View Full Version : Update 29 Feats: Epic Destiny Feats
Steelstar
11-17-2015, 05:07 PM
***Please make sure you have read this thread first, it contains an overview of Update 29 Feats.*** (https://www.ddo.com/forums/showthread.php/467837-Update-29-Feats-Overview)
At level 29, you get your third Epic Destiny feat. Like the one you get at level 28, you can pick from any of the previous Epic Destiny feats you qualify for, as well as from a list of new options only available at level 29. These require 3 total destinies, though unlike previous Feats most of these require Destinies from multiple Spheres.
Wind through the Trees (3 Primal Destinies)
When enemies hit or miss you, they have a 5% chance to be knocked down with no save. This may only trigger once every 12 seconds.
Dire Charge (3 Martial Destinies)
Charge forward at the targeted foe. That foe and all nearby foes are subject to +2[w] damage and must make a Fortitude save or be stunned. Stun DC is (20 + highest ability modifier + bonus to stun attacks).
Arcane Pulse (3 Arcane Destinies)
Spell: A magical pulse of force reverberates through the target's body, dealing 3d6+6 force damage every 2 seconds for a duration of 16 seconds. This spell can stack on the target up to 5 times, increasing the damage with each stack. 3 second cooldown
Deific Warding (3 Divine Destinies)
When you take damage, add one stack of Deific Warding (+1 Sacred Bonus to MRR). This effect can stack up to 30 times. One stack is removed every 3 seconds.
Dreamscape (2 Primal+ 1 Arcane)
Activate to pop off to the land of dreams. You are invulnerable and invisible for five seconds, then return with a random 30-second buff. 1 minute cooldown.
Harbinger of Chaos (1 Primal+2 Martial)
With weapon and unarmed attacks, deal 1d20 Bane damage against all targets and an additional 2d20 Chaos damage against Lawful targets. This scales with Melee or Ranged power depending on your weapons.
Fount of Life (1 Primal+ 2 Divine)
+20 Healing Amp and Positive Spell Power
Embodiment of Order (1 Divine+ 2 Martial)
With weapon and unarmed attacks, deal 10 Bane damage against all targets and an additional 20 Law damage against Chaotic targets. This scales with Melee or Ranged power depending on your weapons.
Spirit Blades (1 Divine+2 Arcane)
Spell: Create a series of spectral blades which fly at a nearby opponent. Each of the five blades does 2d20 Piercing and 1d20 Force damage.
Arcane Warrior (2 Arcane+1 Martial)
Your weapon and unarmed attacks grant you a stack of Arcane Warrior: Magical (+1 Universal Spell Power). Your offensive spells grant you a stack of Arcane Warrior: Physical (+1 Melee and Ranged Power). Each of these stacks to 20 times and each stack lasts for 6 seconds. You may gain a stack of each no more than once per second.
Blastyswa
11-17-2015, 06:48 PM
Assuming that the Spells are SLAs and affected by metamagics and spellpower, I don't have much bad to say about this list. I can't see myself using Wind Through the Trees or Deific Warding myself, since the former seems fairly weak with the cooldown and the latter seems a bit silly (Only situations where I take a lot of hits at once is melee swarming or magic missile swarming while shield is down, and neither of those are affected by MRR). If I could change the designs on them slightly, I would reduce the cooldown on Wind Through the Trees to 0 (Knockdown doesn't make helpless and it still wouldn't go off constantly, and it only affects trash mobs I'd assume) and change Deific Warding to something like +10 PRR/MRR, and +5 PRR/MRR per second if you've been hit or missed in the last 5 seconds up to +20 (+5 instead of +1 to prevent any lag that could arise from adding yet another quickly ticking effect). Depending on the scaling I'll have a hard choice deciding between Chaotic, Lawful, and Healing Amp though, which is good.
Wulverine
11-17-2015, 06:54 PM
Assuming that the Spells are SLAs and affected by metamagics and spellpower
This. Is Arcane Pulse like an SLA? What's the SP cost, if any, and is it affected by metamagics? (i'd assume so)
Dreamscape (2 Primal+ 1 Arcane)
Activate to pop off to the land of dreams. You are invulnerable and invisible for five seconds, then return with a random 30-second buff. 1 minute cooldown.
Can you give some examples of those random 30-sec buffs? What can we expect?
Dire Charge (3 Martial Destinies)
Charge forward at the targeted foe. That foe and all nearby foes are subject to +2[w] damage and have a chance to be stunned.
What's the stun chance? Obviously that's very important if i were to pick this.
Spirit Blades (1 Divine+2 Arcane)
Spell: Create a series of spectral blades which fly at a nearby opponent. Each of the five blades does 2d20 Piercing and 1d20 Force damage.
Cooldown on this spell? (also assuming this is an SLA and has free metamagics and is affected by spellpower?)
btolson
11-17-2015, 06:58 PM
Fount of Life (1 Primal+ 2 Divine)
+20 Healing Amp and Positive Spell Power
I'd like to see a corollary ability for negative amp and repair amp, please. There is too little of both in the game right now. Positive amp on the other hand can be stacked to increasingly insane amounts.
Embodiment of Order (1 Divine+ 2 Martial)
With weapon and unarmed attacks, deal 10 Bane damage against all targets and an additional 20 Law damage against Chaotic targets. This scales with Melee or Ranged power depending on your weapons.
This is mathematically inferior to Harbinger of Chaos by 31.5/30 = 1.05 => 5%. I think you can increase the static law damage to 22 points instead of 20. This is ends up being slightly more combined (realistically, it's as close as you can get), although Chaos still has more Bane damage, which is the stronger type so I think it is an OK trade.
Spirit Blades (1 Divine+2 Arcane)
Spell: Create a series of spectral blades which fly at a nearby opponent. Each of the five blades does 2d20 Piercing and 1d20 Force damage.
Is this a per-cast-proc spell (like Scorching Ray) or a per-projectile-proc spell (like Magic Missile)? If it is the latter, it opens up a lot of non-wizard shiradi options.
SamaelBael
11-17-2015, 07:09 PM
Good Job on all the new Feats!
Can Dreamscape be used to open doors/pull levers like the Shadar-Kai/Shadowdancer/Magister invisibility?
Those buffs, could you please specify?
Something completely new?
Tenser's?
Good Hope?
Greater Heroism?
False Life?
Stoneskin?
Shadow Walk?
Neutralize Poison(buff)?
Camouflage?
Wild Instincts?
Are the buffs jack-of-all-trades buffs like Good Hope or Greater Heroism or combat specific like Tenser's or Stoneskin?
Can they be counted on? (Small selection leads to a faster appearance of a certain buff after a few tries)
Dreamscape certainly makes a great panic button, but please give it usefulness above that
I would not like to see mostly defensive characters using it for the invulnerability, but sneaks for the Improved Invisibility and the buff.
I'm biased though^^
Blivit
11-17-2015, 07:17 PM
Are the chaos+bane damage melee feats passive, applying to every hit forever? Do they cost action points, last for a limited duration, and/or have a cooldown?
Torkzed
11-17-2015, 07:24 PM
I notice that for weapon and unarmed attacks, there are options that directly stack on top of current damage. (Embodiment, Harbinger, Arcane Warrior) For all of these you take the destiny feat, you keep swinging your weapon or shooting your bow, and whatever you were doing is simply better.
For spell casters, some spells are added that may or may not be better than spell options I already have (have to do some calculations on how they compare). But there is an obvious opportunity cost to using these spells; I have to cast the new spell *instead* of casting an old spell. Why not give me options like the weapon attacks, where I simply add damage to spells I was already going to cast? Then it is very clear what the added benefit will be.
The one place where this sort of seems to be attempted is counter intuitive (Arcane Warrior). Using it, I can gain melee power by casting offensive spells? I suppose there may be some builds this will benefit, but by and large it appears useless to an offensive caster. Even if we are talking about some EK-like build, it seems far clunkier of a mechanism than those given for the obvious melee character. The EK will likely want to use defensive and utility spells while doing offense with a weapon. To benefit from this feat, they would have to start with offensive spells and switch to weapons, unless they can do both simultaneously? (An arcane archer doesn't have the same dilemma...just shoot arrows and spell power grows to boost future arrows.)
I allow that there is a possibility that I will find after testing that the new spells are awesome, but I have a feeling that we are being given something different, but not necessarily better. (In contrast to the weapon attack options which are *strictly* better.)
slarden
11-17-2015, 07:32 PM
Wind through the Trees (3 Primal Destinies)
When enemies hit or miss you, they have a 5% chance to be knocked down with no save. This may only trigger once every 12 seconds.
Does this cause the enemy to be helpless like balanced attacks?
Silverleafeon
11-17-2015, 08:14 PM
Arcane Pulse (3 Arcane Destinies)
Spell: A magical pulse of force reverberates through the target's body, dealing 3d6+6 force damage every 2 seconds for a duration of 16 seconds. This spell can stack on the target up to 5 times, increasing the damage with each stack. 3 second cooldown
[/LIST]
Spirit Blades (1 Divine+2 Arcane)
Spell: Create a series of spectral blades which fly at a nearby opponent. Each of the five blades does 2d20 Piercing and 1d20 Force damage.
Are these SLAs so we can metamagic them for free?
Are these reasonably priced sp wise?
For the damage they do, would prefer they are zero sp.
What are their cooldowns, would prefer in the 4~8 second range, anything over 12 seconds is hardly worth hot bar space?
Faltout
11-17-2015, 08:18 PM
Dire Charge (3 Martial Destinies)
Charge forward at the targeted foe. That foe and all nearby foes are subject to +2[w] damage and have a chance to be stunned. Stun DC is (25 + highest ability modifier + total level + bonus to stun attacks).
What's the cooldown on this? It's a very powerful ability since it's a certain stun (25+25+30+15 = 95 stun DC with just one stunning item, let alone enhancements, PLs, feats)
Deific Warding (3 Divine Destinies)
When you take damage, add one stack of Deific Warding (+1 Sacred Bonus to MRR). This effect can stack up to 30 times. One stack is removed every 3 seconds.
Nice.
Dreamscape (2 Primal+ 1 Arcane)
Activate to pop off to the land of dreams. You are invulnerable and invisible for five seconds, then return with a random 30-second buff. 1 minute cooldown.
Is this a spell with an sp cost? Is it a limited use ability? Is it a spammable ability (I hope not...)? It would be annoying if someone did something like tea with the queen every 1 minute.
Spirit Blades (1 Divine+2 Arcane)
Spell: Create a series of spectral blades which fly at a nearby opponent. Each of the five blades does 2d20 Piercing and 1d20 Force damage.
Cooldown? sp cost? affected by spellpower? metamagics?
Kielbasa
11-17-2015, 08:20 PM
Not as interesting as the level 30 feats but there is enough variety here that most people should find something they like.
Can walk through the trees be an AoE knockdown centered on your character? The 12 second cooldown, random procness and if it only ends up single target really hamper it compared to the usefulness of the AoE on demand dash/stun of dire charge.
Spekdah_NZ
11-17-2015, 08:38 PM
So the bane damage for Harbinger of Chaos is a dice roll and Embodiment of Order has a static amount. Even the spheres carry on the theme. I do like what you did there! :-)
Dreamscape (2 Primal+ 1 Arcane)
Activate to pop off to the land of dreams. You are invulnerable and invisible for five seconds, then return with a random 30-second buff. 1 minute cooldown.
Nice to see something like the Gate spell make an appearance for those oh s**t moments. More DPS vs survivability options.
With all this stuff is there any chance Fred goes Free for a week? :-)
maddong
11-17-2015, 09:43 PM
Overall good job!
I think people will figure out how to abuse dreamscape somehow....
SirValentine
11-17-2015, 10:31 PM
Is this the entire list, or could there be more created before U29?
Looking at this list and wondering which is least useless to me. Sure, some good things for certain builds, but doesn't seem very broad. Kind of disappointed. I guess I can still just take Toughness in that slot?
Holymunchkin
11-17-2015, 10:33 PM
Dreamscape (2 Primal+ 1 Arcane)
I will now have something to rage click while the server lags in ToEE.
Holymunchkin
11-17-2015, 10:37 PM
Spirit Blades (1 Divine+2 Arcane)
Spell: Create a series of spectral blades which fly at a nearby opponent. Each of the five blades does 2d20 Piercing and 1d20 Force damage.
Please not the shiradi knives animation that was put on the MoD rune arm.
Shoot giant swords out of my palm please...
Does it scale with spell power?
Can each blade proc a shiradi proc?
Does it scale with caster level at all?
Saekee
11-17-2015, 10:45 PM
which break stealth?
I will say it as I have posted elsewhere: too much power creep! Players will hit cap and breeze through epic content and complain that there is too little legendary.
Captain_Wizbang
11-18-2015, 10:34 AM
nice work. That should keep many people happy (for a while) :cool:
*but these boards being what they are, you'll have a certain # of people whine, mainly due to THEIR specific build. hehe*
All 3 feat threads have something for everyone, i'm liking that.
HatsuharuZ
11-18-2015, 11:06 AM
So, do these feats all have a minimum level of 29?
Hipparan
11-18-2015, 11:13 AM
Harbinger of Chaos (1 Primal+2 Martial)
With weapon and unarmed attacks, deal 1d20 Bane damage against all targets and an additional 2d20 Chaos damage against Lawful targets. This scales with Melee or Ranged power depending on your weapons.
Embodiment of Order (1 Divine+ 2 Martial)
With weapon and unarmed attacks, deal 10 Bane damage against all targets and an additional 20 Law damage against Chaotic targets. This scales with Melee or Ranged power depending on your weapons.
Please tell me that the Lawful and Chaotic damage won't scream "Immune" at me every time I hit something that is immune to those damage types. It's bad enough using my Thunderforged weapons on non-dragons :P
Steve_Howe
11-18-2015, 11:19 AM
So, do these feats all have a minimum level of 29?
Yes.
Read this post:
https://www.ddo.com/forums/showthread.php/467837-Update-29-Feats-Overview#post5724910
Steve_Howe
11-18-2015, 11:23 AM
Harbinger of Chaos (1 Primal+2 Martial)
[FONT=verdana]With weapon and unarmed attacks, deal 1d20 Bane damage against all targets and an additional 2d20 Chaos damage against Lawful targets. This scales with Melee or Ranged power depending on your weapons.
Embodiment of Order (1 Divine+ 2 Martial)
With weapon and unarmed attacks, deal 10 Bane damage against all targets and an additional 20 Law damage against Chaotic targets. This scales with Melee or Ranged power depending on your weapons.
Shouldn't these have some sort of alignment restrictions? It doesn't make any sense for a Barbarian or Bard to be an "Embodiment of Order" nor does it make any sense for a Monk or a Paladin to be a "Harbinger of Chaos."
sjbb87
11-18-2015, 11:36 AM
Dire Charge (3 Martial Destinies)
[FONT=verdana]Charge forward at the targeted foe. That foe and all nearby foes are subject to +2[w] damage and have a chance to be stunned. Stun DC is (25 + highest ability modifier + total level + bonus to stun attacks).
Can someone explain to me how this will work?
Hipparan
11-18-2015, 11:54 AM
Can someone explain to me how this will work?
I am assuming that this will be similar to Shield Rush from the Vanguard tree or Snowslide for druid wolf forms. Basically an Abundant Step/Leap of Faith feat for any character class, which does damage and stuns enemies.
Steelstar
11-18-2015, 11:57 AM
I'd like to see a corollary ability for negative amp and repair amp, please. There is too little of both in the game right now. Positive amp on the other hand can be stacked to increasingly insane amounts.
See Legendary Feats!
Good Job on all the new Feats!
Can Dreamscape be used to open doors/pull levers like the Shadar-Kai/Shadowdancer/Magister invisibility?
Those buffs, could you please specify?
Something completely new?
Tenser's?
Good Hope?
Greater Heroism?
False Life?
Stoneskin?
Shadow Walk?
Neutralize Poison(buff)?
Camouflage?
Wild Instincts?
Are the buffs jack-of-all-trades buffs like Good Hope or Greater Heroism or combat specific like Tenser's or Stoneskin?
Can they be counted on? (Small selection leads to a faster appearance of a certain buff after a few tries)
Dreamscape certainly makes a great panic button, but please give it usefulness above that
I would not like to see mostly defensive characters using it for the invulnerability, but sneaks for the Improved Invisibility and the buff.
I'm biased though^^
Dreamscape is, in some ways, a lot like Audience with the Queen. You are frozen in place while in the Dream Plane.
Dreamscape is...odd. I'm going to pass on telling what the buffs are for now. Check them out on Lamannia. :) (Yes, I know that means it's hard to give good feedback on right now.)
Are the chaos+bane damage melee feats passive, applying to every hit forever? Do they cost action points, last for a limited duration, and/or have a cooldown?
Yes passive. Yes, every hit. No cooldown.
I notice that for weapon and unarmed attacks, there are options that directly stack on top of current damage. (Embodiment, Harbinger, Arcane Warrior) For all of these you take the destiny feat, you keep swinging your weapon or shooting your bow, and whatever you were doing is simply better.
For spell casters, some spells are added that may or may not be better than spell options I already have (have to do some calculations on how they compare). But there is an obvious opportunity cost to using these spells; I have to cast the new spell *instead* of casting an old spell. Why not give me options like the weapon attacks, where I simply add damage to spells I was already going to cast? Then it is very clear what the added benefit will be.
The one place where this sort of seems to be attempted is counter intuitive (Arcane Warrior). Using it, I can gain melee power by casting offensive spells? I suppose there may be some builds this will benefit, but by and large it appears useless to an offensive caster. Even if we are talking about some EK-like build, it seems far clunkier of a mechanism than those given for the obvious melee character. The EK will likely want to use defensive and utility spells while doing offense with a weapon. To benefit from this feat, they would have to start with offensive spells and switch to weapons, unless they can do both simultaneously? (An arcane archer doesn't have the same dilemma...just shoot arrows and spell power grows to boost future arrows.)
I allow that there is a possibility that I will find after testing that the new spells are awesome, but I have a feeling that we are being given something different, but not necessarily better. (In contrast to the weapon attack options which are *strictly* better.)
You still have access to the other Epic Destiny feats at this level, including the Spell Power ones which will grant damage for the spells you're already casting. And, in general, your existing spellcasting is getting a big bump from other places in this update.
So the bane damage for Harbinger of Chaos is a dice roll and Embodiment of Order has a static amount. Even the spheres carry on the theme. I do like what you did there! :-)
Glad someone caught that! :D
Is this the entire list, or could there be more created before U29?
Looking at this list and wondering which is least useless to me. Sure, some good things for certain builds, but doesn't seem very broad. Kind of disappointed. I guess I can still just take Toughness in that slot?
This is the planned list for U29. You could take Toughness in that slot if you wanted, or any of the previous Epic Destiny feats that were available at 26 and 28.
elvesunited
11-18-2015, 12:17 PM
Initial Impressions:
Potentially OP:
Dreamscape: Okay this could be a huge one. What happens to aggro during that 5 seconds? This comes across as the Shiradi epic moment reusable every minute. If so you'd be nuts not to take it. A get out of aggro every minute? The buff is minor comapared to that.
Dire Charge: What is the cooldown? What type of save is it? Duration of stun? COuld be OP. Could be junk.
Questionable value:
Wind Through Trees knocked down for how long?
Arcane Pulse: 16.5 force damage per tick ( stack 5 times ) compared to 23.5 damage per tick ( stack 3 times ) for divine punishment and similar spells. Cooldown? Spell cost? Can it be empowered, maximized?
Harbringer of Chaos / Embodiment or Order: I guess every little bit helps. But with mooks in the thousands of hp it won't add up to that much.
Spirit Blades: So average 100 piercing and 50 force damage. Spell cost? cooldown? Casting speed? Metamagics? Could be useful for a force/untyped powered caster. Or it could be a dud.
Looks equal to or worse then the 1 destiny choices:
Deific Warding: How many characters are taking damage every 3 seconds required to allow this ability to stack?
Fount of Life: Only slightly better than the single destiny +20 positive feat.
arcane warrior: I can't think of a single character I have that could benefit from this. Eventually they go down one path or another. ( I take that back. Maybe my enlightened soul warlock tank could benefit if his aura hits count as offensive spells, but even then I'd be sorely temped to just take +20 light spellpower and avoid the hassle. )
S3R3N1T7
11-18-2015, 12:27 PM
now i will play only heroic and mass player do same
it's end of ddo will see if he survive after mars ;)
don't know why they splint new time player, the best evolution was to fusion server more up lvl i think they want destroy there work. Will be happy you will become unemployed person be prepare ;)
Elfishski
11-18-2015, 12:28 PM
I really like:
Arcane Warrior - this is a buff to a playstyle which is generally suboptimal, and would be tricky to use effectively but very powerful if you can (unless all the aura ticks for warlocks, PMs, divine crusaders etc count, then trivial power creep for melees of those types, don't do that?)
Deific warding - useful, seems balanced
Wind through the trees - 12 second cooldown stops it being overpowered, but definitely useful and satisfying
I'm not sure about:
Arcane pulse, Spirit blades
I can't readily evaluate how these stack up damage wise against other spell options, but sure, more options there.
Dire charge:
The DC on this is so much higher than most other abilities that it works 95% of the time on everything always even with no investment... and it stuns everything in a group. So if this isn't on a really long cooldown it's too good for melees that already have DPS but don't have good CC. If it is on a really long cooldown then it's a bit boring. I'd say adjust the DC to be more in line with other abilities, force serious investment and perhaps have some other awkward pre-requisites to make it be good.
Dreamscape - I really like this idea, maybe? difficult to use well, and no idea on how it scales in terms of power depending on buffs, but being able to regularly vanish on monsters so they can't kill you could open up new possibilities. Or it could be too annoying to use with a lot of new downtime in combat. I'd be interested to try it out at least.
Fount of life - I would be unlikely to take this, we have healing amp coming out of our ears now since it got doubled and put on all sorts of items. But sure, I have nothing against it being an option.
I don't think much of:
Harbinger of chaos/embodiment of order - I do love that chaos is random and order is fixed, but these are just a straight DPS increase, which isn't nearly as interesting as the other options. Make alignment restrictions on these as someone else suggested, and ideally force the player to lose something and gain something bigger, so there's more of a decision to be made.
btolson
11-18-2015, 12:45 PM
I'd like to see a corollary ability for negative amp and repair amp, please. There is too little of both in the game right now. Positive amp on the other hand can be stacked to increasingly insane amounts.
See Legendary Feats!
Thanks, but, we do still need some more before level 30. There is a sharp uptick in damage beginning with epics, but undead healing in particular stalls out past mid-heroics. Perhaps we can see a ship-buff grant some, to complement the positive amp you can currently get?
Thrudh
11-18-2015, 01:03 PM
Is this the entire list, or could there be more created before U29?
Looking at this list and wondering which is least useless to me. Sure, some good things for certain builds, but doesn't seem very broad. Kind of disappointed. I guess I can still just take Toughness in that slot?
Are you serious? These are all decent feats, and a few are awesome... You can't see anything on that list better than 30 extra hps from toughness?
archerforever
11-18-2015, 01:16 PM
Harbinger of Chaos (1 Primal+2 Martial)
With weapon and unarmed attacks, deal 1d20 Bane damage against all targets and an additional 2d20 Chaos damage against Lawful targets. This scales with Melee or Ranged power depending on your weapons.
Embodiment of Order (1 Divine+ 2 Martial)
With weapon and unarmed attacks, deal 10 Bane damage against all targets and an additional 20 Law damage against Chaotic targets. This scales with Melee or Ranged power depending on your weapons.
Am I the only one thinking that 1d20 and 10 damage is a big joke for EE/Legendary quests for a lvl 29 Feat ????
sjbb87
11-18-2015, 02:27 PM
Am I the only one thinking that 1d20 and 10 damage is a big joke for EE/Legendary quests for a lvl 29 Feat ????
Its like Favored enemy
10 Bane damage hit all enemy
Extra additional 20 Law damage against Chaotic targets
you can do a extra 30 damage/hit on a foe
Edit:
This scales with Melee or Ranged power depending on your weapons
so you can hit 50 damage/hit at lvl 30 or more
Ovrad
11-18-2015, 03:17 PM
Dire Charge (3 Martial Destinies)
Charge forward at the targeted foe. That foe and all nearby foes are subject to +2[w] damage and have a chance to be stunned. Stun DC is (25 + highest ability modifier + total level + bonus to stun attacks).
Hmm... I'm gonna need more details on this, because it sounds stupid over-powered. Does this work as a cleave effect? Or more like that acrobat lunge attack that's supposed to hit a group but instead hits nobody most of the time?
What does "chance to be stunned" mean? Is it a save vs stun for everyone? Or rather something like 20% chance to have to make a save?
That is DC is... oh boy...
I think it's more than reasonable to assume everyone has at least 50 in one ability. And that's very much low-balling it.
25 + 20 (score of 50) + 29 (ML) + 10 (still, reaaally low balling the bonus here) = So the dc STARTS at 84
With minimal effort, it's pretty easy to top the 100 mark for that DC.
So basically: mass no fail stun?
Anaximandroz
11-18-2015, 03:21 PM
In the exception of a few Dots or fighting a missile spammer, in which scenario Deific Warding will be fully charged before you are dead?
And will be odd a Paladin or monk as a harbinger of Chaos, and barbs as embodiments of Order.
Samones
11-18-2015, 03:44 PM
Deific Warding (3 Divine Destinies)
When you take damage, add one stack of Deific Warding (+1 Sacred Bonus to MRR). This effect can stack up to 30 times. One stack is removed every 3 seconds.
Is it intentional that this won't stack with the Paladin's stance? Cause at the moment, the Durable Defense gives a +5/10/15 Sacred bonus to PRR/MRR while in the stance, so this seems not so useful if you're using Sacred Defense at all.
Grailhawk
11-18-2015, 03:55 PM
Its like Favored enemy
10 Bane damage hit all enemy
Extra additional 20 Law damage against Chaotic targets
you can do a extra 30 damage/hit on a foe
Edit:
This scales with Melee or Ranged power depending on your weapons
so you can hit 50 damage/hit at lvl 30 or more
When you compare it to Favored enemy you imply its added as base damage before critical damage is this true?
IronClan
11-18-2015, 04:00 PM
At first blush these seem fun and interesting, please don't make the cool downs so long on these that they become "opps forgot I had that" types that long CD's cause for some people.
Would really like to see the cooldowns (even if they are not set in stone at the moment)
I love Dire Charge, assuming it works like T5 Vanguard Shield Charge please make this "weak" enough so that it can be used regularly (15 second cooldown? 12 second cooldown?) if that means a very low stunn chance, or less targets effected so be it.
Why? Because then it can be a part of your play style instead of something you use every other fight. or as a novelty.
Grailhawk
11-18-2015, 04:04 PM
Am I the only one thinking that 1d20 and 10 damage is a big joke for EE/Legendary quests for a lvl 29 Feat ????
Assuming 150 Melee Power ( (100+150)/100 = 2.5 multiplier)
Assuming 6.51 Attacks per second
30 * 2.5 * 6.51 = 488.25 DPS
That is not an insignificant increase if you are are a low DPS toon (3k) its brings you up to 3.5k for a 16% increase, If you are a high DPS toon (8k) its about a 6% increase. IMO its a lot better then you think.
I'll concede that its better on a TWF then a THF if that's the issue.
mikarddo
11-18-2015, 04:06 PM
Please allow us to take any normal feat instead of one of these if we want to. Most builds will take one of the new ED feats but allow others the choice to simply take one more normal heroic feat. Choices are good.
Thrudh
11-18-2015, 04:17 PM
Hmm... I'm gonna need more details on this, because it sounds stupid over-powered. Does this work as a cleave effect? Or more like that acrobat lunge attack that's supposed to hit a group but instead hits nobody most of the time?
What does "chance to be stunned" mean? Is it a save vs stun for everyone? Or rather something like 20% chance to have to make a save?
That is DC is... oh boy...
I think it's more than reasonable to assume everyone has at least 50 in one ability. And that's very much low-balling it.
25 + 20 (score of 50) + 29 (ML) + 10 (still, reaaally low balling the bonus here) = So the dc STARTS at 84
With minimal effort, it's pretty easy to top the 100 mark for that DC.
So basically: mass no fail stun?
Yes, sounds very strong... maybe it has a long cooldown... that's one way it could be balanced.
sjbb87
11-18-2015, 04:31 PM
When you compare it to Favored enemy you imply its added as base damage before critical damage is this true?
No...
Just using the idea of hitting specific enemy ...
The damage must apply the same style Sense Weakness
SableShadow
11-18-2015, 04:54 PM
Dreamscape is...odd.
There are snake-men, aren't there? And train loads of zombies?
elvesunited
11-18-2015, 05:00 PM
There are snake-men, aren't there? And train loads of zombies?
Worse. Ponies, bunnies and giant lollipops.
Bobby88888
11-18-2015, 05:10 PM
Disappointing list with nothing that my main wants except for maybe dreamscape since we don't know what it does. Pending that I guess ill be taking toughness to unlock epic toughness to take at lvl 30. Really though these should be better than 32 hp.
Wind Through the Trees
-5% chance every 12 seconds to knock down 1 mob? pass. Abilities don't need the small chance to trigger with forced long cooldowns.
-I view the intent behind this to be like Balanced attacks but when your swung at rather than when you swing, so with that I have to ask; how long does the knockdown last and does it induce helplessness?
-Take away the 12 second cool down, it already can't effect bosses and 1 trash mob isn't really worth it.
Dire Charge
-DC of at least 85 with 0 bonuses to stunning DC. That is way too high. If you need DCs that high for legendary content please tell me now so I can reroll my main out of assassin.
-Guess this depends on how long the cool down is.
Arcane pulse
-Sp cost and cool down?
Defic Warding
-I can't see myself taking this. Ever.
Dreamscape
-Without knowing the effects I can't really comment. It sounds cool though.
Harbinger of Chaos
-Seems ok I guess? Not really the sort of ability I like but then again I don't have to like them all.
Fount of Life
-The hamp seems like it should be a little higher but I haven't done any numbers.
Embodiment of Order
-Less damage than chaos so it really depends on the ratio of lawful to chaotic mobs we are likely to fight.
Spirit Blades
-I am going to reserve comments on this until I see it in action.
Arcane Warrior
-Cool idea but it doesn't really work. Maybe for an Enlightened Spirit warlock if the passive aura/burst attacks count for the spell part. They really don't need more buffs though.
Also I hope metamagics apply to all those spells in there.
If Wind through the Trees was fixed up it would also be a consideration but as is nope, toughness.
Steelstar
11-18-2015, 05:34 PM
Modified Dire Charge DC to (20 + highest ability modifier + bonus to stun attacks).
BigErkyKid
11-18-2015, 05:56 PM
Modified Dire Charge DC to (20 + highest ability modifier + bonus to stun attacks).
We cannot comment on the DCs. Maybe this is OP, maybe it isn't. It all depends on how you handle DCs in legendaries.
Right now a non fighter with very high ability could get (say a barb):
30 base
35 from 80 STR
12 stun item
5 exceptional mastery
3 PLs
6 LD
2 Tactical
1 ship
30+35+12+5+3+6+2=94
However, this constantly fails against a whole bunch of the mobs as the game stands in top quests. As in not reliable in the least.
So what kind of feedback do you want us to give you? We don't know the cool down, we don't know what DCs we are expecting to make. Depending on those crucial things it could be a great feat or a rubbish one.
Vargouille
11-18-2015, 06:01 PM
So what kind of feedback do you want us to give you? We don't know the cool down, we don't know what DCs we are expecting to make. Depending on those crucial things it could be a great feat or a rubbish one.
Everything you are asking about is something you can give us feedback on. It doesn't have to be us providing numbers that you react to. The opposite can happen just as easily. :)
SirValentine
11-18-2015, 06:03 PM
Are you serious? These are all decent feats, and a few are awesome... You can't see anything on that list better than 30 extra hps from toughness?
Yes, I'm serious. No, I don't see anything on that list better for me than Toughness. The General Epic and Legendary had a bigger variety. These are just "meh" to me. If they fit your build(s), great. I'm not saying they suck for everyone.
I suppose I can re-look the level 26/28 feats, since they can go in the same slot. Hmm...maybe Forced Escape for another get-out-of-CC-free card, if Harper Pin on cool-down?
WiseFreelancer
11-18-2015, 06:06 PM
snip
As someone contemplating a FvS Arcane Archer, the Arcane Warrior feat is great as-is, and I'd hate to see its current functionality be lost. Adding non-offensive spells into the mix wouldn't hurt though, and certainly makes it more attractive on say Clerics.
Favoured Souls do need some love, and aren't getting quite as much on the casting side as many others (due to poor SLAs and other spell-selection issues). This does give them something to play with that fits the niche of part melee/ranged and part caster.
Mindos
11-18-2015, 06:13 PM
Everything you are asking about is something you can give us feedback on. It doesn't have to be us providing numbers that you react to. The opposite can happen just as easily. :)
Fine. I want a DC of 3. Then 20 seconds later, I want it to be 5. I want DC's to be unfixed points in space-time. I could even live with a giant DC COUNTER ticking away in the corner of my screen, so that I may time my casting- tick tick tick its almost up to 30 boom cast!
Like a sine wave osillyscope- Watch as your spellpowerfullness ebbs and flows! New feats: Your fullness will never fall below 10, etc. You get the picture. Or you don't, but it looks good in my imaginarium mind...
BigErkyKid
11-18-2015, 06:18 PM
Everything you are asking about is something you can give us feedback on. It doesn't have to be us providing numbers that you react to. The opposite can happen just as easily. :)
I would like to, but I can't. Forgetting about cool downs, there are two things you can move around, the DC formula of this ability and the target DC in legendaries. I have absolutely no clue regarding what DCs you guys are considering for legendaries, hence why I cannot comment on the formula as it stands.
I could tell you how much I would like to see it land in different builds, but that's problematic given the introduction of the new tactical feats for fighters. It is hard because if it is challenging for top tactical builds to land it will never land on the rest, hence why have this as a general feat and not simply acknowledge it is a fighter one? Unless you are OK with auto success for fighters, and then it has to have a reasonably long cool down to avoid making it OP.
I know you despise giving out DCs (any good DM should). However, in the past we have been able to give you feedback on DC abilities based on our inferred DCs from existing content. Please do keep in mind that we DO NOT have any clue about legendary DCs (aside from the broken DCs that you already know are problematic). So in all honesty we are unable to give you true feedback in the traditional sense.
This comment also goes for the spell based DCs.
[URL="https://www.ddo.com/forums/showthread.php/467837-Update-29-Feats-Overview"][B]
[FONT=verdana] Spirit Blades (1 Divine+2 Arcane)
Spell: Create a series of spectral blades which fly at a nearby opponent. Each of the five blades does 2d20 Piercing and 1d20 Force damage.
This seems weak unless i'm missing something. 5* 2x10.5 (avg die rolls) + 5* 10.5 =5*31.5 avg = avg 150 ish per casting.
Grailhawk
11-18-2015, 06:59 PM
This seems weak unless i'm missing something. 5* 2x10.5 (avg die rolls) + 5* 10.5 =5*31.5 avg = avg 150 ish per casting.
I think the question is how do the blades work and whats the cool down can this be used like MM as a Shiradi spammer.
I agree though 3d20 even with lots of Spell power isn't going to be grate.
Andoris
11-18-2015, 08:55 PM
Arcane Pulse (3 Arcane Destinies)
Spell: A magical pulse of force reverberates through the target's body, dealing 3d6+6 force damage every 2 seconds for a duration of 16 seconds. This spell can stack on the target up to 5 times, increasing the damage with each stack. 3 second cooldown
This seems fairly weak as a DoT, even more so for a Level 29 Epic Spell.
When comparing this to the lvl 5 DoTs (eg. Niac's Biting Cold) the Level 5 spells are doing ~70.5 per tick in base damage. Arcane Pulse when fully stacked will do ~82.5 base damage. A ~17% damage boost does not seem to be in line with the level and desired use for this (dps against legendary bosses). If you compare this to Master of Water that uncaps Niac's, a Sorc will be doing ~109.5 base damage and a Wizard ~91.5 using Niac's, once fully stacked.
Boosting Arcane Pulse to 3d6+9 would deliver 97.5 base damage which would put it on par at least with Master of Water (a lvl 24 feat) (which have benefits beyond just boosting Niac's)
Honestly, you could boost it even further and it wouldn't be out of line considering the HP of Legendary Bosses, and the ridiculous level of damage other classes generate, but I would settle for it at least being competitive with a un-capped Niac's.
Thrudh
11-18-2015, 10:07 PM
30+35+12+5+3+6+2=94
However, this constantly fails against a whole bunch of the mobs as the game stands in top quests. As in not reliable in the least.
Which quests and which mobs exactly does a 94 stun DC fail against?
Torkzed
11-18-2015, 10:07 PM
As someone contemplating a FvS Arcane Archer, the Arcane Warrior feat is great as-is, and I'd hate to see its current functionality be lost. Adding non-offensive spells into the mix wouldn't hurt though, and certainly makes it more attractive on say Clerics.
Favoured Souls do need some love, and aren't getting quite as much on the casting side as many others (due to poor SLAs and other spell-selection issues). This does give them something to play with that fits the niche of part melee/ranged and part caster.
I agree that Arcane Warrior is great for an Arcane Archer. I have to assume that is the type of build they targeted the feat for.
The primary point I was trying to convey is that while ranged and melee have feat choices that directly stack onto what they were already doing, the spells do not add to what casters were doing before, they take the place of what the caster was doing before. If the new spell is not strictly better than an old spell, it is pointless to add it except for a bit of variety.
And unfortunately there is some key information missing about those spells that make it very unclear as to whether they are really better than spells and abilities we currently have.
That said, I had not read the "Legendary Feats" list when I made my post regarding the "Epic Destiny Feats". There is some stuff in the Legendary Feats which will clearly be of value to dps casters.
(still not sure there is near enough to help all the forlorn and hopeless DC casters, but maybe that will come when they do the caster pass...)
Thrudh
11-18-2015, 10:16 PM
Yes, I'm serious. No, I don't see anything on that list better for me than Toughness.
You have a very weird build where 30 hps is worth more than these feats...
This one is better than 30 more hps for almost everyone
+20 Healing Amp and Positive Spell Power
But maybe all your characters are Palemaster Wizards? Or warforged/bladeforged casters?
But if they are casters, then this seems pretty good...
Spell: A magical pulse of force reverberates through the target's body, dealing 3d6+6 force damage every 2 seconds for a duration of 16 seconds. This spell can stack on the target up to 5 times, increasing the damage with each stack. 3 second cooldown
A SLA that stacks up to 15d6+30 every two seconds, probably affected by metamagic and spellpower... yeah, I'd rather have 30 hp on my caster...
Or maybe you have a bladeforged melee
With weapon and unarmed attacks, deal 10 Bane damage against all targets and an additional 20 Law damage against Chaotic targets. This scales with Melee or Ranged power depending on your weapons.
Yeah, +10 damage on every swing, +30 every swing against many mobs, that's terrible... Oh wait, plus melee power, so maybe more like 50 every swing against chaotic evil enemies... yeah, 30 hps on your melee is worth far more than that +50 damage on Every. Single. Swing.
Torkzed
11-18-2015, 10:20 PM
[/LIST]
This seems fairly weak as a DoT, even more so for a Level 29 Epic Spell.
When comparing this to the lvl 5 DoTs (eg. Niac's Biting Cold) the Level 5 spells are doing ~70.5 per tick in base damage. Arcane Pulse when fully stacked will do ~82.5 base damage. A ~17% damage boost does not seem to be in line with the level and desired use for this (dps against legendary bosses). If you compare this to Master of Water that uncaps Niac's, a Sorc will be doing ~109.5 base damage and a Wizard ~91.5 using Niac's, once fully stacked.
Boosting Arcane Pulse to 3d6+9 would deliver 97.5 base damage which would put it on par at least with Master of Water (a lvl 24 feat) (which have benefits beyond just boosting Niac's)
Honestly, you could boost it even further and it wouldn't be out of line considering the HP of Legendary Bosses, and the ridiculous level of damage other classes generate, but I would settle for it at least being competitive with a un-capped Niac's.
Thanks for doing the math on this, Andoris. It sounds in line with my initial gut reaction that the new spells are not substantially better than current options. And if that is the case, the new caster Epic Destiny feats are pretty disappointing. Maybe they will turn out to be okay once we know spell cost, cool down, etc., but it is pretty unclear right now.
I guess I should be happy for my melee characters, but I am an arcane caster at heart.
Steve_Howe
11-18-2015, 11:15 PM
There are snake-men, aren't there? And train loads of zombies?
I got your Dreamscape reference. Nice.
Worse. Ponies, bunnies and giant lollipops.
You, however, apparently didn't get it. :p
noinfo
11-19-2015, 02:35 AM
Which quests and which mobs exactly does a 94 stun DC fail against?
I would be thinking demon assault reavers but have not tried a toon with that high dc in there. Likely others in that chain or newer
GroundhogDay
11-19-2015, 02:48 AM
You have a very weird build where 30 hps is worth more than these feats...
This one is better than 30 more hps for almost everyone
But maybe all your characters are Palemaster Wizards? Or warforged/bladeforged casters?
But if they are casters, then this seems pretty good...
A SLA that stacks up to 15d6+30 every two seconds, probably affected by metamagic and spellpower... yeah, I'd rather have 30 hp on my caster...
Or maybe you have a bladeforged melee
Yeah, +10 damage on every swing, +30 every swing against many mobs, that's terrible... Oh wait, plus melee power, so maybe more like 50 every swing against chaotic evil enemies... yeah, 30 hps on your melee is worth far more than that +50 damage on Every. Single. Swing.
I'm actually on SirValantine's side, let me explain:
I don't have all destinies capped on every toon so, in order to take those feats, i should start grinding what i miss and it's simply not worth it.
My barb is not going to farm arcane destinies for one feat, i find running off destiny boring in the best and unbearably tedious when the destiny has really nothing to do with my class. Heck, i usually take toughness at 28 too unless i'm on a caster.
Atm i'm playing a barb and i don't even want to run shadowdancer (i've ran in GoF only for what i needed to get to US) and, since we're getting free fate points, i don't plan to.
BigErkyKid
11-19-2015, 04:48 AM
Which quests and which mobs exactly does a 94 stun DC fail against?
The new revamped quests. ToEE, demon assault, sometimes in Necro IV. That's why I wanted to know specifically what is their expected difficulty to land things. Heck, even 100+ DC is not only save on a 20.
After all, these feats are meant to be for the high end content. They will trivialize lower end content even more, so I would expect people playing with all this new power staying at cap for the new cap raids and what not.
Again, that's why feedback, given that we know NOTHING about the new legendary content (just that right now it is bugged) is pretty much useless. Unless what they really want is just whether we like the flavor of it (rush forward) and not how effective it is...
Henky
11-19-2015, 07:12 AM
Dire Charge (3 Martial Destinies)
Charge forward at the targeted foe. That foe and all nearby foes are subject to +2[w] damage and must make a Fortitude save or be stunned. Stun DC is (20 + highest ability modifier + bonus to stun attacks).
Tactics:
15 stun item
5 exceptional mastery
3 PLs
6 LD
2 Tactical
1 ship
4 Legendary feat
3 Grandmaster
Total: 39
Let's see a maxed wisdom monk:
18 base
7 tome
7 levels
2 ship
5 enhancement (2 shintao, 2 ninja spy, 1 human)
6 destiny (gimping your dps output being in Grandmaster)
4 stance (gimping your survavility being in ocean stance)
16 visions of precision
2 litany
1 globe
2 spooky
2 yugo
2 store (not going to buy, but for calculations)
2 alchemical
2 bard
2 completionist
4 twists
2 epic feats
Total: 86
So 20 base + 39 from tactics + 38 from 86 wisdom, 97 DC.
So, let's be realistic:
- Until monk and grandmaster pass, many monks will be on Legendary Dreadnought, -6 wisdom and -3 tactical
- 5 tome, -2 wisdom
- In earth stance for more PRR, HP and critical damage, -4 wisdom
- No store pots, -2 wisdom
- No alchemical, -2 wisdom
- Bards aren't always in party, -2 wisdom
- We have better twists than 4 points in wisdom, -4 wisdom
- Not everyone is a completionist, -2 wisdom
- We have better feats than 2 points in wisdom, -2 wisdom
So... 20 base + 36 from tactics + 25 from 60 wisdom, 81 DC.
Stunning fist on the same monk (DC = 10 + half character levels + Wis mod + other modifiers), 10 + 15 + 25 + 36, total 86 (if char levels count epic levels too).
I don't know how much you want to players to stun enemies and i don't even know the saves of current EE hardest mobs, but 81 dc for average players is probably low. Maybe change the formula to 25 + highest ability modifier OR character level whichever is higher + tactics.
AzureDragonas
11-19-2015, 07:21 AM
The new revamped quests. ToEE, demon assault, sometimes in Necro IV. That's why I wanted to know specifically what is their expected difficulty to land things. Heck, even 100+ DC is not only save on a 20.
After all, these feats are meant to be for the high end content. They will trivialize lower end content even more, so I would expect people playing with all this new power staying at cap for the new cap raids and what not.
Again, that's why feedback, given that we know NOTHING about the new legendary content (just that right now it is bugged) is pretty much useless. Unless what they really want is just whether we like the flavor of it (rush forward) and not how effective it is...
It's another i have big candy but not everyone falls for it, so something is broken aproach or you on purpose ignore fact monsters same as players can make automatic save and automatic failure?
Hephaistor
11-19-2015, 08:02 AM
Is this the entire list, or could there be more created before U29?
Looking at this list and wondering which is least useless to me. Sure, some good things for certain builds, but doesn't seem very broad. Kind of disappointed. I guess I can still just take Toughness in that slot?
At level 29, you get your third Epic Destiny feat. Like the one you get at level 28, you can pick from any of the previous Epic Destiny feats you qualify for, as well as from a list of new options only available at level 29.
As I read that you can take on of those new feats or ANY of the level 26/28 Destiny Feats, wich only require one or two caped EDs. That would include Toughness if you are not qualified for anything else worth taking from the 42! destiny feats you can pick from level 29.
slarden
11-19-2015, 10:56 AM
Yes, I'm serious. No, I don't see anything on that list better for me than Toughness. The General Epic and Legendary had a bigger variety. These are just "meh" to me. If they fit your build(s), great. I'm not saying they suck for everyone.
I suppose I can re-look the level 26/28 feats, since they can go in the same slot. Hmm...maybe Forced Escape for another get-out-of-CC-free card, if Harper Pin on cool-down?
I am not finding these weak, although I wish the devs would answer some of the questions:
Does wind through the trees cause helplessness like balanced attacks?
Is Spirit Blade an SLA or spell. Does it support metamagic like empower/maximize?
BigErkyKid
11-19-2015, 10:58 AM
I am not finding these weak, although I wish the devs would answer some of the questions:
Does wind through the trees cause helplessness like balanced attacks?
Is Spirit Blade an SLA or spell. Does it support metamagic like empower/maximize?
I didn't comment on those since it is impossible to give detailed feedback without knowing the details... (duh)
Is the feedback they want about flavor? There is already so much flavor in the game, I care about things that matter IG.
Maldrak
11-19-2015, 07:20 PM
[...]
Wind through the Trees (3 Primal Destinies)
When enemies hit or miss you, they have a 5% chance to be knocked down with no save. This may only trigger once every 12 seconds.
Arcane Pulse (3 Arcane Destinies)
Spell: A magical pulse of force reverberates through the target's body, dealing 3d6+6 force damage every 2 seconds for a duration of 16 seconds. This spell can stack on the target up to 5 times, increasing the damage with each stack. 3 second cooldown
[...]
... I LOVE how the devs feel these two things are in ANY way equivalent....
Son_of_the_South
11-20-2015, 03:40 AM
Modified Dire Charge DC to (20 + highest ability modifier + bonus to stun attacks).
Nerfed before it even really existed! The poor feat never stood a chance...
SamaelBael
11-20-2015, 07:50 AM
Dreamscape (2 Primal+ 1 Arcane)
Activate to pop off to the land of dreams. You are invulnerable and invisible for five seconds, then return with a random 30-second buff. 1 minute cooldown.
Dreamscape is, in some ways, a lot like Audience with the Queen. You are frozen in place while in the Dream Plane.
Dreamscape is...odd. I'm going to pass on telling what the buffs are for now. Check them out on Lamannia. :) (Yes, I know that means it's hard to give good feedback on right now.)
Let's think about how to use it...
1) Buff:
Used before the encounter -> most skirmishes are over within 5-10 sec -> Buff only useful in solo, noone waits for you to catch up those 5s.
2) Invulnerability:
Only rare occasions demand for that. no selfhealing during that time -> limits its usefulness to aoe instakills with indicators, like MoD and ToEE2 endbosses (you really want my 671hp rogue surviving those in the center of the platform while relaxing in the land of dreams?)
3) Invisibility/threat-reset:
Without the ability to move/interact with heal scrolls/ levers... No idea comes to mind.
to summarize: I actually have no clue why I would use this ability except for MoD or ToEE2.
Maybe some strange combination of Dreamscape and Action Boost for burst dps? Must be some Godlike buffs for me to sacrifice movement and dps every 55s for 5s.
I really hoped it would allow Interaction (Improved Invisibility style) or at least movement/selfheal (panic button). ATM it really looks like a feat i would hardly ever use. Too bad, as a rogue I had high hopes for it.
P.S.: A HUGE boost to movement speed to catch up to fellow partymembers And a good boost to offense/defense as guaranteed buff might make it worth trying it out.
What do others think about Dreamscape?
P.P.S.: I really hoped for out-of-combat functionality like interacting with levers/doors. Especially the inability to move really bugs me.
elvesunited
11-20-2015, 08:38 AM
Most of these abilities could be good or could suck depending on other factors:
Wind through the Trees
A decent length knockdown would be useful. A short one would be useless. The 12 second business also seems a tad extreme. It's not like your going to allow this to be effective against bosses. right?
Dire Charge
Now that the DC has been nerfed, it can only potentially be used by hardcore fighter tacticians. Unless the dire charge can be used like an abundant step. The targeted enemy part worries me. Sometimes DDO targeting gets confused and abilities that require a target fail whn they shouldn't. It would be best if this ability was usable if an enemy was targeted or not.
Arcane Pulse
with a 3 second cooldown use can get 5 stacks on an enemy in 12 seconds. ( unlike it's spell equivalents in 20 seconds ) The damage is comparable at full stacks, but this comes down to two things. Spell Cost. Is it reasonable? Nuetral would be cost of casting 5 times equal to casting 3 times of Niac's or Divine. Strong would be SLA level cost. Metamagics allowed? Waste would be no metas. less than nuetral would be you get them but you got to pay sp for them. ( as you're casting 5 times for the same effect as the 3 ) Strong would be metamagics free.
Deific Warding (3 Divine Destinies)
As written, I got nothing. The damage required part just completely ruins it. Most casters don't hit you every 3 seconds. And most mobs use melee physical attacks and you're buffing the wrong thing. You want to make it more interesting then make it a bonus to MRR and PRR and increase the time for stack removal and allow misses to count.
Dreamscape
I'm waiting for the other shoe to drop on this. A get out of aggro free ability with a one minute cooldown? Outside of tanks, who wouldn't choose this? But there are a lot of ways this could go sideways. Maybe enemies won't lose aggro and keep pounding on you while invulnerable and invisible simply delaying your demise. Maybe some buffs are harmful rather than beneficial.
Harbinger of Chaos Embodiment of Order
So the anti-devil or anti-demon abilities. I think it has the edge on damage over its lawful rival, but I also suspect that Chaotic evil has a slight edge in population making lawful more useful. One thing that might make it a little more interesting. Allow it give the character the ability to bypass the Chaos DR or lawful DR abilities of certain enemies. And given the low damage output do not sabotage it with some sort of works every 3 seconds silliness.
Fount of Life
By the time you get to level 29 you've got your healing amp gear pretty much set. And more healing amp gets redundant. Otherwise this is basically the one destiny sphere ability and completely boring. It needs more. I'd revamp the whole thing into a self and ally healing, anti-undead aura. ( except for ally palemasters )
Spirit Blades
Is this something for shiradi spellcasters? That could be cool. But depends on cost. A low spell point cost and it can be put right next to magic missile. A high one and its off to the never used feat bin. Meta magics also matter. Are metas free? What is the cooldown? A long cooldown will make this useless as its damage is comparable but not better than other spells.
Arcane Warrior (2 Arcane+1 Martial)
I can think of no character that actively uses offensive spells and weapon attacks in rotation. ( certainly not every 6 seconds ) I can think of a few that have spell like effects that go off on a regular basis. So what counts? Warlock aura? Swashbuckler added to weapon spellpower adjusted sonic damage? Arcane Archer elemental damage? The edlritch knight SLA melee attack with added spell damage? If the answer to any of the above are yes then maybe it could be of value. Really this comes across as an ability for eldritch knights based on a yet to happen balance pass for them.
bloodnose13
11-20-2015, 03:53 PM
Deific Warding (3 Divine Destinies)
When you take damage, add one stack of Deific Warding (+1 Sacred Bonus to MRR). This effect can stack up to 30 times. One stack is removed every 3 seconds.[/FONT]
///dietific warding is completely pointless, first of all, it does not specify what kind of hit that has to be, on tanky character hits dont happen that often, so it will not have chance to stack up higher than 1, on non tanky character, getting +1 mrr while being slapped in melee wont exactly help with anything, unless enemies will start showing us magic tricks , and on non tanky char getting hit once is getting hit once too many. go allowing yourself to get hit to get +1 mrr is crazy thought.
Arcane Warrior (2 Arcane+1 Martial)
Your weapon and unarmed attacks grant you a stack of Arcane Warrior: Magical (+1 Universal Spell Power). Your offensive spells grant you a stack of Arcane Warrior: Physical (+1 Melee and Ranged Power). Each of these stacks to 20 times and each stack lasts for 6 seconds. You may gain a stack of each no more than once per second.
//again this idea, who will use this!!! marginaly useful, for caster builds that also melee, now if it was giveing spell boost effect on spells and melee boost on melee, not to mention that universal spellpower does not stack with other forms of spellpower.
Harbinger of Chaos (1 Primal+2 Martial)
With weapon and unarmed attacks, deal 1d20 Bane damage against all targets and an additional 2d20 Chaos damage against Lawful targets. This scales with Melee or Ranged power depending on your weapons.
Embodiment of Order (1 Divine+ 2 Martial)
With weapon and unarmed attacks, deal 10 Bane damage against all targets and an additional 20 Law damage against Chaotic targets. This scales with Melee or Ranged power depending on your weapons.[/FONT]
so why chaos version is twice as powerful as order?
Krelar
11-20-2015, 04:11 PM
so why chaos version is twice as powerful as order?
It's not. On average it's just slightly more powerful. (And if the RNG hates you it can be a lot weaker)
1d20 is an average of 10.5 damage, so .5 more than law. 2d20 is an average of 21 damage so 1 damage more than law.
So on average you get 1.5 more damage the trade off being sometimes you will do a lot more and sometimes you will do a lot less.
bloodnose13
11-20-2015, 04:21 PM
It's not. On average it's just slightly more powerful. (And if the RNG hates you it can be a lot weaker)
1d20 is an average of 10.5 damage, so .5 more than law. 2d20 is an average of 21 damage so 1 damage more than law.
So on average you get 1.5 more damage the trade off being sometimes you will do a lot more and sometimes you will do a lot less.
i assumed its order version is a dice too, so 1d10 and 1d20, either descriptions are inacurate or they realy have diffrent dices attached to each of them. either way it needs checking and confirmation.
Krelar
11-20-2015, 04:22 PM
i assumed its order version is a dice too, so 1d10 and 1d20, either descriptions are inacurate or they realy have diffrent dices attached to each of them. either way it needs checking and confirmation.
Order doesn't have dice, it's a flat damage bonus. This is by design, chaos has randomness to it, order does not.
davmuzl
11-20-2015, 04:29 PM
Dire charge should definitly be worse than the freezing cleave t5 in the warchanter tree. Freezing cleave is something the character has to invest a lot into, giving up a different t5 option and making sure the cleave actually works. Either the other option have to be a lot better, so there is actually something to miss or it has to be significantly worse than the other ability (making it harder to get a good DC, longer CD, fewer targets).
IronClan
11-21-2015, 06:51 PM
Modified Dire Charge DC to (20 + highest ability modifier + bonus to stun attacks).
Steelstar grats on winning that Bet on polishing hound in a week, do more man! Anyway none of this is angry in the slightest (I feel like I need to preface with that).
So does it work like staff lunge? if so it's junk these abilities just don't work well due to targeting in DDO being really sloppy and inconsistent and lag prone. You guys have gotten this feedback OVER AND OVER (not shouting just emphasis) and almost NO ONE ever says "but guys I love using staff lunge". It's not just the targeting the target moves and so do you so you get "you're not facing the target" and you also get this even when the target is in front of you but is touching your boundary box.
Or does it work like T5 Vanguard shield rush? If so it's promising. An abundant step move with a stun at the end this ability works well because it doesn't require you to face the targeted mob, it just scoots you the direction you are facing to the end of the animation and causes the effect to go off. MUCH more fun and interesting. If it's this then this feat sounds very cool.
Does it effect all the mobs that freeze effects?
If yes increase coolness factor of my feedback
No decrease my feedback
Does it effect all the mobs that Stunning shield effects?
If yes increase my feedback
If no sad panda
Does it only effect mobs that stunning blow feat works on? (all three of these are different)
Bad feedback
So why do you want feedback that amounts to random guesswork?
How about this we all tell you what we want in our heart of hearts?
I want it to work as abundant step, I want to be able to use it a lot, for that reason it probably needs to have a chance to effect several enemies based on how long it's been since I last used it. if it's been 120 seconds since I last used it it should effect maximum number of surrounding enemies (say 8-10 max). If it's been 15 or 20 seconds (Lets call that it's base minimum cooldown) it should have a chance to effect 1/3rd that many area mobs say 1 to 2. DC should require building for tactics but not require past lives, completionist or Fighter feats to make Viable (75 to 85% chance to land) in legendary content. We don't know what the DC's are going to look like there so If DC will be in the mid or higher 80 for 95% success rate then the nerf you just did will need to be undone. But then you guys will need to do a LOT of work on ED abilities and other Epic feat spells like Mass Frog and others (which can only hit high 50's due to not being boosted by relevant focuses and gear). Personally most of those things, indeed almost everything with a DC needs to be polished.
Now's the part where you tell me what I want is too ambitious and I say: well you asked for feedback without telling us the particulars of how it's going to work and I gave you my "this would be the coolest Dire Charge ability that I would like top use" because we have no other framework to give feedback from. I particularly like my version because of the variabiliy to "save it up" and use it tactically with greater effect or use it more often but to lesser effect. This is something missing in DDO by in large.
PS. Yes I already know that it's based off Staff Lunge, and for this reason it'll be really disappointing. I guess I'm hoping you'll change your mind.
PPS I'm not above groveling...
PPPS or I can rant about you guys hating fun...
j/k
bloodnose13
11-22-2015, 08:41 AM
Order doesn't have dice, it's a flat damage bonus. This is by design, chaos has randomness to it, order does not.
ok, that explains it, thanks.
as for dire charge as i understand it, it works like shield charge attack from vanguard T4, that means that it requires a hard target, and that creates problems, what i noticed about vanguard version of it, it works good untill target moves then it does exactly nothing. i seen it do nothing on attack, except graphic animation and dizzying full screen blur effect, and it made me stop useing it at all. if that feat is to be like that then it may not be the best idea.
i got idea about dietific warding, in that current state of giveing +1 mrr per hit its useless, for reasons stated before, to make it something useful and leave it on the same on hit mechanic, it would have to give both prr and mrr, in bigger value, lets say +5 per hit, and each stack would need to stay on for not shorter than 6 seconds, in that time it would have chance to stack up higher and be a meaningful change in defences for everyone, if it stacked up to 6 times for example it would be exactly same cap value as currently. leaveing it as it is, will only be taken by accident or by ppl not knowing what mrr is.
Steelstar
11-23-2015, 07:22 AM
Steelstar grats on winning that Bet on polishing hound in a week, do more man! Anyway none of this is angry in the slightest (I feel like I need to preface with that).
Heh, I was on track after that one week of main development to get Hound polished up. Then I had to make 40 Feats or so :P
So does it work like staff lunge? if so it's junk these abilities just don't work well due to targeting in DDO being really sloppy and inconsistent and lag prone. You guys have gotten this feedback OVER AND OVER (not shouting just emphasis) and almost NO ONE ever says "but guys I love using staff lunge". It's not just the targeting the target moves and so do you so you get "you're not facing the target" and you also get this even when the target is in front of you but is touching your boundary box.
Or does it work like T5 Vanguard shield rush? If so it's promising. An abundant step move with a stun at the end this ability works well because it doesn't require you to face the targeted mob, it just scoots you the direction you are facing to the end of the animation and causes the effect to go off. MUCH more fun and interesting. If it's this then this feat sounds very cool.
Does it effect all the mobs that freeze effects?
If yes increase coolness factor of my feedback
No decrease my feedback
Does it effect all the mobs that Stunning shield effects?
If yes increase my feedback
If no sad panda
Does it only effect mobs that stunning blow feat works on? (all three of these are different)
Bad feedback
So why do you want feedback that amounts to random guesswork?
How about this we all tell you what we want in our heart of hearts?
I want it to work as abundant step, I want to be able to use it a lot, for that reason it probably needs to have a chance to effect several enemies based on how long it's been since I last used it. if it's been 120 seconds since I last used it it should effect maximum number of surrounding enemies (say 8-10 max). If it's been 15 or 20 seconds (Lets call that it's base minimum cooldown) it should have a chance to effect 1/3rd that many area mobs say 1 to 2. DC should require building for tactics but not require past lives, completionist or Fighter feats to make Viable (75 to 85% chance to land) in legendary content. We don't know what the DC's are going to look like there so If DC will be in the mid or higher 80 for 95% success rate then the nerf you just did will need to be undone. But then you guys will need to do a LOT of work on ED abilities and other Epic feat spells like Mass Frog and others (which can only hit high 50's due to not being boosted by relevant focuses and gear). Personally most of those things, indeed almost everything with a DC needs to be polished.
Now's the part where you tell me what I want is too ambitious and I say: well you asked for feedback without telling us the particulars of how it's going to work and I gave you my "this would be the coolest Dire Charge ability that I would like top use" because we have no other framework to give feedback from. I particularly like my version because of the variabiliy to "save it up" and use it tactically with greater effect or use it more often but to lesser effect. This is something missing in DDO by in large.
PS. Yes I already know that it's based off Staff Lunge, and for this reason it'll be really disappointing. I guess I'm hoping you'll change your mind.
PPS I'm not above groveling...
PPPS or I can rant about you guys hating fun...
j/k
It's based on the Vanguard T4 Shield Charge - You do need a targeted enemy, but then you rush TO that enemy, deliver the damage to that single enemy and do an AOE stun to all nearby.
As for what it affects: It should probably be the Stunning Blow list. (And Stunning Shield should probably be using it too). The main difference I see at a glance is that Stunning Shield works on Elementals, Undead, Constructs, Oozes and Plants - Who should (by 3.5 standards) be immune to Stunning outright. I'll talk it over with others here.
Iriale
11-23-2015, 07:26 AM
I like these feats.
Deific Warding is weak.
Altamedes
11-23-2015, 09:12 AM
Heh, I was on track after that one week of main development to get Hound polished up. Then I had to make 40 Feats or so :P
It's based on the Vanguard T4 Shield Charge - You do need a targeted enemy, but then you rush TO that enemy, deliver the damage to that single enemy and do an AOE stun to all nearby.
As for what it affects: It should probably be the Stunning Blow list. (And Stunning Shield should probably be using it too). The main difference I see at a glance is that Stunning Shield works on Elementals, Undead, Constructs, Oozes and Plants - Who should (by 3.5 standards) be immune to Stunning outright. I'll talk it over with others here.
It doesn't bother me too much what you do with the Epic Destiny Feat. But since you mentioned vanguard's stunning shield....I hope as you look and "talk it over", you won't make any changes to vanguard. Offensive sword and boards already have limited build options. They're tied to one of 2 classes, and then have to more or less be pure and commit 41 points to the vanguard tree. With TWF, THF, and SWF, although certain classes and trees are better for certain builds, you can pretty much design whatever build you want. You simply take the relative feats. It would be nice for vanguard's to continue to have a little bonus (stunning "non-stunnables") that others don't get.
At this point, I rarely see anyone running vanguard, so I don't really think the community feels it's overpowered.
Anyway - I know vanguard isn't the focus of this thread, just thought I would throw this out there since it came up.
HastyPudding
11-23-2015, 12:03 PM
Heh, I was on track after that one week of main development to get Hound polished up. Then I had to make 40 Feats or so :P
It's based on the Vanguard T4 Shield Charge - You do need a targeted enemy, but then you rush TO that enemy, deliver the damage to that single enemy and do an AOE stun to all nearby.
As for what it affects: It should probably be the Stunning Blow list. (And Stunning Shield should probably be using it too). The main difference I see at a glance is that Stunning Shield works on Elementals, Undead, Constructs, Oozes and Plants - Who should (by 3.5 standards) be immune to Stunning outright. I'll talk it over with others here.
Now you got to go and touch stuff that doesn't need to be touched. Vanguards are so limited in builds (see below) compared to almost every other build type that they need these key features. You're already stepping on their toes with this pseudo-shield rush epic destiny feat, now you want to take away their stun? Sure, I'm pretty sure it's not way-as-intended to work on undead and constructs and such, but really that's one of the key points in being a vanguard: while your damage is perfectly viable, you don't have the spectacular damage of other builds, and being able to stun/lock down anything that comes close to your party is part and parcel of the 'role' of shield-based archetypes in almost any game you find them in.
You're starting to take away everything unique about vanguards, from their ability to rush to the scene of battle first (hence the name) and their ability to lock down opponents, regardless of their race/type. Vanguard is a tactical build and now you insist on taking away their tactical prowess. Also, nobody asked for this to be changed, nobody complained about it, and certainly nobody complains about it in-game.
If it ain't broke, don't fix it.
It doesn't bother me too much what you do with the Epic Destiny Feat. But since you mentioned vanguard's stunning shield....I hope as you look and "talk it over", you won't make any changes to vanguard. Offensive sword and boards already have limited build options. They're tied to one of 2 classes, and then have to more or less be pure and commit 41 points to the vanguard tree. With TWF, THF, and SWF, although certain classes and trees are better for certain builds, you can pretty much design whatever build you want. You simply take the relative feats. It would be nice for vanguard's to continue to have a little bonus (stunning "non-stunnables") that others don't get.
At this point, I rarely see anyone running vanguard, so I don't really think the community feels it's overpowered.
Anyway - I know vanguard isn't the focus of this thread, just thought I would throw this out there since it came up.
^This^
Steelstar
11-23-2015, 12:51 PM
Deific Warding is weak.
We're currently planning to change it to the following:
+10 PRR and MRR. When you take damage, add one stack of Deific Warding (+2 Unique Bonus to PRR and MRR). This effect can stack up to 10 times. One stack is removed every 3 seconds.
slarden
11-23-2015, 01:35 PM
We're currently planning to change it to the following:
+10 PRR and MRR. When you take damage, add one stack of Deific Warding (+2 Unique Bonus to PRR and MRR). This effect can stack up to 10 times. One stack is removed every 3 seconds.
Nice upgrade!
IronClan
11-23-2015, 04:37 PM
Heh, I was on track after that one week of main development to get Hound polished up. Then I had to make 40 Feats or so :P
It's all good you can move on to I dunno say Titan? I bet a case of your prefered adult beverage that you can't legendafy Titan in a month... Come on man... you gonna let me talk to you like that? Surely not! Who do I think I am anyway?... you'll show me right? *jedi mind trick* Titan is the raid you're looking for... *waves hand*
No?
It's based on the Vanguard T4 Shield Charge - You do need a targeted enemy, but then you rush TO that enemy, deliver the damage to that single enemy and do an AOE stun to all nearby.
I knew, but was kinda holding out hope... any chance to make it like T5 Shield Rush instead? it's so much more usable...
As for what it affects: It should probably be the Stunning Blow list. (And Stunning Shield should probably be using it too). The main difference I see at a glance is that Stunning Shield works on Elementals, Undead, Constructs, Oozes and Plants - Who should (by 3.5 standards) be immune to Stunning outright. I'll talk it over with others here.
Wait did I just get Shield stun nerfed? To quote Charlie Brown blarrrrgggggg-actually-nevermind I don't play my vanguard anymore anyway, so sorry guys who still do, it wasn't my intent...
Okay seriously SB feat is so limited in what can be stunned, so hard to make useful short of a Barbarian using both Know the Angles and Divine Might or some other outlyer. DC wise, have to be totally specialized in tactics DC to get it useable in the latest EE, pretty much just shy of needing 3 fighter PL's (can do without on Dwarves and Warforged), pretty lack luster without those though. and it has a way long cooldown... and it's completely useless in the newest content, I mean 100% useless. Don't make Dire charge the same sort of stingy overly limited and overly slow to use ability.
The DC of Dire charge is going to be far short of the Devils content, and problematic even in older high fort content (eGH and Stormhorns) where mid 70's DC is absolutely minimal needed to be worth bothering using (When I say this I mean at a certain point something that only works a low enough % is wasteful of other opportunities you could be using INSTEAD in other words opportunity cost, so you guys may think we're getting something good when it works 35% of the time, but players simply drop it and do something else).
The DC breaks down like this:
20+35 (say 80 melee stat which to be sure requires lots of work itself outside of Barb rage builds) + 12 stunning + 5 insightful +1 ship buff = 73
then up in the air (having significant costs) is:
3 from race choice +AP spent in Dwarven/WF or Fighter kensei
15 instead of 12 Stunning bonus if you commit to the DoJ Wisdom goggles (this one is pretty easy choice admittedly)
3 Fighter past lives (a lot of work)
6 LD twist tactician (a twist)
3 Vanguard (class and build choice and big loss of DPS)
2 Epic tactician (Epic feat)
So to get this into the high 90's required in the last few packs (reportedly as I've said my Vanguards 92 Stunning shield wouldn't even make DoJ Orange enemies roll a save so who knows where DC's will be in Legendary? You guys know but I don't) is impossible and to even get into the 80's we're talking full ****** all in investment with some combo of almost all the above.
And what are we getting? Something clunky that can be used every 25 (I didn't catch the cooldown) seconds? That stuns less stuff than Spinning ice, or Shield stun (pre nerf)?
:(
Rework it to use T5 Shield Rush (aim and fire no targetting needed)
Make it give a DC /2 chance to affect a save on "up to" 8 mobs (less if need be) so with an 80 DC we have a 40% chance to make up to 6 mobs roll a save against DC 80 roughly this will net 2-3 mobs stunned on average even in "no fail" easier quests some will roll a 20
Give it a inclusion list same as Frozen/Spinning
Cooldown 25 seconds.
If this is too good make the number of mobs "up to" 6
If still too good lower the potential DC (16 base instead of 20)
If still too good make it use the Stunning Shield list
If still: "up to" 5 mobs effected at a time
Lower the % of mobs effected formula down to something nearer to 35% (by lowering the max DC a little at a time)
If still: use the dang stunning blow list
If still 30 second cooldown
Somewhere in here their must be a really nifty Dire charge that is both fun, rewarding to use, not OP and also not so limited or lengthy cooldown that it can't be a regular tactical use decision.
UurlockYgmeov
11-23-2015, 05:57 PM
We're currently planning to change it to the following:
+10 PRR and MRR. When you take damage, add one stack of Deific Warding (+2 Unique Bonus to PRR and MRR). This effect can stack up to 10 times. One stack is removed every 3 seconds.
agree with Slarden - nice upgrade.
Failedlegend
11-24-2015, 11:31 AM
Dire Charge (3 Martial Destinies)
Charge forward at the targeted foe. That foe and all nearby foes are subject to +2[w] damage and must make a Fortitude save or be stunned. Stun DC is (20 + highest ability modifier + bonus to stun attacks).
Rework it to use T5 Shield Rush (aim and fire no targetting needed)
Am I the only one who finds the "free-aim" charge attacks (like Vanguards T5 Shield Rush) to be far less useful, I often end up missing the mob i was trying to hit and thus effect hits nobody where-as the targeted ones make it possible to calculate where I'm going to end up.
Arcane Pulse (3 Arcane Destinies)
Spell: A magical pulse of force reverberates through the target's body, dealing 3d6+6 force damage every 2 seconds for a duration of 16 seconds. This spell can stack on the target up to 5 times, increasing the damage with each stack. 3 second cooldown
Is this NO save like Eladar's Electric Surge?
Arcane Warrior (2 Arcane+1 Martial)
Your weapon and unarmed attacks grant you a stack of Arcane Warrior: Magical (+1 Universal Spell Power). Your offensive spells grant you a stack of Arcane Warrior: Physical (+1 Melee and Ranged Power). Each of these stacks to 20 times and each stack lasts for 6 seconds. You may gain a stack of each no more than once per second.
Shame, I would have rather seen something like this added to EK when you guys get around to improving that poor Tree (along with immunity to dispel and dispel like effects :D)
terrenceknight1
11-24-2015, 11:47 AM
Is there anyway Deific Warding could be allowed to bypass the MRR cap on Robes/Docents? I would love nothing more than to take that ED feat for the PRR but would be left with the feeling of being stuck with half a feat being that my BF Monk is already 2 or 3 points shy of the 50 MRR cap. Could it please be in consideration being its a high level ED feat?
sjbb87
11-24-2015, 02:57 PM
We're currently planning to change it to the following:
+10 PRR and MRR. When you take damage, add one stack of Deific Warding (+2 Unique Bonus to PRR and MRR). This effect can stack up to 10 times. One stack is removed every 3 seconds.
Nice
Silverleafeon
11-24-2015, 10:42 PM
Arcane Warrior (2 Arcane+1 Martial)
Your weapon and unarmed attacks grant you a stack of Arcane Warrior: Magical (+1 Universal Spell Power). Your offensive spells grant you a stack of Arcane Warrior: Physical (+1 Melee and Ranged Power). Each of these stacks to 20 times and each stack lasts for 6 seconds. You may gain a stack of each no more than once per second.
Reminds me of something out of primal:
Strength of Spirit: When you hit with a melee attack, or cast a spell on an ally, or cast an offensive spell on an enemy, you gain 1 Spirit. Each of these three categories triggers only once every three seconds. You can have up to 30 Spirit. Spirit decays at a rate of one every 9 seconds. Toggle: You gain +30 Universal Spell Power. Costs 1 Spirit to activate and 1 Spirit every six seconds. (Stays toggled on until manually turned off.)Active (5 sec cooldown)
Avatar of Nature Epic Moment: Active (2 AP) (35SP to activate) (5 sec cooldown)
You become an Avatar of Nature (Wood woad) Every 3 seconds, you gain +1 size, +2 Strength, +2 Constitution, a large bonus to damage based on size, and lose some movement speed, stacking up to size 4.
Size 1+: +50 size bonus to PRR?(Damage dice: 18.5[1d20])
Size 2+: When you attack enemies they become poisoned, taking 2d10 poison damage every 2 seconds for several seconds. This poison stacks up to 5 times. (Damage dice: 36.0[1d20])
Size 3+: Enemies attacking you have a chance to become diseased, dealing 1d4 Constitution damage every two seconds for 10 seconds. (Damage dice:53.5[1d20])
Size 4: The ground shakes when you put your foot down. Your third attack while standing still knocks down nearby enemies and deals extra bludgeoning damage in an area. (Damage dice:71.0[1d20])
This costs 1 Spirit every few seconds per size you've gained (Turns off if you run out of Spirit.)
Faltout
11-25-2015, 08:02 AM
Arcane Warrior (2 Arcane+1 Martial)
Your weapon and unarmed attacks grant you a stack of Arcane Warrior: Magical (+1 Universal Spell Power). Your offensive spells grant you a stack of Arcane Warrior: Physical (+1 Melee and Ranged Power). Each of these stacks to 20 times and each stack lasts for 6 seconds. You may gain a stack of each no more than once per second.
Reminds me of something out of primal:
Strength of Spirit: When you hit with a melee attack, or cast a spell on an ally, or cast an offensive spell on an enemy, you gain 1 Spirit. Each of these three categories triggers only once every three seconds. You can have up to 30 Spirit. Spirit decays at a rate of one every 9 seconds. Toggle: You gain +30 Universal Spell Power. Costs 1 Spirit to activate and 1 Spirit every six seconds. (Stays toggled on until manually turned off.)Active (5 sec cooldown)
Avatar of Nature Epic Moment: Active (2 AP) (35SP to activate) (5 sec cooldown)
You become an Avatar of Nature (Wood woad) Every 3 seconds, you gain +1 size, +2 Strength, +2 Constitution, a large bonus to damage based on size, and lose some movement speed, stacking up to size 4.
Size 1+: +50 size bonus to PRR?(Damage dice: 18.5[1d20])
Size 2+: When you attack enemies they become poisoned, taking 2d10 poison damage every 2 seconds for several seconds. This poison stacks up to 5 times. (Damage dice: 36.0[1d20])
Size 3+: Enemies attacking you have a chance to become diseased, dealing 1d4 Constitution damage every two seconds for 10 seconds. (Damage dice:53.5[1d20])
Size 4: The ground shakes when you put your foot down. Your third attack while standing still knocks down nearby enemies and deals extra bludgeoning damage in an area. (Damage dice:71.0[1d20])
This costs 1 Spirit every few seconds per size you've gained (Turns off if you run out of Spirit.)
There is a point in that post? :confused: All I see is 2 abilities listed.
And if anything, arcane warrior is more like blood and radiance from exalted...
Tlorrd
11-25-2015, 09:54 AM
There is a point in that post? :confused: All I see is 2 abilities listed.
And if anything, arcane warrior is more like blood and radiance from exalted...
Yes ... Warlocks will be even more powerful after this update ....
Arcane warrior = more spell power while waiting for burst cooldowns. Add in intensify and scion of light ... Boom ES warlocks are gods! I love it. Ty devs!
Vargouille
11-25-2015, 11:45 AM
not to mention that universal spellpower does not stack with other forms of spellpower.
To clarify: This is incorrect, generally speaking, but there are some incredibly incorrect tooltips we're hoping to fix soon.
We've had some outright wrong and confusing tooltips on some spell power items (that we're hopefully clearing up soon).
In general, Universal Spell Power (USP) absolutely does stack with other spell powers. USP is a separates statistic that stacks with other spell powers.
There are some items that say they give USP, but they are lying liars who lie. "Potency" items actually give the same bonus as other items to each individual spellpower (so they are giving quite a lot of bonuses to many statistics, not one bonus to one statistic). This is why Potency doesn't stack with Magnetism, for example: Those both give an Enhancement Bonus to the Electric Spell Power statistic.
Regardless, most of the time Feats grant stacking bonuses - unless they specify a particular bonus type. If a feat granted an Enhancement Bonus to Electric Spellpower it would not stack with Potency items, nor with Magnetism items, because bonuses to the same stat that have the same bonus type don't stack -- that's just the general stacking rules kicking in.
Systern
11-25-2015, 12:12 PM
To clarify: This is incorrect, generally speaking, but there are some incredibly incorrect tooltips we're hoping to fix soon.
We've had some outright wrong and confusing tooltips on some spell power items (that we're hopefully clearing up soon).
In general, Universal Spell Power (USP) absolutely does stack with other spell powers. USP is a separates statistic that stacks with other spell powers.
There are some items that say they give USP, but they are lying liars who lie. "Potency" items actually give the same bonus as other items to each individual spellpower (so they are giving quite a lot of bonuses to many statistics, not one bonus to one statistic). This is why Potency doesn't stack with Magnetism, for example: Those both give an Enhancement Bonus to the Electric Spell Power statistic.
Regardless, most of the time Feats grant stacking bonuses - unless they specify a particular bonus type. If a feat granted an Enhancement Bonus to Electric Spellpower it would not stack with Potency items, nor with Magnetism items, because bonuses to the same stat that have the same bonus type don't stack -- that's just the general stacking rules kicking in.
I've often wondered about this. So a generic potency item is a small enhancement bonus to each. Is "Insightful potency" on the In.* Potential orb in U28 an "Insight bonus to each" or an actual "Insight bonus to USP"?
(* I can never remember if it's incredible potential or increased potential. one's shavarath rings, the other's the name of the Orb in Devil's Gambit)
Atremus
11-25-2015, 12:34 PM
In general, Universal Spell Power (USP) absolutely does stack with other spell powers. USP is a separates statistic that stacks with other spell powers.
.
Well that clears that up.
dunklezhan
11-25-2015, 12:54 PM
In general, Universal Spell Power (USP) absolutely does stack with other spell powers. USP is a separates statistic that stacks with other spell powers.
To clarify further: does it stack with all other spell powers or only some (and if you say 'some' and don't also say which ones I'll... well I don't know what I'll do. But I'll be wry about it, I swear).
Silverleafeon
11-25-2015, 01:02 PM
There is a point in that post? :confused:
A lot of people pointed out that feat was totally useless early on, just found and posted a possibly symbiosis, and it appears you found an even stronger one.
HastyPudding
11-25-2015, 01:48 PM
To clarify: This is incorrect, generally speaking, but there are some incredibly incorrect tooltips we're hoping to fix soon.
We've had some outright wrong and confusing tooltips on some spell power items (that we're hopefully clearing up soon).
In general, Universal Spell Power (USP) absolutely does stack with other spell powers. USP is a separates statistic that stacks with other spell powers.
There are some items that say they give USP, but they are lying liars who lie. "Potency" items actually give the same bonus as other items to each individual spellpower (so they are giving quite a lot of bonuses to many statistics, not one bonus to one statistic). This is why Potency doesn't stack with Magnetism, for example: Those both give an Enhancement Bonus to the Electric Spell Power statistic.
Regardless, most of the time Feats grant stacking bonuses - unless they specify a particular bonus type. If a feat granted an Enhancement Bonus to Electric Spellpower it would not stack with Potency items, nor with Magnetism items, because bonuses to the same stat that have the same bonus type don't stack -- that's just the general stacking rules kicking in.
So...if one of the new epic feats gives 10 electric spellpower and 30 universal spellpower, you're essentially gaining 40 electric spellpower and 30 for everything else? That's how I understand how items work, at least: you have a 60 potency item and a 90 magnetism item: you gain 90 magnetism because they don't stack, but that 60 potency goes into everything not magnetism (or doesn't have a higher spellpower bonus of its own like glaciation or devotion).
Vargouille
11-25-2015, 01:53 PM
To clarify further: does it stack with all other spell powers or only some (and if you say 'some' and don't also say which ones I'll... well I don't know what I'll do. But I'll be wry about it, I swear).
All. Always.
In our game systems, there are almost no cases where a separately tracked statistic doesn't stack. This is why for a long time Ravager's Critical Rage bonus stacked differently but with everything (it was a separate special stat that "magically" that was always applied to the character but only did anything while raging, rather than being the same stat everything else used but applied when raging and removed when not).
Since Universal Spell Power is it's own statistic, the Bonus type system can't make them not stack. Enhancement Bonus to USP and Enhancement Bonus to Electric Spell Power stack together to give their combined values (for electric spells, of course). They're just different things, even though they affect something similar. They "stack" in the same way that Enhancement bonus to Constitution and Enhancement Bonus to maximum hit points stack - "of course" they stack, they are different things (even though both can raise your hit points). But since there were not ways that made it clear to players that USP was a separate statistic (and some that confusingly pointed the other way), that would be tough for players to know. :(
There are a very few bonus types that stack with everything, and are generally not even stated when used (if there's no bonus type listed, expect it to stack). Most often this is a "Unique" bonus in our developer jargon - unique bonuses always stack. "Penalty" bonuses also always stack - if you have multiple things penalizing you, yes, they stack! Technically, we could give negative bonuses with a bonus type, such as a "-2 Enhancement bonus to Strength", but it wouldn't stack if you had a higher Enhancement bonus to Strength... such as +1. So that just doesn't make sense most of the time.
A tangent that might be interesting but probably won't help much with understanding: There are some few cases where special code has been put in and frankly makes bonuses more confusing (both for players but also developers!) For instance, Displacement, Blurry, and some similar effects are ... not implemented in an entirely consistent manner. There's special code that makes Displacement not stack with Blurry. Amongst the things I personally might change with a time machine, going back to the start of DDO development, would be to just make a single "Blurred" statistic or something like that. Then Blur and Displacement could just use the same bonus type and add to that statistic, and according to normal D&D rules they just wouldn't stack. Instead we have weirder things that confuse us. :) Custom code can make almost anything stack or not stack, but as a rule we really try to avoid that.
Vargouille
11-25-2015, 01:57 PM
So...if one of the new epic feats gives 10 electric spellpower and 30 universal spellpower, you're essentially gaining 40 electric spellpower and 30 for everything else? That's how I understand how items work, at least: you have a 60 potency item and a 90 magnetism item: you gain 90 magnetism because they don't stack, but that 60 potency goes into everything not magnetism (or doesn't have a higher spellpower bonus of its own like glaciation or devotion).
Yes, this seems to be a correct understanding. In this case both the Electric and Universal bonuses are entirely stacking bonuses (I believe, though Steelstar is actually implementing this, but is out on holiday shenanigans of some kind).
FranOhmsford
11-25-2015, 02:04 PM
Yes, this seems to be a correct understanding. In this case both the Electric and Universal bonuses are entirely stacking bonuses (I believe, though Steelstar is actually implementing this, but is out on holiday shenanigans of some kind).
So just to be certain:
Are you saying here that USP stacks with Potency?
OR
Are you saying that it's the same thing as Potency and therefore wouldn't stack?
Failedlegend
11-25-2015, 02:10 PM
In general, Universal Spell Power (USP) absolutely does stack with other spell powers. USP is a separates statistic that stacks with other spell powers.
There are some items that say they give USP, but they are lying liars who lie. "Potency" items actually give the same bonus as other items to each individual spellpower (so they are giving quite a lot of bonuses to many statistics, not one bonus to one statistic). This is why Potency doesn't stack with Magnetism, for example: Those both give an Enhancement Bonus to the Electric Spell Power statistic.
USP has always confused me and thne forums seem to disagree on stackuing or not stacking and CMIIW but don't those two paragraphs contradict each other?
hit_fido
11-25-2015, 02:29 PM
But since there were not ways that made it clear to players that USP was a separate statistic (and some that confusingly pointed the other way), that would be tough for players to know. :(
Not as if you haven't heard it before but this seems like an opportune time to again request some more player-facing output that shows more of this stuff. Even if it isn't incorporated into the character sheet, something like "/character" that dumps additional output would be great. I have 400 lightning spell power that I can see on the character sheet? Let the dump tell me its actually "+300 enhancement, +30 usp, +20 alchemical, etc etc".
Vargouille
11-25-2015, 02:45 PM
So just to be certain:
Are you saying here that USP stacks with Potency?
OR
Are you saying that it's the same thing as Potency and therefore wouldn't stack?
USP has always confused me and thne forums seem to disagree on stackuing or not stacking and CMIIW but don't those two paragraphs contradict each other?
Potency (the item bonus that gives a bonus to all spell powers) does NOT give a bonus to Universal Spell Power. Potency essentially has nothing to do with Universal Spell Power, the statistic.
Feats and enhancements that give bonuses to Universal Spell Power (there are many) all stack with Potency (you can see this currently in game with any feats/enhancements that do this.)
Universal Spell Power is a statistic, like Constitution and Reflex Saves. Asking "Does Constitution stack with increased maximum hit points?" is similar to asking "Does USP stack with Electric Spell Power?" The answer is yes, but the question itself is confusing, and doubly confusing because we've failed to tell you that Potency is a bonus to Electric Spell Power (and fire, and cold, and force, and positive, etc.) Because Potency is not a bonus to Universal Spell Power, it will always stack with USP 100% of the time, the same way that bonuses to Dexterity always stacks with bonuses to Reflex saves - they stack because they are technically bonuses to different things.
We've probably got some text to clean up to make this more clear, including on Potency itself.
Vargouille
11-25-2015, 02:46 PM
Not as if you haven't heard it before but this seems like an opportune time to again request some more player-facing output that shows more of this stuff. Even if it isn't incorporated into the character sheet, something like "/character" that dumps additional output would be great. I have 400 lightning spell power that I can see on the character sheet? Let the dump tell me its actually "+300 enhancement, +30 usp, +20 alchemical, etc etc".
That would be awesome - for lots and lots of things, not just spell power, so it's unlikely we'll put it in for Spell Power without doing a major overhaul that does that for many things.
IronClan
11-25-2015, 02:56 PM
Yes ... Warlocks will be even more powerful after this update ....
Arcane warrior = more spell power while waiting for burst cooldowns. Add in intensify and scion of light ... Boom ES warlocks are gods! I love it. Ty devs!
From 20 Spell power?
Grailhawk
11-25-2015, 03:07 PM
That would be awesome - for lots and lots of things, not just spell power, so it's unlikely we'll put it in for Spell Power without doing a major overhaul that does that for many things.
A text dump of every single stat would be fantastic. Please try and do something like this.
IronClan
11-25-2015, 03:14 PM
USP has always confused me and thne forums seem to disagree on stackuing or not stacking and CMIIW but don't those two paragraphs contradict each other?
Universal spell power stacks
90 Devotion, Magnetism, Impulse, Combustion etc. on gear is an 90 equipment bonus to a single specific SP
90 Potency equipment bonus is the same 90 devotion, 90 Magnetism, 90 impulse, 90 combustion (and all the rest) combined into one not very appealing item because it's probably ML28 when you're equipping specific spell powers 60+ higher. so it doesn't stack because it's not really USP and it's the same bonus.
+10 Insightful Potency stacks with 90 equipment bonus making 100 and unless they decide to confuse things and put in +20 insightful glaciation (etc.) in you should try to fit it in where possible on a caster. Though its a very minor bonus everything adds up.
dng242
11-25-2015, 03:15 PM
That would be awesome - for lots and lots of things, not just spell power, so it's unlikely we'll put it in for Spell Power without doing a major overhaul that does that for many things.
Taking this way off subject. When you do that (I'm an optimist) how about a function that also dumps your gear into a csv file. That way I don't have to look at 20+ characters just to find that "+50 Longsword of awesomeness" that I know was on one of my toons. I can just do a search in Excel ;)
Tlorrd
11-25-2015, 03:33 PM
From 20 Spell power?
Please add everything from my quote ...
+75 intensify and +20 arcane warrior that is +95 ... and then Scion of Celestia which is +20 light and +20 universal .... thus +135 spell power and then add +30% crit damage ... yes that is adding quite a bit of dps. Me likey!
ComicRelief
11-25-2015, 03:48 PM
*snip*
Amongst the things I personally might change with a time machine, going back to the start of DDO development, would be to just make a single "Blurred" statistic or something like that. Then Blur and Displacement could just use the same bonus type and add to that statistic, and according to normal D&D rules they just wouldn't stack.
*snip*
Sounds like just one of the things that could/should be implemented in DDO2...
{Not that there are any plans (yet) for DDO2, as far as I know. Just sayin'...}
;)
IronClan
11-25-2015, 03:54 PM
Please add everything from my quote ...
+75 intensify and +20 arcane warrior that is +95 ... and then Scion of Celestia which is +20 light and +20 universal .... thus +135 spell power and then add +30% crit damage ... yes that is adding quite a bit of dps. Me likey!
Fair enough was perhaps overly focused on what you replied to. Personally I'd rather take a +20 spell power destiny feat than arcane Warrior but then I'm not getting anything from the melee portion.
I agree that much/most of these additions do just as much to make Warlocks stronger as they do to make SP casters stronger. I believe they have sided with Warlock players who say that Warlocks are fine in Epic and OP in heroic so they nerfed the overall scaling then they added back power in the epic levels.
Tlorrd
11-25-2015, 04:28 PM
Fair enough was perhaps overly focused on what you replied to. Personally I'd rather take a +20 spell power destiny feat than arcane Warrior but then I'm not getting anything from the melee portion.
I agree that much/most of these additions do just as much to make Warlocks stronger as they do to make SP casters stronger. I believe they have sided with Warlock players who say that Warlocks are fine in Epic and OP in heroic so they nerfed the overall scaling then they added back power in the epic levels.
agreed ... but the funny part is, I think I've shown in my previous posts that lvl 20 Warlocks can crush the highest level content in the game, so I'm not sure where the debate is about Epic warlocks being weak(er) and not as OP than they are in heroics.
bloodnose13
11-25-2015, 04:30 PM
To clarify: This is incorrect, generally speaking, but there are some incredibly incorrect tooltips we're hoping to fix soon.
We've had some outright wrong and confusing tooltips on some spell power items (that we're hopefully clearing up soon).
In general, Universal Spell Power (USP) absolutely does stack with other spell powers. USP is a separates statistic that stacks with other spell powers.
There are some items that say they give USP, but they are lying liars who lie. "Potency" items actually give the same bonus as other items to each individual spellpower (so they are giving quite a lot of bonuses to many statistics, not one bonus to one statistic). This is why Potency doesn't stack with Magnetism, for example: Those both give an Enhancement Bonus to the Electric Spell Power statistic.
Regardless, most of the time Feats grant stacking bonuses - unless they specify a particular bonus type. If a feat granted an Enhancement Bonus to Electric Spellpower it would not stack with Potency items, nor with Magnetism items, because bonuses to the same stat that have the same bonus type don't stack -- that's just the general stacking rules kicking in.
i stand corrected, thank you for clarifying it.
i would want to mention a thing about dire charge and its parent ability shield charge,
please test both those abilities against moveing targets, i noticed quite a lot useing that ability that when used on moveing target it very often does nothing, as if it missed. idk maybe some lag delay comes into play with it too? hard to say, but it happened multiple times. maybe that ability could do some binding effect on target to make it stop moveing for duration of it?
ThomasHunter
11-25-2015, 04:30 PM
I feel like a bomb was dropped on my head, but in a good way!
My good friend and I were just discussing this at work a couple of days ago and we simply dismissed USP as virtually meaningless since we thought it added to Potency instead of individual types.
So, if I wrote this out, would it be:
[max (Sonic SP, Potency) + USP + Perform Skill ]
or another example if metamagics were allowed:
[max (Combustion SP, Potency) + USP + Spellsight] x (1 + Empower/100 + Maximize/100)
Is that essentially what is happening? I think we thought that USP was added to Potency THEN compared to the individual spell power. Heh, this has me pretty pumped now! I'll have to look for different ways to gain USP!!!
Thanks for clearing this up today (assuming that my understanding is correct).:cool:
UurlockYgmeov
11-25-2015, 04:38 PM
A tangent that might be interesting but probably won't help much with understanding: There are some few cases where special code has been put in and frankly makes bonuses more confusing (both for players but also developers!) For instance, Displacement, Blurry, and some similar effects are ... not implemented in an entirely consistent manner. There's special code that makes Displacement not stack with Blurry. Amongst the things I personally might change with a time machine, going back to the start of DDO development, would be to just make a single "Blurred" statistic or something like that. Then Blur and Displacement could just use the same bonus type and add to that statistic, and according to normal D&D rules they just wouldn't stack. Instead we have weirder things that confuse us. :) Custom code can make almost anything stack or not stack, but as a rule we really try to avoid that.
sounds like a pet weekend project --- fixing this. :P And adding the resulting fix to the character sheet under AC tooltip. ;p
UurlockYgmeov
11-25-2015, 04:42 PM
That would be awesome - for lots and lots of things, not just spell power, so it's unlikely we'll put it in for Spell Power without doing a major overhaul that does that for many things.
I see the gears whirring !!! :P
dunklezhan
11-25-2015, 06:46 PM
All. Always.
[many interesting things]
Thanks Varg, that was a great answer, appreciate it.
gwonbush
11-25-2015, 07:41 PM
There are a very few bonus types that stack with everything, and are generally not even stated when used (if there's no bonus type listed, expect it to stack). Most often this is a "Unique" bonus in our developer jargon - unique bonuses always stack. "Penalty" bonuses also always stack - if you have multiple things penalizing you, yes, they stack! Technically, we could give negative bonuses with a bonus type, such as a "-2 Enhancement bonus to Strength", but it wouldn't stack if you had a higher Enhancement bonus to Strength... such as +1. So that just doesn't make sense most of the time.
Randomly generated cursed gear actually doesn't stack. If you are wearing two items with the Curse of Foolishness for instance, you only get -1 Wisdom, not -2. That being said, I'm not sure how relevant this will be with the new loot revamp coming up.
maddong
11-25-2015, 08:44 PM
Please tell me that the Lawful and Chaotic damage won't scream "Immune" at me every time I hit something that is immune to those damage types. It's bad enough using my Thunderforged weapons on non-dragons :P
In addition to letting us hide heroic quests from the adventure compendium (so we can sort by epic level only) please add the quality of life fix to let us suppress immune weapon messages during combat (re thunder forged).
count_spicoli
11-26-2015, 07:51 AM
That would be awesome - for lots and lots of things, not just spell power, so it's unlikely we'll put it in for Spell Power without doing a major overhaul that does that for many things.
How about getting stunning blow and trip dcs listed like spell dcs. would be interesting to see exactly where your sitting with these.
Juggle
11-27-2015, 11:27 PM
So can anyone answer me this question...
Say for the Dire Charge (3 Martial)
...does this mean I just need 3 past lives of martial? Or does this mean I need to have 3 of each one of Martial...so like 3x legendary dreadnaught, 3 Shadowdancer, 3 Grandmaster to gain access? In other words, can I just do Legendary Dreadnaught x3 ETR to have gained 3 past lives of Martial and have access to this feat?
Powerhungry
11-27-2015, 11:37 PM
So can anyone answer me this question...
Say for the Dire Charge (3 Martial)
...does this mean I just need 3 past lives of martial? Or does this mean I need to have 3 of each one of Martial...so like 3x legendary dreadnaught, 3 Shadowdancer, 3 Grandmaster to gain access? In other words, can I just do Legendary Dreadnaught x3 ETR to have gained 3 past lives of Martial and have access to this feat?
Unless I am mistaken, it is like the other epic destiny feats. Where it says '3 martial' it means you must have all 3 destinies capped in the martial sphere (not 3 martial past lives) http://ddowiki.com/page/Epic_Destiny_Feats
Livmo
11-27-2015, 11:43 PM
Unless I am mistaken, it is like the other epic destiny feats. Where it says '3 martial' it means you must have all 3 destinies capped in the martial sphere (not 3 martial past lives) http://ddowiki.com/page/Epic_Destiny_Feats
That is how the OP reads and how I interperet it as well.
Juggle
11-27-2015, 11:45 PM
Unless I am mistaken, it is like the other epic destiny feats. Where it says '3 martial' it means you must have all 3 destinies capped in the martial sphere (not 3 martial past lives) http://ddowiki.com/page/Epic_Destiny_Feats
Sigh....I wish I would have known all this a bit in advance...I've got a lot of work to do. Thanks for the reply! And livmo!
Livmo
11-27-2015, 11:57 PM
I see we woke the Steelstar.
One thing that I'm very thankful for this year is that Steelstar worked on the arty stuff on his own time.
TY Steelstar for throwin us arties a bone.
Much appreciated!
Steelstar
12-01-2015, 10:01 AM
I would only allow it to stack 5x because this is going to be a permanent buff on barbs due to supreme cleave self damage.
Reworded to how it actually works in-game:
+10 PRR and MRR. When you take damage from an enemy's attack or spell, add one stack of Deific Warding (+2 to PRR and MRR). This effect can stack up to 10 times. One stack is removed every 3 seconds.
FranOhmsford
12-01-2015, 10:14 AM
Reworded to how it actually works in-game:
+10 PRR and MRR. When you take damage from an enemy's attack or spell, add one stack of Deific Warding (+2 to PRR and MRR). This effect can stack up to 10 times. One stack is removed every 3 seconds.
If you're taking dmg from mobs that fast you're going to be dead long before you get to 10 stacks!
Why not let Barbs have their Supreme Cleave be able to charge it up? It's not like Barbs have the highest PRR/MRR or even close.
+10 PRR and MRR = Nice but the rest of the Feat = Not worth the hassle.
Steelstar
12-01-2015, 10:27 AM
If you're taking dmg from mobs that fast you're going to be dead long before you get to 10 stacks!
If any given 10 hits over 30 seconds kills you every time, this feat isn't going to save you. You should probably take a look at your other defenses. There will certainly be some situations where you die before this hits 10 stacks (if there weren't, you'd be invincible), but in practice most players that can make use of this should be decent enough at controlling their own healing and defenses to make use of it.
We don't expect you'll be at 10 stacks constantly.
Why not let Barbs have their Supreme Cleave be able to charge it up? It's not like Barbs have the highest PRR/MRR or even close.
+10 PRR and MRR = Nice but the rest of the Feat = Not worth the hassle.
No, sorry.
ice584
12-01-2015, 12:52 PM
If any given 10 hits over 30 seconds kills you every time, this feat isn't going to save you. You should probably take a look at your other defenses.
The problem I have here is that a mechanic like this is in direct opposition to other defense mechanics like AC, Dodge, and concealment. If I increase those other defense mechanics, it actually worsens the effectiveness of this feat.
You could increase the number of stacks it gives you or increase the duration, but neither of those help the fact it works against other defense mechanics. Maybe this would be better if it triggered off of hits AND misses.
Jetrule
12-01-2015, 12:54 PM
10 hits in 30 seconds will kill most characters in tough ee content the defenses that will save you involve not getting hit. The self healing or team healing is what will save you and allow that stacking buff.
Tlorrd
12-01-2015, 01:36 PM
Reworded to how it actually works in-game:
+10 PRR and MRR. When you take damage from an enemy's attack or spell, add one stack of Deific Warding (+2 to PRR and MRR). This effect can stack up to 10 times. One stack is removed every 3 seconds.
This is better than the original. Thank you!
slarden
12-01-2015, 02:12 PM
10 hits in 30 seconds will kill most characters in tough ee content the defenses that will save you involve not getting hit. The self healing or team healing is what will save you and allow that stacking buff.
It looks like something meant for a tank to me.
Tlorrd
12-01-2015, 03:13 PM
***Please make sure you have read this thread first, it contains an overview of Update 29 Feats.*** (https://www.ddo.com/forums/showthread.php/467837-Update-29-Feats-Overview)
At level 29, you get your third Epic Destiny feat. Like the one you get at level 28, you can pick from any of the previous Epic Destiny feats you qualify for, as well as from a list of new options only available at level 29. These require 3 total destinies, though unlike previous Feats most of these require Destinies from multiple Spheres.
Wind through the Trees (3 Primal Destinies)
When enemies hit or miss you, they have a 5% chance to be knocked down with no save. This may only trigger once every 12 seconds.
Dire Charge (3 Martial Destinies)
Charge forward at the targeted foe. That foe and all nearby foes are subject to +2[w] damage and must make a Fortitude save or be stunned. Stun DC is (20 + highest ability modifier + bonus to stun attacks).
Arcane Pulse (3 Arcane Destinies)
Spell: A magical pulse of force reverberates through the target's body, dealing 3d6+6 force damage every 2 seconds for a duration of 16 seconds. This spell can stack on the target up to 5 times, increasing the damage with each stack. 3 second cooldown
Deific Warding (3 Divine Destinies)
When you take damage, add one stack of Deific Warding (+1 Sacred Bonus to MRR). This effect can stack up to 30 times. One stack is removed every 3 seconds.
Dreamscape (2 Primal+ 1 Arcane)
Activate to pop off to the land of dreams. You are invulnerable and invisible for five seconds, then return with a random 30-second buff. 1 minute cooldown.
Harbinger of Chaos (1 Primal+2 Martial)
With weapon and unarmed attacks, deal 1d20 Bane damage against all targets and an additional 2d20 Chaos damage against Lawful targets. This scales with Melee or Ranged power depending on your weapons.
Fount of Life (1 Primal+ 2 Divine)
+20 Healing Amp and Positive Spell Power
Embodiment of Order (1 Divine+ 2 Martial)
With weapon and unarmed attacks, deal 10 Bane damage against all targets and an additional 20 Law damage against Chaotic targets. This scales with Melee or Ranged power depending on your weapons.
Spirit Blades (1 Divine+2 Arcane)
Spell: Create a series of spectral blades which fly at a nearby opponent. Each of the five blades does 2d20 Piercing and 1d20 Force damage.
Arcane Warrior (2 Arcane+1 Martial)
Your weapon and unarmed attacks grant you a stack of Arcane Warrior: Magical (+1 Universal Spell Power). Your offensive spells grant you a stack of Arcane Warrior: Physical (+1 Melee and Ranged Power). Each of these stacks to 20 times and each stack lasts for 6 seconds. You may gain a stack of each no more than once per second.
Can you please update this to reflect the changes you've made to feats already so that we may have them in a nice list to refer to. Also please update the other threads with the same when you get time. Much appreciated.
Xanthrawl
12-01-2015, 03:27 PM
Wind through the Trees (3 Primal Destinies)
When enemies hit or miss you, they have a 5% chance to be knocked down with no save. This may only trigger once every 12 seconds.
Could you please be a bit more specific regarding this feat?
Is it melee hits and misses only, or can it knock down an archer/ranged combatant?
What is the duration of the knock down?
I'm assuming it does not work on red/purple named monsters. If that's true, please consider cutting down on the 12 second cool down. If it can only be used on trash, and possibly only melee trash at that, those 12 seconds really cripple what little intrerest this feat has.
I get that all of the feats don't need to necessarily be equal, but there should still be some appeal to take it. I see very little reason for any build to take this feat, other than flavor.
EllisDee37
12-01-2015, 04:29 PM
Can you please update this to reflect the changes you've made to feats already so that we may have them in a nice list to refer to. Also please update the other threads with the same when you get time. Much appreciated.Seconded. It was a major hassle going through every dev post in all three feat threads to identify all the changes.
Most of the changes have not been edited into the OP, even the ones where devs have specifically posted that they're editing them into the OP.
Steelstar
12-01-2015, 04:33 PM
Seconded. It was a major hassle going through every dev post in all three feat threads to identify all the changes.
Most of the changes have not been edited into the OP, even the ones where devs have specifically posted that they're editing them into the OP.
Sorry the thread updates are a bit behind; I'm currently compiling feedback, making adjustments to the feats, finishing two Raids and building named loot for this update.
I'm hoping to get updated versions of these lists out later this week once the Lamannia build is squared away.
EllisDee37
12-01-2015, 04:39 PM
Sorry the thread updates are a bit behind; I'm currently compiling feedback, making adjustments to the feats, finishing two Raids and building named loot for this update.No worries, I get it. I'm in a similar boat as I code countless changes and updates to my character planner, hoping to get a new version out when (or before!) U29 goes live. The level cap increase is the smallest part of my planned update.
I'm hoping to get updated versions of these lists out later this week once the Lamannia build is squared away.Sweet.
slarden
12-01-2015, 04:55 PM
Sorry the thread updates are a bit behind; I'm currently compiling feedback, making adjustments to the feats, finishing two Raids and building named loot for this update.
I'm hoping to get updated versions of these lists out later this week once the Lamannia build is squared away.
You should change your name to ManOfSteel. That's alot of work!
Jetrule
12-01-2015, 05:12 PM
Sorry the thread updates are a bit behind; I'm currently compiling feedback, making adjustments to the feats, finishing two Raids and building named loot for this update.
I'm hoping to get updated versions of these lists out later this week once the Lamannia build is squared away.
Sometimes He would accuse chestnuts of being lazy. The sort of general malaise that only the genius posses and the insane lament.
UurlockYgmeov
12-01-2015, 05:18 PM
sorry the thread updates are a bit behind; i'm currently compiling feedback, making adjustments to the feats, finishing two raids and building named loot for this update.
I'm hoping to get updated versions of these lists out later this week once the lamannia build is squared away.
yum!
Holyavatar
12-01-2015, 05:35 PM
Sorry the thread updates are a bit behind; I'm currently compiling feedback, making adjustments to the feats, finishing two Raids and building named loot for this update.
I'm hoping to get updated versions of these lists out later this week once the Lamannia build is squared away.
does that means no epic greensteel/shroud on u29?i assumed the 2 raid u talked about are EPIC HOX and TS:cool:
slarden
12-01-2015, 05:38 PM
does that means no epic greensteel/shroud on u29?i assumed the 2 raid u talked about are EPIC HOX and TS:cool:
I am sure other developers are working on the other raid and loot.
Blastyswa
12-01-2015, 05:39 PM
Maybe this would be better if it triggered off of hits AND misses.
I was about to respond to dev comment myself, but this is exactly what I was planning to say. I personally have 223 AC in addition to the standard blur/incorporeal and 10% dodge. Activating only off of hits would increase my defense while fighting swarm type enemies or with high concentrations of archers, but would make this feat a lot less useful against bosses or other single targets. If that's the design goal though, then it's executed fine.
Algreg
12-01-2015, 06:19 PM
If any given 10 hits over 30 seconds kills you every time, this feat isn't going to save you. You should probably take a look at your other defenses. There will certainly be some situations where you die before this hits 10 stacks (if there weren't, you'd be invincible), but in practice most players that can make use of this should be decent enough at controlling their own healing and defenses to make use of it.
We don't expect you'll be at 10 stacks constantly.
No, sorry.
haha, I turned from a sceptic into a fanboy in a very instant.
Mellkor
12-01-2015, 06:32 PM
Sorry the thread updates are a bit behind; I'm currently compiling feedback, making adjustments to the feats, finishing two Raids and building named loot for this update.
I'm hoping to get updated versions of these lists out later this week once the Lamannia build is squared away.
You could have finished the raid in the time it took you to respond to this thread. :P
Kwyjibo
12-01-2015, 07:29 PM
Sorry the thread updates are a bit behind; I'm currently compiling feedback, making adjustments to the feats, finishing two Raids and building named loot for this update.
And you think all of that is a reasonable excuse for being behind? :p
Silverleafeon
12-01-2015, 09:00 PM
I am sure other developers are working on the other raid and loot.
Varg was working on epic greensteel even last year, so its coming...
{Hence Orchard before Vale...}
FranOhmsford
12-01-2015, 10:15 PM
If any given 10 hits over 30 seconds kills you every time, this feat isn't going to save you. You should probably take a look at your other defenses. There will certainly be some situations where you die before this hits 10 stacks (if there weren't, you'd be invincible), but in practice most players that can make use of this should be decent enough at controlling their own healing and defenses to make use of it.
We don't expect you'll be at 10 stacks constantly.
Forget about constantly...What about Ever?
As for self healing and defenses - If a player has enough of those to survive that long vs that amount of Dmg then what do they even need this feat for in the first place?
OK so +10 PRR/MRR is something but the rest of it just feels pointless - If that +10 doesn't get you where you need to be then the rest isn't going to make a blind bit of difference, If the +10 does get you where you need to be then the rest is Gravy!
I really don't like this recent emphasis {since EDs came out} on Stacks!
I can't keep Blitz up because I'm not a Zerger and don't move fast enough in between groups of mobs to do so!
Stacks promote Zerging {especially with the ludicrously small timers on them!} and for those of us who prefer to play at a more steady pace they're a complete waste of points!
And even the few decent stacking abilities for non-zergers {say EIN} you went and put a massive cooldown on which makes them far less useful then they should be!
Take EIN - Why does it need both a stacking requirement AND a cooldown? Answer...It doesn't! Either one would be enough! Heck a 5 minute cooldown would hurt in most DDO questing situations even without the requirement to stack it. And in those few places where things are hard enough for a 5 minute cooldown not to hurt, EIN isn't strong enough anyway - The Mobs just ignore it!
As for the stacking requirement - OK this actually isn't too bad but how about letting us use ALL our Monk special attacks to count it up? Dismissing Strike for instance?
I'd remove the cooldown counter entirely personally and allow Dismissing Strike and other Monk abilities to contribute to stacking it up.
P.S. The GMoF Ranged attacks are so weak that they're not even worth taking!
Melee Monks are never going to use them, Monkchers are better off sticking with the Shuriken or Bow!
Pls stop aiming everything at the Zerg crowd!
BTW I'm not talking about Invis-Zerg here - That isn't going to stack up Blitz either for obvious reasons!
lyrecono
12-01-2015, 10:39 PM
If any given 10 hits over 30 seconds kills you every time, this feat isn't going to save you. You should probably take a look at your other defenses. There will certainly be some situations where you die before this hits 10 stacks (if there weren't, you'd be invincible), but in practice most players that can make use of this should be decent enough at controlling their own healing and defenses to make use of it.
We don't expect you'll be at 10 stacks constantly.
No, sorry.
just stumbled over this gem
How many dev's play melee's at cap, how many play pure barbs or pure fighters? how many at endgame, how many of you dev's hold your own in EE ToEE on said barb/fighter?
I wonder where you get the information for your claims.
It does explain the lack of Legendary pure melee feats....
Algreg
12-02-2015, 07:20 AM
Forget about constantly...What about Ever?
As for self healing and defenses - If a player has enough of those to survive that long vs that amount of Dmg then what do they even need this feat for in the first place?
OK so +10 PRR/MRR is something but the rest of it just feels pointless - If that +10 doesn't get you where you need to be then the rest isn't going to make a blind bit of difference, If the +10 does get you where you need to be then the rest is Gravy!
I really don't like this recent emphasis {since EDs came out} on Stacks!
I can't keep Blitz up because I'm not a Zerger and don't move fast enough in between groups of mobs to do so!
Stacks promote Zerging {especially with the ludicrously small timers on them!} and for those of us who prefer to play at a more steady pace they're a complete waste of points!
And even the few decent stacking abilities for non-zergers {say EIN} you went and put a massive cooldown on which makes them far less useful then they should be!
Take EIN - Why does it need both a stacking requirement AND a cooldown? Answer...It doesn't! Either one would be enough! Heck a 5 minute cooldown would hurt in most DDO questing situations even without the requirement to stack it. And in those few places where things are hard enough for a 5 minute cooldown not to hurt, EIN isn't strong enough anyway - The Mobs just ignore it!
As for the stacking requirement - OK this actually isn't too bad but how about letting us use ALL our Monk special attacks to count it up? Dismissing Strike for instance?
I'd remove the cooldown counter entirely personally and allow Dismissing Strike and other Monk abilities to contribute to stacking it up.
P.S. The GMoF Ranged attacks are so weak that they're not even worth taking!
Melee Monks are never going to use them, Monkchers are better off sticking with the Shuriken or Bow!
Pls stop aiming everything at the Zerg crowd!
BTW I'm not talking about Invis-Zerg here - That isn't going to stack up Blitz either for obvious reasons!
I am really interested in your perception of "zerging". You say you cannot keep Blitz up because you don't move fast enough in between groups of mobs to do so (!). Makes me wonder, what do you actually do once you cleared a group instead of moving on through the dungeon? Admire the walls you have been experiencing for the last few years? What does your so called "zerger" do instead? Can he in some way move considerably faster than you? If yes, why is that?
legendkilleroll
12-02-2015, 07:39 AM
I really don't like this recent emphasis {since EDs came out} on Stacks!
I can't keep Blitz up because I'm not a Zerger and don't move fast enough in between groups of mobs to do so!
Stacks promote Zerging {especially with the ludicrously small timers on them!} and for those of us who prefer to play at a more steady pace they're a complete waste of points!
Pls stop aiming everything at the Zerg crowd!
BTW I'm not talking about Invis-Zerg here - That isn't going to stack up Blitz either for obvious reasons!
Lol
You don't need to be a zerger to blitz
Stop standing still and letting your hires do all the work
Coyopa
12-02-2015, 12:46 PM
And even the few decent stacking abilities for non-zergers {say EIN} you went and put a massive cooldown on which makes them far less useful then they should be!
Take EIN - Why does it need both a stacking requirement AND a cooldown? Answer...It doesn't! Either one would be enough! Heck a 5 minute cooldown would hurt in most DDO questing situations even without the requirement to stack it. And in those few places where things are hard enough for a 5 minute cooldown not to hurt, EIN isn't strong enough anyway - The Mobs just ignore it!
As for the stacking requirement - OK this actually isn't too bad but how about letting us use ALL our Monk special attacks to count it up? Dismissing Strike for instance?
I'd remove the cooldown counter entirely personally and allow Dismissing Strike and other Monk abilities to contribute to stacking it up.
P.S. The GMoF Ranged attacks are so weak that they're not even worth taking!
Melee Monks are never going to use them, Monkchers are better off sticking with the Shuriken or Bow!
First, while the GMoF ranged attacks are somewhat weak, they're a pre-req for Drifting Lotus and A Scattering of Petals - and those abilities are definitely worth having. Second, I have used the ranged attacks either while on my way to the next group of mobs or to pull just one or two of them to the group. I can sustain continuous use of Lily Petal for around 5 minutes with no other combat in between (tested at the start of a quest quite some time ago just to see). Also, the use of these abilities increments the EIN counter.
As far as the stacking requirement and cooldown, it needs both because I can charge EIN up in around 1 minute - without "cheesing" by shooting Lily Petal off into space. Stunning Fist has a 6s cooldown. This means I can get 10 stacks just from Stunning Fist in one minute. Quivering Palm adds to the EIN counter and also has a 6s cooldown. Just rotating between those two abilities and I've already got 20 stacks in ~61 seconds (allowing for the fraction of a second delay in mashing the button again). Drifting Lotus, Scattering of Petals, and the ranged attacks that you're maligning obviously all count, as well. Drifting Lotus has a 15s cooldown. That's another 4 EIN stacks in the same minute that I'm getting 10 each from Stunning Fist and Quivering Palm. Finally, Scattering of Petals has a cooldown of 1 minute, which gives you the 25th EIN stack. So, yeah, EIN needs a cooldown. Now, should the cooldown be 5 minutes? I'm not so sure of that, but it definitely needs something. Three minutes might be more appropriate. Without a cooldown, monks would be just as devastating as warlocks and would conspire with them to rob even more people of things to kill in a quest. Finally, you just don't need any other abilities adding to EIN stacks because you've got plenty already and you should be generating plenty of ki, either through combat, passive regeneration, or both. My 25th level monk can regenerate ki (without any combat) to about 75% (of max 445 ki) and he can maintain - with no loss - 96% of his maximum ki, and I can blow through all of that ki and whatever additional ki I generate when I'm in a big fight.
Vargouille
12-02-2015, 01:58 PM
does that means no epic greensteel/shroud on u29?i assumed the 2 raid u talked about are EPIC HOX and TS:cool:
Knockback and I (with help from others!) are working on Legendary Shroud & Green Steel.
edrein
12-02-2015, 02:55 PM
Any chance we could finally see Rage Casting as an epic destiny feat? Say level 26 tied to 1 primal? Or perhaps make it a 12+ wilderness lore required feat and make it a level 21 feat?
stoopid_cowboy
12-02-2015, 05:36 PM
Any chance we could finally see Rage Casting as an epic destiny feat? Say level 26 tied to 1 primal? Or perhaps make it a 12+ wilderness lore required feat and make it a level 21 feat?
Maybe then we could drink remove curse potions while madstoned. :)
Tlorrd
12-02-2015, 05:51 PM
Any chance we could finally see Rage Casting as an epic destiny feat? Say level 26 tied to 1 primal? Or perhaps make it a 12+ wilderness lore required feat and make it a level 21 feat?
Maybe they can also add +10 melee power per caster level for casters!
FranOhmsford
12-02-2015, 10:12 PM
First, while the GMoF ranged attacks are somewhat weak, they're a pre-req for Drifting Lotus and A Scattering of Petals - and those abilities are definitely worth having. Second, I have used the ranged attacks either while on my way to the next group of mobs or to pull just one or two of them to the group. I can sustain continuous use of Lily Petal for around 5 minutes with no other combat in between (tested at the start of a quest quite some time ago just to see). Also, the use of these abilities increments the EIN counter.
Lily Petal's DPS is a JOKE!
As for those abilities incrementing EIN - What I want to know is why doesn't Dismissing Strike?
As far as the stacking requirement and cooldown, it needs both because I can charge EIN up in around 1 minute - without "cheesing" by shooting Lily Petal off into space. Stunning Fist has a 6s cooldown. This means I can get 10 stacks just from Stunning Fist in one minute. Quivering Palm adds to the EIN counter and also has a 6s cooldown. Just rotating between those two abilities and I've already got 20 stacks in ~61 seconds (allowing for the fraction of a second delay in mashing the button again). Drifting Lotus, Scattering of Petals, and the ranged attacks that you're maligning obviously all count, as well. Drifting Lotus has a 15s cooldown. That's another 4 EIN stacks in the same minute that I'm getting 10 each from Stunning Fist and Quivering Palm. Finally, Scattering of Petals has a cooldown of 1 minute, which gives you the 25th EIN stack. So, yeah, EIN needs a cooldown. Now, should the cooldown be 5 minutes? I'm not so sure of that, but it definitely needs something. Three minutes might be more appropriate. Without a cooldown, monks would be just as devastating as warlocks and would conspire with them to rob even more people of things to kill in a quest. Finally, you just don't need any other abilities adding to EIN stacks because you've got plenty already and you should be generating plenty of ki, either through combat, passive regeneration, or both. My 25th level monk can regenerate ki (without any combat) to about 75% (of max 445 ki) and he can maintain - with no loss - 96% of his maximum ki, and I can blow through all of that ki and whatever additional ki I generate when I'm in a big fight.
QP is 30 Ki
Stunning Fist is 15 Ki
Shadow Veil {which is non negotiable} is 15 Ki
Dismissing Strike for quests full of Devils and Demons is 25 Ki
Lily Petal is 10 ki
Orchid Blossom is 20 Ki
Drifting Lotus is 25 Ki
A Scattering of Petals is 30 Ki
No way are you stacking up EIN in 1 Minute except under extremely rare circumstances and as a fluke!
Oh and EIN itself is 50 Ki!
Still - I regularly have EIN stacked with the icon greyed out over half of it so I'll say that 2 minutes seems about right to get a full stack back {Obviously dependant on mob density - In some quests I can easily go 4 minutes before getting the full stack back}.
So why not:
Reduce the Cooldown to 3 minutes and remove the stack building requirement?
OR
Up the Stack cost to 30 and remove the Cooldown?
Why exactly do we need BOTH?
Heck even by your own standards and keeping the Cooldown at 5 minutes you've just proved that the Stack Building requirement is utterly unnecessary!
FranOhmsford
12-02-2015, 10:13 PM
Lol
You don't need to be a zerger to blitz
Stop standing still and letting your hires do all the work
Run with a Repeater Rogue or Warlock and tell me that!
How exactly am I keeping my Blitz up when everything's dead before I get to it?
Nightmanis
12-02-2015, 11:57 PM
Run with a Repeater Rogue or Warlock and tell me that!
How exactly am I keeping my Blitz up when everything's dead before I get to it?
1 Ranger for sprint boost.
Dreppo
12-03-2015, 01:29 AM
1 Ranger for sprint boost.
Sprint boost requires 2 levels of ranger. Perhaps you are remembering the OLD enhancement system?
Nightmanis
12-03-2015, 05:12 AM
Sprint boost requires 2 levels of ranger. Perhaps you are remembering the OLD enhancement system?
No I was thinking of how haste boost is on fighter and got them mixed up.
Coyopa
12-03-2015, 08:29 AM
Lily Petal's DPS is a JOKE!
Didn't I say the damage it does is weak? I thought I agreed with you about that. Let me check .... Oh, that's right. I DID. However, since I specifically said it's good for pulling mobs or for adding a little extra damage while you're running toward them, whether it's good DPS or not is completely irrelevant. It's a little extra damage that fills in the time you'd otherwise be doing no damage, which makes it great DPS for those times. It's quite superior for pulling one mob to you. You simply need to understand that abilities can have uses that are not straight DPS and learn to use them for the niches they fill.
As for those abilities incrementing EIN - What I want to know is why doesn't Dismissing Strike?
Dismissing Strike doesn't increment it because that's the decision that was made. Personally, if they added it, that'd be fine with me. I use it often enough, but not nearly as often as Stunning Fist and Quivering Palm. It's just not needed. I'm undecided on whether having it increment the counter fits thematically or not.
QP is 30 Ki
Stunning Fist is 15 Ki
Shadow Veil {which is non negotiable} is 15 Ki
Dismissing Strike for quests full of Devils and Demons is 25 Ki
Lily Petal is 10 ki
Orchid Blossom is 20 Ki
Drifting Lotus is 25 Ki
A Scattering of Petals is 30 Ki
No way are you stacking up EIN in 1 Minute except under extremely rare circumstances and as a fluke!
Actually. I regularly stack up EIN in one minute. It's not that hard. My monk's maximum ki is 445 and his concentration score is about 83. This means that I can regenerate ki until I have about 332 ki just by standing around and doing nothing. Since I'll be in combat if I'm using Quivering Palm, Stunning Fist, and most of the other abilities that increment the counter, that means I'm generating ki from my attacks, as well. When my ki is very low (less than my concentration score), I'm generating 5 ki per 6 seconds without hitting anything. You really should stop accusing people of lying about what their characters can do unless you've built a character exactly the same using all the same enhancements, tomes, destinies, gear, and so on. Personally, I'm sick of being called a liar by you and the next time you do it, I'm going to report you.
EDIT: Oh, and Shadow Veil is "non-negotiable"? Really? Maybe for you. Personally, I haven't had it on my monk ... well ... ever.
DrawingGuy
12-03-2015, 02:45 PM
Considering the GMoF debate that's taken place in this thread, I went ahead and created a new thread with my own suggestions: https://www.ddo.com/forums/showthread.php/468375-Grandmaster-of-Flowers-pass-ideas
As such debates are a bit off topic for this thread, feel free to take it there. I have no idea if the devs plan on "fixing" the underperforming Epic Destinies, but this thread is regarding the feats.
Unfortunately the Devs have many threads scattered across multiple sub-forums for these discussions, and I have already posted my thoughts regarding the proposed feats in a different thread, but might as well post them here and bring this back on topic:
Level 29 Epic Destiny Feats:
Wind through the Trees (3 Primal Destinies)
When enemies hit or miss you, they have a 5% chance to be knocked down with no save. This may only trigger once every 12 seconds.
Right now this seems to be an inferior version of Swashbuckler's "Elegant Footwork". While it does allow hits to qualify making it useful for meat tanks, I do think this can afford to be boosted to 10%. As long as the knockdown is a helpless state, that is what will make this feat a serious consideration.
Dire Charge (3 Martial Destinies)
Charge forward at the targeted foe. That foe and all nearby foes are subject to +2[w] damage and must make a Fortitude save or be stunned. Stun DC is (20 + highest ability modifier + bonus to stun attacks).
Beyond the known issue of the broken DC, I found this move to be very janky - it uses the same animation as Shield Charge and faces the same issues. The animation is not smooth, so I will find myself charging in place, teleporting, pausing and not hitting anything.... I never know what it will do. The clunky animation is so bad that it brings this to near uselessness to me. If this and Shield Charge can be cleaned up, this would be great... otherwise not sure how much it would be used.
Arcane Pulse (3 Arcane Destinies)
Spell: A magical pulse of force reverberates through the target's body, dealing 3d6+6 force damage every 2 seconds for a duration of 16 seconds. This spell can stack on the target up to 5 times, increasing the damage with each stack. 3 second cooldown
As others have stated, the delay needs to be fixed.
Deific Warding (3 Divine Destinies)
When you take damage, add one stack of Deific Warding (+1 Sacred Bonus to MRR). This effect can stack up to 30 times. One stack is removed every 3 seconds.
Didn't test - does this stack with Sacred Defender stance? Would seem that it not working with the class, Paladin, that this is based off of would be silly. I'd also say that it could use providing both PRR and MRR.
Dreamscape (2 Primal+ 1 Arcane)
Activate to pop off to the land of dreams. You are invulnerable and invisible for five seconds, then return with a random 30-second buff. 1 minute cooldown.
I'm mixed on this. I find short-duration buffs a bit tedious to maintain, but the random nature and the defensive ways you can use it give it some merit.
Harbinger of Chaos (1 Primal+2 Martial)
With weapon and unarmed attacks, deal 1d20 Bane damage against all targets and an additional 2d20 Chaos damage against Lawful targets. This scales with Melee or Ranged power depending on your weapons.
Pretty strong feat, though one thing I would love to see is if this also added Chaotic Alignment to your weapons/unarmed.
Fount of Life (1 Primal+ 2 Divine)
+20 Healing Amp and Positive Spell Power
While the meta leans towards DPS over survival feats, still nice. Calling it "Fount of Life", wouldn't adding a passive regen be fitting?
Embodiment of Order (1 Divine+ 2 Martial)
With weapon and unarmed attacks, deal 10 Bane damage against all targets and an additional 20 Law damage against Chaotic targets. This scales with Melee or Ranged power depending on your weapons.
This is a play on Chaos, though as others have mentioned, it is mathematically weaker. Would hate to see those nice even numbers go away, so adding +1 or 2 Enhancement would balance it out. Would also like to see this add Lawful Alignment.
Spirit Blades (1 Divine+2 Arcane)
Spell: Create a series of spectral blades which fly at a nearby opponent. Each of the five blades does 2d20 Piercing and 1d20 Force damage.
There have already been number crunshes of damage and SP per damage... really I don't think this should be balanaced against Greater Ruin. Considering the damages, this will fit well into a lot of builds that use Ruin, and does not compete as it's a Destiny feat. I expect it to still get a lot of use.
Arcane Warrior (2 Arcane+1 Martial)
Your weapon and unarmed attacks grant you a stack of Arcane Warrior: Magical (+1 Universal Spell Power). Your offensive spells grant you a stack of Arcane Warrior: Physical (+1 Melee and Ranged Power). Each of these stacks to 20 times and each stack lasts for 6 seconds. You may gain a stack of each no more than once per second.
This feat is perfect for the niches that built for it (such as Arti, Wizard INT fighters and Warlocks). Don't bend to the others complaining about the counter stacking - magic for might and might for magic is the way I like it. To do otherwise would make everyone take it for the 20 melee/ranged. Hoping Rune Arms count as spells for this!
Dreppo
12-03-2015, 08:26 PM
Embodiment of Order (1 Divine+ 2 Martial)
With weapon and unarmed attacks, deal 10 Bane damage against all targets and an additional 20 Law damage against Chaotic targets. This scales with Melee or Ranged power depending on your weapons.
This is a play on Chaos, though as others have mentioned, it is mathematically weaker. Would hate to see those nice even numbers go away, so adding +1 or 2 Enhancement would balance it out. Would also like to see this add Lawful Alignment.
You can't make that statement without more information. It's not mathematically weaker if there are more chaotic enemies than lawful enemies. That's the real variable here.
Now I know devils are generally lawful. Demons are generally chaotic. Not really sure how the ratio of lawful vs chaotic works out overall in all content. But that's what we need to know to properly evaluate this. Or, if you tend to concentrate on a subset of content, then just consider the enemies in that content.
FranOhmsford
12-03-2015, 09:27 PM
You can't make that statement without more information. It's not mathematically weaker if there are more chaotic enemies than lawful enemies. That's the real variable here.
Now I know devils are generally lawful. Demons are generally chaotic. Not really sure how the ratio of lawful vs chaotic works out overall in all content. But that's what we need to know to properly evaluate this. Or, if you tend to concentrate on a subset of content, then just consider the enemies in that content.
Hobgoblins are Lawful
Drow are Chaotic
Gnolls are Chaotic
Undead tend to Neutral {Neutral Evil}
FranOhmsford
12-03-2015, 09:35 PM
Arcane Warrior (2 Arcane+1 Martial)
Your weapon and unarmed attacks grant you a stack of Arcane Warrior: Magical (+1 Universal Spell Power). Your offensive spells grant you a stack of Arcane Warrior: Physical (+1 Melee and Ranged Power). Each of these stacks to 20 times and each stack lasts for 6 seconds. You may gain a stack of each no more than once per second.
This feat is perfect for the niches that built for it (such as Arti, Wizard INT fighters and Warlocks). Don't bend to the others complaining about the counter stacking - magic for might and might for magic is the way I like it. To do otherwise would make everyone take it for the 20 melee/ranged. Hoping Rune Arms count as spells for this!
Who exactly is building to have top Spell DPS AND top Melee/Ranged DPS?
This Feat is atrocious!
Wizard Int Fighters aren't using Offensive Spells {Buffs, Disco/Hold and Recon Only!}.
Warlocks - Does EB and SB count as Offensive Spells? Somehow I doubt it! What about CC? Or are the Devs expecting us to just use Evards every 4-5 seconds?
Artis - Arti Offensive Spells are a DPS LOSS as you have to stop firing to cast them! Grab Rogue Levels and build up your Crossbow Dmg!
Textuality
12-08-2015, 12:56 AM
Deific Warding (3 Divine Destinies)
When you take damage, add one stack of Deific Warding (+1 Sacred Bonus to MRR). This effect can stack up to 30 times. One stack is removed every 3 seconds.
If I wear two uncleansed GS items, will this still proc? Could be a nice combo with Healing Aura/Death Aura.
Silverleafeon
12-08-2015, 01:14 AM
If I wear two uncleansed GS items, will this still proc? Could be a nice combo with Healing Aura/Death Aura.
I think someone asked the same about barbarian self damage and the answer was the full text would read "damage by foes" or the like.
So no.
Textuality
12-08-2015, 01:26 AM
Ah. I was thinking maybe since the barbarian one was a cost and the GS wasn't it might be different. I'll still try it, if I take that feat.
Iron_Claw
12-13-2015, 07:42 PM
Heh, I was on track after that one week of main development to get Hound polished up. Then I had to make 40 Feats or so :P
It's based on the Vanguard T4 Shield Charge - You do need a targeted enemy, but then you rush TO that enemy, deliver the damage to that single enemy and do an AOE stun to all nearby.
As for what it affects: It should probably be the Stunning Blow list. (And Stunning Shield should probably be using it too). The main difference I see at a glance is that Stunning Shield works on Elementals, Undead, Constructs, Oozes and Plants - Who should (by 3.5 standards) be immune to Stunning outright. I'll talk it over with others here.
Why is stunning shield better than a lvl 29 ed ability, dire charge ?
Dire charge is not working on anything but living targets, while on the other hand stunning shield affects everything. Even undeads.
Please make dire charge also affect non living targets, Oozes and the like. Otherwise it wouldn't be worth taking.
Iron_Claw
12-17-2015, 11:21 AM
Fix dire charge please. Don't rush everything.
Chaosian
12-31-2015, 02:22 AM
Shouldn't these have some sort of alignment restrictions? It doesn't make any sense for a Barbarian or Bard to be an "Embodiment of Order" nor does it make any sense for a Monk or a Paladin to be a "Harbinger of Chaos."
My monk has 2 Martial and 1 Primal completely maxxed and Harbinger of Chaos was not in the level 29 feat selection. So, I believe these feats are alignment restricted.
Unless, I'm just bugged.
Xannu - Sarlona
Krelar
12-31-2015, 10:44 AM
My monk has 2 Martial and 1 Primal completely maxxed and Harbinger of Chaos was not in the level 29 feat selection. So, I believe these feats are alignment restricted.
Unless, I'm just bugged.
Xannu - Sarlona
This post has old information. All the epic destiny feats require 3 maxes destinies in a sphere, some allow your choice of 2 spheres but you still need all 3 destinies in one of those 2 maxed.
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