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  1. #161
    The Hatchery SisAmethyst's Avatar
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    Quote Originally Posted by glmfw1 View Post
    One of the points of the Domains in PnP D&D was that they were restricted in availability based on the God that you worshipped.
    A God's portfolio could be quite broad (someone with only a partial interest in War might offer the War Domain among others), but there was common sense involved (A LN God of Guardians would not offer Chaos or Destruction among others).
    In order to ensure that Domain implementation makes some sort of sense, can the Domains please be implemented and restricted based on Deity choice (and his/her portfolio) and Character Alignment, rather than being a random free-for-all, thereby preventing Domain/Deity/Alignment/Multi-Class combinations that might result in uber-power, but would have any sane Deity saying "no way am I going to let you do that!"?
    This may already be the Devs intention, but it's not mentioned in the listing of Domains at the start of the post.
    Well at least it should be limited to the alignment. However for the moment we don't have much diety to choose from so limiting the domains to only a certain amount of diety would maybe render some as not really usable at all.
    * We have collectable bags, mind you, even hireling folders, but can I have that 6-pack for my potions please?
    * Having already a past life on the dieng EU servers, I rerolled here and started from scratch as I like the game and the community, so lets see what awaits me here

  2. #162
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    Quote Originally Posted by Qezuzu View Post
    Can we

    PLEASE

    PLEASE

    PLEASE

    PLEASE

    stop crying about power creep whenever a class gets improved?
    No.

    Quote Originally Posted by Qezuzu View Post
    Yes, I get it, class passes of the scope Bard had way back when were maybe a bad idea, but we're way past that...
    2 totally different things. Enhancement pass versus destroying D&D base class features.

    Both RS & DD need a little more power, and WP a lot more, to be on par with all the other post-pass trees. I'm resigned to the enhancement power creep that's mostly already happened.

    But the enhancement passes didn't do anything like this, and they were, duh, in enhancements, not hijacking base class features into a brand-new source of even more power creep. This is unprecedented.

    Quote Originally Posted by Qezuzu View Post
    Yeah, there's some stat inflation (but please don't tell me a paltry +40 spellpower is power creep; that's, what, a 3% increase in spell damage at lvl20?)
    I tell you: 40 spell power is power creep. And by the dev's very definition of spell power, it adds 40% more of a spell's damage.

    (It's beside the point, but even if we want to play some relative-math trickery, I don't know how you have 1200+ spell power at level 20. Feel free to provide a full breakdown.)

    Quote Originally Posted by Qezuzu View Post
    The power is NOT from the stats.
    If you say they're not the power, and I say it's too much power, then we agree that there is no need for the stat inflation to be in there?

    Quote Originally Posted by Qezuzu View Post
    Also, please do not simultaneously cry about power creep but also demand that Domains be implemented just like how they are in PnP.
    No. When both are accurate comments, there's no reason for me not to.

    Quote Originally Posted by Qezuzu View Post
    ...only one Domain is being allowed, because two is game breaking without seriously watering the domains down...
    Once again, we agree on something! These domains as proposed are game breaking, and need to be watered way down. And then they can give us 2 without issue.

    The very fact that they feel they can only give 1 is the proof that they've made them too powerful.

    On the other hand, of course, simply adding spells doesn't add a lot of power, because you still have only so many spell points to cast them with. Just more options and choices on how to use those limited spell points.

    Quote Originally Posted by Qezuzu View Post
    I just want you to imagine Death+Earth clerics with all bonuses but the spells stripped out. Imagine using Destruction every 4 seconds while knocking everything down with Earthquake...
    So...barely different from a Cleric right now, who could knock "everything" down with Greater Command then every 4 seconds alternates Slay Living with Destruction?

    Having DCs that land 20% more would make a far greater impact, whether you're using GC or EQ, whether you're using SL or a Destruction SLA.

    The fact that you seem to think your scenario is a problem, but don't have any issue with +4 to DCs lead me to believe you have no idea what you're talking about.

    Quote Originally Posted by Qezuzu View Post
    So choose one: "powercreep is bad" or "stay true to PnP."
    No. I choose both. More options instead of more numbers bloat.
    Quote Originally Posted by ProducerRowan View Post
    Our final update of 2014 will extend the level cap to 30, which is intended to be DDO’s “permanent” level cap

  3. #163
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    Quote Originally Posted by Stormtytan View Post
    I'd recommend making the elemental domains only turn the opposing element (e.g. air domain turns earth elementals), and *possibly* rebuking (or charming) the same element as the domain, as opposed to having them turn all elementals.
    Nice idea, but if this is to happen, then we should first get the CORE D&D RULES ability of evil clerics (or neutral clerics of evil deities) to COMMAND undead instead of turning them. Mighty Turning could then CONTROL them instead of destroying them.

    Also, such evil clerics get inflict spells with Spontaneous Casting spell slot instead of cure spells.

    Why not fix these things first? It shouldn't take too much work to copy-paste the existing Spontaneous casting feat code and change it to cover inflict spells, and then give players a choice during character creation between good and evil version, and force neutral alignment if you choose evil one. Same for choice between Turn or Command Undead feat.

    Then your suggestion could be implemented this way: if you have chosen Turn Undead, you scare/destroy opposing elementals. If you have chosen Command Undead, you command/control your domain elementals.


    Quote Originally Posted by Stormtytan View Post
    Or perhaps the second domain chosen wouldn't be as powerful as if it were chosen as a primary? Say....lose the SLA's for the second chosen domain?
    I suggested something similar in one other thread about domains.

    Maybe make all domains to have 2 set of abilities: primary and secondary.

    And then players can choose two domains: primary on level 1 and secondary (on level 1 or 2).

    Primary domain gives both primary and secondary benefits. Secondary gives only secondary benefits.

    Pen and paper rules would be better simulated this way, and domains could be further decreased in power to avoid power creep and nerf pain afterwards.


    Quote Originally Posted by Claver View Post
    Death Domain

    Fine as is; the bonus to DC coupled with the Divine Disciple tree makes me want to play a Necro Cleric
    Yeah, +4 Necro DC makes every necro want to play cleric.

    It is power creeping and needs to be +2 max.

    I have also suggested a replacement for that +2 DC loss: Spellcraft instead of Heal skill bonus for negative energy spellpower (if it is higher).

  4. #164
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    Quote Originally Posted by SirValentine View Post
    (It's beside the point, but even if we want to play some relative-math trickery, I don't know how you have 1200+ spell power at level 20. Feel free to provide a full breakdown.)
    Alright, ~6% for a well-geared Cleric, going down to about 3% at lvl30. Considering how trash spell damage is, even for Sorcerers in new content (I can attest,) I don't think it's really a problem. My main concern which I've already expressed numerous times is the unnecessary DC creep.

    If you say they're not the power, and I say it's too much power, then we agree that there is no need for the stat inflation to be in there?
    I really don't care if the stat inflation is there or not. I am a lot more interested in the spells. Crusade against it if you wish, I just want you to know that more spells absolutely is a lot more power and PnP-literal domains would break clerics.

    On the other hand, of course, simply adding spells doesn't add a lot of power
    Getting better CC options and more insta-kills/min absolutely is more power. "Sometimes you run out of mana" is not how balance works.

    The fact that you seem to think your scenario is a problem, but don't have any issue with +4 to DCs lead me to believe you have no idea what you're talking about.
    Yeah please don't tell me I don't know what I'm talking about when you say stuff like this, and ignore things I say:

    on top of everything else a Cleric can already do.
    Which includes Greater Command and Slay Living. That was directly after a snippet you quoted. Why'd you do that?

    And because it's from an unrelated post, it's okay if you missed this, but:

    Quote Originally Posted by Qezuzu View Post
    I'm somewhat disappoint to see the huge DC boosts still in. If there's one area cleric does NOT need help in, it's DCs. They're on par with Wizard, even if you take away the Alchemical stick which can be a bit silly to fit in.

    Like, Death Domain cleric will have a full +4 over Palemaster. On a d20 that is a lot, and the only way to make up for it is to give Wizards another boost, and then it's just DC bloat for no reason.

    Couple last points:

    +4 DCs do not translate into 20% better insta-kills. Clerics have the best Necro DC, they're already at no-fail for large swaths of the game. So in many cases the DCs are redundantly high, in a lot of content it would only help in high-skull content. Yes it helps in a lot of content, and they'd have much higher DCs than even Wizard which is why I think it's a bad road to go down.

    Earthquake is ABSOLUTELY BETTER than Greater Command. The only thing holding this version back is the cooldown. Compare a persistent AoE effect which practically nothing is immune to (3 of 4 elementals, Mephits, Abishai, Stoneguard champs, wraiths n such) and targets a normally lower save to a one-time AoE effect that large amounts of the game are immune to all (all undead, all constructs, all plants, all oozes, all vermin, and ~30% of all champs.)

    But please do not tell how GETTING EARTHQUAKE of all things is fine and dandy for additional power, and not only that but it would safe it allow an additional domain that would add substantially better insta-kill/min (in its current iteration, completely ignoring PnP Death Domain where they get WAIL) but +2 sp/level is power creep.

  5. #165
    2014 DDO Players Council
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    Quote Originally Posted by Qezuzu View Post
    My main concern which I've already expressed numerous times is the unnecessary DC creep.
    OK.

    Quote Originally Posted by Qezuzu View Post
    I am a lot more interested in the spells.
    Yeah, me too. Hence my opposition to the proposal to give zero spells, and best 3 or even only 1 SLA.

    Quote Originally Posted by Qezuzu View Post
    Crusade against it if you wish, I just want you to know that more spells absolutely is a lot more power and PnP-literal domains would break clerics.
    Having basic class features that should have been there all along would not "break" Clerics.

    Quote Originally Posted by Qezuzu View Post
    "Sometimes you run out of mana" is not how balance works.
    Limits on number of spells you can cast has always been how balance works for casters, all the way back to EGG.

    Quote Originally Posted by Qezuzu View Post
    That was directly after a snippet you quoted. Why'd you do that?
    I don't know why it's hard to figure out. I quote what I'm responding to, in order to provide context to what I'm saying. That's it. If someone wants to read your whole post, it's still right there in the thread. There's no need or benefit to me quoting the whole thing.

    Quote Originally Posted by Qezuzu View Post
    +4 DCs do not translate into 20% better insta-kills.
    Bad at math, or just talking about easy content? Where DCs matter, it certainly does. Or, if you want to play more stupid relative math games, it's 400% better!

    Quote Originally Posted by Qezuzu View Post
    Yes it helps in a lot of content, and they'd have much higher DCs than even Wizard which is why I think it's a bad road to go down.
    Not sure why you're being so adamant at defending something you think is a bad idea, but whatever.

    Quote Originally Posted by Qezuzu View Post
    But please do not tell...
    I guess I don't need to repeat it, so you don't have to cover your ears from the truth.
    Quote Originally Posted by ProducerRowan View Post
    Our final update of 2014 will extend the level cap to 30, which is intended to be DDO’s “permanent” level cap

  6. #166
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    Please separate the "Turn Undead" buff effects from Turn Undead. It makes no sense thematically... It's not buffing Turn Undead, it's turning Turn Undead into a SLA for a buff. Stop beating around the bush and buff Turn Undead as opposed to attaching a bunch of ribbons to the ability and saying "based on our numbers, it's better".

    "Turn Undead now works on Animals/Elementals/ect" is great.
    "Turn Undead grants your party x random thematic effect" is lame and doesn't fit the theme of turn undead.

    "When Turn Undead is successful, your party gains x strong, low duration thematic effect, stacking up to 3 times based on how many enemies are successfully turned" would be a lot cooler. Just tie the buffs into what the ability does.
    Last edited by TMTrainer; 08-07-2017 at 09:19 PM.

  7. #167
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    Quote Originally Posted by SirValentine View Post
    I don't know why it's hard to figure out. I quote what I'm responding to, in order to provide context to what I'm saying. That's it. If someone wants to read your whole post, it's still right there in the thread. There's no need or benefit to me quoting the whole thing.
    Gonna spell it out.

    I said Death+Earth domain would be OP in basically any iteration that would live up to how they are in PnP, because you get an AMAZING CC spell and a bunch more death effects. I then added, very clearly, this would be on top of Cleric's already pretty great spellbook.

    Then you reply, omit the last part, and say "well gee it's already like that because they also have Slay Living and Greater Command." Do you not see how you saying that is totally useless and disingenuous? What bloody point were you trying to make?

  8. #168
    Community Member DarthBeckett's Avatar
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    Quote Originally Posted by SisAmethyst View Post
    After reading and thinking about all the feedback on the war domain:

    I think this domain could use some changes.

    The martial proficiency is indeed more or less useless wash for a pure Cleric (which probably can UMD it anyway), which is bound to its favored weapon and the exotic one ask too much after a splash. While a Paladin, Barb or Fighter need a feat to get exotic weapon proficiency it just strikes me that Clerics would get it for free without being actually able to make use of it unless they multiclass. For me the domains should focus on helping the Cleric itself firstly, that there are some gimmicks that may be interesting for some multiclassing should just be secondary and icing on the top. If we then anyway have to multiclass, holy sword indeed isn't much of a bonus in the end either, considering the Cleric for example only has 0.75 BAB per level without Divine Power, less hit points and less feats to burn. Overall the spell is probably better suited as an AP investment in the warpriest tree.

    Same with the tactical feats that sound nice on paper but I fear unless one multiclasses most likely not work out as good neither as even a warpriest can't sacrifice too much gear slots dedicated to boost the tactical DCs (e.g. STR modifier on trip and casting gear).

    So I was looking how other games actually doing with the war domain, and NWN-2 for example provide:
    * Weapon Focus in their patron deity's favored weapon
    * Spells: Flame Strike, Power Word - Stun

    So if you would instead give out Weapon Focus and Greater Weapon Focus it would actually help your favored weapon without the need to dip into things like martial weapon proficiency. That however may indeed clash a bit with the level 2 feat of the War domain.
    By the way NWN-2 indeed also provide weapon proficiency but is limited as:
    * War domain clerics are proficient with all martial weapons if their deity's favored weapon is a martial weapon.
    * Similarly, if the deity's favored weapon is an exotic weapon, the cleric will be proficient with all exotic weapons.

    NWN on the other hand provide:
    * Battle Mastery - The cleric gains a bonus of 1 + 1 per 5 cleric levels to dexterity, constitution, attack rolls and damage. As well, the cleric receives double this value as damage reduction. The effect will last for 5 rounds + charisma modifier.
    * Spells: Cat's grace, Aura of Vitality

    While the Battle Mastery spell doesn't really translate to DDO a DR or PRR would be indeed a viable option for a warpriest too.

    TOEE provide weapon proficiency and weapon focus as well as following War domain spells (that would translate in DDO roughly to a SLA):
    1. Magic Weapon (essentially Art: Enchant Weapons)
    2. Spiritual Weapon (Automatic fighting ghost touch weapon)
    3. Magic Vestment (form of Art: Enchant Armor)
    4. Divine Power
    5. Flame Strike

    The Magic Weapon is essentially the Holy Sword option except of the crit. range and multiplier (considering that TOEE is round based and DDO already has a different power level)
    Something I would love to see is an addition to the Smite Healing. For a Warprieat, it is my single favorate ability, and saves a lot of SP for topping off the party and hirelings/summons, but also helps to keep the class both a warrior type, but also buffs/heals at the same time. What about, rather than focusing on Spells for the War Domain, it adds additional options for the Smite, such as healing, and also an Aid effect for temp HP, or a Lesser Restoration?

    Add in Weapon Focus and Greater Weapon Focus, (or maybe give the Cleric Deity Feats for free), and maybe one spell, and I think that might be good. Especially if there is a way to Smite with a bow for the Silver Crusade.

  9. #169
    2015 DDO Players Council Seikojin's Avatar
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    Right now, the cleric domain stuff looks solid. So do level 20 clerics suddenly have to respect?

  10. #170
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    My opinion on domains here

    ---

    Good:
    Air, Fire, Death, Animal, Luck
    They're good to select in my view. some may powerful, but reasonable now.


    Maybe good:
    Good - BB at 9 is nice, but I'm not sure another ones.


    Maybe?:
    Magic - Maybe it will be good after taking shiradi. but guess not powerful than expectation.
    Chaos - Prismatic Spray is only thing I take a look on this.
    Knowledge - Spell pene +4, Spell DC +2. SLAs are suck. someone will need spell penetration +4, but not me.


    I dunno:
    Destruction, Strength, Protection, War
    I'm not good at Melee type domains.

    Earth - I've never used Earthquake. I dunno this.


    Horrible: They all need more love.
    Water - all SLAs are not my interest, looks low-powered.
    Healing - Clerics can do heal well, but taking this one also for more heals? not for me. You should give survivality or attracting one on this.
    For example, "your healing spells are also cast upon you, which were cast upon allies(Cooldown 5 sec)" or
    "Your healing spells give you temp-hp 10% of your healings done. duration 10 sec." or
    "Regenerate SLA" or
    "You permanently are in Lesser Positive Healing Aura(lesser version of radiant aura)" or
    "You can cast Divine Healing(3Rank) with no turning uses(cooldown 30 sec)" on 14 level feature.

    Trickery - Too in CC type. i believe they're far from Cleric.
    Law - Just all of them are suck.
    Sun - too low-powered. I'd rather to take Fire or Air domain. the problem is that Sun hasn't fire spells anymore, but it grants fire spell power.
    Last edited by Targal; 08-08-2017 at 01:43 PM.
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  11. #171
    Community Member jellyfish21's Avatar
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    Cleric booms will be useless on EE because sorcerer booms are already useless. Y'all need to take care of DC's and scaled damage. Delete the warlock class, obviously a known bug for scaling. If a sorcerer joins a warlock group, its even worse. How is a cleric boomer ever going to work?? I got an idea, how about you making blade barrier, destruction and holy smite a feasible cleric improvement ??

  12. #172
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    Quote Originally Posted by Qezuzu View Post
    Do you not see how you saying that is totally useless and disingenuous?
    Nope.

    Quote Originally Posted by Qezuzu View Post
    What bloody point were you trying to make?
    It's not too complicated, but since you missed it the first time:

    You make some scary-to-the-clueless scenario about how OP CC + an instakill "every 4 seconds" would be...which, as I said, we have right now. So your OMG-so-OP scenario fails as a reason to deny real domains.

    The fact that Clerics have other spells & abilities isn't relevant to the "bloody" point I was making. Not that you had mentioned any in particular that might have been relevant anyway.

    And, of course, no matter how much you want to deny it, an instakill even every 1 second wouldn't really be much better than right now...because the limiting factor on spamming instakills isn't cooldowns, it's running out of SP. Instakills are expensive.
    Quote Originally Posted by ProducerRowan View Post
    Our final update of 2014 will extend the level cap to 30, which is intended to be DDO’s “permanent” level cap

  13. #173
    Community Member DarthBeckett's Avatar
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    What point are you trying to make?

  14. #174
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    Quote Originally Posted by SirValentine View Post
    Nope.



    It's not too complicated, but since you missed it the first time:

    You make some scary-to-the-clueless scenario about how OP CC + an instakill "every 4 seconds" would be...which, as I said, we have right now. So your OMG-so-OP scenario fails as a reason to deny real domains.

    The fact that Clerics have other spells & abilities isn't relevant to the "bloody" point I was making. Not that you had mentioned any in particular that might have been relevant anyway.
    I'm gonna make one last attempt to get through to you and then I'm done.

    "On top of everything else a Cleric can do" implicitly includes their entire spellbook. So when I say amazing CC + destruction every four seconds + on top of everything else, it obviously means clerics' existing CC and other insta-kill spells, which doesn't change the fact that numerous spells given by PnP domains are directly stronger (and more mana-efficient since you seem to care about this a whole lot) than what cleric currently has.

    You missed this the first time, which is well whatever. Now, even after I explained pretty clearly that "including Slay Living and Gcommand" was very clearly implied, and that context is really important when talking to people, you're still doubling down and saying I'm clueless as to what I'm talking about because I totally forgot about clerics' best spells. I'd say you're trolling by doing this but seeing as this happens about half the time I strangely decide to get into an argument on these forums, I just don't know, maybe I'm the insane one.

  15. #175
    Community Member psykopeta's Avatar
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    i like changes, changing is good, adapt or die

    right now they nake sense giving 1, don't see a reason to "nerf so we can have 2" same way i don't see a reason to don't change turn undead to damage and move the instakill to death domain (instead of sun? well, not biggie)

    way too much "the core says so, pnp is that" hello? when you have at lvl 1 more ac and hp that will you ever have on a lvl 20 in pnp, talking about pnp doesn't make sense

    also we have sp/mana, *** is that? hp dices are maxed (i remember being worried about the hp dice rolls when joined) touch and range spells don't need to hit, etc

    and that's only the beginning, so can't understand why someone could try using pnp as argument in ddo, heck i've even seen ppl talking about immersion... jeez

    the proposed changes are op? let's compare with other classes/pre because after all... if they don't do something, both cleric pre aren't worthy to be called pre, just healbot and caster generic tree, the only thing that could give some dimension to the toon would be domains, however if they're crappy and you get 2... instead lf spreading the builds you will narrow them, i mean, now almost every domain is worthy for even some flavor build, maybe nerfing too much would lead to everybody using animal (for example) as 1 of the 1 domains, with only 1 domain the choicr is tougher than with 2, we know there're more choices, that doesn't make them possibilities
    psykopeta is finally baconpletionist because there isn't anything to delay it more - thelanis, where the gimps claim to be pros and noobs claim to be pros, no newbies allowed(unless they claim to be pros), we have enough drama w/o them. PS: I post only in the latest thread shown in main page, in the weird case u want something from me, feel free to send pm

  16. #176
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    Default Wonderful!

    It is nice to see the Cleric class get so much love! I am excited about all these changes and the love Clerics got. This looks all really good and makes me want to play a Cleric! I can't wait to tell my brother who LOVES clerics. I am sure he will be excited as well. Good job Developers!

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    Default Sweet! Cannot wait to play it :)

    If my memory serves me right, D&d 2nd edition?!

    Quote Originally Posted by Severlin View Post
    Greetings.

    As we work on a Divine pass, we want to add in our version of Domains for Clerics. Rather than having them simply be a series of spell options, we wanted players to pick a Domain that gave the Cleric interesting build options that worked with enhancement trees.

    That said, we wanted to give the players a preview of how Domains work in DDO, and want options would be available for Clerics.

    Domains
    Starting at level 2, a Cleric will pick one Domain which will provide additional (free) class feats as they level.

    Air Domain

    Level 2: You gain +1 to the DC of your Evocation spells. This increases by +1 at 6th, 12th, and 18th level Cleric.

    Your lightning spells will use Light Spell Power if it is higher.

    Your light spells will use Lightning Spell Power if it is higher.

    Your Turn Undead works on Elementals

    When you use Turn Undead your party gains a bonus to Reflex saving throws equal to half you Cleric level, and points of Electric Resistance equal to twice your Cleric level for 20 seconds

    Level 5: You gain Shocking Grasp as an SLA

    Level 9: You gain Lightning Bolt as an SLA

    Level 14: You gain Chain Lightning as an SLA


    Animal Domain

    Level 2: You gain +1 Spot, +1 Listen, and +1 Reflex saving throws for every 2 Cleric levels.

    Your Turn Undead works on Animals

    When you use Turn Undead your party gains points of Constitution equal to half your Cleric level for 20 seconds

    Level 5: You gain 10 hit points per Cleric level. You also add 10 hit points for each epic level you have gained.

    Level 9: You gain +15% fortification bypass.

    Level 14: You gain the Feral Charge ability. Your character to briefly morphs into a bear and charges forward through foes, attacking all foes in the charge area. The attack does weapon damage based on your equipped weapon with a +3(W) bonus, and enemies must make a Reflex saving throw with a DC of 19 + Wisdom modifier + Trip Bonuses or be knocked down. Cooldown is 15 seconds.


    Chaos Domain

    You cannot take this domain if you are Lawful.

    Level 2: You gain +1 to Will saving throws for every 2 Cleric levels.

    When you use Turn Undead your party gains 1d20 points of Universal Spell Power and 1d10 points (each rolled separately) of Melee Power, Ranged Power, Physical Resistance Rating and Magical Resistance Rating.

    Level 5: You gain Chaos Hammer as an SLA

    Level 9: Your spell critical chance is increased by 3%

    Level 14: You gain Prismatic Spray as an SLA


    Death Domain

    Level 2: You gain +1 to the DC of your Necromancy spells. This increases by +1 at 6th, 12th, and 18th level Cleric.

    You gain +2 to your effective Cleric level to Turn Undead, and +2 to the hit dice of undead effected.

    Level 5: You gain Necrotic Ray as an SLA

    Level 9: You are immune to Energy Drain.

    Level 14: You gain Destruction as an SLA


    Destruction Domain

    Level 2: You gain +1 Melee and Ranged Power. You gain another point of each at 4th, 8th, 12th, 16th, and 20th level Cleric.

    You can cast your Cleric spells while raging.

    When you use Turn Undead your party gains a Divine bonus to Melee Power and Ranged Power equal to half your Cleric level for 20 seconds

    Level 5: Durability damage for your items is reduced by 75%.

    Level 9: You weapons gain +2 to hit and damage.

    Level 14: Your weapon strikes add a stack of Improved Destruction.


    Earth Domain

    Level 2: You gain +2 Acid Spell Power (Corrosion) per Cleric Level

    Your acid spells will use Light Spell Power if it is higher.

    Your light spells will use Acid Spell Power if it is higher.

    Your Turn Undead works on Elementals

    When you use Turn Undead your party gains a bonus to Fortitude saving throws equal to half you Cleric level, and points of Acid Resistance equal to twice your Cleric level for 20 seconds

    Level 5: You gain Melf's Acid Arrow as an SLA

    Level 9: You gain Stoneskin as an SLA

    Level 14: You gain Earthquake as an SLA. The cooldown for this version is 15 seconds.


    Fire Domain

    Level 2: You gain +2 Fire Spell Power (Combustion) per Cleric Level

    Your fire spells will use Light Spell Power if it is higher.

    Your light spells will use Fire Spell Power if it is higher.

    When you use Turn Undead your party gains points of Fire Resistance equal to twice your Cleric level for 20 seconds

    Your Turn Undead works on Elementals

    Level 5: You gain Scorching Ray as an SLA

    Level 9: You gain Wall of Fire as an SLA

    Level 14: You gain Firestorm as an SLA


    Good Domain

    Level 2: You gain +2 Light Spell Power (Radiance) per Cleric Level. You gain +1 to the Heal skill for every 2 Cleric levels.

    When you use Turn Undead your party gains temporary hit points equal to five times your Cleric level for 20 seconds

    Level 5: You gain Deific Vengeance as an SLA

    Level 9: You gain Blade Barrier as an SLA

    Level 14: You gain +3 to hit, damage, and armor class against evil creatures in combat. You gain +3 to saving throws against spells cast by evil creatures.


    Healing Domain

    Level 2: You gain +2 Positive Spell Power (Devotion) per Cleric Level

    When you use Turn Undead your party gains 20 point of Healing Amplification.

    Level 5: You gain Cure Moderate Wounds as an SLA

    Level 9: You gain Panacea as an SLA

    Level 14: Your healing spells are empowered, as if you had the Empower meta-magic. This does not increase their cost.


    Knowledge Domain

    Level 2: You gain +2 to all skills.

    When you use Turn Undead your party gains points of Intelligence equal to half your Cleric level for 20 seconds

    Level 5: You gain Suggestion as an SLA

    Level 9: You gain Feeblemind as an SLA

    Level 14: You gain +4 Spell Penetration. You gain +2 to the DC of all spells.


    Law Domain

    You cannot take this domain if you are Chaotic.

    Level 2: You gain +1 to the DC of your Enchantment spells. This increases by +1 at 6th, 12th, and 18th.

    When you use your Turn Undead your party gains a Sacred bonus to saving throws equal to half your Cleric level for 20 seconds

    Level 5: You gain Order's Wrath as an SLA

    Level 9: You gain Greater Command as an SLA

    Level 14: You gain +3 to hit, damage, and armor class against chaotic creatures in combat. You gain +3 to saving throws against spells cast by chaotic creatures.


    Luck Domain

    Level 2: You gain +1 to your Fortitude, Reflex, and Will saving throws. This increases by +1 at 6th level, +1 at 12th level, and +1 at 18th level.

    When you use Turn Undead your party gains a Divine bonus to saving throws equal to half your Cleric level for 20 seconds

    Level 5: You gain Displacement as an SLA

    Level 9: You add +2 to the DC of your spells.

    Level 14: You no longer automatically fail your saving throws on a roll of 1.


    Magic Domain

    Level 2: You gain +1 to the DC of your Evocation spells. This increases by +1 at 6th, 12th, and 18th level Cleric.

    When you use Turn Undead your party gains a Divine bonus to Universal Spell Power equal to twice your Cleric level for 20 seconds

    Level 5: You gain Chain Missiles as an SLA. (This shares a cooldown with the Archmage SLA.)

    Level 9: You gain a number of bonus Spell Points equal to your character level x 10.

    Level 14: You gain points of Universal Spell Power equal to your twice your Cleric level.


    Protection Domain

    Level 2: You gain +1 to AC, PRR, and MRR. This increases by +1 at 5th level, 10th level, 15th level, and 20th level.

    When you use Turn Undead your party gains a Divine bonus to PRR and MRR equal to twice your Cleric level for 20 seconds

    Level 5: You gain the Shield spell as a permanent effect on you.

    Level 9: You gain Radiant Forcefield as an SLA

    Level 14: Your Armor Class and Physical Resistance Rating are increased by your Cleric level.


    Strength Domain

    Level 2: You gain +2 Strength and become immune to Strength damage.

    When you use Turn Undead your party gains a Divine bonus to Strength equal to half your Cleric level for 20 seconds

    Level 5: Your Reflex saving throws are now based on Strength instead of Dexterity.

    Level 9: You become immune to knock down effects

    Level 14: You always make your saving throw against Stun effects.


    Sun Domain

    Level 2: You gain +2 to Fire (Combustion) and Light Spell Power (Radiance) per Cleric level.

    When you use Turn Undead you and your allies gain True Sight. in addition, for 20 seconds enemies in the radius of the Turn Undead have their incorporeal miss chance negated and will be inflicted with 10% vulnerability to Light damage.

    Level 5: You gain Searing Light as an SLA.

    Level 9: You gain Sun Beam as an SLA

    Level 14: You gain Sunburst as an SLA


    Trickery Domain

    Level 2: You gain +1 to the DC of your Enchantment spells. This increases by +1 at 6th, 12th, and 18th.

    When you use Turn Undead your party gains points of Charisma equal to half your Cleric level for 20 seconds

    Level 5: You gain Invisibility as an SLA

    Level 9: You gain Mind Fog as an SLA

    Level 14: You gain Charm Monster, Mass as an SLA


    War Domain

    Level 2: You gain +1 Damage with melee and ranged weapons. This increases at 4th, 8th, 12th, 16th and 20th.

    When you use Turn Undead your party gains a Divine bonus to Melee Power and Ranged Power equal to half your Cleric level for 20 seconds

    Level 5: You gain proficiency in all martial and exotic weapons.

    Level 9: Your tactical DCs are increased by half your Cleric level.

    Level 14: You gain Holy Sword as an SLA.


    Water Domain

    Level 2: You gain Water Breathing. You gain +1 to Swimming and +2 Cold Spell Power (Glaciation) per Cleric level.

    Your cold spells will use Positive Spell Power if it is higher.

    Your healing spells will use Cold Spell Power if it is higher.

    Your Turn Undead works on Elementals

    When you use Turn Undead your party gains a bonus to Will saving throws equal to half you Cleric level, and points of Cold Resistance equal to twice your Cleric level for 20 seconds

    Level 5: You gain Solid Fog as an SLA

    Level 9: You gain Cone of Cold as an SLA

    Level 14: You gain Greater Creeping Cold as an SLA

    Sev~

  18. #178
    Community Member
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    Sep 2010
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    Exclamation Miss my turning cleric

    One thing I'd beg of the devs is to restore the power balance with turn undead.

    It used to be that my high-charisma turning cleric could practically clear a room of undead on epic elite (before reaper was introduced), except for a handful of high CR undead e.g. purple dragon knight zombies.

    Now in her mid-level-20's she's lucky to destroy a handful of undead running a dungeon 5 levels below her, let alone reaper.

    I loved my turning cleric but now she's just good for is a healer (a great one, which I enjoy playing, but I miss her being the total badass vs undead).

  19. #179
    Community Member Moorganna's Avatar
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    Quote Originally Posted by Sophie-Jeanne View Post
    One thing I'd beg of the devs is to restore the power balance with turn undead.

    It used to be that my high-charisma turning cleric could practically clear a room of undead on epic elite (before reaper was introduced), except for a handful of high CR undead e.g. purple dragon knight zombies.

    Now in her mid-level-20's she's lucky to destroy a handful of undead running a dungeon 5 levels below her, let alone reaper.

    I loved my turning cleric but now she's just good for is a healer (a great one, which I enjoy playing, but I miss her being the total badass vs undead).


    I have heard both sides of this... some feel that turning becomes ineffective after 20 but many find that it works just fine. Do you mean that at mid 20s you can't "do" what you could at lvl 7-15? Or do you mean that LAST time you were at mid 20s your cleric performed differently than now? (And I am curious what you mean by "high-charisma?") I LOVE playing my human chest-blessing/aura healing/light wielding/DV throwing/undead turning lvl 30 cleric!!!
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  20. #180
    2016 DDO Players Council
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    Quote Originally Posted by Moorganna View Post
    I have heard both sides of this... some feel that turning becomes ineffective after 20 but many find that it works just fine. Do you mean that at mid 20s you can't "do" what you could at lvl 7-15? Or do you mean that LAST time you were at mid 20s your cleric performed differently than now? (And I am curious what you mean by "high-charisma?") I LOVE playing my human chest-blessing/aura healing/light wielding/DV throwing/undead turning lvl 30 cleric!!!
    To my knowledge, no one has ever advocated for the view (in the past 4(?) years) that turning "works just fine".
    Active Characters: Griglok (main), Fiergen, Greyhead, Havegun
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