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  1. #1
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    Default Update 56 Preview 2: Sacred Fist Archetype

    Howdy all! Please be sure to check out both the Producer's Letter and the Archetype Overview page before diving in here

    Sacred Fist is a Paladin Archetype, joining Stormsinger and Dark Apostate as the first wave of 3 Archetypes.

    Changes from Base Class
    Feats:
    Added:
    Armor Class Bonus: (1, 2, 5, 10, 15, 20) This version scales off of Charisma instead of Wisdom. If you are part-monk this will use the highest of Cha or Wis.

    Flurry of Blows (1)

    Unarmed Strike (1, 4, 8, 12, 16, 20)

    Evasion (2) (note: they do not get Improved evasion except as a t5 in the Sacred Fist tree.)

    Path of Light (1) This is the Handwraps deity feat. As with all deity feats it grants proficiency with its weapon (in this case Handwraps). It is automatically granted rather than being chosen during feat selection.

    Divine Dream (6) This is the level 6 "special" deity feat. It makes you considered to be in Heavy Armor while centered for the purposes of the Sacred Defender tree. This does NOT let you be centered in heavy! It is automatically granted rather than being chosen during feat selection.

    Removed:
    Sacred Fist Paladins do not gain Shield, Armor, or Martial Weapon Proficiency of any kind. Note that because they get the Path of Light this means they can use Handwraps!

    Spellbook:
    Level 1:
    Added: Ki Bolt. Fire a bolt of pure Ki towards enemies. Deals 1d6 Fire and 1d4 Force damage per caster level, scaling with 200% Melee Power. Note that this spell has been adjusted for playability for this Archetype and Henshin Mystic will also see this increased damage! Cost: 10 Ki
    Removed: n/a

    Level 2:
    Added: Sacred Flame Empowerment. Upon cast, you are empowered by holy magic, granting you +3 Sacred Fist Dice and allowing your critical hits to deal 1d20 Bane damage per Sacred Fist Dice, scaling with 100% of your Melee Power. Cost: 18 Ki
    Removed: n/a

    Level 3:
    Added: Creates an incinerating wave of ki fire. Deals 1d6+3 fire and force damage per caster level to targets within the wall, scaling with 200% Melee Power. Note that this spell has been adjusted for playability for this Archetype and Henshin Mystic will also see this increased damage! Cost: 18 Ki
    Removed: n/a

    Level 4:
    Added: Waves of fire emanate from your body, dealing 1d6 per Sacred Fist Dice in fire and Light damage to enemies in your vicinity, scaling with Melee Power. For 20 seconds after you cast this spell, you benefit from Fire Shield: Hot, which prevents 50% of your incoming Fire damage and deals a small amount of Fire damage to attackers that strike you in melee. Cost: 30 Ki
    Removed: n/a


    Skills:
    None for this Archetype.

    Misc Class Attributes:
    Ki Ability: Charisma

    Ki Progression: Monk

    Note: If you are part-monk (which uses Wisdom for ki), the Ki system will ever so politely take the highest of those modifiers. So don't worry that you'll end up wis-based if you multiclass.

    Past Life
    Sacred Fist: +5 Healing Amp and +5 Pos Spellpower per stack

    New Tree: Sacred Fist
    Replaces Knight of the Chalice

    Themes: Punch paladin! Burn enemies with your sacred fists.

    Cores:

    • Core 1: Sacred Flame: Toggle: Your melee attacks while centered deal an extra 1d6 Fire damage, scaling with Melee Power. Each core ability in this tree grants you +5 Healing Amplification and +5 Positive Spellpower.
    • Core 3: +1 Saves and AC. +1 Sacred Flame dice. Your weapons while using Sacred Flame now bypass Lawful + Good DR.
    • Core 6: +1 Saves and AC. +1 Sacred Flame dice. Gain +3 Remove Disease Charges and your Remove Disease now applies Greater Restoration to your target.
    • Core 12: +1 Saves and AC. +1 Sacred Flame dice. You gain Immunity to Energy Drain.
    • Core 18: +1 Saves and AC. +1 Sacred Flame dice. When you use Turn Undead, you and nearby allies gain +1 Ki on hit and +3 Ki on crit for 20 seconds.
    • Core 20: +4 Charisma, +3 Saves, +1 Sacred Flame dice. +10 Melee Power. +1 W with Weapons. You absorb 25% of all Fire damage.


    Tier 1:
    • Sacred Strike I: +1 to hit and damage with Favored Weapons.
    • Extra Smite: +2/4/6 bonus to Smite Evil.
    • Disciple of the Fist: +1/2/3 Heal, Concentration, and Intimidate. Rank 3: You gain +1 Reflex saving throws.
    • Deft Strikes: You gain +3/6/10% chance to make offhand attacks while centered.
    • Ki Shout: Ki Activate: Intimidates nearby enemies, encouraging them to attack you. This ability uses your Concentration skill, and shares a cooldown with the Intimidate skill. (Activation Cost: 5 Ki. Cooldown: 6 seconds)


    Tier 2:
    • Sacred Strike II: +2 to hit and +1 to damage with Favored Weapons.
    • Sacred Whirlwind: Make a sweeping attack against all nearby enemies for +3[W] damage. Shares a cooldown with the Cleave feat. Cooldown: 5 seconds. Cost: 12 Ki
    • Critical Mastery: +1/2/3 to confirm critical hits and critical hit damage
    • Fast Movement: You run 1% faster for each of your Paladin levels.
    • Action Boost: Doublestrike: Activate to gain +10/20/30% Action Boost bonus to Doublestrike for 20 seconds.


    Tier 3:
    • Sacred Strike III: +1 to hit and damage with Favored Weapons.
    • Sacred Smite: An improved smite that adds +1/2/3 to your weapon's critical damage multiplier and +1/2/3 to your weapon's critical threat range. In addition, this applies 1d2 stacks of Armor Destruction and 1d2 Stacks of Vulnerability unless the enemy makes a Fort Save (DC 10+Cha Mod+Sunder bonuses). Cost: 15 Ki (note: this is a Light ki melee attack)
    • Light of Hope: +1 Sacred Flame dice. Your Sacred Flame toggle now allows you to strike Incorporeal enemies as if you had Ghost Touch.
    • Instinctive Defense: You take 5/10/15% less extra damage when struck while helpless.
    • +1 Str / Cha


    Tier 4:
    • Sacred Strike IV: +2 to hit and +1 damage with Favored Weapons.
    • Deflect Arrows: You gain the benefits of the Deflect Arrows feat, knocking aside one incoming projectile that would have struck you every 6 seconds. (Antireq Tempest + Swash Deflect Arrows)
    • Light of Glory: +1 Sacred Flame dice. Your Sacred Flame damage is now Light instead of Fire.
    • Iron Skin: While centered, you gain an additional 5/10/15 PRR.
    • +1 Str / Cha



    Tier 5:
    • Sacred Strike V: +3 to hit and damage with Favored Weapons, +10 Melee power.
    • Evasive Dance: Improves your Evasion ability so on a failed Reflex saving throw against an attack that normally deals half damage on a successful save, you only take 85/70/50% damage.
    • Avenging Whirlwind: Make a sweeping martial arts attack against all nearby enemies for +5(W) damage. Damaged enemies gain one stack of Vulnerability. Shares its cooldown with the Great Cleave feat. Cost: 18 Ki
    • Violence Begets Violence: While Centered, when an opponent misses you in melee, you gain +1 critical threat range for 6 seconds. This stacks up to 5 times and is reset if you critically hit.
    • (this space intentionally left blank)


    Added Tree: Radiant Servant
    Replaces Vanguard

    Changes from base Radiant Servant: All things that say "Cleric Level" now work off Paladin Level.[/QUOTE]

    Bugfixes from Previous Lamannia:
    • Path of Light is now granted automatically instead of being dragged and dropped to prevent UX problems
    • sacred fist cores no longer cost 2 AP
    • both Whirlwind Attacks in this tree now use the Whirlwind Attack animation


    Known Issues:
    • Base Paladin can erroneously access the new Ki Spells.
    Last edited by Lynnabel; 08-16-2022 at 12:55 PM.
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  2. #2
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    Lightbulb Change radiant servant

    Please consider replacing Radiant servant for Warpriest/Warsoul tree.

    The healing tree has no place being lodged into handwrap melee types. Thank you.

  3. #3
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    Could we get Fists of Light here (and be it at 20th level/capstone in tree to avoid monk multiclass shennanigans to take dark as well)? It doesn't even need the finisher feat, I would just really like to use the GMoF epic moment with this tree, but half of its effect is gated by having Fist of Light.
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  4. #4
    Community Member Deivonte's Avatar
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    Default Cleaves

    Never mind, I saw that they use the Whirlwind Attack animation, which is massive. Thx
    Last edited by Deivonte; 08-16-2022 at 02:32 PM.

  5. #5
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    Default

    Sacred Defender still needs more options to support unarmored builds.
    Things worthy of Standing Stone going EXTREME PREJUDICE™ on.:
    • Epic and Legendary Mysterious ring upgrades, please.
    • Change the stack size of filigree in the shared bank to 50. The 5 stack makes the shared bank worthless for storing filigree in a human usable manner.
    • Fixing why I don't connect to the chat server for 5 minutes when I log into a game world.
    • Fixing the wonky Lightning Sphere and Tactical Det firing by converting them to use alchemist spell arcing.
    • Redoing the drop rates of tomes in generic and raid loot tables.

  6. #6
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    What is the duration of sacred flame empowerment going to be?
    Also question, the deity feats which grant +atk/dmg to favored weapons and go upto +3/3 for simples, would it be possible for them to treat handwraps as simple rather than exotic? They're one of the few sources of stats that grant distinct bonuses based on simple/martial/exotic category and wraps and other monk weapons are kind of undeserving of the lower bonus seeing as they are all statted like simples.
    Last edited by Lotoc; 08-16-2022 at 03:27 PM.

  7. #7
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    Quote Originally Posted by Pandjed View Post
    Could we get Fists of Light here (and be it at 20th level/capstone in tree to avoid monk multiclass shennanigans to take dark as well)? It doesn't even need the finisher feat, I would just really like to use the GMoF epic moment with this tree, but half of its effect is gated by having Fist of Light.
    It's important that Sacred Fist has its own niche instead of borrowing from Monk. That's why they get Smites and not monk stances or the combo system.

    So, with that in mind, if you're looking for more ED synergies, lets try to angle them towards the Paladin parts and not the parts that currently work with current monk. We want them to feel similar but be different!
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    Quote Originally Posted by Lynnabel View Post
    It's important that Sacred Fist has its own niche instead of borrowing from Monk. That's why they get Smites and not monk stances or the combo system.

    So, with that in mind, if you're looking for more ED synergies, lets try to angle them towards the Paladin parts and not the parts that currently work with current monk. We want them to feel similar but be different!
    Well, I'm more concerned with how GMoF has little synergy with anything as a main-tree outside monk (and I'm not asking for the combo-system, but for the singular feat and there is a light ki attack in the sacred fist tree, for that matter, so it's supposed to work with monk multiclass after all to enrichen the combo system!?).

    Nonetheless, let's look into "angle ED synergies towards paladin".

    Well, we got the three divine trees, that's were paladins should feel home! I love Divine Crusaders, so--- hm... no sunder DC on sacred fist, one ability that uses sunder and the actual attack is more of a reason to use it... well, can't equip shields either, so I have to build around those enhancements as well... Well, mantle may save it, max BAB--- ah, got it already! Erm, lawful and good bypass! Oh, is in core 3. Well, I could swap my favorite weapon, use GMoF to make it a ki weapon as well, and more or less ignore the handwraps! ...well, Consecrate is nice, but there is a lot of double-downs or avoids here, so maybe not that fit to be a main-tree.

    Unyielding Sentinel! That makes people buff, so... ah yeah, the MRR cap and the obvious lack of 50 PRR compared to heavy armor... and sacred fist tree doesn't have much defensive support, so I could slap the other two trees instead, and ignore the SF-tree altogether. Let's not do it right away though, we need to keep looking! So do I want hate on a more DPS build? Usually no. Knight's Challenge and other shield buffs aren't accessible either. Not much attack power here though... I mean, if I want to solo on r1, this seems to be fine, but going to threateny in raids will make the tank hate you, and in highish reaper you want neither be too threateny, nor too low on DPS, which is usually the thing people expect you to bring. Overall, this tree is halfway decent, but spread the character too much.

    Exalted Angel though! It doesn't have any melee support, and the only spellpower sacred fist has here is positive...

    Hm... I don't think that "angle ED synergies towards paladin" is doing good. I guess, I have to look at the rogues, the fighters, the rangers, the barbarians, the bards, and such to get something out of it. Nah, let's be insightful, I'll try to guess what this build is supposed to do in epic!


    It could be a cloth armor PRR tank (so -50 PRR) that tries to stack dodge (though monk multiclass to get earth stance would be recommended here), that ignores the sacred fist tree to get the usual combo of heal and tank out of the two other trees, ignoring handwraps to get two dinocrafted weapons into its hands, so the EDs would be US and maybe some shadowdancer for the avoidance.
    Or I use 1 fighter level, get my heavy armor proficiency and ignore my empty ki bar, but can also equip a shield then and be a tank with an extra bar.

    Or it could be a healer, using radiant servant as main tree, and then with the whole positive spellpower, EA makes a lot of sense, it's not like you need something else than healing aura and PEB in heroics, and you still got your LoH! Some US for staying power and LoH as well, and you could only use sacred fist during leveling!

    ...I guess I go GMoF anyway, if I want to play a fisty paladin, I want to play it fisty. Being reminded each time I use Split the Soul that I use the inferior version is still better than to play EDs that offers little to no support for handwraps (and what they offer is also covered by GMoF) and cloth armor.



    But seriously, why is Sacred Smite a light ki melee attack, if there is no intention to make it also buff Split the Soul. Even a passive that just grants the benefit of having it (like Divine Dream makes Sacred Defender think you got heavy armor) would be enough in my books.
    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...

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    This is kind of everything I ever wanted. God I hope can we get more AP to spend eventually. 80 just isn’t enough there’s so many goodies here with the other trees

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    Quote Originally Posted by Lynnabel View Post
    It's important that Sacred Fist has its own niche instead of borrowing from Monk. That's why they get Smites and not monk stances or the combo system.

    So, with that in mind, if you're looking for more ED synergies, lets try to angle them towards the Paladin parts and not the parts that currently work with current monk. We want them to feel similar but be different!
    I said it before and I'll say it again Sacred Fist needs more Cower!!! This way they synergize more with divine crusader.

  11. #11
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    Do Sacred Fists get the Divine Health feat at level 3? If so, please change the level 4 enhancement Divine Health in Radiant Servant (Sacred Fist version) to something else. It does the same thing as the feat.
    Thanks

  12. #12
    Community Member ZER0DIVISION's Avatar
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    The ki spells are a nice addition, but ki bolt & incinerating ki wave will go unused in epics for any build using Epic Defensive Fighting, which causes them to fizzle out after traveling forward for a half-second. As 'ranged' abilities that scale off melee power, can they ignore Epic Defensive Fighting? That would be a huge boon for both sacred fist and henshin mystic builds that will let them actually use these cool abilities at endgame.
    Snarf.

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    Quote Originally Posted by Lynnabel View Post
    Howdy all! Please be sure to check out both the Producer's Letter and the Archetype Overview page before diving in here

    Sacred Fist is a Paladin Archetype, joining Stormsinger and Dark Apostate as the first wave of 3 Archetypes.
    ...
    First, please increase the animation speed on ki bolt and/or make it usable while moving. Last time I tried using it, the slow animation that locked you in place made it useless. You are not a ranged character, it's not enough damage to one-shot anybody. You usually need to close that distance to melee at some point, and you can't do that if locked in place for three seconds.

    Second, do the cleaves truly grant as many attacks as WW for handwraps? In that case this is very powerful AoE, and I can't imagine making a regular monk who only has one WW (while this can have three). It's not necessarily a bad idea since it would give wrap users a unique niche as AoE melee, but yeah it would actually be as Sacred Fists and not monks. On the other hand, if you nerf it too much it won't be worth using. If you want to nerf it, I would considering removing one of them or increasing CD. I'm not a huge fan of having three cleave buttons, but I guess people can macro it.

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    Quote Originally Posted by Kielbasa View Post
    I said it before and I'll say it again Sacred Fist needs more Cower!!! This way they synergize more with divine crusader.
    Can we also get back divine might since we are losing it with kotc? The double strike action boost seems pretty out of place and I think this would be a good place for it. Thanks

  15. #15
    Community Member Duhboy's Avatar
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    Quote Originally Posted by Komradkillingmachine View Post
    Please consider replacing Radiant servant for Warpriest/Warsoul tree.

    The healing tree has no place being lodged into handwrap melee types. Thank you.
    Totally agree. Radiant Servant has zero reason to be included. Paladins are already self sufficient. If I wanted to play a character that heals I would play a cleric, FvS, Bard, etc. Warpriest makes more sense to go along with Sacred Fist. As for the Tier 5 abilities, they need work. Violence begets Violence is trash. Change it for something that's on tier of Holy Retribution or something.
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    Default (Error): Subclass mismatch! Report this bug!

    So I copied my level 32 Monk to Lamannia who is LG and used a +20 Lesser heart of Wood to TR into a Sacred Fist
    I was able to take the first level as Sacred Fist, but when talking to the Life Shaper from that point on and trying to select Melee->Paladin as my new class, I get the report of "(Error): Subclass mismatch! Report this bug!".

    This issue is probably also present for when switching to other archetypes when you lesser TR,
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  17. #17
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    Quote Originally Posted by Ordinary View Post
    So I copied my level 32 Monk to Lamannia who is LG and used a +20 Lesser heart of Wood to TR into a Sacred Fist
    I was able to take the first level as Sacred Fist, but when talking to the Life Shaper from that point on and trying to select Melee->Paladin as my new class, I get the report of "(Error): Subclass mismatch! Report this bug!".

    This issue is probably also present for when switching to other archetypes when you lesser TR,
    Excellent, thank you for taking the time to post this. Will begin investigating asap!
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  18. #18
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    Default How about something to substitute for shields

    Hi Lynnabel if the ED's were supposed to look at as a sacred fist are to be paladin focused ones than can we please have some means to interact with enhancements that require shields? I mean we're already getting something that'll treat us as if we're in heavy armor for the sake of enhancements so some means to gain eligibility for shield focused boosts might help with PRR/AC or potentially other bonuses might be welcome to let us take further advantage of more paladin focused ED trees.

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    Default It is possible to get multiple deity feats. Is the WAI?

    Scenario: At level 1 take cleric, choose a deity feat
    At level 2, take sacred fist - Automatically awarded the sacred fist deity feat
    At level 6 cleric I can select the relevant Deity feat for the deity selected at level 1
    At paladin level 6 I would be automatically assign the Sacred Fist deity feat

    I thus have 2 Deity feats for level 1 and 6

    Is it meant to work like this? I can see why you auto assign the Sacred Fist deity feats for 1/6 but if you do the cleric levels first you can end up following 2 deities.

    I didn't test taking Paladin 6 before cleric 6 to see if I didn't get a Deity feat at level 6 cleric.
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    Is incinerating wave (SFi) going to have the same save formula as incinerating wave (Monk)? No mention of the saving throw in the intro post but saving throw being tied to stunning bonus+ wisdom may end up a problem.

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