I'm not a fan of the changes, I liked that Ranger could get essentially Emp Heal without having to go 8 levels deep...but I think it hurts deep splashers more than pures.
Altoholic, barrel-smasher, flower-sniffer, 90% solo-er.
Khyber: Sianys (28 Tempest), Heldre (20 Warpriest); Argonessen: Thalys (16 Ranger), Alansa (23 Mechanic); Sarlona: Liilana (28 Knight of the Chalice); Thelanis: Berda (18 Kensei/2 Eldritch Knight); Ghallanda: Rahelle (12 Wiz/2 Rogue ); Cannith: Dhia Dhuit (17 Druid)
I don't know if I agree with the premise that all three classes should have a mini spell pass, like many of us thought would happen with the "spell pass" but never happened. But I'd go along with it if it was a few tweaks for ranger and Pali; but a real spell pass for Bards.
Pali's got a little buff from Divine might being instant and lasting longer, not that it's technically a spell, but I think things like "Angleskin" could certainly use a pass to make the more in line with modern game numbers. Certainly Pali's deserve to have a devotion line of spell power back, seeing as the ranger players lobbied successfully to get it. Right now you have to devote mass AP's to being S&B if you want spell power for your cures. Pali's are rather tragically negleted by Turbine because people who play only Pali's think it's the best thing since sliced bread. And the class is popular because it's easy button "BYOH"...
Rangers are not really supposed to be a magical class, much like Pali's they are given a few spells to differentiate them from straight melee's Cure light wounds is there to represent minor healing empathy... the fact that you can amp this up with 200 spell power and 40 or 50% heal amp and make it useful is not really intended. Rams might is supposed to be flavor (Think along the lines of: the hunter drinks the blood of his kill gaining some of it's power) but was accidentally over powered (never supposed to be +3 damage for a level 1 spell)
Bards are pigeonholed into either doing no DPS at all, or being a Warchanter weak melee with some buffs and good self heals.
Spellsinger got nerfed in the pass in favor of buffing virtuoso by giving it slightly nerfed Spellsinger songs. Meanwhile spellsinger bards got those nerfed spellsinger songs and some Virtuoso fascinate buffs that are useless in PUG's unless you manage to get everyone to agree to lower their DPS in the name of letting the Bard do something besides pike (but you can always be a warchanter instead, you know buffs n' melee).
Try using "shout" and "greater shout" if there's a more finicky pain to target DPS spell in the game I don't know what it is... I pronounce them "totally useless" simply because to actually play a character that uses them regularly would be so unfun that it would make you want to quit playing. I actually have a Bard that maxed Sonic spell power and crits before the pass, and let me tell you it's sad when you get more utility out of a level 1 and level 2 sonic spell than you do the level 5 greater shout... and don't even have regular shout slotted any more. When you managed to build in 500+ sonic spell power and 25% sonic crits (which was a fantastic number before the pass) but you don't use the highest level sonic spells, then something is seriously wrong with those spells!
So a Bard is stuck doing nothing but CC/Buffing or going warchanter... Mind you I'm not asking for them to be good spell DPS, just like Warchanter is not good Melee DPS, just "meh" spell DPS. Something to do if you're not melee, and no ones paying attention to your fascinates.
At the very least I would love to see them make Greater shout less of a finicky spell and improve the AEO (it's supposed to be conical but it ends up being single target 80% of the time and double target 10% of the time, that's only 90% you say? yeah that's how often you will simply miss/not hit anything (despite being aimed correctly and hard targeted) or get the "you are not facing" etc. in other words that's how finicky it is) and double the range (it's not far from a touch spell)... Give Bards Sound lance (D&D spell) and a Sonic DOT. and add "greater Sound burst" AOE. At least then a Spellsinger would have a DPS option.
Then add a new Bard tree with the missing "Wall of Sound" stuff from the white boarding they were pretending was "work in progress" for the enhancement pass.
It's sad but the best min/maxed Sonic build now has ZERO Bard levels (think a Shiradi Air Sorc with Wiz and Druid splashes which is what my Bard will 20LR into at some point).
Rangers need a pet that you can name...its terrible that this is not included for rangers.
i think rangers and paly's have ok spells considering that spells are not supposed to be potent, however they need to be able to have a better selection as in...having more types available at once.
cant speak for bards as i dont really play bards.
Afaik, Rangers existed before animal companions were implemented in the game, and so they were given the animal summons to compensate for the lack of companions. Yes, those summons are weak, but can be buffed a bit with some Ranger spells. Although, not having many spell-slots or spell-points available brings certain limits to this function.
Regarding the Animal Empathy, and the Improved one, i've personally used them a bit and they can work, unlike some "similar" spells they have that are useless imo.
Regarding the enhancements, DWS line not only the only one which gives Positive Spell Power, but also the only one utilizing the Favored Enemy feats. And i really don't know what is the case now with Favored Enemies, don't Rangers get any benefits against them nowadays unless they spend APs in those DWS enhancements?
Sure, give rangers their useless animal companions, and BTW, make them choose archery or TWF style at lvl2, as in rules.
Even if presented with more spells, rangers (not all, but most of puggers) will not know that they have them, ask for fom and resists, and/or waste mana on mass camo or mass long strider.
And i have no idea if companions are any useful, but based on your comment i guess not, so thanks for nothing :P
Norg Fighter12/Paladin6/Monk2, Jacquiej Cleric18/Monk1/Wiz1, Rabiez Bard16/Ranger3/Cleric1, Hangover Bard L20, Boomsticks Fighter12/Monk 6/Druid 2, Grumblegut Ranger8/Paladin6/Monk6, Rabidly Rogue L20, Furiously Rogue10/Monk6/Paladin4, Snowcones Cleric 12/Ranger 6/Monk 2, Norge Barbarian 12/FVS4/Rogue4. Guild:Prophets of The New Republic Khyber.
The 3.5 Complete books and Spell Compendium have numerous spells for both the ranger and paladin that could be added to the game (the DDO team has drawn on these for some of the newer spells for the other casting classes, and for paladin's Zeal, although that spell is a far cry from what's described in the books).
Notably, there are spells that improve a ranger's TWF and archery DPS, give them an AoE archery attack, and cover some other utility and defensive bases, while paladins get some DPS boosting spells of their own, including some rather strong parallels to Recitation, the ability to add Undead Bane to their weapon, oodles of defensive buffs for themselves, their armor, and their shields, and spells to aid in tanking, by either drawing "aggro" directly, allowing a tank to get past intervening enemies to reach their target, or by imposing debuffs on creatures not attacking the paladin.
DDO could use many of these!
I also feel that Holy Sword should be changed to an artificer-like personal weapon enchantment that grants your equipped weapon(s) the Holy Burst property, and causes them to count as Cold Iron, Silver and Byeshk. Then, I think paladins should also receive Axiomatic Sword as a separate spell that works similarly, possibly changing the metal types. The Holy Sword spell as we have it now, is almost entirely useless at its level, given the power of random, easily acquired loot by that point in the game.
The Bard - Ranger - Pala in reallity needs another spell list, add domain if you prefer.
Not "better" spells.
The ranger has his own spell list (if the spells are usefull or not, thats another story)
The same can be done with the bard and paladin, its only a matter of time to look in the manuals of 3.5
Does 2 months dead count as a necromancy? lol
Oh well, anyways....
For paladins, I only have a use for a few of their spells: Divine Favor, Zeal, Cure Mod Wounds, Cure Serious Wounds, Resist Energy and Seek Eternal Rest (only in undead quests). Everything else is either available on a potion or item, or is rendered obsolete by equipment, or in the case of Virtue not worth the spell points to cast.
The ranger spell list has some of the same problems, but unlike paladins they have DC-based CC spells that use wisdom as their casting stat. These are impractical since unlike real caster classes a ranger can't afford to put too much into DCs.
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