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  1. #101
    The Hatchery Zoda's Avatar
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    I was just thinking the other day that we don't have enough shiradi stuff, now archmages should come with the SP pool of sorcs! Oh, and they need blade barrier too.

    Sorry, I wasn't constructive.
    Main: Zodaroth - heroic & epic completionist pure dwarven warlock
    Alts: Zodynkar (caster), Zodirkeal (archer), Zodinn (lab rat)
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  2. #102
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    I really like the style of divine disciple, so trying to work in that direction...

    I feel like this is really missing depth and theme, so what if warmage rerolled and see what happens?


    Core 1

    Warmage Commander:

    Follow the path of Detonator, Fortifier, Infiltrator, Summoner, Zenieth

    Detonator
    Fortifier
    Infiltrator
    Summoner
    Zenith

  3. #103
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    Quote Originally Posted by Zoda View Post
    I was just thinking the other day that we don't have enough shiradi stuff, now archmages should come with the SP pool of sorcs! Oh, and they need blade barrier too.

    Sorry, I wasn't constructive.
    I oh agree, Warmages by nature are overpowered, and hence that is one of the points that I struggle with in this thread.

    Perhaps removing magic missile, force missile, and chain missile from the SLAs would help?

  4. #104
    The Hatchery Zoda's Avatar
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    Quote Originally Posted by Silverleafeon View Post
    I oh agree, Warmages by nature are overpowered, and hence that is one of the points that I struggle with in this thread.

    Perhaps removing magic missile, force missile, and chain missile from the SLAs would help?
    I don't know, if I look at that tree and take Shiradi out of the equation it looks underpowered compared to Savants. But we can't take Shiradi out of the equation, and for sure it doesn't need additional means to get exploited on an even higher level. Also that -1 DC on every school but evo per core just ensures it that you simply can't even play it out of Shiradi nearly as effectively as Savant.

    I don't think that nuking sorcs need help doing what they do, sorc is already by far the most powerful of the caster classes in my book. I'd rather see Eldricht Knight reworked into a usable version (not counting bugs).

    Also, I'm not gonna pretend that I have extensive knowledge on PnP (although I did play on a couple of occasions), but isn't Warmage a wizard thing? Iirc they were tied to INT and not CHA...
    Main: Zodaroth - heroic & epic completionist pure dwarven warlock
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  5. #105
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    Quote Originally Posted by Zoda View Post
    I don't know, if I look at that tree and take Shiradi out of the equation it looks underpowered compared to Savants. But we can't take Shiradi out of the equation, and for sure it doesn't need additional means to get exploited on an even higher level. Also that -1 DC on every school but evo per core just ensures it that you simply can't even play it out of Shiradi nearly as effectively as Savant.

    I don't think that nuking sorcs need help doing what they do, sorc is already by far the most powerful of the caster classes in my book. I'd rather see Eldricht Knight reworked into a usable version (not counting bugs).

    Also, I'm not gonna pretend that I have extensive knowledge on PnP (although I did play on a couple of occasions), but isn't Warmage a wizard thing? Iirc they were tied to INT and not CHA...
    Warmage's in PnP are Cha spontaneous spellcasters, with a class feature adding +Int Mod to spell damage. They're in a weird place.

    That said removal of the force spells would probably effectively neuter Warmage as a shiradi option. With that happening it might actually be suitable to put more power in the tree (to make something competitive with shiradi). Sounds like a decent compromise.

    I too would like an EK rework. Though calling Sorc most powerful spellcaster is... I dunno. I feel like Wizard has some features making it better at things.

  6. #106
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    Ok, one more try at this tree.
    Round 14 is up.

    Changes:

    Removed the multi-projectile force SLAs from the tree ~ Magic Missile, Chain Missile, and Force Missile.
    Thereby removing the Shirdai power play.

    Revised the Cores again and simplified them

    Core 1 now grants +0.5 universal spell power per point spent, and a penalty of -1 to your spell DCs.
    Core 3 grants a 10% reduction of arcane spell failure.
    Core 6 grants free eschew materials to all your spells.
    Core 12 grants free enlarge to all your spells
    Core 18 grants free quicken to all your spells.
    Core 20 grants +2 Cha and a Blade Barrier SLA

    The tier 3 SLAs were removed and the gust of wind sla was moved downward to replace magic missile in tier two.

    New for tier three is:

    Detonator
    Upon taking damage there is a 5% chance to cause a blast around you dealing Sorcerer Level fire damage.
    AP Cost 2 ap


    Battlefield Commander:
    Your summoned creatures, charmed minions, and hirelings have +2 to all ability scores and increased fortification (+25%).
    AP Cost 2 ap


    Revised for tier three is the addition of usp here:

    Battlefield Focus II:
    You gain the feat Mobil Spellcasting and +10 universal spell power.
    {requires Battle Field Focus I}
    Cost 2 ap



    Tier five grants +2 evocation DCs, removing the penalty gained in Core 1.
    I felt like -6 to all spell schools seriously limited the tree as a whole.
    For better or for worse, I removed the restrictions from Savant and EK, hoping it will not be broken.
    It would be assumed that SLAs with the same name would share cooldowns, as I know spells of the same name do share cooldown when earned from different classes.
    Last edited by Silverleafeon; 08-21-2014 at 05:15 AM.

  7. #107
    The Hatchery Zoda's Avatar
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    Quote Originally Posted by Silverleafeon View Post
    Battlefield Commander:
    Your summoned creatures, charmed minions, and hirelings have +2 to all ability scores and increased fortification (+25%).
    AP Cost 2 ap
    lolwhat
    Main: Zodaroth - heroic & epic completionist pure dwarven warlock
    Alts: Zodynkar (caster), Zodirkeal (archer), Zodinn (lab rat)
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  8. #108
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    Quote Originally Posted by Zoda View Post
    lolwhat
    The idea was Warmage = magic user in army type conditions = inspiration to the troops.
    However, we can move that one out, and replace with something better.

    Although I am sure that Warmages would love to have spell pen, I am not sure that fits the classic warmage profile very well.
    Probably want to redo the Tier three with a theme that is flavorful, as we have a lot of bread and butter SLAs and not a whole lot else.

    Working on it, and ty.

  9. #109
    Community Member HatsuharuZ's Avatar
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    Quote Originally Posted by Silverleafeon View Post
    The idea was Warmage = magic user in army type conditions = inspiration to the troops.
    However, we can move that one out, and replace with something better.

    Although I am sure that Warmages would love to have spell pen, I am not sure that fits the classic warmage profile very well.
    Probably want to redo the Tier three with a theme that is flavorful, as we have a lot of bread and butter SLAs and not a whole lot else.

    Working on it, and ty.
    Make it a multi-enhancement selector. Someone is going to use that enhancement, but not everyone will want it.

  10. #110
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    Default Round 15 is up.

    Drawing from the 5th edition core rules, I see Sorcerer getting bonus metamagics and being tied deeply with dragons.
    So....


    Changes shown below.


    Round 15 Draconic Warmage tree for Sorcerers
    {ap cost 6+15+14+12+13+13 = 73 total for tree}

    Fluff:

    In the beginning there were Sorcerers. Then eventually two ancient schools of thought developed. Those who viewed Sorcery as an art and an expression of elemental power, and those who viewed Sorcery as a tool for war. Those who viewed Sorcery as an art gather centers of knowledge near their elemental climates. Those who viewed Sorcery as a tool where employed as mercenaries for the Houses. In time these two schools began facing each other in duals of magic as politics and wars pushed them out of the towers of knowledge unto the battlefields. The feud grew and in time, the Savants distanced themselves from the Warmage not allowing them to study at their centers of knowledge anymore. So the Warmage turned to the Dragons as their foundation of knowledge and admiration.


    Core Abilities


    Core 1
    Draconic Training ~ Spell Power
    Every point you spend in the Warmage enhancement tree provides +0.50 Universal Spell Power.
    Draconic Sacrifice ~ choose a school of magic other than Evocation, your DCs for that school are reduced by two, you cannot choose a school that you have already chosen for Draconic Sacrifice.
    Choosing this core will lock out the Savant Tree Core enhancements, and you cannot take this core if you already have points spent in a Savant tree.


    Core 3
    Draconic Training ~ Armor Readiness
    Your Arcane Spell Failure is reduced by your Sorcerer levels.
    Draconic Sacrifice ~ choose a school of magic other than Evocation, your DCs for that school are reduced by two, you cannot choose a school that you have already chosen for Draconic Sacrifice.


    Core 6
    Draconic Training ~ Eschew Materials
    All your spells have the Eschew Materials metamagic feat applied to them for free.
    Draconic Sacrifice ~ choose a school of magic other than Evocation, your DCs for that school are reduced by two, you cannot choose a school that you have already chosen for Draconic Sacrifice.


    Core 12
    Draconic Training ~ Enlarge
    All your spells have the enlarge metamagic feat applied to them for free.
    Draconic Sacrifice ~ choose a school of magic other than Evocation, your DCs for that school are reduced by two, you cannot choose a school that you have already chosen for Draconic Sacrifice.


    Core 18
    Draconic Training ~ Quicken
    All your spells have the quicken metamagic feat applied to them for free.
    Draconic Sacrifice ~ choose a school of magic other than Evocation, your DCs for that school are reduced by two, you cannot choose a school that you have already chosen for Draconic Sacrifice.



    Added Niac's Cold Ray, Acid Arrow, and Acid Blast SLAs back into their respective groupings in tier 1,4,5


    Tier Three


    Detonator
    Upon casting a spell there is a 1/3/5% chance to cause a blast around you dealing Sorcerer Level random damage type.
    AP Cost 1/1/1 ap


    Draconic Scales:
    You gain stacking +2/4/6 natural armor.
    AP Cost 1/1/1 ap

  11. #111
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    Quote Originally Posted by HatsuharuZ View Post
    Make it a multi-enhancement selector. Someone is going to use that enhancement, but not everyone will want it.
    Left it in, there is plenty to spend points on in this tree anyway...thanks.

  12. #112
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    Quote Originally Posted by Severlin View Post
    Our Barbarian pass will not be 23; we are currently planning at looking into Barbarians for 24, assuming plans don't change. (Which they often do.)

    Sev~
    Due to this development, I will be spending more time on my barbarian project.
    Please leave feedback as you notice things, and THANK YOU for all your great help.

  13. #113
    Community Member Nayus's Avatar
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    You're welcome.

  14. #114
    Community Member Drathsiddh's Avatar
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    Warmage seems a pretty cool idea, but in terms of spell power, it is lacking way behind the Savants, plus it can't be an insta-killer because of the penalty's to DC's.

    Also I think I have more of a Wildmage over a Warmage, but oh well.
    • Core One: Whenever you cast an offensive spell one random affect may trigger. This may only be produced once per second.
    • Blood Seeker: You gain 10 Universal spell power for the next ten seconds.
    • Infused Spell: Target takes 1d6 damage per Sorcerer.
    • Cripleding Magic: Target's movement speed is halved and it takes a -2 to Reflex Saaves.
    • Powerd Spell: Target is stunned for 5 seconds (save halves).
    • Warded Spell: You gain +10 to elemental resistance for 10 seconds.
    • Willpwered: You gain +2 to all saves for 10 seconds.

    • Core Two: +20 Universal spell power.

    • Core Three: Improves the random effects produced by spells which is granted at Core One
    • Blood Seeker: You gain 10 Universal spell power for 20 seconds.
    • Infuseed Spell: Target takes 1d8 damge per Sorcerer level rather than 1d6.
    • Cripling Magic: Targed takes -3 to reflex saves.
    • Powerd Spell: No save.
    • Warded Spell: As well as +10 MRR
    • Willpowered: +3 to all saves.

    • Core Four: +20 universal spellpower.

    • Core Five: + 2 Cha and now every offensive spell you cast may produce two random affects, rather than one.


    • Tier One:

    • Multi-selection. Choose one of the following as an SLA:
      Acid Spray, Burning Hands, Niac's Cold Ray, Shocking Grasp
    • Multi-selection. Choose one of the following as an SLA that you have not already chosen:
      Acid Spray, Burning Hands, Niac's Cold Ray, Shocking Grasp
    • +3/+6/+10 Universal Spell Power when wielding a Shield or Staff.
    • +1/+2/+3 Concentration, Balance, and Spellcraft. Tier 3, you gain +30 sp
    • Multi-selection. Choose one of the following as an SLA that you have not already chosen:
      Acid Spray, Burning Hands, Niac's Cold Ray, Shocking Grasp
    • Multi-selection. Choose one of the following as an SLA that you have not already chosen:
      Acid Spray, Burning Hands, Niac's Cold Ray, Shocking Grasp
    • Multi-selection. Choose one of the following as an SLA that you have not already chosen:
      Acid Spray, Burning Hands, Niac's Cold Ray, Shocking Grasp

    • Tier Two:
    • Multi-selection. Choose one of the following as an SLA:
      Gust of Wind, Nimbus of Light, or Sonic Blast
    • Multi-selection. Choose one of the following as an SLA that you have not already chosen:
      Gust of Wind, Nimbus of Light, or Sonic Blast
    • Multi-selection. Choose one of the following as an SLA that you have not already chosen:
      Gust of Wind, Nimbus of Light, or Sonic Blast
    • You gain the feat: Combat Casting
    • +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.

    • Tier Three:
    • MultiSelection, choose one of:
    • When you cast an Abjuration Spell you gain +1 PRR and MRR per Sorcerer level for 2 minutes.
    • When you cast an Evocation spell you gain +20 bonus to spell power.
    • When you cast a Necromancy Spell you gain temporary Hit points equal to your Sorcer level times 2.
    • However you take a -1 to the DCs of a school that is not displayed here.
    • -1/2/4 to the aditional spell point cost of all metamagics.
    • You gain Mobile Spell casting as a feat
    • +1 Cha
    • +1 caster level for Abjuration, Evocation and Necromany spells

    • Tier Four:
    • Multi-selection. Choose one of the following as an SLA:
      Acid Arrow, Electric Loop, Scorch, Searing Light, Snowball Swarm
    • Multi-selection. Choose one of the following as an SLA that you have not already chosen:
      Acid Arrow, Electric Loop, Scorch, Searing Light, Snowball Swarm
    • Multi-selection. Choose one of the following as an SLA that you have not already chosen:
      Acid Arrow, Electric Loop, Scorch, Searing Light, Snowball Swarm
    • Multiselection: Chose one option that you did not pick at Tier Two.
    • When you cast an Abjuration Spell you gain +1 PRR and MRR per Sorcerer level for 2 minutes.
    • When you cast an Evocation spell you gain +20 bonus to spell power.
    • When you cast a Necromancy Spell you gain temporary Hit points equal to your Sorcerer level times 2.

    • Tier Five:
    • Multi-selection. Choose one of the following as an SLA:
      Acid Blast, Frost Lance, Fireball, Lightning Bolt
    • Multi-selection. Choose one of the following as an SLA that you have not already chosen:
      Acid Blast, Frost Lance, Fireball, Lightning Bolt
    • Multi-selection. Choose one of the following as an SLA that you have not already chosen:
      Acid Blast, Frost Lance, Fireball, Lightning Bolt
    • A Warmage adds their Charisma Modifier to their universal spell power.
    • Multi-Selection: Choose one option that you did not pick at tier four:
    • When you cast an Abjuration Spell you gain +1 PRR and MRR per Sorcerer level for 2 minutes.
    • When you cast an Evocation spell you gain +20 bonus to spell power.
    • When you cast a Necromancy Spell you gain temporary Hit points equal to your Sorcerer level times 2.


    Just realized that I was late in this post, oh well..
    Last edited by Drathsiddh; 09-15-2014 at 03:37 AM. Reason: Just realized that I was late in this post, oh well...

  15. #115
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    Quote Originally Posted by Drathsiddh View Post
    Warmage seems a pretty cool idea, but in terms of spell power, it is lacking way behind the Savants, plus it can't be an insta-killer because of the penalty's to DC's.

    Also I think I have more of a Wildmage over a Warmage, but oh well.
    Added to post 5 on page 1, and THANK YOU.

    This is actually a SUPER IDEA, wildmage might be a far better choice than warmage for the next sorcerer tree.
    I might post more later, great work.


    It is never too late to post here, till the tree actually appears....

  16. #116
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    I will not forget this thread, but I am slightly more busy atm.

    A sign of lamania coding coming to a close means a possible burst of activity behind the scenes as Devs begin pondering the next update.

  17. #117
    Community Member DrWily's Avatar
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    Quote Originally Posted by Drathsiddh View Post
    Warmage seems a pretty cool idea, but in terms of spell power, it is lacking way behind the Savants, plus it can't be an insta-killer because of the penalty's to DC's.

    Also I think I have more of a Wildmage over a Warmage, but oh well.
    I have an idea for a Wild Mage, though Wild mage is more of a Wizard tree than a Sorc Tree. I still want to see if Turbine will eventually implement Acolyte of the Skin like they said they would like 5 years or so ago...
    Last edited by DrWily; 09-16-2014 at 11:50 PM.

  18. #118
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    Quote Originally Posted by DrWily View Post
    I have an idea for a Wild Mage, though Wild mage is more of a Wizard tree than a Sorc Tree. I still want to see if Turbine will eventually implement Acolyte of the Skin like they said they would like 5 years or so ago...
    I think maybe we should consider that an amplified brainstorming session and not a sincere promise.

    Currently the Devs promise not to make promises, lol, a paradox of sorts.

    Acolyte of the skin (which need renaming to maintain a teen rating) is a tree that Warlock and Sorcerer might could share?

  19. #119
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    On the other hand, if I don't take on Acoylyte of the Skin as a project and either see it fail or become something interesting, then who will?

    Current Favored Soul and Druid lost trees are coming along very nicely, and I seem to have a few spare days again the PC forums, so...why not?

    Will put up a project for it, reminding people the Devs seem to be more interested in the lost trees than a new sorcerer tree, but they do have a mind of their own....

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