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  1. #161
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    Quote Originally Posted by maddong View Post
    Kingly recovery chant: grants you and nearby allies 20% heal amp
    I love that idea. It:
    1. effectively increases your healing spells. (the devotion 20/40/60/80 went away in the enhancement pass and bards have been lacking ever since)
    2. fits bards much more thematically, amp feels more bardlike than something devout
    3. Instead of buffing your own devotion, it's worded like a group buff. Even though a buff to your devotion would be beneficial to party members as well when you heal them, perception doesn't work that way, this is much better!
    4. is also effectively a buff to other healers in the party. Alongside arcane might and inspire courage, a song that boosts healing makes healers welcome you as well.

    It's genious!

  2. #162
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    Here are some ideas for a "buff" tree:

    T5: Ability of One. (from the spell "Strength of One", appears in BG and maybe some old edition DnD)
    Select one ability, such as strength. All affected allies gain the strength of the strongest person of the group. Limited duration (but see cores below). One bard can only increase one ability score. Two bards can increase two different scores. Etc. (To address the concern that adding second WC to the party is useless)

    T5: Revenance (see Spell Compendium)
    Cost: bunch of songs
    Effect: Temporary AoE Raise Dead (improved by core abilities later). They come pre-buffed your WC SLAs and songs.

    T4-T5: Harmonious Extend Spell
    Req: Extend Spell
    Effect: +100% spell duration for extend spell, for a total of +200%.


    second core: mass enchant weapon SLA

    third core: mass blur SLA

    fourth core: hage SLA

    fifth core: whatever + double duration of Ability of One and Revenance. Revenance now acts as Resurrection.

    capstone: whatever +
    -mass displace SLA
    -double duration of Ability of One (allowing 100% uptime) and Revenance. Revenance now acts as True Res. (Still temporary)

  3. #163
    Community Member HatsuharuZ's Avatar
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    Quote Originally Posted by Scrabbler View Post
    Something like that could be fine for Warchanter, except that it shouldn't be a copy of the Ravager effect. Doing that would be a kind of nerf to Ravager Barbarian builds, because it would mean that every other melee build gets boosted when a Warchanter is in the party, and Ravager doesn't.
    That's a lot like saying that giving bard's swashbuckler capstone evasion is a nerf to rogues, but yes, the bonus type could be changed, perhaps to a "music" bonus type.

  4. #164
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    Quote Originally Posted by cru121 View Post
    T5: Revenance (see Spell Compendium)
    Cost: bunch of songs
    Effect: Temporary AoE Raise Dead (improved by core abilities later). They come pre-buffed your WC SLAs and songs.
    I advice against the AoE part, but raising someone WITH songs would be so great! One of the moost annoying things when playing a bard is rebuffing the ones who have died.

    Just a raise spell or song is a waste because of scrolls, as everyone is saying

  5. #165
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    Default Balancing on a time budget, assuming it takes time to remove code, so strengthening..

    This look at the warchanter tree assumes that removing existing codes takes time,
    and we want to save all the time we can. So instead of removing code, it
    adds to existing weak features.

    I will skip over anything not revised in this overlook.

    Also, the goal of this overlook is to use already existing elements when possible.
    The focus is on buffing and debuffing SLAs and other things.


    Core Abilities
    Keep as is but add SLAs to all cores, and increase duration of capstone:


    Level 1
    Add Cause Fear and Remove Fear as an SLA Half Normal spell cost, double cooldown

    Level 3
    Add Rage and Blur as an SLA Half Normal spell cost, double cooldown

    Level 6
    Add Slow and Haste as SLAs Half Normal spell cost, double cooldown
    Increase Heroism Song duration greatly

    Level 12
    Add Good Hope and Crushing Despair as an SLA Half Normal spell cost, double cooldown

    Level 18
    Add Fear as an SLA Half Normal spell cost, double cooldown


    Level 20
    Make benefit last the duration of heroism song, not less.
    Add Sleet Storm as an SLA Half Normal spell cost, double cooldown

    Tier One

    Inspired Bravery: Inspire Courage grants +1/+2/+3 to Attack and saving throws vs. Fear.
    Add gain +5/+10+15% healing amp

    Enchant Weapons: Adds the spell Enchant Weapons as a level 1 Bard spell.
    Add: Also adds Master's Touch as a level 1 bard spell.



    Tier Two

    Boast:
    Change to : When you sing a Song Gain temporary HP equal to your preform skill for 120 seconds. 3rd rank: +1 Barbarian Rage use (if you have it).

    NEW: Arcane Shield Chant: Nearby allies gain +5 Music bonus to Energy Resistance
    Always on aura
    Make it scale with bardic caster levels slightly, say +1 per 5 caster levels.


    Action Boost: Sprint: Activate this ability to receive a 35/40/50% Action Boost bonus to running speed for 20 seconds.
    Change: add +1/+2/+3 bard songs


    Tier Three


    New: Ironskin Chant: You and nearby allies gain DR 2/4/6/- and 2/4/6 PRR.
    Stretch goal: Always-on aura, no duration. Otherwise, increased duration
    Change: definitely make this an aura.
    Please make this scale with bardic caster levels, perhaps +1 per 5 caster levels.


    Obstinance: You gain +1 saving throws while below 80% health. Rank 2: Additional +1 to all saving throws while below 60% health. Rank 3: Additional +1 to all saving throws while below 40% health. +5/10/15 Positive Spellpower
    Change add: Tier three: also gain Close Wounds as an SLA, zero spell cost, double cooldown.
    Metamagics applied for free.




    Tier Five

    Keep Howl of the North

    NEW: Frozen Cleave: 360 degree cleave that freezes everyone you hit (per Frozen Fury), +2/4/6[W]
    Be as generous as you can with the cooldown here, it will be a big selling point of the tree.


    Add these 3 since most everything up here is new anyway:

    Aurora Borealis
    Create Healing Aura, and place here.
    Every 60/45/30 seconds you and nearby gain hit points equal to your caster level.
    Positive Spellpower applies, metamagics do not apply.
    Also gain Unyielding 1/2/3 per day.


    Icy Fortifications
    Freezing ice
    Create guard aura, and place it here.
    Copy frozen guard from greensteel code and make into aura for self and allies.
    Also, you and nearby allies have a 8% chance to do your bardic caster level in cold damage upon being hit.
    {Spell power does not apply to cold damage.}


    Icy Assualt
    Create attack buff aura, and place it here:
    Tendon Slice ~ you and nearby allies gain a 10% chance to hamstring foes upon a successful hit.
    Also, you and nearby allies have a 8% chance to do your bardic caster level in cold damage upon a successful hit.
    {Spell power does not apply to cold damage.}

    Last edited by Silverleafeon; 06-26-2014 at 06:32 AM.

  6. #166

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    A Warchanter is one that know the elements of war...they sing to the sword like a Spellsinger sings with a Lute. War is their dance and they dance it with pride. Their shouts and war cries are the hymns offered to the divine and the last thing the enemy hears. They are form and function, they are protectors of the weak, they are leaders in battle and above all they are Bard.

    I thought about this for a while and went back and forth with a guildie first. I also did my DnD Lore research into picking names and abilities based on what they define a War Chanter as. In short this is my version of the Warchanter tree.

    Reading comprehension required (as some changes are subtle)


    CORES:

    1 AP, class level 1 -- Not a multiselector:
    Skaldic Rage: Expend a Song to fly into a heroic Rage, granting you a +4 Rage bonus to Strength and -4 penalty to AC. When Skaldic Rage ends, you become fatigued. Rage Duration: 180 seconds. Duration increases with effects that increase Song duration. Skaldic Rage doesn't stack with Barbarian Rage. AND Skaldic Constitution: +1 Constitution (passive)

    5 AP, class level 3: Fighting Spirit: +10 HP. Gain Martial Proficiency (ALL).

    10 AP, class level 6: Song of Heroism: Expend a use of Bardic Music to give all the effects of the Greater Heroism spell to all nearby allies for 1 minute plus 30 seconds per Caster level. As a non-magical effect, this song cannot be removed by dispel magic or antimagic.

    20 AP, class level 12: Fighting Spirit: +30 HP. Inspire Courage grants an additional +1 damage/attack/ALL saves.

    41 AP, class level 20: Warmaster: +50 HP, +1 Skaldic Constitution (for a total of +2 Con). Inspire Courage grants an additional +1 damage/attack/ALL saves. When you Inspire Heroics, you and all allies gain +2 Music bonus to Attack, +2 Music bonus to Damage, +2 Music bonus to ALL Saves in addition to the already +4 granted from the Inspire Heroics. --To me this actually looks like a viable Capstone without getting on the stupidly nutty side of things.

    TIER 1:

    Inspired Bravery: Inspire Courage grants +1/+2/+3 to damage/attack/ALL saves. --Again Inspire Courage should do more than just saves against fear.

    The Poetic Edda. +1/2/3 and Bard Songs, at Tier 3 also grants +1 bonus to attack and damage. --this way it's a bit more meaty to take this to tier 3, +1 damage is nice.

    NEW: Toughness: 15 HP -- In place of Enchant Weapons for still 2 AP, this is also a bit higher for the same AP as any 3 tiered Toughness. Reminder I'm melee...HP = AWESOME

    Rough and Ready: +2/4/6 AC and +2/4/6 PRR. -- With the proposed PRR and AC changes this is more viable than it looks.

    Focused: +1/+2/+3 Concentrate, Intimidate and Jump. 3rd Rank: +1 Bard Song.

    TIER 2:


    Boast: (Song) Gain 20/40/60 temporary HP for 120 seconds. While you have these temporary HP you gain +1[W] weapon damage. 3rd rank: +10 Music bonus to Intimidate. --If I'm Boa****l then I should be good enough to make the enemies around me angry enough to want to find out. Now I realize that it may seem like you aren't going to get that spiffy for long but with some swashbuckler and ghostly/displacement...etc. it may last longer than you think.

    Words of Encouragement: When you Inspire Courage, allies gain +10/20/30 temporary HP for one minute. +5/10/15 Positive Spellpower
    Remove pre-req from Boast

    NEW: Arcane Shield Chant: Nearby allies gain +5/10/15 Music bonus to Energy Resistance. Cost 10 Spell Points, Duration 1 minute plus 24 seconds per Bard Level --bards do not get Energy Resistance as a Spell..this helps fill that stupid gap and with newer content coming out...the bonus will help.

    NEW: Music of the Elements - Multiselector: Toggle: Your melee and ranged attacks deal 1d3/1d4/1d6 extra Cold/Fire/sonic/Acid/Lightning Damage. Can be increased with spell Power. --I know, I know...DDO has Cold as the War Chanter thing but in going through 3.5 Lore there is absolutely NOTHING that holds them to cold. It was mentioned that they wanted something more like the AA Toggle...if that's the case then it has to have elemental abilities. However I could see it simply just being Sonic and nothing else but I also like variety.

    NEW: The Gathering (Multiselector): Toggle: Gain a +2/+4/+6 Energy Resistance vs. Cold/Fire/sonic/Acid/Lightning. When enemies deal you Cold/Fire/sonic/Acid/Lightning damage, you have a 20/40/60% chance to absorb some of that energy and gain 10% of it back as Temp HP that lasts for 6 seconds per Bard Level

    Action Boost: Sprint: Activate this ability to receive a 35/40/50% Action Boost bonus to running speed for 20 seconds. --Let's keep this as is


    TIER 3:


    Ironskin Chant: Grants DR 2/4/6/ and 2/4/6 PRR- to all nearby allies for 60 seconds plus 24 seconds per Bard level. -- Longer duration...bigger bonuses based on Bard Levels

    Obstinance: You gain +1 to all saving throws while below 80% health. Rank 2: Additional +1 to all saving throws while below 60% health. Rank 3: Additional +1 to all saving throws while below 40% health. AND Passive +5/10/15 Positive Spellpower -- So when you are getting pounded you may catch a moment to heal up and not take damage.

    Armor Mastery moved here


    NEW: Musician's Fury: Make a melee attack with +1/2/3[W] damage. Affected enemies must make a Reflex save (Perform Check) or become Stunned for 6s. Cool down 15s --The cool down is long enough to not be super spamable but short enough to be worthwhile.

    Ability Score: Strength or Charisma


    TIER 4:


    Reckless Chant: You and nearby allies gain +10 Music bonus to Universal Spellpower and +10 Music bonus to Doublestrike and Doubleshot. --Expend 2 uses of Bardic Songs for this...always on until death/shrine/exit dungeon

    NEW: Rallying Cry: Action Boost: You and all allies within range of your songs gain +10/15/20% movement speed and a +1 Morale bonus to Saving Throws for twenty seconds. This ability can be used while feared, and dispels fear effects. --Expeditious is lame

    High Spirits: Your spirits are always high, and you are immune to Crushing Despair, Waves of Fatigue, and Waves of Exhaustion. Rank 2: You are also immune to Sleep. Rank 3: You are also immune to fatigue, including from Skaldic Rage. AND Passive +15/25/35 Positive Spellpower --At Tier 4 odds are you are invested


    NEW: By my Strike: Vorpal Hits cause 1d8/2d8/3d8 additional elemental damage based on Music of the Elements Can be increased with Spell Power --Again a War Master/Chanter knows their form of battle. Also this would have to be in the same line with Music of the elements...once you pick an element...its your's.

    Ability Score: Strength or Charisma

    TIER 5:

    Howl of the North: (2 AP) Toggle: +1 critical damage multiplier on attack rolls of 19-20 --SOLD!

    NEW: An Extension of my Being: (2 AP) Gain Exotic Weapon Proficiency (Multiselector) -- to be honest many Warchanters relay on some kind of Exotic Weapon in their build. Instead of blowing a feat for it the ability for a Bard master of war to have amazing training with a weapon is ideal. This only makes pure bard attractive in the sense that you don't have such a need to take fighter to gain this feat.


    NEW: Elemental Cleave: 360 degree cleave that deals elemental damage everyone you hit (per Music of the elements), +1d6/2d6/3d6 damage. Spell Power increases the damage.

    On Vorpal (and in addition to the damage form By My Strike):

    Cold: Frozen for 6 seconds
    Sonic: Stunned for 6 seconds
    Fire: Burn for 6 seconds.. 4d6 damage once every 2 seconds
    Acid: Poisoned for 6 seconds...same like Fire for damage
    Lightning: Dazed for 6 seconds

    Cooldown: 30 seconds


    NEW: Return to Battle: Resurrection SLA. Costs 1 Song.

    NEW: Tactical Retreat: Greater Teleport SLA - 1 per rest

    NEW: Show Must Go On: Active (25 SP activation) (30 sec cooldown) (Empower Heal, Quicken, Enlarge) (SR: no) Gain 120 temporary HP for 6 seconds. Heals 4d6 HP every 2 seconds while the shield persists. -- increase with Positive SpellPower -- this is a weaker version of Rejuv Cocoon and a much needed healing capability boost for WarChanters. Don't get me wrong Kingly sounds awesome but I think Heal over Time is a bit nicer.
    Last edited by MadCookieQueen; 06-26-2014 at 10:32 AM. Reason: formatting issue

  7. #167
    Community Member Loek's Avatar
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    Default Random Idea

    Maybe its a tad too overpowered. But what if the Raise dead SLA didn't cause death effects? That would make people want to get/use it. Just a thought.

  8. #168
    Community Member Bladedge's Avatar
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    Kingly Recovery reminds me of Radiant Servant: Unyielding Sovereignty and I have to wait five minutes before iam able to recast Unyielding Sovereignty.
    Add a 1 use per rank with a 5 min cool down between each use for Kingly Recovery.
    HEY, I'M TRYING TO SOLVE THAT!
    STOP TOUCHING MY PUZZLE!
    TOUCH MY PUZZLE ONE MORE TIME AND YOU'LL BE SORRY!
    PEOPLE LIKE YOU ARE WHAT'S WRONG WITH THIS GAME -- I QUIT! AND YOU SHALL DIE!

  9. #169
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    Quote Originally Posted by Loek View Post
    Maybe its a tad too overpowered. But what if the Raise dead SLA didn't cause death effects? That would make people want to get/use it. Just a thought.
    An interesting idea.

    As a divine/primal healer, I often find multiple rezs going to a player,
    and having an extra special one that costs a song not being received
    with the flood of rezs, would be disheartening to me.

  10. #170
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    Quote Originally Posted by Bladedge View Post
    Kingly Recovery reminds me of Radiant Servant: Unyielding Sovereignty and I have to wait five minutes before iam able to recast Unyielding Sovereignty.
    Add a 1 use per rank with a 5 min cool down between each use for Kingly Recovery.
    I agree 3/day is light, I am trying to combine with something else or get more amounts/regeneration.

    In the last tree, I place it together with healing aura, which this tree needs to accomplish its goals.
    {That or it need the heal spell, one or the other.}

  11. #171
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    Quote Originally Posted by MadCookieQueen View Post
    --I know, I know...DDO has Cold as the War Chanter thing but in going through 3.5 Lore there is absolutely NOTHING that holds them to cold. It was mentioned that they wanted something more like the AA Toggle...if that's the case then it has to have elemental abilities. However I could see it simply just being Sonic and nothing else but I also like variety.
    I agree, we balancing on a budget, meaning there is only so much coding time we have here.
    Think of a Viking Version of a Bard ~ thematic.
    At least that is what it seems.

    The cold is there, so we work with it, trying not to step on sorcerer toes too much.
    There was debates over going deeper that direction, but so far probably not.
    We shall see, Sev seems to be working deep into solutions and helping Varg with this tree,
    so maybe we might see round 3 in the future. I think this tree is the last one, that I am
    still not happy with. So, soon, maybe, more?

    All ideas are good, they give Des more to ponder, so keep it up.

  12. #172
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    Perhaps we're approaching the too low DC of Frozen Fury from the wrong direction. The arcane archer gets a paralyzation chance with each shot. Why shouldn't warchanter? Eventually the low DC catches up to them at high enemy levels and they rarely succeed. But even then there is always the chance the enemy ( non-red named of course ) will roll a automatic fail. Instead of increasing the DC of Frozen Fury make it a toggle and give a chance of happening with every hit.

    But a really low chance of success combined with a cooldown after each attempt or only on vorpal really isn't worth the AP.

    And really the warchanter bard needs help to keep the enemy on ice and not killing him. He seems pigeonholed to the melee type character but seems severely lacking in survivability. He lacks the damage avoidance of the swashbuckler. He has bard hp, low AC, and limited physical resistance. ( and +1 Con is a drop in the bucket to what is needed to make him viable )

  13. #173
    Community Member mezzorco's Avatar
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    Quote Originally Posted by elvesunited View Post
    He lacks the damage avoidance of the swashbuckler. He has bard hp, low AC, and limited physical resistance. ( and +1 Con is a drop in the bucket to what is needed to make him viable )
    +1 CON isn't granted, it's a multiselector: Skaldic Rage OR +1 CON.

  14. #174

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    Quote Originally Posted by Silverleafeon View Post
    I agree, we balancing on a budget, meaning there is only so much coding time we have here.
    Think of a Viking Version of a Bard ~ thematic.
    At least that is what it seems.

    The cold is there, so we work with it, trying not to step on sorcerer toes too much.
    There was debates over going deeper that direction, but so far probably not.
    We shall see, Sev seems to be working deep into solutions and helping Varg with this tree,
    so maybe we might see round 3 in the future. I think this tree is the last one, that I am
    still not happy with. So, soon, maybe, more?

    All ideas are good, they give Des more to ponder, so keep it up.
    You're speaking as if you work at Turbine...do you know exactly when this is getting released? Do you have their budget numbers on hand? Do you know the asset allocation that's being used to update this? Honestly I'm kind of curious.

    I'm sorry but AA gets elemental selection...aren't they stepping on sorc toes?? Should we pigeon hole them into one element? Heck should anyone who is not a sorc have any elemental affinity?

    They have the coding for an elemental selector and stances and etc....they would need to tweak it and apply it to the tree. Of course this is my opinion and variety makes more sense...besides Vikings are kind of over used ^^

  15. #175
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    Okay I'm only hitting the highlights and lowlights here but this is my council feedback condensed and refined a bit:
    Core Abilities


    • Core 3 (level 3 Bard) Multiselector: Barbaric Spirit or Skaldic Con II (+1 stacks with core 1 Skaldic Con for +2 total) Barbaric Spirit: Your Skaldic Rage now counts as Barbarian Rage for all Barbarian Enhancement tree ability that require Raging.
    • Core 6: Song Multislector Song of Heroism or Chant of the Long March:Long March while chanting your aura now gives 1 stacking Temporary HP for every 2 Bard levels* may stack up to 5 per Bard level (maximum of 100 at level 20 adjust the tick rate to arrive as a useful balance, something like 1 tick every 2 or 4 seconds)

    Tier One


    • Inspired Bravery: make the Saves just +1 to all saves


    Tier Two



    • Boast and Encouragement multiselector: 5%/10%/15% stacking Temporary HP's in addition to the other stuff boast does...
    • Words of Encouragement: When you Inspire Courage, allies gain +5/10/15% stacking temporary HP (both songs last for DURATION of inspire courage or until removed by damage of course) . +5/10/15 Positive Spellpower

    Tier Three


    • Ironskin Chant: Your chanting aura now Grants DR 2/4/6/- 10/16/24 PRR and 10/16/24 MRR to all nearby allies (uses aura mechanic for duration/persistence) Second tier (4DR and 16 PRR and MRR requires Bard level 6 third tier 6DR 24 MRR/PRR requires Bard level 12)
    • Frozen Fury: Make a melee attack with +0.5/1/1.5[w] damage. Affected enemies must make a Fortitude save (12/15/16 + Charisma modifier + 1/2 CHARACTER level) or become frozen solid for several seconds.

    Tier Four


    • NEW: Multiple Choice:
      • Expeditious Chant: You and nearby allies gain +20% Action Boost bonus to Movement Speed.
        • Always on

      • Rallying Cry: This needs serious help, this is a T2 Boost clickie effect pretending to be a T4! NO WAY anyone picks it over 20% perma sprint boost, so How about: Allies within ear shot of your chanting periodically receive lesser restoration (as the spell) haste, and good hope these are song effects and can not be dispelled. NEW:



    • Frozen Cleave: moved from T5: 180 degree cleave 30% chance to freeze anyone you hit (subject to Frozen Fury improved more scaling DC), +1/3/5[W] Much Shorter cooldown than when it was T5 (15 ish seconds)


    Tier Five



    • Avalanche: every 190/120/90 seconds You may call down the very mountains themselves to knock down and confound your enemies (Earthquake spell reskinned and on a long cool down): uses sonic power and crit, give it the visuals of ice storm plus some fog and the rumble effect of EQ
    • Howl of the North: +1 critical damage multiplier on scratchout/rolls of 19-20/scratchout ALL CRITS requires Bard level 15.
    • CUT: Return to Battle: Raise Dead SLA. Costs 1 Song. CUT THIS a bard gets UMD this isn't a good T3 let alone T5
    • Your Long March aura (chant) now heals instead of giving temporary HP's subject to positive crit chance and spell power (should be balanced to be significantly less powerful than Radiant Servant Aura, or similar to lesser death aura for a PM, in other words it should "top up" but not be a source of main healing)
    Last edited by IronClan; 06-27-2014 at 01:08 PM.

  16. #176
    Community Member thunir's Avatar
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    Default another suggestion

    for Tier 5, I would have it replace return to Battle.

    Why not develop a once per rest clickie to throw the entire party a "raise dead". This would be usefull, not too over powered, and would help boost Warchanter usefulness. I would personally call it "Valkries Cry"
    Last edited by thunir; 06-27-2014 at 11:34 PM.

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    Gave it some thought and if warchanter is destined to be the ice viking warrior bard then this is where I'd take it. I'm trying to scale to the power level of other enhancement lines like Swashbuckler and Arcane Archer. As well as add some survivability to the bard tough guy warrior enhancement line.

    Core abilities:
    class Level 1: +10 hp, +1 AC/+1 physical resist/+5 cold resist per core taken. +1 inspire courage damage
    Bards aren't by class a real warrior type, so he'd need help to bridge the gap. Skaldic rage no longer really serves a purpose as no other enhancement will improve it.

    class Level 3: Weapon Training( Martial Proficiencies ) +1 inspire courage damage

    class Level 6: shield Training( Shield proficiencies except for tower feats plus ability to cast spells unhindered) +1 inspire courage damage
    How can you deny the viking warrior his shield? That just goes against the theme.

    class level 12: medium armor proficiency. +1 inspire courage damage

    class Level 18: use full level for base attack bonus. +1 inspire courage damage

    class level 20: inspire courage gets +5 Music bonus to Attack, +5 Music bonus to Damage, +20 Music bonus to Physical Resistance and +20 Music bonus to resist Acid, Cold, Electric, and Fire damage added to it
    +2 strength / Constituion
    Because life is nicer you stick with one buffing song.

    Tier Level 1:

    Inspire Bravery: inspire courage grants +1 will save/+1 attack per AP
    inspire courage acts as a remove fear spell when used

    Tier Level 2:

    NEW Ice Armor: ( replaces boast )
    SLA for ( bard caster level * 5 ) points of protection from physical and elemental damage except for cold.
    The ice armor offers no protection from cold damage but cold damage does restore the protection.
    Once protection reaches 0 it has to be recast.

    Ice Edges: 1 AP for 1d4, 2 AP for 1d6 cold, 3 AP for 1d8 cold damage
    Arcane archer gets 1d6 elemental damage for 2 AP

    NEW: Arcane Shield Chant: Make this a 5% Music Bonus to Energy Absorption aura
    +5 resist? Only useful at very low levels. 5% absorption? More interesting

    Tier Level 3:

    Ironskin Chant: DR 2/4/6 2/4/6 PPR and 2/4/6 AC always on aura.
    I know AC is broken, but must salt be put on the wound by not offering any?

    Obstinance: Rather than a small save boost give it Spell Resistance of charisma modifier + ( 10 / 20 / 30 )
    Spell resistance offers a type of protection the bard might not have. +1 save is a drop in the bucket

    High Spirits: Rank 1: immune to Crushing Despair, Waves of Fatigue, sleep, Fatigue and Waves of Exhaustion.
    Rank 2: immune to Fear, Insanity, Paralyzation, domination
    Rank 3: immune to Charisma damage, Dancing
    I've raised characters to level 28 who have never been hit by any of the high spirit immunities. Or their effects were so lackluster I never noticed. Give Higher tiers something to draw interest

    Northwind: 2d8 / 4d8 / 6d8 extra cold damage on critical hits
    Not just vorpal. This puts it about on equal footing with Swashbuckler Resonant arms. Why should warchanter be weaker?

    Tier Level 4:

    Frozen Fury: Always on. Chance to freeze any opponent hit ( DC remains the same or even a little lower ) by melee attack.
    Significant pre-reqs required such as Ice Edges and NorthWind.
    Arcane Archers get paralyzing arrows which processes on every hit. And like those arrows at high levels this will only work on non-red named enemies who roll an auto-fail. What won't work is a low DC that requires an auto-fail to happen combined with a cooldown after each attempt or a low percent chance of having an attempt.

    New version: Reckless Chant: You and nearby allies gain +6 Music bonus to Universal Spellpower and +6 Music bonus to Doublestrike and Doubleshot.
    I'm warming up to auras. Though I have to ask. How many bard chant auras will the bard be allowed to have active at any one time?

    Expeditious Chant: You and nearby allies gain +20% Action Boost bonus to Movement Speed. ( the obivous choice )
    don't waste the code. No one will ever take the other one

    SLA, Mass Greater Heroism
    Replacing the song version which simply has too short a duration

    Tier Level 5:

    NEW Shatter:
    Strike a frozen opponent with a chance of instant kill. DC = damage done
    This attack will never do critical damage.
    If enemy makes a fortitude save then it takes double damage from the attack regardless of fortification and the enemy is freed from the frozen effect.
    Swashbucklers get an instant kill. Why not warchanters?

    Frozen Cleave:
    +2/4/6 360 degree cleave
    cooldown comparable to other cleave feat attacks
    Be careful. A bad attack animation can cripple this like it did Whirlwind attack


    howl of north: +1 critical damage on critical hits of 19-20
    It's good

    SLA mass cure critical
    SLA mass deathward
    The warchanter at his essence is the ultimate team player. His SLA's and heals should reflect that

  18. #178
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    Quote Originally Posted by elvesunited View Post
    I'm warming up to auras. Though I have to ask. How many bard chant auras will the bard be allowed to have active at any one time?
    My understand on the matter (its a new subject) is fairly certain, you may turn on ALL auras you have and leave them on is fine.


    Nice write up btw, thank you.

  19. #179
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    Quote Originally Posted by MadCookieQueen View Post
    You're speaking as if you work at Turbine...
    I'm not an employee of Turbine or WotC.

    Just call me a sanity checker if you want.

  20. #180
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    While you're at it, please fix the warchanter medium armour PRR bug that gives only 2/3 BAB instead of 4 + 2/3 BAB. Although if the whole armour PRR is being changed later I guess it's not that important.

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