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  1. #21
    Community Member Raezar's Avatar
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    Default Druid synergy!

    Druids were left out of the draconic core classes. I think it would encourage people to build caster druids, especially around their elemental forms. Also adding wisdom to the draconic tree would be favorable, since druids are wisdom based. Druids in their elemental forms are the true Elementalists!


    Raezar ~ Raezen ~ Raeving ~ Raedar

  2. #22
    Community Member SpartanKiller13's Avatar
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    Quote Originally Posted by Cocomajobo View Post
    Magister
    The Sigils still aren't good; they fell a bit low on the priority list relative to other things. If there are simple number tweaks we can make to make them more worth using, we're all ears.
    Current Sigils are:

    • T1 Warding: +1/2/3 AC and +5/10/15 PRR
    • T2 Lifeshielding: Deathward and 1/2/3d6 per 2s to Undead
    • T3 Energy Negation: +20/40/60 stacking elemental resistances
    • T4 Battering Spellcraft: +15/30/45 stacking spellpower

    My suggestions for small number tweaks:

    • T1 Warding: +8/16/24 AC and +10/20/30 PRR - enough AC and PRR to be noticeable and worth using.
    • T2 Lifeshielding: Deathward and 10/20/30d20 per 2s to Undead - average 315 per tick (vs undead) is still pretty weak but at least it's visible (157 DPS lol). In a 30s fight inside a tiny circle vs undead that's 4.7k damage, fairly comparable to one energy burst. Alternatively a lower dice number, but scaling with spellpower.
    • T3 Energy Negation: +25/50/75 stacking elemental resistances - this one is fairly reasonable IMO, good for stuff like KT or THTH. Don't think it needs a major buff.
    • T4 Battering Spellcraft: +25/50/75 stacking spellpower - medium sized buff to keep up with power creep. A bit expensive to twist, but pretty nice to have one if you're blast casting a boss etc.
    -Khysiria of Cannith
    Quote Originally Posted by zehnvhex View Post
    Warlock is basically a ghetto Shiradi Sorc. You gives up some of the damage and self sustain for the ability to just hold down left click and yolo blast your way to victory.
    Quote Originally Posted by Lynnabel View Post
    It's DDO. There are probably 6 different types of Evil damage.

  3. #23
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    Quote Originally Posted by Cocomajobo View Post

    Primal Hymn: Another hymn, this time primal sphere themed
    • Primal: +1 WIS DEX CON, +25 HP, +10 Spell Resistance and healing amp, +10% Thrown and Bow attack speed, +3 Str while raging


    In the past, this increased attack speed for bows and throwing weapons never worked. I’m not sure if it was ever fixed. Will it be WAI and is this untyped or does it not stack with haste?

  4. #24
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    Quote Originally Posted by SpartanKiller13 View Post
    Current Sigils are:

    • T1 Warding: +1/2/3 AC and +5/10/15 PRR
    • T2 Lifeshielding: Deathward and 1/2/3d6 per 2s to Undead
    • T3 Energy Negation: +20/40/60 stacking elemental resistances
    • T4 Battering Spellcraft: +15/30/45 stacking spellpower

    My suggestions for small number tweaks:

    • T1 Warding: +8/16/24 AC and +10/20/30 PRR - enough AC and PRR to be noticeable and worth using.
    • T2 Lifeshielding: Deathward and 10/20/30d20 per 2s to Undead - average 315 per tick (vs undead) is still pretty weak but at least it's visible (157 DPS lol). In a 30s fight inside a tiny circle vs undead that's 4.7k damage, fairly comparable to one energy burst. Alternatively a lower dice number, but scaling with spellpower.
    • T3 Energy Negation: +25/50/75 stacking elemental resistances - this one is fairly reasonable IMO, good for stuff like KT or THTH. Don't think it needs a major buff.
    • T4 Battering Spellcraft: +25/50/75 stacking spellpower - medium sized buff to keep up with power creep. A bit expensive to twist, but pretty nice to have one if you're blast casting a boss etc.

    In addition:
    - Would it be difficult to make the sigil's sphere visible, like Sphere of Invulnerability, etc.? So the party can see its "fallback position"?
    - For Warding: would it be difficult to add a Miss Chance?
    - For Battering Spellcraft: can you add a stacking +2/4/6 Spell Critical?
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  5. #25
    The Hatchery
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    Default

    Magister looks like it will be pretty okay now, at least a consideration for CHA DC casters who previously took Exalted.

    However, mechanically it stills seems very unfun, which has always been a gripe of mine. All the abilities that actually do something besides boost number on your character sheet are weak, though you at least buffed Arcane Tempest. Everything else (sigils, summons) are weak, and Nullmagic Burst is situational and usually unnecessary.

  6. #26
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    The added evo DC will make Fury stack up better at least against Magister, a good change.

    The temp sp/hp change to on-cast is also good for group play and boss encounters. I'm a bit concerned the numbers are low though. Proc on spell cast usually mean one chance every 1s at best. 5% for 30 spell points at L30 is 1.5 spell points on average. This is at best comparable with the Magister efficiency enhancement. With Draconic Fury up, you can improve this to 4.5 sp back on spell cast, which is more relevant. However, Draconic Fury is only up 20s out of every 60s, and frankly I hate buff mechanics. At the very least I would double the proc chance without Fury to 10%.

    The temp HP is even more confusing. 30hp at L30 is rather insignificant, and with 5% proc chance and 10s duration, it will at best be up half the time even if you spam spells as fast as the global cooldown will let you (one per second). I suggest upping the proc rate and/or the duration, and think about the amount. I realize that you made the procs stack, but the passive portion will still only be up half the time.
    Last edited by LurkingVeteran; 07-27-2019 at 02:42 PM.

  7. #27
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    Default Negative energy spellpower

    And when will we get some negative energy spellpower choice in some Epic Destiny tree?

    One would think that the Pale Master pass would also include some negative energy support in Epic Destinies too...

  8. #28
    Community Member Iriale's Avatar
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    A long time ago, when the first pass to exalted angel, Devs, you removed the spell penetration feat requirement in this destination for the Piercing spellcraft of that ED. Please do the same for the arcane EDs. The DC enhancements of the EDs also need to see the spell focus feat requirement removed, or at least add Wiz PL or complecionist as a substitute for spell focus on the requirements. There are many classes that are feat starved.

    You have also removed the requirements for melee enhancements on EDs, such as cleaves and others. Finish the work, also removing requeriments in arcane EDs.

    Arcane Adept in magister does not snack with geat. Pls, make it stack or change it for something else
    English is not my native language. Sorry for the mistakes.

  9. #29
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    Quote Originally Posted by SpartanKiller13 View Post
    Current Sigils are:

    • T1 Warding: +1/2/3 AC and +5/10/15 PRR
    • T2 Lifeshielding: Deathward and 1/2/3d6 per 2s to Undead
    • T3 Energy Negation: +20/40/60 stacking elemental resistances
    • T4 Battering Spellcraft: +15/30/45 stacking spellpower

    My suggestions for small number tweaks:

    • T1 Warding: +8/16/24 AC and +10/20/30 PRR - enough AC and PRR to be noticeable and worth using.
    • T2 Lifeshielding: Deathward and 10/20/30d20 per 2s to Undead - average 315 per tick (vs undead) is still pretty weak but at least it's visible (157 DPS lol). In a 30s fight inside a tiny circle vs undead that's 4.7k damage, fairly comparable to one energy burst. Alternatively a lower dice number, but scaling with spellpower.
    • T3 Energy Negation: +25/50/75 stacking elemental resistances - this one is fairly reasonable IMO, good for stuff like KT or THTH. Don't think it needs a major buff.
    • T4 Battering Spellcraft: +25/50/75 stacking spellpower - medium sized buff to keep up with power creep. A bit expensive to twist, but pretty nice to have one if you're blast casting a boss etc.
    +1
    Looks good.

    Also, please make a durations = cooldown as you the devs do want to encourage nonkiting play and once a new sigil is cast the old one disappears.

  10. #30
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    Quote Originally Posted by shawnvw View Post
    In addition:
    - Would it be difficult to make the sigil's sphere visible, like Sphere of Invulnerability, etc.? So the party can see its "fallback position"?
    - For Warding: would it be difficult to add a Miss Chance?
    - For Battering Spellcraft: can you add a stacking +2/4/6 Spell Critical?
    +1

    also good advice

  11. #31
    Squirrel Enthusiast Lokeal_The_Flame's Avatar
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    Default Melee Artificer Seeking Epic Destiny Home

    Is there any way you could place a means of gaining Full BAB similar to Knight's Transformation in one of the Arcane Trees? Knights Transformation was genius, it gives you the option to sacrifice your ability to cast ranged spells in exchange for full BAB, unfortunately Melee (Pure) artificers have no way to access that aside for usage of Tensor's Transformation or usage of the Divine Crusader Tree.

    Any chance of allowing an Epic Destiny Tree to gain a line of runearm enhancement options? The ability to use one's highest spellpower for runearm scaling would be uber useful!

  12. #32
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    I like the changes - thanks for adding the evoc/conju boost in draconic.

    One thing with Magister is that other than 2 points for int/cha in tier 1, the other 2 points feel like a waste because the school specialty line starting at tier 2 is a 12 point spend. So it ends up being 12 points on the school specialty line, 10 pts on stat points (+5 to stat) and 2 points wasted on tier 1. It would be great to have a tier 1 debuff option instead that is more thematic to dc casting than saves.

    Quote Originally Posted by Iriale View Post
    A long time ago, when the first pass to exalted angel, Devs, you removed the spell penetration feat requirement in this destination for the Piercing spellcraft of that ED. Please do the same for the arcane EDs. The DC enhancements of the EDs also need to see the spell focus feat requirement removed, or at least add Wiz PL or complecionist as a substitute for spell focus on the requirements. There are many classes that are feat starved.
    Quote Originally Posted by Iriale View Post

    You have also removed the requirements for melee enhancements on EDs, such as cleaves and others. Finish the work, also removing requeriments in arcane EDs.

    Arcane Adept in magister does not snack with geat. Pls, make it stack or change it for something else


    I agree with what you are saying here - I wasn't even aware the EA tree no longer required the spell pen feat but I view that as a good thing. I just wanted to point out the spell penetration from EA and the spell penetration from Magister are mutually exclusive. If you take one the other is locked out. With magister it costs 12 points for the spell speciality line and then 10 pts presumably for stat and 2 points in tier 1 for something else. So taking spell pen either costs you 2 stat points or the master line which provide 3 spell pen and 3 dc to your main spell school - both really bad trades. So you are better off twisting spell pen from EA and possibly echoes of the ancestor arcane which also doesn't require the feat.

    If you want to twist magister spell pen into EA then you would definitely need the feat or the devs would need to remove the feat requirement. All arcane classes other than wizard are feat starved do dropping that first spell pen requirement is definitely a good thing. Also drop the requirement from draconic.
    Last edited by slarden; 07-29-2019 at 05:33 AM.

  13. #33
    Community Member Iriale's Avatar
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    Quote Originally Posted by slarden View Post
    I like the changes - thanks for adding the evoc/conju boost in draconic.

    One thing with Magister is that other than 2 points for int/cha in tier 1, the other 2 points feel like a waste because the school specialty line starting at tier 2 is a 12 point spend. So it ends up being 12 points on the school specialty line, 10 pts on stat points (+5 to stat) and 2 points wasted on tier 1. It would be great to have a tier 1 debuff option instead that is more thematic to dc casting than saves.



    I agree with what you are saying here - I wasn't even aware the EA tree no longer required the spell pen feat but I view that as a good thing. I just wanted to point out the spell penetration from EA and the spell penetration from Magister are mutually exclusive. If you take one the other is locked out. With magister it costs 12 points for the spell speciality line and then 10 pts presumably for stat and 2 points in tier 1 for something else. So taking spell pen either costs you 2 stat points or the master line which provide 3 spell pen and 3 dc to your main spell school - both really bad trades. So you are better off twisting spell pen from EA and possibly echoes of the ancestor arcane which also doesn't require the feat.

    If you want to twist magister spell pen into EA then you would definitely need the feat or the devs would need to remove the feat requirement. All arcane classes other than wizard are feat starved do dropping that first spell pen requirement is definitely a good thing. Also drop the requirement from draconic.
    years ago since the devs eliminated the requirement in the exalted angel. And then they promised that they would also reduce the requirements in the other EDs, when they made the pass "in the future". We have had to wait years to see a pass from the arcane EDs, and it is very disappointing to see that they have not only forgotten their promise, but that they lower the requirements in martial EDs, but forget (once again) the arcanes EDs
    English is not my native language. Sorry for the mistakes.

  14. #34
    Community Member krimsonrane's Avatar
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    The problem with melee bards is they can't use CC in elite and reaper. The DC's are just too high for them.
    Can this tree please provide some DC assistance other than a simple +1 total?
    Sometimes I pull one out just to watch it die over and over. That's how much I hate hires.

  15. #35
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    Core 6: Majesty: You are now immune to Charisma Damage, do not suffer from Arcane Spell Failure, also +25 Universal Spell Power

    Could we change it from immune to charisma damage to charisma to damage?

    It really sucks having to play as a purple dragon knight with it's wonky model for this effect. There are many classes that would benefit from this. Warlocks, non swashbuckler bards, sorc eldritch knights, maybe even paladins or clerics. None of these are widely represented or in a stellar position right now regarding melee/ranged dps.

  16. #36
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    Quote Originally Posted by Kithyx View Post
    Core 6: Majesty: You are now immune to Charisma Damage, do not suffer from Arcane Spell Failure, also +25 Universal Spell Power

    Could we change it from immune to charisma damage to charisma to damage?

    It really sucks having to play as a purple dragon knight with it's wonky model for this effect. There are many classes that would benefit from this. Warlocks, non swashbuckler bards, sorc eldritch knights, maybe even paladins or clerics. None of these are widely represented or in a stellar position right now regarding melee/ranged dps.
    Charisma ToHIT and Damage !!!

  17. #37
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    Quote Originally Posted by ElweSulk View Post
    Charisma ToHIT and Damage !!!
    That would be pretty awesome actually, I could see actually playing a build like that, being locked into fatesinger is a high cost (and so late into the game) but it would definitely open up some fun and interesting things.

  18. #38
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    Quote Originally Posted by krimsonrane View Post
    The problem with melee bards is they can't use CC in elite and reaper. The DC's are just too high for them.
    Can this tree please provide some DC assistance other than a simple +1 total?
    I don’t wanna be the naysayer, but I’ve definitely seen a bard CC in high level reapers. Sure, he is all caster and no melee, but most of us agree that you should pick one or the other anyway. Btw the bard I’m referring to is Kazius on default server, probably the best bard I’ve seen and his Cha is 114 or so but still, it’s possible.

  19. #39
    Community Member Iriale's Avatar
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    Quote Originally Posted by Havocthedemon View Post
    I don’t wanna be the naysayer, but I’ve definitely seen a bard CC in high level reapers. Sure, he is all caster and no melee, but most of us agree that you should pick one or the other anyway. Btw the bard I’m referring to is Kazius on default server, probably the best bard I’ve seen and his Cha is 114 or so but still, it’s possible.
    No, we do not agree with this. The beauty of D&D is the variety. There are classes that are designed to be specialists, such as wizard or fighter. There are classes that are designed instead to be hybrids. That is the case of the bard, who in D&D is the master of nothing, but can do a little of everything. The bard should not be the best physical fighter, but he should be a decent fighter. The bard should not have the best CC (and therefore he has a more limited list of spells than wiz / sorc) but should be good with the limited spells he has.

    Trying to standardize classes so that they are all specialists and do all the same is ridiculous. The game loses in variety, greatness and fun every time the devs try to do this. Devs have to remember the roots of the game, and why D&D has been so popular. Trimming the variety is NOT good for the game. The bard is a hybrid class. keep it as such please.


    That said, cha to hit should be in the enhancements, not in the EDs. And the problem with the melee bards' DCs is currently more a matter of itemization.
    English is not my native language. Sorry for the mistakes.

  20. #40
    Community Member psykopeta's Avatar
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    Quote Originally Posted by Lokeal_The_Flame View Post
    Is there any way you could place a means of gaining Full BAB similar to Knight's Transformation in one of the Arcane Trees? Knights Transformation was genius, it gives you the option to sacrifice your ability to cast ranged spells in exchange for full BAB, unfortunately Melee (Pure) artificers have no way to access that aside for usage of Tensor's Transformation or usage of the Divine Crusader Tree.

    Any chance of allowing an Epic Destiny Tree to gain a line of runearm enhancement options? The ability to use one's highest spellpower for runearm scaling would be uber useful!
    Cast scrolled tensers, the duration in pure arti is more than enough for any battle (and u don't meed it permanently on) if the fight lasts more than a tenser casted on a lvl 20 arti, then u're doing it wrong

    If u want full bab, DC is awesome, and works great with swf arti thanks to doublestrike too

    And if there's something like "use yiur highest spellpower in any runearm", it doesn't only lack sense, nobidy has such variety(it use to be between 2 spellpowers and at some cost) but it should be in enhancements, unless they add the "can use a runearm" in one ED

    Which again, would lack sense with the new use for ED
    psykopeta is finally baconpletionist because there isn't anything to delay it more - thelanis, where the gimps claim to be pros and noobs claim to be pros, no newbies allowed(unless they claim to be pros), we have enough drama w/o them. PS: I post only in the latest thread shown in main page, in the weird case u want something from me, feel free to send pm

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