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  1. #1
    Community Member FranOhmsford's Avatar
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    Default New Divine Spells needed.

    Lvl 3 Clr/FvS Searing Burst - Light Dmg, Works like Fireball or Acid Blast.

    Lvl 6 Clr/FvS Searing Chain - Light Dmg, Works like Chain Lightning

    Lvl 9 Clr/FvS Searing Aura - Light Dmg, Works like ES Aura, Duration 1 min per level extendable, SP Cost 100 SPs Maximize/Empower/Intensify/Embolden at no extra cost.

  2. #2
    Community Member FranOhmsford's Avatar
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    Not sure if it's a good thing or a bad thing that after 35 views no-one's replied to this suggestion

    It's nice that there hasn't been any "Hell No's" as yet but disappointing that there also hasn't been any approval of it either.


    Clerics {and FavSouls to an extent too} are such a jack of all trades class that currently specializing is in my view Gimping whereas the game makes generalizing also Gimp - To allow for a delineation of Caster and Melee Clerics I feel we need more options for Divine Spellcasting.

    I'd also like to see TU placed back under Wisdom where it belongs {Allow Paladins to gain Cha instead from Force of Personality.} to reduce the Multi-Attribute Dependency of Clerics.

  3. #3
    Community Member Axeyu's Avatar
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    Hell no. Giving more classes the same abilities only makes them play and feel more similar.

  4. #4
    Community Member Enderoc's Avatar
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    Favored weapons need expanded on not just limited to one weapon per pantheon. Maybe revamp Warpriest enhancements?

  5. #5
    Community Member Tlorrd's Avatar
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    Quote Originally Posted by FranOhmsford View Post

    I'd also like to see TU placed back under Wisdom where it belongs {Allow Paladins to gain Cha instead from Force of Personality.} to reduce the Multi-Attribute Dependency of Clerics.
    This i agree with and is start of a good idea.

    Improved Turn Undead Feat needs to scale or have a higher bonus than +1.

  6. #6
    Community Member HuneyMunster's Avatar
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    Quote Originally Posted by FranOhmsford View Post
    Lvl 3 Clr/FvS Searing Burst - Light Dmg, Works like Fireball or Acid Blast.

    Lvl 6 Clr/FvS Searing Chain - Light Dmg, Works like Chain Lightning

    Lvl 9 Clr/FvS Searing Aura - Light Dmg, Works like ES Aura, Duration 1 min per level extendable, SP Cost 100 SPs Maximize/Empower/Intensify/Embolden at no extra cost.

    I don't agree on those spells, but if/when Clerics finally get their Domains they should end up with new spells based on their domain.

    Though I wouldn't mind something similar to Searing Aura in making Positive Energy Burst and Positive Energy Aura a multi selector with option of Radiant Energy Burst and Radiant Energy Aura. Your giving up healing instead for damage. Problem is would it might feel too similar to Warlock Enlightened Spirit, but fits a Radiant Servant.

    Hopefully Favored Souls will get something when they get a pass after monk.
    Last edited by HuneyMunster; 08-29-2016 at 12:14 PM.

  7. #7
    The Hatchery Enoach's Avatar
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    I also disagree these are the spells needed, the problem I see with spell casting is too many spells are direct DPS related. Clerics need more useful spells (so do other caster types) so that spell lists are not static between players and there is more of an advantage for classes that can switch spells when they rest.

    Quote Originally Posted by Enderoc View Post
    Favored weapons need expanded on not just limited to one weapon per pantheon. Maybe revamp Warpriest enhancements?
    I agree with this, there is a need for more favored weapon choices and Warpriest should maximize the potential of this favored weapon.

    Quote Originally Posted by HuneyMunster View Post
    I don't agree on those spells, but if/when Clerics finally get their Domains they should up up with new spells based on their domain.

    Hopefully Favored Souls will get something when they get a pass after monk.
    My hope is that with the addition of Domains for clerics that each Deity has multiple Domain options so that you are not limited to a single domain per deity.

  8. #8
    Community Member FranOhmsford's Avatar
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    Quote Originally Posted by Enoach View Post
    I also disagree these are the spells needed, the problem I see with spell casting is too many spells are direct DPS related.
    You cannot be serious?

    Too many Direct Damage Spells in the Divine Spell List?

    Nimbus of Light = Useless!
    Searing Light = Meh! {Because of being single-target!}
    Blade Barrier = The go to Spell for DPS but requires a certain kite based or zerg based playstyle!
    Flame Strike = Non-viable due to delay of casting and never hits the mob you target UNLESS you only ever use it when some other player has gathered all the mobs - This spell is deadly to players however when mobs use it!
    Cometfall = Probably the single best spell a Cleric or Soul has available but more for it's CC Component than for it's DPS!
    Holy Smite and Chaos Hammer = Useless!
    Orders Wrath = Another CC Spell with a damage component - Like Cometfall but less useful due to only CCing certain mobs.
    Slay Living, Destruction and Implosion = Insta-Kills - These are not direct damage Spells!

    That's your lot!


    Creating a Searing Burst like Fireball but with Light would allow for Clerics and Souls to play more of a Caster Role and make gimping your Melee Side less onerous!
    Creating a Searing Chain like Chain Lightning or Chain Missiles would give Clerics and Souls more than one spell to play this style with!
    Searing Aura for me is an absolute must - The reason I play so many ES Auralocks is because this is how I want my CLERICS to Play! {Well maybe not perfectly but much much closer than the Gimped to Hell and Back DDOCleric!}.

    Searing Aura would also be more for Melee Clerics/Souls while Searing Burst and Searing Chain would be for Caster Clerics/Souls - I'm not asking for EB/SB because one thing I've found with Auralocks is that EB/SB basically removes any point to Meleeing because once you've got both you hardly melee at all anyway!
    I'm talking about an Aura alone NOT Aura Bursts! Radiant Burst would still be only Healing and would be slightly better vs Undead due to the Searing Aura knocking their HP down too - Currently it takes me 3 Bursts minimum to kill Undead which means Burst doesn't beat TU for me!
    Champion Undead are my single most hated thing in DDO - Deathward should NOT Stop TU!
    My Auralocks kill Undead Better than My Clerics do {Purely cos of Champions!} and this is WRONG on so many levels!

  9. #9
    Community Member kilagan800's Avatar
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    Quote Originally Posted by FranOhmsford View Post
    Lvl 3 Clr/FvS Searing Burst - Light Dmg, Works like Fireball or Acid Blast.

    Lvl 6 Clr/FvS Searing Chain - Light Dmg, Works like Chain Lightning

    Lvl 9 Clr/FvS Searing Aura - Light Dmg, Works like ES Aura, Duration 1 min per level extendable, SP Cost 100 SPs Maximize/Empower/Intensify/Embolden at no extra cost.
    Searing Burst: There's a Wizard/Sorc spell called Sunburst that should be carried over to the Cleric/Favored Soul level 8 spell list. IMO, it makes perfect sense. I know it doesn't work like Fireball or Acid blast, but it's a direct damage spell that hits multiple targets to all creatures, not just a certain type.

    I'm going to have to disagree with Searing Chain and Searing Aura. There's already an aura enhancement called Positive Energy Aura that causes damage to undead creatures. As for Searing Chain, I've never seen a beam of light move around in such a way like lightning, so respectively I have to disagree.

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