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Questdoer
07-16-2017, 01:59 PM
Favored Souls, in my opinion, are one of the least interesting classes in the game.
The issue for me really comes down to their lack of a unique identity.
I mean seriously, they're just clerics with more spell points and less spells.
This wouldn't be so bad if it wasn't for the fact that they have only one, yes one, enhancement tree to call their own.
Now there is nothing inherently wrong with classes sharing enhancement trees like vanguard, eldritch knight, or even warpriest.
But fighters, paladins, wizards, and clerics all get at least two trees that are completely unique to them.
Heck, sorcerers get FOUR, and what is a Favored Soul but the cleric version of a sorcerer?
So this is my suggestion for a new Favored Soul tree called “The Hero's Guide”
This tree would be a supportive tree based around a play style that I feel DDO lacks to some extent.
An extremely potent single target buff character that latches onto a single ally, and makes them into the most powerful member of the team.
I feel like this would work well will the favored soul as a sort of wise mentor archetype.
Like an old and tired hero, who is tasked with finding and training the next chosen one.



http://i.imgur.com/rKSLiQC.png
===Hero’s Guide Tree===

Core

http://imgur.com/azSqHMO.png(1) Divine Mantle: AP cost 1, ranks 1, progression 0, requires level 1.
You bear a Divine Mantle that blesses you, augmenting your attacks to deal 1d6 light damage on hit. (+1d2 for every core enhancement you have besides this one)
This damage scales with your positive spellpower.
You also gain +1 universal spellpower per point spent in this tree, whenever you are not bearing the Divine Mantle.

http://imgur.com/ArLSbPN.png(2) Pass Mantle: AP cost 1, ranks 1, progression 5, requires level 3 + Divine Mantle.
Toggle: You pass your Divine Mantle and all its effects to another ally.
All effects provided by Divine Mantle will continue to scale with your spell power, level, and ability scores even after they have been transferred.
If you move more than 50 meters away from your designated ally, or if your designated ally dies, then the mantle will be temporarily returned to you until they either move back in range, or are revived.

http://imgur.com/HImWRVB.png(3) Great Responsibility: AP cost 1, ranks 1, progression 10, requires level 6 + Pass Mantle.
The bearer of your Divine Mantle gains MRR and PRR equal to twice your charisma modifier.

http://imgur.com/fJwqElB.png(4) Heroic Might: AP cost 1, ranks 1, progression 20, requires level 12 + Great Responsibility.
The bearer of your Divine Mantle gains +1 to their critical multiplier when rolling a natural 19 or 20.

http://imgur.com/rvJ2MdM.png(5) Power Of The Heavens: AP cost 1, ranks 1, progression 30, requires level 18 + Heroic Might.
The bearer of your Divine Mantle gains +1 to the critical threat range of their attacks.

http://imgur.com/Fvtij1Q.png(6) Final Teachings: AP cost 1, ranks 1, progression 40, requires level 20 + Power Of The Heavens.
You and all allies around you gain +2 to all ability scores.
In addition, casting a spell on an ally will increase the amount of damage they deal, and decrease the amount of damage they take, by 3% for 20 seconds, stacking up to 5 times.


Tier 1

http://imgur.com/bGyY5Ib.png(1) Divine Legacy 1: multi choice.
Increase either the defensive or offensive properties of your divine mantle.

http://imgur.com/1EiIBWe.png(1) Legacy Of Justice: AP cost 2, ranks 1, progression 1.
The bearer of your Divine Mantle gains +1 attack and damage rolls.

http://imgur.com/8POdvia.png(2) Legacy Of Mercy: AP cost 2, ranks 1, progression 1.
The bearer of your Divine Mantle gains +10 max HP.

http://imgur.com/lI1Agh7.png(2) Charitable Heart: AP cost 2, ranks 1, progression 1.
You can reduce your physical abilities to increase the ability scores of your Mantle bearer.
http://imgur.com/SkF6hQB.pngToggle: Your strength is reduced by 6, but your divine mantle increases strength by the same amount.
http://imgur.com/AeoFoew.pngToggle: Your dexterity is reduced by 6, but your divine mantle increases dexterity by the same amount.
http://imgur.com/Yv0h4Gz.pngToggle: Your constitution is reduced by 6, but your divine mantle increases constitution by the same amount.

http://imgur.com/ZFgyyMP.png(3) Saving Grace: AP cost 1, ranks 3, progression 1.
The bearer of your Divine Mantle gains +1/+2/+3 to all saves.

http://imgur.com/6zcrFcb.png(4) Hero’s Armor Mastery: AP cost 1, ranks 1, progression 1.
The bearer of your Divine Mantle gains +1/+2/+3 armor class and armor maximum dexterity bonus.

http://imgur.com/GnZYtvO.png(5) Divine Guidance: AP cost 1, ranks 1, progression 1.
The bearer of your Divine Mantle gains +1/+2/+3 to all skills except use magic device.
At rank 3 you personally gain +3 diplomacy, spellcraft, and heal while your Mantle is passed to an ally.


Tier 2

http://imgur.com/bGyY5Ib.png(1) Divine Legacy 2: multi choice.
Increase either the defensive or offensive properties of your divine mantle.

http://imgur.com/1EiIBWe.png(1) Legacy Of Justice: AP cost 2, ranks 1, progression 5, requires Divine Legacy 1.
The bearer of your Divine Mantle gains +1 to their attack and damage rolls.

http://imgur.com/8POdvia.png(2) Legacy Of Mercy: AP cost 2, ranks 1, progression 5, requires Divine Legacy 1.
The bearer of your Divine Mantle gains +10 max HP.

http://imgur.com/vMQUYmj.png(2) God’s Speed: AP cost 2, ranks 1, progression 5, requires.
You and the bearer of your Divine Mantle gain movement speed equal to your favored soul level.
This boost does not stack with itself.

(3) Empty

http://imgur.com/12Hw09l.png(4) Extra Action Boost: AP cost 2, ranks 3, progression 5.
You gain +1/+2/+3 action boosts per rest.

http://imgur.com/8vbGoGW.png(5) Divine Action Boost: multi choice.
Pick one of two special action boosts.

http://imgur.com/r61uCKI.png(1) Divine Action Boost Attack Speed: AP cost 1, ranks 3, progression 5.
The current bearer of your divine mantle gains a +10%/+20%/+30% action boost to attack speed for 20 seconds.

http://imgur.com/wsjd1Jr.png(2) Divine Action Boost Resistance Rating: AP cost 1, ranks 3, progression 5.
The current bearer of your divine mantle gains a +10/+20/+30 action boost to MRR and PRR for 20 seconds.


Tier 3

http://imgur.com/bGyY5Ib.png(1) Divine Legacy 3: multi choice.
Increase either the defensive or offensive properties of your divine mantle.

http://imgur.com/1EiIBWe.png(1) Legacy Of Justice: AP cost 2, ranks 1, progression 10, requires Divine Legacy 2.
The bearer of your Divine Mantle gains +1 to their attack and damage rolls.

http://imgur.com/8POdvia.png(2) Legacy Of Mercy: AP cost 2, ranks 1, progression 10, requires Divine Legacy 2.
The bearer of your Divine Mantle gains +10 max HP.

http://imgur.com/pnf9TZ4.png(2) Heroic Confidence: AP cost 2, ranks 1, progression 10.
The bearer of your Divine Mantle has their intimidate skill increased to match your diplomacy skill.

http://imgur.com/jXWrXer.png(3) Shining Burst: AP cost 1, ranks 3, progression 10.
Active: You call forth a burst of light around the bearer of your Divine Mantle, dealing 1d6 (+3 per favored soul level) light damage, and 1d6 (+3 per favored soul level) good damage.
Enemies who make a successful reflex save (DC 10 + wisdom modifier + evocation DCs + favored soul level) take half damage.
Light damage scales with light spellpower, and the good damage scales with positive spellpower. Cooldown 20/10/5 seconds.
Cost 32/16/8 spell points.

http://imgur.com/MS5itth.png(4) Blessed Armor: AP cost 2, ranks 3, progression 10.
The bearer of your Divine Mantle gains +15%/+30%/+45% total armor class.

http://imgur.com/vBPiMpL.png(5) Ability Score: multi choice.
Increase one of your ability scores by 1.

http://imgur.com/4yxqpmf.png(1) Strength: AP cost 2, ranks 1, progression 10.
+1 strength.

http://imgur.com/cEZQtvP.png(2) Dexterity: AP cost 2, ranks 1, progression 10.
+1 dexterity.

http://imgur.com/qNmgnwb.png(3) Constitution : AP cost 2, ranks 1, progression 10.
+1 constitution.

http://imgur.com/w8d9xOX.png(4) Intelligence: AP cost 2, ranks 1, progression 10.
+1 intelligence.

http://imgur.com/I9p4gHO.png(5) Wisdom: AP cost 2, ranks 1, progression 10.
+1 wisdom.

http://imgur.com/1bwOsWE.png(6) Charisma: AP cost 2, ranks 1, progression 10.
+1 charisma.


Tier 4

http://imgur.com/bGyY5Ib.png(1) Divine Legacy 4: multi choice.
Increase either the defensive or offensive properties of your divine mantle.

http://imgur.com/1EiIBWe.png(1) Legacy Of Justice: AP cost 2, ranks 1, progression 20, requires Divine Legacy 3.
The bearer of your Divine Mantle gains +1 to their attack and damage rolls.

http://imgur.com/8POdvia.png(2) Legacy Of Mercy: AP cost 2, ranks 1, progression 20, requires Divine Legacy 3.
The bearer of your Divine Mantle gains +10 max HP.

http://imgur.com/bCj5yTx.png(2) Gravitas: AP cost 2, ranks 3, progression 20.
When the bearer of your Divine Mantle successfully intimidates an enemy they gain +1 MRR, +1 PRR, and +20% threat generation for 60 seconds or until the Mantle is removed.
Your Mantle bearer will also gain +1 MRR, and +1 PRR when either of you successfully make a diplomacy check.
Each bonus can stack up to 5/10/15 times.

(3) Empty

http://imgur.com/NZGcpGO.png(4) Divine Mandate: AP cost 2, ranks 3, progression 20.
Casting a spell on an enemy will reduce all their saves by 1 for 20 seconds.
Stacks up to 1/2/3 times.

http://imgur.com/vBPiMpL.png(5) Ability Score: multi choice.
Increase one of your ability scores by 1.

http://imgur.com/4yxqpmf.png(1) Strength: AP cost 2, ranks 1, progression 20.
+1 strength.

http://imgur.com/cEZQtvP.png(2) Dexterity: AP cost 2, ranks 1, progression 20.
+1 dexterity.

http://imgur.com/qNmgnwb.png(3) Constitution: AP cost 2, ranks 1, progression 20.
+1 constitution.

http://imgur.com/w8d9xOX.png(4) Intelligence: AP cost 2, ranks 1, progression 20.
+1 intelligence.

http://imgur.com/I9p4gHO.png(5) Wisdom: AP cost 2, ranks 1, progression 20.
+1 wisdom.

http://imgur.com/1bwOsWE.png(6) Charisma: AP cost 2, ranks 1, progression 20.
+1 charisma.


Tier 5

http://imgur.com/vkNKGoZ.png(1) Divine Reign: multi choice.
Further increases the defensive or offensive properties of your divine mantle.

http://imgur.com/T5ThEQF.png(1) Reign Of Justice: AP cost 2, ranks 1, progression 30, requires Divine Legacy 4.
The bearer of your Divine Mantle gains +15 melee and ranged power.

http://imgur.com/7NQLdkP.png(2) Reign Of Mercy: AP cost 2, ranks 1, progression 30, requires Divine Legacy 4.
The bearer of your Divine Mantle gains +15% max HP.

http://imgur.com/q3UuIN2.png(2) Heavens Fighter: AP cost 1, ranks 1, progression 30.
The bearer of your Divine Mantle has their basic attack bonus raised to match your level.

http://imgur.com/cQHU3gj.png(3) Overwhelming Light: AP cost 2, ranks 3, progression 30, requires Shining Burst.
Enemies hit by Shining Burst have a 25%/50%/75% chance to be stunned for 6 seconds on a failed will save. (DC 10 + wisdom modifier + evocation DCs + favored soul level)

http://imgur.com/auAG44l.png(4) Torrent Of Power: AP cost 2, ranks 3, progression 30.
You channel an intense storm of divine energy onto the bearer of your Divine Mantle for up to 6/12/20 seconds.
All enemies caught within the storm take 1d4 (+2 per favored soul level) light damage and 1d4 (+2 per favored soul level) good damage every 2 seconds.
Light damage scales with light spellpower, and the good damage scales with positive spellpower.
Cooldown 60 seconds
Cost 48/24/12 spell points

http://imgur.com/QyouwGq.png(5) Holy Light: AP cost 1, ranks 3, progression 30, requires Torrent Of Power.
Torrent of Power now heals allies within the storm for 1d2/4/6 (+1/2/3 per favored soul level) every 2 seconds.
Scales with positive spellpower.


Thanks for your time.

Draxani
07-16-2017, 02:43 PM
I love the idea of another FvS tree, but I feel like this tree could become problematic. This is because some of the toggles reduce the player's functionality to help another player. I was also worried about the part that said "If you move more than 50 meters away from your designated ally, or if your designated ally dies, then the mantle will be temporarily returned to you until they either move back in range, or are revived." I see the situation playing out one of two ways:

Player decides not to pass mantle, and becomes a juggernaut, which doesn't actually seem too bad, there's some pretty strong buffs in there, but it also comes with a cost. However, most caster characters would love the opportunity to ditch dump stats like strength to boost their casting stat.
or
FvS's could either used as bots to give out a lot of buffs, then die and have their SS carried around to meet the 50 meters requirement. (Though I'm sure there could be a buffs expire on FvS's death. Otherwise, they may be expected to buff other players, and then pike a quest, having damaged their functionality to help others.

Of course, there could be a difference of opinion, while you like the idea of buffing another as a mentor figure. I think soloability and being able to survive are more important to me, and giving up a lot of player capability, even to help others, isn't often done. Its kinda like how artificers have positive energy infusion, but they are rarely used except on tanks or by generous players, since most artis aren't comfortable with a 10-50% decrease in their hp. This would be great on tanks, as they could get a lot of benefits, and the FvS could do damage adding to the tank's threat.

Questdoer
07-16-2017, 10:07 PM
Hi Draxani
Thank you for taking the time to review my proposal.


I love the idea of another FvS tree, but I feel like this tree could become problematic. This is because some of the toggles reduce the player's functionality to help another player.

I'm assuming you're talking about Charitable Heart yes?
That ability only works on your Strength, Dexterity, and Constitution.
None of which are used for caster checks, or used to boost the skill checks that you use to support your partner. (Heal, Spellcraft, and if you have the Heroic Confidence enhancement, Diplomacy)
The only things reduced are your tankiness, saves, and how hard you hit things.
Both of which are perfectly fine, as passing your mantle is supposed to move you from the role of a front line fighter to a back line support mage.
And if you don't pass your mantle then, well... -6 +6 = 0


I was also worried about the part that said "If you move more than 50 meters away from your designated ally, or if your designated ally dies, then the mantle will be temporarily returned to you until they either move back in range, or are revived." I see the situation playing out one of two ways:

I'm not sure what your problem is here...
Are you saying that the mantle should be rangeless?
Because that would just make this tree into a multiboxers dream, and I would very much like to avoid that.


Player decides not to pass mantle, and becomes a juggernaut, which doesn't actually seem too bad, there's some pretty strong buffs in there, but it also comes with a cost.However, most caster characters would love the opportunity to ditch dump stats like strength to boost their casting stat.

Yep, keeping your mantle is always an option.
Heck if your team is just a bunch of squishy spellslingers then the best course of action would probably be to keep your mantle and play as the team's tank.
As for stats well… yeah this tree would work best as a hybrid.
Sure that would make you somewhat less focused than a pure caster or pure fighter, but sometimes getting something from everything can be fair bit stronger than only scaling with 2 or 3 stats.


or
FvS's could either used as bots to give out a lot of buffs, then die and have their SS carried around to meet the 50 meters requirement. (Though I'm sure there could be a buffs expire on FvS's death. Otherwise, they may be expected to buff other players, and then pike a quest, having damaged their functionality to help others.

Yes, no one would get the mantle when the favored soul player is dead, and you can't pike because of the range restrictions on Pass Mantle.
As for "damaging their functionality to help others" I don't know where you get this from.
Passing the mantle actually improves your supportiveness.
What with that sizable chunk of universal spellpower you get from passing your mantle and all.


Of course, there could be a difference of opinion, while you like the idea of buffing another as a mentor figure. I think soloability and being able to survive are more important to me, and giving up a lot of player capability, even to help others, isn't often done. Its kinda like how artificers have positive energy infusion, but they are rarely used except on tanks or by generous players, since most artis aren't comfortable with a 10-50% decrease in their hp. This would be great on tanks, as they could get a lot of benefits, and the FvS could do damage adding to the tank's threat.

Solo ability is very important to me as well, it's actually why I built the tree so that almost every buff in the tree (apart from Charitable Heart) was something that you could personally benefit from.
Compare the structure of the buffs in this tree to that of “Heroic Companion” from the halfling racial tree.
I never use that enhancement because, despite being something that I absolutely love (a powerful buff on a single ally), it is absolutely worthless on its own.

As for survivability I think that it’s fine the way it is.
Passing your mantle is supposed to force you to give up your spot on the front lines, and make you move to a much safer position in the back line, where you can spam heals and sling spells in relative safety.

Again, thank you for your time.

Arch-Necromancer
07-17-2017, 08:00 PM
This seems more like a "ranged Paladin" tree than Favored Soul.

I think that since Favored Soul has more spellpoints he has much more potential for spellcasting focus than Cleric.

And taking that into account, Warpriest tree is more than enough to take care of the "fighter priest" type of Favored Soul. It just needs to be improved with a pass to make it more useful.

I think that other trees need to focus on spellcasting abilities of the class.

Angel of Vengeance is a sort of Favored Soul version of Cleric Divine Disciple tree (though it is lacking dark side choice which I think needs to be added). So now we need Favored Soul's Radiant Servant tree.

Since Favored Soul can cast much more than Cleric perhaps this tree should enhance both healing and offensive spells so they can do both (since they have SP to do both).

Maybe it could be called "Angel of Mercy" and improve positive and light spells.

Then "Angel of Vengeance" could be changed to give bonuses to negative energy spells instead of light spells and this way all spells would be covered.

"Angel of Mercy" would be healer with light offensive spell focus, and "Angel of Vengeance" would be pure offensive tree with negative, fire and force spell focus.