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  1. #1
    Community Member Aeneas's Avatar
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    Default the next level of enhancements

    Many classes have received new enhancement choices which are class and/or race specific that indicate the character's "life" choices so to speak and put him or her on the path to something less general than say, "rogue", or "bard".

    My point for this thread is this:

    Most of these enhancements are acquired at around level 6, when are we getting the next tier/ is there going to be a next tier?
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  2. #2
    Community Member Mad_Bombardier's Avatar
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    /pulls string on his DDO Forums 'Speak and Say':
    Quote Originally Posted by Eladrin View Post
    Yep. The white board behind me has three for Rangers and a level 12 set for Rogues listed on it.

  3. #3

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    /pulls the string again

    Quote Originally Posted by Eladrin View Post
    The rogue ones are upgraded versions of the existing ones. Two of the ranger ones have to do with archery, one with two weapon fighting.
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  4. #4

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    /waits impatiently for ranger loving...

    btw, Hi Mad and MT.
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    Quote Originally Posted by Victorie View Post
    Pwesiela is correct.

  5. #5

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    Quote Originally Posted by Mad_Bombardier View Post
    /pulls string on his DDO Forums 'Speak and Say':
    Quote Originally Posted by MysticTheurge View Post
    /pulls the string again
    Guess I'm too late in this thread to use mine, huh?
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  6. #6
    Developer Eladrin's Avatar
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    Quote Originally Posted by Borror0 View Post
    Guess I'm too late in this thread to use mine, huh?
    The Kobold goes "Yark! Yark!"

  7. #7

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    /pulls strings

    Quote Originally Posted by Eladrin View Post
    The Kobold goes "Yark! Yark!"
    Thanks!
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  8. #8
    Community Member Symar-FangofLloth's Avatar
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    Quote Originally Posted by Eladrin View Post
    The Kobold goes "Yark! Yark!"
    And here I was, expecting some amazing insight onto the further implementation of these. Oh well. Besides, we all know kobolds are better when they go "Dizafrabadoo!" anyway.
    Former Xoriat-er. Embrace the Madness.

  9. #9

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    Quote Originally Posted by Symar-FangofLloth View Post
    And here I was, expecting some amazing insight onto the further implementation of these. Oh well.
    Yup, that is awesomely mean!!

    Quote Originally Posted by Symar-FangofLloth View Post
    We all know kobolds are better when they go "Dizafrabadoo!" anyway.
    QTF
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  10. #10
    Developer Eladrin's Avatar
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    Quote Originally Posted by Symar-FangofLloth View Post
    And here I was, expecting some amazing insight onto the further implementation of these.
    Oh, fine.

    Rogue Way of the Mechanic II, Way of the Assassin II, and Way of the Thief-Acrobat II are slated as level 12 Rogue enhancements. Ranger ****** ******, ******** ******, and ******* are probably going to end up as level 6 enhancements, as most of the other specializations do... But there's precedent from the Paladin ones to have them at 9 too, which lets me make them a little more powerful.

    They're still in the whiteboard stage though, which means they change from day to day.

    I also expect to have those asterisks decoded by the time I look at the boards tomorrow morning.

  11. #11

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    Quote Originally Posted by Eladrin View Post
    I also expect to have those asterisks decoded by the time I look at the boards tomorrow morning.
    Talk about a good memory.

    Cannot even remember the name of its won Enhancements.
    And there I was trying to decode the ***** and guess what it could be...
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  12. #12
    Community Member ~Treemarker's Avatar
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    Quote Originally Posted by Eladrin View Post
    Ranger ****** ******, ******** ******, and *******
    You know...I think dev responses are on a 12 hour timer....I'm just sayin...

  13. #13
    Community Member Symar-FangofLloth's Avatar
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    Quote Originally Posted by Eladrin View Post
    But there's precedent from the Paladin ones to have them at 9 too, which lets me make them a little more powerful.

    They're still in the whiteboard stage though, which means they change from day to day.
    If these were druid-oriented at all, I'd agree that they should do the level 6 druid / level 9 ranger deal. Once druids come out, that is . Because that's what it seems to be with the paladins... the abilities are a little strong for a tank-type, but well suited to a healer, so the delay in level makes up for it: while no different at end-game, it does prevent level 6 elven paladins from casting raise dead.
    However, you stated they were for ranged and twf, so I'd hope that they remained at level 6, as per the rest. Once druids get implemented, then perhaps we could see the druid ones as level 9 options added on to it. Though if you did that, I'd want to see paladin specific ones at level 6 as a different option than the cleric ones at level 9, and we don't really need that. So ignore that idea, I suppose, and just stick them at level 6.
    At least, this is what I think about the whole deal. Levels 6, 12, and 18 would be good points, and help convince people to keep classes purer. Though multi-classing gives you the ability to get more than one specialty, though not as a high level.
    Decisions, decisions.
    Former Xoriat-er. Embrace the Madness.

  14. #14
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    Quote Originally Posted by Eladrin View Post
    Ranger ****** ******, ******** ******, and ******* are probably going to end up as level 6 enhancements, as most of the other specializations do... But there's precedent from the Paladin ones to have them at 9 too, which lets me make them a little more powerful.

    I also expect to have those asterisks decoded by the time I look at the boards tomorrow morning.
    I'll take a stab at two of these. The second is Deepwood Sniper and the third is Tempest. The first I would have think about more.

    If that's the case, those are two decent Prestige classes on which to base enhancements.
    Last edited by GramercyRiff; 10-20-2007 at 09:29 PM.

  15. #15

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    Quote Originally Posted by GramercyRiff View Post
    I'll take a stab at two of these. The second is Deepwood Sniper and the third is Tempest. The first I would have think about more.

    If that's the case, those are two decent Prestige classes on which to base enhancements.
    The first is arcane archer.

    That fits with the "two archery, one two-weapon" information we already have.

    Edit -- For reference:

    Arcane Archers apply various special abilities to their arrows, in addition to having all arrows be +5. Full write up here.

    Deepwood Snipers seem to largely focus on increasing the critical properties of their arrows, making them Keen and improving their critical multipliers. They also have abilities that allow them to Aim (adding bonuses to hit), use poison and reduce their target's concealment.

    Tempests gain up to +3 to AC while wielding two weapons, reduce their penalties for two weapon fighting by up to 2 and gain the ability to spring attack while using two weapons.

    (Though presumably Eladrin will use some sort of subset of these abilities.)
    Last edited by MysticTheurge; 10-20-2007 at 10:02 PM.
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  16. #16

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    Quote Originally Posted by Symar-FangofLloth View Post
    Once druids get implemented, then perhaps we could see the druid ones as level 9 options added on to it.
    These should probably be variants on the Eldeen Ranger's Sect Abilities.

    Ashbound: Resist Arcane (Saving throw bonus vs. arcane spells), Ferocity (can fight while disabled or dying) and Spell Resistance (SR 20).
    Children of Winter: Resist Poison (Saving throw bonus vs. poison), Resist Corruption (immunity to disease and saving throw bonus vs. mind-affecting effects) and Touch of Contagion (Contagion spell-like ability).
    Gatekeepers: Resist Corruption (Saving throw bonus vs. aberrations), Darkvision, and Slippery Mind (as the rogue ability)
    Greensingers: Resist Nature's Lure (as the druid ability), Unearthly Grace (charisma bonus to saving throws), and Damage Reduction (DR 3/cold iron)
    Wardens of the Wood: Nature Sense (as the druid ability), Improved Critical (for thrown or ranged weapons) and Smite Evil (as the paladin ability)

    However, the druid versions are the Initiate feats (Ashbound, Child of Winter, Gatekeeper Initiate, Greensinger Initiate, Warden Initiate) and they're generally different. They're really more like domains, a simple ability and additional spells on your spell list.
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  17. #17
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    Quote Originally Posted by MysticTheurge View Post
    The first is arcane archer.

    That fits with the "two archery, one two-weapon" information we already have.

    Edit -- For reference:

    Arcane Archers apply various special abilities to their arrows, in addition to having all arrows be +5. Full write up here.

    Deepwood Snipers seem to largely focus on increasing the critical properties of their arrows, making them Keen and improving their critical multipliers. They also have abilities that allow them to Aim (adding bonuses to hit), use poison and reduce their target's concealment.

    Tempests gain up to +3 to AC while wielding two weapons, reduce their penalties for two weapon fighting by up to 2 and gains the ability to spring attack while using two weapons.
    Good call. I realized it a few minutes ago and came back to post it, but you got it MT.

    So it's Arcane Archer, Deepwood Sniper, and Tempest. Yep, I would say those are three very iconic ranger PrC's.

  18. #18
    Community Member Turial's Avatar
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    Which book is the deepwood sniper in?
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  19. #19

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    Quote Originally Posted by Turial View Post
    Which book is the deepwood sniper in?
    Masters of the Wild.

    It's 3.0, not 3.5, but mostly seems to be fairly straight-forward-ly update-able.
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  20. #20
    Community Member Turial's Avatar
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    Thanks MT.
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