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  1. #1
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    Default Savant Element Form Ideas:

    OK, if the devs can make a decent pale master form for Tier 2 PM's, they can make decent elemental forms for the Tier 3Savants.

    Lets examine the pale master shroud of the lich
    Shroud of the Lich

    * Usage: Active

    * Cost: 2 action points /* Progression: 42 action points

    * Requires All of: Toughness, Wizard Pale Master II

    * Available to Wizard level 12

    * You shroud yourself with negative energy and assume many traits of a lich. The shroud lasts until resting, and 5 minutes cooldown, you gain +4 Constitution, +2 Intelligence, Wisdom, and Charisma, +1 to the DC's of your necromantic spells, inflict wounds with your unarmed attacks, and occasionally gain temporary hit points when damaged. (Appears to be 10% chance for 30 hp.) Also you can't self heal. You have +100% fortification, are healed by negative energy, and are unaffected by positive energy or repair effects. You are considered undead rather than your original type for the purposes of most effects. This ability costs 100 spell points to activate. You may cast Death Aura, Lesser Death Aura to self heal. You don't make saving throws against helpful negative energy spells for half healing, and spells beneficial to Undead will no longer trigger spell resistance when cast on you by a Party member.
    Elemental Form:
    You shroud yourself elemental energy and assume many traits of an Elemental. The shroud lasts until resting, and 5 mins cooldown. 100 spell points to activate.

    Stat Bonuses: These can vary by elemental type. But lets go +2cha to all, your magic! +4 con earth/+4 Dex Air/+4 STR fire/+4 Con Water, +1 DCs to elemental spells. You automatically have the equivalent elemental gaurd/'fire' shield.

    Your treated as elemental rather your original type. You heal from elemental damage of your type (no self-targetting, but other's damage effects work.. And only heal 50% from positive energy/repair. (No saves versus beneficial)
    additional effect based on element, FF/WB/FoM/

    This would be much better for Savants, discuss

  2. #2
    Community Member Spoonman457's Avatar
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    Red face Eladrins already posted what the PrE will do

    Quote Originally Posted by mournbladereigns View Post
    OK, if the devs can make a decent pale master form for Tier 2 PM's, they can make decent elemental forms for the Tier 3Savants.

    Lets examine the pale master shroud of the lich


    Elemental Form:
    You shroud yourself elemental energy and assume many traits of an Elemental. The shroud lasts until resting, and 5 mins cooldown. 100 spell points to activate.

    Stat Bonuses: These can vary by elemental type. But lets go +2cha to all, your magic! +4 con earth/+4 Dex Air/+4 STR fire/+4 Con Water, +1 DCs to elemental spells. You automatically have the equivalent elemental gaurd/'fire' shield.

    Your treated as elemental rather your original type. You heal from elemental damage of your type (no self-targetting, but other's damage effects work.. And only heal 50% from positive energy/repair. (No saves versus beneficial)
    additional effect based on element, FF/WB/FoM/

    This would be much better for Savants, discuss

    Since all 3 tiers of the savants have been made and the info released, and this is not a part of the PrE coming out in U9, whats the point of this post?
    Its not gonna happen. Get over it.
    Savants by the info released seem to mirror the wiz AM line (both boost DC's and give SLA's) however there is still one outstanding Sorc PrE, (I forget what its called, something about dragons?) and if the devs are trying to balance sorcs and wiz's then maybe it'll have a couple of forms, possibly.
    Based on the bonuses tier 3 Savants already get (fire=insta kill, ice=CC+500 damage, earth=dot/cc and lightening=FvSwings) this would extremely over power the Savants, so
    /NOT signed
    edit: forgot to mention that the fire insta kill is sorta no save, on a save it deals 2000 pts of damage.
    Last edited by Spoonman457; 03-20-2011 at 05:30 PM.
    "Clerics Can't Cure Stupidity"---Djarin

  3. #3
    Community Member Falith12's Avatar
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    Default

    where did you get the T3 info?
    Quote Originally Posted by Lissyl View Post
    Because weapons are OP!
    My Builds: Tempest Kensai of Zen

  4. #4
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    Default

    Suggestions for changes are never useless, there will be more updates. And I have read the info. Dumping the underwhelming Tier3 abilities for the Elemental Forms is what I'm suggesting. (I"d be perfectly happy with no tier3 in u9 for a better one in u10, as I suspect many others would be). Also, its more constructive than "This sucks, gimp, DOooooOOOooooM, /RAGEQUIT', sry.

    Also, Savants PrE's don't improve Sorc DC's AT ALL, they improve caster level, and by extension Spell pen, they get no bonuses to DC except by the tier 2 feat req. Also, the heat death ability is save or negates, no dmg. The ice is save for 1/2, reflex save to avoid encasement. Earthgrab is reflex save negates.

    The 5th Sorcerer PrE is Acolyte of the Skin:

    Acolytes of the Skin seek to gain power by replacing their skin with that of a demon's. Becoming more and more fiendish, they eventually become an ‘Outsider’.

  5. #5
    Community Member Spoonman457's Avatar
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    Talking BTW heres the T3 Savants

    sry miss post
    Last edited by Spoonman457; 03-20-2011 at 05:54 PM.
    "Clerics Can't Cure Stupidity"---Djarin

  6. #6
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    Quote Originally Posted by Falith12 View Post
    where did you get the T3 info?
    Eladrin posted them on forums, and they were reposted there, http://forums.ddo.com/showthread.php?t=306815. The important point of my post being, I don't like them, they should be changed, here is how I think they should be changed

    TLDR:
    The tier3 abilities suck, change them to this.

    Originally Posted by Eladrin View Post
    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 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 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 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)
    Last edited by mournbladereigns; 03-20-2011 at 05:59 PM.

  7. #7
    Community Member Spoonman457's Avatar
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    Talking BTW heres the T3 Savants

    Originally Posted by Eladrin View Post
    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 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 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 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)

    copy and paste from the Sorcerer Savants Information thread in the spell casters section of the forums. they have all 3 tiers there.
    "Clerics Can't Cure Stupidity"---Djarin

  8. #8
    Community Member Spoonman457's Avatar
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    Talking darn.....

    beaten to it!..... lol
    "Clerics Can't Cure Stupidity"---Djarin

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