Did my own suggestions HERE.
There are many things useful to an Arcane more than an Enhancement bonus. Like a flat Spell power or DC bonus. Wouldn't you agree with this?
Did my own suggestions HERE.
There are many things useful to an Arcane more than an Enhancement bonus. Like a flat Spell power or DC bonus. Wouldn't you agree with this?
I understand your looking at it from a balance of power standpoint. But, all we see is:
It may not be competing but is 9 spell power worth ~18 million XP and the time it takes to gain it? (Possibly a couple months of work for a average player) I don't think so. I wholeheartedly agree with Wizza in post 16 in this thread:
That properly reflect the work involved with 3 Epic Past Lives.make it a flat +15/20/25 Spell power
It give incentive for Melee builds who might use spells only occasionally to travel into this sphere. And with the inflated HP's of mobs will make a small but not overly noticeable impact on end game casting. Especially when the caps is raised to 30.
And it gets rid of another active clickies we have to remember do at the beginning of each quest. I hate spending 10 minutes jsut buffing and waiting for things to go off mutual cool downs.
Last edited by Drwaz99; 10-24-2013 at 05:20 PM.
replace passive absorption in Arcane line with +1 max caster level and +1 caster level.
This is required because caster levels are tied to EDs(capped at +5) and not Epic levels, which is a tad bit short sighted
Formerly Rathic of harvestgain
I'm honestly not seeing any compelling reason to grind for these.
i saw.
+3 to hit and damage,
7% change of procing ... something? every 30 sec
6% doublestrike.
very weak in general, may if it was all in 1 package, you could have gotten away with it, spread all over the place it's not worth it at all.
have you tried playing a melee in EE? we're coming short as it is, these passive pl feats are like a single drop of water in a 140 F dessert, too little for the effort.
speaking from my own tank experience, between 100 and 143 ac i got hit a lot, too much for it to mater, totally not worth the investment.
sad though, i can hear the broken souls crying a year from now, grinding out all the AC and it still doesn't work.
AC is like a DC, make it and you're fine, fail at it and you're a waste of party spot. Tanks have to sacrifice so much already to gain a meaningful AC, they will lack in many other departments.
Gear, speaking of wich, where are the U19/U20 tanking shields?
Build,
no scroll healing without loosing stance
etc
That's why you guys put in PRR, whose 27 ED PL upgrade is in the divine sphere???
nm delete please
I would grind for those pl only if I had nothing else to do and now that really seems how its gonna be.
am i missing something.. or these are a big waste of time??
Its competing with the other stances, is it not?
The only way I could see these PLs being worth the grind is if I'm HTRing and I slap on an ETR along with it. However, that would only be doable so long as heroic hearts can still be bought with tokens. When that gets phased out, heroic and epic hearts will be in conflict for comms, unless I'd want to run the Sagas that much more. (I don't)
Food for thought.
And since it doesn't specifically mention it, the 2% Crit Chance is static irregardless of the number of ER's? So it's not 6% after 3 ER's?
only in the Active Stances
what we want is stacking passive bonuses
You were a Monk in a past life. You occasionally find yourself contemplating the mysteries of life. Each time you acquire this feat you gain +1 to damage rolls. This feat can be stacked up to three times.
You were a Rogue in a past life. You occasionally find yourself looking over your shoulder. Each time you acquire this feat you gain +2 to saves vs. traps and deal +1 damage when sneak attacking. This feat can be stacked up to three times.
You were a Fighter in a past life. You occasionally find yourself filled with the urge to bark orders to your fellows in combat. Each time you acquire this feat you gain +1 to attack rolls and +1 to the DC's of your tactical feats. This feat can be stacked up to three times.
some Heroic TR Melee DPS options
ugh, i totally forgot, you're right
The saga debacle makes it even worse, making you run even more unfun forgoten realm content in off destinies, (yes i consider running monk&rog destinies on a pure fighter as an off destiny)
Dc casting?!? Where is dc casting????
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the only PL for melees I see worth the grind is Primal and that's if your primary source of self sufficiency is potions as that's an additional source of healing. the rest of them I would do if I had nothing better to do. right now is a good time to get them since there really is no end game. eventually, im sure there will be one again so I would rather take my time getting the EPLs now rather than later when theres a lot more variety at cap. I consider those PLs as about on par with heroic PLs really. EDs are already the primary source of power and these PLs would only be a minor boost to your character, much like the heroic PLs.
I actually like most of the past lives. I personally think they will be worth the grind, at least compared to heroic past lives. My issue comes with stacking. because of the 9x passive stacking, that's a huge potential boost, with a ton of grind involved. I'd personally rather have a slightly larger, but non stacking bonus. I think what is proposed brings too large of a gap between 0 past lives in a sphere and nine. There is little room for passive improvement if any +1 is essentially +9 fully stacked. Development has to be careful and play it cautious because of the 9x multiplier that will eventually be factored into many builds later. I say, double the passive bonuses and make them non stacking with themselves (so 3x stacking instead of 9 if you earn each past life in the sphere once). A 9x multiplier has to be very carefully examined, which is why each individual passive may seem quite weak, because it has to be, because someone will have 9x that bonus at some point.
Last edited by redspecter23; 10-24-2013 at 06:02 PM.
Kaarloe - Degenerate Matter - Argonnessen
Requires even more (tons more!) XP earned while still stuck running in off active destinies. Not interested. When do I actually get to play the **** character I want to play?!
9 spell power is so minute that it will not make any sort of appreciable difference.
Vargouille, as a player let me try to explain something to you and the Dev team. The reason that this game lives now is because of TRing, since there is no endgame. The reason that this game can and has survived on people TRing is because the passive rewards were worthwhile. Myself, I suffered through 3 lives as a cleric just so I can get +3 DC to my web spell because I enjoy the web spell. This is "free all the time and stacks with everything". An epic past life will be more XP, take longer, and the quests to get there are a LOT more boring. In order to preserve the life of the game, these epic past life feats MUST be at least as powerful as the free effect of a regular past life feat. Anything less and the playerbase will scoff and completely ignore the feature.
Here are some of my suggestions (take or leave as you will please)
Martial Sphere:
Doublestrike:
Stance: 5% Doublestrike per stack of this Past Life
Passive Bonus: +5 PRR per stack of this Past Life and +5 AC per Ten Character levels.
Skill mastery:
Stance: +2 to all Skills per stack of this Past Life
Passive Bonus: +5 PRR per stack of this Past Life and +5 AC per Ten Character levels.
Fortification:
Stance: +10% fortification per stack of this Past Life.
Passive Bonus: +5 PRR per stack of this Past Life and +5 AC per Ten Character levels.
Primal Sphere:
Double Shot:
Stance: +5% double shot per stack of this Past Life.
Passive: +5 Maximum Hitpoints and +5 per ten character levels.
Fast Healing:
Stance: Each 30 seconds you heal with positive energy, 5Hp + 5 HP every 5 character levels. 2nd tier is every 20 sec, 3rd tier every 15 sec.
Passive: +5 Maximum Hitpoints and +5 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 30 seconds. Additional stacks of the past life reduce the triggered effect cooldown to 15 seconds and then 0 seconds. (this is not OP since Shiradi cannot proc perma-DOTs anymore)
Passive: +5 Maximum Hitpoints and +5 per ten character levels.
Divine Sphere:
Healing Power:
Stance: +15 positive energy spell power per stack of this past life. +5 to positive spell power if Empower Healing is used per stack
Passive: +5 PRR per stack of this past life.
Brace:
Stance: +2 to all saving throws per stack of this past life.
Passive: +5 PRR per stack of this past life.
Block Energy:
Stance: While blocking, +10% damage absorption against Acid, Cold, Electric and Fire damage per stack of this past life.
Passive: +5 PRR per stack of this past life.
Arcane Sphere:
Energy Criticals:
Stance: 2% Critical Chance with Acid, Cold, Electric Fire and Sonic Spells - this increases to 5% and 10% on 2nd and 3rd stacks of the feat
Passive: +3% Absorption of Acid, Cold, Electric and Fire damage.
True Casting
Stance: +1 stacking DC to all spells when in stance per stack of the feat. 3rd tier doubles effectiveness of any Greater Spell Focus feat as well.
Passive: +3% 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: +3% Absorption of Acid, Cold, Electric and Fire damage.