Some thoughts on DDO improvements to help usefulness and survivability for Melee's
we need something beyond moar HP and spam hjeals..
Fighter
Add SLA tactics on different cooldowns from regular tactics.
Add/Improve PRR/MRR to defensive Trees Core 5/6 ( its still better to build a bastardized multi class tank to benefit from multiple enhancement trees than to progress to higher tiers within a class)
Paladin
Add SLA tactics on different cooldowns from regular tactics with option to use CHA modifier instead of STR modifier..
..(cha to damage becomes a trap for Paladins since tactics are based on STR use Dire charge as an example where highest stat modifier is used)
Add/Improve PRR/MRR to defensive Trees Core 5/6 ( its still better to build a bastardized multi class tank to benefit from multiple enhancement trees than to progress to higher tiers within a class)
Paladin aura adds DR good to party melee weapons while within aura..
Barbarian
Add SLA tactics on different cooldowns from regular tactics.
Other Melee..
Add SLA tactics on different cooldowns from regular tactics.
Epic Feat
Mass tactics.. allows tactics to be applied on a mass scale similar to Dire Charge.. ( has a -x DC vs singular use or perhaps uses 2 tactics charges)
Tactics for Bosses
Allow Tactics to apply debuffs to bosses(and other immune mobs and reapers).. Trip could enact a slow effect... etc..
Crit Intimidate adds a shaken effect..
Reaper Trees.
Dread Adversary
Change the HP per point spent to 1/2d(class).. wizard would get 2hp/point.. Barbarian would get 6HP/point spent
Change all the cores Reaper's Offense +1 to damage to +1W damage
Combine the Reaper Blade (+1/2/3 Melee Power) and Reaper Shot(+1/2/3 Ranged Power) making it +1/2/3 to hit and damage with all weapons.
Move the Dodge path from Grim Barricade and put it in Dread Adversary.
T5 Reaper's Tactics add a regen timer recharge action boosts.
Grim Barricade
Change the HP per point spent to 1d(class)..
instead of the static 8HP per point players would get 1d(class)/ point spent.. Wizard would get 4HP/point.. Barbarian would get 12HP/point. (helps meatsack HP classes without overly benefitting non-melees)
Add PRR&MRR path for armor and shields(in place of the dodge line) +1/2/3 for light/medium/heavy armor and +1/2/3 for small/Large/Tower Shields
Spells..
DDO is lacking many debuff based spells that would help a party better manage endfights.
Modify existing/add spells that apply useful debuffs to Bosses.. the whole boss is basically immune to everything removes support toon usefulness or any reason to vary the spell list..
There is a whole bank of DC based Illusion spells missing from DDO that could help a a party.
Wizards no longer bother to swap out spells in preparation for a boss fight at a shrine like they used to..
back in the day waves of fatigue applied to bosses would greatly slow them down (good old DQ).. instead of adjusting it was fully nerfed to death.
Hamstring would slow boss attack and movement speed .. now worthless.
Stat damage/Slow/poison/shaken/blindness/deafening/limb chopper/..etc... pointless on Reds along with many oranges/champs....