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  1. #1
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    Default Repair spellpower enhancements are unaccounted for

    Artificers are getting a large Repair spell power nerf. As a 16 Artificer/2 Monk/2 Ranger I'm going from 100 Repair spell power on live from enhancements to:

    23 Heroic Repair ranks
    05 Epic Repair ranks
    04 Greater Heroism
    02 Good Luck
    03 INT 16 bonus
    ---
    37
    15 (future Repair augment)
    ---
    52

    You have to be an INT-based level 18 Artificer, spend 30 points in Battle Engineer and are forced to use a Runearm just to maintain the same Repair spellpower. That does not promote character customization.

    Repair spellpower needs to be added back into each Artificer tree as a core ability. Something like 1 Repair/Rust spell power for each point spent in the tree.
    Last edited by Carpone; 04-13-2013 at 09:39 AM.
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  2. #2
    Community Member RavenStormclaw's Avatar
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    Quote Originally Posted by Carpone View Post
    Artificers are getting a large Repair spell power nerf. As a 16 Artificer/2 Monk/2 Ranger I'm going from 100 Repair spell power on live from enhancements to:

    23 Heroic Repair ranks
    05 Epic Repair ranks
    04 Greater Heroism
    02 Good Luck
    03 INT 16 bonus
    ---
    37
    15 (future Repair augment)
    ---
    52

    You have to be an INT-based level 18 Artificer, spend 30 points in Battle Engineer and are forced to use a Runearm just to maintain the same Repair spellpower. That does not promote character customization.

    Repair spellpower needs to be added back into each Artificer tree as a core ability. Something like 1 Repair/Rust spell power for each point spent in the tree.
    Or if you want Arcano technician full line you woud get:

    52 from your post above
    40 USP from 40 AP in the line
    10 USP from the iron defender enhancement within arcanotechnician
    ------
    102 repair spell power

    Just saying.

    Now this is a bit of an investment and steep in my opinion and should be changed. However, you can get back to 100 repair spell power so its technically not a nerf. It's a terrible rearrangement.

  3. #3
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    Arcanotech prestige is terrible. DO NOT WANT.
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  4. #4
    Community Member Forzah's Avatar
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    Isn't there repair amp too now? That well makes up for the loss. According to my guildy calculations he's able to reconstruct for up to 800 HP now... that's a lot more than the current 560.
    Quote Originally Posted by Steelstar View Post
    The fact that some changes are necessary is not diminished by the fact that other necessary changes have not happened yet.

  5. #5
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    I'm curious as to why you only have a 16 int on your artificer. Also, don't forget that the battle engineer capstone gives your weapon +3 enhancement bonus AND spellcasting implement. So, assuming a minimum +5 base weapon, the capstone would bump it to +8, for 24 more universal spell power. In all honesty, you can still get a very good amount of repair spell power on a battle engineer artificer without having rely on the charged rune arm spell power. Though, as to why you are going for the battle engineer tree and not wanting to use the rune arm stuff, which is fully half the tree, is baffling.

    Edit: logged onto lammania to play around with my warforged arty a bit, see what I could get. At level 25, with full destinies unlocked, I have 96 repair spell power completely naked. Add in on top of that 24 spell power from my weapon and 80 spell power from the potency on the blue dragon armor, and that is 200 repair spell power right there. Maybe it's just me, but for an arty that isn't focused on spell casting, 200 spell power seems pretty good.
    Last edited by shadereaper33; 04-14-2013 at 06:46 AM.

  6. #6
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    Quote Originally Posted by shadereaper33 View Post
    I'm curious as to why you only have a 16 int on your artificer. Also, don't forget that the battle engineer capstone gives your weapon +3 enhancement bonus AND spellcasting implement. So, assuming a minimum +5 base weapon, the capstone would bump it to +8, for 24 more universal spell power.
    he is using the juggernaut build which put points into Strength instead of Int and use 2 handers instead of 1 and half hander aka Bastard Sword and Dwarven Waraxe.

    The 16 is prolly the requirement to cast lv 6 spell (do they have spell casting requirement in ddo??) and the skill point for trapping skill.

    With the + damage on Bastard sword and runearms (remove movement speed penalty and spell power) buff. I think a Bastard Sword Juggernaut variant is possible, even without the last capstone. A tier 3 charged runearms still gives a lot of spell power.
    Last edited by chanw4; 04-14-2013 at 06:35 AM.

  7. #7
    The Hatchery Antiguo's Avatar
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    Quote Originally Posted by Carpone View Post
    Arcanotech prestige is terrible. DO NOT WANT.
    So the self healing of your juggernaut is nerfed? and thats bad... why?


    Put points in repair skill and wear a repair +15 item.

  8. #8
    Community Member Drona's Avatar
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    Talking well..u see...

    Quote Originally Posted by Forzah View Post
    Isn't there repair amp too now? That well makes up for the loss. According to my guildy calculations he's able to reconstruct for up to 800 HP now... that's a lot more than the current 560.
    That requires investment in skill and gear, which may take the other slot for the Juggernaut build. It takes away the "easy" button.

  9. #9
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    Quote Originally Posted by shadereaper33 View Post
    I'm curious as to why you only have a 16 int on your artificer. Also, don't forget that the battle engineer capstone gives your weapon +3 enhancement bonus AND spellcasting implement.
    Even if I had a 46 INT, the +15 Repair/Rust from it is still a far cry from what's available on live. The capstone isn't included in the calculations because that forces 20 Artificer. That's a drawback not a feature.

    Quote Originally Posted by Antiguo
    Put points in repair skill and wear a repair +15 item.
    The calculations already include both of those. You'll need to find another way to antagonize players of Juggernaut builds.
    Khyber: Ying-1, Kobeyashi, Nichevo-1 | 75 million Reaper XP

  10. #10
    The Hatchery Antiguo's Avatar
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    Quote Originally Posted by Carpone View Post
    The calculations already include both of those. You'll need to find another way to antagonize players of Juggernaut builds.
    Dont have 16 int, use a runearm, get the implement bonus on your weapon.

    Be an artificier, not a barbarian who changes rage whit Tenser and can cast Deadly weapons and Reconstruct.
    Last edited by Antiguo; 04-14-2013 at 02:06 PM.

  11. #11
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    Quote Originally Posted by Antiguo View Post
    Dont have 16 int, use a runearm, get the implement bonus on your weapon.

    Be an artificier, not a barbarian who changes rage whit Tenser and can cast Deadly weapons and Reconstruct.
    TIL there's only one way to play each class and any other way is doing it wrong.

  12. #12
    The Hatchery Antiguo's Avatar
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    Quote Originally Posted by Viisari View Post
    TIL there's only one way to play each class and any other way is doing it wrong.
    Soooooo, the template whitout the same self healing is bad and you wont play it?

    Toon of all trades master of none, sounds fair to me.

  13. #13
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    Quote Originally Posted by Antiguo View Post
    Soooooo, the template whitout the same self healing is bad and you wont play it?
    Where did I say that?

    Quote Originally Posted by Antiguo View Post
    Toon of all trades master of none, sounds fair to me.
    If it goes through like this it's a nerf in spell power. I don't like nerfs not matter which of my characters is affected.

  14. #14
    The Hatchery Antiguo's Avatar
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    Quote Originally Posted by Viisari View Post
    If it goes through like this it's a nerf in spell power. I don't like nerfs not matter which of my characters is affected.
    Either nerf or power creep, developers seems to have chosen a tiny nerf in this case. You can go deeper in artificier to get back that repair/rust spellpower or you can accept this nerf and keep the evasion, extra feats and weapon proficiencies, tradeoffs and all that stuff...

    And the nerf is indeed tiny, crying over it is.... well, i have no words.

  15. #15
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    Quote Originally Posted by Antiguo View Post
    Either nerf or power creep, developers seems to have chosen a tiny nerf in this case. You can go deeper in artificier to get back that repair/rust spellpower or you can accept this nerf and keep the evasion, extra feats and weapon proficiencies, tradeoffs and all that stuff...

    And the nerf is indeed tiny, crying over it is.... well, i have no words.
    So being able to get the same amount of spell power with the same investment as before is now considered powercreep?

    We're done talking here.

  16. #16
    The Hatchery Antiguo's Avatar
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    Quote Originally Posted by Viisari View Post
    So being able to get the same amount of spell power with the same investment as before is now considered powercreep?

    We're done talking here.
    Not getting nerfed if your build is overpowered leads to imbalance (you dont change anything) OR power creep (you make every build overpowered).

    To be honest i expected more nerfs to juggernauts, i'm kinda dissapointed, oh well, even little details like a tiny nerf to self healing helps.

  17. #17
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    Hi,

    Antiguo, I think it's a little mean-spirited asking for other people's builds to be nerfed.

    The juggernaut is a good build, but it requires a lot of gear, work on EDs and skill to do the things you see the top end players posting about. It's not a matter of simply rolling one up and then automatically being able to face-roll EE quests solo.

    At this point, the enhancement pass appears to be much more restrictive for certain build types. I think the best outcome would be to get to a point where people can reconstruct the builds they have, while also offering new abilities and options as well.

    Thanks.

  18. #18
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    Quote Originally Posted by blerkington View Post
    . . . it's a little mean-spirited asking for other people's builds to be nerfed.
    .
    And notice it's only the petty people who can't build good toons who are happy with all these changes?
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  19. #19
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    Quote Originally Posted by blerkington View Post
    Hi,

    Antiguo, I think it's a little mean-spirited asking for other people's builds to be nerfed.

    The juggernaut is a good build, but it requires a lot of gear, work on EDs and skill to do the things you see the top end players posting about. It's not a matter of simply rolling one up and then automatically being able to face-roll EE quests solo.

    At this point, the enhancement pass appears to be much more restrictive for certain build types. I think the best outcome would be to get to a point where people can reconstruct the builds they have, while also offering new abilities and options as well.

    Thanks.
    Itemization of the juggernaut will need to be change to adapt the change, the general idea of a self healing, trapping generalist is not gone.

    If you don't spend anything in the spellpower tree, repair skill and not using runearms, you are only 100 SP short from the old build, which is 150 base heal less than before. It means you have to heal more often.

    If you at least equip a rune arms and charge it to tier 3 and 4, you get 24 and 32 Spell power depends if you are moving or not. Then you have warforged heal amp enhancement too to lessen the gap. Then you can add another 23 SP from repair skill. You can then spend your left over SP on the spell casting tree to at least get the spell points upgrade as well as few SP upgrade.

    you are then only around 50 SP off which is 75HP less.


    However, having said that, i would hope they consider adding SP per point spent for the Battle engineer line.
    Last edited by chanw4; 04-14-2013 at 09:31 PM.

  20. #20
    Community Member SealedInSong's Avatar
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    Quote Originally Posted by Antiguo View Post
    Either nerf or power creep, developers seems to have chosen a tiny nerf in this case. You can go deeper in artificier to get back that repair/rust spellpower or you can accept this nerf and keep the evasion, extra feats and weapon proficiencies, tradeoffs and all that stuff...

    And the nerf is indeed tiny, crying over it is.... well, i have no words.
    Epic destinies = power explosion.

    Anyone that's played current endgame for more than an hour knows that the devs do what they do because of their whims, not out of any aim to keep the game "balanced," whatever that means.

    Edit: also...false dichotomy. I think we are all hoping for a third option called progress, not "Nerf | Creep"
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