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  1. #261
    Community Member Pilgrim1's Avatar
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    I don’t know if it the teck is posible but it would be really cool if you could set this tree up to imbuge spells onto weapons. So each swing of your weapon cast a fireball or web or something of that nature.

    I vaguely some feat in PnP that allowed you to set your next spell via a weapon hit. The beniits of this is you would get to use your spell multiple times, the drawbacks would be you have to invest into a combat stile and spend action points to make it viable. Tweeking the DC, spell power, crits. And mana costs to make it balanced would be required.

    This also solves some of the issues of casters not having much to do durring boss fights. Imbue that polar ray onto your throwing dagger and chuck a few daggers at the boss becomes a viable way to deal damage without being a huge drain.


    If you want to stick with the current system of doing bonus elemental damage i would sugest you set the melee damage that people do to 0. Then have the damage scale higher by caster level, and up to CL 30+. Maybe 1d6 per caster level? Also allow crits from spell power. This effectivly is the same idea as above but more limited.

    Also keep in mind that you have basicly just created a warlock class piggy backing on a wizard/sorcer platform. Elemental damage per attack? Sounds like the eldritch blasts.

  2. #262
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    Hello Team just a follow up on my previous post and a clarification.
    We are not suggesting all of these changes below, rather a few places where you could address the main setbacks to your current build of Eldritch Knight.

    The main issues we experienced when testing were as follows.

    1.Survivability: This could be addressed in many ways we leave that up to you.

    2.DPS: Spell Sword or SP conservation

    3.Lack of Synergy do to Gear/Feat Requirement: Auto Grant more feats or Preview some Eldritch Knight gear with more Feats this would give needed synergy. Gear of course would be required at all levels, think No Worries Armor with Eldritch Knight features.

    Again not all is needed just a few would suffice.


    Hello Team I and many more would really like to enjoy Eldritch Knight and have consider your first offering.
    Please consider a few of our suggestions. Thank You.


    • Core 1: Eldritch Strike: Melee Cleave Attack. +1[w]. If this attack hits, your weapon also releases a blast of magical energy, dealing an additional Please consider (2 to 3 Force Damage) per character level to all nearby foes.
      (Activation Cost: 0 SP ) Cooldown: 12 seconds Please consider Every Additional Core Ability in the Eldritch Knight tree grants you Cooldown: reduction of 1 second
      (7 seconds)

      • You gain proficiency with Simple Weapons
      • Every Core Ability in the Eldritch Knight tree grants you Please consider survivability (+20 Max HP)


    • Core 2: Spellsword (you get all four of the following toggles, 5SP to activate). Passive: +1% doublestrike, +10 Universal Spell Power. You gain proficiency in Light Armor and Martial Weapons.
      • Corrosive: Charge your equipped weapon with magical Acid, causing them to deal an addtional 1d6 (element) damage on hit. You gain an additional 1d6 every 3 (wizard/sorcerer) levels (at 6, 9, 12, 15, and 18). This damage scales with Acid Spell Power. While active, your Eldritch Strike deals 1-2 additional Acid damage per Character Level which scales with Acid Spell Power. While this is enabled, your weapon and shield attacks have Ghost Touch.
      • Flaming: As above, with fire
      • Frost: As above, with cold
      • Shock: As above, with electric


    • Core 3: Melee weapons are considered Spellcasting Implements in your hands. You gain the Quick Draw feat.
      • -15% Arcane Spell Failure from equipped Armor and Shields
      • +1% doublestrike
      • +10 Universal spellpower


    • Core 4: Subtle Force: You gain the benefits of the Deflect Arrows feat, knocking aside one incoming projectile that would have struck you every 6 seconds.
      • -20% Arcane Spell Failure from equipped Armor and Shields
      • +6 Resistance to Acid, Cold, Electric, Fire, and Sonic
      • +10 Universal spellpower


    • Core 5: Subtle Force II: +5% Stacking Incorporeality. Your Deflect Arrows now triggers every 2 seconds.
      • Multiselctor: +2% doublestrike
        EK Armor Mastery:+3 maximum dexterity bonus

        OR
        Please consider increasing damage (+10 melee power and +10 Universal Spell Power.)
        Please consider survivability (+10 Healing or Repair Amplification)


    • Core 6: Eldritch Blade:

        • Your Eldritch Strike now grants you a Power Charge. When you have 5 Power Charges, they are removed, and you gain Eldritch Power. Eldritch Power: +10% melee damage, +4d6 Spellsword Dice, +3d4 Force Damage on Hit (this scales with Force spell power), +25 Universal spellpower, Please consider Survivability (+30 PRR,) +40 MRR. Duration 30 seconds.
        • Passive:
          • Please consider increasing melee damage here (+2 Spellsword Die)
          • +2 (Intelligence/Charisma), +2 Constitution
          • Multiselctor: Please consider increasing (+10 melee power and +30 Universal spellpower)Please consider survivability and (+30 Healing or Repair Amplification)
            OR
            Please consider Wizard (-3 SP Cost to All spells.)
            Please consider Sorcerer (Charisma to hit.)

    Tier 1:

    • Improved Mage Armor: (unchanged) Spell Like Ability: Mage Armor. (Activation Cost: 8/6/4 Spell Points). In addition, while you are under the effect of the Mage Armor spell, you gain a +3%/+6%/+10% Exceptional Bonus to Armor Class.
    • Arcane Siphon: Melee Attack:+1/2/3[w]. On hit: Gain +10/20/30 Universal Spell Power for 20 seconds. 12 second cooldown.
    • Item Defense (unchanged) You have a 25%/50%/75% chance to negate potential item wear.
    • Toughness (unchanged) +5/10/15 Max HP
    • Battlemage (unchanged) +1/+2/+3 Concentration, Intimidate, and Spellcraft.

    Tier 2:

    • Improved Shield: Spell Like Ability: Shield (Activation Cost: 8/6/4 Spell points). In addition, while you are under the effect of the Shield spell, you gain +3/+6/+10 Exceptional Bonus to Physical Resistance Rating.
    • Mystic Wards: +3/6/10 MRR.
    • Action Boost: Spell Power: Activate to gain a +10/+20/+30 Action Boost bonus to Spell Power for 20 seconds. Cooldown: 30 seconds.
    • Shield Training: (unchanged) Passive: You gain proficiency with all shields except Tower Shields, and your Arcane Spell Failure chance from equipped shields is reduced by 5%.
    • Wand & Scroll Mastery (unchanged) +25%/+50%/+75% effectiveness from your wands, scrolls, and other items that cast spells, and +1/+2/+3 to the save DC of your offensive wands. Taking Wand and Scroll Mastery in one enhancement tree will block its availability in other enhancement trees.

    Tier 3:

    • Arcane Barrier: (Now 1 Rank): Passive: When your HP drop below 50% of maximum, you are immediately protected by an Arcane Barrier that reduces all incoming damage by 25% for the next 20 seconds. This effect may only trigger once every 90 seconds.
    • Eldritch Accuracy: You get (INT/CHA) to hit with weapons and shield bashes.


    • Synergetic Magic: While you have Action Boost: Spell Power active, you also get the benefits of Action Boost: Power (+10/20/30 Action Boost bonus to Melee Power and Ranged Power for 20 seconds.)
    • Critical Mastery: +1/2/3 to confirm critical hits and critical hit damage (before weapon multipliers)
    • Ability Score Multiselctor (unchanged) +1 STR/DEX/(INT or CHA)

    Tier 4:

    • Knight's Transformation: Toggle: While this is turned on, all your spells and SLAs that are affected by Metamagics have their range reduced to touch range. You cannot enable the Enlarge Metamagic while this is active. You gain +30 Universal Spell Power and +3% Spell Critical Damage. Your Base Attack Bonus equals your Character Level.


    • Improved Offhand: Multiselector:
      • Shield Striking: (unchanged) On Hit: +5%/+10%/+15% chance to proc an immediate Shield Bash attack with an equipped shield. Every six seconds while you have a shield equipped, you gain Temp HP equal to the enhancement bonus of your equipped shield.
      • Orb Saves: +1/2/3 to saving throws and +3/6/10 Universal Spell Power while holding an Orb

    • Force's Point: When you cast a spell, you gain a stack of Force's Point: Martial (+1 to Hit and Damage). This stacks up to 5 times. When you hit with a melee weapon, you gain a stack of Force's Point: Magical (+2 Universal Spell Power). This stacks up to 10 times. Stacks last for 12 seconds each. You may only gain each effect once per second.
    • Armored Arcana: You gain proficiency in Medium Armor, and suffer no Arcane Spell Failure from Light or Medium Armor
    • Ability Score Multiselctor (unchanged) +1 STR/DEX/(INT or CHA)

    Tier 5:

    • Improved Knight's Transformation: If you have Knight's Transformation active, you also gain +1 Competence Bonus to Critical Multiplier with Melee Weapons
      Please consider increasing melee damage here
      (+10 melee power or Universal Spell Power.)
    • Knight's Magic: Multiselector:
      • Knight Striker: If you have Knight's Transformation active, you also gain +2 to Evocation DCs, +2 to Conjuration DCs.
      • Knight Controller: If you have Knight's Transformation active, you also gain +2 to Enchantment DCs, +4 Spell Penetration.

    • Force's Edge:When you cast a spell,you gain +1 Competence Bonus to Critical Threat Range for Please consider increasing duration (20 seconds.)
      When you make a Melee Attack, you gain +5% Spell Critical Chance for (20 seconds.)
    • Radiant Forcefield: Spell Like Ability: Radiant Forcefield (Activation Cost: 30 Spell Points. Cooldown: 3 minutes.)


    • Eldritch Tempest: Activate: Perform a spinning melee attack, dealing weapon damage +5[W] to all nearby enemies and knocking them prone for 1 second. (Activation Cost: 50/40/30 Spell points. Cooldown: 60/45/30 seconds) If any foes are struck by Eldritch Tempest, your weapon also releases an explosion of magical force, dealing an additional Please consider increasing (1d8 Force damage) per character level to all nearby enemies. This additional force damage is affected by your spell power. (now 1AP per rank)

  3. #263
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    Archers aren't a problem to the current EK. It's like let's nerf the ability to deal with archers (ranged casting) and then fix it in the tree by deflecting arrows. Deflect arrows isn't an improvement it is a fix to a bug you added. So effectively cores 4 and 5 add nothing.

    Another problem I have with this new EK is it's optimized for epics. EDF isn't something you'll ever see in heroics. In addition as others have pointed out, EK get fighting feats like improved critical range much later, at level 18, in contrast fighter get it at level 8. And so that makes EK extremely suboptimal for heroics.

    Leveling a pure wizard is a nightmare in heroics this tree should be something to help out. It would be nice to not have to be forced to take 2 rogue levels just to survive. Wizard capstones should be superior to other trees just to justify us not getting evasion. No other class benefits from 2 rogue as much as wizard but AT has plus 4 int capstone because reasons.

    I'm surprised you see any pure wizards in this game the capstones are such garbage. Heck, the capstone should be evasion everyone else has it. EK capstone gives you 10% damage a tiny fraction of the time, a level 8 item gives you 5% damage increase all the time which is better? https://ddowiki.com/page/Item:Executioner%27s_Helm

    Name another tree that is optimized for epics.
    Last edited by capsela; 11-26-2018 at 02:11 PM.

  4. #264
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    I'm just speaking for myself but I will take anything, literally anything but epic defensive fighting. Give me anything but that and I'm good... I'm totally serious...

  5. #265

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    do the imbues work on thrown weapons (shurikens)?
    Wiki dashboard with some useful stealthplay links. LONG LIVE STEALTH!
    Proud Knight of the Silver Legion, Cannith: Saekee (main) and some others typically parked at some level to help guildies and other players


  6. #266

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    another MC question: do the druid 'spell' animal form melee attacks like baiting bite, maul or takedown function as spellcasting for this tree? Do any divine spells do?
    Last edited by Saekee; 11-26-2018 at 03:52 PM.
    Wiki dashboard with some useful stealthplay links. LONG LIVE STEALTH!
    Proud Knight of the Silver Legion, Cannith: Saekee (main) and some others typically parked at some level to help guildies and other players


  7. #267
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    Quote Originally Posted by masterofthewand View Post
    i'm just speaking for myself but i will take anything, literally anything but epic defensive fighting. Give me anything but that and i'm good... I'm totally serious...

    qft

  8. #268
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    Default Spell Sword

    dilly dilly
    Last edited by Kilgrave; 11-27-2018 at 07:16 AM.

  9. #269
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    My Changes to Eldritch Knight


    Core 1: Eldritch Strike: Melee Cleave Attack. +1[w]. If this attack hits, your weapon also releases a blast of magical energy, dealing an additional 1 to 2 Force Damage per character level to all nearby foes.(Activation Cost: 0 SP Cooldown: 7 seconds) Exclusive with cleave, great cleave, either you can't take those or it's on the same timer.
    You gain proficiency with Simple Weapons Your charges don't decay.
    Passive: +2% doublestrike, +10 Universal Spell Power.
    Every Core Ability in the Eldritch Knight tree grants you +2% stacking Incorporeality


    Core 2: Spellsword (you get all four of the following toggles, 5SP to activate). Passive: +2% doublestrike, +10 Universal Spell Power. You gain proficiency in Light Armor and Martial Weapons.
    Corrosive: Charge your equipped weapon with magical Acid, causing them to deal an addtional 1d6 (element) damage on hit. You gain an additional 1d6 every 3 (wizard/sorcerer) levels (at 6, 9, 12, 15, and 18). This damage scales with Acid Spell Power. While active, your Eldritch Strike deals 1-2 additional Acid damage per Character Level which scales with Acid Spell Power. While this is enabled, your weapon and shield attacks have Ghost Touch.
    Flaming: As above, with fire
    Frost: As above, with cold
    Shock: As above, with electric


    Core 3: Melee weapons are considered Spellcasting Implements in your hands. You gain the Quick Draw feat
    -15% Arcane Spell Failure from equipped Armor and Shields
    +2% doublestrike
    +10 Universal spellpower



    Core 4: Heavy Armor Proficiency and you gain the improved critical feat if you don't have it already. .
    -20% Arcane Spell Failure from equipped Armor and Shields
    +6 Resistance to Acid, Cold, Electric, Fire, and Sonic
    +2% doublestrike
    +10 Universal spellpower



    Core 5: You gain Tensor's Transformation as toggle.
    +2% doublestrike
    +10 Universal spellpower



    Core 6: Eldritch Blade:

    Your Eldritch Strike now grants you a Power Charge. When you have 5 Power Charges, they are removed, and you gain Eldritch Power. Eldritch Power: +15% melee damage, +4d6 Spellsword Dice, +3d4 Force Damage on Hit (this scales with Force spell power), +25 Universal spellpower, +15 PRR, +40 MRR. Duration 30 seconds.
    Passive:
    +1 Spellsword Die
    +4 (Intelligence/Charisma)
    +10 Universal spellpower

    Tier 1:

    Improved Mage Armor: (unchanged) Spell Like Ability: Mage Armor. (Activation Cost: 8/6/4 Spell Points). In addition, while you are under the effect of the Mage Armor spell, you gain a +3%/+6%/+10% Exceptional Bonus to Armor Class.
    Arcane Siphon: Melee Attack:+1/2/3[w]. On hit: Gain +10/20/30 Universal Spell Power for 20 seconds. 12 second cooldown.
    Item Defense (unchanged) You have a 25%/50%/75% chance to negate potential item wear.
    Toughness (unchanged) +5/10/15 Max HP
    Knights Magic Boots - 1% movement speed increase for every wizard/sorcerer level.

    Tier 2:

    Improved Shield: Spell Like Ability: Shield (Activation Cost: 8/6/4 Spell points). In addition, while you are under the effect of the Shield spell, you gain +3/+6/+10 Exceptional Bonus to Physical Resistance Rating.
    Mystic Wards: +3/6/10 MRR.
    Action Boost: Spell Power: Activate to gain a +10/+20/+30 Action Boost bonus to Spell Power for 20 seconds. Cooldown: 30 seconds.
    Shield Training: (unchanged) Passive: You gain proficiency with all shields except Tower Shields, and your Arcane Spell Failure chance from equipped shields is reduced by 5%.
    Wand & Scroll Mastery (unchanged) +25%/+50%/+75% effectiveness from your wands, scrolls, and other items that cast spells, and +1/+2/+3 to the save DC of your offensive wands. Taking Wand and Scroll Mastery in one enhancement tree will block its availability in other enhancement trees.

    Tier 3:

    Improved Tensor's - While in Tensor's Transformation your cooldowns are 1.5 times as long and suffer -1 to DCs.
    Eldritch Accuracy: You get (INT/CHA) to DAMAGE with weapons and shield bashes.


    Synergetic Magic: While you have Action Boost: Spell Power active, you also get the benefits of Action Boost: Melee Power (+10/20/30 Action Melee power bonus for 20 seconds.)
    Critical Mastery: +2/3/4 to confirm critical hits and critical hit damage (before weapon multipliers)
    Ability Score Multiselctor (unchanged) +1 STR/DEX/(INT or CHA)

    Tier 4:

    Perfect Tensor's Transformation Suffer no penalties for Tensor's


    Improved Offhand: Multiselector:
    Shield Striking: (unchanged) On Hit: +10%/+15%/+25% chance to proc an immediate Shield Bash attack with an equipped shield. Every six seconds while you have a shield equipped, you gain Temp HP equal to the TRIPLE enhancement bonus of your equipped shield.
    Orb Saves: +2/3/4 to saving throws and +3/6/10 Universal Spell Power while holding an Orb





    Armored Arcana: You gain proficiency in Medium Armor, and suffer no Arcane Spell Failure from Light or Medium Armor
    Ability Score Multiselctor (unchanged) +1 STR/DEX/(INT or CHA)

    Tier 5:

    Improved Tensor's Transformation: If you have Tensor's Transformation active, you also gain +1 Competence Bonus to Critical Multiplier with Melee Weapons.
    Knight's Magic: Multiselector:
    Knight Striker: If you have Tensor's Transformation active, you also gain +2 to Evocation DCs, +2 to Conjuration DCs.
    Knight Controller: If you have Tensor's Transformation active, you also gain +2 to Enchantment DCs, +4 Spell Penetration.

    Knight Fighter: If you have Tensor's Transformation active gain +1 competence bonus to critical threat range, 10% fort bypass
    Knight Defender: If you have Tensor's Transformation active gain 10% HP bonus and 10% Shield AC and 10% shield bashing
    Death Knight: If you have Tensor's Transformation active gain 30 Negative SP, 20 Negative Heal Amp, +2 Necromancy DCs
    I'd also want a way to switch between the different Knight's magic stances on the fly, rather than with a tree reset.




    Eldritch Tempest: Activate: Perform a spinning melee attack, dealing weapon damage +5[W] to all nearby enemies and casts glitterdust, or web, or contagion, or curse, waves of fatigue, symbol of pain or some other debuff. (Activation Cost: 50/40/30 Spell points. Cooldown: 45/30/15 seconds) If any foes are struck by Eldritch Tempest, your weapon also releases an explosion of magical force, dealing an additional 1d6 Force damage per character level to all nearby enemies. This additional force damage is affected by your spell power. (now 1AP per rank)[COLOR="#FFFF00"]

    I'd honestly like to put +1 competence bonus to critical threat range lower on the tree or on a core, but I didn't think the devs would agree. I think by making taking it a sacrifice, it's good. I tried to make all the knights magic stances interesting and a real choice. I still don't think that it's strong enough overall, it still doesn't get improved critical til level 18 which really stinks but I'm not sure how to fix that... Ok, I added it to core 4. That's level 12, I think that's acceptable. I moved magic boots to tier1 (just like acrobat) where we all want it and deleted battlemage to make room. I'd also have each stance cast a different spell in tempest but thats to hard to balance. I also want eldritch strike to be 4 or 5 sec but I didn't think devs would go for it but it should be since my version is exclusive. And exclusivity reasoning is because sorcs and wiz don't have room for cleave feats anyway so the tree should reflect that. They barely have room for power attack.
    Last edited by capsela; 11-28-2018 at 10:35 PM.

  10. #270
    Community Member Xyfiel's Avatar
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    5% stacking incorp per core? Did you think about how much that would break the game?

    DG Wraith tank:
    65% incorp
    55% displace
    41% dodge

  11. #271
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    Quote Originally Posted by Xyfiel View Post
    5% stacking incorp per core? Did you think about how much that would break the game?

    DG Wraith tank:
    65% incorp
    55% displace
    41% dodge
    Well, we could dial it down a bit 2.5%. That's only 7.5 more than the original tree. And you won't be dodging much in heavy armor. I also added magic boots to tier 4, you could put it lower down the tree, but then everyone would splash it like in the acrobat rogue tree. I wouldn't mind that but devs might not like it. It would solve the problem of wizards sorcs being the slowest classes in the game.
    Last edited by capsela; 11-27-2018 at 02:40 PM.

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    Like I said earlier, I'll take anything but epic defensive fighting.

    Everyone else can argue about what it should ultimately be, I just don't want to be forced to engage in melee all the time, or flip a switch. These characters are often complicated enough, I don't want to flip a switch...

    Again, I'm trying to control my temper about the subject. But this is just an annoyance, depending on how slow or fast we are allowed to switch back and fourth will determine the level of annoyance, but it's unnecessary. And that's my final point .

    P.S.

    The fact that toggling both EDF and KT doesn't incur further bonuses isn't cool or interesting since most of us will be using sword and board and will only be getting 5%, in addition to having 2 toggles activated, which makes it completely not worth it unless you plan to never range.

  13. #273
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    Quote Originally Posted by masterofthewand View Post
    Like I said earlier, I'll take anything but epic defensive fighting.

    Everyone else can argue about what it should ultimately be, I just don't want to be forced to engage in melee all the time, or flip a switch. These characters are often complicated enough, I don't want to flip a switch...

    Again, I'm trying to control my temper about the subject. But this is just an annoyance, depending on how slow or fast we are allowed to switch back and fourth will determine the level of annoyance, but it's unnecessary. And that's my final point .

    P.S.

    The fact that toggling both EDF and KT doesn't incur further bonuses isn't cool or interesting since most of us will be using sword and board and will only be getting 5%, in addition to having 2 toggles activated, which makes it completely not worth it unless you plan to never range.
    Make it 3 toggles if you use enlarge which I find to be mandatory.

  14. #274
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    Quote Originally Posted by capsela View Post
    Make it 3 toggles if you use enlarge which I find to be mandatory.
    I think you misunderstand, I want less toggles, preferably none that have anything to do with cutting off my range ability.

    Oh you're being facetious, yea lets turn everything into a toggle wooohooo yippee hurray.....

  15. #275
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    I meant to say:

    The fact that toggling both EDF and KT doesn't incur further penalties isn't cool or interesting since most of us will be using sword and board and will only be getting 5%, in addition to having 2 toggles activated, which makes it completely not worth it unless you plan to never range.

  16. #276
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    Quote Originally Posted by capsela View Post
    My Changes to Eldritch Knight


    Core 1: Eldritch Strike: Melee Cleave Attack. +1[w]. If this attack hits, your weapon also releases a blast of magical energy, dealing an additional 1 to 2 Force Damage per character level to all nearby foes.(Activation Cost: 0 SP Cooldown: 7 seconds) Exclusive with cleave, great cleave, either you can't take those or it's on the same timer.
    You gain proficiency with Simple Weapons Your charges don't decay.
    Every Core Ability in the Eldritch Knight tree grants you +2.5% stacking Incorporeality


    Core 2: Spellsword (you get all four of the following toggles, 5SP to activate). Passive: +2% doublestrike, +15 Universal Spell Power. You gain proficiency in Light Armor and Martial Weapons.
    Corrosive: Charge your equipped weapon with magical Acid, causing them to deal an addtional 1d6 (element) damage on hit. You gain an additional 1d6 every 3 (wizard/sorcerer) levels (at 6, 9, 12, 15, and 18). This damage scales with Acid Spell Power. While active, your Eldritch Strike deals 1-2 additional Acid damage per Character Level which scales with Acid Spell Power. While this is enabled, your weapon and shield attacks have Ghost Touch.
    Flaming: As above, with fire
    Frost: As above, with cold
    Shock: As above, with electric


    Core 3: Melee weapons are considered Spellcasting Implements in your hands. You gain the Quick Draw feat.
    -15% Arcane Spell Failure from equipped Armor and Shields
    +2% doublestrike
    +15 Universal spellpower



    Core 4: Heavy Armor Proficiency.
    -20% Arcane Spell Failure from equipped Armor and Shields
    +6 Resistance to Acid, Cold, Electric, Fire, and Sonic
    +15 Universal spellpower


    Core 5: You gain Tensor's Transformation as toggle.
    +2% doublestrike
    +15 Universal spellpower



    Core 6: Eldritch Blade:

    Your Eldritch Strike now grants you a Power Charge. When you have 5 Power Charges, they are removed, and you gain Eldritch Power. Eldritch Power: +25% melee damage, +4d6 Spellsword Dice, +3d4 Force Damage on Hit (this scales with Force spell power), +25 Universal spellpower, +15 PRR, +40 MRR. Duration 30 seconds.
    Passive:
    +1 Spellsword Die
    +4 (Intelligence/Charisma)
    +10 Universal spellpower

    Tier 1:

    Improved Mage Armor: (unchanged) Spell Like Ability: Mage Armor. (Activation Cost: 8/6/4 Spell Points). In addition, while you are under the effect of the Mage Armor spell, you gain a +3%/+6%/+10% Exceptional Bonus to Armor Class.
    Arcane Siphon: Melee Attack:+1/2/3[w]. On hit: Gain +10/20/30 Universal Spell Power for 20 seconds. 12 second cooldown.
    Item Defense (unchanged) You have a 25%/50%/75% chance to negate potential item wear.
    Toughness (unchanged) +5/10/15 Max HP
    Battlemage (unchanged) +1/+2/+3 Concentration, Intimidate, and Spellcraft.

    Tier 2:

    Improved Shield: Spell Like Ability: Shield (Activation Cost: 8/6/4 Spell points). In addition, while you are under the effect of the Shield spell, you gain +3/+6/+10 Exceptional Bonus to Physical Resistance Rating.
    Mystic Wards: +3/6/10 MRR.
    Action Boost: Spell Power: Activate to gain a +10/+20/+30 Action Boost bonus to Spell Power for 20 seconds. Cooldown: 30 seconds.
    Shield Training: (unchanged) Passive: You gain proficiency with all shields except Tower Shields, and your Arcane Spell Failure chance from equipped shields is reduced by 5%.
    Wand & Scroll Mastery (unchanged) +25%/+50%/+75% effectiveness from your wands, scrolls, and other items that cast spells, and +1/+2/+3 to the save DC of your offensive wands. Taking Wand and Scroll Mastery in one enhancement tree will block its availability in other enhancement trees.

    Tier 3:

    Improved Tensor's - While in Tensor's Transformation your cooldowns are 1.5 times as long and suffer -1 to DCs.
    Eldritch Accuracy: You get (INT/CHA) to DAMAGE with weapons and shield bashes.


    Synergetic Magic: While you have Action Boost: Spell Power active, you also get the benefits of Action Boost: Haste(+10/20/30 Action Boost bonus to Speed for 20 seconds.)
    Critical Mastery: +2/3/4 to confirm critical hits and critical hit damage (before weapon multipliers)
    Ability Score Multiselctor (unchanged) +1 STR/DEX/(INT or CHA)

    Tier 4:

    Perfect Tensor's Transformation Suffer no penalties for Tensor's


    Improved Offhand: Multiselector:
    Shield Striking: (unchanged) On Hit: +10%/+15%/+25% chance to proc an immediate Shield Bash attack with an equipped shield. Every six seconds while you have a shield equipped, you gain Temp HP equal to the TRIPLE enhancement bonus of your equipped shield.
    Orb Saves: +2/3/4 to saving throws and +3/6/10 Universal Spell Power while holding an Orb


    Delete Force's Point: When you cast a spell, you gain a stack of Force's Point: Martial (+1 to Hit and Damage). This stacks up to 5 times. When you hit with a melee weapon, you gain a stack of Force's Point: Magical (+2 Universal Spell Power). This stacks up to 10 times. Stacks last for 12 seconds each. You may only gain each effect once per second.

    Knights Magic Boots - 1% movement speed increase for every wizard/sorcerer level.

    Armored Arcana: You gain proficiency in Medium Armor, and suffer no Arcane Spell Failure from Light or Medium Armor
    Ability Score Multiselctor (unchanged) +1 STR/DEX/(INT or CHA)

    Tier 5:

    Improved Tensor's Transformation: If you have Tensor's Transformation active, you also gain +1 Competence Bonus to Critical Multiplier with Melee Weapons.
    Knight's Magic: Multiselector:
    Knight Striker: If you have Tensor's Transformation active, you also gain +2 to Evocation DCs, +2 to Conjuration DCs.
    Knight Controller: If you have Tensor's Transformation active, you also gain +2 to Enchantment DCs, +4 Spell Penetration.

    Knight Fighter: If you have Tensor's Transformation active gain +1 competetence bonus to critical threat range


    Delete Force's Edge: When you cast a spell, you gain +1 Competence Bonus to Critical Threat Range for 12 seconds. When you make a Melee Attack, you gain +5% Spell Critical Chance for 12 seconds.
    Delete Radiant Forcefield: Spell Like Ability: Radiant Forcefield (Activation Cost: 30 Spell Points. Cooldown: 3 minutes.)


    Eldritch Tempest: Activate: Perform a spinning melee attack, dealing weapon damage +5[W] to all nearby enemies and casts glitterdust. (Activation Cost: 50/40/30 Spell points. Cooldown: 60/45/30 seconds) If any foes are struck by Eldritch Tempest, your weapon also releases an explosion of magical force, dealing an additional 1d6 Force damage per character level to all nearby enemies. This additional force damage is affected by your spell power. (now 1AP per rank)
    Mostly like everything here, but you should be a bit more conservative with any unique bonuses, as those are truly hard to get. For example incorp should be no more than 2% per core. For this reason eldritch power should definitely not grant 25% increase to melee damage, that would be over the top unless it had something like a 3 minute cooldown. +2% doublestrike in some of the cores seems appropriate, but 15usp adds up to more spell power that seems right coming just from one enhancement line.

    Even though we all know and love haste boost, I don't think there is any reason to change it from melee power. Also int/cha to hit and to dmg need to be in the tree, not just one or the other. Granted int to hit is low hanging fruit in harper, but what about sorcs? For Tier 5 two sources of extended threat range is too much, consider something like +3% attack speed, +10 melee power, +10 PRR for Knight fighter. Finally, adding glitterdust to eldritch tempest does not save this ability. Not to mention it's extremely high SP cost, 30 seconds is a very long time, it's the same as energy burst. Compared to something like arcane blast or spirit blast, or sorc T5 slas, tempest doesn't really do much more dmg and and you can use the others 5 times more often. With a 30 second cooldown it either needs to do MASSIVE damage(at least triple it's current value), or cause some sort of severely hampering debuff and/or some sort of DOT effect. A one second no-save knockdown DOES NOT cut it.

  17. #277
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    Quote Originally Posted by Kotharsjach View Post
    Mostly like everything here, but you should be a bit more conservative with any unique bonuses, as those are truly hard to get. For example incorp should be no more than 2% per core. For this reason eldritch power should definitely not grant 25% increase to melee damage, that would be over the top unless it had something like a 3 minute cooldown. +2% doublestrike in some of the cores seems appropriate, but 15usp adds up to more spell power that seems right coming just from one enhancement line.

    Even though we all know and love haste boost, I don't think there is any reason to change it from melee power. Also int/cha to hit and to dmg need to be in the tree, not just one or the other. Granted int to hit is low hanging fruit in harper, but what about sorcs? For Tier 5 two sources of extended threat range is too much, consider something like +3% attack speed, +10 melee power, +10 PRR for Knight fighter. Finally, adding glitterdust to eldritch tempest does not save this ability. Not to mention it's extremely high SP cost, 30 seconds is a very long time, it's the same as energy burst. Compared to something like arcane blast or spirit blast, or sorc T5 slas, tempest doesn't really do much more dmg and and you can use the others 5 times more often. With a 30 second cooldown it either needs to do MASSIVE damage(at least triple it's current value), or cause some sort of severely hampering debuff and/or some sort of DOT effect. A one second no-save knockdown DOES NOT cut it.
    I made changes based on your feedback. Halved the cooldowns on Tempest, and there was only 1 tier 5 competence bonus but I made it more clear now.

  18. #278
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    Quote Originally Posted by masterofthewand View Post
    Like I said earlier, I'll take anything but epic defensive fighting.

    Everyone else can argue about what it should ultimately be, I just don't want to be forced to engage in melee all the time, or flip a switch. These characters are often complicated enough, I don't want to flip a switch...

    Again, I'm trying to control my temper about the subject. But this is just an annoyance, depending on how slow or fast we are allowed to switch back and fourth will determine the level of annoyance, but it's unnecessary. And that's my final point .

    P.S.

    The fact that toggling both EDF and KT doesn't incur further bonuses isn't cool or interesting since most of us will be using sword and board and will only be getting 5%, in addition to having 2 toggles activated, which makes it completely not worth it unless you plan to never range.
    I think they're trying to stop people from having the best of both worlds - DC caster able to kill easily at range but tough enough to survive melee. Some people seem to expect that it should be able to melee almost as well as melee classes, and still cast well at the same time - its a hybrid build with one or other, or more likely both, going to suffer and the only real question is what form that suffering will take.

  19. #279
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    What bothers me quite a bit with the design of Eldritch Knight is the inconsistency between the cores and the top of tree.

    The cores are structured around Spellsword. This means you're building for attacking as rapidly as possible (but not with shield bashes, which do not benefit from Spellsword). You care a great deal about whether or not you hit, but the actual damage of your weapons is (comparatively) not very important. Such an approach is very spellpower-centric.

    On the other hand, the top of the tree is focused around shield/orb use and raw weapon damage. There's melee power, competence bonuses to critical profile and a massive physical AE attack that isn't appreciably better than a standard Eldritch Strike for the purposes of magical damage.

    I think the tree really needs to pick a path and stick with it rather than have this schizophrenic approach. Note: this is similar to the observation that EK requires gearing for too many stats.

    Also, in terms of the range issue, I have no problem with making all casting melee range. However, it's a bit clunky with area target spells since it's nearly impossible to target these without moving your camera overhead. Would it be possible to just change the range on area target spells to 'drop it at your feet no matter where your mouse/target is?'.

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    Quote Originally Posted by CeltEireson View Post
    I think they're trying to stop people from having the best of both worlds - DC caster able to kill easily at range but tough enough to survive melee. Some people seem to expect that it should be able to melee almost as well as melee classes, and still cast well at the same time - its a hybrid build with one or other, or more likely both, going to suffer and the only real question is what form that suffering will take.
    However, in reality, this isn't much of an issue. EK doesn't actually add much toughness at all, and certainly not much that wasn't available before, most of the changes just improve weapon damage. As for an EK being able to melee, dps cast, and DC cast, this is also a non-issue. First of all you cannot gear for all three nearly as effectively as you can gear for one. Secondly, you can only do one at a time. Thirdly, if they have issues with a class/enhancement line being good/decent at everything they should probably nerf warlock more. When your casting, your not swinging your weapon and vice-versa. A versatile jack of all trades master of none character occurs naturally simply from this alone. The bigger concern should be the aspects which can be taken to extremes. For example, what's the potential for an EK that focuses entirely on weapon damage.

    For this, off the top of my head, I'd look look at shuri-chucking builds as spell sword is a per-hit effect, but my gut tells me it's not going to significantly better than anything now, and not much else in the tree supports ranged. Another concern would be what is going to be the max potential nuking firepower of existing enhancments, plus EK spell damage improvements plus new spells/updated damage. My instinct says it's probably going to put wiz/sorc at the top of the dungeon clearing food chain in heroics. Which we have to ask, how much is appropriate in exchange for low survivability and being tied to a limited resource? For this reason, I'd actually prefer for them to focus more on melee and QOL improvements for EK and potentially add in more spell damage to the tree after observing the effects the new spells/spell damage increase have on the game.

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