Failedlegend
12-19-2013, 10:03 PM
Currently a single class EK cannot get GTWF or GTHF only by splashing 2 full BAB classes one level of which needs to be Fighter at Lvl 20 to take said feat its a huge detriment to a melee not to have those and since EK is already subpar it doesn't help things
I'd say either grant them a with the Capstone or have one of the cores make you count as full BAB for feat pre-reqs. If your still against that
I do also have a few other issues/suggestions for EK is general
1. Spellsword, Eldritch Strike and Eldritch Tempest are all really nice abilities both thematically and their actual mechanical effects but they drain Mana like no tommorow especially spellsword not mention the massive cooldowns on ES/ET even when you spend a whopping SIX ap on Tempest
- One possibility is to have spellsword reduce your max SP by X% when active instead of X sp every 6 seconds
- reduce ETs AP requirement 6ap is ridiculous I'd say 1/1/1 or just a single 2ap buy for the full thing
- reduce the cooldown to match Cleave/G-Cleave (5 seconds)
2. Lack of cha or int to atk/dmg makes this tree pretty much pointless...there's little point to a hybrid melee caster if you cant cast your just a mediocre melee and its not like SOrcs can't get Cha to-hit/damage just buy PDK and an LR+1 from the DDOStore and voila u have cha to-hit/dmg...this limits EK Sorvcs to one race and Wizards are hung out to dry.
3. The spellsword ability takes up a whopping 4 core abilities it needs to be merged into a single enhancement
4. The near requirement to use a shield, orbs (and in the future...tombs, staves, rods,etc.) should be an alternative to anything that says "requires a shield" it suits EK much better anyways. "Shield Striking" would deal force damage instead of doing a shield bash when an orb is equipped
5. Arcane Melee are EXTREMELY vulnerable to enemies with anti-magic auras or dispel...it can easily cripple them, no other prestige has a weakness like this...EKs need a way to block this.
Something like Improved Battle Mage: Buffs are no longer dispelable or affected by anti-magic effects. (ie. Beholders)
6. Lack of Heavy Armor Proficiency add this to the capstone so people aren't forced to multi-class to pick it up
7. Remove the critical accuracy line (its useless)
8. Super short buffs are not conducive to the battlestyle of a Arcane melee who has to pay attention to way too many things to be casting a handful of buffs every minute or so and the cooldown increases of tensers and combat expertise don't help a great tier 5 ability (one that would help make it actually worth locking out Savant, AM or PM tier 5s) would be to make Extend better
Something like - Master Battlemage (Doubles the effectiveness of the Extend Metamagic...requires Extend)
9. No threat increase (Eks, in heavy armor and mass amounts of defensive bonuses and even a bonus to Intim but no way to increase aggro)
My suggestion is to rename "Still spell" (since that make no sense anyways) and add threat increase to it which affects both your magic and melee threat gen
Eldritch Spectacle - +25/50/75% Magic/Melee Threat Generation & -5/10/15% ASF (alternative you could have it grant Twilight/Twilight/Greater Twilight on all armors and shields...its more flavorful imo)
10. The EK prestige screams some sort of force guard ability
ie. Force Feedback (5/10/15% chance to do 1d4/1d8/1d12 Force damage on-hit w/ knockdown effect
11. +6 elemental resistance on an arcane is still pointless...maybe replace this with an effect similar to the "Shield deflection" feat which of course requires a shield OR Orb equipped in the off-hand
Here's all my suggestions (and a few other minor changes) put together in tree form...feel free to have a look and please suggestions are welcome :D)
Core 1 Eldritch Strike (gets better with each core) +0.5 USP and +1 Force Power per pt spent in tree
Core 3 Cha or Int Atk/DMG (multi-selector to try avoiding bugs of only one working)
Core 6 Spellsword(choosing element works like Elemental Weapons or Resist Energy)
Core 12 Tensers Toggle
Core 18 Heavy Armor Prof OR Master Mage Armor/Shield (basically makes the already improved spells even better...Heavy Armor would still be superior but it would close the gap a bit so unarmored isn't completely useless)
Core 20 +25 Force SP,+1 Crit Multiplier w/1-h Weapons and +2 Int or Cha
Tier 1
- Improved Mage Armor OR Light/Medium Armor Prof and Armor you equip gains the Greater Twilight Property
- Item Defense: 25%/50%/75% to negate item wear
- Toughness: 5/10/15 HP
- Battlemage: +1/2/3 Concen/Intim/Balance
- Spell Critical: Force +2 % Chance to crit with force damage
Tier 2
- Shield Mastery or Eldritch Combatant (multi-selector choose one - see below for EC-Line effects)
- Adept Fighter: Proficiency and 2/4/6% Doublestrike with all 1-h weapons
- Wand and Scroll Mastery +25/50/75% & +1/2/3 DC
- Spell Critical: Force +2 % Chance to crit with force damage
- Improved Shield OR General Shield Proficiency and Shields gain Greater Twilight Property
Tier 3
+ 1 Any Stat
- Improved Battle Mage: Buffs are no longer dispelable or affected by anti-magic effects. (ie. Beholders)
- Eldritch Barrier (SLA similar to Arty's Radiant Force Shield...cooldown 12min/6min/3min seconds duration 30 seconds + 6 seconds per level...Metas: Quicken & Extend)
- Arcane Senses: +2/4/6 Reflex, Spot and Dodge%
- Spell Critical: Force +2 % Chance to crit with force damage
Tier 4
- Improved Shield Mastery or Improved Eldritch Combatant (multi-selector choose one - Req Char Lvl 6)
- + 1 Any Stats
- Force Feedback (5/10/15% chance to do 1d4/1d8/1d12 Force damage on-hit w/ knockdown effect
- Haste Boost [Req: Arcane Senses]
- Efficient Metamagic: Extend
Tier 5
- Improved Shield Bash or Greater Eldritch Combatant (multi-selector choose one)
- Master Battlemage (Doubles the effectiveness of the Extend Metamagic...requires Extend)
- Improved Tenser's Toggle (reduces penalties and increases benefits)
- Eldritch Tempest (Req: Force Feedback)
- Eldritch Spectacle - +25/50/75% Magic Threat Generation & -5/10/15% ASF
Note: Magic includes your EK SLAs ie. Eldritch Tempest and Spellsword
The Tree (on its side) would look something like this.
1. Improved Mage Armor,Improved Shield,Eldritch Barrier,Force Feedback,Eldritch Tempest
2. Force Crit,Force Crit ,Force Crit, Efficient Meta: Extend, Improved Tensers
3. Toughness, Combat Style,+1 Any stat,Improved Combat Style,Greater Combat Style
4. Wand & Scroll Mastery, Battle Mage,Improved BM, +1 Any Stat, Master Battle Mage
5. Item Defense, Adept Fighter, Arcane Senses, Haste Boost, Eldritch Spectacle
Eldritch Combatant Effects:
EC: When fighting with an orb in your off-hand, you gain 1 temporary spell point and +1 universal spellpower on-hit, 3 temporary SP and USP on crit, and 5 temporary SP and USP on vorpal for X seconds <insert standard language for disappearing stacks here>.
IEC: Any 1-handed weapon gains +1 to Crit range and your touch/ranged touch spells no longer have a level cap.
GEC: Orbs Boni to Saves and Energy Resist no longer requires you to be actively blocking (blocking doubles the effect instead)
I'd say either grant them a with the Capstone or have one of the cores make you count as full BAB for feat pre-reqs. If your still against that
I do also have a few other issues/suggestions for EK is general
1. Spellsword, Eldritch Strike and Eldritch Tempest are all really nice abilities both thematically and their actual mechanical effects but they drain Mana like no tommorow especially spellsword not mention the massive cooldowns on ES/ET even when you spend a whopping SIX ap on Tempest
- One possibility is to have spellsword reduce your max SP by X% when active instead of X sp every 6 seconds
- reduce ETs AP requirement 6ap is ridiculous I'd say 1/1/1 or just a single 2ap buy for the full thing
- reduce the cooldown to match Cleave/G-Cleave (5 seconds)
2. Lack of cha or int to atk/dmg makes this tree pretty much pointless...there's little point to a hybrid melee caster if you cant cast your just a mediocre melee and its not like SOrcs can't get Cha to-hit/damage just buy PDK and an LR+1 from the DDOStore and voila u have cha to-hit/dmg...this limits EK Sorvcs to one race and Wizards are hung out to dry.
3. The spellsword ability takes up a whopping 4 core abilities it needs to be merged into a single enhancement
4. The near requirement to use a shield, orbs (and in the future...tombs, staves, rods,etc.) should be an alternative to anything that says "requires a shield" it suits EK much better anyways. "Shield Striking" would deal force damage instead of doing a shield bash when an orb is equipped
5. Arcane Melee are EXTREMELY vulnerable to enemies with anti-magic auras or dispel...it can easily cripple them, no other prestige has a weakness like this...EKs need a way to block this.
Something like Improved Battle Mage: Buffs are no longer dispelable or affected by anti-magic effects. (ie. Beholders)
6. Lack of Heavy Armor Proficiency add this to the capstone so people aren't forced to multi-class to pick it up
7. Remove the critical accuracy line (its useless)
8. Super short buffs are not conducive to the battlestyle of a Arcane melee who has to pay attention to way too many things to be casting a handful of buffs every minute or so and the cooldown increases of tensers and combat expertise don't help a great tier 5 ability (one that would help make it actually worth locking out Savant, AM or PM tier 5s) would be to make Extend better
Something like - Master Battlemage (Doubles the effectiveness of the Extend Metamagic...requires Extend)
9. No threat increase (Eks, in heavy armor and mass amounts of defensive bonuses and even a bonus to Intim but no way to increase aggro)
My suggestion is to rename "Still spell" (since that make no sense anyways) and add threat increase to it which affects both your magic and melee threat gen
Eldritch Spectacle - +25/50/75% Magic/Melee Threat Generation & -5/10/15% ASF (alternative you could have it grant Twilight/Twilight/Greater Twilight on all armors and shields...its more flavorful imo)
10. The EK prestige screams some sort of force guard ability
ie. Force Feedback (5/10/15% chance to do 1d4/1d8/1d12 Force damage on-hit w/ knockdown effect
11. +6 elemental resistance on an arcane is still pointless...maybe replace this with an effect similar to the "Shield deflection" feat which of course requires a shield OR Orb equipped in the off-hand
Here's all my suggestions (and a few other minor changes) put together in tree form...feel free to have a look and please suggestions are welcome :D)
Core 1 Eldritch Strike (gets better with each core) +0.5 USP and +1 Force Power per pt spent in tree
Core 3 Cha or Int Atk/DMG (multi-selector to try avoiding bugs of only one working)
Core 6 Spellsword(choosing element works like Elemental Weapons or Resist Energy)
Core 12 Tensers Toggle
Core 18 Heavy Armor Prof OR Master Mage Armor/Shield (basically makes the already improved spells even better...Heavy Armor would still be superior but it would close the gap a bit so unarmored isn't completely useless)
Core 20 +25 Force SP,+1 Crit Multiplier w/1-h Weapons and +2 Int or Cha
Tier 1
- Improved Mage Armor OR Light/Medium Armor Prof and Armor you equip gains the Greater Twilight Property
- Item Defense: 25%/50%/75% to negate item wear
- Toughness: 5/10/15 HP
- Battlemage: +1/2/3 Concen/Intim/Balance
- Spell Critical: Force +2 % Chance to crit with force damage
Tier 2
- Shield Mastery or Eldritch Combatant (multi-selector choose one - see below for EC-Line effects)
- Adept Fighter: Proficiency and 2/4/6% Doublestrike with all 1-h weapons
- Wand and Scroll Mastery +25/50/75% & +1/2/3 DC
- Spell Critical: Force +2 % Chance to crit with force damage
- Improved Shield OR General Shield Proficiency and Shields gain Greater Twilight Property
Tier 3
+ 1 Any Stat
- Improved Battle Mage: Buffs are no longer dispelable or affected by anti-magic effects. (ie. Beholders)
- Eldritch Barrier (SLA similar to Arty's Radiant Force Shield...cooldown 12min/6min/3min seconds duration 30 seconds + 6 seconds per level...Metas: Quicken & Extend)
- Arcane Senses: +2/4/6 Reflex, Spot and Dodge%
- Spell Critical: Force +2 % Chance to crit with force damage
Tier 4
- Improved Shield Mastery or Improved Eldritch Combatant (multi-selector choose one - Req Char Lvl 6)
- + 1 Any Stats
- Force Feedback (5/10/15% chance to do 1d4/1d8/1d12 Force damage on-hit w/ knockdown effect
- Haste Boost [Req: Arcane Senses]
- Efficient Metamagic: Extend
Tier 5
- Improved Shield Bash or Greater Eldritch Combatant (multi-selector choose one)
- Master Battlemage (Doubles the effectiveness of the Extend Metamagic...requires Extend)
- Improved Tenser's Toggle (reduces penalties and increases benefits)
- Eldritch Tempest (Req: Force Feedback)
- Eldritch Spectacle - +25/50/75% Magic Threat Generation & -5/10/15% ASF
Note: Magic includes your EK SLAs ie. Eldritch Tempest and Spellsword
The Tree (on its side) would look something like this.
1. Improved Mage Armor,Improved Shield,Eldritch Barrier,Force Feedback,Eldritch Tempest
2. Force Crit,Force Crit ,Force Crit, Efficient Meta: Extend, Improved Tensers
3. Toughness, Combat Style,+1 Any stat,Improved Combat Style,Greater Combat Style
4. Wand & Scroll Mastery, Battle Mage,Improved BM, +1 Any Stat, Master Battle Mage
5. Item Defense, Adept Fighter, Arcane Senses, Haste Boost, Eldritch Spectacle
Eldritch Combatant Effects:
EC: When fighting with an orb in your off-hand, you gain 1 temporary spell point and +1 universal spellpower on-hit, 3 temporary SP and USP on crit, and 5 temporary SP and USP on vorpal for X seconds <insert standard language for disappearing stacks here>.
IEC: Any 1-handed weapon gains +1 to Crit range and your touch/ranged touch spells no longer have a level cap.
GEC: Orbs Boni to Saves and Energy Resist no longer requires you to be actively blocking (blocking doubles the effect instead)