I'm still gonna heal, but if anybody needs remove disease or poison neutralization (thanks to the new, improved disease and poison resistance system), they better have a pot for it.
In case it hasn't become obvious yet, the devs CLEARLY think of Clerics as healbots, with some light-based spells thrown in for flavor. Why would you need any offensive boosts? You're supposed to stand behind a rock or some other "phallic" (that's a quote from another thread) object and dart out now and then to toss a heal, then duck back behind it... No need for offensive casting, you silly hireling.
(Yeah, you could say I'm just a tiny bit unhappy with some of the changes...)
In LIVE
I used judgement...the zombie exploded when it was killed and it killed the pale master in our group...tried it twice...
One time the pale master was hit with 1152 points of light damage...another time it was over 1400 points...
Is this intended?
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Proposal for Blessed Blades. If the wielder is True neutral, give the weapon a metal type of choice.
I also support the toggle idea for ascendance.
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I dont exatcly understand judgement and the "next" abilities.
First I thought judgment will mke the enemy explode and deal dmg to the others near exploding undead.
Was kinda dissapointed, but fine - I can kill it with Avenging Light and DP pretty quick. And true - it was mine own misreading.
But this:
"Lay to Rest"
"Target undead or evil outsider under the effect of Judgement takes 10d100 light damage"
I thought it will work like this:
I pick a mob in the middle of other undeads, cast judgement on it, then cast Lay to Rest on it - which will kill it really fast - so explode from judgement will work faster.
I cast judgment, then on the same mob I cast Lay to Rest - and Im pretty sure nothing happens.
Can anyone confirm it?
It may be the case Im just unlucky and rolling 1 every time getting e.g. 10 dmg...or sth like that.
Its hard to see it in combat log because when mobs are moving aura of menace is everywhere in the combat window and I practically cannot find anything else. It spams like crazy
Btw i suggested some changes to Exalted - like many of us I thinkSo here it is:
http://forums.ddo.com/showthread.php...=1#post4550800
If anyone would like to read.
Last edited by Kayla93; 06-29-2012 at 06:02 PM.
Has anyone reported the caster level issue? I haven't seen it in known issues. Exalted angel supposed to get +1 caster level per ED level but they don't. Arcanes spells last 21 22 etc mins ours don't. Any reason for that?
NB did report this in beta (twice!!)
I did judgment on a skeleton at end of a quest and when he blew up as far as I could see did no dmg to surrouding skeletons. I have just got lay to rest so will get back to you ;o)
Have killed palemaster in group with it tho! Did 1400 dmg....oops ;o)
I dont swee damage with judgment too but Im pretty sure when monster explodes undeads near to it are losing at least 50% hp pretty fast. So I think it works - just does not show damage.
About caster lvl.... after this up? I have small problem - I cannot find the cube rolling for spell penetration. It god hiddenBut true - mine spells still last 20mins only.
And in logs how I said - aura of menace is 90% of logs.
from the other topic:
every time I get e.g. more mana, or increase mana pool by % in the enhancement tree - I seem to loose ALL sp benefits from Exalted Angel till I relog.
After relogging it seems fine.
Last edited by Kayla93; 06-29-2012 at 06:25 PM.
In my humble opinion this entire tree needs to be redone. The innates received with level ups are fine with 2 exceptions:
Ascendence needs to be toggle
Astral Vibrance needs an upgrade/ (fix only if in Ascendence can be toggled)
My reasons for the rest of the tree needing redone entirely are as follows:
1) Reborn in light ....... What cleric worth a **** uses 100 single target heals/light spells in a quest on 1 tank of mana? I can do it I just dont see the why. With radiant burst and stink healing all empowered, maximized, empower healed and quickened for free I barely use mana for heals anymore and when I do its a group heal which doesnt count towards the counter anyway (unless I mess up and heal only 1 person with it), As for light spells .... clerics only get a few useful ones and the most prominent among them is Divine Punishment which maximized and empowered costs 65 sp's with a 10 second cooldown which makes getting a counter to 100 with that almost impossible. The rest of the light spells that useful are ray spells and with the new physics engine you rarely land them .... and if you don't land them then it doesnt count towards counter........... Even if you do dump the 600 spell points on your 100 casts of cure light to get this counter up:
A) It dissappears on rest, zone into next quest
B) You have to die in order to get full use out of it.
I don't speak for all clerics but generally we don't die easily or plan to die at all unless running shroud .... This may be a nice parachute but it's just that. A non game changing, expensive, broken parachute that should be fixed or deleted entirely.
2) Why when I cast a heal spell do I get + to light based spell power? and why is it only a max of +3 with a stack of ten? ... I don't even see the difference. Seriously, this is in the why bother category. Or should I be looking at the resulting abilities? For reborn in light see above.
3% chance to stun? or damage (again limited to undead / evil outsiders).
5% more damage for a whole 30 seconds? or an AoE heal /damage effect that is almost impossible to get to (see above about light spells)
3) The big damage spells are limited to undead and evil outsiders? Clerics already get free damage to undead with bursts .... do we really need to be limited in the type of monster we kill?
Those are my big 3 reasons. There are more but I think this is enough. Yes I have mentioned clerics quite a few times but this is supposed to be the cleric Epic destiny. What others get out of it isn't our problem. What we get out of it is. As of right now the only things I want out of this tree are spell points and healing power both of which are tier 1 (and the wings but innates cannot be twisted /sigh). So seriously why bother going beyond 9 points in except for a fate point?
Again, this is just 1 clerics humble opinion.
Last edited by Daze; 07-08-2012 at 10:49 AM. Reason: spelling/spacing
From what I understand this isnt for designed around clerics, thats one of the ones thats to be added later, along with artificer and druid. It seems more along the lines of the unreleased Fvs Angel of vengeance.
As to your concerns about lack of light spells, simply take Avenging light, tier 1 (I have it pernamently twisted cept when in EA), I really do think this handy SLA is totally overlooked. costs 3sp with max/emp 3 sec cooldown irrc. All the people Ive spoke to love this spell, and the destiny.
To those of you who dont see any damage from judgement, the person who kills the judged mob sees the damage, regardless of who cast judgement.
Obviously not all the people love this destiny or this thread wouldn't still be active.
More to the point though, your only redeeming defense of this destiny is the 1 tier 1 light spell ..... I don't see that as a very compelling argument for leaving the destiny as is.
As for it not being intended as the cleric destiny, that is a valid point. However, even removing the cleric side of my argument this tree still sucks for the reasons previously listed.
i do not really like this spell. the range is pitifully short and the time from when it is actually cast to when it lands is extremely long. if the mob somehow hasn't noticed you yet (difficult to do with how close you have to get), and they are walking perpendicular to you, from the time the spell leaves your hand to the time it reaches them, they will have taken 6 steps if they are walking slowly, which moves them out of the way and the spell misses.
Server: Sarlona. Characters: Rackoribs Barbequed, Brautwurst Flamegrilled, Porkloin Flameseared
I will like it when it is fixed, but in regards to the epic moment,:to get 100 stacks I use close wounds 100 times before the quest in town, then get sp back in tavern, not staying in it long enough to activate a rest, once earned going through load doors and into quest doesnt remove it till death or rest, I hope that that part is WAI.
+100 light damage to all attacks from the epic moment will be awesome when it works. 17cleric/3 monk btw.
Having played with this in game I can say this is most definitely the worst destiny in game. There is 0 reason to go with this one in game. I am going to check out the grandmaster of flowers, but I am confident shiradi champion will be tons better and I will go for that one if grandmasters does not work for my build. The unyielding sentenial is also better then this one as well. When the tank destiny is better for clerics/fvs then the destiny which they are 'supposed to take' then you know it is brutal.
I can always twist the light damage and healing power into other destinies if I want from this one. It is too bad that there were 0 improvements to this destiny in beta. Hopefully the devs add a new divine oriented destiny relatively soon....
Norg Fighter12/Paladin6/Monk2, Jacquiej Cleric18/Monk1/Wiz1, Rabiez Bard16/Ranger3/Cleric1, Hangover Bard L20, Boomsticks Fighter12/Monk 6/Druid 2, Grumblegut Ranger8/Paladin6/Monk6, Rabidly Rogue L20, Furiously Rogue10/Monk6/Paladin4, Snowcones Cleric 12/Ranger 6/Monk 2, Norge Barbarian 12/FVS4/Rogue4. Guild:Prophets of The New Republic Khyber.
Ive given alot of feedback on EA, and my impression of it has changed alot since it came out. At first I hated the fact it was pigeon holed into outsiders/undead. Mainly because theres not alot of it in the expansion. Then I went and did some old epics: chrono, DA, ADQ, wizking etc and it works like a treat. Worth noting tho, in EE it doesnt feel at all "epic", mobs have far too much hps for judgement to be useful.
It would be nice if there was another tier after judge the many, and that the pre-req: rebuke foe. For any mob that is affected by judge the many to automatically be hit with rebuke foe (5% extra light + physical damage)
I find astral vibrance to be a nuicasance and never use it, even in Ascendance as I tend to forget to turn it off again. I also find it strange that using light spells increase your healing capablity, and vice versa. Think that should be switched.
Renewal is an excellent healing spell, 5 sp, short cooldown, 3 ticks of curelight, initial casting counts towards fevor stacking. Only downside to it is you have to be in EA to use it on yourself. This along with the extra healing amp and Fvs healing capstone, and I hardly ever need to cast a heal on myself (A twisted fast healing from fury is semi useful too)
While I agree avenging light is limited by range, maybe it should be changed to a ray spell...As to hitting moving targets, this doesnt seem to be very different to many spells. (Sure your milage may vary but my ALs hit for 250-400 non crits, not bad for 3sp)
Maybe Im just lucky and it fits my build, (high hitpoints/heal amp evoker)
Norg Fighter12/Paladin6/Monk2, Jacquiej Cleric18/Monk1/Wiz1, Rabiez Bard16/Ranger3/Cleric1, Hangover Bard L20, Boomsticks Fighter12/Monk 6/Druid 2, Grumblegut Ranger8/Paladin6/Monk6, Rabidly Rogue L20, Furiously Rogue10/Monk6/Paladin4, Snowcones Cleric 12/Ranger 6/Monk 2, Norge Barbarian 12/FVS4/Rogue4. Guild:Prophets of The New Republic Khyber.
So on live I took Blood and Radiance and it reduced my spellpower by up to 10 depending on how many counters I had going and then went back up when it expired.