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  1. #101
    Hero JOTMON's Avatar
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    Quote Originally Posted by nobodynobody1426 View Post
    Again false, this is being moved to a regular spellbook slot, likely level 9. So we're actually getting it earlier at level 17/18.
    whose spellbook? not warlocks. not casters who don't have level 9 spells, what spell is being given up for casters that do have this in their spellbook.

    Quote Originally Posted by nobodynobody1426 View Post
    What is disappearing is the +6 CHA, but the trees are all getting +3 DC core and +DC main with the occasional extra +3 DC to compensate for these changes.
    Everyone is losing stats from all the trees, thats not unique to EA.
    EA already had +3 DC's from cores - Transcendental Magic: Passive Bonus:+3 to the DC of all your spells.
    +3 to DC's is being given in the other caster trees and shadowdancer.
    There is no balancing in EA, only loss.


    Quote Originally Posted by nobodynobody1426 View Post
    The only thing your really losing is Cure Mod Mass and Reborn in Light, which while not being small is no where near as big a deal as your making it out to be.
    it is a big deal.
    for warlocks it was a useful heal and an SLA heal for healers
    which is probably why they chose to screw us over.

    Reborn in light was useful for those oh sh. moments.
    now ea loses a self rez and Divine Crusader gets a mass aoe resurrection.
    Beckon Divinity: Epic Moment: Divine Power infuses you and your party members, granting them Divinity for 30 seconds. This blessing is so strong that any allies who are dead are raised from it to their Maximum Hitpoints. Divinity: When you are struck by any type of damage, you are healed for 4d6 Positive Healing (this healing becomes Repair if you are a Warforged, or Negative if you are Undead). Furthermore, for the first 10 seconds, you are immune to all forms of Crowd Control. The Resurrection portion of this ability may only affect you once per rest.


    Quote Originally Posted by nobodynobody1426 View Post
    So what we have in the draft EA tree is the same situation as existing live EA. Lots of good stuff at the very bottom, mostly trash through the middle with a few good abilities at the top.
    its scrap

    What was a viable destiny for warlocks is now not.
    Last edited by JOTMON; 10-16-2021 at 06:57 PM.
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  2. #102
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    Quote Originally Posted by nobodynobody1426 View Post
    False, the spell in your spellbook is better then the SLA because the one in live tree is not using +Evocation spell DC's, this is either a bug or a very bad design decision. Either way the spell ends up being 20~30+ DC higher then the SLA.
    Except when it's used by builds that don't have that spell in their spell book.




    Quote Originally Posted by nobodynobody1426 View Post
    Again false, this is being moved to a regular spellbook slot, likely level 9. So we're actually getting it earlier at level 17/18.
    Where did a dev actually say this was moving to spells? I will totally back down on this one if you can provide the quote.
    Quote Originally Posted by nobodynobody1426 View Post
    What is disappearing is the +6 CHA, but the trees are all getting +3 DC core and +DC main with the occasional extra +3 DC to compensate for these changes.
    We already have +3 dc in our cores, which is why I didn't list it as a loss. But being able to take +3 dc in only 1 school, that is kinda a loss there. Though if you want to sacrifice and take tier 5s you can get another 3 dcs.
    Quote Originally Posted by nobodynobody1426 View Post
    The only thing your really losing is Cure Mod Mass and Reborn in Light, which while not being small is no where near as big a deal as your making it out to be. There is a T5 AoE heal ability being introduced next preview along with another Fire / Light offensive ability as a multi-selector in the same slot.
    Those are actually very BIG things to someone who plays as a healer.
    Quote Originally Posted by nobodynobody1426 View Post
    Fire and Light Pillars are decently strong single target damage, good enough to be on a Boss DPS rotation with Searing and Shine, though which there was something more AoEish about them later on. Healing Pillar is straight up broken, 332.5 base heal at cap is just insane for healing yourself in reaper. On anyone else it's a full heal every 6s for 5SP, this will likely be toned down as it's just busted and a must-have for everyone once they hit 20.

    So what we have in the draft EA tree is the same situation as existing live EA. Lots of good stuff at the very bottom, mostly trash through the middle with a few good abilities at the top.
    Look I get it, you play a light spammer and are super excited about the new shinies being offered. I don't play a light spammer, and I'm rightly concerned with the lack of healing in this tree. I'm concerned about the "aoeish" effect considering the range on the PA's aoes was super small and that made it ineffective to most raid/reapers play styles. We don't know that you are going to be able to use pillar on yourself. What we do know is that this tree is mostly useless for people who straight up play healers - not light spammers who happen to throw a heal on occasions.
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  3. #103
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    Quote Originally Posted by nobodynobody1426 View Post
    Shadows / Judge / ect.. are terrible, nobody takes them. Rebuke foe is awesome and the only reason anyone uses Blood and Radiance.
    In theory Shadows could be useful if they change it fast to cast with decent range and area of effect.

    Quote Originally Posted by nobodynobody1426 View Post
    Again false, this is being moved to a regular spellbook slot, likely level 9. So we're actually getting it earlier at level 17/18.
    I recently got burned when a poster stated a dev had said Arcane Pulse was going away and I repeated the rumor. So I have to ask. Has a dev actually stated this?

    Quote Originally Posted by nobodynobody1426 View Post
    What is disappearing is the +6 CHA, but the trees are all getting +3 DC core and +DC main with the occasional extra +3 DC to compensate for these changes.
    If you were playing exalted angel it was 3 DC from the cores, 3 DC from stats, 3 DC from magister twist. 2 DC from Draconic Twist. = +11 DC
    If you were playing magister 6 DC from the cores 6 DC from magister abilities, 2 DC from Draconic Twist, 3 DC from stats = + 15 DC

    The new destinies provide assuming that they keep their horrifically punitive level gating design +1 DC ( level 20 - 22) +5 DC (level 23 - 25) +6 DC (level 26 - 29) +9 DC ( level 30 )
    And in theory were going to get Epic Resilience taken out ( which gave epic enemies up to +6 to their saves ) to try to compensate.

    So once you reach level 30 things effectively even out but until you reach that level it's going to be rough.

    Quote Originally Posted by nobodynobody1426 View Post
    The only thing your really losing is Cure Mod Mass and Reborn in Light, which while not being small is no where near as big a deal as your making it out to be. There is a T5 AoE heal ability being introduced next preview along with another Fire / Light offensive ability as a multi-selector in the same slot.
    Source? Can we hope it is as good as divine wrath? As always cast time and cooldown can make or break.

    Quote Originally Posted by nobodynobody1426 View Post
    Fire and Light Pillars are decently strong single target damage, good enough to be on a Boss DPS rotation with Searing and Shine, though which there was something more AoEish about them later on. Healing Pillar is straight up broken, 332.5 base heal at cap is just insane for healing yourself in reaper. On anyone else it's a full heal every 6s for 5SP, this will likely be toned down as it's just busted and a must-have for everyone once they hit 20.
    Speaking for myself I will never take fire as a primary damage type for a character that lacks means to do fire immunity bypass. But as for light not counting nimbus of light and counting SLAs as separate spells Angel of vengeance has 3 single target light spells roughly equal in strength to Sun Pillar. Divine Disciple has 4 or 5 depending on if they took sun domain. The single target light damage rotation is already pretty crowded.

    Quote Originally Posted by nobodynobody1426 View Post
    So what we have in the draft EA tree is the same situation as existing live EA. Lots of good stuff at the very bottom, mostly trash through the middle with a few good abilities at the top.
    I'll bite. What good abilities at top? The +3 DC every spellcast destiny gets? the turn undead boost which requires an epic destiny feat you probably didn't take. Free Empowered Healing? The Epic destiny which reads like a suped up blade barrier?
    Last edited by elvesunited; 10-16-2021 at 07:57 PM.

  4. #104
    Community Member Atremus's Avatar
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    Quote Originally Posted by Aelonwy View Post
    Yes.

    Thanks. Was gone for a while so I missed that along the way


    For EA - I really need to test it. Divine Wrath was great AOE after everything was stunned and that will be missed.
    Last edited by Atremus; 10-16-2021 at 09:01 PM.
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  5. #105
    Community Member Iriale's Avatar
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    Quote Originally Posted by Syrophir View Post
    [*]The removal of the Divine Wrath SLA
    In my honest opinion I can only accept this change if the divines get it to the spell level 9 list, which is heavily lacking in pure damage spells, where it will be only used when it is really needed since the cost of it will go up considerably. Then again what is the point of the "never should be used, too slow casting time" Mass Heal? So I doubt we will ever see the Divine Wrath again with same level of power. :\[/LIST]

    The epic destiny update has been long overdue, and it is great that it is finally being done, and despite all the doom and gloom I still have some hope for the future of this game, just some though.
    transforming the epic spells of EDs into regular spells is not a fair solution. It puts a lot of pressure on classes that learn a limited number of spells, and passing to 8th or 9th level spells will result in a nerf to their damage/healing.

    They are epic spells. Give us epic slots, like in pnp.

  6. #106
    Community Member Seph1roth5's Avatar
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    Would be cool to have epic spell slots, with some sort of bonus if you prepared/learned a normal spell in there.
    Mains - Messam, Indalecio, Mozenrath, Quackerjack.

  7. #107
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    Until it's in release notes, or a dev comments saying that these things are being moved to spells - we have to consider them gone. This tree needs to be seriously reworked so a divine can actually run a divine tree as a primary rather than looking to a druid caster tree.
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  8. #108
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    I recently got burned when a poster stated a dev had said Arcane Pulse was going away and I repeated the rumor. So I have to ask. Has a dev actually stated this?
    Yes

    Saevel — 10/07/2021
    Really eager to see the unconfirmed totally a rumor level 9 spells
    SteelStar — 10/07/2021
    That's a part of things also - The divine level 9 spellbook sucks, and we're looking into adding a few old favorites there.
    SteelStar — 10/07/2021
    Yep. Gotta specialize here.

    FWIW, divine wrath is very likely becoming a Lv. 9 CLR/FVS spell.


    Saevel — 10/11/2021
    Yeah lynn, some non-standard casters were leaning on EB / DB to level up through epics. I believe the new tree's should solve this, along with some of prior-epic now-heroic spells you guys are creating.
    Dev's responce

    Lynnabel — 10/11/2021
    we have the list of those settled btw. it came out to 6 spells across levels 7, 8, and 9
    About the top of the EA tree

    SteelStar — 10/07/2021
    Yeah. So, tentative changes so far include:
    - making subtle flame match magus' imperceptible casting (tho they antireq each other now)
    - Angelic Form (the base mantle) now has a Healing component similar to the fire/light component
    - sun bolt sla being gone from t5, replaced by a new multi-target healing spell and a new multi-target fire+light spell
    SteelStar — 10/07/2021
    Wellllllllll good thing we've said Sun Bolt is leaving this tree and being replaced by a multiselector for a high-damage AOE fire+light spell or high-powered mult-target heal spell

    (That said, I'd like Sun Bolt to be a regular spellbook spell, but we have to tweak Divine Disciple before we can sensibly do that)

    Specific details won't be available until Preview III cause devs like to reserve the right to change their mind should something necessitate that and if they did you guys would freak out and call them names, which would be unfair considering the moving nature of the ED revamp.
    Last edited by nobodynobody1426; 10-17-2021 at 09:40 PM.

  9. #109
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    Again so far the only things really being removed are Cure Mod Mass SLA, Rebuke Foe uber enfeeble and Reborn in Light.

    Those are not small things but anyone crying about the terrible sound burst SLA or the weak Sunbolt SLA, not sure we can take that seriously.

    As for the +DC from Dragon / Magus, those are different tree's in different threads and have nothing to do with the new EA tree. Current EA gives +3 in Core, +3 from stats and and additional +1 from presences +2 Cha and another +1 from Ascendency for as short period. The proposed draft EA gives +9 DC, 1 higher then the existing EA tree even in it's bugged state.

    And psst, you can still spend points in DI for +3 DC in it's third tier, same with several of the other casting tree's, so depending on build there is another +6 DC to pickup for pretty cheap. From what we know so far, the cores are the only things that don't stack.

  10. #110
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    Quote Originally Posted by nobodynobody1426 View Post
    Again so far the only things really being removed are Cure Mod Mass SLA, Rebuke Foe uber enfeeble and Reborn in Light.

    Those are not small things but anyone crying about the terrible sound burst SLA or the weak Sunbolt SLA, not sure we can take that seriously.

    As for the +DC from Dragon / Magus, those are different tree's in different threads and have nothing to do with the new EA tree. Current EA gives +3 in Core, +3 from stats and and additional +1 from presences +2 Cha and another +1 from Ascendency for as short period. The proposed draft EA gives +9 DC, 1 higher then the existing EA tree even in it's bugged state.

    And psst, you can still spend points in DI for +3 DC in it's third tier, same with several of the other casting tree's, so depending on build there is another +6 DC to pickup for pretty cheap. From what we know so far, the cores are the only things that don't stack.
    You've forgotten the twists. You can currently twist +3 DC from magister and +2 DC from draconic.
    And Tier 3 DC bonus doesn't stack with Tier 3 DC bonuses from other destinies. If you take +3 Evocation DC at Tier 3 in Exalted angel you have to choose a different spell type if you pick +DC from another destiny Tier 3.

    I run a wisdom fvs so I don't count angelic presence. ( though my experience is that is a fvs debuff auras can be dangerous as they often agro entire mobs before the tank can. Use with caution )
    but here goes:

    current for level 20-30: 3 DC for cores + 3 from stats + 3 from Magister +2 from draconic for a +6 general DC ( +11 specific type DC )

    new destinies level 20-22: +1 from core for a +1 general DC
    new destinies level 23-25: +2 from core + 3 from Tier 3 for a +2 general DC ( +5 specific type DC )
    new destinies level 26-29: +3 from core + 3 from Tier 3 for a +3 general DC ( +6 specific type DC )
    new destinies level 30: +3 from core +3 from Tier 3 +3 from Tier 5 for a +6 general DC ( +9 specific type DC )

    But with epic resilence being removed that should lower epic enemy saves by up to +6. So those using exalted Angel right now we're coming out ahead eventually. ( things get tighter if you're running Magister where you barely break even at level 30 )

    My issue with this destiny is simply the lack of utility

    Healing pillar: is powerful ( too powerful for non-healers ) but I can always take that as an alternate epic strike if it remains the same which I doubt.
    Pillar of light: is pretty much on par with Searing Light SLA and I've already got a lot of single target light spells. ( the upgrade is single target crowd control )
    Pillar of fire: not going to go fire with out immunity bypass though I could see a fire sorcerer taking it.
    Shadows: The current version is a trap. Too long to cast too short of range.
    single target stun and massive damage in 6 seconds: So the target has to be stunnable and strong enough to survive long enough for damage to take effect.
    Healing presence: It's radiant servant aura. Good for healer tanks. I'm not one.
    Sun bolt: exact copy of current version that I skipped all the time. ( good to see it going away )
    Free Empowered healing: If you have the feat.
    A turn undead boost at Tier 5: only matters if you have an ability worth using turns for.

    Now I expect massive change to this destiny. But its a wait and see if the new aoe SLA is that good and what other adjustments are made. But for right now my issue isn't what has been taken away. It's that what has been added simply doesn't seem that useful.
    Last edited by elvesunited; 10-17-2021 at 11:34 PM.

  11. #111
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    Hey SSG, some constructive criticism for a change.

    I often watch Strimtom's videos and in his review of this new version ED, he [correctly, as Turn Undead does not scale in Epics due to lack of gear and the 1d20 is chaotic] underlined that Turn Undead is woeful in Epic content... so seize the opportunity to make this updated ED overcome the drawbacks of Turn Undead in epics.

    Bane of Undead is weaksauce...

    You gain the Turn Undead feat. +2/4/6 uses of Turn Undead AND +2/4/6 increases to your Turn Undead skills DCs and max Hit Dice. If you already possess the Turn Undead feat, you gain a further +2/4/6 uses and the +2/4/6 to DCs and max Hit Dice. If you have the Improved Turning feat, increases your Turn skills DCs and max hit dice by +2/4/6.

    [now Turn Undead can start to scale better].

    Divine Protection: +6 MRR. 2 AP.

    This is underwhelming. I humbly suggest increasing it, but restricting increase in function of the number of Religious Lore feats a character has.

    Example: +4 MRR. Additionally, for every 5 Religious Lore feats, gain a further +4 MRR. 2 AP.

    "every 5 Religious Lore feats" would be elegant for pure Clerics, FvSs, Paladins AND Bards.

    Purity of Mind and Soul: +6/10/20 Positive Healing Amp

    Large disparity between 6 and 10, then 10 and 20. Why not +6/12/20? Better still, +10/20/30.

    Shadows Upon You

    Convoluted, and while the idea is good, I would make it easier to code and apply...

    Shadows Upon You: Turn Undead now also causes all nearby foes to become cursed with Shadows Upon You, reducing all saving throws by 1 for 20 seconds. For every 5 Religious Lore feats a character has, an additional -1 to all saving throws is applied.

    Sun Bolt

    The problem with this SLA is that its not that strong in epics and its Cooldown is horrible...

    Divine Sun Bolt: (Cooldown 6 seconds, 12sp) Casts a Bolt of Blessed Power inflicting all enemies in it's path with 1d6+3 Light damage per character level plus an additional 1 damage for every 5 Religious Lore feats a character possesses, as a Spell-Like Ability (benefits from metamagic feats at no additional cost). Reflex save (DC 20 + highest of INT/WIS/CHA mod + Highest of Evocation and Conjuration bonuses) for half damage. OR keep same damage profile but scale it with 150% Spell Power. Whatever the version, make sure it scales to character level.

    Blessed Water: +1/2/3 to all Turn Undead attributes and Turn Undead charges. If you have the Font of Life feat, you gain +10 PRR and +10 AC.

    FOUNT of Life provides +20 Healing Amplification and +20 Positive Spell Power.

    Blessed Water: +2/4/6 to all Turn Undead attributes and charges. If you have the FOUNT of Life feat, you gain an additional +10 Healing Amplification and +10 Positive Spell Power.

    Ascendence Epic Moment

    Again, Strimtom pointed out that the "You gain a ring of flaming blades around you. Enemies that enter or exit your flaming blades take 1d6 Fire and 1d6 Light damage per Caster Level. This scales with spell power. Allies that enter your ring gain 1d6 Positive healing, which also scales with spell power" seems to imply that it would be hard work getting the benefits of the ring to work.

    Why not just keep it simple? Enemies in range suffer the damage, allies in range gain the healing.

    Lastly, I think this tree is missing two crucial "things". A dedicated healing mass [AoE] SLA, and one or two Channelling abilities.

    EDIT... note on Turn Undead scaling. Maybe +2/4/6 is too much? But +1/2/3 is definitely too little.

    EDIT2... completely in agreement about Divine Wrath... this is a true epic ability whereas the weaksauce Sun Bolt SLA is not.
    Last edited by Gnominal_Aphasia; 10-18-2021 at 02:44 AM.

  12. #112
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    Quote Originally Posted by nobodynobody1426 View Post
    snip
    Specific details won't be available until Preview III cause devs like to reserve the right to change their mind should something necessitate that and if they did you guys would freak out and call them names, which would be unfair considering the moving nature of the ED revamp.
    I'm going to be honest, based on all of the quotes you provided (which look to be from discord where we were told not to take as gospel), there is a lot of tenative wording there. Divine wrath will likely become a 9th level spell. Likely is a very easy word to go back on. I'm not thrilled that a mass healing spell is a tier 5, when before it was a lower core. I'm concerned that the size of the aoe is going to be similar to the aoe heals in PA, which might as well be an aura. I'm not thrilled that epic spells are going to heroic when FVS gets so few spells at each level, so pretty sure we're going to be losing there. We don't know that other trees tier 3s stack, so it's hard to count on that. We're losing mass frog unless we go tier 5 in PA. We're losing our twists.
    There is just a lot of loss/loss going on even with the changes you say are coming. I don't know if they consulted divine players, but it honestly doesn't look like it. There is so much here that is pointless, or is just fluff to flesh out a tree that could've been so much better.
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  13. #113
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    Quote Originally Posted by Carrow12 View Post
    I'm going to be honest, based on all of the quotes you provided (which look to be from discord where we were told not to take as gospel), there is a lot of tenative wording there. Divine wrath will likely become a 9th level spell. Likely is a very easy word to go back on. I'm not thrilled that a mass healing spell is a tier 5, when before it was a lower core. I'm concerned that the size of the aoe is going to be similar to the aoe heals in PA, which might as well be an aura. I'm not thrilled that epic spells are going to heroic when FVS gets so few spells at each level, so pretty sure we're going to be losing there. We don't know that other trees tier 3s stack, so it's hard to count on that. We're losing mass frog unless we go tier 5 in PA. We're losing our twists.
    There is just a lot of loss/loss going on even with the changes you say are coming. I don't know if they consulted divine players, but it honestly doesn't look like it. There is so much here that is pointless, or is just fluff to flesh out a tree that could've been so much better.
    Oh & lets not forgot us warlocks that use EA for divine wrath or others in a similar boat that use something that aligns with the character the spell would not be put into 'their' spell book.

    And it seems like another push to make casters go pure or go home, one more death blow to multi class toons.
    (I do not really consider a 2/3 level splash a multiclass toon in this case)
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    Quote Originally Posted by Carrow12 View Post
    I'm going to be honest, based on all of the quotes you provided (which look to be from discord where we were told not to take as gospel), there is a lot of tenative wording there. Divine wrath will likely become a 9th level spell. Likely is a very easy word to go back on. I'm not thrilled that a mass healing spell is a tier 5, when before it was a lower core. I'm concerned that the size of the aoe is going to be similar to the aoe heals in PA, which might as well be an aura. I'm not thrilled that epic spells are going to heroic when FVS gets so few spells at each level, so pretty sure we're going to be losing there. We don't know that other trees tier 3s stack, so it's hard to count on that. We're losing mass frog unless we go tier 5 in PA. We're losing our twists.
    There is just a lot of loss/loss going on even with the changes you say are coming. I don't know if they consulted divine players, but it honestly doesn't look like it. There is so much here that is pointless, or is just fluff to flesh out a tree that could've been so much better.
    Oh look, those goal posts sure got moved...

    Quote Originally Posted by Theolin View Post
    Oh & lets not forgot us warlocks that use EA for divine wrath or others in a similar boat that use something that aligns with the character the spell would not be put into 'their' spell book.

    And it seems like another push to make casters go pure or go home, one more death blow to multi class toons.
    (I do not really consider a 2/3 level splash a multiclass toon in this case)

    Warlock shouldn't really be in EA in the first place but DI doesn't offer too much more. Hopefully they make a Warlock friendly ED in the future, since this is really a Warlock specific complaint and the exact same could be said for Shiradi, Legendary Dreadnaught, or Fury of the Wild.
    Last edited by nobodynobody1426; 10-18-2021 at 12:11 PM.

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    Quote Originally Posted by nobodynobody1426 View Post
    Oh look, those goal posts sure got moved...
    No, not really. The tree is still ****. The quotes you are pulling aren't apart of the official discussion on this tree, but I was giving you the benefit of the doubt that the devs weren't just having a discussion. There is still too much single target cc/healing in the tree. There is still too much turning in the tree, especially when you take into consideration that turning doesn't scale well in epics and there isn't enough content to support creating a build that centers on it.

    Of the three cores, the level 26 one is worthless. I get 8 leaps of faith instead of 5 on a longer cool down.
    Of the tier ones, as it is stated in the notes, and not whatever convos you have had, the mantle is useless to me as a non light spammer/fire dealer. Healing pillar would be more useful as mass aoe, and even if it remains single target it has still NOT been confirmed to work on yourself.
    Of the tier twos, only divine protection is worth anything but 2 ap for 6 mrr seems pretty pricey.
    Tiers 4 and 5 do not seem worth anything.

    I am still saying the same exact thing that I have been saying since the beginning. This tree is not set up to support healers. It is set up to support light spammers and turn clerics. There is not enough actual healing in this tree, especially mass, which is what we really need. I'm really trying hard to have hope that this tree will be fixed to be somewhat usable before it goes live, but past updates cast a serious shadow of doubt on it.
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  16. #116
    Cosmetic Guru Aelonwy's Avatar
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    Quote Originally Posted by nobodynobody1426 View Post
    Warlock shouldn't really be in EA in the first place but DI doesn't offer too much more. Hopefully they make a Warlock friendly ED in the future, since this is really a Warlock specific complaint and the exact same could be said for Shiradi, Legendary Dreadnaught, or Fury of the Wild.
    Hold up.

    The devs have been saying for a long time now that the destinies are not class-exclusive, they weren't meant to be solely for any particular class but yes they ended up leaning toward particular classes anyway. But they are making a serious effort this time to make these new versions of the destinies more class unspecific to allow players more freedom of choice. That I can applaud. But who decides what destiny his character should be in? yes it would be awesome if there was a destiny that had some intentional support for warlocks but who is to say that he might yet still prefer the way his character played in EA? I hope we're getting away from ALL class X must be in Destiny X, ALL class Y in Destiny Y.
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  17. #117
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    Quote Originally Posted by Aelonwy View Post
    Hold up.

    The devs have been saying for a long time now that the destinies are not class-exclusive, they weren't meant to be solely for any particular class but yes they ended up leaning toward particular classes anyway. But they are making a serious effort this time to make these new versions of the destinies more class unspecific to allow players more freedom of choice. That I can applaud. But who decides what destiny his character should be in? yes it would be awesome if there was a destiny that had some intentional support for warlocks but who is to say that he might yet still prefer the way his character played in EA? I hope we're getting away from ALL class X must be in Destiny X, ALL class Y in Destiny Y.
    Well they distributed the DC so no epic destinies have a monopoly on DC casting anymore. But the destinies also got much more specific about what they support through their epic strikes and destiny mantles.

    For Warlock and exalted angel I suppose the question would be what his eldritch blasts process extra destiny mantle damage on?
    If the extra light damage from enlightened, the evil damage from utter dark, or the fire damage from the fire pact is enough then I could see exalted working for a warlock.
    Healing presence would be great for an enlightened and while I don't know what form of healing power exalted will end up with, warlocks tend to be low on healing and high on unused sp.
    There isn't much in Tier 5 for a warlock but there isn't much in Tier 5 for just about every else too and it looks like we're getting some big changes on that Tier.

  18. #118
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    Quote Originally Posted by Aelonwy View Post
    Hold up.

    The devs have been saying for a long time now that the destinies are not class-exclusive, they weren't meant to be solely for any particular class but yes they ended up leaning toward particular classes anyway. But they are making a serious effort this time to make these new versions of the destinies more class unspecific to allow players more freedom of choice. That I can applaud. But who decides what destiny his character should be in? yes it would be awesome if there was a destiny that had some intentional support for warlocks but who is to say that he might yet still prefer the way his character played in EA? I hope we're getting away from ALL class X must be in Destiny X, ALL class Y in Destiny Y.
    Yeah yeah, they totally should put rage stuff into this tree, along with some action boost bonus's and maybe an enhancement for stealth and max dex bonus in light armor. In fact lets just delete all the ED's and have one master ED with everything in it.

    The tree's while not class exclusive are definitely tailored to specific themes that just happen to align with playstyles associated with certain classes. Crusader to hybrid divine melee, Fury to barbarian and it's variants, Dreadnaught to Fighter and those using tactics and boost a lot, Shiradi to ranged DPS, Shadowdancer to Rogues and TWF users, DI, PA, Magus and EA to various elemental DPS. PA and EA also cater to healing builds. FS to sonic casters and bards. This works out well, if there is a tree that coincides with the playstyle of your class, which is all of them except Warlock, Eldritch Knight and Battle Engineer. The Dev's have stated they plan to make more ED's in the future and already have a few ideas they are working on, so hopefully those playstyles can be catered to instead of them having to shoe horn themselves into which ever tree meets their needs.

    Like I said, they really should build a ED out that has support for pact dice in it. Due to the sheer variety of Warlock builds, it's just not possible to add support for them into every single tree just to appease someone somewhere who's running something that use's it. If your a blaster lock, then you really should be in DI as it's got the most support for damage.

  19. #119
    Community Member Theolin's Avatar
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    Quote Originally Posted by nobodynobody1426 View Post
    ...
    Warlock shouldn't really be in EA in the first place but DI doesn't offer too much more. Hopefully they make a Warlock friendly ED in the future, since this is really a Warlock specific complaint and the exact same could be said for Shiradi, Legendary Dreadnaught, or Fury of the Wild.
    Actually yes my warlock should be in EA it is very synergetic with its play style and what it is good at and I have done many many epic lives in all sorts of destinies, the sound burst, divine wrath & mass cure are an advantage to how it plays. I also twist in conj focuses & energy burst .... cause it is a boom boom 6 second wonder of destruction and they it sucks for 12 seconds then boom boom again ...
    please stop trying to tell me how to play a toon that has over 100 lives done the hard way, actually playing every class and mix of classes before becoming what it is.
    Last edited by Theolin; 10-18-2021 at 07:39 PM.
    Mechanics - To Hit/Dam mods

  20. #120
    Cosmetic Guru Aelonwy's Avatar
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    Quote Originally Posted by Theolin View Post
    Actually yes my warlock should be in EA it is very synergetic with its play style and what it is good at and I have done many many epic lives in all sorts of destinies, the sound burst, divine wrath & mass cure are an advantage to how it plays. I also twist in conj focuses & energy burst .... cause it is a boom boom 6 second wonder of destruction and they it sucks for 12 seconds then boom boom again ...
    please stop trying to tell me how to play a toon that has over 100 lives done the hard way, actually playing every class and mix of classes before becoming what it is.
    Thank you, that was the point I was trying to make. Class icon only determines part of the character's playstyle. Rogue for instance could be ranged, could be vistani, could be assassin, could be acrobat, and that playstyle choice will determine which destiny supports the character. Shadowdancer never worked best for all of them. Same for Warlock, pact choice, main enhancement tree, playstyle preferences will determine which destiny supports the character far more than just the class icon. Some warlocks preferred EA, some Fatesinger, some Draconic, even some in Magister. What's the point of having access to multiple trees if the destinies were built to pigeon-hole us into a class specific one?
    Blood Scented Axe Body Spray (Thelanis)
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