DDO combat rebalance:
New-14/7/2014 - Retweaked Battle Engineer, kensei and Barbarian Trees. Ranger Trees added. Manyshot nerfed and THF boosted.
I've spent a whole day to think up of little tweaks and changes that would help the balance the physical combat portion of the game in its current state. Please be patient and read on.
13/7/2014 - Added Nature's Warrior, Kensei, all Monk PrEs. All at the end of this post.
New-12/7/2014 - Started to work on the PrEs. Added Artificer and Barbarian changes. Scroll to the bottom of post to find.
New (09/07/2014)- Natural Weapon/Animal Forms
new-(10/07/2014) numbers lowered for natural weapon
Druids in animal forms seem only viable with both TWF and NF feat chain used (which was a bug), with very very poor scaling up to the epic levels because of the lack of [W] gain. Bears seem completely useless because of that obscenely slow attack speed on Live.
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Natural weapons get +[W] bonuses based on equipped weapons.
Natural weapons no longer gain the benefits of TWF feat chain.
Bears attack 15% faster than on Live.
Bear attacks hit in a cleave arc rather than hitting only single targets.
Nature Warrior T5- Evasion (req: Four Legs Good) You gain evasion while in animal form.
Natural Weapon Fighting
-Featless: no change - 0% off hand proc.
1 Feat (no requirements): 20% off hand proc, 10% doublestrike
2 Feats (req BAB of 6) : +1 damage to base weapon die, 30% off hand proc, 15% doublestrike
3 Feats (req BAB of 11) : +1 damage to base weapon die, 40% off hand proc, 25% doublestrike, Attacks hit in a larger arc (Wolves hit 2 targets per hit now and Bears use great cleave's arc)
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These changes would hopefully take away the bug's effects while still making it a viable fighting style. I'm not sure what else to add because I don't use druids much, but they seem well placed to receive Evasion in animal forms, considering that they don't mesh all that well with rogues due to the lack of skill points and class skills. Bears would also receive an interesting niche in attacking mob groups.
Single Weapon Fighting:
With the current SWF being clearly the new hotness overtaking even TWF in single combat, I feel that it should be tone down just a little. I feel it is well positioned to being the weapon of choice for less combat focused characters to invest to allow them to contribute to party DPS, as well as doing some serious damage with considerable investment in gear and character building. However, in its current incarnation, it seems to be a little overpowered on the far end while being too weak in the early stage compared to featless THF.
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Feats have no balance requirement.
Featless: No change
1 feat:: 10% speed + 5% doublestrike
2 feats: 20% speed + 5% doublestrike + 150% ability modifier
3 feats: 25% + 5% doublestrike+ 200% ability modifer
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The 5% nerf in speed is compensated with a 5% increase in doublestrike, buffing SWF being better in the early heroic levels while still being a powerhouse with swashbuckling or kensai splashes. Non-combat focused characters may also be able to pick up the feat chain to deal out more damage.
Two handed fighting
THF seems to be well position in its current incarnation as the AOE trash mob tree. However, the lack of glancing in moving attacks seems to be odd in a fast combat game such as DDO.
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Featless -10% glancing blow damage, 0% weapon effect proc chance, Improve reach and glancing coverage by additional 10% for all two handed weapons except dwarven waraxe and bastard sword.
1 feat -25% glancing blow damage, 5% weapon effect proc chance, Allow glancing blows and procs when moving
2 feats - 45% glancing blow damage, 10% weapon effect proc chance, glancing blows added on third in chain
3 feats - 60% glancing blow damage, 15% weapon effect proc chance, glancing blows for all attacks, including the 2nd attack in moving attack chain.
Mad munitions and angry arms glancing blow weapon proc chance become 1/2/3 to 2/3/5
Great weapon aptitude glancing blow weapon proc chance go from 2/4/6 to 3/5/8
Kensai's Strike with No Thought up adds 2% glancing blow weapon proc chance per core as well
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With these changes, THF users would gain better reach as well as do more damage (through glancing blows and procs) more consistently. The weapon procs on the glancing blows more reliable to attempt to do interesting things with mass mob procs. THF is also less taken advantage of by SWF in terms of "stealing" glancing blow damage
Two Weapon Fighting
TWF seems to be completely unused in the early heroic levels, opting for two handed weapons despite already having one or even two feats. A bump in the early levels as well as the later stages (because of how it is consistently outstaged by THF) seems immensely helpful.
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Featless: 20% off hand chance
1 feat: 50% off hand chance
2 feats: 70% off hand chance + two weapon defense (merged)
3 feats: 85% Gain half the doublestrike chance as off-hand doublestrike chance.
Tempest Core 2: 10% off hand chance -> 5% off hand chance + 5% off hand doublestrike
Tempest Core 4: 10% off hand chance -> 5% off hand chance + 5% off hand doublestrike
Tempest Core 5: 5% doublestrike -> 5% off hand chance + 5% doublestrike
Tempest Capstone 25% offhand doublestrike -> 5% off hand doublestrike + 100% offhand ability modifier.
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These changes would place TWF at the back forefront of single target DPS and weapon procs when fully invested, while gaining some minor defensive protection from two weapon defensive merged in. Tempest would become more attractive
Sword and Board
The current state of S&B fighters is really in a pitiable state. They cannot take aggro from multiple mobs under the new AC system, nor can they generate enough DPS to draw aggro.
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Shield bashes now work while moving
Shield Mastery: 6% absolute physical reduction on buckler and small shields, 12% absolute physical reduction on large and tower shields. This reduction is doubled when actively blocking.
+4% double strike
gains Improved shield bash as subfeat.
Shield Deflection: requires SM, Bab +6, 5% chance for complete avoidance with buckler and small shields, 25% for large and tower.
If actively blocking: take 10% less spell damage for buckler and small shields, 50% less spell damage for large and tower.
+15% shield bash
Improved Shield Mastery: requires only SM, Bab +11,
10% absolute physical reduction on buckler and small shields, 20% absolute physical reduction on large and tower shields. This reduction is doubled when actively blocking.
Shield deflection active blocking component is increased from to 15% and 60%.
+15% shield bash
Combat Expertise (activated):
Gain 15% increase to AC, +20% to healing amplification, and 3x spell cooldown
Subfeat: Aggression (activated) - Attacks do 100% incite, 10% chance to proc intimidate.
Resilience (activated): + 5 to all saves, receive 20% less damage from reflex spells, 3x spell cooldown
Tower shields uses heavy armor dodge cap modifier, bonus and progression rather than its own unchanging dodge cap.
Pally granted tower on Core 2 (lvl 3)
Granted SD in core 3 (lvl 6)
Note that ISM does not require SD.
Armor Pass:
Dex and wisdom modifiers contribute to AC at 1.5 modifier.
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To make this clear, dex and wisdom now contribute to AC at the same rate that str contribute to THF damage.
Wisdom modifier only applies if monk and unarmored.
This is to compensate for the AC expansion with the AC pass a long time ago, where dex builds got boned in survivabilty.
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Robes get PPR and MRR = robe armor bonus
Light armor get PMRR = 10 + enhancement bonus to PPR and MRR
Medium = 30 + enhancement bonus to PPR and MRR
Heavy = 40 + enhancement bonus to PPR and MRR
Shields
Buckler= 0 + enhancement bonus to PPR and MRR
Light = 5 + enhancement bonus to PPR and MRR
Heavy = 10 + enhancement bonus to PPR and MRR +BAB bonus to PRR and MRR
Tower = 20 + enhancement bonus to PPR and MRR +BAB bonus to PRR and MRR
Reflex based spell mitigation bonus:
Buckler and small =Nil
Heavy and Tower = X 2.0
Heavy and Tower Shields lose evasion.
Robes cap at 100
Light cap at 200
Medium and Heavy have no cap in PRR and MRR
Use new formula of PRR/MRR mitigation proposed by Severin, with damage taken = 150/(150+PRR/MRR)
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This proposal uses most of the ideas of the newly proposed formulas and changes that Severlin proposed, which might hopefully give melees enough survivability in Epic content. Sword and Board characters now do more damage through shield bashes, improved doublestrike chance and improved THF, but it still might not be enough. They can soak up more damage through the absolute physical reduction bonus, which used to be the system before PRR came. They also gain better survivability via healing amplification from combat expertise, as well as less damage from spells and red/orange named attacks, should they chose to tactically use active block.
All of these, of course, is before any Paladin buffs promised to make them more viable, as any Barbarian buffs, as they are still rather lacking. They also need some mitigation against Combat Expertise's spell cooldown increase.
Ranged:
Bow Archery:
The current state of archery is odd, to say the least. At the early stage, a level 6 ranger who insist on using exclusively bows are almost complete burdens in parties, while towards epic levels, the manyshot switch outs and the monkarchers and so overpowering they can steal aggro from even the best fighters.
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Rapid shot gains and addtional 5% doubleshot
Manyshot: Adds an additional projectile to all ranged and thrown attacks except repeating crossbows.
Bow Active: Arrow Flurry: Gives 3% per BAB to an additional (3th) shot, 15sec, 30 sec cd.
Halves doubleshot chance when active.
Disables improved precise shot when active.
Does not build archer's focus when active.
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This allows archers to do alot more consistent damage over time rather than the aggro-stealing burst they have right now. Archers would still outdamage the crossbow under this proposal due to its ability to benefit from half doubleshot rather than 1/3. Bow archers would be able to more exclusively focused on a ranged only style, while thrown and non-repeating crossbows benefit from manyshot's additional projectile. The short length and cooldown is meant to allow archers to be more able to switch from single target focused style (with Arrow Flurry active) to a more AOE focused style (without Arrow Flurry).
Crossbow:
Repeating Crossbows are in a pretty alright place except for some problems, though there should be no need to separate between light and heavy repeating crossbows. In the same way, Light and Heavy crossbows serve no purpose in their distinction, and should be merged as well. Hopefully, because of the Manyshot's change to affect all projectile weapons excepting repeating crossbows, there would be actual users of great crossbows, and with crossbows (light and heavy merged) being a viable side arms for special enemies. In the same vein, because of some minor kensai tweaks detailed later, there might be viable pure kensai crossbowmen in the future metagame.
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Great Crossbows start off with an additional +1 [W] and uses 150% ability damage modifier (if a modifier exists)
Can use Manyshot's passive for non-repeating crossbows.
Gains Rapid Shot's 5% doubleshot bonus.
Remove reload animation, slows attack animation by equal amount.
Rapid reload Increases all crossbow attack speed by a further 5% of previous rapid shot + rapid reload base.
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With these proposals, great crossbows can become a viable competitor to the repeating crossbow, with the toss up between a third shot of damage/procs/sneak attack with the repeating crossbow, and two powerful shots that do high damage, possibly to break DR. The reload animation has been a large problem for special attacks when using the crossbow, wasting cooldown timers or even sp for a reload animation. Fusing the reload animation with the attack animation as one (making each click shoot, then reload rather than click shoot click reload), would alleviate these problems greatly.
Thrown Weapons:
The complete lack of any thrower build is just a poor sight to see, with the shuricannon being the only build being used simply because of its shradi procs. Its a sure sign that shradi procs do need alot of fixing/nerfing, based on how many archer/shuriken/evocation caster builds abuses it as their core, but it is beyond my scope of expertise to even attempt to fix.
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Buff shuriken, throwing dagger, throwing hammer to 1d6 base, throwing axe to 1d8 base
Can use Manyshot's passive.
Gains Rapid Shot's 5% doubleshot bonus.
Remove the draw animation and slow animation by equal amount, increase as by 15%
Quick draw: increase attack speed further by 30%
Cut Shiradi's whirling wrist to provide only 5% increased attack speed each level.
Shuriken Expertise becomes Manticore Toss, affecting all thrown weapons rather than just shuriken, and while
still working with shields equipped.
Brutal thrown gains: Manticore Toss uses strength if strength modifier is higher than dexterity.
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Shuriken, an exotic weapon, having a base damage of 1d2 is completely head scratching, and makes almost zero sense. These combined proposal allows thrown weapons to be viable outside of ninja spy and shiradi, allowing for alot of interesting builds. Its telling how weak thrown weapons were when an epic destiny is able to provide +60% attack speed bonus for throwing weapons. These changes gives throw weapons a new niche: versatility - the ability to benefit from shields and do damage of all types (piercing, bludgeoning and slashing) using all the different throwing weapon types. They should do respectable damage now, and might be able to reach bow/repeater damage levels through crazy optimizations.
Miscellaneous fighter feats:
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Weapon focus each provide additional +1 critical damage
Weapon specialization each provide additional +1 critical damage.
Power Critical gain +15% fortification bypass
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Main idea is making weapon focus feats provide more value that its current incarnation, and allowing for weapon specialization to be more attractive than the AP equivalent in the trees. Power critical is still mostly unused, and is thus buffed to provide the vital bypass needed to deliver the criticals they are advertising.
General feat changes
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Bow str now requires only +4bab and Point blank shot.
Merge improved sunder and slicing blow, giving improved slicing blow's effect as a no save, in addition to its -5 fort debuff.
Give sap a 4 sec bluff/sneak attack window.
Remove improved feint's combat expertise requirement, let it do -1[W] damage (instead of not doing damage at all) with a no save -3 will debuff.
Remove improved trip's combat expertise requirement, give it a cleave area effect with 0[W] and a no save -3 reflex debuff.
Stunning blow slows creature for 20% move speed and attack speed, no save.
Diehard grants an extra 20 hp unconscious range.
Combat casting absorbs mobile spellcasting effects and none of its requirements.
Bulwark of Defence gains an additional +4% and 4% max dodge when active in a defensive stance
Epic damage resistance improves from +10 PRR to +15 PRR and MRR.
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These changes buff long ignored feats while making others more accessible to non-fighters, removing the requirements that suffocated their feasibility due to the feat-starvation in most classes. Improved feint and improved trip only receive a -3 debuff due to its ability to affect multiple foes, while providing an area component to improved trip makes it more flavourful and viable in comparison to stunning blow. Stunning blow gains the ability to at least do something should its target make their save, while diehard actually makes characters more hardy (pun intended). The merger of combat casting and mobile spellcasting makes it a potential feat that casters might now pick up, rather than jump around mobs nonsensically like they used to avoid the speed penalty. Bulwark of Defence gets a minor bump to make it more appealing to tankers, and epic damage resistance becomes more "epic" to hold up to the boosts to armor.
Enhancements:
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Kensai power surge to become multiselector: +8 psionic boost to str or dex.
Exotic weapon mastery to be 1 ap
New tier enhancement 4: Multiselector: Extension of Will: Str or dex mod to focused weapon. Even bow/crossbow.
Requires weapon group specialization tier 4, requires fighter 8.
Barbarian DR bonuses are double for both class increases and enhancement increases.
Warforged armor is now a 2ap enhancement rather than a feat, with the max dex bonuses able to scale as they level. Their adamanitite DR is also doubled.
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Some last thoughts before I run out of time. Its seems odd that kensai cannot chose their ability modifiers, and this new tier 4 enhancements allow it, maybe creating bow/crossbow kensais in the process.
Barbarians gain some proper DR rather than stare at Warpriests DR\5 at level 3 and weep. Warforged are now not penalized for needing armor and trying out melee, and their heavy weapon aptitude buff outlined earlier might push players towards trying them for melee.
Wow. That was exhausting. I realize I've not yet touched on monk hand attacks and druid forms, but monks are already at a good place now while I'm too tired to give my opinions on druid forms. Please give me your thoughts, feedback and opinions of all the changes that I've proposed, as well as new ideas that we can provide our beloved development team.
NEW: PrE Changes
Now that its the weekend, I'll take a look at the capstone, t4 and t5's of a bunch/most of the combat classes to buff their PrE identities and uses. Basically, if the PrE has only 2 or 3 T5's, something is wrong. If no one is taking the capstone, something needs to be changed.
Artificer
Arcanotechnician needs at least one more t5, but its out of my current scope of focus.
Battle Engineer -old -skim this
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T4:
Roll in Tactical Mobility from T5 into Arcane Capacitors 2. Tactical mobility should never have been a T5. Cut T3's Arcane capacitors to 1 AP.
T5:
Runic Infusion: Your runearm imbues (the added fire/acid/etc damage given by runearms to mainhand weapon) is now affected by your appropriate spellpower at X0.5
Weapon Attachment buffed to 0.75, because a PrE t5 should always be better than a racial t5.
Core 18: Buffed to give another + 1 critical damage and + 2 MDB of equipped armor.
Capstone: Buff the +2 int to +4 int and +10 USP
Bring down the "main hand equipped weapon becomes a spellcasting implement" to core 12. Everyone else gets this at much lower levels (AoV as T2 and AA as core 1.)
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Battle Engineer -new
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T4:
Roll in Tactical Mobility from T5 into Arcane Capacitors 2. Tactical mobility should never have been a T5. Cut T3's Arcane capacitors to 1 AP.
T5:
Runic Infusion: Your runearm imbues (the added fire/acid/etc damage given by runearms to mainhand weapon) is now affected by your appropriate spellpower at X0.5
Weapon Attachment buffed to +1[W], because a PrE t5 should always be better than a racial t5.
Engineering Overdrive: Your runearm now charges an extra +20% faster and has 20% faster cooldown after firing. AP Cost: 2AP. Requires Runearm Overcharge.
Core 12: Adds Equipped main hand weapon becomes a spellcasting implement, brought down from capstone.
Core 18: Buffed to give another + 1 critical damage and + 2 MDB of equipped armor.
Capstone: +2 str and +2 int, +10% doublestrike and +10% doubleshot. +10PRR.
+1 to equipped weapon and armor.
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Barbarian
Frenzied Berserker -old Skim this
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Cracking Attack: damage up to 1/2/3 [W], cooldown down to 20 sec. DC increased to use full barbarian levels (instead of half) and uses sunder tactics.
Blood trail should have only one level, with the temp HP lasting 6 secs.
T4: Crazy Strike: Lose the penalties. At the least drop it 5. Who thought that trading 20AC and 20PRR for 1[W] is a good idea?
Cut Wade in: We already have enough attack bonus, and trading AC for AB for 4 secs is misplaced and useless.
Ferocious Slice (replaces wade in): When you Supreme Cleave, you gain +1 Primal bonus to Critical damage and lose -0.5 AC per enemy damaged, up to 3/6/10 maximum. Last for 8 secs. Supreme cleaving again increases the stack (until maximum) and restarts the timer.
AP Cost:1. Requires Supreme Cleave
Deep Cuts (requires Ferocious Slice): Enemies damage by Supreme Cleave gain 1 stack of Vulnerable.
Vulnerable - Target takes 2% more damage for 6 seconds. This effect stacks up to 10 times and loses one stack on expiration.
Exhausting Blow: Cooldown drop to 15 sec. Multiselector to allow ranged: Exhausting Shot.
T5:
Sundering Spin seems completely subpar. Merge with Lash Out.
Focus wide does not require mad munitions anymore, instead requires GTHF (which Mad Munitions also require). This is to free up a T4 slot.
The other T5 seems fine.
Bump both toughness cores from +10 hp to +5 hp, +5 PRR, +5% healing amp.
Core 18: Seems fine
Capstone: You gain +2 Str and +10% glancing blow damage
Storm's Eye: You gain +1 damage, -1 attack -1 AC. You take 1d3 damage every 4 seconds. These modifiers and damage over time gain one stack every 4 seconds, up to 25 stacks. This ends when you are below 40% health or after 5 minutes. Activation cost: 60hp +1 rage. Cooldown 3 minutes.
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Frenzied Berserker - new
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Cracking Attack: damage up to 1/2/3 [W], cooldown down to 20 sec. DC increased to use full barbarian levels (instead of half) and uses sunder tactics.
Blood trail should have only one level, with the temp HP lasting 6 secs.
T4: Crazy Strike: Penalties drop to -5. Who thought that trading 20AC and 20PRR for 1[W] is a good idea?
Cut Wade in: We already have enough attack bonus, and trading AC for AB for 4 secs is misplaced and useless.
Ferocious Slice (replaces wade in): When you Supreme Cleave, you gain +1 Primal bonus to Critical damage and lose -0.5 AC per enemy damaged, up to 3/6/10 maximum. Last for 8 secs. Supreme cleaving again increases the stack (until maximum) and restarts the timer.
AP Cost:1. Requires Supreme Cleave
Deep Cuts (requires Ferocious Slice): Enemies damage by Supreme Cleave gain 1 stack of Vulnerable.
Vulnerable - Target takes 2% more damage for 6 seconds. This effect stacks up to 10 times and loses one stack on expiration.
Exhausting Blow: Cooldown drop to 15 sec. Multiselector to allow ranged: Exhausting Shot.
T5:
Sundering Spin seems completely subpar. Merge with Lash Out, drop the prerequisites of slicing blow and improved sunder.
Focus wide does not require mad munitions anymore, instead requires GTHF (which Mad Munitions also require). This is to free up a T4 slot.
The other T5 seems fine.
Bump both toughness cores at Core 3 and Core 12 from +10 hp to +5 hp, +5 PRR, +5% healing amp.
Core 18: Seems fine
Capstone: You gain +2 Str and +10% glancing blow damage
Storm's Eye: You gain +1 damage, +1 enhancement bonus to attack speed, -1 attack -1 AC. You take 1d3 damage every 4 seconds. These modifiers and damage over time gain one stack every 4 seconds, up to 25 stacks.
This ends when you are below 25% health or after 5 minutes. Gain 200 temporary health and 1 second of daze when Storm's Eye ends.
Activation cost: 60hp. Cooldown 3 minutes.
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Occult Slayer -old skim this
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T4: Having one t4 is simply not acceptable.
Vicious Strike AP cost down to 1 per level.
Vampiric Bond drops to T4, loses Lessons of Nature requirement, gains Kinetic Bond requirement.
Bond Strength requirement down to 100+.
Second Skin: +1/2/3 Reflex save and +1/2/3 Max dex bonus of armor. 1 AP per level.
T5:
Metalline Bond: At bond strength 120+, your bonded weapon gains Metalline. End of story. AP cost up to 2. Requires Vampiric Bond.
Axomatic Bond: At Bond Strength 150+, your bonded weapon gained Aligned, bypassing chaotic and lawful DR. Each attack does +1d6 Lawful and 1d6 Chaotic damage. (Lawful enemies don't take lawful damage, same for chaotic, neutral take both)
Heavy Armor Profiency: Ap Cost:1. Requires Second Skin
Toughness: Did they run out of ideas? I'll still keep it though. Buffed to included +1 Con at each step.
So its +10/20/30hp and +1/2/3 Con for 1Ap each.
All Barb DR X2
Core 18: Seems fine with the increased DR.
Capstone: Not nearly good enough, seeing that you already have slippery mind.
You gain +2 Str and +2 Con. Improve Barb DR by +2.
You gain SR equal to your constitution score.
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Occult Slayer - new
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All weapon bond requirements halved.
T3:
Bond of Retribution removed.
Second Skin: +1/2/3 Reflex save and +1/2/3 Max dex bonus of armor. 1 AP per level.
T4: Having one t4 is simply not acceptable.
Vicious Strike AP cost down to 1 per level. Vicious Strike silences for 1/2/3 seconds and applies 7/11/15 seconds of feedback (basically 6/9/12 seconds after silence wears off)
Vampiric Bond drops to T4, loses Lessons of Nature requirement, gains Kinetic Bond requirement.
Bond Strength requirement down to 50+.
Retributive Rage: When you are attacked while Raging, 10% to automatically trip attacker for 2 seconds, no save. Ap cost 2.
Bonded Strike: Use 25 bond strength to cleave with +0/1/2[W] and trip enemies for 2 seconds, no save. Cooldown (30/20/10) 1 AP per level.
T5:
Metalline Bond: At bond strength 60+, your bonded weapon gains Metalline. End of story. AP cost up to 2. Requires Vampiric Bond.
Retributive Destruction: +1 crit multiplier on attacks rolls on 19-20. Removed Bond of Retribution and Destruction.
Axiomatic Bond: At Bond Strength 75+, your bonded weapon gained Aligned, bypassing chaotic and lawful DR. Each attack does +1d6 Lawful and 1d6 Chaotic damage. (Lawful enemies don't take lawful damage, same for chaotic, neutral take both)
Up and Ready: Ap Cost:2. Multiselector: Gain Evasion or Gain Heavy Armor proficiency and Shield Proficiency.
Toughness: Buffed to included +1 Con at each step.
So its +5/10/15hp, +5/10/15% healing amp and +1/2/3 Con for 1Ap each.
All Cores and class level Barbarian DR bonuses are doubled. DR caps at 25 with capstone.
Core 1: Weapon bond has no 1 sec cooldown on swing, and also generates 1 weapon bond automatically every 3 seconds. However, Bond is broken when weapon is changed, instance is changed, and on rest. Maximum bond Strength: 100.
Activate: lose 10 weapon bond strength to gain 5% enhancement bonus to attack speed for 30 seconds. Cooldown: 30 seconds. (does not stack with haste)
Core 3: Weapon bond activation from core 1 increased from 5% to 10% (still worse than haste).
Core 6: +1 to all saves while raging and +5 PRR
Core 12: +1 to all saves while raging and +5 PRR. You gain SR equal to 10+ your Constitution modifier.
Core 18: +1 to all saves while raging and + 5 PRR Elemental defense grants +25 more temp hp (to 50)
Capstone: Not nearly good enough, seeing that you already have slippery mind.
You gain +2 Str and +2 Con. Improve Barb DR by +3. While raging, gain +2 to all saves and +10 PRR.
You gain SR equal to 5+ your constitution score.
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Ravager -old Skim this
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Unbug Slaughter.
Does Fury have a limit? DDOwiki is unclear
No idea on the cooldown for Cruel Cut either.
T4: Dismember: Cruel cut does 3d4/3d6/3d8 damage and slows attack speed or 6d4/6d6/6d8 damage and slows movement speed.
I Hit Back: Buffed to add + Barb level damage.
T5:
Bully: Buff to 10% per level and only 1AP per level. Does not require I Hit Back.
(***? 5/10/15% at 2ap for a T5? Thief acrobats get this at double the rate and half the AP at T4. With no prerequisites!)
Anger Management: You regain 1 rage every 60 seconds. +1 max rage. (2AP)
Righteous Roar: Deal +2[W] damage in a cleave aoe. Affected enemies are dazed for 4 seconds. Cost 1 Rage. Requires Anger Management. AP Cost: 2
And You Fall Down: When you are hit, 5/10/15% chance to trip attacker for 2 seconds. I like Pain gets a second chance to trigger at third level. AP Cost 1. Requires I hit back!
Core 18: Seems fine. Add "If already in a rage, gain 3 stacks of Fury" Basically allows you to spend Rages for instant Fury.
Capstone: Needs severe buffing.
+2 str and Con
Visage of Terror: Buffed up Will Save DC from 10+Con mod + 1/2 Barb to 16 + Con Mod + Full Barb Level. Cooldown drop from 30 to 20. If save is made, enemy are briefly paralyzed for 5 seconds, helpless.
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Ravager -new
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Unbug Slaughter.
T3:
I Hit Back: Buffed to add + Barb level damage at each rank. Dropped to T3. Reduces I like Pain cooldown to 50/40/30 seconds.
Aura of fear changed to -1/2/3 to all ability scores of nearby enemies. This affects red names. (I can't make them affect purple bosses. Bosses are immune to ruddy everything)
Festering Wound : Rank 3 drops Cruel Cut cooldown to 25.
T4: Dismember: Cruel cut does 3d4/3d6/3d8 damage and slows attack speed or 6d4/6d6/6d8 damage and slows movement speed. Rank 3 drops Cruel Cut cooldown to 20.
Laughter: Completely changed. If you score a critical hit when using Slaughter, the cooldown is dropped to half (1 minute). If you score a confirmed vorpal hit when using Slaughter, you may use Slaughter again.
Aura of Relentless: Requires Aura of Fear. Nearby enemies lost 3/6/10% fortification.
Bully: Dropped to T4. Buff to 10% per level and only 1AP per level. Does not require I Hit Back.
T5:
Anger Management: You regain 1 rage every 60 seconds. +1 max rage. (1AP)
Righteous Roar: Deal +2[W] damage in a cleave aoe. Affected enemies are dazed for 4 seconds, no save. Cost 1 Rage. Requires Anger Management. AP Cost: 2
Needs at least one more T5, but I really cant think of anything.
Core 1: Fury changed into +1 damage and +1% doublestrike, stacks up to 4 stacks.
Core 3: Pain touch has no cooldown. +1 max fury. When you rage, give yourself and surrounding allies +1 fury. Non-barbs get only get 4 stacks max.
Core 6: DC changed to 10 +1/2 Barbarian level + con mod. +2 max fury and +1 rage
Core 12: Pain touch has no cooldown. +3 max fury +1 rage. When you rage, give yourself and surrounding allies +2 fury. Non-barbs get only get 4 stacks max.
Core 18: Removed. Was complete ***** after finding out the max fury. Pain touch up to 3d6. +1 rage, +3 max fury stacks. When you rage, give yourself and surrounding allies +4 fury. Non-barbs get only get 4 stacks max.
Capstone:
+2 str and Con. +2 rage. + 3 max fury stacks
You regenerate 1 additional rage a minute.
Visage of Terror: Buffed up Will Save DC from 10+Con mod + 1/2 Barb to 10 + Str Mod + Full Barb Level. Cooldown drop from 30 to 20. If save is made, enemy are briefly paralyzed for 5 seconds, helpless.
Mod changed from con to str.
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Bard
The bard trees are in the process of a rework right now, so I'll not touch them.
Still, I'll include one simple suggestion.
For Swashbuckler
Different Tack: Lose the "Single Weapon Fighting" prerequisite and requirement.
This will make Bards what they are meant to be - Jack of all trades. Damage to Dex/Cha/Int mods will never get as high as strength, so this will not be OP.
There is no multiselector for Str, so you can't do anything OP like give a Str mod to repeaters.
It requires 3 levels of Bard and 12 AP, so anyone who dips into the Bard for this loses their lvl 18 Core and their capstone.
Bards cannot be lawful, so Pallies cannot take this, plus they already have purple dragon knight which grats this and more.
And its still cheap enough for Warchanters and Spellsingers to dip into without much too much sacrifice.
Clerics and Favored Souls
The warpriest seems to be in a good position, so I'm not gonna touch it, except change the Light Guard damage to scale with spellpower.
Angel of Vengeance, Divine Disciple and Radiant Servant both need help, but as again, its not in the current focus.
Druids
Season's herald seems fine, as is also not in the current focus.
Nature's Warrior
No offense, but having each core doing practically the same thing is lazy design.
Natural Fighting already received a buff, so these changes will be more toned down.
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Reaving Roar change from 5d6 to 3d6/5d6/7d6. This sonic damage scales with spellpower.
T4: Four Legs Good: This ability is no longer a stance, meaning it does not preclude Reaving Roar or Fatal Harrier. AP cost up to 2.
Instinctive Combat: Activated: While in any Bear or Wolf or Tree form, you get Wisdom to Damage with attacks if your Wisdom is higher. Requires Fight. Cost 2AP.
T5: Wild Shape Attunement (better name, anyone?): While in Wolf/Bear/Tree form:
You gain +4/8/11 to your intimidate and bluff score. (this allows them to be on par classes with them as class skills)
You have evasion at lvl 3.
AP Cost: 1 per level. Requires: Four Legs Good.
Celerity: Cooldown dropped from 5 to 4 minutes. Duration up from 15 secs to 20 secs.
Alpha Strike no longer requires Fight.
Core 18: Sneak attack buffed from +1d6 to +2d6 in any wolf form.
PRR buffed from +5 to +10 in any bear form.
+2 base melee damage, up from +1
Capstone: While in any wolf form, you gain +1 [W] damage, changed from +1 base melee damage. Others stay the same.
While in any bear form, you gain +1 [W] damage, changed from +1 base melee damage. You gain +5% attack speed and +5 doublestrike. (already buffed bear attack speed in natural fighting section earlier.) You gain +15 PRR, up from +10.
The static bonuses stay the same.
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I'll be interested to hear about any more interesting suggestions to the Nature's Warriors Core. As of now I can't really think of much except this.
Fighter
Kensei -old
(is this the correct spelling? I've been calling them kensai [japanese]. Can't believe I've been wrong all these while)
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Exotic weapon mastery should be 1 ap, not 2. Its not like its giving a free feat. Unless its buffed to give free exotic weapon proficiency.
T4: having 2 (technically 3) T4's is kinda sad.
Extension of Will: (previously mentioned) 2AP, multi-selector: Str or Dex
If your equipped weapon is part of your focus, and if your str/dex is higher, use it in place of your current ability to damage modifier.
Requires weapon specialization (fighter 8)
Critical damage to merge with T3's critical accuracy, and cost 2 AP, with another T4 Critical damage, which gives +1/2/3 critical damage before modifiers, 1 AP per level, netting the Kensai a total of
T5:
Deadly Strike/Shot Cooldown down from 30 secs to 15 secs, considering that they use an action boost.
Draining the Lifeblood: Attacks with your focus weapon have a 5% chance to inflict 1/2/3 seconds of Nauseated on enemies and gain +5/10/15 temporary Hitpoints. Cost 1 Ap per Level. No requirements.
Core 6: Adds an additional +2% glancing blow weapon proc chance, with 2% more for each additional Core, up to 8%.
Core 12: Becomes multiselector to allow +8 psionic to dex. Gains +1 critical damage (before multipliers).
Core 18: Seems odd that they are using almost the same as the assassin's 18 core. Not sure if the action boost gives the increase weapon die for gaining the vorpal enchantment. Regardless, gains an additional +1 critical damage and 10% fortification bypass.
Capstone: no change
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Kensei - new
Exotic weapon mastery should be 1 ap, not 2. Its not like its giving a free feat. Unless its buffed to give free exotic weapon proficiency.
T4: having 2 (technically 3) T4's is kinda sad.
Extension of Will: (previously mentioned) 2AP, multi-selector: Str or Dex
If your equipped weapon is part of your focus, and if your str/dex is higher, use it in place of your current ability to damage modifier.
Requires weapon specialization (fighter 8)
Critical damage to merge with T3's critical accuracy, and cost 2 AP, with another T4 Critical damage, which gives +1/2/3 critical damage before modifiers, 1 AP per level, netting the Kensai a total of
T5:
Draining the Lifeblood: Attacks with your focus weapon have a 5% chance to inflict 1/2/3 seconds of Nauseated on enemies and gain +5/10/15 temporary Hitpoints. Cost 1 Ap per Level. No requirements.
Deadly Strike/Shot Cooldown down from 30 secs to 15 secs, considering that they use an action boost.
Core 6: Adds an additional +2% glancing blow weapon proc chance, with 2% more for each additional Core, up to 8%.
Core 12: Becomes multiselector to allow +8 psionic to dex. Gains +1 critical damage (before multipliers) and 10% fortification bypass, +1 to tactics DC.
Core 18: Seems odd that they are using almost the same as the assassin's 18 core. Not sure if the action boost gives the increase weapon die for gaining the vorpal enchantment. Regardless, gains an additional +1 critical damage and 10% fortification bypass, +1 to tactics DC.
Capstone: Tactics DC up from +2 to +3
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Stalwart Defender
Where do I even start. This tree and Sacred Defender needs so much help its not even funny. I hear they are already planning to buff this in U23, so I wouldn't touch it.
I'll just say that Core 18 should be an always on ability rather than an action boost.
The capstone also needs alot more for the sacrifice of Evasion.
Monk
I'll thread very carefully here....
Henshin Mystic
This tree is really really weird. I'll try to focus on the theme of kung fu magician.
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Core 1 should really grant +0.5 Fire and Force Spell power per point spent, instead of a fixed +5. After all, if you add up all the cores, you only gain +50 Force and Fire Spell power, and that's mainly because of the capstone's +25 bonus. This should also expand to Force, Fire, Water/Ice, Lightning/Sonic and Earth. You'll understand why when you look at T5.
Now, including capstone, you'll get about 65 Spellpower. Please note that monks don't get spellcraft as a class skill, nor do they have other trees to spend which gives them more spellpower.
At T2 Elemental Ki Strike: Fists of Iron is too strong. Nerf from 3 [W] to +2[W]
Unbalancing Strike gains +1[W]
T4: Ki Blast: Arcane Blast, but for monks!
Ap cost 2.
T5:
Void Strike buffed to scale with spellpower.
Black Staff: When wielding a staff, gain +1 passive Ki generation and generate +1 Ki per hit.
Requires Staff Specialization. AP Cost: 1
Elemental Channeling: Your elemental Ki attacks now scale with spellpower.
AP cost:1
Core 18: +1 passive Ki gen here as well. Need the Ki for all those bolts.
Capstone: Seems okay. Buff stat boost to include + 2 str. Buff fire resistance and Enemy negative fire resistance from +2 to +10 so that you get a total of +20 instead of +12 going through all the cores.
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Ninja Spy
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T4: Deadly Exploits AP cost down from 2 to 1.
Helpless retains 2 AP cost because Monks have so much more reliable ways to induce helpless compared to rogues and barbarians.
T5:
Hand of Death: +1/2/3 of the DC of your Touch of Death. Requires Touch of Death. AP Cost:1.
Sudden Feint: When you miss with a 1 while centered, surrounding enemies are automatically bluffed for 2 secs. AP cost:1.
Core 12: Doubled poison darts stack from 1d4 to 2d4. Adds a 1d6 sneak attack Passive.
Core 18: Add another 1d6 sneak attack passive.
Capstone: Adds +2 wisdom to stat gain. The rest seem fine.
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Shintao
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T4: Instinctive defense down to T3, ap cut to 1 per level.
Menacing Blows (activated stance): Your attacks generate +10/20/30% more hate. Requires Instinctive Defense. Basically allows some tanking while still being an AP tax
T5: Rise like a Phoenix: Cooldown still 15 mins, but not restricted to once a rest. Resting resets cooldown. Generates a small aoe (about slightly bigger than great cleave size) of raise dead for allies around character.
Violence Begets Violence now requires Menacing Blows instead of Instinctive Defense.
Mediation of War:
Air Stance: 10% offhand becomes 5% offhand and 5% offhand doublestrike to work with the new GTWF.
Fire Stance: Bonus increased from +2 to +3.
Water stance: Max dex bonus up from +5 to +8. Grants +2% dodge and +1 to all saves in water stance as well.
Core 18: Change from insight bonus to psionic bonus, to stack with items. Also gain Your unarmed fists now bypass adamantite damage reduction.
Capstone: Stat gain to include Dexterity and Charisma. All creatures are considered tainted. The rest stay the same.
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Paladins
This class needs help. Alot of help. So much help that the upcoming buffs better be really good. I'll not touch this until they are released. Until then, here are some points I would hope that the devs take note.
Where are our ranged smites?
KotC needs alot more coverage in terms of enemies. How about buff them to all evil enemies?
How about smite infidel (its in the 3rd ed sourcebooks. It smites everyone outside your alignment.
We need more favored weapons. Expand the gods and/or open up more favored weapon per god.
How about a third tree that is more team focused and also god focused, kinda like a party leader?
How about a T3 magical training and cure critical wounds as level 4 spell in the level 18 core? Ranger AA gets magical training at level 1, but its understandable.
How about using Pathfinder style smites, which are actually Marks?
How about smites that cooldown every minute, but each smite is on its own cooldown, so every minute all our smites cooldown?
Please give us a good substitute for our missing mount. You gave rangers 4 free feats (archery line) for their companion while we got nothing. The 3 e sourcebooks have very interesting substitutions that bonded with our weapon (or was that pathfinder?)
Ranger
Deepwood Stalker
This tree needs to be more melee friendly in the later stages.
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Allow for +1 Str in multiselector stat gain rather than just Dex and Wis
T4: Legshot gains Multiselector: Hamstring: Melee Attack: +1[W]. On damage: Slow enemy's movement by 50% for 10 seconds (cooldown 10 seconds)
T5: Headshot gains multiselector: Headchop Melee Attack: Perform a Melee attack that is automatically a critical hit. On Vorpal: 500 Damage. Cooldown: 60 seconds.
Core 18: Gain an additional +1 sneak attack die. Deal an additional +2 damage against favored enemies. The others stay the same.
Keen Eye: Gain +2 dex, +2 str, +1 sneak attack die. Your attacks bypass 25% fortification. The others stay the same.
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Arcane Archer
Hands down the most odd/meant to be abused capstone. Switching around imbues also cost a significant amount of mana, which is uncharacteristic of a half caster class. The cores not stacking with equipped innate weapon enhancement is just wrong, obsoleting so quickly, and rendering the t5 useless.
The imbues also cost uniformly 20sp, which once again seem unnecessarily high for a half caster class. Halving it to 10 sp seems decent, so that a spell point drained AA can still use echos to change stances.
Conjure arrows folded into Core 1 (Artificiers get a enhancement scaling arrow as a spell, so this is only fair).
Elvish Arcane Archer AP cost down from 4 to 2 (in the past, it used to cost 4AP, but provided several abilities with for the AP cost, such as conjure arrows and True shot. While now, we are paying 2 AP only to open the tree with zero benefits.)
Elemental shot chain no longer multiselector, instead in grants all four elemental imbues. Going up the tree makes it deal 1d4/1d6/1d8/1d10 elemental damage per shot.
Shattermantle shot AP cost drop from 2 AP to 1 AP, damage down from +1/2/3[W] to +0.5/1.0/1.5[W]
T4: Banishing and smiting arrows deal +1d6/3d6 bane damage and 100/150 damage vorpal damage.
Paralyzing Shot Only have 2 levels. Will DC 22/28 negates. On level 2, when vorpal, enemy gains one negative level. AP Cost up from 1 AP to 2 AP.
This would most likely not be changed to give any sort of + ranger level because of how the calculation works, as well as the OP potential.
T5:
Moonbow: AP cost down from 2 to 1.
Runebow gains +5 Universal Spell power
Elemental Fury: Your elemental arrows gain: On vorpal, deal [1d4+1] elemental damage per 2 ranger level in a small area. This damage is affected by spellpower. Ap Cost: 1.
Core 1: Bows are treated as implements in your hands. You are able to conjure arrows.
Core 3: gains +5 universal spellpower.
Core 6 gains Any bow you equip gains an addition +1 to enhancement bonus. This stack with the bow's existing enhancement. Secondary imbue remains the same.
Core 12 gains Any bow you equip gains an addition +1 to enhancement bonus, to a total of +2. Gains +5 universal Spellpower. Secondary imbue remains the same.
Core 18 remove Shadow Arrow imbue, gain 5% doubleshot chance. gains Any bow you equip gains an addition +1 to enhancement bonus, to a total of +3. Gains +5 meters to PBS and ranged SA range.
Capstone: You gain +2 dexterity, +2 Strength, +15% doubleshot, +10 universal spell power. Unerring shot: AA secondary Imbue toggle: Your arrows gain the benefit of Morphic Arrows, Metalline Arrows and Aligned Arrows. Activation Cost: 10 sp, Cooldown: 10 seconds
Tempest
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T4: Critical Damage merged into T3 Critical Accuracy, costing 2 AP per level.
Incorporal
T5:
Whirling Fury.: +1 damage and to hit when dual-wielding. When critical, deal additional 2d10 (damage based on critical multiplier. +1d10 for +1 each crit multipler above X2) bleed damage.
Requires Whirling Blades (tier 4) Ap cost: 2AP.
A Thousand Cuts: duration up from 6 to 12 secs, cooldown down from 2 minutes to 90 seconds.
Dance of Death: Damage down from +1/3/5 [W] to +1/2/3 [W], Duration up from 6 to 12 secs, AP cost down from 2 AP to 1 AP per level.
Core 3 changed from 10% offhand to 5% offhand 5% offhand doublestrike.
Core 6: gains additional +1% dodge.
Core 12 changed from 10% offhand to 5% offhand 5% offhand doublestrike.
Core 18 changed from 5% doublestrike to 5% offhand 5% chance doublestrike.
Capstone changed from 25% offhand doublestrike to 5% offhand doublestrike and 100% offhand ability modifier. Gains +2 str and +2 dex.