Member of "Guild of the Black Dragons" & "Swords of the Light" on Sarlona. Proud "Last" member of Caffeine - we aint stragicially savy.
Kilthar-Tharr-Delkanthalus-Carissa-Mirasina-Ktara-Imara-Thistle-Tharissa-Robothar-Minithar-Miriella-Tharnessa-Tharisa
Unfortunately magister spell point reduction and item spell point reduction do not stack. Also 1%/lvl is conservative IMO. When you have bosses with 200k HP, how do you propose to finish them even with SLAs while having run a whole quest with some or few shrines to use.
Plus you've added on epic metas that add additional spell point costs to spells.
The Devs can always rebalance Warlock (down) again so that they match the rest of the caster classes. Really I don't mind if they are OP temporarily while the balance is established. It doesn't effect my play style at all. I still plan to attempt to crush stuff on my characters just like everyone else.
I have two capped, pure Warlocks. One is a Melee Fey-pact, Enlightened Spirit 'lock and the other is a Great Old One, Tainted Scholar acid blaster. BOTH are very powerful but lack much-needed (in some places) versatility that a Wizard or even a Cleric could have if built correctly.
I think the increased spellpower helps the Wizards and Clerics more than it helps Warlocks and, again, the 1%/level spellpoint reduction bit doesn't really help Warlocks at all.
In short, what the Devs have come up with is fine.
Steve Howe was voted "Best Overall Guitarist" in Guitar Player magazine five years in a row (1977–1981) and in 1981 was the first rock guitar player inducted into the Guitar Player Hall of Fame.
Every point of spell power should help the warlock much more than it helps the wizards and clerics, most warlock abilities get another scaling on top of spellpower, as well as the rare passive crit multiplier. Essentially they get their damage scaled up 3 times, now if you combine it with sense weakness and generally with helpless damage, you get what i mean.
Considering 60 spell power from the levels, that would be 90 effective spell power with base atk, which also gains the benefit from the crit multipliers, and will effectively end up somewhere above effective 100 spell power. Mind that while a Sorc is pretty much useless when facing resistant/immune mobs, a warlock can easily adjust its damage type spending 2 APS to damage (almost?) anything in the game.
Pre release, few of us mentioned that warlock scaling will be too much , but Devs just did not seem to care. Lots of people on live are disgusted about the warlock, and cant comprehend who and why would release such a broken thing on a live server. We have seen all kinds of weird over the years, but this one is apparently fully WAI, fixed? possibly never.
Steve Howe was voted "Best Overall Guitarist" in Guitar Player magazine five years in a row (1977–1981) and in 1981 was the first rock guitar player inducted into the Guitar Player Hall of Fame.
Sarlona - Guildmaster - Brotherhood of Redemption - ddoborguild.com - 2016 & 2017 Players Council --- Alts: Acetylene, Antimematter, CNG, Dilithium Crystal, EMF, EMPulse, Exothermic, Geothermal, Hexane, Hexyne, Hydropower, JA, Kerosene, LPG, Natural Gas, Nuclearpower, Propane, Solarpannel, Tidalpower, WASOB, Waulter, Windpower, Woodpile
As stated in this thread is there going to be any help for the turn undead ability?
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While I like the direction this is going, I too could not help but see that the issue with Turn Undead seems to have been overlooked.
While I believe much of the issue is CR to HD conversion on undead it would have been nice to get access to something that can make Turn Undead (as niche as it is) into something that is an option for Level 29 to 30 Clerics and to a lesser extent Paladins without having to be a Hybrid Paladin-Cleric. I'm not asking to be able to clear whole rooms but something that would allow us to effect more than one or two trash undead would be nice.
We don't only build for the builds that exist.
We don't only build for the builds that are good right now.
The fact that some changes are necessary is not diminished by the fact that other necessary changes have not happened yet.
[QUOTE=Steelstar;5724910]Hey folks!
In addition, starting with U29, every Epic Level will grant you the following (similar to the Melee and Ranged power you currently get):
- +6 Universal Spell Power
- 1% discount to the SP cost of your spells
This feels like the casters update. Shouldn't ranged and melee gain another perk too? like +1% meele/ranged speed? that way all will attack more.
No. Melee and Ranged characters have been getting Melee and Ranged Power with each Epic level for a few updates now (as opposed to Casters, who currently get no such benefit). Melee and Ranged are in a relatively good place right now in comparison to casters. This helps close that gap.
We don't only build for the builds that exist.
We don't only build for the builds that are good right now.
The fact that some changes are necessary is not diminished by the fact that other necessary changes have not happened yet.
More love for Dragon Marks!
5+ the number of uses for existing Dragon Marks would good start-
Extra Bonus would be 3 uses of new tier abilities- for example
Mark of Warding – House Kundarak --> Globe of Invulnerability or Greater Stone Skin
Mark of Shadow – Houses Phiarlan and Thuranni --> Shadow Veil
Mark of Sentinel – House Deneith --> Radiant Forcefield
Mark of Passage – House Orien --> Greater Teleport / summon circle of friends
Mark of Making – House Cannith --> Mass Reconstruct
Mark of Finding – House Tharashk --> True Seeing DC current level
Mark of Healing – House Jorasco --> Mass Heal
Mark of Storm – House Lyrandar --> Storm of Vengeance
Make it so!
Sarlona - Guildmaster - Brotherhood of Redemption - ddoborguild.com - 2016 & 2017 Players Council --- Alts: Acetylene, Antimematter, CNG, Dilithium Crystal, EMF, EMPulse, Exothermic, Geothermal, Hexane, Hexyne, Hydropower, JA, Kerosene, LPG, Natural Gas, Nuclearpower, Propane, Solarpannel, Tidalpower, WASOB, Waulter, Windpower, Woodpile
This may be true about the Melee and Ranged Power, but for Ranged Feats there are very few and even fewer that effect a Thrower. For General Epic feats you have Blinding Speed, Overwhelming Critical, and Combat Archery(which I do not believe affects throwers), Improved Martial Arts(for +12 Lvl Monks only), Improved Sneak Attack( for +12 Lvl Rogue only). For Epic Destiny Doubleshot, plus the DR bypass feats.
I know that Range and Throwers are not the only type of builds out there, but these feats all seam to center around caster. Casters do need to have some love, but a few new feats for a couple of other builds would be nice. As for me with my Thrower build I do not know what I will use my extra feat slots for with these being my current choices. It does not appear that any of them will increase my dps only make me more durable.
Main Characters Adarshae, Adenasenka, Nimithar Pyri and of Argonnessen
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ADARDDO
Ah, you're a funny guy. Casters and Kiters Online is starting to wear thin. Try playing a melee and see how they are. Get blown around by elementals, tripped by wolves, frozen with poison, hit with aoe's that only affect people close to the enemy, watch your puny damage numbers go up, beat on a monster with auto-attack while you go make a sandwich, then come back and see if its dead yet. Do all this while the archers and casters stand back and spam cheeze attacks. Melees are far from even 2nd class citizens.
Not everyone wants to cheeze quests and perch on invisible ledges while doing tens-of-thousands of points of damage with each arrow, or hiding on top of the invisible spire and spamming magic missile. Melees need love and soon. Casters and Kiters Online is becoming quite a (boring) one trick pony.
The might have, and in very specific instances, but I've done a lot of etrs and trs recently trying different build styles. Warlocks are a snooze, monkchers are a supreme cheeze fest, archers in general (I played a monk, ranger and rogue to cap) are massively overpowered doing tens-of-thousands of points of damage with each arrow. I also played centered kensai, stick builds and steel-shield monks. All of those have the potential to do massive damage, but at least have the issue of needing some defense to survive. Anything close-in has the problems of trips, poisons, necrotic touch, AOEs like the guy in the portable hole that only effect melees.
Ranged and casters face none of these issues. They dont have to chase, but might have to kite, they dont have to worry about prr, mrr or anything else because they can just hide up on the rock where nothing can reach them and spam their free attacks to win. Either monsters need to learn how to do some ranged damage to counteract this cheeze, or melees need some love. Personally, I vote for monsters that can do things like pull players off ledges, or shoot arrows that can do thousands of damage, or immobilize kiters from a distance (like bolos).