Singular
09-30-2014, 09:46 PM
Ok, so what do you guys think about the Harper tree?
I'll first post what I took, then discuss it. I also want to work out how much dps it's producing in both Needle and TH weapons.
Core 1: Agent of Good I (req. lvl1, 1AP): +1 to hit versus evil, +1 Universal Spell Power (1 pt)
Tier 1:
Harper Enchantment I: Your weapon gains an additional +1 to its Enhancement bonus. You gain +20 to your maximum Spell Points. (2 AP)
Traveler's Toughness: +5/+10/+15 maximum hit points. (3 AP)
Strategic Combat I (2 AP)
Versatile Adept I: +1/+2/+3 to Melee Power, Ranged Power, and Universal Spell Power. (3 AP)
Know the Angles: Antirequisite: Divine Might. You gain an Insight bonus to damage and the DC of tactical feats equal to ½ your Intelligence Modifier for 30/60/120 seconds. (Activation Cost: 21/18/15 spell points. Cooldown: 20 seconds) (3 AP)
Core 2: Harper Training I: Int or Cha or Dex. (1 AP). [I'm going to take Cha. Just kidding.]
Core 3: Agent of Good II: +2 to hit and damage versus evil, +5 Universal Spell Power. (1 AP)
Versatile Adept II: +1/+2/+3 to Melee Power, Ranged Power, and Universal Spell Power. (3 AP)
Int or Dex: +1 Intelligence or Dexterity (2 AP)
Core 4: Harper Training II: Int or Cha or Dex. (1 AP)
Versatile Adept III: +1/+2/+3 to Melee Power, Ranged Power, and Universal Spell Power. (3 AP)
Int or Dex: +1 Intelligence or Dexterity (2 AP)
Vigor of Life: +10 Positive Healing Amplification. -10% less damage from Negative Energy. (2 AP)
Throat Dagger: Activation cost: [+3/+2/+1] spell points. Cooldown: [60/30/15] seconds. SLA: Damages an enemy from afar for 1d4+4 Piercing damage per character level. Damaged non-boss enemies cannot cast spells for 6 seconds. Metamagic: Quicken, Enlarge (no extra cost). Spell resistance: No.
Core 5: Agent of Good III: +3 to hit and damage versus evil, +10 Universal Spell Power. (1 AP)
_________________________
So I ended up taking Strat Com I just to increase my to-hit. I've been getting a lot of glancing blows lately and that changed them back into hits. Yay.
First: the increase dps damage is great. My Needle crit once for over 4000 dam, and I saw 3700 a couple of times.
Second: Know the Angles is NOT working for 120 seconds. It's only working for 30 seconds on my toon and I have it at lvl III. Anyone else notice this? Anyways, it's a nice boost to dps.
Third: Throat Dagger. It also seems to be stuck on the first tier setting for cool down and cost. I've found that it does around 800-900 max damage. So it's ok, but not great. If you can learn to only cast it on casters, it's probably useful. But...in terms of adding raw dps, it might be worth not taking. It might be good for an SLA caster in their rotation, especially if you're a support caster. Then you could save it to use on enemy casters (but only if the cooldown is working at 15 secs...).
What are your thoughts?
I'll first post what I took, then discuss it. I also want to work out how much dps it's producing in both Needle and TH weapons.
Core 1: Agent of Good I (req. lvl1, 1AP): +1 to hit versus evil, +1 Universal Spell Power (1 pt)
Tier 1:
Harper Enchantment I: Your weapon gains an additional +1 to its Enhancement bonus. You gain +20 to your maximum Spell Points. (2 AP)
Traveler's Toughness: +5/+10/+15 maximum hit points. (3 AP)
Strategic Combat I (2 AP)
Versatile Adept I: +1/+2/+3 to Melee Power, Ranged Power, and Universal Spell Power. (3 AP)
Know the Angles: Antirequisite: Divine Might. You gain an Insight bonus to damage and the DC of tactical feats equal to ½ your Intelligence Modifier for 30/60/120 seconds. (Activation Cost: 21/18/15 spell points. Cooldown: 20 seconds) (3 AP)
Core 2: Harper Training I: Int or Cha or Dex. (1 AP). [I'm going to take Cha. Just kidding.]
Core 3: Agent of Good II: +2 to hit and damage versus evil, +5 Universal Spell Power. (1 AP)
Versatile Adept II: +1/+2/+3 to Melee Power, Ranged Power, and Universal Spell Power. (3 AP)
Int or Dex: +1 Intelligence or Dexterity (2 AP)
Core 4: Harper Training II: Int or Cha or Dex. (1 AP)
Versatile Adept III: +1/+2/+3 to Melee Power, Ranged Power, and Universal Spell Power. (3 AP)
Int or Dex: +1 Intelligence or Dexterity (2 AP)
Vigor of Life: +10 Positive Healing Amplification. -10% less damage from Negative Energy. (2 AP)
Throat Dagger: Activation cost: [+3/+2/+1] spell points. Cooldown: [60/30/15] seconds. SLA: Damages an enemy from afar for 1d4+4 Piercing damage per character level. Damaged non-boss enemies cannot cast spells for 6 seconds. Metamagic: Quicken, Enlarge (no extra cost). Spell resistance: No.
Core 5: Agent of Good III: +3 to hit and damage versus evil, +10 Universal Spell Power. (1 AP)
_________________________
So I ended up taking Strat Com I just to increase my to-hit. I've been getting a lot of glancing blows lately and that changed them back into hits. Yay.
First: the increase dps damage is great. My Needle crit once for over 4000 dam, and I saw 3700 a couple of times.
Second: Know the Angles is NOT working for 120 seconds. It's only working for 30 seconds on my toon and I have it at lvl III. Anyone else notice this? Anyways, it's a nice boost to dps.
Third: Throat Dagger. It also seems to be stuck on the first tier setting for cool down and cost. I've found that it does around 800-900 max damage. So it's ok, but not great. If you can learn to only cast it on casters, it's probably useful. But...in terms of adding raw dps, it might be worth not taking. It might be good for an SLA caster in their rotation, especially if you're a support caster. Then you could save it to use on enemy casters (but only if the cooldown is working at 15 secs...).
What are your thoughts?