Originally Posted by
MrWindupBird
I think these threads are a little hard to parse without an explicit basis of comparison. For example, the kensei tree for a pure 20 fighter is definitely much stronger post-enhancement pass than before (I can provide details if you want, but this is very easily verifiable and it isn't close), and it was a middlingly strong tree before, in my opinion. But where does that pure 20 kensei lie in comparison to the other 12kensei/x possibilities? That's a much harder question.
I think all the melee trees are stronger than before, which is great. However, the problem with the new system is that the only reason to go above 5-6 lvls in a class is, A. core tree unlocks, or B. class-granted feats which have nothing to do with the enhancement system. For a class like fighter, literally the only thing you get for going more levels is feats, which you can also get by splashing monk or ranger (if TWF/ranged option). So, here the weakness of the high-level core-enhancements is starkly evident: they are the ONLY opportunity cost for splashing into other classes, which are often front-loaded (monk, ranger, pally, fighter, rogue are all very good now as a 2-6 splash) and can offer quite a lot.
This isnt a problem unique to fighter: I'd argue that every melee class can get both more damage and more utility out of splashing that remaining pure, at the moment. Monks are rangers present viable exceptions to my mind: rangers have a good capstone in Tempest, and can get significant efficient self-healing out of 20 ranger (without wasting a twist on cocoon), while monks get increased unarmed damage and some additional class abilities for staying pure, although they have lousy 18/20 core enhancements.
Spellcasting classes don't face this foregone-splash cost of going pure very strongly, since they get caster levels and access to new spells with further class levels. If wizards had their caster levels and spell selection maxed out at level 12, then they would be in the same position as melee, but that's the fundamental difference.
Cetus has some good points re: particular problems/bugs with the tree (Spiritual bond/vorpal strikes in particular), but the tree itself is fine, and I feel one of the strongest trees. The problem is endemic to the new enhancement system, and shared by pretty much all the melee trees- if you're not getting class-granted feats beyond level 6, the only thing pushing you to take more class levels is the core enhancements. Consequently, the melee 12/18/20 core enhancements should be considerably stronger than those in spellcasting trees.
This isn't an indictment of the changes, it's just a reflection of the strength and availability of the new enhancements, and how this encourages multiclassing for melees. I'm not unhappy with the changes, I'm looking forward to playing around with the possibilities more, and a huge part of DDO's draw for me has always been the character building options, which I find that the enhancement pass has expanded.
However, the current reality is that pure-class melees are relatively underpowered, and I will be changing my character builds to reflect this.