Scion of Limbo is a passive that cycles automatically.
It is currently based on your full Hide score. I see a lot of number-crunching going on in this thread, which is good. If it's too strong, we can adjust that.
It could be. Why should it be like the others?
It is very intentional that not every feat is on an even keel in terms of DPS. Is the overall feat good enough to compete with the others?
Between the new base-epic-level bonuses to Summons (which everyone will have), Epic Augment Summoning, and Scion of Elysium, there are a lot of new buffs for summoned creatures in this update. We'll be keeping an eye on them overall. These bonuses certainly don't fix every issue that summons/hires/pets have, but they are meant to help them.
This increase in power comes with a level cap increase. It would be bad if it didn't increase the power level.
Every school gets at least a +2 DC boost when taking those feats. Evocation, Conjuration and Necromancy were chosen for those feats due to having related schools, and that a very large portion of offensive spellcasting relies on those schools, but every school is getting a significant buff to DCs in this update, provided you spec for it.
Bingo.
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.
My first impression was that this is an interesting list where the different feats have something for a few different types of build but on a second look...
These are all just straight power increases for characters to be better at whatever they're already excellent at doing. They don't really add new options, they just add (a LOT) of extra power creep.
These feats just help cement a situation where all current content becomes completely irrelevant to a level 30 character. Even if Legendary quests require these sorts of buffs, there will only be a handful of them to begin with, so why work so hard to make every other quest in the game more irrelevant (including the already easy for a decent party on EE level 30 raids)?
My suggestion would be to throw these legendary feats out entirely, and move the level 29 feats to level 30 where they would logically be following the previous progression - the proposed level 29 feats (aside from the boring law/chaos ones which are straight bonus DPS and the stunning one which is too powerful unless the timer is really long) are much more interesting and would add variety and options. Personally speaking, these legendary feats would just make me more bored with any character at level 30.
I'd also remove all the bonus and unnecessary melee power, ranged power, and now spell power at each epic level, but keep the spell point discount. They didn't add any options to the 'dead' levels, just more power, which isn't exciting.
Hopefully the level 30+ content is excrucationally difficult from monsters to traps to everything so these feats with a maxxed out char will be needed to be effective. And my initial reaction was to say that any quest below 30 with a 30 level char in it should take a big xp hit but that would limit the number of lfms for capped chars and there already is a shortage of lfms for capped chars. Not sure what the solution is here unless they plan on putting out so much 30+ content that we can just binge on it. But i do like the options they have provided and could make for some interesting choices.
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Judging from the power of these feats, I think it's a step in the right direction. We're going to start having REAL end-game content now that the official cap is 30 for the foreseeable future. That means harder quests, legendary raids, and the devs are probably going to pull out all the stops to make things difficult to scale with these feats. In addition, there's still reaper difficulty on the horizon, which the devs have stated is going to be intentionally brutal and difficult even for the top 5%.
Also note that the majority of these new feats (including epic destiny, level 21/24/27/30 epic feats, as well as legendary feats) are designed with spellcasters in mind, who have fallen behind in the past year. While we're probably not going to get an uber class revamp for wizards and sorcerers (let's face it, they just need some touch ups, not a full pass) this is a push in the right direction to help balance the playing field which is currently dominated by melee and ranged builds.
On the feats themselves, I love them. They give good caster bonuses (like dc's, spell critical damage, and spellpower) while still giving bonuses that any melee/ranged class might look at "who cares about that spell critical damage but wow, I can get even more dodge from that feat, or I can get some nice healing amp from that one, or some much-needed MRR from that one." all packaged with elemental damage on their auto-attacks.
I don't think it is good enough to compete.
I play mostly unarmed and this was the one that caught my attention due to the kicker for centered.
But looking at it a bit more closely, it appears to be about 70% less damage than the other feats due to the others scaling with spell power. Unless I'm missing something my monks are going to have quite a lot more spell power than melee power and could easily slot an augment to get a lot more.
I typically use stunner builds, so +4 tactics looks nice, but my DCs are already good enough for 95% of content and there are more than average number of red names in the 5% so this is a very nice kicker in a very limited situation. I might be able take this and then free up other resources that are invested in stun dc so there may be some as yet unidentified trickle down benefits possible,
+4% dodge is nice but I'm already dodge capped on all of my monk based toons so unless you add 4% to max dodge, the only possible benefit is finding some other investment in dodge that can be reallocated.
Given the long delays in addressing handwraps/unarmed, I had really hoped that you were going to throw unarmed a small bump somewhere in this mass of changes, but I'm not seeing it.
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I don't think it is too strong. I'm thinking about how my assassin (link in sig) would benefit from the +20 melee power feat. Assassins do a lot of sneak attack damage inherently, which is affected by 1.5x melee power. Coupled with the extra melee power to base damage, rough math indicates they are comparable. The bonus to base damage would probably pull the melee power feat ahead a bit, but the sneak attack feat has greater defensive benefit (or could, if the displacement is made to last for a time after coming out of sneak mode). So overall, this seems well balanced.
EDIT: I'm considering this for my specific build only. Not sure how they compare on a ranger, for example, who does a lot less sneak attack damage, and therefore may not benefit as much from the +20 melee power. But they do have higher base damage, so they get more benefit out of the melee power in that regard.
Last edited by CThruTheEgo; 11-18-2015 at 12:32 PM.
Unarmed monk guide with builds|The Arcane Warrior: wiz/fighter hybrids|White Feather Sniper: CC/dps focused deepwood stalker|The Divine Cuisinart: divine crusader tempest|The Count of Monte Cristo: swashbuckler|Hassan's Assassin: dex assassin|Dubbell O'Seven: WF artificer|Santa's Little Slayer: dragonmarked elf centered kensai
I'm still catching up on the dev tracker, so not sure if this has been addressed yet by a dev, but I agree with a few other comments that the displacement needs to last for a time after coming out of sneak mode, otherwise it's kinda pointless. The whole point of sneaking is to avoid any attention whatsoever, because even a missed attack will still pull you out of sneak mode (which doesn't make sense imo), so what good does it do you to be displaced only while sneaking. Make the displacement effect remain for 10 seconds after coming out of sneak mode. That's the same duration as measure the foe, so there's less micromanagement of buffs by those who want to maximize their potential.
Unarmed monk guide with builds|The Arcane Warrior: wiz/fighter hybrids|White Feather Sniper: CC/dps focused deepwood stalker|The Divine Cuisinart: divine crusader tempest|The Count of Monte Cristo: swashbuckler|Hassan's Assassin: dex assassin|Dubbell O'Seven: WF artificer|Santa's Little Slayer: dragonmarked elf centered kensai
Because a DC caster needs spell dps. Do you realize that there are currently a serious problem with the DC casters not being able to get spell DPS and spell DC, and also a huge difference between your school of specialization and the others? This necro feat aggravates the chronic lack of dps of pale masters. And yes, they need dps thanks to all the immunities that exist to their school. Not only there are monsters immune by D&D lore, epic ward and champions are bloated with crazy immunities. Weapon dps is universal, spells are not universal. Spells do not work against all because you, designers, have plagued the epic game with immunities.
You need to reduce the differences between different schools; in the DC field, these feats are good designed: specilization and general bonus (although the gap is so huge before this level that needs to be fixed). But DC builds should not need to invest everything in DC and have a so pathetic dps, because this is only a source of frustration. You need dps, in this game the dps is the most important thing. Because there are too many mobs that only can to be killed with dps (I guess that DoJ is your way of reminding us this important fact, right? lol). Think, Steel, because these, along with bloated bosses and immunities, are the reasons why the epic game is so frustrating now for spellcasters (and definitely unfun)
Could we ever get a spellcasting *epic* feat that is not an ultra-specialization? If these feats are legendary, why we can not get the spell damage and spell DC in only a feat?
Spell Critical Damage with ALL spells should be part of ALL spellcasting feats, not only of the Scion of the Plane of Fire. Why you relate the plane of fire, and only the plane of fire, with the damage of all spells, all schools? Ridiculous. Give options of DC and damage to all feats, with a slight specialization by the lore of the feat. But enough of ultraespecializacions!
Please, with this feats give us a slight specialization and a steady general up. Epic magic, in this state of game, needs a wider use of our spellbook and less specialization. I'm sick of specialization. What good is that my class give me access to many spells, if in the end I can only use three?
Last edited by Iriale; 11-18-2015 at 12:33 PM.
I like the themes here, it's a pretty cool list. I was hoping for an option that was more tanky.
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I don't feel that the tactical 30feat is very competitive. If it decreased the cooldown on EIN by a minute maybe. I don't know. With KTA a GMoF monk can reach mid 60's on QP DC. With new goggles the ability is spammable; however, having played it recently I feel that DC monks are underwhelming in current meta. The game is too fast for their abilities to be useful. They are single target spells basically (with the exception of EIN).
Doubling the doublestrike bonus is something I would do for sure.
104 Total Global Sources of Hide Skill points before dex
23 Ranks
10 Epic Skills
05 Tome
20 Competence Bonus
05 Enhancement Bonus (Ghostly Item)
06 Dex Skills Item
04 Good Luck Item
03 Human Stealthy
03 Class Stealthy
06 Shadow Dancer Stealthy
02 Completionist
03 Skill Focus
02 Setalthy Feat
05 ED Skill Focus Hide
03 Rogue Past Lives Sneak of Shadows (active Feat)
04 Greater Heroisom
20-30 Points form Dex (50-70 Dex Score)
Spells that are very class specific
10 Camoufloge
20 Spiderskin
Note also that The Rogue PL active ability now gives an additional +33 Hide skill (3 of that is passive and always on)
104+30 = 134
Sneak of Shadows burst 164
134/2 * 3.4 * 4.99 = 1136.72 DPS
164/2 * 3.4 * 6.51 = 1814.99 DPS
I know that not every toon will take all the skills bonues or have all the gear I've presented but it is an option for some I think and Hide sill will now give enough of a bonus to make things like Ring of Shadows more appealing then it was before.
Last edited by Grailhawk; 11-18-2015 at 12:34 PM.
I agree with most of this. Regardless of how difficult legendary quests will be it's too much; all existing lvl30ish content will be even easier and new content will not be enough quantity wise to justify it. Power creep is dangerous for the long-term viability of the game - have we learnt nothing from the recent(ish) past?!
I appreciate the attempts at more flavour and trying to help areas/classes that are behind others for the most part but it's just too much and it smacks a little of pleasing only a certain demographic...
Some really clean, thought out recommendations there.
Not a fan. That kinda thing tends to get old ...
"That's a 50 DKP MINUS!!!!11!!" *mad*
Maybe average it over more skills than just hide?
I, for one, think it's cool that skills are involved; changes up the itemization options at the very least (assuming they stick with total score).
I am a little concerned about "skill lag" being created when everything recalculates from an item swap ...
Last edited by SableShadow; 11-18-2015 at 12:59 PM.
Brenna, Tzanna, and Tzinna Wavekin
The Dancing Rogues of Argonnessen
Ascent