Originally Posted by
Duhboy
Ever since Eldritch Knight was first introduced into this game it has been an utter joke and has been widely referred to as the worse tree in the game and hasn't been touched since. When I heard that it was finally getting a rework I was initially happy about it until I saw the preview of it on Lamannia and was disappointed. Mainly because of the reduction of spellcasting range FORCING a caster to melee instead of making it available and viable. I will say the devs did some things right about the rework such as getting rid of the sp drain when you hit something when your imbue, making it scale with spell power, and making all of the imbues available instead of separating it throughout the cores to name a few.
However, the tree now faces different problems such as a lack of defensive capabilities, spell casting range reduction, lack luster abilites/ add ons to certain abilities, etc which leads me to believe that this tree is rather incomplete. So why roll a wiz or a sorc as an Eldritch Knight with a spellcasting range reduction to where a fireball cast won't go past your nose and subpar melee dps when you can roll up a cleric or favored soul have your casting stat to hit AND damage using falconry, pdk, or new revamped class features with favored soul go into warpriest/ warsoul without giving up casting range whatsoever? And if you really want the HP boost splash 3 levels of fighter onto it or paladin a still have viable DC. Or roll up a warlock and go into enlightened spirit. Then take all the core including the capstone which gives full BAB, 20% HP boost, melee power, ranged power, spell power all without sacrificing your spell casting range.
Because you don't need something that FORCES you to spell cast up close in order to spell cast up close.
Am I saying EK should have the same melee potential as a barb, monk, fighter? No but EK should be able to have melee capabilities that are not only viable but shouldn't be a restriction to solely that. So what's the point in playing a wiz or sorc in a melee/caster tree that restricts you to melee and sub par melee at that aswell as reducing your casting range to no further than your nose. Because there are much better options for playing a melee, caster or both than EK as it is now.
So here are my suggestions for a boost to this revamped tree. Let me know what you think of it and if it needs to be boosted further. Thank you.
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 1d2 Force Damage per character level to all nearby foes.(Activation Cost: 0 SP Cooldown: 12 seconds)
You gain proficiency with Simple Weapons
Every point in the Eldritch Knight tree grants you +1 to Universal Spell Power.
Every Core Ability in the Eldritch Knight tree grants you +10 Max HP
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: 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.
+2% doublestrike
+10 Universal spellpower
Core 6: Eldritch Blade:
While Knight's Transformation is active you gain:
+20% Compentence Bonus to HP.
Your Eldritch Strike now grants you a Power Charge. When you have 5 Power Charges you gain Eldritch Power.
**Eldritch Power (clickie activation): +10% 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
+2 (Intelligence/Charisma), +2 Constitution
+10 Universal spellpower
+10 Melee Power
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.
Eldritch Accuracy: You get (INT/CHA) to hit with weapons and shield bashes.
Battlemage: +1/+3/+5 Concentration, Intimidate, Spellcraft & +5/10/15 Max HP
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%.
Eldritch Damage: You get (INT/CHA) to damage with weapons and shield bashes.
Tier 3:
Arcane Barrier: 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 Combat: You gain an Insight bonus to melee damage and the DC of tactical feats equal to 1/2 of your Charisma(Sorc)/ Intelligence(Wiz) modifier. (Activation Cost: 21/18/15 spell points. Duration: 30/60/120 seconds. Cooldown: 20 seconds)
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, You gain +15 PRR and MRR, +30 Universal Spell Power and +3% Spell Critical Damage. Your Base Attack Bonus equals your Character Level.
Improved Offhand: Multiselector:
Shield Striking: On Hit: +5%/+10%/+15% chance to proc an immediate Shield Bash attack with an equipped shield & +3%/+6%/+10% to combat attack speed while a shield is equipped. Every six seconds while you have a shield equipped, you gain Temp HP equal to 5X enhancement bonus of your equipped shield. Doubled in Epic levels.
Orb Saves: +1/2/3 to saving throws and +3/6/10 Universal Spell Power & benefit from Single Weapon Fighting while wielding 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 15 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 gain +10 Melee power, +1 Competence Bonus to Critical Multiplier and +1 Competence Bonus to Critical Threat Range with Melee Weapons.
Knight's Magic: Multiselector:
Knight Striker: If you have Knight's Transformation active, you also gain +2 to Evocation DCs, +2 to Conjuration DCs, +10 Universal Spell Power, Spell Critical Chance +5%.
Knight Controller: If you have Knight's Transformation active, you also gain +4 to Enchantment DCs, +4 Spell Penetration.
Radiant Forcefield: Spell Like Ability: Radiant Forcefield (Activation Cost: 30 Spell Points. Cooldown: 3 minutes.)
Heavy Armored Arcana: You gain Proficiency in Heavy Armor.
Eldritch Tempest: Activate: Perform a spinning melee attack, dealing weapon damage +5[W] to all nearby enemies and knocking them prone & helpless for 2 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 2d6 Force damage per character level to all nearby enemies. This additional force damage is affected by your spell power. (now 1AP per rank)