I like the listed changes, but I was hoping you would drop rage not working with DoS stance. This would be a large increase to both dps and survival of pally tanks, as well as buff to kotc pally's who spend ap in defender.
I like the listed changes, but I was hoping you would drop rage not working with DoS stance. This would be a large increase to both dps and survival of pally tanks, as well as buff to kotc pally's who spend ap in defender.
Some abilities are Sacred bonus to threat, which do not stack with Intolerant Blows(Unyielding Sentinel, t3). I was writing up my post about this when you posted yours.
Another stacking issue is Reinforced Defense: Reinforced Shield(Paladin and Fighter trees, t4-5) does not stack with Shield Prowess(Unyielding Sentinel, t1). These both grant 15%/30%/50% bonus to your shield's AC bonus.
I would be very interested in if this is planned to be fixed also, now that the AP cost have been lessened such that we can actually afford the enhancements
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Reprisal(Paladin and Fighter trees, t5) seems to be getting a lot of comments about how it is too weak, and I must say that I agree with them.
Perhaps something akin to Thread the Needle(Swashbuckler, t5) would be better here? '2 ap: while Combat Expertise is active gain 5 damage if you have been attacked within the last 3 seconds'. Maybe even make it 10 points of damage if you are using a shield, or remove the 'have been attacked' portion.
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Thinking about that I think I would like to see an enhancement that improved Combat Expertise in the trees. Maybe have it grant more AC while active as a T5, or maybe additional threat?
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where does it say heavy armor only? if so yes this needs to be for all as it is today.
+1 damage is insignificant when trash mobs have 7000 hp. +1 damage on the next attack is a waste of coding time as no one is going to use it.
41 AP, Pal20: Eternal Defender: Passive: You gain +2 Charisma and +2 Constitution, and grants a Sacred bonus that increases your range of unconsciousness by your Charisma score. (This bonus updates once per minute.) Toggle: While Eternal Defender is active, if you drop below 0 hit points, two uses of Lay on Hands and Turn Undead are immediately expended and you receive a reactive heal for 250 points of Positive Energy healing. Passive: You gain 10 Physical Resist Rating and 10 Magical Resist Rating.
this needs some umph... what other capstones do you have to DIE to use. Isn't the whole of this tree to get ac/prr so you don't die? At the minimum give a holy blast of 200-300 upon use to all mobs in the surrounding area.
it really should be scrapped to give some useful ability while tanking do some type of damage or protect another player for a time.
defending is great... but if you can't kill it you can't defend forever... this isn't the ac world of 3-4 years ago. AC means a lot less with dimishing returns and glancing blows. 3 ac at 120 ish is only a 1%bump in miss chance per the ui bar. less on EE.
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This is a good idea. The "risk" of some wf caster or whatever taking it just for "more repair" is pretty minimal. Spending 20 AP here to get 20 sp is just generally too compromising to casting and such, to cause problems over "more repairing". Meanwhile, Bladeforged not only forces paladin, but alters the spell list to have repairs, and is otherwise totally without a way to affect them. Very solid suggestion.
As with the above, probably a good move. Or just change it from "cure" to "heal", so it works on both (like LoH does). Whatever technical change it is, making it work for Bladeforged so they have a usable capstone is a worthy fix while you are in the tree.
Another good suggestion. 6 SR is basically worthless, even on drow. But since someone will undoubtedly post "hey I use that" just leave it there. Adding some MRR too, now that we have that stat, will ensure this is not simply discarded by 99% of your players, and instead add something unique to the paladin tree to help balance out the better mix of abilities in the fighter one. Id suggest +10/20/30 but Im sure that will be seen as too high so maybe +5/10/15, and keep the SR bonus so people trying to build "anti caster" drow paladins or something can double dip a bit or something.
I think anything which strips off after you swing 1 time is, by its very nature, going to remain "quite weak for a tier 5 ability" unless it becomes silly (like +100 dmg, ok obviously not weak but clear hyperbole). Why not simply allow it to scale up and down by time, as long as you are under attack? Similar to how other such things work?
You seem focused on the idea that tanking huge waves of 10+ guys is the best gameplay for the ability to promote, in order to create a situation where you can actually get hit 5+ times between your own attacks. Many tanks dont encounter that much while playing. Many tanks are not super end-game and couldnt even if they wanted to. Many tank situations in raids revolve around single big targets rather than waves even for those that can tank waves. The list goes on and on, where this is not ideal.
I dont think its appropriate for the only DPS enhancement in the tree, which is also a T5 one competing with other trees, to focus only on that one situation. Tanks need to be viable elsewhere, and need to be able to contribute dps even when they are not "tanking" at full tilt. If anything, thats when they need DPS the most, as their other skill set (damage mitigation / mob control) isnt being brought to bear.
I understand its encouraging tanking. And I understand youd prefer it be something different than just +X dmg (which I might add is completely reasonable and a shared sentiment). But having it be forced to occur in the tiny window between your own attacks is an absurd requirement which only caters to one playing situation which, even if you wanted to use it, is not available all the time. Let alone the times you really want/need a tank, such as raid bosses.
Let it remain tied to being swung at. Using that as a trigger for the bonus is fine, and prevents "non tanks" from trying to capitalize on it. If there is concern over someone just generally getting swung at in the course of play from cleaves and such, make the timer only 3s. There are several other cases of this where it works fine, such as Beguile, which are entirely playable. Getting swung at multiple times every 3s should be enough to keep non-tanks from getting use out of more than 1 tier of this, and thats fine. If a non-tank takes T5 in this tree, its okay to get some benefit... and having only full heavy tanks get the benefit of max ranks in it is fair too. Hopefully this leads to some better suggestions, as the way it stands its just not worth any AP to a majority of players.
This is less of an issue than it somewhat seems, as getting Intolerant Blows costs non-paladins more Destiny Points (they dont start with smite so have to buy Fanaticism, bigger cost but bigger threat gain), and means Paladins are less inclined to feel they need to spend Destiny Points on Intolerant Blows (they can use Divine Righteousness and have more points free for other choices in the Sentinel tree). I wouldnt mind a fix, but there is too much to buy in the Sentinel tree already, and this is one of those cases where rather than being seen as a problem, I see it as promoting different epic tree choices.
Not everyone will agree, and I realize that, but I wanted to point out that since the abilities have different net-costs and net-gains, because ftr/pal start in different places re: smite and sacred agro mods, it doesnt have to be totally equal. They can, in the end, be afforded the same agro mods, they just get there via different paths, so fix or no its workable because the max-values are balanced.
Last time I tested this, which was oh... back around U18 now I suppose, I believe only the paladin one did not stack. I am not 100% sure on if the fighter one did or didnt, Ive since reworked that character and dont have those notes it seems. In either event, both of them should stack. There is no "smite requirement" here to differentiate things, or parallel abilities at different values. Flat out, both classes should have access to the same amount of modifier here at the same cost. Right now they either dont (if ftr stacks and paladin doesnt), or neither of them have access (their enhancements preempt the epic mod).
Point blank, your T5 enhancement (assuming they take the armor mod first at T4, as its much more likely to be the bigger number and more reliably equipped) shouldnt not-stack with an epic destiny. And thats the situation there is here, at least for one class maybe for both. Fix that stuffs!
Between this and the junky Reprisal, vs the terrible holy retribution and censure outsiders, its like you dont want anyone taking any paladin T5. While Im on the topic... can we get the 2 paladin cleave enhancements to affect Dreadnoughts timers the way the Thief Acrobat cleaves do? I mean come on, Sweeping Strikes with a staff powers up Momentum Swing but paladin Great Cleave, which even shares a timer with the feat, doesnt? Be nice to get confirmation on that too.
You need a tank for EE questing? :\ If you want to make it any useful, improve the range of unconsciousness by 200. 40 is just meh. You will see its usefullness rarely and that is not good for a capstone. Hell, Human gets extended range of unconsciousness at TIER 1 for HALF OF THE CAPSTONE BONUS.
Not a capstone worthy.
Agreed. I was expecting a complete full revamp of these trees to bring paladins back, just like Bards. Heck, holy sword alone is better than "these" changes.
comments in blue:
this tree was a hog when it first appered and it will remain a hog untill you do sometihng usefull in it, paladin levels by themselves dont give anything thrilling past certain point, and this enchancemetn tree is extension of it, you just get stuff that was part of a STANCE in old system but now you need to take each of it in stacks separately!!, there is a lot of aspects of such class /gameplay choice combination that are barely explored, paladin defender, as name suggests should be focusing not only on himself but also on party, so any ability that not only helps party to survive but to do better damage would be a great idea, similar for fighter defender, they should be based closer on marshal class, with command/formation like abilities that would boost party, and make both paladin and fighter feel more like more active part of party.
Last edited by bloodnose13; 08-14-2014 at 07:14 AM.
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Regarding +1 damage, DDO is a game of small increments that add and multiply to very significant numbers. I would agree that +1 is insignificant in cases when it doesn't stack with other things.
The stance bonuses before stances availability is a great point, and always has been. I understand the constraints of tree design and understand why it's the way it is. I accept that, but like you don't like it. My main point here is still that stance is very strong and making it splashable strikes me as unwise.
I agree that tanks want to be fast. Just because they want to be doesn't mean they should be able to strap on their Volkswagen beetles and hit the accelerator. I do appreciate the removal of the speed penalty, but the bonus is pushing it too much.
Pal 6 vs 12 for tower shiled is a judgment call. Since it is something new, I lean conservative, especially because they can blow a feat or splash a lvl of ftr to get it if they really want it. I should add that I have revised my opinion and think this ability belongs in the Vanguard tree rather than defender.
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I hope this scales with spell power, or its marginalized at L20. At L20, a paiy might have 350-450 HP, so that's about 2/3's, which would probably save the pali. At L28, however, the pali could have 800, making this about 30% - and against epics, an additional 250 would be gone in seconds.
Can't we change this to 1) either be a fixed percentage (heals a base of 50% plus positive spell power) or heals a fixed amount that scales per level (heals 150 + 5 per level - 250 at L20, 290 at L28, all scaled by positive spell power).
You're making great efforts into scaling damage based off level, lets aim to do the same for all other fixed numbers.
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Most things are cool, good changes, but this is overwhelming. Currently i have a lvl 20 pally and my LoH heals around 450. The capstone heals me around 400 after all the Hamp and everything. So i'd be losing 2 turns and 2 LoH uses for a 400+ heal, when i could use 2 LoH for 900-ish, and keep those 2 turns (not super useful but, hey, that's 4 mins of div. might if full tiered). I think if you remove the 2 LoH cost, or even if you make it just 1 LoH looks better.
Reprisal sucks. Can't think a way to make it better, i'd replace it with something else (why not something adding melee power 3/6/10, 2 ap's per tier. Or, if you don't wanna give a DPS boost, reducing the cooldown of intim could help to keep the aggro. Something like +2/+4+/6 intim and -1s/3s/5s reduction to the cooldown).
And 6 spell resistance bonus it's worthless. IMO you should make the bonus to be the double (or triple) or replace it with something else
These are my ideas for the changes on the core abilities for the Sacred Defender:
Pal1 - Holy Bastion: No changes
Pal3 - Divine Righteousness: Channel Divinity: You gain temporary hit points equal to your Charisma score, 100% Sacred bonus to threat generation and on hit 1d6 light damage for 60 seconds. Light damage increases by 1d6 per each core ability taken beyond this one (max: 5d6) and scales with light spellpower.
Pal6 - Sacred Defense: Defensive Stance: No changes
Pal12 - Eternal Defender: grants a Sacred bonus that increases your range of unconsciousness by your Charisma score. (This bonus updates once per minute.) Toggle: While Eternal Defender is active, if you drop below 0 hit points, two uses of Turn Undead are immediately expended and you receive a reactive heal for a number of points of Positive Energy healing equal to one of your Lay on Hands.
Pal18 - Glorious Stand: No changes
Pal20 - Favor of the Gods: Passive: No changes. Activate: For 30 seconds you are immune to one attack every 3 seconds and one of your melee attacks scores an automatic critical hit every 3 seconds. The immunity affects the first attack (melee, ranged or magical) within a 3 second period that would otherwise hit. The automatic critical hit applies to the first successful attack made within a 3 second period. Cost 50 sp and maybe have a cooldown. Maybe share cooldown with Glorious Stand. It could last 60 seconds with 6 second periods or something like that.
I think we both are able to see each others points for the most part here, and while we may respectfully disagree with each other, I think your last point is something that resonates. Making the tower shield available (relatively cheaply) in the Vanguard line makes a lot of sense. My thought, given the state of the two current tree revisions, is that Vanguard is going to (have to) have some nice low hanging fruit for pure Pallies to pick whether in KoTC/HoTD or Sacred Defender. The Defender tree just doesn't look all that attractive to me, and the heavy AP investment in it will make a deep dive into Vanguard difficult. It may turn out that most Defenders are actually T5 Vanguards with whatever Defender benes they can squeeze in...
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percentage threat increases stack when of the same type but not of the same value. My main character wouldnt be able to pull aggro passively off of classes that deal 4-7 times her DPS by virtue of KotC being virtually worthless as is for an offensive tree and which with the revisions still wont be good.
Are we sure they stack?
Dodge on equipment used to, no longer does. (Intentional, documented change)
Armor piercing on equipment used to, no longer does. (Undocumented change as far as I know)
Elemental absorption on equipment used to, no longer does. (Undocumented change as far as I know)
Healing amp on equipment still does.
Not sure how to even test threat stacking well.
the thread is old, but i think the threat still works as it's explained there. Look for eladrin's post.
https://www.ddo.com/forums/showthrea...scussion/page2
While I'm sure these changes are made with the best intent, and they are not bad changes I guess, Paladin tanks really are not in need of more survivability...they are in desperate need of DPS. You guys literally added 0 DPS with these changes. ((Sure, reducing the cost of some abilities can help a little...but you STILL have to spend 41 (on stuff that doesnt help boost dps and hence hold aggro!) points to get all the goodies))
Can you PLEASE add some light damage to some of that stuff or something?
Also, you have to severely gimp a paladin in order to obtain Intimidate scores that are even remotely usable in in Epic Elite content. How about adding some more intimidate in their some where? Pretty please?
Super pretty please with a cherry on top..a bit more DPS and bit more Intim?
Last edited by Alcedes; 08-14-2014 at 07:15 PM.