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  1. #1
    Community Member Fillivan's Avatar
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    Default A few PrE suggestions

    As we see how the PrEs are not being implemented I think we should assist the developers by making suggestions... yesterday in the bus I thought of some (...and it seemed like this guy tried to copy them cuz his suggestions were similar XD )

    Rogue Mechanic III:

    +2 Open Locks, DD, Search, Spot and Repair. Further improvement of trap's DC. Gets 100% chance to get parts from disabling traps, +4 saves against traps, 2nd Save vs Traps (similar to slippery mind but only for traps). Grants the mechanic the ability to attach various devices to his bolts.

    Arrow Tinkering: Gives the rogue the ability to attach both grenades and traps to his bolts.

    Explanation: Finally, a better dps.

    Rogue Acrobat III:

    +2 Jump, Tumble, Balance. Makes Uncanny Dodge uses replenish 1 per 2 minutes. More atk speed with while wearing a staff. +10% more speed. Improves the "showtime" ability by increasing all it gives by 50%. Ads Both Str and Dex to dmg(thus making possible to get a nice DEX build without having to be stuck with only 1 of the 2 dex staffs). Gives the rogue the possibility to use his Dex better than he uses str by granting dex based active skills.

    Rogue Acrobat Armor Detaching: The rogue is able to use his staff and quick moves to detach a part of the armor of your enemy, thus reducing his AC by 4. (Sinder armor, which works only against armored opponents and is dex based.)

    Rogue Acrobat Zero Strength Offence: By learning the art of balance to an extreme level, the rogue can disbalance his enemy and force him to fall on the ground without using any strength at all, just by placing his staff at the right spot in the right time. (Dex based Trip)

    Explanation: Some dps scaling with assas and some skill DC.... and the ability to choose if you want to be an agile acrobat or a brute 10 dex acrobat...

    Radiant Servant III:

    You get an additional 1 lvl upon casting light based spells. Emp. Healing is further improved by 25%, bringing the total increase to 100% bonus and it's sp cost is reduced by 2. You also get improved deity bonuses, lowering the CD to 5 min and altering the bonuses ass follows:

    Silver Flame: Spell: Becomes mass! Passive: Bonus +2 dmg and hit with longbows.
    Lord of Blades: Spell:All bonuses +25%. Can be cast on other wf party members. Passive: +5 BAB.
    Sovereign Host: Spell: Becomes mass. Passive +2 hit and dmg with long Swords.
    Undying Court: Spell: Becomes mass True Resurrection! +2 hit and dmg with Scimitars.
    Vulkoor: Spell: Summoning CR scales with dungeon lvl. Passive: +2 dmg and to hit with short swords.

    Explanation: Further deity improvement, and better healing..

    Soo... what do you think
    Last edited by Fillivan; 09-24-2011 at 07:56 AM.

  2. #2
    Community Member Symar-FangofLloth's Avatar
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    Mechanic:
    A second save against traps is unnecessary for a class with presumably good reflex and Improved Evasion. Ranged launching of traps could be nice, don't know. I'd like my suggestions in the linked thread to the lower tiers, regardless.

    Acrobat:
    If we're going to allow Dex on to-hit for staves, it needs to be added at tier 1. Maybe allow them to be finessed at T1 (still requires finesse feat) and move the Dex to sneak attack to T2. This still allows for Str builds and doesn't impact dps too much at the lower levels IMO. And you're already getting Dex AND Str to damage as long as you're getting sneak attacks.

    As far as T3 goes, I'd drop the recharge and just add 2 more uses.
    I don't think showtime needs a buff, cause its already pretty large. You could add a couple extra action boosts, though.
    A dex-based trip could be nice, but useless for Str builds. Maybe add some passive bonuses to combat maneuvers instead? So +2 to sunder/trip/stunning/etc?
    Agreed on further attack speed boost.

    Radiant Servant:
    Mass Unyielding Sovereignty would be overpowered. Vulkoor and Bladesworn need to be buffed without relying on a PrE.
    Giving melee bonuses doesn't fit with the flavor of this PrE (heals and turns) and should be reserved for Warpriest.
    I'd do an additional +1 or +2 CL on heals and light spells, lower the cost of Empower Healing (but not increasing the effectiveness any further), and I'm not sure what else, because I don't have a cleric. Perhaps an aoe Raise Dead that expends Turns?
    Former Xoriat-er. Embrace the Madness.

  3. #3
    Community Member Fillivan's Avatar
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    Quote Originally Posted by Symar-FangofLloth View Post
    Mechanic:
    A second save against traps is unnecessary for a class with presumably good reflex and Improved Evasion. Ranged launching of traps could be nice, don't know. I'd like my suggestions in the linked thread to the lower tiers, regardless.

    Acrobat:
    If we're going to allow Dex on to-hit for staves, it needs to be added at tier 1. Maybe allow them to be finessed at T1 (still requires finesse feat) and move the Dex to sneak attack to T2. This still allows for Str builds and doesn't impact dps too much at the lower levels IMO. And you're already getting Dex AND Str to damage as long as you're getting sneak attacks.

    As far as T3 goes, I'd drop the recharge and just add 2 more uses.
    I don't think showtime needs a buff, cause its already pretty large. You could add a couple extra action boosts, though.
    A dex-based trip could be nice, but useless for Str builds. Maybe add some passive bonuses to combat maneuvers instead? So +2 to sunder/trip/stunning/etc?
    Agreed on further attack speed boost.

    Radiant Servant:
    Mass Unyielding Sovereignty would be overpowered. Vulkoor and Bladesworn need to be buffed without relying on a PrE.
    Giving melee bonuses doesn't fit with the flavor of this PrE (heals and turns) and should be reserved for Warpriest.
    I'd do an additional +1 or +2 CL on heals and light spells, lower the cost of Empower Healing (but not increasing the effectiveness any further), and I'm not sure what else, because I don't have a cleric. Perhaps an aoe Raise Dead that expends Turns?
    Mec: My idea was to make them nearly Immune to traps... cuz you always have those 5% to fail...

    Acrobat: The idea about the bonus DEX is to get both dex as SA dmg and normal attacks in order to scale a little the dps with the huge boost for assasins, so the dmg will be 1.5 STR + 1.5 Dex + SA(normal SA + Dex dmg) against the assasin's 1x STR + SA(Normal SA + 3d6 SA) + mortal strikes on 20s. As for str builds... they usually have high enough DC because all of the special attacks (Stun/Trip/Sunder) is str based and usually STR builds just get fighter lvls to improve this situation... My idea was to get more dex builds, while making them almost on even grounds with the STR ones... cuz right now, dex builds are not that cool

    Cleric: I was talking about the mele improvements because radiant servant requires you to chose a deity which gives you bonus +1 hit with a wep... so it was a further improvement of this bonus... but yes you have a point... it's more of a warpriest buff XD

  4. #4
    Community Member Symar-FangofLloth's Avatar
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    Quote Originally Posted by Fillivan View Post
    Mec: My idea was to make them nearly Immune to traps... cuz you always have those 5% to fail...
    Yes, a 5% to take half damage, instead of no damage. Miles ahead of other classes.
    Former Xoriat-er. Embrace the Madness.

  5. #5
    Community Member BlackSteel's Avatar
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    Battle Engineer III

    +2 seconds to endless fus. and you gain an extra bolt shot on every crossbow animation. bringing regular and great xbows up to 2 bolts/shot, and repeaters up to 4 bolts/shot
    Shadowsteel [TR train wreck]

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