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  1. #1
    Developer Steelstar's Avatar
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    Default U51 Preview 3: Legendary Dreadnought

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

    Notes:
    We didn't make significant changes to Dreadnought between Preview 2 and 3, primarily due to finishing up Exalted Angel and some other necessary U51 tasks. Much of the feedback in Preview 2 about Dreadnought was positive (especially outside of the Forums), but between Preview 3 and Live we'll be looking at how well this tree holds up power-wise against other Destinies. We know that the +[w] in the Mantle doesn't hold up well against Grandmaster, and will be discussing a change there, but otherwise we're confident that this tree will hold up after a final pass on numbers. (Additionally, the Epic Moment is going to get some visual flair that isn't quite in yet). As usual, open to feedback.

    Overview:
    Legendary Dreadnoughts are powerful warriors with a commanding presence. They specialize in either Melee or Ranged weapon combat, using their martial prowess to impair nearby enemies. Dreadnoughts are the most versatile at using Tactical Feats, gaining bonuses to all Tactical Feats and access to Dire Attack, which can Sunder, Trip, and/or Stun foes. They are the masters of Action Boosts, gaining access to exclusive boosts and gaining significant bonuses any time they activate an Action Boost. Dreadnoughts are versatile in their martial prowess, and can excel with any Melee or Ranged weapon.

    Note: The Terror debuff is: Terror: -1 melee and ranged power, -3 Spell Power, -1 AC. stacks up to 15 times.


    Core Abilities:

    • Core 1 (level 20: Fearless: You are now immune to Fear. Each core grants +15 HP, +5 melee power, +4 Ranged Power
    • Core 3 (level 23): Weaponmaster: +2 to Attack and Damage with all Weapons.
    • Core 6 (level 26): Thick Skinned: +15 PRR.


    Tier 1 (req level 20):

    • Push Through The Line: Activating an Action Boost grants +1/2/3 to all Ability Scores for its duration.
    • Epic Tactics: +1/2/3 to all tactical DCs
    • Dire Attack: Epic Strike: (Multiselector)
      • Dire Charge: (Melee Attack): Epic Strike: Rush forward at the targeted foe. That foe and all nearby foes are subject to +2[w] damage and must save or be Sundered. Sunder DC is (20 + highest ability score + bonus to Stun attacks). 12 second cooldown.
      • Dire Shot: (Ranged Attack): Epic Strike: Fire your weapon at the targeted foe. That foe is subject to +2[w] damage and must save or be Sundered. Sunder DC is (20 + highest ability score + bonus to Stun attacks). 12 second cooldown. (This is a single-target Ranged attack, but can be affected by Improved Precise Shot.)

    • Dread Mantle: Legendary Dreadnought Destiny Mantle: Every 6 Seconds While Active: Nearby enemies gain 5 stacks of Terror.
    • Shrug Off Punishment: +10/20/30 HP


    Tier 2 (req level 20):

    • Extra Action Boosts: +1/2/3 Action Boosts
    • Ghost Touch: Your melee and ranged weapons get the Ghost Touch effect.
    • Multiselector: Honor/Backstab:
      • Honor: +1/2/3 Attack. If you have the Tactician feat, double this bonus.
      • Backstab: +2/4/6 Attack when Flanking. If you have the Tactician feat, double this bonus.

    • Combat Brute: While in your Dread Mantle, you gain +1[w] while any Action Boost is active.
    • Life and Death: +3/6/10 Positive, Negative, and Repair Healing Amplification


    Tier 3 (req level 23):

    • Action Boost: Tactics: For 20 seconds, gain +3/6/9 Action Boost bonus to Sunder, Trip, and Stun DCs. (30 second cooldown, shared with other Action Boosts. Has charges like any other Action Boost)
    • Strike Twice: +2/4/6% Doublestrike and Doubleshot
    • Epic Power & Precision: When you have Power Attack active, you gain +2/4/6 critical hit damage (before weapon multipliers). When you have Precision active, you gain +2/4/6 to your critical confirmation rolls.
    • Dread: Your Dread Mantle grants you +15 PRR and also harms nearby enemies, dealing 1d6 Bane damage per stack of Terror the enemy has every 6 seconds.
    • Armor of Dusk: +2/4/6 AC and max dex bonus, -1/2/3 armor check penalty


    Tier 4 (req level 26):

    • Carry On: When you activate an Action Boost, you gain a 10% Action Boost bonus to attack speed for 20 seconds. (As it is an Action Boost bonus, it does not stack with Action Boost: Haste)
    • Momentum Swing: When you use your Dire Attack, enemies must now also save or be Tripped. Trip DC is (20 + highest ability score + bonus to Stun attacks).
    • Strike with Fear: Your weapon attacks against creatures inflicted with Fear, or creatures with at least 5 stacks of Terror, add one stack of Vulnerability.
    • Kick While They're Down: While in Dread Mantle, you deal +5/10/15% damage to Helpless opponents.
    • Untouchable: While any Action Boost is active, you have Displacement.


    Tier 5 (req level 30):

    • Multiselector:
      • Pulverizor: +1 Critical Multiplier on a roll of 19-20 with bludgeoning weapons.
      • Lacerator: +1 Critical Multiplier on a roll of 19-20 with slashing weapons.
      • Impaler: +1 Critical Multiplier on a roll of 19-20 with piercing weapons.

    • Legendary Rally:
      • Legendary Rally (Melee): +5[W] Cleave attack. Attack is considered an automatic critical. Can be used while Crowd Controlled, clears all Crowd Control effects on you when used. 30 second cooldown.
      • Legendary Rally (Ranged): +5[W] Single-Target Ranged attack. Fire a shot at your targeted foe. Attack is considered an automatic critical. Can be used while Crowd Controlled, clears all Crowd Control effects on you when used. 30 second cooldown. (This is a single-target Ranged attack, but can be affected by Improved Precise Shot.)

    • Lay Waste: When you use your Dire Attack, enemies must now also save or be Stunned. Stun DC is (20 + highest ability score + bonus to Stun attacks).
    • Dusk Surge: While in Dread Mantle, striking with weapons now has a chance to regenerate an Action Boost. Does not stack with other abilities that can regenerate Action Boosts.
    • Action Hero: Epic Moment: For 40 seconds, you gain the following Bonuses. This ability is counted as an Action Boost, though does not have charges and does not share a cooldown with other Action Boosts. 5 minute cooldown.
      • +8 Action Boost Bonus to Attack
      • +30 Action Boost Bonus to Melee and Ranged Power
      • +30% Action Boost Bonus to Attack Speed
      • +30% Action Boost Bonus to Doublestrike and Doubleshot
      • +50% Action Boost Bonus to Movement Speed
      • +15 Action Boost Bonus to AC and PRR
      • +15% Action Boost Bonus to Dodge. This bonus ignores Dodge Cap.
      • +9 Action Boost bonus to Sunder, Trip, and Stun DCs.
      • +6 Action Boost Bonus to Saving Throws
      • +6 Action Boost Bonus to Skills
    We don't only build for the builds that exist.
    We don't only build for the builds that are good right now.

    The fact that some changes are necessary is not diminished by the fact that other necessary changes have not happened yet.

  2. #2
    Community Member AebroKomatme's Avatar
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    Quote Originally Posted by Steelstar
    Disclaimer
    Everything seen on the preview server, Lamannia, is not final and is subject to change or removal before live release.

    Notes:
    We didn't make significant changes to Dreadnought between Preview 2 and 3, primarily due to finishing up Exalted Angel and some other necessary U51 tasks. Much of the feedback in Preview 2 about Dreadnought was positive (especially outside of the Forums), but between Preview 3 and Live we'll be looking at how well this tree holds up power-wise against other Destinies. We know that the +[w] in the Mantle doesn't hold up well against Grandmaster, and will be discussing a change there, but otherwise we're confident that this tree will hold up after a final pass on numbers. (Additionally, the Epic Moment is going to get some visual flair that isn't quite in yet). As usual, open to feedback.

    Overview:
    Legendary Dreadnoughts are powerful warriors with a commanding presence. They specialize in either Melee or Ranged weapon combat, using their martial prowess to impair nearby enemies. Dreadnoughts are the most versatile at using Tactical Feats, gaining bonuses to all Tactical Feats and access to Dire Attack, which can Sunder, Trip, and/or Stun foes. They are the masters of Action Boosts, gaining access to exclusive boosts and gaining significant bonuses any time they activate an Action Boost. Dreadnoughts are versatile in their martial prowess, and can excel with any Melee or Ranged weapon.

    Note: The Terror debuff is: Terror: -1 melee and ranged power, -3 Spell Power, -1 AC. stacks up to 15 times.


    Core Abilities:

    • Core 1 (level 20: Fearless: You are now immune to Fear. Each core grants +15 HP, +5 melee power, +4 Ranged Power
    • Core 3 (level 23): Weaponmaster: +2 to Attack and Damage with all Weapons.
    • Core 6 (level 26): Thick Skinned: +15 PRR.


    Tier 1 (req level 20):

    • Push Through The Line: Activating an Action Boost grants +1/2/3 to all Ability Scores for its duration.
    • Epic Tactics: +1/2/3 to all tactical DCs
    • Dire Attack: Epic Strike: (Multiselector)
      • Dire Charge: (Melee Attack): Epic Strike: Rush forward at the targeted foe. That foe and all nearby foes are subject to +2[w] damage and must save or be Sundered. Sunder DC is (20 + highest ability score + bonus to Stun attacks). 12 second cooldown.
      • Dire Shot: (Ranged Attack): Epic Strike: Fire your weapon at the targeted foe. That foe is subject to +2[w] damage and must save or be Sundered. Sunder DC is (20 + highest ability score + bonus to Stun attacks). 12 second cooldown. (This is a single-target Ranged attack, but can be affected by Improved Precise Shot.)

    • Dread Mantle: Legendary Dreadnought Destiny Mantle: Every 6 Seconds While Active: Nearby enemies gain 5 stacks of Terror.
    • Shrug Off Punishment: +10/20/30 HP


    Tier 2 (req level 20):

    • Extra Action Boosts: +1/2/3 Action Boosts
    • Ghost Touch: Your melee and ranged weapons get the Ghost Touch effect.
    • Multiselector: Honor/Backstab:
      • Honor: +1/2/3 Attack. If you have the Tactician feat, double this bonus.
      • Backstab: +2/4/6 Attack when Flanking. If you have the Tactician feat, double this bonus.

    • Combat Brute: While in your Dread Mantle, you gain +1[w] while any Action Boost is active.
    • Life and Death: +3/6/10 Positive, Negative, and Repair Healing Amplification


    Tier 3 (req level 23):

    • Action Boost: Tactics: For 20 seconds, gain +3/6/9 Action Boost bonus to Sunder, Trip, and Stun DCs. (30 second cooldown, shared with other Action Boosts. Has charges like any other Action Boost)
    • Strike Twice: +2/4/6% Doublestrike and Doubleshot
    • Epic Power & Precision: When you have Power Attack active, you gain +2/4/6 critical hit damage (before weapon multipliers). When you have Precision active, you gain +2/4/6 to your critical confirmation rolls.
    • Dread: Your Dread Mantle grants you +15 PRR and also harms nearby enemies, dealing 1d6 Bane damage per stack of Terror the enemy has every 6 seconds.
    • Armor of Dusk: +2/4/6 AC and max dex bonus, -1/2/3 armor check penalty


    Tier 4 (req level 26):

    • Carry On: When you activate an Action Boost, you gain a 10% Action Boost bonus to attack speed for 20 seconds. (As it is an Action Boost bonus, it does not stack with Action Boost: Haste)
    • Momentum Swing: When you use your Dire Attack, enemies must now also save or be Tripped. Trip DC is (20 + highest ability score + bonus to Stun attacks).
    • Strike with Fear: Your weapon attacks against creatures inflicted with Fear, or creatures with at least 5 stacks of Terror, add one stack of Vulnerability.
    • Kick While They're Down: While in Dread Mantle, you deal +5/10/15% damage to Helpless opponents.
    • Untouchable: While any Action Boost is active, you have Displacement.


    Tier 5 (req level 30):

    • Multiselector:
      • Pulverizor: +1 Critical Multiplier on a roll of 19-20 with bludgeoning weapons.
      • Lacerator: +1 Critical Multiplier on a roll of 19-20 with slashing weapons.
      • Impaler: +1 Critical Multiplier on a roll of 19-20 with piercing weapons.

    • Legendary Rally:
      • Legendary Rally (Melee): +5[W] Cleave attack. Attack is considered an automatic critical. Can be used while Crowd Controlled, clears all Crowd Control effects on you when used. 30 second cooldown.
      • Legendary Rally (Ranged): +5[W] Single-Target Ranged attack. Fire a shot at your targeted foe. Attack is considered an automatic critical. Can be used while Crowd Controlled, clears all Crowd Control effects on you when used. 30 second cooldown. (This is a single-target Ranged attack, but can be affected by Improved Precise Shot.)

    • Lay Waste: When you use your Dire Attack, enemies must now also save or be Stunned. Stun DC is (20 + highest ability score + bonus to Stun attacks).
    • Dusk Surge: While in Dread Mantle, striking with weapons now has a chance to regenerate an Action Boost. Does not stack with other abilities that can regenerate Action Boosts.
    • Action Hero: Epic Moment: For 40 seconds, you gain the following Bonuses. This ability is counted as an Action Boost, though does not have charges and does not share a cooldown with other Action Boosts. 5 minute cooldown.
      • +8 Action Boost Bonus to Attack
      • +30 Action Boost Bonus to Melee and Ranged Power
      • +30% Action Boost Bonus to Attack Speed
      • +30% Action Boost Bonus to Doublestrike and Doubleshot
      • +50% Action Boost Bonus to Movement Speed
      • +15 Action Boost Bonus to AC and PRR
      • +15% Action Boost Bonus to Dodge. This bonus ignores Dodge Cap.
      • +9 Action Boost bonus to Sunder, Trip, and Stun DCs.
      • +6 Action Boost Bonus to Saving Throws
      • +6 Action Boost Bonus to Skills
    I’ve gotta say that on first glance this looks promising. I’ll know more once I log into Lam.

  3. #3
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    Tier 5 abilities and Untouchable from tier 4 are ok. Rest of this tree is complete garbage.

  4. #4
    Community Member Assassination's Avatar
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    Quote Originally Posted by Theboss71 View Post
    Tier 5 abilities and Untouchable from tier 4 are ok. Rest of this tree is complete garbage.
    Agreed. This tree went from a weak, wonky tree on live, to useless for udate 51. On a positive note, you guys have successfully removed dire charge from the game.

    This tree and Shadowdancer, should be scrapped and redone.

  5. #5
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    Alright, let's take a piece of this.

    Generally, I like the idea of the tree and it plays well enough. I don't even mind that ranged combat is absolutely underrepresented (Terror stacks only when enemies close, no option to increase crit multiplier on ranged weapons [unless counter to the rest of the game, ranged and throwing weapons aren't having their own group and would be unintuitive for many players], PPR and other boosts I catogerize as melee boosts), but the question is exactly, what type of playstyle it's supposed to support.

    For now, I can see it as "Get close and hit hard and be hardy"-playstyle that tries to build upon previous heroic Tactics Options, while also trying to support other action boosts than Haste (though Haste also gets many buffs). The thing is, that what I have experienced most classes only have one usable tactical option and then maybe a tactics feat which doesn't work that well. While increasing it with a new Action Boost sounds enticing at first, it's rather lackluster to use an Action Boost to make your tactical feats work consistently, and at this point, most players already found several ways how to make their tactics work, and a splash into another ED with a +6 to a specific tactics all the time seems to be a better choice, as they usually only delve in one tactical DC anyway.

    Here some things I'd like you to consider:
    • Give Dreadmantle a +0.5[W] or whatever all the time and add more [W] when using an action boost
    • Add either a multiselector for tactical feats or an enhancement to improve existing tactical feats by either yanking up the DC, the Damage, or both
    • Honor and Backstab are kinda... meh. Hitting shouldn't be a problem in a character-appropriate difficult. Maybe roll Ghost Touch into Rank 1 there to open up a slot?
    • Make Critical Multiplier Selector to +1 for melee and +1 for ranged weapons. Allow the few of us that actually have leveled several sentient weapons to switch them when appropriate
    • Add a multiselector for Action Boost Tactics to allow players other options. Be it a defensive boost which will decrease all damage by 10%/20%/30% an offensive boost like Doublestrike boost (which is extremely underrepresented in heroics, and would be THE best combination with t4 Carry On or something new, like adding Xd10 bane damage on each hit, just to give out an action boost that can be used within the ED and doesn't mirror main-stream boosts


    Overall, I like this tree, but I think it's prowess is very dependant on your heroic class and build options, too spread out to think of it as something else than a (melee) generalist, and the unique mechanics (like Terror and AB-improvements) may have too little to play with.
    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...

  6. #6
    Developer Steelstar's Avatar
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    Quote Originally Posted by Assassination View Post
    I'd look at some of the other interesting trees for inspiration. Your Shiradi tree is very nice, Fury is in a good spot.

    This tree has 2 active abilities... The rest of the stuff is basically stat padding. This tree is about using tactics, and there is only one ability that uses them.

    Look to the original tree for inspiration.
    True! Though some of what we've attempted to do in EDs is put extra energy into existing Heroic abilities. While there is only one ability using the Tactics DCs here, it's fairly potent, and any character coming in here already has other feats that can use them. There isn't much from the original tree that we want to put back here that isn't already here - not just me, but the team in general - but we may be able to work in a few more things that synergize with the use of Tactical Feats, if that hits some of the targets you're looking for.

    Quote Originally Posted by Pandjed View Post
    Alright, let's take a piece of this.

    Generally, I like the idea of the tree and it plays well enough. I don't even mind that ranged combat is absolutely underrepresented (Terror stacks only when enemies close, no option to increase crit multiplier on ranged weapons [unless counter to the rest of the game, ranged and throwing weapons aren't having their own group and would be unintuitive for many players], PPR and other boosts I catogerize as melee boosts), but the question is exactly, what type of playstyle it's supposed to support.

    For now, I can see it as "Get close and hit hard and be hardy"-playstyle that tries to build upon previous heroic Tactics Options, while also trying to support other action boosts than Haste (though Haste also gets many buffs). The thing is, that what I have experienced most classes only have one usable tactical option and then maybe a tactics feat which doesn't work that well. While increasing it with a new Action Boost sounds enticing at first, it's rather lackluster to use an Action Boost to make your tactical feats work consistently, and at this point, most players already found several ways how to make their tactics work, and a splash into another ED with a +6 to a specific tactics all the time seems to be a better choice, as they usually only delve in one tactical DC anyway.

    Here some things I'd like you to consider:
    • Give Dreadmantle a +0.5[W] or whatever all the time and add more [W] when using an action boost
    • Add either a multiselector for tactical feats or an enhancement to improve existing tactical feats by either yanking up the DC, the Damage, or both
    • Honor and Backstab are kinda... meh. Hitting shouldn't be a problem in a character-appropriate difficult. Maybe roll Ghost Touch into Rank 1 there to open up a slot?
    • Make Critical Multiplier Selector to +1 for melee and +1 for ranged weapons. Allow the few of us that actually have leveled several sentient weapons to switch them when appropriate
    • Add a multiselector for Action Boost Tactics to allow players other options. Be it a defensive boost which will decrease all damage by 10%/20%/30% an offensive boost like Doublestrike boost (which is extremely underrepresented in heroics, and would be THE best combination with t4 Carry On or something new, like adding Xd10 bane damage on each hit, just to give out an action boost that can be used within the ED and doesn't mirror main-stream boosts


    Overall, I like this tree, but I think it's prowess is very dependant on your heroic class and build options, too spread out to think of it as something else than a (melee) generalist, and the unique mechanics (like Terror and AB-improvements) may have too little to play with.
    The crit in T5 should be working on Ranged and Thrown weapons, provided you take the one that matches the damage type your Ranged weapon does (piercing, in most cases).

    I like some of the suggestions here, will talk to the team about +[w] (like we said in the OP, we're looking at that at the moment anyway). Regarding hitting/Attack, there are definitely builds that do struggle with it (especially ones splitting their points wide on multiclasses), so we feel the support here is warranted. I'm not sure we can slide in significant brand new actives between now and Live, but I'll talk to the team and see if we can fit something in the vein of what you're talking about here. (either before U51 or in a patch afterward).
    We don't only build for the builds that exist.
    We don't only build for the builds that are good right now.

    The fact that some changes are necessary is not diminished by the fact that other necessary changes have not happened yet.

  7. #7
    Community Member Seph1roth5's Avatar
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    Quote Originally Posted by Steelstar View Post
    True! Though some of what we've attempted to do in EDs is put extra energy into existing Heroic abilities.
    Not something anyone wants.

    Epic destinies should be something stronger than heroic enhancements, not a way to make power critical go from complete suck to a small boost to something later (and complete suck in the meantime).

    I get the whole wanting epic to be a progression, but looking at the EDs it all looks like it'll be much MUCH less exciting than heroic progression.

    Heroic levels have new gear, cores, tiers, new spells, sprinkled all throughout (maybe not lv 19 but I'm only lv 19 for a minute).

    Maybe if more loot had been revamped other than the s/s/s there'd be less levels with nothing to look forward to. Now you'll hit a new level and get....5 MP, or maybe +2 attack/damage (when monsters in lv 20 epic quests have 7k+). And with the stat squish making legendary gear the same numbers as crafting, 29 isn't the same milestone. Which is one of the reasons everyone's clamoring for the tier 5 abilities to not be 30.

    This ED revamp is just not coming out at the right time. If it happened when the level cap was raised to 32-33, and all the old epic gear had been revamped, THEN it would've been a good time to stat squish and ED revamp.
    Mains - Messam, Indalecio, Mozenrath, Quackerjack.

  8. #8
    Hatchery Founder Ganak's Avatar
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    I can't help but feel we have an opportunity to help fighter classes taking this line with something that helps with self healing, a huge Achilles heal as compared to other melee capable classes such as barbs, pallys, rangers...


    Maybe something creative that melds with tactics like, "When you damage a helpless creature, you gain X hp that scales with melee power" or something along those lines...
    The Nak Abides - Argo - Ascent
    Ganak Goblinjuicer ~ Xanak the Irregular

  9. #9
    Community Member Hawkwier's Avatar
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    Thumbs down

    Sorry but what does "especially outside the forums" mean?

    These forums are the place for feedback. You publish the Previews here. Presumably so they can be reviewed on here. What relevance does anything outside the forums, good or bad, have in this context?

    Comments like this serve to reinforce the perception we're wasting our time communicating with you on here.

  10. #10
    Developer Steelstar's Avatar
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    Quote Originally Posted by Hawkwier View Post
    Sorry but what does "especially outside the forums" mean?

    These forums are the place for feedback. You publish the Previews here. Presumably so they can be reviewed on here. What relevance does anything outside the forums, good or bad, have in this context?

    Comments like this serve to reinforce the perception we're wasting our time communicating with you on here.
    The Forums are an official feedback channel, and we both collect and use a lot of feedback from here. But we also receive feedback from other sources, including social media, player-run channels, and (the specific one I was referring to here,) Lamannia Dev Events that we run on Lamannia itself.
    Last edited by Steelstar; 10-19-2021 at 04:57 PM.
    We don't only build for the builds that exist.
    We don't only build for the builds that are good right now.

    The fact that some changes are necessary is not diminished by the fact that other necessary changes have not happened yet.

  11. #11
    Community Member Hawkwier's Avatar
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    Quote Originally Posted by Steelstar View Post
    The Forums are an official feedback channel, and we both collect and use a lot of feedback from here. But we also receive feedback from other sources, including social media, player-run channels, and (the specific one I was referring to here,) Lamannia Dev Events that we run on Lamannia itself.
    And that's all very nice for you I'm sure. But please don't try to use those other un-reviewed channels to promote feedback from them as being an endorsement of what you are doing as any sort of counter to the feedback proffered on the official forums. You either have an official communication channel, or you don't.

    I prefer you do.

    If you don't though, I can cite you one that is far less complimentary or objective on the changes made than would even be permitted on here. I give them as much credence as I do any other alternative channel. Which is not much.

    If folks have views from Lammania, for example, they can feedback on here too, and many do. Just as any players, streamers or otherwise, can. Where we can all see it, unfiltered. After all, isn't that the point of the official forums, and if not, what is the point?

    So, I don't find your reference, particularly as it seeks to draw a comparison, to be at all helpful or even necessary.

  12. #12
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    meh

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    Multiselector:

    Pulverizor: +1 Critical Multiplier on a roll of 19-20 with bludgeoning weapons.
    Lacerator: +1 Critical Multiplier on a roll of 19-20 with slashing weapons.
    Impaler: +1 Critical Multiplier on a roll of 19-20 with piercing weapons.



    Why this garbage? Why is this specific weapons only and other EDs affect all?

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    The whole "Terror" thing makes no sense.

  15. #15
    Community Member Seph1roth5's Avatar
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    I posted a whole thread that was mostly constructive criticism about how low most of the numbers were in ED. And this destiny is definitely one of them. 10 healing amp shouldn't cost 3 DP at lv 20. Not when many races get 20 for 2 AP.

    https://www.ddo.com/forums/showthrea...rs-low-and-sad
    Mains - Messam, Indalecio, Mozenrath, Quackerjack.

  16. #16
    Community Member Assassination's Avatar
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    Quote Originally Posted by TFerguson View Post
    Multiselector:

    Pulverizor: +1 Critical Multiplier on a roll of 19-20 with bludgeoning weapons.
    Lacerator: +1 Critical Multiplier on a roll of 19-20 with slashing weapons.
    Impaler: +1 Critical Multiplier on a roll of 19-20 with piercing weapons.

    Since this is so restrictive, could you add say a +1 crit range to each of these? That was previously in div crusader for all weapons, this would be more narrowly focused.

    You could even get more focused, by say doing the +1 crit range, +1 crit mult on 19-20, but only with a group of weapons? Use fighters kensai focus weapon groups.
    Last edited by Assassination; 10-21-2021 at 10:48 AM.

  17. #17
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    -- Thoughts and Testing for Legendary Dreadnought -----

    Dire Charge works well.

    Destiny Mantle does about 15 points per stack. So adding 5 stacks at a time averaging ..... 75, 150, 225. Reaper of course reduces this further.
    This real needs to scale. ( preferably with melee power ) It does the same damage at level 23 as it does at 30. I would also increase the stack size to 25.

    The biggest issue with this destiny is it is so specialized. Its the action boost and tactics destiny. Characters that use both are actually a fairly tiny subsection. Too many abilities that require action boosts to work makes the tree inaccessible to characters that don't use action boosts. In particular the action boost requirement in the mantle shouldn't be there.

    One could say that if a character doesn't have action boosts then they can get one from Legendary Dreadnought except the action boost being offered isn't a practical one. Tactics are primarily for taking down trash mobs. If you need to use an action boost for your tactics to affect trash than your tactics DC is lacking and you will run out of action boosts long before you run out of trash. Instead I prefer to use action boosts on enemies that tactics do not work on. Action boost:haste is among the most popular as it scales well into harder difficulty but action boost Doublestrike also scales well.

    The Tier 5 abilities are very good

    Except for the epic moment. The epic moment is weak. Lets compare:

    Fury: +1000 unconscious range, heals 10% max hp, gets adrenaline charge, quick cutter charge, and great leveler cooldown reset every 5 seconds for 30 seconds.

    Dreadnought Epic Moment: +30 melee power, +15 AC, +15 PRR, +15% dodge, +30 doublestrike, +15 uncapped dodge, +30% attack speed for 40 seconds

    Dreadnought lags way behind. You could accidentally click it and not realize you had your epic moment. Instead I would suggest:

    Improved Dreadnought Epic Moment: Double PRR and MRR. +30% attack speed. +50% melee/ranged power. All enemies in range get full stack of terror.
    ( and if possible the character should display some sort of dread glow to advertise the boost )

  18. #18
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    Jun 2019
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    One thought I had, which could be either its own thing or rolled into the +1/+2/+3 Tactics DC.

    Multiselector: Superior Tactics
    • Forceful Tactics: Add an insight bonus to the DC of tactical feats equal to 1/2 of your Strength modifier
    • Agile Tactics: Add an insight bonus to the DC of tactical feats equal to 1/2 of your Dexterity modifier
    • Enduring Tactics: Add an insight bonus to the DC of tactical feats equal to 1/2 of your Constitution modifier
    • Cunning Tactics: Add an insight bonus to the DC of tactical feats equal to 1/2 of your Intelligence modifier
    • Insightful Tactics: Add an insight bonus to the DC of tactical feats equal to 1/2 of your Wisdom modifier
    • Fearful Tactics: Add an insight bonus to the DC of tactical feats equal to 1/2 of your Charisma modifier


    Benefits are:
    • Doesn't stack with Battle Trances
    • Provides Battle Trance-like bonuses to tactics to STR-based characters, like STR-paladins and Barbarians, and CON-based characters (basically every STR build), while also adding the tactics element to every character that can't grab a battle trance from their trees
    • As it doesn't provide the damage boost, battle trances are still interesting
    • Makes some gear with Insightful Deadly more interesting again for those who already use battle trances
    • Underlines LDs focus on tactics
    • Depending on its placement, it could be either make LD a more friendly splash tree or main tree (could be even rolled into the mantle)
    • May STR-based characters actually consider to take the normal Trip/Sunder attacks into their rotation (Improved are hidden behind other feats after all, both exclusive stances)
    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...

  19. #19
    Community Member DaviMOC's Avatar
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    Got my barbarian to test the tree. Thats an ED that i stopped carrying for a long time on live due to how more offensive is live's FoTW.

    Lamma version feels even more offensive than lamma's FoTW. Cheers! I'm looking into finally using LD.

    I'm not a master LD players so I wont talk much. For me it just feels great. Is nice to have more damage as it dosent have any sustain ability. We have choices now . Anyway I managed to get DireCharge t5 and the primal scream+ Unquenchable Rage: that i love from FoTW. And I 'm starting to question the viability of FoTW as main ED given the context.

  20. #20
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    A few random observations.

    In the abstract I like that you've thought to put in ranged as an option, but it looks difficult to make LD work well for ranged in practice. For instance, the Epic Strike, Dire Shot, is feeble compared to Fatesinger's Pluck of a String. The Mantle, as someone else pointed out, is unhelpful for ranged. As you go up to t4 and t5 Dire Shot gets more useful, but what archer can invest that many points into LD when it offers so little otherwise?

    One focus of the Destiny - enhancing Action Boosts - could work, except that most of them require the mantle, which is not especially helpful for ranged builds. So, you have to sacrifice a more useful mantle for a must less useful one in order to boost Action Boosts? Perhaps if you made the Mantle-Action Boost benefits trigger on Multi-Shot (probably with a cooldown between procs), like Displacement in Horizon Walker, it would encourage archers to use the Destiny. That doesn't help xbow users and throwers, though. elvesunited suggested decoupling Action Boosts from the Mantle entirely, which would be even better.

    Another attack enhancement, Strike with Fear is interesting, but only one stack of vulnerable? As in 1% more damage for 3 seconds vulnerable? If so, for a t4 enhancement that's underwhelming. If it could build several stacks, or some other effect like adding/extending Fear spell's slow effect, or less desirable, Shaken, maybe then?

    Thanks for reading.
    Last edited by SocratesBastardSon; 10-21-2021 at 12:13 PM.
    "The imagination is not … the faculty for forming images of reality; it is the faculty for forming images which go beyond reality..." - Gaston Bachelard

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