Mhykke(Pldn):Mhykkelle(Srcr):Mykkelle(Rngr):Mhykael(Clrc):Mykke(Brbrn):Mhykel(Ftr):Mhykelle(Wzrd):Mhyke(Brd):Mykkael(Rgr/Rog/Barb):Mykkel(Rog):Mhykkaelsan(Mnk):Mhykkael(FVS):Mhykkel(Brd):Markas(Ret.Srcr)
Mine Is;
+5 Khopesh(1d10) 1d6 Flaming, Good Burst, +4 Insight Ac, *Radiance*
Sneak Attack = 7d6, -2 Str On A Sucessful SA
Radiance = Blindness On A Crit(15Sec Durration) 4d6 Unstoppable Light Damage On A Critical.
Blind Mob; 50% Miss Chance, -4Ac/To Hit, Loses Dex Bonus To Ac, Automatically Sneak Attacked.
Blind Mob + Radiance = High Damage Untill Mob Loses All Strength... Then The Damage Is Insane!
Auto Critical; 1d6 + 1d6 + 3d6 + 7d6 + 4d6 + Base Damage.
Code:Sil - Human Paladin 14 Lava Divers Tad - Drow Wizard 14 Semolina - Elf Rog 13/Ftr 1 on Rava - Drow Sorceror 7 Riddikulus - Human Cleric 14 Khyber Clamor - Warforged Barb 7 Durum - Dwarf Ftr 10/Pal 3/Rng 1 Ridd - Dwarf Ftr 6/Rog 2/Pal 2
9th lev sorc 455 point fireball (extend, max, sup pot, crit)
DDOwiki.com, #1 source for DDO information.
Yes we will when the mod goes live; odds are with the WDA dissapearing it will be a "surprise" and hopefully a pleasant one.
Off the top of my head what we don't need are spells that are:
-very short duration (unless sufficiently useful)
-very situational
-don't translate well to DDO; numbers in a DDO context, uses over time etc. (unless HEAVYLY modified to match the rea;ity of DDO's high level content and raids)
-redundant; effect already exist from other spells, easy to obtain clickies, easy to craft tier1-2 items
-are only useful at a few low levels and quickly become obsolete
Actually these criteria apply to any future (and past) enhancements as well.
Last edited by gpk; 06-11-2008 at 11:34 PM.
Says the guy with no Paladin.
1. ES regens, 1 per 90 seconds. Additionally crits in the high 400s to low 500s are no joke.
2. The only limit to DS is your own HP and SP. I can spam this all day long on my Paladin
This really depends on the build and the player. Poor aggro management = no dps, and finesse = easily beaten by a paladin.
Of course DS is usless against non-evil mobs, but so is SA against fortification and undead. I'll take the former TYVM.
Dead wrong, with 480 HP, well that's easily 20 DS including damage taken from combat. Considering the three second cooldown I am good for a good min or two hack and slash fest... and then, LoH, good to go again. 10 HP is nothing in the scheme of things, the real problem with this feat is the 1 sp it costs lol.
Holy sword for the win.
Honestly if you are going to go 3 paladin you might as well go 8.
It wouldn't be a joke if you got more than handful; the current quantiy is indeed a joke.
How awesome; you get to lower your HP by a noticeable amount and spend more SP to do less damage than Ram's Might.2. The only limit to DS is your own HP and SP. I can spam this all day long on my Paladin
And let's not talk all the issues affecting "special attacks"; I'm sure you took those into consideration already.
Oh didn't realize the +X crit from DS worked on undead and bypassed fortification; have you even looked at the pnp version? Have you looked at the differences between pnp dnd and ddo?This really depends on the build and the player. Poor aggro management = no dps, and finesse = easily beaten by a paladin.
Of course DS is usless against non-evil mobs, but so is SA against fortification and undead. I'll take the former TYVM.
Ah yes and then there is the curious nerf to a questionable spell :making it Holy type damage.
Yes let's waste one of the only good yet still limited pally abilities (LoH) because the wrong spell was added in almost the worst possible way; there were better spells to pick from. If only a type-o had put them ahead of DS alphabetically or the picking dart had landed slightly to the left.Dead wrong, with 480 HP, well that's easily 20 DS including damage taken from combat. Considering the three second cooldown I am good for a good min or two hack and slash fest... and then, LoH, good to go again. 10 HP is nothing in the scheme of things, the real problem with this feat is the 1 sp it costs lol.
Yes finally a very old player suggestion was considered and Holy Sword is finally useful to some people.Holy sword for the win.
I lost track, is it 2 mods of worthless Holy Sword versions we put up with to get to this version? Hope you didn't find a +X transmuting greater bane in all that time or crafted a mineral 2 weapon so you can enjoy your Holy Sword on a couple Raid bosses. Curiously some crit/burst obsessed designer opted to penalize people not using weapons with a good range+multi combo (khops, scims etc).
Last edited by gpk; 06-12-2008 at 07:56 AM.
To be fair they did start with the SRD version... problem is with the "high magic" we have in this game that the SRD version was pretty weak at the level you ended up getting it.
I still use it, but I can see that there are a lot of nice greensteel combos that will eventually make Holy Sword a spell of the past.
Code:Sil - Human Paladin 14 Lava Divers Tad - Drow Wizard 14 Semolina - Elf Rog 13/Ftr 1 on Rava - Drow Sorceror 7 Riddikulus - Human Cleric 14 Khyber Clamor - Warforged Barb 7 Durum - Dwarf Ftr 10/Pal 3/Rng 1 Ridd - Dwarf Ftr 6/Rog 2/Pal 2
This is precisely my point; it's a mistake for some things to be implemented without looking at a DDO context and the ~intended use of a spell.
Seeing as how there are no mid-mod updates, it took what, 2 full 4 month mods before Holy Sword got to a useful state?
This same reluctance to look at things in a DDO context is precisely why Angelskin, DS (and ES) mostly suck.
On the flip side, other spells like Righteous Fury and Aura, Silverbeard and some others would have been FINE and USEFUL with a direct pnp port.