View Full Version : Remove lvl3 Arti pre-req. from Construct Essence Feat
Totensonntag
05-23-2012, 03:32 AM
Since I hear some WF players whining about their bad heal amp and how weak this race is compared to others. I find this totally not true.
And while WF may not always be the best choice for melee builds, for arcanes they are.
Now I hate to play WF because they're fugly. But rolling a non-WF sorc or wiz (who isn't PM) feels gimped from the start.
Gaining access to repair spells by going WF, this (at least to me) seems to be the only logical choice. And this sucks.
So please remove the lvl3 Artificer pre-req. from the construct essence feat so players are able to build non-WF arcanes who at least got some gimped down repair spells at the cost of one feat slot and 50% heal amp. This would not be OP.
Or at least you could change construct essence to require either 3 lvl Artificer or Artificer past life feat (passive).
If this isn't possible at all, please remove the repair spells from arcanes, since artificer is now ingame and wiz/sorc were never meant to have those anyway. This way I wouldn't feel gimped rolling a fleshy arcane.
Bacab
05-23-2012, 03:39 AM
Honestly..."Construct Essence" would be a neat feat to be available to *any* class or race.
wax_on_wax_off
05-23-2012, 05:08 AM
How about prereq: Artificer level 3, Past Life: Artificer (active) or Artificer Dilettante. Then /signed, otherwise no (as it's too cheap).
Totensonntag
05-23-2012, 05:17 AM
How about prereq: Artificer level 3, Past Life: Artificer (active) or Artificer Dilettante. Then /signed, otherwise no (as it's too cheap).
Dilettante would bind it to another fugly race. At least no other feat slot would be required.
And having to waste two feat slots on it would kill every sorc build. Would only help Archmages in this case.
laurawilder
05-23-2012, 06:35 AM
Not!
If you want an arcane that can self heal and is human. Play a bard. Changing rules like this affect other aspects of the game. Just because you cannot figure out how to play what you want better, does not mean the devs should unbalance the game further. Giving all classes this feat would take away a novelty of being an arti, wf arcane or even a bard as it would lesson their healing/arcane mix.
So NO to this. Yes to learn how to play a mage without it.
Mastikator
05-23-2012, 06:48 AM
How about prereq: Artificer level 3, Past Life: Artificer (active) or Artificer Dilettante. Then /signed, otherwise no (as it's too cheap).
Or least dragonmark of making!
garlor
05-23-2012, 06:51 AM
not signed, if you want to be super hiper mega uber extra ultra powerful that's fine, but don't expect the game to change for your convenience
Totensonntag
05-23-2012, 07:06 AM
It's just 50% repair and comes with some annoying stuff like being vulnerable to deconstruct and rustmonsters. It's far from OP.
And it's not about being ubar but being self-sufficiant without having to be fugly WF.
It's fine with me if turbine removes the whole repair line from arcanes and makes it unique to artificers as it's meant to be.
But as long this is not the case I really can't see how it's unfair to give fleshy arcanes construct essence feat without multiclassing 3 lvls of Artificer.
themoonbreaker
05-23-2012, 07:07 AM
Interesting concept, if you don't care about why an Artificer can repair himself/herself. I would agree that an Artificer past life could unlock this ability ( remembered skills and all that) but don't think it should just be free for anyone.
wax_on_wax_off
05-23-2012, 08:20 AM
Or least dragonmark of making!
I could get on board with that I suppose.
Definitely not OP. For 50% from repair spells you are penalised 2 feats and 75% healing and a few other things.
I'd only take it if there was some visual adds to make it cool (but I expect that will come with the PrE that follows on from the feat).
SiliconScout
05-23-2012, 08:22 AM
ummm just invest in UMD and you can scroll and wand heal yourself FAR better than you could "reconstruct" yourself.
They are butche ... ah... changing enough in the upcoming update this is one less easy button that everyone needs.
/not signed
Tshober
05-25-2012, 06:22 PM
Couldn't care less. Won't take it on other classes either. It just makes it take more healer mana or more pots or more scrolls or more wand charges to heal you. And wasting your own mana to ineffeciently heal yourself rather than getting a group or hireling healer or UMDing something, doesn't hold a great deal of appeal either.
parvo
05-25-2012, 06:40 PM
Horrible idea, but if it makes the game accessible to players with even less capability than exist today, Turbine will probably go for it.
sweez
05-25-2012, 06:53 PM
So, you want to play a wizard and have self-heals; but you don't want to play a WF, you don't want to play a half-elf, and you don't want to play a PM?
I mean, we all like feeling special but somehow I doubt it'd be profitable for Turbine to spend time on something that concerns roughly 0.0000000001% of its playerbase :p
redspecter23
05-25-2012, 06:56 PM
I think it should be made available to all because it's a "bridging" type of feat. It allows weaker/new/noob players a way to get some of the advantages that better players/better geared players have. It also allows skilled players a self healing option while leveling. But at the same time, it's not unbalancing at higher levels of play because self healing becomes easier and better players aren't likely to take it anyway because it comes at such a steep price. The feat space alone is enough to make it a deal breaker for some. Add in the fact that you only get partial heals from both repair and heal and it's actually quite weak at endgame though it does have some promise for less experienced players to level and opens options for viable self healing for fleshy casters.
redspecter23
05-25-2012, 06:57 PM
So, you want to play a wizard and have self-heals; but you don't want to play a WF, you don't want to play a half-elf, and you don't want to play a PM?
I mean, we all like feeling special but somehow I doubt it'd be profitable for Turbine to spend time on something that concerns roughly 0.0000000001% of its playerbase :p
Shuriken Expertise called. He'd like to have a word with you :)
When it comes to feats in general, Turbine's track record lately is to provide useless feats for 0.5% of the population.
Shuriken Expertise
Augment Summoning
Brutal Throw
etc.
I'd like to see the "Feat Devs" be allowed a bit of freedom to actually create useful feats instead of catering to the 0.0000000001% but for some reason, they keep going back there.
Such755
05-27-2012, 02:03 PM
how about prereq: Artificer level 3, past life: Artificer (active) or artificer dilettante. Then /signed, otherwise no (as it's too cheap).
+1
FranOhmsford
05-27-2012, 02:23 PM
Shuriken Expertise called. He'd like to have a word with you :)
When it comes to feats in general, Turbine's track record lately is to provide useless feats for 0.5% of the population.
Shuriken Expertise
Augment Summoning
Brutal Throw
etc.
I'd like to see the "Feat Devs" be allowed a bit of freedom to actually create useful feats instead of catering to the 0.0000000001% but for some reason, they keep going back there.
Augment Summoning is one of the most useful feats in the game - Useful to every class and race.
Brutal Throw - We need to get rid of throwing weapons first and allow people to use those Light Hammers and Hand-Axes Properly {Dwarves and Barbs would get Warhammer and Battleaxe throwing}.
Shuriken Expertise - OK you win on this one.
Useless Feats = Skill Focus: Swim, Jump, Listen and Spot,
Power Critical
Combat Casting
Self Sufficient
H-Elf Dilletante Barbarian {DR 1 that doesn't stack - Lovely}
Fav Enemies: Halfling, Plant and Orc.
Oh and any word on Zen Archery and whether it's actually working yet?
Tshober
05-27-2012, 04:36 PM
Augment Summoning is one of the most useful feats in the game - Useful to every class and race.
Agreed. Aug is great, especially if you solo. It does decrease somewhat in usefulness as you get to higher levels but still it's a good feat choice for many characters.
wax_on_wax_off
05-27-2012, 08:24 PM
Augment Summoning is one of the most useful feats in the game - Useful to every class and race.
Brutal Throw - We need to get rid of throwing weapons first and allow people to use those Light Hammers and Hand-Axes Properly {Dwarves and Barbs would get Warhammer and Battleaxe throwing}.
Shuriken Expertise - OK you win on this one.
Useless Feats = Skill Focus: Swim, Jump, Listen and Spot,
Power Critical
Combat Casting
Self Sufficient
H-Elf Dilletante Barbarian {DR 1 that doesn't stack - Lovely}
Fav Enemies: Halfling, Plant and Orc.
Oh and any word on Zen Archery and whether it's actually working yet?
Zen archery works totally fine (just a display error in inventory).
Brutal throw is useless.
PopeJual
05-27-2012, 08:32 PM
Zen archery works totally fine (just a display error in inventory).
Brutal throw is useless.
How is Brutal Throw useless?
I can see that it's not great because it's a thrown weapon and thrown weapons in general are pretty terrible, but if you have to hit something that you can't reach in melee, then a bow or a thrown weapon is all you've got. Might as well have an acceptable To Hit if you're going to be attacking it. Especially if your rate of fire is as terrible as thrown weapons have.
wax_on_wax_off
05-27-2012, 09:29 PM
How is Brutal Throw useless?
I can see that it's not great because it's a thrown weapon and thrown weapons in general are pretty terrible, but if you have to hit something that you can't reach in melee, then a bow or a thrown weapon is all you've got. Might as well have an acceptable To Hit if you're going to be attacking it. Especially if your rate of fire is as terrible as thrown weapons have.
It's useless because it costs a feat for something very very niche. I read most builds and no one takes it, I've never heard of anyone taking it in game. Perhaps a fighter can fit it in but fighters have excellent AB scores so don't need it.
Useless.
FranOhmsford
05-28-2012, 10:55 AM
Zen archery works totally fine (just a display error in inventory).
Brutal throw is useless.
http://compendium.ddo.com/wiki/Feat:Brutal_Throw
How is that useless exactly?
I know Throwing weapons aren't exactly great - I know most str specced melees would pick up a bow anyway.
BUT for the roleplayers amongst us it would help - Vikings and Barbarians are constantly shown in Books and Films throwing Hammers and Axes {Yeah Warhammers and Battleaxes!}.
Allow Certain Weapons to be thrown using same key as Runearm charging and get rid of throwing weapons please.
FranOhmsford
05-28-2012, 11:05 AM
It's useless because it costs a feat for something very very niche. I read most builds and no one takes it, I've never heard of anyone taking it in game. Perhaps a fighter can fit it in but fighters have excellent AB scores so don't need it.
Useless.
By that definition 3/4 of the feats in game are totally useless.
Forum builds concentrate on End Game Uber Builds and tend to use the same 7-10 feats no matter what the class split {Caster feats of course being different to melee}.
I read that STR should always be higher than DEX on a ranged build - What about all those Manyshot/Ten Thousand Stars builds? If their STR is higher than their Dex why aren't they fitting in Brutal Throw?
When talking about useless feats it's the ones that are truly useless {not just can't be fit in} to any build that should be mentioned:
Stuff like Snake Blood - This may be getting a boost soon.
Yes Brutal Throw does need a boost BUT that boost should come in allowing Warhammers/Battleaxes and the like to be thrown and getting rid of Throwing weapons other than Shurikens.
Throwing Knives should be put into the game too - Proper Throwing Knives are very different from Daggers.
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