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  1. #21
    Community Member rakhtal's Avatar
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    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.
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  2. #22
    Community Member Zerkul's Avatar
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    Quote Originally Posted by rakhtal View Post
    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.
    I agree as well divine might activations are slow and the duration it's meh ...
    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.

  3. #23
    Community Member Ravoc-DDO's Avatar
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    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.

  4. #24
    Community Member ainmosni's Avatar
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    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

  5. #25
    Community Member Lleren's Avatar
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    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.
    Hmm...
    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 :/
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    Llyren, Kelda and some others.

  6. #26
    Community Member Zerkul's Avatar
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    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.

  7. #27
    Community Member Alternative's Avatar
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    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.

  8. #28
    Community Member SteeleTrueheart's Avatar
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    Quote Originally Posted by Zerkul View Post
    Pleeease Tolero sneak in a permanent stance mode DM ! Vesuvius you're my favourite please help us!
    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.

    1. Faster Cast time (similar to DF and Zeal)
    2. Duration increase (either longer per tier or ability to be affected by extend metamagic feat)
    3. 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?
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  9. #29
    Community Member ainmosni's Avatar
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    Quote Originally Posted by SteeleTrueheart View Post

    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?
    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

  10. #30
    Community Member voodoogroves's Avatar
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    Or be fast cast and last longer.
    Ghallanda - now with fewer alts and more ghostbane

  11. #31
    Founder Rathic's Avatar
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    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

  12. #32
    Community Member oskar581's Avatar
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    so divine would become what a long lasting smite evil that stacks with smite evil

  13. #33
    Hero nibel's Avatar
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    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.
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  14. #34
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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?

  15. #35
    Community Member Partydeluxe'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.
    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
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  16. #36
    Halfling Hero phalaeo's Avatar
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    Can I resign this thread? Like, sign it twice?
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  17. #37
    Community Member axebender's Avatar
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    /sign sign sign first middle and last name count

  18. #38
    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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  19. #39
    2016, 2018 Player Council Member Ziindarax's Avatar
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    /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

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  20. #40
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    /Sign
    i do not use my paly anymore cause so low DPS, would be appreciate some change like this one.

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