Lamannia Update 66 Preview 2 - Epic Destiny Refresh

Tonquin

of Lightning Hammer fame!
Hi all! I hope your 2024 is treating you well!

With Update 66 we're embarking on a pretty large overhaul of the current 13 Epic Destinies in an effort to adjust their structure, balance, and presentation. This takes the form of some universal changes that apply to all trees, and some specific changes that apply to certain abilities within certain trees. Without further ado, let's get right to it!

Changes for this preview are in this awesome teal and are bolded!

Changes to All Trees​

All Epic Destiny Trees have received the following:
  • A pass over their individual icons for readability and iconography - this includes several new icons and edits to existing ones to provide a cleaner and more cohesive within-tree look.
  • All Mantle ability icons now have a color-coded border around their Icon for maximum readability on a hotbar or within a tree.
  • All Strike ability icons now have a color-coded border around their Icon for maximum readability on a hotbar or within a tree.
  • All abilities that upgrade a Mantle or a Strike now have an appropriate border that matches the border of what they're upgrading for maximum visual clarity.
  • Trees have been reordered and rearranged to support more clear Prereq lines in cases where ability upgrades are required - for example, an ability that says "Your Destiny Mantle gains this specific bonus" is now in a line with that Mantle and has arrows to properly convey its relationship.
  • A ton of tooltips have been rewritten, reworded, color coded, and simplified or expanded depending on their needs.
You'll notice this section is almost all about how the trees are presented - and it's something that we hope really makes a difference. But now, onwards to the funky stuff!

Draconic Incarnation​

Most of these adjustments are about Dragon Breath, an ability that we think is quite strong but has overshadowed the other caster-based Epic Strikes and (more importantly) outpaced the intended difficulty of our content. To that end, we're lowering its damage, but are also lowering its AP cost and its cooldown. Other Epic Strikes are being adjusted as well, Draconic just happens to be first and we're starting here!
  • Dragon Breath is now a 1-rank, 2AP Ability.
  • Dragon Breath damage adjusted to 1d6+5 damage per caster level.
  • Energy Burst now increases Dragon Breath's damage to 1d6+10 damage per caster level.
  • Gaping Maw now increases Dragon Breath's damage to 1d6+10 damage per caster level.
  • Dragon Breath cooldown adjusted to 12 seconds.
  • Dragon Breath and Attune the Arcane have swapped places in the tree.
  • Dragon Breath now has its intended max caster level of 20 to match the other Epic Strikes. All Epic Strikes should now have a Maximum Caster Level of 20.
  • The Epic Moment no longer makes you immune to negative damage if you are Undead.
  • Spread Your Wings now properly puts all other jaunt abilities on cooldown.
  • Inevitable is now on its own damage channel and should therefore no longer conflict with other damage over time abilities.

Fatesinger​

Fatesinger's largest adjustments are in how it calculates its DCs for its CC abilities. It's also the first tree in alphabetical order to have its cores adjusted, which means this is a great place to talk about our new Core structure for certain destinies.

Quick Interlude for a Chart!​

Going forward, we've standardized the HP and SP so that certain destinies match each other based on their intended playstyle. This mostly resulted in a bump to HP for the Martial Destinies, but we're happy to have a good standard to fall back on when iterating on this system.
Destiny TypeDestiny TreesHP Per CoreSP Per Core
MartialDivine Crusader, Grandmaster of Flowers, Legendary Dreadnought, Fury of the Wild25-
HybridShadowdancer, Fatesinger, Machrotechnic, Shiradi1525
SpellcasterDraconic Incarnation, Magus of the Eclipse, Primal Avatar, Exalted Angel-50
Unyielding SentienelUnyielding Sentienel3520

Back to Fatesinger​

Where were we... right! Fatesinger!
  • Core abilities now grant +15 HP
  • Renamed "The Rhythm to Reign" to "Pianissimo"
  • Renamed "Reign" to "The Rhythm to Reign"
  • DC for Discord abilities (melee/ranged) is now 20 + highest mod + stun DC
  • DC for Greatest Shout + Discord (spell) is now 20 + highest of int/wis/cha + evocation DC
  • Strike a Chord sonic damage is now 1d6+3 per Caster Level.
  • Little bit of Music and Master the Acoustics have swapped places in the tree
  • Master the Acoustics rank 3 now doubles the sonic damage for all epic strikes in the tree in additional to it's original bonuses.
  • Critical Threat Range of Pluck the String and The Sword Swings increased from +2 to +4
  • Arrow of Discord is now an AOE Ranged Attack (see the AOE Ranged Attacks thread)
  • Arrow of Discord's Bonus Damage has been reduced from 30% to 15% (see the AOE Ranged Attacks thread)

Magus of the Eclipse​

Magus is the first of the trees to get a more significant overhaul to its structure. The big goal here was to provide more traditional spellcasters a way to better utilize the whole tree. We also wanted to significantly boost the damage of the Epic Strikes to make them a more attractive choice for damaging spellcasters.
  • Moon Lance and Gloom Spear now deal 1d8+8 damage per caster level
  • Chill Aura is now multiselected with: "Flash of the Eclipse: While in your Magus of the Eclipse Destiny Mantle, your Cold and Negative spells have a chance to blast your target for an additional 1d6+6 damage per character level of the same type as the spell used, as well as applying one stack of Shattermantle. Each element can only strike once every 5 seconds, tracked separately."
  • Share the Light now requires Chill Aura as a prereq
  • Null Magic Strike is now multiselected with Share the Light and moves down in the tree to Tier 3
  • New Tier 4 where Null Magic Strike was: "Lunar Studies: While in your Magus of the Eclipse Destiny Mantle, you gain Spell Resistance, Magic Resistance Rating, and Magic Resistance Rating Cap equal to 3 times the number of Metamagic feats you've acquired."
  • Grand Summoner moves to multiselect with New Tier 4 Lunar Studies, and is now part of the Destiny Mantle
  • New Tier 1 where Grand Summoner was: "Moontouched: +2/4/6 Magic Resistance Rating. Rank 3: +5 Negative, Cold, Force, and Universal Spell Power"
  • Lunar Imbuement is now: "Casting Moon Lance or Gloom Spear grants you +5 Negative, Cold, Force, and Universal Spell Power for 12 seconds, and these spells apply 5 stacks of Vulnerability to the enemy struck."
  • All Core abilities now grant +1 Spell Penetration each
  • Core 4 now grants +3 Spell Pen (which is still total of 7 across all 4 cores + 3 from core 4, but is now spread out a bit and easier to access)
  • Lunar Power is now: "+10 Negative, Cold, Force, and Universal spell power. Your Moon Lance and Gloom Spear spells now deal 1d12+16 damage to enemies with 0 or less Spell Resistance."
  • AP costs of several abilities have been adjusted to try to get this tree closer to the goal of 60-ish AP for all abilities like other Destiny Trees. It's still below other trees, but now the margin is less severe.
  • Grand Summoner moves to multiselect with Tier 1 Imperceptible Casting
  • Improved Arcane Pulse is now named Unholy Pulse and grants +15 neg amp in addition to its existing effects

Machrotechnic​

This tree got some fun stuff to help it branch out a bit and boost its Strike DPS in relation to the others.
  • The cooldowns of the Hammer Time spells and the damaging Epic Strikes have swapped places - leaving the Sonic and Electric Epic Strikes at 10 seconds and the Hammer spells at 15 seconds.
  • Rune Arm Use now allows you to use highest of INT/WIS/CHA for Rune Arm DCs
  • The Tier 4 strike upgrade boosts the Sonic and Electric damage of the strike to 1d6+8

Divine Crusader​

Small changes and bug fixes for this tree.
  • Core Abilities now grant +25 HP
  • Core 4 damage now correctly scales with melee/ranged power.

Exalted Angel​

Another tree to receive a larger overhaul. Most of these changes are centered around the Mantle and the Epic Moment. A new mechanical sub-theme within this tree is abilities that boost your Armor Class and Physical and Magical Resistance Rating. Furthermore, we boosted the damage of the Epic Strikes significantly.
  • Holy Fireball damage adjusted to 1d6+4 Fire and 1d6+4 Light damage per caster level. Cooldown Adjusted to 10 seconds.
  • Divine Protection is now: +1/2/3 Armor Class and Physical and Magical Resistance Rating. Rank 3: +5 Fire, Light, Positive, Alignment and Universal Spellpower.
  • Metamagic Attunement II in tier 5 no longer grants spell power (was moved to tier 2 Divine Protection)
  • Metamagic Attunement II now has proper feat prereqs
  • Sun Pillar and Flame Pillar now deal 1d8+8 damage per caster level
  • New Multiselector with Angelic Form: Wrathful Form: "Casting a Fire, Light, Alignment, or Positive Spell causes you to be surrounded by fire and light for 5 seconds, damaging all enemies nearby every 2.5 seconds for 1d6 Fire and 1d6 Light damage per caster level. This damage will not strike dazed targets unless they are also stunned. Subsequent spellcasts extend the duration by an additional 5 seconds, up to a maximum of 15. This ability ends when you leave combat. Your Positive Healing spells heal 1d6 extra Positive Healing per caster level. This has a cooldown of 5 seconds before it can trigger again."
  • Angelic Form is now: "Your offensive Fire spells deal 1d6+6 bonus Fire damage per caster level, and your offensive Light spells now deal 1d6+6 bonus Light damage per caster level. Your Positive Healing spells heal 1d6 extra Positive Healing per caster level. These damage effects each have a unique cooldown of 5 seconds." (this is pretty much what was here before, but with slightly different heal scaling and no % chance)
  • Angelic Body is now: "While within your Exalted Angel Destiny Mantle, you gain +5 Armor Class and Physical and Magical Resistance Rating, and are immune to Natural Poisons and Natural Diseases.
  • Angelic Soul is now: "Your Wrathful Form and Angelic Form now apply Consecrated Cinders to enemies and Consecrated Sparks to allies. Consecrated Cinders: -5 Armor Class and Physical and Magical Resistance Rating. Consecrated Sparks: +5 Armor Class and Physical and Magical Resistance Rating"
  • Holy Presence and Angelic Soul have swapped places
  • Holy Presence is now: "While in your Exalted Angel Destiny Mantle, you gain 15% damage absorption to all Elemental (Fire, Cold, Electric, Acid, Poison, Sonic) and Alignment (Good, Evil, Lawful, Chaotic) damage."
  • Blessed Water's Rank 3 now also grants +15 Magical Resistance Rating if you have the Font of Life feat
  • Shadows Upon You now also reduces Armor Class and Physical and Magical Resistance Rating by 1 per stack.
  • Ascendance is now: Epic Moment. For the next 20 seconds, your single-target Cure Wounds spells you cast on any target now instead apply to all allies. These spells cannot crit. For the duration of this ability, Raise Dead and Resurrection also raise your target to full HP like True Resurrection does. Finally, your Turn Undead can now turn any type of creature regardless of genus, can destroy things it turns, and you gain +3 to each Turn Undead stat per Religious Lore feat.
  • Chain Cure projectile set to Ludicrous Speed and added homing so it hits your allies more often
  • Bane of Undeath now allows you to use your character level instead of your class level for Turn Undead
  • Delayed Judgement DC scaling is now enchantment

Grandmaster of Flowers​

Almost all of the adjustments here are centered on the Epic Strikes.
  • Core Abilities now grant +25 HP
  • Drifting Lotus Epic strike now deals +10/20/30% damage
  • Orchid Blossom Epic Strike now deals 1d6+10 damage per caster level
  • Fixed ranged power scaling on Orchid Blossom
  • Fixed tainted creature boost on Orchid Blossom
  • Lower cooldowns of inner focus and wholeness of spirit to be 120/90/60 seconds

Legendary Dreadnought​

  • Core Abilities now grant +25 HP
  • Dire Shot is now an AOE Ranged Attack (see the AOE Ranged Attacks thread)
  • Legendary Rally (Ranged) is now an AOE Ranged Attack (see the AOE Ranged Attacks thread)
  • Legendary Rally (Ranged)'s Bonus Damage has been reduced from 50% to 25% (see the AOE Ranged Attacks thread)

Shadowdancer​

Another tree to get a slightly more in-depth overhaul, focused on beefing up the Mantle a bit and boosting the Epic Strike.
  • Core abilities now grant +15 HP and +25 SP.
  • Epic Strike: Becomes a beam like Lightning Bolt instead of being single target. Cooldown adjusted to 8 seconds. (note: the Lightning Bolt targeting is not working in this preview!)
  • Shadow Mastery Epic Moment's activation time has been significantly reduced
  • Weird is now a SLA instead of a Spellbook Spell, with the same cost and cooldown as it had before
  • Consumed by Shadows debuff attack from t5 now also applies Shadow Loss and 3 stacks of Darkness to affected enemies.
  • Mantle t5 upgrade's shadowy floating vfx and feather fall moves to the T2 Mantle upgrade, Depths of Darkness
  • New t5 to replace Greater Shadowform: Unholy Feeding: On kill, you gain 6 temp HP per sneak attack dice. You also gain +10 Force and Universal Spell Power and are immune to Pressure Plates and Bear Traps.
  • Shadowstrike (Ranged) is now an AOE Ranged Attack (see the AOE Ranged Attacks thread)
  • Shadowstrike (Ranged)'s Bonus Damage has been reduced from 50% to 25% (see the AOE Ranged Attacks thread)
  • Shadowstrike (Ranged)'s bonus to Critical Multiplier has been lowered from +3 to +2 (see the AOE Ranged Attacks thread)

Fury of the Wild​

Most of the adjustments here center on the tree's Epic Strikes. We wanted to boost Quick Cut to make it a more attractive choice versus Adrenaline.
  • Core abilities now grant +25 HP
  • Great Leveler now applies a 2 second no save knockdown against targets who succeed against the 6 second knockdown. Tool tip upgraded to indicate the save is vs the Balance Skill.
  • Adrenaline's cooldown has been adjusted to 9 seconds
  • Quick Cut's animation upgraded to use whirlwind (2 hits in a 360 degree area)
  • Cutter now always applies to all creatures hit without requiring you to be Quick
  • Quick now always applies to you (assuming you hit a creature)
  • Cutter damage reduced from 4d6 to 3d6 and is now slashing damage, not bane.
  • Be The Whirlwind now applies to Quick Cutter

Primal Avatar​

These changes are entirely about the tree's Epic Strikes.
  • Carrion Swarm DOT damage bug fixed to actually be 1d6+1 per 2 character levels.
  • Carrion Swarm gains a saving throw interval to remove the dot.
  • Spring to Summer AOE damage adjusted to 1d6+6 per Caster Level.
  • Storm Catcher single target damage adjusted to 1d8+8 per Caster Level. DOT damage adjusted to 1d6 every 2 seconds per Caster Level.
  • Fix bug with core 3 so that it's stuff YOU CAST and not spells that affect you
  • Carrion Swarm visual bug fixed so you have a unique channel per originator

Shiradi Champion​

For this tree, a lot's going on. You are probably going to have to check this one out in the game as the abilities have been shuffled considerably.
  • Core abilities now grant +15 HP, +25 SP
  • Feywild Attunement's Base Attack Bonus now works regardless of weapon type.
  • Fey Lights now deals 1d6+3 Force damage per caster level, scaling with Force Spell Power. Selecting an element with your mantle's Stay ability will change this damage to match that type.
  • Core 4 is now: "You gain +1 Saves vs Spells, with an additional +1 for every Favored Enemy feat you've acquired. +1 Maximum Manyshot charge."
  • Pin is now: "AOE Ranged Attack: Make a Ranged Attack that shatters on impact, hitting all enemies in a small area around where it lands. If a moving enemy is affected, they are slowed for 12 seconds. 15 second cooldown."
  • Otto's Whistler's Immobilize and Dance effects when upgrading Pin have been reduced to a 6 second duration (though still with no saving throw) as Pin's ability to lock down groups is now significantly stronger.
  • Fey Form mantle upgrade is now Cruelty of the Hunt: You deal +10% damage against the helpless.
  • Track now works on harmful spellcasts and reduces saves by 1/stack.
  • New Enemy of my Own multiselector: Fey Form: You gain Dr10/Cold Iron, +5 Force and Universal Spell Power, and your main hand weapon becomes an Implement
  • New Whirling Wrists multiselector: Flickering Fingers: +1/2/3 Imbue Dice
  • New Phase Double multiselector: Fey Presence: +2/4/6% incorporeality
  • Hunts End is now a ranged attack that deals +250% damage and automatically crits.
  • Greater Beguiling Charm has been cut, and Beguiling Charm now has its upgrade by default
  • Hunt's End and Pin have switched places, with Pin becomes the new epic strike. Pin gets upgraded now in Hunt's End's place, and Hunts End is now multiselected with the Beguiling Charm ability and is no longer an Epic Strike.
  • Beguiling Charm and the space where Greater Beguiling Charm was move up a tier, to Tier 3 and 4, and Enemy Of My Own goes down to Tier 2
  • New Tier 4 where Greater Beguile would have been: Countenance of Queens: -15% threat from all sources
  • The second Strike upgrade for Pin is "Overwhelming Force: Pin now applies 10 stacks of Track to enemies struck." The first strike upgrade in tier 3 is Otto's Whistler, which moved in from its previous location in tier 4.
  • Pin is now an AOE Ranged Attack
  • Otto's Whistler's Immobilize and Dance effects when upgrading Pin have been reduced to a 6 second duration (though still with no saving throw) as Pin's ability to lock down groups is now significantly stronger.

Unyielding Sentinel​

Some fun stuff in here!
  • Celestial Mandate damage increased to 75% and it now has a +30 to hit bonus.
  • Throw the Boom is a separate ability, sharing a cooldown with Knight's Challenge.

Conclusion​

This is an early preview, which means we're very interested in your thoughts and feedback on these changes. Please let us know what you think!
 
Last edited:

Vox

Well-known member
  • Dragon Breath damage adjusted to 1d6+5 damage per caster level.
  • Energy Burst now increases Dragon Breath's damage to 1d6+10 damage per caster level.
  • Gaping Maw now increases Dragon Breath's damage to 1d6+10 damage per caster level.

Fail
 

rabidfox

The People's Champion
New Multiselector with Angelic Form: Wrathful Form: "Casting a Fire, Light, Alignment, or Positive Spell causes you to be surrounded by fire and light for 5 seconds, damaging all enemies nearby every 2.5 seconds for 1d6 Fire and 1d6 Light damage per caster level. This damage will not strike dazed targets unless they are also stunned. Subsequent spellcasts extend the duration by an additional 5 seconds, up to a maximum of 15. This ability ends when you leave combat. Your Positive Healing spells heal 1d6 extra Positive Healing per caster level. This has a cooldown of 5 seconds before it can trigger again."
So no heal barrier at all now? Just the extra heal proc on positive spells?
 

PraetorPlato

Well-known member
Copied from discord:

I appreciate the token effort on Celestial Mandate, but +30 to hit is basically a drop in the bucket—my tank has 130 less to hit than DPS before deception, so really approximately 170 less to hit. I'd strongly prefer (along most other tank players, i suspect) for the damage to be toned down and the to-hit to be toned way up (edited)
 

Raedier

Well-known member
very disappointing to see that any feedback about dragon breath and holy fireball was not taken in consideration. If u66 goes live like this these abilities are just trash tier from now on.
 
Last edited:

mikarddo

Well-known member
DI - please consider lowering the cooldown on the T5 wings.
Right now it is strictly and by far worse than the core 3 wings from EA, which are much easier to access for 11 ap than atleast 31 in DI.

DI is 15 sec recast.
EA is 3 sec recast, 5 charges and 15 sec recharge.
Thus DI is always worse. Either lower the reuse time some, or make it a cope of the EA wings please.
 
Last edited:

hit_fido

Waiting for Monster Manual X...

Machrotechnic​

  • Rune Arm Use now allows you to use highest of INT/WIS/CHA for Rune Arm DCs
Seems like a fun change for some oddball builds.

Exalted Angel​

  • Bane of Undeath now allows you to use your character level instead of your class level for Turn Undead
I interpret this - at cap (32) - as yielding a +12 to your effective turning level compared to what you'd have on live now. That seems substantial enough to make this change noticeable, as in it could sometimes be enough to turn one more enemy than you could have before or even turn an enemy you "lacked conviction" for before. So in that context I appreciate this change, most other individual turning bonus are way too low to register much of a difference.
 

Oliphant

Well-known member
Anyone have a sense of the bottom line with Hunt's End changes? No longer a state that applies to other attacks? If its a direct attack now that would make is significantly less resistant to dry firing, which would be sad. It was one of the best functioning mechanics given the game's tendency for dry firing and lag.
 

Lazuli

Well-known member
DI - please consider lowering the cooldown on the T5 wings.
Right now it is strictly and by far worse than the core 3 wings from EA, which are much easier to access for 11 ap than atleast 31 in DI.

DI is 15 sec recast.
EA is 3 sec recast, 5 charges and 15 sec recharge.
Thus DI is always worse. Either lower the reuse time some, or make it a cope of the EA wings please.
This.

And also, the EA's wings can be upgraded. DI wings is a tier 5. It deserves to be better.

Otherwise, the changes to DB are a total failure.
 

DeathTitan

Well-known member
I tested now fatesinger strike a chord (1d6+1 per caster level) epic strike with full metamagic in an r1 feywild quest and it deals only about 1000 damage standard and 3000 damage critical: it does half damage than a druid call lightning spell...

Epic strikes like that are simply "useless" and you are making dragon breath useless as well: nerfing dragon breath to 1d6+7 per caster level and nerfing it to 1d6+10 per caster level still makes it "useless", you don't have to touch its damage dice or you have to absolutely remove the casters dps nerf you applied last year for R7-8-9-10 difficulty.

And PLEASE, absolutely fix Energy Vortex and Thunder Snow because they are heavily bugged: it has been reported many times.
 

Ying

5000+ hours played
I spent the last three weeks on Argo playing my uberpletionist Warlock with 145 reaper points without Dragon Breath to get a feel for the U66 changes. I opted for a more “controlling” version by shifting from T5 Draconic with Greater Ruin to T5 Magus with Burst of Glacial Wrath and Intensify, and utilizing LGS Salt in the offhand. Changing to Magus also prompted shifting my pact from GOO (acid) to Carceri (cold) for obvious reasons. I also shifted my class enhancements to ditch Feydark Illusionist, instead picking up helpless damage in Falconry and Crush Weakness to make up for the damage loss with ditching Ruin and the synergy with BoGW. Overall it’s been a miserable experience due to the mobs with cold immunity in the game (something I rarely encountered with acid).


For example, I was solo farming Legendary R1 Make Believe items for an alt, and the end fight was a complete slog on a character with the absolute best gear in the game you can possibly have because hags are cold immune. Ice Comet and Moon Lance were absolute losers in that situation. Talk about a feels bad situation. And with ditching Ruin, all I had left was the force damage from my Eldritch Blast, the negative aura pulse from the Magus mantle and the pathetic damage from Consume. It was so frustrating that I opted to farm on a melee instead. Don’t get me started on the number of skeletons in the game, which are also cold immune. While heroic leveling, I just grit my teeth and suffered through the cold immune mobs (Delera’s absolutely sucked to get through).


In R10 groups, I was basically relegated to locking down packs of mobs with BoGW, Mass Hold and Evard’s and hitting Time Stop for the endboss for melee to obliterate. It lacked the thrill of blowing up a pack of mobs with a crit Dragon Breath like I used to do.


Without cold immunity bypass, going T5 Magus + Carceri is a huge disappointment. I love the Warlock play style, but Carceri is simply too frustrating without a way to strip cold immunity. But with Dragon Breath damage getting double nerfed between the MCL30->20 and 50% reduction in damage scaling, justifying T5 Draconic Incarnation for Greater Ruin is no longer compelling. Warlock was already disadvantaged from a gearing perspective due to the need to gear for both an element and force spellpower, crit chance and crit damage. And I was lucky enough to win the lottery with a GOMF double set bonus of Shaman’s Fury and Biting Sands to maximize both. If I continue as a nuker in U66, which is highly unlikely, it won’t be as a Warlock.


The nuker meta already favored cold due to the extra crit chance and spellpower from Frozen Wanderer. Sorcs, Druids and Alchemists (all of which autostrip elemental immunity) will continue to use cold and barring disruptive changes in Primal Avatar that haven't been revealed the ED nuker meta firmly shifts to T5 Magus. Every group and raid benefits from Time Stop (assuming it doesn’t “miss” which it is prone to do), and with the overall meta favoring melee it’s quite effective for optimal team performance. Nukers will make up some of the personal damage lost from the DB nerf by pivoting to more helpless damage by incorporating Falconry, Crush Weakness and the Cruel Cut set bonus. Gnome/Deep Gnome Alchemists will come out on top of the nuker meta, having racial access to Greater Color Spray on top of BoGW and their helpless-inducing admixtures. That assumes lag doesn’t keep their reactions from spiking, which has been a frustrating problem to endure. Sorcs will favor instakilling due to their cooldown reduction and acting as a temporary quasi-tank, utilizing T5 Falconry.
 
Last edited:

Oliphant

Well-known member
I don't care that much about DB per se, was never the center of my world playing DI, but disappointed this pass is not about making the other epic strikes epic, instead nerfing dragon breath for a so-called dragon anniversary. The Hunts End change sounds pretty ominous tbh.
 

mikarddo

Well-known member
  • Hunts End is now a ranged attack that deals +250% damage and automatically crits.

Thank you very much for making Hunts End not require chaining with another attack. I like that alot.

But - does it come with an increased crit multiplier as well? If not it seems to be significantly lower damage than it is right now.
 

Oliphant

Well-known member
  • Hunts End is now a ranged attack that deals +250% damage and automatically crits.

Thank you very much for making Hunts End not require chaining with another attack. I like that alot.

But - does it come with an increased crit multiplier as well? If not it seems to be significantly lower damage than it is right now.
Why don't you like chaining it? You feel like the attack dry fires so your HE has to apply to an inferior attack type? But if its an attack and it dry fires, then you don't get anything, right? And you lose pre-loading it this way. I wonder if those AA builds with Slayer Arrows are done (I never tried it yet).
 

Ellisaria

Well-known member
The Epic Moment no longer makes you immune to negative damage if you are Undead.
  • Inevitable is now on its own damage channel and should therefore no longer conflict with other damage over time abilities.

901.jpg
 

Sheikra

Well-known member
Dragon Breath now has its intended max caster level of 20 to match the other Epic Strikes. All Epic Strikes should now have a Maximum Caster Level of 20.

I could not stop laughing. I appreciate that they are adjusting the draconic breath weapon to a more middle-ground number, but I think one of the biggest complaints (and most logical in my view) is that abilities you get at level 20 should not be capped at level 20. That's like fireball being capped at caster level 3 for a sorcerer, it just seems silly.

Overall, very happy with a lot of the changes! I still am hoping for exalted angel to have some decent sort of self-healing, but I do understand that it was kind of.. OP. Good work team! Please consider raising all epic strikes maximum caster levels to 30 though (or higher but 30 is when it goes from epic -> legendary). Cheers!
 
Top