As the game stands they do, big time. They are way better in the defense department for the vast majority of content. The issue is that why would I kite BBs on a level 21 cleric while the barbarian next to me charges ahead and kills everything in 1/10 of the time?
DPS / defense / time to complete are not easy to manage. Right now casters are doubling their DPS, from what I see. Is this going to go well in classes that can kite?
Wellspring of Power
Activate to gain +150 Universal Spell Power and +20% Spell Critical Damage for 30 seconds. 3 minute cooldown.
Intensify Spell
METAMAGIC: +75 Spell Power, spells cost +25SP. Works on any spell affected by Empower.
Scion of Celestia
+20 Positive, Light, & Alignment Spell Power, +20 Universal Spell Power
+30% Crit Damage with Positive, Light, & Alignment spells
+150 Maximum Hit Points
+4 to Will Saves
Arcane Warrior (2 Arcane+1 Martial)
Your weapon and unarmed attacks grant you a stack of Arcane Warrior: Magical (+1 Universal Spell Power). Your offensive spells grant you a stack of Arcane Warrior: Physical (+1 Melee and Ranged Power). Each of these stacks to 20 times and each stack lasts for 6 seconds. You may gain a stack of each no more than once per second.
ES warlock can gain 285(150+75+40+20) spell power & 30% crit damage with 0 sp cost from U29.
Is this WAI? Devs didn't learn anything from last mistakes
How about removing utterdark blast from the game? Or making it as soul eater tier 5?
It is the reason of over powered ES warlock.
If ES warlock could use force only as a main source of blasts, it would not be so OP.
But, light & alignment spell power have too many stacking sources(EA, sunelf PL, etc).
That makes ES warlock OP.
Last edited by draven1; 11-19-2015 at 04:18 AM.
“Be extremely subtle, even to the point of formlessness.
Be extremely mysterious, even to the point of soundlessness.
Thereby you can be the director of the opponent's fate.”
- Sun Tzu, The Art of War
Yes yes. Finally casters gets more than +1 skills for epic level.
Yes yes. Finally summons and pets gets some love in epic content. Its not mutch and definitely doesnt make them viable by itself. But i like the way it goes and there are new pet oriented feats too. I hope there will be more and more in future. And i look forward that maybe 1 year from now some pet/summoner build will actually be viable in EE and i even dream about summoner build where most DPS/tanking etc. comes from pets/summons and its still competitive to other builds.
Absolutely awesome changes, thank you. As a necro wizard I have felt very limited in epic levels so far, and these changes make me much more excited about going all the way to 30. A stacking 10% SP discount on top of the 10% from the War Wizards gear, +60 spellpower for myself, my PM skeleton will be dealing 50% more melee damage, and even the Magister Lich will be harder to destroy and deal double damage with his spells.
I'm sure people will say that this is still not viable for EE content, but I don't care. I'm a casual/solo player, not an elitist.
Yes, warlocks can use those synergies but that locks them into EA (-5 caster level) and to use the Arcane Warrior buff they have to hit the mob in melee constantly and get into melee range. Point blank aura range and melee range is a Huge difference at level 29. I guess casting spells + aura will still be better than melee + aura in Arcane Warrior. Intensify Spell won't work on the Blast/Aura as those are not effected by Empower. I wouldn't call something OP before we can test it on Lamania.
Last edited by Lorianus; 11-19-2015 at 08:36 AM.
“Willy Loman: I don't want change, I want Swiss cheese!”
On a related note Steelstar, any plans to change the spellpoint reduction option in Magister to something other than enhancement so it stacks with items? Its a tier 6 option, and there are plenty of items now with similar levels of spellpoint reduction so its a little underwhelming.
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
“Be extremely subtle, even to the point of formlessness.
Be extremely mysterious, even to the point of soundlessness.
Thereby you can be the director of the opponent's fate.”
- Sun Tzu, The Art of War
I've looked at the new 29/30 feats, and I gotta say, the mere fact that the NUMBER next to my level is now 30, actually excites me more, due to the following....
At level 30, I get the following I didn't have at lvl 28, by virtue of 30 being a multiple of 5/10 and 28 not...
+9 AC
+36 HP (in addition to the normal HP gained from the extra levels)
+15 HP healed per minute (pos energy, so times my healing amp of course, so closer to 45 hp/min)
(I think I did the math right on all those.
But in the end, I really look at these new fangled feats and think, "Ok, so now it's that much easier to run EN lords of Dust for heart seeds? Do I REALLY care? Not really...."
Brutal Honesty here: I'd much rather the dev's attention was on something I cared more about - like accurate tooltip descriptions, and fixes for some of the century old (SLIGHT exaggeration) issues, or a REAL crafting system that allowed for actual customization of equipment, instead of being limited to the devs understanding of builds/mechanics... Actually, I'd prefer boots of air walking and a flight spell (I'm thoroughly sick of the jump puzzles in this game) to this expenditure of resources, but that's just my 2 cents.
Still no love for tank builds....
Tanking is a balance of staying alive and generating enough hate to keep agro.
How about a feat that grants either Vampirism or Healing Curse when in a defensive stance (CE or other)?
It would help stay alive and allow for more DPS activities / Weapons / abilities.
A shorter cool down on Intim/ Ki shout (or another action on separate timer would be good as well, with a healthy boost to score) would be good.
I don't want to see the return of turtle tanks, boost to both above would help tanks a fair amount.
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
[QUOTE=Milikki;5725867]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.QUOTE]
Tens of thousands hey? So like 30,000 with each arrow? Screen shot it please otherwise churlish hyperbole is only detracting from the very little respect a post like this might hope to gain.
Dev's - I honestly hope it isn't overly dramatic & hysterical posts like these that you pay any attention to??