I see many ideas thrown in as names, but what do these names cover? I'd love to see what you guys think.
What would these archetypes look like? How would you try to integrate it into the DDO system?
I tried to put together several archetypes that I like, but so far there are only two that might be functional and usable.
Enhancement tree: Warlord, Stalwart Defender, Warchanter <Lose: Kensei, Vanguard>
(Alternative version: Warlord, Warchanter and Stalwart Defender or Kensei - if you spend a point to a tree, then locked the another.)
Skill points per level: 4 + Intelligence modifier
Class Skills: Heal (WIS), Intimidate (CHA), Jump (STR), Perform (CHA), Repair (INT), Swim (STR)
Feats:
Level 2: gain Bardic Ballad - Inspire Courage, <Lose: Fighter bonus feat>
Level 6: gain Song of War: Inspire Courage and Warchanter powers work as equal level bard (fighter level=bard level), <Lose: Fighter bonus feat>.
Level 10: gain Bardic Ballad - Inspire Greatness, <Lose: Fighter bonus feat>
Level 14: <Lose: Fighter bonus feat>
Level 18: <Lose: Fighter bonus feat>
Core
Core 1Active: Mark of Irrelevance/Hatred
Cooldown: 10 second
Duration: 1 minute * fighter level
Range: 30 m
Target: Single Self, Friend
If you use the power, choose:
- The Mark of Irrelevance decrease affected member hate generation with your Constitution score.
- The Mark of Hatred increase affected member hate generation with your Constitution score*2.
Passive: Each Core Ability you include this one also grants +1 Mark use.
Core 2Active: Shout of the Leader
Cooldown: 30 second (shouts have shared cooldown)
Duration: 20 + fighter level second
Range: AOE in ballad range
Target: Self, Friend
You & all allies in ballad range gain additional untyped bonus to active Flag:
- Flag of Destroy (red): increase Melee/Ranged power with your Constitution modifier (max fighter level).
- Flag of Rush (green): increase movement speed with your Constitution modifier (max fighter level) & attack speed with half Constitution modifier (max half fighter level).
- Flag of Defense (blue): increase PRR & MRR with your Constitution modifier (max fighter level).
- Flag of Mystic (yellow): increase USP with your Constitution modifier (max fighter level) & grant +1 imbune dice and +1 per 10 fighter level (+1 dice on level 1-9, +2 dice on level 10-19 and +3 dice on level 20).
- Flag of Life (white): regenerating your Constitution modifier*0,1% HP & SP every 3 sec (haven't max. level).
Passive: Granting +5% HP regain to your Second Wind for each Warlord core ability you possess. (75% max HP in Core 6).
Core 3 Passive: Presence of the Lord
Any active flag granting Heroism spell effect for you and your allies in flag range.
Additional increase your Action Boost & Battle Trance duration with 50%.
Core 4Active: Mark of Champion
Cooldown: 10 second
Duration: 2 second * Constitution modifier
Range: 30 m
Target: Single, Self, Friend
Marked allies Shout of the Leader bonus & max bonus doubled. Only 1 active at a time, a 2. use break the first.
Passive: Additional increase your Action Boost & Battle Trance duration with 100%.
Core 5Passive: Presence of the Great Lord
Any active Flag granting now Greater Heroism spell effect for you and your allies in ballad range.
You gain (choose): 5% physical or 5% magical (exclude untyped/bane) damage absorb
Cora 6Passive: Overlord of the Battles
Constitution +4, +10 Melee/Ranged power & +2 to all Tactical DC.
Any active flag granting +2 competence bonus to all ability for you and your allies in ballad range.
Increase your Action Boost & Battle Trance duration with 200%.
Version 2:
Constitution +4, +10 Melee/Ranged power & +2 to all Tactical DC.
The Warlod able to use combined flags (can toggle on 2 flag at a time).
Increase your Action Boost & Battle Trance duration with 200%.
Tier 1
Flag I (Toggle 2 AP)Choose 1 from 4 types!
Cooldown 20 second
Duration: Toggle (only 1 active at a time, a 2. use break the first)
Range: in ballad range
The warlord conjure an illusion Flag in the air/on the ground. The Flag move with the warlord.
In Flag range gain following morale bonus:
to you & allies:
- Flag of Destroy: weapon damage increase with your half Constitution modifier% (max half fighter level).
- Flag of Rush: increase attack with your half Constitution modifier % (max half fighter level).
- Flag of Defense: increase AC with your half Constitution modifier % (max half fighter level).
- Flag of Mystic: decrease sp cost with your half Constitution modifier % (max half fighter level).
to enemies (Sunder DC, Fortitude negate):
- Flag of Destroy: decrease melee/ranged damage with your half Constitution modifier % (max half fighter level).
- Flag of Rush: decrease attack with your half Constitution modifier % (max half fighter level).
- Flag of Defense: decrease AC with your half Constitution modifier % (max half fighter level).
- Flag of Mystic: decrease (all type) energy resist with your half Constitution modifier (max half fighter level).
Multiple warlords can use multiple types of flags in the area, shouting a warlord works with all active friendly flags.
Tactician (Passive 1-3 AP)Choose: Gain +[1/2/3] Action boost use/rest.
Extra Presence (Passive 1-3 AP)+[1/2/3] extra Mark use/rest.
Rank 3: Grant +1 Second Wind use/rest.
Action Boost I (Passive 1-3 AP)Choose an Action Boost: Attack, Defense, Haste, Power, Saves, Skills, Spellpower, Spell DC.
War Training (Passive 1-3 AP)Diplomacy, Heal, Intimidate +[1/2/3]
Rank 3: Grant +1 to your all Tactical DC.
Tier 2
Flag II (Toggle 2 AP)Requires: Flag I
Choose the 2. Flag
Ready for Battle I. (Passive 2 AP)You may use Constitution as your weapon's to-hit modifier.
Battle trance (Active 1-3 AP)Cooldown: 20 second
Cost: decrease max. HP with 10% for duration
Req: Diehard or Dodge
Duration: [30/60/120] second
Target: Self
Antirequisite: This ability cannot be trained if you have any other Battle Trance abilities.
Choose a defensive battle trance type:
- Reinforcement (*Req: Diehard): Half Constitution modifier Insight bonus to your Saves & Constitution modifier bonus to Unconscious range, Fortification, additional for duration gain Deathblock.
- Avoidance (*Req: Dodge): Half Constitution modifier Insight bonus to your Movement speed, Dodge & Dodge cap, additional for duration gain Evasion.
Action Boost II (Active 1-3 AP)Choose an Action Boost from list.
Mark of Protection (Active 2 AP)Cooldown: 10 second
Duration: 1 minute * fighter level
Range: 30 m
Target: Single Self, Friend
If the marked ally is injured, have fighter level % chance to gain Warlord's Constitution score as temporary HP (Doubled on epic level).
Tier 3
Flag III (Toggle 2 AP)Requires: Flag II
Choose the 3. Flag!
Ready for Battle II (Passive 2 AP)Requires: Ready for Battle I
You may use Constitution as your weapon's damage modifier.
Shout of the Conqueror (Active 2 AP)Cooldown: 30 second (shouts have shared cooldown)
Duration: 10 + fighter level second
Range: AOE in ballad range
Target: Enemies
DC = Sunder DC (Fortitude save negates this effect)
Punitive effect on enemies in ballad range:
- Flag of Destroy: Decrease all enemies melee/ranged power with your Constitution modifier (max fighter level).
- Flag of Rush: Decrease all enemies attack speed with your half Constitution modifier % (max half fighter level) & movement speed % with your Constitution modifier (max fighter level).
- Flag of Defense: Decrease all enemies PRR/MRR with your Constitution modifier (max fighter level).
- Flag of Mystic: Decrease saves with your half Constitution modifier (max half fighter level).
- Flag of Life: Drain your Constitution modifier*0,1% HP & SP every 3 second.
Action Boost III (Active 1-3 AP)Choose an Action Boost from list.
Ability I (Passive 2 AP)Choose an ability.
Tier 4
Flag IV (Toggle 2 AP)Requires: Flag III
Choose the 4. Flag!
Ready for Battle III (Passive 2 AP)Requires: Ready for Battle II
You add your half Constitution modifier to Tactical DC.
Shout of the Lord (Active 2 AP)Cooldodw: 30 second (shouts have shared cooldown)
Duration: Instant
Range: AOE in Ballad range
Target: Enemies
The roar of the lord strikes the opponents with the following effects in ballad range:
- stun (Fortitude vs Stun DC)
- trip (Reflex vs Trip DC)
- fear (Will vs Intimidate)
for half fighter level second.
Action Boost IV (Active 1-3 AP)Choose an Action Boost from list.
Ability II (Passive 2 AP)Requires: Ability I
Choose an ability
Tier 5
Flag of Life (Toggle 2 AP)Requires: Flag IV
Increase allies (all type) Healing amp and Incapacitation range with your Constitution modifier (haven't max level).
Decrease all enemies Healing amp (all type) with your Constitution modifier (haven't max level, no save).
Your Second Wind affect on you and on all allies in Flag of Life range. (Mass Second Wind work only with Flag of Life.)
Energy Source (Passive 1-3 AP)Vorpal hit has [fighter level]% separate chance to reset 1 charge of:
- Rank 1: Mark
- Rank 2: Mark and Action boost
- Rank 3: Mark, Action boost and Second Wind
Master of Battle (Passive 2 AP)Requires: any Battle trance
Your battle trance affects all allies in ballad range.
Master of Action (Passive 2 AP)Requires: Any Action Boost
Your Action Boost affects all allies in ballad range.
Mark of Target (Active 2 AP)Cooldown: 10s
Duration: 1 s * Constitution modifier
Range: 30 m
Target: Single enemy
Marked enemy:
- Gain your Constitution modifier/10 (rounded down) stack vulnerability.
- Flags, Shout of the Conqueror and Shout of the Lord effect without save chance for mark duration .
- Shout of the Conqueror effect & max effect doubled on Signed enemy
Only 1 active at a time, a 2. use break the first.
Enhancement tree: Master Creator, Renegade Mastermaker, War Soul (FVS), <Lose: Battle Engineer, Arcanotechnician>
Skill points per level: as artificer
Class Skills: as artificer
Feats:Level 1: Level 1: You gain Follower of Onatar feat and increase your Religious Lore on every level <Lose proficient: Great crossbow, Repeating heavy crossbow, Repeating light crossbow & Rapid Reload feat>
Level 2: Level 2: "Unique Domain: Construction". If you are not warforge gain Construct Essence feat. If you're warforge choose a body type: Adamantine Body or Mithral Body.
Level 4: Level 4: Gain: "Domain 2. ability" You gain Repair Moderate Damage as an SLA. 5 SP, 6 second cooldown. <Lose: Bonus feats>
Level 8: Level 8: Gain: Onatar's Forge unique feat <Lose: Bonus feats>
Level 12: Level 12: "Domain 3. ability" If you aren't warforge gain Improved Construct Essence feat. If you're warforge choose a body feat: Improved Damage Reduction, Improved Fortification or Mithral Fluidity. <Lose: Bonus feats>
Level 16: Level 16: "Domain 4. ability" You gain Disintegrate as an SLA. 20 SP, 12 second cooldown.<Lose: Bonus feats>
Level 20: Damage Reduction: 10/Cold Iron <Lose: Bonus feats>
Core
Core 1Passive: Creator
Defender/Servant, Animated weapon and Summoned/Charmed creature gain Artificer caster level % bonus HP.
Every core grant +5 Repair Amp to you, your Defender/Servant and your Animated weapon.
Core 2Passive: Creative Acceleration (Passive)
Defender/Servant and Animated weapon gain Artificer caster level % bonus to movement speed.
Core 3Toggle: Creator's Network
Unique Meta magic: Shared Spells
Toggle, Spell cost increase with 5*spell level SP.
All self targeted spell effects on Defender/Servant and Animated weapon in dungeon.
For example: Self targeted reconstruct or deadly weapon effects on you & your Defender/Servant and animated item without range.
Passive: Your servant learn additional special typed feat/power.
Core 4Passive: Improved Network
Your animated weapon and Defender/Servant now also benefit from your Imbue dice, if Creator's Network active.
Core 5Passive: Servant’s Specialization
Your servant learn additional special typed feat/power.
If Creator's Network active, your servant can use your Open Lock and Disable Device skills (with "use object" command and use a thieves's tool from your inventory).
Cora 6Passive: Master Creator
+4 Intelligence
Your servant learn additional special typed feat/power.
Animate shield:
While use Animate Item conjure an additional flying Spiritual Shield. The shield cann't attack, cann't be attacked and cann't be damaged.
This shield grant you X*4 shield AC & Block DR, additionally you have half Artificer caster level % chance to shield block attacks, if you do not move, these chances are doubled. This is an automatic process, you don't need to actively block it.
X equal with character level random loot:
level 20-23 = 8 shield AC and +8 Block DR
level 24-27 = 12 shield AC and +12 Block DR
level 28-30 = 16 shield AC and +16 Block DR
Tier 1
Servant I (Passive 2-3 AP)You transform your iron defender into a servant. Homunculus Enchantments works with your servant. The servant gain additional subtype feat/power.
Choose the subtype: Destroyer, Vanguard, Tricky or Hunter (*types in
https://sites.google.com/view/myddo/...master-creator)
Animate Weapon (Active 2 AP)(usable only a private area)
Cost: 5% max HP & max SP. (stacking, cannot be restored until you rest)
Duration: rest or death
Conjure a living flying Spiritual dagger. This weapon inflict X[d4] + your INT modifier untyped damage, critical range = X, critical multipler 3. (Other ability - attack, hp,... - equal with an actificer's caster level fighter.)
X equal with artificer's level random loot:
level 1-9 1d4+INT [20/x3]
level 10-19 1,5d4+INT [20/x3]
level 20-23 2d4+INT [19-20/x3]
level 24-27 3d4+INT [18-20/x3]
level 28-30 4d4+INT [17-20/x3]
The animation isn’t summoning.
Qualified Control I. (Passive 2 AP)Increase Defender/Servant, Animated weapon & Summoned/Charmed construct AC with your INT modifier % (maximum artificer level).
Wand and Scroll Mastery (Passive 1-3 AP)+[25/50/75]% damage and healing from your wands, scrolls, and other items that cast spells, and +[1/2/3] to the save DCs of your offensive wands.
Antireq: Taking Wand and Scroll Mastery in one enhancement tree will block its availability in other enhancement trees.
Skilled (Passive 1-3 AP)Repair, Concentration, UMD +1/2/3
Tier 2
Servant II (Passive 2 AP)Requires: Servant I.
Your servant learn additional special typed feat/power.
-Empty-
Qualified Control II (Passive 2 AP)Requires: Qualified Control I.
Increase Defender/Servant, Animated weapon & Summoned/Charmed construct attack with your INT modifier % (maximum artificer level).
Creator's Advice (Passive 1-3 AP)Defender/Servant, Animated weapon, Hirelings, Summoned/Charmed creature gain +[2/3/4] to all ability scores.
Heroic Companion (Active 1-3 AP)Action Boost: Grants an ally +[0.25/0.5/1][W], +[2/4/6] to hit and saving throws, +[0/2/4]% Dodge and +[0/0/10] PRR. (Cooldown: 30 seconds). Duration 60 seconds.
Antireq: Cannot be taken with the Halfling racial or Harper enhancement.
Tier 3
Servant III (Passive 2 AP)Requires: Servant II.
Your servant can learn additional special typed feat/power.
Improved Animate (Passive 2 AP)Requires: Animate Weapon
Now you conjure a Spiritual warhammer. This weapon inflict X[d8] + your INT modifier untyped damage.
X equal with artificer's level random loot:
level 1-9 1d8+INT [20/x3]
level 10-19 1,5d8+INT [20/x3]
level 20-23 2d8+INT [19-20/x3]
level 24-27 3d8+INT [18-20/x3]
level 28-30 4d8+INT [17-20/x3]
Qualified Control III (Passive 2 AP)Requires: Qualified Conrol II.
Increase Defender/Servant, Animated weapon & Summoned/Charmed construct PRR/MRR with your INT modifier (maximum artificer level).
SLA: Disable Object (Active 2 AP)Cost: 10 Sp
Cooldown: 6 second
This spell causes a short circuit in construct's movement control and if fails Will save (Evocation DC) paralyze it. The enemy is aware, but it can take no actions for a maximum of 6 seconds per caster level. The enemy may attempt to make a new Will save every 3 seconds.
Intelligence I (Passive 2 AP)+1 Intelligence
Tier 4
Servant IV (Passive 2 AP)Requires: Servant III.
Your servant learn additional special typed feat/power.
-Empty-
Qualified Control IV (Passive 2 AP)Requires: Qualified Control III.
Increase Defender/Servant, Animated weapon & Summoned/Charmed construct Melee/Ranged power, USP with your INT modifier (maximum articficer level).
Action boost: Damage Transfer (Active 1-3 AP)Cooldown 30 second - shared
Duration: 20 second
Activation Requirements: Any active animation.
Your incoming (all type) damage decreased with [25/50/75]%, animated weapon suffer the damage. Animated weapon die breake the action boost!
Intelligence II (Passive 2 AP)Requires: Intelligence I
+1 Intelligence
Tier 5
Servant V (Passive 2 AP)Requires: Servant IV.
Your servant learn additional special typed feat/power.
Master of Animate (Passive 2 AP)Requires: Improved Animate
Now you conjure a Spiritual great axe. This weapon inflict X[d12] + your INT modifier untyped damage.
X equal with artificer's level random loot:
level 1-9 1d12+INT [20/x3]
level 10-19 1,5d12+INT [20/x3]
level 20-23 2d12+INT [19-20/x3]
level 24-27 3d12+INT [18-20/x3]
level 28-30 4d12+INT [17-20/x3]
SLA: Elemental Turret (Active 1-3 AP)Cost: 50/35/20 SP
Cooldown: 40/30/20 second
Duration: 1 minute
Elemental turret works as Flame Turret with choosable elemental (fire, cold, acid or lightning) & increased HP and damage with [0/25/50]%.
You can have only one summoned creature at a time.
SLA: Control Object (Active 2 AP)Cost: 30 SP
Cooldown: 30 second
Duration: 1 minute * caster level
Telepathically controls the actions of a constructed enemy that fails its Will save (Transmutation DC), causing it to change sides. The target gains an additional Will saving throw every 15 to 30 seconds. The creature has less chance to break free and will follow you throughout the dungeon.
Sacrifice (Passive 2 AP)Requires: Any active animation.
If you die, automatically sacrifice the animated weapon and you return to life (as a self targeted resurrection spell).