This was proposed as more of a stopgap measure, until they could get around to a shield bash animation rework
While Vanguard's benefit most from it, a fighting styles basic functionality should not be locked behind a capstone.
I think improved shield bash would be a great place to put it, as it is a feat designed to support smacking people with your shield, and yet is mostly useless with the animation cap in place.
For offhand versatility; there's no way a melee or ranged artificer is going to use the empty offhand option for +25% stat damage when it means they give up any/all of the enhancements they've taken that require a rune arm to work:
- up to +40 universal spell power (Battle Engineer cores)
- 10% doublestrike/shot (BE tier 4)
- 20 MP/RP (BE tier 5)
- 10% run speed (BE tier 5)
- Mighty Slam (RM tier 2 stunning blow replacement)
- Battlefist (RM tier 3 knockdown attack)
That leaves the option that grants a single autocrit spell cast at a rate on once every ~20 seconds, which seems really underwhelming at the cost of one feat slot. What am I missing? If you're relying on vorpals to proc the autocrit trigger then you're probably not a build that relies on spells for damage - does this boil down to just being able to rely on a critical repair/cure at about 1/20s? But on a build with a critical chance that could be 30, 40, 50% to begin with... I don't see the value. Does anyone else?
Did anyone else notice that Dire Charge damage is lower than a regular hit?
Tested on various helpless and non-helpless mobs with various 2h weapons. Damage is visibly smaller than regular hits, regardless of having extra dice. Not sure why yet. Maybe not calculating the melee power properly on use.
Just remembered to test it on live to see if it already happens there but servers are down.
Cannith Server: Maetrim - Once again complete
Maetrim's DDO Character Planner: https://github.com/Maetrim/DDOBuilder/releases
Trust me, it will be meta if this goes trough.
With the scaling of sneak having 15-20 x5 on a raid weapon with x2 stat and highest attack rate... It will be hard to beat that for years.
They wont do aoe but melt mobs single handely while having best cc of all melees at disposal.
I just hope they understand what they plan to unleash, idc il play whatever is next meta, but this one could be very very dumb.
Perhaps, but let me reveal my motive: The Necronomicannon and other runearms with a proc effect that enemies can save against need a buff!
I got really excited for the Necronomicannon but it does not proc enough outside of inside of the Lamannia test dojo's test kobolds. When fighting those kobolds, it procs as often as it should but against actual enemies in the game at level cap even on casual...... nope, you are lucky to see it proc once in a 12 hour gaming session!
The shield and weapon style is getting some much needed improvements this patch, but I think it's still going to be considered the worst of the 4 combat styles except for Vanguards.
It might be too late to improve things further for this patch, but for the future:
Consider buffing:
-Improved Shield Bash (since the one second shield bash limit isn't going away)
-Shield Deflection (can this also help against missiles?)
-Perfect Shield Mastery (take another look at this and see if it is still ok)
16-20/x5, if you use it on a swash+FB. I have no idea how you got to 15-20/x5. Still bad, but not nearly as bad.
They never did. You only took ISM for access to tier3 of Legendary Shield Mastery if you wanted to go the full mile on shields, and in most cases meaning a tank. The actual difference is marginal since if you stacked enough I've never noticed DS over 100% doing anything, and you'd be in the same effective range for PRR anyway.
Last edited by askrj1; 02-17-2021 at 06:40 PM.
Very much like my favourite weapon, the quarterstaff, I am a blunt instrument, as are my words.
Thelanis
Eushully/Acrobat! | Nantekottai/Somethng tank | LekiLockhart/Wolf
I don't play melee artificer, but I like the sound of this one. It synergies with and enhances the fundamental unique aspect of a melee artificer (the runearm) and strongly differentiates it from other styles. 'Course if RA blasts count as a "spell" already for the sake of the planned "next spell crits", the planned would be nicer -- covers both RA & Caster-style Artificers.
This is pointless for orbs. If it already uses weapon+orb and casts spells for DPS, it has 100% critical chance (or nearly) already and so doesn't care about the feat. If it melees, it doesn't cast spells for DPS and so doesn't care about the feat.
If trying to balance out swf+orb v swf+shield, it's severely lacking. I currently have a EK/swf that uses shields and this doesn't come even close to enticing me to use an orb. It has to be worth giving up Double+15 AC+35 PRR+23 & Temp HP @ 6s. Or, Double+17 PRR+33 with the new Greater Shield Mastery.
Suspect you'd need to add on DS+25 MP+25 to beat shield's offensive gains by enough to entice a skip on it's defensive. Can keep the spell crit on vorpal or not -- it's very nicely orb-flavored -- but feat slots are too dear to waste on flavor alone.
If you intend parity between swf+orb and swf+shield, suggest also doing it via two feats rather than one; swf+shield is already spending two feats on mastery. Swapping to better offense even at the expense of defense AND gaining a feat slot might be too much of an automatic win.
Devs while you're monkeying around with combat styles now would be a great time to introduce a new epic ranged feat "Perfect Combat Archery". You could use this as a band-aid to shore up some of the weaker ranged weapon styles until a more comprehensive pass. It could be like perfect natural fighting where it changes what it does but based on the ranged weapon in your main hand. Just to toss out some ideas bows could get +50% stat mod to damage and some ranged power, repeaters could get +W and ranged power, dual xbows some law dice, shurikens some sa dice and ranged power, etc.
Even if it doesn't go live with 48.4 introducing something on Lamannia and getting player feedback could be useful. I am sure there are some helpful players that could give you a mathematical breakdown of what each ranged weapon style is lacking.
Yes, also things like Eldrich Tempest is now not giving the X3 crit multiplier but a little less. I know it was nerfed but it feels that is is nerfed a lot more than the description says.
I really think someone just doesn't want melee builds to be strong.
I am just surprised that when you play the game, you see very few melee players and tons of blasters casters or ranged...
That is so unfair.
Right now probably only tank builds work well.
Reaper teams usually look like that :
A bunch of casters and ranged or a tank + casters + ranged.
Really not many melee DPS builds because they still cannot survive the hits.
And other builds simply run away while nuking...
Devs, please reconsider your balancing ....
You nerfed my monks, throwers, dailies and alchemists.
I hardly play anymore, found a better hobby.
Thank You!