Last edited by Emili; 08-26-2011 at 03:32 AM.
♣ A Baker's dozen in the Prophets of the New Republic and Fallen Heroes. ♣
Abaigeal(TrBd25), Ailiae(TrDrd2), Ambyre(Rgr25), Amilia(Pl20), Einin(TrRgr25), Emili(TrFgt25), Heathier(TrClc22), Kynah(TrMnk25), Meallach(Brb25), Misbehaven(TrArt22), Myara(Rog22), Rosewood(TrBd25) and Sgail(TrWiz20) little somethings with flavour 'n favour
♣ A Baker's dozen in the Prophets of the New Republic and Fallen Heroes. ♣
Abaigeal(TrBd25), Ailiae(TrDrd2), Ambyre(Rgr25), Amilia(Pl20), Einin(TrRgr25), Emili(TrFgt25), Heathier(TrClc22), Kynah(TrMnk25), Meallach(Brb25), Misbehaven(TrArt22), Myara(Rog22), Rosewood(TrBd25) and Sgail(TrWiz20) little somethings with flavour 'n favour
So in your mind, divines should just stay in the back and heal the party? I am not with you on this one, Angelus. Even if the spell does do 1/3 of the DPS of a melee toon, it doesn't even scratch the surface of what arcane casters can do. Other than Divine Punishment, divines really don't have a reliable spell that can add to party DPS that doesn't completely inhibit their ability to heal as far as spell points.
DoTs, specifically Divine Punishment, is a good thing. It helps the party deal with high HP bosses quicker. This allows for less overall resource uses by the FvS and Cleric. It is fun. These things combined make healing a lot more attractive than it used to be. Getting a healer has typically been the most difficult spot to fill in any party. As far as I am concerned, DP isn't overpowered and attracts people to the divine classes. More clerics and FvS is a good thing. It equals more parties and LFMs. That equals more choices and more players.
“No Battle Plan Survives Contact With the Enemy”
/very much signed, you want full damage on DOTS do something for it. Simply cant stand blob builds.
~~~ R E V E N A N T S ~~~
Ayspam Life #27/27(Completionist Sorc), Aycare Life #10/10(Evoker FvS), Ayplink Life #22/22(Completionist to be decided), Aygo Life #14/14(Helvesbarian)
Community Member
I dont see where you re coming from... I love blade barrier but also I didnt dump wisdom, and can actually very reliably hit mobs for full damage.
Blob = a character who focuses on lots of hit points, dumps main casting stat, has no meaningful DC whatsoever, relies solely on no save spells, DOTS and shieldblocking.
Dont know where holy aura and searing light come into the picture.
I m just suggesting that just like blade barrier fireball DBF or any other spell that has a save should be applied to DOTs aswell. If you want them to be reliable then build for it. Standing in place blocking and dotting is no challenge imho. The save wouldnt have to be too high, a 'blob' would have an apprx 20 evocation DC, a decently geared and built evoker be it FvS cleric, sorc, wiz would have mid 30s to mid 40s. So if the save we re to be between 30-35, that should be more then enoug to inspire people to not dump main casting stat completely.
Example:
LoB has evasion, very good evasion cant be cursed. He saves on 45 DC blade barriers regularly, so I take it he ll save on any other evocation spell with that DC, yet one could still stand there and DOT? Why? The problem isnt wing kiting, the main problem are the DOTs and how they re implemented.
I m cutting the tree from underneath me, as I play caster as mains, but DOTs need some thought. Nerfing wings isnt the solution.
Last edited by ayspam; 08-26-2011 at 09:08 AM.
~~~ R E V E N A N T S ~~~
Ayspam Life #27/27(Completionist Sorc), Aycare Life #10/10(Evoker FvS), Ayplink Life #22/22(Completionist to be decided), Aygo Life #14/14(Helvesbarian)
My FvS has lots of HP, dumped his main casting stat (I can get all the way up to a 16 with ship buffs, my +2 Tome and my Concordant Opposition item), has no meaningful DC whatsoever and relies solely on no save spells, Blade Barriers and a great big chunk of metal that he swings in front of himself. Every once in a while, I get a big number on my Blade Barrier when something rolls a 1 on its save, but I can kill everything that you can kill even with my half strength BB. It just takes a little longer. And it doesn't even take *that* much longer than a max Wis Cleric's BB because of the bonus that I get to untyped damage.
I also use Divine Punishment against the mountains of HP that we get as red/purple named bosses, but it's honestly just not worth casting on just about else because it takes over 20 seconds to triple stack and everything that isn't a big mountain of HP is already dead by the time those 20 seconds go by. The only trash that I cast DP on are Ogre Mages because the DoT keeps ticking when they go invisible, so I can DP an Ogre Mage and then beat down one of his Ogre bodyguards while the Mage slowly dies. Sleeping Dust is much less annoying with DP.
Holy Aura is a no-save spell that blinds all enemies in its AoE.Dont know where holy aura and searing light come into the picture.
Searing Light is a no-save damage ray that I use to smash enemy faces in with photons of JUSTICE!
Except that's now how saves actually work in DDO. Spells in DDO offer either a Fort save or a Reflex save or a Will save. If you add a save to the DoTs, then even most max-Wis Clerics and FvS will see the challenging Red and Purple bosses making their saves most of the time because those bosses tend to have good saves.I m just suggesting that just like blade barrier fireball DBF or any other spell that has a save should be applied to DOTs aswell. If you want them to be reliable then build for it. Standing in place blocking and dotting is no challenge imho. The save wouldnt have to be too high, a 'blob' would have an apprx 20 evocation DC, a decently geared and built evoker be it FvS cleric, sorc, wiz would have mid 30s to mid 40s. So if the save we re to be between 30-35, that should be more then enoug to inspire people to not dump main casting stat completely.
If he saves on 45 DC Blade Barriers regularly, then he'll also save on 45 DC DoTs regularly too. The problem with adding a save is that even the most high DC Clerics and FvS will be just as screwed as the Wis dump stat melee FvS build unless you're attacking someone like Harry who was already a joke even before the DoTs.Example:
LoB has evasion, very good evasion cant be cursed. He saves on 45 DC blade barriers regularly, so I take it he ll save on any other evocation spell with that DC, yet one could still stand there and DOT? Why? The problem isnt wing kiting, the main problem are the DOTs and how they re implemented.
I m cutting the tree from underneath me, as I play caster as mains, but DOTs need some thought. Nerfing wings isnt the solution.
This is the reason why I wrote that DOTs shouldnt have a sky high save, main stat based casters would still get through reliably, and mellee types have their weapons to compensate for the loss in saved DOTs. Also I didnt say no dmg DOTs, I suggested save for half. Might have forgotten that to write that, I m too hungover, but anyway.
~~~ R E V E N A N T S ~~~
Ayspam Life #27/27(Completionist Sorc), Aycare Life #10/10(Evoker FvS), Ayplink Life #22/22(Completionist to be decided), Aygo Life #14/14(Helvesbarian)
To be honest, the average dps would look more like :
378.9375 x (1+1.75x0.18) = 498 /tick average, FvS spells can crit too
Say the target is hitting your champion, with 20s curse duration after u11 (i think) he will probably have a 10% vulnerability most of (if not all) the time.
498x1.1=548 / tick, or 274 dps
About half of what the best melees push out on sobrien.
Ahhh numb3rs
On a long enough timeline, the survival rate for everyone drops to zero
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/not signed at all
Granted most of yall know all this.
But...
Casters of all types get a mix of spells. Some require saves, some don't, some require spell pen checks and some don't.
I think that FVS using Wis for Spell DC is a load of horse s as well.
Wiz=Int=SP and Spell DC Mod
Sorc=Cha=Sp and Spell DC Mod
Cleric=Wis=Sp and Spell DC Mod
You'd think that logically FVS would follow like sort but with divine spells, but it doesn't instead...
FVS=Cha for Sp and Wis for Spell DC Mod...but get PrE Enhancements to Damage for Spells and Melee Enh that kinda balance out having to split the Caster Stat of the Class between 2 Stats.
And yall want more limitations put on the class with saves to an awesome spell.
Limitations based on your playstyle and opinions?
Wings are getting f-d with, f with spell saves w/e
really really not signed...
hate the idea...
It's more a risk versus reward thing. A melee has to be in close range to do his DPS. That means the monster will hit him back, and places him at risk of dying.
A caster's DPS is ranged. That means there's less risk involved - the monster has trouble damaging the caster when he's far away and on the move.
It makes sense that the more you risk, the greater the rewards should be. Higher risk, more damage. That is not the case now though. It is the opposite.
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Eternium (Art 18), Tatooine (Bard 19), Technodrome (Wiz 18 / Rog 2), Thanigar (Brb 14)
I agree on the save for the DOTs spells. I've already suggested it more than once probably, the only thing i ask is to carefully think about the right save to give to each DOT spell. For example a save i would absolutely exclude is will-save type. Will-saves are related to the ability of a taget to use their mind "fortitude" to resist against some mental related abilities: mind whip, charms, holds can be resisted with willsave, if something attacks the subjects mind it has to have a will-save.
DOTs do not attack minds so they should't have will-saves at all, but instead should have reflex or fortitude saves. For example electrical DOTs can have a reflex save while ice based DOTs can have a fortitude one or bot can have reflex. You can put a save at start of the DOT to avoid it or you can give a save against each tick of damage to halve it. A balance between resonable and game mechanics has to be achieved in order to make DOTs good spells, not over-powered, but to not over-nerf them.
Another good idea, instead of giving a save to DOTs is to make them missile type like the melf arrow: this way you give target the possibility to dodge it in time if moving but you do not nerf the DOT damage.
Last edited by Zerkul; 08-29-2011 at 04:55 AM.
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How about making mobs cast well boosted DoTs without saves against players, too? Like every caster from level 7 would be casting just dots of different damage source on players?
Rogue:"Caster! Kill it! Kill the caster! ow ow ow ow..."
Fighter: "I'm killing it ! I'm killing it! It's dead! Oh yeah... but ow... ow ow... **** dot... ow ow ow..."
Cleric: "Ow, ow, ow, ow... I am out of sp guys, ****... ow, ow, ow, ow"
That would be awesome.
Last edited by Templarion; 08-29-2011 at 06:02 AM.
Needs more comments..
When I first saw the dots.. I was all for them. They sounded like a great way to allow arcanes contribute on boss fights.
And indeed that became the case.
But the major issue here is:
Everyone arcane became a clone during boss battles.
Want to boss DPS pre U9: Be an extremely smart well geared player with top gear and use a complex variety of spells based on the bosses weaknesses. It was possible, but oh so difficult.
Post U9?
Push button 1 and 2 every 15 seconds. Or just set up macro and go afk. It doesn't matter how poor your stats are, 22 int, 48 int, 18 charima or 46 charisma.. It doesn't matter if you have an epic abishai set, the damage is the same for everyone. It destroys the spirit of progression and reduces a casters role in boss DPS fights to "click 2 buttons, and if your REAL PRO, use 2 clickies as well"
Stats? Dont matter.
So while I don't feel the DPS output of Niacs biting cold + Eladars stacked on most bosses is too much for the highest end of gameplay, I do feel its too much for the basic casual - just hit lvl20 fresh off the boat caster.
Adding a save will help rectify that. I kinda think casters should get another spell like improved sunder does now to help reduce the reflex save of bosses tho:
Maybe a will save type effect like solid fog, but less intrusive, and stackable.. At a high SP cost, high druation and slow cast animation so its mainly effective on bosses.
EG: Ucanny un-dodging: Will save to negate, SR applies, Lasts 6 seconds per caster level, -1 penalty to reflex saves. Stacks up to 10 times. Standard cooldown (couple seconds).
Perhaps lvl6 arcane since there arent many great lvl6 debuffs.
30SP.
Not per-caster like dots, so several good DC casters could stack this up in tandem.
So for 300 SP, along with strong enough DC/Spell pen, you can ensure that your dots lands very reliably for 2 minutes, or another 2min for 30 more sp, as that will reset duration.
Tho again as I said about Divine punishment:
No..
Just no.
Divines are not meant to have this kind of UNRESISTALBE DPS. Giving everything to one class just results in unbalance and unfun.