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  1. #61
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    Warmage round 6

    It looks like Warmage as either a Sorcerer or a Wizard tree would prove too competitive with the Savant and Archmage trees respectively. They would either be less powerful than them and hence be wasted coding or they would be more powerful and would outdate existing coding thereby either way promoting wasteful coding time by the Devs.


    To convert Warmage into own class will be the discussion of round 7, however the Warlock class may be preferable as a new class over the Warmage, although the Warmage could eaiser to convert.

    The same rule could very well apply to classes as well as trees, that classes that are too similar and competitive with others will result in wasted coding time as they might underperform compared to or obsolete existing classes.

  2. #62
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    The best literal conversion of Sudden Metamagics shown thus far is in the form of a series of action boosts.

    Action Boost Sudden _____ Metamagic

    For the next 20 seconds the sp cost of _______ Metamagic is zero.

  3. #63
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    Quote Originally Posted by Silverleafeon View Post
    Warmage round 6

    It looks like Warmage as either a Sorcerer or a Wizard tree would prove too competitive with the Savant and Archmage trees respectively. They would either be less powerful than them and hence be wasted coding or they would be more powerful and would outdate existing coding thereby either way promoting wasteful coding time by the Devs.


    To convert Warmage into own class will be the discussion of round 7, however the Warlock class may be preferable as a new class over the Warmage, although the Warmage could eaiser to convert.

    The same rule could very well apply to classes as well as trees, that classes that are too similar and competitive with others will result in wasted coding time as they might underperform compared to or obsolete existing classes.
    I think the SLA overload tree looks fun and isn't all that competitive with the other prestiges >.<

  4. #64
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    shifting
    Last edited by Silverleafeon; 08-06-2014 at 08:24 AM.

  5. #65
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    The Warmage Class

    A militant spellcaster whose training focuses on battlefield magic.


    Hit die d6

    Skill points 2 + Int

    Class Features

    Weapon and Armor Proficiency: Warmages are proficient with all simple weapons, light armor, and light shields. There is no ASF associated with these.


    At 8th level, a warmage gains proficiency with medium armor (see Armored Mage, below). There is no ASF associated with these.

    Spell Casting ~ Charisma based ; Spells learned are the same as a Sorcerer.

    Warmage Edge (Ex): A warmage is specialized in dealing damage with his spells. Whenever a warmage casts a spell that deals hit point damage, he adds his Intelligence bonus (if any) to the amount of damage dealt. For instance, if a 1st-level warmage with 17 Intelligence casts magic missile, he deals
    1d4+1 points of damage normally, plus an extra 3 points of damage due to his Intelligence bonus. The bonus from the warmage edge special ability applies only to spells that he casts as a warmage, not to those he might have by virtue of levels in another class.

    A single spell can never gain this extra damage more than once per casting. For instance, a fireball deals the extra damage to all creatures in the area it affects. However, if a 3rd-level warmage casts magic missile and produces two missiles, only one of them (of the warmage's choice) gains the extra damage, even if both missiles are directed at the same target. If a spell deals damage for more than 1 round, it deals this extra damage in each round.

    Magic Items used by a warmage do not gain any benefit from warmage edge.

    Sudden Empower: At 7th level, a warmage gains Sudden Empower as an Action Boost. The Sudden Metamagic Action Boosts reduced the sp cost of that particular metamagic to zero.

    Sudden Enlarge: At 10th level, a warmage gains Sudden Enlarge as an Action Boost. The Sudden Metamagic Action Boosts reduced the sp cost of that particular metamagic to zero.

    Sudden Maximize: At 20th level, a warmage gains Sudden Maximize as an Action Boost. The Sudden Metamagic Action Boosts reduced the sp cost of that particular metamagic to zero.



    Warmage Class Spell list:


    Level 1
    Acid Spray
    Burning Hands
    Chill Touch
    Magic Missile
    Shocking Grasp
    Niac' Cold Ray
    Sonic Blast


    Level 2
    Electric Loop
    Flaming Sphere
    Scorch
    Searing Ray
    Snowball Storm
    Melf's Acid Arrow



    Level 3

    Fire Shield
    Fireball
    Flame Arrow
    Gust of Wind
    Ice Storm
    Lightning Bolt
    Poison
    Sleet Storm
    Stinking Cloud
    Acid Blast
    Chain Missles


    Level 4

    Contagion
    Phantasmal Killer
    Shout
    Wall of Fire
    Acid Rain
    Force Missiles


    Level 5
    Cloud Kill
    Ball Lightning
    Cone of Cold
    Flamestrike
    Prismatic Ray
    Cyclonic Blast
    Eladar's Electric Surge
    Niac's Biting Cold


    Level 6

    Acid Fog
    Blade Barrier
    Chain Lightning
    Circle of Death
    Disintegrate
    Fire Seeds
    Otiluke's Freezing Sphere
    Tenser's Transformation



    Level 7

    Delayed Blast Fireball
    Earthquake
    Finger of Death
    Prismatic Spray
    Sun Beam
    Waves of Exhaustion


    Level 8

    Horrid Wilting
    Incendiary Cloud
    Polar Ray
    Greater Shout
    Sunburst
    Black Dragon Bolt



    Level 9

    Implosion
    Meteor Swarm
    Wail of the Banshee
    Last edited by Silverleafeon; 08-06-2014 at 08:25 AM.

  6. #66
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    Literal Conversion of the Warmage Class is up.
    I don't think that Warmage would become Cha because it is obviously double ability like Favored Soul is.


    Quote Originally Posted by autochthon View Post
    I think the SLA overload tree looks fun and isn't all that competitive with the other prestiges >.<
    Well, we shall have to take one last look at round 6 and reconsider it closely then.

    Thank you.

    Anyone else feel that way?

  7. #67
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    Default Round 8 will be placed up at first page, probably last round unless I get feedback...

    Round 8 Warmage tree for Sorcerers

    Fluff:
    An Arcane Master who plunges into the thick of battle to provide artillery support to the troops.


    Core Abilities


    Core 1
    Every point you spend in the Warmage enhancement tree provides +0.5 Universal Spell Power.
    You add to your known spell list Shield as a first level evocation Sorcerer spell.
    Selecting this enhancement will prevent you from spending points in the Eldritch Knight enhancement tree.


    Core 3
    Bonus Spell
    You add to your known spell list Blur as a second level Sorcerer spell.
    Sudden Enlarge
    All your SLA spells have the enlarge metamagic feat applied to them.


    Core 6
    Bonus Spell
    You add to your known spell list Displacement as a third level evocation Sorcerer spell.
    Sudden Quicken
    All your SLA spells have the quicken metamagic feat applied to them.


    Core 12
    Bonus Spell
    You add to your known spell list Fire Shield as a fourth level evocation Sorcerer spell.
    Sudden Empower
    All your SLA spells have the Empower metamagic feat applied to them.


    Core 18
    Bonus Spell
    You add to your known spell list the Disintegrate spell as a sixth level Sorcerer spell.
    Sudden Heighten
    All your SLA spells have the heighten metamagic feat applied to them.


    Core 20
    +2 Charisma +2 Constitution
    Bonus Spell
    You add to your known spell list the Polar Ray spell as a eighth level Sorcerer spell.
    Sudden Maximize
    All your SLA spells have the Maximize metamagic feat applied to them.



    Tier One


    Elemental Cannon I:
    Multi-selection. Choose one of the following as an SLA:
    Niac's Cold Ray, Acid Spray, Burning Hands, Shocking Grasp
    (Activation Cost: 4/3/2 Spell Points. Cooldown: 12/8/4 seconds.)
    Cost 2 ap


    Magic Missile
    You gain Magic Missile as an SLA
    (Activation Cost: 4/3/2 Spell Points. Cooldown: 12/8/4 seconds.)
    Cost 2 ap


    Battlefield Toughness
    +5/10/15 hit points
    Cost 1/1/1


    Battlefield Caster
    +3/+6/+10 Universal Spell Power when wielding a Shield or Staff.
    Cost 1/1/1


    Skills of the Battlefield
    +1/+2/+3 Concentration, Balance, and Spellcraft.
    Tier 3, you gain +30 sp
    Cost 1/1/1



    Tier Two


    Sonic Blast
    You gain Sonic Blast as an SLA
    (Activation Cost: 4/3/2 Spell Points. Cooldown: 12/8/4 seconds.)
    Cost 2 ap


    Nimbus of Light
    You gain Nimbus of Light as an SLA
    (Activation Cost: 4/3/2 Spell Points. Cooldown: 12/8/4 seconds.)
    Cost 2 ap


    Shield Training
    Passive: You gain proficiency with all shields except Tower Shields, and you do not suffer Arcane Spell Failure chance from equipped shields except Tower Shields
    Cost 2 ap


    Light Armor Proficiency
    Passive: You gain proficiency in Light Armor, and you do not suffer Arcane Spell Failure chance from Light armor.
    {If you are warforged, you gain the Mirthal Body feat instead, and you do not suffer Arcane Spell Failure chance from Mithral Body.}
    Cost 2 ap


    Wand and Scroll Mastery
    +25%/+50%/+75% effectiveness from your wands, scrolls, and other items that cast spells, and +1/+2/+3 to the save DC of your offensive wands.
    Cost 1/1/1



    Tier Three


    Searing Light
    You gain Searing Light as an SLA
    (Activation Cost: 8/6/4 Spell Points. Cooldown: 15/10/5 seconds.)
    AP Cost 2 ap


    Lesser Globe of Invulnerability
    You gain Lesser Globe of Invulnerabilityas an SLA
    (Activation Cost: 8/6/4 Spell Points. Cooldown: 15/10/5 seconds.)
    AP Cost 2 ap


    Battlefield Focus I:
    You gain the feat: Combat Casting
    Cost 2 ap


    Spell Penatration:
    You add +1 to your Caster Level check to overcome an enemy's Spell Resistance
    Cost 2


    Charima Bonus:
    You add +1 Cha



    Tier Four


    Elemental Cannon II:
    Multi-selection. Choose one of the following as an SLA:
    Acid Arrow, Scorch, Snowball Swarm, Electric Loop
    (Activation Cost: 8/6/4 Spell Points. Cooldown: 15/10/5 seconds.)
    AP Cost 2
    Requirements Elemental Cannon I


    Chain Missiles
    You gain Chain Missiles as an SLA
    (Activation Cost: 8/6/4 Spell Points. Cooldown: 15/10/5 seconds.)
    AP Cost 2 ap


    Battlefield Focus II:
    You gain the feat Mobil Spellcasting
    {requires Battle Field Focus I}
    Cost 2 ap


    Medium Armor Proficiency
    Passive: You gain proficiency in Medium Armor, and you do not suffer Arcane Spell Failure chance from Medium Armor.
    {If you are warforged, you gain the Adamantine Body feat instead, and you do not suffer Arcane Spell Failure chance from Adamantine Body.}
    Cost 2 ap


    Charima Bonus:
    You add +1 Cha



    Tier Five


    Multi-select Evocation/Conjuration Focus
    Choose one of the following:
    You have trained extensively in Evocation magic, granting a +1 bonus to your spell DCs of that school.
    You have trained extensively in Conjuration magic, granting a +1 bonus to your spell DCs of that school.
    Cost 2 ap


    Elemental Cannon III
    Multi-selection. Choose one of the following as an SLA:
    Frost Lance, Acid Blast, Fireball, Lightning Bolt
    (Activation Cost: 8/6/4 Spell Points. Cooldown: 15/10/5 seconds.)
    Cost 2 ap
    Requires Elemental Cannon II


    Battlefield Instinct
    You may apply the higher of your intelligence or your charisma as your spellcraft ability skill bonus.


    Battlefield Mastery
    60 second buff with a 2 minute cooldown that makes your spells uninterruptable for the duration
    {requires Battle Field Focus II}
    Cost 2 ap


    Warmage Edge
    A Warmage adds his Charimsa Modifier to their universal spell power.
    Cost 2 ap
    Last edited by Silverleafeon; 08-06-2014 at 08:53 AM.

  8. #68
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    Removed the Heal/Blade Barrier granted spells from round 6 and replaced them with Discentegrate and Polar Ray.
    Thereby offering more spell slots since all the spells picked as quality ones that most sorcerers would choose, but avoiding the power creep of divine spells. The only divine spells introduced here are nimbus of light and searing light as combat SLAs.


    Hmm...dropping from 1 USP per point to 0.5 USP per point may have done the trick.

    The SLA metamagic does free up feat slots without overpowering things, because you cannot get any higher power by retaking the metamagics whereas if they offered plain spell power you could.

    The SLA overload totals 7 offensive SLAs and 1 defensive SLA compared to Druid offering 6 offensive SLAs and 1 healing SLA.


    Maybe, just maybe we got something here?!?
    Last edited by Silverleafeon; 08-06-2014 at 09:00 AM.

  9. #69
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    Spam that heightened maximized empowered quickened enlarges Ice Lance!

    (No seriously I rather like the tree, and it synergizes with Savants without overshadowing them I think)

  10. #70
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    Quote Originally Posted by autochthon View Post
    Spam that heightened maximized empowered quickened enlarges Ice Lance!

    (No seriously I rather like the tree, and it synergizes with Savants without overshadowing them I think)
    Smiles brightly...

  11. #71
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    Too bad, I was looking forward to having free blade barrier on my sorcerer.

    Still looks pretty good, as I see it, it's basically a line that plays with metas/sla, at least that's the only reason why I would take it on my toon. I said before that it was OP because of having so many OP SLAs, but I don't see any reason to remove all of them and at the same time change the spell power per point to 0.5. With that low spell power it sounds like it should have at least one good SLA outside of the same shiradi spamming circle spells. At least one divine spell we can use in endgame content.

    A good final core is missing IMO, it just seems too similar to the others and it doesn't seem strong enough to add any incentive to go pure sorcerer, especially now that each point spent only gives 0.5.

    Either way, good work.

    EDIT: Could we also get a bugged metamagic enhancement that stacks with the same enhancements from the other trees like wizards have? Please?
    Last edited by Minrothad; 08-07-2014 at 12:22 AM.
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  12. #72
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    I like round 8. I think overall it is strong and paired with a savant, it makes a nuking ek, like everyone wants. It would pair well with other spellcasting classes like bard and arti, or druid. It definitely would make a player do savant and warmage instead of two savants.

  13. #73
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    Quote Originally Posted by Silverleafeon View Post
    Battlefield Instinct
    You may apply the higher of your intelligence or your charisma as your spellcraft ability skill bonus.

    Warmage Edge
    A Warmage adds his Charimsa Modifier to their universal spell power.
    Cost 2 ap
    They're basically the same enhancement. They're both in tier 5 so a player will feel like spending APs on the same enhancement twice (for twice the bonus of course).

    I suggest to change Battlefield Instinct to something else for two reasons:
    - it's less powerful than warmage edge
    - it could be hard to code

    I spent some time thinking about how to replace Battlefield Instinct, but with no results

  14. #74
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    Quote Originally Posted by Minrothad View Post
    Too bad, I was looking forward to having free blade barrier on my sorcerer.

    Still looks pretty good, as I see it, it's basically a line that plays with metas/sla, at least that's the only reason why I would take it on my toon. I said before that it was OP because of having so many OP SLAs, but I don't see any reason to remove all of them and at the same time change the spell power per point to 0.5. With that low spell power it sounds like it should have at least one good SLA outside of the same shiradi spamming circle spells. At least one divine spell we can use in endgame content.

    A good final core is missing IMO, it just seems too similar to the others and it doesn't seem strong enough to add any incentive to go pure sorcerer, especially now that each point spent only gives 0.5.

    Either way, good work.

    EDIT: Could we also get a bugged metamagic enhancement that stacks with the same enhancements from the other trees like wizards have? Please?
    Perhaps we could have blade barrier at the level 20 core in place of polar ray?
    That would make a unique capstone?

    And perhaps we could ponder one more good sla, maybe make the core 18 a good sla?

    Quote Originally Posted by Seikojin View Post
    I like round 8. I think overall it is strong and paired with a savant, it makes a nuking ek, like everyone wants. It would pair well with other spellcasting classes like bard and arti, or druid. It definitely would make a player do savant and warmage instead of two savants.
    Nods sagely...

  15. #75
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    Quote Originally Posted by mezzorco View Post
    They're basically the same enhancement. They're both in tier 5 so a player will feel like spending APs on the same enhancement twice (for twice the bonus of course).

    I suggest to change Battlefield Instinct to something else for two reasons:
    - it's less powerful than warmage edge
    - it could be hard to code

    I spent some time thinking about how to replace Battlefield Instinct, but with no results
    You have a point there.

    I guess we could, make Warmage Edge read Charisma Score instead of Charisma Modifier?
    That would mollify those not liking the 0.5 usp per point spent.
    Then we could add another SLA there in tier 5.
    Then we could have core 20 grant blade barrier.

  16. #76
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    Quote Originally Posted by Silverleafeon View Post
    You have a point there.

    I guess we could, make Warmage Edge read Charisma Score instead of Charisma Modifier?
    That would mollify those not liking the 0.5 usp per point spent.
    Then we could add another SLA there in tier 5.
    Then we could have core 20 grant blade barrier.
    Yes.
    (Yes.)
    Oh very much yes.
    Totes awesome.

    I would like to point out that a warmage with that tree is getting 5 free feats as long as they stick to SLA (which isn't going to be hard) for their offensive spells. So goodbye feat starvation. The SP in tree is a lot higher than it looks because of that.

    Giving the tree one last once-over I realized it's got magic missile spells. Are there more multi-selector potential spells that could go in those places? Perhaps duplicates for the other multiselectors in those tiers? So you can have more than one elemental SLA set.

    a) Because multiselectors rock.
    b) Because 41 WM, XX Savant, XX Savant will be a thing.
    c) Because SLAs have longer CD than sorc casting by default (or should).
    d) Because when I put together a potential EK tree it involved magic missile mastery (and you may pitch that rework + warmage tree).
    e) All of the above.

    Not to be too egocentric or whatever.

  17. #77
    Community Member Minrothad's Avatar
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    Quote Originally Posted by Silverleafeon View Post
    Perhaps we could have blade barrier at the level 20 core in place of polar ray?
    That would make a unique capstone?

    And perhaps we could ponder one more good sla, maybe make the core 18 a good sla?



    Nods sagely...
    Now this would be interesting and a good reason to start going pure sorcerer.
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  18. #78
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    Sounds great, I will try to have next round up sometime this week.

  19. #79
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    Round 9 is up!


    Changes:

    Warmage edge is now Charisma Score.
    There is no longer a choice to use charisma for spellcraft.

    The SLAs have been reshuffled to give more choices and variety as well as more tier 5 power.

    Cores 12, 18, and capstone have changed
    12 ~ Disintegrate as a level 6 known spell
    18 ~ Sunbeam as a level 7 known spell
    20 ~ Blade Barrier as a level 8 known spell



    Be back next week, thanks very much for all the feedback, you folks are great!

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    Much variety. Such awesome.

    Savant double dippers will be pleased.

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