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    Developer Steelstar's Avatar
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    May 2011
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    Post First Look: U43 Pale Master

    Hello, everyone!

    In addition to the Epic Destiny Pass and the New Epic Past Lives that we've already given a sneak peek of, Update 43 will also feature a revamp of the Pale Master enhancement tree.

    Some of our goals for this pass included:

    • Make Pale Master less about progressing through increasingly-powerful Undead Forms and more about picking a single (or multiple) forms to specialize in
    • Give each Undead Form a unique playstyle
    • Allow players to specialize without enforcing each form completely into a specific role
    • Help parties effectively interact with Undead players
    • Provide an actual way for Pale Masters to combat undead
    • Help address concerns of survivability


    To call out that last point (& so this doesn't get lost in the shuffle below): One of the big changes here is that Undead players will now be healed 50% by Positive Energy spells. While it doesn't 100% fit Undead lore, we believe the positive benefit to survivability and party dynamics is worth the change.

    With that said, here's the tree!





    CORES:

    • Core 1: Dark Reaping: For each Core Ability in this tree you get +3 Negative Spell Power and +3 Negative Healing Amplification.
    • Core 2: Pale Shroud: Multiselector: All forms grant 100% critical hit resistance and allow you to be healed by Negative Energy. You take 50% healing from Positive, and double damage from Light. You are considered undead.
      • Shroud of the Zombie: While in this form, +4 Constitution, +20% damage with attacks but you attack 20% slower than normal. You gain +3 PRR, +3 MRR.
      • Shroud of the Vampire: While in this form, +2 Charisma, +2 Intelligence, +2 Wisdom. +3 Perform skill, and your melee and unarmed attacks have a chance to heal you for 1d3 Negative Energy damage per Wizard Level.
      • Shroud of the Wraith: While in this form, +2 Dexterity, +2 Intelligence. Enemy attacks have a 10% chance to miss you due to incorporeality, +1 Sneak Attack Dice, and you gain Feather Falling.
      • Shroud of the Lich: While in this form, +2 Constitution, +2 Intelligence, +10 Negative Amplification, +5 Negative Spell Power, and +15 Magical Resistance Rating.

    • Core 3: Multiselector: Improved Shrouding: Pick one of the following abilities that applies while in a Pale Shroud: (Passive: While in a Shroud, you can breathe underwater. +1 Spell Penetration.)
      • Deathly Tough: 15 Maximum Hit Points
      • Deathly Resistance: 15 Magical Resistance Rating, +2 to all Saves
      • Inflict Weariness: Your attacks inflict 2-9 points of Negative Energy damage to a living target. This scales with 100% Spell Power. Your Vorpal Melee Hits cause Energy Drain, inflicting 1 Negative Level on victims.
      • Haunting in the Dark: +2 Assassinate DCs.
      • Ghost in the Wind: +15% Incorporeal Miss Chance. (If you are in Wraith Form, this increases your total to 25%).
      • Deathly Power: +10 to Negative Energy Spellpower.
      • +2 Necromancy DC
      • +2 Enchantment DC
      • Undead Chill: +15% bonus to Cold Absorption. You no longer take extra damage from Light.
      • Undead Shock: +15% bonus to Electric Absorption. You no longer take extra damage from Light.
      • Unhallowed Touch: You gain Ghost Touch on all attacks, +5 Hide and Move Silently

    • Core 4: Pick an ability you didn't pick in Core 3. (Passive: +1 Spell Penetration.)
    • Core 5: Pick an ability you didn't pick in Core 3+4 (Passive: +50 Maximum Spell Points, +1 Spell Penetration.)
    • Core 6: Undead Overlord:
      • Active: Greater Death Aura SLA. (Envelops the caster in a sickly aura of negative energy. Living enemies stepping inside the aura take 3 to 12 negative energy damage plus 1 additional point per caster level every two seconds as long as they remain within it. A successful Fortitude save reduces the damage by half. Undead are instead healed by the aura. This aura can affect up to one target per caster level. D&D Dice: Deals 3d4 negative energy damage plus 1 per caster level every two seconds.) (This can be cast simultaneously with Lesser Death Aura and Death Aura).
      • Passive: You gain +4 Intelligence and Deathblock. +10 Negative Healing Amplification. +2 Spell Penetration.



    TIER 1:

    • Necrotic Touch: 6/4/2 SP, 12/8/4 seconds. Accepts Metamagics. Scales with full Spell Power. For 12 seconds after casting this, your Skeletal Knight reduces its incoming damage by 50%.
    • Negative Energy Conduit (relocated)
    • Spell Crit: Negative I (unchanged)
    • Skeletal Knight: (Cooldown on re-summoning changed to 20 seconds. No summon cost.)
    • Deathless Vigor (relocated but otherwise unchanged)



    TIER 2:

    • (this space intentionally left blank)
    • Cloak of Night: While blocking in a Pale Shroud, you gain invisibility, displacement, and do not take extra damage from Light. Passive: +5 Hide.
    • Spell Crit: Negative II (unchanged)
    • Corpsecrafter: Your Skeletal Knight gain a +2/4/6 Profane Bonus to Strength, Dexterity, and Constitution. Rank 3: You gain +1 Strength, Dexterity, and Constitution.
    • Efficient Metamagic (unchanged)



    TIER 3:

    • Necrotic bolt: 10/8/5 SP, 15/10/5 seconds. Accepts Metamagics. Scales with full Spell Power.
    • Negative Energy Adept: +10/20/30 Negative Amp
    • Spell Crit: Negative III (unchanged)
    • Eternal Furor: You (while in a Shroud) AND your Skeleton Knight gain +5/10/15 Profane Bonus to PRR. Your Skeletal Knight gains +3/6/10 to hit and damage, +2/4/6 Profane Bonus to AC, and and its attacks bypass 10%/20%/50% of enemy Fortification.
    • CON/INT (unchanged)



    TIER 4:

    • (this space intentionally left blank)
    • Unholy Avatar: While in an Undead Shroud, your Negative Energy attacks leave a lingering debuff on undead foes that leaves them vulnerable to Negative Energy if they were immune.
    • Spell Crit: Negative IV (unchanged)
    • Deathly Versatile: Pick a second Shroud Toggle. You may only have one active at a time.
    • CON/INT (unchanged)



    TIER 5:

    • Necrotic Blast: 20/15/10 SP, 18/12/6 seconds. Accepts Metamagics. Scales with full Spell Power.
    • Animate Ally: 18 second cooldown. Target no longer takes damage over time. Zombie Form is removed on Rest or Death.
    • Necromantic Focus (unchanged)
    • Dark Discorporation: Multiselector:
      • Dark Discorporation SLA (as per the Warlock spell... Because Pale Masters should get to turn into bats and float away).
      • Reactive Discorporation: When your HP drops below 50%, gain Dark Discorporation for 20 seconds. This effect still ends if you attack. This effect may only trigger once every 60 seconds.

    • Ascendant Shroud: You get bonuses based on your current form:
      • Zombie: While in Zombie Form, +20 Melee Power & 10 PRR. +20% Racial Bonus to maximum Hit Points.
      • Vampire: While in Vampire Form, +1 Enchantment DC. Your melee attacks have a chance to dominate your adversaries. On Hit: Target has a chance to be Paralyzed (Will save vs. DC 20 + INT Mod + Enchantment Spell Bonuses). On Save: -10% Movement and Attack Speed.
      • Wraith: While in Wraith Form, +10% Incorporeality (bringing your total to 20%, or 35% if you have Ghost in the Wind), +2 Sneak Attack Dice. +3% Dodge & Dodge Cap. +10 to Hide and Move Silently.
      • Lich: While in Lich Form, +15 to MRR cap, +5 Negative Spell Power, +10 Cold and Electric Resistance.




    NEW SPELL:
    Finally, there will be a new Level 9 Sorcerer/Wizard Spell - "Rend the Soul":
    "Twists unholy energies around a single foe, causing it significant negative damage over time. Deals 4 to 10 damage every two seconds for 10 seconds for every caster level up to 20. A successful fortitude save reduces damage by half. D&D Dice: Deals 1d6+4 negative damage per caster level, max 20d6+80, every 2 seconds for 10 seconds."
    Last edited by Steelstar; 07-16-2019 at 04:50 PM. Reason: added numbers for Rend the Soul
    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.

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