My mistake, someone bumped this thread:
http://forums.ddo.com/showthread.php...leric+capstone
And I just saw the title. Sorry about that.The beloved Clerics of Stormreach gain a new tool in the next module with their Capstone Enhancement for keeping their charges (or themselves) alive.
Divine Intervention
Prereq: Level 20 Cleric, 74 Action points spent
Cost: 2 AP
Benefit: You are a strong conduit of positive energy, and can expend a turn attempt to ward your target for five minutes against mortal damage - hit point damage will not lower their hit point total below -9. If the target is knocked unconscious, this effect will heal the target after a few seconds and then fade.
Players that have gone through the Korthos Island experience may remember Cellimas' Protection from Death effect - this is an altered version of that tutorial spell. Essentially, while this effect is on your target, they cannot die from hit point damage. Instant death effects like Implosion or Finger of Death bypass this protection, however, so keep those Deathblock items on, and it fades a few seconds after being forced to activate. Still, that's one less dead person!
Today's activity is "guess what this enhancement was originally called"
A rabbi with whom everyone agrees is not a rabbi.
A rabbi with whom everyone disagrees is not a mensch.
Eladrin did post that he hoped the rest of the PRE's would hit in Mods 10/11. And then Fernando came in and made all the devs work on his Harry Potter store tech to be beta'ed by DDO. Now that the store is considered the primary decider of all priorities and PRE's aren't directly in the store, they're lower priority. Respec which is in the store - higher priority.
Though I'd have thought content would be the #1 priority, we've now gone a year and received one new monster model. I'd have hoped the animation peoples and new content peoples would have had a wealth of totally new and interesting quests to smack us with by now given their year hiatus. Guess maybe animation gets farmed out somewhere and got neglected due to costs... and all the content devs spent their time reworking old content once Mod 9 was done.
Casual DDOaholic
Spell resistance in pnp worked on any spell that wasnt creating it's substance to do the effect. I.e. pretty much all conjurations couldnt be resisted with spell resistance as the substances werent magical at all even if they'd been created by magic.
Pretty much all illusions, enchantments, necromancy, transmutations can be spell resisted. Evocations where the majority of ddo wiz/sorc spells sit are also resistable by spell resistance.
I'd say it's more a balance issue with DDO itself that made spell resistance now fail to work against all damage producing spells.