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  1. #101
    Community Member phorking's Avatar
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    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~
    all this is really stupid, who are you listening to when you make new rules. so now clerics get wizard stuff, how long before wizards cast heal spells. wow, why not just make all one class that can do everything. you guys don't know jack about d and d

  2. #102
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    Quote Originally Posted by phorking View Post
    all this is really stupid, who are you listening to when you make new rules. so now clerics get wizard stuff, how long before wizards cast heal spells. wow, why not just make all one class that can do everything. you guys don't know jack about d and d
    Um.... the casting domains are actually pretty darn close to dnd casting domains. You know that wizard spells are given by elemental domains in pnp right?

  3. #103
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    Quote Originally Posted by edrein View Post
    The prior ability was honestly the only saving grace of the War Domain. The fact the devs somehow managed to miss the mark on all feedback (both the normal forums and PC forums) and put that ability as the level 14 and remove Holy Sword altogether is a major problem here. None of the domains make me want to run a Warpriest any time soon. I'd rather run a FVS warpriest and atleast get the lantern archon for supplemental DPS than run War, Strength, or Destruction domain on a pure divine.

    Perhaps I'm wrong and they appeal to splashing. But I've never heard anyone say, "Let's splash cleric into our melee build" in a manner of DPS perspective. At best people splash warpriest for ameliorating strike or they take aura from Radiant Savant for whatever reason. But certainly not for DPS. Clerics lack solid DPS buffing spells, they lack a good DPS enhancement tree, and they've got no class features that benefit DPS.

    War Domain with the damage die increase put a cleric warpriest on par with a Swashbuckler at best, while lacking all of the CC goodies, utilities in group buffs, and synergy for multiclassing.
    Outside of iconics there is very little in the current proposal that would make me want to splash cleric. Unless warpriest gets a omg*** overhaul (which im doubting) or they give us some half decent deities for a change the pass will be a fail on the melee side of things.

  4. #104
    Community Member Doctorivil's Avatar
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    Default Too many domains

    I know you want to give players a good number of domains to choose from, but seeing the suggested domains and where they're heading I feel that a good deal of them are redundant or undesirable.

    As I see you could probably reduce them to:
    Sky domain - merge sun, fire and air domain with "choose one" SLA's, making this the "nuke" domain;
    Gaia domain - merge water and earth domain the same way, make it a CC elemental domain, or even remove those two domains;
    Death domain - looks good;
    Good domain - looks good too, it's a overall buff to our "general cleric";
    Magic domain - looks good, evocation force focused cleric is different enough from the elemental nuke and is supported by Ruin spells in epic levels.
    Protection domain - looks good, probably the main domain for healers in Reaper mode and high level epic quests.
    War domain - looks good, is the primary domain to any melee oriented build in cleric.

    Healing domain - this is a special case, I don't see it as a optimal pick for any cleric, but feels a solid choice for a starting player with no gear to support his first cleric build, so I think this is a keeper too.

    About the other domains:
    Animal - it has some flavor but it's useless - you can merge it in the Gaia domain or remove it.
    Chaos/Law - both are uninteresting and not really worth considering as a pick.
    Destruction/Strenght - both are rendered redundant and useless since we already have War domain. I don't seeing any of those getting picked by a melee oriented cleric.
    Luck - Saves are nice, but they don't make a build, the DC is there also but with no SLAs you wont get to use it that much.
    Knowledge - Not really interesting, don't see it getting picked. (It may be usefull as a split for some rogue/cleric builds to buff INT, but that's a really far shot).
    Trickery - No point in going cleric if you want to go enchant cc based, we have bard/wizard for that, and there's little to none Enhacement tree support for the build in cleric.

    Afterword:
    Don't rush too many domains at once, take your time to make less domains, but more effective, refined and different from one another.
    Having less domains also helps new players that get overwhelmed by the game already.
    You can always add some domains later if you feel that there's not enough diversity among them.
    Cleric domains are going to be a good addition to DDO, keep up the good work!
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  5. #105
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    Quote Originally Posted by cru121 View Post
    I see a lot of people (probably without PnP background) worried about these abilities are too un-clerical for their taste.
    LOL, as if there is anyone here without PnP experience. Just exactly what kind of advertising do you think there is to get people involved with this game?


    Quote Originally Posted by cru121 View Post
    For your reference, here's an overview of cleric domains in PnP.
    http://www.d20srd.org/srd/spellLists/clericDomains.htm
    ....
    Sure, nice link. It was very useful in researching such great PnP -> DDO things like MRR and PRR. Tell me, is the Pennsylvania Railroad the "lightning rail" run by House Cannith?

    One could be forgiven for thinking DDO has drifted so far off the rails there really isn't much point in bringing up those dusty old books. SSG appears determined to follow their own vision for DDO, which seems to be not very interested in following the source material.

  6. #106
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    Quote Originally Posted by edrein View Post
    The prior ability was honestly the only saving grace of the War Domain. The fact the devs somehow managed to miss the mark on all feedback (both the normal forums and PC forums) and put that ability as the level 14 and remove Holy Sword altogether is a major problem here. None of the domains make me want to run a Warpriest any time soon. I'd rather run a FVS warpriest and atleast get the lantern archon for supplemental DPS than run War, Strength, or Destruction domain on a pure divine.
    Seems to me that the melee domains were almost born to multi-class. It's going pure cleric with them that I don't think works out that well for them.

    -----------------------------------------

    12 Cleric - 8 Fighter ( war Domain )

    That's +4 Damage, +6 Tactical DC, exotic weapon usage, and all the fighter levels you need so you could get all tier 5 Kensei enhancements and some additional power from stalwart. ( and who knows, maybe a few points in warpriest )

    11 Barbarian - 9 Cleric ( Destruction Domain )

    Cast cleric spells while raging. Nuff said!

    10 Monk - 5 cleric - 5 Fighter ( Strength Domain )

    I'm unsure on how the level breakdown would go, but a strength based monk using Strength for reflex saves could actually get full evasion working for him instead of just settling for half damage from improved evasion.

    9 Ranger - 11 cleric ( Animal Domain )
    6 Monk - 4 Ranger - 10 Cleric ( Animal Domain ) - Monkcher variant
    6 Monk - 14 Cleric ( Animal Domain )

    Reflex saves, Spot, lots of HP, and additional armor piercing. May not be an melee, but could prove a decent cleric archer.
    Last edited by elvesunited; 08-06-2017 at 06:22 AM.

  7. #107
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    Quote Originally Posted by Pyed-Pyper View Post
    Sure, nice link. It was very useful in researching such great PnP -> DDO things like MRR and PRR. Tell me, is the Pennsylvania Railroad the "lightning rail" run by House Cannith?
    I suspect you're trying to make a point. I don't get it.

  8. #108
    Community Member edrein's Avatar
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    Quote Originally Posted by J-mann View Post
    Outside of iconics there is very little in the current proposal that would make me want to splash cleric. Unless warpriest gets a omg*** overhaul (which im doubting) or they give us some half decent deities for a change the pass will be a fail on the melee side of things.
    Spoiler alert from the PC perspective of things; you're going to be disappointed without breaking the NDA.

  9. #109
    Community Member edrein's Avatar
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    Quote Originally Posted by elvesunited View Post
    Seems to me that the melee domains were almost born to multi-class. It's going pure cleric with them that I don't think works out that well for them.

    -----------------------------------------

    12 Cleric - 8 Fighter ( war Domain )

    That's +4 Damage, +6 Tactical DC, exotic weapon usage, and all the fighter levels you need so you could get all tier 5 Kensei enhancements and some additional power from stalwart. ( and who knows, maybe a few points in warpriest )

    11 Barbarian - 9 Cleric ( Destruction Domain )

    Cast cleric spells while raging. Nuff said!

    10 Monk - 5 cleric - 5 Fighter ( Strength Domain )

    I'm unsure on how the level breakdown would go, but a strength based monk using Strength for reflex saves could actually get full evasion working for him instead of just settling for half damage from improved evasion.

    9 Ranger - 11 cleric ( Animal Domain )
    6 Monk - 4 Ranger - 10 Cleric ( Animal Domain ) - Monkcher variant
    6 Monk - 14 Cleric ( Animal Domain )

    Reflex saves, Spot, lots of HP, and additional armor piercing. May not be an melee, but could prove a decent cleric archer.
    That to me is sort of the problem; they are clearly designed for multiclassing. When the first version of the domains hit the PC we mentioned why add Holy Sword as it was redundant if they followed the current trend and give warpriest crit bonuses, the answer was "It is for multiclass options". Never known anyone to go 14 cleric and splash, but hey, sure let's make that argument just for the sake of Holy Sword. And for the sake of that argument, you'd most likely pick up 6 fighter for HP bonuses through the stances. Well 6 Kensai grabs the the same bonuses as Holy Sword which is redundant. Holy Sword is unneeded as the 14 domain bonus and the weapon damage bonus should be placed here. It benefits the pures/deep cleric builds.

    I'm not a fan of the way devs are repeatedly handling making so much focus on multiclassing while punishing pure builds across the board. Heck, in general I feel like the changes to War Domain were a completely knee-jerker reaction nerf to the domain in general. Now it doesn't benefit any multiclass build save one that doesn't want to burn a feat on exotic weapons. Atleast previously the weapon damage buff helped both pure warpriests who were going to use deity weapons all the time (most of which have terrible weapon die; I'm looking at you Vol, daggers are 1d4 most of the time) and was going to help whatever built splashed 9 levels of cleric with bumped damage as well.

    This by no means was going to make a melee cleric on par with Barbarian, Fighter, or Ranger for melee DPS. It was going to theoretically put them ahead of a pure melee artificer (which isn't too hard even with the 'buffs' to Battleengineer which still highly favored the crossbow side of things) and would have maybe put them on par or slightly below a swashbuckler on the raw damage side of things. Even then I hardly believe they'd manage more than swashbucklers, as they wouldn't have a very strong DPS profile weapon while using their deity weapons for the maximum enhancement-tree buffed deal.

    But by the by, atleast Destruction and Strength domain look a bit more attractive now that War Domain is completely dead as far as building a solid DPS-non casting melee build goes.
    Last edited by edrein; 08-06-2017 at 06:52 AM.

  10. #110
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    Quote Originally Posted by Pyed-Pyper View Post
    LOL, as if there is anyone here without PnP experience.
    actually there are quite a lot of players playing this game with either a limited (played once when a kid)
    or no pen and paper experience of dungeons and dragons. quite a few players play because they have
    found a nice little fantasy game, my guild is a perfect example of this maybe 10% have a dungeons and
    dragons background the rest of us just wanted a fun fantasy game.

    your friend sil

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    Quote Originally Posted by edrein View Post
    But by the by, at least Destruction and Strength domain look a bit more attractive now that War Domain is completely dead as far as building a solid DPS-non casting melee build goes.
    I wouldn't say war domain is dead. It's just now firmly in the camp of tactical DC warrior. Really it looks like all the melee builds were designed with another class in mind.

    War -> Fighter
    Destruction -> Barbarian
    Strength -> Monk
    Animal -> Ranger

    There is also the chance that the warpriest enhancement pass will be so incredible with a capstone that no one would want to miss that we do get strong pure melee clerics ..... I'm just not holding my breath.

  12. #112
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    Quote Originally Posted by elvesunited View Post
    I wouldn't say war domain is dead. It's just now firmly in the camp of tactical DC warrior. Really it looks like all the melee builds were designed with another class in mind.

    War -> Fighter
    Destruction -> Barbarian
    Strength -> Monk
    Animal -> Ranger

    There is also the chance that the warpriest enhancement pass will be so incredible with a capstone that no one would want to miss that we do get strong pure melee clerics ..... I'm just not holding my breath.
    As a PC member, all I can say is you're correct in not holding your breath. It doesn't look good on the strong pure end, I hope the devs post a refined version of what we saw and take additional feedback as only a few of us commented on it. (It's so very hard to not break the NDA at times.) That being said I think they will certainly improve Warpriest in general, but as far as DPS goes or pure cleric/FVS warpriests go, don't expect to touch a swashbuckler.

    My general understanding is the devs don't want any caster class to be competitive with the melee classes, yet somehow Swashbuckler is given the free pass because "bards do not have the full spell capacity of other classes", that sort of logic is very strained in my opinion. But Battle Engineer shows that solid DPS buffs don't hit 'spellsword' archtypes, which is a shame because the AA pass was great. If they kept the same quality as the AA pass without making the 'spellsword' type trees the new flavor of the month but gave them some competitive features things would be a lot better.

    As it stands if I were going to play a pure warpriest, I'd take Earth Domain for earthquake so that I'm atleast providing CC for the party while I proclaim to be dealing melee DPS.
    Last edited by edrein; 08-06-2017 at 07:51 AM.

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    Quote Originally Posted by Fasuil View Post
    Why at level 2? Clerics always get a Domain at starting a Cleric
    My guess would be that's it's just a lot more time efficient to code it that way. That they just didn't see the minor benefit of granting it at level one to be worth the extra time it would take to code it that way. Something that could be substantial if it means restructuring the character creation code to allow it to fit in.

  14. #114
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    Quote Originally Posted by J-mann View Post
    lol they are MILES behind any decent build out there. Arcanes crush them, warlocks crush them, mechanics and arties crush them. They only fair even remotely similarly to melee builds due to the reaper heal nerf and damage spike making melee a bad idea. These domains are a step in the right direction, though the melee ones are very weak and could use a boost along with a tree clean up.
    How did I lead those kill counts? I guess I just imagined all those solo reaper runs (and EE before reaper)?

    But hey... the fact that you can now (without sacrifice) get CC/Insta-kill DCs AND effectively spam massive damage via SLAs all while keeping a decent mana reserve for healing/buffing/res... I'm sure that many who were unable to before will now be able to make a halfway decent cleric. Especially if, as I suspect, we get some type of enhancement tree revamp along with the domains release.

    Don't get me wrong, I'm not entirely against the domains... and I'm really happy a few of them got toned down from their original form. However, there is still a LOT of power in quite a few of these domains... both for pure builds and split builds. The domains will make certain multiclassing options interesting, but by and large it will be all but impossible to build an ineffective Cleric unless you're really trying once these changes hit live.
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    Quote Originally Posted by Firensel View Post
    Just the Good ones would not be able to get access to the Evil Domain. As they told us, to get access to the Chaos Domain you can not be Lawful. To get access to the Law Domain you can not be Chaotic ... but whatever ... I was just pointing out that there are four alignment variables (excluding neutral) and they are building domains for three of them. It just seemed like an incomplete structure to me.
    I could see them leaving evil domain out for the same reason they left evil alignments out. That it simply isn't an option they want to offer because of the way it reflects on their game. I can respect that choice.

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    Quote Originally Posted by karatemack View Post
    ...but by and large it will be all but impossible to build an ineffective Cleric unless you're really trying once these changes hit live.
    Do you see that as a bad thing?
    If so, why?

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    Smile Specalist Doctors / Elementals are not undead reply

    LMAO this is going the way of the medical field where every doctor is specialized. Are we doing away with the general practitioner? If so give me cosmetic surgery cleric.
    The lower your HP the more your CHA goes up.
    Level 2: You gain +1 Diplomacy, +1 Bluff, +1 Intimidate, and +1 Haggle for every 2 Cleric levels.
    Your turn undead works on summoned and outsiders.
    Gain sleep spell as a SLA
    Gain Mass Charm spell as a SLA
    You gain more gems each chest loot. Hirelings of other party members will defend you first.


    Quote Originally Posted by Gleep_Wurp View Post
    Elementals are not undead....
    no discussion needed.
    Undead are creatures that depend on negative force to animate in the material world. Why would it not be possible for for a cleric who studied this aspect to understand what also animates elemental in their perspective realm of energies. Thus as s/he unbinds those of the undead's negative force s/he does the same to elementals.
    Just my 2¢ not too much of a stretch of the imagination for me. After all it is all fantasy.
    As for animals perhaps we touching too close to druidic realms. Hope it doesn't destroy the poor things.

  18. #118
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    I think the domains are on the right track, but I also think there is way too much power in them, particularly for the levels designated. I would make all abilities 6, 12, 18. That makes them more consummate with the level power, and it makes people make choices about what their build is going to do. If you want to give something at lvl 2 - which is understandable - then make it something like an SLA that is available at that level, like nightshield, nimbus of light, or detect secret doors. The fact that it is an SLA is already helpful. I would also cut all these DC additions in half. +4 DCs with zero investment is ridiculous. Specifics below.

    Quote Originally Posted by Severlin View Post
    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
    Chain lightning as an SLA? I don't think that a cleric should be more powerful with their non-divine spells than an air savant. I don't care what god they serve.


    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.
    15% fort bypass is a ton. Other classes have to take feats for this and get less, but cleric gets this for free? That makes no sense.

    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
    This TU ability looks like it is going to cause massive lag when used. All these things calculating separately and applying to different people, those calculations, then the recalculating when it wears off? It's like that Fatesinger ability Glitter of Fame, which made me freeze and die every time it changed.

    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.
    All elementals or earth elementals? All makes no sense. Earthquake as an SLA is way, way too powerful. It's probably the best CC in the game, for nearly free. I'd pick something else.


    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
    Again, Wall of Fire and Firestorm are way too powerful to be SLAs. Clerics should not be better with arcane fire spells than a fire savant.


    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.
    Blade Barrier as an SLA? Now I feel like we're being trolled. Far, far too powerful.


    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.
    Again, is the intelligence recalculating going to cause wicked lag? Because that's the kind of thing that happened before. I like to be able to play the game. I'd also cut the spell pen in half.


    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.
    Greater Command is way too powerful to be an SLA.


    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.
    Radiant Forcefield is another one that should not be an SLA.


    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.
    Lag effect with the strength recalculation, though probably not as bad as some others that affect other stats on the sheet. Still, I'd like to see that thoroughly tested.


    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.
    See, this is where I think understanding the finer points makes a difference. If you just hand out Holy Sword at lvl 14, a level earlier than you can get it as a pally, it kills a lot of pallies. You bump it up to lvl 18 as I suggested at the top, and it's a great thing to get in time for the tougher heroics and epics, and you lose it if you multiclass too much. So it preserves the deeper splashes with pally, but it still helps melee clerics in the end. Balance.


    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
    Again, all elementals or water elementals? It should be whatever is associated with your own domain. Greater Creeping Cold is too powerful as an SLA, and I'm honestly not super thrilled about Cone of Cold even. I'd suggest Ice Flowers and Frost Lance.
    A little snark, no vitriol.
    (with credit to HungarianRhapsody)


    Graceana (currently a caster bard)
    My alts are put out to pasture
    The Casual Obsession
    Khyber

  19. #119
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    Quote Originally Posted by J-mann View Post
    lol they are MILES behind any decent build out there. Arcanes crush them, warlocks crush them, mechanics and arties crush them. They only fair even remotely similarly to melee builds due to the reaper heal nerf and damage spike making melee a bad idea. These domains are a step in the right direction, though the melee ones are very weak and could use a boost along with a tree clean up.
    This is just flat-out untrue, unless you are bad at cleric.
    A little snark, no vitriol.
    (with credit to HungarianRhapsody)


    Graceana (currently a caster bard)
    My alts are put out to pasture
    The Casual Obsession
    Khyber

  20. #120
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    I won't quote the post because it is very long, but I will say that I totally agree with the points Grace_ana is making in this thread.

    Let's try to avoid "warlock'ing" clerics by rolling out an update and then revisiting those changes with the nerf bat once the player base show the devs how OP these various SLAs and domains are the way they are presented here.
    A wise man once said that if you don't know the answer to something there is no shame in simply saying "I don't know."

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