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  1. #1
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    Default Why is Divine Might so short?

    Divine Might is an extremely costly line of enhancements of moderate power. I can deal with the fact that the Paladin must start with extremely high cha in order to qualify for it, I can deal with it being high AP cost at the high ranks (for a class with a tight AP budget), but what is up with its duration ?

    If it lasted two, three or even four minutes would it really be over-powered? What is the rational of 1 minute duration? Am I missing something here or is this ability unnecessarily taxed in this way?

    --

    also grinding my gears is the significant benefit it gives to TWF over THF. Could it not offer an increase 50% (in line with strength scaling) while using a Two-Handed weapon? Or maybe add that +8 damage (for rank4) directly on to glancing blows?

    I duno, just had to vent. This ability is bugging the heck out of me.
    Eulogy- oh ninety eight

  2. #2
    Community Member Phidius's Avatar
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    I don't mind the short duration nearly as much as I hate the lengthy "casting" time.

    If they can't shorten the casting time, I wouldn't mind if they let Extend apply.
    "I require a reminder as to why raining arcane destruction is not an appropriate response to all of life's indignities" - Vaarsuvius, OoTS #674

  3. #3
    Community Member TheDearLeader's Avatar
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    Quote Originally Posted by Phidius View Post
    I don't mind the short duration nearly as much as I hate the lengthy "casting" time.

    If they can't shorten the casting time, I wouldn't mind if they let Extend apply.
    This times two.

    They shorted Divine Favor and Zeal's casting time, but left Divine Might/Divine Righteousness be? It feels like it's twice as long as Kensei Power Surge/Haste Boost/other casting Animations.

    I think Rage may be the same duration, but @ level 20 Rage lasts what, 4 minutes or so?

  4. #4
    Community Member Junts's Avatar
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    Quote Originally Posted by TheDearLeader View Post
    This times two.

    They shorted Divine Favor and Zeal's casting time, but left Divine Might/Divine Righteousness be? It feels like it's twice as long as Kensei Power Surge/Haste Boost/other casting Animations.

    I think Rage may be the same duration, but @ level 20 Rage lasts what, 4 minutes or so?
    They shortened the spells because most paladins dont have quicken, so their self-buffs were constantly interrupted in combat at high levels. Divine might, power surge, etc don't suffer that problem.

  5. #5
    Hero QuantumFX's Avatar
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    Quote Originally Posted by TheDearLeader View Post
    This times two.

    They shorted Divine Favor and Zeal's casting time, but left Divine Might/Divine Righteousness be? It feels like it's twice as long as Kensei Power Surge/Haste Boost/other casting Animations.

    I think Rage may be the same duration, but @ level 20 Rage lasts what, 4 minutes or so?
    Since this is is in the “Melees” forum: Add Harminous Balance finishers as well. Takes forever to setup, requires the I Dream of Jeannie animation and never increases in duration from levels 3-20.
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  6. #6
    Halfling Hero phalaeo's Avatar
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    Quote Originally Posted by Phidius View Post
    I don't mind the short duration nearly as much as I hate the lengthy "casting" time.

    If they can't shorten the casting time, I wouldn't mind if they let Extend apply.
    Amen to that..... I don't mind a "clicky" playstyle. but update it so it acts like the now wonderful Divine Favour/Power
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  7. #7
    Community Member grodon9999's Avatar
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    So halflings can use it . . .

  8. #8
    Build Constructionist unbongwah's Avatar
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    Seems to me making the duration based on CHA (the way Rage is based on CON) would be fair; IIRC that's how it works in the NWN games. [Different strokes `n all, but still based on the same D&D 3.x rules.]
    Semi-retired Build Engineer. Everything was better back in our day. Get off my lawn.

  9. #9
    Community Member TheDearLeader's Avatar
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    Quote Originally Posted by unbongwah View Post
    Seems to me making the duration based on CHA (the way Rage is based on CON) would be fair; IIRC that's how it works in the NWN games. [Different strokes `n all, but still based on the same D&D 3.x rules.]
    I wouldn't mind seeing it like Exalted Smite. The more ranks in Exalted Smite you have, the shorter the Cooldown duration for the Smite.

    Likewise, the higher tiers of Divine Might, the Shorter the Caster Animation/Longer the Duration/Both? -- Which, would actually make it Charisma Based, since you need a certain Base Charisma to unlock the various tiers.

  10. #10
    Community Member Falco_Easts's Avatar
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    Quote Originally Posted by unbongwah View Post
    Seems to me making the duration based on CHA (the way Rage is based on CON) would be fair; IIRC that's how it works in the NWN games. [Different strokes `n all, but still based on the same D&D 3.x rules.]
    I like this idea.

    Quote Originally Posted by TheDearLeader View Post
    I wouldn't mind seeing it like Exalted Smite. The more ranks in Exalted Smite you have, the shorter the Cooldown duration for the Smite.

    Likewise, the higher tiers of Divine Might, the Shorter the Caster Animation/Longer the Duration/Both? -- Which, would actually make it Charisma Based, since you need a certain Base Charisma to unlock the various tiers.
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  11. #11
    Community Member Valindria's Avatar
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    I know. It drives me nuts.

    Here is my suggestion from forever ago: http://forums.ddo.com/showthread.php?t=268132

    While I will say it's not the best idea to have to spend more AP to increase the duration, there should be some way to make it last longer. Maybe each tier would increase the duration by 1 minute or something.

  12. #12
    Founder PurdueDave's Avatar
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    I would be happy with the same as DF and apply extend.

  13. #13
    The Hatchery whomhead's Avatar
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    Any of the suggestions listed in this thread would all be great. Bare minimum it should have the cast time of Divine Favor, Divine Power and Zeal.

  14. #14
    Community Member Shyver's Avatar
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    Quote Originally Posted by eulogy098 View Post
    also grinding my gears


    /signed to any of the above mentioned changes to the ability.
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  15. #15
    Community Member TheDearLeader's Avatar
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    It's amazing.. a thread of people in agreement with one another.

    *cough* Devs? I hope they look, even though it's a class forum instead of a "Suggestions" thread.

  16. #16
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    /signed for any of these as well.

    Personally, I would like that for each Divine Might it adds a minute. So DM I is 1 minute, DM 2 is two minutes, DM 3 is 3 minutes, and DM 4 is 4 minutes, but scaling by level, allowing extend, or simply being longer all work for me.

  17. #17
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    I very much like the idea of its duration being based on cha.

    Am I the only one that thinks it should increase to 1.5x damage for THF? It's a very clear and dramatic significant benefit for TWF over THF as it is.


    My ultimate suggestion for Divine Might-
    ------------------------------------------------------------------
    Divine Might:
    Paladin Divine Might I/II/III/IV Activate this ability to gain a +2/4/6/8 (for One-handed weapons) or +3/6/9/12 (for Two-handed weapons) Sacred bonus to damage. Consumes a use of your turn undead ability.

    The duration of Divine Might is 1 minute + (Charisma modifier x 10) seconds.
    ------------------------------------------------------------------
    Eulogy- oh ninety eight

  18. #18
    Community Member FrozenNova's Avatar
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    They took out the casting times for zeal and favor, but divine might - the strongest and most frequently used - kept its painful arm waving casting animation.
    Duration based on cha mod does sound pretty good.
    I'd also be happy with a 1.5 THF mod - being called divine Might, with a bulging bicep icon, odd not to see it have an effect similar in damage at least to strength mechanics.

  19. #19
    Community Member Ralmeth's Avatar
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    I agree! (to all of the above). I've been living with the current implementation, but the casting time is too long, especially on an ability that you're going to cast every single minute. Also it is really annoying that the duration is on a completely different cycle as divine favor and zeal. If it had the same duration as these then it would be a lot easier to manage. Also, with the new shifting buff icons and the one minute duration, my buff icons are always moving around and I'm sometimes losing sight of whether DM is on or not and will waste castings because I'm in the middle of a fight and don't want to be scanning the buff bar yet again to see what the DM timer is at.
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  20. #20
    Community Member psymun's Avatar
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    I hate to play the Devil's Advocate but here it goes anyway...

    Paladin Divine Might I: Adds +2 to damage (equivalent of +4 STR, -2 to-hit)
    Paladin Divine Might II: Adds +4 to damage (equivalent of +8 STR, -4 to-hit)
    Paladin Divine Might III: Adds +6 to damage (equivalent of +12 STR, -6 to-hit)
    Paladin Divine Might VI: Adds +8 to damage (equivalent of +16 STR, -8 to-hit)

    Also, Power Surge (For Fighters) also only lasts for 60 seconds.

    That being said, I would love for Divine Might (and Power Surge) to be longer and PLEASE give us the DS/DP/Zeal animation for it!

    Divine might NEEDS to get a to-hit bonus. Aside from Monks, Paladins have the lowest to-hit bonus of any melee. Rogues get sneak attack to-hit boosts, Rangers get Favored Enemy, Fighters get Powersurge, Kensai and all their feats, and I'm not even going to start with Barbs! LOL!
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