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This is actually worse than I realized... pairing a percentage based increase with an absolute decrease is pretty punishing at lower levels. 4% may be only 6-8 HP at lower levels, while the corresponding -3 reflex could actually be a 20-40% drop in your reflex save.
Should be a better way to turn this into an enhancement that falls under the "dwarven sturdiness/clumsiness" theme...
Bottom:
Usuefull for everyone. Good one
Tier 1:
Also seems pretty good. Even if I would find Iron Stomach usefull. It just looks perfect
Tier 2:
Dragonmark seems weak in my opinion. Others ok.
Tier 3:
O.o Good one. Seems its the best done enhancements line from what I saw today.
Tier 4:
Throw Weight
BUT... Dragonmark - Earthgrab is good one. Just once again... To succes in EE u need really at least 55+ DC ... even on reflex save. And to be usefull (considering u can use it only X timer per shrine) it would be good to make it possible to get to 62-64 DC to make it land 70% of time.
DC is not THAT bad but mainly tanks will habe it landing - 64 constitution for good DC is a lot. Id add like 15+level+cons mod.
Overall seems good. Im suprised. Others seems mess compared to this one. Well thought.
Actually we have:
Tier 4:
Axe Training: +1 to hit and damage with battle axes, hand axes, and throwing axes. +1 to hit and +2 damage with dwarven waraxes and greataxes.
Plus the Tier 2 has a different description in the character sheet. Same as the Tier 4 one.
Be interesting to know if these stack with the Battle Engineer Dwarven Axe bonus.
Varz
Wanderlust
Fortress: Why does it have to be full plate? There are some named armors that I'm not sure what they count as. Does mithral full plate count, or mithral cavalry plate? (Is this a quasi-mithral unnerf?)
I assume the higher AML full plate varients count, but they aren't "full plate" strictly speaking are they?
Why not just make it heavy armor?
I can be found on Orien as Cilon
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As much as I love the idea of con based hit dam... I'm not sure it is a good idea to usher in a new era of con based blitzing dwarven heal amped up favored souls wielding the great axe du jour. With one stat you get hit, dam, hp, and fortitude. A bit more powerful then dex dam on ****** weapons....
Character-defining abilities like using an alternate stat for attack and/or damage really need to come earlier in the character's life. This was the reasoning behind the removal of the Dex-to-attack, and Dex-to-damage enhancements in the Shadowdancer epic destiny. Why are the devs retreading here?
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!
Is Hands of Stone identical to the TIII Earth Savant ability?
Are the cooldowns shared or can we potentially make a not-totally-gimped Con based Dwarven sorceror.
I would test myself but do not have anything close to a level 18 Dwarf Sorceror, and I'd bet no one else does either (yet!).
Khyber: Aggrim (Completionist!)
In Von 3 the breakables in the Troll Ambassador optional room are slow to get to and unnecessary for ransack.
Blind insta-kills floating eye balls.
At first I was very impressed with "throw your weight around", but now "kobold think it's a trap..."
a con based melee toon will lack to-hit, and more importantly, will have low tactical DC.
I've learned one thing with my melee toon : a tripped or stunned enemy is the best defense you have.
[EDIT] plus, "overwhelming critical" has a STR prereq. , so no , sorry, I'm not doing a CON based toon.
Last edited by aerendhil; 04-12-2013 at 05:18 AM.
So lemme get this straight... You can be a good dwarf or you can be a good fighter, but you'll only ever be a mediocre dwarven fighter. And even better! The same now applies to humans! At last, all men (and women!) really ARE created equal! Yeah, this stinks of 4E.
IMHO Some Sugestions:
1)Core/Racial Enchantments : Should be free or Cost 1 AP the most.
2)Tier 1 abilities looks all good except tried iron stomach with haste pot and didnt work didnt increase the duration.
3)Tier 2 abilities all good except child of mountain.
Child of mountain : The hp bonus is too low nearly worthless . Raise it to 10% . Increase it to Tier 3 ability, keep the penalties.
4)Tier 3 abilities good except stand like stone . It should be tier 2 for the 20 seconds it gives. Also when you cast as the description says it doesn't give you 60 PRR but 30. Keep it ar 30 PRR make it tier 2 and Child of mountain tier 3 with 10% HP.
5)Tier 4 abilities : Dwarven fortress should remove the shield prereq .
6)Throw your weight around: Should be tier 1 , unlinked from dwarven axes & hammers. Give also bonus to hit and tactics like str. It doesn't make sense to reach high levels with a low str toon and high con toon and until then to be gimped. I only like if those changes are made else will not use it ever.
One Monk To Gimp Them All
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I saw it as a potential tie in with artificer. There really should be some kind of nod to dwarven artificers as lore wise (from real D&D/WoTC) it's clear there is meant to be some synergy. With Int as to-hit and Con as damage a dwarven melee artificer can maybe be at least a viable choice though probably still in the shadow of the warforged juggernaut stuff...
But the points made have been good - putting it at the end of the tree is prohibitive to starting a build that would take advantage of it. Dumping Str has other issues like tactics DC and loss of to-hit on non-artificers.
I really like the idea though. Perhaps something like this:
Move TYWA to start at the second tier, with no pre-requisite and 1 AP cost: "use your Con bonus to determine damage; use 1/2 your Con bonus to determine to-hit and tactics DC". That way it's penalizing, but you can start early and both the bonus and penalty scale with level (as your level increases, your Con increases). The choice becomes: focus on strength, gain full to-hit/damage/tactics from the investment; focus on constitution, gain full damage but only half to-hit and tactics. That seems like a reasonable trade off that only some kind of builds would find optimal.
I agree. I would love to play a con based dwarf. I think that would be awesome. But having this ability at the top would basically FORCE me to lesser rez after I get high enough level... Start off life as a strength build and then completely re'spec as a con build. I don't think that forcing lesser rezzing is a good design plan.
That being said, I would be extremely disappointed if the ability was removed altogether. Please keep it in there, only lower it's tree position!
No, it has a cute quote, it is extremely inconsistent with dwarven magic resistance. It is of course an alcohol reference and if you stop to think about it for a second they're saying dwarves have trained themselves to get drunk faster. I don't know about you, but I never thought of dwarves as a cheap date.
Con for weapon damage is silly.