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  1. #1

    Default Diety abilities need a little rebalance

    deity abilities have not changed much since the level cap was 10, some scale really well... some not so much

    unyielding sovereignty - great at all levels especially after a soulstone binge
    champion of Vulkoor - was ok when level cap was 10, totally useless past 10
    bladesworn transformation - was cool when level cap was 10, completely suicidal past 10
    undying call - raise/true res never goes out of style
    silver flame exorcism - probably pretty good for CHA maxed toons
    amaunator - would be awesome if it functioned as a toggle just annoying to recast right now.

    Honestly they should all be redone with a damage/resist shield and a clicky,
    sovereign host- stat damage on being attacked, any stat damage/energy drain taken is reduced to half. keep the clicky
    vulkoor- poison damage shield, poison damage reduced to half. make the summon scale
    bladesworn, slash damage, 20PRR(lets be realistic ). remove healing immunity, they still have the standard penalty
    undying, undead guard shield, negative energy reduced to half. clicky is still good
    silver flame, silver fireshield good damage, evil damage reduced to half. make the clicky do damage to any evil target but banish evil extraplanars
    Amanautor would need a clicky to go along with the fireshield... however if you want to make it unique their shield should do light damage and reduce light damage taken to half
    Formerly Rathic of harvestgain

  2. #2
    Community Member Nightmanis's Avatar
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    Not gonna lie, the different deities giving special guards that scaled would be pretty sick. Make them scale so they're actually useful in high end content, and I'd be all over that. Make them do extra effects as well that would be beneficial to the character.

    Something like (these are all at cap, not starting):

    Sovereign: Holy Guard, On hit 15d6 Good damage, enemy is hit with Holy Flame (3d6 holy damage every 2 seconds for 6 seconds, stacks 5 times)

    Vulkoor: Poison Guard (similar), 15% chance to proc Fire Shield: Acidic.

    Bladesworn: Thorn Guard (again, similar only untyped damage), similar proc chances to madstone boots to activate Infernal Power.

    Undying Court: Skeleton Guard, on hit chance to summon a skeleton doppleganger of you.

    Silver Flame: Holy Guard, on hit chance to proc Fire Shield: Force (Absorbs 5% of all physical/Force damage dealt)

    Amanautor: Light Guard, 15% chance to blind the opponent (same as Radiance 2, and stacks with that)

  3. #3

    Default

    Quote Originally Posted by Nightmanis View Post
    Not gonna lie, the different deities giving special guards that scaled would be pretty sick. Make them scale so they're actually useful in high end content, and I'd be all over that. Make them do extra effects as well that would be beneficial to the character.

    Something like (these are all at cap, not starting):

    Sovereign: Holy Guard, On hit 15d6 Good damage, enemy is hit with Holy Flame (3d6 holy damage every 2 seconds for 6 seconds, stacks 5 times)

    Vulkoor: Poison Guard (similar), 15% chance to proc Fire Shield: Acidic.

    Bladesworn: Thorn Guard (again, similar only untyped damage), similar proc chances to madstone boots to activate Infernal Power.

    Undying Court: Skeleton Guard, on hit chance to summon a skeleton doppleganger of you.

    Silver Flame: Holy Guard, on hit chance to proc Fire Shield: Force (Absorbs 5% of all physical/Force damage dealt)

    Amanautor: Light Guard, 15% chance to blind the opponent (same as Radiance 2, and stacks with that)

    yes
    Formerly Rathic of harvestgain

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