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  1. #1
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    Default Change Suggestions for the Warpriest Enhancement Line

    I feel like would help to improve the warpriest line and given them uniqueness and help them to be more alluring enhancement line. However some of my suggestions might be slightly overpowered. Feel free to make any suggestions. But here goes:
    Cores:
    Smite Foe: Activate: Smite your enemy with a melee or ranged attack that deals an additional 2[W] damage. (Cooldown: 15 seconds)
    Passive:
    • +2 Armor Class
    • +5 Fire Spell Power
    +5 Light Spell Power
    Resilience of Battle: Passive:
    • Damage Reduction 5/-
    • +2 Armor Class
    • +5 Fire Spell Power
    • +5 Light Spell Power
    • Wisdom To hit

    Sanctuary: For 20 seconds, you gain +20 Sacred bonus to Physical Resistance. (Activation Cost: 10 Spell Points. Cooldown: 1 minute)

    Passive:
    • +2 Armor Class
    • +5 Fire Spell Power
    • +5 Light Spell Power
    • Wisdom to damage

    War Domain: Blur: Blur is added to your spellbook as a level 2 spell. In addition, you permanently benefit from the effect of the Blur spell.

    Passive:
    • +2 Armor Class
    • +5 Fire Spell Power
    • +5 Light Spell Power
    • Inherent ghost-touch

    War Domain: Haste: Haste is added to your spellbook as a level 3 spell.

    Passive:
    • +2 Armor Class
    • +5 Fire Spell Power
    • +5 Light Spell Power
    • 5 ranged and melee power
    Implacable Foe: Activate: You and nearby allies gain 100 Temporary Hit Points and their attacks will deal 10% additional damage. For the next 18 seconds, these bonuses will refresh every 3 seconds on you and each ally that remains in range. These effects will expire 5 seconds after they are no linger refreshed. (Cooldown: 5 minutes)

    Passive:
    • Divine Vessel now triggers on reaching 20 stacks of Divine Conduit, instead of 25.
    • +2 Constitution
    • +2 Wisdom
    • +2 Armor Class
    • +5 Fire Spell Power
    • +5 Light Spell Power

    Tier 1

    Divine Might: No change
    Toughness: No changes
    Righteous Weapons: Your melee and ranged deal 1d6 light damage on hit, scaling with spell power or Religion’s Favored Weapons deal 1d8 light damage on hit, scaling with Spell Power. AP cost: 2
    Sacred Touch: no change
    Awareness: No
    Tier 2

    Smite Weakness: No Change
    Wall of Steel: No change
    Righteous Weapons: +2 damage dice to Righteous Weapons
    Inflame: You produce an aura, you and your nearby allies gain a +2/+3/+4 bonus to Armor Class, Attack Rolls, and Damage Rolls.
    Inflame:Saving Throws: No change attached to Inflame aura

    Tier 3

    Burden of Sin: No change
    Righteous Weapons: +2 damage dice to Righteous Weapons
    Inflame: Energy Absorption: No change tied to inflame aura
    Wisdom, Strength, or Charisma: no change

    Tier 4

    Ameliorating Strike: No change
    Light Guard: Removed. Changed to Light Spell Power: You gain +5/+10/+15 Light Spell Power and +2/+4/+6 Universal Spell Power.
    Righteous Weapons: +2 damage dice to Righteous Weapons
    Wisdom, Strength, or Charisma: No change

    Tier 5
    Divine Power: Your god has imbued you with power and skill in combat, granting a +6 enhancement bonus to Strength, +4 enhancement bonus to Wisdom, and a base attack bonus equal to a fighter of the same level.
    Divine Vessel: No change
    Wrathful Weapons: +2 damage dice to Righteous Weapons. On critical hit inflicts Divine Punishment
    Magic Backlash: No change
    Divine Intervention: Your ward target upon death will have raise dead cast on target (Activation Cost: 35 spell Points Cool down: 2min)
    Last edited by Undre; 03-09-2016 at 08:53 PM.

  2. #2
    Self-Appointed Coin Lord of the Seas ForgettableNPC's Avatar
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    I kind of want to see Ranged Smite Foe only restricted to those with Follower of Silver Flame (Free to Clerics and Favored Souls at level 1, and Paladin, but they don't get Warpriest :P), as it'd be their Favored Weapon.

    Also, I think you mistyped the Tier 3 Righteous Weapons as it has the text for the current Divine Power.

    And maybe the "Wisdom to hit" and "Wisdom to damage" can be a thing for Cleric Warpriest and on the Favored Soul's Warpriest it'd use Charisma instead?
    Last edited by ForgettableNPC; 03-09-2016 at 08:47 PM.
    Just a random, forgettable NPC doing things an NPC does
    Things that NPCs do include, but are not limited to:

    Having a gold goblet over my head to indicate availability of a quest
    Having a catchphrase that never really catches on
    Having various rewards that are generally not worth the trouble
    Wandering around randomly
    Giving out obvious information if it wasn't obvious enough
    Repeating the same lines over and over again
    Repeating the same lines over and over again

  3. #3
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    Quote Originally Posted by ForgettableNPC View Post
    I kind of want to see Ranged Smite Foe only restricted to those with Follower of Silver Flame (Free to Clerics and Favored Souls at level 1, and Paladin, but they don't get Warpriest :P), as it'd be their Favored Weapon.

    Also, I think you mistyped the Tier 3 Righteous Weapons as it has the text for the current Divine Power.

    And maybe the "Wisdom to hit" and "Wisdom to damage" can be a thing for Cleric Warpriest and on the Favored Soul's Warpriest it'd use Charisma instead?
    Thanks for the typo catch in tier 3. I agree with range weapons should only be for Follower of the Silver Flame but I have feeling that it may be more difficult to code for one feat rather than all ranged attacks. As for the Favored Soul Warpriest Charisma for damage and hit would add some variety but I really haven't played with Favored Souls

  4. #4
    Self-Appointed Coin Lord of the Seas ForgettableNPC's Avatar
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    Quote Originally Posted by Undre View Post
    Thanks for the typo catch in tier 3. I agree with range weapons should only be for Follower of the Silver Flame but I have feeling that it may be more difficult to code for one feat rather than all ranged attacks. As for the Favored Soul Warpriest Charisma for damage and hit would add some variety but I really haven't played with Favored Souls
    I played a Cleric and a Favored Soul life one after the other.
    I was a Warforged and played as a Warpriest for both lives.


    Favored Soul to a Cleric is pretty much like what a Sorcerer is to a Wizard
    (Except Favored Souls also use Wis for DCs and Cha for extra SP as well as for determining usable Spells)
    Last edited by ForgettableNPC; 03-09-2016 at 09:46 PM.
    Just a random, forgettable NPC doing things an NPC does
    Things that NPCs do include, but are not limited to:

    Having a gold goblet over my head to indicate availability of a quest
    Having a catchphrase that never really catches on
    Having various rewards that are generally not worth the trouble
    Wandering around randomly
    Giving out obvious information if it wasn't obvious enough
    Repeating the same lines over and over again
    Repeating the same lines over and over again

  5. #5
    The Hatchery Enoach's Avatar
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    Implacable foe needs an adjustment in its effective time vs cooldown. In its current form it is effective for 23 seconds at most. And is not available again for over 4 minutes. I think either an increase in duration something like 30 seconds or decrease in cooldown. It should also cost SP to activate to allow it to be reduced further on cooldown so that it doesn't become to op.

    Inflame should not be limited to 5 uses per rest. Cost SP to activate instead

    Both abilities should be meta capable with extend and db enlarge (doubling the radious of the aura)

  6. #6
    Self-Appointed Coin Lord of the Seas ForgettableNPC's Avatar
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    Quote Originally Posted by Enoach View Post
    Implacable foe needs an adjustment in its effective time vs cooldown. In its current form it is effective for 23 seconds at most. And is not available again for over 4 minutes. I think either an increase in duration something like 30 seconds or decrease in cooldown. It should also cost SP to activate to allow it to be reduced further on cooldown so that it doesn't become to op.

    Inflame should not be limited to 5 uses per rest. Cost SP to activate instead

    Both abilities should be meta capable with extend and db enlarge (doubling the radious of the aura)
    Maybe instead of dealing 10% more damage on next hit Implacable Foe could constantly grant the user +1[W] for 30 seconds with the Temporary Hitpoints being refreshed every 5 seconds. (And perhaps move it back to Capstone? Not sure)

    It's a rather strange and underwhelming Capstone as of the moment.
    Just a random, forgettable NPC doing things an NPC does
    Things that NPCs do include, but are not limited to:

    Having a gold goblet over my head to indicate availability of a quest
    Having a catchphrase that never really catches on
    Having various rewards that are generally not worth the trouble
    Wandering around randomly
    Giving out obvious information if it wasn't obvious enough
    Repeating the same lines over and over again
    Repeating the same lines over and over again

  7. #7
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    Quote Originally Posted by Enoach View Post
    Implacable foe needs an adjustment in its effective time vs cooldown. In its current form it is effective for 23 seconds at most. And is not available again for over 4 minutes. I think either an increase in duration something like 30 seconds or decrease in cooldown. It should also cost SP to activate to allow it to be reduced further on cooldown so that it doesn't become to op.

    Inflame should not be limited to 5 uses per rest. Cost SP to activate instead

    Both abilities should be meta capable with extend and db enlarge (doubling the radious of the aura)
    I originally wanted to Inflame to a passive aura like the aura of courage, but I think making a meta-able sla would also work. I hadn't thought about Implacable foe the way you did. Do you think that a 1 minute cooldown and 20 spell point cost meta-able sla would keep it from being overpowered for Implacable foe?

  8. #8
    Community Member Selvera's Avatar
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    Personally I think the best buff to warpriest would be to upgrade the feats that cleric and fvs get for their favored weapon: The level 3 feat should give 3 melee and spell power, while the level 12 feat should be as follows:

    Lord of Blades, Silver Flame, Undying host: +3 melee and spell power with favored weapon
    Sovereign Host, Vulkoor: +2 melee and spell power and +2 base damage with favored weapon (increases as your weapon deals 1.5[w] or 2[w] etc to be 3/4 damage)
    Amaunator: +2 melee and spell power and +1 insight bonus to critical threat range. (Come on, heavy maces need some love!)

    As for the proposed changes to the enhancement tree:
    The damage reduction 5/- is great at early levels, but could be increased, possibly add DR to later cores as well, or make it scale with level. (DR = character level)
    I feel like using wis to hit/damage is counter-productive for divine might. Maybe it would open up some other build options as long as it's just that, an option, not something that you're forced to use.
    The light damage with the weapon attacks seems ok, but I'll miss my spellpower that the old enhancements gave, also +2 dice of damage sounds like a lot for a melee class, especially considering they had 3d4 light damage if they crit, as their final enhancement before. I'd feel better with 1d4 light damage, increased to 1d6 for favored weapon and +3 universal spellpower for favored weapon, then +1 die and +5 universal spellpower for each enhancement after that one, with the final enhancement increasing it to double dice for 6 seconds.
    Sacred Touch could use some love, maybe more PRR or more duration.
    Burden of Sin should be each time you're attacked, not each time you're hit.
    Light guard is OK as they have it, but the damage is low. it should be 1d6/2d6/4d6, scaling with light spellpower.
    I would prefer if Divine Power didn't give wis, but instead gave between 4 and 9 STR, depending on level (3 + 1 per 5 levels). This would allow warpriests to have good str without having to itemize it. Having +4 wis would just kinda suck as you probably have a better wis item equipped.

    Anything not mentioned pretty much means I agree

  9. #9
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    Quote Originally Posted by Selvera View Post
    Personally I think the best buff to warpriest would be to upgrade the feats that cleric and fvs get for their favored weapon: The level 3 feat should give 3 melee and spell power, while the level 12 feat should be as follows:

    Lord of Blades, Silver Flame, Undying host: +3 melee and spell power with favored weapon
    Sovereign Host, Vulkoor: +2 melee and spell power and +2 base damage with favored weapon (increases as your weapon deals 1.5[w] or 2[w] etc to be 3/4 damage)
    Amaunator: +2 melee and spell power and +1 insight bonus to critical threat range. (Come on, heavy maces need some love!)

    As for the proposed changes to the enhancement tree:
    The damage reduction 5/- is great at early levels, but could be increased, possibly add DR to later cores as well, or make it scale with level. (DR = character level)
    I feel like using wis to hit/damage is counter-productive for divine might. Maybe it would open up some other build options as long as it's just that, an option, not something that you're forced to use.
    The light damage with the weapon attacks seems ok, but I'll miss my spellpower that the old enhancements gave, also +2 dice of damage sounds like a lot for a melee class, especially considering they had 3d4 light damage if they crit, as their final enhancement before. I'd feel better with 1d4 light damage, increased to 1d6 for favored weapon and +3 universal spellpower for favored weapon, then +1 die and +5 universal spellpower for each enhancement after that one, with the final enhancement increasing it to double dice for 6 seconds.
    Sacred Touch could use some love, maybe more PRR or more duration.
    Burden of Sin should be each time you're attacked, not each time you're hit.
    Light guard is OK as they have it, but the damage is low. it should be 1d6/2d6/4d6, scaling with light spellpower.
    I would prefer if Divine Power didn't give wis, but instead gave between 4 and 9 STR, depending on level (3 + 1 per 5 levels). This would allow warpriests to have good str without having to itemize it. Having +4 wis would just kinda suck as you probably have a better wis item equipped.

    Anything not mentioned pretty much means I agree
    The level 12 feat would be a nice addition to favored weapons in general but I don't know if it would implemented any time soon. You're right I did place the wisdom to hit/damage for warpriests to have more variety in builds rather than being purely strength focused. It may feel counterintuitive divine might but it would allow the player a more choices in stat designation if they wanted to also spec in the other trees.
    As for righteous weapons I don't feel that it is overpowered since it is nearly identical to the arcane archer's elemental/force arrows but it might need toned down since it light damage. Also the addition of spellpower to favored weapons seems fair.
    I have a feeling that burden of sin could become overpowered at a 45% proc rate, in heroics but it does seem like a fair suggestion.
    Light guard might still be weak even with boost to its damage dice since 4d6 averages 14 damage before spellpower is applied
    Divine power I was intending to be a unique stat bonus so it would stack with items and guild buffs, which might make seem overpowered tier 5

  10. #10
    Community Member Selvera's Avatar
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    Quote Originally Posted by Undre View Post
    As for righteous weapons I don't feel that it is overpowered since it is nearly identical to the arcane archer's elemental/force arrows but it might need toned down since it light damage. Also the addition of spellpower to favored weapons seems fair.
    I noticed this, but as was pointed out elsewhere, ranger/arcane archer is a striker class which doesn't have nearly as good options when it comes to heals and buffs that even a warpriest can toss out. Furthermore, arcane archer is forced to make a choice between gaining a new type of imbue and +1 die of damage or +2 dice of damage. There's also the fact that AA have elemental damage types which are often resisted with their 1d8 damage, while light damage is less often resisted and more often the weakness of enemies, more comparable to force arrows which only do 1d6. This is why I put the damage at 1d6 for favored weapons (before bonus dice).

    Finally, there's the part where I feel that melee weapons don't have an equivalent to arcane archer imbues because they have a lot of options for spreading that damage around, cleave and greatcleave are on a very short cooldown and apply that damage in an AoE. Dual wielding and single weapon fighting have crazy fast attack speeds (or offhand proc chances) to apply the damage very quickly and S+B has that shield which is a significant advantage over a bow (also, I'm pretty sure the shield bashes also proc the imbue, judging by my use of the Tier-5 righteous weapon effect). Default bows also have a worse critical profile then any "good" melee weapon (aka usually non-favored weapons).

    Quote Originally Posted by Undre View Post
    Divine power I was intending to be a unique stat bonus so it would stack with items and guild buffs, which might make seem overpowered tier 5
    You could have made this more clear, as the text you have in the OP is "enhancement bonus" -> which is the same as it currently is, and that is the same as what you get from items, which means they don't stack. On the other hand, having +10 stacking stats and a full BAB on a Tier 5 ability would make many capstones tremor when comparing the power of it. Easily worth a 4 enhancement point cost.

    Yes, even 4d6 might be a bit low, but with 100 light spellpower (not that hard to get with all those core abilities buffing it!) that adds up to nearly 40 damage to everything that attacks you, every time they attack, and you can just sit blocking behind your heavy shield (or tower shield) and watch enemies kill them self on it. 20 damage is a big deal at level 5, near when you can max that skill. 60 damage (200 light spellpower) is a much smaller deal at level 30. But it's still 60 damage that you don't need to do while whacking them with your weapon. Maybe if it was 1/1d2/1d3 damage per character level, scaling with light spellpower? 30d3 = 60 damage before spellpower, which could be 300 damage with a spellpower focused build -> is that an acceptable guard for high-level content? I've only got to about level 24 before TR before, so I'm not sure of the numbers in end-game content damage output.
    Last edited by Selvera; 03-10-2016 at 05:08 PM.

  11. #11
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    Quote Originally Posted by Selvera View Post
    I noticed this, but as was pointed out elsewhere, ranger/arcane archer is a striker class which doesn't have nearly as good options when it comes to heals and buffs that even a warpriest can toss out. Furthermore, arcane archer is forced to make a choice between gaining a new type of imbue and +1 die of damage or +2 dice of damage. There's also the fact that AA have elemental damage types which are often resisted with their 1d8 damage, while light damage is less often resisted and more often the weakness of enemies, more comparable to force arrows which only do 1d6. This is why I put the damage at 1d6 for favored weapons (before bonus dice).

    Finally, there's the part where I feel that melee weapons don't have an equivalent to arcane archer imbues because they have a lot of options for spreading that damage around, cleave and greatcleave are on a very short cooldown and apply that damage in an AoE. Dual wielding and single weapon fighting have crazy fast attack speeds (or offhand proc chances) to apply the damage very quickly and S+B has that shield which is a significant advantage over a bow (also, I'm pretty sure the shield bashes also proc the imbue, judging by my use of the Tier-5 righteous weapon effect). Default bows also have a worse critical profile then any "good" melee weapon (aka usually non-favored weapons).



    You could have made this more clear, as the text you have in the OP is "enhancement bonus" -> which is the same as it currently is, and that is the same as what you get from items, which means they don't stack. On the other hand, having +10 stacking stats and a full BAB on a Tier 5 ability would make many capstones tremor when comparing the power of it. Easily worth a 4 enhancement point cost.

    Yes, even 4d6 might be a bit low, but with 100 light spellpower (not that hard to get with all those core abilities buffing it!) that adds up to nearly 40 damage to everything that attacks you, every time they attack, and you can just sit blocking behind your heavy shield (or tower shield) and watch enemies kill them self on it. 20 damage is a big deal at level 5, near when you can max that skill. 60 damage (200 light spellpower) is a much smaller deal at level 30. But it's still 60 damage that you don't need to do while whacking them with your weapon. Maybe if it was 1/1d2/1d3 damage per character level, scaling with light spellpower? 30d3 = 60 damage before spellpower, which could be 300 damage with a spellpower focused build -> is that an acceptable guard for high-level content? I've only got to about level 24 before TR before, so I'm not sure of the numbers in end-game content damage output.
    You've brought some very good points on Righteous weapons. So 1d6 for favored weapons scaling with sp, 1d4 for other attacks, and +1 die for the following ranks with 5 universal sp does seem to make sense.

    Now that I've looked more at Divine power my suggestion does seem extremely overpowered for a tier 5. Do you think a +2 enhancement bonus to strength, and full bab seem fair for 2 AP, seem fair? If it was stayed a +6 or +9 it could be voided by increased loot power creep and this way it can stay relevant throughout updates

    As for light guard I'm not sure what number would make it relevant in end-game content. I don't know if anyone has really researched this type of guard procs in end-game content.

    Also I forgot address this earlier but what would you prefer to improve sacred touch?

  12. #12
    Community Member Selvera's Avatar
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    Personally I like the not-stacking with items part of divine power, since warpriests have so many stats to focus on, if they got one stat (strength) or two stats (strength and wisdom) from their tree that doesn't stack with items, then they have more item slots to worry about things like deadly, double-strike, spellpower, heal amp, prr/mrr etc. I'm fine of the strength/wis or whatever they get from it are slightly lower then what can be gained through items, but I would like it to keep up with the possible items at least somewhat.

    Perhaps if it gave the amount of strength equal to the amount that random-loot gives at that level, so +2 at about level 4, and +14 at level 30. I'm not exactly sure what the formula for this is, but it looks sort of like (level/2-1) strength. For power-creep to outstrip this they'd have to invalidate random loot again, or raise the level cap with exponential growth. (I hope 30 will be the cap for a while!).

    As for sacred touch, I haven't actually tested this one out much because it just sounded so situational and not rewarding enough to make up for it, so I'm not sure exactly how it works right now, but here's some things I'd like to see for it:
    Works with Ameliorating Strike so that you can give it to all allies nearby every 15 seconds for free.
    Have a duration longer then 15 seconds so that you can keep it permanently up for those allies willing to stay close to you. 18 seconds would be fine.
    Grant AC, PRR and MRR (not just AC/PRR).
    Does it affect you (the caster of said spell) as well? If not then I'd like it to transfer some of your own tankiness to the targets, so like target gains 2/4/6% of your AC, PRR and MRR, with a minimum of 1/2/3 AC, PRR and MRR.

  13. #13
    Community Member Zachski's Avatar
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    I would like it if there was an enhancement that made it so that Warpriest could choose another weapon type and treat that as a favored weapon, with some reasonable restrictions.

    It has to be a weapon you're proficient with, for one thing, and it has to be a martial weapon at most.

    A higher enhancement could do it with an exotic weapon you're proficient with.

    I'd like to see Warpriests get an attack that deals alignment/elemental damage based on what deity they worship. (Sovereign Host would be Good, Silver Flame would be Lawful, Amaunator would be Light, Undying Court would be... uh... hm... and Vulkoor could be evil or poison.) This serves no other purpose but flavor for me, but it would be neat. Maybe append it to Smite Foe.

    Maybe make the capstone worth going pure for? Since it currently isn't.
    Last edited by Zachski; 03-12-2016 at 07:01 PM.
    The guy who likes to experience every class. Except Fighter >:[ I don't like you Fighter.
    Hey Devs! Let's give Warpriests and Eldritch Knights some loving, kay? :<

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    Default Update 2 for Change Suggestion

    I tried to incorporate as many change suggestions as possible. I remade the 20th core hopefully it's more appealing. For Light guard I couldn't figure a way to make it improve without knowing if I was overpowering it so I left it as spellpower improvement. Feel free to critique the suggestions.

    Cores:
    Smite Foe: Activate: Smite your enemy with a melee or ranged attack that deals an additional 2[W] damage. (Cooldown: 15 seconds)
    Passive:
    • +2 Armor Class
    • +5 Fire Spell Power
    +5 Light Spell Power

    Resilience of Battle: Passive:
    • Damage Reduction 5/-
    • +2 Armor Class
    • +5 Fire Spell Power
    • +5 Light Spell Power
    • Wisdom To hit

    Sanctuary: For 20 seconds, you gain +20 Sacred bonus to Physical Resistance. (Activation Cost: 10 Spell Points. Cooldown: 1 minute)
    Passive:
    • +2 Armor Class
    • +5 Fire Spell Power
    • +5 Light Spell Power
    • Wisdom to damage

    War Domain: Blur: Blur is added to your spellbook as a level 2 spell. In addition, you permanently benefit from the effect of the Blur spell.
    Passive:
    • +2 Armor Class
    • +5 Fire Spell Power
    • +5 Light Spell Power
    • Inherent ghost-touch

    War Domain: Haste: Haste is added to your spellbook as a level 3 spell.
    Passive:
    • +2 Armor Class
    • +5 Fire Spell Power
    • +5 Light Spell Power
    • gain +9 PRR & +9MRR in Heavy Armor or Medium Armor

    Divine Strike: Activate: Perform a +3W attack empowered by your deity (cooldown 15 sec)
    Deity Empowerment:
    Silver Flame: +3d6 Lawful Damage Scales with Spellpower
    Sovereign Host: +3d6 Good Damage Scales with Spellpower
    Undying Court: Heal you and allies for 3d6 positive energy Scales with Spellpower
    Vulkoor: +3d6 Chaotic Damage Scales with Spellpower
    Amauntor: +3d6 Light Damage Scales with Spellpower
    Lord of Blades: +3d6 Slashing Damage Scales with Spellpower
    Passive:
    • Divine Vessel now triggers on reaching 20 stacks of Divine Conduit, instead of 25.
    • +2 Constitution
    •Gain gain +12 PRR & +12 MRR in Heavy Armor or Medium Armor
    •Gain +10% competence bonus to maximum HP base while wearing Heavy armor or Medium Armor
    • +2 Wisdom
    • +5 Fire Spell Power
    • +5 Light Spell Power

    Tier 1

    Divine Might: No change
    Toughness: No changes
    Righteous Weapons: Your melee and ranged deal 1d4 light damage on hit, scaling with spell power or Religion’s Favored Weapons deal 1d6 light damage on hit, scaling with Spell Power. AP cost: 2
    Sacred Touch: When you heal allies (with positive energy damage spells) you and they gain +2%/+4%/+6% AC and +1/+2/+3 PRR&MRR for 12 seconds
    Awareness: No change
    Tier 2
    Smite Weakness: No Change
    Wall of Steel: No change
    Righteous Weapons: +1 damage dice to Righteous Weapons
    Inflame: You produce an a passive aura, you and your nearby allies gain a +2/+3/+4 bonus to Armor Class, Attack Rolls, and Damage Rolls.
    Inflame:Saving Throws: No change attached to Inflame aura

    Tier 3

    Burden of Sin: No change
    Righteous Weapons: +1 damage dice to Righteous Weapons
    Inflame: Energy Absorption: No change tied to inflame aura
    Wisdom, Strength, or Charisma: no change

    Tier 4

    Ameliorating Strike: No change
    Light Guard: Removed. Changed to Light Spell Power: You gain +5/+10/+15 Light Spell Power and +2/+4/+6 Universal Spell Power.
    Righteous Weapons: +1 damage dice to Righteous Weapons
    Wisdom, Strength, or Charisma: No change

    Tier 5
    Divine Power: Your god has imbued you with power and skill in combat, granting a unique +2 enhancement bonus to Strength, and a base attack bonus equal to a fighter of the same level.
    Divine Vessel: No change
    Wrathful Weapons: +1 damage dice to Righteous Weapons. On critical hit inflicts Divine Punishment
    Magic Backlash: No change
    Divine Intervention: Your ward target upon death will have raise dead cast on target (Activation Cost: 35 spell Points Cool down: 2min)
    Last edited by Undre; 03-13-2016 at 04:03 PM.

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