The way the damage on spell is now calculated makes my BB hit for around 60% from what they do on live, not asking for something I never had just noticing what I lost.
So I HAVE to run LoB to play DDO the way I want? I didn't before...
I plan on running hard/elite on my toons, maybe not all the time but I don't feel like been a weight on the party as a healbot in higher difficulties is that wrong?
You missed quite a bit yourself buddy.
"Pike or do not. There is no lag."
The problem with blade barrier kiting is that if mobs are held or dancing, blade barriers are worthless.
If blade barriers worked like ANY OTHER aoe then a mob standing in a blade barrier would continue taking damage and you could BB held mobs but, alas, this is not to be. (In fact, I once suggested that BBs be changed like this and got a bunch of /not signed. Maybe now people will understand the point I was trying to make then)
Dontbleed----Velvetelvis----Bleedout----Whatsina
Synergia
Argo
I would like to interject a thought here. While I tend to agree with most of the posters in this thread about the supposed nerf. I would postulate something. We may not be seeing the complete picture so to speak. After all, intially, the new enhancement system was supposed to go live with this expansion pack. It has been delayed; however, I remember reading a dev post that it would have 4 trees.. one racial and three representing the presitge lines. Well currently clerics and favored souls only have 1 line. I would postulate that the prestige lines (which have to have been mapped out already) may compensate for some of these supposed nerfs.
Having said that... if such a postulate is true than one of two things should have or needs to happen. Either these changes be delayed until such a time as the enhancement system can be rolled out or a dev acknowledge that this is indeed ture. If so such knowledge would at least alleviate some of the concerns even if it wouldn't solve the short term problems.
The above of course is a guess but I thought I would at least put it out there.
There are plenty of wearable devotion items. All your arguments fall flat when you keep harping on how you can't melee and heal at the same time.
You're WRONG there. So stop making that an argument. It makes all your other arguments (which are stronger) seem much weaker because your readers discount your opinions as "exaggerated nerd-rage"
A dev posted something to the fact that Excorsist would be a caster prestige, of course without the aura/burst a cleric is no as good a healer as a FvS.
Thing is the enhancement pass is in November ( should I shelve my cleric until then?) at earliest and there is no way in the Nine Hells they are going to delay the release of MoTU.
"Pike or do not. There is no lag."
I don't mind to stop meleeing, if anything it frees stat points to get more turns, it's really the caster nerfs that bother me.
I just wanted to point why I opted to go full caster, I never really melee all that much to begin with and if you note I posted how battle-cleric wasn't that a fun way to play to me anyway.
I know how you feel on the item swap argument, I'm just adding that as the reason I chose to go full caster, not because I'm saying I can't fit a devotion item.
"Pike or do not. There is no lag."
true true
but...
going back to pre mod 6 with the shroud *before f2p* when they listed spells that were comming into the game in their press tour interviews.. earthquake was one of em... the only class that could have earthquake at the time was ..... cleric, there was no fvs or druid
back in april of 2009 when we were previewing update 9 *that eventually was rolled in with vast and mysterious to become f2p* when they were previewing spells that would be added in gaming interviews.... storm of vengance was one of those... well there was no druid back then.... and there was no fvs originally slated for mod 9....
So... we finaly have the 2 spells were were supposed to have 3 and 4 years ago for at the very least clerics... I dont believe they have a whole lot of choice but to give those 2 spells if nothing else to atleast clerics, and when clerics get them, theres no reason fvs wont also.
So while I see your point, they told us were were getting those spells for classes that were in game long long ago, and then didnt make them because they couldnt get the tech right.. well.. the techs here.... time to hand em over to those of us who waited YEARS to be able to use spells we were to get long ago.
Last edited by DeafeningWhisper; 06-07-2012 at 07:43 PM.
"Pike or do not. There is no lag."
Xaxx, i really want those new divine spells on my cleric, i even started 2 threads on the now closed beta forums asking if clerics/fvs would be able to get them, i'm also asked the question several times on lamannia when a dev was on doing Q&A sessions, no response. a few new divine spells were introduced with artis that divines didn't get, i have little hope the new divine spells being introduced with druid will be given to divines.
Server: Sarlona. Characters: Rackoribs Barbequed, Brautwurst Flamegrilled, Porkloin Flameseared
While the nature of the game may have changed, the relative position of the cleric within it hasn't. If you wanted to be a caster with some offensive power but rejected sorcerer or wizard then you probably either wanted or have at least benefitted from the cleric's much larger hit die and better saving throws, and now you'll get more mileage out of their heavy armour, too. Clerical Blade Barriers were already inferior to Artificer Blade Barriers, and should still remain useful even if they don't operate as quickly, and while instakill spells may be down overall, they're not entirely useless and the cleric still has a fair selection of them compared to the softer / squishier arcanes who are impacted by the hard to kill rule in just the same way.
Yeah, some of these changes are going to make things more difficult, but most people are in pretty much the same boat.
You might want to consider the possibilities of the Druid if you do plan to "retire", though, as one of his traditional D&D playstyles is that "mixed" caster who has decent offensive spells as well as plenty of healing, and that might be a good fit for you.
When an enemy casts a spell we don't have access to, such as Blasphemy, I try to think -
'Well they just haven't got around to coding the level 7 alignment spells for player use"
Then we see spells enter the game that a player can use,
but they only give the spell to a specific class?
I can't see how it is justifiable to not give clerics/favored souls earthquake, storm of vengance, magic weapon, etc.
Insect plague looks like it could easily be added to the game.
(Rangers should get an animal companion too).
Arti's and druids have spells in common with existing classes and they were given them.
As seen with many spells like a druids deathward or heal, and arti's bladebarrier.
It needs to work both ways.
If a spell or ability is in the game, and it would normally be a part of the class, then just give it to them.
Last edited by butcheredspirit; 06-07-2012 at 11:25 PM.
Yes I dont' like meleeing on my clerics. My clonks are caster builds :/ I like killing from a distance or CCing so that other people can kill stuff so I don't have to kill the stuff with too high fort saves and no place to kite them.
This is a big change for me. Having to create a weapon to actually hit stuff up close and personal from LoB. It's just not my style of playing a divine and I don't really want to. If I'm going to dps I would rather do so on a character that's seriously built for it like a fighter or a monk.
Suck it and see I guess.
~ Crimson Eagles of Khyber ~~ Melianny ~ Melizzic ~ Melton ~ Meliambit ~ Mellant ~ Melimenace ~ Melangst ~
Please, list me how many items with devotion IX do we have now (either basic, improved, greater or superior). Crafting? Superior devotion V at lvl94. Most epic items are Sup. Devotion VI. To get to lvl9, unless I'm wrong, you need alchemical stuff.
And if I'm wrong I truly want to know, because I'm looking for that item to adjust my melee FvS once the expansion hits live.