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  1. #1
    Founder Saranae's Avatar
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    Default Proposal for some new Enhancements!

    So there I was, incapacitated, waiting for my party to come rescue me, when I had a thought... how about some enhancements to help this scenario! AP costs are up for debate as are values of benefits. Naturally all but the first of these lines of enhancements would be for all races save WF. The first could be used by WF as well.

    They came to me as follows:

    Persistent Soul I
    1 AP
    Your resilient soul allows you to reach -15 before incapacitation becomes death.

    Persistent Soul II
    2 AP
    Your resilient soul allows you to reach -20 before incapacitation becomes death.

    Persistent Soul III
    3 AP
    Your resilient soul allows you to reach -25 before incapacitation becomes death.

    Persistent Soul IV
    4 AP
    Your resilient soul allows you to reach -30 before incapacitation becomes death.

    Quick Clotting I
    1 AP
    Your body clots quickly stemming the flow of blood while incapacitated. Stabilize at 15%.

    Quick Clotting II
    2 AP
    Your body clots quickly stemming the flow of blood while incapacitated. Stabilize at 20%.

    Quick Clotting III
    3 AP
    Your body clots quickly stemming the flow of blood while incapacitated. Stabilize at 25%.

    Quick Clotting IV
    4 AP
    Your body clots quickly stemming the flow of blood while incapacitated. Stabilize at 30%.

    Still Heart I
    1 AP
    When incapacitated, you achieve a zen-like trance to reduce your heart rate and slow the flow of blood. Blood loss checks occur +10% further apart.

    Still Heart II
    2 AP
    When incapacitated, you achieve a zen-like trance to reduce your heart rate and slow the flow of blood. Blood loss checks occur +20% further apart.

    Still Heart III
    3 AP
    When incapacitated, you achieve a zen-like trance to reduce your heart rate and slow the flow of blood. Blood loss checks occur +30% further apart.

    Still Heart IV
    4 AP
    When incapacitated, you achieve a zen-like trance to reduce your heart rate and slow the flow of blood. Blood loss checks occur +40% further apart.

    What do you think?

    ~Saranae~

  2. #2
    Community Member Celebrochan's Avatar
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    Jul 2006
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    Default

    Nifty I dont know about how balanced they are but these are original and more useful than a +1 to a skill that I never use
    Action boosts would be fine if they topped out at +5 at 20th lvl.

  3. #3
    Community Member Talcyndl's Avatar
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    Jan 2007
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    2,175

    Default

    I'm still hoping for a line of rogue enhancements that allows for sneak attacks on undead and constructs.

    That would be very useful.

  4. #4
    Stormreach Advisor
    Founder
    DrAwkward's Avatar
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    Default

    Neat idea.

    It sounds like a great line for Monks, who are probably going to be playdoh brand tanks.
    There was a girl warforged named Cleaver.
    Every man that she loved would soon leave her.
    They all left so fast / as they couldn't get past
    the fact that she has a Brass Beaver

  5. #5
    Hatchery Founder
    2014 DDO Players Council
    Coldin's Avatar
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    Default

    Well, or they could just implement this feat.
    Quote Originally Posted by SRD

    Diehard [General]

    Prerequisite
    Endurance.


    Benefit

    When reduced to between -1 and -9 hit points, you automatically become stable. You don’t have to roll d% to see if you lose 1 hit point each round.
    When reduced to negative hit points, you may choose to act as if you were disabled, rather than dying. You must make this decision as soon as you are reduced to negative hit points (even if it isn’t your turn). If you do not choose to act as if you were disabled, you immediately fall unconscious.
    When using this feat, you can take either a single move or standard action each turn, but not both, and you cannot take a full round action. You can take a move action without further injuring yourself, but if you perform any standard action (or any other action deemed as strenuous, including some free actions, swift actions, or immediate actions, such as casting a quickened spell) you take 1 point of damage after completing the act. If you reach -10 hit points, you immediately die.

    Normal

    A character without this feat who is reduced to between -1 and -9 hit points is unconscious and dying.

    Of course then they might have to implement endurance, but it seems to me like everyone in DDO has Endurance for free. They could just skip endurance and go right for Diehard.


    I do like those enhancement ideas though. I kinda doubt any would ever take them, except the Persistant Soul line. In higher levels, how long you can survive while incapped doesn't seem to matter much. Either someone gets you with a wandwhip soon after you fall, or some mob casts an AOE spell or does some weird attack and kills you.
    RedShirt / Roleplayer of Giant Slayers, Inc. on Thelanis, formerly Tharashk.
    Member of the DDO Player Council

    Coldin-Artificer; Lynton-Bard; Alydyn-Swashbuckler;
    Takai-
    Monk; Rosein-Paladin; Ellyiana-Cleric; Aurixs-Sorcerer

  6. #6
    Community Member Celebrochan's Avatar
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    Default I thought up a few new ones

    The human combat training line

    This makes multi classes, combat squishies and fighter mages more viable by raising there to hit closer to a melee type.


    Human combat training I
    Level 2
    2 action points
    This enhancment gives you a +1 to hit with all weapons. This enhancement only becomes available when you take a level in rogue, bard, wizard, sorcerer or cleric.

    Human combat training II
    Level 8
    4 action points
    This enhancment gives you a +2 to hit with all weapons. This enhancment only becomes available when you take a total of 4 levels in rogue, bard, wizard, sorcerer and or cleric.

    Human combat training III
    Level 12
    6 action points
    This enhancement gives you a +3 with all weapons. This enhancment only becomes available when you take a total of 8 levels in rogue, bard, wizard, sorcerer and or cleric.
    Action boosts would be fine if they topped out at +5 at 20th lvl.

  7. #7
    Community Member
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    Default In a similar vein...

    I've never understood while any character can't cast fear when they are dead. I mean - if you can't scare a monster by haveing your wandering soul jump at them and shouting "Boo!" when can you fear them? It would at least let squishys like me have some fun and add crowd control while the remaining group fights it's way to my stone.

  8. 10-27-2013, 11:49 PM


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