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  1. #1
    Community Member jkm's Avatar
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    Default adding duskblade as a character class

    yes, i know. druids, must have druids first. the key point about duskblade is that it leverages a lot of tech that exists in ddo today. as such its a lot less dev intensive than the animation for druid (although we know they are coming).

    what is a duskblade? its a melee wizard who can channel spells through their weapons. http://www.wizards.com/default.asp?x=dnd/cwc/20060905a

    key synergies with current tech

    the key tech we'd be leveraging is the monk ki attacks through weapons. this tech would be utilized to activate a spell as an attack.

    key changes -> in the current spell table each spell you take would have 2 icons. one that represents the spell being cast without an attack and one that represents a melee attack with that spell.

    for example, you have chill touch as a spell for a duskblade. you'd attack by using the melee attack spell icon which would initiate the attack. if it hits the mob it would do melee damage + spell effect (in this case 5d6 + 1 point of str damage).

    Other Feats

    Armored Mage (Ex): Normally, armor of any type interferes with an arcane spellcaster's gestures, which can cause spells to fail if they have a somatic component. A duskblade's limited focus and specialized training, however, allows you to avoid arcane spell failure so long as you stick to light armor and light shields. This training does not extend to meadium or heavy armors, nor to heavy shields. This ability does not apply to spells gained from a different spell casting class.
    At 4th level, you learn to use medium armor with no chance of arcane spell failure.
    At 7th level, you learn to use heavy shield with no chance of arcane spell failure.

    these concepts are in the game, but would have to be added as specific feats

    Combat Casting: At 2nd level, you gain Combat Casting as a feat.

    this feat exists in game but it isn't anything like it was way back in mod 2 or 3 time frame. i guess the biggest design question is whether a spell can be interupted if it is an attack. the current tech says no it can't (see monks).

    Arcane Channeling (Su): Beginning at 3rd level, you can use a standard action to cast any touch spell you know and deliver the spell through your weapon with a melee attack. Casting a spell in this manner does not provoke attacks of opportunity. The spell must have a casting time of 1 standard action or less. If the melee attack is successful, the attack deals damage normally; then the effect of the spell is resolved.

    for simplicity sake, i think you give this feat at level 1 to a duskblade for duskblade spells.

    At 13th level, you can cast any touch spell you konw as part of a full attack action, and the spell affects each target you hit in melee combat that round. Doing so discharges the spell at the end of the round, in the case of a touch spell that would otherwise last longer than 1 round.

    this one is a little tougher, basically instead of one attack with a spell being fired it is lingering for 3-4 seconds. i'd probably extend it for 6 seconds like moment of clarity.

    Spell Power (Ex): Starting at 6th level, you can more easily overcome the spell resistance of any opponent you successfully injure with a melee attack. If you have injured an opponent with a melee attack, you gain a +2 bonus on your caster level check to overcome spell resistance for the remainder of the encounter. This bonus increases to +3 at 11th level, to +4 at 16th level, and to +5 at 18th level.

    concept already exists in the game

    issues ->

    Arcane Attunement (Sp): You can use the spell-like powers dancing lights, detect magic, flare, ghost sound, and read magic a combined total of times per day equal to 3 + your Int modifier. These spell-like powers do not count against your total of spells known or spells per day.

    none of these spells exist in the game. they could probably be rolled into a magical training like feat

    Quick Cast: Beginning at 5th level, you can cast one spell each day as a swift action, so long as the casting time of the spell is 1 standard action or less. You can use this ability twice per day at 10th level, three times per day at 15th level, and four times per day at 20th level.

    not sure what you'd do with this one, maybe give quicken spell feat for free at level 10 or 15?

    3rd level duskblade spells

    there aren't many that are in DDO
    Last edited by jkm; 09-24-2010 at 06:04 PM.

  2. #2
    Community Member Zachski's Avatar
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    How is this different from a Spellsword?
    The guy who likes to experience every class. Except Fighter >:[ I don't like you Fighter.
    Hey Devs! Let's give Warpriests and Eldritch Knights some loving, kay? :<

  3. #3
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    Quote Originally Posted by Zachski View Post
    How is this different from a Spellsword?
    Short answer:
    Duskblade is good and Spellsword is bad.

    Long answer:
    The D&D Spellsword is a prestige class to merge arcane casting with melee warriors. It's weaker than the prototypical Eldritch Knight because it sacrifices casting levels to get heavier armor.
    The D&D Duskblade is a base class to provide arcane-assisted melee combat. It's key feature is an ability to hit an enemy with a spell and a melee swing as one action.

  4. #4
    Community Member jkm's Avatar
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    the key advantage is that duskblade is a core class (since they've decided to not add prestige as classes but enhancements). basically, this adds another class without that much tech (mainly around how to merge the spells at attacks).

    it brings some interesting scenarios into DDO, like using greater elemental bane weapons on a fire ellie while firing a polar ray. the biggest balance issue is how you handle the lingering effect.

  5. #5
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    A problem with adding Duskblade is that it's a mana-to-DPS class, and DDO's existing mana-to-DPS classes (Wizard and Sorcerer) are in bad shape. Duskblade would have to be balanced against those classes, so you'd really have to wait until the Sorcerer specialty classes are finished before the design could proceed.

  6. #6
    Community Member jkm's Avatar
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    Quote Originally Posted by Angelus_dead View Post
    A problem with adding Duskblade is that it's a mana-to-DPS class, and DDO's existing mana-to-DPS classes (Wizard and Sorcerer) are in bad shape. Duskblade would have to be balanced against those classes, so you'd really have to wait until the Sorcerer specialty classes are finished before the design could proceed.
    wall of fire and ice storm aren't on the duskblade spell list though

  7. #7
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    Quote Originally Posted by jkm View Post
    wall of fire and ice storm aren't on the duskblade spell list though
    Wall of Fire is far from the only problem with Wizard and Sorcerer DPS. (Things which are underpowered are also problems)

    The role of the Duskblade is to put out spell DPS like a Wizard, except that he has the disadvantage of being in melee range and the benefit of adding (moderate) melee at the same time. For that to be balanced, Wizard spell DPS would have to be balanced first.

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