I was wondering if U51 will include any new content other than the Epic Destiny changes? I'm not counting all the fixes, but new quests, etc.
I was wondering if U51 will include any new content other than the Epic Destiny changes? I'm not counting all the fixes, but new quests, etc.
Stunning attacks felt weak or almost useless in LE difficulty... almost all the time mobs save the DC!
What would be a good number for stunning DC? Maybe the mobs are still too strong on those saves? Trip DC too...
Is not fun at all really... haha
Before update 50 with a 80 DC was almost enough to stun or trip everything...
If you are playing a Fighter and use all those feats to rise combat tactics DC for nothing in the end....
Last edited by DeathbringerGod; 09-23-2021 at 01:28 AM.
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Velhaart [2nd Life] (lv 4 Human Fighter), Deathbrngr [2nd Life] (lv 4 Drow Fighter), Shinigammi (lv 30 Drow Monk), Kriegwolf (lv 30 Dwarf Barbarian), Panzerdeath (lv 30 Warforged Fighter), Edvaard (lv 30 Human Paladin), Thengwar (lv 30 Drow Bard), Aorlhac (lv 30 Half-Orc Fighter),
Tuomass (lv 30 Human Druid), Scythelord (lv 30 Human Wizard), Xeerloth (lv 30 Warforged Artificer), Aldahr (lv 30 Shadar-Kai Rogue),
Krieglord (lv 30 Bladeforged Paladin), Edarim (Lv 30 Sun Elf Cleric), Ianvenn (lv 30 Half-Elf Ranger), Chrometank (lv 30 Warforged Wizard),
Erwynd (lv 7 Human Favored Soul), Naghaar (lv 7 Drow Warlock), Elleak (lv 7 Gnome Rogue)
ARGONNESSEN Server * Officer of "Celestial Knights" Guild
Edvaard (lv 30 Human Fighter), Panzertank (lv 30 Bladeforged Monk/Warlock/Paladin), Deathbringrr (lv 30 Human Barbarian),
Elkyrd (lv 30 Drow Warlock) Edverth (lv 30 Dwarf Fighter) & 15 more...
overall the defensive capabilities seem too weak or too short or both for the mantles and other destiny abilites in general. 5
yes meld was good but only for a few sec. with mobs hitting for 1000 pts + there needs to be increased capacity to take a hit or get missed (AC or dodge). AC is tricky as you need craxy high amount to make it a reliable option that most classes can't get to.
dps is down so we need to be able to stay up to fight longer.
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KHYBER Server * Member of "La Hoja y La Llama" Guild
Velhaart [2nd Life] (lv 4 Human Fighter), Deathbrngr [2nd Life] (lv 4 Drow Fighter), Shinigammi (lv 30 Drow Monk), Kriegwolf (lv 30 Dwarf Barbarian), Panzerdeath (lv 30 Warforged Fighter), Edvaard (lv 30 Human Paladin), Thengwar (lv 30 Drow Bard), Aorlhac (lv 30 Half-Orc Fighter),
Tuomass (lv 30 Human Druid), Scythelord (lv 30 Human Wizard), Xeerloth (lv 30 Warforged Artificer), Aldahr (lv 30 Shadar-Kai Rogue),
Krieglord (lv 30 Bladeforged Paladin), Edarim (Lv 30 Sun Elf Cleric), Ianvenn (lv 30 Half-Elf Ranger), Chrometank (lv 30 Warforged Wizard),
Erwynd (lv 7 Human Favored Soul), Naghaar (lv 7 Drow Warlock), Elleak (lv 7 Gnome Rogue)
ARGONNESSEN Server * Officer of "Celestial Knights" Guild
Edvaard (lv 30 Human Fighter), Panzertank (lv 30 Bladeforged Monk/Warlock/Paladin), Deathbringrr (lv 30 Human Barbarian),
Elkyrd (lv 30 Drow Warlock) Edverth (lv 30 Dwarf Fighter) & 15 more...
Just a suggestion to improve potential build diversity
Could the melee/ranged power in the cores be made nonstacking and be bumped up a bit to compensate?
As of now basically anyone with an intent to optimize is planning to go at least/at most 11 points in their second and third trees purely because the cores stack and it will let you get 90 melee power, this option (and ultimately requirement) is going to restrict builds a lot, for instance an eldritch knight isn't really going to be dipping into draconic for spellsword dice because the 30 melee power from a different tree that offers it is too valuable.
Personally I'd suggest making each core somewhere like 20-25 melee power for an end result of 60/75, not stacking with other trees. This would overall be a slight nerf because almost everyone is going to just triple up on cores anyway as things are but it'd be a fair exchange for freeing up the points and allowing a better variety of builds to be truly supported rather than being traps.
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