Feedback after an hour of playtime:
- Thank you for Divine Wrath & Celestial Bombardment as Tier9 Spells
- Celestial Bombardment animation seems delayed - killed stuff then saw the effects show up
- Light Pillar is good for 5SP. Damage similar to Searing Light
- Divine Wrath could not use Embolden - is this WIA?
- Healing Aura needs some sort of marker or indicator - I had no idea it was on
- Damage from Delayed Judgement is lack luster [2 ticks of 500] - I think that should scale better or be effected by Meta's
- Really enjoyed Holy FireBall
Toon Background
Fresh 1st life pure FVS
WIS Based (57 WIS) [no tomes]
EVO DC 79
Light Spell Power 544
Crit Chance 42
Dmg Multi 70 [2.7]
Did a bit more testing. Spell pen needs to be added somewhere in the tree. The only spell pen you have available is either gated in fatesinger, or a tier 3 in magus.
One of the cores does not seem to be giving dcs. I'm not sure if it was an issue with PA or EA. The enchantment dcs do not seem to be applying. Healing pillar seems like it would be decent - if it was actually being cast consistently. Just goofing around with it, out of 5 casts, twice nothing happened but it went on timer. Thank you for giving CMW back, it is needed.
~Kozha~
"I will beat you with my pom poms."
Gland
Server: Thelanis - Characters Main: Rusttttt, Sepiaaaaa, Amethysttttt - Other Alts: Flameeeee, Siennaaaaa, Rougeeeee, Roseeeee, Wineeeee, Marigolddddd, Zaffreeeee, Wisteriaaaaa, Scarlettttt, Rufousssss, Lilaccccc, Puceeeee, Azureeeee, Orchiddddd, Sinopiaaaaa, Amaranthhhhh, Violettttt, Umberrrrr, Tawnyyyyy, And More! Literally too many for the Signature!
The Mantle is not healing the player, because of some targeting issue. A FvS Wall of Healing doesn't heal the player until they move a bit first. As you can't "move" from your Mantle, this means you can't ever get a tick proc'ing on yourself at this stage until this targeting issue is sorted.
J1NG
Thelanis: Yijing (*Completionist* TR 20 Aasimar Scourge Monk Level 20 / Epic Level 10)
Thelanis: Pocket-Monks: Sightblur, Peashoote, Jigglypath, Jedinja.
Invisible Fences, unkillable Target Practice Dummy's, Shared Bank's, Pale Lavender Ioun Stones, the dimensional barrier between Eberron and Shavarath, I've broken them all...
I appreciate the notes explaining why you made a change. Sometimes I'm left scratching my head, and it's nice to understand where you're coming from.
Sabbathiel/Sabathal/Sabath-1
Sarlona
Angelic Body: While in your Exalted Angel Epic Destiny Mantle, you are immune to Natural Poisons and Natural Diseases.
I am still unsatisfied with this^. I don't have a single character that does NOT carry remove curse, remove disease, and neutralize poison. Because the sad fact is being immune to natural poisons and diseases doesn't even register.
Here is a list of Magical and Supernatural Poisons:
- Arcanaloth: You have been poisoned by an arcanaloth and may soon suffer additional Strength damage.
- Fire Reaver: You have been poisoned by a fire reaver and may soon suffer additional Strength damage.
- Flesh Render: You have been poisoned by a flesh render and may soon suffer additional Constitution damage.
- Iron Golem: You have been poisoned by an iron golem and may soon suffer additional Constitution damage.
- Masmataz's Cocktail: You have been poisoned by Masmataz's Cocktail and may soon suffer additional Strength and Dexterity damage.
- Medusa Snake Venom: You have been poisoned by the snake bite of a Medusa and may soon die. Deals Constitution damage.
- Mindbite: You have been poisoned by mindbite and may soon suffer additional Charisma, Intelligence and Wisdom damage. Dealt by: Deqren Marzat
- Paralytic Injection: You are paralyzed by poison! This paralysis is prevented by Neutralize Poison, and not by Freedom of Movement. Dealt by: Underdark and Demonweb Drows
- Phase Spider: You have been poisoned by a phase spider and may soon suffer additional Constitution damage.
- Poison (spell): You are infected with venomous poison and may soon suffer additional Constitution damage.
- Poison Tears: You have been poisoned by Poison Tears and may soon suffer additional Constitution damage. Dealt by: Wheeps
- Spider: You have been poisoned by a spider and may soon suffer additional Strength and Dexterity damage. Dealt by: Underdark and Demonweb Spiders, Driders
- Cursed Contact Poison: You have been poisoned by cursed contact poison and may suffer additional damage until you are cured or you die. This is a curse and a poison effect. Dealt by: Glitering treasure near the Horn of Endurance
- Strong Spider Demon Venom: This spider's poison is a force of pure evil and unaffected by normal remedies. It's slow but lethal. Dealt by: The Spinner of Shadows
- Pit Fiend Venom: You have been poisoned by a pit fiend and may soon die.
- Weak Spider Demon Venom: This spider's poison is a force of pure evil and unaffected by normal remedies. It's slow but lethal. Dealt by: Flame Eater, Bloated Flame Eater
And disease is even worse. There are ONLY 2 Natural diseases in this game Bogdish Rot and Filth Fever, but Magical and Supernatural Disease...
- Blinding Sickness
- Cackle Fever
- Demon Fever
- Devil Chills
- Ghoul Fever
- Mindfire
- Mummy Rot
- Necrotic Touch
- Red Ache
- Shakes
- Slimy Doom
- Spawn of Vulkoor Implant
- Blight Rot
- Virulent Maggot Plague
Can we please get something more useful? As it currently stands I see this as an AP tax, because I will still have to carry Remove Disease and Neutralize Poison options for ALL OF THE ABOVE regardless of being "immune" to Natural poisons and disease.
My suggestions from the previous preview still stand.
Option 1: +10 saves to resist Magical and Supernatural Poisons
Option 2: Immunity to Petrification
Option 3: +10 SR, or +X amount to Spell Saves, and/or +X amount to MRR
Blood Scented Axe Body Spray (Thelanis)Aelonwy - Wydavir - Metaluscious - Aertimys - Phantastique - Kaelaria - Lunaura - Aelurawynn - Saurscha - Crystalorn - Aurvaeyn - Vaelyns - Wyllowynd
Yup. And it also seems odd that "magical" disease/poison is considered too powerful and important a mechanic to be covered by an epic ability, but it's OK that you can fix it with a potion you can by in the marketplace at level 1. I don't mind that there are some abilities that are beyond normal resistances (like dragons can knock you down through knockdown immunity, and the boss in Desire in the Dark can fear you though fear immunity), but IMO enhancement/class/racial abilities should be on at least the same level as vendor potions.
Sabbathiel/Sabathal/Sabath-1
Sarlona
I'd love knockdown immunity there instead. On live I like having that out of unyielding sentinel while healing (it's hard to heal others when you're stuck laying on the ground); but US on lam requires a shield to have KD immunity (thus giving up the orbs I use when healing) so having it in EA too would be nice.
Blood Scented Axe Body Spray (Thelanis)Aelonwy - Wydavir - Metaluscious - Aertimys - Phantastique - Kaelaria - Lunaura - Aelurawynn - Saurscha - Crystalorn - Aurvaeyn - Vaelyns - Wyllowynd
Healing Pillar shares a cooldown with Spring to Summer from the new Primal Avatar destiny. Using either puts both on cooldown. Is this a bug or working as intended?
----- Testing Update -----
max spellpoints before taking Exalted Angel Core 2: 5338
max spellpoints after taking Exalted Angel Core 2: 5388
I see the +50 spell points but I don't see any 10% increase.
Sun and Flame pillar lacks a visual component. I wave my hands and the enemy takes light damage. But no beam of light or fire from above. No beam of light or fire from me.
One thing to note with Light Pillar and flame pillar is that don't have anywhere near the range of searing light or sunbolt. ( less than half the range ) And it doesn't look like enlarge ( granted by my familiar ) does anything to improve it. Not sure if this works the same with the actual feat enlarge as Fred won't exchange a feat for me.
Even spells like Divine wrath and cometfall can be cast at considerably father distance than sun or flame pillar. ( again almost twice as far ) Gotta admit this is a strike against the Exalted Angel strikes. If all of my spells except them can be cast at considerably farther distance away then having a pillar spell that requires me to get much closer will be quite disruptive to my gameplay.
Tested range with Holy fireball and divine judgement. Both of them can be cast from about 50-60% farther away than the pillar spells.
Last edited by elvesunited; 10-20-2021 at 09:21 PM.
Beyond just the player not getting healed, I've noticed a weird effect with hires and the healing wall. Most hires heal fine once they've moved out/back into the wall but Frogo almost never gets the heals working on him even after moving out/back in(every now and then I can get him to heal, but most of the time he can be standing dead center in it and I can't get them to tick). But only it seems to be only Frogo who's extra glitched by this (well, of the hires I tested) and it's not an issue on live but purely on lam.
I tested and confirmed this issue this morning.
- 3475 SP before EA Core 1
- 3525 SP with EA Core 1 [confirmed +50SP as described]
- 3575 SP with EA Core 2 [confirmed +50SP but no 10% increase] Missing 357SP (10% Bonus not applied)
- 3575 SP with EA Core 3 [No SP Increase at all] Missing +50SP from Core 3
Edit: I retested (wiping all ED trees to 0)
- 3385 SP before EA Core 1
- 3435 SP with EA Core 1. Core 1 working correctly
- 3485 SP with EA Core 2. Core 2 not applying 10% bonus
- 3485 SP with EA Core 3. Core 3 not working at all
I also checked Spell Power:
- Core 3 (EA Wings) adds No spell power [Core 3 bonus is not currently working]
- Intensify (EA Tier5 Selector) also does not add the stated additional spell powers
I missed this in my first play through. All 3 pillars should have double range like traditional ray spells.
Is it just me, or is this Holy Presence still crazy good?
"Holy Presence: While in your Exalted Angel Epic Destiny Mantle and conscious, you and your allies in close range heal for 1d4+1 bonus hit points per caster level in Positive healing every 6 seconds. This scales with 100% Positive Spell Power."
I actually like the idea of giving melee some non-cast regenerative abilities (so they aren't so reliant on CC / healers to solo), but since this is an aura, if it becomes popular you aren't even going to need a healer. I'm not exactly sure how caster level is computed for this ability though.
Last edited by LurkingVeteran; 10-21-2021 at 08:33 AM.
The preview 3 (P3) looks a lot better than P2. :-)
Special thanks for (bringing back) the FvS wings recharge adjustment, the Mass Cure option and the Holy Fireball!
Suggestion: It would be interesting and thematically fitting if the Core above, which also gives wings, would also give Knockdown Immunity. A few others have been asking for the KD-immunity for this tree. The KD-immunity would tie the EA a little closer to a flying being, make this core stand out as a reasonable upgrade from being just a toned down version of a great heroic ability and also make the job of a healer a little easier in some situations.
I share the criticism few others here have shared about the Natural Poison and Disease Immunity, and would hope it gave saves to help against magical and supernatural instead, if mere immunity against those is too good, since I would still have to keep using a spell and/or potions on myself over this (natural immunity) for the most of the epic and legendary content.
I also hope the possible targeting bug(s) of certain auras or effects that has been brought up here get sorted out.
I am still a little concerned about the Epic Moment that was yet to get any adjustment or clarification after its initial P2 description, maybe next time.
Last edited by Syrophir; 10-23-2021 at 12:32 AM. Reason: a suggestion and grammar
Guild: aLiclan Main: Ichilphira (FvS/Caster) Prime alt: Ichilphrion (Melee)
Has been playing DDO, on and off, since 2006.
Moved from Keeper/EU to Thelanis in 2010.
---- Thoughts on changes I'd make after some consideration ----
( trying to balance in power and fix practicality issues while adding some spice )
Angelic Charge: Instead or reduced cooldown. Give it reduced spell cost for favored souls.
Favored Souls will benefit more from that.
Angel Form: your spells regardless of type have a 15% chance of 1d4+4 per caster level fire damage, 15% chance of 1d4+4 per caster level light damage, 15% per caster level positive damage/heal. Each has its own 10 second cooldown. This effect will never heal an enemy or harm an ally.
This will put this ability more on par with Draconic Incarnation. It will also make it easier for warlocks to process through eldritch blast.
Bane of Undeath: You gain Turn Undead feat. +1/2/3 turns +2/4/6 dice. Tier 3: Use Highest mental attribute for turning stat.
You want characters to get turn undead through Exalted who don't have it and then proceed to not give them the power to use it properly. Almost nobody takes Improved Turning, ( only clerics and paladins can ) and putting it here makes doesn't increase the chances of them taking it. Instead it drops the chance of them taking this ability to zero. This is still probably not enough but its a start.
Sun Pillar/Flame Pillar/Healing Pillar: Range changed to that of a normal spell. With extend working on it.
The range for these spells is distractingly bad. It's worse than every other spell that a cleric/favored soul has. In a gameplay situation this renders the pillar spells a pain in the butt. I really hope this is not WAI.
Angelic Body: Cures poison, disease or curse ( natural or otherwise ) upon having it inflicted. Cooldown 60 seconds. If another is inflicted before the cooldown completes, the character will have to cure that on their own or wait.
Because natural poisons and diseases are really quite rare.
Endless Turning: Greater Restoration when turn undead. +2/4/6 hit dice of undead effected.
Restoration is for heroics. This is Epic go greater. Also more hit dice of undead effected.
Sunbolt SLA: Changed from the 1 AP point invested stats in Angel of Vengeance to the 3 AP point invested version.
Let's not actually put out an inferior version than heroic.
Flaming Sphere SLA: Epic Flaming Sphere. Damage 2d6 per caster level uses casters fire spell power.
I'm sure this is what it's supposed to be but there just wasn't time to implement it for last preview.
Shadows Upon you: Gives caster an aura that inflicts the Shadows upon you effect on nearby enemies every 6 seconds ( duration 18 seconds )
This tries to eliminate the inherent weakness of this ability. Which is that you have to get in close to use it and then cast your DC using spell. You generally have time to get one good spell effect off. It's when you go for the second spell effect off that they kill you.
Delayed Judgement: Double the damage. Make sure fire portion is working. Cannot heal enemy.
It quacks like a duck. It uses spell DC like a duck. It uses spellpower like a duck. But its a goose! Okay Delayed Judgement is not a spell. It occurs to me that this spell excuse me ability might just be broken. I recall the light damage but not the fire damage when I used it. In any event the damage wasn't at the level such an ability suggests it should be at.
Enhanced Metamagics: Maximize 5/10/15 fewer spell point Empower 5/10/15 fewer spell point Quicken 5/free.
There's no reason why you can get free metamagics from some destinies but the same cannot be said for exalted Angel at Tier 4. Making maximize free may be a bit much but no reason not to make metamagic savings equivalent.
Holy Fireball/Chain Cure: In addition to damage if the character has holy command ability then every enemy hit by spell gets the tripped, blinded, made helpless effect if they fail their saves.
Granted you have to wait until Tier 5 for an area effect crowd control. But make it a good one.
Blessed water: +1/2/3 turn undead charges. +4/8/12 turn undead dice. Keep bonuses if have Font of Life.
Again turn undead needs a massive boost if it is to be effective at epic levels. Massive boost!
Last edited by elvesunited; 10-27-2021 at 05:25 PM.