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  1. #141
    Community Member Candela90's Avatar
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    Quote Originally Posted by maddmatt70 View Post
    Or you have not tried the other destinies.. Try more and you will switch guaranteed.

    Actually I like this destiny too.
    Now I ended Unyielding Sentinel and currently farming Grandmaster - to get my way to magister for a twist.
    Anyway - US was sth I really hated.
    On EA I hardly did fail instant kills on epic hards.
    On other destinies IF Im lucky enough to get thro spell resistance I fail DC .
    And I miss Rebuke Foe.

    But I suggested changed earlier I would love to see to make this one a little stronger cause true - its a little weak right now
    http://forums.ddo.com/showthread.php...=1#post4550800



    I love they already thought of changing some DC of abilities in ED to wisdom based if its higher.
    Last edited by Kayla93; 07-09-2012 at 09:01 AM.

  2. #142
    Community Member maddmatt70's Avatar
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    Exalted Angel:

    Benefits for FVS/Cleric:
    +30 positive spell power
    +30 light spell power
    +6 wisdom (can get in 2 other destinies)
    +10% healing Amp (can get in other destinies)
    Rebuke Foe/exorciate useful for light specced characters
    Judgement/lay to rest/juge the many = useful on undead and evil outsiders
    +250 spell points and +5 caster levels
    Renewal/astral vibrance (some spell point saving and healing sufficiency).
    Epic destiny moment which provides spell point savings and greater surviveabiliyt

    Really this destiny for a cleric/fvs is about 3 things :

    1. spell point savings... Although saving spell points is nice, it does not directly improve a character's viability especially since you can save spell points in many ways.

    2. Judgement/lay to rest/judge the many- these are nice for undead and evil outsiders, but having played paladins as well when these mobs are not around this is not useful and the whole character suffers. Someone could make a Knight of the Chalice Exalted Angel Paladin and just play that character in the content taht has undead/evil outsiders and that would make a lot more sense because that character is a much better undead/evil outsider killer then a cleric/fvs or at least their abilities translate.

    3. Light Damage: this is the most useful ability this destiny magnifies. So how useful is Light Damage in today's DDO? Well in a party setting I would argue not so much. The greater the stress on healers the less likely the healer is able to get divine punishment on the target regularly. On epic elite in a party it is much more of a struggle to get divine punishment on a boss because a healer has to keep the party up, now on epic hard or epic norm yes for sure but that is easy content. On non bosses the light damage benefit is not really useful.

    Things Lacking:
    1. Healing power benefits. All you get for this destiny is +30 positive energy spell power, an aura which is fairly inadequate (I have a radiant servant who gets +55 - +72 hp a tick and this is nowhere close, and renewal which is about spell point sufficiency more so then healing power. So really +30 positive energy bleh.

    2. Better surviveability: other then the epic moment and +10 healing amp bleh.. not as good as really any of the destinies.

    3. Offensive dps other then light damage: no blade barrior, inflict spells, or fire damage.

    4. Offensive dc or spell penetration gains = none.

    5. Interesting abilities or effects: Judge the Many, the stun 1 target ability which breaks with damage, wings. Yeah there are some interesting aspects to the destiny, but they are very limited whereas say the grandsmaster of flower you get everything is nothing, an aoe reflex save knockdown that works on any mob, quick ki regeneration button, immunity to knockdowns, etc.

    Unless somebody is all about soloing content and wants the light damage for bosses or is a paladin player that just wants to play the paladin in undead/evil outsider content this destiny is just really meh.
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  3. #143
    Community Member susiedupfer's Avatar
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    Default Working as intended?

    Searing light spell now changed to Silver Fire spell. NOT light damage any more. So this no longer counts towards Blood and Radiance?
    Last edited by susiedupfer; 07-12-2012 at 09:07 AM.
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  4. #144
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    It appears that when implosion (or whatever it's new name is) kills it creates BOTH a positive energy and light clickie to blood and radiance. Is this WAI?

  5. #145
    The Hatchery dejafu's Avatar
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    Divine Punishment
    Searing Light
    Nimbus of Light
    Sunburst

    And one of them isn't even a spell that divines can cast. It's great that this destiny gives us a few additional light damage options, but we should really have some extra light spells available from heroic levels. Maybe a level 7-9 version of Searing Light. Or at least give us Sunburst!

    Give us MOAR LIGHT!!!

    Thank you.
    Raever of Madness * Stormraver * Fireraver * Dreamraver * Skyraver * Solraver * Technoraver * Raverlution * Foraver
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    Turning Ghostbane into a meme is, in my book, the best thing to happen to DDO in awhile.

  6. #146
    Founder LeLoric's Avatar
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    Quote Originally Posted by dejafu View Post


    Divine Punishment
    Searing Light
    Nimbus of Light
    Sunburst

    And one of them isn't even a spell that divines can cast. It's great that this destiny gives us a few additional light damage options, but we should really have some extra light spells available from heroic levels. Maybe a level 7-9 version of Searing Light. Or at least give us Sunburst!

    Give us MOAR LIGHT!!!

    Thank you.
    There are 5 :P

    Druids have sunbeam.

    I wouldn't mind moving sunburst to divine actually it does little to nothing for arcanes due to no enhancements for it. Same goes for Sunbeam for druids actually.

    As for the destiny overall yeah its fairly lacking although rebuke foe is one of the best single destiny abilities in the game. and heavens wrath is right behind it.

    It's still very unwieldy though wiht the differentl counters and ap layout and lacks any semblance of focus.
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  7. #147
    The Hatchery dejafu's Avatar
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    Quote Originally Posted by LeLoric View Post
    There are 5 :P

    Druids have sunbeam.


    Touché
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    Ghallanda ReRolled
    Quote Originally Posted by Feather_of_Sun View Post
    Turning Ghostbane into a meme is, in my book, the best thing to happen to DDO in awhile.

  8. #148
    Community Member erikmatthew420's Avatar
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    lets not forget about divine wrath, an aoe that i have had hit for over 4k and also heal anyone in the radius for more hp then they have.
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  9. #149
    Founder Siro's Avatar
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    Quote Originally Posted by dejafu View Post


    Touché
    lol'd that was a very memorable episode

  10. #150
    Community Member Avidus's Avatar
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    There are still some bugs in this destiny.

    This destiny still needs some tweaking. (My personal pet peeve at the moment is the blood and radiance mechanic. Along with the epic moment counter, it just takes too many counters to track, with such short durations. They steal focus and create a very clicky playstyle)

    There are Tons of great suggestions in this thread and I really hope the devs are reading it and taking notes. I am not going to bother repeating everything at this time.

    I am however going to make two suggestions regarding Ascendence.
    1) The duration needs to be extended. At least doubled, but at this time I feel 5 minutes would suffice. ( Although it would be super cool if it worked like the pale master forms )
    2) The graphical affect needs an adjustment. When I think Angelic Form I certainly don't think my character swallowed a lantern and lost his pants. Please make the effect less 'shiny'. Add the pale master wraith form 'hover'. Add some wings, not the leap of faith wings but similar, slightly folded so as not to take up to much width.

    That said please devs, keep reading and tweaking. This destiny needs some help. Maybe reduce the cost of some of the 2 ap abilities? Maybe up the power on some of the 2 ap abilities?
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  11. #151
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    Few things I've noticed:

    Epic moment: I've had the epic moment available to me for about a week now. Haven't used it once because the counters either reset when I rest, or the quest is over before I get a chance to get it to 100. Suggested tweaks: lower the counter, or mass heals increase the counter for every target healed/harmed instead of just once for the actual casting.

    Could also tweak blood and radiance so it provides more counter increase/rank. Also, +3 sacred bonus to light/positive at max rank is functionally useless. at least give us 10 or something substantial. Further observation, the time limit for the counter could be scooched up a second, that way those of us who rely on divine punishment for damage can use it without having the counter reset between every cast. Sometimes I can catch it before the counter resets, but more often than not, I don't.

    Ascendance graphics need work. I don't really get an angelic feel from it. More like an archon-esque feel. Further, with all the light pouring out of my body, you would think that Rainbow in the Dark would be lit up at least a little bit, but it's not. The tiny lantern archon on a fvs at least lights the place up. The temp. hp on single target cures, I think should be on any cure, mass or otherwise. I really can't afford the sp to just use single target, esp. in raids, just for a chance at a few temp hp.

    the nimbus of light not increasing blood and radiance counter is kinda aggravating. Another idea, make it so burst/aura/turn use increases the counters.

    Sorry for my lack of structure, I'm half asleep, hope you can get something out of that

    And yeah, quite aware that this is pretty much a FvS destiny, but who doesn't like idea of becoming an Outsider?
    Last edited by teknophreaq; 07-15-2012 at 12:20 PM.

  12. #152
    Community Member Pewf's Avatar
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    Quote Originally Posted by teknophreaq View Post
    Few things I've noticed:
    Also, +3 sacred bonus to light/positive at max rank is functionally useless. at least give us 10 or something substantial.
    I thought it was +3 Sacred bonus to light/positive per stack. So a 10 stack would give you a +30 sacred bonus to light and positive spells.

    Unless I totally mis-interpreted the ability.
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  13. #153
    Community Member SaneDitto's Avatar
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    Quote Originally Posted by teknophreaq View Post
    Epic moment: I've had the epic moment available to me for about a week now. Haven't used it once because the counters either reset when I rest, or the quest is over before I get a chance to get it to 100. Suggested tweaks: lower the counter, or mass heals increase the counter for every target healed/harmed instead of just once for the actual casting.
    Another suggestion to add to above: Make the counter carry over between quests/rests/instances? It seems to be one of those "last-ditch" abilities you use, especially while dead, but more often than not it won't be used in quests, so it would be nice if the person can save the counter incremented so far to use it for another time when having it would be handy.

    Functionally, Ascendance is nice (temporary HP, and absurd light damage on criticals/vorpals!) but I can't help giggling when I activate it. Give me pants and actual light so I can illuminate the Underdark for the first time!
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  14. #154
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    Quote Originally Posted by Pewf View Post
    I thought it was +3 Sacred bonus to light/positive per stack. So a 10 stack would give you a +30 sacred bonus to light and positive spells.

    Unless I totally mis-interpreted the ability.
    You could be correct... It's not entirely clear in the description. I don't really know myself, so I just assume it's the +3

    EDIT: in reading it does say stacks up to 10 times, so I would say that yes, you're correct. I therefore rescind the related suggestion.
    Last edited by teknophreaq; 07-15-2012 at 10:28 PM.

  15. #155
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    Celestial Shield is still bugged. It applies the shield to the caster of Renewal, instead of the target.
    Khyber: Ying-1, Kobeyashi, Nichevo-1 | 75 million Reaper XP

  16. #156
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    Avenging Light SLA dmg is cut down by half after 14.1 patch. Please fix this bug.
    We need some DC in this destiny, please add +2 WIS to Angelic Presence instead CHA and add -2 spell resistance debuff to aura.

  17. #157
    Community Member Rizzia's Avatar
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    Quote Originally Posted by Udalric View Post
    Avenging Light SLA dmg is cut down by half after 14.1 patch.
    Since they introduced wis or cha for the DC there is no DC.. tested on a character with a 12 fort save and vs a 44 DC avenging light he saved on a 2. Thats why AV is down 50%.

    Tried to bug report, but the web based tool keeps bugging out on me and the ingame one hasnt worked in ages.

  18. #158
    The Hatchery walkingwolfmike's Avatar
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    Still waiting for some DEV response in this thread.

  19. #159
    Community Member Lunavera0351's Avatar
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    Default Ascendance

    All of the following is with Ascendance and Astral Vibrance on.

    First off astral vibrace is pulling aggro from mobs when they are above 50% health. I find this odd as I am not even doing damage to them.

    Tested the healing on a char with no heal amp, with that said the numbers looked good. Once he hit above 50% health the healing stopped. Ascendance states that wile in angelic form it should have no health requirements. Note that even if you stay in range of astral vibracne if you hit above 50% the stacks stop and once you go back below 50% you start off with 1 stack of 1d4.

    It could be that the description for no health requirements is talking about you the casters health of having to stay above 50% for the use of astral vibrance. If this is the case it is my opinion that you have 2 useless abilities as most of the time if I have party members below 50% then I am going to cast a heal.

    Why they are useless with the hp requirement of 50%:
    Astral vibrance dose not start its stacks right away, they start when your getting healed by it.
    If you go above 50% health you loose all stacks and when you drop again it starts over back at 1 stack of 1d4.
    Mobs do far to much damage so unless I plan to have a party full of high hp classes only (almost never happens) this ability is not useful in my opinion.

    I would hope that the healing is just bugged and will be fixed at a later date.
    I would also like to make a suggestion that the healing stacks from astral vibrance dose not reset if you hit full/half health so long as you stay in range of the ability. Its not a permanent form like pale masters and I think this would be just enough of a buff to it to make it even more viable and have players thinking more carefully of when to use it.

    I like the fact oh how powerful ascendance is/could be and I do not want to see this as a permanent toggle form like pale masters have. With that said, as it is now is making it very under powered.
    Last edited by Lunavera0351; 07-20-2012 at 07:13 PM. Reason: error

  20. #160
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    Hello? Developers? Tolero??? Anyone???

    This whole lack of acknowledgement on the part of the devs is really starting to aggravate me.

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