Maybe just +1[w], since it would have more power than PA, with possibly less penalty.
Well, if it's exclusive with PA, it needs to be competitive to see any play. If it isn't, then it can be as powerful, less powerful, or more powerful, so long as it's competitive with some other feat.
We basically have this, with much lower DS percentages, in Natural Attack. I don't think anyone bothers with it. With these numbers though, it might be different.
The problem, from what I can tell from reading the boards, is that druids make rather poor combatants from about midway through the game, on, and giving them a boost makes sense. That said, I included 3 feats, but don't really think this should be represented in that way--they are, after all, casters as well, and have no bonus feats, so basically forcing those druids that want to be solid warriors to spend 3 of their 7 feats (probably more with things like Power Attack and Improved Critical as important additions) seems punitive.
Nice, I could see taking this for almost everyone just to have full ranks in UMD. Might make feat-starved characters suffer more, and I can see some Rangers taking this and staying pure with trap abilites.
Well, this doesn't replace the /2 rogue or artificer splash, as those provide other benefits, and not all characters have the feats to spare on stuff like this, but it opens up some new possibilities, and does so without being too strong or too weak, I think.
Why wasn't this added in U14?
Who knows? Obviously, this is an epic feat, and fills the niche of TWF melees who aren't mostly rogues and who can't fit in Overwhelming Critical.
I can only see using this for Shroud part 5, buff up with persistent spells, then rest and buff myself before entering the last portal. Not enough utility to use a feat slot for, maybe as an Archmage PrE AP ability?
I don't know...I see this as being very useful for buffing raid tanks, and as some security against wipes or untimely deaths. In some quests, a death isn't too big a deal, whereas in others, deaths can often domino, where getting revived just ends up with you dead again.
Now I think you're trolling Shade.

I like it, solely because of that.
Huh?
I would like to see greater attention made to the religions in DDO, mostly for divines, but I wouldn't care if an enhancement line was made available for all classes as well. Be nice flavor, though it'd need some utility to spend AP for.
A dev made a comment a month or two ago expressing the same sentiment. I expect to see new options presented eventually...my feeling is that this could be a follow-up feat to that option as either a feat or enhancement that expands on abilities received.
This would make every Fighter and Barbarian fall over in joy.
I'm sure some fighters would take this, though I doubt barbarians would. It's an option, though. I could see some wizards picking this up as well, if we start seeing more dangerous Will saves that we aren't simply immune to.
It'd be nice, but probably not going to happen.
I also don't foresee free hand fighting taking off in DDO, but it would be interesting as an option.
Yes, melee need more and better CC options. Though I'm afraid it'd get to the point where only Fighters are truly useful in this regard, given the sheer number of feats they get, and maybe Monks.
I suspect we'd end up with fighters being the clear best melee CCer, but would have other characters having to weigh melee-based CC against DPS more heavily than they do now, and that we'd still see at least barbarians and monks bringing some CC. The biggest problem with these types of feats, to my mind, is that outside of those 3 classes, we don't really see anyone else grabbing these, because the DCs needed, and therefore the Strength required, are too **** high to be achievable by characters that can't heavily focus on improving their abilities.
You just made a lot of 'Battle Clerics' happy with this. Too bad Turbine will never give Clerics anything but grief.
Battle clerics, favored souls, druids and monks.
Benefits Rangers so will never happen. Unfortunately.
Heh. One can hope. This would be an epic feat, by the way.
This aught to rile people up. :P Signed.
Should probably be more expensive than I listed it--the feat is actually one Turn per level of adjustment, but there's no way to translate that well to DDO. Could instead make it something like 2 or 3 turns, or have it affect only a specific metamagic feat, which is actually how it works in PNP--you select a metamagic when picking this feat, but that feels weak.
Probably not going to happen given the huge art requirements. Be nice though. Have to skip Sonic, as too few mobs have resistances to that. I think they errated that one out for PnP actually.
Would have to dump Sonic, yeah. As for power level, if the extra SP cost is high enough it could potential balance this suitably.
Needs to be an enhancement, Bard's are feat starved as it is. What is 'Combat Reflexes'?
Yup. As for Combat Reflexes, look at my earlier post--it gives characters a guard effect that triggers their own melee attack damage with all bonuses with a % chance based on their Dex bonus.
Yes please!
Truthfully, I think this needs to come with some other benefits for it to be worth a feat slot. Obviously, we have enhancements that cover this already, but there needs to be an option for feat-starved, moderate Str classes like paladins, rogues, bards, rangers to pick up some combat tactics abilities that work reasonably.
Ew, 4E. As has been shown, any attempt to provide Non self-healing melee with means to heal themselves, or improve currently existing means to heal themselves, is decried as evil. It'd have to be a bit stronger to be worth taking too, right now it'd be only slightly stronger than a cure serious pot with decent healing amp, and with an excessive cooldown to boot. Either keep the cool down and boost the healing, or kill the cooldown. Otherwise, it won't heal for enough to matter outside of casual.
Heroic Surge was one of the few things I really liked about 4E, although Star Wars Saga Edition did it first, and I liked it there. Yeah, it could stand to be stronger, but I wasn't necessarily trying too hard to find balanced presentations for these things. I'd definitely say that this could be about as strong as a Heal, with a slightly longer cooldown, since it is costing a feat after all.
Given the condition of the engine and the amount of lag that is ever-present, I'm not sure constantly spawning new AI critters is a good thing. Summons are already more restricted than in PnP because of that issue.
This was a stretch, and only here because I really like the feat in PnP.
Am I reading this as a LoF ability with an attack at the end?
Nope. The intent here was just to give you the bonus whenever you're jumping. Not terribly useful in DDO as it stands now, but could be interesting. I DO think that we could use some abilities that combine an attack or some sort of ability with Leap of Faith and/or Abundant Step.
IMO, LoH should regenerate, outside of ED abilities.
Agreed. That was something I had been pushing for for months and months.
Not sure this matters much. Might make 2-3 Monk or 2 Rogue splashes more attractive, but not certain it'd be worth the feat cost.
I'm rather unimpressed with the homunculus, but some people seem to really like them, and this makes splashing a little less painful. Doubt this would please more than a small number of people.
Yes Please. Melee need more, and effective, CC options.
Probably too strong, when compared with Improved Trip, but maybe not.