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
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.