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  1. #201
    Founder MeCrazy's Avatar
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    Quote Originally Posted by Cedrica-the-Bard View Post
    Forcing a Bard to take Power Attack as a feat if we aren't already designed that way is what makes it not worth it. The BAB already suffers for a Battle Bard, the songs make up for that loss by a couple of points (and a DP clickie helps for about 40 seconds). But having Power Attack on just turns a buffed Battle Bard into a non-buffed fighter, ya-frickin-hoo. So turn it off you say? Sure, I'll turn it off and keep it off so I can kill stuff. All that does is turn it into a wasted feat so I can get another +1 to attack and +2 to damage and DR for the party? Nope, not worth a wasted feat, imho. Too bad too, I was looking forward to it
    with +11 to hit from your own songs and buff spells...if you cant hit with PA on your facing the wrong direction

  2. #202
    Community Member Arjen's Avatar
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    Quote Originally Posted by Gimpster View Post

    PS. I'm +39 on the first swing.

    PPS. On my caster.

    Would you mind breaking that down?

    I easily get there with my barbarian who is @ 40 str raged, but on a caster's 1st swing? come on..
    -Thelanis-
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  3. #203
    Founder Freeman's Avatar
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    Quote Originally Posted by Gimpster View Post
    No. These enhancements will not generally be taken at level 6 (and they cannot be taken at 5). The AP costs are such to make them unaffordable then. Plus, at level 5-6 there are no important fear effects. Any fear can be dispelled by clicking on a potion. It's only at higher levels that you face Mummy Despair and Phantasmal Killer, which cannot be personally cured.
    Wait, weren't we talking about having to take Inspired Bravery I and II to qualify for Warchanter? Bard's Inspired Bravery II is available at level 5. The total action point cost is 3.(One point for IB I, and two for IB II) That's hardly expensive, even at that level. Warchanter becomes available at level 6, so to get it at the earliest point, you would have to be level 5 when you took the IB enhancements. At earlier levels, the kobold shamans love to throw out fear spells, so the extra bonus to saves can come in handy when fighting them. Yes, fear can be dispelled by clicking on a potion. You can also get rid of poison, disease, slow, curse, hit point damage, stat damage, and blindness by clicking on a potion. That doesn't mean I wouldn't prefer not to fail my save in the first place.
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  4. #204
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    Quote Originally Posted by LordDamax View Post
    Well, awesome for you, Captain More-Awesome-Than-Everyone-Else. But when I get my guys up to a +42 to hit then maybe I'll respec it out, but since I am not capable of your unfallable arrogance and ability to never be wrong, I'll probably need that terrible feat until I can achieve your level of awesome.
    If you read with a little more accuracy, you'll notice I didn't actually claim my personal characters never miss. Just many characters do not; and that is true. Talking to a lot of barbarians and paladins, you'll find that rather few of them actually have Weapon Focus. A lot of fighters might drop Weapon Focus if they'd be allowed to keep Weapon Spec without it.

    It is also conventional wisdom that in PnP Weapon Focus is minimally useful except to qualify for other weapon feats. Notice that in PnP anyone can take Weapon Focus for +1 attack with longswords, but Weapon Spec for more damage is restricted to fighters only. There's a good reason for that.

    Now, lets do the math on a pure bard 14 with strength 22 and a +5 weapon, attacking a monster whose AC is high enough that his first swing misses on a roll of 1-10 (that is higher than most monsters enjoy, meaning that this scenario is highly favorable for Weapon Focus).
    Raw, he does an average of 17.5/swing over 4 attacks.
    Give him Weapon Focus and he does 18.4 average per swing.
    Instead give him a +1 damage (which is not avail from any feat) and he does 18.2
    Instead give him +2 damage (equivalent to Weapon Spec, which is not allowed for bards) and he gets 19.
    Instead give him Improved Crit and he gets 19.7

    If you could take only one feat to boost your weapon damage, Imp Crit would be it.

  5. #205
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    Quote Originally Posted by Arjen View Post
    Would you mind breaking that down?
    I easily get there with my barbarian who is @ 40 str raged, but on a caster's 1st swing? come on..
    Well, let me remember. BAB 14, strength +11, Greater Heroism +4, weapon +5, enhancements +2, luck +3. 39 total. I could equip the Battle Coin for another +1... but it's not worth it.
    Last edited by Gimpster; 06-26-2007 at 09:14 PM.

  6. #206

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    Quote Originally Posted by Gimpster View Post
    Well, let me remember. BAB 14, strength +11, Greater Heroism +4, weapon +5, enhancements +2, luck +3. 39 total. I could equip the Battle Coin for another +1... but it's not worth it.
    Your caster has a 32 strength? I have to admit to being impressed.
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  7. #207
    Community Member Arjen's Avatar
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    Quote Originally Posted by Gimpster View Post
    Well, let me remember. BAB 14, strength +11, Greater Heroism +4, weapon +5, enhancements +2, luck +3. 39 total. I could equip the Battle Coin for another +1... but it's not worth it.
    Your caster has a BAB of 14?

    Yeah..
    -Thelanis-
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  8. #208
    The Hatchery GeneralDiomedes's Avatar
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    Quote Originally Posted by MysticTheurge View Post
    Your caster has a 32 strength? I have to admit to being impressed.
    18 base
    3 levels
    6 item
    3 tome
    2 rage
    2 madstone rage (I believe these stack)
    34 maximum possible for a caster or any non-fighter. I don't consider the alchemical bonus as plentiful enough for inclusion.

    14 BAB - Tensor's or Divine Power Clickie is easy enough.

    32 STR/32 CHA is also possible

    18 base STR
    1 levels
    6 item/divine power
    3 tome
    2 rage
    2 madstone rage (I believe these stack)
    = 32 STR

    18 base CHA
    2 levels
    3 enhancements
    3 tome
    6 item
    = 32 CHA

    But maaaan are you going to be squishy and you are going to be sucktastic for the majority of your career.
    Last edited by GeneralDiomedes; 06-26-2007 at 09:48 PM.
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  9. #209
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    Quote Originally Posted by MysticTheurge
    Your caster has a 32 strength? I have to admit to being impressed.
    There's a whole thread about them.

    Quote Originally Posted by GeneralDiomedes View Post
    2 rage
    2 madstone rage (I believe these stack)
    Yes. In fact, not only does Madstone Rage stack with Rage, it also stacks with Madstone Rage, for a total +6. (Which is difficult to activate, however, what with preventing spellcasting and clickies)

  10. #210
    The Hatchery GeneralDiomedes's Avatar
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    Quote Originally Posted by Freeman View Post
    Perhaps you don't quite understand what I mean by useless. A blackguard with 5 ranks in Tumble can tumble better. A bard with Bard: Perform I and II can... do absolutely nothing any differently than a bard without them. There is absolutely no benefit from taking this enhancement. None. Zero. The action points are completely wasted. If they want to make them have a purpose, then make Fascinate work the way it should. Until then, don't force people to take things simply to give them a purpose.
    They make you take these prequisites because they FIT FROM A ROLEPLAYING PERSPECTIVE. They are not out to give every Bard with 2 cents to rub together something for nothing.

    Sheesh.
    Server Sarlona / MST / Guild Enslaved / Characters Ionos, Cydekik, Xalavan, Rodessa, Hethrow, Ramsteen

  11. #211
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    Quote Originally Posted by LordDamax View Post
    And ans for the hatred of the prereqs for Warchanter and the 'uselessness' of Weaon Focus... +1 to hit is HUGE, I've never had a comabt character that didnt have weapon focus. +1 to hit is better than +1 to damage any day.
    That is a hyperbolic strawman. Nobody seriously claimed Weapon Focus is useless.

    However, it is low on the priority list for a non-fighter character interested in doing damage with melee weapons. If you're a bard14 or bard13/X1 and you want to spend feats to kill things with weapons, your first priority should be Improved Critical. Next is Exotic Proficiency Khopesh, and next is Power Attack. Weapon Focus comes in as feat #4.

    Four feats is quite a heavy investment into melee combat, even for a warchanter-styled battle bard. (If you were a bard14, Martial Proficiency Greatsword might actually come before Weapon Focus as well)

    The problem would largely be solved if Improved Critical could substitute for Weapon Focus to meet Warchanter requirements. (Or better yet, you need only 2 of the WF / Imp Crit / PA feats)

  12. #212
    Founder Deusxmachina's Avatar
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    Quote Originally Posted by Gimpster View Post
    If you could take only one feat to boost your weapon damage, Imp Crit would be it.
    Except when fighting monsters that can't be critted, which, particularly in PnP, there are a lot of. My 15-20 crit range dervish is a sad panda when he fights all the annoying non-crittables. Same reason "uber-damage rogues" can get virtually shut down half the time.

    I don't know why weapon focus is any big deal for warchanter. It's a decent enough "general combat" feat.

    And while it does seem tolerable to me to require two combat feats for warchanter, even the two currently required, I would like to hear the developer rationale for requiring two feats for warchanter but only one feat for the other prestiges.
    I can dodge fireballs, baby!
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  13. #213
    Community Member SteeleTrueheart's Avatar
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    It sounds like the skill Perform is going to be looked at and fixed. I would bet that they are going to change it from the current requirement of base ranks to ranks+feats+enhancements (maybe items for something like fascinate DC) for certain enhancements/abilities etc that require a Perform skill level.

    Don't assume that the pre-reqs for anything will not be useful later. Sure they are not helpful now, but next mod? who knows.

    Hopefully they will look at all the skills (and maybe implement a skill respec system, yes my first character made mistakes)

    Remember that they put in dragon marks and in a future update they will put in a dragon mark enhancement line. Also they are implementing more turn undead attempts per day based on your buffed charisma score.

    These changes make me hopeful that DDO has a long term view that goes against all those nay sayers who think this game is Doomed. It really makes me think that this game is for Mature people who do not necessarily need to have everything NOW and are wiling to let the game grow and adjust and improve over time.

    As for my main a Paladin.
    Angel skin = too short but hey I have a level 2 spell slot just waiting to be used!
    Khyber - Officer in The Stormreach Thieves Guild
    Steeles (TR 1 Paladin 20 / 8 Epic - TWF) - Steeley (Monkadin - Pal 18/Monk 2/ 8 Epic - Unarmed) - Steeltruhart (TR1 Paladin 17 - S&B Bastardsword) - Steelforged (Pal 20 / 8 Epic - SWF) - Steeltruhurt (TR1 - Pal 8 / Ftr 2 - THF) Steelsouls (Clr 17 / Pal 3 /8 Epic)

  14. #214
    Founder, Alpha, Omega and Other Secret Things AnubisPrime's Avatar
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    MAN I can't wait for this new stuff to come!
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  15. #215
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    Quote Originally Posted by Quarion View Post
    Angelskin
    Abjuration [Good]
    Level: Pal 2
    Components: V, S, DF
    Target: Lawful Good creature touched (self or ally)
    Duration: 6 seconds/level

    The subject gains damage reduction 5/evil.
    Shouldn't this be 10/evil? About what percentage of mob attacks count as evil, in the game? It seems like a nice-enough spell for those that don't want to carry around some other DR item/class ability/spell

    Quote Originally Posted by Quarion View Post
    Holy Sword
    Evocation [Good]
    Level: Pal 4
    Components: V, S, M

    Channels holy power to turn a Blessed Cold Iron weapon into a +5 Holy Cold Iron weapon that grants its wielder a continuous Protection From Evil effect while equipped. The holy weapon is permanent, but is destroyed on dungeon exit. The House Jorasco Divine Reagent Vendor carries Blessed Cold Iron Greatswords, Bastard Swords, Longswords, Shortswords, Scimitars, Warhammers, Rapiers, Dwarven Waraxes, Khopeshes, Mauls, and Heavy Picks.

    This should really be circle of protection. Additionally, it should modify an existing weapon. The notion of carrying around a stack of weapons for material components sounds silly and you're really going to have to have the ability to temporarily modify weapons anyways so I suggest doing this one right to begin with, even if it only modifies the weapon for as long as the PnP spell does.

    Quote Originally Posted by Quarion View Post
    Chaos Hammer
    Level: Clr 4

    Order's Wrath

    Unholy Blight

    These seem cool enough. Might want a bump up the damage to account for buffed hp. They are a 4th level spell, after all. You guys have admitted that spells need to be modified to account for the hitpoints in the past (Specifically a post, I believe by Eladrin, about the Power Word spell maximum effected hitpoints). It seems like it would apply here, too.

    Quote Originally Posted by Quarion View Post
    Close Wounds
    Conjuration (Healing)
    Level: Clr 2
    Components: V
    Target: One Ally, Self, or Undead Foe
    Saving Throw: Will half

    Close Wounds cures 1d4 points of damage + 1 point per caster level (maximum +5). This spell is quicker to cast than other cures and has no cooldown other than the one second global cooldown.

    Even at a 1 second global cooldown, it doesn't really work. It's much easier to learn how to stagger your healing casts.

    The purpose of close-wounds was to prevent death on someone as they are about to be killed, no?

    May I suggest a dramatically different effect? The spell puts an effect on a target. When that target drops below 0 hitpoints, even if it would take them below -9 (death), it would restore 1d4 +1/CL (max 5) hitpoints to the target. The spell cannot be dispelled (as it would normally be an instantaneous cast, so it's not really a spell). After it is expended, the spell dissipates. It would seem to fit in much better with the intention of the spell. IF the damage healed is still insufficient to keep the target from dying, they still die. However, if the target's HP were to be raise above the death threshold, they would be alive, though likely still at negative hitpoints and dying.

    IE a player has 2 hitpoints left. They are hit for 13 hitpoints, taking them to -11. They would have died, but had 5 hitpoints instantly restored to them, bringing their HP to -6.

    As a bonus effect, it could automatically stabilize the character, too.

    Mechanics wise, this could take the effect of a DR that is only activated when the character goes below 1 hitpoint. With DR = the number of hitpoints that would be restored.

    Quote Originally Posted by Quarion View Post
    Nightshield
    Abjuration
    Level: Clr 1, Sor/Wiz 1
    Components: V, S
    Range: Personal
    Duration: 1 minute/level

    Grants a +1 resistance bonus to saves; this resistance bonus increases to +2 at caster level 6th and +3 at caster level 9th. In addition, this spell negates Magic Missile and Force Missile attacks directed at you.

    A lot of overlap with other spells, but decent enough, and clerics will thank you greatly for not only giving a useful 2nd level spell at higher levels, but also letting them ditch their shield clickies. I am a bit concerned that it totally negates force-missles, as that's not an original intent. Not sure how that will play out.

    Quote Originally Posted by Quarion View Post
    Spawn Screen
    Necromancy
    Level: Clr 2, Sor/Wiz 2
    Components: V, S, DF
    Target: One Ally/level
    Duration: 1 minute/level

    Protects you and your allies from rising as spawns of common undead after death. Certain very rare, exceptionally powerful creatures (with purple names) may be able to bypass this ward.

    Thank you very much. I appreciate this spell greatly. And a useful 2nd level, to boot.

    Quote Originally Posted by Quarion View Post
    Focusing Chant
    Enchantment (Compulsion) [Mind-Affecting]
    Level: Brd 1
    Components: V
    Range: Personal
    Duration: 1 minute

    You gain a +1 circumstance bonus on attack rolls and skill checks for the duration of the spell.

    Cool enough, I guess. Especially for a little boost at higher levels if you don't have another bard to serenade you. Actually, isn't that a competence bonus? That might be even better.

    Quote Originally Posted by Quarion View Post
    Ooze Puppet
    Transmutation
    Level: Sor/Wiz 2
    Components: V, S
    Target: One Ooze
    Duration: 10 minutes
    Saving Throw: Fortitude negates

    You telekinetically take control of the targeted ooze, manipulating it and forcing it to move and attack as you see fit. Oozes dominated by this spell are slowed, and once a minute receive an additional save to attempt to free themselves. If the controlled ooze splits, you lose control of the resultant oozes.

    This won't have much use. But when it will, it ought to last an awfully long time. At least it will be a fun spell for wizards and the occasional scroll-packing sorcerer.

    Quote Originally Posted by Quarion View Post
    Spellsinger:
    Prereqs: Bard level 6, Bard Music of Energy 2, Bard Skill: Concentration 2, Bard Song Magic 2, Bard Lyric of Song 1, Any one of the following: Magical Training, Mental Toughness, Spell Focus: Enchantment, Greater Spell Focus: Enchantment, Empower Spell, Extend Spell, Heighten Spell, Maximize Spell

    "Your studies into magic have granted you a +2 bonus to your Concentration and Use Magic Device skills, +100 Spell Points, and the ability to expend a use of Bardic Music to grant all nearby allies a +1 morale bonus to spell DC's and a 10% morale discount on spell costs.

    This will be rather cool. This will come to a good 150-180 more spell points for dedicated casters at 14th. Not too shabby. The UMD will be nice, too, if you focus on that. The DC bonus is great, as it should stack. Very nice addition.

    Quote Originally Posted by Quarion View Post
    Virtuoso:
    Prereqs: Bard level 6, Bard Extra Song 2, Bard Skill: Perform 2, Bard Lingering Song 1, Bard Charisma 1, Any one of the following: Bard Extra Song 4, Skill Focus: Perform, Negotiator

    "Your studies into song have granted you a +2 bonus to your Diplomacy, Listen, and Perform skills, 3 extra uses of Bardic Music per rest, and your beneficial songs last an additional 10% longer. You also gain the ability to expend a use of Bardic Music to enthrall multiple enemies, fascinating them and inflicting a -2 penalty to attack rolls and Will saves even if the fascination is broken."

    Not useful to all, but not bad. I might take this, at least for a while.

    Quote Originally Posted by Quarion View Post
    Warchanter:
    Prereqs: Bard level 6, Bard Inspired Attack 1, Bard Inspired Damage 1, Bard Inspired Bravery 2, Power Attack, Any one of the following: Weapon Focus: Slashing, Weapon Focus: Piercing, Weapon Focus: Bludgeoning

    "Your studies into war have granted you a +2 bonus to your Intimidate skill. Your Inspire Courage song gains an additional +1 to attack rolls, +2 to damage rolls, and +1 to fear saves. If you possess the Barbarian Rage ability, you gain +1 use per rest. You also gain the ability to expend a use of Bardic Music to grant all nearby allies damage reduction 5/-."

    Definitely geared towards multi-class bards. I could see fighter/barb/bard using it, certainly. Might be more useful than the fighter/wizard, especially if the bard could UMD tensor's transformation scrolls.

    Quote Originally Posted by Quarion View Post
    Bard Music of the Dead enhancement prerequisite changed to:
    • Bard Level 6 (from 11)
    • Any one of the following: Bard Extra Song IV or Bard Virtuoso I
    Bard Music of the Makers enhancement prerequisite changed to:
    • Bard Level 9 (from 11)
    • Any one of the following: Bard Extra Song IV, Bard Virtuoso I, Warforged Construct Thinking III, Lesser Dragonmark of Making

    So down to 6th if you're a virtuoso, or 10th if you're not? Not bad, I suppose. Though I would wager that if you wanted to charm undead, you might find a lot of bards taking this till they are 10th and then respeccing. The benefit of Virtuouso may not be great enough with the impetus from Music of the Makers and Music of the Dead.

    Quote Originally Posted by Quarion View Post
    Ranger Vermin Empathy enhancement prerequisites changed to:
    • Ranger Level 2 (from 11)
    • Ranger Extra Empathy I and any one of the following: Favored Enemy: Vermin, Ranger Desert Lore 2, Ranger Swamp Lore 2, or Ranger Extra Empathy IV.
    Ranger Elemental Empathy enhancement prerequisites changed to:
    • Ranger Level 4 (from 12)
    • Ranger Extra Empathy I and any one of the following: Favored Enemy: Elemental, Ranger Energy Resistance Boost III, or Ranger Extra Empathy IV.

    Nice. Though I was never sure if Ranger energy resistance boost was worth it because I don't recall it, itself, saying it stacked, even though it uses the word "boost".

    Quote Originally Posted by Quarion View Post

    Way of the Assassin
    now has three different poisons available for use with Assassin’s Focus: Thoughtburn (Int damage and prevents casting for a short time), Icechill (Dex damage and slows the target's attack speed for a short time), and Soulshatter (Lowers the target's spell resistance by 10 and Will saves by 4 for a short time). A character may only have one Assassin’s Focus ability active at a time.

    This seems super cool. However, thoughtburn did have some problems before, so I guess I'll have to reserve judgement.
    Last edited by Spookydodger; 06-26-2007 at 11:45 PM.
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    Quote Originally Posted by SteeleTrueheart View Post
    It sounds like the skill Perform is going to be looked at and fixed. I would bet that they are going to change it from the current requirement of base ranks to ranks+feats+enhancements (maybe items for something like fascinate DC) for certain enhancements/abilities etc that require a Perform skill level.
    There is no precedent that I know of that would cause this to be the case. Historically everything is based off of ranks, not total modifier. Tumble, Perform, and any others that have a prerequisite of a certain level base that on your base ranks, as it shows your actual training, as opposed to items which are a magical bonus to what you already know, and feats and ability mods, which represent special focus and natural aptitude.

    Don't assume that the pre-reqs for anything will not be useful later. Sure they are not helpful now, but next mod? who knows.

    Hopefully they will look at all the skills (and maybe implement a skill respec system, yes my first character made mistakes)

    This is true. Though I do wish I knew if they actually had anything in the pipeline with anything remotely close to using Perform or anything else. DM's let you respec yourself when new books come out. If I recall, there are even guidelines. You can only, in this game, respec feats and enhancements, not skills or levels.


    Remember that they put in dragon marks and in a future update they will put in a dragon mark enhancement line. Also they are implementing more turn undead attempts per day based on your buffed charisma score.

    Somehow I think they put in the dragonmark enhancements because people were having annuerisms over spending 3 feats to be able to cast 1 spell per rest for the greater mark.

    These changes make me hopeful that DDO has a long term view that goes against all those nay sayers who think this game is Doomed. It really makes me think that this game is for Mature people who do not necessarily need to have everything NOW and are wiling to let the game grow and adjust and improve over time.

    I think that it will be moot if changes (or lack thereof) now cause the player-base to shrink to dangerous numbers. Yes, it's possible to come back from that, but it's hard. Age works against games, no matter the quality. The fewer people play, the fewer people work on the game, the slower updates come out, the worse the situation gets. It's a vicious cycle. I don't think that anyone feels the game is doomed for its long term vision. Who can know that? I think that most feel the doom because of short-term decisions that hobble long-term growth.
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    Quote Originally Posted by Spookydodger View Post
    [COLOR="Green"]Shouldn't this be 10/evil? About what percentage of mob attacks count as evil, in the game?
    Presumably, those monsters with DR/Good will inflict evil damage with their attacks. That will primarily mean Flesh Renders, Mariliths, and Jariliths. Possibly also Tharak Hounds, although they're more likely to do Chaotic damage.

    Also, certain high level archers have Unholy or Pure Evil arrows.

    Quote Originally Posted by Spookydodger View Post
    It seems like a nice-enough spell for those that don't want to carry around some other DR item/class ability/spell
    As this is a paladin-only spell, you won't have any opportunity to get a DR class ability. (You could be warforged though).

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    Quote Originally Posted by Gimpster View Post
    As this is a paladin-only spell, you won't have any opportunity to get a DR class ability. (You could be warforged though).
    If only Paladins could multiclass with Barbarian :P Maybe some future thing will give them a DR from a class feature. Skin of the Celestial, or some such. Though that's probably where they got this spell from.
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  19. #219
    Community Member gpk's Avatar
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    Quote Originally Posted by Raelg14 View Post
    OK maybe I am missing something here but why the hate for this Holy Sword? OK so you have to buy a weapon to take into a dungeon, and perhaps I am wrong but the cost of the weapon would be less than repairing a weapon of the type, plus according to http://www.d20srd.org/srd/spells/holySword.htm , Turbine is giving us a better version of the spell, the Cold Iron part. Now if the weapon can be passed that would be awesome, I doubt that is the case but it would be cool.
    The problem w holy sword and it's been discussed a LOT, it's not better than any weapons you already have 99% of the time for 99% of the Paladins out there. It's not even on par.
    A temp spell adding +2d6 "good" dmg on an existing weapon woulda been better.

    I sometimes wonder if the designers take the stuff thats currently in game into account, +1 gr bane > Holy Sword 99% of the time.

    Angel Skin, 6 seconds/level for DR5/evil, not even DR5/- (ha!), in game +5 Adamantine FP is not hard to obtain, Golden greaves DR3/-, Lailat ring Stoneskins clickies CL12 x3, thats 120 points of DR10/adamantine x3 /rest or simply getting StoneSkin from an caster/scroll/wand. I'm willing to wager there are more mobs that dp "evil" dmg than adamantine.

    Thanks all the same but I'd rather get Nightshield as a "new to me" spell for a Paladin than both Angel Skin and Holy Sword.

    It's kinda like we pure pallys have gotten out toys taken away the past two Christmases, and this year are told we get something new, and it ends up being a pair of underwear.
    Looks like we get a pair of angelskin socks to go with our underoos!

  20. #220
    Founder Freeman's Avatar
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    Quote Originally Posted by GeneralDiomedes View Post
    They make you take these prequisites because they FIT FROM A ROLEPLAYING PERSPECTIVE. They are not out to give every Bard with 2 cents to rub together something for nothing.

    Sheesh.
    Read my posts. I am not asking for something for nothing. I said I wouldn't mind if they substituted Bard: Diplomacy II instead, since that would actually be a functional enhancement. Yes, the enhancements fit from a role-playing perspective. However, the role-playing angle is the ONLY reason to take those enhancements. They have zero function in the game. No other enhancement line has no effect on the game or your character.

    Quote Originally Posted by SteeleTrueheart
    It sounds like the skill Perform is going to be looked at and fixed. I would bet that they are going to change it from the current requirement of base ranks to ranks+feats+enhancements (maybe items for something like fascinate DC) for certain enhancements/abilities etc that require a Perform skill level.

    Don't assume that the pre-reqs for anything will not be useful later. Sure they are not helpful now, but next mod? who knows.

    Hopefully they will look at all the skills (and maybe implement a skill respec system, yes my first character made mistakes)

    Remember that they put in dragon marks and in a future update they will put in a dragon mark enhancement line. Also they are implementing more turn undead attempts per day based on your buffed charisma score.

    These changes make me hopeful that DDO has a long term view that goes against all those nay sayers who think this game is Doomed. It really makes me think that this game is for Mature people who do not necessarily need to have everything NOW and are wiling to let the game grow and adjust and improve over time.
    You do realize that one of your examples of something they added to the game took over a year to get implemented? I hope they will fix Perform so that it has some bearing on the game at some point. However, there has been no indication that they are actively working on it up to this point. Also, your example of the Dragonmarks isn't relevant. A better example would if they had put the Dragonmark enhancement line in one year before the Dragonmarks, then made it a requirement for a higher-level enhancement. You would have the choice of taking an enhancement that did nothing until some time in the future, or missing out on another enhancement that you might want.

    I hope Perform enhancements will be useful later. However, without some indication of when later will be, I don't think they should force bards(And only bards) to spend action points for nothing, while any other class would get something for those points.

    As for the long term view, my problem is the order in which things are added. If they plan on making Perform matter, then they should implement that BEFORE they start putting in requirements like this. It is that whole cart-horse dilemma. If your view was the view everyone took, then there would never be a single complaint about the game. Why would anyone bother, since it will get fixed eventually? I'm not asking that Perform be fixed now. I'm asking that they not make the enhancements(Or the feat) a requirement until it is fixed. No other class has a skill or enhancement that does absolutely nothing, yet they are forced to put points into it. I let it slide on the skill itself, since it was still needed to open new bard songs even if it wasn't actually used in the game itself(More of a metagame reason there). But adding the enhancement requirement to a "Prestige" enhancement makes no sense if they haven't actually fixed the skill itself.
    Freeman - Human Bard - Thelanis Fulfilling my duty to the ladies of Stormreach
    Yuvben(Halfling Rogue), Acana(Drow Sorcerer), Walket(Human Cleric), Mahoukami (WF Wizard), Knicapper(Horc Fighter), Pyetr(Human Bard), Mazinger (WF Barb), and Belcar(Halfling Ranger).

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