View Full Version : Level 30 Feats?
Steve_Howe
05-25-2015, 02:54 PM
So...any speculation on any new possible feats we'll be able to take at 30th level?
Obviously, all the current feats will be available but I'm wondering if the Devs have any NEW feats they plan to introduce when the level cap goes up to 30? Will there be any new feats available as lower level choices or will these new feats ONLY be able to be chosen at 30th level?
What new Epic (or Heroic for that matter) feats would YOU like to see?
On a related note, since we were able to take Epic Destiny feats at 26th and 28th level, will we be able to take another one at 29th level? How about new Epic Destiny feats? If there are any, will we be able to take them only at level 29?
Any ideas on new Epic Destiny feats?
Silverleafeon
05-25-2015, 03:17 PM
A few thought (min levels not included)
Extra Twist Slot ~ most have all ED spheres completed
Epic Combat Casting ~ spells cannot be interupted
requires moble spell casting
Epic Maximize ~ same effect as Maximize at a very, greatly reduced sp cost
anti-requisite Maximize
Epic Empower ~ same effect as Empower at a very, greatly reduced sp cost
anti-requisite Empower
Epic Heighten ~ same effect as Heighten at a very, greatly reduced sp cost
Epic Spellcasting ____ ~ multi-selection of several ED SLA. choose one to gain as an SLA the higher tier an SLA is the less likely it will be on this list
Epic Fletching ~ any expendable missile has a 90% chance of being retained, no stacking with any other similar version.
Epic Potion Making ~ let your imagination go wild here
Epic ____ Caster Levels ~ Multi-selection: choose a spellcasting class. count your Epic levels towards your caster levels. Does not stack with ED caster levels.
Epic Drinker ~ any potion you drink has a 80% chance of being retain, no stacking with any other similar version.
Epic Eldritch Blast ~ add Xd6 to your Eb attacks.
Epic Pact Blast ~ add xd4 to your pact part of your EB attacks.
Epic Rune Arm ~ your rune arm damage addition is increased by XX% / you rune arm blast spell power base is increased by XX%
Epic Swordsmanship ~ you gain X melee power
Epic Archer ~ you gain X ranged power
hmmm... ran out of ideas, atm...
HastyPudding
05-25-2015, 03:38 PM
A few thought (min levels not included)
Extra Twist Slot ~ most have all ED spheres completed
Epic Combat Casting ~ spells cannot be interupted
requires moble spell casting
Epic Maximize ~ same effect as Maximize at a very, greatly reduced sp cost
anti-requisite Maximize
Epic Empower ~ same effect as Empower at a very, greatly reduced sp cost
anti-requisite Empower
Epic Heighten ~ same effect as Heighten at a very, greatly reduced sp cost
Epic Spellcasting ____ ~ multi-selection of several ED SLA. choose one to gain as an SLA the higher tier an SLA is the less likely it will be on this list
Epic Fletching ~ any expendable missile has a 90% chance of being retained, no stacking with any other similar version.
Epic Potion Making ~ let your imagination go wild here
Epic ____ Caster Levels ~ Multi-selection: choose a spellcasting class. count your Epic levels towards your caster levels. Does not stack with ED caster levels.
Epic Drinker ~ any potion you drink has a 80% chance of being retain, no stacking with any other similar version.
Epic Eldritch Blast ~ add Xd6 to your Eb attacks.
Epic Pact Blast ~ add xd4 to your pact part of your EB attacks.
Epic Rune Arm ~ your rune arm damage addition is increased by XX% / you rune arm blast spell power base is increased by XX%
Epic Swordsmanship ~ you gain X melee power
Epic Archer ~ you gain X ranged power
hmmm... ran out of ideas, atm...
Epic Combat Casting is much too anti-quicken. People will still take quicken, but it'll lose its luster.
Epic Fletching ruins one of the rogue mechanic's good features.
Otherwise, most of them look fairly decent.
Silverleafeon
05-25-2015, 03:43 PM
Epic Combat Casting is much too anti-quicken. People will still take quicken, but it'll lose its luster.
Perhaps:
Epic Quicken ~ same effect as quicken at a very, greatly reduced sp cost
anti-requisite Quicken
Epic Fletching ruins one of the rogue mechanic's good features.
Ok, how about
Epic Consumable ~ any consumable has a 33% chance of being retained, allows multiplicative stacking with any other similar version.
Otherwise, most of them look fairly decent.
Thanks for the feedback.
:) :) :)
bartharok
05-25-2015, 04:01 PM
Instead of antirequisite, it should be prerequisite, since the feats would otherwise require a feat swap in most cases.
Silverleafeon
05-25-2015, 04:08 PM
Instead of antirequisite, it should be prerequisite, since the feats would otherwise require a feat swap in most cases.
Ty for the feedback
:) :) :)
That would tie up 2 feats instead of 1?
Is that ok?
How about
Epic Metamagic: Multi-selection ~ choose a metamagic feat that you already have. Its sp cost is greatly reduced (say by 75% ? ~ after all other reductions are applied, rounded to nearest whole number). This feat can be taken multiple times; each time you take this feat you choose a different metamagic feat that you already have.
Steve_Howe
05-25-2015, 04:27 PM
For the Epic metamagic feats, I think it would be better to increase the amounts of Spellpower (Maximize, Empower) they add. This would help spells scale better into Epic levels/content.
bartharok
05-25-2015, 04:31 PM
Ty for the feedback
:) :) :)
That would tie up 2 feats instead of 1?
Is that ok?
How about
Epic Metamagic: Multi-selection ~ choose a metamagic feat that you already have. Its sp cost is greatly reduced (say by 75% ? ~ after all other reductions are applied, rounded to nearest whole number). This feat can be taken multiple times; each time you take this feat you choose a different metamagic feat that you already have.
Amplifying the effect of the non-epic feat would be the way to go in my opinion, both reducing cost and increasing effect are fine.
AnubisPrime
05-25-2015, 04:41 PM
Extra twist slot is already offered for Epic Completionist. Now don't get me wrong, I'll take a fifth twist slot...
Spekdah_NZ
05-25-2015, 05:25 PM
* Epic shapes for Druid, dragon, magical and monstrous beasts etc
* More epic spells (that are different) , nailed to the sky, Animus Blizzard, load of nightmares, safe time; http://www.d20srd.org/indexes/epicSpells.htm
* be interesting to see an epic spell crafting system so you could make your own spells, but prolly not on the radar
* as for epic feats, DDO already has most of the best ones ; http://www.d20srd.org/indexes/epicFeats.htm, although since vanguard has that shield charge feat now, maybe we can have dire charge, could allow us to take self-concealment multiple times. Still lots of useful feats to implement.
Silverleafeon
05-25-2015, 05:55 PM
Extra twist slot is already offered for Epic Completionist. Now don't get me wrong, I'll take a fifth twist slot...
Aye.
Perhaps room for one more twist slot, I hope?
Amplifying the effect of the non-epic feat would be the way to go in my opinion, both reducing cost and increasing effect are fine.
Ok,
Epic Empower: The empower feat now offers +75 more universal spell power, and its metamagic cost is reduced by half (rounded up) after all other sp reducing modifiers are applied.
Requirements: Empower Spell
Epic Maximize: The Maximize feat now offers +150 more universal spell power, and its metamagic cost is reduced by half (rounded up) after all other sp reducing modifiers are applied.
Requirements: Maximize Spell
How does thus sound?
Spekdah_NZ
05-25-2015, 10:11 PM
Aye.
Perhaps room for one more twist slot, I hope?
Ok,
Epic Empower: The empower feat now offers +75 more universal spell power, and its metamagic cost is reduced by half (rounded up) after all other sp reducing modifiers are applied.
Requirements: Empower Spell
Epic Maximize: The Maximize feat now offers +150 more universal spell power, and its metamagic cost is reduced by half (rounded up) after all other sp reducing modifiers are applied.
Requirements: Maximize Spell
How does thus sound?
There is the epic metamagic feats Enhance Spell and Intensify Spell. DDO could adapt these; they could be nice and lower spellcraft ranks required for Intensify Spell. The could also scale Enhance Spell so spells work better at epic levels 21-30.
Enhance Spell [Metamagic][Epic]
Prerequisite: Maximize Spell.
Benefit
The damage cap for your spells increases by 10 dice (for spells that deal a number of dice of damage equal to caster level) or by 5 dice (for spells that deal a number of dice of damage equal to half caster level). An enhanced spell uses up a spell slot four levels higher than the spell’s actual level. This feat has no effect on spells that don’t specifically deal a number of dice of damage equal to the caster’s level or half level, even if the spell’s effect is largely dictated by the caster’s level.
Intensify Spell [Metamagic][Epic]
Prerequisites: Empower Spell, Maximize Spell, Spellcraft 30 ranks, ability to cast 9th-level arcane or divine spells.
Benefit
All variable, numeric effects of an intensified spell are maximized, then doubled. An intensified spell deals twice maximum damage, cures twice the maximum number of hit points, affects twice the maximum number of targets, and so forth, as appropriate. Saving throws and opposed rolls are not affected. An intensified spell uses up a spell slot seven levels higher than the spell’s actual level. You can’t combine the effects of this feat with any other feat that affects the variable, numeric effects of a spell.
Silverleafeon
05-25-2015, 10:46 PM
There is the epic metamagic feats Enhance Spell and Intensify Spell. DDO could adapt these; they could be nice and lower spellcraft ranks required for Intensify Spell. The could also scale Enhance Spell so spells work better at epic levels 21-30.
Enhance Spell [Metamagic][Epic]
Prerequisite: Maximize Spell.
Benefit
The damage cap for your spells increases by 10 dice (for spells that deal a number of dice of damage equal to caster level) or by 5 dice (for spells that deal a number of dice of damage equal to half caster level). An enhanced spell uses up a spell slot four levels higher than the spell’s actual level. This feat has no effect on spells that don’t specifically deal a number of dice of damage equal to the caster’s level or half level, even if the spell’s effect is largely dictated by the caster’s level.
Intensify Spell [Metamagic][Epic]
Prerequisites: Empower Spell, Maximize Spell, Spellcraft 30 ranks, ability to cast 9th-level arcane or divine spells.
Benefit
All variable, numeric effects of an intensified spell are maximized, then doubled. An intensified spell deals twice maximum damage, cures twice the maximum number of hit points, affects twice the maximum number of targets, and so forth, as appropriate. Saving throws and opposed rolls are not affected. An intensified spell uses up a spell slot seven levels higher than the spell’s actual level. You can’t combine the effects of this feat with any other feat that affects the variable, numeric effects of a spell.
+1 very good research
Steve_Howe
05-25-2015, 10:55 PM
There is the epic metamagic feats Enhance Spell and Intensify Spell. DDO could adapt these; they could be nice and lower spellcraft ranks required for Intensify Spell. The could also scale Enhance Spell so spells work better at epic levels 21-30.
Enhance Spell [Metamagic][Epic]
Prerequisite: Maximize Spell.
Benefit
The damage cap for your spells increases by 10 dice (for spells that deal a number of dice of damage equal to caster level) or by 5 dice (for spells that deal a number of dice of damage equal to half caster level). An enhanced spell uses up a spell slot four levels higher than the spell’s actual level. This feat has no effect on spells that don’t specifically deal a number of dice of damage equal to the caster’s level or half level, even if the spell’s effect is largely dictated by the caster’s level.
Intensify Spell [Metamagic][Epic]
Prerequisites: Empower Spell, Maximize Spell, Spellcraft 30 ranks, ability to cast 9th-level arcane or divine spells.
Benefit
All variable, numeric effects of an intensified spell are maximized, then doubled. An intensified spell deals twice maximum damage, cures twice the maximum number of hit points, affects twice the maximum number of targets, and so forth, as appropriate. Saving throws and opposed rolls are not affected. An intensified spell uses up a spell slot seven levels higher than the spell’s actual level. You can’t combine the effects of this feat with any other feat that affects the variable, numeric effects of a spell.
Nice.
Connman
05-25-2015, 11:45 PM
Epic sprint boost. Double the run rate for 20 seconds.
While we are talking about feats, how about steel body so warforged can get medium armor.
Silverleafeon
05-26-2015, 02:53 AM
There is the epic metamagic feats Enhance Spell and Intensify Spell.
Enhance Spell [Metamagic][Epic]
Prerequisite: Maximize Spell ; Min level 21
Benefit: The max caster level of your spells that do direct damage with dice is increased by 10. Spell cost is 32 sp.
Intensify Spell [Metamagic][Epic]
Prerequisites: Empower Spell, Maximize Spell, Spellcraft 20 ranks, ability to cast 9th-level arcane or divine spells ; Min level 21
Benefit your spells gain 300 spell power. Spell cost is 50 sp.
Not sure if that is a direct enough interpretation, look it over.
Might need tweaking too.
Silverleafeon
05-26-2015, 03:13 AM
Improved Metamagic [Epic]
Prerequisites
Four metamagic feats, Spellcraft 30 ranks.
Benefit
The spell slot modifier of all your metamagic feats is reduced by one level, to a minimum of +1. This feat has no effect on metamagic feats whose spell slot modifier is +1 or less.
Special
You can gain this feat multiple times. The effects stack, though you can’t reduce any metamagic feat’s spell slot modifier to less than +1.
{Note Empower is a +1 slot modifier, Maximize is a +2 slot modifier.}
Improved Alignment-Based Casting [Epic]
Prerequisites
Access to domain of Chaos, Evil, Good, or Law, alignment must match domain chosen, ability to cast 9th-level divine spells.
Benefit
Select an alignment-based domain (Chaos, Evil, Good, or Law) to which you have access. You cast spells with that alignment descriptor at +3 caster level.
Special
This benefit overrides (does not stack with) the granted powers of the Chaos, Evil, Good, and Law domains. You may select this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a different alignment-based domain to which you have access.
Improved Combat Casting [Epic]
Prerequisites
Combat Casting, Concentration 25 ranks.
Benefit
You don’t incur attacks of opportunity for casting spells when threatened.
Improved Manyshot [Epic]
Prerequisites
Dex 19, base attack bonus +21, Many-shot, Point Blank Shot, Rapid Shot
Benefits
As Manyshot, but the number of arrows you can fire is limited only by your base attack bonus (two arrows, plus one arrow for every 5 points of base attack bonus above +6).
Special
Regardless of the number of arrows you fire, you only apply precision-based damage (such as sneak attack damage or the ranger’s favored enemy bonus) once. If you score a critical hit, only one of the arrows deals critical damage (your choice); all others deal normal damage.
Normal
With the Manyshot feat, you are limited to a maximum of four arrows fired (when your base attack bonus is +16 or higher).
Improved Sneak Attack [Epic]
Prerequisite
Sneak attack +8d6.
Benefit
Add +1d6 to your sneak attack damage.
Special
You can gain this feat multiple times. Its effects stack.
Improved Spell Capacity [Epic]
Prerequisite
Ability to cast spells of the normal maximum spell level in at least one spellcasting class.
Benefit
When you select this feat, you gain one spell slot per day of any level up to one level higher than the highest-level spell you can already cast in a particular class. You must still have the requisite ability score (10 + spell level) in order to cast any spell stored in this slot. If you have a high enough ability modifier to gain one or more bonus spells for this spell level, you also gain the bonus spells for this spell level. You must use the spell slot as a member of the class in which you can already cast spells of the normal maximum spell level.
Special
You can gain this feat multiple times.
Improved Whirlwind Attack [Epic]
Prerequisites
Int 13, Dex 23, Combat Expertise, Dodge, Mobility, Spring Attack, Whirlwind Attack.
Benefit
As a standard action, you can make one melee attack for every five points of your base attack bonus (including epic attack bonus, round fractions down).
You cannot attack any one opponent more than once as part of this action. These attacks (as well as all other attacks made until the start of your next turn) suffer a -4 penalty.
When using the Improved Whirlwind feat, you also forfeit any bonus or extra attacks granted by other spells or abilities (such as Cleave or the haste spell).
Since these attacks are made as part of a standard action, you can’t make a 5-foot step between any two of the attacks.
Normal
Without this feat, using the Whirlwind Attack feat requires a full attack action, and you can take a 5-foot step between any two of the attacks.
Infinite Deflection [Epic]
Prerequisites
Dex 25, Combat Reflexes, Deflect Arrows, Improved Unarmed Strike.
Benefit
You may perform any number of deflections each round, as the Deflect Arrows feat.
Lingering Damage [Epic]
Prerequisite
Sneak attack +8d6, crippling strike class feature.
Benefit
Any time you deal damage with a sneak attack, that target takes damage equal to your sneak attack bonus damage on your next turn as well.
Fast Healing [Epic]
Prerequisite
Con 25.
Benefit
You gain fast healing 3, or your existing fast healing increases by 3. This feat does not stack with fast healing granted by magic items or nonpermanent magical effects.
Special
You can gain this feat multiple times. Its effects stack.
Epic Weapon Focus [Epic]
Prerequisite
Weapon Focus and Greater Weapon Focus in the chosen weapon.
Benefit
Add a +2 bonus to all attack rolls you make using the selected weapon.
Special
You can gain this feat multiple times. Its effects do not stack. Each time you take the feat it applies to a different type of weapon.
Epic Weapon Specialization [Epic]
Prerequisites
Epic Weapon Focus, Weapon Focus, Weapon Specialization (all in the chosen weapon).
Benefit
Add +4 to all damage you deal using the selected weapon. If the weapon is a ranged weapon, the damage bonus only applies if the target is within 30 feet.
Special
You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a different type of weapon.
Epic Spellcasting [Epic]
Prerequisite
Spellcraft 24 ranks, Knowledge (arcana) 24 ranks, ability to cast 9th-level arcane spells. OR Spellcraft 24 ranks, Knowledge (religion) 24 ranks, ability to cast 9th-level divine spells. OR Spellcraft 24 ranks, Knowledge (nature) 24 ranks, ability to cast 9th-level divine spells.
Benefit
You may develop and cast epic spells. If you are an arcane spellcaster, you may cast a number of epic spells per day equal to your ranks in Knowledge (arcana) divided by 10. If you are a divine spellcaster, you may cast a number of epic spells per day equal to your ranks in Knowledge (religion) or Knowledge (nature) divided by 10.
Special
If you meet more than one set of prerequisites, the limit on the number of spells you may cast per day is cumulative.
Bane Of Enemies [Epic]
Prerequisites
Survival 24 ranks, five or more favored enemies.
Benefit
Any weapon you wield against one of your favored enemies is treated as a bane weapon for that creature type (thus, its enhancement bonus is increased by +2 and it deals +2d6 points of damage). This ability doesn’t stack with similar abilities.
Death Of Enemies [Epic]
Prerequisites
Bane of Enemies, Survival 30 ranks, five or more favored enemies.
Benefit
Any time you score a critical hit against one of your favored enemies, it must make a Fortitude save (DC 10 + ½ your ranger class level + your Wisdom modifier) or die instantly.
Special
Creatures immune to critical hits can’t be affected by this feat.
Automatic Quicken Spell [Epic]
Prerequisites
Quicken Spell, Spellcraft 30 ranks, ability to cast 9th-level arcane or divine spells.
Benefit
You may cast all 0-, 1st-, 2nd-, and 3rd-level spells as quickened spells without using higher-level spell slots. The normal limit to the number of quickened spells you may cast per round applies. Spells with a casting time of more than 1 full round can’t be quickened.
Special
You can gain this feat multiple times. Each time you take the feat, the spells of your next three lowest spell levels can now be quickened with no adjustment to their spell slots. This feat doesn’t increase the casting time for those spells that normally become full-round actions when cast in metamagic form.
Uncanny Accuracy [Epic]
Prerequisites
Dex 21, base attack bonus +11, Point Blank Shot, Precise Shot, Improved Precise Shot, Spot 20 ranks.
Benefit
Your ranged attacks ignore the miss chance granted to targets by total concealment. You must aim your attacks at the correct square to take advantage of this feat.
Normal
Without this feat, you suffer a 50% miss chance when making a ranged attack against a target with total concealment.
Special
A character with at least 11 levels of ranger can qualify for this feat even if he or she does not have the prerequisites for it, but can only use it when wearing light or no armor.
Certon
05-26-2015, 12:08 PM
Some Epic feats, and others I just find interesting, like the Permadeath feat:
1. Intense Focus (PREREQ: 20 ranks in Concentration) -- 20% Bonus effect from all items/augment effects which increase spell power. Example: +90 Glaciation item gives you +108 Glaciation instead.
2. Spell Shield: effects attempting to dispel your buffs must first overcome a DC equal to your highest ability score.
3. Feedback: Hostile spells cast at you have a 50% chance of also affecting the caster of the spell.
4. Greater Construct Essence: You have realized your potential and become a true construct. 100% effect from repair spells and -50% effect from positive energy. As a side effect, you take 100% rust damage but have become immune to energy drain.
5. Monkey Grip: You may equip a two handed weapon in one hand.
6. Student of the Enlightened Orb: you may remain centered while an orb is equipped.
7. Packrat: Your encumbrance level is reduced by a full category, and chests you loot are at +1 loot level.
8. Permadeath: A character with this feat cannot be raised from the dead, but enjoys a +20% boost to HP. A challenge feat. This toon MUST TR to continue playing. This feat must be taken at level 1.
Silverleafeon
05-26-2015, 03:20 PM
Some Epic feats, and others I just find interesting, like the Permadeath feat:
Hmm,,reads with interest...
1. Intense Focus (PREREQ: 20 ranks in Concentration) -- 20% Bonus effect from all items/augment effects which increase spell power. Example: +90 Glaciation item gives you +108 Glaciation instead.
Very nice. I like this theme.
Willing to go for the range of 10~25%
2. Spell Shield: effects attempting to dispel your buffs must first overcome a DC equal to your highest ability score.
Interesting, might not be real popular, but could be handy.
3. Feedback: Hostile spells cast at you have a 50% chance of also affecting the caster of the spell.
Sounds like great fun, maybe even something to put into magistar tier 6.
Willing to go for the range of 15~50%
4. Greater Construct Essence: You have realized your potential and become a true construct. 100% effect from repair spells and -50% effect from positive energy. As a side effect, you take 100% rust damage but have become immune to energy drain.
Sounds interesting.
5. Monkey Grip: You may equip a two handed weapon in one hand.
This lead to the most broken pen and paper builds, probably best to avoid this one.
But yes it has to go on any "These are interesting pen and paper feats list."
6. Student of the Enlightened Orb: you may remain centered while an orb is equipped.
Ok, not sure what builds would benefit, but no real harm?
Sounds ok to me.
7. Packrat: Your encumbrance level is reduced by a full category, and chests you loot are at +1 loot level.
Definitely of interest.
Nicely written.
8. Permadeath: A character with this feat cannot be raised from the dead, but enjoys a +20% boost to HP. A challenge feat. This toon MUST TR to continue playing. This feat must be taken at level 1.
Hmm,,.,first time seeing an official bid for permadeath feat.
Something to consider.
Looks a bit complex to program.
Oh, immune to anything but releasing?
Silverleafeon
05-26-2015, 03:30 PM
And of course this one probably need rewriting (possible changes in red)
Epic Power
Usage: Passive
Prerequisite: None
Description
+3 Melee Power
+3 Ranged Power
+6 Universal Spell Power
+6 Universal Spell Critical Damage Bonus
Note
This feat is automatically given to all characters each time they gain an Epic level.
if one adds
+1~6 Universal Spell Power
+1~6 Universal Spell Critical Damage Bonus
to ED innates
Eventually the question becomes
more metamagics that cost sp (thereby boosting SLAs)
or
cheaper metamagic costs (thereby boosting normal magic)
and
bonuses to max caster levels (thereby boosting both)
bonuses to Epic Power and Innates (thereby boosting both)
and
more Epic Spells (such as the possible upcoming Epic DoT spell)
and
Epic Greensteel (with better spellpower, spell crit, spell crit damage, etc...)
Or perhaps all of the above for variety?
Certon
05-26-2015, 03:34 PM
Hmm,,.,first time seeing an official bid for permadeath feat.
Something to consider.
Looks a bit complex to program.
Oh, immune to anything but releasing?
I suppose you'd have to be able to release. It COULD get very complicated. A permadeath character who has died is stuck in the Hall of Heroes until they TR or ITR which they may do below the level normally allowed, and may not enter adventure areas or teleport, and unless they are 20 or higher do not get past life credit for a TR (or 28 for an ITR.)
PsychoBlonde
05-26-2015, 03:42 PM
Epic Combat Casting is much too anti-quicken. People will still take quicken, but it'll lose its luster.
Epic Fletching ruins one of the rogue mechanic's good features.
Otherwise, most of them look fairly decent.
Requires mobile spellcasting? Nobody's going to drop 3 feats to get an ability they can get from 1.
kwyjibo_lol
05-26-2015, 05:10 PM
Extreme Skill Focus Jump - Grants +40 to your jump score (Requires Skill Focus Jump, Epic Skill Focus Jump and a 40 jump score.)
Extreme Mass Frog - Everything around you has been transmuted into a Frog, no Save (-100 Spell Penetration check)
Kawai
05-26-2015, 09:11 PM
would luv to see them trash whole system & give us normal levelling through 30.
arguments:
we're supposed ta b EPIC toons.
most feats are ridonckulous anyway. wouldn't hurt anything.
moar skillies might b a bit much? -but still not sold on that.
can STILL keep the EPIC feats included even... *shrug
would also love to see us given ability to b granted a 4th class.
Angelic-council
05-26-2015, 09:22 PM
We probably don't get too much.
We already have ruin/helball and all that goodness.. Well, I'm guessing, new epic destiny feat (lv30): requires 3 sphere to be maxed.
Epic quicken and epic maximize would be weird. How greatly it will be reduced anyways. You can reduce -9 SP with the enhancement and another - 6 SP with augment total 15 SP out of 25. And we already have 10% SP cost reduction glove.
Silverleafeon
05-27-2015, 09:06 AM
Epic quicken and epic maximize would be weird. How greatly it will be reduced anyways. You can reduce -9 SP with the enhancement and another - 6 SP with augment total 15 SP out of 25. And we already have 10% SP cost reduction glove.
I'll admit, putting metamagic efficency options on Epic Greensteel and Epic Cannith Crafting (and a few modern epic named items) would satisfy that area fairly well. We mostly see that sort of thing on outdated older stuff like the ring of thelnos or arcane shard.
Silverleafeon
05-27-2015, 09:07 AM
Requires mobile spellcasting? Nobody's going to drop 3 feats to get an ability they can get from 1.
Aye, a three feat tax is pretty heavy, maybe even too heavy?
Its certainly a tough choice.
Silverleafeon
05-27-2015, 07:43 PM
I guess one of the problems with offer completely free metamagics is that it eliminates the "tough choices" theory of DDO development.
Since both the new found epic feats involve more damage either by increasing dice, maximizing dice, and doubling the results of dice rolls, they could be summarized into +X00 Spell Power in a fashion?
At least one of the two, could be introduced in that fashion?
Steve_Howe
05-27-2015, 10:17 PM
Since both the new found epic feats involve more damage either by increasing dice, maximizing dice, and doubling the results of dice rolls, they could be summarized into +X00 Spell Power in a fashion?
At least one of the two, could be introduced in that fashion?
Yes. This idea was mentioned earlier in this thread.
sirgog
05-28-2015, 12:11 AM
If past level cap increases are anything to go by, there will likely be a huge power level boost at 30, sufficient to nearly trivialize almost all 28 and under content, followed by nothing much to do at 30.
I expect it will be a new system rather than a single feat though.
Silverleafeon
05-28-2015, 12:21 AM
...rather than a single feat though.
Jiminy Cricket, I don't get my One Feat to Rule them all ?!?
Ereshkigal
08-08-2015, 12:36 AM
I suppose you'd have to be able to release. It COULD get very complicated. A permadeath character who has died is stuck in the Hall of Heroes until they TR or ITR which they may do below the level normally allowed, and may not enter adventure areas or teleport, and unless they are 20 or higher do not get past life credit for a TR (or 28 for an ITR.)
Select Permadeath Feat at level 1.
Die.
Hit release button.
Appear in tavern of choice as a new level 1 character that was rolled up completely randomly by the server, that has permadeath as it's level 1 feat as well.
:)
Rathic
08-08-2015, 01:04 AM
Level 30 will also have epic destiny feats (3 maxed destinies required) so don't forget about that...
AlcoArgo
08-08-2015, 01:22 AM
So...any speculation on any new possible feats we'll be able to take at 30th level?
Epic Lag Immunity (Passive) When taken this character is now immune from server lag and will remain active while all else around, both mobs and party members, are frozen. Also, load screens will have a maximum 2 second loading time.
Epic Combat Casting is much too anti-quicken. People will still take quicken, but it'll lose its luster.
Epic Fletching ruins one of the rogue mechanic's good features.
Otherwise, most of them look fairly decent.
I agree except for potion thing I dont think that makes any sense to retain a potion
Perhaps:
Epic Quicken ~ same effect as quicken at a very, greatly reduced sp cost
anti-requisite Quicken
Ok, how about
Epic Consumable ~ any consumable has a 33% chance of being retained, allows multiplicative stacking with any other similar version.
Thanks for the feedback.
:) :) :)
The consumable thing makes sense except for potions to me
bartharok
08-08-2015, 03:21 AM
I agree except for potion thing I dont think that makes any sense to retain a potion
I dont want to think about just HOW they keep that potion...
kmoustakas
08-08-2015, 03:45 AM
Could we make a petition to NOT have level 30 (or 29) in general?
LightBear
08-08-2015, 04:49 AM
Lasting Faith - Gain 3 extra faith points to spend.
Higher Faith - You can now twist in tier 5 epic destiny abilities.
Vellrad
08-08-2015, 05:56 AM
*** is faith point?
Gauthaag
08-08-2015, 06:22 AM
*** is faith point?
Fate point I guess ...still sounds like BS
Jatner
08-08-2015, 06:54 AM
Select Permadeath Feat at level 1.
Die.
Hit release button.
Appear in tavern of choice as a new level 1 character that was rolled up completely randomly by the server, that has permadeath as it's level 1 feat as well.
:)
Make it easier. When a player with the permadeath feat hits release, they are returned to the character creation screen retaining their name. Possibly allow an 'Inheritance cache' which would work similarly to the existing TR cache
Nightmanis
08-08-2015, 09:40 AM
Lycanthropy
-Werewolf, Weretiger or Werebear. Speed, strength or defense. It doesn't even have to be make or break boosts. I just want the look.
Ambidextrous
-+15% offhand doublestrike, 10% stacking attack speed when dual wielding, 20% when unarmed.
Way of the Old Ones
-+2 wisdom, +1[w], -10% ki costs and ki attack cooldowns, +1 crit threat range on your unarmed attacks.
-Prereq: Improved Martial Arts
Master of Shadows
-Sneak attack can now crit. 19-20/x2, +crit threat improvements apply but not multipliers.
-Prereq: Improved Sneak Attack
Perfect assistant
-Summon a perfect clone of yourself as a hireling. The first 4 attacks on your #1 hotbar are all the attacks it has. All augment summoning abilities apply. Has the ai of Wyoh.
I'll think of more later.
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