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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.

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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.

  5. #5
    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"

  6. #6

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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.

  7. #7
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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.

  8. #8
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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.

  9. #9
    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.

  10. #10
    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.

  11. #11
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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.

  12. #12
    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.

  13. #13
    Community Member badbob117's Avatar
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    The perform increasing sonic spell power is kinda wierd. We need more sonic spells for bards if they are going to go down this path. Along with making spell power effect fatesinger enhancements.

    As far as heal and recon go. I think it would be more beneficial to everyone to have them act as a heal amp and recon amp rather then a spell power boost. At least then non casters could play around with the skill points.
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  14. #14
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    Spellcraft spellpower is supposed to be another source of spellpower so I would expect that spellpower bonuses in enhancements are still available.

    " We're adding Spellcraft as another source of spellpower, and another option for building during character creation and advancement. Some casting classes have traditionally had less meaningful choices when taking skills. "

    At least, it seems to be that it would be redundant for them to be calling it "another option" if it came at the expense of an older option.
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  15. #15
    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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  16. #16
    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.

  17. #17
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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.

  18. #18
    Community Member ddobard1's Avatar
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    adding a new skill seems great.... and spellcraft being int based adds dnd flavor!

    nice to make heal and repair useful.... good move!

  19. #19
    Community Member redspecter23's Avatar
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    Quote Originally Posted by Tid12 View Post
    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.
    It just means that sorcs that used to dump int now have a reason to grab a tome, +8 item, and all the other bonuses if they want to keep their spell power maxed out. Where a sorc used to be max cha, max con, dump the rest, the build choices are now a bit more varied. Welcome to the "more than 2 useful stats" club. The monks have kept a seat warm for you. I'm not sure I remember all the wizards crying that they couldn't get as competitive a umd score as a sorc because they were not cha based.
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  20. #20
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    Quote Originally Posted by redspecter23 View Post
    It just means that sorcs that used to dump int now have a reason to grab a tome, +8 item, and all the other bonuses if they want to keep their spell power maxed out. Where a sorc used to be max cha, max con, dump the rest, the build choices are now a bit more varied. Welcome to the "more than 2 useful stats" club. The monks have kept a seat warm for you.
    So why wizzies won't have to do that? Max int, max con, rest dump. Spellcraft is INT Based, maxed Skill points.

    Welcome to the "I'm a wizard and I want sorcerers to suck" club .

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