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Tlorrd
06-30-2015, 09:16 PM
Seeing how Warlock/Paladin/Bard have had new implementations/overhauls making them reliably able to solo EE's, here is my take on overhauling the Radiant Servant Enhancement Tree to make clerics more interesting IMHO.

Radiant Servant: A celestial conduit to scourge undead and bring warmth to their fellow comrades.

Seeing as the majority of healing spells are conjuration based and clerics get it as their past life feats, I focused on those to carry the theme of undead scourge/healer. I'm sure a few of my suggestions may be OP'd but what isn't these days. Feel free to comment likes/dislikes, etc. I hope the devs see this and overhaul radiant servant in some way. I have bolded my changes/suggestions and have reordered a few things.

Enjoy!

Core Abilities


1 AP, class level 1: Healing Domain: For each action point spent in this tree, you gain 0.5 Universal Spell Power and 1 Positive Energy Spell Power. (These stack, effectively giving 1.5 Positive Spell Power per point)

5 AP, class level 3: Pacifism: Toggle: You gain 25 Positive Energy Spell Power and 3% Positive Energy Spell Critical Chance, but have -50 Spell Power and cannot critically hit with other spell damage types, and deal -1[W] damage.
- You gain +1% Positive Energy Spell Critical Chance

10 AP, class level 6: Positive Energy Burst: You gain +1% Positive Energy Spell Critical Chance.
Channel Divinity: A wave of positive energy that expands from the caster, healing 1d8 plus 1 per Cleric level to all nearby allies, as well as removing 1d4 negative levels and 1d6 points of ability damage. Undead are instead damaged by the energy, taking 1d8 points of damage per Cleric level - a successful Will save reduces the damage by half. (Metamagic: Empower, Empower Heal, Maximize, Quicken. Spell Resistance: Yes)

20 AP, class level 12: Improved Empower Healing: You gain +1% Positive Energy Spell Critical Chance. The Empower Healing Spell metamagic now grants +100 Positive Energy Spell Power instead of +75.
- Every positive energy spell you cast grants 25 temporary spell points (may happen only once every 60 seconds)

30 AP, class level 18: Positive Energy Shield: You gain +1% Positive Energy Spell Critical Chance.
Channel Divinity: Your living ally receives temporary hit points equal to your Heal skill. Your target also receives +20 Sacred healing amplification from positive energy for the next 60 seconds. (Cooldown: 30 seconds)
- You gain +20% Positve Energy Critical Damage
- Divine Health: You are immune to natural, magical, and supernatural diseases.

41 AP, class level 20: Radiant Servant: You gain +4 Wisdom. Every fifth positive energy spell you cast deals maximum healing and has +50% chance to critical.
- You gain +30% Positive Energy Critical Damage
- You gain +1% Positive Energy Critical Chance
- Celestial Aura: Holy Aura is permanently in effect and can be toggled to be recast every 30 seconds
- You gain DC +2 to your Conjuration spells


Tier One

1. Extra Turning: +1/+2/+3 Turn Undead per rest.
2. Wand Mastery: +25%/+50%/+75% effectiveness of your wands, scrolls, and other items that cast spells, and +1/+2/+3 to the save DCs of your offensive wands.
3. Divine Cleansing: Channel Divinity: Removes harmful effects from your target. Leaves a lingering immunity to natural and magical diseases and poisons for 12 seconds per-Cleric level. (Cooldown: 2 seconds)
-Rank 1: Removes all Disease and Poison effects.
-Rank 2: Removes all Blindness, Curse, Disease and Poison effects.
-Rank 3: Removes all Blindness, Curse, Disease, Paralysis, Petrification and Poison effects.
4. Healing Hands: SLA Close Wounds (SP cost: 5)
5. Altruism: +1/+2/+3 Concentration, Diplomacy and Heal. Rank 3: You also gain +10 Positive Energy Spell Power.


Tier Two

1. Improved Turning: You count as 1/2/3 levels higher when turning undead. This increases the maximum level of creature you can turn and also increases the total number of hit dice you can turn.
In addition, you add an additional 2/4/6 to the number of hit dice you can turn.
2. Purge Dark Magics: Channel Divinity: Dispels 1/2/3 hostile magical effects from your target. (Cooldown: 6 seconds)
3. Divine Healing: Divine Healing: Your target heals 1d4/2d4/4d4 hp every 2 seconds for 2 seconds per point of Heal skill you possess. (Cooldown: 2 seconds)
4. Efficient Empower Healing: Healing spells cast while the Empower Healing Spell feat is activated cost 1/2/4 fewer spell points.
5. The Hand of God: SLA Deific Vengeance (SP cost: 6/5/4; Cooldown 6/5/4 seconds)

Tier Three

1. Mighty Turning: Undead that you successfully turn are instead destroyed.
2. Intense Healing: Your Positive Energy Spells are cast at +1/+2/+3 caster level
3. Unyielding Sovereignty: Activate: Fully heals all hit point damage done to a targeted ally, and removes ability damage, death penalty effects, negative levels, and the conditions blinded, dazed, deafened, diseased, exhausted, fatigued, feebleminded, insanity, nauseated, poisoned, and stunned. (Cooldown: 5 minutes)
4. Efficient Heighten: Using the Heighten Spell Metamagic costs you 1/2 fewer Spell Point per heightened level.
5. WIS/CHA


Tier Four

1. Endless Turning: Turn Undead uses regenerate at a rate of one every 120 seconds, or 10%/20%/30% faster if it already regenerates.
2. Incredible Healing: The maximum caster level of your Positive Energy Spells are increased by 1/2/3.
3. Reactive Heal: Channel Divinity: The next time your target falls below 25% hit points, they receive 10x Heal skill positive energy healing. A target can only benefit from a Reactive Heal once every 2 minutes (reset by resting). This healing effect is only affected by heal skill. (Cooldown: 6 seconds)
4. DC or Spellpower or Healing Amp: Increase your spellpower or your Difficulty Checks for a spellcaster school or healing amplification
- +1 to DC Conjuration Spells
- +20 Positive Spellpower
- +20 Healing Amp
5. WIS/CHA


Tier Five

1. Celestial Turning: Turn Undead may now banish extraplanar creatures similar to the banishment spell centered on the caster
2. Celestial Smite: SLA: Cometfall (SP cost 30/25/20, Cooldown 12/10/8 seconds)
3. Cure Focus: Your Cure Wounds spells have no maximum caster level.
4. DC or Spellpower or Healing Amp: Increase your spellpower or your Difficulty Checks for a spellcaster school or healing amplification
- +1 to DC Conjuration Spells
- +20 Positive Spellpower
- +20 Healing Amp
5.Positive Energy Aura: Channel Divinity: A positive energy aura envelops you in an aura of healing, positive energy, and affects a number of targets equal to Cleric level. Allies within the aura are healed 1 hit point per 3 Cleric levels as long as they remain within it. Undead enemies are damaged for the same amount. (Cooldown: 6 seconds)
- While this aura is in effect you gain +1 Diplomacy every 3 seconds stacking to a maximum of +5 and Enemies are subject to a weaken will effect -1 every 3 seconds stacking to a maximum of -5

Comment: On Martyrdom: If this is kept, it should cast a reactive heal type thing AND a Resurrection spell to all those around seeing as usually this Radiant Servant should be the last man/woman standing

FranOhmsford
06-30-2015, 09:52 PM
Any change to Radiant Servant needs to move Radiant Aura back where it belongs - Core 4!

genneko
07-01-2015, 07:05 AM
Any change to Radiant Servant needs to move Radiant Aura back where it belongs - Core 4!

Personally disagree. Time passes too much to change it now.
We should avoid the change if considering impact on existing various cleric-split build.
(In the first place I can't think that cleric benefits dramatically by this change)

revamp unpopular enhs -> yes, add new 'cool' enhs -> yes, but change structure of enh tree -> no.

axel15810
07-01-2015, 11:58 AM
I don't have time right now to go over and comment on every suggestion you made but it doesn't make sense to have offensive caster abilities in the radiant servant tree. Not all clerics are casters. Remember, cleric is not only a casting class. Like Druids, they're just as capable as being built as melee characters. Putting offensive caster stuff in radiant servant doesn't make sense since aura/radiant bursts are actually much more of a benefit for melee clerics currently than it is for casting clerics (they are on the front lines therefore more often in range of those needing heals). Those casting bonuses would do nothing for melee builds.

The DC bonuses, SLAs, ect. need to be multiselectors in the caster tree. Like archmage, let clerics specialize more in a specific school. I don't see anything wrong with the current design of having 1 tree for melee, 1 for casting and 1 for healing.

I do agree that aura needs to not be so darn high in the tree. It has always felt too high. Core 4 would make much more sense, that's where I think it should be as well. I don't like that casters have to choose between T5 disciple and T5 radiant servant. On the downside we'd go back to a required 12 cleric levels for aura so we couldn't take it as early. Also it would kill some low cleric splash builds who go for aura to recharge spirit in Druid ED but that seems like a small price to pay.

FranOhmsford
07-01-2015, 12:08 PM
On the downside we'd go back to a required 12 cleric levels for aura so we couldn't take it as early. Also it would kill some low cleric splash builds who go for aura to recharge spirit in Druid ED but that seems like a small price to pay.

This is what I don't get?

So basically it's fine to punish Pure Warpriests and Divine Disciples by taking away the Aura so that a Druid or Paladin with 5 Cleric levels has the choice to take what let's face it is an OP ability when Utilised in this way?

As a Lvl 12 ability available to All mainline Clerics Radiant Aura is great but in no way OP.
As a Tier 5 available to anyone who wants to fit in 5 Cleric levels on their build with all the other obvious benefits that entails PLUS providing an easy way to avoid a penalty/time limit associated with an Epic Destiny ability that clearly wasn't meant to be avoided it's blatantly OP!

Not to mention that Radiant Aura only moved to Tier 5 when the Enhancement revamp happened and before that it did require a minimum 12 Cleric levels to take!

UurlockYgmeov
07-01-2015, 12:10 PM
This is what I don't get?

So basically it's fine to punish Pure Warpriests and Divine Disciples by taking away the Aura so that a Druid or Paladin with 5 Cleric levels has the choice to take what let's face it is an OP ability when Utilised in this way?

As a Lvl 12 ability available to All mainline Clerics Radiant Aura is great but in no way OP.
As a Tier 5 available to anyone who wants to fit in 5 Cleric levels on their build with all the other obvious benefits that entails PLUS providing an easy way to avoid a penalty/time limit associated with an Epic Destiny ability that clearly wasn't meant to be avoided it's blatantly OP!

Not to mention that Radiant Aura only moved to Tier 5 when the Enhancement revamp happened and before that it did require a minimum 12 Cleric levels to take!

I have to admit, I agree with Fran - move it back to core 4.

axel15810
07-01-2015, 12:57 PM
This is what I don't get?

So basically it's fine to punish Pure Warpriests and Divine Disciples by taking away the Aura so that a Druid or Paladin with 5 Cleric levels has the choice to take what let's face it is an OP ability when Utilised in this way?

As a Lvl 12 ability available to All mainline Clerics Radiant Aura is great but in no way OP.
As a Tier 5 available to anyone who wants to fit in 5 Cleric levels on their build with all the other obvious benefits that entails PLUS providing an easy way to avoid a penalty/time limit associated with an Epic Destiny ability that clearly wasn't meant to be avoided it's blatantly OP!

Not to mention that Radiant Aura only moved to Tier 5 when the Enhancement revamp happened and before that it did require a minimum 12 Cleric levels to take!

No I agree with you, like I said I believe it should go to core 4 as well. I'm just pointing out the downsides to that change. Devs usually try to not destroy existing builds if they can help it.

FranOhmsford
07-01-2015, 01:18 PM
No I agree with you, like I said I believe it should go to core 4 as well. I'm just pointing out the downsides to that change. Devs usually try to not destroy existing builds if they can help it.

Remember Crit Rage Barbs?

The Devs have a tried and tested method for reverting enhancement mistakes that break the game - You keep your enhancements until you TR!

Remember the Enhancement Pass itself?

Another tried and tested method for when it's obvious that some builds will be broken by the changes - A Free +20 Lesser Heart!

Now the current situation of everytime a tree is redone everyone loses every enhancement in that tree and has to respend won't work when we're talking about actual Class levels that were taken mainly to synergise with an Enhancement that's no longer available but as I've noted above there are other options!

biglou
07-31-2015, 03:05 PM
would like to see a Disruption type attack added to tree, that uses players turn undead ability to attacks

EllisDee37
07-31-2015, 03:15 PM
The Devs have a tried and tested method for reverting enhancement mistakes that break the game - You keep your enhancements until you TR!I suspect that was a symptom of the spaghetti code mess the old enhancement system was, and the new system wouldn't allow for that sort of thing.

AbyssalMage
07-31-2015, 03:30 PM
Not going to comment on this in detail.

Pacifism - Needs to be replaced. Its basically worthless (actually it is worthless).

I like that you are trying to place more SLA's into the Tree. Not sure I agree with your choices but its a start.

I agree that conjuration should be a focus, considering it is their PL bonus. Unfortunately, they need to do a spell pass before they tackle Cleric (or any of the caster tree's). Hopefully a spell pass happens before they work on any of the caster tree's but I have a feeling this wont happen. Which makes focusing on Conjuration focus worthless.