Well, you can always give up a special school route and give us more freedom to create a good Archmage by creating a system in which we can choose which spells will be as SLs. I think that will be less time consuming by Dev team.
And +4 Intelligence on Capstone
Well I think this is very hard to decrypt, but I give it a go, is the more specific issue about "how to keep a melee EK+PMform alive in a group setting", for example with mass cures?
I dont remember the last time I needed "help" on my wraith form casting PM running content I was prepared for (1st life so ~r4 tops) in a party that was ready for that difficulty. On the other hand, I've seen 1500 hits from neg-burst, and 1100 pts aura ticks ( which will be more than doubled with this pass using the new capstone ).
To me, it seems like a perfect opportunity to reuse the spells to touch range toggle, to enable the 50% positive heals. This would be suboptimal for casting enlarged FoD from a safe spot, but affordable enough for an EK to do his thing.
Outside of reaper in a typical LE (r0) dungeon the 2 aura is very close to god mode with moderate investment.
AmIWrong?
We don't only build for the builds that exist.
We don't only build for the builds that are good right now.
The fact that some changes are necessary is not diminished by the fact that other necessary changes have not happened yet.
Please, if possible, answer the doubt that I have read in several posts here in this thread:
1 - why there isnt Fod Sla to palemaster? warlock has but the necromancy specialist does not;
2 - evard tentacles could be another new magic for wiz / sorc?
I wish we would get more unique options in here. Please dont make every class/build feel/play the same. Add something unique, fun like a Palemaster, that actually has some power over (un)DEATH.
- a Palemaster reviving killed mobs as undead creatures that fight for the player for a short time after killing. Maybe add a special new ability/attack/SLA to PM enhancement tree: A living mob touched by that special attack and getting killed then will revive as undead version and fight for the player, maybe getting a stacking debuff over time doing more and more damage (like the old Animate Ally did with players) so it wont last forever. Or just a fixed time then it moulders. Make it 3 Ranks for that ability, 30/15/8s cd, max number of controlled undead 1/2/3. Something like that, please be creative here.
- enhance the possiblities to control undead enemies (maybe your death aura has a xx% chance to control undead when they are hit by it, or make it a Dominate Undead spell where they follow you around, that also works on epic lvls).
- the skeleton pet: as it is now its only a leverpuller if you are to lazy to take a hire for that. Just replace the line with some of the things i mentioned above or something else. Or do a pass to pets (Skeleton, Wolf + Arti dog) as those are more or less useless today.
This would give more options to handle undead other than just let them be damaged by negative energy. Would be much better and something unique, fun.
"Yeah, well, that's just, like, your opinion, man."
On the topic of archmage, even though it definitely can't fit into U43, is there any chance of minor work on archmage in advance of a hypothetical full pass? From what you said, a proper look will take a lot of work due to how many things there are across the different school options, but archmage is still kinda functional overall. While I know the dev preference has been for doing each enhancement pass all at once and doing it properly, if tweaks weren't out of the question then archmage would be close to fine (balance-wise, maybe not in terms of design) with very small changes in my opinion.
The capstone is the obvious weak point, being substantially worse than basically every other comparable caster capstone. A numbers tweak on the capstone (maybe 4 INT up from 2 and a decent bump to the spellpower/add some crit damage so it fits the force nuker theme?), and maybe arcane supremacy being more consistent would possibly be some very simple changes that would mean there's a reason to take t5/capstone in archmage now that PM is getting updated, without taking as long as a full pass.
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Give them a toggle to shut out helpful party assists and toss a little icon of a wooden cane over their head that signifies "DNR".
In all posts: Assume I'm just providing a personal opinion rather than trying to speak for everyone.
*All posts should be taken as humorously intended and if you are struggling to decide if I insulted you; I didn't.
I would love to have a sort of "minion master" build for pale master, although I think the performance of the game would drop significantly with so many summons (and summons are largely useless in this game, anyway; you'd need an entire update to fix that). I think Dominate Undead would be a perfect addition to DDO.
I do like the idea of an Animate Dead ability, where you apply a debuff to an enemy, and if that enemy dies with said debuff on them, they are raised as a dominated monster that follows you around for a certain amount of time (and doesn't get any save against it) and has the undead trait, allowing you to heal them. Or perhaps some proc on a melee hit that makes dead enemies rise up again as wraiths for a few seconds.
For uniqueness, how about a 'targets of your negative energy spells have a chance to become afflicted with curse' kind of ability?
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No one in the world ever gets what they want
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I can see (and I like them) the negative nuker and undead options for non pure builds. However, I think the necro DC focus has been reduced in this tree in comparison to the old version. Currently, we have:
Zombie: Soak damage and melee utility
Wraist: Avoid damage and rogue utility
Vampire: CC and melee/range utility
Lich: Negative power and some resistances.
I personally like the focus on the Necro DC caster (specially if it wont be available in the archmage pass tree) but currently there is the same DC bonus for necromancy and enchantment.
I would suggest instead of the energy conduit or the negative energy adept enhancements some kind of cursekeeper spell effect to reduce the DC saves from necro spells. Another option would be improving the Lich shroud bonuses for DC casting.
50% positive heal seem like a lot especially considering how powerful some heals can be.
alternatives:
> 10% positive heal per core (maybe it would prevent people from dipping 3 level in wiz just to get all these undead buffs, and gain immunity to mobs casting harm spells)
> 10/30/50% selector in a mid-high tier.
> flat 25% positive heal
thoughts?
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I went to check
(Combat): You heal 1,707 points of damage from Death Aura.
~188 negamp (will eventually slot +20 from filigree)
~950 static negpower + wellspring
~revelers regalia
~LGS T2 30%
You can swap in the new skull orb+trinket before you cast aura. There are many more other ways to buff it to ~ 2000pts + aura crit tick with decent 50% + crit rate..