Page 9 of 10 FirstFirst ... 5678910 LastLast
Results 161 to 180 of 184
  1. #161
    Community Member
    Join Date
    Nov 2009
    Posts
    57

    Default

    Had the epic moment for a bit, then dumped it as it was never going to happen or happen so rarely as to be not optimal. Not sure if having the counter continue between quests is a solution, not sure if that would be manipulated by players. Devs might want to consider reducing the counter, otherwise I'm not sure how many people will bother taking it. I've found divine wrath to be much more useful and blended with play. Epic moment seems like you are just casting randomly to get your counter up. That's kinda lame. Got bored with it pretty quick.

  2. #162
    Community Member PNellesen's Avatar
    Join Date
    Jun 2010
    Posts
    2,373

    Default

    Quote Originally Posted by teknophreaq View Post
    Hello? Developers? Tolero??? Anyone???

    This whole lack of acknowledgement on the part of the devs is really starting to aggravate me.
    What else would they say, other than "Oh you silly Divines - just stand in the back and heal, mkay? You should be happy you get any boosts to healing or light spells at all."
    Quote Originally Posted by Ertay View Post
    While they were at it though, the devs decided to go on an incredible nerfhammer rampage and left nothing in their wake standing...

  3. #163
    Community Member SaneDitto's Avatar
    Join Date
    Dec 2009
    Posts
    296

    Default

    Quote Originally Posted by Darthbadger View Post
    Had the epic moment for a bit, then dumped it as it was never going to happen or happen so rarely as to be not optimal. Not sure if having the counter continue between quests is a solution, not sure if that would be manipulated by players.
    What would be the problem with engineering the moment to be ready between quests? It is an ability that is best used while dead, and if the stars are aligned in such a way that you are dead and have the moment prepared, you're likely boned anyway.
    Quote Originally Posted by Karen (Pokémon G/S/C)
    Strong Pokémon. Weak Pokémon. That is only the selfish perception of people. Truly skilled trainers should try to win with their favorites.

  4. #164
    Community Member
    Join Date
    Nov 2009
    Posts
    57

    Default

    Quote Originally Posted by SaneDitto View Post
    What would be the problem with engineering the moment to be ready between quests? It is an ability that is best used while dead, and if the stars are aligned in such a way that you are dead and have the moment prepared, you're likely boned anyway.
    Ya that's true..I mean how often are you going to want to do this and have the counter up, right? And have it actually matter?

    But what would prevent someone from just standing outside a quest, spamming cure, waiting for counter to go up, then heading into a quest? Like I said, haven't really thought it through, but it seems one requirement for an epic moment would be for it to be "earned" in particular quest.

    Or, how about standing in a slayer area, or a low level quest and spamming cures to get counter up? that just seems weak, and pointless.

    I don't know, i just find it to be a junk destiny at the moment, and it seems odd to find 1 point of wis or +2 ardor of /barf better than an epic destiny, ya know? I mean how does that make sense?

  5. #165
    Community Member
    Join Date
    Dec 2009
    Posts
    2,162

    Default

    Quote Originally Posted by Darthbadger View Post
    Had the epic moment for a bit, then dumped it as it was never going to happen or happen so rarely as to be not optimal. Not sure if having the counter continue between quests is a solution, not sure if that would be manipulated by players. Devs might want to consider reducing the counter, otherwise I'm not sure how many people will bother taking it. I've found divine wrath to be much more useful and blended with play. Epic moment seems like you are just casting randomly to get your counter up. That's kinda lame. Got bored with it pretty quick.
    I also have dumped the epic moment and kept divine wrath. The counters don't bother me anywhere as much as the 30 minute cool down!!! In the EiN thread, they are claiming that quests are run fast enough that a 3 minute cooldown equals once per quest. Using that math, the much weaker EA moment is once per 10 quests?

    Divine wrath however is pretty fun.

  6. #166
    Community Member
    Join Date
    Mar 2010
    Posts
    149

    Default

    The counter for the epic transformation for me goes up pretty quick (especially in challenge quests) but the length of time it lasts and its cooldown is extremely lame. Also each time I have done it, it has healed me for 35,000 hp which is great but i have yet to see a character above 2000hp so it is pretty pointless healing for that much, if it was a burst and healed everyone else for that amount or hell a quarter of that it would be more "epic"

    Other points, thank you for finally fixing the caster level thing but is there any reason why you haven't done it for spell resistance? This spell still only lasts 20 minutes and still only gives a max of 32SR. Seeing as it is a level based spell surely it should give 37SR at 25th level? I mean lets face it the drow in the Kings Forest seemingly have 40000SR so why can't we have it higher.

    Nerfing avenging light is also very lame.

    When are you going to build a spellpower table into the character sheet so we can see what we add to various spell types? From what I can see it is so minimal that is why you haven't done it yet because everyone will realise how lame it is. With no radiance item Avenging light hits for around 176. With a radiance +108 and +15 universal this increases it to 209. A massive 33 difference.......wow that is amazing......

  7. #167
    Community Member
    Join Date
    Nov 2009
    Posts
    57

    Default

    I must be doing the counters wrong....mine go up pretty slow.

    Are there specific spells that efficiently pump it up?

  8. #168
    Developer Vargouille's Avatar
    Join Date
    Dec 2011
    Posts
    0

    Default

    Quote Originally Posted by MonkeyMouse View Post
    When are you going to build a spellpower table into the character sheet so we can see what we add to various spell types?
    Tomorrow.

    (If all goes according to plan, caveats etc.)

  9. #169
    Community Member Rizzia's Avatar
    Join Date
    Aug 2010
    Posts
    286

    Default

    Quote Originally Posted by csivils View Post
    I also have dumped the epic moment and kept divine wrath. The counters don't bother me anywhere as much as the 30 minute cool down!!! In the EiN thread, they are claiming that quests are run fast enough that a 3 minute cooldown equals once per quest. Using that math, the much weaker EA moment is once per 10 quests?

    Divine wrath however is pretty fun.
    Have to agree with this, I mean: the fact that you have to basically suicide to get the best out of it is one thing, But the fact that it has a 30 min cooldown is on a different level.
    I still have it slotted but, because of the hefty cooldown, I tend to leave it as a backup in case of death, which means 99% of the time its wasted. This to me is bad design.

    How about if you use this ability it has even a 5min cooldown, but the next charge needs the counter to be at 150,200,250 etc this leads to a point where you cant physically keep reviving yourself, but atleast makes this ability useable more than once per quest/raid.

    As for the counter, Its annoying that it gets cleared like other destinies when entering portals (makes it unusable on certain quests) or shrining. I pretty much dont bother using shrines on my fvs since it clears the counter (or the charge if youve allready got it), and just torc up^^.

    I also like divine wrath, and yes while I know it has a healing aoe element to it aswell, I still feel underwhelmed by it.

    Its a tier 6 ability that does (for me) 1-1.5k damage and a mass heal centered on a mob *which if it dies before the animation nothing happens (bug reported)*
    Problem is, my fvs can get 6k damage out of the tier 4 draconic energy burst. That just doesnt add up. I have full smite lines and 102 item and yet with just a 102 glaciation item (and no enhancements) ice energy burst completley outdoes this tier 6.
    Tho I do admit energy burst has a 30? sec cooldown, compared to divine wraths 15, energy burst doesnt need 10 counters to use, and it hits for 4 times as much.

  10. #170
    Community Member
    Join Date
    Jul 2010
    Posts
    4

    Default Ideas

    If it is ever decided to make Ascendance a permanent form, then perhaps the epic moment can act as a mass raise dead while providing various buffs to all affected members?

    I find it silly that you can innately transform into an angel and transform/resurrect into a super-angel for an epic moment.

    As far as Astral Vibrance is concerned, I will never use the skill unless I have Ascendance active. Perhaps changing the Health requirements to do a set amount of positive and light damage regardless of current life with increased effect as Health percentages drop would make this ability more appealing/useful?

    EXAMPLE)
    5d4 positive and light damage every 2 seconds, increasing by 5d4 for every 25% decrease in Max HP
    This would still cap at a max 20d4 damage but only for allies/enemies under 25% HP
    Last edited by Valkron_Takanemi; 07-25-2012 at 10:39 PM.

  11. #171
    Community Member
    Join Date
    Nov 2009
    Posts
    112

    Post

    That's pathetic sorcerer Draconic Incarantion totally crush this poor destiny , both in terms of DC and damage....

    Is really that hard to add +2 Wisdom to angelic presence aura?
    Most Exalted Angel Sla's are so pigeon holed and useless .....

    Dear devs please allow Judgement to work on non-undead/evil for half damage.

  12. #172
    Community Member PNellesen's Avatar
    Join Date
    Jun 2010
    Posts
    2,373

    Default

    Quote Originally Posted by Udalric View Post
    That's pathetic sorcerer Draconic Incarantion totally crush this poor destiny , both in terms of DC and damage....

    Is really that hard to add +2 Wisdom to angelic presence aura?
    Most Exalted Angel Sla's are so pigeon holed and useless .....

    Dear devs please allow Judgement to work on non-undead/evil for half damage.
    This would make Exalted Angel ED almost useful for offensive casting... so... don't hold your breath waiting. Just stand back and heal like divines are supposed to, m'kay? That was sarcasm, btw, for those inclined to neg rep posts like this...
    Quote Originally Posted by Ertay View Post
    While they were at it though, the devs decided to go on an incredible nerfhammer rampage and left nothing in their wake standing...

  13. #173
    Community Member
    Join Date
    Jul 2010
    Posts
    4

    Default

    As I have played this destiny more and more, I have noticed several things that just seem... wrong

    The whole fact that destinies can be taken by any class means that the destinies should have something to benefit any class and play-style. Sure, some classes can have more synergy than others, but to provide almost no benefit to certain ones is detrimental to the whole point of being able to play any destiny.

    Sure, there can be AP purchasable enhancements for the destiny that are utterly useless to certain classes, but those are taken by choice. The innate abilities on the other hand are part of truly becoming what that destiny embodies.

    To talk about just this destiny alone, Celestial Destiny grants any class spell points so that they can use the abilities granted. This is cool as it grants the method to use the SLA and innate abilities that are granted by this destiny.

    Then we get to the first spell point useable innate ability, Astral Vibrance. The spellpoints granted by Celestial Destiny at the time you unlock this ability is 150 (165 with max rank endless faith). To get Astral Vibrance to reach full power, it takes 210 spell point. As annate ability that represents one becoming closer to being an angel, that is just not balanced. This ability is supposed to be a natural part of being an angel, as such should be useable fully by any class and feel impactful to the gameplay of being an Exalted Angel.

    Continuing on the path to become an angel, we arrive at blessed blades. The idea behind it is sound, but the sheer fact that a true neutral character receives no benefit from an innate ability is just plain stupid. The fact that this applies to weapons and auto attacks helps this destiny benefit other classes, but to shaft one for their alignment is plain toxic. From the Reborn In Light ability, its obvious that an angel empowers their weapons with light energy, so why not simply change blessed blades to do light damage with auto attacks. This thematically makes sense, benefits all auto attackers, and flows more naturally in regards to 'ascending' to an angel.

    I may have several opinions on this class, but the ones above I feel are the most important to be at this time.

    Ultimately, I feel the same way on all destiny innate abilities. They need to benefit all classes in some way.
    There should be a reason why a sorcerer would want to actually stay a legendary dreadnaut for the innate abilities (heavily armored tankish caster?) or a fighter becoming a draconic incarnation (flying firebreathing knight that eats his enemies charred bodies?)

  14. #174
    Community Member Alaunra2010's Avatar
    Join Date
    Aug 2010
    Posts
    122

    Default

    I still don't get the whole blood and radiance giving +1 positive on light spells and +1 light on positive spells.

  15. #175
    Community Member
    Join Date
    Jul 2010
    Posts
    4

    Default

    If i was to do an overhaul on this destiny, it would probably look like this. Some AP cost, and the cooldowns/spell point costs are subject to change, just wanted the general idea out there. The stat enhancements weren't included simply for typing and room, but would still be available

    EXALTED ANGEL

    Autogrants:

    Celestial destiny (required 0): (Passive) Gain 50 sp. Each additional level of Exalted Angel grants 50 sp and +1 to Cleric, Paladin and Favored Soul caster levels. The Renewal ability can now target yourself instead of only allies.

    Angelic presence(required 4): (Active Cooldown: 10secs) Toggle: While above 50% Health you have a +2 sacred bonus to Charisma, and all enemies have a -2 penalty to attack rolls. This penalty counts as a Fear effect and stacks with Angel of Vengeance aura

    Astral Vibrance (required 8): (Active Cooldown: 30secs) Toggle: While you are above 50% Health enemies take 5d4 light damage every 2 seconds, increasing by 5d4 every 2 seconds for every 25% max Health they are missing (up to 20d4 per 2 seconds), and nearby allies receive 5d4 positive healing every 2 seconds increasing by 5d4 every 2 seconds for every 25% max Health they are missing (up to 20d4 per 2 seconds). Costs 5 sp per 2 seconds

    Leap of faith (required 12): (Active Cooldown: 3secs, 10 sp) Leap through air (like leap of faith). Costs 10 sp, recharges at a rate of 15 seconds in private areas and 3 seconds in public areas. If you already possess this ability, it now recharges at a rate of 1 every 12 seconds in private areas.

    Blessed blades (required 16): (Passive) Any weapon you wield or unarmed attacks deal an additional 2d4 light damage against undead and evil outsiders

    Ascendance (required 20): (Active Cooldown: 10mins) Transformation: Assume angelic form (type: outsider good, angel). Gain 15 light and positive spell power, 25% incorpability, and damage reduction 10/good. Your Angelic Presence and Astral Vibrance abilities do not have health requirements while in Angelic form. Blessed Blades does an additional 2d4 light damage. Lasts until rest. Costs 50SP



    Tier One: (0 points required)

    Avenging light (required 0 - No prereq) (1 ranks - 2 AP): (Active Cooldown: 3secs) Deals 1d4+4 light damage + 1d4+4 per three character level to 1 target. Fortitude save (DC 10+ character level + charisma or wisdom mod) for half

    Endless faith (required 0 - Prereq: Radiant power 1/2/3 && Healing power 1/2/3) (3 ranks - 1 AP): (Passive) Spell point pool increased by [4/7/10]%. Echoes of power restore up to [18/24/30] sp.

    Radiant power (required 0 - No prereq) (3 ranks - 1 AP): (Passive) +[10/20/30] Light spellpower

    Healing power (required 0 - No prereq) (3 ranks - 1 AP): (Passive) +[10/20/30] Positive energy spellpower



    Tier Two: (4 points required)

    Lay to rest (required 4 - No prereq) (1 rank - 2 AP): (Active Cooldown: 15secs, 10sp) Target undead or evil outsider takes 10d100 light damage

    Embrace the light (required 4 - Prereq: Radiant power 1) (3 ranks - 1 AP): (Passive) You take +[10/20/30]% less light damage



    Tier Three: (8 points required)

    Judgement (required 8 - Prereq: Lay to Rest 1) (1 rank - 2 AP): (Passive) The target of Lay to Rest gain 'Judgement' and will explode when killed, dealing 10d100 light damage to other undead or evil outsiders near them

    Smite the wicked (required 8 - No prereq) (3 ranks - 1 AP): (Active Cooldown: 15secs, 10sp) Melee smite: gain twice your charisma bonus to attack and damage bonus of (level x3) + 7 against evil opponents. On hit: 50 light damage. On Critical hit after damage: destroy undead or evil outsiders below 1000 HP.

    Renewal (required 8 - No prereq) (3 ranks - 1 AP): (Active Cooldown: 3secs, 5sp) Heals 1d2 HP per [4/3/2] character levels every 2 seconds for 8 seconds. If target is below 50% health, grants celestial shield, which absorbs [30/40/50] damage.

    Purity of essence (required 8 - Prereq: Healing power 1 && Renewal 1) (3 ranks - 1 AP): (Passive) [3/5/10]% healing amp



    Tier Four: (12 points required)

    Judge the many (required 12 - Prereq: Judgement 1) (1 rank - 1 AP): (Passive) Undead or evil outsiders affected by Judgement gain "Guilt by association". When target with guilt dies, any undead or outsiders caught in the area have 50% chance to receive judgement

    Rebuke foe (required 12 - Blood and Radiance 1) (1 rank - 2 AP): (Active Cooldown: 15secs, 10sp) Target enemy tales 5% additional damage from physical and light damage for 30 seconds. Can stack up to 5 times, new stacks add 30 seconds to remaining duration.

    Blood and radiance (required 12 - No prereq) (3 ranks - 1 AP): (Passive) Your offensive spells do an additional [1/2/3]d6 light damage, smites grant [0/10/20] temporary health points and your single target healing spells grant [0/0/10] temporary health points to their targets.

    Excoriate (required 12 - Blood and Radiance 1) (1 rank - 2 AP): (Passive) Targets affected by your smites and light damaging spells have a 3% chance to be stunned for 6 seconds



    Tier Five: (16 points required)

    Be at peace (required 16 - No prereq) (1 rank - 2 AP): (Active Cooldown: 2 mins, 10sp) Target enemy is dazed for 1 minute, no save. Damage breaks this effect.

    Herald of Light(required 16 - Blood and Radiance 1) (1 rank - 2 ap): (Passive) Allies within your angelic presense aura receive 10% healing amp and evil outsiders and undead receive a -1 to SR and all saves



    Tier Six: (20 points required)

    Divine wrath (required 20 - Prereq: Rebuke foe 1) (1 rank - 2 AP): (Active Cooldown: 15secs, 30sp) Call down divine wrath on foes, dealing 2d6 light damage per character level, will save for half (DC 10 + character level + half charisma or wisdom mod). Allies caught within blast are healed for 1d6 HP per character level.

    Reborn in Light (required 20 - Prereq: Herald of Hope) (1 rank - 2 AP): (Active Cooldown: 30mins) Counter increments with each light spell or healing spell cast. When it reaches 100, ability becomes available.
    Epic Moment: Heals you and nearby allies to full health and activate Ascendance, Angelic Presence, and Astral Vibrance (even if they are currently on cooldown).
    This ability can be used while dead, raising you and nearby party members at full health and in addition to the above benefits, all affected party members gain temporary health, immunity to light damage, and 25% incorpability for 2 minutes.

    Strike down (required 20 - Prereq: Excoriate) (1 rank - 2 AP): (Active Cooldown: 15secs, 10sp) Melee smite: gain twice your charisma bonus to attack and damage bonus of (level x3) + 7 against evil opponents. On hit: 500 light damage. On hit after damage: destroy undead or evil outsiders below 1000 HP.

  16. #176
    Community Member
    Join Date
    Apr 2010
    Posts
    50

    Default

    Quote Originally Posted by Vargouille View Post
    Tomorrow.

    (If all goes according to plan, caveats etc.)
    Wow, 9 pages of suggestions, gripes, anguish and torment, and we get a one word answer from a dev regarding something that is vaguely related to the whole point of the thread.

  17. #177
    Community Member PNellesen's Avatar
    Join Date
    Jun 2010
    Posts
    2,373

    Default

    Quote Originally Posted by Valkron_Takanemi View Post
    If i was to do an overhaul on this destiny, it would probably look like this. Some AP cost, and the cooldowns/spell point costs are subject to change, just wanted the general idea out there. The stat enhancements weren't included simply for typing and room, but would still be available

    * Some good ideas *
    Some of those would actually increase the offensive capabilities of Divines, so... yeah. Don't get your hopes up.
    Quote Originally Posted by Ertay View Post
    While they were at it though, the devs decided to go on an incredible nerfhammer rampage and left nothing in their wake standing...

  18. #178
    Community Member
    Join Date
    Jul 2010
    Posts
    4

    Default

    Quote Originally Posted by PNellesen View Post
    Some of those would actually increase the offensive capabilities of Divines, so... yeah. Don't get your hopes up.
    Astral Vibrance is has a greater effect faster, but in the end isnt any stronger
    Blessed blades adds damage, but is pigeon holed
    A caster favorsoul doesnt have a problem spamming Divine wrath
    The maximum spell power boosts is actually weaker, so that balances out the additional light damage
    The Herald of Light is there just cause I dont like having a single enhancement and a stat boost for tier 5
    Reborn in Light gains much stronger party utility, but is nothing offensively compared to the current ability

    In the end, it isnt stronger offensively so much as it is more reliable both for divines and non-divine classes

  19. #179
    Community Member Avidus's Avatar
    Join Date
    Dec 2006
    Posts
    117

    Default Is there anybody listening...?

    Is anything at all being done to this destiny?

    It needs tweaks, adjustments and bug fixes in a pretty bad way.

    Have any of these issues been acknowledged / fixed?
    • Righteous Fervor will stop counting any new stacks if the stack has previously decreased by two. The only way the counter will continue is when the counters reaches zero. (link)
    • Endless Ardor will stop counting any new stacks if the stack has previously decreased by two. The only way the counter will continue is when the counters reaches zero. (link)
    • The Judgement ability incorrectly have Passive Icons instead of Active Icons. (link)
    • Endless Ardor fails to count Nimbus of Light as a light based spell. (link)
    • Judgement currently works against Pale Masters in form.(link)
    • The Renewal ability incorrectly have Passive Icons instead of Active Icons.(link)
    • Angelic Presence and Astral Vibrance are currently not being suppressed by any form of 'stealth' or invis. (link)
    The Blood and Radiance counters are too short and the total needed for the epic moment is too high.
    The epic moment's cooldown is way too long.
    The Angelic Form duration is too short and the animation is still pantless, wingless, and lanternish...

    Is this destiny considered 'finished' and all is WAI? Should we just give up with the feedback?
    Do we need to start a new thread on the non-lama forums ?
    It would save a ton of time / frustration if we could get some kind of word on what's going on.

    This thread is full of good / great ideas for this destiny. It'd be a shame if no one from turbine was reading it...
    Last edited by Avidus; 07-31-2012 at 03:55 PM. Reason: spelling / clarity
    ~ Rukan 4/3 pal/mnk(Past Life mnk x3) ~ Ignavus 16 wiz(Past Life sor/wiz) ~ Styphon 20 Game Deformer(Past Life Clr) ~
    ~ Wyek 7/6 mnk/ftr ~ Lystara 5/6/2 ftr/rng/mnk ~ Tinder 12 brb ~

  20. #180
    Community Member Avidus's Avatar
    Join Date
    Dec 2006
    Posts
    117

    Default

    I guess nobody is reading this...

    That seems to suck just a bit...
    ~ Rukan 4/3 pal/mnk(Past Life mnk x3) ~ Ignavus 16 wiz(Past Life sor/wiz) ~ Styphon 20 Game Deformer(Past Life Clr) ~
    ~ Wyek 7/6 mnk/ftr ~ Lystara 5/6/2 ftr/rng/mnk ~ Tinder 12 brb ~

Page 9 of 10 FirstFirst ... 5678910 LastLast

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  

This form's session has expired. You need to reload the page.

Reload