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.
- Why implement ANY PRICIPAL CHANGES (which I take it to mean PRIMARY) with only 3 weeks review?!?! This SCREAMS *testing to see if it works*… What it doesn't say is: we have a well conceived plan of action and implementation.
- 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
- Fixing bugs are always welcome...
- 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
Primal 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.
Fury of the Wild
This is a Pretty Good destiny in its current state, but not enough Melees found reason to stick with this one vs. Dreadnought. We'd especially like Two Handed Fighters to hang out here, so we added some spice for them. Please note that "Two Handed Fighting Style" does not include Natural Weapon Style (aka Wolves, Bears, Trees).
- I'd like to revisit the timeframe. Work, COMPLETED WORK, is superior in almost every category than rapid unfinished work. And it seems like you are going to add NEW destinies which will have sweeping affects to my account. Limiting response time to these changes also SCREAMS *we don't have time to change anything but feel free to bytch about it here.*
- Cores each add an additional +2 Damage with Two-Handed Weapons (along with what they currently do)
- Fury made Placid is reduced to a 2% chance on no save. Healing scales with Melee Power. Gain +10% Doublestrike and +20 PRR and MRR while in this state.
- Unbridled Fury no longer requires charging. (Keeps its 5 minute cooldown).
- You can now use Unbridled Fury while under Antimagic.
- NEW: T1: (Multiselector with Boulder Toss): Boulder's Might: Requires being in Two-Handed Fighting style to use (i.e. no Natural Fighting). 5[w] attack, 6 second cooldown. Rank 2 and 3 add +1 and +2 Critical Multiplier on that attack. (3 Ranks, 1AP Each)
- NEW: T5: Devastating Blow (+1 Critical Multiplier on 19-20 with Melee weapons) (1 Rank, 2AP)
- NEW: T5: Strong Swings: +10 Melee Power. While fighting in Two Handed Fighting style, this is instead +25. (1 Rank, 2AP)
None of these changes adds anything to my RANGED build that will actually use Fury as a destiny choice. At least they don't seem to hurt my builds. Furthermore, with the 5 min cooldown timer against LD (Always active Blitz) I doubt these changes are enough to pull any of the population over to Fury from LD. I have only 1 important question: Do hand wraps count as *Two Handed Fighting style? I don't think they do, which means you will also pull 0 of the DPS-ing monks from LD or GM.
Primal Avatar
This is another Fairly Weird tree. There's things we didn't hit that I'd still like to (the complex spell that is Tsunami, in particular) but the primary thing we tried to do was to make it more accessible and less frustrating by eliminating the Spirit Charge mechanic. Before, it was very difficult to perform well in this tree if you couldn't min-max Spirit regeneration; that should no longer be a concern. Tree Form still isn't amazing, but that's unfortunately something that'll need to get addressed another time. (At the very least, you should get to use it more reliably and longer in most cases).
- Time Frame!!!!
- Spirit Charges no longer exist in this tree.
- Strength of Spirit is now a Passive granting +20 Universal Spell Power. (The tree still grants +10 Melee and +4 Ranged Power per core).
- Primal Travel no longer costs Spirit, and now has a 90 second cooldown.
- Mighty Among Spirits no longer reduces Spirit Decay (as Spirit no longer exists), and instead grants +15 MRR (in addition to the +20 HP it currently gives).
- Eternal Return no longer costs Spirit.
- Walk With Spirits is no longer a toggle. On activation, you gain its effects for 30 seconds. It now has a 4 minute cooldown.
- Spirit Boon (both versions) no longer requires Spirit.
- Avatar of Nature no longer requires Spirit. Each of its Sizes now lasts for 6 seconds, except for the largest, which lasts for 12 and then shuts off the Form. It now has a 5 minute cooldown.
- Summer Smoke, Supple as Spring, and Chill of Winter are now applied more efficiently, should cause fewer performance issues, and should no longer get stuck on players - Like Bard Auras, the effects are re-applied every few seconds and expire after some time. These now only apply to party members (sorry, this was important for performance reasons).
I don't know enough about the use of this destiny other than twisting cocoon to have questions.
Shiradi Champion
This tree is alright for casters and not great for ranged characters in its current state. A lot of the Bow users are pulled over by Fury right now, so we gave it a bit of that power to make Shiradi a more viable choice for them. We don't want to take Fury away from bow-users entirely (or Shiradi away from casters), just to make Shiradi a viable choice for ranged weapon characters.
- The first five cores (replacing their existing attack/damage bonuses) add +1 to hit and damage with ranged weapons.
- Favorable Winds and Fey Power scale with 200% Ranged Power.
- Stay Frosty's cold damage scales with 200% ranged power.
- Stay Frosty now passively provides its +3/+6 Spot and Listen
- Stay Good's light damage scales with 200% ranged power.
- Rainbow's random damage scales with 200% ranged power.
- Added clarifying language to Double Rainbow to indicate that its effects may scale with Melee, Ranged, or Spell Power depending on the origin of effects it finds.
- Whirling Wrists also grants +2/4/6% Doubleshot.
- Wild Shots scales with 200% Ranged Power.
- Rain of Arrows no longer requires charging.
- Rain of Arrows now has a 3-minute cooldown.
- Rain of Arrows' damage scales with 200% Ranged Power.
- Rain of Arrows now costs 1AP.
- Rain of Arrows' tooltip now properly reflects its 20% of application per second (previously read 10%).
- Tea With the Queen now costs 1AP.
- Track also debuffs fortification by 2% per stack
- Stand & Deliver now alson grants +1mult on 19-20 with Ranged weapons
- In The Weeds adds +3 PRR and +3 MRR per stack.
- NEW: Horizon Shot (T6): Your next shot with a Ranged or Thrown weapon has +400% damage and +16 to its Critical Threat Range. 30 second cooldown. (1 Rank, 1AP)
The changes in this destiny actually seem to help my ranged builds. Certainly worth testing, (REPEATE.....TESTING!!). However, since the current mechanic of making mobs with loads of HP's, if the DPS isn't comparable to Fury this will be a waste of your time. Because there is NO WAY I would give up DPS for nerve toxin, which is why any ranged build looks at Shiradi in the first place. The best possible solution would've been to make Nerve Toxin twist-able by lowering it to T4. Also, Rain of Arrows is useless in it's current form. It will be just as useless in the new form unless ALL the damage goes off at 1 time (in affect an insta-kill similar to EIN/Frog). Otherwise all your ranger has done is make himself a target for EVERYTHING he has just hit and didn't kill. Finally, Hor-Shot (which is in effect adrenalin) with a 30 sec timer is FAR-FAR-FAR too long a cooldown to be useful.