Disclaimer Everything seen on the preview server, Lamannia, is not final and is subject to change or removal before live release.
In this new framework we are moving some specific power out of the ED trees and into the into the Epic and Destiny feats to help reduce the power spike in the Destinies themselves while still retaining original player power. This also let us boost feats that are currently underperforming. Our other goal with this pass was to spread out power that is currently concentrated in the upper end of the game and bring it lower so that players can access it sooner. So, we've both added power to epic/destiny feats and made them available at lower levels.
We also wanted to make the Legendary "Scion of" Feats provide more of a competitive choice, which meant boosting the non-Fire feats considerably in the spellcasting department. Finally, we are removing the Epic Skill feats from the game, which will cut down on feat clutter considerably.
Changes in
Teal
Epic Feats
Epic Power (autogranted feat)
+6 Melee Power, +6 Ranged Power, +6 Universal Spell Power and -1% to the Spell Point cost of all spells.
Epic Knowledge (autogranted feat at level 22, 24, 26, 28, and 30) (new!)
+1 caster level and max caster level with all spells (for a total of +5 to all casting classes at level 30)
Epic Reputation
Now grants +5 to its listed skills instead of +3
Expanded Clip (new!)
Requires 12 Artificer, level 21. Your repeating crossbows have 1 extra shot in their clips. (Note: Not currently functional in this preview)
Epic Barbarian Damage Reduction (new!)
Requires 12 Barbarian, level 21. Your Barbarian Damage Reduction is increased by 1%. You also gain +5 Physical and Magical Resistance Rating
Destiny Feats:
ALL DESTINY FEATS NO LONGER CONTAIN SPHERE REQUIREMENTS
Epic Spellpower (all types)
Provides +20 Spellpower with the associated elemental type
Now also provides +15% spell critical damage with the appropriate elemental type and +5% all other spell critical damage
Epic Skill Focus (all skills)
Removed from the game!
Perfect Two-Weapon Fighting (new!)
Requires Two Weapon Fighting, level 22. Your offhand attacks now doublestrike at 65% of the rate of your main hand, versus the base 50%, up to a maximum of 65%.
Doublestrike (sorta new!)
+5% Doublestrike. (note that this is the old Perfect TWF feat. If you had that before, you have this now.)
Crush Weakness (new!)
Requires level 25. +15% damage versus the Helpless
Destiny Feats with NO MIN LEVEL
Now have Min Level 22
Destiny Feats with Min Level 28
Now have Min Level 25
Destiny Feats with min Level 29
Now have Min Level 28
Legendary Feats
Scion of Earth
- +4 to the DCs of Conjuration and Transmutation spells, +2 to the DCs of other spells
- +20 PRR
- +10 Acid and Poison Spell Power, +30 Universal Spell Power, +25% Acid and Poison Spell Critical Damage, +10% all other spell critical damage
- Add 2d20 Acid damage to weapon and unarmed attacks (Scales with Spell Power)
Scion of Air
- +4 to the DCs of Evocation spells, +2 to the DCs of other spells
- +4% Dodge, +4 to Dodge Cap
- +10 Electric Spell Power, +30 Universal Spell Power, +25% Electric Spell Critical Damage, +10% all other spell critical damage
- Add 2d20 Electric damage to weapon and unarmed attacks (Scales with Spell Power)
Scion of Fire
- No longer grants +25% Spell Critical Damage with all spells
- +4 to the DCs of Evocation spells, +2 to the DCs of other spells
- +10 PRR, +10 MRR
- +10 Fire Spell Power, +30 Universal Spell Power, +25% Fire Spell Critical Damage, +10% all other spell critical damage
- Add 2d20 Fire damage to weapon and unarmed attacks (Scales with Spell Power)
Scion of Water
- +4 to the DCs of Evocation spells, +2 to the DCs of other spells
- +20 MRR, +200 Maximum Spell Points
- +10 Cold Spell Power, +30 Universal Spell Power, +25% Cold Spell Critical Damage, +10% all other spell critical damage
- Add 2d20 Cold damage to weapon and unarmed attacks (Scales with Spell Power)
Scion of Feywild
- +10 Sonic and Force Spell Power, +30 Universal Spell Power, +25% Sonic and Force Spell Critical Damage, +10% all other spell critical damage
- +4 to the DCs of Enchantment and Illusion spells, +2 to DCs of other spells
- Add 2d20 Sonic damage to weapon and unarmed attacks (Scales with Spell Power)
- +20 Healing Amp
Scion of Shadowfell
- +4 to the DCs of Necromancy spells, +2 to DCs of other spells
- +10 Negative Spell Power, +30 Universal Spell Power, +25% Negative Spell Critical Damage, +10% all other spell critical damage. (note that the Poison Spellpower moved to the Scion of Earth feat)
- +20 Negative Amp (assuming you take healing from Negative)
- Weapon and Unarmed attacks heal you for 1d6 Positive damage, or 1d6 Negative damage if you are Undead.
Scion of Mechanus
- +20 Repair & Rust Spell Power, +20 Universal Spell Power, +25% Repair and Rust Spell Critical Damage, +10% all other spell critical damage
- +20 Repair Amplification (assuming you take healing from Repair)
- +10% Fortification Bypass on weapon and unarmed attacks
- Gain: Master Reconstruction, shares cooldown with Communion of Scribing
Scion of Celestia
- +4 to the DCs of Evocation spells, +2 to the DCs of other spells
- +20 Positive, Light, & Alignment Spell Power, +20 Universal Spell Power
- +25% Positive, Light, and Alignment Spell Critical Damage, +10% all other spell critical damage
- +150 Maximum Hit Points
- +4 to Will Saves
As a reminder, there are no more Sphere requirements (because there are no more Spheres), and any character may choose any feat from the Destiny feat list assuming they meet the other prerequisites (if any). This is incredibly important because it means that even characters who are brand new to Epics can choose from the same pool of Feats that an established player can without needing to grind out Epic Destiny XP.
We think these changes in combination with the Epic/Destiny Feat Tie-Ins in the trees themselves will create a far more compelling level-up flow for Epic play, and allow players to explore new and exciting combinations and builds without worrying about Destiny XP requirements.