Page 1 of 12 1234511 ... LastLast
Results 1 to 20 of 233
  1. #1

    Default First Look: Radiant Servant Adjustments

    Hey! If you're just tuning into this thread, there's an updated version of this pass located here. Go look at that before giving feedback! Thanks!

    For thread preservation, here's the original post that was here:

    Quote Originally Posted by The Original OP View Post
    Hey, everyone!

    SteelStar here to give you a first look at a pair of smaller revamps currently slated for Update 50! These two passes are quick sets of changes we did around other upcoming features we're working on, so while they may not be complete overhauls, we hope they add some interesting build options, and wanted to bring them to you ahead of the Lamannia previews! (The first of the two revamps, Shadar-kai, can be found here!)

    The second of these two previews is the Cleric Radiant Servant Enhancement Tree! The primary Healing tree for Clerics, it has a long history of bad bang-for-your-buck: Almost everything costs 2AP (meaning it costs close to 80AP just to max out the one tree), and some of the abilities are simply lackluster. Like we said above, these passes are fast, so while there are definitely other things we could improve in the future, we aimed for changes that were both fast and would help address the issues above. The usual warning applies: This is early preview content, and will likely change before it goes live!


    • Pacifism is gone from Core 2, and has been replaced with a Cure Moderate Wounds SLA: 4SP, 6 second cooldown.
      • Pacifism is an odd ability. While there are certainly builds that like and use it, the ability to toggle it on and off made it not really fitting for the flavor of the ability, and the tradeoffs for the power didn't really... matter much. And its position in Core 2 meant you had to take it, even if you didn't want it. We went through a few iterations of trying to make something of it before scrapping it outright. Radiant Servants should have a lot of new points to put elsewhere after this pass, and the resulting builds should be stronger even without Pacifism.

    • Radiant Servant (6th Core) now grants +4 Wisdom instead of the +2 it granted before.
      • Most of our Core Capstones now grant a total of +4 in ability scores, so this was just bringing it even.

    • Many enhancements in this tree now cost 1AP per Rank that used to cost 2AP per rank:
      • Divine Cleansing now costs 1AP per Rank
      • Mighty Turning now costs 1AP per Rank
      • Bliss now costs 1AP per Rank
      • Divine Healing now costs 1AP per Rank
      • Intense Healing now costs 1AP per Rank
      • Endless Turning now costs 1AP per Rank
      • Incredible Healing now costs 1AP per Rank
      • Positive Energy Aura now costs 1AP per Rank
      • Cure Focus now costs 1AP per Rank
      • Reactive Heal now costs 1AP per Rank

    • Extra Turning and Improved Turning are now combined in T2.
      • We did this in Knight of the Chalice a while back, glad to finally bring it here as well.

    • New T1: Divine Aid: +2% Positive Spell Critical Damage. 1AP.
    • New T3: Divine Aid: +2% Positive Spell Critical Damage. 1AP.
    • Disconnected the prerequisite chain of Divine Healing, Martyrdom, and Reactive Heal.
    • New T5: Raise Dead SLA. 15SP. 9 second cooldown. 1AP.
      • This is the same SLA that Beacon of Hope gets in T5, but we felt it was an important tool for Healing builds to have.

    • New T5: Radiance: Activate: All allies in the dungeon (regardless of distance) gain the effects of the Greater Restoration spell, and purges Paralysis, Stun, and Knockdown/Trip. This can be used while Crowd Controlled. (Activation Cost: 30 Spell Points. Cooldown: 1 minute.)
      • We wanted to give this tree something shiny in Tier 5, and a Get-the-party-out-of-a-jam button seemed like just the thing.


    That's the pass! Again, it won't solve all problems with Radiant Servant (or Clerics in general), but we hope that between the new skills and opening up a LOT of AP, Clerics will have some fun new options to play with. This is early, we're still tweaking numbers and playtesting internally, and you'll see it on Lamannia before it goes Live, but we wanted to show these off and see your thoughts! Let us know what you think!
    Last edited by Steelstar; 06-15-2021 at 07:42 AM.
    We don't only build for the builds that exist.
    We don't only build for the builds that are good right now.

    The fact that some changes are necessary is not diminished by the fact that other necessary changes have not happened yet.

  2. #2
    Community Member
    Join Date
    Feb 2019
    Posts
    49

    Default

    Quote Originally Posted by Steelstar View Post
    Hey, everyone!

    SteelStar here to give you a first look at a pair of smaller revamps currently slated for Update 50! These two passes are quick sets of changes we did around other upcoming features we're working on, so while they may not be complete overhauls, we hope they add some interesting build options, and wanted to bring them to you ahead of the Lamannia previews! (The first of the two revamps, Shadar-kai, can be found here!)

    The second of these two previews is the Cleric Radiant Servant Enhancement Tree! The primary Healing tree for Clerics, it has a long history of bad bang-for-your-buck: Almost everything costs 2AP (meaning it costs close to 80AP just to max out the one tree), and some of the abilities are simply lackluster. Like we said above, these passes are fast, so while there are definitely other things we could improve in the future, we aimed for changes that were both fast and would help address the issues above. The usual warning applies: This is early preview content, and will likely change before it goes live!


    • Pacifism is gone from Core 2, and has been replaced with a Cure Moderate Wounds SLA: 4SP, 6 second cooldown.
      • Pacifism is an odd ability. While there are certainly builds that like and use it, the ability to toggle it on and off made it not really fitting for the flavor of the ability, and the tradeoffs for the power didn't really... matter much. And its position in Core 2 meant you had to take it, even if you didn't want it. We went through a few iterations of trying to make something of it before scrapping it outright. Radiant Servants should have a lot of new points to put elsewhere after this pass, and the resulting builds should be stronger even without Pacifism.

    • Radiant Servant (6th Core) now grants +4 Wisdom instead of the +2 it granted before.
      • Most of our Core Capstones now grant a total of +4 in ability scores, so this was just bringing it even.

    • Many enhancements in this tree now cost 1AP per Rank that used to cost 2AP per rank:
      • Divine Cleansing now costs 1AP per Rank
      • Mighty Turning now costs 1AP per Rank
      • Bliss now costs 1AP per Rank
      • Divine Healing now costs 1AP per Rank
      • Intense Healing now costs 1AP per Rank
      • Endless Turning now costs 1AP per Rank
      • Incredible Healing now costs 1AP per Rank
      • Positive Energy Aura now costs 1AP per Rank
      • Cure Focus now costs 1AP per Rank
      • Reactive Heal now costs 1AP per Rank

    • Extra Turning and Improved Turning are now combined in T2.
      • We did this in Knight of the Chalice a while back, glad to finally bring it here as well.

    • New T1: Divine Aid: +2% Positive Spell Critical Damage. 1AP.
    • New T3: Divine Aid: +2% Positive Spell Critical Damage. 1AP.
    • Disconnected the prerequisite chain of Divine Healing, Martyrdom, and Reactive Heal.
    • New T5: Raise Dead SLA. 15SP. 9 second cooldown. 1AP.
      • This is the same SLA that Beacon of Hope gets in T5, but we felt it was an important tool for Healing builds to have.

    • New T5: Radiance: Activate: All allies in the dungeon (regardless of distance) gain the effects of the Greater Restoration spell, and purges Paralysis, Stun, and Knockdown/Trip. This can be used while Crowd Controlled. (Activation Cost: 30 Spell Points. Cooldown: 1 minute.)
      • We wanted to give this tree something shiny in Tier 5, and a Get-the-party-out-of-a-jam button seemed like just the thing.


    That's the pass! Again, it won't solve all problems with Radiant Servant (or Clerics in general), but we hope that between the new skills and opening up a LOT of AP, Clerics will have some fun new options to play with. This is early, we're still tweaking numbers and playtesting internally, and you'll see it on Lamannia before it goes Live, but we wanted to show these off and see your thoughts! Let us know what you think!
    I've been playing cleric for a long time. I want to address some changes and maybe get something's changed.

    How it stands, the tree is got a really nice revamp to an extent. We lost pacifism but in place we got +4% energy critical that's a net +1% gain - fine, but we still lost 25 positive spell power. Which is very unfortunate. Raise Dead SLA, not going to be helpful. Most clerics get all 3 and only 1 player dies in a dungeon at a time and that use would be true resurrection. I think a Resurrection SLA (even though it might be a bit powerful) would sit fine here, because it would be more used than the Raise Dead SLA. Last thing, please address the Positive Energy Shield situation, that needs to be removed or changed. Possibly do something revolving everytime you cast a positive energy spell, your target receives something for a peroid of seconds similar to beacon of hope, but we don't get wings like FvS do. I think it would be nice to provide a +20 healing amplification bonus for 30 seconds or so with a 10% chance on cast for a positive energy spell. That would definitely be nice and a better incentive than positive energy shield that makes absolutely no sense in context because everyone is usually full health so providing a bonus to healing amplification while the hit points remain (even though they're full) is practically a useless fifth core.

    Also, EDIT: For everything holy. Playing in healing domain provides 2 healing sla's that are both cure moderate. This seems redundant, asking if this could be redesigned. Referring to Core 2. Thanks.
    Last edited by Azoyhn; 06-02-2021 at 04:54 PM.

  3. #3
    Community Member
    Join Date
    Aug 2017
    Posts
    27

    Default

    Fun stuff!

    Radiance looks super cool, definitely excited for that.

    Im not exactly sure why raise dead is a must have in the t5. I dont spend ap on it on my fvs and wont sped it here either. By level 12 resurrection scrolls are available and there is no reason not to use resurrection (or true resurrection) simply because the extra health matters if someone takes a fireball to the face right after accepting.

    Ap cost reduction is also really nice.

    If you want want ideas for other shinies that might be interesting:
    Overheal: Every 10 hp you heal a target for over their maximum hp is converted to 1 temp hp. Once per target per 30 seconds, lasts 10? seconds.
    Mass freedom of movement.
    Deathpact but on an ally.
    A dot that heals a portion of missing health.

    Thank you for your hard work, have an excellent day.
    Last edited by Entyri; 06-02-2021 at 05:13 PM.

  4. #4
    Community Member rabidfox's Avatar
    Join Date
    Nov 2009
    Posts
    1,749

    Default

    It's nice to see RS clerics getting some much needed love.

  5. #5

    Default

    Just gonna selectively address things things I dislike. Overall, this is great work Steel & Gang. You don't need headpat's and praise on what's right, (even if deserved,) though.

    Quote Originally Posted by Steelstar View Post
    • New T5: Raise Dead SLA. 15SP. 9 second cooldown. 1AP.
      • This is the same SLA that Beacon of Hope gets in T5, but we felt it was an important tool for Healing builds to have.
    Out of order, I know but this one's simpler. You got this wrong I think, and it's because of Why Bacon of hope get's this as an SLA, and that is due to how slot poor the FVS spellbook is.

    There are not enough compelling spells in the cleric spellbook to make this a T5, It either needs to be a stronger Form of res spell, or drop it's place in the grid to T4 or below.
    The people who would take this are offensive caster cleric's, and they are not gonna T5 in RaS anyway. It'll just eat a quickbar space for anyone else.

    What might sell as a T5 is a Spell point Discount when casting Raise/Res/True spells specifically to push them closer to SLA values, and it doesn't clutter up the quickbar. My clerics already has Raise, Res, True, and Raise/Res scrolls. Gimme a 10/20/30% discount on select spells as a passive, and it merits consideration at least.

    Quote Originally Posted by Steelstar View Post
    Hey, everyone!


    • Pacifism is gone from Core 2, and has been replaced with a Cure Moderate Wounds SLA: 4SP, 6 second cooldown.
      • Pacifism is an odd ability. While there are certainly builds that like and use it, the ability to toggle it on and off made it not really fitting for the flavor of the ability, and the tradeoffs for the power didn't really... matter much. And its position in Core 2 meant you had to take it, even if you didn't want it. We went through a few iterations of trying to make something of it before scrapping it outright. Radiant Servants should have a lot of new points to put elsewhere after this pass, and the resulting builds should be stronger even without Pacifism.
    Overhealing to temp HP. Tie that in as a thing that happens while pacifism is toggled on, and it begins to have some redeeming characteristics for it's Offensive losses. As others have commented, how many cure Mod SLA's can a man carry? Let me suggest Cure Mod mass, or Cure light mass, or something, Even if it's early compared to when it's in the spellbook, that's fine. It's a specialization perk at that point. Make it something that fit's the whole theme of Light & Healing, like light healing spread out. Hell, Steal a Mass vigor from a druids spellbook, that's fine, some not-typically-clerical-healing-mechanic's, make a thematic sense for the "Gifted" class at Sovereign Host High School.


    QoL:

    If there is one thing I will ge ton my knee's and beg you for as if your my clerics deity: In the name of all that is Holy.. Make Radiant Aura an actual aura not a 30s-2M clicky depending. I don't care if you Decrement my max turn undead value by 6/4/2 per rank. (they come back from endless turning anyway, so it's not like I run out.) I don't care if its 12/8/4 even.. Let it just be a fire and forget aura like.. Most of the ones in the game 'eh?
    Hart o Gold Hart o Song
    14 RaS , 6 SaD Guildmaster
    Heroes of Gallifrey | Sarlona
    14 KoTC, 5 DWS 1 Ftr

  6. #6
    Community Member Gregen's Avatar
    Join Date
    Sep 2009
    Posts
    430

    Default

    This is a pretty awesome revamp. I've mained RS for a long time and the high costs were always quite restrictive, so it's nice to see some much needed cost reductions. Also thank you for disconnecting Reactive Heal. I never wanted to use Martyrdom so it was always felt like 4 points just for that one ability. Love the new CC breaker. Very shiny, very cool.

    Quote Originally Posted by Azoyhn View Post
    I've been playing cleric for a long time. I want to address some changes and maybe get something's changed.

    How it stands, the tree is got a really nice revamp to an extent. We lost pacifism but in place we got +4% energy critical that's a net +1% gain - fine, but we still lost 25 positive spell power. Which is very unfortunate. Raise Dead SLA, not going to be helpful. Most clerics get all 3 and only 1 player dies in a dungeon at a time and that use would be true resurrection. I think a Resurrection SLA (even though it might be a bit powerful) would sit fine here, because it would be more used than the Raise Dead SLA. Last thing, please address the Positive Energy Shield situation, that needs to be removed or changed. Possibly do something revolving everytime you cast a positive energy spell, your target receives something for a peroid of seconds similar to beacon of hope, but we don't get wings like FvS do. I think it would be nice to provide a +20 healing amplification bonus for 30 seconds or so with a 10% chance on cast for a positive energy spell. That would definitely be nice and a better incentive than positive energy shield that makes absolutely no sense in context because everyone is usually full health so providing a bonus to healing amplification while the hit points remain (even though they're full) is practically a useless fifth core.

    Also, EDIT: For everything holy. Playing in healing domain provides 2 healing sla's that are both cure moderate. This seems redundant, asking if this could be redesigned. Referring to Core 2. Thanks.
    The new Divine Aids grant +2/4% spell crit damage, not crit chance, so the +3% from Pacifism is lost. I use Pacifism only rarely, so personally I find this to be a good trade-off for aura use, but I do agree that the SLAs are a bit redundant, so I'd rather keep Pacifism instead of CMW.
    I don't think Positive Energy Shield should be lost. It's useful for self-healing in R10 and giving people just a little bit more HP to work with if they get hit by a plague reaper and Unyielding Sovereignty is on cooldown. If anything, the cooldown of Positive Energy Shield should be reduced.

    With all that said, I'm happy with the changes as stated. Looking forward to it!

  7. #7
    Community Member
    Join Date
    Feb 2019
    Posts
    49

    Default

    Quote Originally Posted by Gregen View Post
    This is a pretty awesome revamp. I've mained RS for a long time and the high costs were always quite restrictive, so it's nice to see some much needed cost reductions. Also thank you for disconnecting Reactive Heal. I never wanted to use Martyrdom so it was always felt like 4 points just for that one ability. Love the new CC breaker. Very shiny, very cool.



    The new Divine Aids grant +2/4% spell crit damage, not crit chance, so the +3% from Pacifism is lost. I use Pacifism only rarely, so personally I find this to be a good trade-off for aura use, but I do agree that the SLAs are a bit redundant, so I'd rather keep Pacifism instead of CMW.
    I don't think Positive Energy Shield should be lost. It's useful for self-healing in R10 and giving people just a little bit more HP to work with if they get hit by a plague reaper and Unyielding Sovereignty is on cooldown. If anything, the cooldown of Positive Energy Shield should be reduced.

    With all that said, I'm happy with the changes as stated. Looking forward to it!
    For the love that is all holy by the spirit himself, Positive Energy Shield is a useless ability on anything but yourself. There's not enough downtime in dungeons for Positive Energy Shield to be exactly useful. I've talked to 4-5 people and everyone agrees this needs to be changed. It just doesn't fit a core that well, it's not strong enough for a fifth core (level 18) in my honest opinion. Also, the damage is new. I don't necessarily like, but alright - I guess. I missed that text. I saw Spell Critical and flushed it aside. We're down to 3% from 6% compared to FvS which gets 14%. Great.
    Last edited by Azoyhn; 06-02-2021 at 06:14 PM.

  8. #8
    Community Member Chacka_DDO's Avatar
    Join Date
    Aug 2013
    Posts
    2,161

    Default

    So far good changes and I'm glad you continue to improve the different classes to make them all a good choice to play!

    But what I personally really miss is that clerics get a real regeneration ability similar to what bards get.
    Clerics get this basically with Divine Healing and Divine Vitality and this even before bards got that but unfortunately DV and DH are way too weak no matter how low the APs costs are.
    Therefore Divine Healing and Vitality need a real improvement in my opinion!
    You should change Divine Healing to a long-lasting regeneration effect similar to the Sustaining Song from the bard!
    The same for Divine Vitality (it is not mentioned here at all) it would be very nice if DV is also a long-lasting spell points regeneration like the Bard's Spell Song Vigor.
    The question for me is only if Divine Vitality and Divine Healing should stack with the bard song or not after such an improvement.
    "Act according to a maxim which can be adopted at the same time as a universal law."
    -Immanuel Kant-

    "Nothing is more fairly distributed than common sense: no one thinks he needs more of it than he already has."
    -René Descartes-

  9. #9

    Default

    Fix Turning.

    Unfortunately in the current game once we hit epics we dump turning all together and just rely on spells like undeath to death.

    Would you look at making turning useful in epics, it is worthless after heroic levels.. this hasn't been addressed since epics became a thing.

    Don't forsake the gear basics "level appropriate turning gear." current stuff is outdated and sucks.. especially in epics. and is missing through many leveling ranges

    Change mighty Turning into a toggle. having it active invalidates turning vs warded undead, while not having it allows the warded mobs to still be stunned.


    "turning in epic sucks" ..please fix it.. it scales poorly..
    Last edited by JOTMON; 06-02-2021 at 06:49 PM.
    Argo: Degenerate Matter - 200
    Jotmon (HC 30/42 , RC 36/39 , IC 12/21 , EC 29/48 , RP 95/158)
    Jotlock (HC 38/42 , RC 0/39 , IC 15/21 , EC 36/48 , RP 36/158..favor toon)
    Whatthetruck (HC 38/42 , RC 35/39 , IC 15/21 , EC 30/48 , RP 88/158)

  10. #10
    Time Bandit
    ex DDO Players Council
    Natashaelle's Avatar
    Join Date
    Jul 2009
    Posts
    2,835

    Default

    This is a good enough revision -- not particularly flashy but it doesn't need to be, whereas the lowered AP costs will help towards build variety.

    Nice.

  11. #11
    Cosmetic Guru Aelonwy's Avatar
    Join Date
    Sep 2009
    Posts
    7,906

    Default

    Radiant Servant is such a points-hog dreadful tree just the enhancement-cost-reduction alone deserves applause.

    *enthusiastically claps*

    New T5 Radiance... huh... I'd need to see how useful it is but... darn it, now I'm questioning my T5 choice on my cleric (currently Divine Disciple not that, that tree is fantastic or anything either).
    Blood Scented Axe Body Spray (Thelanis)
    Aelonwy - Wydavir - Metaluscious - Aertimys - Phantastique - Kaelaria - Lunaura - Aelurawynn - Saurscha - Crystalorn - Aurvaeyn - Vaelyns - Wyllowynd

  12. #12

    Default

    A few quick thoughts.

    Core
    Healing Domain - Currently for each point spent in this tree you get .5 universal spell power and 1 Positive Spell Power. I don't think I missed the adjustment. If you reduce the cost of a number of abilities in this tree, than we are going to lost both Universal and Positive Spell Power. So if you had spent 60 points and drop to 45 that is 7.5 Universal and 15 Positive Spell Power lost.

    Loss of Pacifism - Raid Clerics will probably bemoan this loss, as there was little opportunity in quests to use this toggle, but in raids it was useful. Mostly with Mass Cure X spells.

    Radiant Servant - Does the change effect the every fifth cast ability?

    Tier 1
    Divine Aid - For clarification this is critical chance for healing as well as damage? Wouldn't a 1/2/3 Ability work better? Archmage is 2 AP for 1%, while it is for a wider number of spell powers.

    Tier 2 -
    Combining Improved Turing and Extra Turning creates an issue for Not pure clerics. With so many things dependent on Cleric Turns pulling it out of Rank One may be an issue for those builds.

    Tier 3 -
    Where is Divine Aid going to fit in the tree. Improved Turning (T2) and Endless Turning (T4) are linked. You would have to unlink them to place a new ability in the tree.

    Tier 5
    Cure Focus doesn't have Ranks. I would Assume it should stay at 2 AP

    Raise Dead SLA is worthless for a pure cleric, but might have value for a cleric splash. I would rather see True Reincarnation or lower the SLA to Tier 4, maybe even Tier 3.

    Radiance - Sounds interesting, just not sure how often it will be used in practice.

    The Twilight Avengers are always recruiting - http://twilightavengersofeberron.yuku.com/topic/655

  13. #13
    Community Member
    Join Date
    Aug 2013
    Posts
    568

    Default Incentivize selflessness

    You could make clerics immortal, give them infinity mana, and the average gamer still wouldn’t play one, as it doesn’t make their *ahem* feel bigger than the next guy’s.

    The challenge here is a social one; you need to figure out a way to incentivize selflessness.

  14. #14
    Hero
    2015 DDO Players Council
    Krelar's Avatar
    Join Date
    Sep 2009
    Posts
    5,746

    Default

    Quote Originally Posted by GoldyGopher View Post
    A few quick thoughts.

    Healing Domain - Currently for each point spent in this tree you get .5 universal spell power and 1 Positive Spell Power. I don't think I missed the adjustment. If you reduce the cost of a number of abilities in this tree, than we are going to lost both Universal and Positive Spell Power. So if you had spent 60 points and drop to 45 that is 7.5 Universal and 15 Positive Spell Power lost.
    15 freed up AP will let you get at least 18 universal spell power, and possibly more depending on how far you went into it already, and some other goodies out of divine disciple that you couldn't afford before.

  15. #15
    Community Member Epicsoul's Avatar
    Join Date
    Jun 2020
    Posts
    252

    Default

    Hey Steel, thanks for the update and chance to provide feedback. I’m happy this tree is being tweaked. It has been a long time coming.

    I do have a couple of comments. First, I’d like to address the differences that exist between the functionality of Favored Soul’s Healing Wall and Cleric’s Radiant Aura. Healing Wall, while inhibited by its stationary effect, is the preferred ability for one reason: you don’t have to be within combat range for it to be effective. My suggestion? Allow Radiant Aura to be transferable to a party member. I believe this would do a lot to bring cleric healers closers to FvS.

    Second, since we are losing Pacifism, I would still like to see the spellpower found somewhere else in the tree.

    Thanks!

    EDIT: Positive Energy Aura, not Radiant Aura.
    Last edited by Epicsoul; 06-02-2021 at 08:48 PM.
    Epicsoul | Omnisoul | Ultrasoul - Assistant to the Regional Manager of Lava Divers

  16. #16
    Community Member Epicsoul's Avatar
    Join Date
    Jun 2020
    Posts
    252

    Default

    Quote Originally Posted by Entyri View Post
    If you want want ideas for other shinies that might be interesting:
    Overheal: Every 10 hp you heal a target for over their maximum hp is converted to 1 temp hp. Once per target per 30 seconds, lasts 10? seconds.
    Mass freedom of movement.
    Deathpact but on an ally.
    Death Pact, but on an ally? Yes. Could replace the tier 5 raise dead with this action once per rest.

    Quote Originally Posted by Chacka_DDO View Post
    So far good changes and I'm glad you continue to improve the different classes to make them all a good choice to play!

    But what I personally really miss is that clerics get a real regeneration ability similar to what bards get.
    Clerics get this basically with Divine Healing and Divine Vitality and this even before bards got that but unfortunately DV and DH are way too weak no matter how low the APs costs are.
    Therefore Divine Healing and Vitality need a real improvement in my opinion!
    You should change Divine Healing to a long-lasting regeneration effect similar to the Sustaining Song from the bard!
    The same for Divine Vitality (it is not mentioned here at all) it would be very nice if DV is also a long-lasting spell points regeneration like the Bard's Spell Song Vigor.
    The question for me is only if Divine Vitality and Divine Healing should stack with the bard song or not after such an improvement.
    I agree, DH and DV should be improved. It would further make cleric unique vs Favored Soul.
    Epicsoul | Omnisoul | Ultrasoul - Assistant to the Regional Manager of Lava Divers

  17. #17
    Community Member
    Join Date
    Apr 2013
    Posts
    1,625

    Default

    I'd love for Radiance to have some form of healing linked, not just "clear all debuffs".
    It's great, but even a tiny bit of positive healing would do wonders.

    I'm just thinking of how great it might feel for the healer with an unconscious ally one room over to suddenly get every debuff cleared AND have them get back up to have a chance at fleeing (or a chance at running closer for a rez if they die)

    That sounds like a get-out-of-trouble card with some level of utility outside of clearing nasty crowd control.
    Enthusiasm enthusiast enthusiast.

  18. #18
    Community Member Monkey_Archer's Avatar
    Join Date
    May 2008
    Posts
    3,068

    Default

    Quote Originally Posted by Steelstar View Post

    • Pacifism is gone from Core 2, and has been replaced with a Cure Moderate Wounds SLA: 4SP, 6 second cooldown.
    Don't like this change at all. Pacifism was useful, if awkward. CMW SLA is not very useful outside of leveling as endgame healers rely more on Renewal for this job. It also competes with Healing domain...

    Quote Originally Posted by Steelstar View Post

    • Radiant Servant (6th Core) now grants +4 Wisdom instead of the +2 it granted before.
      • Most of our Core Capstones now grant a total of +4 in ability scores, so this was just bringing it even.

    • Many enhancements in this tree now cost 1AP per Rank that used to cost 2AP per rank:
      • Divine Cleansing now costs 1AP per Rank
      • Mighty Turning now costs 1AP per Rank
      • Bliss now costs 1AP per Rank
      • Divine Healing now costs 1AP per Rank
      • Intense Healing now costs 1AP per Rank
      • Endless Turning now costs 1AP per Rank
      • Incredible Healing now costs 1AP per Rank
      • Positive Energy Aura now costs 1AP per Rank
      • Cure Focus now costs 1AP per Rank
      • Reactive Heal now costs 1AP per Rank

    • Extra Turning and Improved Turning are now combined in T2.
      • We did this in Knight of the Chalice a while back, glad to finally bring it here as well.

    • New T1: Divine Aid: +2% Positive Spell Critical Damage. 1AP.
    • New T3: Divine Aid: +2% Positive Spell Critical Damage. 1AP.
    • Disconnected the prerequisite chain of Divine Healing, Martyrdom, and Reactive Heal.
    All good changes here, although +4 crit damage is not nearly as useful as the +3 crit chance lost from pacifism.
    Quote Originally Posted by Steelstar View Post

    • New T5: Raise Dead SLA. 15SP. 9 second cooldown. 1AP.
      • This is the same SLA that Beacon of Hope gets in T5, but we felt it was an important tool for Healing builds to have.

    • New T5: Radiance: Activate: All allies in the dungeon (regardless of distance) gain the effects of the Greater Restoration spell, and purges Paralysis, Stun, and Knockdown/Trip. This can be used while Crowd Controlled. (Activation Cost: 30 Spell Points. Cooldown: 1 minute.)
      • We wanted to give this tree something shiny in Tier 5, and a Get-the-party-out-of-a-jam button seemed like just the thing.
    Raise dead is useless for endgame, but not everything needs to be useful at endgame, so I'm fine with this. Radiance looks very good, 1 minute cooldown is perhaps too short...

    Suggestions:
    • Divine healing is garbage. Allow this to scale with spell power and crit and/or change the dice formula to scale better.
    • Reactive Heal should also scale better
    • Move Positive Energy Shield down to core 2, in place of pacifism/SLA. By the time you get this at level 18 the small amount of temp hp makes it pointless, not to mention the long cooldown. It would at least be useful at lower levels
    • Core 5 could then be something else interesting, or just make it pacifism without the downside/toggle.
    Last edited by Monkey_Archer; 06-02-2021 at 10:34 PM.
    Thelanis

  19. #19
    Community Member
    Join Date
    Jun 2019
    Posts
    274

    Default

    Overall, the cost reduction alone is amazing and will help so many clerics to grab some more diversity. Maybe even making a healing cleric a competetive choice for raid healers again.

    One thought though:

    Quote Originally Posted by Steelstar View Post
    [LIST][*]Pacifism is gone from Core 2, and has been replaced with a Cure Moderate Wounds SLA: 4SP, 6 second cooldown.
    • Pacifism is an odd ability. While there are certainly builds that like and use it, the ability to toggle it on and off made it not really fitting for the flavor of the ability, and the tradeoffs for the power didn't really... matter much. And its position in Core 2 meant you had to take it, even if you didn't want it. We went through a few iterations of trying to make something of it before scrapping it outright. Radiant Servants should have a lot of new points to put elsewhere after this pass, and the resulting builds should be stronger even without Pacifism.
    I can see that Pacifism is a bit specialized (would it be possible to move it into the tree though?), but another cure moderate SLA seems a bit redundant. If you like a healing SLA, I'd suggest close wounds like the one in beacon of hope. As someone who plays a FVS as a raid healer, I can only recommend it, as it serves three purposes:
    • checking if someone is in range for your big spell that comes right after
    • keep a tank or off-tank healthy between the enemies devestating attacks that will use your big heals
    • spot heals on less hp-intensive builds to keep your bigger heals off cooldown
    Nothing in this game is essential, unless you are a power-gaming & unimaginative lemming who follows everyone else, without having any form of creativity or original thought rolling around your brainpain...

  20. #20

    Default

    Quote Originally Posted by Steelstar View Post

    Pacifism is gone from Core 2, and has been replaced with a Cure Moderate Wounds SLA: 4SP, 6 second cooldown.[/B]

    New T5: Raise Dead SLA. 15SP. 9 second cooldown. 1AP.[/B]
    [*]New T5: Radiance: Activate: All allies in the dungeon (regardless of distance) gain the effects of the Greater Restoration spell, and purges Paralysis, Stun, and Knockdown/Trip. This can be used while Crowd Controlled. (Activation Cost: 30 Spell Points. Cooldown: 1 minute.)
    [LIST][*]We wanted to give this tree something shiny in Tier 5, and a Get-the-party-out-of-a-jam button seemed like just the thing.
    !
    Thanks for sharing-

    Agree with others Raid Dead SLA is poor choice - would much rather have Mass Cure Moderate SLA or Heal SLA.
    I want to keep folks a live - bringing them back to life is a 2nd choice (unless it by passes Lingering Grip of Death) - then rock on!

    I do like the Concept of the Radiance - mix in a little healing - even if a cure mod.
    Does it work on removing curses?
    Sarlona - Guildmaster - Brotherhood of Redemption - ddoborguild.com - 2016 & 2017 Players Council --- Alts: Acetylene, Antimematter, CNG, Dilithium Crystal, EMF, EMPulse, Exothermic, Geothermal, Hexane, Hexyne, Hydropower, JA, Kerosene, LPG, Natural Gas, Nuclearpower, Propane, Solarpannel, Tidalpower, WASOB, Waulter, Windpower, Woodpile

Page 1 of 12 1234511 ... LastLast

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  

This form's session has expired. You need to reload the page.

Reload