Anyone who disagrees is a Terrorist...
Cthulhu 2020 Never settle for the lesser evil...
Thankfully, we have House of EXP to make the progression through those worthless Destinies far less painful. If all you're doing is the same 45 second routine ad infinitum, it really makes no difference what Destiny you are in because you don't need the added bonuses to do that.
The added fate points are absolutely worthwhile. Until you have twisted Sense Weakness on a melee toon, you do not realize the value it brings. And come U16, you will no longer need to buy a tome to reach the maximum useful amount of fate points. With the new Destiny, the maximum possible total will rise to 20, but due to the costs there is nothing you can unlock with 20 points that you couldn't unlock with 18.
Running one (very easy) quest millions of times is not my idea of fun. I'll just go play Geneforge.
Besides, you know they will nerf that particular quest into the group, making it only ran for flagging, Drow weapons, and the seal. And they'll probably nerf that too. It happened with challenges, ensuring they are not worth running.
Anyone who disagrees is a Terrorist...
Cthulhu 2020 Never settle for the lesser evil...
There is a big differece between "useful for very few classes" and "not useful for every class".
Draconic Incarnation is the DPS spellcasting destiny. Useful for wizard, sorcerer, druid, FvS and clerics. Maybe bard and artificer. There are some low-level twists useful for melees if they want to grind for it.
Magister is the DC-based spellcasting destiny. Useful for wizard, sorcerer, artificer, bard, druid, fvs and cleric.
Fatesinger is a buffing destiny. Useful for any class because it gives free songs to boost their main active abilities.
Shadowdancer is a physical "spellcasting" destiny, clearly based on the assassin/shadowdancer PnP prestige classes. As such, it is more advantageous to rogues, but can be well-used by bard, artificer, ranger, monk, fighter, paladin and melee-based casters builds.
Grandmaster of Flowers is a ki-based destiny. As such, it greatly benefits monks and characters with monk levels, since that to retain ki, you have to play unarmored. However, there are great passive abilities on this ED that benefits basically anyone.
Legendary Dreadnough is clearly a melee-weapon-based destiny, seen by their top-tier stuff requiring some specific weapons to function. It's akin to Kensei. Useful for fighter, barbarian, monk (if using a weapon), rogue, melee artificer, bard, ranger and paladin.
Shiradi Champion is a ranged destiny (weapon and spell based). As such, it is useful for basically anyone, but they need to be primarly focused on spellcasting (wizard, sorcerer, cleric, fvs, druid, bard, artificer) or using a ranged weapon most of the time (artificer, ranger, bowbarian, bow fighter, mechanic rogue, AA monk).
Fury of the Wild is another melee-based destiny. Useful for barbarian, fighter, paladin, rogue, ranger, bard, monk, melee fvs and melee artificer.
Unyielding Sentinel is the tank destiny. Useful for anyone that uses a shield, basically.
Exalted Angel is a healer destiny. Useful for cleric, fvs, bard and druid. Maybe paladin and rangers, if they want to. Some twistable abilities may be desirable for other casters too.
By far, only the exalted angel looks pidgeon-holed. And even this one clearly benefits 1/3 of the classes in game (or half, if you add pal/rgr).
Last edited by nibel; 09-11-2012 at 08:17 AM.
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.