or corrected when compared to their corresponding enhancements in other trees.
Should use Turn Undead and ideally would fully stack rather than being Insight. Make it something like a ‘Turn’ type bonus… this would also fix the Paladin issue.
Should be increased to +10 per rank LIKE EVERY OTHER Toughness (+10/+20/+30)
Righteous Weapons (I)
Really require more Favoured Weapons, especially since they would be so easy to add. Regardless this could be improved by granting Weapon Focus: <favoured weapon>. Use the selector to choose appropriate faith.
Removed and returned to Protection. Replaced with ‘something’… Low level AOE heal perhaps? (mAid/mCLW – heck how about Mass Cure Minor Wounds!?!?!) If kept, bonuses need to be at least doubled and probably tripled and it needs to work with ALL healing (Aura/Burst/Ameliorating Strike/Heal/mHeal/Vigor/Regeneration/etc) rather than merely positive energy damage spells.
Could stand to have the + saves vs traps added to each level…
TIER TWO ABILITIES
Probably the best of the War Priest tiers. Multiple decent enhancements that are unique, flavourful and useful. Small changes are all that is necessary to make some of them really stand out.
Increase stack duration. As is, it is very difficult to increase stacks since they can completely expire before you can smite again to renew them. 5s would be adequate, but 10s would be best. Could also offer a cool down reduction to Smite Foe (-2s/-3s?) Further, could offer multiple ranks increasing initial stack size and cool down reduction (4-7 w/ -1s; 5-8 w/ -2s; 6-9 w/ -3s etc) perhaps with a reduction to 1AP/rank.
Wall of Steel
Pretty good. Could also offer Tower Shield Proficiency if this is not granted elsewhere (maybe rank3 bonus only?)
Righteous Weapons (II)
Could be improved by granting Weapon Specialization: <favoured weapon>
Does capture the essence of the War Priest ability, although mechanically it is working quite differently; ideally this would be a ‘song’ (just like the Bard ability) with its proper duration (would throw a bone to Cards and other Divine/Bard multis and open up Fatesinger synergy). However short of that change, it should be powered by Turns or at the very least Spell Points. It should also last longer and progress significantly faster: +2/+4/+6 needs to be the minimum advancement and +3/+6/+9 would not be out of line. As a minimum War Priest core abilities could further extend the duration.
Inflame: Saving Throws
Should as a minimum progress as recommended for Inflame (2/4/6 or 3/6/9); however, it could easily be integrated with the core Inflame ability freeing up a slot for a completely different ability.
TIER THREE ABILITIES
Having peaked early, tier3 begins a downwards slide in relative power to other Trees. Requires moderate changes to pull even with many other Trees’ Tier3s.
Burden of Sin
Current change could do slightly better and go to 15/35/60% (+15/+20/+25 from +15/+15/+20) Stack duration could be extended.
Righteous Weapons (III)
Could be improved by granting Greater Weapon Focus: <favoured weapon>
Inflame: Energy Absorption
Should be increased to 10/20/30% but could go to 15/30/45%. Also as per Inflame: Saving Throws, could simply be integrated into the base Inflame ability freeing up a tier3 slot.
Add +1 Constitution as option please
TIER FOUR ABILITIES
The current Tier4 abilities are deficient in comparison to other Trees. Small changes would increase their standing greatly and serious change would make some of them really stand out.
Current changes make this a decent ability but it can still be improved further. Similar to Smite Weakness the reduction to 1d2 opens the possibility of multiple ranks. These could also increase the restoration ability as well: 1d2 w/ Lesesr Resto; 1d3 w/ Resto; 1d4 w/ Greater Resto. Further 1 second reductions to Smite Foe’s cool down per rank would keep this worthy of 2AP/rank.
Decent as far as guards go anyway. Make sure that other Tree guard effects benefit from the triggering on Zero Damage buff.
Righteous Weapons (IV)
Improved by granting Greater Weapon Specialization: <favoured weapon>
Add +1 Constitution as additional option
TIER FIVE ABILITIES
These abilities really have to carry their weight, especially when considering that Radiant Savant offers Positive Energy Aura for Clerics at least. Compared to the constant healing of the aura most of these abilities are found lacking. Indeed, massive improvements are necessary to compete with options given that unlike the lower tiers only a single Tier5 level can be accessed.
Not terrible, but certainly not worth 2AP. While maxed BAB is nice, as this is a cheaply cast spell and the enhancement STR is essentially worthless by lvl12, reduce cost to 1AP. Could even change the enhancement bonus to alchemical. Conversely replace Divine Power with Righteous Might. This could be done easily by merely doubling the Ram’s Might spell (+4 Size STR & +6 damage) or properly including the +2 Size CON, +2 AC and 9 DR (and/or PRR) in addition to the +4 Size STR and damage. Properly done Righteous Might has much better synergy with the rest of the War Priest abilities and more importantly is unique rather than a rehashed castable spell. Swapping places with Divine Vessel or Magic Backlash would permit Righteous Might to use Wrathful Weapons as a prerequisite if necessary.
The time limit on stacking needs to go; also off hand strikes do not seem to proc stack increases even if no stack has been gained recently (hard to test to be fair). Reduce required total stack for activation to 20 (with Implacable Foe further reducing to 15 or even 10.)
Improved by granting Superior Weapon Focus: <favoured weapon>. Could also stand to proc the Light Damage effect on crits rather than vorpals. Perhaps as a multi rank enhancement: 1d4/2d4/3d4.
Move to Protection (Occult Slayer or both!) to free up a tier5 slot… Regardless needs to be when EN attacks with a spell and knockdown chance probably should be increased (15/30/45 or even 20/40/60). Either way, damage should have nothing to do with it and it should have the chance to trigger on ANY and ALL spells (AoE or otherwise that potentially affect the character)
Should be returned to Protection – even then Protection provided more (+2 WIS) for less cost (only 1AP), so it should certainly be reduced in cost for War Priest. Regardless, DI needs serious improvement. First it needs to properly work with chars that have extended Unconsciousness (Die Harder/Eternal Defender/etc), next it needs to prevent unconsciousness keeping the character alive and active, and finally it needs to heal significantly more than 10d4. As the Protection capstone it should be at least equivalent to Eternal Defender (+250 positive energy)… if it remains WP tier5 then perhaps 10x/5d4 per (healer/char/?) level or 10x/5d4 per point of heal skill? That said Reactive Heal is +250 positive energy as well so that should be the baseline.
Tier 3 Weapon Ability:
Articles of Faith [Angle of Vengeance Tier2]. Astounded that this is not already there. Ties the favoured weapon into casting and attacking. This is a must do in order to salvage the tree as it currently is. Alternatively included automatically as part of Smite Foe.
Tier 4 Healing Ability:
Some form of mass healing. Ideally a SLA rather than Burst/Aura. War Priest’s get mCLW & mHeal – split the difference and you have mCSW. A mCSW SLA would be a great PBAoE heal. Could possibly include a Mass Restoration effect as well (similar to the combined Cure and Resto in the Bottomless Flask of Rum)
Alternatively this could be something as weak as mAid (on a fast cooldown for a low spell point cost it would not be terrible) if the Blur Core ability was replaced with the real heal instead. Haste should go back to the fourth core and this would be the new fifth. This also leaves Blur in Protection where it belongs.
Other options – in addition to the two blank spots, War Priest abilities marked with * could be removed and replaced with some/all of the following:
Weapon Group Training [Warchanter Tier5] – Gain Martial Weapon proficiency and +2 tohit & damage
Armorer [Warchanter Tier5] – Gain Heavy Armour and Tower Shield proficiency.
Aura of Fear (Menace) [Angel of Vengeance Core3] – 15 meter aura with -2 saving throws, skill checks, and ability checks (or just mirror Aura of Menace with 15 meter aura with -2 saving throws, attack, and armor class)
Extra Action Boost [Kensai Tier1] – additional action boosts to increase uses of Inflame