Update 56 Preview 3: Stormsinger Archetype
Howdy all! Please be sure to check out both the Producer's Letter and the Archetype Overview page before diving in here :)
Changes from Base Class
Feats and Abilities:
Stormsingers gain the following feats:
Stormsingers do not gain the following feats:
- Improved Inspire Courage +1
- Improved Inspire Courage +2
- Soothing Song
- Ballad Melody: Greatness
- Inspiration Melody: Heroics
Spellbook:
Spell Level 1:
Added: Shocking Grasp
Removed: n/a
Spell Level 2:
Added: Electric Loop
Removed: n/a
Spell Level 3:
Added: Lightning Bolt
Removed: n/a
Spell Level 4:
Added: Ball Lightning
Removed: n/a
Spell Level 5:
Added: Chain Lightning
Removed: n/a
Spell Level 6:
Added: Thunderstroke
Removed: n/a
Past Life
Stormsinger: +5 Lightning and Sonic Spellpower per stack
New Tree: Stormsinger
Replaces Swashbuckler
Themes: Lightning and sonic damage, thunder, offensive spellcasting
Summary: Harness the thunderstorms to bring elemental destruction to your enemies.
Core Abilities
Core 1: Stormsinger: You gain +5 Lightning, +5 Cold, and +5 Sonic Spellpower per core ability you take in this tree.
Core 3: Lightning Strike: Your Sonic and Cold spells have a 20% chance to cause a massive Lightning Strike whenever they hit an enemy. This lightning strike deals an extra 1d6 Electric damage per caster level.
Core 6: Enhanced Bolt I: Your Lightning Strike damage is upgraded to deal 1d6+2 Electric damage per caster level.
Core 12: Enhanced Bolt I: Your Lightning Strike is upgraded to add 1d3 stacks of Vulnerability when it goes off. The damage is upgraded to 1d6+4.
Core 18: Enhanced Bolt II: Whenever your Lightning Strike goes off, the enemy is Stunned with no save for 3 seconds. +1 Caster Level and Max Caster Level with Sonic + Cold + Electric spells.
Core 20: Master of Storms: +4 Cha, +1 Evocation DCs. Your Lightning Strike now deals 1d6+6 damage per caster level. The stun is upgraded to 5 seconds. +1 Caster Level and Max Caster Level with Sonic + Cold + Electric spells.
Tier 1:
- Multiselector: Sonic Blast or Niac's Cold Ray
- Musical Refrain: +1/2/3 Bard Songs
- Spell Critical: Electric and Cold 2%
- Electrocution: Whenever you cast an Electric or Sonic damage spell, you gain +5 to your Electric and Sonic Spell Power for 6 seconds. This stacks up to 1/3/5 times.
- Electric Reflexes: +1/2/3% Dodge
Tier 2:
- Multiselector: Reverberate or Niac's Biting Cold
- Metamagic Reduction: Maximize or Empower
- Spell Critical: Electric and Cold 2%
- Pierce Resistance: You bypass 5/10/15 points of Electric and Sonic Resistance.
- Fast Movement: You run 1% faster for each of your Bard levels.
Tier 3:
- Multiselector: Shout or Snowball Swarm
- Metamagic Reduction: Maximize or Empower
- Spell Critical: Electric and Cold 2%
- Stormcaller's Aria: Your Inspire Courage grants nearby allies +2/4/6 more Universal Spellpower and MRR.
- +1 Charisma
Tier 4:
- Inspire the Storm: Your Bardic Inspiration imbues allies with a chance to deal your Lightning Strike on melee and ranged attacks.
- Ride the Lightning: Your main hand weapon is now considered an Implement. When you critically hit with a Sonic, Cold, or Lightning Spell, you gain +3% Dodge, +3 Reflex saving throws, and your spell point costs are reduced by 3% for 10 seconds.
- Spell Critical: Electric and Cold 2%
- (this space intentionally left blank)
- +1 Charisma
Tier 5:
- Horn of Thunder SLA
- Eye of the Storm(singer): You are no longer negatively affected by Sleetstorm, and while in any Sleetstorm spells, you gain an additional Lightning Strike proc chance.
- Spell Critical: Electric and Cold 2%
- Stormcaller: +5/10/15 Electric, Cold, and Sonic Spellpower. Rank 3: You get Iceberg as a spell at level 6.
- Storm Studies: +1 Evocation DCs
Spellsinger Notes:
You may notice that this tree shares a few SLAs with Spellsinger - to help we've added multiselectors to Sonic Blast and Shout (Cure Light Wounds and Cure Light Wounds, Mass). You can't take Sonic Blast and Sonic Blast at the same time, same with the other shared SLAs. Also, we buffed Reverberate a bit!
Bugfixes from last Lamannia:
- New SFX have been added!
- Snowball Swarm SLA now works correctly
- on-hit lightning from the bardic inspiration buff should now work
- Even more stormsinger SLAs should have unique and appropriate cooldowns
- Fixed some misc typos and antiquated text in all Bard trees while I was in there poking around :)
To Do List:
Should probably add some source of the Sleet Storm spell somewhere - just barely ran out of time for this preview :P
Feedback after testing this version
Inspire the Storm
Quote:
Originally Posted by
Lynnabel
Howdy all! Please be sure to check out both the
Producer's Letter and the [URL="https://forums.ddo.com/forums/showthread.php/533846-Update-56-Preview-3-Archetype-
[B][COLOR="#FF8C00"]Tier 4:[/COLOR][/B]
Inspire the Storm: Your Bardic Inspiration imbues allies with a chance to deal your Lightning Strike on melee and ranged attacks.
Bugfixes from last Lamannia:
- on-hit lightning from the bardic inspiration buff should now work
Not sure what the intent is with inspire the storm. But at the moment it just adds a VERY small amount of lightning damage on hit that happens each hit. No proc chance. It also doesn't have any of the riders or scale with your spellpower from what i can tell. The person I got to test with me literally was getting 10-12 a hit he said. I was getting like 50-60 a hit from the proc when i tested it out myself.
Blast Rod
I don't know if its intended or not, but I received blast rod as a spell after leveling up, picking EDs, and Enhancements. Don't know where in this process it occurred. That said, I actually like it if this is WAI. Blast rod helps smooth out the rotation. Though if I had to guess this is not WAI.
Lightning strike "stun"
The lightning strike "stun" is really a freeze. The freeze does not seem to add helpless. And it seems a lot harder to proc than you would think. It seems dots only have a chance to proc on it when you cast the spell not when their damage ticks. This significantly changes my estimation of the power of this class as it significantly nerfs the single target dps. It also makes it basically impractical to stack vulnerability stacks on a monster. I didnt see any above 4 stacks due to how infrequent the proc is mixed with it only proccing on first cast of dots plus a lot of spells not proccing it at all despite doing sonic / cold damage.
I'll also add that the damage value for the lightning strike was also a fair bit lower than I would expect as well. I don't know if it was just some fluke with my build / race combo or what. But the math didn't seem to add up based on the tooltips + caster levels I'd expect.
Expensive Tree
The tree is ridiculously expensive. Allocating points was frustrating as there's obvious things that you must take (crit chance etc.) and other enhancements that when you add it all together, you're left with a very underwhelming amount of choice for fun enhancements (both due to lack of points and also lack of options).
question about the ligtning proc
Core 3: Lightning Strike: Your Sonic and Cold spells have a 20% chance to cause a massive Lightning Strike whenever they hit an enemy. This lightning strike deals an extra 1d6 Electric damage per caster level.
Inspire the Storm: Your Bardic Inspiration imbues allies with a chance to deal your Lightning Strike on melee and ranged attacks.
Does the song I put on other people which is supposed to give them then chance to proc, scale with anything? Or is it 1D6+6 times what ever my caster level is?
Currently, it seems to be broken, as I put it on a bear that was attacking, and in about 100 hits, he saw 3 procs, for 10, 12, and 17 damage.
Confused about this enhancement
Eye of the Storm(singer): You are no longer negatively affected by Sleetstorm, and while in any Sleetstorm spells, you gain an additional Lightning Strike proc chance.
What confuses me about this, is that I don't know anyone who casts any kind of AOE spell, that obscures your vision, and makes it difficult to find targets and to avoid damage, and then stands in it on purpose.
Sleetstorm can be a decent spell, when you cast in down a long hallway, to prevent the mobs from rushing upon you, giving you or your party a chance to kill them from range, but you don't cast it where you stand,
Spellsinger to StormSinger Pt1
I copied over my LV 30 Spell Singer and did a LR - moving to StormSinger
- I wasn't sure if I would need a +1 to make the change - I used a +20 and didn't need to use any- might be worth some extra verbiage
- Spell choice was a little tough while leveling - but as I got to 20 - felt about right
- Gap in LV 1 electric spell choice (I think)
- LV 5 spells continue to see underwhelming - Call Lightning Storm would be intertering - but I never like the way it worked (low proc rate) on live, Call Lightning would be fun
- Took Masters of Air vs Masters of Music - note no shacking grasp for LV 1 StormingSingers (unless I missed that)
- Being a Enchantment focused bard 1st, I took Scion of the Feywild (+4 DC Enchantment - the Sonic and Force bonus have little value). Scion of Air would doesn't mesh as well as Feywild did with Spellsinger
More to follow...
One last observation before taking a break from the game
After some more testing, there's one more thing that is somewhat worrying and may have escaped the devs attention when thinking about the sonic blast change. As usual for a game as complex as DDO, it may look like a single small change, but it's one that has very important repercussions for the whole leveling process:
Before the change, a player going for Stormsinger could pick the sonic blast SLA from either tree depending on preference and keep filling it up till they get to the more juicy things they want, before going to the second tree.
Now, with the lack of sonic blast's AoE damage, a player will very much NEED to get both shout and snowball swarm SLAs as soon as possible to remedy that at least some. That means having to necessarily split valuable enhancement points into two trees and postpone valuable abilities till much later, or lose a lot of potential damage. For example, spellsinger T4 abilities will most likely have to wait till level 10 instead of being taken at 6 like today.
The new electric spells do not help mitigate this much at lower levels as bards do not have enough spellpoints to apply metas to them, so even using them instead of the SLAs from both trees will mean a significantly reduced damage potential that goes beyond just the change to sonic blast.
This, of course, only in case someone picks Stormsinger - for pure bards going caster route is gonna pretty much a nono considering they won't even have the electric spells nor the other SLAs to help them out. As said before with this change the inclusion of the archetype unfortunately won't bring new options to the table, it will just replace old regular spellsinger bard with new stormsinger/spellsinger bard, leaving regular bards pretty much only for the melee route.
So, reiterating what was said before:
Technically, the change is justifiable in a vaccum and brings the spell in line with other spells of the same level. For bards, though, that has imense implications to the current viability of the class that go far beyond that change. Unlike other classes, they can't just really pick another spell to use instead - as they have just 4 native damage spells in total.
I'd either pursue another avenue for balancing Stormsinger (which I believe is the main reason for this change, possibly due to the lightning procs from sonic blast's AoE), or at least postpone this change, even if this is gonna leave Stormsinger a bit on the too strong side, until a revamp of the sonic spell portion of the bard's spellbook gives them some more options (mainly for those that do not wish to be pidgeonholed into Stormsinger) to mitigate the loss of Sonic blast's AoE effect.
Anyway this goes, I'll be taking a break from the game for a while as it's become clear this type of thing is affecting my mental health more than it should (my problem, not yours), so I wish you find a good compromise for those who'll stay around.
Cheers,
NH