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Last edited by Tilomere; 08-04-2015 at 05:17 PM.
Last edited by Rys; 07-22-2015 at 01:34 PM.
I don't have a problem if you want to theory-craft or deduce from what others tell you, but rogues (or any ranged/melee for that matter) are not having any trouble with DPS or resource constraints in the highest end content. Rogues might have problems with being a bit squishy, but dps is not a problem - I don't care what quest you put them in.
The devs are doing the right thing to make adjustments in Shavarath, but i agree an overall caster pass is needed. It's not ok to make saves unreachable in Shavarath and i am glad the devs understood the issue and addressed it.
Thank you for the response. It's fine if the Archons have unreachable spell resistance #s because of a specific monster trait.
The main thing was bringing player DC and monster saves closer together and you did that and it's highly appreciated.
I know a ranger pass is on the horizon, but perhaps an overall caster pass for all casting classes would be helpful - maybe about the time the level cap changes to 30.
Personaly, i fail to see why spell resistance is still in game.All it does is create gap between spells that can effectively bypass it by not needing it (earthquake, web,etc) and spells that need to bother with it, requiring significant investment.Significant investment into something like spell resistance drives the character away from other areas that are "needed" now on the soloist world - like beign able to do damage, beign able to heal yourself, not beign one shot by mobs, etc.Lets face it specialized roles like DC casting arent really needed in the game anymore save for very few areas, wich is sad, but the truth is often sad :P
People choose do play with specialized casters etc for fun really.
A caster pass is needed? yea definetly.Specialy for Druid wich only has two clunky enhancement trees.But really, theres a much more simple solution, simply lower all mob saves and then increase the save roll for mobs from d20 to say, d30 or even d40.In my opinion a 1-20 just doesnt allow enough randomness for the insane values we are seeing atm.
Give every person a gun and the richest man is the one that sells crutches
How many usefull trees have sorc? One is for conjuration specced. One is for ek and defensive enhancements. So remains 3 evocation trees. Opposite element is always useless..So its not option.
So only possible combinations are:
fire + air. Or
fire + earth. Or
Air + watter. Or
watter + earth.
So more synergy comes only with:
fire + air OR
Air + watter .
But anyway second element demage is always very weak for epic quests. There are more talking about this, especially gear question. Casters need grind much more for sticks than meelers.
Evocation DC isnt high enough for beat archers type mobs without failing saves.
And make DC based sorc is tricky and its much weaker than wizards or other classes. For doing that toon you need do max cha (so +7 tome, grind mod gear, grind PL for take cha feats indsted of SP feats..)
...
solution shiridi?
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Last edited by Tilomere; 08-04-2015 at 05:16 PM.
In theory, DR was supposed to fit this role. That is also one of the reasons why I don't like that the core 3 on AA give bows blunt and slash damage types.
In practice, DR values has been thoughtfully decreasing as our damage output is increasing. Again, back when the cap was 16, our melee damage was an order of magnitude or two lower than now, yet, Harry have DR 35 on elite. The devils on U27 pack should had DR 500 or so to match how absurd 35 DR was back then.
But two wrongs don't make a right. The devs need to add (to the general game) some obstacle for weapon users that casters should be able to bypass easily, and vice-versa.
I was talking about concept, not actual live mechanics. Sure, we have on live X and Y and Z that make rogues deal tons of damage to constructs. That is not the point I was making. I'm just saying that, based on our knowledge of Shavarath since the cap went up to 20, it was always supposed to be a harsh place for DC casters. So DC casters having a lot of problem landing spells on U27 quests, to me, looks like it is working as intended.
Does that means absolute total immunity? No. But if you are playing on the hardest difficulty with something that is not actually going full steam on DC casting, it is seriously not supposed to land anything. But then it raises the problem that DDO currently have a lot of small increments to spell DC that is almost impossible to keep them all going at once.
Examples: Assumption of tomes mean +3.5 DC. Lasting <stat> Potions are +1 DC. FvS aura is -2 saves (the same as +2 DC to all casters in group), Magister and DI have procs that reduces saves by 5. Swashbuckler and Warlocks have enhancements that reduces saves. AAs can stack SR reduction. Bards can use songs to add up to +2 DC. The list can go on and on, but we and Turbine are in a hard place to define what actually can be considered "average" about DC casting nowadays.
Exactly like it was with AC pre-MotU. At that time, people were "go full tank or don't bother with AC". The same is being true today about DC casting.
And that has nothing to do with Shavarath by itself. That, as a zone, I still believe that should be a hard place for DC casters.
Amossa d'Cannith, Sarlona, casually trying Completionist (12/14) [<o>]
Almost-never-played-alts: Arquera - Chapolin - Fabber - Herweg - Mecanico - Tenma
I want DDO to be a better game. Those are my personal suggestions on: Ammunition, Archmage, Combat Stances, Deities, Dispel Magic, Epic Destiny Map, Fast Healing, Favor, Favored Enemy, Half-elf Enhancements, Monk Kensai, Monk Stances, Past Life, Potency, Potions, Ranger Spells, Summons, Tiered Loot.
Do you not carry energy burst, dragons breath, or hellball on your caster? I do on mine and that requires me to get close to mobs. Also some champs are so highly resistant to elements that they take about 200 damage per spell cast. There are also many champs immune to death spells. This actually hurts casters more than it hurts melees. If you play a proper melee you shred down champs in 1/2 a second anyway. If you have several champs on you ... well that is what displacement, incorporeal, dodge, and prr are for. If people get slammed by champs on melees they are playing wrong.
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I do twist burst. It requires running by and pressing the key once. Nothing like having to plant yourself next to the ogre that swings for 1800(before prr). You do not have to be close to use hellball. You're actively a badsie if you do. Resistant to elements is cool and all, but I didnt even notice that is a buff because they die too fast to missiles followed by a hellball. /shrug
Displace, incorp, dodge, prr are on every build that is built correctly. That doesnt stop you from having to engage the champ because you have to melee. IDK, maybe your melee has 300prr, 25 dodge, 25 incopr. Hook it up with build pls?