Maybe just +1[w], since it would have more power than PA, with possibly less penalty.
Well, if it's exclusive with PA, it needs to be competitive to see any play. If it isn't, then it can be as powerful, less powerful, or more powerful, so long as it's competitive with some other feat.
I think this would be stronger for weapons like Bastard Swords and D Axes, actually, and weaker than PA for things like Khopeshes, with 1[w]. 2[w] I think would push it ahead on most everything.
We basically have this, with much lower DS percentages, in Natural Attack. I don't think anyone bothers with it. With these numbers though, it might be different.
The problem, from what I can tell from reading the boards, is that druids make rather poor combatants from about midway through the game, on, and giving them a boost makes sense. That said, I included 3 feats, but don't really think this should be represented in that way--they are, after all, casters as well, and have no bonus feats, so basically forcing those druids that want to be solid warriors to spend 3 of their 7 feats (probably more with things like Power Attack and Improved Critical as important additions) seems punitive.
They are weaker melee combatants, even when built for it, vs a comparably built Cleric or FvS. Wildshape combat is even weaker, as the miniscule DS chances even with three feats is far weaker than a moderate STR and a Carnifex/SoS/LitII/ESoS while in the natural form. However, the biggest problem with Wildshape melee is that extended spell cooldown. Coupled with the weaker melee in general, it makes it entirely unattractive. Not to say Wildshape is entirely useless; Snowslide is a LoF ability at 17, works only in Winter Wolf form.
Nice, I could see taking this for almost everyone just to have full ranks in UMD. Might make feat-starved characters suffer more, and I can see some Rangers taking this and staying pure with trap abilites.
Well, this doesn't replace the /2 rogue or artificer splash, as those provide other benefits, and not all characters have the feats to spare on stuff like this, but it opens up some new possibilities, and does so without being too strong or too weak, I think.
Not, it doesn't, but I think it's balanced to that. Those splashes give other things beyond trap skills, but this can be used to add a great deal of versatility to a character. Though to be frank the way skills and cross class skills are set up in 3.5e has always been annoying to me. It'd need a rewrite though.
I can only see using this for Shroud part 5, buff up with persistent spells, then rest and buff myself before entering the last portal. Not enough utility to use a feat slot for, maybe as an Archmage PrE AP ability?
I don't know...I see this as being very useful for buffing raid tanks, and as some security against wipes or untimely deaths. In some quests, a death isn't too big a deal, whereas in others, deaths can often domino, where getting revived just ends up with you dead again.
Yeah, I thought of that after my post.
Now I think you're trolling Shade. I like it, solely because of that.
Huh?
LOL. Anything that replicates a Barbarian ability. While a Barb can take it as well, they likely will not have enough feats as is. So he would take it as a proxy nerf. Given the rage directed at fixing things like the Barb past life and changing S. Cleave, I'd enjoy that rage-filled thread immensely.
I would like to see greater attention made to the religions in DDO, mostly for divines, but I wouldn't care if an enhancement line was made available for all classes as well. Be nice flavor, though it'd need some utility to spend AP for.
A dev made a comment a month or two ago expressing the same sentiment. I expect to see new options presented eventually...my feeling is that this could be a follow-up feat to that option as either a feat or enhancement that expands on abilities received.
I saw that. Along with Domains, this is one of the weakest aspects of playing a divine in DDO.
This would make every Fighter and Barbarian fall over in joy.
I'm sure some fighters would take this, though I doubt barbarians would. It's an option, though. I could see some wizards picking this up as well, if we start seeing more dangerous Will saves that we aren't simply immune to.
I don't know, I think it would merit serious contention for a feat slot, though I can see Barbarians having issues due to a lack of them.
Probably not going to happen given the huge art requirements. Be nice though. Have to skip Sonic, as too few mobs have resistances to that. I think they errated that one out for PnP actually.
Would have to dump Sonic, yeah. As for power level, if the extra SP cost is high enough it could potential balance this suitably.
Then again, if it's too high no one will take it. *Shrug*
Needs to be an enhancement, Bard's are feat starved as it is. What is 'Combat Reflexes'?
Yup. As for Combat Reflexes, look at my earlier post--it gives characters a guard effect that triggers their own melee attack damage with all bonuses with a % chance based on their Dex bonus.
Ah. I must have cut that out without noticing it. Your OP was a bit hard to read. It's actually something like a mechanic that I have in a cRPG I'm working on. Turn based combat, so my specific implementation wouldn't work here. I use a parry/counter mechanic for melee, with a spell counter mechanic for casting.
Ew, 4E. As has been shown, any attempt to provide Non self-healing melee with means to heal themselves, or improve currently existing means to heal themselves, is decried as evil. It'd have to be a bit stronger to be worth taking too, right now it'd be only slightly stronger than a cure serious pot with decent healing amp, and with an excessive cooldown to boot. Either keep the cool down and boost the healing, or kill the cooldown. Otherwise, it won't heal for enough to matter outside of casual.
Heroic Surge was one of the few things I really liked about 4E, although Star Wars Saga Edition did it first, and I liked it there. Yeah, it could stand to be stronger, but I wasn't necessarily trying too hard to find balanced presentations for these things. I'd definitely say that this could be about as strong as a Heal, with a slightly longer cooldown, since it is costing a feat after all.
I'd say it needs to be spammable to a degree, given the number of hits we take over a short period of time. Spike damage is simply too high in DDO for slow healing like this. I see the same issue with the GMoF innate 'Heal', and Light monk healing curse and 3xL finisher.
IMO, LoH should regenerate, outside of ED abilities.
Agreed. That was something I had been pushing for for months and months.
Yep. I'm hoping the Enh Pass gives Human/Helf Pallies the ability to take RS. Front line Auras with burst would be VERY attractive as a a melee, IMO. When I still had a Paladin though, regenning LoH was #1 on my list of desires. With increased self-healing for the Fighters and Barbs, that would go a long way to putting Paladins closer to balance with them.