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Originally Posted by
ZhenBuYaoShi
So, I'm in game, and I make a Warlock, right?
I decided to recreate a build that worked out very well for me in the Test Realm:
16 Warlock/2 Paladin/2 Rogue: The "Do-What's Best, Not Most Evil, Warlock Trapper"
(Please pardon my hand typing out of this character; I don't have access to character builder.)
Lvl 1 Stats:
Str 10
Dex 10
Con 10
Int 16
Wis 8
Cha 20
Lvl 28 Stats (all stat points at levels go into CHA, I had a Necromantic Thunderforged Quarterstaff with Force built in, Resonance, and Devotion socketed in, and potency Lore, other gear I had was a ring with massive light spell power, uber epic trapping gear, the Epic Diefic Diadem, Epic Chain of Conviction--one very nice set of armor!, and other stuff that I cannot specifically recall at the moment, and the test server is down. The jist is, I was in ultimate end game gear, perfectly tailored to this build, so yes it will be hard to get, again, but it worked out fantastically!)
Str 24
Dex 27
Con 30
Int 39
Wis 25
Cha 59 (one problem, but this is a first life, I have no passive additions to pump it up with from completionist, or anything like that, it's also a first life drow so only 28 points to start. Build should get better over time with more lives, better than a +4 tome, and other small things that add up to a big difference to have a decent DC for spells, but I was still doing fine, to my surprise in EE content, after preemptively drain a couple levels from my targets every time, I'm usually using Enervating Blast anyway, and then waiting for them to get within my Aura of Menace to lower their saves even more, and down they seem to go. So like I said, happy with this build as it evolves.)
Skills: Bluff 4, Diplo. 4, D. Dev. 23, Haggle 4, Heal 2, Jump 4, Open Lock 10, Search 23, Spellcraft 2(OMG NO SPELLCRAFT, yes, no spellcraft, clearly if I wanted to be a trapper, it was a trade off I had to make, but my spell powers far more than adequate without it.), Spot 23, Tumble 4, UMD 10.
PRR 62/MRR 59
Elemental Resistances: 30 All, 55 Fire
Spell Resistance: 38
265% Fortification
Saves: Fort 67, Ref 71, Will 73
AC 62
HP 950/535 (Assuming Shining Through is active at level 28 with gear on)
SP 1850/1850
Fey Pact (only choice due to Paladin splash Lawful, and Good, precludes both Fiend and GOO pacts)
Important Spell Powers: Force 281, Sonic 277, Light 345, Positive 297
Feats: Spell Focus: Evoc, Spell Focus: Necro, Maximize, Extend, Heighten, G. Spell Focus: Necro, Quicken, Spell Penetration, Epic Arcane Eldritch Blast, Epic Skill Focus: Spot, Epic Reflexes.
Necro DC: 58
Evoc DC: 53
I'd list all of my Enhancements, but that's just way too much typing. I have evenly distributed my points across the 3 trees, obviously Enlightened Spirit has the most.
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Trade-offs: On my pure Warlock my consume can do average of about 200 ticks of damage, this guy only averages about 75 dmg ticks, my Eldritch Blast damage on the whole as an average is down by about 30%--but is still good, and doing the job, my Stricken hasn't lost as much as I thought it would for some reason 165 dmg ticks down to 105 dmg ticks, and there just weren't some things that I could take on my pure Warlock, that I couldn't on this Warlock, due to having to invest some points into Awareness Enhancements to make my trapping skills right on the dot for end game Epic Elite content.
Gains from Multiclassing: Evasion, massive extra skill points, fortified saves, complete weapon and armor proficiency. So, basically, a lot of survival abilities.
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Now, my problem is that I decided, for whatever reason to read the known issues list a few days ago, and I don't know how it escaped my noticed before, but this time my eyes locked dead on to it, and my neck almost snapped off.
"KNOWN ISSUES AS OF 6-18-2015
Feats:
Divine Grace is not currently limiting its saving throw benefit based on Paladin level. This change will be done for a future game update."
What is this? When was this decision made, and why?
I'm sitting here, and yesterday, I decided to make my build from the live server with my Pally splash; started it at level 7. So, I'm going along, I'm going along, and I'm like, "I want this to go faster!" So, I go to the DDO Store, right, and I am putting a supreme tome in my cart, and a greater tome of learning in my cart, and then--thank god, before I bought them, I remembered this little problem.
If this is happening to Paladin, no only is MY build screwed, but many many builds are screwed up then.
Do you have any good justification for this, just because it is at level two giving players easy access to it for multiclassing purposes, is not a reason to move the ability.
Do you plan to do this with Evasion for Rogues? Because that will screw up even more builds, and evasion is just as powerful, if not more so than Divine Grace. I only took Divine Grace to ENSURE Evasion would hold up, so, I'm willing to lose 30% of my warlock's blasting power, major damage from one of my only DoTs, and a few other things, just to ensure my Evasion sticks, but you're going to take that away, because you don't like where Wizards of the Coast put Divine Grace so that people WOULD multiclass into Paladin.
3 and 3.5 are all ABOUT multiclassing. Did you ever see the sheer number of source material books you have to draw upon for material to pump up this game with goodies, and you just leave them there to rot? I have probably 25 of the WotC 3.5 books, and you know what every single one of them have, new classes, and new Prestige classes. Know why? Because that was the fun of 3.5 making crazy fun "what can I get my toon to do" builds.
By doing what you are doing, you are fundamentally breaking down one of the crowning achievements of 3/3.5 which was glorious well implemented multiclassing.
For Rangers, you don't even make them CHOOSE between archery or two weapon fighting at level 2, you give them BOTH.
Fighters get the boon, of getting 2 fighter bonus feats if you want to take two fighter levels to increase your melee capabilities taking at least 2-4 fighter is always a good idea.
Monks, people splash the HELL out of Monks to exploit the hell out of their synergies with other stats and their early abilities, too. So, once, again, I'm asking you, what are you thinking? Who's idea was this? How did you come to this conclusion?
And, why when you have all of these other classes with uber level 2 abilities are you attacking Paladin's level 2 ability rendering splashing Paladin into any class henceforth worthless. There will never again be a paladin splashed toon--unless it's like at least 6 or so levels and they want to do melee, and that is NOT okay, and completely unjustified. Splashing Paladin should NOT just be for melees to use, this is an attrocity.
So, are you going to start making Evasion work only 10% of the time when people splash Rogue?
Are you going to start making people choose between Archery and Two Weapon Fighting when they take Ranger?
What about Monk, are you going to limit the synergy between their abilities and make them only scale by 10% with the 2 levels that have been taken?
If you aren't going to do all of this, then why the hell are you even THINKING of doing what you're thinking of doing to Paladin?!
It's a slippery slope, and if this is the direction you are headed in, less multiclassing ability and more utter pure toons, then that's just crp, because that's not what this version of DnD was based around, it was NOT based around the idea of utterly pure toons.
One thing is for sure, if that change is indeed going through, I'm definitely not going to invest in a Supreme Tome, or a Greater Tome of Learning for toon that will soon, be worthless, which I want clear clarification as to what exactly is happening, why it's happening, and approximately when it happening, because this is no small matter, it's game changing to a lot of people...