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  1. #1
    Community Member licho's Avatar
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    Default Which feat you would like to see in game?

    The feats in DDO are problematic, there is pleanty of them, but most are kind of rubbish beyond repair (like negotiator).
    Some others give something but you dont really need that (weapon focus).
    Or are just here to gimp your toon. (Bow strenght)

    Of course there is a couple useful: PA, 2hf/2wf lines, IC, Cleaves, Imp tactics. Shield one if you are aiming for that.

    But still i see the place for a few more. We need more build options, and after picking the standard one feats, it would be great to have some other choose to for examle boost your dmg than taking khopeshes proficiency.

    This will greatly buff fighters, who maybe have 17 feats to pick, but there is no stuff for them, and 5 of them are gone if you want Kensai.

    So this topic is to collect some good ideas for bonus feats.
    What feat you would like to see in game?

    Lets begin:

    Deep Cut
    Reuires: IC: Slash
    Effect: Your critical strikes with slashing effet additionally deal 1d8 bleeding dmg to a target per crit multiplier-1. For 3 second. This effect stack with maiming.

    Barrage
    Requires: Weapon Focus Ranged, BAB 12
    Cooldown: 60 sec
    Effect: On are of effect around target every single enemy is hit by a single shot from the sky (like hail of arrows). The second salvo comes after 2 sec, hiting what remains.

    Blindfight
    You can fight with closed eyes, and one hand tied behind backs.
    You roll twice against concelment.

    Bonebreaking strike
    Effect: All your criticals with bludgeoning weapons reduce target dex by 1.

    Bullseye
    Reuires: IC Piercing, or Throwing or Ranged
    Effect: Your critical hits hits target right in the eyes and render them blinded for 6 sec.

    Dash
    Increase movment speed by 10%. STacks with class features.

    Dazzling Strike
    Requires: IC: Bludge
    Effect: Your critical strikes with Bludgeoning attacks Daze oponent.

    Elemental X Magic (Metamagic feat)
    Allows to change a dmg tupe of the spell from any element to one chosen.
    This feat exist in 4 variants, and using it increase the SP cost of cast.
    This only count for 4 elements, and you should be ashemed if you think allowing force is good idea.

    Hand for Axes
    Effect: All you vorpal strikes with axes (any size) allow you to perform sunder check for free.

    Hand for Hammers
    Effect: All your vorpal strikes with hammers, mauls, greatclubs and maces allow you to perform stun check for free.

    Improved Finesse (stance)
    Requires: Finesse, Dex 17
    Effect: As long as you use finesse weapon you use your dex for dmg as well.
    Note this is stance so dont stack with precision or PA.

    Limb chopping strike
    Effect: All your criticals with slashing weapons sap 1 point of str from opponent.

    Merciful Strike (epic feat)
    Effect: You perform a single strike against helpless opponent and roll a str check against target's fortirrude sace. If succed target is slayed. This feat has some long cooldown. (like 1 min) The death roll not happen if target wasnt helpless. (but standard dmg are dealed)

    Magical Strike:
    Requires: One of casting class with casting level.
    Cost: 10sp
    Effect: Your next single autoattack deals 1d4/2lv force dmg.
    This effect dont proc on offhand attack.

    Monkey Grip (Epic Feat)
    Effect: You prefer to use bigger weapons. You add +1[W] to your weapon damage.

    Pin:
    Requires: PBS, Precise Shot
    Effect: You pin single target to the ground with any ranged weapon.
    Pinned target cant move, but can still cast or attack.

    Ricochette (stance)
    Requires: BAB +6
    Effect: Your ranged Throwing attack have a 75% chance to bounce to second target. At BAB 10 and 15 add one to the nuber of bounced targets (up to 3 bounces +1 main attack) with a chances of 75(1)/50(2)/25(3) %.


    Sneak Attack
    Effect: You spend too much time about rogues, you gain 1d6 of sneak attack dmg. This feat stacks with any race and class features. ANd can be take multiplie times (no limit here).

    Sunder Weapon
    Granted for all fighting classes.
    Effect: After succesful check you reduce target to hit by -2 and reduce his autoattack dmg by 10% for 15 sec.
    All enhancements buffing on sunder works on this as well.

    Improved SUnder Weapon
    Requires: CE
    Effect: Improves Sunder Weapon DC (to 14+ Str) and increase the penalty to dmg to 20%

    Stunning Swing
    Requires: Cleave, Stun
    Effect: You perform a powerful swing around you performing a stun check against every mob in area.

    True Intimidacion
    Effect: You perform intimidacion check against single target (will save).
    if succed enemy is under fear effect. If fail check, then target is shaken.

    Unbalancing Swing
    Requires: Cleave, Trip ability
    Effect: You perform a low swing and roll trip check against every opponent in area.

    Voley
    Requires: Weapon Focus Ranged, BAB 9, Dex 17
    Cooldown: 60sec
    Effect: You shot the 3 arrows in cone in front of you. This number increase to 5 on BAB 15 for wieder arc. Arrows are still projectives, so its not granted that they hit every single target on the path. This feat stack with IPS, but not manyshot like.

    Weapon Mastery
    Requires: At least one Superior Weapon FOcus, Fighter 20
    Effect: You benefit from +1 attack, +2 dmg to all weapons. (even one you are not focues on) You are just master of arms.

    Wouding Hit
    Effect: All your critical with piercing weapons sap 1 con from the opponent.
    Last edited by licho; 09-11-2012 at 05:09 PM.

  2. #2
    2015 DDO Players Council InsanityIsYourFriend's Avatar
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    A feat that allows me to change my wall of fire into a wall of ice? wall of cold? wall of acid? electrical wall? stuff like that

    Niac's burning fire?
    eledar's rock surge? who knows the names need not change but the results must!

    visuals are important!
    I am Falontani, Zeblazing, Zeholysoul, Zeshadowfist, Zesoulhuntah, Zedrunk, Singingblade, and many alts
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    Thanks for the report and Whoa.
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    This is talked about a ton, and nothing is concrete at this point. Enter bugs with examples. Tons and tons of bugs. Make Gazebo cry.

  3. #3
    Community Member Talias006's Avatar
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    Quote Originally Posted by InsanityIsYourFriend View Post
    A feat that allows me to change my wall of fire into a wall of ice? wall of cold? wall of acid? electrical wall? stuff like that

    Niac's burning fire?
    eledar's rock surge? who knows the names need not change but the results must!

    visuals are important!
    Elemental Substitution I think is what it's called.
    Bad part is that every elemental spell that deals damage in a very visual way would need to be re-colored to match the newer elemental damage.

    Also good choices that some need just a little work to update them for this environs:

    Energy Admixture

    Holy Strike

    Shield of Blades

    Crossbow Sniper

    Combat Insight

    Flying Kick

    Wield Oversized Weapons
    Last edited by Talias006; 09-11-2012 at 11:17 PM. Reason: Thanks to Archangel666 for finding dndtools website
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    Coyle still hates you.

  4. #4
    Community Member Credinus's Avatar
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    Oh, this is an easy one.



    Craft Wand

  5. #5
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    Quote Originally Posted by Credinus View Post
    Oh, this is an easy one.



    Craft Wand
    Nah better choice.

    Scribe Scroll.

    http://dndtools.eu/feats/players-han...-scroll--2533/

  6. #6
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    Leadership!

    I'd even PAY FOR IT! I so want to create, level, train and CONTROL my OWN hireling, with my own bars, all the time!

    I would seriously pay real TP for this. Like the ULTIMATE GOLD SEAL HIRELING, Plus use a feat!

    That would be awesome.

    I wouldn't mind having a mount too... And then take feats to upgrade my mount into a Unicorn healer. How cool would it be to have a mount pocket healer and a minion? Freaking awesome... I mean, then you would NEVER pug again... but awesome none the less.

  7. #7
    Community Member sephiroth1084's Avatar
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    Some of these make sense as feats, while others make more sense as enhancements. I'm not going to bother differentiating, or including prerequisites, because those can be worked out later.

    Ability Focus: Gain a +2 bonus to selected ability's save DCs.
    Arcane Strike: Spend spellpoints to gain a bonus on attack and damage rolls with weapons (possibly a stance that consumes 1 or 2 SP/hit).
    Arterial Strike: Your Sneak Attacks cause bleed damage (similar to Ravager set bonus).
    Ascetic Hunter: Monk and Ranger levels stack for Favored Enemy bonuses, and unarmed damage, as well as some enhancements.
    Ascetic Knight: Monk and Paladin levels stack for Smite Evil, Lay On Hands, unarmed damage, as well as some enhancements.
    Ascetic Mage: Monk and Wizard levels stack for caster level, unarmed damage, movement speed, as well as some enhancements.
    Ascetic Rogue: Monk and Rogue levels stack for Sneak Attack progression, unarmed damage, as well as some enhancements.
    Draconic Heritage: You gain inherent Resist 5 to an energy type, bonuses on certain skills, bonuses with elemental spells of the selected type, and access to other Heritage feats.
    Axiomatic Strike: Unarmed Strikes deal +1d6 damage to chaotic opponents.
    Battlecaster: You reduce the spell failure chance from wearing armor or using shields by 20%, gain a +2 bonus to Concentration checks, and increase your effective Base Attack Bonus by 2.
    Various weapon combination feats (ie, Axe and Hammer, Hammer and Pick, Sword and Shortsword) that should grant passive bonuses to attack and damage while using the stance, a special combat maneuver you may use, and a passive proc that does damage, CC, or debuffing--total should be strong enough to justify the style, at least making it as attractive as wielding 2 scimitars in overall utility, though a little less DPS.
    Beast Totem: When raging, you gain claw attacks and a bonus to your unarmed attack speed. Gain equivalent of monk's unarmed fighting attack animation and speed, and ability to use handwraps. Deal slashing damage, starting at 1d8, 20/x3 and improving with additional feats.
    Improved Beast Totem: When raging, your claw attacks increase to 2[1d8], 19-20/x3, and become Anarchic, dealing an additional +2d6 damage vs. lawful enemies.
    Greater Beast Totem: When raging, your claw attacks increase to 3[1d8], 18-20/x3, and gain the Manslayer ability.
    Block Arrows: Like Deflect Arrows, but for a shield user. Also gain 10% chance to negate any ray attack that would hit you while wielding a shield.
    Boost Spell Resistance: Increase your racial or class based SR by 1/2 your character level.
    Brute Fighting: Your bonus and penalty from Power Attack increase by 50%, and you take 2 damage every time you successfully land a melee attack.
    Brutal Smash: Enemies who fail their save against your Stunning Blow or Stunning Fist take double damage, rather than +50% damage.
    Stunning Blast: Perform a Cleave attack that functions as a Stunning Blow (separate cooldown).
    Meteor Slam: Enemies that fail their save against your Improved Trip take 25% more damage, and gain a -4 penalty on Reflex saving throws for the trip duration.
    Sweeping trip: Perform a Cleave attack that functions as an Improved Trip (separate cooldown).
    Insightful Attack: Use Wis instead of Str for to-hit bonus with unarmed strikes, monk weapons and simple weapons.
    Combat Reflexes: When struck in combat, have % chance of counterattacking based on Dex bonus, dealing damage as though you had made a melee attack (as standard attack with all bonuses applied).
    Standstill: Enemies struck by your Combat Reflexes must make a Reflex save or gain the Pinned condition (they cannot move, but can attack and act normally) for a short duration.
    Dazing Spell Metamagic: Damaging spells only. Enemies that take damage from this spell must succeed on a Fortitude save equal to the DC of the spell or become dazed for 6 seconds. +20 SP to spell cost.
    Darkstalker: When sneaking or invisible, your attacks have a 50% chance to not break stealth/invisibility, and you gain +4 attack and damage.
    Daunting Presence: Enemies that you intimidate are Shaken. If they are already Shaken, they are instead paralyzed with Fear. +2 to Intimidate.
    Death of Enemies: Favored enemies you critically hit must succeed on a Fort save or die.
    Defensive Throw: When struck in combat, have % chance of tripping enemy based on higher of Dex or Wis. Functions similarly to Air Guard.
    Ranged Stun/Trip/Sunder: Functions like the melee feat of the same name without point blank range, albeit at a -4 penalty on the save DC.
    Destruction Retribution: Monsters you summon explode upon dying, dealing energy of their type (Negative Energy for undead, Fire for a fire elemental, etc...) for 1d10 damage per caster level.
    Devoted Tracker: Your Ranger and Druid levels stack for wild shape bonuses, animal companion growth, caster level, and favored enemy bonuses.
    Dire Charge: While moving, your attacks deal +2[W].
    Divine Accuracy: Spend a Turn Undead to grant self and allies w/in range +1 bonus to attack per 4 character levels for 1 minute.
    Divine Damage Reduction: Spend a Turn Undead to grant self and allies w/in range DR 2/-- per 4 character levels for 1 minutes.
    Divine Metamagic: Spend Turn Undead to gain 50% discount on metamagic costs for 30 seconds.
    Divine Shield: Spend Turn Undead to gain +2 bonus to AC and saves per 4 character levels for 1 minute.
    Elusive Target: +2% Dodge. When you successfully Dodge an enemy's attack, deal 2x Dodge bonus to enemy.
    Energy Substitution: Change damage type of spell to Fire, Cold, Electric, Acid or Sonic. Spell cost is doubled.
    Soul Gorger: Enemies you kill grant you temporary HP and temporary SP equal to their CR.
    Signature Spell: Selected spell deals more damage, doubles bonus from Spell Focus and Spell Penetration feats/enhancements, metamagics cost 10% less SP when affecting the given spell, and the spell's cooldown is reduced by 50% or 10 seconds, whichever is less. Other spells gain 1 additional second on their cooldowns.
    Epic Combat Training: Gain +5% double-strike chance, +1[W] damage with melee attacks.
    Inspire Prowess: Your music grants +15 PRR, and +10% Combat Reflexes (if you don't have the feat, your chance is 10%).
    Exalted Smite: Your smite evil ability deals +50% damage, or +100% damage against Chaotic Evil enemies. Evil Outsiders and Undead struck by this smite must succeed on a Fort save (10+paladin level +Cha) or become Stunned for 6 seconds.
    Channeling Smite: Spend 2 Turn Undead to smite evil as the paladin class ability, using your caster level in place of your paladin level for damage purposes.
    Expert Tactician: +4 bonus on tactics feat DCs.
    Extra Favored Enemy: Select 1 additional favored enemy. Does not increase damage to all FEs, but benefits from current damage bonuses.
    Second Wind: Roll a Fortitude save, heal 2x as much HP as result, gain new save vs. debilitating conditions. Usable while helpless. Longish cooldown.
    Fell Animate Metamagic: Enemies killed by your damaging spells spawn undead summons that fight for you.
    Lingering Spell Metamagic: Damaging spells you cast deal half their damage again a short time later. Increased SP cost and cooldown on such spells.
    Flick of the Wrist: Increased thrown attack speed.
    Leap Attack: Deal +2[W] damage, double Power Attack while jumping.
    Piercing Sneak Attack: You gain the ability to sneak attack undead, constructs and elementals, though for only 50% of your sneak attack damage.
    Healing Hands: When Lay On Hands is used on an ally, also bestows a Panacea and Greater Restoration effect.
    Entwined Cohort: +4 to effective level of class that has an animal companion (druid, artificer)--for purposes of scaling while multiclassing.
    Practiced Spellcaster: +4 caster level, not beyond level--for purpose of scaling while multiclassing.
    Knight Training: Your paladin and fighter levels stack for smite evil, lay on hands, and effective fighter level for qualifying for feats.
    Knockdown: Vorpal melee strikes have a chance to knockdown enemies while Power Attack is active.
    Mage Slayer: Your attacks against magic users gain +2 enhancement bonus, +2d6 damage, and you bypass 10% concealment or any type with your attacks.
    Last edited by sephiroth1084; 09-12-2012 at 02:52 PM.
    Useful links: A Guide to Using a Gamepad w/ DDO / All Caster Shroud, Hard Shroud, VoD, ToD Einhander, Elochka, Ferrumrym, Ferrumdermis, Ferrumshot, Ferrumblood, Ferrumender, Ferrumshadow, Ferrumschtik All proud officers of The Loreseekers. Except Bruucelee, he's a Sentinel!

  8. #8
    Community Member legendlore's Avatar
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    Arcane strike; pre-req; BAB 4, able to cast 3rd level spells.
    Effect; When you attack substitute a spell as a free action for +1d4 damage/spell level, max spell level is limited by BAB.


    Practiced Spellcaster; pre-req; spellcraft 4 ranks
    Effect; Your caster level for the chosen spellcasting class increases by 4. This benefit can't increase your caster level to higher than your Hit Dice.


    Combine song; pre-req; Seeker of the song 3 or Warchanter 5 (really no need for this in DDO)
    Effect; performer may combine 2 songs as one (this should be added for free as a pure convenience feat for all bards in DDO and include more than 2 songs, simple soloution would be the metamagic hotbar that is already included, simply right click a general song icon and include songs for a cost of +1 song use/song. Standing around waiting on song timers is not fun for anyone).


    Metamagic song; pre-req; bardic music, 2 metamagic feats.
    Effect; caster may substitute songs instead of increasing spell levels for metamagic. (Would probably be a short duration personal song in DDO where you get free metas, should fitt well with Spellsinger 3 prestige).


    Snowflake wardance; pre-req; bardic music, perform 6 ranks.
    Effect; add your cha bonus to your attack rolls when wielding one handed slashing weapons. Exhausted when ends.


    Dragonfire inspiration; pre-req: bardic music, perform 11 ranks, dragonblood sub-type.
    Effect: may substitute inspire courage bonuses for 1d6 fire damage /+1 damage. (yes, incredibly powerful, but bards in DnD can be powerful it's just in DDO they seem afraid to give them anything good).


    edit; almost forgott
    Powerful build; pre-req; character creation feat, race restricted (only for certain races in pnp such as Goliaths from Races of stone, but could be added for Half-orcs and humans in DDO in my opinion, just look at the new Dragon knights that are supposedly human, they look like Disney Hercules ^^ don't know if more of that should be encouraged though)
    Effect; count as one size category larger than normal when it's beneficial, still only occupy a 5feet space.
    Last edited by legendlore; 09-12-2012 at 03:44 AM.

  9. #9
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    No offense but a quick look at monkey grip +1W damage seems unbalanced why would anyone ever take Improved Martial Arts.

    Some of the ideas are innovative, like sunder weapon which should be improved sunder broken into 2 versions.

    Merciful strike would be interesting (i think 1 min is far too long but that's up to testing to tell).

    Stunning swing seems interesting

    True intimidation needs more, how about increased threat gen too for a few secs

    unbalancing swing i like it

    wounding hit potential, but fort reduction would make it worthy

    weapon mastery seems boring

    sneak attack boring

    magical strike this is like giving divine sacrifice for splashing a single caster class, no way in hell... needs more requirements

    improved finesse no, you gain AC and damage based upon 1 stat? there are a few weapons in the game that allow this already

    elemental X magic depends on testing

    people can look at others

  10. #10
    Community Member sephiroth1084's Avatar
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    Quote Originally Posted by goodoldxelos View Post

    improved finesse no, you gain AC and damage based upon 1 stat? there are a few weapons in the game that allow this already
    You imply that this is too powerful, when in reality, the only problem with this feat is that it increases the feat tax on Dex-based builds too much. This would need to be an enhancement that unlocks for characters with Weapon Finesse probably.
    Useful links: A Guide to Using a Gamepad w/ DDO / All Caster Shroud, Hard Shroud, VoD, ToD Einhander, Elochka, Ferrumrym, Ferrumdermis, Ferrumshot, Ferrumblood, Ferrumender, Ferrumshadow, Ferrumschtik All proud officers of The Loreseekers. Except Bruucelee, he's a Sentinel!

  11. #11
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    I'm with Seph. But the biggest two IMHO are Leap Attack and Monkey Grip.

  12. #12
    Community Member sephiroth1084's Avatar
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    Monkey Grip: (stance) +2[W] damage on attacks, -5% chance to-hit.
    Killing Blow: When you kill a worthy foe you gain a +1 bonus on attack and damage rolls, and on Intimidate and Diplomacy for 10 seconds. Stacks up to 5 times.
    Multiattack: While Wild Shaped, gain a +20% bonus to your double-strike chance.
    Improved Multiattack: While Wild Shaped, gain a +40% bonus to your double-strike chance.
    Greater Multiattack: While Wild Shaped, gain a +60% bonus to your double-strike chance.
    Necromantic Commander: Undead you control (summoned creatures) gain +4 to all ability scores, +20 HP per hit die, and become more focused on attacking your selected target. Hirelings and Summon Monsters you summon are treated as undead creatures for the purposes of this feat and healing.
    Studious: Gain two skill points per level, and choose one non-class skill to be treated as a class skill.
    Off-Hand Parry: When wielding only a single weapon in one hand, double your Dodge % (this can grant a Dodge % chance of over 25%).
    Parrying Shield: Add your shield's AC bonus to your Dodge %. This can raise your Dodge % chance above your max Dex bonus.
    Perfect Two-Weapon Fighting: Attack 10% faster while TWF.
    Perfect Health: You are immune to natural and magical diseases and poisons, and gain a +4 bonus on saves against supernatural versions of these effects.
    Penetrate Damage Reduction: Select a type of DR, such as cold iron, silver, or good. You bypass 10 points of that DR with your attacks. Takeable multiple times. Select a different DR each time.
    Persistent Spell Metamagic: Spells you cast that affect you or your allies last through death, though their duration gets halved upon revival. SP cost of 15.
    Piercing Spellcraft: Select an element. Your spells of that element bypass 30% of a monster's resistance to that element (Resist Energy's 30 points would only grant Resist 20).
    Pulverize: Enemies that fail their save against your Improved Sunder take 10% more damage from all sources.
    Ranged Smite Evil: You may use Smite Evil and Divine Sacrifice with ranged weapons.
    Reach Spell: Close range (touch attack) spells you cast have their range extended, and you no longer have to be facing your target for non-directional spells.
    Reckless Offense: (stance) Double-strike +10%, but you take +25% damage from all sources.
    Roots of the Mountain: Spend Turn Undead to become immune to knockback and knockdown for 1 minute.
    Exceptional Meditation: Gain +1 passive Ki generation and +2 on Concentration.
    Run: Move 10% faster. Stacks with all other sources.
    Piously Devoted: Select a deity to worship to gain bonuses and penalties.
    Legendary Luck: Once per minute, reroll saving throw you failed, keeping new result.
    Shield Slam: +20% chance to shield bash. When you bash, chance to stun opponent.
    Shield Ward: Add half of shield bonus to Reflex saves, and as a resistance bonus vs. elemental attacks, and to resist being knocked down or knocked back.
    Shock Trooper: When you Stun an enemy, chance to reset cooldown on Stunning attack maneuvers. When you Sunder an enemy, reduce their Reflex saves and to-hit bonus by 5.
    Bounding Assault: Gain +10% double-strike chance when attacking while moving.
    Storm of Throws: Manyshot, but for throwing weapons.
    Tactical Flanker: When gaining a bonus for flanking an enemy, also gain +2 bonus on ability DCs.
    Wand Mastery: Wands use your caster level and ability score for determining their effects, and are affected by metamagics, though they use additional charges (+10 SP metamagic requires 1 more charge, +15 SP requires 2 more charges, +20 3 more charges, +25 4 more charges). Effects and abilities that reduce the cost of certain metamagics have no effect on these extra costs.
    Intellectual Meditator: You may use your Int bonus for attack rolls rather than your Str.
    Deadly Aim: Power Attack for ranged weapons.
    Indomitable Spirit: Use Con instead of Wis for Will saves.
    Stalwart Defense: While fighting defensively or using Combat Expertise, gain DR 5/- that stacks with other sources.
    Einhander: When wielding only a single melee weapon and nothing in your off-hand, you gain bonuses to double-strike (should be big enough to offset not getting benefits of TWF or THF).
    Useful links: A Guide to Using a Gamepad w/ DDO / All Caster Shroud, Hard Shroud, VoD, ToD Einhander, Elochka, Ferrumrym, Ferrumdermis, Ferrumshot, Ferrumblood, Ferrumender, Ferrumshadow, Ferrumschtik All proud officers of The Loreseekers. Except Bruucelee, he's a Sentinel!

  13. #13
    Community Member Mathermune's Avatar
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    Quote Originally Posted by legendlore View Post
    Practiced Spellcaster; pre-req; spellcraft 4 ranks
    Effect; Your caster level for the chosen spellcasting class increases by 4. This benefit can't increase your caster level to higher than your Hit Dice.
    Yes please. Not that it's needed, but it'd let me play as a deeper splash for a spell sword type.
    [/post]

  14. #14
    Community Member azrael4h's Avatar
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    Quote Originally Posted by Mathermune View Post
    Yes please. Not that it's needed, but it'd let me play as a deeper splash for a spell sword type.
    IMO, I'd rather see a new class instead of the spell-sword type. We need a new melee anyway, and we already have one with divine and druidic themed magic, so an arcane-themed melee would work.


    Quote Originally Posted by sephiroth1084 View Post
    Monkey Grip: (stance) +2[W] damage on attacks, -5% chance to-hit.
    Maybe just +1[w], since it would have more power than PA, with possibly less penalty.

    Multiattack: While Wild Shaped, gain a +20% bonus to your double-strike chance.
    Improved Multiattack: While Wild Shaped, gain a +40% bonus to your double-strike chance.
    Greater Multiattack: While Wild Shaped, gain a +60% bonus to your double-strike chance.
    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.

    Studious: Gain two skill points per level, and choose one non-class skill to be treated as a class skill.
    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.

    Parrying Shield: Add your shield's AC bonus to your Dodge %. This can raise your Dodge % chance above your max Dex bonus.
    Perfect Two-Weapon Fighting: Attack 10% faster while TWF.
    Why wasn't this added in U14?

    Persistent Spell Metamagic: Spells you cast that affect you or your allies last through death, though their duration gets halved upon revival. SP cost of 15.
    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?

    Run: Move 10% faster. Stacks with all other sources.
    Now I think you're trolling Shade. I like it, solely because of that.

    Piously Devoted: Select a deity to worship to gain bonuses and penalties.
    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.

    Indomitable Spirit: Use Con instead of Wis for Will saves.
    This would make every Fighter and Barbarian fall over in joy.

    Einhander: When wielding only a single melee weapon and nothing in your off-hand, you gain bonuses to double-strike (should be big enough to offset not getting benefits of TWF or THF).
    It'd be nice, but probably not going to happen.

    Stunning Blast: Perform a Cleave attack that functions as a Stunning Blow (separate cooldown).
    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.

    Insightful Attack: Use Wis instead of Str for to-hit bonus with unarmed strikes, monk weapons and simple weapons.
    You just made a lot of 'Battle Clerics' happy with this. Too bad Turbine will never give Clerics anything but grief.

    Death of Enemies: Favored enemies you critically hit must succeed on a Fort save or die.
    Benefits Rangers so will never happen. Unfortunately.

    Divine Metamagic: Spend Turn Undead to gain 50% discount on metamagic costs for 30 seconds.
    This aught to rile people up. :P Signed.

    Energy Substitution: Change damage type of spell to Fire, Cold, Electric, Acid or Sonic. Spell cost is doubled.
    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.

    Inspire Prowess: Your music grants +15 PRR, and +10% Combat Reflexes (if you don't have the feat, your chance is 10%).
    Needs to be an enhancement, Bard's are feat starved as it is. What is 'Combat Reflexes'?

    Expert Tactician: +4 bonus on tactics feat DCs.
    Yes please!

    Second Wind: Roll a Fortitude save, heal 2x as much HP as result, gain new save vs. debilitating conditions. Usable while helpless. Longish cooldown.
    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.

    Fell Animate Metamagic: Enemies killed by your damaging spells spawn undead summons that fight for you.
    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.

    Leap Attack: Deal +2[W] damage, double Power Attack while jumping.
    Am I reading this as a LoF ability with an attack at the end?

    Healing Hands: When Lay On Hands is used on an ally, also bestows a Panacea and Greater Restoration effect.
    IMO, LoH should regenerate, outside of ED abilities.

    Entwined Cohort: +4 to effective level of class that has an animal companion (druid, artificer)--for purposes of scaling while multiclassing.
    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.

    Knockdown: Vorpal melee strikes have a chance to knockdown enemies while Power Attack is active.
    Yes Please. Melee need more, and effective, CC options.


    Holy cow you have too much time on your hands. You need to apply to Turbine for a job. Just commented on the ones I like best. Much of it was good though, and actually would give feat and enhancement choices.
    Anyone who disagrees is a Terrorist...

    Cthulhu 2020 Never settle for the lesser evil...

  15. #15
    Community Member Certon's Avatar
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    Weapon Critical Focus (prereq. fighter 15) - Choose a specific weapon (longsword, khopesh, etc.) Every time you strike with this weapon, you have a 5% chance of triggering a critical hit. If the attack roll would have been a critical hit without the feat, add 1 to the critical multiplier of the weapon for the purposes of calculating damage of that attack. This feat can be taken multiple times. Each time it is taken, it applies to a different weapon.

    Hard to Kill (prereq. Toughness) - You may drop to negative ten times your constitution score before dying.

    Spell Soul - Every time you are struck by an offensive spell, you have a small chance of regenerating as many SP as the spell cost.

  16. #16
    Community Member donfilibuster's Avatar
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    Things like Monkey Grip, Practiced Spellcasters and Energy Substitution become pretty much ubiquitous when available.

    Just remember when there's such feats available there's other feats as well for the other classes.
    e.g. one can say monkey grip gimp monks but monks have other feats (including vow of poverty, if you like extremes)
    Likewise improved finesse may let you dump str but it takes two feats, where str builds will have feats to choose as well.

    I can see em ddo-ized tho, e.g. the leap feat would surely have a cooldown.

    On the other hand Monkey grip used to just let you wield a larger size, not +W, that is a 4e thing i hear.
    So you could dual wield greatswords provided you also had oversized twf, but no benefit from 2h feats.
    Or you could wield a four hander, which is effectively a +W but requires you an actual four hander.
    Besides bigger than big weapons were usually listed requiring exotic proficiency as well, there were a few.

  17. #17
    Community Member licho's Avatar
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    Quote Originally Posted by donfilibuster View Post
    On the other hand Monkey grip used to just let you wield a larger size, not +W, that is a 4e thing i hear.
    So you could dual wield greatswords provided you also had oversized twf, but no benefit from 2h feats.
    Or you could wield a four hander, which is effectively a +W but requires you an actual four hander.
    Besides bigger than big weapons were usually listed requiring exotic proficiency as well, there were a few.
    1. I agree with your 1st paragrapht.

    2. As for Monkey Grip giving +1[w] its my atempt to DDO-ize it. Coding every 2h weapon (as well as animation) for 2wf with them may be more effort than its worth. While +1[w] is much simplier while it keeps the idea - you use BIG weapons.

  18. #18
    Community Member sephiroth1084's Avatar
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    First, a general reply to some of your sentiments. The list of feats I provided in the post you quoted, and in the one further up the thread, are merely my interpretations of DDO-ized versions of feats that exist in PnP 3.5 (for the most part). I pulled up the master list of feats and went through it pulling out the stuff that seemed relevant for DDO. Some of the feats are things I made up...just don't want people thinking I pulled all of these out of my ass.

    The idea behind all the feats I put up is to provide enough options for characters to have some real choices in DDO. Right now, melee characters choose between TWF and THF styles of combat, or maybe put a minor focus in shielded combat. We have a few staple feats like Power Attack and Improved Critical that every melee takes (Precision is the first real contender for one of those feat slots), along with things like EWP: Khopesh. I'm not claiming the feats I presented will necessarily replace all of the standard feats people are picking these days, but that's my hope with the ones I put up. I don't claim to have them all well balanced, and as you can see, I didn't bother labeling any of them with prerequisites or as heroic or epic feats, fighter, wizard or monk bonus feats, though some clearly fit into those categories.

    Also, as I mentioned earlier, some of these would be better served as enhancements than as feats.
    Quote Originally Posted by azrael4h View Post

    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.
    Useful links: A Guide to Using a Gamepad w/ DDO / All Caster Shroud, Hard Shroud, VoD, ToD Einhander, Elochka, Ferrumrym, Ferrumdermis, Ferrumshot, Ferrumblood, Ferrumender, Ferrumshadow, Ferrumschtik All proud officers of The Loreseekers. Except Bruucelee, he's a Sentinel!

  19. #19
    Community Member sephiroth1084's Avatar
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    Quote Originally Posted by donfilibuster View Post
    e.g. one can say monkey grip gimp monks but monks have other feats (including vow of poverty, if you like extremes)
    Just going to point out that Vow of Poverty is ONLY good in low- to moderate-magic campaigns, since if you are receiving a lot of loot, the rest of the party can quite quickly outstrip the VoP bonuses you're receiving. DDO is VERY high-magic, and as such VoP would end up being rather pointless. One of the other benefits of VoP in PnP was that it freed monks from having to invest in the overly expensive Amulet of Mighty Fists, while in DDO we have handwraps that do the same thing and more.
    Useful links: A Guide to Using a Gamepad w/ DDO / All Caster Shroud, Hard Shroud, VoD, ToD Einhander, Elochka, Ferrumrym, Ferrumdermis, Ferrumshot, Ferrumblood, Ferrumender, Ferrumshadow, Ferrumschtik All proud officers of The Loreseekers. Except Bruucelee, he's a Sentinel!

  20. #20
    Community Member jonqrandom's Avatar
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    Quote Originally Posted by legendlore View Post
    Practiced Spellcaster; pre-req; spellcraft 4 ranks
    Effect; Your caster level for the chosen spellcasting class increases by 4. This benefit can't increase your caster level to higher than your Hit Dice.
    this please.

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