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  1. #1
    Community Member
    Join Date
    Jun 2012
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    615

    Default Cleric Radiance Servant Revamp idea

    Goals:
    • enhance turn abilities (main goal) - some of turn abilities feel useless
    • enhance domain abilities
    • enhance the healing effectiveness
    • If you go into this deeper, you heal people well. no cherry-picking. You can't take this little.

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    • Core Abilities:
      • Core 1 (Cleric Level 1)
        Radiant Path:
        For each core ability you have in this tree, You gain +0.5 All Spellpower, +1 Healing Spellpower(+1.5 effectively), +1% Positive critical, +1 Turn Attempt and +1 Cleric Level to turn undead effect, which lets you turn harder and grant your allies stronger effects by increased cleric levels.
      • Core 2 (Cleric Level 3)
        Pacifism:
        Defensive Stance (Mutually exclusive with Defensive Stance). When you heal an ally(real player. not hire or summon) with a positive spell, Its healing effect is applied to you as well with no penalty of healing amplification. (i.e. Casting Heal spell on an ally casts Heal spell on you as well. in R10 and heals your ally, You take the full heal with no self-heal penalty.) Once you perform an offensive spell, It will turn off this stance and sets its cooldown time with 30 seconds. turning off this stance willingly sets the same CD. You gain -2 hit and -3 intimidate skill for each character level during this stance.
      • Core 3 (Cleric Level 6)
        Positive Healing Burst:
        (No change)
      • Core 4 (Cleric Level 12)
        Power of Domain:
        • Choose a bonus based on the category of your domain (* This means you choose 'one bonus' and some bonus from the list is restriected by your domain you wield.)
          • Casting domains (* Requires: your domain increases your spell power or spell DC)
            • (Example: Luck domain is casting domain because it increases your spell DC.)
            • +1 Wisdom and +1 Charisma
            • +50 to Spellpoints, with additional +50 at level 20
            • +1 Spell Power per Cleric Level
          • Martial domains (* Requires: your domain is not Casting domain, which does not have any bonus to increase your spell power or spell DC)
            • +4 to PRR and MRR
            • +20 max HP
            • +2 to hit and damage to your weapons
          • Universal domains (* no Requirement)
            • The duration of your turn undead related effects is increased by 10 seconds. (from 20 seconds to 30 seconds)
            • All of your domain SLAs have 15% cooldown time reduction. (not to other SLAs.)
      • Core 5 (Cleric Level 18)
        Power of Domain II:
        the same as Core 4 one. You can choose the same bonus.
      • Core 6 (Cleric Level 20)
        Radiant Servant:
        • One of them: +4 WIS or +4 CHA.
        • Every fifth positive energy spell you cast deals maximum healing and has +50% chance to critical.
        • You gain +3% of Healing critical additionally. (total 9% from this point)
        • Turn Undead uses regenerate at a rate of one every 120 seconds, or 10% faster if it already regenerates.
        • You gain an additional ability: Greater Positive Healing Burst
          • Channel Divinity: uses 10 turn attempts. Greater Version of Positive Healing Burst effect with more additional effects: It grants Divine Healing and its following effects on nearby allies.
          • Divine Healing and its following effects? : go on reading. check below.


    • Tier 1 Abilities:
      • Extra Turning [1/2/3 AP]: (no change) +1/+2/+3 Turn attempts.
      • Divine Healing [1/2/3 AP]:
        Channel Divinity: Your target heals 1d4/2d4/4d4 hp with positive energy every 2 seconds for 30s plus 3s per Cleric Level. (Cooldown time 2s)
      • Bliss [1/2/3 AP]:
        When you or your allies are affected by your turn ability, they gain 3/6/10 Temporary Hit Points for each core ability of this tree you have for 20 seconds (This duration can be increased by Power of Domain enhancement).
        *i.e.) Positive Healing Burst: covers nearby allies and you. Divine Healing: covers one target.
      • Wand and Scroll Mastery [1/2/3 AP]: (the popular one)
      • Altruism [1/2/3 AP]: (No change) +1/+2/+3 Concentration, Diplomacy and Heal. Rank 3: You also gain +10 Positive Energy Spell Power.


    • Tier 2 Abilities:
      • Improved Turning [1/2/3 AP]: (no change) You count as 1/2/3 levels higher when turning undead. This increases the maximum level of creature you can turn and also increases the total number of hit dice you can turn.
      • Mighty Turning [2 AP]: (no change) Undead that you successfully turn are instead destroyed.
      • Improved Bliss [2 AP]:
        Bliss is now affected by 10% of your healing power.
        (Example: 500 Healing Power = 50% * 60 Temp HP[by 6 cores] = 90 Temp HP)
        (Example 2: 50 Healing Power = 5% * 20 Temp HP[by 2 cores] = 21 Temp HP)
      • Divine Cleansing [2/4/6 AP]:
        Your Divine Healing removes harmful effects from your target when bestowed.
        • Rank 1: Removes all Disease effects.
        • Rank 2: Removes all Disease, Poison and Blindness effects.
        • Rank 3: Removes all Disease, Poison, Blindness, Paralysis, Petrification and Curse effects.
      • Efficient Metamagic of Radiant Path [4 AP]:
        Empower Healing, Enlarge Spell, Quicken Spell, Extend Spell metamagics cost 2 fewer spell points. This is antiprequsite to other Efficient Metamagic enhancements and vice versa. (* Another nice way unlike FvS one.)


    • Tier 3 Abilities:
      • (empty)
      • Mass Close Wounds SLA:
        • Cleric Variant (not same as FvS one)
        • Casts immediately, 20 SP, Cooldown 24s/18s/12s.
        • the dice are the same as ordinary Close Wounds spell, but it is mass version. its advantage is that you can learn this at 3 tier and instant cast.
        • Regarded as 6 Level spell (since Mass moderate cure is 6 Level spell), so this will not bypass antimagic aura at Master Artificer.
      • Unyielding Sov [1 AP/2 AP/3 AP]: you can use this ability 1/2/3 times.
      • Greater Divine Healing [2 AP]:
        • Requires: You can't earn this until you fully earn Divine Healing to 3 Ranks.
        • When you use Divine Healing, Panacea spell is cast on your target as well.(This will remove debuffs of your target ally, but also yours if your Pacifism is on) Additionally, your Divine Healing is now affected by 50% of your healing power.
        • (1000 Healing Power = 500% x 4~16 = 20~80 per tick)
      • Stat [2 AP]


    • Tier 4 Abilities:
      • Endless Turning [2 AP]:
        Turn Undead uses regenerate at a rate of one every 120 seconds, or 10% faster if it already regenerates. (Since Turn effects are stronger, Turn regeneration is nurfed. You can earn more of them from Tier 5 or Capstone)
      • Power of Domain: Duration [2 AP]:
        The duration of your turn undead related effects is increased by 10 seconds. (from 20 seconds to 30 seconds) *stacks with the core one.
      • Power of Domain: Immunity to Energy Drain [2 AP]:
        When you use a Turn Attempt for any reason, You gain the immunity to Energy Drain for 20 seconds. (This duration can be increased by Power of Domain enhancement).
      • Martydom [2 AP/4 AP/6 AP]:
        Toggle: When you are killed, 1/2/4 turn attempts are expended. All nearby allies in a large area(ray-range) receive 250/500/1,000 positive healing(this heal is doubled in Epic) and gain the effects of Divine Healing, Greater Divine Healing, Divine Vitality, Divine Cleansing, Greater Divine Cleansing and Reactive Heal (if you have them) with a duration of 10/20/30 seconds. (no cleric level is calculated to the duration)
      • Stat [2 AP]


    • Tier 5 Abilities:
      • Endless Turning [1 AP/2 AP]:
        +1 Turn undead attempt. Turn Undead uses regenerate at a rate of one every 120 seconds, or 10/20% faster if it already regenerates.
      • Positive Energy Aura [2 AP]: (Almost the same before)
        • Heal: 1 + 1 per 3 Cleric levels. (* It needs to be checked because it has weird spellpower calculation as far as I know)
        • Duration: 30 + 3 per Cleric levels.
        • (the important thing) Now this is a toggle that automatically consumes one of your turn attempts to linger this effect. (the same mechanism of Primal Avatar's Spirit toggle)
        • Also, This ability automatically casts Divine Healing(and its following effects) on yourself with no turn use upon its refresh.
      • Master of Healing [2 AP]:
        All healing spells have no maximum caster level: Cure Wounds spells, Vigor Spells(if you have as SLA), Regenerate spell(although actually not possible to go beyond the cap), Close Wound spell, Mass Close Wound Spell(SLA one), Heal spell and Penacea spell.
        (NOTE: Vigor and Regenerate spells are not Cleric's, but You can have Vigor SLA from Wood Elf. Regenerate? Heh, who knows the future.)
      • Reactive Heal [2 AP]:
        • Requires: You can't earn this until you have Greater Divine Healing.
        • Your Divine Healing infuses your target ally with positive energy. Each time your target ally takes a damage, They are automatically healed by 50% of its damage with positive energy. The maximum heal is 100% of your positive healing power. This protective effect lasts for 30s plus 1s per Cleric Level. (Possible max duration: 50s = Base 30+Cleric 20)
        • Example situation:
          • 1. Your positive healing power is 1,000. This means Ractive Heal has the preserved heal of 1,000.
            2. Your ally took 1,000 damage and still alive. They gain 500 heal imediately, equels to 50% of its damage.
            3. Reactive Heal has still 500 to heal.
            4. Your ally took 2,000 damage and still alive. They gain 500 heal imediately, as the rest amount of the healing buff.
        • Example situation 2:
          • 1. Ractive Heal has the preserved heal of 1,000.
            2. Your ally took 5,000 damage and died.
            3. No heal!
        • Example situation 3:
          • 1. Your ally has -100% penalty of taking heal. (like Construct or Curse of no heal)
            2. No heal, of course.
      • Greater Divine Cleansing [2 AP]:
        • Requires: You can't earn this until you fully earn Divine Cleansing to 3 Ranks.
        • Your Divine Healing now leaves a lingering protection that blocks to Disease, Poison, Blindness, Paralysis, Petrification and Curse effects for 30s plus 3s per Cleric level. Each type of them can be blocked once.
        • Example:
          • You have Greater Divine Cleansing.
            1. Poison: Immuned. (blocked once)
            2. Poison: affected now.
            3. Curse: Immuned. (blocked once)
            4. Disease: Immuned. (blocked once)
            5. Curse: affected now.
            6. It can block Blindness, Paralysis and Petrification effects still.


    • ETC (Divine Disciple):
      • Divine Vitality [1 AP/2 AP/3 AP]:
        • Channel Divinity: Your target ally gains 3d4+10/5d4+10/7d4+10 spellpoints. This ability cannot target yourself. (Cooldown: 2 seconds)
          Additionally, the target ally of your Divine Healing gains 3d4+10/5d4+10/7d4+10 spellpoints. This doesn't restore your spellpoints when you use Divine Healing on yourself.


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    • Divine Healing abilities overview
      • Divine Healing: 4d4 per tick heal
      • Greater Divine Healing: When Divine Healing bestowed, Panacea is cast on the target. 4d4 per tick heal is now with 50% of your positive healing power.
      • Divine Cleansing: When Divine Healing bestowed, some hostile debuffs are removed.
      • Greater Divine Cleansing: When Divine Healing bestowed, a protective buff is bestowed as well that prevents some hostile debuffs.
      • Divine Vitality: When Divine Healing bestowed, restore the SP of your target.
      • Reactive Heal: When Divine Healing bestowed, a reactive healing buff is bestowed on your target.
    • Martydom: When you die, Divine Healing related effects are applied to nearby allies.
    • Greater Positive Healing Burst: with 10 turn attempts, burst out positive healing with applying Divine Healing related effects to nearby allies.

    Unlike a bard song that has long and various weak effects, each turn attempt will be strong but short. you have limited uses and they will go run out easily.
    Last edited by Targal; 06-04-2021 at 05:23 AM.
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