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  1. #1
    Community Member Combat_Wombat's Avatar
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    Default Comprehensive Cleric Domain Proposal

    First all of this is a roughdraft, a first attempt at fitting in cleric domains to DDO. I plan to make changes to this as the thread progresses and suggestions are offered up. This is a giant undertaking and I don't expect it to be balanced/finalized in a day.

    Domains are choosen as feats at levels 9 and 18, the feats offer varying bonuses I tried to balance vs the enhancement lines they unlock.

    The SLA enhancement lines are dependent so you have to get the preceding two to be able to take the third for example. I went 1 2 3 with AP costs but I could see 3 2 1 or 1 1 1 as being reasonable.

    Also for SLAs their balance is mostly dependant on their cooldowns, for most I think their natural cooldowns are reasonable but theres a few like bladebarrier that would need a longer then natural cooldown. 5 SP Base, no free metas.

    Eberron has always played fast and loose with alignments so I included the evil domain despite our lack of being evil.
    Last edited by Combat_Wombat; 01-30-2012 at 06:06 PM.
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    Ultimately you can lead a horse to water, but you can't make it be a good player.
    Quote Originally Posted by Tarrant
    Please don't make posts like this, thanks.
    You can give a man fire and he will be warm for a day, but set him on fire and he will be warm for the rest of his life.

  2. #2
    Community Member Combat_Wombat's Avatar
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    Air Domain
    Feat: 10 inherent electric resist, turn earth creatures, inate airguard, +1 caster level evocation
    Enhancements:
    SLA: Obscuring Mist 1AP
    SLA: Chain Lightning 2AP
    SLA: Whirlwind 3AP
    Electric Damage and Crit Lines

    Animal Domain
    Feat: acts like Augment Summon
    Enhancements:
    SLA: Hold Animal 1AP
    SLA: Dominate Animal 2AP
    SLA: Shapechange 3AP

    Choas Domain
    Feat: Adds 1d6 choas damage to all attacks, 1d6 random element to all attacks +1 caster level evocation, turn lawful outsiders
    Enhancements:
    SLA: Choas Hammer 1AP
    SLA: Cloak of Chaos 2AP
    SLA: Word of Chaos 3AP

    Death Domain
    Feat:Inate slay living guard, +1 caster level necromancy
    Enhancements:
    SLA: Cause Fear 1AP
    SLA: Death Kneel 2AP
    SLA: Destruction 3AP

    Destruction Domain
    Feat: Smite(like paladin)
    Enhancements:
    SLA: Inflict Light Wounds 1AP
    SLA: Infict Critical Wounds 2AP
    SLA: Disintegrate 3AP
    Full smite line(minus exhalted smite)

    Earth Domain
    Feat: acts like Toughness, turn air creatures, 10 inherent acid resist, +1 caster level transmutation
    Enhancements:
    SLA: Quicksand 1AP
    SLA: Stoneskin 2AP
    SLA: Acid Blast 3AP
    Acid damage and crit lines

    Evil Domain
    Feat: innate enervation guard, +1 necromancy caster level
    Enhancements:
    SLA: Create Undead 1AP
    SLA: Summon Monster IX 2AP
    SLA: Blasphemy 3AP

    Fire Domain
    Feat: 10 inherent fire resistance, +1 caster level evocation, turn water creatures
    Enhancements:
    SLA: Burning Hands 1AP
    SLA: Fire Shield 2AP
    SLA: Firewall 3AP 60 second cooldown
    Fire damage and crit line

    Good Domain
    Feat: +1 caster level evocation
    Enhancements:
    SLA: Protection from Evil 1AP
    SLA: Holy Smite 2AP
    SLA: Holy Word 3AP

    Healing Domain
    Feat: +1 caster level conjuration
    Enhancements:
    SLA: Cure Light Wounds 1AP 4 second cooldown(twice length of fvs capstone)
    SLA: Cure Moderate Wounds 2AP 8 second cooldown
    SLA: Cure Serious 3AP 16 second cooldown

    Knowledge Domain
    Feat: wisdom mod as reflex bonus, +1 caster level divination
    Enhancements:
    SLA: Detect Secret Doors 1AP
    SLA: True Seeing 2AP
    SLA: Death Pact 3AP(component free casting)

    Law Domain
    Feat: +1 caster level enchantment, turn chaotic outsiders
    Enhancements:
    SLA: Command 1AP
    SLA: Hold Monster 2AP
    SLA: Dictum 3AP

    Luck Domain
    Feat: acts like lightning reflexes, +1 caster level enchantment, innate blur
    Enhancements:
    SLA: Freedom of Movement 1AP
    SLA: Break Enchantment 2AP
    SLA: Mislead 3AP

    Magic Domain
    Feat: Treats your cleric levels as half wizard levels for the purpose of scrolls and wands, +1 caster level abjuration
    Enhancements:
    SLA: Dispel Magic 1AP
    SLA: Disjunction 2AP
    SLA: Antimagic Field 3AP

    Plant Domain
    Feat: +6 natural armor bonus, thornguard, command plants via turns, +1 caster level transmutation
    Enhancements:
    SLA: Barkskin 1AP
    SLA: Spike Growth 2AP
    SLA: Control Plants 3AP

    Protection Domain
    Feat:+6 resistance bonus area buff via turns, 10 inherent light resistance, +1 caster level abjuration
    Enhancements:
    SLA: Protection from Energy 1AP
    SLA: Energy Resistance 2AP
    SLA: Spell Resistance 3AP 60 second cooldown

    Strength Domain
    Feat:+1 enhancement bonus to strength per 2 character level(1 min duration) via turns(self target only)
    Enhancements:
    SLA: Bulls Strength 1AP
    SLA: Enlarge Person 2AP
    SLA: Spell Immunity 3AP,

    Sun Domain
    Feat: 10 inherent light resistance, +1 caster level evocation
    Enhancements:
    SLA: Searing Light 1AP
    SLA: Sunburst 2AP
    SLA: Sunbeam 3AP

    Travel Domain
    Feat: inherent freedom of movement, +1 caster level conjuration, can use turns to make dimension door
    Enhancements:
    SLA: Jump 1AP
    SLA: Teleport 2AP
    SLA: Greater Teleport 3AP

    Trickery Domain
    Feat: acts like Stealthy, makes bluff, hide, move silently class skills, +1 caster level illusion
    Enhancements:
    SLA: Invisibility 1AP
    SLA: Hypnotic Pattern 2AP
    SLA: Mislead 3AP

    War Domain
    Feat: Gives Martial Weapon Proficiency,Weapon Focus, Improved Crtical for diety choosen weapon, +1 caster level evocation
    Enhancements:
    SLA: Divine Power 1AP
    SLA: Power Word Stun 2AP
    SLA: Blade Barrier 3AP 60 second cooldown
    Kinetic damage and crit line

    Water Domain
    Feat: 10 inherent cold resistance, turn fire creature, +1 caster level evocation
    Enhancements:
    SLA: Obscuring Mist 1AP
    SLA: Water Breathing 2AP
    SLA: Ice Storm 3AP 60 second cooldown
    Cold damage and crit line
    Last edited by Combat_Wombat; 01-30-2012 at 05:24 PM.
    Quote Originally Posted by Tolero View Post
    Ultimately you can lead a horse to water, but you can't make it be a good player.
    Quote Originally Posted by Tarrant
    Please don't make posts like this, thanks.
    You can give a man fire and he will be warm for a day, but set him on fire and he will be warm for the rest of his life.

  3. #3
    Community Member Combat_Wombat's Avatar
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    New Spells may have missed one or two, tried to stick as close to pnp as possible but like everything it has to work in DDO so WARNING some things differ

    Whirlwind: Basically lets you shoot short lived air elementals from your hands

    Death Knell: 5 seconds per caster level. As long as the spell is active whenever you kill a creature you gain 8HP and +1 strength(stacking)

    Shapechange: Transforms you into a creature, expect a summon monster sytle list of choices, very similar to druid shape changing though not as powerful

    Cloak of Choas: Have to break this one from pnp and give it +5AC/Resistance and SR 34 against all not just law

    Word of Choas: Kills, confuses, stuns, or blinds nonchaotic subjects.

    Blasphemy: Kills, paralyzes, weakens, or dazes nonevil subjects.

    Quicksand: Area slow spells, slower then clouds so like 65%+ is what I was thinking

    Holy Word: Kills, paralyzes, slows, or blinds nongood subjects.

    Dictum: Kills, paralyzes, slows, or blinds nonlawful subjects.

    Mislead: Turns you invisible and creates illusory double.

    Antimagic Field:Like beholder but in a tighter cone short duration like 10 seconds

    Enlarge Person: Humanoid creature doubles in size. +1 size bonus to strength and damage, -2 AC

    Spell Immunity: Adds a counter buff to target similar to stoneskin but blocks spell levels ala PLIS equal to caster level, length similar to recitation and prayer

    Sunbeam: 1d8 light damage per caster level + blind
    Last edited by Combat_Wombat; 01-30-2012 at 05:23 PM.
    Quote Originally Posted by Tolero View Post
    Ultimately you can lead a horse to water, but you can't make it be a good player.
    Quote Originally Posted by Tarrant
    Please don't make posts like this, thanks.
    You can give a man fire and he will be warm for a day, but set him on fire and he will be warm for the rest of his life.

  4. #4
    Community Member Combat_Wombat's Avatar
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    reserved 3
    Quote Originally Posted by Tolero View Post
    Ultimately you can lead a horse to water, but you can't make it be a good player.
    Quote Originally Posted by Tarrant
    Please don't make posts like this, thanks.
    You can give a man fire and he will be warm for a day, but set him on fire and he will be warm for the rest of his life.

  5. #5
    Community Member Combat_Wombat's Avatar
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    reserved 4
    Quote Originally Posted by Tolero View Post
    Ultimately you can lead a horse to water, but you can't make it be a good player.
    Quote Originally Posted by Tarrant
    Please don't make posts like this, thanks.
    You can give a man fire and he will be warm for a day, but set him on fire and he will be warm for the rest of his life.

  6. #6
    Founder & Hero Vordax's Avatar
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    The SLA's seem a little overpowered. I guess if they just grant access to the spell and you need to spend full SP (and no free meta's) it would be ok.

    Vordax

    Politics is supposed to be the second oldest profession. I have come to realize that it bears a very close resemblance to the first. - Ronald Reagan

  7. #7
    Community Member Combat_Wombat's Avatar
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    Quote Originally Posted by Vordax View Post
    The SLA's seem a little overpowered. I guess if they just grant access to the spell and you need to spend full SP (and no free meta's) it would be ok.

    Vordax
    Want to be more specific on which you think are overpowered keeping in mind they can all be balanced with longer cooldowns as started in the OP.
    Quote Originally Posted by Tolero View Post
    Ultimately you can lead a horse to water, but you can't make it be a good player.
    Quote Originally Posted by Tarrant
    Please don't make posts like this, thanks.
    You can give a man fire and he will be warm for a day, but set him on fire and he will be warm for the rest of his life.

  8. #8
    Founder & Hero Vordax's Avatar
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    Quote Originally Posted by Combat_Wombat View Post
    Want to be more specific on which you think are overpowered keeping in mind they can all be balanced with longer cooldowns as started in the OP.
    Chain lightning is the first one that stood out. Savants max at level 3 spells for their 3rd tier SLA. My air savant would LOVE chain lighting as an SLA. If they are going to be cheap SP and free meta's, limit them to levels 1,2 and 3 spells to match the savants.

    Now I would be in favor of adding the domain spells to the regular list, and require the cleric to take 1 of the 2 domain spells at each spell level.

    Vordax

    Politics is supposed to be the second oldest profession. I have come to realize that it bears a very close resemblance to the first. - Ronald Reagan

  9. #9
    Community Member Combat_Wombat's Avatar
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    Quote Originally Posted by Vordax View Post
    Chain lightning is the first one that stood out. Savants max at level 3 spells for their 3rd tier SLA. My air savant would LOVE chain lighting as an SLA. If they are going to be cheap SP and free meta's, limit them to levels 1,2 and 3 spells to match the savants.

    Now I would be in favor of adding the domain spells to the regular list, and require the cleric to take 1 of the 2 domain spells at each spell level.

    Vordax
    Your air savant would likely already have the electric damage and crit lines a cleric would have to expend ALLOT of AP to make the chain lightning very powerful
    Quote Originally Posted by Tolero View Post
    Ultimately you can lead a horse to water, but you can't make it be a good player.
    Quote Originally Posted by Tarrant
    Please don't make posts like this, thanks.
    You can give a man fire and he will be warm for a day, but set him on fire and he will be warm for the rest of his life.

  10. #10
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    Firstly, I'd like them more as 1 added spell per level + one benefit. I especially don't like entire SLA system. It's something that should be reserved for small, spammable spells, otherwise it has no point (buffs) or it's broken (high level spells)

    In particular, adding Heal as an sla would totally idiotic (if it is free or has reduced sp cost by any amount). Cure LIGHT wounds fvs Sov Host capstone is already borderline broken.

  11. #11
    Founder & Hero Vordax's Avatar
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    Quote Originally Posted by Combat_Wombat View Post
    Your air savant would likely already have the electric damage and crit lines a cleric would have to expend ALLOT of AP to make the chain lightning very powerful
    Wouldn't really need that much, 2 points into each line would be enough to make a "free" spell quite worthwhile. I can imagine the kiting now, running backwards through blade barriers with a mob train behind you and then chain lightning them every X seconds. Now if X was over 30 it may be ok.

    Vordax

    Politics is supposed to be the second oldest profession. I have come to realize that it bears a very close resemblance to the first. - Ronald Reagan

  12. #12
    Founder & Hero Vordax's Avatar
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    Quote Originally Posted by budalic View Post
    Firstly, I'd like them more as 1 added spell per level + one benefit. I especially don't like entire SLA system. It's something that should be reserved for small, spammable spells, otherwise it has no point (buffs) or it's broken (high level spells)

    In particular, adding Heal as an sla would totally idiotic (if it is free or has reduced sp cost by any amount). Cure LIGHT wounds fvs Sov Host capstone is already borderline broken.
    I would agree, just go with the PnP version, have 1 spell slot of each level be required to take 1 of the 2 domain spells. Healing domain would be interesting if the heal spells in this domain didn't share the timers with the regular heal spells. Probably OP though.

    Vordax

    Politics is supposed to be the second oldest profession. I have come to realize that it bears a very close resemblance to the first. - Ronald Reagan

  13. #13
    Community Member Combat_Wombat's Avatar
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    So would a 5 SP base cost and no free metas seem reasonable?
    Quote Originally Posted by Tolero View Post
    Ultimately you can lead a horse to water, but you can't make it be a good player.
    Quote Originally Posted by Tarrant
    Please don't make posts like this, thanks.
    You can give a man fire and he will be warm for a day, but set him on fire and he will be warm for the rest of his life.

  14. #14
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    Quote Originally Posted by Combat_Wombat View Post
    So would a 5 SP base cost and no free metas seem reasonable?
    So, you'd heal ~390 hp by spending 5 sp?

    Does that sound reasonable to you?

    EDIT: And i didn't take heal amp into consideration, either. My fvs gets healed for 640 by non-empowered heal, and she still need some heal amp gear i have planned for her.

  15. #15
    Community Member Combat_Wombat's Avatar
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    Quote Originally Posted by budalic View Post
    So, you'd heal ~390 hp by spending 5 sp?

    Does that sound reasonable to you?

    EDIT: And i didn't take heal amp into consideration, either. My fvs gets healed for 640 by non-empowered heal, and she still need some heal amp gear i have planned for her.
    more expensive then scrolls and if the cooldown is long enough its hardly that bad
    Quote Originally Posted by Tolero View Post
    Ultimately you can lead a horse to water, but you can't make it be a good player.
    Quote Originally Posted by Tarrant
    Please don't make posts like this, thanks.
    You can give a man fire and he will be warm for a day, but set him on fire and he will be warm for the rest of his life.

  16. #16
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    Quote Originally Posted by Combat_Wombat View Post
    more expensive then scrolls and if the cooldown is long enough its hardly that bad
    I'd rather not comment any further, then. If you can't see issue with that...

  17. #17
    The Hatchery GeneralDiomedes's Avatar
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    Clerics with Wall of Fire? That'll be the day.

  18. #18
    Community Member Therrias's Avatar
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    These are all ridiculously overpowered, and I'm worried that this proposal will make people not take domains seriously.

    Each cleric should get two domains essentially for free. (possibly allowing the extra domain feat to take one more)

    Each domain has a granted power and a list of spells that you add to your spells that you can prepare.

    The granted power is about equal to a feat or a +1 caster level to a subset of spells (or sometimes adding skills to your class skills).

    http://www.d20srd.org/srd/spellLists/clericDomains.htm

    This link is the entirety of the core PnP rules for domains.

    A lot of these could be simply copy-pasted into the game as is. A lot of them give spells that are not in DDO currently. Some of the granted powers don't make sense in a MMO. These can be tinkered with.

  19. #19
    Community Member Therrias's Avatar
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    Quote Originally Posted by GeneralDiomedes View Post
    Clerics with Wall of Fire? That'll be the day.
    Druids get wall of fire.

  20. #20
    Community Member Combat_Wombat's Avatar
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    As to the not liking SLA thing. This was an attempt to not allow the normal domain spell system because it would be vastly vastly overpowered in DDO because of the SP system so the best way to control it was to use preselected spells with separately controlled cooldowns to vastly limit what each domain offered.
    Quote Originally Posted by Tolero View Post
    Ultimately you can lead a horse to water, but you can't make it be a good player.
    Quote Originally Posted by Tarrant
    Please don't make posts like this, thanks.
    You can give a man fire and he will be warm for a day, but set him on fire and he will be warm for the rest of his life.

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