Nightmanis De'Corenai 20 Rogue Mechanic or Assassin. Depending on how I feel during the etr.
Sereine De'Corenai Paladin. Because ETR.
Guild of Won, Officer
Fors Fortis, Officer
Hate to twist your mind, but God ain't on your side
Didn't I say the damage it does is weak? I thought I agreed with you about that. Let me check .... Oh, that's right. I DID. However, since I specifically said it's good for pulling mobs or for adding a little extra damage while you're running toward them, whether it's good DPS or not is completely irrelevant. It's a little extra damage that fills in the time you'd otherwise be doing no damage, which makes it great DPS for those times. It's quite superior for pulling one mob to you. You simply need to understand that abilities can have uses that are not straight DPS and learn to use them for the niches they fill.
Dismissing Strike doesn't increment it because that's the decision that was made. Personally, if they added it, that'd be fine with me. I use it often enough, but not nearly as often as Stunning Fist and Quivering Palm. It's just not needed. I'm undecided on whether having it increment the counter fits thematically or not.As for those abilities incrementing EIN - What I want to know is why doesn't Dismissing Strike?
Actually. I regularly stack up EIN in one minute. It's not that hard. My monk's maximum ki is 445 and his concentration score is about 83. This means that I can regenerate ki until I have about 332 ki just by standing around and doing nothing. Since I'll be in combat if I'm using Quivering Palm, Stunning Fist, and most of the other abilities that increment the counter, that means I'm generating ki from my attacks, as well. When my ki is very low (less than my concentration score), I'm generating 5 ki per 6 seconds without hitting anything. You really should stop accusing people of lying about what their characters can do unless you've built a character exactly the same using all the same enhancements, tomes, destinies, gear, and so on. Personally, I'm sick of being called a liar by you and the next time you do it, I'm going to report you.QP is 30 Ki
Stunning Fist is 15 Ki
Shadow Veil {which is non negotiable} is 15 Ki
Dismissing Strike for quests full of Devils and Demons is 25 Ki
Lily Petal is 10 ki
Orchid Blossom is 20 Ki
Drifting Lotus is 25 Ki
A Scattering of Petals is 30 Ki
No way are you stacking up EIN in 1 Minute except under extremely rare circumstances and as a fluke!
EDIT: Oh, and Shadow Veil is "non-negotiable"? Really? Maybe for you. Personally, I haven't had it on my monk ... well ... ever.
Considering the GMoF debate that's taken place in this thread, I went ahead and created a new thread with my own suggestions: https://www.ddo.com/forums/showthrea...ers-pass-ideas
As such debates are a bit off topic for this thread, feel free to take it there. I have no idea if the devs plan on "fixing" the underperforming Epic Destinies, but this thread is regarding the feats.
Unfortunately the Devs have many threads scattered across multiple sub-forums for these discussions, and I have already posted my thoughts regarding the proposed feats in a different thread, but might as well post them here and bring this back on topic:
Level 29 Epic Destiny Feats:
Wind through the Trees (3 Primal Destinies)
When enemies hit or miss you, they have a 5% chance to be knocked down with no save. This may only trigger once every 12 seconds.
Right now this seems to be an inferior version of Swashbuckler's "Elegant Footwork". While it does allow hits to qualify making it useful for meat tanks, I do think this can afford to be boosted to 10%. As long as the knockdown is a helpless state, that is what will make this feat a serious consideration.
Dire Charge (3 Martial Destinies)
Charge forward at the targeted foe. That foe and all nearby foes are subject to +2[w] damage and must make a Fortitude save or be stunned. Stun DC is (20 + highest ability modifier + bonus to stun attacks).
Beyond the known issue of the broken DC, I found this move to be very janky - it uses the same animation as Shield Charge and faces the same issues. The animation is not smooth, so I will find myself charging in place, teleporting, pausing and not hitting anything.... I never know what it will do. The clunky animation is so bad that it brings this to near uselessness to me. If this and Shield Charge can be cleaned up, this would be great... otherwise not sure how much it would be used.
Arcane Pulse (3 Arcane Destinies)
Spell: A magical pulse of force reverberates through the target's body, dealing 3d6+6 force damage every 2 seconds for a duration of 16 seconds. This spell can stack on the target up to 5 times, increasing the damage with each stack. 3 second cooldown
As others have stated, the delay needs to be fixed.
Deific Warding (3 Divine Destinies)
When you take damage, add one stack of Deific Warding (+1 Sacred Bonus to MRR). This effect can stack up to 30 times. One stack is removed every 3 seconds.
Didn't test - does this stack with Sacred Defender stance? Would seem that it not working with the class, Paladin, that this is based off of would be silly. I'd also say that it could use providing both PRR and MRR.
Dreamscape (2 Primal+ 1 Arcane)
Activate to pop off to the land of dreams. You are invulnerable and invisible for five seconds, then return with a random 30-second buff. 1 minute cooldown.
I'm mixed on this. I find short-duration buffs a bit tedious to maintain, but the random nature and the defensive ways you can use it give it some merit.
Harbinger of Chaos (1 Primal+2 Martial)
With weapon and unarmed attacks, deal 1d20 Bane damage against all targets and an additional 2d20 Chaos damage against Lawful targets. This scales with Melee or Ranged power depending on your weapons.
Pretty strong feat, though one thing I would love to see is if this also added Chaotic Alignment to your weapons/unarmed.
Fount of Life (1 Primal+ 2 Divine)
+20 Healing Amp and Positive Spell Power
While the meta leans towards DPS over survival feats, still nice. Calling it "Fount of Life", wouldn't adding a passive regen be fitting?
Embodiment of Order (1 Divine+ 2 Martial)
With weapon and unarmed attacks, deal 10 Bane damage against all targets and an additional 20 Law damage against Chaotic targets. This scales with Melee or Ranged power depending on your weapons.
This is a play on Chaos, though as others have mentioned, it is mathematically weaker. Would hate to see those nice even numbers go away, so adding +1 or 2 Enhancement would balance it out. Would also like to see this add Lawful Alignment.
Spirit Blades (1 Divine+2 Arcane)
Spell: Create a series of spectral blades which fly at a nearby opponent. Each of the five blades does 2d20 Piercing and 1d20 Force damage.
There have already been number crunshes of damage and SP per damage... really I don't think this should be balanaced against Greater Ruin. Considering the damages, this will fit well into a lot of builds that use Ruin, and does not compete as it's a Destiny feat. I expect it to still get a lot of use.
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.
This feat is perfect for the niches that built for it (such as Arti, Wizard INT fighters and Warlocks). Don't bend to the others complaining about the counter stacking - magic for might and might for magic is the way I like it. To do otherwise would make everyone take it for the 20 melee/ranged. Hoping Rune Arms count as spells for this!
Pinc Punch - Unarmed Monk (Uber Completionist) // Porc the Orc - Paladin // Thunderborn - Warlock // Imustbe Emo - PewPew Rogue // Aquamine Artifact - Crafting Artificer (shelved)
You can't make that statement without more information. It's not mathematically weaker if there are more chaotic enemies than lawful enemies. That's the real variable here.
Now I know devils are generally lawful. Demons are generally chaotic. Not really sure how the ratio of lawful vs chaotic works out overall in all content. But that's what we need to know to properly evaluate this. Or, if you tend to concentrate on a subset of content, then just consider the enemies in that content.
Who exactly is building to have top Spell DPS AND top Melee/Ranged DPS?
This Feat is atrocious!
Wizard Int Fighters aren't using Offensive Spells {Buffs, Disco/Hold and Recon Only!}.
Warlocks - Does EB and SB count as Offensive Spells? Somehow I doubt it! What about CC? Or are the Devs expecting us to just use Evards every 4-5 seconds?
Artis - Arti Offensive Spells are a DPS LOSS as you have to stop firing to cast them! Grab Rogue Levels and build up your Crossbow Dmg!
Ah. I was thinking maybe since the barbarian one was a cost and the GS wasn't it might be different. I'll still try it, if I take that feat.
Why is stunning shield better than a lvl 29 ed ability, dire charge ?
Dire charge is not working on anything but living targets, while on the other hand stunning shield affects everything. Even undeads.
Please make dire charge also affect non living targets, Oozes and the like. Otherwise it wouldn't be worth taking.
Last edited by Iron_Claw; 12-13-2015 at 07:44 PM.