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  1. #1
    Developer Torc's Avatar
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    Default Druid Update Preview V.2

    Version 2! Not a ton has changed, but to quickly find what has from the original version, search for the key word "update" below.

    Most of the new changes are with druid spells and a few new abilities in the wolf tree.

    GENERAL CHANGES

    1. Animal forms will now use the stats of the player's main hand weapon for melee attack purposes, such as Base Damage, Critical Multiplier, Critical Range, all Enchantments, Material traits, procs, etc. The issue with the power level of certain effects not scaling will be resolved by this as well.


    Primal Avatar damage is “currently” not effected by the changes but we plan on giving it proper cleave animations and look into making its spirit decay rate to be more manageable to classes who don’t have persistent damage auras. More details will be posted when we get there. (updated)



    2. Existing combat style bugs are being fixed.


    No combat style specific bonuses will function while in animal forms aside from Natural Fighting, and any bonuses native to the form (no dual wielding, glancing blows or single weapon attack speed).


    Using a two-handed weapon still grants the 1.5 damage from your modifying stat, and Power Attack feat adjustments in animal form as well, for its additional bonus.

    Activated Attacks that require a specific weapon to be held in your hand will still not work in animal form (because sometimes these attacks have animation requirements) However things that modify your weapons base stats still work normally such as changing your primary damage stat. (updated - clarification)



    3. Wolf form attack animations are being adjusted.


    We are reducing the Basic Wolf Form attack speed bonus to 15%. Winter wolf remains about the same speed at 30%. We are also fixing some flaky behavior in the attack chain.


    4. The Bear attack animation chain will be improved to make its attack rate match other weapon styles.


    This will result in an approximate 15% increase in attack speed.


    5. Bear & Dire Bear form's AC bonus is now typed Exceptional.


    Improved Mage Armor will also be typed Exceptional.

    6. Water and Fire Elemental form will now grant 65% Absorption to their element, instead of Damage Reduction, and 15% Vulnerability to their opposite element.


    The bonus will not stack with Fire Shields or Fire Energy Sheath. Absorption from items and other abilities still work.

    7. Specific Spell Changes: (updated)


    The following druid innate animal spells will now work regardless of rage, feeblemind, quell or anti magic. Additional Changes listed per ability

    Maul & Great Maul

    Take Down
    -DC: 11 + Highest of Str/wis + Trip mods + Half Druid level

    Pack Pressence

    Baiting Bite
    -DC: You use your spot score for the bluff role. This is still considered a bluff skill check.

    Shred
    -DC 13 + Highest of Str/wis + Sunder mods + Half Druid level

    Harrowing Pack

    Rising Fury

    Cold Breath
    -Damage Die reduced to 1d4+1 from 1d6
    -Reflex save removed

    Tenacious Pack

    Tremor
    -DC: 16 + Highest of Str/wis + Trip mods + Half Druid level

    Jaws of Winter
    -DC: 17 + Highest of Str/wis + Stun mods + Half Druid level
    -Dropped from spell book level 7 to 6.

    Relentless assault

    Howl of Terror
    -Changed to Transmutation School

    Unstoppable

    Snow Slide *
    -DC: 19 + Highest of Str/wis + Stun mods + Half Druid level

    Reincarnate's casting time and cool down will be put on par with Raise Dead.

    Call Lightning Storm and Storm of Vengeance will have their damage progressions and values change to be an X per caster level to better benefit from increasing in caster level and max caster level effects.

    Call Lightning Storm now does 1d10 every 2 druid levels, max 20. Dragon mark version will use character level.

    Storm of Vengeance's Acid damage now scales at d8 per 3 druid levels, and its lightning damage 1d10 every 2 druid levels. Max of 25. Duration is 30 seconds. (duration will not scale with level, which didn't work anyway)

    Creeping Doom will now do acid damage and benefit form acid spell power. (updated)


    Enveloping Swarm is being re-designed as a single target instant application dot instead of a damage shield effect. (updated)
    Target is enveloped by insects taking 2d8 acid damage + 1d8 for every 3 druid levels every 2 seconds for 16 seconds.
    SP Cost: 10
    Meta Magics: Max, Intensify, Empower, Enlarge, Heighten
    Reflex save for half each tick



    Rising Fury's cooldown will be reduced to 30 seconds and the extend meta magic will work on it. (new)

    Snare (updated)
    Cost reduced to 5 sp
    Re-occuring strength check now happens every 6 seconds not every 2 seconds.

    Produce Flame Projectile speed is being increased (new)

    Creeping cold and Greater creeping cold will now stack with each other when cast by other druids (two can each have their own copy on a target now)

    Anger of the Noon Day Sun (updated)
    Creatures affected who were immune/resistant/healed by to fire now take full damage. Will not stack with effects that amplify damage beyond 100%.
    -8% fortification

    Mantle of Ice (updated)
    Creatures affected who were immune/resistant/healed by to cold now take full damage. Will not stack with effects that amplify damage beyond 100%.
    10% attack speed slow
    25% movement speed slow
    -4 to fort/reflex saves

    Elemental Toughness (updated)
    Target: Self
    DR removed. Now grants 1 physical resistance per druid level for the duration of the spell.
    Lasts 30 seconds a druid level
    Costs 25 spell points
    Metas: Quicken Extend


    Fires of Purity (updated)
    Fire DR penalty has been changed to a 10% vulnerability penalty



    9. Cosmetic Changes: (new)


    These may come AFTER the pass, time permitting. This is stretch goal stuff.

    Either or some combination of new Wolf & Bear forms Appearances or dyes.

    Nature’s Veil: A Toggle Feat that suppressed the texture swap used for fire/water elemental forms but keeps the vfxs.


    10. Removing pets damaging the druid/artificers on death (new)

    We’re going to be cutting the death penalty for pets and are discussing give a few more pet rez charges at certain levels. The arty enhancement that touches this will be reworked to something else.


    11. Natural Fighting Feat

    Natural Weapon Fighting will now give different effects based on if you are in bear or wolf form. (updated)

    Wolf: 6% Double Strike per feat as before. Net Total 18%

    Bear: 3% Double Strike & Now triggers Glancing blows, 15% damage per Natural Weapon Fight feat taken, and 2% weapon proc rate per feat taken. Net Total 9% Double Strike and 45% Glancing blow damage 9% proc damage


    ENHANCEMENT TREES

    NATURE'S WARRIOR

    CORES:

    1. Nature's Warrior: Each Core including this one grants 8 hit points, +1 sneak attack dice in wolf form and +1 damage in wolf and bear form. (updated)

    2. Natural Senses: Your attacks penetrate 10% of your enemies fortification, +3 to listen, spot and search

    3. Nature's Bounty: While in animal form, the cooldown penalty for non-animal form spells is reduced from 2.5 times the usual length to 2.0. Does not stack with Nature’s Protector cores.

    Wolf Form Movement Speeds are increased by an additional 1% for every two druid levels. (updated)

    4. Nature's Hunter: In wolf or bear form you gain a +1 competency bonus to crit damage multiplier on your weapon. Requires a weapon to be equipped.

    5. Howling Frost: Casting Howl of Terror now grants you "Winter Hunt" for 10 seconds which grants +10 melee power and, 25% bonus to spell crit and 50% to spell crit damage to all cold damage spells. This will only occur once every 30 seconds.

    6. Avatar of the Hunter: You have mastered the art of wielding divine magic in animal form, and using it to empower your body in physical combat. While in animal form, the cooldown penalty for non-animal form spells is reduced from 2.5 times the usual length to 1.5. Does not stack with Nature’s Protector cores.

    Passive: +2 strength and wisdom and +10 to double strike and physical resistance

    TIER 1

    Nature's Empathy: 3/3, increases use of animal empathy, 5/10/15 increase to positive spell power. AP COST: 1

    Snapping Jaws: Whenever you bluff or use an ability that triggers a bluff check such as baiting bite your target is debuffed losing -2 AC and you gain a stack of "Snapping jaws" for +2 AC for 15 seconds. Stacks 1/2/3 times. AP COST: 1

    Take Down: Increase trip DCs by 1/2/3, AP COST: 1

    Bestial Nature: Increase reflex fort saves by 1/2 (no longer a toggle) AP COST: 1

    Athletic Hunter: Bonus to move silent,hide, jump and swim, tier 3 grants one charge of wild empathy 1/2/3 AP COST: 1

    TIER 2

    Flight: Gain an uncapped dodge bonus of 20% for 10/20/30 seconds, costs 1 wild empathy to activate, 30 second cooldown. AP COST: 1

    Improved Dodge: +1/2/3 Dodge. AP COST: 1

    Ghost Wolf: Requires wolf form. Activate, gain 35% incorporeal defense for 20 seconds, Cooldown 60 seconds. SP Cost: 15 Passive: Gain ghost touch while in wolf form to your melee attacks AP COST: 2 (updated - ability adjusted for more frequent use.)

    Prey on the Weak: 8/15% Damage Bonus against helpless targets AP COST: 1

    Action Boost: Double Strike: Activate to gain a +[10/20/30]% action boost bonus to Doublestrike for 20 seconds. AP COST: 1

    TIER 3

    Fight: increase melee damage and AC, 1, 2, 3 in wolf or bear forms AP COST: 1 (requires: flight)

    Brother Wolf: While your wolf pet is alive and within 40 meters it gains 5/10/15 hps every 12/9/6 seconds and 10/15/20 mrr & prr and you gain 1/2/3 to hit and damage AP COST: 1

    Ghost Pack: When Ghost Wolf is triggered the spirits of your pack manifests around you striking nearby enemies for 1d6 bane damage per wilderness lore rank, scales with melee power, and applies confusing them for 5 seconds, no save. Bosses are not affected by the confusion . AP COST: 2 (updated - replaced stalking prey)

    Essence of Nature: If you score a crit hit in melee you are granted 10/20 temp spell points for 8 seconds. Your pet has a 10% chance to proc this on its base attacks. Passive: + 5 Positive SP/10 AP COST: 1

    Strength or Wisdom AP: 2 (new)

    TIER 4

    Fatal Harry: Killing an enemy grants you a 5% enhancement bonus to attack speed for 20 seconds. This can stack up to [1/3/5] times.
    Enemies your own level or higher have a 100% chance of activating this ability. For every level below you, the chances are reduced by 20%. A monster two levels below you only has a 60% chance of creating this effect.
    .AP COST:1 (as current ability on live but no longer a toggle, passive) (updated)

    Four Legs Good: You become immune to most knock down effects in animal forms AP COST: 2

    Ferocity: You gain +2/4/6 melee power in bear or wolf form. This bonus is doubled when under the effects of true rage (rage that prevents spell casting) AP COST: 1

    Great White Wolf: +10/20/30 cold spell power, while in winter wolf form you gain 10/20/30% cold absorption. AP COST: 1

    Strength or Wisdom AP: 2 (new)

    TIER 5

    Alpha Strike: AOE Melee Attack - Requires animal form: You fight for leadership of the pack. Area damage melee attack dealing +2[W]/+3[W]/+5[W]. This attack can doublestrike. On targets above 85% health it reduces their attack, range and spell power by 25 for 15 seconds. Activation Cost: 12/9/6 sp, Coodown: 18/15/12. AP COST: 1 (requires: fight)

    Nature’s Swiftness: Wolf forms gain evasion. Armor restrictions apply. AP COST: 2

    Throat Rip: Requires wolf form: Adds 6 bonus sneak attack dice. Against living targets silences target for 15 seconds on Fort save 10 + Druid level + Greater of Str/Wis + Stun Mods. Also inflicts a bleed that causes 6d6 damage every 3 seconds for 18 seconds. Bleed Scales with melee power. Against bosses the silence is replaced with a 25 pt spell power debuff. 15 Second cool down. AP COST: 2 (updated - no longer requires stealth)

    Jaws of the Great White Wolf: The spell Jaws of Ice now grants gain temporary hps equal to 10 times your character level. AP COST: 2

    Go for the Kill: Wolf Form Required - You charge your target smashing into them for a 4[W] Melee attack with a +1 crit multiplier to damage and gain 15 melee power for 30 seconds. If the charge started from over 10 meters away the melee power bonus is doubled. Does 50 additional bludgeon damage against helpless targets, scales with melee power. Cooldown: 20 seconds. SP Cost: 20 (updated - new ability)

    NATURE'S PROTECTOR - new bear tree!

    CORES:

    1. Nature's Protector: Gain 8 hp and 3 MRR. For every additional core in the tree gain 15 hp and 3 mrr. (updated)

    2. Nature's Defense: Defensive Combat Stance +8 phy and magic resistance while any wildshape forms. Cannot be active with other defensive stances but can be used while raging. (new – elemental forms can now use it the base version and vase upgrades)

    3. Magical Beast: Gain heavy armor prof. In addition while in animal form, the cooldown penalty for non-animal form spells is reduced from 2.5 times the usual length to 2.0. Does not stack with Nature's Warrior Cores.

    4. Big Claws: Adds Great Maul to your spell book. This is a version of the maul spell with the same cost and stats but stuns instead of causing a bleed on it. Shares cool down with maul. Stun DC: 10 + Druid level + Wisdom + Stun Modifiers.

    5. Big Bear: The Tremor spell now deals 5-8 blunt damage per druid level in addition to it's knock down effect. This damage scales with melee power.

    Passive: Your attack speed in bear form is increased by a 5% combat style bonus. (update - Add some attack speed)

    6. The Great Bear:

    While in animal form, the cooldown penalty for non-animal form spells is reduced from 2.5 times the usual length to 1.5. Does not stack with Nature’s Warrior Cores (new – mirror spell casting benefit from wolf tree and updated stats.

    Passive: +2 Con, +2 Str. Your attack speed in bear form is increased by another 5% to a total of 10%. (updated)

    TIER 1

    Rage of the Beast: Activate to rage gaining +4 strength and Con, +2 will saves, -2 ac for 40 seconds, but disallowing the casting of magic. Requires bear or wolf form. This ability shares cool down and charges with Barbarian class rage. Effects that modify barbarian rage also effect Rage of the Beast and using it counts as a use of barbarian rage and vice versa. Effect persists through shape changes Can be used 1/2 per rest. AP COST: 1

    Fey’s Blessing: Gain +2/4/6 MRR AP COST: 1

    Improved Nature's Defense: Competence bonus to one of three, Increase Threat by 50/100/150%, PRR MRR 4/8/12, Saving Throws by 1/2/3 AP COST: 1

    Bloody Claws: Using Maul grants a stack of "Killer instincts" granting +1 damage for 15 seconds. Stacks 1/2/3. AP COST: 1

    Animal Brutality: Gain a +1/2/3 bonus to intimidate, swim, jump AP COST: 1

    TIER 2

    Primal Beast: Gain 5/10 melee power when raging in animal form. Gain one more use of rage 1/2. AP COST: 1 Requires Rage of the Beast (updated)

    Thick Hide: Nature Armor Bonus 2/4/6 AP COST: 1

    Improved Nature's Defense: Competence bonus to one of three, Increase Threat by 50/100/150%, PRR MRR 4/8/12, Saving Throws by 1/2/3 AP COST: 1

    Sharp Bloody Claws: Shred now also applies killer instinct AP COST: 1

    Defense Boost: Action boost grants 5/10/15 ac 7/12/20 mrr for 20 seconds. 30 second cool down. AP COST: 1

    TIER 3

    Undying Beast: While raging in animal form you gain immunity to death effects and energy drain. Gains one more use of rage. AP COST: 2 Requires: Primal Beast

    Spirit Refreshed: When shape shifting forms below 33% health you heal to full and cure all fatigue. This benefit can only occur once every 3 minutes. AP COST: 2 (new – applies to all forms now)

    Improved Nature's Defense: Competence bonus to one of three, Increase Threat by 50/100/150%, PRR MRR 4/8/12, Saving Throws by 1/2/3 AP COST: 1

    Ursa Protector: While in bear form nature's defense now does one of these, +2/4/6 con, +3/6/9 MRR, +15/20/25 % to max hp AP COST: 1

    Strength OR Wisdom AP COST: 2
    TIER 4

    Enduring Beast: while raging Increase healing amp by 10/20 in any animal forms. At rank 2 gain one more use of rage. AP COST: 1 Requires: Undying Beast

    Spirit Renewed: When shifting forms below 33% health you heal to full and benefit from a restore spell. This can now occur once every 2 minute. Still removes fatigue. AP COST: 2 Requires: Spirit refreshed

    Savage Roar: Using the Roar spell with 1 stack of killer instinct active now triggers a burst of sonic damage around the druid for 1d3 per rank of wilderness lore. Scales with melee power. If you have 2 stacks it also stuns at DC: 10 + Wilderness Rank + Strength Mod + Stun Bonus At 3 stacks the damage is 1d10 per rank of wilderness lore and stuns. AP: 2

    Ursa Protector: While in bear form nature's defense now does one of these, +2/4/6 con, +3/6/9 MRR, +15/20/25 % to max hp AP COST: 1

    Strength OR Wisdom AP COST: 2

    TIER 5

    Beast unleashed: Gain one additional uses of Rage of the Best per rest. While raging you gain 15% double strike. and while in bear form 50% increase in threat generation and 15% bonus to your armor class. AP COST: 2
    Requires Enduring Beast

    Spirit Bear Charge: Requires bear form Charge forward inflicting +3W and knocking down enemies, reflex save vs DC 15 + wilderness lore ranks + Wis + Trip Bonuses. 15 second cooldown. AP COST: 2

    Lightning strikes the Mountain: Activating calls down a bolt of lightning that strikes the druid granting a 100% bonus to threat and MRR for 15 second. 20 MRR / 40 MRR in nature’s protector stance. Nearby enemies take 1d8 in lightning damage per wilderness lore rank. Scales with melee power. SP Cost: 15. 30 Second cooldown. (new – Replaced/Improved Great roar)

    Ursa's Protector: While in bear form nature's defense now does one of these, +2/4/6 con, +3/6/9 MRR, +15/20/25 % to max hp AP COST: 1

    Force of Nature: You gain 10/15/20% resistance against force damage and 2/4/6 con. AP COST: 1

    SEASONS HERALD

    CORES:

    1. Child of Summer: You gain the ability Child of Summer: Activate to grant +5 Spellpower when casting fire, force, light, sonic and positive spells. This seasonal Spellpower is multiplied by one for every Core enhancement possessed in Season's Herald (starting with this one), up to +30 when you have all six Enhancements. Lasts until death or change of season. Fire Elemental form changes you into this season automatically.

    Passive: +1 Universal Spellpower per AP spent in this tree.

    2. Child of Winter: You gain Child of Winter: Activate to gain +5 Spellpower when casting water, acid, earth and electric spells per core in this tree. Lasts until death or season change. Water elemental form changes you into this season automatically.

    Passive: +1 caster levels to spells in your active season.

    3. Nature's Wellspring: The effects of your shillelagh are doubled. +1 max caster level in your active season

    4. Sun Burst: Gain Sun Burst as an SLA, SP: 4, Cooldown: 20 seconds (new – lowered cooldown)

    5. The Storm of Change: Gain Storm of Vengeance as an SLA, SP 20 cost. 2 minute cool down.

    6. Hierophant: You are wise and skilled in the art of wielding divine magic to summon aid and change the world around you. +2 Wisdom +2 Con +10 Universal spell power. Your Conjuration and Evocation spells gain +1 DC, +1 caster level and +1 max caster level. (update – decreased wis/con bonus and mass caster levels)

    TIER 1:

    Beguile: Whenever you attack or cast a spell on an enemy, there is a 50% chance to Beguile an affected enemy [1/0-2/0-3] times for [3/0-6/0-9] seconds. Beguile: -2% attack speed, -2 Spellpower. Beguile stacks up to 25 times, and one stack fades every few seconds. Up to one enemy affected each second (by up to [1/2/3] stacks). Does not affect bosses. AP COST: 1

    Shared Spirit: Your wolf pet gains 3/6/10% bonus to hps. Passive: You gain 1/2/3 spell power. AP COST: 1

    Wax and Wane: +2% critical chance with spells associated with your current season.
    Winter: Acid, Cold, Electric, Earth, and Water
    Summer: Fire, Force, Light, Positive, Force and Sonic
    -AP COST: 2

    Produce Flame: Spell Like Ability: Produce Flame. Cost: 6/5/3, Cooldown: 10/6/4 AP COST: 1 (new – lowered cooldown)

    Druidic Wisdom: Gain a +1/2/3 to heal, spellcraft and diplomancy skills. AP COST: 1

    TIER 2:

    Efficient MetaMagic: Reduce the cost of a meta magic, empower, enlarge, maximize, quicken AP COST: 2

    Efficient MetaMagic: Reduce the cost of a meta magic, empower, enlarge, maximize, quicken AP COST: 2

    Wax and Wane: +2% critical chance with spells associated with your current season.
    Winter: Acid, Cold, Electric, Earth, and Water
    Summer: Fire, Light, Force, Positive, Force and Sonic
    AP COST: 2
    Requires previous tier.

    Creeping Cold: Spell Like Ability: Creeping Cold (Cost: [6/5/3] SP. Cooldown: [12/10/8] seconds) AP COST: 1 Requires produce flame

    Action Boost: Spell Power: Action boost grants 10/20/30 spell power for 20 seconds. 30 second cool down. AP COST: 1
    TIER 3

    Autumn Leaves: Toggle ability: Leaves always seem to blow around the druid. Grants feather fall, +2 dodge and 5% proc chance on anyone hitting you in melee to be knocked down by a blast of air. Costs: 15 SP Lasts until death or toggled off AP COST: 1

    Efficient Heighten AP COST: 2

    Wax and Wane: +2% critical chance with spells associated with your current season.
    Winter: Acid, Cold, Electric, Earth, and Water
    Summer: Fire, Force, Light, Positive, Force and Sonic
    AP COST: 2
    Requires previous tier

    Call Lightning: Spell Like Ability: Call Lightning (Cost: [10/8/6] SP. Cooldown: [12/8/6] seconds) AP COST: 1 Requires: Creeping cold (new - lowered cooldown)

    Wisdom +1 AP COST: 2

    TIER 4:

    Spring Resurgence: Fill an ally with the vitality of spring. When that ally falls below 50% hit points, that ally and any other allies near him are healed by 20d6
    positive energy, and receive a +2 primal bonus to attack rolls. (Lasts 5 minutes or until triggered.) (Activation Cost: [8/6/4] Spell Points.)
    Cooldown: [8/4/2] seconds) AP COST: 1 (new – lowered cooldown to make buffing party easier)

    Strength of the Solstice: +1 to the save DC's of your Evocation and Conjuration spells AP COST: 2

    Wax and Wane: +2% critical chance with spells associated with your current season.
    Winter: Acid, Cold, Electric, Earth, and Water
    Summer: Fire, Force, Light, Positive, and Sonic
    AP COST: 2

    Salt Ray: Spell Like Ability: Salt Ray (Cost: [12/10/8] SP. Cooldown: [12/10/8] seconds) AP COST: 1

    Wisdom +1 AP COST: 2

    TIER 5

    Crown of Summer: A target of your choice is filled with the light and vitality of summer. That target gains a 15% enhancement bonus to Healing Amplification, and 10 melee power and 5 ranged power. (Activation Cost: 1 Spell Point. Cooldown: 6 seconds) Only one target can have the crown at a time. AP COST: 1

    Master of the Elements: Gain 5/10/15 spell power in your season. Passive rank 3: If the character has 17 druid levels they gain anger of the noonday sun or mantle of icy when changing in the appropriate elemental form. This effect costs 8 spells points when it occurs.

    Time and Time again: increase your caster level and max caster level by +1 AP COST: 2

    Word of Balance: Spell Like Ability: Word of Balance (Cost: [12/9/6] SP. Cooldown: [20/15/10] seconds) AP COST: 1 Requires: Salt Ray (will fix bug with this spell getting blocked by spell resistance)

    Armor of Winter: Gain 8 times your wisdom in temporary Hit points that lasts 60 seconds. (Cooldown: 30 seconds, Sp Cost: 12) AP COST: 2 (new – moved spell power and allow it to work in any elemental form/season)
    Last edited by Torc; 02-28-2018 at 04:49 PM.

  2. #2
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    Quote Originally Posted by Torc View Post
    Savage Roar: Using the Roar spell with 1 stack of killer instinct active now triggers a burst of sonic damage around the druid for 1d3 per rank of wilderness lore. Scales with melee power. If you have 2 stacks it also stuns at DC: Wilderness Rank + Strength Mod At 3 stacks the damage is 1d10 per rank of wilderness lore and stuns. AP: 2[/INDENT]
    I rather like the idea of using wilderness lore so heavily since that creates some better synergy and interesting multi-class options with ranger/barbarian and even bard, though I do worry a little that some of the DC's might be way too low at lower levels and slow to catch up.. I mean, Savage Roar's save DC at the earliest level you could get it would maybe be like 8 or 9 with max wilderness lore available at those levels. that ain't gonna stun nothin'. The DCs need a little scaling work but overall I see some interesting stuff.

    Using bear as a sort of pseudo-alt option for fighter splash is interesting, though Fighter's ridiculously low-hanging free feats still makes it a no brainer.. believe me, I personally *hate* splashing fighter just for that, but it's almost a necessity for a lot of melee builds and doubly so for any kind of hybrid - there just isn't enough feats when you need 3+ for weapon styles, 3+ for casting, crit feat, power/cleave, etc. In my opinion there should be some eventual rebelancing here, but I don't even know how to begin approaching it - 3.0/3.5 was never designed with any of this in mind, so it's hard to say what makes sense. Some classes have too many feats to do anything ot do with and hardly anything useful, others are beyond starved and have to splash monk/fighter for the freebies.

    None the less, I like the lo-whanging bear option for defensive splashes.

  3. #3
    Community Member Jevern's Avatar
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    I'd have to admit that I didn't have time to read the whole of the first thread - lost track of all the replies after the first few pages.

    But why the change to Icy Mantle making it a fortitude save rather than a reflex save, which is what the best spells for druid are based off of? I figured it might be a trade off for the 'immune monsters can now be damaged by cold spells' thing, but it never hurts to ask.

    Personally, I think Storm of Vengeance isn't powerful enough to warrant a 2min cooldown. 1.5 minutes or 1 minute (as it currently is on live) would go a long way to making it more useful.
    Jassial - 20 Druid Caster

    Also: ~ Jetel ~ Jessoliel ~ Jemerial ~ Jedriel ~ Jevern
    Crimson Eagles - Khyber

  4. #4

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    1) if multiclassing and I get dex to hit & damage, will that function in wolf form?
    2) if a weapon offers an alternate stat to hit & damage, will that function?
    3) Would it be possible to add faster sneaking to the tree?
    ROGUE Part QUATRE: Check out the stealth professionals, now closed
    Proud Knight of the Silver Legion, Cannith: Saekee (main; epic completionist), Naerfelka (farmer), Saelegion (parked level 4)
    Quote Originally Posted by Annex View Post
    Hope extinguished leaves fading memories of better times.

  5. #5
    Community Member edrein's Avatar
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    Quote Originally Posted by Torc View Post
    Creeping Doom will now do acid damage and benefit form acid spell power. (updated)


    Enveloping Swarm is being re-designed as a single target instant application dot instead of a damage shield effect. (updated)
    Target is enveloped by insects taking 2d8 acid damage + 1d8 for every 3 druid levels every 2 seconds for 16 seconds.
    SP Cost: 10
    Meta Magics: Max, Intensify, Empower, Enlarge, Heighten
    Reflex save for half each tick
    A slight bit of disappointment that these spells lose their uniqueness just to add more acid based viability to druids. That being said woot for more acid spells. Enveloping Swarm should be a WILL save however. Because let's be honest it could be any of the three saves from an argument standpoint, but making it will saved is the only way most druids are going to get full damage out of this spell in epics and reaper.


    Quote Originally Posted by Torc View Post
    11. Natural Fighting Feat

    Natural Weapon Fighting will now give different effects based on if you are in bear or wolf form. (updated)

    Wolf: 6% Double Strike per feat as before. Net Total 18%

    Bear: 3% Double Strike & Now triggers Glancing blows, 15% damage per Natural Weapon Fight feat taken, and 2% weapon proc rate per feat taken. Net Total 9% Double Strike and 45% Glancing blow damage 9% proc damage
    Woot, seems like my suggestion was taken. Not entirely how I'd like to see it though! Depending on whether or not the base animal damage applies offhand strikes, I believe wolves should get an offhand bonus here to around 50% not full offhand strikes.


    Quote Originally Posted by Torc View Post
    NATURE'S WARRIOR

    TIER 1
    Take Down: Increase trip DCs by 1/2/3, AP COST: 1


    TIER 2
    Ghost Wolf: Requires wolf form. Activate, gain 35% incorporeal defense for 20 seconds, Cooldown 60 seconds. SP Cost: 15 Passive: Gain ghost touch while in wolf form to your melee attacks AP COST: 2 (updated - ability adjusted for more frequent use.)

    TIER 3
    Brother Wolf: While your wolf pet is alive and within 40 meters it gains 5/10/15 hps every 12/9/6 seconds and 10/15/20 mrr & prr and you gain 1/2/3 to hit and damage AP COST: 1

    TIER 4
    Ferocity: You gain +2/4/6 melee power in bear or wolf form. This bonus is doubled when under the effects of true rage (rage that prevents spell casting) AP COST: 1
    Great White Wolf: +10/20/30 cold spell power, while in winter wolf form you gain 10/20/30% cold absorption. AP COST: 1
    Just some quick thoughts on these options in particular. Please make Take Down be a general tactics boost to coincide with the updated druid spells across the board. For Ghost Wolf, please allow the Ghost Touch to apply to any wildshape; elementals, bears, and primal avatar could use this as well. Brother Wolf doesn't really apply strong enough heals to justify the cooldowns; please conside 10/15/20 at the current timing or the current heals at 9/6/3 seconds, preferably the later suggestion as it saves the druid more SP in the end. Ferocity is currently the only place that any druid can pick up melee power in their trees, so please consider tripling the values here or stuff some MP in the cores of both trees. For Great White Wolf could this be remade as "Thick Fur" with the same benefits, albeit bears can get the cold absorption? Overall I feel like there's still way too much of Nature's Warrior being locked behind wolf form and solely benefiting wolves on the DPS spectrum via the cores.

    Quote Originally Posted by Torc View Post
    NATURE'S PROTECTOR - new bear tree!

    CORES:

    1. Nature's Protector: Gain 8 hp and 3 MRR. For every additional core in the tree gain 15 hp and 3 mrr. (updated)

    TIER 3
    Spirit Refreshed: When shape shifting forms below 33% health you heal to full and cure all fatigue. This benefit can only occur once every 3 minutes. AP COST: 2 (new – applies to all forms now)

    TIER 4
    [INDENT]Enduring Beast: while raging Increase healing amp by 10/20 in any animal forms. At rank 2 gain one more use of rage. AP COST: 1 Requires: Undying Beast

    TIER 5

    Beast unleashed: Gain one additional uses of Rage of the Best per rest. While raging you gain 15% double strike. and while in bear form 50% increase in threat generation and 15% bonus to your armor class. AP COST: 2
    Requires Enduring Beast
    That base core change, thank you. It was the one thing I was thinking about today in preparation for the 2.0 preview, bears needed a form of HP scaling like barbarians for the sake of being beefy tanks. As HP stances are relatively weak depending on your base HP and con bonuses. As far as Spirit Refreshed goes, I'm still not a fan of having to shapeshift to get the heal. Please tell me this works like an automatic proc chance if you're in a wildshifted form? Enduring Beast isn't a very Endearing Beast, perhaps consider a temp HP proc or refreshing temp HP shield? Not a massive one but something to really pad the playstyle. Is there a chance that Beast Unleashed can be a multi selector? I'm eyeing the idea of making a raging DPS bear and the 50% threat gen isn't exactly something I'd want if I can avoid it.

    Things that are missing at this point are options for glancing blow damage and proc chances. A pure barbarian not running Fury of the Wild can easily sustain 80% glancing blow damage at all times (89% if in Fury) and 35% chance for weapon effects (44% if in Fury) bears will be at 45% and 9% respectively. I'd like to see that raised to about 60% and 15% from this tree, nothing to outclass a barbarian but something substantial on it's own without resorting to multiclassing or Fury. I previously mentioned giving bears an additional DPS source in their tree (particularly while raging) but I had another idea from tabletop and my previous suggestions in the lost third druid tree thread. That's to put Great Mallet into the bear tree. 1d4/1d6 cold and 1d4/1d6 electric damage weapon stance similar to other trees. The last thing is to make sure that the scaling on the abilities that use melee power is sufficiently high given the lack of melee power in the trees so far.

    Quote Originally Posted by Torc View Post
    SEASONS HERALD

    CORES:
    5. The Storm of Change: Gain Storm of Vengeance as an SLA, SP 20 cost. 2 minute cool down.

    6. Hierophant: You are wise and skilled in the art of wielding divine magic to summon aid and change the world around you. +2 Wisdom +2 Con +10 Universal spell power. Your Conjuration and Evocation spells gain +1 DC, +1 caster level and +1 max caster level. (update – decreased wis/con bonus and mass caster levels)

    TIER 1:
    [INDENT]Beguile: Whenever you attack or cast a spell on an enemy, there is a 50% chance to Beguile an affected enemy [1/0-2/0-3] times for [3/0-6/0-9] seconds. Beguile: -2% attack speed, -2 Spellpower. Beguile stacks up to 25 times, and one stack fades every few seconds. Up to one enemy affected each second (by up to [1/2/3] stacks). Does not affect bosses. AP COST: 1
    Shared Spirit: Your wolf pet gains 3/6/10% bonus to hps. Passive: You gain 1/2/3 spell power. AP COST: 1

    TIER 5
    [INDENT]Crown of Summer: A target of your choice is filled with the light and vitality of summer. That target gains a 15% enhancement bonus to Healing Amplification, and 10 melee power and 5 ranged power. (Activation Cost: 1 Spell Point. Cooldown: 6 seconds) Only one target can have the crown at a time. AP COST: 1
    Can we please get Storm of Vengeance dropped to an one minute CD? Even with the rework I feel like the amount of movement ingame makes this two minute CD a punishment for the most part if you cast in the wrong spot, lose aggro, etc. The capstone change here is the only one I'm disliking. I knew folks complaining about capstone creep was going to hurt Season's more than bear or wolf. Give us +2 to all DCs here and call it a day.

    Beguile needs to guarantee one stack on the t2-3 versions otherwise it's not worth taking, and honestly would it be too powerful if it applies to bosses? Shared Spirit could use a smidge more on the bonus HP; I'm thinking 10/15/20 or 10/20/30, our wolves die way too easily even with the proposed wolf healing enhancement. (Give us parity with Enlightened Spirit pet buffs please.)

    Did Crown of Summer lose it's unique light damage proc?

  6. #6
    Community Member Tom116's Avatar
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    Quote Originally Posted by Torc View Post
    *Snip*
    Wolf Form stuff: Overall, great! Loving the tweaks here and there to the abilities. A couple points I disagree with though:

    -Still no +1 to both critical range and multiplier. I know you said that wanted that for "melee classes only", but how is animal form, which is a major feature clearly intended for meleeing as a druid, less of a melee than a cleric or a bard? Clerics can get holy sword, bards (the "jack of all trades class") have swashbuckling, which is faster attacking and often the same if not more critical profile bonuses than a FIGHTER gets. They also get healing and CC, just like a druid does, so how again are they a melee class while druids are not?

    -The animal form spells look nice overall, but you've got the DC's all over the place. Are you intending for people to only use a couple of them? I see some with trip, some with sunder, and some with stun as their modifier...and yet arti, a known dev favorite class, can you sunder for all of their special attacks in BE and gets up to +3 to sunder as a T1 enhancement. You can't realistically expect people to slot trip, sunder, AND stun in their gear, and the universal tactic DC enchantments don't hold up compared to specialized ones.

    -Charging sp's for the special attacks is kinda crappy (especially compared to the AoE nukes Warlocks can get for free, with meta's and lower cooldowns), but not the end of the world. Specializing in using your sp pool to be a caster or to be a melee makes sense. Again, to be a melee like a swashbuckler or warpriest does. Choosing weapon damage over spell casting, and gaining critical profile bonuses. Seriously, if it makes it to live without doing both crit range and multiplier your only reasoning must be that you want to sell Ravenloft for the Vistani tree for people who want to be a pure melee druid and still do damage.

    Bear form stuff: Solid, same issue with the crit profile (you could even go ranger-ish and put the multi here and the range in the wolf tree) and animal form spells. I also see a lot of "scales with melee power" stuff in here and not a huge amount of melee power. Some, granted, but not a ton and less if you don't want to go barb rage.

    Caster tree looks fine. Storm CD is a bit much for what it does though.
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  7. #7
    Community Member Tom116's Avatar
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    Quote Originally Posted by Saekee View Post
    1) if multiclassing and I get dex to hit & damage, will that function in wolf form?
    2) if a weapon offers an alternate stat to hit & damage, will that function?
    3) Would it be possible to add faster sneaking to the tree?
    1) Yes
    2) I assume so, but can't say for sure
    3) Would be nice, also Hide/Move Silently as class skills seem fitting to go with that.
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    Quote Originally Posted by Torc View Post

    Call Lightning Storm and Storm of Vengeance will have their damage progressions and values change to be an X per caster level to better benefit from increasing in caster level and max caster level effects.

    Call Lightning Storm now does 1d10 every 2 druid levels, max 20. Dragon mark version will use character level.

    Storm of Vengeance's Acid damage now scales at d8 per 3 druid levels, and its lightning damage 1d10 every 2 druid levels. Max of 25. Duration is 30 seconds. (duration will not scale with level, which didn't work anyway)
    Any chance you could also update Stormrage from Primal Avatar? The reflex save 50 dc is ridiculously low and 10d20 is not overpowered with the 1 sec internal cooldown. Can you make it use your evocation dc like other spells or remove the dc entirely?

    Quote Originally Posted by Torc View Post

    Natural Weapon Fighting will now give different effects based on if you are in bear or wolf form. (updated)

    Wolf: 6% Double Strike per feat as before. Net Total 18%
    I think this is too low. One item (molten silver gauntlets) already eclipses the doublestrike bonuses you can get from 3 feats. You can also craft a 17% doublestrike item already. I know that items and feats stack together but is it right that a single item gives a higher bonus than 3 feats?

    End game builds are already close to 100% doublestrike even without the bonuses from natural fighting feats. Unlike doubleshot, getting over 100% has no additional benefit.

    My suggestion is (if you are taking away off-hand proc): 10% off-hand proc per natural fighting feat. With 30% attack speed bonus from winter wolf, this should be right at the level of swf in power. Pure 20 monks are still kings of dps and they will not be threatened by this change.

  9. #9
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    Quote Originally Posted by Torc View Post

    Activated Attacks that require a specific weapon to be held in your hand will still not work in animal form (because sometimes these attacks have animation requirements) However things that modify your weapons base stats still work normally such as changing your primary damage stat. (updated - clarification)

    Thanks for the clarification about the stat. I expect to be seeing dwarfbear con builds showing up with this!

    The following druid innate animal spells will now work regardless of rage, feeblemind, quell or anti magic. Additional Changes listed per ability


    Awesome, thanks for the specific list. Looks like all the animal spells unless I missed one. I assume that the SP-powered enhancements will also not be affected, since they're not actually spells?
    Take Down
    -DC: 11 + Highest of Str/wis + Trip mods + Half Druid level
    Awesome having the highest mod, and half the druid level! But... not to be greedy, but... would you consider half character level, like Stunning Fist? Or half druid & half epic, since it does make sense to be limited to druid? Right now, a character with one level of monk could get a higher Stunning Fist at cap than a pure druid, which seems kind of odd. (Unless the "half character level" there is like the "half character level" for the FvS WIS/CHA stat thing and actually just means heroic levels, in which case nevermind.)

    Additionally, can we get the DC mod showing on this (and Shred, and Tremor)?


    Baiting Bite
    -DC: You use your spot score for the bluff role. This is still considered a bluff skill check.
    Interesting having it use the Spot score, I like it.

    Cold Breath
    -Damage Die reduced to 1d4+1 from 1d6
    -Reflex save removed
    It was actually 1d3+3, or 4-6, so average of 5. Now it's 2-5, average of 3.5. Not a fan of that, but removing the reflex save will probably make up the difference. I can live with this.

    Tenacious Pack
    So the fort bonus on this is an enhancement bonus, which doesn't stack with the fort on my wolf's armor. Which, OK, that's fine, he's pushing nearly 300% fort, he doesn't really need another 30%. But regular hires... is this helping them at all? Because they need all the help they can get. I mean, whether it is or not, I'll still be using it for the hamp, so I'm really more just curious.

    Jaws of Winter
    -DC: 17 + Highest of Str/wis + Stun mods + Half Druid level
    -Dropped from spell book level 7 to 6.
    Ew. I was already considering dropping Word of Balance for Tremor, in anticipation of switching to bear more often... now I have to drop it for this, and I guess maybe fire shield for Tremor? Bleh.

    Howl of Terror
    -Changed to Transmutation School
    Will this affect the Warlock version from Fiend pact as well?

    Two questions about Pack Aptitude: 1) Would you consider adding this to the list of "immune" spells, to go with the other "pack" spells? And 2) it claims up to +6 bonus (+2 per 3 caster levels, maximum +6), but it only gives +4. Can this be fixed, please?

    Creeping Doom will now do acid damage and benefit form acid spell power. (updated)
    I kind of liked it being poison, but this should actually be more helpful because more stuff will be affected. So no complaints here!
    Enveloping Swarm is being re-designed as a single target instant application dot instead of a damage shield effect. (updated)
    Target is enveloped by insects taking 2d8 acid damage + 1d8 for every 3 druid levels every 2 seconds for 16 seconds.
    SP Cost: 10
    Meta Magics: Max, Intensify, Empower, Enlarge, Heighten
    Reflex save for half each tick
    This is also probably more useful, even if it switches from untyped to acid.

    11. Natural Fighting Feat
    Natural Weapon Fighting will now give different effects based on if you are in bear or wolf form. (updated)

    Wolf: 6% Double Strike per feat as before. Net Total 18%

    Bear: 3% Double Strike & Now triggers Glancing blows, 15% damage per Natural Weapon Fight feat taken, and 2% weapon proc rate per feat taken. Net Total 9% Double Strike and 45% Glancing blow damage 9% proc damage
    Can we get some melee power in this, like the other fighting style feats get? Also, did you mean 3% weapon proc rate for bears? Like the addition of glancing blows there!

    1. Nature's Warrior: Each Core including this one grants 8 hit points, +1 sneak attack dice in wolf form and +1 damage in wolf and bear form. (updated)
    Thank you for putting the melee damage back in!

    3. Nature's Bounty: While in animal form, the cooldown penalty for non-animal form spells is reduced from 2.5 times the usual length to 2.0. Does not stack with Nature’s Protector cores.

    Wolf Form Movement Speeds are increased by an additional 1% for every two druid levels.
    Is the movement speed boost new? I don't recall that being there before. An extra 10%, not as good as bards or rogues (or warlocks after Consume/Stricken), but better than zero!
    Ghost Wolf: Requires wolf form. Activate, gain 35% incorporeal defense for 20 seconds, Cooldown 60 seconds. SP Cost: 15 Passive: Gain ghost touch while in wolf form to your melee attacks AP COST: 2 (updated - ability adjusted for more frequent use.)


    I didn't realize the ghost touch was a passive, I thought it was part of the activation. Nice! I'll definitely be taking this now, and the active version is a lot nicer as well.

    Ghost Pack: When Ghost Wolf is triggered the spirits of your pack manifests around you striking nearby enemies for 1d6 bane damage per wilderness lore rank, scales with melee power, and applies confusing them for 5 seconds, no save. Bosses are not affected by the confusion . AP COST: 2 (updated - replaced stalking prey)


    Oh, I like this SO much better than Stalking Prey! Especially with the lowered cooldown! Oh myyyyy.
    Fatal Harry: Killing an enemy grants you a 5% enhancement bonus to attack speed for 20 seconds. This can stack up to [1/3/5] times.
    Enemies your own level or higher have a 100% chance of activating this ability. For every level below you, the chances are reduced by 20%. A monster two levels below you only has a 60% chance of creating this effect.
    .AP COST:1 (as current ability on live but no longer a toggle, passive) (updated)
    Ooh, nice having this be a passive and not a toggle! I think I'd almost prefer a stacking 2% (animal bonus, perhaps?) per stack, since you need 4+ stacks to outperform Haste or the best Speed items, though. (On the other hand, leveling up this will be a LOT better than at cap, so... maybe nevermind lol)
    Throat Rip: Requires wolf form: Adds 6 bonus sneak attack dice. Against living targets silences target for 15 seconds on Fort save 10 + Druid level + Greater of Str/Wis + Stun Mods. Also inflicts a bleed that causes 6d6 damage every 3 seconds for 18 seconds. Bleed Scales with melee power. Against bosses the silence is replaced with a 25 pt spell power debuff. 15 Second cool down. AP COST: 2 (updated - no longer requires stealth)


    Thank you for removing the stealth requirement!

    Go for the Kill: Wolf Form Required - You charge your target smashing into them for a 4[W] Melee attack with a +1 crit multiplier to damage and gain 15 melee power for 30 seconds. If the charge started from over 10 meters away the melee power bonus is doubled. Does 50 additional bludgeon damage against helpless targets, scales with melee power. Cooldown: 20 seconds. SP Cost: 20 (updated - new ability)


    Well, this sounds like fun! Does it require a target? And just how far can you charge? Definitely a lot more fun than a third stat point...

    1. Nature's Protector: Gain 8 hp and 3 MRR. For every additional core in the tree gain 15 hp and 3 mrr. (updated)


    Whoo, that's a lot of improvement there. Definitely makes it worthwhile to go up the tree even as a wolf!

    5. Big Bear: The Tremor spell now deals 5-8 blunt damage per druid level in addition to it's knock down effect. This damage scales with melee power.

    Passive: Your attack speed in bear form is increased by a 5% combat style bonus. (update - Add some attack speed)
    Good for bears, I know the attack speed has been considered problematic for bears. Ditto with Great Bear. Although I'm sure some people will complain about the stats, +2 each is more appropriate than +4 each.

    TIER 2
    Primal Beast: Gain 5/10 melee power when raging in animal form. Gain one more use of rage 1/2. AP COST: 1 Requires Rage of the Beast (updated)


    Losing the STR kinda sucks with the tactical spells now using "higher of STR or WIS", but the melee power increase should offset that (and almost surely will from a pure damage standpoint). The "Gain one more use of rage 1/2" is slightly confusing - it's one more use per tier, for two total? If so, +2 rage/2 AP vs. +1 rage/3 AP may well offset the STR loss to tactical spells (given the likely length of the rage and lack of extending it like barbs get, as well as perhaps more reasons to drop early for healing).
    6. Hierophant: You are wise and skilled in the art of wielding divine magic to summon aid and change the world around you. +2 Wisdom +2 Con +10 Universal spell power. Your Conjuration and Evocation spells gain +1 DC, +1 caster level and +1 max caster level. (update – decreased wis/con bonus and mass caster levels)


    So... 1 less DC and caster level? Ouch. You might consider +4 WIS and dropping the CON entirely instead of +2 WIS/CON, since this is the caster tree.
    Overall, loving the wolf changes, bear changes are nice, but ye gods the one caster change you did is gonna cause an uproar!
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    Quote Originally Posted by Torc View Post
    SEASONS HERALD

    Cores

    6. Hierophant: You are wise and skilled in the art of wielding divine magic to summon aid and change the world around you. +2 Wisdom +2 Con +10 Universal spell power. Your Conjuration and Evocation spells gain +1 DC, +1 caster level and +1 max caster level. (update – decreased wis/con bonus and mass caster levels)[/INDENT]
    I feel lowering this capstone makes it feel very lack luster, capstones are supposed to be desired rewards for staying pure in a class. Worse yet it's actually lower then the current capstone which grants +2 caster level/max caster level.

    If you don't want to add more direct numbers power, some kind of feature tag along would be nice, like the current capstone's {not working} ability to trigger a guaranteed crit and 90% spell cost reduction after a season change.

    I would have suggested a big boost to summons (+10 ability score, +20 prr/mrr, +30 melee/ranged/spell power, to take some values from warlock tree) considering how heavily they drop off once you hit in to epics, but if there is a summon tree planned eventual
    Last edited by guardiankaiser; 02-26-2018 at 09:59 PM.

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    Love it! I have a few questions, though.

    1. If you're using a shield (there are a couple druid-targeted shields out there) and you're in wolf or bear form, do you still the the prr/mrr/ac bonus? How about the extra bonus from the shield feats?

    2. Is anything being done with call lightning and ice flowers? Call lightning doesn't scale well beyond level 18ish and the SLA is barely usable in anything over level 25ish EH content unless you're minmaxing and pushing your spellpower to the limits. Ice flowers has a pretty effect....but that's about it. It's very expensive to cast and it just doesn't do a lot of damage. It should at least do the same amount of damage that a sorcerer/wizard would get from casting freezing sphere.
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    Quote Originally Posted by Saekee View Post
    1) if multiclassing and I get dex to hit & damage, will that function in wolf form?
    2) if a weapon offers an alternate stat to hit & damage, will that function?
    3) Would it be possible to add faster sneaking to the tree?
    Quote Originally Posted by Torc View Post
    However things that modify your weapons base stats still work normally such as changing your primary damage stat. (updated - clarification)
    1) Sure sounds like it, per that quote.
    2) I would suspect also yes, since it's not an "activated attack", and that's something that specifically changes primary damage stat.
    3) Man, we just got them to take all the "requires sneaking" stuff out, and you want them to put others in? This request would've made sense with all the sneak stuff, but it doesn't now lol
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    Community Member edrein's Avatar
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    Quote Originally Posted by HastyPudding View Post
    Love it! I have a few questions, though.

    1. If you're using a shield (there are a couple druid-targeted shields out there) and you're in wolf or bear form, do you still the the prr/mrr/ac bonus? How about the extra bonus from the shield feats?

    2. Is anything being done with call lightning and ice flowers? Call lightning doesn't scale well beyond level 18ish and the SLA is barely usable in anything over level 25ish EH content unless you're minmaxing and pushing your spellpower to the limits. Ice flowers has a pretty effect....but that's about it. It's very expensive to cast and it just doesn't do a lot of damage. It should at least do the same amount of damage that a sorcerer/wizard would get from casting freezing sphere.
    I second this. Definitely a lot riding on the Shield Mastery line/shields in general. After all Dethek Runestone is a shield, not an orb or random offhand weapon.

    Second a second on Ice Flowers, I'd love to cast it but at 80+SP a pop it's trash. Meanwhile for 80+SP I can drop an Evard's and clear just about anything within the radius with ease.

  14. #14
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    Thoughts upon reading Version 2.0 Druid update.


    Things I don't like:

    Lowering the Capstone of Season's Herald.

    So I will compare the Live version (which we don't like)

    Hierophant: You are wise and skilled in the art of wielding divine magic to summon aid and change the world around you.
    +2 Wisdom
    Your Conjuration and Transmutation spells gain +2 DC, +2 caster level and +2 max caster level.
    Each time the seasons change, you gain +100% chance to critical with your next spell, and its spell points cost is one tenth its normal cost.
    Bug: The 100% crit chance on season change does not function.






    To the new proposed version:


    6. Hierophant: You are wise and skilled in the art of wielding divine magic to summon aid and change the world around you. +2 Wisdom +2 Con +10 Universal spell power. Your Conjuration and Evocation spells gain +1 DC, +1 caster level and +1 max caster level. (update – decreased wis/con bonus and mass caster levels)



    Overall this is still an improvement over live.
    Both grant +2 Wis but the new one grants +2 Con.
    I would prefer +4 Wis and +0 Con, but that is more a matter of "More free ice cream theories".

    Druids live and die by their evocation spells, so its very good to have the change from Transmutation to Evocation, even with the decrease from +2 to +1. I prefer +2 but that is a matter of "More free ice cream..."

    However then I remember that this new +1 DC added to the capstone was taken from the tier five area which had the same removed. So actually this is not much better than live which was bugged.


    Suggestions, that if you are reducing the Capstone, you might as well add Transmutation back in such as:

    [i]6. Hierophant: You are wise and skilled in the art of wielding divine magic to summon aid and change the world around you. +2 Wisdom +2 Con +10 Universal spell power. Your Conjuration, Evocation and Transmutation spells gain +1 DC, +1 caster level and +1 max caster level. (update – decreased wis/con bonus and mass caster levels)

    after all the +4 Wis sort of dealt with the removal of Transmutation school.


    The fact that you are reducing overall Earthquake DC by -4 DC will concern some players.
    You are granting +1 Evocation in Capstone, removing +1 DC in tier Five, then removing Mantle of the Icy Soul debuff by -4 DC.


    [b]However, you may be thinking forward to the upcoming Arcane Update.

    If during the Metamagic Update, we find something like thus:

    [i]Heighten Spell: This Feat makes spells harder for monsters to resist by raising the effective level of the spell to the highest spell level your character can cast, but causes the spell to consume 1% more spell points per level raised.

    In this case Transmutation Druid spells, which suffer from low DCs due to low spell levels could be heightened much more efficienctly and would become more popular and easier to use even while being ignored inside the SH capstone.




    Things that I feel help balance out the game better:

    The reclassifying many Druid Animal Type spells to be usable while under the form of Rage certainly opens up new builds including Barbarian Multi-classing, and creates a more favorable enviroment for fixing the Primal Tree Form problems.

    All in all, well done thinking outside the box here.



    Things that I applaude your creative thinking upon:

    Reworking two Druid insect spells into Acid Spells.

    This retains the Druid/Sorcerer disticntion while providing two new acid spells and allowing Druids to feel more comfortable exploring the rainbow of elements.


    Adding a source of negating invulnerablity to Mantle of the Icy Soul & Anger of the Noonday Sun.
    Well done, please extend thus to Sorcerers also.

    Also making Anger of the Noonday Sun more worthwhile.

    However, Mantle of the Icy Soul granting a Ref Debuff made it good for earthquakes, so changing to reducing Fort Saves is a nerf of sorts. But it does make it more equal to Anger of the Noonday Sun.




    Things I would encourage you to consider:

    Allowing Extend to work on Call Lightning Storm as it is a cast upon self spell centered and moving with person.

    Please reduce the glow effect of Body of Sun by 50% opacity when your artists become available.


    Looking forward later on to:

    Body of Earth spell along with Wildshape Earth

    Wildshape Air

    Healing Summons Tree
    Last edited by Silverleafeon; 02-26-2018 at 11:17 PM.

  15. #15
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    Default That's a Typo!

    Quote Originally Posted by losian2 View Post
    I rather like the idea of using wilderness lore so heavily since that creates some better synergy and interesting multi-class options with ranger/barbarian and even bard, though I do worry a little that some of the DC's might be way too low at lower levels and slow to catch up.. I mean, Savage Roar's save DC at the earliest level you could get it would maybe be like 8 or 9 with max wilderness lore available at those levels. that ain't gonna stun nothin'. The DCs need a little scaling work but overall I see some interesting stuff.

    Using bear as a sort of pseudo-alt option for fighter splash is interesting, though Fighter's ridiculously low-hanging free feats still makes it a no brainer.. believe me, I personally *hate* splashing fighter just for that, but it's almost a necessity for a lot of melee builds and doubly so for any kind of hybrid - there just isn't enough feats when you need 3+ for weapon styles, 3+ for casting, crit feat, power/cleave, etc. In my opinion there should be some eventual rebelancing here, but I don't even know how to begin approaching it - 3.0/3.5 was never designed with any of this in mind, so it's hard to say what makes sense. Some classes have too many feats to do anything ot do with and hardly anything useful, others are beyond starved and have to splash monk/fighter for the freebies.

    None the less, I like the lo-whanging bear option for defensive splashes.
    Blargh, that's a typo in savage roar, there is always a Base DC on top of the wilderness bonus. In this case it's 10, so 10 + wilderness + strength + stun.

  16. #16
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    Default Yes, Yes, and Speed is in there.

    Quote Originally Posted by Saekee View Post
    1) if multiclassing and I get dex to hit & damage, will that function in wolf form?
    2) if a weapon offers an alternate stat to hit & damage, will that function?
    3) Would it be possible to add faster sneaking to the tree?
    1) Yes
    2) Yes
    3) A general movement speed bonus was added to the 3rd core of the tree but we forgot the (updated) tag. Fixed.

  17. #17
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    Quote Originally Posted by edrein View Post

    Can we please get Storm of Vengeance dropped to an one minute CD? Even with the rework I feel like the amount of movement ingame makes this two minute CD a punishment for the most part if you cast in the wrong spot, lose aggro, etc. The capstone change here is the only one I'm disliking. I knew folks complaining about capstone creep was going to hurt Season's more than bear or wolf. Give us +2 to all DCs here and call it a day.

    Beguile needs to guarantee one stack on the t2-3 versions otherwise it's not worth taking, and honestly would it be too powerful if it applies to bosses? Shared Spirit could use a smidge more on the bonus HP; I'm thinking 10/15/20 or 10/20/30, our wolves die way too easily even with the proposed wolf healing enhancement. (Give us parity with Enlightened Spirit pet buffs please.)

    Did Crown of Summer lose it's unique light damage proc?
    SLAs which are high level (5+) AND persistent damage effects get treated as rare exceptions as is. We do have some plans/hopes to make high level damage spells out of book more spell point efficient soon and we're loath to add to much competition with SLAs till we see if it works. That stuff should be coming next with the arcane pass though it'll effect all casting classes somewhat. We did consider dropping Storm of V for call lightning storm and lowering the cool down significantly.

    Not the first time I've heard Beguile doesn't have much appeal. It wouldn't surprise if something else replaced it, though we're pretty booked up on space so it'll be a tier 1 whatever it is. We've heard requests to save spell pen or the wand & scroll enhancements which may take it's place if something new doesn't happen.

    We'll see how shared spirit plays. It's easy to change numbers so it can happen after a run on the test server at the very least. % Hp mods are very powerful once you stack in other things.

    Crown of summer did lose it's light proc but gained melee ranged power instead. We're trying to use less proc effects less so the combat number zip code over the monster is more legible and each attack interaction is less complex for the server.

    -T

  18. #18
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    color=red]Removal of

    Strength of the Solstice: +1 to the save DC's of your Evocation and Transmutation spells.

    AP Cost: 2
    Ranks: 1
    Progression: 30
    No requirements


    means that your new Capstone looks much better than it actually is.


    6. Hierophant: You are wise and skilled in the art of wielding divine magic to summon aid and change the world around you. +2 Wisdom

    {We already had +2 wisdom in the old capstone}

    +2 Con

    {Nice, but not very important.}


    +10 Universal spell power.

    {This is useful but small.}

    Your Conjuration and Evocation spells gain +1 DC,
    {Net of Zero Evocation DC. Unless you are in Water Form in which case it is -4 DC.}
    {Net of minus 1 Conjuration DC}
    {Net of minus 3 Transmutation DC}

    +1 caster level and +1 max caster level.
    {Net of +1/+1 Evocation} ~ which is actually worthwhile trade
    {Net of -1/-1 Conjuration}
    {Net of -2/-2 Transmutation}

    [/color]


    So one must partially ask oneself how many offensive Conjuration/Evocation/Transmutation spells are there?



    Druid Conjuration:

    Splinter Bolt ~ nice spell which has low damage but no saving throw.
    Sleet Storm ~ which does no damage.
    Heal ~ which no one uses for Damaging Undead hardly.
    Enveloping Swarm ~ updating spell with saving throw now
    Fire Seeds ~ ref save
    Creeping Doom ~ now more useful against bosses ref save
    Storm of Vengeance


    Druid Transmutation:

    Quench ~ Fort Save only works on Elementals
    {Gives a reason for change to Icy Soul}
    Snare ~ Ref Save ) improving with less checks.
    Spike Growth ~ Ref Save
    Ice Flowers ~ hugely interesting spell no saving throw


    Druid Evocation:

    Earthquake and everything else.




    Looking at the list, there are some important Conjuration spells.


    Overall, the pass is definitely helping caster druids.

    The Capstone could be improved.

    Storm of Vengeance SLA could have its cooldown reduced to 1:30


    Oh, and a forgotten thank you for making Elemental Toughness useful in Epic Levels.
    Last edited by Silverleafeon; 02-26-2018 at 11:56 PM.

  19. #19
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    Default

    Copy and Paste typo regarding elemental forms as you did verify in the last thread that absorption will affect the numbers.

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    Default More Answers

    Quote Originally Posted by HastyPudding View Post
    Love it! I have a few questions, though.

    1. If you're using a shield (there are a couple druid-targeted shields out there) and you're in wolf or bear form, do you still the the prr/mrr/ac bonus? How about the extra bonus from the shield feats?

    2. Is anything being done with call lightning and ice flowers? Call lightning doesn't scale well beyond level 18ish and the SLA is barely usable in anything over level 25ish EH content unless you're minmaxing and pushing your spellpower to the limits. Ice flowers has a pretty effect....but that's about it. It's very expensive to cast and it just doesn't do a lot of damage. It should at least do the same amount of damage that a sorcerer/wizard would get from casting freezing sphere.
    1. You gain all the stats from a shield and can use feats that increase the shields AC bonus, but do not benefit from shield mastery (in form) because it is considered a combat style bonus. Helps us balance the wolf/bear against other styles.

    2. Arcanes should have "some" edge in damage and CC over clerics/druids typically when viewing the "classic" meta of D&D. The winter season is pretty strong on dots and ice flowers still plays a role in it's rotation as a decent AOE option when it's needed. We try to view the whole package generally, not compare each spell.

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