With Update 57 we are embarking on a series of global overhauls that aim to streamline and shake up the game and bring new cohesion across multiple builds. The Imbue system is one such overhaul and aims to drastically change how players approach certain builds, as well as open up a large variety of fun, flavorful, and powerful new ones. But enough talk - let's see the details!
An Imbue is a new type of toggle in DDO that adds extra damage to your attacks. This extra damage can be specific to certain weapon types, certain combat styles, or even be focused on melee or ranged. Imbues can also scale with things, such as Melee or Ranged Power. You can only have one Imbue active at a time, which means turning on a new Imbue while one is already on will turn the old one off.
Imbues scale their damage with bonus Imbue Dice. If an Imbue added, for example, 1d6 Fire damage, gaining 1 bonus Imbue dice will change that to 2d6 Fire damage. 2 bonus dice means 3d6, etc. Bonus Imbue Dice are global and universal - they do not care about which Imbue is active, and will scale each imbue based on the base Imbue's stats. This means that with the earlier example, if the Imbue in question actually did 1d12 Poison damage scaling with Melee Power, having 2 bonus dice means you'll do 3d12 damage. You can check your bonus Imbue Dice on the character sheet's Details+ Tab.
If this sounds familiar, you're right! This is exactly how our current scaling toggles work - such as Eldritch Knight or Arcane Archer! The big difference here is that there are no more "Arcane Archer Dice" or "Eldritch Knight Dice" - they all now scale off of Imbue Dice together. One of the benefits of these dice being shared is that there is relatively little opportunity cost to switching to a different element from a different tree, should you so desire. You can also aim for very specific imbues in some trees and then boost them up elsewhere. It also means that gaining a bonus dice is something that a large variety of builds will want, making trees and feats that add bonus dice highly desirable.
There are a lot of Imbues available - most of which have been adapted from existing procs scattered throughout our enhancement trees. Most of them are also designed to be available very early on in your leveling process. There are also a lot of bonus Imbue Dice available, scattered throughout areas that used to add specific dice types, or just that we thought would make sense. The sheer amount of changes and additions makes creating concise release notes relatively tough, so we've split them into sections based on the source.
Note: Some of the abilities listed here already do the damage type we're talking about - with these pass, they will be changed to imbues and turned into toggles. Furthermore, some of the places we're adding bonus dice already involved increasing the dice of a proc that's been mentioned - basically, in your head, try to remember that all procs are now imbues, and all things that boosted procs are now bonus imbue dice, and it will all make sense.
Alchemist:
- (Vile Chemist Core 2) 1d8 Poison Damage, poison spell power
- (Vile Chemist Core 2) +1 Dice per 3 Alchemist Levels - max 6 dice
- (Vile Chemist Core 4) +1 Dice (replaces dice change)
- (Vile Chemist Core 5) +1 Dice (replaces dice change)
- (Vile Chemist Core 6) +2 Dice (replaces dice change)
Artificer:
- (Battle Engineer Tier 3) 1d6 Electric damage, electric spellpower (fills in missing t3)
- (Battle Engineer - Agility Engine t4) +1/2/3 Dice with a runearm equipped
- (Battle Engineer - Unlock Potential t5) +1 Dice with a runearm equipped
- The spell Elemental Weapons now grants +1 alchemical bonus to Imbue Dice (note this is still exclusive with other weapon enchantment spells)
- The spell Greater Elemental Weapons now grants +2 alchemical bonus to Imbue Dice (note this is still exclusive with other weapon enchantment spells)
Barbarian:
- (Frenzied Berserker Core 2) 1d8 Bane Damage - Melee Power scaling only. also deals 1 damage PER DICE to you for each swing! (Known Issue: only does 1 flat damage per dice on-hit)
- (Frenzied Core 4) +3 dice while Death Frenzy is active
Bard:
- (Warchanter Tier 3) 1d6 Cold Damage on hit, cold spellpower
- (Swashbuckler Tier 3) 1d6 Sonic Damage on hit, scaling wit Sonic Spellpower (note: this was the sonic on-crit thing)
- (Warchanter) Each core beyond the first grants +1 Dice
Cleric:
- (Dark Apostate Tier 1) 1d6 Evil damage, evil spellpower
- (Warpriest Tier 4) 1d6 Fire damage, fire spellpower - replaces t4 active attack
- (Warpriest) Core 2, 4, 5 grant +1 Dice
- (Warpriest T5) Wrathful Weapons now grants +3 dice instead of its separate proc, and turns your Fire imbue to Light for the duration
- (Dark Apostate) Tiers 2, 3, 4 grant +1 Dice
- (Dark Apostate) Tier 5 grants +2 Dice
- (Dark Apostate) Core 3, 5, 6 grant +1 Dice
Druid:
- (Automatically granted when you choose Fire or Water Elemental Form) 1d6 Fire or Cold, elemental form locked, spellpower scaling
- Elemental Forms now grant a flat +3 Dice (requires 11 druid)
Favored Soul:
- (Warsoul Tier 4) 1d6 Fire damage, fire spellpower - replaces t4 active attack
- (Warsoul) Cores 2, 4, 5 grant +1 Dice
- (Warsoul T5) Wrathful Weapons now grants +3 dice instead of its separate proc, and turns your Fire imbue to Light for the duration
Fighter:
- n/a
Monk:
- (Ninja Spy Tier 3) 1d6 Poison Damage, melee or ranged power, also continues to do its regular Ninja Poison on-crit stuff
- (Henshin Mystic Tier 3) 1d6 Fire and 1d6 Force, melee or ranged power
- (Henshin Mystic) Each core grants +1 Dice
Paladin:
- (Kotc Core 1) 1d6 Light Damage on hit, scaling with Melee or Ranged Power
- (Sacred Fist Core 1) 1d6 Fire or Light damage, melee power
- (Sacred Fist) Each core beyond the first grants +1 Dice
- (Sacred Fist) Tier 3, 4 grant +1 Dice each
- (Knight of the Chalice) Each core beyond the first grants +1 Dice
Ranger:
- (Ranger - Tempest) 1d8 Electric, melee or ranged power
- (Ranger - Arcane Archer) 1d8 Fire/Cold/Acid/Electric, appropriate Spell Power (they get all 4 elements, pick one)
- (Ranger - Arcane Archer) 1d8 Force, force spellpower
- (Arcane Archer) Tiers 2, 3, 4, and 5 grant +2 Dice each
- Note: All other primary Arcane Archer imbues are also now imbues in this system.
Rogue:
- (Assassin Tier 1) 1d8 Poison, melee or ranged power (note this swapped places with Toxin Affinity which is now tier 2)
- (Assassin - Toxin Affinity) moves to t2 (swaps with imbue), +1/2/3 dice
Sorcerer:
- (Eldritch Knight Core 2) 1d8 Fire/Cold/Acid/Electric, appropriate Spell Power (they get all 4 elements)
- (EK Core 2) +1 Dice per 3 Sorcerer levels, max 6
- (EK Core 4) +1 Dice (replaces dice step change)
- (EK Core 5) +1 Dice (replaces dice step change)
- (EK Core 6) +2 Dice (replaces dice step change) + the proc for +4 temporary dice
Wizard:
- (Eldritch Knight Core 2) 1d8 Fire/Cold/Acid/Electric, appropriate Spell Power (they get all 4 elements)
- (EK Core 2) +1 Dice per 3 Wizard levels, max 6
- (EK Core 4) +1 Dice (replaces dice step change)
- (EK Core 5) +1 Dice (replaces dice step change)
- (EK Core 6) +2 Dice (replaces dice step change) + the proc for +4 temporary dice
Warlock:
- (Enlightened Spirit Tier 4) 1d6 Light, Light spell power (ALSO APPLIES TO ELDRITCH BLASTS, no other toggle does this)
- (Enlightened Spirit Core 5) +3 bonus dice while in Celestial Spirit form
Racial:
- (Drow - Racial Tree) 1d8 Poison, melee or ranged power (same as Assassin)
- (Drow - Racial Tree) +1 dice in tier 3, 4 (new enhancements, fills in missing space
- (Shadar-kai Racial Tree) 1d4 Cold on sneak attacks, melee or ranged power
- (Half-Elf - Warlock Dilettante feat) 1d4 Fire damage, fire spellpower, also works on spells!
- (Tiefling - Racial Tree) 1d4 Fire Damage on hit, scaling with Fire Spell Power vs enemies below 75%, upgrades to 1d6 below 50% and again to 1d8 below 25%
- (Tiefling Scoundrel - Racial Tree) 1d4 Sonic Damage on hit, scaling with Sonic Spell Power vs enemies below 75%, upgrades to 1d6 below 50% and again to 1d8 below 25%
Universal:
- (Inquisitive) 1d8 Law Damage on hit vs chaotic, 1d4 against non-chaotic, Melee or Ranged Power
- (Inquisitive) Core 4, 5, 6 grant +1 dice each
- (Inquisitive) Tier 2, 4 grant +1 dice each
- (Inquisitive) Tier 5 multiselector grants +1 dice each except for 1 grants +2
Feats:
- (Embodiment of Law - Destiny Feat) 1d8 Law damage on hit vs chaotic, 1d6 vs non-lawful non-chaotic, 1d4 vs lawful, scaling with melee/ranged power
- (Embodiment of Chaos - Destiny Feat) 1d8 Chaos damage on hit vs chaotic, 1d6 vs non-law non-chaotic, 1d4 vs chaotic, scaling with melee/ranged power
- (Enhanced Elemental Dice - Destiny Feat) +1 Dice
- (Scion of the Feywild - Legendary Feat) +3 Dice
- (Scion of the Plane of Earth - Legendary Feat) +3 Dice
- (Scion of the Plane of Fire - Legendary Feat) +3 Dice
- (Scion of the Plane of Water - Legendary Feat) +3 Dice
- (Scion of the Plane of Air - Legendary Feat) +3 Dice
- (Offhand Versatility) - Orb gains +1 Imbue dice
Destinies:
- Shiradi Champion mantle gains 1d77 per 7 bonus dice - this is not an imbue toggle BUT gains benefits from your imbue dice!
- Draconic Tier 3 now grants +1/2/3 Dice
Items:
- Filigree Set Bonuses that used to give a scaling imbue on-hit now give +1 Dice
- Augments from Hunt or Be Hunted Raid now give +1 Enhancement bonus to bonus Dice
- Certain Set Bonuses get +1 Dice in heroics, 2 in epics, 3 in legendary (artifact typed):
- Profane Experiment
- Echoes of the Waking Ancestors
- Crypt Raider
Misc Changes:
As a part of this, we're also doing the following small set of changes to facilitate this system's cohesiveness:
- Pain Touch 1 and 2 from Ravager lose their small on-hit proc and gain +5 Melee Power each instead (for a total +10)
- Divine Crusader's T5 now adds Vuln + Armor Piercing on his while the Embodiment of Law toggle is active. Note that the Embodiment of Chaos upgrade in Fury is unchanged by this pass.
- Rather than the upgrade for Tempest's Lightning Stance increasing base damage, the base toggle now is the imbue and the upgrade grants the full +30% absorb
So! A pretty huge list of changes, lots to digest. Your thoughts, questions, suggestions are always welcome!