Hello! This is an early look at the Epic Destiny Pass currently slated for Update 43. (The second Sharn raid is coming before this, so there's still a bit of time before this reaches Lamannia). A few notes about this pass, before we get to details:
We had a few primary goals in the Epic Destiny pass, compounded by a very slim time-frame of 3 weeks for principal changes.
- First and foremost, try to put each Destiny in a place where it's worth using for at least some builds.
- Fix bugs and remove things that hinder fun or usability
- You'll notice that every Epic Moment that required you to do weird things to charge it up no longer requires that.
- Improve the ability for people to play in Destinies that match their Archetype (ranged characters in Shiradi, etc) without significantly hindering the current ability for people to play in Destinies that don't (casters in Shiradi, etc)
Like we said above, the timeframe was slim. We didn't hit everything we would have liked to, and there are still abilities within individual Destinies that still probably aren't worth taking. We're listening for feedback here, but our ability to act on it is similarly time-restricted; we're unlikely to further revamp whole trees or add completely new skills at this time, but we may be able to make number tweaks and fix outstanding bugs.
That said, this is the thread for Arcane Sphere Destinies, so let's dive in. Be sure to check out the other Sphere threads when you're done, as well as the topic on new Epic Past Lives coming with these changes.
Magister
This tree has quite a few neat things but didn't do the one thing it was supposed to do: Be the king of DC Casting. Twisting Magister's bonuses and going into other trees where you got relevant Ability Score increases provided a better bonus than this tree. Only that's not fun, and we'd rather see dedicated DC casters live here and get cool abilities with their DCs. We focused on that goal, and made a few of their other abilities spicier to go with it. The Sigils still aren't good; they fell a bit low on the priority list relative to other things. If there are simple number tweaks we can make to make them more worth using, we're all ears.
- Added +1 to all Spell DCs to each Core (in addition to what those cores were doing already).
- Imperceptible Casting adds +10 Universal Spell Power while active.
- Fade into the Weave adds +25 Universal Spell Power while active.
- Variable Resistance is unlinked from Sigil of Energy Negation.
- Master of (Spell School) also increases DCs for that school by an additional 1/2/3.
- Arcane Tempest moves to a 30-second cooldown, and a 10-second duration. 30 SP.
- Arcane Tempest is no longer linked to Sigil of Battering Spellcraft
- Arcane Tempest now costs 1AP
- Arcane Tempest can now use the Quicken, Maximize, Empower, and Intensify Metamagics
- Arcane Tempest now has a faster cast animation and cast time
- Arcane Tempest no longer has a (previously-unlisted) saving throw
- Arcane Adept now costs 1AP
- Removed the Saving Throw from Arcane Tempest. (Yeah, it's a DC tree but we wanted it to be good no matter what school you were in.)
- Arcane Spellsurge now has a 1 minute cooldown. 20 SP
- Nullmagic Aura no longer requires charging. Now has a 4 minute cooldown.
Draconic Incarnation
This is another tree that has good things but is hampered by its restrictiveness. It's meant to be the king of elemental nuking, but the lack of metas and scaling DCs made that hard. It also didn't get that much extra spell damage relative to other Destinies, which was... weird. We fixed a lot of that.
- Each Core now adds 5% Spell Crit Damage in addition to what it already does.
- Go Out With A Bang, Energy Burst, and Energy Vortex now apply the Quicken, Empower, Maximize, Embolden, and Intensify Metamagics
- Acid versions of these spells are now Conjuration spells
- These spells should now be considered part of their Elements for the purpose of Caster Level increases (other than Savant's caster level increases, which were already working).
- Go Out with A Bang, Energy Burst, and Energy Vortex now use their spell schools' (Evocation/Conjuration) bonuses as part of their DC calculation.
- Flyby Attack now adds Evocation modifiers to its DC (Conjuration for the Acid version).
- Dragon Breath no longer uses Charges.
- Dragon Breath now has a 25 second cooldown.
- Dragon Breath spells are now considered part of their spell school for the purpose of Caster Level/Max Caster Level increases.
- Breath attacks now list Evocation/Conjuration as part of their DC calculation (they were already using it)
- Black Dragon Breath is now a Conjuration spell.
- (See below for related Dragonborn changes)
- Draconic Fury's cooldown reduced to 1 minute
- Draconic Hunger's Temp HP and SP are now 10x your Epic level.
- Fearsome Invulnerability no longer needs to be charged.
- It no longer says it does an Intimidate effect, on account of that functionality never being implemented ever.
- It now also adds +30 PRR, MRR, and MRR Cap for the duration
- It now has a 4 minute cooldown.
- Energy Vortex, Draconic Hunger, and Fearsome Invulnerability now cost 1AP each.
BONUS: Dragonborn Racial Tree Changes
Dragonborn's dragon breath SLAs have always kept some parity with Draconic Incarnation, so we made some changes there to gel with the above Draconic Incarnation changes.
- Dragonborn's Racial Black Dragon Breath is also now a Conjuration spell
- Dragonborn Breath Attacks now scale with 100% Spell Power (which puts them on the standard spell damage progression we made after this skill)
- Dragonborn's True Power enhancement now adds Conjuration DCs in addition to its Evocation DCs.
Fatesinger
What a weird tree. Fatesinger had a lot of fundamental issues that could only be solved by getting rid of the abilities entirely. We basically threw a lot of it out and Lynnabel built a new one. Here it is. (Note that we're listing the full tree here rather than individual changes, it's clearer that way.) General rule of thumb: The Hymns cost 2AP, as do the standard Ability Score increases. The rest cost 1AP per rank.
Cores:
- Core 1: Fatesinger's Rep: Each core grants you +10 Melee Power, +4 Ranged Power, +25 Spell Points, 10 universal spell power, +1 Arcane Caster Level, +2 Effective Bard Levels and +2 Maximum Bard Songs. You also gain Inspire Courage if you didn't have it before.
- Core 2: Glitter of Fame: +1 All Stats and all saves
- Core 3: Harmonic Resonance: Attacks have a chance of building up Resonance on your enemies, increasing their Sonic vulnerability and reducing their Armor Class by 2 per stack (max 10)
- Core 4: Intoxicating Presence: Enemies that strike you have a chance to be Fascinated.
- Core 5: Grandeur: Friendly spellcasts bestow bonus AC (+3) and PRR (+3), offensive spellcasts now build up Harmonic Resonance (internal cooldown)
- Core 6: Majesty: You are now immune to Charisma Damage, do not suffer from Arcane Spell Failure, also +25 Universal Spell Power
Tier 1:
- First Harmonic Chord: Your inspire courage has +1/2/3 hit, dam, saves vs fear, and +3/6/9 Universal spell power. Also, you gain an additional +1/2/3 to Hit, Damage, and +3/6/9 Universal Spell Power
- Siren's Song: Relocated, turns into a second Fascinate button (aka another cooldown version of Enthrall)
- Music of the Spider Queen: also now adds Neutralize Poison to your Bardic Inspiration
- Dirge: Make it actually work and be good, otherwise no change
- +1 Str/Cha
Tier 2:
- Second Harmonic Chord: Your inspire competence has an additional +1/2/3 skills. Also, you gain +1/2/3 all skills.
- Bound Fate: relocated, no change (this is the active)
- (this space intentionally left blank)
- Reign: relocated, no change
- +1 Str/Cha
Tier 3:
- Third Harmonic Chord: Your inspire greatness has an additional +1/2/3 PRR and 0/0/10 Healing/Neg/Repair amp. Also, you gain an additional +0/0/10 healing/neg/repair amp and +1/2/3 PRR
- Grim Fate: relocated, no change (this is the passive that makes the active better)
- Arcane Hymn: You sing a magical Hymn that resonates within the Arcane Sphere. When you activate this ability, your target is surrounded by magical energies, bestowing Resonance. (HYMNS: Each member of your party, including yourself, may only benefit from one Hymn at a time, regardless of source. Attempting to activate this ability on someone else will dispel this Hymn from your former target. If you attempt to activate a different Hymn on someone who is already benefiting from this Hymn, it will dispel this Hymn as it applies the new one. You may activate this ability on yourself.)
- Arcane: +1 INT WIS CHA, +20 Universal SP, +2 Spell Penetration, +4 UMD, +10% fire/cold/acid/electric absorb
- Aria: relocated, no change
- +1 Str/Cha
Tier 4:
- Fourth Harmonic Chord: Your Inspire Heroics grants +1/2/3 AC, dodge, and saves. Also, you gain an additional +1/2/3 AC and saves
- Martial Hymn:
- Martial: +1 STR DEX WIS, +2 Sneak Dice, +20 max HP, +10 PRR and MRR, +5 AC, +10 Melee and Ranged Power
- Divine Hymn: Another hymn, this time divine sphere themed
- Divine: +1 STR CHA WIS, +1 Smite Evil, +2 to hit, dam, confirm critical hits, +10 PRR and +25 Positive and Negative Spell Power.
- Primal Hymn: Another hymn, this time primal sphere themed
- Primal: +1 WIS DEX CON, +25 HP, +10 Spell Resistance and healing amp, +10% Thrown and Bow attack speed, +3 Str while raging
- +1 Str/Cha
Tier 5:
- The Fifth Chord: You have a new Bard Song in your Bardic Ballad/Inspire Courage - Inspire Transcendence - +1 spell DCs, +1 tactics bonuses, +3 Spell Resistance and True Seeing. Also, you benefit from +1 DCs, tactics, +3 SR and are immune to blindness and have true seeing
- Free Metamagic: Pick between Eschew, Extend, or Enlarge
- Masquerade: Also now has 10% spell cost reduction
- Bladesong: 2d6 Sonic damage on hit scaling with spell power, 3% competence to melee attack speed, also +1 Critical Multiplier on 19-20
- +1 Str/Cha
Tier 6:
- Greater Shout SLA: 6 second cooldown.
- Free Metamagic 2: Pick between Quicken, Embolden, or Intensify
- Turn of the Tide: Clean up what it actually gives you, make sure it's actually working as intended
- +1 Str/Cha
EDIT: Additionally, the following changes will be making it in for Fatesinger's existing abilities:
Music of the Spider Queen's duration now matches Bard song durations
Dirge's DC is now d20 + Perform
Aria's threat reduction is now 20/40/60%
Siren's Song and Chord of Disruption damage take effect even if the Mesmerize doesn't land (aka bosses)
Bound Fate's DC is now d20 + Perform
Bound Fate's immobilization now actually immobilizes faster creatures
Bound Fate's immobilization now lasts slightly longer
Bound Fate now has a 1 minute cooldown.
Improved Turn of the Tide:
- No longer a Bard Song
- 3 minute cooldown
- Sonic and Light Damage now applies to bosses