Prism ought to have the Prism and Rainbow effects innately, with the t2 addon being Stay Frosty and t3 addon being Stay Good. The third base is gets Double Rainbow, assuming it doesn't get a better effect like shrineless rest.
Prism ought to have the Prism and Rainbow effects innately, with the t2 addon being Stay Frosty and t3 addon being Stay Good. The third base is gets Double Rainbow, assuming it doesn't get a better effect like shrineless rest.
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As a caster tree, this seems to be really limited. There's some cool stuff, but the choices seem to be for casters to take caster stuff and ranged builds to take ranged stuff, and there's not much overlap. It's kinda hard to see why this is all one tree.
Beguile does seem both weak and I'm unsure why I'd want it. Since you're trashing Magister, this seems like it might be the tree people who want to play enchanters (like me) will head.
But if I've opted for enchant DCs, what do I need with building up charges so I can cast Beguile, instead of just using a regular spell? And if I'm not specced as an enchanter, I suspect Beguile won't catch anything.
And T4 and T5 offer very little variety to casters. You'd take Prism, and Control, but Step into The Wilds (Displacement) overlaps with the Feywild Illusionist T5. I'm actually looking around trying to figure out where a caster would spend points.
I don't like charge building systems at all, they're a hassle and often bug prone, and I prefer to concentrate on other things. But if this tree is going to be building charges, it needs something to spend them on.
I'd like to propose, I think:
instead of trashing Magister, keep it, and push all the Prism stuff into there, with some prismatic SLA's with (or better, without charge spenders) (Wall? Sphere? Balls?)
Don't be a figjam.
This and shadowdancer are utterly incompetent as half-casters, despite making some attempt at DCs and shadowdancer having the highly important Weird.
Please, do not remove stay frosty. Please...
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Not sure if you meant to, but this nerfs Tea with the Queen. On my sorc, I use it as an emergency heal - it basically pumps HP into your character while making the character invulnerable to attacks. By forcing Tea to activate only upon shrining, you're removing this very useful aspect of it. Also, these changes make Tea essentially useless in most raids as many raids either don't have shrines or have them at an appropriate time (i.e., before the main battle), though there are a few raids where the bonus would still be working.
What is the point for the use of wild empathy in Healing Spring when it only casts just Vigor? Just give us the current Healing Spring or stronger ones like Regenerate Mass, or special version of vigor with the extra duration over 30s.
Last edited by Targal; 06-16-2021 at 09:04 AM.
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So much this. Does anyone actually still use multiple-times-nerfed garbage like double rainbow on live? Yet we are getting this while losing all the actually useful parts. I've been using shiradi for CC on my crossbow builds long before it got "buffed" because I much prefer CC over damage (I often solo) and I hate dying. Now... everything is gone or available at cap only. And even heavily nerfed pin is likely to be replaced. Woohoo. Count me out. I'm too disappointed to read all the other destinies to look if some other one will provide some comparable CC, let's hope so...
Last edited by Redgob; 06-16-2021 at 07:37 AM. Reason: typo
Yep, ranged got butchered.
You had the nerve to nerf legacy bows knowing you were gonna remove Adrenaline from ranged and this is what is supposed to counterbalance it?
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Probably not. They said they added stuff like this because they want feats no one takes to have a reason to be taken. This is the reason to take Watchful Eye.
Bug though: I took Watchful eye and I didn't notice a 5% doubleshot increase from Pierce Deception for doing so.
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Bravo! Bravo! You have successfully nerfed ranged in to the ground if this goes live as it currently stands.
Ranged characters are very limited on how to CC mobs and yet you are trying to remove basically every tool they have to do this! Why? WHY? WHY!!!!!!!
1. Pin and Otto's Whistler - DO NOT CHANGE THESE FROM AS THEY ARE CURRENTLY! They are fundamental abilities to a ranged character for CC.
2. Stay Frosty - PUT THIS BACK! Reasons same as above.
3. Nerve Venom and Hunts End - Are you guys on something? Gating these to level 30 is beyond dumb. Put Hunts End in the first core and have the damage scale up as the other cores unlock at the very least. Nerve Venom needs to be in tier 2 or the highest 3.
Healing Spring is now basically useless. Keep it as it currently is and allow it to use Wild Empathy charges. If you insist on the change then make it a better form of Vigor like Regnerate or something.
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Why no evocation DC? Or is this not meant to be a druid tree anymore?
Also the people making the monsters and the people making the trees need to talk to each other as you need like +20 more DC than the trees seem to have in most instances to even break monster DCs in level 30+ quests. (130+ DC in sharn/feywild for reliably landing your spells)
Does the 100 damage of a random type from Prism not apply to spellcasters anymore?
Primal spenders must be a typo? Maybe 1d6 force damage per character level * primal charges? Also single target charm is not so good. Maybe something like the elf fey energy tap instead?
Vigor is bad, like less useful than cure light wounds bad, healing spring was okay as it was?
The numbers for some of the tier 4/5 abilities (for all trees, not just this one) seem awfully low to me. 10 cold iron DR and +5 spellpower.. this might be helpful in heroics at level 1 but not very much.
I get that prism, rainbow and double rainbow are very flavorful abilities, but I mean, how can you actually spec for something that is totally random? the scaling should've always been the highest of 200% ranged power or spellpower and even so, that's not something to rely on, I mean 7% chance for some extra damage, even tier 1 Arcane Archer feels better just because is on every shot, the mantle on this version feels really weak, and from all the released epic destinies I feel better using divine crusader just because the full BAB, and the heals.
So my suggestion is that the mantle in the first tier that we get it give full BAB just like Divine crusader, (I mean devs promised to fix this for everyone with ED revamp) AND the rainbow effect (for flavor)
The second tier of the mantle, it could be something like the stay frost part that slows 20% of the time and the double rainbow (also for flavor).
The third mantle tier the cold iron DR should be as much as the character level (or maybe double it?), and as much force and universal spellpower (it's not even that much TBH) and something like resistance to charm or something fey related
The forth mantle, IDK about everyone else, but I don't feel like nerve venom is that good with the doubleshot changes, maybe a new or improved mechanic here, maybe triple the proc rate of all prism effects, or something, I mean, you can only be in one tier 5, this should be extra nice, and it's only level 30.
Phase double should give more incorporeality based on the primal stacks
Swap pin with and watered down version of hunt's end that scales up just like fury's, but please let it work on all targets just as it is now (same with otto's whistler) first target hit only would really pass the impression that you just don't like ranged character, not that you don't know how to balance it, because everyone is saying the same thing
enemy of my own, just does't feel like it's enough, even if you are a pure ranger, a lot less if you're not.
Lore of the hunt should be dodge cap and with every two lore feats, because 5% dodge at level 30 is just really weak
Here's how I'd improve Fey Form
Fey Form: While in your Colors of the Queen Mantle, gain Cold Iron DR, force and universal spellpower equal to your level, and ranged power equal to half your level. If you have the Slippery Mind feat, you gain a second saving roll versus fear and illusion. You are considered Fey instead of your original race. (Warforged retain all living construct properties.)
My pitch for redoing the Mantle
Prism:
Colors of the Queen: Shiradi Champion Destiny Mantle: Ranged and thrown attacks and offensive spells have a 7% chance to deal 2d10 damage to a random ability score. Your ranged and thrown attacks and offensive spells have a 7% chance to deal 1d100 extra damage of a random type. This damage scales with the higher of Spell Power or 200% Ranged Power and your Spell Critical. Your ranged and thrown attacks and offensive spells have a 7% chance to inflict a random effect on your target. These effects scale with various different things depending on their origins, including Melee, Ranged, and Spell Power.
Rainbow:
The Favor of Frost
While in your Colors of the Queen Destiny Mantle, ranged and thrown attacks and offensive spells have a 7% chance to deal 3d20 extra cold damage, and have a 20% chance to slow enemies by 50% for 10 seconds. This Cold damage scales with the higher of Spell Power or 200% Ranged Power and your Spell Critical
Double Rainbow:
Power of the Queen
While in your Colors of the Queen Destiny Mantle, your ranged and thrown attacks and offensive spells have a 7% chance to deal 2d100 extra force damage, and a 7% chance to deal 2d100 extra light damage. This scales with the higher of Spell Power or 200% Ranged Power and your Spell Critical. Weapons you equip are considered Good.
Fey Form (Already gone through above)
Nerve Venom: While in your Colors of the Queen Mantle: Your ranged and thrown attacks and offensive spells have a 7% chance to paralyze living creatures for 6 seconds. Living creatures that are immune to paralyze loose 10% fortification. This can stack up to 50 times.
Last edited by Zezahk; 06-16-2021 at 02:20 PM.
Back before the great thrower nerf of 2021, you were able to make these proc chances from prism more viable by shooting more projectiles. Bows maxed at 3 arrows, daggers at 4 and shuriken's at 5. Using a shuriken gave you a distinct advantage when trying to proc nerve venom or other on proc attacks. That is gone. All ranged has the same projectile amount and the flavor is gone. All ranged is the same, sniper shot + hunts end is like all there is for them now. The devs seem to be nerfing all the must having abilities holding up certain builds. Hunts end is that ability. None of the other trees provide any comparable ranged damage. That delete button hits like 250k damage in pug raids with little debuffs. Nothing can compare to that damage every 18 seconds. So is this tree going to be the only viable ranged tree with no flavor at all or is it going to be good for ranged and spell casters but not be the only viable tree?
to be continued....
nvm idc
Last edited by Tilomere; 06-26-2021 at 04:09 PM.