This is complete overhaul of the TR feat system. I use as much as I could from old system, trying to made this balance and useful. For now some of the benefit from TR feats are obvious (like Wizards) some have hidden effect and only because that are useful (like Barbarian), but most are completely useless (or almost useless).
I apologize for lots of text, but there is no other option. I tried to minimize the amount of space as much as I could
In my opinion TR should encourage Veterans to play again with low level players. That made this game playable from level 1 to 20, and more interesting for new players. For their time, TR players should get some small gift. The best gift is some small improvements to characters.
Secondly, TR option is great for new players, who like to “design” their own, personal perfect build with Completionist or “at least” 6x TR toons. (most of this players don’t get even 2xTR, but they spend some time with game, and some of them buy TP or even become VIP)
That why I design improvements to this system in my own way :
Free TR feats, should give us 3 kind of small bonus:
- Something what in next life improve our old class abilities (I call this: “Class”)
- Something what improve the specialist role from our old live (I call this: “Special”)
- Something what generally will be good for any next live (I call this: “All”)
Slotneed TR feat, should give us passive and active bonus:
- Passive – something special, what is super rare in game or not acquire at all
- Active – some per rest clicky with unique power connected with previous live.
Completionist, should give us most powerful add on. When we spend so much time with game that we can get this feat, we are already overpowered (super gear, all TR feats, 36 point builds ect.).
With this assumptions I design this improvements:
I know that this system is not finished. I spend some time to design this, but I’m sure that I miss something. Any comments will be great. Especially constructive critic. If you don’t want comment all, fell free to comment part of this or maybe even only one classFree TR feats (stack 3x):
Barbarian:
- Class : +15 sec duration to rage and any frenzy
- Special : +1 additional use of Uncanny Dodge, DR 1/- (stacking only with Barbarian Natural DR)
- All : +10 HP
Bard:
- Class : +1 additional Bard song, +15 sec Bard song duration
- Special : +1 UMD
- All : +2 save vs. Enchantment and Illusion spell
Cleric:
- Class : +1 Turn Undead, +2 caster level for Turn Undead
- Special : 1% chance to critics for all healing spells, +1 DC to Conjuration spells
- All : 3% more health when affected by positive energy (or negative if Pale Master), +1 to Heal skill
Favored Soul:
- Class : +1 to-hit with your Deity-based weapon.
- Special : +1 Spell Penetration, +20 SP
- All : +1 to all saves, +1 to Heal skill
Fighter:
- Class : +1 dmg to your Specialization weapon.
- Special : +1 DC tactical feats
- All : +1 to-hit
Monk:
- Class : +1 additional Meditation
- Special : +1 Concentration and Tumble skill
- All : +1 dmg, 2% faster movement speed
Paladin:
- Class : +1 additional Lay on Hands
- Special : +1 damage (to any weapon) if Lawful Good character
- All : 5% more health when affected by positive energy (or negative if Pale Master), +1 save vs. Disease
Ranger:
- Class : +1 additional Wild Emapthy, +1 dmg for Favorite Enemy
- Special : +2 dmg for ranged wepons, 1% doublestrike to melee combat
- All : +2 resist to all type of energy
Rogue:
- Class : +1 to Disarm Trap and Open locks skills
- Special : +2 sneak dmg, 3% faster sneaking
- All : +2 saves vs. trap
Sorcerer:
- Class : 5% more damage and duration to all Sorcerer spells
- Special : +1 DC on Evocation spells, +30 SP
- All : +1 resist to elemental type of energy (Fire, Ice, Acid, Electric), +1 save vs. Evocation spells
Wizard:
- Class : +2 Spell Penetration to all Wizards spells
- Special : +2 DC to all wands
- All : +1 skill point on level 2 and 3 only.
Slotneed TR feats (don’t stack, available from level 1):
Barbarian:
- Passive:+2 Intimidate, Toughness “feat effect”, +2 Str, Con, -2 AC while Ragining,
- Active: 3/rest BloodRage: +4 Str, +4 Con, +2 Will save, -2 AC Duration: 20 + 8 / level sec.
Bard:
- Passive: +1 to all Charisma based skills, Spell Focus: Enchantment and Illusion “feat effect”
- Active: 5/rest Bardic Music: +2 save vs charm and fear and +2 to-hit and dmg, Duration: 200 + 10 / level sec.
Cleric:
- Passive: +4 Heal, Spell Focus: Conjuration “feat effect”
- Active: 5/rest Healing Word: 2d6 + 1d6 / 2 level positive energy spell and Lesser Restoration effect at once.
Favored Soul:
- Passive: +2 Heal, +2 Diplomacy, Mental Toughness “feat effect”
- Active: 10/rest Avenging Light: 1d8 + 1d8 / 2 level light damage and Doom effect at once.
Fighter:
- Passive: +2 Intimidate, +2 Max. Dex bonus, Weapon Focus: Slashing “feat effect”.
- Active: 5/rest: Martial Prowess: BAB like you are Fighter, +4 additional to-hit and damage Duration: 20 + 5 / level sec.
Monk:
- Passive: +2 Concetration, +2 Tumble, Improved Unarmed Fighting (One step higher damage then normal)
- Active: 3/rest Evasion Trance: Grant Evasion feat effect and + 3 reflex save, Duration: 20 + 5 / level sec.
Paladin:
- Passive: +2 Heal, +2 Spot, Resist Poison “feat effect”
- Active: 5/rest Divine Blessing: Divine Favor, Virtue and Protection from Evil spell effect at once, Duration: 60 + 5 / level sec.
Ranger:
- Passive: +2 Spot, +2 Listen, + 2 Swim, Weapon Focus: Ranged “feat effect”.
- Active: 3/rest Nature Power: Barkskin, Ram’s Might and Wild Instincts spell effect at once, Duration: 60 + 30 / level sec.
Rogue:
- Passive: +1 to all Skills, Stealthy and Nibmble Fingers “feat effect”
- Active: 3/rest Master of Sneaking: +1 hide and move silently / level, +1 sneak dmg / 2 level, +1 sneak to-hit / 4 level, Duration: 60 + 10 / level sec.
Sorcerer:
- Passive: +2 Concentration, Mental Toughness, Mobile Spellcasting and Spell Focus: Evocation “feat effect”
- Active: 10/rest Elemental Ray: 2d12 + 1d12 / 2 level random elemental damage, Half on reflex save.
Wizard:
- Passive: +2 Diplomacy, +1 DC to all spells, Combat Casting “feat effect”
- Active: 10/rest Magic Missile Energy: 1d4+1 /missile + 1d4+1 /missile per 2 levels. Force damage.
--------- Special Note: “feat effect” mean that act like normal feat (also for prerequest purpoes), but can stack with normal feat at the same type -------------
Completionist TR feats:
- After get ALL free TR feats:
- Passive ability: additional feat slot on level 3 that can be use only by Slotneed TR feats.
- New feat ability: Get access to Completionist feat (available from level 3) that give you: +2 To all stat
- After get ALL free 3 x TR feats:
- Passive ability: You can choice the color of your Nick and special mark in both side of your name (instead of wings). On one of the flag in the Marketplace is your Name. Title of one event has get your Name inside.
- New feat ability: Get access to Master feat (available from level 6) that give you: +2 To all stat and skill. Stack with Completionist feat.
--------- Special Note: When you Win the game (3xTR in all classes), you are most powerful player in DDO. That’s why Master feat, are intentionally overpowered. -------------