Changes from first preview are in this green!
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.
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