View Full Version : Is it time to remove the Spell Cooldown penalty from Combat Stances?
Enoach
08-28-2017, 02:36 PM
I might even argue that it is long past time to remove this type of penalty or at least change how it is applied.
Combat Expertise - While using Combat Expertise mode, you suffer -5 to your attack rolls but gain +10% Armor Class. Spells have three times their normal cooldown when this mode is active.
Resilience - While using Resilience mode, you gain a +4 bonus to all saves. Spells have three times their normal cooldown when this mode is active.
When this penalty was applied to these two stances it was to prevent creating the Super Defensive Spell Caster. But as time and new features have been added to DDO these features did not get subjected to the cooldown. Classes like Paladin and Ranger which have few if any offensive spells are put at a disadvantage.
What do these two feats offer in today's game that would still warrant the cooldown of memorized spells being at 3 times normal, but not warrant Enhancement SLA's, Spells from Feats and Epic Destiny Spells to also have this applied?
Is it possible for SSG to reconsider these cooldowns on these feats?
Phoenicis
08-28-2017, 02:51 PM
I might even argue that it is long past time to remove this type of penalty or at least change how it is applied.
Combat Expertise - While using Combat Expertise mode, you suffer -5 to your attack rolls but gain +5 Armor Class. Spells have three times their normal cooldown when this mode is active.
Resilience - While using Resilience mode, you gain a +4 bonus to all saves. Spells have three times their normal cooldown when this mode is active.
When this penalty was applied to these two stances it was to prevent creating the Super Defensive Spell Caster. But as time and new features have been added to DDO these features did not get subjected to the cooldown. Classes like Paladin and Ranger which have few if any offensive spells are put at a disadvantage.
What do these two feats offer in today's game that would still warrant the cooldown of memorized spells being at 3 times normal, but not warrant Enhancement SLA's, Spells from Feats and Epic Destiny Spells to also have this applied?
Is it possible for SSG to reconsider these cooldowns on these feats?
Sounds like an argument for the cooldown penalties to be applied to all SLAs, feats and destiny abilities resembling spells.
Marshal_Lannes
08-28-2017, 02:54 PM
I'd be all for removing the cooldown - but if they are going to do a feat revamp these aren't the first two I'd touch up for the modern game.
Enoach
08-28-2017, 02:55 PM
Sounds like an argument for the cooldown penalties to be applied to all SLAs, feats and destiny abilities resembling spells.
If you think +4 Saves and +10% AC plus the bonuses from Legendary Dreadnaught's improved Combat Expertise would make a super defensive spell caster.
Phoenicis
08-28-2017, 03:17 PM
If you think +4 Saves and +5 AC plus the bonuses from Legendary Dreadnaught's improved Combat Expertise would make a super defensive spell caster.
Nope. I just think it should be consistent.
DaggomaticDwarf
08-28-2017, 03:21 PM
People asking the same with Tenser spell and Tenser Transformation (tier 5 EK enh.) the double cool down part
Dagg.
cru121
08-28-2017, 03:26 PM
I've used Resilience for a while on my PDK warlock level 15 mule. I stopped. I prefer lower saves to having Tentacles available more often. Then there's annoyances like... passing blur / jump to party members takes years. Knocking a chest... Having a DDoor on a 180s cooldown because of Tensers+Resilience... It's a trap.
I sometimes turn it on when I run out of Tentacles components.
Connman
08-28-2017, 03:27 PM
I don't really care either way, but it is +10% AC from combat expertise not +5 AC.
Enoach
08-28-2017, 03:33 PM
People asking the same with Tenser spell and Tenser Transformation (tier 5 EK enh.) the double cool down part
Dagg.
Tensor's double and druid animal form make sense due to what those provide. I actually think those extended cooldowns make sense.
@Connman - Thank you for the correction, I'm going to update the op and a previous response to be correct.
cru121
08-28-2017, 03:36 PM
I don't really care either way, but it is +10% AC from combat expertise not +5 AC.
Aah now that you mention it, I used Combat Expertise fairly recently on my main. I've decided to combine Bear form with Combat Expertise with Eldritch Knight for +30% AC or so. This was on an Electric Critzilla artificer spamming the SLAs, those were not affected by cooldown issues.
Enoach
08-28-2017, 03:36 PM
Nope. I just think it should be consistent.
I see your point, disagree that is the "right" direction for the consistency.
SpartanKiller13
08-28-2017, 03:36 PM
I've used Resilience for a while on my PDK warlock level 15 mule. I stopped. I prefer lower saves to having Tentacles available more often. Then there's annoyances like... passing blur / jump to party members takes years. Knocking a chest... Having a DDoor on a 180s cooldown because of Tensers+Resilience... It's a trap.
I sometimes turn it on when I run out of Tentacles components.
Turn it off for buffing, then turn it back on after. Same for DDoor etc.
Cantor
08-28-2017, 05:40 PM
People asking the same with Tenser spell and Tenser Transformation (tier 5 EK enh.) the double cool down part
Dagg.
They took away the not being able to cast at all in tensors, I think that's arguement enough for this change.
Wonedream
08-28-2017, 05:42 PM
I might even argue that it is long past time to remove this type of penalty or at least change how it is applied.
Combat Expertise - While using Combat Expertise mode, you suffer -5 to your attack rolls but gain +10% Armor Class. Spells have three times their normal cooldown when this mode is active.
Resilience - While using Resilience mode, you gain a +4 bonus to all saves. Spells have three times their normal cooldown when this mode is active.
When this penalty was applied to these two stances it was to prevent creating the Super Defensive Spell Caster. But as time and new features have been added to DDO these features did not get subjected to the cooldown. Classes like Paladin and Ranger which have few if any offensive spells are put at a disadvantage.
What do these two feats offer in today's game that would still warrant the cooldown of memorized spells being at 3 times normal, but not warrant Enhancement SLA's, Spells from Feats and Epic Destiny Spells to also have this applied?
Is it possible for SSG to reconsider these cooldowns on these feats?
As they are now, I never use those feats on casters period.
I might use em on a melee build, but even then it is rare.
HuneyMunster
08-28-2017, 05:45 PM
The spell cooldown penalties and spell point costs of defensive stances should be removed to make them more desirable.
Defensive Fighting - add 10 pr while active (it disables on spell cast).
Combat Expertise - add 20 pr while active.
Resilience - add 20 mr while active.
None of this is too strong and if casters want to use up a feat slot for a minor defensive buff i don't see a problem. Only one of these can be active at the same time.
Tensers from Ek should not have the penalty to spell cooldowns or spell DC's/spell pen due to locking out other T5 abilities that is more than enough to justify this. Regular Tenser should remain the same as it is now.
Phoenicis
08-28-2017, 06:03 PM
I see your point, disagree that is the "right" direction for the consistency.
Paraphrasing someone I once heard: If two people agree on every point, one of them is unnecessary.
mr420247
08-28-2017, 06:46 PM
Signed and agreed and not just cause that would be a sweet boost to my build
Considering every single reaper and the majority of all champs now bypass displace
And we are in dire need of some kind of a spell pass sounds good to me
Gremmlynn
08-28-2017, 08:38 PM
I might even argue that it is long past time to remove this type of penalty or at least change how it is applied.
Combat Expertise - While using Combat Expertise mode, you suffer -5 to your attack rolls but gain +10% Armor Class. Spells have three times their normal cooldown when this mode is active.
Resilience - While using Resilience mode, you gain a +4 bonus to all saves. Spells have three times their normal cooldown when this mode is active.
When this penalty was applied to these two stances it was to prevent creating the Super Defensive Spell Caster. But as time and new features have been added to DDO these features did not get subjected to the cooldown. Classes like Paladin and Ranger which have few if any offensive spells are put at a disadvantage.
What do these two feats offer in today's game that would still warrant the cooldown of memorized spells being at 3 times normal, but not warrant Enhancement SLA's, Spells from Feats and Epic Destiny Spells to also have this applied?
Is it possible for SSG to reconsider these cooldowns on these feats?The basic defensive stance has it too.
As for what they have that might warrant it, the only thing I could see is VERY situational in that defensive stances make one immune to rages, so that one could use them to make a caster immune to madstone effect. Which could be solved by making the "no cast" portion of the effect ignore the immunity.
Powered by vBulletin® Version 4.2.3 Copyright © 2025 vBulletin Solutions, Inc. All rights reserved.