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  1. #1
    Community Member Willan's Avatar
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    Apr 2006
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    Default A Melee Power Gamer's View of the Enhancements

    I will start this off by saying that the closest thing I play to casters is hybdrids, and that I run EE content the majority of the time I am logged in.

    I will be using EllisDee37's wonderful posts to make formatting easy and quick on my part.

    I have played every MMO that has come out since Everquest back in 1999 and have a lot of time invested in MMORPGs. I would love to see DDO's popularity expand outside of hardcore D&D fans. The enhancement panel update is a beautiful adaptation of DDO's original enhancements.

    However, a few things can be learned from other games and applied here. In Rift the class trees are similar in style and set up with auto granted abilities along the bottom of the tree that are awarded when a number of points are spent within the top part of the tree. I see the similarity in DDO's new panel but it lacks in execution.

    The first problem is that there is the ability to spend way more points within the tree than what is required to unlock the last auto granted ability. On top of that you have to actually spend points in the bottom "auto granted" abilities as well. The design decision to put abilities along the bottom that requires a minimum amount of points spent AND minimum class levels is a good one, it keeps multiclasses from picking up capstones that are supposed to be incentives for purists. However, the capstones for some of the trees are lacking (I will get into more detail in the following posts), and the design flaw of requiring AP spent on what is supposed to be auto granted based on class levels.

    I suggest you add two additional tiers prior to the capstone at level 9 and level 15 to smooth out the progression and power of the class as a character progresses. This will also allow for a wider range of "break points" for multiclasses instead of all the 12/6/2 builds based around enhancements instead of actual class abilities.

    To remedy these design flaws I urge you to make changes to total AP able to be spent in one tree to 41, and that you make all bottom "auto granted" abilities truly free if you meet the minimum class level and AP spent in tree.

    For the spell power change I suggest that you make skills such as heal, repair, perform, and spellcraft grant 2 spell power per 1 point. I like the idea that you can focus on Int at creation to make dragon mark healing viable on Halfling characters that don't have access to devotion as a class line or for builds that want to get more use out of Rejuvenation Cocoon in epic level play.

    I urge you to give Rangers 1 devotion per point spent in a class tree as an auto grant lvl 0 ability. They are a high skill point per level class and should be able to find the points to max heal to make up for the other 40 spell power lost if self healing is what they desire.

    Paladins on the other hand are a 2 skill point at base class and will find it near impossible to find the extra points to spend on Int in creation since they already have to focus on Cha, Con (they are melee range as a general rule), Str, and sometimes Dex if they want to duel Wield. For them I suggest getting 2 positive spell power per point spent in a class tree. Paladins in P&P are much better healers than they are in DDO because of the inflated HP pools present. The extra devotion would do well to remedy their shortcomings. I strongly urge the development team to allow Lay on Hands to be affected by positive spell power with the release of the new enhancements. In P&P lay on hands is an iconic ability that defines the class because of its ability to fully heal an ally and put them back into the fight. In DDO it retains its limited number of uses and will heal maybe 1/3rd of someones HP bar in todays Epic content.

  2. #2
    Community Member Willan's Avatar
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    Apr 2006
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    Default Ranger Enhancement Feedback

    TEMPEST

    I really like theme behind tempest and with a few improvements I really look forward to playing it on live. With the introduction of Epic Levels I find the 10%/20% offhand attacks to no longer be neccesary. You need to implement the Superior Two Weapon Fighting feat as an epic feat to give dex based duel wielders something to strive for. On a dex based character it is impossible to pick up Overwhelming Critical. I feel that dex based duel wielders should be given the oppurtunity to pick up 20% additional offhand strike chance through a feat rather than only rangers.

    Core Abilities

    Shield of Whirling Steel
    While you are dual wielding, you gain +2 Shield bonus to AC. This increases by +1 for every Tempest Core Ability you acquire.
    *I would add 1 devotion per point spent in tree as well. If you added 2 more tiers to the core abilities this would increase to a total of 10 shield AC. Tempests might see more than 5% miss chance in EEs.

    Tempest
    You gain 10% chance to make off-hand attacks when dual wielding, you can use your Dexterity modifier to hit with light melee weapons. You now treat Scimitars as if they were light melee weapons.
    *I really like the free Dex mod to hit with light weapons and the gain of scimitars as light weapons. With the addition of of Dex to hit/dmg as part of class trees I strongly suggest you give Weapon Finesse the same face lift. I would change the 10% offhand strike chance to 10% offhand doublestrike chance and add the superior two weapon fighting feat instead.

    Graceful Death
    While you are dual wielding, you can use your Dexterity modifier for damage with light melee weapons.
    *With the addition of of Dex to hit/dmg as part of class trees I strongly suggest you give Weapon Finesse the same face lift.

    Deflect Arrows
    You gain the benefits of the Deflect Arrows feat while dual wielding, knocking aside one incoming projectile that would have struck you every 6 seconds. You also gain an additional 10% chance to make off-hand attacks when dual wielding.
    *Not too powerful in auto grants with a free Deflect Arrows feat. I would change the 10% offhand strike chance to 10% offhand doublestrike chance and add the superior two weapon fighting feat instead.

    Whirlwind
    You gain +5% melee doublestrike chance when dual wielding.
    *5% doublestrike for 18 Ranger levels feels a little lacking as a consolation prize for missing the capstone. I do not forsee many Rangers stopping at 18 when they can go 4 fighter and pick up Weapon Specialization and more damage through Kensei for minimal investment.

    Dervish
    You gain +2 Dexterity. You now have a +25% chance to doublestrike with your off-hand when dual wielding.
    *Great Capstone and really fits the Tempest theme with 25% doublestrike with your offhand. I would suggest adding 2 Str as well to satisfy both Str based and Dex based Rangers.

    Tempest: Tier 1

    Item Defense
    You have a 25/50/75% chance to negate potential item wear.
    *Standard throw away points to progress to the next level of advancements. I have not run into equipmeant breaking while questing in years.

    Improved Reaction
    +1/2/3 Reflex Saves and an addition +1/2/3 to Saves against Traps.
    *Great tier 1 enhancement. I was finding it hard to get up to 60 Reflex in EEs to make my evasion investment worthwhile.

    Improved Defense
    Your Shield of Whirling Steel grants +1/2/3 additional AC, and if you possess Deflect Arrows it can trigger once every 4/3/2 seconds.
    *Good tier 1 enhancements, will see great returns in archer heavy content (Caught in the Web)

    Whirling Blades
    +1 to hit and damage when dual wielding.
    *Great line for adding more damage per hit.

    Awareness
    +1/2/3 Balance, Jump, and Tumble. +2/4/6 AC while Tumbling.
    *With a name like Awareness I would expect it to grant Search, Spot, and Listen. I would also be of much greater value then.


    Tempest: Tier 2

    Improved Parry
    Gain +3/6/10 PRR when dual wielding.
    *Great enhancement, PRR is sorely needed in todays EE content to keep your character from being 2 shotted.

    Improved Dodge
    +1/2/3% Dodge when wearing light or no armor.
    *Great enhancement, dodge is something that all melee range characters strive for with the AC pass. Meaningful AC in EEs is only attainable by Stalwart Defenders and Defender of Siberys tanks with a shield.

    Bleed Them Out
    *This skill is the reason people hate clicky attacks. No noticeable DPS gain with only doing 21 damage a tick fully stacked and you feel like you have to hit it every 6 seconds or you are "ineffecient". I would suggest dropping the [W] modifiers from it and instead have the bleed be based off of your mainhand weapon total damage. Put it on a 20 second cooldown with a 30 second duration so it is a named mob only damage increaser. When fully stacked the damage on the bleed would look like 5(2.5[1d8] + 44) and would take roughly a minute and a half to reach critical mass.

    Whirling Blades
    +1 to hit and damage when dual wielding.
    *Great line for adding more damage per hit.

    Action Boost
    Select one of the following:
    - Haste Boost: +10/20/30% Action Boost bonus to attack speed for 20 seconds.
    - Sprint Boost: +30/40/50% Action Boost bonus to movement speed for 20 seconds.
    *I love getting haste boost without having to splash fighter levels or spend points in Legendary Dreadnaught. Sprint boost has been part of the Ranger class for as long as I can remember though. I would keep the AP cost at 6 for all 3 tiers and simply have it grant both boosts. They are mutually exclusive after all.

    Tempest: Tier 3

    Critical Accuracy
    +1/2/3 to confirm Critical Hits.
    *Complete waste for the 6 AP cost, takes 12 points to get 3 seeker. I would combine both enhancements for a total cost of 3 AP.

    Improved Mobility
    +1/2/3 MDB and Dodge cap while wearing light or no armor. -1/2/3 Armor Check Penalty in light armor.
    *Great enhancement and is needed to cap out Dex on Dragonhide.

    Whirling Blades
    +1 to hit and damage when dual wielding.
    *Great line for adding more damage per hit.

    Ability Point
    Select one of the following:
    - Strength +1
    - Dexterity +1
    *I would add Con to the list as well, rangers are supposed to be heart woodsman afterall.


    Tempest: Tier 4

    Critical Damage
    +1/2/3 critical hit damage (before multipliers).
    *Complete waste for the 6 AP cost, takes 12 points to get 3 seeker. I would combine both enhancements for a total cost of 3 AP.

    Elaborate Parry
    Melee Dual Wielding Attack: Attacks an opponent. For the next 5/10/15 seconds, each time you damage an opponent you gain 2% dodge for 5 seconds. This effect can stack up to 10 times. (Cooldown: 2 minutes)
    *I love the idea of the skill but it fails to be a point spender other than reaching improved evasion. It also doesn't function at all. I suggest changing this into a stance (think power attack or combat exerptise but for duel wielders). You would also need to code it to go above the 25 cap for it to see use in Epic play. I can honestly say that if this was a stance that went over the dodge cap I would use it exclusively outside of raids.

    The Growing Storm
    Melee Dual Wielding Attack: Attacks an opponent. For the next 5/10/15 seconds, each time you damage an opponent you gain +1 damage and -2 AC for 5 seconds. This effect can stack up to 10 times. (Cooldown: 1 minute)
    *I really like this skill as is but would love to see it turned into a stance. It would be a great boon for characters to not feel like they "have" to take power attack if they are melees.

    Whirling Blades
    +1 to hit and damage when dual wielding.
    *Great line for adding more damage per hit.

    Ability Point
    Select one of the following:
    - Strength +1
    - Dexterity +1
    *I would add Con to the list as well, rangers are supposed to be heart woodsman afterall.


    Tempest: Tier 5

    Evasive Dance
    Improves your Evasion ability so that on a failed Reflex saving throw against an attack that normally deals half damage on a successful save, you only take 85/70/50% damage.
    *Having the ability to pick up improved evasion while in a deep or pure ranger build is a brilliant idea.

    A Thousand Cuts
    Melee Dual Wielding Attack: Deals +1/3/5[W] damage. You gain +30/60/90 Melee Doublestrike chance for 6 seconds. (Cooldown: 2 minutes.)
    *Great idea with this ability and synergizes perfectly with Dance of Death for clearing out packs of trash. The one suggestion I would make with this skill is if it only lasts 6 seconds the cooldown should be 1 minute or make it last 15 seconds for a cooldown of 2 minutes. If it is meant to be a "burn phase" or burst ability for boss fights then make it a 5 minute cooldown with a 30 second duration.

    Dance of Death
    Melee Dual Wielding Attack: Deals +1/3/?[W] damage. Your basic attacks when dual wielding strike 2/3/? targets per swing instead of one for 6 seconds.
    *Great trash killer ability. It is currently bugged to only allow for 1 rank because you can only put 1 rank in Whirling Blades.




    ARCANE ARCHER

    I really like the addition to extra effects on the arrow imbues. I feel that the AA should get spell like abilities they fire through arrows instead of the extra arrow imbues that will not be used.

    Core Abilities

    Arcane Archer
    Any bow you equip gains a +1 Enhancement bonus for each Arcane Archer core ability you possess. (This does not stack with the bow's existing Enhancement bonus.) All bows are treated as Implements in your hands.
    *The implement bonus to spell power for equipping a bow is a great idea. The +1 enhancement bonus to bows is worthless and should be changed to 1% extra bow shot per level to be relevant. I would also add 1 universal spell power per point invested if you move the tree towards casting spells through arrows.

    Morphic Arrows
    Arcane Archer Secondary Imbue Toggle: Your arrows deal bludgeoning, piercing and slashing damage. (Cost: 20 spell points. Cooldown: 10 seconds.)
    *Great enhancement.

    Metalline Arrows
    Arcane Archer Secondary Imbue Toggle: Your arrows bypass all metallic damage reduction. (Cost: 20 spell points. Cooldown: 10 seconds.)
    *Great enhancement.

    Aligned Arrows
    Arcane Archer Secondary Imbue Toggle: Your arrows bypass all alignment based damage reduction. (Cost: 20 spell points. Cooldown: 10 seconds.)
    *Great enhancement

    Shadow Arrows
    Arcane Archer Secondary Imbue Toggle: +5% Extra Shot chance any time you fire an arrow. (Cost: 20 spell points. Cooldown: 10 seconds.)
    Great enhancement

    Master of Imbuement
    You gain +2 Dexterity and +10% Extra Shot chance (Repeating crossbows have a reduced chance to produce Extra Shots). When you leave a primary Arcane Archer Imbue stance, the bonus granted by the stance lingers for 30 seconds before being removed.
    *I would add Int and Wisdom to the capstone because not all AAs will be Dex based.


    Arcane Archer: Tier 1

    Conjure Arrows
    Activate to create a stack of returning +1 arrows. These arrows are destroyed when you log out for an extended period of time.
    *One of the best tier 1 enhancements in the game. Period. I highly suggest you add one for bolts for artis.

    True Strike
    Ranged Archery Attack: Perform a ranged attack with +20 to hit. You receive a +0/2/4 Insight bonus to hit for 0/6/12 seconds.
    *This is a skill that is worthless and makes people hate clicky attacks. It has no noticeable impact.

    Energy of the Wild
    +30/60/100 maximum spell points. At tier 3 receive Magical Training: Increase your maximum spell points by 80, and grants Echoes of Power while below 12 spell points.
    *Great enhancement with the addition of Magical Training

    Elemental Arrows
    Select one of the following elemental Arcane Archer Imbue Toggles: (20 spell points, 10 second cooldown)
    - Corrosive Arrows: +1d6 acid damage
    - Flaming Arrows: +1d6 fire damage
    - Frost Arrows: +1d6 cold damage
    - Shock Arrows: +1d6 electric damage
    *I like the imbues now that Arrow of Slaying was changed to a clicky. With the added affects with the top of the line they will be used and swapped for different scenarios.

    Awareness
    +1/2/3 Listen, Search, Spot, and to hit.
    *This skill has the same name as the Tempest enhancement but has the usefull and correct skill additions. Please mirror this enhancement across the Ranger trees.


    Arcane Archer: Tier 2

    Dispelling Shot
    Ranged Archery Attack: Performs a ranged attack that deals +1/2/3[W] damage and dispels 1/2/3 beneficial effect(s) from your target.
    *Great idea and if it has no DC it will actually be used. I suggest you make it able to dispell the Sacrifice buff from Mistress of Agonies to see the biggest praise. I would also like to see it dispell harmful effects if used on an ally.

    Force Arrows
    Arcane Archer Imbue Toggles: You imbue your arrows with magical force. Your arrows gain On Hit: +1d4/6/6 force damage and the Ghost Touch ability. At tier 3 gain On Critical: 1d10 to 3d10 force damage based on critical multiplier. (20 spell points, 10 second cooldown)
    *I would add on to this skill a Disintigration effect on a natural 20 with Improved Elemental Arrows enhancement. It would fit thematically and give the people that don't like clicky attacks their Slayer Arrows back.

    Inferno Shot
    Ranged Archery Attack: Performs a ranged attack with +0/1/2[W] damage. On Hit: Target gains 1 stack of Inferno (Target takes 1d6 fire damage every 2 second for 6 seconds. This effect can stack 20 times, and loses one stack on expiration.).
    *This is skill is the reason people hate clicky attacks. Having to hit an attack every 3 seconds for an unnoticeably gain and it costs 6 SP. I would rewrite the enhancement to the top of the tree and have it fire off a Delayed Blast Fireball centered on all targets hit (like fiery detonation). The enhancement would look like this :
    Ranged Archery Attack: Perform a ranged attack. On Hit: A ball of flame erupts from your target(s) simulating the Delayed Blast Fireball spell, causing an explosion of flame that deals 1d3+3 points of fire damage per character level up to a maximum damage of 25d3+75 at character level 25 to all targets around it.
    Have the damage be modified by spell power and feats such as maximize and empower and able to crit. This would give Elven Wizards a viable reason to go AA. Make it a multi enhancement selector for DC to be based off of Wis or Dex or Int to suite as many AA builds as possible. Make the DC 10 + Character Level + Int/Dex/Wisdom. This will ensure that the skill sees use in Epic Play.

    Elemental Arrows
    Select a second elemental Arcane Archer Imbue Toggle. (See tier 1)
    *I like the imbues now that Arrow of Slaying was changed to a clicky. With the added affects with the top of the line they will be used and swapped for different scenarios.

    Action Boost
    Select one of the following:
    - Attack Boost: +4/6/8 Action Boost bonus to hit for 20 seconds.
    - Energy Resist Boost: +5/10/15 Action Boost bonus to Energy Resistance for 20 seconds.
    *I would change the two boosts available to Sprint and Spell Power and have it grant both.

    Arcane Archer: Tier 3

    Shattermantle Shot
    Ranged Archery Attack: Perform a ranged attack with +1/2/3[W] damage. On Hit: Target gains 1/2/3 stack(s) of Reduced Spell Resistance (-1 Spell Resistance. This effect can stack 100 times.) On Vorpal Hit: Shattermantle (-100 Spell Resistance for 10 seconds. Will DC 10/14/18 + Half Ranger Level + Wisdom Modifier negates.)
    *Great Skill for helping the spell casters in your group against Drow

    Terror Arrows
    Arcane Archer Imbue Toggle: You imbue your arrows with negative energy. On Hit: Target is feared. (Will DC 17/21/25 negates.) On Vorpal: Target is subject to a Phantasmal Killer effect.
    *Fearing arrows are the worst thing that has been designed and no uses them past their first couple months of playing DDO. I suggest changing this imbue into a clicky spell similar to my fireball suggestion.
    Ranged Archery Attack: Perform a ranged attack. On Hit: Your target(s) are subjected to their greatest fears simulating the Phantasmal Killer spell. The target first gets a Will save to recognize the image as unreal to disbelieve the spell and suffer no ill effects. If that save fails, the phantasm touches the subject, and the subject must succeed on a Fortitude save or die from fear. Even if the Fortitude save is successful, the subject takes 1d3+1 points of bane damage per character level.
    Make it a multi enhancement selector for DC to be based off of Wis or Dex or Int to suite as many AA builds as possible. Make the DC 10 + Character Level + Int/Dex/Wisdom. This will ensure that the skill sees use in Epic Play.


    Soul Magic
    Every time you strike an enemy with your bow, you gain 1 temporary spell point. This effect can stack up to 10 times.
    *Great idea but falls short. With an increased use of an AAs SP through clicky attacks this will not be enough to mitigate the extreme drain. If you take my suggestions by having spells fired through bow shots it certainly will not. I would change this to be 1 permanent SP gained back per arrow. This would allow for a significant mana recharge through manyshotting groups of enemies and would be a great asset for pure 20 fighter AAs

    Elemental Arrows
    Select a third elemental Arcane Archer Imbue Toggle. (See tier 1)
    *I like the imbues now that Arrow of Slaying was changed to a clicky. With the added affects with the top of the line they will be used and swapped for different scenarios.

    Ability Point
    Select one of the following:
    - Dexterity +1
    - Wisdom +1
    *I would add Int to the list

    Arcane Archer: Tier 4

    Banishing Arrows
    Arcane Archer Imbue Toggle: Your arrows gain On Vorpal: Banish an extraplanar creature back to its home plane. Powerful creatures may resist the vorpal effect until sufficiently damaged but will take 100 points of damage on a confirmed vorpal strike instead of being destroyed.
    *The AA tree is too bloated with imbue toggles and this would make a great candidate for a clicky arrow attack based off the dismissal spell.
    Ranged Archery Attack: Perform a ranged attack. On Hit: Your target(s) are subjected to the Dismissal spell. Instantly forces an extraplanar enemy back to its proper plane of existence. A successful Will save negates this effect. (DC=10 + Character Level + Int/Wis/Dex modifer - creature's Hit Die).
    Make it a multi enhancement selector for DC to be based off of Wis or Dex or Int to suite as many AA builds as possible. Make the DC 10 + Character Level + Int/Dex/Wisdom. This will ensure that the skill sees use in Epic Play.

    Paralyzing Arrows
    Arcane Archer Imbue Toggle: Youimbue your arrows with paralyzing force. On Hit: Target is paralyzed. (Will DC 18/22/26 negates.)
    *The AA tree is too bloated with imbue toggles and this would make a great candidate for a clicky arrow attack based off the hold monster spell.
    Ranged Archery Attack: Perform a ranged attack. On Hit: Your target(s) are subjected to Hold Monster. This spell functions like Hold Person, except that it affects any living creature that fails its Will save. The enemy is aware, but it can take no actions for a maximum of 6 seconds per character level. The enemy may attempt to make a new Will save every 3 seconds
    Make it a multi enhancement selector for DC to be based off of Wis or Dex or Int to suite as many AA builds as possible. Make the DC 10 + Character Level + Int/Dex/Wisdom. This will ensure that the skill sees use in Epic Play.

    Smiting Arrows
    Arcane Archer Imbue Toggle: Your arrows gain On Vorpal: Destroy a construct. Powerful constructs may resist the vorpal effect until sufficiently damaged but will take 100 points of damage on a confirmed vorpal strike instead of being destroyed.
    *The AA tree is too bloated with imbue toggles. By adding the Disintigration effect on Vorpal to force arrows via the Imbue Elemental Arrows enhancement you eliminate the need for this enhancement completely.

    Elemental Arrows
    Select the fourth (final) elemental Arcane Archer Imbue Toggle. (See tier 1)
    *I like the imbues now that Arrow of Slaying was changed to a clicky. With the added affects with the top of the line they will be used and swapped for different scenarios.

    Ability Point
    Select one of the following:
    - Dexterity +1
    - Wisdom +1
    *I would add Int to the list

    Arcane Archer: Tier 5

    Moonbow
    While wielding a bow, once every 30 seconds you gain 20 temporary spell points for 10 seconds.
    *Good mitigation of SP expenditure but I do not think this belongs at the top of the tree. Personally I would like to see tiered gating removed completely.

    Arrow of Slaying
    Ranged Archery Attack: Performs a ranged attack with +250 damage. (This damage can be multiplied by critical hits.) (Cost: 20 spell points. Cooldown: 20 seconds.)
    *I would move this ability to the top Deepwood Sniper with no manacost and name it Sniper shot. If you are stealthed make it auto critical. The AA tree should be focused on casting spells through arrows and less about Raw Damage.

    Improved Elemental Arrows
    Your Elemental Arrow Imbues gain On Critical: 1d10 to 3d10 elemental damage based on critical multiplier, and an additional effect:
    - Corrosive Arrows gain Improved Destruction (-2 AC and -2% fort for 20 seconds, stacks up to 4 times)
    - Flaming Arrows gain On Critical: Burning (1d6 fire damage every 2 seconds for 6 seconds, stacks up to 20 times)
    - Frost Arrows gain On Critical: Lethargy (-1 saves, non-bosses move and attack 5% slower, stacks up to 5 times.)
    - Shock Arrows gain On Critical: Vulnerable (2% more damage for 6 seconds, stacks up to 10 times.)
    *Add Force arrows to the list and give it disintigration effect on Vorpal to mimick old slayer arrows.

    Runebow
    Bows you wield gain an additional +2 Enhancement bonus. This is considered a Magic weapon effect.
    *A simple +2 damage does not belong at the top of the tree and if you take the suggestion of adding spells to arrow clickys is completely unneeded.




    DEEPWOOD STALKER

    I really like the blend of sneak attack with melee and range to be a perfect hybrid tree where you don't have to be specialized one way or another.

    Core Abilities

    Far Shot
    You gain +1 Sneak Attack Die. Your Point Blank Shot and Ranged Sneak Attack range is increased by 5 meters for each Deepwood Stalker core ability you possess.
    *I like the direction you are going with the deepwood stalker tree. More raw damage per hit as opposed to more spell like effects. I would add 1 devotion per point spent in tree as well.

    Sneak Attack
    +1 Sneak Attack Die.
    *Good low level auto grant that sees use for range and melee.

    Called Shot
    Select one of the following:
    - Exposing Strike: Melee Attack: +2[W], +4 to hit, +1 crit range, +1 multiplier. On damage: Target vulnerable to sneak attack for 4 seconds.
    - Sniper Shot: Ranged Attack: +2[W], +4 to hit, +2 crit range, +2 multiplier. On damage: Target vulnerable to sneak attack for 4 seconds.
    *Good idea but poor execution. Having to hit a button once every 6 seconds is annoying at best and improved deception already mimicks the effect. I would change the name to Exposing Shot and have the debuff be 30 second duration with the same cooldown. This way you won't have to use the clicky untill the duration wears off or you switch targets.

    Sneak Attack
    +1 Sneak Attack Die.
    *Good auto grant for both melee and range

    Mark of the Hunted
    Activate: Expend a use of Animal Empathy. Your currently selected enemy receives -10% fort, -10 AC, -10 Spell Resistance, and suffers a -4 penalty to all ability score for 3 minutes.
    *As long as this doesn't have a save it will definately see use in raids. Good idea with using animal empathy triggers since I doubt anyone even hotbars the ability

    Horizon Shot
    You gain +2 Dexterity and +1 Sneak Attack Die. You are always considered to be in Point Blank Shot and Ranged Sneak Attack range.
    *This is what all capstones should strive to be as far as meshing with a tree goes. It fits with the tree increasing damage overall and making all sneak attack abilities work regardless of range. The one addition I would like to see is 4 sneak attack instead of just 1 to give a larger boost for the melee or half and half deepwood stalkers.


    Deepwood Stalker: Tier 1

    Favored Defense
    Select one of the following:
    - Favored Protection: You gain +2/4/6 AC when attacked by a Favored Enemy.
    - Favored Resistance: You gain +1/2/3 to Saving Throws against spells or effects from a Favored Enemy.
    *AP cost is too high but overall good for a low tier

    Stealthy
    +1/2/3 to Hide and Move Silently, and +0/0/1 Sneak Attack die.
    *Very usefull for the context of what this tree is trying to accomplish

    Increased Empathy
    +1/2/3 Diplomacy and Animal Empathy uses per rest.
    *I would drop the diplomacy addition and make it ad 2/3/4 animal empathy uses

    Versatile Empathy
    Your Wild Empathy now also pacifies Vermin/Vermin and Elementals.
    *This might be usefull but with the way empathy DC is calculated and the way mobs saves are in elite content or even normal this is a useless enhancement.

    Tendon Cut
    Melee Attack: Deals +0.5/1.0/1.5[W] damage. On Sneak Attack: Slow your enemy's movement by 50% for 10 seconds.
    *Remove the sneak attack requirement for the movement slow. This would be a great ability to use to get some range on an enemy that comes running up if so.


    Deepwood Stalker: Tier 2

    Favored Defense
    Select the second Favored Defense. (See tier 1)
    *AP cost is too high but otherwise not bad

    Faster Sneaking
    +20/35/50% movement speed while sneaking.
    *Great addition to the sneaking ranger tree

    Empathic Healing
    SLA: You expend a use of Animal Empathy to produce a Lesser Vigor/Mass Lesser Vigor effect.
    *Great Idea and would see use in a raid or small group situation where your healer might not be alive

    Improved Weapon Finesse
    You can use your Dexterity Modifier for damage when wielding melee weapons with which you can use your Dexterity modifier to hit.
    *I would much rather see this implemented into the Finesse feat itself. Dex based melee characters will be halfling, elf, or a tempest as it stands now.

    Action Boost
    Select one of the following:
    - Damage Boost: +10/20/30% Action Boost bonus to weapon damage for 20 seconds.
    - Skills Boost: +2/4/6 Action Boost bonus to all skills for 20 seconds.
    *I would change this to grant both Damage and Sprint Boost for 6 AP since they cannot be used at the same time anyway.


    Deepwood Stalker: Tier 3

    Favored Accuracy
    You gain +1/2/3 to hit when attacked a Favored Enemy.
    *AP Cost is too high for a small gain and will only be taken for Favored Damage


    Thrill of the Hunt
    You gain +1/2/3 damage for 6 seconds after damaging an opponent beneath 25/25/35% health.
    *This is a great idea but lacks impact. I would leave it at 1 Damage at all ranks and have it stacks 3/6/9 times for 6 seconds. Refreshing the duration on each attack.

    Aimed Shot
    Ranged Attack: Performs a ranged attack with +10 to hit and +1 Critical Damage Multiplier. On Damage: If you are in Archer's Focus stance and Manyshot is not active, gain three stacks of Archer's Focus.
    *I like the name of the skill but it also lacks impact. Make the skill require you to be standing still and have a slight activation time. I would also up its damage significantly and have it unusable with many shot.
    Ranged Attack: Performs a ranged attack with +10 to critical threat range and +7 Critical Damage Multiplier. On Damage: If you are in Archer's Focus stance gain max stacks of Archer's Focus. Unusable while Manyshot is active.

    Ability Point
    Select one of the following:
    - Dexterity +1
    - Wisdom +1
    *I would add Str to the list


    Deepwood Stalker: Tier 4

    Favored Damage
    You deal +1/2/3 damage when attacking a Favored Enemy.
    *AP cost is too high but otherwise a Ranger enhancement favorite.

    Killer
    When you kill a target, you gain 5% Morale bonus to Melee Doublestrike and Extra Shot Chance for 15 seconds. Weak enemies will not always produce this effect. The Killer buff can stack up to 2/3/4 times. (Repeating Crossbows have a reduced chance to produce Extra Shots.)
    *With how hard it is to get the last hit to kill a monster let alone with a bow this enhancement should have a longer duration of 30 seconds similar to black dragon armor.

    Hunter's Mercy
    Select a melee or ranged attack: Deal +3[W] damage. On Sneak Attack: If target is below 20% health, deal 500 damage.
    - Merciful Strike: Melee Attack
    - Merciful Shot: Ranged Attack
    *Great idea but poor implementation. I suggest you make a few changes to the enhancement. First, give it +2 Crit Multiplier. Second, have it deal an extra 100 base damage for melee and 250 base damage for ranged if under 20% health. And lastly if it is considered a sneak attack have it auto crit.

    Leg Shot
    Ranged Attack: On Damage, slow your enemy's movement by 50% for 10 seconds.
    *Good enhancement for a ranged character

    Ability Point
    Select one of the following:
    - Dexterity +1
    - Wisdom +1
    *I would add Str to the list


    Deepwood Stalker: Tier 5

    Extra Favored Enemy
    You gain an additional Favored Enemy from a list of living creatures commonly found in the woods. (This increases the damage bonus you receive against all favored enemies you possess by 2.) Choices are Animal, Dragon, Dwarf, Elf, Giant, Gnoll, Goblinoid, Halfling, Human, Magical Beast, Monstrous Humanoid, Orc, Plant, Reptilian, Vermin
    *This is a good addition for the Favored Enemy Ranger tree

    Heavy Draw
    Toggle: When Heavy Draw is active, you deal +5 damage but have -5 to attack rolls with archery and thrown attacks. Effects that modify the attack penalty and damage bonus of Power Attack feat also modify this ability (but other effects related to Power Attack do not). This ability has no effect when using a crossbow.
    *This is another well thought out enhancement. I don't agree that 5 damage a hit belongs at the top of the tree

    Head Shot
    Ranged Attack: Perform a ranged attack that is automatically considered a critical threat. On Vorpal: 500 damage. (Cooldown: 1 minute.)
    *I would change this ability to be the Ranged version of the Rogue assassinate. Have the DC be 10 + character level + Dex Mod for an instant kill effect.

    Improved Archer's Focus
    Your Archer's Focus can now stack up to 25 times instead of 15.
    *Good enhancement gives 10% more damage at the top of the tree passively.
    Last edited by Willan; 04-14-2013 at 11:48 AM.

  3. #3
    Community Member bhgiant's Avatar
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    Excellent write up. I would like to add a counterpoint in the spirit of good open critical feedback. I will only comment on the AA and Tempest lines as they are the only ones I've played with extensively.
    Quote Originally Posted by Willan View Post
    Bleed them out
    No noticeable DPS gain.
    I agree. It's not great. The damage needs to be amped up somehow. Doing it as a % of the damage you dealt that hit is a good idea.
    Quote Originally Posted by Willan View Post
    Action Boost
    I would keep the AP cost at 6 for all 3 tiers and simply have it grant both boosts.
    Can't agree with that. You're asking to give 20AP worth of boosts for 6 AP. I do agree, you should be able to take both of these though. I suggest separating them out similar to the Favored Enemy Defense line.
    Quote Originally Posted by Willan View Post
    Critical Accuracy/Damage
    +1/2/3 to confirm Critical Hits.
    Complete waste for the 6 AP cost
    Almost agreed. It's way too expensive.
    Quote Originally Posted by Willan View Post
    I would combine both enhancements for a total cost of 3 AP.
    Way too cheap. 3 inherant seeker should be expensive. Make the Accuracy 1AP each and the Damage 2AP.
    Quote Originally Posted by Willan View Post
    Elaborate Parry
    I suggest changing this into a stance (think power attack or combat exerptise but for duel wielders).
    Disagree. We already have too many stances. Just make the stacks disappear 1 at a time instead of all at once...
    Quote Originally Posted by Willan View Post
    You would also need to code it to go above the 25 cap for it to see use in Epic play.
    ...and do this.
    Quote Originally Posted by Willan View Post
    The Growing Storm
    *I really like this skill as is but would love to see it turned into a stance.
    Disagree. Just make the stacks disappear 1 at a time to make it last longer. That way people can use this WITH power attack.
    Quote Originally Posted by Willan View Post
    A Thousand Cuts
    Melee Dual Wielding Attack: Deals +1/3/5[W] damage. You gain +30/60/90 Melee Doublestrike chance for 6 seconds. (Cooldown: 2 minutes.)
    *Great idea with this ability and synergizes perfectly with Dance of Death for clearing out packs of trash. The one suggestion I would make with this skill is if it only lasts 6 seconds the cooldown should be 1 minute or make it last 15 seconds for a cooldown of 2 minutes. If it is meant to be a "burn phase" or burst ability for boss fights then make it a 5 minute cooldown with a 30 second duration.
    Absolutely 100% agree.
    Quote Originally Posted by Willan View Post
    Arcane Archer
    Core Abilities
    I find all of these to be perfectly fine the way they are.
    Quote Originally Posted by Willan View Post
    True Strike
    *This is a skill that is worthless and makes people hate clicky attacks. It has no noticeable impact.
    I would be ok with just doing away with it. It feels like it's there just because it has to be.
    Quote Originally Posted by Willan View Post
    Dispelling Shot
    *Great idea and if it has no DC it will actually be used. I suggest you make it able to dispell the Sacrifice buff from Mistress of Agonies to see the biggest praise. I would also like to see it dispell harmful effects if used on an ally.
    I agree that it's an amazing idea. I think there should be things that can't be dispelled (especially since this is a no save effect). Making it dispell harmful effects on an ally would be OP. Keep it the way it is I say. Stripping Mistresses of their deathward so I can assassinate them will be sweet sweet vengeance.
    Quote Originally Posted by Willan View Post
    Force Arrows
    *I would add on to this skill a Disintigration effect on a natural 20 with Improved Elemental Arrows enhancement. It would fit thematically and give the people that don't like clicky attacks their Slayer Arrows back.
    Disagree. This ability is great just as it is. Adding disintegration on a 20 would give it too much power and way to early.
    Quote Originally Posted by Willan View Post
    Inferno Shot
    Ranged Archery Attack: Performs a ranged attack with +0/1/2[W] damage. On Hit: Target gains 1 stack of Inferno (Target takes 1d6 fire damage every 2 second for 6 seconds. This effect can stack 20 times, and loses one stack on expiration.).
    *This is skill is the reason people hate clicky attacks. Having to hit an attack every 3 seconds for an unnoticeably gain and it costs 6 SP. I would rewrite the enhancement to the top of the tree and have it fire off a Delayed Blast Fireball centered on all targets hit (like fiery detonation). The enhancement would look like this :
    Ranged Archery Attack: Perform a ranged attack. On Hit: A ball of flame erupts from your target(s) simulating the Delayed Blast Fireball spell, causing an explosion of flame that deals 1d3+3 points of fire damage per character level up to a maximum damage of 25d3+75 at character level 25 to all targets around it.
    Have the damage be modified by spell power and feats such as maximize and empower and able to crit. This would give Elven Wizards a viable reason to go AA. Make it a multi enhancement selector for DC to be based off of Wis or Dex or Int to suite as many AA builds as possible. Make the DC 10 + Character Level + Int/Dex/Wisdom. This will ensure that the skill sees use in Epic Play.
    I mostly agree and like this idea. It definitely needs to be changed, no doubt. After playing with this ability for a while, I can confirm it is 100% horrible.
    I would say instead, just make it 1d3+3 per level but keep it as a 6 seconds dot that can stack 3 times and procs every 2 seconds. At level 25, that's 375 damage every 2 seconds with full stacks. Adds meaningful but not gamebreaking damage.
    Quote Originally Posted by Willan View Post
    Action Boost
    *I would change the two boosts available to Sprint and Spell Power and have it grant both.
    These boosts aren't great... but, they can be useful and at lower levels, 15 elemental resistance for 20 seconds can be pretty good. I say just leave these the way they are. Also, giving both for 6 AP is too cheap (as discussed above).
    Quote Originally Posted by Willan View Post
    Shattermantle Shot
    I LOVE the idea of an AA and caster coordinating this ability and Dispelling Shot to help with their DC's. At first glance it looks lackluster but after playing with it for a while, I can just imagine the possibilities here.
    Quote Originally Posted by Willan View Post
    Terror Arrows
    *Fearing arrows are the worst thing that has been designed and no uses them past their first couple months of playing DDO. I suggest changing this imbue into a clicky spell similar to my fireball suggestion.
    Disagree. They are super awesome when you are soloing in heroic levels. You only have to run with a group once with this on to realize you should never do that again. Keep this the way it is.
    Quote Originally Posted by Willan View Post
    Soul Magic
    Every time you strike an enemy with your bow, you gain 1 temporary spell point. This effect can stack up to 10 times.
    *Great idea but falls short. With an increased use of an AAs SP through clicky attacks this will not be enough to mitigate the extreme drain... I would change this to be 1 permanent SP gained back per arrow.
    Absolutely disagree. Giving unlimited SP regeneration is not a great idea, even if it is just 1 SP at a time. After testing this for a couple hours, this ability does a great job of mitigating SP costs very well just by itself. Keep in mind, the abilities are only 2-6sp each except for the Slaying Arrow which is 20sp but that's covered with Moonbow. The stacks last a full minute as well. Keep this just the way it is.
    Quote Originally Posted by Willan View Post
    Banishing Arrows
    Paralyzing Arrows
    Smiting Arrows
    *The AA tree is too bloated with imbue toggles and this would make a great candidate for a clicky arrow attack.
    Disagree. I think they have a good balance between the two in this line. Also, the imbues allow you to tailor your attacks to enemies without having to worry about clickies. I like that the new AA line is geared more toward utility and versatility, different imbues for different situations rather than just running around with slayer on all the time.
    Quote Originally Posted by Willan View Post
    Arrow of Slaying
    Ranged Archery Attack: Performs a ranged attack with +250 damage. (This damage can be multiplied by critical hits.) (Cost: 20 spell points. Cooldown: 20 seconds.)
    *I would move this ability to the top Deepwood Sniper with no manacost and name it Sniper shot. If you are stealthed make it auto critical. The AA tree should be focused on casting spells through arrows and less about Raw Damage.
    I'm still torn about this one. It really seems more of a Deepwood sniper ability. If I were to revise it, I would switch Slayer Arrow with Headshot. Give Deepwood Stalker's Headshot ability the 250 added damage before crit and let slayer arrows do a flat 500 additional damage.
    Quote Originally Posted by Cordovan View Post
    We are not working with the aliens to send messages that are picked up by your microwaved meatloaf dinner. At least I don't think so...
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  4. #4
    Community Member Willan's Avatar
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    Quote Originally Posted by bhgiant View Post
    Excellent write up. I would like to add a counterpoint in the spirit of good open critical feedback. I will only comment on the AA and Tempest lines as they are the only ones I've played with extensively.

    Can't agree with that. You're asking to give 20AP worth of boosts for 6 AP. I do agree, you should be able to take both of these though. I suggest separating them out similar to the Favored Enemy Defense line.

    Way too cheap. 3 inherant seeker should be expensive. Make the Accuracy 1AP each and the Damage 2AP.

    These boosts aren't great... but, they can be useful and at lower levels, 15 elemental resistance for 20 seconds can be pretty good. I say just leave these the way they are. Also, giving both for 6 AP is too cheap (as discussed above).
    I truly believe that you should only be able to spend 41 AP total in a prestige enhancement tree. Passive benefits like seeker,flat damage, and additions to skills should be priced the same. Lets use the khopesh which has the best crit profile in the game as the example of why 3 seeker should be 3 AP. A khopesh has a crit multiplier of 3 and crits 20% of the time, in this case 3 seeker comes out to 1.8 damage a hit. Why is 3 AP for 1.8 damage a hit way too cheap when you get +1 hit & damage for 2 AP in the same tree?

    Quote Originally Posted by bhgiant View Post
    Disagree. We already have too many stances. Just make the stacks disappear 1 at a time instead of all at once...

    Disagree. Just make the stacks disappear 1 at a time to make it last longer. That way people can use this WITH power attack.
    The truth of the matter is we only have 1 stance for melee characters, power attack. Precision is there as an option but with overwhelming critical requiring power attack I assure you over 90% of the melees in the game use power attack.

    I suggested they be made stances because I want options other than power attack in my characters. It would fit the tree perfectly to have both a defensive stance option and offensive stance option. You also have to remember that Tempest is offered to drow as their racial tree. Pure drow rogues and paladins do not have the feats to always pick up power attack and it would be nice to have more options.



    Quote Originally Posted by bhgiant View Post
    I agree that it's an amazing idea. I think there should be things that can't be dispelled (especially since this is a no save effect). Making it dispell harmful effects on an ally would be OP. Keep it the way it is I say. Stripping Mistresses of their deathward so I can assassinate them will be sweet sweet vengeance.
    I really believe that arcane archers should have their arrows given the spell like ability treatment. Being able to dispel Hold + Otto's Irresistible Dance from allies is hardly game breaking. Mistresses would still be immune to assassinate because they are Red Named, not because they don't have death ward. I am not sure if the ability has no save or that is just a typo.

    Quote Originally Posted by bhgiant View Post
    Disagree. This ability is great just as it is. Adding disintegration on a 20 would give it too much power and way to early.
    The old Slayer Arrows damage was a static 500 on a 20. The disintigrate spell caps out at 4D30 + 120 or 240 damage. It would force arcane archers to itemize spell power and focus on Int/Dex/Wis to get the save high enough to do the same damage they have on live now. How is that overpowered?

    Quote Originally Posted by bhgiant View Post
    I mostly agree and like this idea. It definitely needs to be changed, no doubt. After playing with this ability for a while, I can confirm it is 100% horrible.
    I would say instead, just make it 1d3+3 per level but keep it as a 6 seconds dot that can stack 3 times and procs every 2 seconds. At level 25, that's 375 damage every 2 seconds with full stacks. Adds meaningful but not gamebreaking damage.
    I really believe that arcane archers should have their arrows given the spell like ability treatment. Being able to cast Delayed Blast Fireball through an arrow was my favorite ability in P&P.

    Quote Originally Posted by bhgiant View Post
    I LOVE the idea of an AA and caster coordinating this ability and Dispelling Shot to help with their DC's. At first glance it looks lackluster but after playing with it for a while, I can just imagine the possibilities here.

    Disagree. They are super awesome when you are soloing in heroic levels. You only have to run with a group once with this on to realize you should never do that again. Keep this the way it is.
    Imagine the possibilities if, instead of doing all that work so your caster groupmate can cast Finger of Death reliably and steal all the glory, you can follow it up with an arrow imbued with Phantasmal Killer.

    Quote Originally Posted by bhgiant View Post
    Absolutely disagree. Giving unlimited SP regeneration is not a great idea, even if it is just 1 SP at a time. After testing this for a couple hours, this ability does a great job of mitigating SP costs very well just by itself. Keep in mind, the abilities are only 2-6sp each except for the Slaying Arrow which is 20sp but that's covered with Moonbow. The stacks last a full minute as well. Keep this just the way it is.
    If the developers move forward with turning many of the imbues that won't be used into spell like abilities an Arcane Archer that isnt a pure Caster Elf will be out of mana after 10-20 shots. My ranger at 25 with a Topaz of +200 Power only has 480 mana. A Kensei AA will only have 200 mana. Recouping about 80 mana while manyshotting a single monster every 2 minutes is hardly as gamebreaking as you believe at first glance. If you are worried about a pure elven Cleric having infinite mana in raids, please keep in mind that the arrow rate of fire is incredibly slow compared to melee and they cannot fire arrows and cast heals at the same time. If you think the same cleric is going to have crazy mana regen with manyshotting groups of mobs please keep in mind that many shot with improved precise shot takes 5 feats out of the 8 total you get at level 25 and requires a 19 dexterity score.

    Quote Originally Posted by bhgiant View Post
    Disagree. I think they have a good balance between the two in this line. Also, the imbues allow you to tailor your attacks to enemies without having to worry about clickies. I like that the new AA line is geared more toward utility and versatility, different imbues for different situations rather than just running around with slayer on all the time.
    The 4 imbues stemming from force arrows are lazy and unimaginative. Each one of the effects mimics a common item enchantment. If I wanted to paralyze, fear, smite, or banish my enemies I would simply swap to the corresponding bow and not change my arrow imbue. They have the ability to change those imbues to useful spell like abilities and it will be a **** shame if people settle for something they already have easy access to.

    Quote Originally Posted by bhgiant View Post
    I'm still torn about this one. It really seems more of a Deepwood sniper ability. If I were to revise it, I would switch Slayer Arrow with Headshot. Give Deepwood Stalker's Headshot ability the 250 added damage before crit and let slayer arrows do a flat 500 additional damage.
    I definately see the opportunity for Deepwood Sniper to become raw ranged damage focused and Arcane Archer to be more spell like ability focused.

  5. #5
    Community Member Willan's Avatar
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    Default Fighter Enhancement Feedback

    KENSEI

    I really like the ability to stay centered while using your favored weapon, this opens up use of the Grandmaster of Flowers epic destiny to more than just monk splashes. With the addition of taking the higher monk forms as feats I see a strong paring of this tree with an 18/2 Fighter/Monk multiclass. I would like to see the ability to use Wis or Dex as your attack and damage modifier as part of this PrE trees theme. The Kensei tree is also lacking in fun, impactful click abilities that Tempest currently enjoys and would like to see some added to the tree.

    *One thing I find lacking for the kensei tree is more tactical feat additions. Please add an enhancement that improves trip further as well as one for stunning blow.
    Sweeping Blow Multiple Enhancement Selector
    Melee Focus Attack: Perform an attack with +1[W] to sweep your opponent off their feet. On Damage: Target is rendered helpless for 10 seconds (Balance DC 10 + Fighter Level + Wisdom/Dexterity/Strength Modifier Negates). Shares a Cooldown with Trip, Improved Trip.
    AP Cost: 3
    Requires: Improved Trip
    *The key point of this enhancement would be to increase trips usefullness by making targets considered helpess instead of just prone and to give multiple avenues of increasing its DC based off of what you prioritized with your character.

    Improved Stunning Blow Multiple Enhancement Selector
    Melee Focus Attack: Perform an attack with +1/2/4[W] to stun your opponent. On Damage: Target is stunned for 10 seconds (Fort DC 10 + Fighter level + Wisdom/Dexterity/Strength Modifier Negates. Shares a Cooldown with Stunning Blow. Cost: 10 Ki (Cooldown: 15/10/6 seconds)
    AP Cost: 2 per rank
    Requires: Stunning Blow
    *The thought process behind this enhancement would be to increase a weaponized monk or centered kenseis utility and to reward character specialization.

    Core Abilities

    Weapon Mastery
    Choose one of the following as your Kensei focus. You gain +1 to hit with these weapons, and many Kensei abilities require that you use one of these weapons. (These are labaled as "Focus" abilities.) Exotic weapons are added by taking the Tier 1 Exotic Weapon Mastery enhancement. (Dwarves using Dwarven Axes do not need to take that enhancement.)
    - Archery: Longbow, Shortbow
    - Axes: Battleaxe, Greataxe, Handaxe, Throwing Axe, Dwarven Axe
    - Crossbows: Heavy Crossbow, Light Crossbow, Great Crossbow, Repeating Crossbows
    - Druidic Weapons: Club, Dagger, Dart, Quarterstaff, Scimitar, Sickle, Unarmed combat
    - Heavy Blades: Falchion, Greatsword, Longsword, Scimitar, Bastard Sword, Khopesh
    - Light Blades Dagger, Kukri, Rapier, Shortsword, Throwing Dagger
    - Maces and Clubs: Club, Light Mace, Heavy Mace, Greatclub, Morningstar, Quarterstaff
    - Martial Art Kama, Quarterstaff, Shuriken, Unarmed combat
    - Picks and Hammers: Light Pick, Heavy pick, Light Hammer, Warhammer, Maul, Throwing Hammer
    *Good tier 1 set up for the rest of the tree. As a kensei you are lacking on tactical DC increases other than the +3 from the tree. I would add +1 tactical DC for every Kensei core ability you possess.

    Spiritual Bond
    When you have a weapon equipped in your main hand that is part of your Focus, it gains On Vorpal: If this weapon has fewer stacks of Battle Meditation than the number of Kensei Core Abilities you possess, it gains one stack of Battle Meditation: This weapon gains a +1 Insight bonus to Enhancement bonus for 20 seconds. This stacks up to 10 times. On tier expiration, 1 stack of Meditative Focus is removed at a time.
    *I really like the battle meditation skill itself but I would keep it as an active skill you use while preparing for "the final showdown". There is also discrepency between the duration of the skill and whats written here and in the skills description itself. I would change this to allow the use of Dex or Wisdom in determining your attack bonus with your favored weapon equiped. I would then add at lvl 9 Fighter a core ability to use Wisdom or Dex as your damage modifier or just blend it into fighter lvl 6.

    Strike With No Thought
    When you have a melee weapon equipped in your main hand that is part of your FOcus, you gain 1% Doublestrike. Ranged weapons instead have a 1% chance to fire an extra projectile. Each additional Innate Ability you acquire from this tree increases this bonus by 1%.
    *Nice small passive boost to DPS

    Power Surge
    Action Boost: You gain a +8 Psionic bonus to Strength for 60 seconds. If you possess the ability to generate Ki, you
    gain On Hit: +2 Ki. (Cooldown: 1 minute)
    *I would add +8 Dex and +8 Wisdom to the boost to fit the theme of a transcendent fighter.

    One Cut
    Focus Action Boost: Your currently equipped weapons that are part of your Focus gain the Vorpal ability for 60 seconds. (Cooldown: 1 minute)
    *For requiring fighter level 18 this clicky is completely underwhelming. Make it a passive "always on" ability. I would add "if you posses a Ki bar, you now have 50 additional Ki". This will help the 18/2 splits and give pure fighters more Ki to play with if they choose to be in Grandmaster or Flowers.

    Alacrity
    You gain +10% melee double strike with melee weapons and +10% chance to fire an extra projectile with ranged and thrown weapons. (Repeating Crossbows have a reduced chance to produce extra shots.)
    *Good capstone not too strong.


    Kensei: Tier 1

    Weapon Group Specialization
    You gain +1 to hit and damage with your selected Weapon Group.
    *Good passive boost to damage.

    Exotic Weapon Mastery
    Adds exotic weapons to your Kensei Focus. Axes: Adds dwarven axes if you are not a dwarf. (This has no effect if you are a dwarf.) Crossbows: Adds great crossbows, heavy repeating crossbows, and light repeating crossbows. Heavy Blades: Adds bastard swords and khopesh.
    *I like the idea of allowing exotics to be used while centered.

    Attack Boost
    Activate to gain a +4/6/8 Action Boost bonus to hit for 20 seconds. (Cooldown: 30 seconds)
    *I would add Haste Boost to the list and have it grant both.

    Reed in the Wind
    Focus Melee Attack: Deals +1[W] damage. If you successfully damage your target you gain +3/6/9% insight bonus to Dodge for 6 seconds. (Cooldown: 30 seconds)
    *Doesn't currently function. If you have the dodge bonus go over the cap it will be useful in epic play otherwise I don't see many people using this if they are already focusing on dodge.

    Kensei: Tier 2

    Tactics
    +1/2/3 to the DC's of your Tactical abilities.
    *Good increase of DC's but with a lack of any other DC increases in Kensei this falls short. I suggest adding +1 DC per kensei core ability you posses as well.

    Weapon Group Specialization
    You gain +1 to hit and damage with with one handed weapons and bows in your chosen group, and +1 to hit and +2 damage with two handed weapons in your chosen group.
    *good passive damage booster

    Improved Dodge
    +1/2/3% Dodge when wearing light or no armor.
    *Very nice enhancement, with how hard it is to get meaningful AC in Elite quests this is a very nice addition for mitigation

    Weapon Meditation
    Focus Meditate: You gain the ability to Meditate as if you were a monk, even if you are uncentered. While Meditating, every 6 seconds, if you have a weapon equipped in your main hand that is part of your Focus, it gains a stack of Meditative Focus: This weapon gains +1 Insight bonus to Enhancement bonus for 10 seconds. This stacks up to 10 times. On timer expiration, 1 stack of Meditative Focus is removed at a time.
    *This is a well thought out skill that fits the theme of the transcedent fighter. I would add offhand weapon to the bonus aswell since the Kensei tree doesn't favor a certain fighting style.

    Ascetic Training
    Choose one of the following:
    - Agility: +1/2/3 Concentration, Reflex Saves, and Dodge cap
    - Conditioning: +1/2/3 Concentration and Fortitude Saves, +5/10/15 HP
    - Contemplation: +1/2/3 Concentration and Will Saves
    *I really like the choices presented. The HPs need to be increased to 10/20/30 to see anyone pick it over the Reflex saves. Add 10/20/30 Maximum Ki to Contemplation.

    Kensei: Tier 3

    Critical Accuracy
    *Completely useless enhancement, 12 AP combined for 3 seeker is much too high. I suggest changing it to 3 AP spent for both confirmation and critical damage.

    Weapon Group Specialization
    You gain +1 to hit and damage with your selected Weapon Group.
    *Nice passive boost to damage

    Improved Mobility
    +1/2/3 MDB and Dodge cap while wearing light or no armor. -1/2/3 Armor Check Penalty in light armor.
    *Remove the wording of "no armor". There is no MDB or dodge cap for it anyway.

    Shattering Strike
    Choose either Ranged or Melee. Focus Attack: Deals +1/2/3[W] damage. On Damage: Targets loses 15% fortification for 10 seconds (Fort DC 10 + Half Fighter Level + Wisdom Modifier Negates).
    *One of only 2 clicky tactical feats in Kensei and it has a DC that will make sure it is never used. The DC needs to be 10 + Fighter level + STAT modifier and state wether or not sundering bonuses affect the DC. Please make it a multi enhancement selector with DC based off of Str or Dex or Wis.

    Ability Point
    Select one of the following:
    - Strength +1
    - Dexterity +1
    - Wisdom +1
    *Perfect

    Kensei: Tier 4

    Critical Damage
    +1/2/3 critical hit damage (before weapon multipliers)
    *Completely useless enhancement, 12 AP combined for 3 seeker is much too high. I suggest changing it to 3 AP spent for both confirmation and critical damage.

    Weapon Group Specialization
    You gain +1 to hit and damage with with one handed weapons and bows in your chosen group, and +1 to hit and +2 damage with two handed weapons in your chosen group.
    *Good passive damage increase

    Ability Point
    Select one of the following:
    - Strength +1
    - Dexterity +1
    - Wisdom +1
    *Perfect


    Kensei: Tier 5

    A Good Death
    Choose either Ranged or Melee. Focus Attack: Perform an attack with +1 Critical Damage Multiplier. On Damage: If the target is below 20% health, deal 500 damage. (Cooldown: 30 seconds)
    *Good thought but poor execution. For a clicky attack with a long cooldown and %health requirement it lacks impact. Please make it so that "if target is below 35% health, deals +100 base damage for one handed weapons and +250 base damage for two handed weapons." Have the ability trigger to offhand attacks and doublestrike attacks as well.

    Keen Edge
    You gain a +1 Competence bonus to Critical Threat Range with your Focus weapons.
    *Perfect addition of passive damage

    One With the Blade
    Your melee Focus weapons are considered Centering. This ability does not affect ranged weapons.
    *I really like the idea of being centered with your weapon of choice.

    Deadly Strike
    Choose either Ranged or Melee. Focus Attack: Expend a use of Action Boost: Attack to perform an attack that is automatically considered a critical threat. On Vorpal: 500 damage. (Cooldown: 30 seconds)
    *This skill is one of the reasons people hate clicky attacks. It had a limited number of uses per rest with a long cooldown and almost no impact. Not something I would expect to be at the top of the melee damage tree. Please add 1 critical multiplier and +50 base damage for one handed weapons and +100 base damage for two handed weapons. Have the ability trigger to offhand attacks and doublestrike attacks as well.

    *One thing I find lacking for the kensei tree is more tactical feat additions. Please add an enhancement that improves trip further as well as one for stunning blow.
    Sweeping Blow Multiple Enhancement Selector
    Melee Focus Attack: Perform an attack with +1[W] to sweep your opponent off their feet. On Damage: Target is rendered helpless for 10 seconds (Balance DC 10 + Fighter Level + Wisdom/Dexterity/Strength Modifier Negates). Shares a Cooldown with Trip, Improved Trip.
    AP Cost: 3
    Requires: Improved Trip
    *The key point of this enhancement would be to increase trips usefullness by making targets considered helpess instead of just prone and to give multiple avenues of increasing its DC based off of what you prioritized with your character.

    Improved Stunning Blow Multiple Enhancement Selector
    Melee Focus Attack: Perform an attack with +1/2/4[W] to stun your opponent. On Damage: Target is stunned for 10 seconds (Fort DC 10 + Fighter level + Wisdom/Dexterity/Strength Modifier Negates. Shares a Cooldown with Stunning Blow. Cost: 10 Ki (Cooldown: 15/10/6 seconds)
    AP Cost: 2 per rank
    Requires: Stunning Blow
    *The thought process behind this enhancement would be to increase a weaponized monk or centered kenseis utility and to reward character specialization.

    STALWART DEFENDER

    I like how defensive this tree is. It has way too much AP cost to get everything though. I suggest dropping total AP possible to be spent in the tree to 41 by adjusting the prices accordingly. Please drop the requirement for a shield to be in Stalwart Defense Stance. Tanks don't always want to have a shield equipped for trash.
    I notice the lack of battlefield control that the class has, specifically the lack of snap aggroe tools you would expect a tank to have. I understand there is Intimidate but it is AoE and anyone can have it where this is a Tanking tree and should have something extra.

    Mocking Blow
    Melee Attack: Perform a melee attack with your main hand weapon that deals +1[W]. On Damage: Forces your target to attack you on a failed Will save for 6 seconds (DC 10 + Fighter level + Intimidate Skill). Allies attacking the target produce 80% less threat for 6 seconds. (Cooldown: 30 seconds)
    *This skill would allow selective target control without pulling everything near the Stalwart Defender incase there is a second "trash tank". It is meant to essentially be no fail with such a high DC and long cooldown. Remember this is the tanking tree.

    Mocking Shout
    Nearby enemies are enraged upon hearing your insults. Forces all enemies that hear you to seek your death on a failed save for 6 seconds (DC 10 + Fighter level + Intimidate Skill). (Cooldown: 30 seconds)
    *Again, I realize this is essentially the intimidate skill but with a higher DC. However, it will affect animals and other uninteligent enemies like golems and skeletons and it doesn't lose DC because of your size versus the enemies you are trying to get to attack you. Please keep in mind this is the tanking tree and should be offered more aggroe control than other characters.

    Core Abilities

    Toughness
    You gain +1 Hit Point for each action point you spend in this tree. Each Stalwart Defender Core Ability you possess (including this one) grants +3% Fortification.
    *Good start but the total amount of AP available to be spent in the tree should be dropped down to 41 and the HP per point spent should be doubled for a total of 82 HPs.

    Overbalance
    Your shields gain On Vorpal: Knock an opponent to the ground.
    *Good low level pick up. Please state whether mobs are helpless or not like in ED abilities and the duration of the knockdown.

    Stalwart Defense
    Shield Defensive Stance: You gain 10 Physical Resistance and a 50% bonus to melee threat generation. While in this stance, you move 10% slower, and are immune to rage effects. Requires an equipped shield and melee weapon. (Cooldown: 1 minute)
    *Great stance but you need to drop the shield requirement.

    Stand Fast
    Shield Action Boost: You gain a +20 bonus to saves vs Fear and Knockdown for 20 seconds. This ability can be used
    while feared or knocked down to end these effects. (Cooldown: 30 seconds)
    *Good boost to use versus cometfall spam.

    Defensive Sweep
    Shield Action Boost: You generate +50% threat and your basic attacks strike two targets per swing instead of one for 20 seconds. (Cooldown: 30 seconds)
    *Very nice for groups of trash mobs

    Last Stand
    Passive: You gain +2 Constitution. Shield Action Boost: You gain +100% Maximum hit points, +50 Physical Resistance Rating, and On Attacked: You are healed for 1d10 positive energy healing. This Action Boost does not share a cooldown with other Action Boost abilities, and can be used while helpless. (Cooldown: 3 minutes)
    *Very nice at first glance but with mobs hitting for 100+ in EE content I would suggest changing the 1d10 positive healing per hit to a 5% chance to have heal cast on you per hit to see use with raid tanking.

    Stalwart Defender: Tier 1

    Item Defense
    You have a 25/50/75% chance to negate potential item wear.
    *Standard throw away points to progress to the next level of advancements. I have not run into equipmeant breaking while questing in years.

    Improved Stalwart Defense
    Choose one of the following:
    - Durable Defense: While in Stalwart Defense, you gain a +5/10/15 Competence bonus to PRR.
    - Inciting Defense: While in Stalwart Defense, you gain a 25/50/75% Competence bonus to melee threat generation.
    - Resilient Defense: While in Stalwart Defense, you gain a +1/2/3 Competence bonus to all Saving Throws.
    *The amount of AP required to get your stance back to what Stalwart Defenders were granted is rediculous. I suggest dropping the AP spent considerably across the tree.

    Stalwart Defensive Mastery
    +1/2/3 AC and MDB
    *AP cost is too high and the AC benefits too little. Please change to 3/6/9 AC.

    Defense Boost
    Activate to gain a +5 Action Boost bonus to AC and PRR for 20 seconds. (Cooldown: 30 seconds)
    *Please add 5 Action Boost bonus to Intimidate as well. Fighters have a hard time getting their intimidate to no fail levels in todays content even with the best gear.

    Threatening Countenance
    +1/2/3 Haggle, Intimidate, and +5/10/15% melee threat generation.
    *Haggle doesn't really fit the tree at all. Please increase Intimidate to 2/4/6.


    Stalwart Defender: Tier 2

    Shield Striking
    Increases your chance to make secondary shield bashes while attacking by 5/10/15%.
    *Good shield Bash increase. Would like to see it increased to 10/20/30% for reliable threat in raid situations

    Improved Stalwart Defense
    Choose a second Improved Stalwart Defense (see tier 1)
    *The amount of AP required to get your stance back to what Stalwart Defenders were granted is rediculous. I suggest dropping the AP spent considerably across the tree.

    Stalwart Shield Mastery
    +5/10/15% Shield AC and +1/2/3 Tower Shield MDB.
    *Percent increases are always welcome.

    Reinforced Defense
    Choose either Shields or Armor/Docent: The AC bonus you gain from the chosen group is increased by 15/30/50%.
    *Percent increases are always welcome

    Instinctive Defense
    You take 5/10/15% less extra damage when struck while helpless. (Additional damage while helpless varies by difficulty setting from 5% to 25%.)
    *Great passive defense against the drow weapon poison.


    Stalwart Defender: Tier 3

    Improved Stalwart Defense
    Choose the third (final) Improved Stalwart Defense (see tier 1)
    *The amount of AP required to get your stance back to what Stalwart Defenders were granted is rediculous. I suggest dropping the AP spent considerably across the tree.

    Greater Stalwart Defense
    Choose one of the following:
    - Hardy Defense: While in Stalwart Defense, you gain a +2/4/6 Competence bonus to Constitution
    - Strong Defense: While in Stalwart Defense, you gain a +2/4/6 Competence bonus to Strength.
    - Tenacious Defense: While in Stalwart Defense, you gain a +10/15/20% Competence bonus to maximum hit points.
    *The amount of AP required to get your stance back to what Stalwart Defenders were granted is rediculous. I suggest dropping the AP spent considerably across the tree.

    Reinforced Defense
    Choose the second (final) Reinforced Defense. (See tier 2)
    *Percent increases are always welcome

    Ability Point
    Select one of the following:
    - Strength +1
    - Constitution +1
    *I would increase constitution to +2, this is the tanking tree after all.


    Stalwart Defender: Tier 4

    Counterattack
    Action Boost: You gain On Shield Block: Your next attack within 3 seconds gains +1[W]. Stacks up to 0/2/3 times. (Cooldown: 30 seconds)
    *Make this a passive boost any time you have a shield equipped to help with sword and board aggroe generation issues

    Swift Defense
    Stalwart Defense no longer reduces your movement speed.
    *Perfect, everyone hates running slower than their group

    Greater Stalwart Defense
    Choose a second Greater Stalwart Defense (see tier 3)
    *The amount of AP required to get your stance back to what Stalwart Defenders were granted is rediculous. I suggest dropping the AP spent considerably across the tree.

    Shield Expertise
    Shields you equip gain +1/2/3 to their Enhancement Bonus.
    *AP cost is too steep and this is placed much too high in the tree for its relative power.

    Ability Point
    Select one of the following:
    - Strength +1
    - Constitution +1
    *I would increase constitution to +2, this is the tanking tree after all.


    Stalwart Defender: Tier 5

    Reprisal
    When you have a shield equipped you gain On Attacked: Your next attack gains +1 damage. This effect can
    stack up to 3/6/10 times.
    *Make this a permanent stacking buff that is not expended on attack to help with sword and board aggroe issues. A duration of 10 seconds would be enough to keep it from being active the whole time in a dungeon but see permanent upkeep when tanking a boss.

    Block and Cut
    Shield Melee Attack: Perform a melee attack with your main hand weapon that deals +1/2/3[W]. On Damage: You gain a 10/15/25% Morale bonus to melee doublestrike for 10 seconds. Requires an equipped shield and melee weapon. (Cooldown: 20 seconds)
    *Great clicky attack. The doublestrike granted is high enough to make a noticeable impact in gameplay.

    Greater Stalwart Defense
    Choose the third (final) Greater Stalwart Defense (see tier 3)
    *The amount of AP required to get your stance back to what Stalwart Defenders were granted is rediculous. I suggest dropping the AP spent considerably across the tree.

    Armor Expertise
    Armor you equip gains +1/2/3 to its Enhancement bonus.
    *AP cost is too steep and this is placed much too high in the tree for its relative power.

    *I notice the lack of battlefield control that the class has, specifically the lack of snap aggroe tools you would expect a tank to have. I understand there is Intimidate but it is AoE and anyone can have it where this is a Tanking tree and should have something extra.

    Mocking Blow
    Melee Attack: Perform a melee attack with your main hand weapon that deals +1[W]. On Damage: Forces your target to attack you on a failed Will save for 6 seconds (DC 10 + Fighter level + Intimidate Skill). Allies attacking the target produce 80% less threat for 6 seconds. (Cooldown: 30 seconds)
    *This skill would allow selective target control without pulling everything near the Stalwart Defender incase there is a second "trash tank". It is meant to essentially be no fail with such a high DC and long cooldown. Remember this is the tanking tree.

    Mocking Shout
    Nearby enemies are enraged upon hearing your insults. Forces all enemies that hear you to seek your death on a failed save for 6 seconds (DC 10 + Fighter level + Intimidate Skill). (Cooldown: 30 seconds)
    *Again, I realize this is essentially the intimidate skill but with a higher DC. However, it will affect animals and other uninteligent enemies like golems and skeletons and it doesn't lose DC because of your size versus the enemies you are trying to get to attack you. Please keep in mind this is the tanking tree and should be offered more aggroe control than other characters.
    Last edited by Willan; 04-14-2013 at 04:36 PM.

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    Awesome insight into the Ranger Trees.
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    Community Member Jay203's Avatar
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    quite a long write-up
    should have separated each PrE into a Post on its own (freaking tower of text)

    anyways, there are a lot of suggestions you make that i absolutely do not agree with
    while there are some that i definitely agree with

    altho i'm seriously too lazy to type everything out =_=;;;;

    the biggest gripe i have about how people make suggestion is that they're balancing everything against superinflated stats of ENDGAME
    which means in order for it to seem "appropriate" by endgame, the suggestions try to make each ability extremely powerful
    which trivializes most things before endgame, and boosts power creep increment speed by x-fold =\
    Last edited by Jay203; 04-13-2013 at 11:54 PM.
    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"

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    Community Member Indoran's Avatar
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    Quote Originally Posted by Jay203 View Post
    the biggest gripe i have about how people make suggestion is that they're balancing everything against superinflated stats of ENDGAME
    which means in order for it to seem "appropriate" by endgame, the suggestions try to make each ability extremely powerful
    which trivializes most things before endgame, and boosts power creep increment speed by x-fold =\
    ^agreed
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    Founder Stanley_Nicholas's Avatar
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    Quote Originally Posted by Jay203 View Post
    the biggest gripe i have about how people make suggestion is that they're balancing everything against superinflated stats of ENDGAME
    which means in order for it to seem "appropriate" by endgame, the suggestions try to make each ability extremely powerful
    which trivializes most things before endgame, and boosts power creep increment speed by x-fold =\
    ^disagreed

    It sucks having 90% of your abilities become useless at endgame, just so they won't be overpowered in pre-epic content. The proper solution is to have abilities scale with character level, not to balance everything for 1-19 and then be basically worthless beyond that.
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    Community Member Willan's Avatar
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    Default Thanks for the input

    Quote Originally Posted by Jay203 View Post
    quite a long write-up
    should have separated each PrE into a Post on its own (freaking tower of text)

    anyways, there are a lot of suggestions you make that i absolutely do not agree with
    while there are some that i definitely agree with

    altho i'm seriously too lazy to type everything out =_=;;;;

    the biggest gripe i have about how people make suggestion is that they're balancing everything against superinflated stats of ENDGAME
    which means in order for it to seem "appropriate" by endgame, the suggestions try to make each ability extremely powerful
    which trivializes most things before endgame, and boosts power creep increment speed by x-fold =\
    Thank you for taking the time to read and respond.

    However, the worst thing this game has going for it is that some things simply do not work at all past heroic. All abilities that are a part of your character should be useful throughout the game if you planned for them. By having DCs for PrE clickys based off of 10+Character level+STAT you make sure that as long as you are leveling and focusing on maxing that stat the ability will see continued use. Heroic content only seems easy because of our experience when running that content and our ability to completely twink out our characters or TRs as we run through it for the 100th time.

    We have to give new players the same amount of power we find from having the best equipmeant at level. We obviously can't hand everyone green steel weapons when they hit 12 but we can give them nice powerful abilities that actually make a difference when you take the time to click on them.

  17. #17
    Community Member Jay203's Avatar
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    Quote Originally Posted by Willan View Post
    Thank you for taking the time to read and respond.

    However, the worst thing this game has going for it is that some things simply do not work at all past heroic. All abilities that are a part of your character should be useful throughout the game if you planned for them. By having DCs for PrE clickys based off of 10+Character level+STAT you make sure that as long as you are leveling and focusing on maxing that stat the ability will see continued use. Heroic content only seems easy because of our experience when running that content and our ability to completely twink out our characters or TRs as we run through it for the 100th time.

    We have to give new players the same amount of power we find from having the best equipmeant at level. We obviously can't hand everyone green steel weapons when they hit 12 but we can give them nice powerful abilities that actually make a difference when you take the time to click on them.
    problem lies in horrible design for endgame
    imo it started since vale/green steel came out. they just keep throwing out new things that make the old things obsolete.
    as things stacks up more and more, developers also have to adjust 'end game' according to the power that the players have access to. pretty soon the entire game has become what it is now. where the heroic levels are just a 'phase' where you grind for equipment that will matter in endgame. while endgame is all about ED and gear.
    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"

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    Community Member Taojeff's Avatar
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    Quote Originally Posted by Jay203 View Post
    quite a long write-up
    should have separated each PrE into a Post on its own (freaking tower of text)

    anyways, there are a lot of suggestions you make that i absolutely do not agree with
    while there are some that i definitely agree with

    altho i'm seriously too lazy to type everything out =_=;;;;

    the biggest gripe i have about how people make suggestion is that they're balancing everything against superinflated stats of ENDGAME
    which means in order for it to seem "appropriate" by endgame, the suggestions try to make each ability extremely powerful
    which trivializes most things before endgame, and boosts power creep increment speed by x-fold =\

    Agreed. I have posted suggestions in several other threads saying something similar. There are ways to make abilities useful without being overpowered also...

  19. #19
    Community Member Rian's Avatar
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    Remember that these trees have to work with Epic Destinies.

    Some of OP's suggestions for the ranger enhancements would really trivialize some of the epic content. Such as your Aimed shot suggestion for a times 7 crit multiplier and +10 crit threat range. If used with Fury of the Wild's adrenaline we're looking at stupid amounts of damage that I, as a ranger, just couldn't agree with. Also, forcing us to stand still? If we're standing still we're taking damage as a ranged character. I personally do not want to be forced to be still because of an ability I want to use.

    Killer should have its name changed to something like Sniper's Tenacity or Battle Lust or something and have an 4% chance to proc per hit stacking up to 1/2/4 times for 10/15/20 seconds, only losing one stack per expiration. Forcing us to get the killing blow is silly, we're not getting the same benefits as someone like a Legendary Dreadnought. At lower levels it may be easier, but at epic levels the killing blow usually ends up in the score of the melees or caster.

    Your suggestion to Arcane Archer's Imbuements make the others completely obsolete.
    Force arrows with disintegration? What would be the point of the other elemental stances? There is no way to mitigate that, so it's full damage every time unless the mob has percentage based damage reduction against all magical sources such as Crateos or someone with Radiant forcefield, and disintegration is un-typed. The green steel effect only has a 2% to proc, which also makes green steel disintegration items pointless.

    In general for your choice of the way DC's should be calculated, they should go by ranger levels. Going by straight character levels seems too forgiving and gives another reason to go pure, which is needed imo.
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  20. #20
    Community Member Willan's Avatar
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    Default Appreciate the Discussion

    Quote Originally Posted by Rian View Post
    Remember that these trees have to work with Epic Destinies.

    Some of OP's suggestions for the ranger enhancements would really trivialize some of the epic content. Such as your Aimed shot suggestion for a times 7 crit multiplier and +10 crit threat range. If used with Fury of the Wild's adrenaline we're looking at stupid amounts of damage that I, as a ranger, just couldn't agree with. Also, forcing us to stand still? If we're standing still we're taking damage as a ranged character. I personally do not want to be forced to be still because of an ability I want to use.
    At the moment you can use Slayer Arrow clicky with Manyshot and a Adrenaline leading to 6k damage x4... By adding crit multiplier and threat range to the attack itself its designed to be useful without Adrenaline. Even when used with Adrenaline you are looking at a 4k-6k single shot on a cooldown. I forgot to add a cooldown to the description but based on the power of the ability I believe a 2 minute cooldown would be justified. You have to remember that trash is called trash because it is trivial to kill anyway. As far as raid mobs are concerned they have varying amounts of fortification which will taper off some of this abilities damage.

    The shot is designed to be used while standing still only so you can't kite AND have damage. It just doesn't fit the theme of this tree to be a sniper and have all the aggroe. It would be a choice of when to use the ability instead of "oh the ability is up I must hit it".

    Quote Originally Posted by Rian View Post
    Killer should have its name changed to something like Sniper's Tenacity or Battle Lust or something and have an 4% chance to proc per hit stacking up to 1/2/4 times for 10/15/20 seconds, only losing one stack per expiration. Forcing us to get the killing blow is silly, we're not getting the same benefits as someone like a Legendary Dreadnought. At lower levels it may be easier, but at epic levels the killing blow usually ends up in the score of the melees or caster.
    By having a 30 second duration on the buff and a headshot ability for an instant kill from stealth as well as Aimshot and a new Sniper Shot with increased base damage you should be able to keep your stacks up while clearing trash if you use your abilities while coordinating with your group.

    Quote Originally Posted by Rian View Post
    Your suggestion to Arcane Archer's Imbuements make the others completely obsolete.
    Force arrows with disintegration? What would be the point of the other elemental stances? There is no way to mitigate that, so it's full damage every time unless the mob has percentage based damage reduction against all magical sources such as Crateos or someone with Radiant forcefield, and disintegration is un-typed. The green steel effect only has a 2% to proc, which also makes green steel disintegration items pointless.
    You have to remember that disintegration when typed as a spell has a fort save for half damage and stacks with disintegration from items. The other arrows will still be used if they add spell like abilities as clickys for AA. Frost arrows will be used while clearing trash to give your PK arrow and Hold arrow a better chance to land since it lowers saves. Shocking arrows will be used on Raid bosses to give the whole raid 10% more damage. Acid arrows will be used against high fort mobs and bosses (think skeletons and truthful one) to give more group wide damage.

    Quote Originally Posted by Rian View Post
    In general for your choice of the way DC's should be calculated, they should go by ranger levels. Going by straight character levels seems too forgiving and gives another reason to go pure, which is needed imo.
    For AAs the DC must be calculated off of character level since the prestige is available to any class as long as it is an elf or half elf. For the Deepwood sniper assassinate ability, having it based off of ranger levels would be fine if the assassinate DC increase in Shadowdancer worked with it.

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