Hi,
while I'm all for the DOT (I really like the concept), I think it was porly implemented without much thought of the impact. I know a bunch of ppl are mindlessly bleating "Dont touch the DOT, its the only way my caster/fvs can do any damage and not be just a buff/heal-bot in bossfights". But if you guys would take a step back and think about the pre-DOT era and how the game is now you'll realize that alot of the high-end content that used to be somewhat of a challenge has been changed into trivial street. For example the Shroud, when was the last time anyone was in a pug shroud that didnt do a 1 rounder in part 4 since the DOT's were introduced?
I'm all for the DOT's but they need to be changed in some way cause atm they are too powerful in the way they are implemented.
Cheers,
-Daz
Don't argue with a fool because he might be doing the same thing!
Calling for a Nerf to DOTS with a save is stupid. THe people doing all the damage with DOTs are NOT the people who have dumped the primary stat. DOTs will continue to do huge damage because people will still max the relevant stats, and saves will still be failed.
Get a grip.
There is nothing wrong with DOTs. There is no reason a pure, lvl 20 caster shouldn't be able to match DPS with a melee character using SP in a way that doesn't totally exhaust their SP pool. What's the point otherwise? Maybe melee should be SUPPORT, and not be kings of DPS. Maybe melee should support the ultimate DPS of godlike casters.
Shade is just mad he can't always keep aggro anymore just by swinging a sword or an axe. Sure, he has a FvS, but he NEVER plays it.
Why would you reduce DOT damage? Before, raids would have 6-8 melee, then a couple healers, and maybe a couple arcanes. Why shouldn't it be just as preferable to have 6-8 arcanes? Why does the entire game need to be balanced around 3 melees for every arcane?
Who says that's the most fun and what anyone wants besides Shade with his max DPS barbarian?
good at business
And it is not like the DOTs do good damage without any affords made. Most DOT users invest in a pre and three other enchantment lines. Get some clickies and spell crit gear (Blue Dragon Scale, Skiver and Greenblade, all hard to get). And I may add that the mother of all D&D Dots reads like that:
Acid Arrow
Conjuration (Creation) [Acid]
Level: Sor/Wiz 2
Components: V, S, M, F
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Effect: One arrow of acid
Duration: 1 round + 1 round per three levels
Saving Throw: None
Spell Resistance: No
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Umm.. the reason for that being the situation should be quite clear.
We have 11 classes. 6 physical combat classes. 2 caster classes. (and 3 hybrid classes, Cleric, FvS, bard). It is logical that melee classes should be three times as common.... because there's three times as many.
Various hedge-wizards and halfwits, please see MyDDO for all your squelching needs
Lyrandar 2006 - Devourer 2007 - Thelanis 2009 - Ghallanda 2010
I have 3 divines 2 cleric, 1 FS, Sorc and a Wiz..(all with dots), in addition to 5 other characters i play
I pug quite often and have never seen this done..so your saying the FS dots a mob hits the wings runs for a bit, turns around and dots again....rinse repeat?..
sounds like more trouble than its worth...now a proper AI would realize I cant catch this guy..and go pound on the nearest cleric/caster
This is your worst nightmare ...a class that can out dps a barb..Why do Barbs have to be the best dps in the game?
why do you insist on labeling every class other than barbs as "support" classes?
This is an inaccurate statement ,I am sure you would never lie or exaggerate to bolster your personal opinion so should/can we chalk this one up to your lack of knowledge?.
your homework assignment: find out what mob(s) have light resistance
btw do you have dr breaking wep for most if not all mobs in the game?
I Like Dots I use dots in most quests ..are they OP? not imo ...but they must be if a Divine can threaten a barbarians epeen
If a spell is doing that much damage then perhaps the way threat/agro is applied to spells needs to be tweaked...I mean --- forbid that the monster AI actually works in a way that makes sense
as for being able to "tank" a boss...who cares if it is a divine, tukaw build or just A slab of meat with 900hp?
Last edited by Lifeblood; 08-23-2011 at 04:59 AM.
"Come on folks its easy" Tico 20 Cleric, Montico Arti, Longlife 18/2 Ranger/monk, Jaaomae wc 20, Teeco Cleric
heh, i think solution is simple. Let some enemy casters use the new dot spells, even metamagic enhanced, on players.
Community Member
Sorry, I don't understand what you missed there, unless there's a language barrier-thing going on. jakeelala complained about how often before U9 there used to be three melees to every arcance. That is logical, since of the classes offered to players, there are three times as many melees as casters. So there used to be more "slots" for melee (which could generally be any, just like the casters could be any of the two flavors) in an average pug raid or quest party.
If you want proof, log on during US peak hours (so there are many players on) and sort the Who list on classes. Count how many Page Downs you can do with the two caster classes, and then do the same with the six melee classes. And this is still the case even after U9, when casters completely lost sight of melees in their rear-view mirrors (maybe not still three times as many though).
Various hedge-wizards and halfwits, please see MyDDO for all your squelching needs
Lyrandar 2006 - Devourer 2007 - Thelanis 2009 - Ghallanda 2010
I don't get it.
Divine punishment does 1d6 + 20 for 8 (7?) ticks, or a total of 8d6 + 160, or an average of 188 per cast.
Firewall does 2d6 + 15 for 15(?) ticks, or a total of 30d6 + 255, or an average of 360 per cast (180 if it's saved against). And firewall can affect multiple targets.
I can't see what the fuss is about.
Both Clerics and FvS get the smiting line. FvS get and extra 30% for fire, physical or untyped. Not sure if light is untyped or not (but as it deals extra damage to PM forms I imagine it is typed).
Arcanes get elemental enhancements, so no major difference.
(1) In many ways I agree that DP has problems- but I think it's the multiplicative, stacking condemnation rather than the base spell. Radiant Servants aren't owning the world with it, after all.
(2) Craetos, just off the top of my head, is completely immune. I'm not saying there are lots, I'm saying there are some - I agree with your principle (it's not highly resisted) but you're exaggerating a bit.
(3) Incidentally, the best way to amp the damage is to put your aura on a melee type (like a barb) so that the curse fires lots. I find that if I'm in some place like VoD and we're using a barb hate tank that I'll end up getting the craziest DP numbers. Sadly, the "hate" generated by the extra damage is assigned to the FVS; I'd much rather that get assigned to the aura target.
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Crateos is immune to light.
Most Iron Golems and some Clay Golems are resistant to light. Not heavily, but enough to notice.
The power isn't exactly Divine Punishment, what makes FvS's overpowered is the Wings. Monks and Air Savants simply don't have the same amount of power with their "long jump" because they don't have all the other abilities that works so well with a FvS's wings.
Shield Mastery DoT tanking by a FvS or WF Arcane I like best in Epic Deeps, and I've seen it done successfully in eChrono (with an 18/2 sorc/monk) as well.
I love the melees crying about casters.
We don't need to nerf dots or wings, we need harder content.
Kmnh * Kmn * Kmm * Knn * Knm
Leader of Templar
Patent nonsense. Try casting DP on Xy'zzy or epic Crateos. Fully immune, both of them (even after Xy'zzy is made vulnerable by her puppies, DP does absolutely nothing to her).The really crazy one is DP tho.. Not only is it no save. But not a single monster in the game has any light resistance.
Clay golems take a fraction of total damage from it.
Kobold sentient jewel still hate you.
This is a very fine line to walk, before DOT's were introduced groups were as many people say focused about having for example 2 arcanes, 1 bard, 2-3 divine and 6-7 melee's. By making the quests harder to balance against/for groups with 4 arcane + 4 Divine + 4 whatever you will tilt the groups AND LFM's towards more caster/divine heavy groups cause thats what you need to be able to complete the quest in a smooth way.
Then you get the opposite towards what we had post U9 where the groups consisted of roughly the amount of classes available as Razcar pointed out in his post. How is this better than we had post U9 ?
Cheers,
-Daz
Don't argue with a fool because he might be doing the same thing!