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  1. #41
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    Quote Originally Posted by streep101 View Post
    I'd like to see Completionist be a free past life feat. It's hard to earn it, and on builds that are feat starved, it's tough to justify selecting it.
    agree, maybe make it auto-granted if character already earned it
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  2. #42
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    Quote Originally Posted by sjbb87 View Post
    I see many feat to caster...
    and melee?
    tanks?
    ranged....
    Typical, the whining starts. This is a beginning of a caster pass pal. NO melee feats. You got your overbuffing for years. Please shut up and let us enjoying our presents.

  3. #43
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    Quote Originally Posted by Steelstar View Post


    ***Please make sure you have read this thread first, it contains an overview of Update 29 Feats.***


    In addition to the level cap increase and its related feats, we're planning on adding some new general feats. These provide extra options in Epic, especially boosts to Spellcasting.

    New ML21 General Feats:
    (Each of these also grants +110 Maximum Spell Points)

    • Wellspring of Power
      • Activate to gain +150 Universal Spell Power and +20% Spell Critical Damage for 30 seconds. 3 minute cooldown.

    • Arcane Insight
      • Activate to gain + 6 to all spell DCs and +6 to Spell Penetration for 30 seconds. 3 minute cooldown.


    New ML24 General Feats: (Each of these also grants +140 Maximum Spell Points)

    • Improved Augment Summoning
      • Requires Augment Summoning
      • Your summoned creatures have +8 to all ability scores, +10% Dodge, and +100 Maximum Hitpoints

    • Burst of Glacial Wrath
      • Cone spell, deals 30d6 Cold Damage and freezes the creature. Fortitude save negates the freeze.

    • Intensify Spell
      • METAMAGIC: +75 Spell Power, spells cost +25SP. Works on any spell affected by Empower.

    • Embolden Spell
      • METAMAGIC: +2 DCs to all spells with DCs. +10SP. Affects spells

    • Master of Air
      • Your Shocking Grasp, Electric Loop, and Lightning Bolt spells no longer have a maximum caster level.

    • Master of Earth
      • Your Acid Spray, Acid Arrow, and Acid Blast spells no longer have a maximum caster level.

    • Master of Water
      • Your Cold Ray, Snowball Swarm, and Niac's Biting Cold spells no longer have a maximum caster level.

    • Master of Fire
      • Your Burning Hands, Scorch, and Fireball spells no longer have a maximum caster level.

    • Master of the Dead
      • Your Chill Touch, Necrotic Ray, and Negative Energy Burst spells no longer have a maximum caster level.

    • Master of Light
      • Your Sun Bolt, Searing Light, and Sunburst spells no longer have a maximum caster level.

    • Master of Artifice
      • Your Static Shock, Lightning Sphere, Blast Rod, and Lightning Motes spells no longer have a maximum caster level.

    • Master of the Wilds
      • Your Produce Flame, Creeping Cold, Call Lightning, and Word of Balance spells no longer have a maximum caster level.

    • Master of Music
      • Your Shout, Greater Shout, Sonic Blast, and Reveberate spells no longer have a maximum caster level.

    • Master of Knowledge
      • Your Arcane Bolt and Arcane Blast spells now grant you one stack of Mental Honing (+3 Universal Spell Power, +2% Spell Crit Damage) when cast. This effect can stack up to 30 times. One stack is removed every 6 seconds.


    New ML30 General Feat:

    • Greater Ruin
      • Requires Ruin.
      • Deals 1000 untyped damage to a single enemy (no saving throw). Costs 150 SP



    Artificers


    • Improved Construct Essence
      • Requires 12 Artificer Levels and Construct Essence. May be taken as an Artificer Bonus Feat.
      • Improves your base Repair to 70%, as well as Rust vulnerability.


    • Construct Exemplar
      • ML21, requires Improved Construct Essence.
        • You are now considered a Living Construct instead of your original race
        • 100% base healing from Repair spells and 100% damage from Rust
        • Immunity to Sleep, Hold Person, Energy Drain, Nasueated, Exhausted, and Paralyzed effects except those which physically hold you in place
        • Immunity to ability score damage from natural poisons and natural diseases (but are vulnerable to those that specifically affect wood or metal)
        • +10 Racial bonus to saving throws against magical poisons, and do not fail saving throws against them on a roll of a natural 1 (this renders you immune to magical poisons with a DC of less than 11+your Fortitude save)
        • You may remain underwater indefinitely without the need to breathe.
        • When resting at a Rest Shrine, the health you regain is now based on your Repair skill instead of your Heal skill


    • In Update 29, the DC for Rune Arms will benefit from all sources of Evocation Bonuses (they currently only benefit from Feat Bonuses to Evocation). This isn't really a feat, I just didn't have somewhere better to mention it!
    It's really cool, but it doesn't solve any of the caster problems. But as a start, it's excellent, i just hope you're adding more stuffs at the future updates. And the automatic spell power increase through epic levels still stands?

  4. #44
    Hopeless Romantic dunklezhan's Avatar
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    Quote Originally Posted by Systern View Post


    Artificer feats are disappointing. I didn't want to take construct essence before, 2 new feats that require it is not good. Fleshie Artificer's problem is not self-healing, it's that their damage falls off majorly in Epic levels. Cool theme, but doesn't actually address their issues. No Ranged Power. Penalties to doubleshot. etc etc...
    Agree. My fleshie arti does not have a self healing problem. He can quit whenever he likes.

    Ahem.

    Seriously, between arti's ML boosts to items, great UMD and healing grenades, fleshie artificers self heal and even to a certain extent spot-heal just fine. Its just not as easy as using the repair spells. Its Epic damage output and DCs are their main issue. The feat which removes caster levels from some of their signature spells is a help to certain specific kinds of damage, but does nothing for the fact that with their DCs evasion is going to avoid most of that damage anyway.

    But that's not enough to tarnish the whole list, which looks in general appealing.
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  5. #45
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    ermmm....

    Those caster feats worry me. They are easily strong enough to stomp over older content and to force the devs to balance future content on the assumption all casters are using them. Which in turn will make them into a mandatory feat tax at the expense of diversity.

    I think its fair to assume that virtually every caster will be running around using Arcane Insight, Wellspring of Power, and whichever Master of ??? is relevant to them. I which point I don't particularly care for the fact that most of these are individually catered to very specific builds / enhancement trees. I prefer the traditional approach of feats being somewhat generic and players building characters by combining them in interesting ways. This is just telling people: If you want to be an an X toon you MUST burn a feat slot on Master of X or suck.
    Last edited by Nadion; 11-18-2015 at 04:32 AM.

  6. #46
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    Quote Originally Posted by Steelstar View Post


    ***Please make sure you have read this thread first, it contains an overview of Update 29 Feats.***


    In addition to the level cap increase and its related feats, we're planning on adding some new general feats. These provide extra options in Epic, especially boosts to Spellcasting.

    New ML21 General Feats:
    (Each of these also grants +110 Maximum Spell Points)

    [*]Master of Knowledge
    • Your Arcane Bolt and Arcane Blast spells now grant you one stack of Mental Honing (+3 Universal Spell Power, +2% Spell Crit Damage) when cast. This effect can stack up to 30 times. One stack is removed every 6 seconds.
    [/LIST]


    [/LIST]
    You would think master of knowledge would have some dc based effect as well.
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  7. #47
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    Quote Originally Posted by Steelstar View Post
    [URL="https://www.ddo.com/forums/showthread.php/467837-Update-29-Feats-Overview"][B]

    New ML24 General Feats: (Each of these also grants +140 Maximum Spell Points)
    [*]Burst of Glacial Wrath
    • Cone spell, deals 30d6 Cold Damage and freezes the creature. Fortitude save negates the freeze.
    Without the cool down and the duration of the freeze we cannot comment.

    Quote Originally Posted by Steelstar View Post
    [*]Intensify Spell
    • METAMAGIC: +75 Spell Power, spells cost +25SP. Works on any spell affected by Empower.
    Amazing for warlocks.

    Quote Originally Posted by Steelstar View Post
    [*]Master of Air
    • Your Shocking Grasp, Electric Loop, and Lightning Bolt spells no longer have a maximum caster level.

    [*]Master of Earth
    • Your Acid Spray, Acid Arrow, and Acid Blast spells no longer have a maximum caster level.

    [*]Master of Water
    • Your Cold Ray, Snowball Swarm, and Niac's Biting Cold spells no longer have a maximum caster level.

    [*]Master of Fire
    • Your Burning Hands, Scorch, and Fireball spells no longer have a maximum caster level.

    [*]Master of the Dead
    • Your Chill Touch, Necrotic Ray, and Negative Energy Burst spells no longer have a maximum caster level.

    [*]Master of Light
    • Your Sun Bolt, Searing Light, and Sunburst spells no longer have a maximum caster level.

    [*]Master of Artifice
    • Your Static Shock, Lightning Sphere, Blast Rod, and Lightning Motes spells no longer have a maximum caster level.

    [*]Master of the Wilds
    • Your Produce Flame, Creeping Cold, Call Lightning, and Word of Balance spells no longer have a maximum caster level.

    [*]Master of Music
    • Your Shout, Greater Shout, Sonic Blast, and Reveberate spells no longer have a maximum caster level.
    I need some help with this. Does that mean that they will increase with every level taken in the max caster class? So if I am a bard level 20 in fate singer I am casting spells at level 25? With song of arcane might, level 25. So shout becomes: 1d3+3 per level so 26d3+78? And with gauntlets of the arcane soldier 28d3+84?

    Let's see the damage output.

    Currently:

    Base:
    15d3+45 = (15*1.5) +45 = 67.5
    Sonic spell power = 638
    90 Perform (not really looking into most accurate number here...)
    60 Aria
    41 Autografts Spell Singer
    25 Capstone
    144 Epic cord
    150 Maximize
    75 Empower
    20 Spell craft
    33 Implement
    20 Empirean magic
    90+60+41+25+144+150+75+20+33=658
    Damage on non crit
    67.5*((100+658)/100))=511

    Now in the new scenario you are proposing
    Base (max):
    28d3+84 = (28*1.5) +84 = 126
    Sonic spell power = 658+ 195*=853 (*new sources) - This is maximum achievable
    90 Perform (not really looking into most accurate number here...)
    60 Aria
    41 Autografts Spell Singer
    25 Capstone
    144 Epic cord
    150 Maximize
    75 Empower
    20 Spell craft
    33 Implement
    *40 Scion of Feywild
    *20 Arcane warrior
    *60 Autogrants for epic levels
    *75 Intensify spell
    Additional 40+20+60+75=195
    Damage on a non crit
    126*((100+853)/100)=1200

    You have more than doubled the damage output. I suppose that this will be even better for savants.

    Is this enough to make the spell singer tree worthwhile in end game as a DPS tree?

    It is an open question, I don't know honestly. Obviously it would be more viable than now.

    Has anyone run numbers for other stuff?

  8. #48
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    Quote Originally Posted by BigErkyKid View Post
    Has anyone run numbers for other stuff?
    Looking at Searing Light:

    Old
    1d4+4 light damage per 2 caster levels (Maximum damage 5d4+20.), = (32.5 * 100+500)/100 = 195
    or deals 1d3+3 light damage per caster level to Undead. (Maximum damage 10d3+30.)

    New
    1d4+4 per 2 caster levels (Max 25 +3) = (14 * 6.5 * (100+500)) /100 = 486


    Given this spell has a 3 second cooldown, its a significant boost for favored souls and clerics alike.
    Gaining 500 light spell power for either one is reasonable.

  9. #49
    Community Member BigErkyKid's Avatar
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    Quote Originally Posted by Silverleafeon View Post
    Looking at Searing Light:

    Old
    1d4+4 light damage per 2 caster levels (Maximum damage 5d4+20.), = (32.5 * 100+500)/100 = 195
    or deals 1d3+3 light damage per caster level to Undead. (Maximum damage 10d3+30.)

    New
    1d4+4 per 2 caster levels (Max 25 +3) = (14 * 6.5 * (100+500)) /100 = 486


    Given this spell has a 3 second cooldown, its a significant boost for favored souls and clerics alike.
    Gaining 500 light spell power for either one is reasonable.
    I think you are being conservative here, I was looking at over 800 spell power for a bard with all metamagics. Surely clerics can reach at least 600-700?

    (14 * 6.5 * (100+650)) /100= 682

    My concern would be that SLA monster could get out of hand. For instance, a dual sunbolt SLA FVS iconic in exalted angel would be dealing pretty serious damage with the new legendary feats. I bet someone can come up with a build that gets to 800-900 spell power and with the 30% extra crit we would be looking at searing light for:

    (14 * 6.5 * (100+850)) /100=864 and writing around ~2k damage.

    A sun bolt would be doing:

    1d4+4 light damage per caster level (caster level 20+5 destiny +3 FVS +2 gauntlets = 30)

    So base damage is:
    30d4+120 = (30*2.5)+120=195

    With a spell power of 850 (I think it should be more, but let's keep it like this)
    195*((100+850)/100)=1850 pre crit.

    Sestra had 550 pre metas on his FVS before all these changes, now it would be adding:

    60 epic autogrant
    40 celestia

    So that's 650 pre metamagics. With metas
    150 maximize
    75 empower
    75 new metamagic

    This is 950 max light spell power. And this would make that sun bolt 2047.5 pre crit. On a crit it would be 2000*2.3=4600.

    We for sure need new calculations, but this could be too much.

  10. #50
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    I see a lot for casters, but nothing for any melee/tank/sneaky types.
    Kill'em all and let their favorite deity sort'em out
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  11. #51
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    Quote Originally Posted by Steelstar View Post
    • Burst of Glacial Wrath
      • Cone spell, deals 30d6 Cold Damage and freezes the creature. Fortitude save negates the freeze.
    Will this work with metamagic like maximize and empower? Is this a spell or SLA?
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  12. 11-18-2015, 10:29 AM


  13. #52
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    Quote Originally Posted by streep101 View Post
    I'd like to see Completionist be a free past life feat. It's hard to earn it, and on builds that are feat starved, it's tough to justify selecting it.
    It's extremly powerful and very worth a feat slot.
    It beats all the +1 stat epic feats for instance by being worth 14 of them and much much more.

  14. #53
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    Smile Very nice Feats. Now, where's the rest of 'em?

    Quote Originally Posted by Steelstar View Post


    ***Please make sure you have read this thread first, it contains an overview of Update 29 Feats.***


    In addition to the level cap increase and its related feats, we're planning on adding some new general feats. These provide extra options in Epic, especially boosts to Spellcasting.

    New ML21 General Feats:
    (Each of these also grants +110 Maximum Spell Points)

    • Wellspring of Power
      • Activate to gain +150 Universal Spell Power and +20% Spell Critical Damage for 30 seconds. 3 minute cooldown.

    • Arcane Insight
      • Activate to gain + 6 to all spell DCs and +6 to Spell Penetration for 30 seconds. 3 minute cooldown.


    New ML24 General Feats: (Each of these also grants +140 Maximum Spell Points)

    • Improved Augment Summoning
      • Requires Augment Summoning
      • Your summoned creatures have +8 to all ability scores, +10% Dodge, and +100 Maximum Hitpoints

    • Burst of Glacial Wrath
      • Cone spell, deals 30d6 Cold Damage and freezes the creature. Fortitude save negates the freeze.

    • Intensify Spell
      • METAMAGIC: +75 Spell Power, spells cost +25SP. Works on any spell affected by Empower.

    • Embolden Spell
      • METAMAGIC: +2 DCs to all spells with DCs. +10SP. Affects spells

    • Master of Air
      • Your Shocking Grasp, Electric Loop, and Lightning Bolt spells no longer have a maximum caster level.

    • Master of Earth
      • Your Acid Spray, Acid Arrow, and Acid Blast spells no longer have a maximum caster level.

    • Master of Water
      • Your Cold Ray, Snowball Swarm, and Niac's Biting Cold spells no longer have a maximum caster level.

    • Master of Fire
      • Your Burning Hands, Scorch, and Fireball spells no longer have a maximum caster level.

    • Master of the Dead
      • Your Chill Touch, Necrotic Ray, and Negative Energy Burst spells no longer have a maximum caster level.

    • Master of Light
      • Your Sun Bolt, Searing Light, and Sunburst spells no longer have a maximum caster level.

    • Master of Artifice
      • Your Static Shock, Lightning Sphere, Blast Rod, and Lightning Motes spells no longer have a maximum caster level.

    • Master of the Wilds
      • Your Produce Flame, Creeping Cold, Call Lightning, and Word of Balance spells no longer have a maximum caster level.

    • Master of Music
      • Your Shout, Greater Shout, Sonic Blast, and Reveberate spells no longer have a maximum caster level.

    • Master of Knowledge
      • Your Arcane Bolt and Arcane Blast spells now grant you one stack of Mental Honing (+3 Universal Spell Power, +2% Spell Crit Damage) when cast. This effect can stack up to 30 times. One stack is removed every 6 seconds.


    New ML30 General Feat:

    • Greater Ruin
      • Requires Ruin.
      • Deals 1000 untyped damage to a single enemy (no saving throw). Costs 150 SP



    Artificers


    • Improved Construct Essence
      • Requires 12 Artificer Levels and Construct Essence. May be taken as an Artificer Bonus Feat.
      • Improves your base Repair to 70%, as well as Rust vulnerability.


    • Construct Exemplar
      • ML21, requires Improved Construct Essence.
        • You are now considered a Living Construct instead of your original race
        • 100% base healing from Repair spells and 100% damage from Rust
        • Immunity to Sleep, Hold Person, Energy Drain, Nasueated, Exhausted, and Paralyzed effects except those which physically hold you in place
        • Immunity to ability score damage from natural poisons and natural diseases (but are vulnerable to those that specifically affect wood or metal)
        • +10 Racial bonus to saving throws against magical poisons, and do not fail saving throws against them on a roll of a natural 1 (this renders you immune to magical poisons with a DC of less than 11+your Fortitude save)
        • You may remain underwater indefinitely without the need to breathe.
        • When resting at a Rest Shrine, the health you regain is now based on your Repair skill instead of your Heal skill


    • In Update 29, the DC for Rune Arms will benefit from all sources of Evocation Bonuses (they currently only benefit from Feat Bonuses to Evocation). This isn't really a feat, I just didn't have somewhere better to mention it!
    Very nice feats, for a caster.

    Melees and Ranged could also do with some thought though?

    Even if not new feats, you could maybe allow the choosing of one heroic feat without requiring prerequisites from a restricted list - feats like Shield Mastery, IPS, Heavy Armor, Combat Expertise, Greater SF/THF/TWF, Imp Evasion, Stunning Blow, Improved Trip might be contenders?

    Would allow for an interesting bit of choice & customisation without being too OP at this level.

  15. #54
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    Quote Originally Posted by CeltEireson View Post
    And whilst the feat for arcane bolt/blast could be useful the spells themselves aren't. They can't be metamagiced so the damage is mediocre at best, they both have a save and because they can't be heightened most things save for half damage or none if they have evasion. I can possibly see people taking the bolt now just to spam it so they can get the increase in power/spell crit chance - but even then firing that off causes the usual minimal delay in casting something that's actually effective so would it be worth it? If you're not willing to allow metamagics could you at least remove the save?
    ^This (even though I don't have a wizard and like my sorcerer better than wizards :P)

    Also, What's with the Burst of Glacial Wrath? Seems sort of out of place since there's nothing else like it in the feat list for other elements. I am very glad to see that casters are getting a nice boost with this update though.

  16. #55
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    Quote Originally Posted by BigErkyKid View Post
    I think you are being conservative here, I was looking at over 800 spell power for a bard with all metamagics. Surely clerics can reach at least 600-700?

    (14 * 6.5 * (100+650)) /100= 682

    My concern would be that SLA monster could get out of hand. For instance, a dual sunbolt SLA FVS iconic in exalted angel would be dealing pretty serious damage with the new legendary feats. I bet someone can come up with a build that gets to 800-900 spell power and with the 30% extra crit we would be looking at searing light for:

    (14 * 6.5 * (100+850)) /100=864 and writing around ~2k damage.

    A sun bolt would be doing:

    1d4+4 light damage per caster level (caster level 20+5 destiny +3 FVS +2 gauntlets = 30)

    So base damage is:
    30d4+120 = (30*2.5)+120=195

    With a spell power of 850 (I think it should be more, but let's keep it like this)
    195*((100+850)/100)=1850 pre crit.

    Sestra had 550 pre metas on his FVS before all these changes, now it would be adding:

    60 epic autogrant
    40 celestia

    So that's 650 pre metamagics. With metas
    150 maximize
    75 empower
    75 new metamagic

    This is 950 max light spell power. And this would make that sun bolt 2047.5 pre crit. On a crit it would be 2000*2.3=4600.

    We for sure need new calculations, but this could be too much.
    I am not so sure that this would be too much damage. We have yet to see how much HP that the enemies in Epic Shroud will have, and you also need to take into consideration how the cooldown of the spell would affect the DPS as compared to melee characters doing crits for 1k+ every few seconds.

  17. #56
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    Quote Originally Posted by Steelstar View Post
    • In Update 29, the DC for Rune Arms will benefit from all sources of Evocation Bonuses (they currently only benefit from Feat Bonuses to Evocation). This isn't really a feat, I just didn't have somewhere better to mention it!
    This is a good tweak but it sure would be nice to fit in something like this:

    "In Update 29, charging your rune arm will no longer penalize your character's movement rate. Moving will still deplete your rune arm charge to its stable charge tier."

  18. #57
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    Quote Originally Posted by Steelstar View Post
    [URL="https://www.ddo.com/forums/showthread.php/467837-Update-29-Feats-Overview"][B]

    Master of Air
    • Your Shocking Grasp, Electric Loop, and Lightning Bolt spells no longer have a maximum caster level.


    Master of Earth
    • Your Acid Spray, Acid Arrow, and Acid Blast spells no longer have a maximum caster level.


    Master of Water
    • Your Cold Ray, Snowball Swarm, and Niac's Biting Cold spells no longer have a maximum caster level.


    Master of Fire
    • Your Burning Hands, Scorch, and Fireball spells no longer have a maximum caster level.


    Master of the Dead
    • Your Chill Touch, Necrotic Ray, and Negative Energy Burst spells no longer have a maximum caster level.


    Master of Light
    • Your Sun Bolt, Searing Light, and Sunburst spells no longer have a maximum caster level.


    Master of Artifice
    • Your Static Shock, Lightning Sphere, Blast Rod, and Lightning Motes spells no longer have a maximum caster level.


    Master of the Wilds[/I]
    • Your Produce Flame, Creeping Cold, Call Lightning, and Word of Balance spells no longer have a maximum caster level.


    Master of Music[/I]
    • Your Shout, Greater Shout, Sonic Blast, and Reveberate spells no longer have a maximum caster level.

    The Elemental Masters look good; I guess Water didn't get all 3 SLA's uncapped because they are all long range?

    Master of Artifice fits the Arcanotechnician SLAs obviously. A “fire/force-option” with 3 of the non-lighting/ non-SLA spells would be nice. Prismatic Ray or Tactical Detonation may be stronger than lightning Sphere and Lightning Motes but they don’t come as SLAs and cost way more Spellpoints.

    I don’t play druids and I only have a melee bard, so I can’t comment on Master of Wilds and Master of Music. Perhaps Soundsburst could be added to Music? That wouldn’t add to the damage but only to the spell resistance check.

    The spell selection of Master of Dead seems a bit odd to me. Negative Energy burst is cool for Pale Master of course. But Necrotic Ray won’t be affected by the feat as mobs will still only take one negative level and the damage potion seems to have no maximum caster level anyway. Chilltouch is a negative energy touch attack, useless for a Pale Master that isn’t suicidal and not that great for an Emissary of Dead as negative energy is the most limited damage form AFAIK (healing undead, reduced/blocked by deathward). Perhaps Necrotic Bolt would be better? Pale Masters and Emissary of DArk both get it, still negative damage but at least not in touch range.

    Master of Light should be the perfect match for Emissary of Light and viable for favorite souls I guess? I don’t get it why the elemental savants get all their SLAs uncapped and Emissary of light only one. Sorcs get all the arcane spells to supplement their nuking and divines are stuck with the few mostly lacking divine options. Could you please add “Nimbus of light” to Master of Light? Divine Punishment would be too much to ask for I suppose.

    You could add Flamestrike and Firestorm (Arcane don’t get those) to Master of Fire and it would be a nice feat for divine castes too. Perhaps even Symbol of Flame? Maybe the spell would be used for the first time then? Why give Divine Casters fire spells and not support them?
    BowHealer - The "Healer with legendary CC"-project: https://www.ddo.com/forums/showthrea...h-legendary-CC
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  19. #58
    Community Member sjbb87's Avatar
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    Quote Originally Posted by Sephenis View Post
    Typical, the whining starts. This is a beginning of a caster pass pal. NO melee feats. You got your overbuffing for years. Please shut up and let us enjoying our presents.
    Nop... Its update 29- level cap 30
    not caster pass.

    Need more other feats, to represent this evolution DDO
    I know caster needed love ... and I see this here ...
    But need to add other types of feats also.

  20. #59
    Developer Steelstar's Avatar
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    Quote Originally Posted by Flavilandile View Post
    No Master Feat for Healing ( Positive ) at LVL 24 ? ( and make that also Negative )
    Negative is covered in these feats. Clerics already have an avenue for uncapping the caster level of Cure spells, and Healing is in an overall state right now where uncapping caster levels for non-Clerics is not necessary.

    Quote Originally Posted by CeltEireson View Post
    Quick question - does the improved augment summoning only affect summons, or does it affect pets as well?

    Secondly - there seems to be a set of of feats to remove cater levels for various sorcerer SLAs, necromancer, etc. However, I don't see anything similar for an evocation archmage - I'm assuming that's because of how it works with shiradi or because the missile spells are harder to remove caster level for, but not every evocation archmage uses shiradi,, and force spells could do with a similar boost.

    And whilst the feat for arcane bolt/blast could be useful the spells themselves aren't. They can't be metamagiced so the damage is mediocre at best, they both have a save and because they can't be heightened most things save for half damage or none if they have evasion. I can possibly see people taking the bolt now just to spam it so they can get the increase in power/spell crit chance - but even then firing that off causes the usual minimal delay in casting something that's actually effective so would it be worth it? If you're not willing to allow metamagics could you at least remove the save?
    IAS applies to everything Augment Summoning does. So, yes, also pets.

    Most of the Evocation Archmage SLAs either don't benefit from a MCL increase, or run into issues (Semi-Infinite Magic Missile Projectiles isn't ideal). Master of Knowledge is specifically for Archmages. More on that below.

    Tentatively, I'd like to add Metamagics to Arcane Bolt and Blast for Archmages. Possibly in U29.

    Quote Originally Posted by Demsac View Post
    That's pretty much already in Magister, would those dcs stack? Also, no one really use the clicky. (Too short of timer, too long of cooldown and it bugs out if you jump/run while casting it.)
    Yes, it stacks.

    Quote Originally Posted by Portalcat View Post
    Well ****. Non-shiradi DPS casting might actually become a thing without ML restrictions on elemental spells. Greater Ruin is also scary powerful.

    Certainly though, there's going to be substantial rethinking of all arcane casters after this lands.
    Glad to hear it!

    Quote Originally Posted by Systern View Post
    Does this apply to Eldritch Blast as well? (Which is kind of a level 9 spell, but not really?)


    Artificer feats are disappointing. I didn't want to take construct essence before, 2 new feats that require it is not good. Fleshie Artificer's problem is not self-healing, it's that their damage falls off majorly in Epic levels. Cool theme, but doesn't actually address their issues. No Ranged Power. Penalties to doubleshot. etc etc...
    Not sure yet about it working with base Eldritch Blast (which is normally not affected by metamagics). May be a technical issue. We'll let you know!

    These Artificer feats are absolutely not meant to address any of their issues. Or to substitute for an "Arti Pass". They are simply new options. Which I made because I like Artificers and had a few spare hours on a weekend. Take 'em if you like them, ignore them if you don't.

    Quote Originally Posted by Silverleafeon View Post
    This has to be a misprint of some sort.

    Compare to DDO Wiki's quote:

    Empower Spell Metamagic Increases the Spell Power by 75, but increases the spell point cost of casting the spell by 15.


    Rewrite please to:

    •Intensify Spell
    •METAMAGIC: +75 Spell Power, spells cost +10 SP. Works on any spell affected by Empower.

    Willing to consider +15 sp, since all the other feats are so attractive I can ignore this one anyway.
    Ack yes, misprint. It is 15 in data/the coming Lamannia build. I'll update the OP.

    Quote Originally Posted by btolson View Post
    I think it is just more SLA promotion (for which you get all benefit and no extra cost). They seem really enthusiastic about getting us to use only SLAs.
    We are really enthusiastic about dedicated casters having higher damage options at lower SP costs. SLAs are a good method of doing that, while continuing to reward the AP choices you made in Heroic. These feats also apply to the non-SLA versions of the spells, if you have them.

    Quote Originally Posted by Therrias View Post
    Very interesting stuff. I just want to point out something that the team must have overlooked: Necrotic Ray does not currently have a maximum caster level.

    I repeat: Necrotic Ray does not currently have a maximum caster level.

    Pale Masters will thank you very much to leave Necrotic Ray as is and substitute Death Aura in it's place for this feat.
    Ah, that's right. OK. We'll take a tentative look at replacing it with Death Aura. It'll be replaced with *something*, at any rate.

    Quote Originally Posted by Tlorrd View Post
    So here is my perspective on this topic of Master of Light. This is coming from a previous cleric who now plays warlock but wishes someday to go back to cleric.

    I don't understand the mixture of spells chosen for master of light. To me instead of this feat applying to versatile builds, it seems to narrow build choices for divines.

    Lets look at the spells and who can attain them ... and the caveat is that almost all of the other master's feats apply to a single class/PrE such as the various elements for various Sorcs, Druid as listed above, etc.

    Sunbolt: Druid, Divine Disciple, or top tier Exalted Angel ED
    Searing Light: Cleric or Favored Soul
    Sunburst: Druid, Divine Disciple, or Sun Elf

    To get all three spell for a build one must be a Divine Discple or Sun-elf Favored Soul running in Exalted Angel. It seems that all the other Master's feats have multiple spells (basically all) that affect a single class and all other caster classes are covered. I understand the light theme and these are basically the best light spells, but it limits a lot of versatility for favored souls as they must be sun-elf and in exalted angel to benefit from all three or a divine disciple. Two of the spells are actually druid spells and not on the normal spell list for clerics or favored souls. Additionally the spells are all an SLA for a Sun-elf Divine Disciple running in Exalted Angel only. The other elemental master feats do not have race restrictions to attain all spells as an SLA. I mean the Master's of Wild feat has 4 spells that are all SLA for druids regardless of race.

    The other point I'd like to mention is the choice of Sunburst as having no max caster level. This spell actually has static damage against all foes except undead and oozes of 6d6. So its no limit caster level is only affecting a fraction of the mobs while other AOE spells from the other Master's feats affect almost all mobs unless they are immune which is more rare than common. Additionally one can only get Sunburst if they are a druid (and they already have a Master's feat listed above) or if they are a sun-elf or divine disciple. Non sun-elf favored souls are left out in the cold.

    My suggestions is to change Sunburst to an AOE alignment spell such as Holy Smite (as it seems the theme is to boost SLAs) or Order's Wrath. Both Clerics and Favored Souls get these spells with Clerics obviously at an advantage as they get one of them as a SLA.
    Yes, that ability does key close to Divine Disciple. Somewhat intentionally. If you have thoughts on a separate "Master of..." feat in the same vein that would lean toward Favored Souls, we're all ears. In the meantime, offensive Clerics can definitely use the bump here. If you have suggestions of what to replace Sunburst with, we'd like to hear that too.

    Quote Originally Posted by SirValentine View Post
    So Greater Ruin is the only ML 30 feat?
    Yep. In that you need Ruin first, which is offered at 27. In effect, we can't have Greater Ruin and offer it at a lower level. You also have the pick of every other existing feat.

    Quote Originally Posted by SirValentine View Post
    So these increase the benefit of Construct Essence. Since they don't say so, I'm assume they do not make the penalty to regular positive energy healing any worse?
    They do not further decrease your Positive Healing, no.

    Quote Originally Posted by Aurora999 View Post
    A little sad that Divine Punishment is not on this list. Any chance to see it added seeing as Master of Artifice has 4 spells on its list?
    We'll take a look.

    Quote Originally Posted by Holyavatar View Post
    So devs,whats the point of Master of Knowledge?didnt u guys know dat arcane bolt/blast scale with 50% spell power,and cant use any metamagic?...Besides,they all take like 2s+ to cast...just like the stunning blast in TS..and they have 5s/6s cd with tier3?so basically u force us to invest 9ap for 2 trash SLA does no damage?It seems like this feat can only stack up to 2 stacks..max 30 stacks?LOL TOTALLY NOT WORTH IT
    Duration/cooldown is misprinted here, I'll adjust the OP.

    Quote Originally Posted by noinfo View Post
    Can we avoid having the clickie power boost as feats? I feel particulary they are like the Magister one that no one really uses but when people talk about max DC they will be factored in as if they are useful. The DPS one may have some uses as you could unload on a boss however the DC one is useless on bosses.
    Nope. While there are certainly reasons to not run in Magister, you do intentionally give up DCs to do it. These feats are choices. You have the choice to take these, or take something else.

    Quote Originally Posted by Sephenis View Post
    And the automatic spell power increase through epic levels still stands?
    Yes, as stated in the Overview thread.

    Quote Originally Posted by Bolo_Grubb View Post
    I see a lot for casters, but nothing for any melee/tank/sneaky types.
    The average Melee/Ranged is a lot better off in terms of Epic feat choices right now than the average Caster. Making up for some of that gap is the main reason there are new mid-Epic feats in this update at all.
    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.

  21. #60
    Developer Vargouille's Avatar
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    Quote Originally Posted by Tlorrd View Post
    Sunbolt: Druid, Divine Disciple, or top tier Exalted Angel ED
    Searing Light: Cleric or Favored Soul
    Sunburst: Druid, Divine Disciple, or Sun Elf

    To get all three spell for a build one must be a Divine Discple or Sun-elf Favored Soul running in Exalted Angel.
    It's a minor point, but a Sun Elf Favored Soul can get a zero-spellpoint SLA of Sun Bolt. That's the Sun Elf version of the Angel of Vengeance capstone.

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