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  1. #61
    The Hatchery GeneralDiomedes's Avatar
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    Quote Originally Posted by PwnHammer40K View Post
    Demon Battlefield would make more sense, with new monster models (finally!) like Cambions, Vrocks, Glabrezu etc
    There haven't been too many completely new monster models in a while .. I wonder if all the modelers are working on Druids?

  2. #62
    Community Member Grenada's Avatar
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    Default Different equipment

    I've been thinking it"s not that the dev's need to increase the level cap, but rather there has to be something to do at level 20 that will still allow you to improve your character. One idea I've been tossing around is feat tomes. These tomes would allow you to pick any feat of your choice that you are eligible for. As well, with these the dev's could add epic feats into the game. Of course, having these as random loot drop would quickly allow low level characters to become overpowered (imagine a fighter with weapon specialization and greater weapon focus with all weapons at level 2). Therefore, make them random epic loot instead (or at the lowest level 18 loot) and make them usable by level 20s only (or 18+).

    Other ideas I had included:
    Weapon upgrades:
    Vampiric burst (heal 2 HP on self on strike, plus an additional 1d4 on a critical) +5
    Wounding burst (constitution damage 2 points on strike, plus an additional 1d4 on a critical) +5
    Armour upgrades
    Diplomat's guard (suggestion on being hit, will DC 17-19 negates, lasts 30 seconds) +5

  3. #63
    The Hatchery sirgog's Avatar
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    Quote Originally Posted by Grenada View Post
    I've been thinking it"s not that the dev's need to increase the level cap, but rather there has to be something to do at level 20 that will still allow you to improve your character. One idea I've been tossing around is feat tomes. These tomes would allow you to pick any feat of your choice that you are eligible for. As well, with these the dev's could add epic feats into the game. Of course, having these as random loot drop would quickly allow low level characters to become overpowered (imagine a fighter with weapon specialization and greater weapon focus with all weapons at level 2). Therefore, make them random epic loot instead (or at the lowest level 18 loot) and make them usable by level 20s only (or 18+).

    Other ideas I had included:
    Weapon upgrades:
    Vampiric burst (heal 2 HP on self on strike, plus an additional 1d4 on a critical) +5
    Wounding burst (constitution damage 2 points on strike, plus an additional 1d4 on a critical) +5
    Armour upgrades
    Diplomat's guard (suggestion on being hit, will DC 17-19 negates, lasts 30 seconds) +5
    Any additional feats should only be given out as once-only rewards for significant favor accomplishments, just like the Agents of Argonnessen 150 reward.

    And they should be handled very carefully, as a lot of builds forgo powerful capstones to get extra feats.
    I don't have a zerging problem.

    I'm zerging. That's YOUR problem.

  4. #64
    Community Member ArchStriker's Avatar
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    There were a lot of stuff, did you possibly have druid or some race on there lol?
    waka flaka flame ina unda wata tank

  5. #65
    Community Member osiris1976's Avatar
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    Quote Originally Posted by Failedlegend View Post
    OH that was announced forever ago i just assumed people knew yes unless things change the Elemental Savants are coming for the Sorcerors
    That's sweet, can't wait to reroll my Sorcerer with the new PrE on! =)

  6. #66
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    I loved your update 7 wishlist, and this one is even better. Please apply for a game design job at Turbine.

  7. #67
    The Mad Multiclasser Failedlegend's Avatar
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    Quote Originally Posted by osiris1976 View Post
    That's sweet, can't wait to reroll my Sorcerer with the new PrE on! =)
    Yeah I'm definitely thinking of rolling up a sorc (probably Human but I think ill check out builds....I'd do WF but I already have a WF Wiz)

    Anyways here's what Eladrin has given us so far....I can't wait to see tier 3. (EDit: Tier 3 Added....overall Earth/Air are awesome & fire/ice are not...mostly because they oppose each other)



    Sorcerer Air Savant I


    Prereqs: Level 6 Sorcerer, Storm Manipulation III, Charged Spellcasting I, Deadly Shocks I, Sorcerer Energy of the Dragonblooded II, and either Empower Spell, Maximize Spell, or Least Dragonmark of Storm.
    Cost: 4 AP
    Benefit: You have focused your training on elemental mastery over lightning. You gain +2 caster levels when casting electrical and air spells and increase the maximum caster level of these spells by 1, but suffer -3 caster levels when casting acid or earth spells. You gain 5 points of electrical resistance and bypass 5 points of electrical resistance of opponents. You can cast the Shocking Grasp spell as a spell-like ability. You also gain a +2 bonus to saves against paralysis, poison, and sleep, and a +2 bonus to the Tumble skill.

    Sorcerer Air Savant II


    Prereqs: Level 12 Sorcerer, Sorcerer Air Savant I, Storm Manipulation V, Charged Spellcasting III, Deadly Shocks III, and any one of Spell Focus: Conjuration, Spell Focus: Evocation, or Lesser Dragonmark of Storm.
    Cost: 2 AP
    Benefit: You have continued to focus your training on elemental mastery over lightning. You gain an additional +2 caster levels when casting air and electricity spells, increase the maximum caster level of these spells by an additional 1, but suffer an additional -3 caster level penalty to your acid and earth spells. Your electrical resistance grows to 10 points and you now bypass 10 points of electrical resistance of opponents. You can cast the Electric Loop spell as a spell-like ability. You also gain the ability to render an opponent vulnerable to electrical damage, an additional +2 bonus to the Tumble skill, and have a permanent personal Featherfall toggle.

    Inherent Shocking Grasp
    Benefit: You are able to cast Shocking Grasp as a spell-like ability. (Cost: 1 sp, 3 sec cooldown)

    Inherent Electric Loop
    Benefit: You are able to cast Electric Loop as a spell-like ability. (Cost: 3 sp, 4.5 sec cooldown)
    Personal Featherfall Toggle
    Benefit: You glide slowly through the air, taking no damage from normal falls. (At will.)
    Awaken Elemental Weakness: Electricity
    Benefit: You are able to curse an enemy, increasing electrical damage they take by 15%. This effect stacks with itself up to five times. (Cost: 5 sp, 20 sec cooldown, 30 sec duration - refreshing a stack restarts its duration)



    Sorcerer Air Savant III

    Prereqs: Level 18 Sorcerer, Sorcerer Air Savant II, Storm Manipulation VII, Charged Spellcasting V, Deadly Shocks V, and either Sorcerer Improved Empowering II, Sorcerer Improved Maximizing II, or Greater Dragonmark of Storm
    Cost: 2 AP
    Benefit: You have completed your elemental mastery over lightning. You gain an additional +2 caster levels when casting air or electrical spells, increase the maximum caster level of these spells by an additional 1, but suffer an additional -3 caster level penalty to your acid or earth spells. Your electrical resistance grows to 15 points and you now bypass 15 points of electrical resistance of opponents. You can cast the Lightning Bolt spell as a spell-like ability. You are now immune to most knockdown effects (but not slippery surfaces), can leap through the air with incredible grace, and an additional +2 bonus to the Tumble skill.

    Inherent Lightning Bolt
    Benefit: You are able to cast Lightning Bolt as a spell-like ability. (Cost: 6 sp, 6 sec cooldown)

    Wind Dance
    Benefit: You leap through the air, propelled by a gust of wind. (Cost: 5 sp; Abundant Step effect, 6 sec cooldown)



    Sorcerer Earth Savant I


    Prereqs: Level 6 Sorcerer, Acid Manipulation III, Corrosive Spellcasting I, Deadly Acid I, Sorcerer Energy of the Dragonblooded II, and either Empower Spell or Maximize Spell.
    Cost: 4 AP
    Benefit: You have focused your training on elemental mastery over acid. You gain +2 caster levels when casting acid and earth spells and increase the maximum caster level of these spells by 1, but suffer -3 caster levels when casting air or electricity spells. You gain 5 points of acid resistance and bypass 5 points of acid resistance of opponents. You can cast the Acid Spray spell as a spell-like ability. You also gain a +2 bonus to saves against paralysis, poison, and sleep, and a +2 bonus to the Balance skill.

    Inherent Acid Spray
    Benefit: You are able to cast Acid Spray as a spell-like ability. (Cost: 1 sp, 3 sec cooldown)



    Sorcerer Earth Savant II


    Prereqs: Level 12 Sorcerer, Sorcerer Earth Savant I, Acid Manipulation V, Corrosive Spellcasting III, Deadly Acid III, and any one of Spell Focus: Conjuration or Spell Focus: Evocation.
    Cost: 2 AP
    Benefit: You have continued to focus your training on elemental mastery over acid. You gain an additional +2 caster levels when casting acid and earth spells, increase the maximum caster level of these spells by an additional 1, but suffer an additional -3 caster level penalty to your air and electricity spells. Your acid resistance grows to 10 points and you now bypass 10 points of acid resistance of opponents. You can cast the Melf’s Acid Arrow spell as a spell-like ability. You also gain the ability to render an opponent vulnerable to acid damage, an additional +2 bonus to the Balance skill, 10 additional hit points, and +2 stacking Natural Armor.

    Inherent Melf’s Acid Arrow
    Benefit: You are able to cast Melf’s Acid Arrow as a spell-like ability. (Cost: 3 sp, 4.5 sec cooldown)
    Awaken Elemental Weakness: Acid
    Benefit: You are able to curse an enemy, increasing acid damage they take by 15%. This effect stacks with itself up to five times. (Cost: 5 sp, 20 sec cooldown, 30 sec duration - refreshing a stack restarts its duration)


    Sorcerer Earth Savant III


    Prereqs: Level 18 Sorcerer, Sorcerer Earth Savant II, Acid Manipulation VII, Corrosive Spellcasting V, Deadly Acid V, and either Sorcerer Improved Empowering II or Sorcerer Improved Maximizing II
    Cost: 2 AP
    Benefit: You have completed your elemental mastery over acid. You gain an additional +2 caster levels when casting acid and earth spells, increase the maximum caster level of these spells by an additional 1, but suffer an additional -3 caster level penalty to your air and electricity spells. Your acid resistance grows to 15 points and you now bypass 15 points of acid resistance of opponents. You can cast the Acid Blast spell as a spell-like ability. You also gain the ability to cause earthen hands to grab your opponent rendering them helpless and dealing bludgeoning damage, and an additional +2 bonus to the Balance skill.

    Inherent Acid Blast
    Benefit: You are able to cast Acid Blast as a spell-like ability. (Cost: 6 sp, 6 sec cooldown)

    Earthgrab
    Benefit: Earthen hands grasp your foe, rendering them helpless and dealing bludgeoning damage over time on a failed Reflex save (DC: 10 + Constution Modifier + Sorcerer Level). (Cost: 15 sp, 15 sec cooldown, 12 sec duration)





    Sorcerer Fire Savant I


    Prereqs: Level 6 Sorcerer, Flame Manipulation III, Combustive Spellcasting I, Deadly Flame I, Sorcerer Energy of the Dragonblooded II, and either Empower Spell or Maximize Spell.
    Cost: 4 AP
    Benefit: You have focused your training on elemental mastery over flame. You gain +2 caster levels when casting fire spells and increase the maximum caster level of these spells by 1, but suffer -3 caster levels when casting cold or water spells. You gain 5 points of fire resistance and bypass 5 points of fire resistance of opponents. You can cast the Burning Hands spell as a spell-like ability. You also gain a +2 bonus to saves against paralysis, poison, and sleep, and a +2 bonus to the Intimidate skill.

    Inherent Burning Hands
    Benefit: You are able to cast Burning Hands as a spell-like ability. (Cost: 1 sp, 3 sec cooldown)



    Sorcerer Fire Savant II


    Prereqs: Level 12 Sorcerer, Sorcerer Fire Savant I, Flame Manipulation V, Combustive Spellcasting III, Deadly Flame III, and any one of Spell Focus: Conjuration or Spell Focus: Evocation.
    Cost: 2 AP
    Benefit: You have continued to focus your training on elemental mastery over flame. You gain an additional +2 caster levels when casting fire spells, increase the maximum caster level of these spells by an additional 1, but suffer an additional -3 caster level penalty to your cold and water spells. Your fire resistance grows to 10 points and you now bypass 10 points of fire resistance of opponents. You can cast the Scorching Ray spell as a spell-like ability. You also gain the ability to render an opponent vulnerable to fire damage, an additional +2 bonus to the Intimidate skill, and a permanent fire guard effect (deals 1d6 fire damage to opponents that strike you in melee).

    Inherent Scorching Ray
    Benefit: You are able to cast Scorching Ray as a spell-like ability. (Cost: 3 sp, 4.5 sec cooldown)
    Awaken Elemental Weakness: Fire
    Benefit: You are able to curse an enemy, increasing fire damage they take by 15%. This effect stacks with itself up to five times. (Cost: 5 sp, 20 sec cooldown, 30 sec duration - refreshing a stack restarts its duration)


    Sorcerer Fire Savant III



    Prereqs: Level 18 Sorcerer, Sorcerer Fire Savant II, Flame Manipulation VII, Combustive Spellcasting V, Deadly Flame V, and either Sorcerer Improved Empowering II or Sorcerer Improved Maximizing II
    Cost: 2 AP
    Benefit: You have completed your elemental mastery over flame. You gain an additional +2 caster levels when casting fire spells, increase the maximum caster level of these spells by an additional 1, but suffer an additional -3 caster level penalty to your cold or water spells. Your fire resistance grows to 15 points and you now bypass 15 points of fire resistance of opponents. You can cast the Fireball spell as a spell-like ability. You gain the ability to raise the internal temperature of a living creature to a horrifying degree, and an additional +2 bonus to the Intimidate skill.

    Inherent Fireball
    Benefit: You are able to cast Fireball as a spell-like ability. (Cost: 6 sp, 6 sec cooldown)

    Heat Death
    Benefit: You raise the internal temperature of a living target to lethal levels. The target must succeed on a Fortitude save (DC: 10 + Constitution Modifier + Sorcerer Level) or take 2000 points of fire damage as its blood (or other internal fluid) boils in a horrific manner. Fire creatures are immune to this effect. (Cost: 50 sp, 60 sec cooldown)


    Sorcerer Water Savant I


    Prereqs: Level 6 Sorcerer, Frost Manipulation III, Glacial Spellcasting I, Deadly Ice I, Sorcerer Energy of the Dragonblooded II, and either Empower Spell or Maximize Spell.
    Cost: 4 AP
    Benefit: You have focused your training on elemental mastery over ice. You gain +2 caster levels when casting cold spells and increase the maximum caster level of these spells by 1, but suffer -3 caster levels when casting fire spells. You gain 5 points of cold resistance and bypass 5 points of cold resistance of opponents. You can cast the Niac’s Cold Ray spell as a spell-like ability. You also gain a +2 bonus to saves against paralysis, poison, and sleep, and a +2 bonus to the Swim skill.

    Inherent Niac’s Cold Ray
    Benefit: You are able to cast Niac’s Cold Ray as a spell-like ability. (Cost: 1 sp, 3 sec cooldown)





    Sorcerer Water Savant II


    Prereqs: Level 12 Sorcerer, Sorcerer Water Savant I, Frost Manipulation V, Glacial Spellcasting III, Deadly Ice III, and any one of Spell Focus: Conjuration or Spell Focus: Evocation.
    Cost: 2 AP
    Benefit: You have continued to focus your training on elemental mastery over ice. You gain an additional +2 caster levels when casting cold and water spells, increase the maximum caster level of these spells by an additional 1, but suffer an additional -3 caster level penalty to your fire spells. Your cold resistance grows to 10 points and you now bypass 10 points of cold resistance of opponents. You can cast the Snowball Swarm spell as a spell-like ability. You also gain the ability to render an opponent vulnerable to cold damage, an additional +2 bonus to the Swim skill, and the ability to breathe water as if it were air.

    Inherent Snowball Swarm
    Benefit: You are able to cast Snowball Swarm as a spell-like ability. (Cost: 3 sp, 4.5 sec cooldown)
    Awaken Elemental Weakness: Cold
    Benefit: You are able to curse an enemy, increasing cold damage they take by 15%. This effect stacks with itself up to five times. (Cost: 5 sp, 20 sec cooldown, 30 sec duration - refreshing a stack restarts its duration)


    Sorcerer Water Savant III


    Prereqs: Level 18 Sorcerer, Sorcerer Water Savant II, Frost Manipulation VII, Glacial Spellcasting V, Deadly Ice V, and either Sorcerer Improved Empowering II or Sorcerer Improved Maximizing II
    Cost: 2 AP
    Benefit: You have completed your elemental mastery over ice. You gain an additional +2 caster levels when casting cold or water spells, increase the maximum caster level of these spells by an additional 1, but suffer an additional -3 caster level penalty to your fire spells. Your cold resistance grows to 15 points and you now bypass 15 points of cold resistance of opponents. You can cast the Frost Lance spell as a spell-like ability. You also gain the ability to attempt to lock an opponent in an Icy Prison, dealing cold damage and may freeze them in place, and an additional +2 bonus to the Swim skill.

    Inherent Frost Lance
    Benefit: You are able to cast Frost Lance as a spell-like ability. (Cost: 6 sp, 6 sec cooldown)

    Icy Prison
    Benefit: You deal 500 cold damage to your opponent, with a Fortitude save (DC: 10 + Constution Modifier + Sorcerer Level) for half damage, and an additional Reflex save or be encased in ice. Ice creatures are immune to this effect, and the target gets occasional saves to attempt to escape.. (Cost: 25 sp, 60 sec cooldown, 30 sec duration)





    It’s not just damaging spells that are affected by these enhancements. The following spells were thematically considered appropriate for various savants to excel at:

    Air Spells:
    Ball Lightning, Chain Lightning, Cyclonic Blast, Electric Loop, Gust of Wind, Eladar’s Electric Surge, Electric Loop, Featherfall, Gust of Wind, Lightning Bolt, Protection from Energy (Electricity), Resist Energy (Electricity), Shocking Grasp, a couple of Summon Monsters
    Technically also includes Call Lightning Storm. May be modified to include sonic spells like Shout.

    Earth Spells:
    Acid Blast, Acid Fog, Acid Rain, Acid Splash, Acid Spray, Burning Blood, Cloudkill, Flesh to Stone, Melf’s Acid Arrow, Meteor Swarm, Protection from Energy (Acid), Resist Energy (Acid), Stoneskin, Stone to Flesh, a couple of Summon Monsters

    Fire Spells:
    Burning Blood, Burning Hands, Delayed Blast Fireball, Finger of Fire, Fireball, Fire Shield (Hot), Fire Trap, Flame Arrow, Flaming Sphere, Incendiary Cloud, Meteor Swarm, Protection from Energy (Fire), Resist Energy (Fire), Scorching Ray, a couple of Summon Monsters, Symbol of Flame, Wall of Fire
    Technically also includes Flame Strike, Firestorm

    Water Spells:
    Cone of Cold, Fire Shield (Cold), Frost Lance, Horrid Wilting, Ice Storm, Merfolk’s Blessing, Niac’s Biting Cold, Niac’s Cold Ray, Otiluke’s Freezing Sphere, Polar Ray, Protection from Energy (Cold), Ray of Frost, Resist Energy (Cold), Sleet Storm, Snowball Swarm, a couple of Summon Monsters, Water Breathing
    Now, for everyone that’s read this far, a little bit more…


    The Awaken Elemental Weakness ability of the Elemental Savants is one of the places they shine in those long fights against major bosses, along with their cheap damage spells that accept metamagics for free. At tier two, the Savants begin to diverge a little more than they did at tier one, gaining some minor bonuses appropriate to their theme. They will continue to diverge some more as they get to tier three, but that’s for another post on another day…
    Last edited by Failedlegend; 03-20-2011 at 10:25 AM.
    Quote Originally Posted by Cordovan
    There is little value in getting into an edition debate; as with anything, we create what we believe works best for DDO.

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