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  1. #1
    Developer Torc's Avatar
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    Default U51 Preview 2: Primal Avatar

    Disclaimer
    Everything seen on the preview server, Lamannia, is not final and is subject to change or removal before live release.

    Primal Avatar

    Overview: This tree is now focused on casting, designed to support elemental damage, poison and healing. It's mechanics combine certain element pairs into custom spells and abilities. It also can great increase the power of your summons and features a special summon with enhanced casting ability.

    Core 1 (level 20): This is your Nature: Multiselector: Select either Heart, Sky or Thorn.

    • Heart: Fire, Light, Positive: +5 Spell Power of these types and 5 Universal Spell Power & +50 Max Spell Points per core you have trained. Each core also grants a +1 Epic bonus to all Spell DCs.
    • Sky: Cold, Electric, Sonic:+5 Spell Power of these types and 5 Universal Spell Power & +50 Max Spell Points per core you have trained. Each core also grants a +1 Epic bonus to all Spell DCs.
    • Thorn: Acid, Poison, Force: +5 Spell Power of these types and 5 Universal Spell Powers & +50 Max Spell Points per core you have trained. Each core also grants a +1 Epic bonus to all Spell DCs.


    Core 3 (level 23): Now Grow: Multiselector: Choose another aspect of nature at reduced power. You cannot choose what you took in the first core again.

    • Heart: +3 Spell Power of these types per core you have trained.
    • Sky: +3 Spell Power of these types per core you have trained.
    • Thorn: +3 Spell Power of these types per core you have trained.


    Core 6 (level 26): Weathering the Elements: Gain 15% absorption against Fire/Cold/Acid/Electric/Poison Damage. Whenever you cast any Protection from Element spell it grants you 25 points per level instead of 12 with no level cap.


    Tier 1 (req level 20):

    • Seeking Balance: You gain +1/2/3 Reflex Saving Throws, +2/4/6 Tumble, and +2/4/6 Balance. Rank 3: If you’re using a quarterstaff gain +1 Damage and +5 Universal Spell Power.
    • Well Weathered: +1/2/3 to Physical and Magical Resistance Rating.
    • Epic Strike - Multi Selector:

    • Spring to Summer:(requires Nature of Heart) Cost 20 SP, A burst of butterflies forms around the caster in a small radius applying a copy of rejuvenation cocoon to all allies. After several seconds the butterflies burst into flame causing 2d6 Fire Damage per character level to all nearby enemies, Reflex vs Evocation DC:20+Highest of INT/WIS/CHA for half damage. Cooldown: 12 seconds.
    • Storm Catcher (requires Nature of Sky) Cost 5 SP, Target enemy is instantly struck by a bolt of lightning for 1d6+3 damage per level. Fortitude vs Evocation DC:20+Highest of INT/WIS/CHA for half damage. Target also becomes chilled to the bone for 8 seconds slowing their movement and reducing their reflex save by half your character level. They also taking 1d6 per 2 character level in Cold damage every two seconds. Cooldown: 6 seconds.
    • Carrion Swarm:(requires Nature of Thorn) Cost 8 SP, cooldown: 6secs. Target enemies and nearby enemies becomes swarmed by biting acidic and poisonous insects. Every 2 seconds they take 1d4+1 acid and 1d4+1 poison damage per 2 character levels for 8 seconds. Stacks up to 3 times. Each stack also causes a -4 penalty to attack rolls and Armor class.


    • Friends of Nature: When you sit to rest at a rest shrine your selected friend of nature visits you briefly and offers comfort. You and your party are granting a buff that lasts until the end of your current quest.


    • Bat of Echoes: +10 Sonic Spell Power, +15 Sonic Absorption and +3 Listen
    • Bird of Wind: +15 Electric Spell Power, +1 Dodge, +3 and Spot
    • Fox of Flame: +10 Fire Spell Power, +2 sneak attack damage, and +3 Move Silently
    • Frog of the Lake: +10 Cold Spell Power, +2 MRR, and +3 Jump
    • Squirrel of Luck: +1 to attack, damage and saving throws.
    • Spider of the Deeps: +10 Poison & Acid Spell Power. 15% Poison Absorb.

    • Rejuvenation Cocoon: Cost 12 SP Protects target with a shield of 150 temporary HP for 9 seconds. Heals 5d6 HP every 2 seconds while the shield persists. Cooldown: 12 seconds.


    Tier 2 (req level 22):

    • Might and Mending: Epic strike abilities in this tree grants the might and mending effect which reduces the cost of your spells by 5%. This effect is doubled for healing spells. Last 10 seconds.
    • Flowers in the Thorns: Stepping inside a Thorn Spikes or Entangle spell whether hostile or friendly heals you for 1d3 hit points every 5 seconds per character level of the spell's owner.
    • Mantle of Nature: Primal Avatar Destiny Mantle: Only one mantle of destiny can be active.


    • Heart: Your heal spells have a chance to apply Cocoon to your target. Your Fire and Light spells have a chance to apply a blast of that damage type for an extra 1d3/4/6 per character level. All effects scale with spell power. Each effect can only occur once every 5 seconds, tracked separately.
    • Sky: Your Cold and Electric spells have a chance to blast one target for an additional 1d3/4/6 damage per character of the same type as the spell used. Each element can only strike once every 5 seconds, tracked separately.
    • Thorn: Your Acid and Poison spells have a chance to blast one target for an additional 1d3/4/6 damage per character of the same type as the spell used. Each element can only strike once every 5 seconds, tracked separately.

    • Multi Selector -Spell of Nature-

    • (Heart) Reborn in Fire Cost 30 SP, Cooldown: 20secs. A swirl of fire surrounds you dealing 1d6 fire damage per character to enemies and healing allies for 1d6 per character level. Level.
    • (Sky) Thunder Snow: SP: 20 CD: 20 Sends forth a wide wave of freezing hail before you with a narrow blast of lightning at its center directly in front of the caster. The hail deals 1d6+4 cold damage per character level. The bolt of lightning strikes for 1d6+4 per character level.
    • (Thorn) Shard Storm: SP: 20 CD: 20 Summons a cloud of acidic poisonous shards that randomly strikes enemies within 15 meters. 6 strikes over 6 seconds. Each shard deals 1d4+2 poison and acid damage per character level


    • Spirit Boon: Multi Selector gain +1/2/2 Primal bonus to all physical abilities (Str, Dex, Con) or mental abilities (Int, Wis, Cha).



    Tier 3 (req level 24):

    • Improved Form: While in any elemental form, +3/6/10 Universal Spell Power. While in any Wild Shape, + 1/2/4 Magical Resistance Rating
    • Shared Mantle: - Requires Mantle of Nature - Your summons and pets now also benefit from your Mantle of Nature. In addition they can proc the mantle through melee attacks and positive effects generated by the mantle apply to you as well as your summon.
    • Magic of the Old World: +1/2/3 DCs for Evoc, Conjuration, Transmutation, or Necromancy
    • Natural Shielding: You gain 10 Hit Points & 2 Magical Resistance Rating. Your summons, pets and hirelings gain 60% of your Max Hit Points and 30 Magical Resistance Rating instead. Summoned minions also gain +4 Reflex Saves and Evasion.
    • At it's Core: Multi Selector

    • Heart: Doubles the damage of Reborn in Fire, and the ability now grants +25% uncapped dodge for 4 seconds on use.
    • Sky: Doubles the damage of Thunder Snow which now also applies the slow effect of Storm Catcher, slowing movement and reducing all targets reflex saves by half your character level for the duration of the slow.
    • Thorn: Doubles the damage of Shard Storm and you gain Shard Reflection for 12 seconds which grants 25% of your max hit points as temp hit points.


    Tier 4 (req level 26):

    • Natural Evasion: Gain the Evasion Feat. Exclusive from other enhancements that grant this feat.
    • Blessing of Nature: When you rest the spirit of a nature manifests as a unicorn and provides a blessing on your party that lasts until quest's end or you rest again, granting a +5% inspiration bonus to Max hit points.
    • Primal Intensity: 3 Ranks 1 DP Multi Selector:

    • Heart Gain +5/10/15 Spell Power to Fire, Positive, Light. Heart Mantle grants 5 temp Spell Points per character level for 20 seconds when it procs.
    • Sky: Gain +5/10/15 Spell Power to Cold, Electric, Sonic. Sky Mantle grants 5 temp Spell Points per character level for 20 seconds when it procs.
    • Thorn: Gain +5/10/15 Spell Power to Acid, Poison, Force. Thorn Mantle grants 5 temp Spell Points per character level for 20 seconds when it procs.

    • Enhanced Metamagics: choose a heroic metamagic to discount. (This follows the Heroic template, but you can stack it.)
    • Enhanced Metamagics: choose a heroic metamagic to discount. (This follows the Heroic template, but you can stack it.)



    Tier 5 (req level 30):


    • Primal Ally: SLA - Multi Selector: Cost 50 SP. Creates a focal point of power that spawns a powerful ally who casts spells using your spell power and casting DCs. Summon lasts for 20 seconds. Cooldown: 15 seconds.


    • (Heart) Heart Flame Dryad: Creates an elder dryad that casts fire and healing spells. She remains rooted to her summoning point.
    • (Sky) Storm Guard : Creates a greater storm spirit to blast your foes with lightning and cold. Remains bound to their summoning spot.
    • (Thorn) Briar Patch: Creates a greater thorn spirit which launches attacks of poison and acid at nearby enemies.

    • Ancient Wisdom: +1/2/3 spell DCs
    • Mass Frog: Cost: 75 SP Up to six nearby enemies are turned into frogs. Each may avoid ribbiting on a successful Fortitude saving throw vs. DC (20+ Highest of Wis/Int/Cha modifier+ Transmutation bonuses). Cooldown: 60 seconds. (this is a copy of the destiny feat which is being removed from the epic feat list)


    • Epic Moment - Greater Form: Transform briefly into an ultimate form based on your nature. Cooldown: 5 minutes.


    • Heart: Become like a Summer Fire for 15 seconds and gain...
    • Become ethereal to monsters (you can pass through them)
    • 25% Action Boost to movement speed
    • 25% Uncapped dodge
    • 100% absorption to Fire and Light
    • Deal 1d6 Fire damage per character level to enemies that are close to you, and heal you and your allies for 1d6 Positive every character level as well.
    • Immunity to most forms of CC
    • Sky: Become like a Raging Storm for 15 seconds and gain...
    • Become ethereal to monsters (you can pass through them)
    • 25% Action Boost to movement speed
    • 60% Incorporeal
    • 100% absorption to cold and Electric
    • Deal 1d6 Cold damage per character level and apply a slow to all enemies near you every two seconds. A single random enemy will be struck every 3 seconds with a bolt of lightning for 1d6+6 Electric damage per character level and knock down for 4 seconds. No save.
    • Immunity to most forms of CC
    • Thorn: Become like a Cloud of Biting Insects for 15 seconds and gain...
    • Become ethereal to monsters (you can pass through them)
    • 25% Action Boost to movement speed
    • 60% Incorporeal
    • 100% absorption to Poison and Acid
    • Deal 1d2 Acid and 1d2 Poison damage per character level to enemies near you every two seconds. Enemies also have a 50% chance to become swarmed which causes confusion for 6 seconds. No save.
    • Immunity to most forms of CC

    • Epic Metamagics: Intensify: Using the Intensify metamagic no longer costs spell points.


    CHANGES FROM PREVIEW 1

    Fixed cocoon applying to enemies form Sprint to Summer

    KNOW ISSUES:

    Primal Avatar has not yet gotten it's full pass since preview 1. Outside of a few bug fixes it is largely unchanged.

    Primal Intensity grants crazy spell power (bug)
    Intensity (Tier 4) Is an out dated version of itself and is not yet providing the correct spell power or mantle boost in this build.
    Intensify (Tier 5) Is also an out dated version of itself in this build and is only reducing intensify as suppose to making it free.
    Greater Form (Tier 5) Tool tips in tree aren't displaying description correctly for Sky and Thorn Greater Forms
    Last edited by Torc; 10-05-2021 at 06:41 PM.

  2. #2
    Community Member Seph1roth5's Avatar
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    Uhhh so there's going to be more changes to PA, but they didn't make this preview? Kind of hard to give feedback not knowing what changes are already in the works.

    Biggest thing that stands out is that epic moments are still horrendiful. 15 sec duration/5 min cooldown.
    Mains - Messam, Indalecio, Mozenrath, Quackerjack.

  3. #3
    Community Member Michele's Avatar
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    still no informstion about druid spell Tsunami

  4. #4
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    Default Wow

    Ok, so now that we got the Draconic cores giving the right amount of spellpower, I've noticed that the tier 3 primal ability "Primal Intensity - Heart" is giving 1,500 fire, light, and positive spellpower for 1 point spent. It should be giving 15, according to the tooltip.

  5. #5
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    As exalted Angel isn't available ( and not that impressive ) I tested primal avatar with my Favored Soul instead.

    ------ Results -----------------------------------------------------------------------------------------

    Tier 3 primal avatar appears to be an exception. It gives 3 spell schools of DC at Tier 3 and doesn't make you choose. It also doesn't exclude from taking the same DC type from Tier 3 of another tree.

    Reborn in fire when doubled does less damage than my light spells ( searing,light and sunbolt ) but not by that much. about 2000 ( 4000 on crit ) The healing is strong though.

    Spring of Summer butterflies do similar damage, but the burst range is very short. ( reborn of fire is much better at this ) I have to be standing in easy melee range of the enemy. There are giants who could be hitting me and still be out of the range of this spell. The damage when it hits is equal to doubled reborn in fire. It was worse in an actual quest. At one point I was surrounded by wolves all of them in melee range attacking. This spell hit less than half of them. I'm forced to take this to get to Reborn in Fire but unless this issue of not hitting targets right next to me is resolved it wouldn't make my hot bar as it's too unreliable.

    Note: even though Reborn In fire requires you take spring of Summer. It is not considered an epic strike for the shared cooldown. So you could take an epic strike from another tree without losing the ability to cast Reborn in Fire.

    the dryad from primal ally thows a few random fire spells ranging from a hundreds of damage to thousands ( but less damage than my light spells ) and then for some reason she decides to mix it up and shoot a bow and arrow for about 30 points of damage. Her duration is really short. She was a pain in the kobold testing area as she very randomly picks targets. sometimes targets from across the room.

    The greater form epic moment does damage at about reborn in fire before it was doubled. It's a cool effect but it's far more defensive than offensive.

    Mass frog works like it does on live.

    ---------------------------------------------------------------------------------------------------------------------
    Last edited by elvesunited; 10-05-2021 at 11:47 PM.

  6. #6
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    Please reconsider the buffs that are only granted when using a shrine.

    The restriction of only adding the buff when shrining is much too severe. Many raids dont even have a shrine - and often shrines are not used at all or rather late in quests or raids meaning such a buff is very rarely in effect.
    Member of Spellswords on Ghallanda

  7. #7
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    [*]Natural Shielding: You gain 10 Hit Points & 2 Magical Resistance Rating. Your summons, pets and hirelings gain 60% of your Max Hit Points and 30 Magical Resistance Rating instead. Summoned minions also gain +4 Reflex Saves and Evasion.

    Doesnt work on Lam and tooltip is saying something different from the your max hit points there it its max hp so what is it.

  8. #8
    Rakshasa Lord neain2008's Avatar
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    Default it feels a little weird

    Quote Originally Posted by Torc View Post
    • Multi Selector -Spell of Nature-

    • (Heart) Reborn in Fire Cost 30 SP, Cooldown: 20secs. A swirl of fire surrounds you dealing 1d6 fire damage per character to enemies and healing allies for 1d6 per character level. Level.
    • (Sky) Thunder Snow: SP: 20 CD: 20 Sends forth a wide wave of freezing hail before you with a narrow blast of lightning at its center directly in front of the caster. The hail deals 1d6+4 cold damage per character level. The bolt of lightning strikes for 1d6+4 per character level.
    • (Thorn) Shard Storm: SP: 20 CD: 20 Summons a cloud of acidic poisonous shards that randomly strikes enemies within 15 meters. 6 strikes over 6 seconds. Each shard deals 1d4+2 poison and acid damage per character level
    That this ability has both a cooldown and an SP cost feels strange to me considering that both Magus and Exalted Angel have very similar abilities that appear to both just be always on. (I'm getting onto lama land later so I haven't checked to make sure). And in the case of magus its 4d4 per tick (split between cold an negative).

    The reasoning is probably because its not tied to the mantle, or the strike, so I can see both positives and negatives.
    I'm not saying that its bad or good, just that it feels a bit weird.
    World - Khyber
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    Guild - Baatezu INC

  9. #9
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    Primal Intensity: Heart grants 1500 spellpower to fire, positive, and light, instead of 15. Not that I complain, but I don't think it's intended that I one-shot mobs in r10 with a first-lifer. Maybe check all multiselectors there.
    Last edited by Pandjed; 10-06-2021 at 02:21 PM.
    Nothing in this game is essential, unless you are a power-gaming & unimaginative lemming who follows everyone else, without having any form of creativity or original thought rolling around your brainpain...

  10. #10
    Rakshasa Lord neain2008's Avatar
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    Default Feedback after visiting lama land

    I went into "a small problem" on epic elite as that's just my default testing quest each time I hit 20 just to see where I am at.

    Druid lvl 20, a few past lives, ended up with 21 destiny points.
    I was in mostly water ele gear but the spellpower variance was only about 40 between cold (in water elemental. 360 cold spellpower) and fire (fire elemental, 319 spellpower)
    All SLAs were maximized and empowered.

    • first run (Sky) TLDR: did not feel epic, or even good at level 20.
      First almost full run-through (just skipped the final escort part) - had 14 points spent in primal avatar (sky) and had both the epic strike as well as thunder snow. The epic strike did about 1k electric (329 spellpower) damage and ~600 cold damage per tick. did not feel very epic against even the wolves with 3-4k hp. The thunder-snow SLA did about the same numbers. ~1k electric in a tiny lightning bolt sized area, and ~600 cold in what seemed like a gust of wind sized area. Using both of these would kill a single wolf (the real trash mobs of the quest) and leave most of the rest at about 2/3rd hp. I meant to check the healing from flowers in the thorns, but forgot to have any points spent in it that run.
    • Second run (Thorn) TLDR: it didn't feel as bad as (sky) but still didn't feel epic.
      The second run I was primal avatar (thorn) with 16 points spent as I remember to grab flowers in the thorns. The epic strike did 400-500 acid (314 spellpower) and 400 poison (236 spellpower) and Shard storm did about the same just to 6 single targets. I do have to say that the animations for shard storm are awesome though. it felt a bit more epic than skys epic strike and spell and since the strike was a dot that lasted almost as long as the cooldown (and an AOE), it didn't feel bad to use against most things. Against the elementals, the poison damage didn't take and so it took longer to kill, but still didn't feel horrible. Flower in thorns however... healed me for 17 after my heal amp of 90, and pos spell power of 318 (not sure if it cares about pos spellpower). unless that is boosted a bunch it feels like a waste of points. both buying it, and casting spike growth/entangle instead of something that deals real damage or earthquake. This time I finished the quest so that I could face the final bosses to see what 3 stacks of the epic strike looked like and it felt solid, still not epic, but solid.
    • Third run (Heart) TLDR: felt worse than (sky) for DPS. The DPS felt bad, but in a party the healing would feel fine. the healing felt epic enough, but the dps did not feel epic at all.
      The third run I was Primal Avatar (heart) with 14 points spent. The epic strike did about 1k-1.2k fire damage (319 spellpower), Reborn in fire did 500-700 fire damage , and heal me for about 1k (90 heal amp, 343 positive spellpower)
      Firestorm was doing more damage than either the epic strike or spell. I did not complete the quest as the fire elementals took far too much effort to kill. even the groups of wolves took effort to kill, I ended up gathering up a bunch of them, casting firestorm, the epic strike and spell, and then another firestorm to finally finish them off, it felt bad.


    bugs found: 2
    1. I got a Cocoon when I cast "Anger of the noonday sun" and "mantle of the icy soul" (fire and cold bypass) and on myself. This seemed to happen every time I cast those spells.
    2. When I cast the epic strike and reborn in fire I got hit by Anger of the noonday sun, which would make me take full fire damage from fire. no absorb, no resist.
    World - Khyber
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    Guild - Baatezu INC

  11. #11
    Hero QuantumFX's Avatar
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    Quote Originally Posted by Torc View Post
    Natural Shielding: You gain 10 Hit Points & 2 Magical Resistance Rating. Your summons, pets and hirelings gain 60% of your Max Hit Points and 30 Magical Resistance Rating instead. Summoned minions also gain +4 Reflex Saves and Evasion.
    Is this supposed to be a Mantle thing? Because absolutely nothing in this ability works. My character doesn't get 10 HP, and nothing happens to his Iron Defender.
    Things worthy of Standing Stone going EXTREME PREJUDICE™ on.:
    • Epic and Legendary Mysterious ring upgrades, please.
    • Change the stack size of filigree in the shared bank to 50. The 5 stack makes the shared bank worthless for storing filigree in a human usable manner.
    • Fixing why I don't connect to the chat server for 5 minutes when I log into a game world.
    • Fixing the wonky Lightning Sphere and Tactical Det firing by converting them to use alchemist spell arcing.
    • Redoing the drop rates of tomes in generic and raid loot tables.

  12. #12
    Community Member archerforever's Avatar
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    Storm Catcher (requires Nature of Sky) Cost 5 SP, Target enemy is instantly struck by a bolt of lightning for 1d6+3 damage per level. Fortitude vs Evocation DC:20+Highest of INT/WIS/CHA for half damage. Target also becomes chilled to the bone for 8 seconds slowing their movement and reducing their reflex save by half your character level. They also taking 1d6 per 2 character level in Cold damage every two seconds. Cooldown: 6 seconds.
    ---> make it AOE damage, we are talking about a "STORM"


    Flowers in the Thorns: Stepping inside a Thorn Spikes or Entangle spell whether hostile or friendly heals you for 1d3 hit points every 5 seconds per character level of the spell's owner.
    --> need an upgrade (maybe on higher tier ) of this enhancement that heal you when you are standing in any storm spells like Sleet Storm / Ice Storm / Call Lightning Storm / Storm of Vengeance


    Mantle of Nature: Primal Avatar Destiny Mantle: Only one mantle of destiny can be active.
    Heart: Your heal spells have a chance to apply Cocoon to your target. Your Fire and Light spells have a chance to apply a blast of that damage type for an extra 1d3/4/6 per character level. All effects scale with spell power. Each effect can only occur once every 5 seconds, tracked separately.
    Sky: Your Cold and Electric spells have a chance to blast one target for an additional 1d3/4/6 damage per character of the same type as the spell used. Each element can only strike once every 5 seconds, tracked separately.
    Thorn: Your Acid and Poison spells have a chance to blast one target for an additional 1d3/4/6 damage per character of the same type as the spell used. Each element can only strike once every 5 seconds, tracked separately.
    ---> Heart is very good
    ---> what is the % chance of procs ???!!!
    ---> Sky and thorn damage and cooldown are very bad if the player is not using pets and summons. Actually you want it to be effective with pets and/or summons to work with ''Shared Mantle'', it s not a choice, it s a MUST HAVE. I dont think it should work like that, the player should have a lot more damage with his character on the proc and pets and summons should have reduced damage of the proc. Like that if you want to not play with pets it is ok and good enough (that s why you need to increase damage), but if you play with pets and summon it is stronger overall even if they are doing reduced damage.

    Epic Moment - Greater Form: Transform briefly (15 seconds) into an ultimate form based on your nature. Cooldown: 5 minutes.
    --> 15 seconds buff for 300 seconds of cooldown.... it is really really really too short. Even if you have to reduces bonuses but make it last 30 secs or 1 min
    Ghallanda : Abramax Emerald Archer - Heroic Completionist - Racial Completionist - Epic Completionist


  13. #13
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    Default Welcome back to Feedback Hour with Grun and Viamel

    Here we go again

    As a healer: Would like cocoon to heal past loss of temp HP or replace cocoon as the heal basis. But it works to augment healing fine for nonhealers (as a nuking tree).

    This is the most interwoven/convoluted of the trees. Requires genuine time spent to actually understand how some of it works.
    --------------------------------------------------
    Cores:

    This is your Nature: Standard first core.

    Now Grow: Bland. Want something a bit more flavorful. Doesn't need to be strong, just flavor.

    Weathering the Elements: Wonderful, makes a spell I'd never cast actually relevant again. Also absorbs. Very nice, on theme.
    --------------------------------------------------
    T1s:

    Seeking Balance: This is fine.

    Well Weathered: Could see cost decrease/power increase. Too expensive for what it is.

    Epic Strike:
    Carrion Swarm: Higher damage, lower utility. Balanced.
    Spring to Summer: Very solid epic strike with mass cocoon and noticeable fire damage.
    Storm Catcher: Very solid as a single target damage DoT, the debuffs are quite good.

    Nature’s Friend: All are pretty good, squirrel of luck falls behind overall, would like to see a squirrel buff.

    Rejuvenation Cocoon: Decent heal over time, issue is lack of scaling/CL (and that it doesn't heal when temps are gone). Just straight base.
    --------------------------------------------------
    T2s:

    Flowers in the Thorn: Cool for Flavor, but overpriced as it doesn't do much.

    Mantle of Nature: Damage scaling is fairly decent, could be seen changing to lower dice that are weighted (1d3+3?), also knowing the % chance to proc would be helpful for evaluation.
    Cocoon on heal spell is cool, but proc rate seemed VERY low.

    Primal Spell: Mostly balanced with Reborn in Fire overperforming.
    Reborn in Fire: The damage + the healing at these values are too strong. Utility + Nuking. Needs to be tuned down.
    Shard Storm: Best for single target, snapshots debuffs.
    Thunder Snow: High damage AoE (Line) with a debuff. It's more powerful than the others, but is brought into balance by the target limitations.

    Thrive: (Might and Mending??) Spell cost reduction is great, buggy on lamma, but I like the idea, and how it is in the forum notes here is how I would like it implemented overall, if the 10% is stacking.

    Spirit Boon: Cool to get the stats, solid.
    --------------------------------------------------
    T3s:

    Primal Intensity: Really buggy. Difficult to tell what it's supposed to do. But I like the theme of temp HP on mantle proc. If its supposed to be multiselector between the 3 types at 5/10/15, its a great ability. Otherwise, who knows.

    Shared Mantle: Cool, buffs summons, pretty great (in theory). Our testing has it not working.

    Magic of the Old World: DCs good. Notes have it as multiselector and in game has to all.

    At it's core: Very nice buffs to epic spells, but the heart buff is WAY too strong. The others are balanced.

    Natural Shielding: Helps pets, but pets still bad. Self benefit good though
    --------------------------------------------------------
    T4s:

    Natural Evasion: mmmmm evasion. This is great.

    Intensity: Good spellpower for points.

    Nature's Blessing: It's fairly decent as a party buff, but being forced to shrine is limiting. Would like to see it as once per rest charge instead of proccing on rest. Notes have it as inspiration and in game has it as insightful. It's stronger if it's inspiration. Very good animation.

    Improved Metamagics: saves spellpoints, we like this.
    --------------------------------------------------
    T5s:

    Primal Ally: They all kinda suck.
    Heart Flame Dryad: Is supposed to cast heals? Doesn't. If it healed, it'd be cool.
    Sky Storm Rager: Casts electric loop as CC, kinda cool, still sucks. Could be better if the spellbook was limited to CC spells. (Shout + Soundburst + Electric Loop + BoGW?)
    Thorn Walker: Just bad. Would be cool if we got multiple needle blights as the summon.

    Ancient Wisdom: Spell DCs are good

    Mass Frog: Construct hitting instakill is great. Opening to different stats is great.

    Greater Form: Animations are all pretty great. Could see these go up to 30 seconds. Also seems to give passive (full time) 10% enhancement spell cost reduction (does not stack with magical efficiency)
    Heart of Flame: Repeated Reborn in fire proc. Very cool. Damage is balanced because of the healing ticks.
    Sky Rager: Damage is a bit lower than an epic moment could/should be. Knockdown doesn't work.
    Thorn Cloud: Very cool, but doesn't feel very epic. Confusion is nice, but a visible cue for that would be great.

    Epic Improve Intensify: This is great. This saves a lot of spellpoints. Top tier.
    -----------------------------------------------------------
    Overall: Very fun and interesting nuking tree. Potentially a bit high on power scale. Definitely worth a splash for primal spells if you're running other trees.

  14. #14
    Community Member Seph1roth5's Avatar
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    Quote Originally Posted by elvesunited View Post
    Mass frog works like it does on live.
    As in it's broken on things with SR?

    Also, it seems like the damage in a lot of these ED needs to go up. Remember when people were up in arms that low epics were going to suck because of this new level gating shenanigans and the devs assured us they were Front-loading the EDs and we wouldn't be so completely depowered.

    Well, looks like a lot more work is needed. I'm not one to say balance everything on reaper, but it should really be balanced vs. elite. Even newbies run elite because it's just more xp, and better loot %. These numbers seem to be balanced vs. epic normal, which no one wants to run (unless you really want a barovian weapon and only have a minute).

    Don't just add another 1d6 here and there, run your own stuff through EE and see how the damage stacks up.
    Mains - Messam, Indalecio, Mozenrath, Quackerjack.

  15. #15
    Community Member Vish's Avatar
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    Quote Originally Posted by Zretch View Post
    Ok, so now that we got the Draconic cores giving the right amount of spellpower, I've noticed that the tier 3 primal ability "Primal Intensity - Heart" is giving 1,500 fire, light, and positive spellpower for 1 point spent. It should be giving 15, according to the tooltip.

    i think this is wai
    in order to help this tree out
    Kil Glory
    30 alchemist
    HOW
    Sarlona

  16. #16
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    This tree is great in that it has lots of abilities to use. The tree is terrible because you're pushing all these buttons and some are not worth pushing. Over all it's hard to judge how good the tree is do to the bugs.

    Strike - I didn't expect the strike to have this crooked path in the middle of the tree, and didn't expect it to have two abilities in that path. Kind of weird seemed like I took a lot of points to improve the strike and it's second strike attack, which really isn't a strike cause they don't put each other on cool down.

    Intensity - Checking the notes this is bugged which may explain why it doesn't show up as a multi-selector but changed the ability it was tied to based on ranks you bought.

    Primal Intensity - I didn't take this to avoid the spell power bug.

    Primal Ally - it's an inconsistent dot ability. It would be nice if they gave these some more interesting abilities - remove the poor damage attacks and maybe add something interesting to replace them with CC, heal or buffs. That way you're not cursing when they start those low damage abilities.

    Greater Form - I took the Sky form and wasn't impressed. It was alright but not epic. Both the look and the performance needs improvement. Make it last longer.

    • Tier 1 - if you're not taking the strike there's not much to take. The strike is okay single target damage. Friends of Nature was my other choice
    • Tier 2 - Strike and Mantle and Strike. The strike is weird in this tree it has a path and grants a second active AOE ability. I got thunder snow which is decent damage better after the tier 4. Also spirit boon +2 stats to three stats is good(split between physical and mental)
    • Tier 3 Shared Mantle - I was running on an Arti I'm not sure if this worked on my dog. Strike gets a big improvement very nice.
    • Tier 4 - I like metamagic reductions I took those (they stack with other like abilities which rocks) I skipped primal intensity as I was trying to avoid the spell power bug when I tested.
    • Tier 5 - Primal Ally, Mass Frog, Moment, Spell DC, Metamagic.

  17. #17
    Community Member archerforever's Avatar
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    Default Primal VS Fatesinger

    * Mass Frog: Cost: 75 SP Up to six nearby enemies are turned into frogs. Each may avoid ribbiting on a successful Fortitude saving throw vs. DC (20+ Highest of Wis/Int/Cha modifier+ Transmutation bonuses). Cooldown: 60 seconds. (this is a copy of the destiny feat which is being removed from the epic feat list)

    * Cut the Strings: SLA. Strike a note to reveal the cords of fate so you might cut them. All monsters within a wide radius around you are forced to dance (Will vs DC:20 + DEX/INT/CHA + Enchantment) pulled by the strings of fate for 10 seconds. In Addition for 10 seconds your character gains the ability to cut their strings with any weapon strike or spell at a rate of once per second, instantly killing them. Bosses if they fail their save do not dance but will take an additional 100 sonic damage that scales with spell power when attacked by you in melee for the duration of the effect. Cooldown: 60 second.

    --> Remove the limitation of 6 enemies and reduce/remove the SP cost of Mass frog to be balanced
    Ghallanda : Abramax Emerald Archer - Heroic Completionist - Racial Completionist - Epic Completionist


  18. #18
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    Quote Originally Posted by archerforever View Post
    * Mass Frog: Cost: 75 SP Up to six nearby enemies are turned into frogs. Each may avoid ribbiting on a successful Fortitude saving throw vs. DC (20+ Highest of Wis/Int/Cha modifier+ Transmutation bonuses). Cooldown: 60 seconds. (this is a copy of the destiny feat which is being removed from the epic feat list)

    * Cut the Strings: SLA. Strike a note to reveal the cords of fate so you might cut them. All monsters within a wide radius around you are forced to dance (Will vs DC:20 + DEX/INT/CHA + Enchantment) pulled by the strings of fate for 10 seconds. In Addition for 10 seconds your character gains the ability to cut their strings with any weapon strike or spell at a rate of once per second, instantly killing them. Bosses if they fail their save do not dance but will take an additional 100 sonic damage that scales with spell power when attacked by you in melee for the duration of the effect. Cooldown: 60 second.

    --> Remove the limitation of 6 enemies and reduce/remove the SP cost of Mass frog to be balanced
    Mass, frog ( likely ) has advantages that the other likely does not. Mass frog affects plants, constructs and undead. It is instant while the fatespinner has to go around the next ten seconds "cutting the strings"

    Quote Originally Posted by Synthetic View Post
    This tree is great in that it has lots of abilities to use. The tree is terrible because you're pushing all these buttons and some are not worth pushing. Over all it's hard to judge how good the tree is do to the bugs.

    Strike - I didn't expect the strike to have this crooked path in the middle of the tree, and didn't expect it to have two abilities in that path. Kind of weird seemed like I took a lot of points to improve the strike and it's second strike attack, which really isn't a strike cause they don't put each other on cool down.

    Intensity - Checking the notes this is bugged which may explain why it doesn't show up as a multi-selector but changed the ability it was tied to based on ranks you bought.

    Primal Intensity - I didn't take this to avoid the spell power bug.

    Primal Ally - it's an inconsistent dot ability. It would be nice if they gave these some more interesting abilities - remove the poor damage attacks and maybe add something interesting to replace them with CC, heal or buffs. That way you're not cursing when they start those low damage abilities.

    Greater Form - I took the Sky form and wasn't impressed. It was alright but not epic. Both the look and the performance needs improvement. Make it last longer.

    • Tier 1 - if you're not taking the strike there's not much to take. The strike is okay single target damage. Friends of Nature was my other choice
    • Tier 2 - Strike and Mantle and Strike. The strike is weird in this tree it has a path and grants a second active AOE ability. I got thunder snow which is decent damage better after the tier 4. Also spirit boon +2 stats to three stats is good(split between physical and mental)
    • Tier 3 Shared Mantle - I was running on an Arti I'm not sure if this worked on my dog. Strike gets a big improvement very nice.
    • Tier 4 - I like metamagic reductions I took those (they stack with other like abilities which rocks) I skipped primal intensity as I was trying to avoid the spell power bug when I tested.
    • Tier 5 - Primal Ally, Mass Frog, Moment, Spell DC, Metamagic.
    I found the epic strike to be useless for my character ( a favored soul ). It;s range is too short making the burst damage unreliable. But's it's a pre-req for the seond SLA which was much more effective. Interestly though this leaves me open to take an epic strike from another destiny as the shared cooldown is for the epic strike itself.
    Last edited by elvesunited; 10-08-2021 at 01:41 AM.

  19. #19
    Community Member Certon's Avatar
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    WOW. Balanced Attacks GONE. So, what are the wolf and bear druids supposed to do now, eh? Let me guess: You're going to release a new ED for them later, for a price. Maybe it's buried in Fury of the Wild. Haven't checked there yet. Just reviewing this as I see it. DO NOT LIKE this one at all.

    (EDIT) Yeah they're supposed to be Fury of the Wild now. But balanced attacks is GONE gone. Too bad. It was a good way to prevent damage from a single target on vorpal and I loved it.

    This entire expansion so far feels like a personal attack. Everything you seem to be doing is just OBLITERATING my Monk/Wiz.
    Last edited by Certon; 10-11-2021 at 03:39 PM.

  20. #20
    Community Member Iriale's Avatar
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    I see that the feedback given in the previous preview has been of no use.

    The druid can switch between seasons, why does this ED fix his season? The ED should support both seasons, just not at the same time, the same way it does in heroics.

    And why do you keep linking fire and healing? You are constantly saying that you do not want to repeat the mistake of pampering some elements over all, and even so, you keep doing it!

    I don't know why I am wasting my time giving feedback, if it won't do any good. As always.

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