Martial Sphere:
Doublestrike:
- Stance: 2% Doublestrike per stack of this Past Life
- Passive Bonus: +2 AC per stack of this Past Life and +1 AC per Ten Character levels.
Skill mastery:
- Stance: +1 to all Skills per stack of this Past Life
- Passive Bonus: +2 AC per stack of this Past Life and +1 AC per Ten Character levels.
Fortification:
- Stance: +10% fortification per stack of this Past Life.
- Passive Bonus: +2 AC per stack of this Past Life and +1 AC per Ten Character levels.
Primal Sphere:
Double Shot:
- Stance: +2% double shot per stack of this Past Life.
- Passive: +3 Maximum Hitpoints and +4 per ten character levels.
Fast Healing:
- Stance: Each minute you heal with positive energy, 5Hp + 5 HP every 5 character levels. Healing is doubled and tripled with two or three stacks of this Past Life.
- Passive: +3 Maximum Hitpoints and +4 per ten character levels.
Colors of the Queen:
- Stance: Your unarmed, melee and ranged attacks and spells have a 7% chance to produce a random effect. This triggers at most once every 60 seconds. Additional stacks of the past life reduce the triggered effect cooldown to 45 seconds and then 30 seconds.
- Passive: +3 Maximum Hitpoints and +4 per ten character levels.
Divine Sphere:
Healing Power:
- Stance: +10 positive energy spell power per stack of this past life.
- Passive: +3 PRR per stack of this past life.
Brace:
- Stance: +1 to all saving throws per stack of this past life.
- Passive: +3 PRR per stack of thie past life.
Block Energy:
- Stance: While blocking, +10% damage absorption against Acid, Cold, Electric and Fire damage per stack of this past life.
- Passive: +3 PRR per stack of this past life.
Above..I just need text here for some reason.Arcane Sphere:
Energy Criticals:
- Stance: 2% Critical Chance with Acid, Cold, Electric Fire and Sonic Spells
- Passive: +1% Absorption of Acid, Cold, Electric and Fire damage.
Enchanct Weapon:
- Stance: Your Mainhand equipped weapon gains +1 enhancement bonus per Enchant Weapon past life feat.
- Passive: +1% Absorption of Acid, Cold, Electric and Fire damage.
Arcane Alacrity:
- Stance: Cooldowns on your spells are reduced by 3%. Additional stacks of Arcane Alacrity past life increases this to 6% and then to 10%.
- Passive: +1% Absorption of Acid, Cold, Electric and Fire damage.
Last edited by Drwaz99; 10-24-2013 at 03:42 PM.
Martial Sphere:
Doublestrike:
Stance: 2% Doublestrike per stack of this Past Life
Passive Bonus: +2 AC per stack of this Past Life and +1 AC per Ten Character levels.
Skill mastery:
Stance: +1 to all Skills per stack of this Past Life
Passive Bonus: +2 AC per stack of this Past Life and +1 AC per Ten Character levels.
Fortification:
Stance: +10% fortification per stack of this Past Life.
Passive Bonus: +2 AC per stack of this Past Life and +1 AC per Ten Character levels.
skills = shadowdancer
double strike = monk
fort = dreadnot? i'd swap with a 0.25 (w) per life to all attacks.
Primal Sphere:
Double Shot:
Stance: +2% double shot per stack of this Past Life.
Passive: +3 Maximum Hitpoints and +4 per ten character levels.
Fast Healing:
Stance: Each minute you heal with positive energy, 5Hp + 5 HP every 5 character levels. Healing is doubled and tripled with two or three stacks of this Past Life.
Passive: +3 Maximum Hitpoints and +4 per ten character levels.
Colors of the Queen:
Stance: Your unarmed, melee and ranged attacks and spells have a 7% chance to produce a random effect. This triggers at most once every 60 seconds. Additional stacks of the past life reduce the triggered effect cooldown to 45 seconds and then 30 seconds.
Passive: +3 Maximum Hitpoints and +4 per ten character levels.
shiradi - ok for doubleshot for bow... oh wait, queen thing is shiradi too... 30 secs too long for that cut those times in half
fury - weak, for end game, have to increase amount or shorten the duration between clicks
primal - wait there are not, there are two shiradi instead? how about % more damage per life.
Divine Sphere:
Healing Power:
Stance: +10 positive energy spell power per stack of this past life.
Passive: +3 PRR per stack of this past life.
Brace:
Stance: +1 to all saving throws per stack of this past life.
Passive: +3 PRR per stack of thie past life.
Block Energy:
Stance: While blocking, +10% damage absorption against Acid, Cold, Electric and Fire damage per stack of this past life.
Passive: +3 PRR per stack of this past life.
cleric - make it universal sp at least only positive is weak.
pally - who blocks while taking damage anymore? saves are meh. ac would be better.
Arcane Sphere:
Energy Criticals:
Stance: 2% Critical Chance with Acid, Cold, Electric Fire and Sonic Spells
Passive: +1% Absorption of Acid, Cold, Electric and Fire damage.
Enchanct Weapon:
Stance: Your Mainhand equipped weapon gains +1 enhancement bonus per Enchant Weapon past life feat.
Passive: +1% Absorption of Acid, Cold, Electric and Fire damage.
Arcane Alacrity:
Stance: Cooldowns on your spells are reduced by 3%. Additional stacks of Arcane Alacrity past life increases this to 6% and then to 10%.
Passive: +1% Absorption of Acid, Cold, Electric and Fire damage.
bards get +1 enchant... meh give +1 enchant dc
sorc = crit... ok
wiz = cooldown... what you really need here is +1 to dc since you keep raising saves on end game mobs. caster level and dc's can't catch up since epic levels don't help in these. it's not game breaking to give a lvl 30 wiz 3 dc's as most of the epic elite mobs still won't miss a save.
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Hello - I have been thinging about these over the weekend - below are a few suggestions that would make the EPL carrot big enougth to temp me...
Martial Sphere:
Doublestrike:
Stance: 2% Doublestrike per stack of this Past Life
Add the 2% above is weak - would like 3%,6%,10% for the 3 stacks
Add +1 Tatical DC per 15 Levels - stacks 3 times (6 total = same as a ED twist)
Add Reduce Tatical Cooldowns 1s @ LV 2 - stacks 3 times
Passive Bonus: +2 AC per stack of this Past Life and +1 AC per Ten Character levels.
Skill mastery:
Stance: +1 to all Skills per stack of this Past Life
Add + 1 action boost at LV 20 - stacks 3 times
Add - 1 sec cooldown on skills / action boost cooldowns - stacks 3 times
Passive Bonus: +2 AC per stack of this Past Life and +1 AC per Ten Character levels.
Fortification:
Stance: +10% fortification per stack of this Past Life.
Add +10% chance to shrug off Stuns/webs/chaines, CC per past live - stacks 3 time
Passive Bonus: +2 AC per stack of this Past Life and +1 AC per Ten Character levels.
Primal Sphere:
Double Shot:
Stance: 1% double shot per 10 levels - stacks 3 times
Add the 1% above is weak - would like 3%,6%,10% for the 3 stacks
Passive: +3 Maximum Hitpoints and +4 per ten character levels.
Fast Healing:
Stance: Each minute you heal with positive energy, 5Hp + 5 HP every 5 character levels. Healing is doubled and tripled with two or three stacks of this Past Life.
Passive: +3 Maximum Hitpoints and +4 per ten character levels.
Colors of the Queen:
Stance: Your unarmed, melee and ranged attacks and spells have a 7% chance to produce a random effect. This triggers at most once every 60 seconds. Additional stacks of the past life reduce the triggered effect cooldown to 45 seconds and then 30 seconds.
Passive: +3 Maximum Hitpoints and +4 per ten character levels.
Divine Sphere:
Healing Power:
Stance: +10 positive energy spell power per stack of this past life.
Add 10 is weak... at least 15 or 20 per past life... a simple in game pot is better than this past life
Passive: +3 PRR per stack of this past life.
Brace:
Stance: +1 to all saving throws per stack of this past life.
Add at least +2
Add +10% chance to shrug off Stuns/webs/chaines, CC per past live - stacks 3 time
Passive: +3 PRR per stack of thie past life.
Block Energy:
Stance: While blocking, +10% damage absorption against Acid, Cold, Electric and Fire damage per stack of this past life.
Passive: +3 PRR per stack of this past life.
Arcane Sphere:
Energy Criticals:
Stance: 2% Critical Chance with Acid, Cold, Electric Fire and Sonic Spells
Add the 2% above is weak - would like 3%,6%,10% for the 3 stacks
Passive: +1% Absorption of Acid, Cold, Electric and Fire damage.
Enchanct Weapon:
Stance: Your Mainhand equipped weapon gains +1 enhancement bonus per Enchant Weapon past life feat.
Add the +1 above is weak - at least double - mabye add Material DR bypass or similar
Passive: +1% Absorption of Acid, Cold, Electric and Fire damage.
Arcane Alacrity:
Stance: Cooldowns on your spells are reduced by 3%. Additional stacks of Arcane Alacrity past life increases this to 6% and then to 10%.
Passive: +1% Absorption of Acid, Cold, Electric and Fire damage.
Add the 1% above is weak - would like 3%,6%,10% for the 3 stacks
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Fast Healing Stance I would prefer to see:
Stance: Every 6 seconds you heal 1hp +1hp Every 5 character levels healing is doubled or tripled with two or three stacks
This would mean 3 stacks at 1st level would give Fast Healing 3 every 6 seconds
and 30th Level 21 hp every 6 seconds
Maybe it's just me but I prefer smaller more regular healing, over slow healing.
Also probably worth noting it should not be positive energy healing, Wizards in Undead Forms and Warforged should benefit equally.
So the passive bonuses are all the same within a sphere? Does that mean they can effectively stack x9? Or do you not gain a passive benefit for epic lives 4-9?
If they fully stack and you max them out, that's some pretty nice bonuses from the passives alone:
+45 AC
+45 HP
+27 PRR
+9% Elemental Absorb
The Primal actives look pretty weak for casters. 3 PLs for a rainbow proc every 30 sec?
A lot of these are spectacularly weak. Really? Passive +2 AC from martial? Laughingstock.
Give me actual DPS and tactics please. 6% doublestrike is underwhelming for 3 grinds.
Last edited by Cetus; 10-24-2013 at 03:31 PM.
Healing Power: +10 positive spellpower seems really weak for an epic past life, it should either be at least +15 or +10 and +10 kinetic or light spellpower.
Brace: Should be at least +2 per life.
Fast Healing: 35 HP per minute. I would not call that fast healing, needs reworked.
Enchant Weapon: Odd to have this in the arcane sphere, guess its supposed to be for bards and EKs. Not complaining about it, just find it odd.
6% doublestrike gives many builds with extreme crit profiles (eSOS, deathnips, sireth and more - basically any build whose crit profile yields 40+ attacks per 20 swings) a greater DPS increase than OC, which costs 3 regular feats (though PA is a must for most builds) and an epic feat. That's against 0% fort mobs ofc.
Now, 18 million xp is nothing to laugh at, agreed on that.
I certainly don't use heroic TR to gain past lives; they are merely gravey. Yes, some of them are good and worth having (paladin, wizard for example)... others are largely worthless (druid comes to mind). I TR in order to redo the content with a character that has awesome gear, to open up hard and elite difficulty, to get those +2 starting build points, and to try different builds.
I view the epic TR the same way. These are not awesome carrots to strive for, they are just there as bonuses while attempting new things and redoing content. If you don't enjoy that content, then honestly why are you playing this game?
I guess many people who TR see it much differently though... it's either all or nothing, apparently.
Different strokes for different folks.
I'm aware of the effects of doublestrike, except it isn't fun or inviting. I'd be more enticed by an additional multiplier than I would doublestrike, because bigger numbers are funner to see. Its all about painting an interesting enough picture that makes me want to buy into it. Right now, this picture is very mundane.
Agreed with everyones opinion that this is bad stuff
enuff with boring coding - turbine really listen to this if theres any goal to take feedback from your players.
Last edited by rrzaa80; 01-29-2014 at 11:57 AM.