Not true. I still have 'em as when I switch to anti-drow mode it is needed. I usually 1-and-done the MoTU stuff now so it's once per live unless I'm helping other but I still have this feat investment.
And when we do start seeing CR70 drow . . . NOBODY is breaking that SR EVER so there is no point in trying.
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.
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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Well yeah, and I think that is what it should be. If a first lifer can't do anything useful at end game, there is a problem.
However, very few first lifers will actually get all of that stuff. Some of it is easier said than done (for example, +5 tomes are relatively easy, but only for a limited time). And the knowhow of how to get the items, and what items to get, is key... not to mention how to build the toon... and not really all that common for the relatively new.
But that's fine. I don't think an unskilled first lifer should be able to compete at end game. But that is very different from no first lifer should be able to compete.
Right now, no first lifer can compete if Spell Pen is important (which it isn't right now, but if the first big push into lvl 30 end game includes drow everywhere, it would be), and no first lifer can really be a good DC divine. That second one doesn't even bother me much, since while that is the type of thing a divine should be able to do, it isn't nearly as core to the class as it is for Wizards.
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im liking the epl posted...can see a little improvement in the DPS of martial sphere.
you guys writing that are too weak and totally not worth it, dont understand that the game has to be balanced.
Balancing the game is in analyzing the power difference between a skilled new player and a skilled old player with an average number of TR (all types). If this difference is too big, balance is borked.
(and thats why ED twist exploit is lame)
I haven't read through the whole thread, so maybe someone else suggested this.
Can you make the fast healing scale upwards in number of ticks instead of amount? Make it tick the same amount at 60/30/20 seconds instead of double and triple the amount. This would just help to prevent overhealing from a large amount (I'm assuming healing amp applies) and make that toggle slightly more useful.
I mean, come on, it does have to compete with the Shiradi one, which is just all sorts of fun.
Originally Posted by Eladrin
Thank you Vargouille, for making these.
Assuming the Energy Criticals stance goes up like the Arcane Alacrity one to 6% and then to 10% once it has been 3x EPL? Also, where is the EPL stance/passive that affects force?
I understand that the development team may be coming from granting extra DCs to be too powerful. However, for my casters, that is the incentive to TR'ing. Without the extra DCs and/or spell penetration, there is no point in TR'ing and hence no DDO gaming. May be throw us a bone here? How about a 15% chance to gain +5 DC? or may be a clicky for +5 DCs with cool downs and such like many shot?
Up until U18, playing a DC caster has not been fun. May be give us something to look forward too? As someone else mentioned in this thread, the epic destiny spell feats have been lackluster. The best DC that is obtainable has been monk and monk only. Why would a monk having the best DC in DDO when it is not even building for DC or casting? (note that I have two monks personally, I am just asking this question for the community) There is no Epic Tactician (+2 DC) for the casters.
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I personally think it's great and I like the stacking 5 AC from the melee sphere. That's like 45 AC if someone did all 9 - crazy. And the hp from the caster's sphere - 135 in total. Again, wow. If someone actually stacks most of these, they'd be seriously tough.
I even like the enchant weapon - two questions. First, is it automatic and 'always on'? Second, through the Battle Engineer capstone that increases your weapon bonus by 3, it does not count those three pluses toward spell power (i.e., Needle only grants a +24 spellpower and not +33 as it would if the bonus from BE counted toward spell power like enchant weapon does). Will the enchant weapon actually grant the increased spell power (i.e., turning Needle into a 33 rather than 24)?
Oh! A comment: I hope these don't activate during heroic lives. Heroic content is already too easy and these bonuses would eliminate the minute challenge that remains in them.
One more question: why only elemental spell crits in the caster sphere? Why not force, too? I mean, us Arties and Shiradies use force a fair amount
Last edited by Singular; 10-25-2013 at 12:39 PM. Reason: erratta
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As long as Enchant Weapon is your active Arcane toggle, it's always on.
The intent is that your spell power is increased with Implements as the enhancement bonus goes up. If that's not happening, there may be a bug.
They do in fact function in Heroic content at level 1.Oh! A comment: I hope these don't activate during heroic lives. Heroic content is already too easy and these bonuses would eliminate the minute challenge that remains in them.
We're happy to hear further feedback on whether or not you guys desire this, or if we should eliminate them functioning below level 20.
Vargouille, may be that's where the development team is coming from: the EPL stances/passives being active for the heroic levels 1-19. i.e, It will be too powerful granting anything better at levels 1-19.
Please turn them off for heroic levels 1-19. Also, please turn off the twists also for heroic 1-19.
Please rework these Epic Past Lives after turning them off for heroic levels 1-19 and may be we can then ask for something with more incentives?
With Great Power Comes Great Responsibility