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  1. #41
    Community Member donfilibuster's Avatar
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    Yeah it was kind of a mess by the end of 3.5e when they began to patch the hole.
    Things like the book of nine swords was too little too late, and all those books letting melees have special moves.
    Earlier books relied on feats alone and thus too few even for the fighters.

    4e felt like a try to put some order, have yet to see how 5e deals with that.
    Still believe balance was always in the DMs hands, tied as they were, thus power creep was one easy door out.

    Persistent spell however, i believe won't work with haste.
    It need have personal and fixed range, and give detect doors and comprehend languages as examples.
    Haste has close range (25 ft/lv so not fixed).

    I gather this was one of the balancing factors of the feat.
    I think it was reprinted for 3.5e in the CA, maybe the earlier version didn't had that requisite.

    For full aura it'd take the epic feat permament emanation, that one just needs it be an emanation.
    (haste isn't an emanation either)

    Persistent won't be too useless tho, the point of fixed range spells is the same as in the permanency spell.
    A convenience for high level casters that need not bother with such minor spells like infravision, read magic, etc.

  2. #42
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    Quote Originally Posted by sephiroth1084 View Post
    If you look back at the example I used with Haste, you'd see that even at a +100 SP cost, the feat would be better than taking Mental Toughness, Improved Mental Toughness, and Epic Mental Toughness for anyone that typically keeps Haste up on the party throughout a dungeon. If you also keep up Displacement on yourself, or Death Aura, or maintain Rage, you gain even more benefit. How much SP should it cost in order to not be much too strong? At what point does the cost outweigh the benefit?
    If you look back at my persistent meta suggestion, you'll see I stated it should be limited to pure buffs only. Allowing it on offense spells that a single pre can use as a partial buff would be OP.
    Persistent haste, rage, displacement would save a good chunk of sp over the course of a quest. This is not a bad thing. All the common metamagics can potentially save sp in some way. Throw one maximized DBF instead of 2 or 3 of them to inflict the same damage. Extended buffs are cheaper than casting the same spell x2..though extend is really only useful on short term buffs after level 10 or so.

    Haste, rage cost 20 sp each iirc. 30 with extend. With persistent spells, they would cost 50 ea. This would be a fair cost to stretch the duration of short term buffs enough that they last the whole quest or until the next shrine...especially since most short term buffs benefit melee far more than they do the casters who dispense them.

  3. #43
    Community Member sephiroth1084's Avatar
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    Quote Originally Posted by dterror View Post
    If you look back at my persistent meta suggestion, you'll see I stated it should be limited to pure buffs only. Allowing it on offense spells that a single pre can use as a partial buff would be OP.
    Persistent haste, rage, displacement would save a good chunk of sp over the course of a quest. This is not a bad thing. All the common metamagics can potentially save sp in some way. Throw one maximized DBF instead of 2 or 3 of them to inflict the same damage. Extended buffs are cheaper than casting the same spell x2..though extend is really only useful on short term buffs after level 10 or so.

    Haste, rage cost 20 sp each iirc. 30 with extend. With persistent spells, they would cost 50 ea. This would be a fair cost to stretch the duration of short term buffs enough that they last the whole quest or until the next shrine...especially since most short term buffs benefit melee far more than they do the casters who dispense them.
    And my points were that you're getting much too much bang for your buck, and that it largely obviates Extend. With Extend, or Maximize, you're saving the cost of recasting a spell once. With Persist, you're saving the cost of recasting a spell several times. It ends up being a tremendous amount of SP saved, even when just affecting 3 spells. It leaves basically only 1 or two spells worth using Extend on (if Persist doesn't work on Death Aura, which it should), and it exists as too narrow a feat if the list is only those 3, maybe 4 spells.
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  4. #44
    Community Member Gleep_Wurp's Avatar
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    Default monkey grip

    Monkey Grip [General, Fighter]
    This feat allows you to wield a weapon one size larger than normal in one hand.
    Prerequisite: Str 13, +1 Base Attack Bonus.
    Benefit: This feat grants the ability to wield melee weapons that are one size too large for your race, as if they were one size smaller, at a –2 penalty to hit. (This includes using two-handed weapons as single-handed weapons, as two-handed weapons are considered a size category larger.)
    Special: A Fighter may select this as a bonus feat.
    i think it would be awesome.

  5. #45
    Community Member donfilibuster's Avatar
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    Persistent spell do not work with haste and rage.

    It works with displacement only because they changed it to self-only, otherwise shouldn't work either.

    It works with the likes of rams might, expeditous retreat and the other self-only spells.

    I believe there's no spells in DDO of fixed range, PnP examples are detect magic and comprehend languages.

    This feat may have been reprinted for 3.5e and differ from its early 3e version.

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