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  1. #1
    The Mad Multiclasser Failedlegend's Avatar
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    Default New/Modified Skills

    It seems the devs have decided to Make Heal/Repair useful as well as adding a new skill Spellcraft and augmenting the perform skill

    Spellcraft - Increases Spell Power 1:1 except for Postive, Negative, Rust/Repair or Sonic we can't see wizard or Sorc but I'm guessing this replaces the current spellpower enhancements

    Heal - Increase positive/negative energy spell power guess I'm training my PM in this.

    Repair - Increase Repair/Rust Spellpower

    Perform - Increases Sonic Spell Power
    Quote Originally Posted by Cordovan
    There is little value in getting into an edition debate; as with anything, we create what we believe works best for DDO.

  2. #2
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    nvm
    Last edited by Tid12; 04-13-2013 at 04:40 AM.

  3. #3
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    hopefully this is an extra addition rather then completely overriding the old enhancements. my spellcasters dont have enough skill points to get a viable spell power by using skills.

  4. #4
    Community Member Lilliana's Avatar
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    Quote Originally Posted by Violith View Post
    hopefully this is an extra addition rather then completely overriding the old enhancements. my spellcasters dont have enough skill points to get a viable spell power by using skills.
    So far it seems it is in addition.
    As a cleric my old spellpower lines are gone in the new system. But I get 1.5 spellpower per AP I put into the healing tree though. So if I put all my points into the healing tree, I end up with a spell power of 140 to positive healing and 71 to Light. So no more picking just Life Magic to get healing
    So I guess you could say there is a more direct link between investment into the healing enhancement and the resulting spellpower. Light and Alignment spellpower is worse off even with heavy investment in AP's.

    But I'm a little annoyed light spellpower also comes from spellcraft and not from the heal skill. At this point I have problems seeing a offensive divine caster being a cleric
    Last edited by Lilliana; 04-11-2013 at 04:49 PM.

  5. #5
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    Reading it better: I hope Spellcraft is not a replacement but an addition to the Spell power enhancements.

    I can get 100 Spell power from enhancements, no way I could get a skill up to 100. It would be a big nerf if this is a replacement. Tell us more.

  6. #6
    Community Member Shadowaras's Avatar
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    Quote Originally Posted by Tid12 View Post
    Reading it better: I hope Spellcraft is not a replacement but an addition to the Spell power enhancements.

    I can get 100 Spell power from enhancements, no way I could get a skill up to 100. It would be a big nerf if this is a replacement. Tell us more.
    well if we take example from arti tree im afraid spell power is seriously nerfed ...arti lost alot from that aspect didnt see any spell power boost xept the +8 uni from runearm and the +$ or 5 was it on crits .. hope rest caster type classes dont have same fate ..or at least nerf mobs hp along with it ..
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  7. #7
    Community Member Jay203's Avatar
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    so... heal and repair are still useless for non-innate casters
    PS: Greensteel RUINED the game! and you all know it!
    less buffing, more nerfing!!!
    to make it easier for those of you that wants to avoid me in game, all my characters are in "Bladesworn Mercenaries"

  8. #8

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    Quote Originally Posted by Jay203 View Post
    so... heal and repair are still useless for non-innate casters
    This is probably in addition to what it already did.
    So... yeah.

    edit: that is if you don't use any destinies to help heal.

    edit 2: Light monks
    Last edited by Missing_Minds; 04-11-2013 at 02:07 PM.

  9. #9
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    Quote Originally Posted by Missing_Minds View Post
    This is probably in addition to what it already did.
    So... yeah.

    edit: that is if you don't use any destinies to help heal.

    edit 2: Light monks
    Dark Monks too possibly. Touch of Death is Negative Energy isn't it?

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    Quote Originally Posted by Archangel666 View Post
    Dark Monks too possibly. Touch of Death is Negative Energy isn't it?
    It is a proc, like flaming burst, not a spell. Things that boost spells don't work on it.

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    Quote Originally Posted by oweieie View Post
    It is a proc, like flaming burst, not a spell. Things that boost spells don't work on it.
    Ah yes. Still Imbue Slaying Arrows on Live does 500 Untyped damage while on Lamm its "250 boosted by crits", so who knows what they have planned for Monks. After seeing what they did to my Ranger I'm dreading it. Mine's Light.

  12. #12
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    Quote Originally Posted by Jay203 View Post
    so... heal and repair are still useless for non-innate casters
    Not really. If you have twisted Cocoon, Heal skill is now really good.

  13. #13
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    Quote Originally Posted by Jay203 View Post
    so... heal and repair are still useless for non-innate casters
    repair is unless your warforged....and even then it'll probably be a dump skill. Heal can be useful for alot of things at epic level.

  14. #14
    Community Member HungarianRhapsody's Avatar
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    Quote Originally Posted by Jay203 View Post
    so... heal and repair are still useless for non-innate casters
    The first 50 points of spell power are more important than the second and the second 50 points of spell power are more important than the third, etc. because all of those bonuses are additive instead of multiplicative.

    Heal is going to be a very nice boost for anyone who has a self-healing ability twisted in with their destinies. And everyone should have *some* sort of self healing since you can't always count on the other party members to heal you (even hirelings since they're often dead or having a nice quiet seizure in the corner while they try to figure out what you want them to do).
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  15. #15
    Community Member HatsuharuZ's Avatar
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    Heal and Repair would be more useful if they applied to potions, or maybe wands and scrolls, as well.

    Well, the current changes are a step in the right direction, imo. I imagine that we'll get a bit less spellpower from enhancements as a result, however.

    Last thought: With the 'spellcraft' skill, will the balance of power between sorcerers and wizards change? Sorcerers can still cast faster, but with wizards having intelligence as their main stat, their spells' efficacy will increase.

  16. #16
    Hero Gkar's Avatar
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    Quote Originally Posted by HatsuharuZ View Post
    Last thought: With the 'spellcraft' skill, will the balance of power between sorcerers and wizards change? Sorcerers can still cast faster, but with wizards having intelligence as their main stat, their spells' efficacy will increase.
    It's not like you need that many skills on a sorc, shouldn't be any problem to keep it maxed if you want to.

  17. #17
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    Quote Originally Posted by Gkar View Post
    It's not like you need that many skills on a sorc, shouldn't be any problem to keep it maxed if you want to.
    Yeah but it's silly to have it Int based.

    Let's face it: Spell power is needed more to Sorcerers than Wizards. Being INT based, Wizards will have no problem maxing it out while sorcerer will have to use Int tomes to actually max it. PLUS, wizzies will have a +20~ mod because, again, they are an INT based class.

  18. #18
    Community Member RavenStormclaw's Avatar
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    Quote Originally Posted by Tid12 View Post
    Yeah but it's silly to have it Int based.

    Let's face it: Spell power is needed more to Sorcerers than Wizards. Being INT based, Wizards will have no problem maxing it out while sorcerer will have to use Int tomes to actually max it. PLUS, wizzies will have a +20~ mod because, again, they are an INT based class.
    I disagree with you for a couple of reasons.

    1) Wizards need the boost. Right now sorcerers rule. Pure DPS, faster casting times, and way more spells points. Other than versatility which at some point doesn't matter that much sorcerers just dominate by a margin that is ridiculous. Having in intel based will help bring wizzies closer to sorcerers. they'll never pass them...especially with the savants abilities but it will help. this is much needed.

    2) Spellcraft implies the study of spells (in the traditional PnP setting). Sorcerers abilities are innate not learned. I think making intel based is right just based on what the concept of spell craft is. the study of spells, spell casting, and spell effects etc.

  19. #19
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    Quote Originally Posted by RavenStormclaw View Post
    I disagree with you for a couple of reasons.

    1) Wizards need the boost. Right now sorcerers rule. Pure DPS, faster casting times, and way more spells points. Other than versatility which at some point doesn't matter that much sorcerers just dominate by a margin that is ridiculous. Having in intel based will help bring wizzies closer to sorcerers. they'll never pass them...especially with the savants abilities but it will help. this is much needed.

    2) Spellcraft implies the study of spells (in the traditional PnP setting). Sorcerers abilities are innate not learned. I think making intel based is right just based on what the concept of spell craft is. the study of spells, spell casting, and spell effects etc.
    1) They BOTH need the boost. Wizards are not damage dealers hence they need less Spell Power. You want Wizards to have more spell power than Sorcerers, be more versatile, more feats, more self-healing with their pre? Lol, no way.

    2) Don't care about PnP sorry. This is DDO Online, it's written in the upper left corner of the forum.

  20. #20
    Community Member HatsuharuZ's Avatar
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    Quote Originally Posted by Gkar View Post
    It's not like you need that many skills on a sorc, shouldn't be any problem to keep it maxed if you want to.
    Even so, wizards are generally going to have higher Int modifiers, and thus the total spellcraft skill will be higher.

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