Agreed that it should be longer and faster cast.
There was also an idea (by Mr. Cow iirc) that divine might could be a toggle. You click it once and it automatically uses 1 turn every cycle without need to recast until you turn it off.
Agreed that it should be longer and faster cast.
There was also an idea (by Mr. Cow iirc) that divine might could be a toggle. You click it once and it automatically uses 1 turn every cycle without need to recast until you turn it off.
My never-ending appeal to developers to stop monk discrimination
Make destruction rune on dragontouched work with unarmed
Guild Leader of "GODS - Guardians Of the Dragon Sanctuary" on Cannith --- My Characters: Zavarthak (20 Barbarian Frenzied/Ravager DPS - MAIN), Ryumajin (Warlock,), Leohands (Evocation FVS firstlife), Galvano (Paladin TWF). - If you like or find useful my posts, consider adding reputation.
DM should be a permanent passive ability imo. Pallies need it running at all times to be even barely viable compared to other melee classes. Considering the heavy CHA investment and AP on top, this is more than justified.
thread needs more math.
also, totally agree. hell, with the AP and CHA investment needed for divine might, making it a permanent stance would be a better option than the current state of it.
Soturi
Hmm...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.
I'd be behind many of the short duration abilities getting a longer minimum duration. While I like to charge through zones fast, being fast should be a play style choice, and not must get there before all me buffs run out again.
That being said, I may just have to add a shield clicky to my must carry list again with this change. Which means more clickies :/
Occasionally playing on Cannith
Llyren, Kelda and some others.
Pleeease Tolero sneak in a permanent stance mode DM ! Vesuvius you're my favourite please help us!
Guild Leader of "GODS - Guardians Of the Dragon Sanctuary" on Cannith --- My Characters: Zavarthak (20 Barbarian Frenzied/Ravager DPS - MAIN), Ryumajin (Warlock,), Leohands (Evocation FVS firstlife), Galvano (Paladin TWF). - If you like or find useful my posts, consider adding reputation.
IMO divine might should also add to hit bonus, paladins with all their cha focus have pretty much the lowest to-hit of front line melees. Now with their destiny that only allows to add cha or con this gap becomes even wider.
Also agree that druation should be longer and activation time much faster, it's ridiculous how slow it is now.
This would be something to take up with them when they start talking about the enhancement pass they are doing in an update or 2. You can already activate it while moving without it slowing you down, and I believe it is uninterruptible.
- Faster Cast time (similar to DF and Zeal)
- Duration increase (either longer per tier or ability to be affected by extend metamagic feat)
- To Hit bonus attached to it - I would suggest a sacred bonus of 1:1 or half the damage mod per tier.
1 & 2 could be moot if it becomes a stance, as long as it did not conflict with DoS stance, but should it stack with PA or CE?
Khyber - Officer in The Stormreach Thieves Guild
Steeles (TR 1 Paladin 20 / 8 Epic - TWF) - Steeley (Monkadin - Pal 18/Monk 2/ 8 Epic - Unarmed) - Steeltruhart (TR1 Paladin 17 - S&B Bastardsword) - Steelforged (Pal 20 / 8 Epic - SWF) - Steeltruhurt (TR1 - Pal 8 / Ftr 2 - THF) Steelsouls (Clr 17 / Pal 3 /8 Epic)
1 and two are already moot in fights that last longer than a minute, and if you take away it's stacking ability with power attack, then it becomes a complete waste of either a feat or 13136138 ap's if it were a stance.
i guess i could get on board with a solely enhancement based power attack, means one extra feat on two very feat starved classes (pali and battle cleric). could STILL stand to see an AP requirement decrease if that became the case.
ideally it would stack AND be a stance.
Soturi
Or be fast cast and last longer.
Ghallanda - now with fewer alts and more ghostbane
yeah Divine might should definitely just be passive(not a stance) and paladins need a hit boost
perhaps make the first and third rank each give half your chat mod to damage and the second and fourth rank each give half your cha mod to hit
Formerly Rathic of harvestgain
so divine would become what a long lasting smite evil that stacks with smite evil
Divine Might requires a revamp much like Damage Boost: Be % based instead of plain bonus damage. Snce paladins are usually in the short ond of the DPS stick, I can see DM4 being +150% or +200% damage. If this get implemented, the slow activating can still be a DPS gain in the end.
Amossa d'Cannith, Sarlona, casually trying Completionist (12/14) [<o>]
Almost-never-played-alts: Arquera - Chapolin - Fabber - Herweg - Mecanico - Tenma
I want DDO to be a better game. Those are my personal suggestions on: Ammunition, Archmage, Combat Stances, Deities, Dispel Magic, Epic Destiny Map, Fast Healing, Favor, Favored Enemy, Half-elf Enhancements, Monk Kensai, Monk Stances, Past Life, Potency, Potions, Ranger Spells, Summons, Tiered Loot.
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?
Well said, as always.
I hardly use DM anymore on my battle cleric unless im running up to a portal or something silly like that ..just doesnt feel like a real dps improvement.
I still don't understand why they left out DM when they did the fast-cast BB/DF/DP pass over :s
Sarlona Deluxe
Axess (high dps/versatility [TR1]) ~ Nimmuz (cleric) ~ Roboboogie (spellsword [TR1])
Partydeluxe (bard [TR1]) ~ Partywiz (WF AM [TR1])
Can I resign this thread? Like, sign it twice?
~ Pallai, Chennai, Saraphima~
~Shipbuff, Sophalia, Northenstar ~
~ Ascent~
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.
/Sign, though I have come to learn not to rely on Divine Might, and only use it and Divine Power in situations where I have a hard time landing blows (which is rare given my relatively high strength mod).
Ziind Stargazer - Level 12 fighter/6 Barbarian/2 rogue Half-Orc (Neutral Good) - Formerly a level 20 Paladin Human - Orien
Fernian Summer Carnival
/Sign
i do not use my paly anymore cause so low DPS, would be appreciate some change like this one.