Disclaimer
Everything seen on the preview server, Lamannia, is not final and is subject to change or removal before live release.
Notes:
Preview 2's Shiradi landed in a good place for a lot of people, but was generally overtuned due to a scaling bug and rebalanced damage numbers working in tandem. In addition, the systems team had concerns about how Shiradi's procs balanced against other trees' mantle abilities. As a result, there are a few major Shiradi changes in this Preview:
- Prism, Stay Frosty, Stay Good, and the damage during Inexorable Advance now have short cooldowns. (0.1sec)
- We don't necessarily expect this change to be popular, but we currently feel it necessary to hit several goals here, including retaining most of the damage and all of the proc chance from Preview 2, maintaining balance versus other Destinies, and (to a lesser extent) ensuring we don't encounter performance issues. We are aware of the impact this has on missile spam builds, but ultimately would rather have this tree land as beneficial to a lot of character types than need to nerf it heavily for most character types in service of supporting a single kind of build (missile spam).
- Note also that Double Rainbow does not have this cooldown at the moment.
- Prism's damage is now 3d100+100 (was 3d100+200)
- Stay Good/Frosty's damage is now [1d100/2d100/3d100]+[60/120/180] (was [1d100/2d100/3d100]+[100/200/300])
- Inexorable Advance's damage is now 3d100+180 (was 3d100+300)
- Again, we don't expect these to be popular shifts, but think they are important in this rebalance. We are open to feedback on these, though we will be taking feedback of actual-Lamannia-play into consideration much more strongly than anything else.
Overview:
Shiradi Champions are uniquely attuned to the magic and chaotic power of they Feywild. They can be uncanny hunters with ranged weaponry, mages who use spells to lure foes to their doom, or some of both. With Ranged weapons, they can command high damage and slow down foes; with Spells, they can take control of powerful enemies and turn them on their allies. Shiradi Champions are especially good at keeping large crowds of enemies at bay, while adding a touch of chaos to any fight.
Core Abilities:
- Core 20 (level 20): Fey Favor: You gain the Magical Training Feat. Each core ability including this one grants +4 Ranged power, +50 Spellpoints, and +5 Force and Universal Spell Power. Each core also grants a +1 Epic bonus to all Spell DCs. Only the highest Epic Bonus to Spell DCs you get from Destiny Cores applies.
- Core 23 (level 23): Vision: Your attacks have Ghost Touch and you bypass 5% dodge and fortification. If you have the Holy Strike feat, double the dodge and fort bypass.
- Core 26 (level 26): Audience with the Queen: Get some tea! When you Rest, you pop off for some tea, and randomly get one cool buff - no longer uses Diplomacy check to determine which buff. Buffs last for 10 minutes or until you die.
Tier 1 (req level 20):
- Prism: Shiradi Champion Destiny Mantle: Your ranged and thrown attacks have a 15% chance to deal 3d100+100 extra damage of a random type. This damage scales with 200% Ranged Power. Your offensive spells have a 30% chance to deal 3d100+200 extra damage of a random type. This damage scales with 100% of the type's Spell Power.
- Wild Magics: +30/60/100 SP. Rank 3: +5 Force and Universal Spell Power
- Good Luck: +1/2/3 Luck bonus to attack and saving throws. If you have the Luck of Heroes feat, double this bonus.
- Fey Strike: Multiselector:
- Hunt's End: Epic Strike: Your next shot with a Ranged or Thrown weapon has +75% damage, and increases your Critical Threat Range by 16. (Cooldown: 8 seconds). 2AP.
- Fey Lights: Epic Strike: Cone SLA. Enemies are sprayed with illusions of color, and must make a Will save or be Dazed, Blinded, and/or Silenced. The target must make a saving throw for each effect. (20 + Highest of INT/WIS/CHA + Highest of Enchantment or Illusion bonuses) Cooldown: 6 seconds. 10SP.
- Fey Sight: +2/4/6 Listen, Search, and Spot. Rank 3: You are immune to Blindness.
Tier 2 (req level 20):
- Stay: Multiselector:
- Stay Good: While in your Prism stance, Ranged and thrown attacks have a 15% chance to deal 1d100+60/2d100+120/3d100+180 extra light damage. Your offensive spells have a 30% chance to proc this damage. This Light damage scales with 200% Ranged Power if from a Ranged attack, or 200% Light Spell Power if from a spell. Rank 3: Enemies hit by your ranged attacks have a 20% chance to be blinded for 10 seconds. Enemies hit by your offensive spells have a 30% chance to be blinded for 10 seconds.
- Stay Frosty: While in your Prism stance, Ranged and thrown attacks have a 15% chance to deal 1d100+60/2d100+120/3d100+180 extra cold damage. Your offensive spells have a 30% chance to proc this damage. This Light damage scales with 200% Ranged Power if from a Ranged attack, or 200% Cold Spell Power if from a spell. Rank 3: Enemies hit by your ranged attacks have a 20% chance to be slowed for 10 seconds. Enemies hit by your offensive spells have a 30% chance to be slowed for 10 seconds.
- Phase Double: +2/4/6% Doubleshot.
- Multiselector: Fey Charms
- Pin: Ranged Attack. +3[w]: If target is moving, they are Slowed for 12 seconds. Cooldown: 15 seconds
- Beguiling Charm: Target must make a Will save versus (20 + Highest of INT/WIS/CHA + Enchantment bonuses) or be Charmed for 12 seconds. Cooldown 15 seconds. Cost: 10 SP.
- Healing Spring: (Cooldown: 30 seconds) SLA of Greater Vigor, Mass. Uses charges of Wild Empathy, +1 Max Wild Empathy charge.
- Empathetic Link: +1/2/3 charges of Wild Empathy.
Tier 3 (req level 23):
- Double Rainbow: While in your Prism Mantle, your ranged and thrown attacks have a 7% chance to inflict a random effect on your target. Your offensive spells have a 14% chance to proc these effects. These effects scale with various different things depending on their origins, including Melee, Ranged, and Spell Power.
- Pierce Deception: You gain the Watchful Eye feat. (If you pass within 5 feet of a trap, you make a Search check to notice it as if actively Searching. (You still need the Trapfinding feat to successfully Search for difficult traps.)) If you have the Watchful Eye feat, +5% Doubleshot.
- Greater Fey Charms:
- Otto's Whistler: If enemies hit by Pin are not moving, they must make a Reflex save (20 + highest ability score + Spot bonus) or be Immobilized for 18 seconds. If enemies hit by Pin are moving, they must make a Will save (20 + highest ability score + Listen bonus) or Dance for 18 seconds.
- Greater Beguiling Charm: Enemies Charmed by your Beguiling Charm deal double damage with attacks and spells while under the effects of Beguile.
- Fey Strike II: Multiselector:
- Fey Force: Increases Hunt's End damage bonus by 75%.
- Fey Flash: Fey Lights' Daze now additionally affects Undead, Plants, Constructs, and Oozes, who would normally be immune to such effects.
- Shiradi Magic: Multiselector:
- +1/2/3 Illusion DC
- +1/2/3 Enchantment DC
- +1/2/3 Transmutation DC
- +1/2/3 Conjuration DC
Tier 4 (req level 26):
- Fey Form: While in your Prism Mantle, gain 9% extra damage against Helpless targets, DR 10 Cold Iron, and +5 Force and Universal spell power.
- Track: Dealing damage to enemies reduces their AC by 1 and fortification by 2%. stacks 10 times.
- Enemy of my Own: You gain the Favored Enemy: Fey feat.
- Fey Strike III: Multiselector:
- Overwhelming Force: Increases your Hunt's End effect by 75%. (Note: This shares a name right now with a Fury ability, will be renamed before Live).
- Fey Flare: The Daze portion of Fey Lights is now a Stun instead. (This Stun applies to the additional creature types in Fey Flash, if you have that skill).
- Whirling Wrists: +10/20/30% Attack Speed with Thrown Weapons. You gain +2/4/6% stacking Incorporeality.
Tier 5 (req level 30):
- Still: Multiselector:
- Stay Still: While in Prism stance, your ranged and thrown attacks and offensive spells have a 7% chance to paralyze living creatures for 6 seconds. Requires Stay Good.
- Stay Frozen: While in Prism stance, your ranged and thrown attacks and offensive spells have a 7% chance to freeze living creatures for 6 seconds. Requires Stay Frosty.
- Control: +1/2/3 to all Spell DCs
- Lore of the Hunt: Ranged Weapons gain +1 Critical Damage Multiplier on rolls of 19-20.
- Feywild Attunement: Every 4 Wilderness Lore feats grant you +1% Dodge. You are always considered to be in Point Blank Shot range and have BAB equal to character level with Longbows and Shortbows. +10 Force and Universal Spell Power.
- Agent of the Court: Multiselector:
- Inexorable Advance: Epic Moment: For 30 seconds, you gain +30 Ranged Power, can move while still gaining Archer's Focus stacks, and you do not take the normal 20% damage penalty while using Improved Precise Shot. You also gain 30% Action Boost bonus to Movement Speed for the duration. In addition, your Ranged attacks have a 100% chance to deal 3d100+180 Cold damage and 3d100+180 Light damage which scale with 200% Ranged Power in addition to Stay Good or Stay Frosty. Finally, your Ranged attacks in this state have a 100% chance to proc Double Rainbow effects. Cooldown: 5 minutes.
- Mass Chaos: Epic Moment: Enemies in an area are Confused with no save for 30 seconds, gain a stack of Fey Chaos, and apply a stack of Fey Chaos on hitting non-Player, non-Hireling targets while Confused. 5 minute cooldown.
- Fey Chaos: This creature takes 5% more damage from all sources for 10 seconds. This effect can stack up to 10 times, and all stacks expire after not gaining new ones for 10 seconds. This effect works on Bosses and Raid Bosses.