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  1. #141
    Community Member Purkilius's Avatar
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    Quote Originally Posted by Blackheartox View Post
    So, i can build a 15 palie 3 ranger 2 monk centerd full saves evasion max dps longsword or shortsword user who will have supreme dps no issue to get oc crit and so many selfheals that its sick, coupled with prr skyhigh and dodge..
    IS this really what i want to do?
    Yes, this is what i want to do...
    Cool change, very welcomed
    Thinking the same thing, cool stuff
    Argo: Hilmir - Purkilius - Jinu - Vignir

  2. #142
    Community Member Alexisus's Avatar
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    Quote Originally Posted by N-0cturn View Post

    One exception:

    The holy sword spell should not stack with any T5 crit enhancement (competence bonus). Otherwise the new Fotm will be 14 or 15 Pala with 5 levels or rogue, fighter etc to take the T5 of the second class.
    .
    Why not make the stacking crit part of the KotC capstone, unlocked for the spell once you hit twenty. That would possibly encourage pure pally builds, or at least make the capstone worth more.

  3. #143
    Community Member Takllin's Avatar
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    So just realized that Holy Retribution recharges Smites, are you going to make it so that it has a CD and no Turn Undead use?

    Paladins have limited Turn Undead, and making another key ability use them I think is poor design.

    Tokun PDK 12 Monk/4 Paladin/4 Fighter (3x Fighter, Monk, Paladin, Ranger, Rogue/2x Bard, Barbarian PL)
    Tekllin Human 20 Sorc (3x Sorc, Wiz PL)
    Jadokis Purple Dragon Knight 18 Barbarian/1 Favored Soul/1 Fighter (3x Bard, Fighter, Monk, Paladin, Rogue/2x Favored Soul/Heroic and Epic Completionist)
    Degenerate Matter

  4. #144
    Community Member Chai's Avatar
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    Quote Originally Posted by Scrabbler View Post
    That's a strange wording. Virtually every undead (except 1-2 named exceptions) is evil.

    It's not clear if "evil and undead creatures" means:
    Things that are evil undead.
    Monsters with an evil alignment, or that are undead.
    Monsters which are Evil Outsider type, or undead.
    Skellitons and zombies, and any other "mindless" undead are supposed to be neutral. THey are flagged evil in DDO, as holy damages them. Not sure why this is, but its likely the distinction was more needed in D&D.
    Quote Originally Posted by Teh_Troll View Post
    We are no more d000m'd then we were a week ago. Note - This was posted in 10/2013 (when concurrency was ~4x what it is today)

  5. #145
    Community Member Dagolar's Avatar
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    Quote Originally Posted by toapat View Post
    of the 12 races in the game, only 3 are from Faerun and would implicitely hate undead, of the Eberron races, Bladeforged, High elves, and Drow condone Undeath, Warforged may condone undeath, if aligned with the Lord of Blades and not the Becoming God, and anyone from Karrnath treats undead as neutral
    DDO only uses the Eberronean version of most classes.
    In the case of paladins, this means the Lawful Good-restricted Eberron Paladin [in FR, Paladins may be of different alignments than LG].

    The LG-only Eberron paladin has strict outlooks and restrictions- including a harsh outlook toward 'evil' and 'unnatural' creatures.

    Unlike paladins of other settings, which tend to convey the interests of their god, whatever their alignment, Eberron paladins are 'paragons of virtue' that seek to 'cleanse evil'.

    You could view them as a sort of natural response/counter-existence to the existence of evil undead, even.

    Quote Originally Posted by Chai View Post
    Skellitons and zombies, and any other "mindless" undead are supposed to be neutral. THey are flagged evil in DDO, as holy damages them. Not sure why this is, but its likely the distinction was more needed in D&D.
    Undead animated by negative energy are always treated as evil creatures.
    Holy damage always works against evil creatures.

    See:
    http://www.d20srd.org/srd/monsters/skeleton.htm
    http://www.dandwiki.com/wiki/SRD:Holy
    Last edited by Dagolar; 07-29-2014 at 10:04 AM.
    Quote Originally Posted by Xeraphim View Post
    Fly? That would break every quest in the game. You would see folks falling from the sky in Korthos and dying. It would be a rain of newbs.
    Quote Originally Posted by Dandonk View Post
    Yeah. It's not "we nuked the city from orbit", it's "the city experienced a brief population drop". Check.

  6. #146
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    Quote Originally Posted by Severlin View Post
    Overwhelming Critical will have no feat requirements at all. The intention is to have Paladins take Exalted Cleave (better than Cleave), Avenging Cleave (better than Great Cleave) and then they can take Overwhelming Critical if they wish.

    Yes.

    You won't take Cleave and Great Cleave at all, and Power Attack is completely optional. You can still get Overwhelming Critical and free up three feats.
    So how does this interact with Legendary Dreadnought? Will the Exalted and Avenging Cleaves work without having the feats for things like Lay Waste and Momentous Swing? Can Paladins use those abilities without having Power Attack on (or Power Attack at all) since that was a big hang-up for that ED?

    If not, is it completely asinine to require higher standards and more feats to get a few basic abilities in an ED to work than an Epic feat? Really, if this part of the game wasn't thought through with the game, I wonder what unintended changes (and possibly gamebreaking stuff) is going to happen with all these changes at once.

  7. #147
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    Quote Originally Posted by LrdSlvrhnd View Post
    Fixed that for you.
    Let me put it this way for everyone too willfully obtuse to want to actually think about what im saying:

    The current design is worthless because it leads to shallow, very exploitable trees.

    What should be the design is a series of incredibly deep, broad, and difficult decision where only 30% of the options at any given time can be chosen but all 100% of that is worth considering. That is not the case anywhere atm.

    Quote Originally Posted by HatsuharuZ View Post
    Umm.... Divine Retribution is a vorpal ability that requires a DC to activate, and it only activates 100% of the time if you spend a whopping 6 AP. I feel that the cost is greater than the reward. MUCH greater. Sorry if my last post on the subject was poorly worded....
    Divine Retribution is a 3/3 ability. its nice for vs spellcasters but its just not worth it lets say they remove the vorpal, and just keep the debuff, the ability still needs to recharge multiple uses of smite evil to actually see use. Because paladins get recharging smite evil but not recharging turn undead.

    Quote Originally Posted by dunklezhan View Post
    Said something similar in the other thread - I don't particularly like, conceptually speaking, that LIGHT damage scales with melee power instead of Light or Universal spellpower. That doesn't make any sense at all in terms of what one might expect from class to class - in fact if we're adding 'power' mechanics to melee and ranged, I think I'd rather that relevant spellpower just started working on weapon effects, guards and so on in general.
    2 reasons:

    1: Paladin doesnt get spellpower for ****
    2: its as they said, so they have more ways to balance power then they currently do.

    Quote Originally Posted by Bingobong View Post
    someone with 14 paly + 3 bard
    No paladin of Freedom. so no bardadins

    Quote Originally Posted by Dagolar View Post
    DDO only uses the Eberronean version of most classes.
    In the case of paladins, this means the Lawful Good-restricted Eberron Paladin [in FR, Paladins may be of different alignments than LG].

    The LG-only Eberron paladin has strict outlooks and restrictions- including a harsh outlook toward 'evil' and 'unnatural' creatures.

    Unlike paladins of other settings, which tend to convey the interests of their god, whatever their alignment, Eberron paladins are 'paragons of virtue' that seek to 'cleanse evil'.

    You could view them as a sort of natural response/counter-existence to the existence of evil undead, even.
    Actually, the non-LG paladins are in Unearthed Arcana, which is not a campaign linked book.

    Eberron paladins are going to have significantly different outlooks then Faerun.

    Also, undeath isnt inherently evil in Faerun, its inherently trying not to goto Dolurrh where your soul rots and fades away

  8. #148
    Community Member B0ltdrag0n's Avatar
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    Quote Originally Posted by Alexisus View Post
    Why not make the stacking crit part of the KotC capstone, unlocked for the spell once you hit twenty. That would possibly encourage pure pally builds, or at least make the capstone worth more.

    How about we not ask him to change the only GOOD change he has announced with this update so far?

    Seriously guys. The fact that it works with 2 weapons q staff or knives is hardly game breaking considering the weapons in that category
    Officer of Renowned

  9. #149
    Community Member jakeelala's Avatar
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    Quote Originally Posted by Severlin View Post
    It is our current intention that Holy Weapon stacks with everything. Zeal will work as it does on live, except for the increased duration.

    Sev~
    Sev,

    I need you to take a step back. Look at EVERY class and EVERY tree.

    Now please tell me, why would ANY character, melee or ranged, not simply go 14 Paladin/6 whatever and have the absolute best version of what melee/ranged character they want? Ranger for Manyshot, Monk for Throwing or Monking, Rogue for Staffing...It's TOO powerful. And I almost never call for nerfs.

    Zeal and Holy Sword MUST become Competence based like almost EVERY OTHER class/ED/Race based Critical Threat and Multiplier adjustment (Swash, Halfling, LD, Kensei, etc).

    If you need help from some expert builders who can already tell wht terrible things will happen if you go through with these changes, please just let us know. There are a few of us left who will tell you the truth.
    good at business

  10. #150
    Community Member Munkenmo's Avatar
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    Quote Originally Posted by jakeelala View Post
    If you need help from some expert builders who can already tell wht terrible things will happen if you go through with these changes, please just let us know. There are a few of us left who will tell you the truth.
    Tossenmo toogoodtobetrue

  11. #151
    Community Member jakeelala's Avatar
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    Quote Originally Posted by fTdOmen View Post
    Tossenmo toogoodtobetrue
    Its literally every build that doesn't cast spells, not just throwers. It has to become Competence based.
    good at business

  12. #152
    Community Member LeoLionxxx's Avatar
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    Question Why the aura hate?

    Why is it that people don't seem to like the Aura of Courage at all? It's a passive buff that is always on you, and buffs the party besides.
    That's not lag, it's just DDO trying to become turn-based again.
    Feature wishlist: colour-coded HP bars; red/blue teams in raids; rez-timer in party menu

    Bug report form link

  13. #153
    Community Member B0ltdrag0n's Avatar
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    Quote Originally Posted by jakeelala View Post
    Sev,

    I need you to take a step back. Look at EVERY class and EVERY tree.

    Now please tell me, why would ANY character, melee or ranged, not simply go 14 Paladin/6 whatever and have the absolute best version of what melee/ranged character they want? Ranger for Manyshot, Monk for Throwing or Monking, Rogue for Staffing...It's TOO powerful. And I almost never call for nerfs.

    Zeal and Holy Sword MUST become Competence based like almost EVERY OTHER class/ED/Race based Critical Threat and Multiplier adjustment (Swash, Halfling, LD, Kensei, etc).

    If you need help from some expert builders who can already tell wht terrible things will happen if you go through with these changes, please just let us know. There are a few of us left who will tell you the truth.
    You are kidding right? You have to give up so much for 14 level splashes in a tree just for +1 range and multi on a single dispellable spell, and even then it helps Rogue splashes...and that's it. Paladin literally has nothing else going for it, a truth I think will remain the same as we move forward.
    Running my math on it there are only a small handful of splashes that seem to benefit, and those are tough choices where the holy sword bonuses are weight heavily with all the things you give up because of a deep splash in a class with little else going for it.

    Devs have said they want tough choices. This is one, and one that brings a very tiny amount of builds into a upper 20% range of viability.
    Officer of Renowned

  14. #154
    Community Member B0ltdrag0n's Avatar
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    Quote Originally Posted by LeoLionxxx View Post
    Why is it that people don't seem to like the Aura of Courage at all? It's a passive buff that is always on you, and buffs the party besides.

    Because it is useless.
    Officer of Renowned

  15. #155
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    Krelar's Avatar
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    Quote Originally Posted by LeoLionxxx View Post
    Why is it that people don't seem to like the Aura of Courage at all? It's a passive buff that is always on you, and buffs the party besides.
    Because paladin's are already immune to fear so half the bonus doesn't even do anything for them? The other half of the bonus is pretty lackluster since with their high saves enchantments aren't much of a issue either?

    And then of course you can't read anyone's biography because the aura keeps jumping you back to the top every 3 seconds.

    So basically it's only useful to the party, if they stay close, not the actual Paladin.

  16. #156
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    Quote Originally Posted by B0ltdrag0n View Post
    Because it is useless.
    more accurately because the area of effect is so short that only paladins benefit from the aura, and what benefits it does give are minimal as it is. If an ally can benefit from the effects of Aura of Courage, then they are definitely out of possition

    the +3 stacks with saving throws is good in DoS, its just that unlike paladin auras from WoW, which had an AoE of 60 yards, the aura of courage is 10 feet in radius, meaning it covers 1/324th of the area.

  17. #157
    Community Member HatsuharuZ's Avatar
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    Quote Originally Posted by toapat View Post
    Divine Retribution is a 3/3 ability. its nice for vs spellcasters but its just not worth it lets say they remove the vorpal, and just keep the debuff, the ability still needs to recharge multiple uses of smite evil to actually see use. Because paladins get recharging smite evil but not recharging turn undead.
    Derp. I meant "Holy Retribution", the one in tier 5 of the KotC tree. And how is this good against casters? It does nothing to prevent spellcasting.

  18. #158
    Community Member ToastyFred's Avatar
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    Quote Originally Posted by Severlin View Post
    Holy Sword
    We wanted to discuss changes to the Holy Sword spell as part of our ongoing discussion of Paladins.

    We have several goals with this spell:

    ~ Make Paladin spellcasting more valuable.
    ~ Make the spell valuable when the Paladin has high end gear.
    ~ Increase the effectiveness of the Paladin class.

    The spell is being redesigned as follows.

    Holy Sword
    Evocation (Good spells)
    Paladin 4
    Components: Verbal, Somatic
    Metamagic: Quicken
    Range: Touch
    Target: Self
    Duration: 1 minute per caster level
    Saving Throw: None
    Spell Resistance: No
    Cooldown: 3 seconds

    Channels holy power to increase the effectiveness of your equipped weapons. Weapons you currently are wielding gain an additional +2 holy bonus to enhancement value. The spell also increases the threat range and critical weapon multiplier of these weapons by 1.
    Please tell me Holy Sword won't screw up the Celestia short sword from the Caught in the Web raid like so many weapon buffing spells (many from the Artificer spell list) do.

  19. #159
    Community Member jakeelala's Avatar
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    Quote Originally Posted by B0ltdrag0n View Post
    You are kidding right? You have to give up so much for 14 level splashes in a tree just for +1 range and multi on a single dispellable spell, and even then it helps Rogue splashes...and that's it. Paladin literally has nothing else going for it, a truth I think will remain the same as we move forward.
    Running my math on it there are only a small handful of splashes that seem to benefit, and those are tough choices where the holy sword bonuses are weight heavily with all the things you give up because of a deep splash in a class with little else going for it.

    Devs have said they want tough choices. This is one, and one that brings a very tiny amount of builds into a upper 20% range of viability.
    Every build that wants bonuses to crit threat and multi must give up a great deal. Either Tier5 Enhancements, or many levels, or both.

    Are you kidding?

    Fighter: 8 levels, multiple feats, Tier 5
    Rogue: Tier 5, 5 Levels
    SwashBuckler: Ridiculously OP, Tier 2 Core, 3 Levels. Cannot go Monk or Pally
    Halfling: 16 AP, only applied to throwers
    LD: Pulveriser, Headmans Chop or whatever, etc require LD destiny
    Rogue/Monk for Qstaffs: Tier 5, many AP

    But perhaps most importantly: NONE OF THESE STACK: they are all Competence typed bonuses. There is a reason for that. Severlin (and you) need to understand this is a mistake to make it stack with everything.

    There was a dev who a few months ago said DDO was trying to move AWAY from granting stacking multiplier and threat range bonuses to damage in favor of something that smooths more gracefully.

    What happened to that idea?
    good at business

  20. #160
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    Quote Originally Posted by HatsuharuZ View Post
    Derp. I meant "Holy Retribution", the one in tier 5 of the KotC tree. And how is this good against casters? It does nothing to prevent spellcasting.
    i swore it was a fortsave, i could never get my paladin to land one with a DC 56 willsave on the fighters but vs spellcasters they only saved on a 20

    basically, its the target the weak save logic.
    Last edited by toapat; 07-29-2014 at 11:24 AM.

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