Exulted Angel; put the Archon in as a core as someone wonderfully suggested in another thread so Pali's and Clerics can charge up the Ardor stack every 15-20 seconds like a AoV FvS light nuker can (improves existing FvS archon if you already have it). Also ad two new 9% proc chance shiradi like procs (Divine themed, command and maybe an automatic version of Judgement that you don't need to target explicitly and works against all evil mobs). 9% chance because of the lack of multi proc spells, put these out of twist range, but let them apply to ranged weapons. Improve the T6 awful useless melee smite to cooldown every 9 seconds, and make it a small cleave (90* arc?) add "Sunbeam" in as a T5 SLA 30sp meta-able. Now go through the entire tree and make all "light/positive" spell stuff have a "Negative/force" alternate... New ED name is Exulted Angel/Dark Angel, Dark Wrath does identical damage but no positive healing component, the damage that would be light, is split between negative and force. Then improve this spell so that it can be soft targeted or area targeted for either version. The dark Archon can be anything (i suggest a skull) but it spits out negative rays at half spell power/crit%
Unyielding Sentinel; Put some DPS in the cores, Sacred bonus to Seeker +2 per core, at core 3 all your weapons are considered maiming (wont mess up Celestia) at core 6 all your weapons are also considered heartseeker I (ribcracker/bloodletter w/e) as well all stack with the real weapon affixes. Take OUT the true law and good 1d6's and put caster/ranged useful 9% procs divinity themed, again this is throwing a bone out there to Casters/ranged that need to level this ED and still enjoy playing this game while they do it, you want players ENJOYING themselves right? T6 add "Inpirational Champion" 2min 5 min cooldown, while active all of your melee OR ranged special attacks (cleaves, laywaste, momentum swing, divine sacrifice etc, slayer arrows, inferno shots etc.) get your exulted smite effects on every hit. in addition your single shot smites are doubled in power, and their regen rate is doubled. passive effect; your regen rate for smites is improved by another 20% even when this ability is on cooldown. (also massively fix/overhaul the Pali heroic class trees so that smiting isn't so utterly outdated). Add T4 "shield charge" a leap/step ability that gives shield bashes and a knockdown effect, 1 min cooldown, must have shield equipped and be proficient.
GMOF, T4 ability "lesser evasion" reflex save takes 1/3rd damage instead of half where a normal evasion save takes no damage and a non evasion takes half damage on a save, lesser evasion takes 1/3, if you have evasion you no longer automatically fail to save on a 1. (note the idea with this is to reduce the dominance of Monk splashes by providing a less powerful compromise version of evasion that can be twisted into a build). Allow the pedal Ki SLA's to use tiny amounts of SP OR Ki (whichever pool is higher), and they are not increased in costs by meta magics and expand on them for tier 5 and 6. T6: Hadouken! does untyped (force) damage ala Cyclonic blast, 20sp/ki knocks down those in it's path, does not clear away AOE's like cyclonic does. Give quivering Palm at tier 6, much longer cooldown, improves DC if you already have QP.
Shadow: really needs a rework, overly targeted at Rogue Assasins, I would never run this in Acrobat (LD pulverizer) or Mechanic (Shiradi or melee ED, Arti ED when they get around to it probably). So to my mind this ED isn't even good fit for more than one type of Rogue build. Most of the counter based stuff (shadow charges... lame) is finky and requires you to be focused on NOT GAMING... any time your ED ability makes you change your focus to cool downs or charges or stacks, the game has distracted you from FUN, and made you focus on MATH that is poor game design IMO. Start with T4 Lesser evasion as per GMOF (note again the idea with this is to reduce the dominance of Monk splashes). Add multiple ways to let outside builds/classes use the perks (giving non stealth classes stealth and lesser assassinate abilities) put in a abundant step/leap core ability that is stealthed, 10 second cooldown, at T5 add the ability to assasinate at the end of this Leap/step with a 10 + character level + Dex/Int (whichever is higher) as the DC. You have to time/control that with high skill to end up next to a mob for the assasinate, so the DC is generous.
LD Add in some ranged shots, in fact every one shot or cleave attack should have a multiselector ranged version. add the missing piercing crit improver that goes with pulverizer and headmans chop and allow all of these to work with throwing and ranged weapons. now this ED is totally non caster but a couple EK synergies would be nice.
Primal sphere; seems like Shiradi and Fury have enough flexibility, primal to a lesser extent has some underrated SLA's, and could probably use a tweak or 2 to their costs (they are overly expensive). What would it hurt to allow Shiradi procs on melee weapons? Basically this would just allow a melee to have a little fun leveling the destiny up. same with fury and casting... make fury stacks when casting give a spell crit multiplier (but only say one extra multiple when maxed out) not enough to make anyone but a weird hybrid ranged/caster stay in fury, just enough to make it more fun for a caster to level. something like +.15/20/25/30/35 etc. until we reach a total of +1.0 which would be x3 spell crits.
Fatesinger oh my where to start, i have a bard, I have 3 other arcanes... this ED has a ranged twist that would be nice if it wasn't so stupid to twist (you need to take the ED feat "Lasting inspirations" to be able to use Reign) on top of that it's a 5% proc chance!, anyway lets start with Dirge: give it meta's extend/max/emp/enlarge and spell power and crit chance otherwise it's just a sad tickling that just manages to get you unwanted arrgo while doing not enough DPS to make that worth wild. The echo's things are semi useful (+1DC) mostly they belong at T2 and T3 abilities... T4 ability +1/2/3 Enchantment and Sonic Evocation DC's. Put enchantment and sonic spell love in this ED, T6 SLA Mass hold monster 1min cooldown, uses your highest casting stat for DC, but is spell level 10 like other ED SLA's. This loves on Bards a little while being attractive to other casters as wel. Mostly need to fix Bards to make sensible suggestions for this ED, there's something for everyone here, but there's not ENOUGH for any main build to do more than twist. Core 3 sonic DOT, core 6 Wall of Sound T3 Sound lance but then you really should be adding these to Bard with their 3rd tree that hopefully fixes Bards. so scratch those out and revisit fatesinger when Bards have been loved on some.
Draconic, not too bad, definitely the best spell DPS, just reduce the overly chore-some cooldowns on Flyby/Breath by at least half and do ONE other tweak: Add Etherial (force), Dracolich (or shadow) for Negative, Silver for Sonic and Golden dragons for Light/positive. Yeah when they fix bard i would be all over a sonic duergar draconic bard, would also definitely consider a Divine Disciple cleric in golden draconic, a PM in shadow draconic, or an AM in Ethereal. now in the interest of flexing everything out they should put a melee attack or two in here and maybe even a T5 melee "wing buffet" cleave that knocks down. and for ranged/caster builds:
T6 Epic moment "Arial" like a dragon you lift off above the battlefield and hover over your victims, raigning chaos down on them (levitate above the ground can only move at 10% but can use "tumble" to loop-de-loop one tumble space in any direction in the air). While in this moment all of your ranged attacks have manyshot (triggers cooldown timer on end).
Magister, heavily lacking spell DPS and not good enough as a DC casting ED (Draconic with twists from Magister is better IMO)... has utterly nothing to offer ranged or melee... Magister is really a bookish "sage" like theme, and is presently done better by draconic with the best magister DC stuff twisted in (the DC spell school and the debuff proc on evoc spell)... change it completely to:
Archmagician, cores ad +1 to all DC's every other core or +3 total, if you aren't the ultimate DC caster in this ED then it has failed to live up to it's theme no? This ED gives LOTS OF MAGICAL ABILITIES, and is thus pure flexibility and ultility that can be useful to any build at all. All SLA's in this tree can be meta'd at no additional cost.
Core 1 +50sp and "Magical training" gives ability to take meta's with epic feats even without caster levels, if you already have magical training this doubles your echos of power regen rate. if you leave the ED the feats deactivate but stay there.
Core 2 INT to hit with blunt wooden weapons and daggers (inc throwing daggers)
Core 6 INT to damage with the above
T1 spell likes (T1 all cost zero SP if you have cores or 20sp if not) multiselectors: Jump/burning hands, acid spray/nightshield, rams might/shillelagh
Arcane interwine: all force spells you cast have a 3% chance to cast dispell on the opponent (removing buffs)
T2 SLA's (cost 8 sp or 30sp) multiselectors: Scorching ray/Acid arrow, hypno/web, Blur/Invis, Electric Loop/Flase Life
Upgrade Intertwine so that all damage spell have a 5% chance to dispell on the opponent
T3 SLA's (10sp or 50) as above: Displace/Haste, Rage/Acid blast, Chain Missles/Frost lance
Intertwine additionally has 7% chance to debuff all saves by -1 per stack up to -5
T4 SLA's (20sp/75sp) Neg energy Burst/Force Missles, D-door/Mind fog, hold Monster/Teleport
Intertwine separate 7% chance to proc Multi selector: hold monster/Feeblemind/Envervation
T5 Archmage spells added to your spellbook:
Blink spell added to your spell book, when cast you disappear and instantly reappear shifted slightly in a random direction has 75% displacement effect, moves you around chaotically, and causes you to have -100% threat... needless to say be careful where you cast this spell, duration 30sec 1 minute cooldown.
Lesser Teleportation 30sp move one abundant step/leap of faith unit in whichever direction you are pressing when you cast (can move sideways, backwards, diagonally) uses Abundant step mechanic but you disappear and reappear in a "bamf" black cloud.
Levitate 30sp for 30 seconds with 1min cool down you float above the ground or any thing more solid than air (uses PM wraith form floaty animation frames without the black hazy swirl effect) such as water and lava, in addition you have a stacking with all sources 20% movement speed increase due to the lack of friction. While levitating you do not take damage from lava or trigger traps.
New intertwine proc, 7% chance to proc one of: (Multiselector no meta's can not proc more random procs) force: chain missile like force chain reaction (max 8 mobs hit) Fire: burning blood DOT (Max 8 mobs effected). Electric: Chain Lightning proc (up to 4 things hit), Acid: Melfs (8 max) or Naics biting cold dot (4) and some day that Sonic DOT they make to help Bards out.
Retributive strike you can break any magic item that has durability and charges to use the charges all at once, resulting in (number of charges x 1d4 force damage with a X5 crit multiplier in an AOE effect around the caster, this uncontrolled dangerous use of magic results in random effects both good and bad, to keep this from being overly flavor and not practical enough, the force damage is amped up with your spell power and crit chance and the high X5 multiplier. The bad should be potion of wonder like and good should include most of the random Shiradi procs, plus random buffs on party members... bad should only happen to the caster.
Arcane Mindfury; Stance, 50sp to enter stance 25sp to leave the stance. -10 to all DC's except Evocation: All force spells you cast have +.5X to critical damage multiplier and non SLA's force damage spells have their casting cost reduced by 20% (may or may not stack with existing -10% casting cost items) . All damage spells of level 3 or lower that you cast get +1X crit damage. (So MM and CM would get a total of +1.5x which added to normal X2 crits = X3.5 spell crits, Burning hands or Frost Lance = X3 crits and Cyclonic blast or Disintegrate (or Ruin) = X2.5 crits while in this stance. 25sp to leave the stance is simulating that this is a mentally costly rage like stance, that hurts to both summon up the courage to enter and recover from the effects when you stop.