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  1. #1
    Community Member Anthios888's Avatar
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    Exclamation Why is divine might 1 minute?

    DDO cannot possibly hate paladins more than me, so why is divine might 1 minute?

    I love special abilities, and Divine Might is an important part of the cleric and paladin experience. Spending your entire evening buffing up for a fight (which you usually miss by the time you are done primping) should not be part of that experience! Divine might is powerful, but punitive.

    The great update on hard-to-use lowbie buffs is a step in the right direction to reducing player irritation.

    Numerous low-level spell buffs with a duration of 1/minute per caster level have had their durations changed: they are still 1/minute per caster level, but they now have a minimum of 5 minutes. This includes the animal stat buffs (such as Cat's Grace), Jump, Bless, Expeditious Retreat, nightshield, Protection from Evil, Ram's might, Shield, and Tumble.
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  2. #2
    Community Member voodoogroves's Avatar
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    Quote Originally Posted by Anthios888 View Post
    DDO cannot possibly hate paladins more than me, so why is divine might 1 minute?

    I love special abilities, and Divine Might is an important part of the cleric and paladin experience. Spending your entire evening buffing up for a fight (which you usually miss by the time you are done primping) should not be part of that experience! Divine might is powerful, but punitive.

    The great update on hard-to-use lowbie buffs is a step in the right direction to reducing player irritation.
    Totally agree. That casting animation is so slow too. Nothing that slow should only last a minute.
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  3. #3
    Community Member t0r012's Avatar
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    yeah I can get behind longer DM.

    -------

    side question
    the 5min minimum on low level spells , does that extend to clickies as well?

    if so, I might have to start carrying shield clickies again
    Move along , Nothing to see here

  4. #4
    Community Member Anthios888's Avatar
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    Quote Originally Posted by t0r012 View Post
    yeah I can get behind longer DM.

    -------

    side question
    the 5min minimum on low level spells , does that extend to clickies as well?

    if so, I might have to start carrying shield clickies again
    That's what I've heard!
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  5. #5
    Community Member Fomori's Avatar
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    At the very least allow the successive tiers to increase the duration. Even 20 extra seconds per tier taken would be something. That would be 2 minutes per DM at tier 4, which takes 10AP and a natural 20 Charisma as it is.
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  6. #6
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    Divine might should be replaced with the active paladin past life feat. Which grants divine might -like effect. With the difference that the duration with extend is reasonable (3minutes or so if I remember right), and the casting time is around half a second. It's so much more enjoyable to use than the real divine might it's silly.

  7. #7
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    Quote Originally Posted by era42 View Post
    Divine might should be replaced with the active paladin past life feat. Which grants divine might -like effect. With the difference that the duration with extend is reasonable (3minutes or so if I remember right), and the casting time is around half a second. It's so much more enjoyable to use than the real divine might it's silly.
    Except the past life feat is exactly the same as the level 1 paladin spells divine favor, so it won't stack.

  8. #8
    Community Member redspecter23's Avatar
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    Paladins aren't allowed to have nice things. I think the best way to get this ability buffed up isn't to lobby for a paladin buff but to add it to the sorcerer savant lines and lobby for it on the basis of a sorcerer buff. If it were a sorcerer ability, I think they'd give it the buff it deserves Paladins benefiting would just be a happy side effect.
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  9. #9
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    Quote Originally Posted by redspecter23 View Post
    Paladins aren't allowed to have nice things. I think the best way to get this ability buffed up isn't to lobby for a paladin buff but to add it to the sorcerer savant lines and lobby for it on the basis of a sorcerer buff. If it were a sorcerer ability, I think they'd give it the buff it deserves Paladins benefiting would just be a happy side effect.
    This. I swear the devs only play Sorcs.

  10. #10
    Community Member sly_1's Avatar
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    tie it to cha bonus. 1 min per +1 cha bonus.

    This way, cost -> benefit.

    Hell while you're at it add a feat "epic divine might" like in pnp where it gets double damage and duration, therefore more cost -> more benefit.

  11. #11
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    Quote Originally Posted by sly_1 View Post
    tie it to cha bonus. 1 min per +1 cha bonus.

    This way, cost -> benefit.

    Hell while you're at it add a feat "epic divine might" like in pnp where it gets double damage and duration, therefore more cost -> more benefit.
    1 min +x seconds/+1 cha bonus would be a bit more reasonable. With x being 12, 15 or at most 20.

  12. #12
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    Agreed: Divine Might duration needs to be lengthened and the animation needs to be shorter/quickened.

    Can't find the reference at the moment, but I believe there was analysis that anything less than DM3 was actually a DPS loss due to the short duration+long cast time.
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  13. #13
    Community Member Chai's Avatar
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    Quote Originally Posted by Carpone View Post
    Agreed: Divine Might duration needs to be lengthened and the animation needs to be shorter/quickened.

    Can't find the reference at the moment, but I believe there was analysis that anything less than DM3 was actually a DPS loss due to the short duration+long cast time.
    This is only true if it needs to be refreshed in combat. If people approach combat, use the ability, then start swinging, its pure DPS gain.

    Shorter activation will make it a more useful ability in longer fights - raid bosses - which last longer than 60 seconds - where the ability needs to be refreshed to be effective.

    It isnt the duration that bothers me, its the activation time, because where DMs contribution should be most noticed, its a debate as to whether to even refresh the ability at all.
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  14. #14
    The Hatchery SisAmethyst's Avatar
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    Quote Originally Posted by Chai View Post
    This is only true if it needs to be refreshed in combat. If people approach combat, use the ability, then start swinging, its pure DPS gain.

    Shorter activation will make it a more useful ability in longer fights - raid bosses - which last longer than 60 seconds - where the ability needs to be refreshed to be effective.

    It isnt the duration that bothers me, its the activation time, because where DMs contribution should be most noticed, its a debate as to whether to even refresh the ability at all.
    Trash mobs usually go down pretty quick no matter if DM is on or off, but yes, in Boss fights it does matter and those last usually longer. An increase in duration as like a shortage of the cooldown would be therefore very much appreciated.
    Maybe based on CHA score, but rather on the modifier like : 1min + 30sec x CHA modifier, which would extend it to 3min for a 18CHA character? This as most things in D&D are usually increase by modifier and not on base values.
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    Also agree. It'd be better to have fewer that lasted longer, I think.

  16. #16
    The Mad Multiclasser Failedlegend's Avatar
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    I'd say that any buffs that total less than 5 minutes at CL 20 should be lengthened a bit...say 1 Minute at CL1 + 12 Seconds per Levels totaling 5 minutes at Lvl 20.

    I mean I really love my DoS Paladin but these short buffs really make him a chore to play (same with spells like haste,etc.)

    I'd also like to see Action Boost times increased...maybe decrease the amount of uses to balkance the increased length or make it last longer with each rank.
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  17. #17
    Community Member Purkilius's Avatar
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    Agreed

    pls Turbine listen there have been multiple threads and posts about this issue!

  18. #18
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    why deadly weapons ( and many other buffs like gh fom etc ) has a cooldown of 5 seconds thus making the buff time a lot longer than needed?, I'm sure it would be deadly in combat if the cooldown were shorter ...

    why power surge also lasts 1 minute?

    why several feats animation lower your dps? ( improved sunder )

    why haven't we a major and lesser contingency spell, with which we can cast all the buffs we decide in 1 go?

  19. #19
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    Quote Originally Posted by garlor View Post
    why deadly weapons ( and many other buffs like gh fom etc ) has a cooldown of 5 seconds thus making the buff time a lot longer than needed?, I'm sure it would be deadly in combat if the cooldown were shorter ...

    why power surge also lasts 1 minute?

    why several feats animation lower your dps? ( improved sunder )

    why haven't we a major and lesser contingency spell, with which we can cast all the buffs we decide in 1 go?
    your post makes lill sense..

    but to answer the power surge and the feats animation imp sunder in particular..

    power surge is part of a working kensai pre wich does a lot more then the current paladins pre.. the main difference is that

    kensai in comparison to kotc actually provides solid dps and is actually viable to bring and most of all...

    doesn't require 20 !! FRICKING BASE CHARISMA !!

    you know what it's like to pump 17 or 16 points into one stat at creation and know it will barely help you.. untill youre lvl 20 and realise your class is a 4 button wonder every 1 or 2 minutes and is only viable vs evil outsiders and is mainly **** on anything else..

    and on the imp sunder note.. it might lower your dps a bit but in the end the -10% fort will give all the melee in the party and you a worthy dps boost that will nullify that loss in seconds..

  20. #20
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    Quote Originally Posted by bartosy View Post
    power surge is part of a working kensai pre wich does a lot more then the current paladins pre.. the main difference is that

    kensai in comparison to kotc actually provides solid dps and is actually viable to bring and most of all...

    doesn't require 20 !! FRICKING BASE CHARISMA !!
    Well they kind of did break Kensai power surge by making it psionic bonus which does not stack with Gloves of Titans grip so I dont quite agree with what you are saying here. Kensai is still decent but this change was quite a big nerf to it.

    I agree on the DM being way too short on duration. How about making it same duration as divine favor and extendable?

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