Hey Lyn, i know you were open to feedback and i think the Warpriest changes need gone over and possibly a second look. Currently we are getting a Fire Imbue with i think a total of 7d6 Imbue damage in the tree and on crit turns to light damage. No changes to the tree other than the HP being placed into divine bastion for the most part and a filler melee/ ranged attack being removed to place the toggle into the tree. I think Warpriest being an old tree to begin with needs some love and would benefit from a few tasteful tweaks, especially considering we are losing an extremely appealing t5 in old wrathful weapons, which when using swf or 2hf tends to help you clean house and feels like a Divinity fueled boon. I will try and systematically go over each aspect i find beneficial to design and others i find that detract from that Warpriest feel many are looking for.
1. Focus of Warpriest
Having played and created a couple of very versatile and successful builds using 14Clr/6Ftr and 20DA i found two very glaring issues with the tree as a whole. These issues while not crippling hurt the feel of the build in general. I found that smite foe was the ONLY melee attack that you would find worth using and ONLY with Ameliorating strike. The other attacks felt gutless and a point sink, offered extremely small chances (with no DC or quantifiable chance for effect shown) to have non class beneficial effects proc, Divine Vessel ...... i want to love this attack, i think it would be amazing BUT its useless with its stacking criteria even at cap. Safe to say the attacks seldom used any of the trees core features. Secondly Inflame while i love its attraction falls into the second problem, short term buff clickers. Inflame, Sanctuary and Sacred touch (although a passive buff it rarely works unless you are Radiant Savant with Aura) dont really benefit the party or yourself all too much and only come into effect when your in a boss fight, for the 20 seconds they last .... Inflame for its cooldown and point investment hurts when you could splash 3 fighter and use those 6 points to pick up Stalwart defense and grab a good chunk of its benefits passively or simply use the new Divine desciple cores to gather defenses and saves WITH spellpower constanly. The tree lacks small passive buffs and honestly it lacks its flavor.
2. Suggestions
1. Smite Foe needs to be changed to deal (Cleave) +1[W] 1-2 Light/ 1-2 Fire Damage per character level scaling with 100% Spellpower. Simple AOE entry into the melee tree allowing for a synergistic attack. It Can keep its 12 second cooldown as it fits inline with EKs core 1 cleave.
2. Favored weapons up the tree should simply be +1/+1 To hit and damage with Favored weapons and +1 Imbue Dice (We lose the spellpower here and thats ok, its to allow the cores to show their value and to allow Divine Disciple and other trees to have attractive spellpower options. Cant have an all in one tree)
3. Wrathful Weapons will remain the same as U57s suggested patch as far as the +3/+3 Hit and Damage, +3 Imbue dice. (Drop the fire to light conversion, toggle needs to be changed as far as its damage. Will be a similar split effect like Lighting the Candle with a tweak.
4. Core 2 (Level 3) Divine Vessel - Toggle your melee attacks now deal 1d4 Fire/1d4 Light damage scaling with 100% Spellpower. Your a vessel and here is your damage from your Deity. Seems simple, seems fair, and is again synergistic with the rest of the tree.
5. Inflame/Sanctuary (Multi Selector) will be moved to Core 3 (Level 6) - (Inflame) Empowered by your Deity, you and those around you gain +2 to Hit/ Damage and +2 to Saves. OR (Sanctuary) Blessed by your Deity you and those around you gain DR -5/, +5PRR and +2 to all Saves. Defensive Option instead.
6. Divine Vessel (The attack) -> Righteous Fury +5[W] 1-4 Fire, 1-4 Light per character level in an AOE burst, has a 33% chance to blind enemies on hit no save for 6 seconds. Cooldown 30 Seconds Costs 40 Spell Points and 1 Turn attempt (2AP), provides a healthy amount of AOE and combines previous filler attacks into the tree for 2 good solid attacks & provides additional needed investment for turns. Secondly it also is a trade off for turn buffs from domains and most importantly if splashed with Dark Apostate you may run out of enough turn attempts that you dont raise yourself. things to juggle and keep in mind. Side note, the Icon for this attack could be a Morningstar with a Holy aura and red background being swung to match Smite Foe.
7. In the tree to fill in for lack of attack slots and Inflame now being a core passive buff you can add in an SLA for Shield of Faith Mass with an additional +10 MRR while under the effects similar to EKs tree and for war priest flavor add in Beacon of the Divine T3, Defender of the Righteous T4 leading up to Divine Bastion with arrows. These would give extra threat in Defender +5PRR/+25% Threat Gen per point (3 total) and Beacon would give you +5 Light/Fire Spell power and +25% Threat gen per point (3 total). As a Beacon your Holy Prescence becomes more pronounced and you are hard to miss, similarly defender etc follows a similar path.
8. Double strike would be moved to over to the 2nd column of T4 and remain unchanged.
9. Divine intervention ... needs to be removed. ITs clunky, not taken and seldom is enough to save someone at higher difficulties. I think it should be removed period, maybe replaced by a Mass Vigor esk SLA or maybe an upgraded version of Stalwart Pact? Seems more useful with similar effects.
10. Core 4 Blur should be removed as a passive ability, seems with the added changed above it would add too much addition defense for no investment. Should be whichever Core 3 you didnt pick placed here + the Sacred% HP.
11. Core 5. Haste is ok, but idk if its thematic here but good for War soul. Maybe change this to Battle-hardened for 50 HP and DR -5/ + the other goodies standard AC goodies.
12. Core 6, no changes good stuff here. Will no longer need the additional text for Divine Vessel (Now Righteous Fury) although could add more Turn Attempts for Righteous fury if that route is taken.
13. Divine Power -> +6 Sacred bonus to strength +10 Melee Power/Ranged Power BAB = Character Level (2AP)
14. Cores no longer give Imbue dice on 2,4,5 as previous. Plenty of additional bonuses to PRR and threat gen, and 7d4/7d4 fulltime on toggle with sources in Dark Apostate and or other classes/ Gear fits inline with the 10d6 on Vorp.
Let me know your thoughts on this as im excited for u57 but sad to see Warpriest brought down and not fixed with the Imbue pass.