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  1. #1
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    Default Multi-Patch/Update Preview: Pale Master Revamp

    Hello, everyone!

    In addition to the Epic Destiny Pass and the New Epic Past Lives that we've already given a sneak peek of, Update 43 will also feature a revamp of the Pale Master enhancement tree.

    Some of our goals for this pass included:

    • Make Pale Master less about progressing through increasingly-powerful Undead Forms and more about picking a single (or multiple) forms to specialize in
    • Give each Undead Form a unique playstyle
    • Allow players to specialize without enforcing each form completely into a specific role
    • Help parties effectively interact with Undead players
    • Provide an actual way for Pale Masters to combat undead
    • Help address concerns of survivability


    To call out that last point (& so this doesn't get lost in the shuffle below): One of the big changes here is that Undead players will now be healed 50% by Positive Energy spells. While it doesn't 100% fit Undead lore, we believe the positive benefit to survivability and party dynamics is worth the change.

    With that said, here's the tree!





    CORES:

    • Core 1: Dark Reaping: For each Core Ability in this tree you get +5 Negative Spell Power, +5 Universal Spell Power, and +3 Negative Healing Amplification.
    • Core 2: Pale Shroud: Multiselector: All forms grant 100% critical hit resistance and allow you to be healed by Negative Energy. You take 50% healing from Positive, and double damage from Light. You are considered undead.
      • Shroud of the Zombie: While in this form, +4 Constitution, +2 Strength, +20% damage with attacks but you attack 20% slower than normal. You gain +3 PRR, +3 MRR.
      • Shroud of the Vampire: While in this form, +2 Charisma, +2 Intelligence, +2 Wisdom. +3 Perform skill, and your melee and unarmed attacks have a chance to heal you for 1d3 Negative Energy damage per Wizard Level.
      • Shroud of the Wraith: While in this form, +2 Dexterity, +2 Intelligence. Enemy attacks have a 10% chance to miss you due to incorporeality, +1 Sneak Attack Dice, and you gain Feather Falling.
      • Shroud of the Lich: While in this form, +2 Constitution, +2 Intelligence, +10 Negative Amplification, +5 Negative Spell Power, and +15 Magical Resistance Rating.

    • Core 3: Multiselector: Improved Shrouding: Pick one of the following abilities that applies while in a Pale Shroud: (Passive: While in a Shroud, you can breathe underwater. +1 Spell Penetration.)
      • Deathly Tough: 25 Maximum Hit Points, +5 PRR
      • Deathly Resistance: 15 Magical Resistance Rating, +2 to all Saves
      • Inflict Weariness: Your attacks inflict 2-9 points of Negative Energy damage to a living target. This scales with 100% Spell Power. Your Vorpal Melee Hits cause Energy Drain, inflicting 1 Negative Level on victims.
      • Haunting in the Dark: +2 Assassinate DCs, +1 Sneak Attack Dice
      • Ghost in the Wind: +10% Incorporeal Miss Chance. (If you are in Wraith Form, this increases your total to 20%).
      • Deathly Power: +10 to Negative Energy Spellpower.
      • +2 Necromancy DC
      • +2 Enchantment DC
      • Undead Chill: +15% bonus to Cold Absorption. You no longer take extra damage from Light.
      • Undead Shock: +15% bonus to Electric Absorption. You no longer take extra damage from Light.
      • Unhallowed Touch: You gain Ghost Touch on all attacks, +5 Hide and Move Silently

    • Core 4: Pick an ability you didn't pick in Core 3. (Passive: +1 Spell Penetration.)
    • Core 5: Pick an ability you didn't pick in Core 3+4 (Passive: +50 Maximum Spell Points, +1 Spell Penetration.)
    • Core 6: Undead Overlord:
      • Active: Greater Death Aura SLA. (Envelops the caster in a sickly aura of negative energy. Living enemies stepping inside the aura take 3 to 12 negative energy damage plus 1 additional point per caster level every two seconds as long as they remain within it. A successful Fortitude save reduces the damage by half. Undead are instead healed by the aura. This aura can affect up to one target per caster level. D&D Dice: Deals 3d4 negative energy damage plus 1 per caster level every two seconds.) (This can be cast simultaneously with Lesser Death Aura and Death Aura).
      • Passive: You gain +4 Intelligence and Deathblock. +10 Negative Healing Amplification. +2 Spell Penetration.



    TIER 1:

    • Necrotic Touch: 6/4/2 SP, 12/8/4 seconds. Accepts Metamagics. Scales with full Spell Power. For 12 seconds after casting this, your Skeletal Knight reduces its incoming damage by 50%.
    • Negative Energy Conduit (relocated)
    • Spell Crit: Negative I (unchanged)
    • Skeletal Knight: (Cooldown on re-summoning changed to 20 seconds. No summon cost.)
    • Deathless Vigor (relocated but otherwise unchanged)



    TIER 2:

    • (this space intentionally left blank)
    • Cloak of Night: While blocking in a Pale Shroud, you gain invisibility, displacement, and do not take extra damage from Light. Passive: +5 Hide.
    • Spell Crit: Negative II (unchanged)
    • Corpsecrafter: Your Skeletal Knight gain a +2/4/6 Profane Bonus to Strength, Dexterity, and Constitution. Rank 3: You gain +1 Strength, Dexterity, and Constitution.
    • Efficient Metamagic (unchanged)



    TIER 3:

    • Necrotic bolt: 10/8/5 SP, 15/10/5 seconds. Accepts Metamagics. Scales with full Spell Power.
    • Negative Energy Adept: +10/20/30 Negative Amp
    • Spell Crit: Negative III (unchanged)
    • Eternal Furor: You (while in a Shroud) AND your Skeleton Knight gain +5/10/15 Profane Bonus to PRR. Your Skeletal Knight gains +3/6/10 to hit and damage, +2/4/6 Profane Bonus to AC, and and its attacks bypass 10%/20%/50% of enemy Fortification.
    • CON/INT (unchanged)



    TIER 4:

    • (this space intentionally left blank)
    • Unholy Avatar: While in an Undead Shroud, your Negative Energy attacks leave a lingering debuff on undead foes that leaves them vulnerable to Negative Energy if they were immune.
    • Spell Crit: Negative IV (unchanged)
    • Deathly Versatile: Pick a second Shroud Toggle. You may only have one active at a time.
    • CON/INT (unchanged)



    TIER 5:

    • Necrotic Blast: 20/15/10 SP, 18/12/6 seconds. Accepts Metamagics. Scales with full Spell Power.
    • Animate Ally: 18 second cooldown. Target no longer takes damage over time. Zombie Form is removed on Rest or Death.
    • Necromantic Focus (unchanged)
    • Dark Discorporation: Multiselector:
      • Dark Discorporation SLA (as per the Warlock spell... Because Pale Masters should get to turn into bats and float away).
      • Reactive Discorporation: When your HP drops below 50%, gain Dark Discorporation for 20 seconds. This effect still ends if you attack. This effect may only trigger once every 60 seconds.

    • Ascendant Shroud: You get bonuses based on your current form:
      • Zombie: While in Zombie Form, +20 Melee Power & 10 PRR. +20% Racial Bonus to maximum Hit Points.
      • Vampire: While in Vampire Form, +1 Enchantment DC. Your melee attacks have a chance to dominate your adversaries. On Hit: Target has a chance to be Paralyzed (Will save vs. DC 20 + INT Mod + Enchantment Spell Bonuses). On Save: -10% Movement and Attack Speed.
      • Wraith: While in Wraith Form, +5% Incorporeality (bringing your total to 20%, or 25% if you have Ghost in the Wind), +2 Sneak Attack Dice. +3% Dodge & Dodge Cap. +10 to Hide and Move Silently.
      • Lich: While in Lich Form, +15 to MRR cap, +10 Negative Spell Power, +10 Cold and Electric Resistance.


    NEW SPELL:
    Finally, there will be a new Level 9 Sorcerer/Wizard Spell - "Rend the Soul":
    "Twists unholy energies around a single foe, causing it significant negative damage over time. Deals 4 to 10 damage every two seconds for 10 seconds for every caster level up to 20. A successful fortitude save reduces damage by half. D&D Dice: Deals 1d6+4 negative damage per caster level, max 20d6+80, every 2 seconds for 10 seconds."
    Last edited by Cocomajobo; 07-24-2019 at 02:53 PM.
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  2. #2
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    Any chance any of the bonuses to the forms could also be set to work with the Shadowdancer Shadow Form? For example, could Deathly Tough grant Shadow Form users +25 HP and +5 PRR?
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    I've said it before, I'll say it again: long, expensive pre-req chains have got to go.

    Also, seems a shame to turn lich from the best caster shroud to the 2nd worst. Vampire will give more dc, wraith will give more survivability with the same dc as lich. If you really don't want lich to have more DC, then give them more spellpower. A *lot* more. Or more crit chance/multiplier. As is, zombie might even be better once you add in the +20% hp in t5.
    Quote Originally Posted by peng View Post
    Maybe replace the +2 necro/ench DC options in core 3 with +1 to all DC, then add +1 ench to vamp form and 1 necro to lich. Max ench/necro DC stays the same in those forms, but goes down slightly in others, while boosting other DCs by 1. That would give vamp and lich more of the DC specialization flavor they have on live. Also, maybe give lich ascended shroud +2 con to make up for the lost con in the base lich shroud.

    9 ap is way too much for an sla. I'd make them 2 ap and 1 tier each, and not pre-reqs of each other. And yes, this should apply to all other slas out there, like savants and draconic.

    Unless I'm mistaken, there's now a t1 and a t3 that both increase your neg amp (negative energy adept/conduit). Maybe change 1 or both of them to a multiselector with heal amp or negative amp? Or change 1 of them into a crown that enables negative energy healing and gives 10 neg amp, so you could boost yourself or heal an ally.

    I like that the pet enhancements are no longer a pre-req chain, and give buffs outside the pet. Would it be possible to have the pet buffs apply to all summons/charms?

    Maybe change core 3 inflict weariness into a negative spellsword toggle? Would work just like spellsword toggles from eldritch knight: only 1 toggle at a time, adds 1d6 negative damage per 3 wizard levels on-hit, 1d2 neg dmg per character to eldritch strike, and get extra/boosted dice from eldritch knight cores.

    There are 3 ways to remove the extra light damage in this tree, 2 from improved shrouding choices, 1 from blocking with cloak of night. Maybe change them to 25-50% stacking absorption so that having more than 1 of these doesn't feel useless.

  4. #4
    Community Member HastyPudding's Avatar
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    So is the -50% penalty a flat penalty that is always active or is this truly just -50% positive healing amplification? I mean, it's nice, but 50% is a drop in the bucket compared to the easy 200+ healing amplification you can get, nowadays. This makes me afraid that ALL wizards will have to use one of the pale shrouds, or they simply lose intelligence (and other) bonuses with a minor penalty that can be easily nullified with only a few AP.
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    Quote Originally Posted by HastyPudding View Post
    So is the -50% penalty a flat penalty that is always active or is this truly just -50% positive healing amplification? I mean, it's nice, but 50% is a drop in the bucket compared to the easy 200+ healing amplification you can get, nowadays. This makes me afraid that ALL wizards will have to use one of the pale shrouds, or they simply lose intelligence (and other) bonuses with a minor penalty that can be easily nullified with only a few AP.
    No reason to think its not a Racial modifier like PM currently is (-100%, regardless of Heal Amp), and like WF is

  6. #6
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    Quote Originally Posted by droid327 View Post
    No reason to think its not a Racial modifier like PM currently is (-100%, regardless of Heal Amp), and like WF is
    It is a flat 50% penalty. Not a penalty to Healing Amplification, but an actual penalty to Healing in general.
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  7. #7
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    Dark Discorporation: Multiselector:
    Dark Discorporation SLA (as per the Warlock spell... Because Pale Masters should get to turn into bats and float away).
    Reactive Discorporation: When your HP drops below 50%, gain Dark Discorporation for 20 seconds. This effect still ends if you attack. This effect may only trigger once every 60 seconds.
    Suggest changing this to a selection of SLAs depending on your chosen core Shroud:

    - Zombie: Rising Fury. Zombie rampage, they dont feel pain!
    - Vampire: Dark Discorp. Because only really vampires should be able to turn into bats
    - Wraith: Shadow Walk. Wraiths fade out on us all the time.
    - Lich: Steal Life Force, as the Warlock ability, except Negative instead of Chaotic. Lich is getting shafted as a straight caster/nuker...this would give them something thematic to both their regeneration and their ability to drain the warmth and life from around them.

    Yes, Lich and Zombie's SLAs are much more useful and powerful. Lich and Zombie are also the two shrouds that need more help in this build.

  8. #8
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    Quote Originally Posted by Lynnabel View Post
    It is a flat 50% penalty. Not a penalty to Healing Amplification, but an actual penalty to Healing in general.
    Huh. I guess it has to be its own channel to keep Warforged wizards from being able to take Healer's Friend and negating it - the enhancement shouldn't care whether your Positive vulnerability score comes from Forged or Undead...

    Speaking of which, how DOES it interact with Healer's Friend? Do Undead traits override Warforged, giving you 100% vulnerability positive vulnerability with a separate 50% penalty channel? Can you increase that to 130% with Healer's Friend still, giving you 65% Positive heals after the penalty?

  9. #9
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    Quote Originally Posted by droid327 View Post
    Huh. I guess it has to be its own channel to keep Warforged wizards from being able to take Healer's Friend and negating it - the enhancement shouldn't care whether your Positive vulnerability score comes from Forged or Undead...

    Speaking of which, how DOES it interact with Healer's Friend? Does Undead trait override Warforged, giving you 100% vulnerability positive vulnerability with a separate 50% penalty channel? Can you increase that to 130% with Healer's Friend still, giving you 65% Positive heals after the penalty?
    If you are an Undead, you are no longer a Construct. You are an Undead. Enhancements that lessen the Construct healing penalty do not effect your Undead penalties.
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  10. #10
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    Quote Originally Posted by Lynnabel View Post
    It is a flat 50% penalty. Not a penalty to Healing Amplification, but an actual penalty to Healing in general.
    I'm satisfied with this. It fits (a bit) thematically, but also prevents having a pale shroud be a requirement for all wizards due to being able to easily overcome a 50% healing amp penalty.
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  11. #11
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    Quote Originally Posted by Lynnabel View Post
    If you are an Undead, you are no longer a Construct. You are an Undead. Enhancements that lessen the Construct healing penalty do not effect your Undead penalties.
    Ooh... so can you be an undead form warforged and regain full construct healing via converter since you're no longer a construct?

    Converter: Target player, hireling, or pet (but NOT self) takes 100% base healing from Repair spells for the next three minutes, or until the target dies. Has no effect on Constructs or NPC allies. This overrides their innate base healing from Repair spells for the duration. (Cost: 4 spell points. Cooldown:3 minutess)
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    Just pointing out that Core2 wasn't letting me select Lich as an option. It's gated as ML 18.

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    Quote Originally Posted by Gratch View Post
    Ooh... so can you be an undead form warforged and regain full construct healing via converter since you're no longer a construct?

    Converter: Target player, hireling, or pet (but NOT self) takes 100% base healing from Repair spells for the next three minutes, or until the target dies. Has no effect on Constructs or NPC allies. This overrides their innate base healing from Repair spells for the duration. (Cost: 4 spell points. Cooldown:3 minutess)
    Heh full party of WF PM/RMMs, all Converting each other, running two Negative Auras, plus their RMM and Pet auras

    Then, with artifacts, they can all run with 4-pc Mechanus and Darkhallow filigrees for double heal-on-hit.

    Add on Greater Auto-Repair and Greater Boon of Undeath items for more healing auto-procs (do friendly Death Auras proc these? Sometimes friendly Negative spells still count for "on hit")

    100% Repair, 100% Negative, 50% Positive heals

    ZOMBIE TOASTERS!!!!

  14. #14
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    I noticed a few things probably not WAI after creating a Pale Master:

    • Death Aura doesn't seem to stack with Greater Death Aura.

    • The Necrotic Blast etc. SLAs still seem to be doing really low damage. I hit a kobold for 75 negative damage on a level 30 Wizard with ~750 spellpower.

    • Negative Energy burst only seems to be working on myself. I can't use it to heal nearby allied undead or damage enemies.


    I haven't made a Palemaster in a long time so I'm not sure if the Negative Energy Burst spell is WAI.
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    I just realized that if I am not in a shroud, my own energy burst damages me. Killed myself in a single casting. This isn't WAI is it?

    And as mentioned above, the energy burst is not effecting my skelly
    Last edited by Augon; 07-25-2019 at 12:24 AM.
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    Community Member Augon's Avatar
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    Quote Originally Posted by Cocomajobo View Post
    Animate Ally: 18 second cooldown. Target no longer takes damage over time. Zombie Form is removed on Rest or Death.
    So now, we can just drop our hires off in the lava, let them die, animate them, and then we can heal them. heck, our melee party members might be better off as Zombies too.
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  17. #17
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    Change the 20% hp into the same bonus as paladin and fighter (do the same with artificer)

    Either give everyone acces to edf or no one.
    We don't need another caster tank (bear druid, arty, ek) i wished the devs put that kind of effort in the actual melee dps and melee tanking classes.
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    Not to derail the thread, but then can you make 2hf NOT suck so much compared to 2wf or swf?
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  18. #18
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    Can also confirm Negative Energy Burst self damages while not in form.
    (Combat): You suffer 1,488 points of damage from Negative Energy Burst.

    Casting Death Aura grants the Greater Death Aura effect both in higher numbers and the combat log entries.
    Casting Death Aura and Embraced the Void (Greater Death Aura) only gives you the effect of Greater Death Aura. The two auras are not active at the same time.

    Switching from Zombie to Vampire only gains 1 Enchant DC with Ascendant Shroud selected. It should be 2 DC with the +2 INT and the 1 Enchant DC. INT goes up by two so I'm assuming Vampire is not getting +1 Enchantment from Ascendant Shroud.
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    Quote Originally Posted by peng View Post
    I've said it before, I'll say it again: long, expensive pre-req chains have got to go.

    Also, seems a shame to turn lich from the best caster shroud to the 2nd worst. Vampire will give more dc, wraith will give more survivability with the same dc as lich. If you really don't want lich to have more DC, then give them more spellpower. A *lot* more. Or more crit chance/multiplier. As is, zombie might even be better once you add in the +20% hp in t5.
    THIS! Lich's are...dead?!

  20. #20
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    Quote Originally Posted by droid327 View Post
    Heh full party of WF PM/RMMs, all Converting each other, running two Negative Auras, plus their RMM and Pet auras
    Yea, it's how standard spider-tank works. 8)

    Quote Originally Posted by Krell View Post
    Can also confirm Negative Energy Burst self damages while not in form.
    (Combat): You suffer 1,488 points of damage from Negative Energy Burst.
    Wow, we have friendly-fire? At last!!! Can it be extended to non-undead party members too? It must! 8)

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