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  1. #441
    Community Member darkly_dreaming's Avatar
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    Honestly all I would like to see is a boost to necro DC's. Make them tier 5 or inherent so they can't be twisted in by wizards/sorcs if that's a concern. Throw in some spell pen boosts too. Having more options for build types is a good thing and there's really nothing right now to help boost divine spell dc's for Destruction and Slay Living. Implosion is great, but in EE blade barrier is seriously subpar. Having one and only one spell you're realistically building for with an evoker is kind of meh.
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  2. #442
    Community Member Atremus's Avatar
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    It would be cool if there was a path choice for both Light/Dark with corresponding DC at the top tier.
    Characters: Celemia / Tukson / Thau (Broken link) / Atremus

    “A pessimist is one who feels bad when he feels good for fear he'll feel worse when he feels better.”

  3. #443
    Community Member AtomicMew's Avatar
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    Quote Originally Posted by taurean430 View Post
    This type of build however utilizes Shiradi as a destiny if I understand correctly. That's different, and really speaks to just how weak offensively divine builds have been made in relation to post MotU. It also speaks to how unfavorable staying within a divine destiny as opposed to twisting one or two things from it while using Shiradi or Draconic is as well.

    Also, none of this really addresses the lack of spellpower (+50% light excluded), lack of spell penetration, and lack of dc enhancing abilities present in what is to be considered the primary divine casting tree.
    The build that was posted by hellyzabeth is exalted angel: https://www.ddo.com/forums/showthrea...triker-s-build

  4. #444
    Community Member taurean430's Avatar
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    Quote Originally Posted by AtomicMew View Post
    The build that was posted by hellyzabeth is exalted angel: https://www.ddo.com/forums/showthrea...triker-s-build
    Ah, I remember this thread now. Yeah the 16/2/2 split light based build with twists. It's an effective concept for sure. That's a fair point.

    I'm still very concerned regarding other types of builds. For example build without an archon to keep stacks up. The dc caster, and even the evocation or nercomancy specialist.
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  5. #445

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    Quote Originally Posted by AtomicMew View Post
    It's like this:

    DC focused FvS: EA is decent
    Aside from the absolute bare minimum -- stat points in wisdom and caster levels from autogrants -- there isn't one single thing in EA that helps a DC caster. Not one. This makes it quite poor for DC casters. Even the arcane nuking sphere (draconic) gives a) DC boost and b) spell penetration. And that's the nuking sphere. EA doesn't even give that. It gives nothing.

  6. #446
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    Thumbs up So the answer is SO obvious

    Quote Originally Posted by EllisDee37 View Post
    Aside from the absolute bare minimum -- stat points in wisdom and caster levels from autogrants -- there isn't one single thing in EA that helps a DC caster. Not one. This makes it quite poor for DC casters. Even the arcane nuking sphere (draconic) gives a) DC boost and b) spell penetration. And that's the nuking sphere. EA doesn't even give that. It gives nothing.
    If DDO intends on having a REAL divine caster ED its time to start treating divines as REAL casters and some class mod's definitely need to be made for this to happen . Not just to divine crusader but the whole divine ED tree in general. EA should break down ALOT like its counter DI in balance to caster bonuses . US could benefit greatly by adding the divine crusaders aura's btw. For the divines however , ( if u all r {SERIOUSLY} considering creating a dc divine caster that can dc on EE ) , need a divine ED that grants the same versatility magister grants the arcane's. Also u might consider creating the (planetouched lesser Aasimar humanoid race) which have +2 wis & +2 cha or by swapPing the iconic sunelfs +10 int to +10 wis and 2 wis lvl up points instead of intel . This could fix your (little problem btw) and save U ( the dev's ) the pain of creating ANOTHER caster race , and ty 4 reading lol. However , LONG LIVE THE EE DIVINE CASTER .
    Last edited by Hiddensight; 02-21-2014 at 06:50 PM.

  7. #447
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    Not a bad destiny actually, I had my doubts on this but after testing the casting side of things it isn't to bad. I feel like you should get +1 caster levels to each level of the core tiers. The destiny itself isn't to bad but fvs spells overall are terrible, so I don't see an increase in casting fvs's coming.(Divine punishment is the only passable spell, everything else does under 400 damage, which is useless) On the melee side of things, again not bad, quite a bit of boosts including double strike, threat range, overall damage. However, since LD has master's blitz, no one is gonna use this for meleeing. For this destiny to be useful divines need more powerful spells(so people want to play caster specced divines) and blitz needs to be nerfed. (I guess if you were main heals in a raid a melee would want this, but for soloing and group play a blitzing fvs would be more powerful) I can see this being a good destiny for raiding as you can do pretty good boss damage, increase the dps of others, have a static heal going, and a few other things.

    Just throwing this out there but a caster specced divine can't be powerful, their heroic spell's do awful damage and are a waste of sp. The only thing they can get is good dc's, with this coming update, they should have no problem getting dc's into the 70's on evocation, but their spell damage is just plain bad. As for meleeing, again this could be a good destiny for those non blitzing situations, but the majority of quests can be blitzed all the way to the end.(as well I think I read blitz stacks can go through door's/load screens now?) On the same note, not a lot of people want to play a melee divine, because their dps is supbar, and no one really needs heals anymore. Now some people do need healing sometimes which can come in handy but almost every group around now is byoh, because anyone can heal scroll, anyone can cocoon, and anyone can be a bladeforged. Originally when people use to see melee divines it was so they could melee and heal themselves/party, well with everyone having self heals who gives a damn about meleeing divines.

    Sorry for a bit of ranting but I feel like divine's aren't as useful as they once were as their spells have low damage and their heal spells aren't needed like they use to be. The other side to divine's is meleeing, but like I already said you might as well roll up a bladeforged with reconstruct or a character with heal scrolls/cocoon and do more dps. Really this destiny overall isn't to bad, I would even say it is good, but because of everyone healing themselves, having overall low spell damage, and being subpar melee's (understandable as they aren't fighters, they are divines) the destiny losses a lot, because of the state of divines/the game.

  8. #448
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    Quote Originally Posted by darkly_dreaming View Post
    Honestly all I would like to see is a boost to necro DC's. Make them tier 5 or inherent so they can't be twisted in by wizards/sorcs if that's a concern. Throw in some spell pen boosts too. Having more options for build types is a good thing and there's really nothing right now to help boost divine spell dc's for Destruction and Slay Living. Implosion is great, but in EE blade barrier is seriously subpar. Having one and only one spell you're realistically building for with an evoker is kind of meh.
    Implosion is best destruction magic and it's in evocation school.
    However, it's bugged.. Have you noticed?

  9. #449
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    Quote Originally Posted by Vargouille View Post
    Not in the immediate future, since we're delaying Divine Crusader and some related Divine Sphere changes past the launch of U21 to put more time into those changes.
    Ohh.. Divine Sphere changes! I wish you all very best of good luck! Can't wait for its release
    I hope Exalted angel get DC boost.

  10. #450
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    Cool In case u missed it the first time

    Quote Originally Posted by Hiddensight View Post
    If DDO intends on having a REAL divine caster ED its time to start treating divines as REAL casters and some class mod's definitely need to be made for this to happen . Not just to divine crusader but the whole divine ED tree in general. EA should break down ALOT like its counter DI in balance to caster bonuses . US could benefit greatly by adding the divine crusaders aura's btw. For the divines however , ( if u all r {SERIOUSLY} considering creating a dc divine caster that can dc on EE ) , need a divine ED that grants the same versatility magister grants the arcane's. Also u might consider creating the ( planetouched lesser Aasimar humanoid race ) which have a +2 wis & 2 cha or by swapping the iconic sunelfs +10 int to +10 wis and 2 wis lvl up points instead of intel . This could fix your (little problem btw) and save U ( the dev's ) the pain of creating ANOTHER caster race, and ty 4 reading lol. LONG LIVE THE EE DIVINE CASTER
    Just sayin ya know . Something to consider in doing this is that this game is called ddo not ddo the (any) book version. Some food 4 thought based on how this game exactly works it looks like it is still open to some highly interpretive imagination 4 how it differs from the books . Sorry for the emoticons Lsd. One class mod from the cleric enhancement line which would be very nice if u ( the dev's ) create the divine caster . Would be to change healing aura back 2 min lvl 12 core ability rather then tier 5 ability . For access to the divine disciple tier 5 line and while throwing idea's around having turn undead , positive energy burst and healing aura all having individual counters rather then sharing the same amount of use's per shrine . If left up to me to decide the divine casters fate. I say , " LONG LIVE THE EE DIVINE CASTER ".
    Last edited by Hiddensight; 02-21-2014 at 06:48 PM.

  11. #451

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    I'm having trouble understanding your posts. What does ^^ mean?

  12. #452
    Community Member AtomicMew's Avatar
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    Quote Originally Posted by EllisDee37 View Post
    Aside from the absolute bare minimum -- stat points in wisdom and caster levels from autogrants -- there isn't one single thing in EA that helps a DC caster. Not one. This makes it quite poor for DC casters. Even the arcane nuking sphere (draconic) gives a) DC boost and b) spell penetration. And that's the nuking sphere. EA doesn't even give that. It gives nothing.
    You gain much needed damage potential. Unless you want a one dimensional character that can only DC cast.

  13. #453

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    Quote Originally Posted by AtomicMew View Post
    You gain much needed damage potential. Unless you want a one dimensional character that can only DC cast.
    What damage potential do clerics gain, exactly?

    Your insistence that DC casting doesn't matter in a caster destiny is hard to take seriously.

  14. #454
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    Quote Originally Posted by EllisDee37 View Post
    Even the arcane nuking sphere (draconic) gives a) DC boost and b) spell penetration. And that's the nuking sphere.
    Plus several CC effects:
    - Paralysis (T2), knockdown (T5), chance of sleep/slow/paralysis (T5)

    Plus mob debuff options:
    - Shaken even if save on T2 paralysis, chance of -5 to Fort saves or -10 to Reflex saves (T4).

    Those, as you said, in the more nuking-focused arcane destiny. Without even going into Magister or what the Primal sphere gives caster Druids.

    JUST a DC boost, or even a bit of DCs and some Spell Pen, would still leave EA far behind the options Druid and arcane casters have.
    Last edited by SirValentine; 02-20-2014 at 04:23 AM.

  15. #455
    Community Member Indianwiz's Avatar
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    Quote Originally Posted by Wizza View Post

    Trascendental Magic moved to T6 lol
    Sigh! This is really bad. It should be in T2 or T3 at max, just like in Magister.

    It is a nice feeling when you spend time and effort to provide feedback, only to get shafted later.

  16. #456
    Community Member Atremus's Avatar
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    Quote Originally Posted by SirValentine View Post
    JUST a DC boost, or even a bit of DCs and some Spell Pen, would still leave EA far behind the options Druid and arcane casters have.
    Which is why we should be asking for more. Would it really be that harmful to the game to have Divines being played again? I play mine because I like the class and role. But being behind the power curve in terms of Epic Destiny Power has to be limiting the amount of Divine casters out there.
    Characters: Celemia / Tukson / Thau (Broken link) / Atremus

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  17. #457
    Community Member AtomicMew's Avatar
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    Quote Originally Posted by EllisDee37 View Post
    Your insistence that DC casting doesn't matter in a caster destiny is hard to take seriously.
    I don't think I actually said that.

  18. #458

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    Quote Originally Posted by AtomicMew View Post
    I don't think I actually said that.
    There is no other way to interpret the following:
    Quote Originally Posted by AtomicMew View Post
    You gain much needed damage potential. Unless you want a one dimensional character that can only DC cast.
    When the response to "there's nothing here for DC casters" is "who cares, you get nukes, which is even better so now you're not a one-trick pony" the undeniable implication is that DC casting buffs don't matter. In a destiny you classify as a "pretty damn good" and "strong" caster destiny for divines. It is neither. What it is is a bare-bones minimum caster destiny for most divines, and decent for one niche flavor build of divine caster.

    You also have a myopic viewpoint on the nuking viability of EA, seemingly oblivious to the existence of clerics. Here's a hint: EA is a weak destiny for light nuking clerics who essentially cannot use the higher tier dps abilities.

  19. #459
    Death's Dominator Eth's Avatar
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    Tested this destiny yesterday in a couple eveningstar EEs. I'm positively surprised. Considering the gimpness of my toon on lamma the AoE nuking potential in this destiny is quite powerful, even for non casters. My build had no empower or maximize, no spellpower crit and about 230 fire spellpower and still did quite some damage.
    The combination of the aura and consecrated ground is really nice AoE tics. Celestial bombardment is also really powerful.
    The melee abilities might need a bit more attention. I almost found no reason to melee in this destiny.
    Not complaining though. Powerful AoE damage is something the divine sphere was really lacking.

    Gameplay video in EE overgrowth here:
    http://www.youtube.com/watch?v=cDQrHdliEkU

    Here's my take on the stuff so far:

    Core abilities:
    Divine Crusader: Nice and fits the theme. BAB seems redundant for warpriests, but it's OK for other builds.
    Aura of Purification: Doesn't turn off automatically when going invisible (call me not surprised).
    Castigation: Really nice free AoE damage, especially in longer fights. Please add quicken as toggle. Casting time is too slow.
    No Remorse: Free heals are nice but pointless when you cannot control when and who to hit.
    Purifying Wrath: Doesn't work yet. Might be the most powerful thing in this tree. Really want to try it.

    Tier 1:
    Stand and be Judged: Haven't tested this since my build is wis dumped.
    Purge the wicked: Some melee damage and helps building up stacks for your aura. Good.
    Flames of purity: 3 AP for 30 spellpower seems a bit much. Maybe add Positive and Light spellpower too?

    Tier 2:
    Blessed Blades: Situationally useful. Worth 1 AP. Probably breaks celestia
    Consecration: Love it. Makes this destiny constant AoE damage. The visual effect should be reworked though. It's hardly visible where the area actually is.
    Sword of Justice: Simple and good. This will become a twist for many melees.
    Empyrean magic: A bit extra crits and spellpower. Worth 1 AP.

    Tier 3:
    Extrodiary Virtue: 10% Healing amp and positive spellpower for 1 AP. Good.
    Sacred Ground: Really like this. Stacks on top of the cleric aura for some really efficient 'autoheal'.
    Smite the wicked: Couldn't use this. Don't have smites. Is this intended?

    Tier 4:
    Crusade: Sounds good. Could not really say if it was working though.

    Tier 5:
    Celestial Champion: Sounds good on paper. It did not used to work. Haven't rechecked if it does now.
    Celestial Bombardment: LOVE IT. Super powerful AoE nuke. Knockdown even worked nicely in EEs on my wisdom dumped toon.
    Please add quicken as a toggle.

    Tier 6:
    Heavenly Presence: Good, but not overwhelming for a Tier 6. Should be only 1 AP or more PRR.
    Wrath of Righteous: Nice extra damage. But please remove this -3hp nonsense. Or make it -1hp. -3 is way to much.
    Transcendental magic: Is +2 DCs now. Move it to a lower tier so it's twistable.
    Last edited by Eth; 02-21-2014 at 02:02 AM.
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  20. #460
    Community Member Wizza's Avatar
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    Quote Originally Posted by Eth View Post
    Tested this destiny yesterday in a couple eveningstar EEs. I'm positively surprised. Considering the gimpness of my toon on lamma the AoE nuking potential in this destiny is quite powerful, even for non casters. My build had no empower or maximize, no spellpower crit and about 230 fire spellpower and still did quite some damage.
    The combination of the aura and consecrated ground is really nice AoE tics. Celestial bombardment is also really powerful.
    The melee abilities might need a bit more attention. I almost found no reason to melee in this destiny.
    Not complaining though. Powerful AoE damage is something the divine sphere was really lacking.

    Gameplay video in EE overgrowth here:
    http://www.youtube.com/watch?v=cDQrHdliEkU

    Here's my take on the stuff so far:

    Transcendental magic: Is +2 DCs now. Move it to a lower tier so it's twistable.

    Nice video. DCrusader is really good imho.

    But that -3hp. Omg it is soooo bad. You were like at -130hp before the last boss. Which may not sound much on that build with 800 hp but it really is A LOT. -1hp sounds nice.

    Trascendental magic was T5. Was moved to T6 in this late build. They don't want us to twist it lol. But they made 30 Fire Spellpower and 10% crit/20 USP twistable as T1/T2. Doesn't make any F sense to me.
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