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  1. #1

    Default Enlightened Spirit Changes

    ***An updated version of Brilliance and Shining Through can be found in this post:***
    https://www.ddo.com/forums/showthread.php/461301-Enlightened-Spirit-Changes?p=5629378&viewfull=1#post5629378




    Hey, everyone! We wanted to let you know about some upcoming changes in the Enlightened Spirit enhancement tree ahead of them being in Lamannia release notes. As many of you know, Lamannia is an early look at our plans for an update, and during that process, we get feedback from a variety of sources. Sometimes, certain kinds of feedback require us to heavily change or remove certain abilities that have already appeared on Lamannia or in dev posts.


    In this case, the abilities Break Forth, Cure Moderate Wounds SLA, and Power of Enlightenment: Positive have been removed from the Enlightened Spirit tree. We recognize that many (most?) of you like these abilities, and their removal creates some questions about survivability of Warlocks, especially ones primarily in this tree.


    We’re currently planning to add the following abilities:

    Tier 4 (replacing CMW SLA):

    • Brilliance: Your Aura provides you and nearby allies with Temporary HP equal 10+(Warlock Level) every time it ticks. These Temporary HP stack with all sources other than Brilliance itself.


    Tier 5 (replacing Break Forth):

    • Shining Through: (Target: Self) Gain 100 Temporary HP which last for ten minutes. Each Epic level adds an additional +25. For 20 seconds, you gain +25 Sacred bonus to Healing Amplification. (Cooldown: 30 Seconds. SP Cost: 8)


    We’re very interested in making sure these abilities are worth investing in, and would appreciate your feedback on them. Power of Enlightenment: Positive was on a multiselector with the Light version; our current plan is to leave the Light version on its own. On a separate note, we’ve made some adjustments to the last two Core abilities of Enlightened Spirit:

    Previously:

    • Level 18: Spirit Armor: When your Eldritch Aura is active, each time you are hit by an attack, you gain a stack of Spirit Armor. (Spirit Armor: +1 stacking PRR and MRR. Stacks up to 20 times.) Passive: Your Eldritch Aura now affects enemies every 2 seconds.


    • Level 20: Celestial Spirit: +2 CON, +2 CHA.Toggle: When enabled, you float above the ground, gain Feather Falling, and are immune to knockdown effects. When enabled, your Eldritch Blasts gain 3d6 Light damage, and you gain 10 Melee Power, Ranged Power, and Universal Spell Power.


    New:

    • Level 18: Celestial Spirit: Toggle: When enabled, you float above the ground, gain Feather Falling, and are immune to knockdown effects. When enabled, your Eldritch Blasts gain 3d6 Light damage. Your Eldritch Aura now affects enemies every 2 seconds.


    • Level 20: Ultimate Enlightenment: +2 CON, +2 CHA. While your Celestial Spirit is enabled, you gain +20% Competence Bonus to Maximum HP, full Base Attack Bonus, +10 Melee Power, +10 Ranged Power, +10 Universal Spell Power, and +20 Light Spell Power.
    Last edited by Steelstar; 06-09-2015 at 01:54 PM.

  2. #2
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    The new cores seem very nice. I won't be using them personally, as I usually multi-class, but I can definitely see the appeal of them.

    I'm not very happy about the CMW/Break Forth changes, though. I've never been a fan of temporary HP, so I'll probably forgo these. If I'm honest this change would take a lot of the appeal from warlock away for me. With only one heal in soul eater it seems to me like a warlock might have a lot of protection/avoidance, but will slowly take damage that they have no way of recovering.

    Can I ask the reason for the change? Was it because it was too overpowered?

    Thanks for the update, though!

  3. #3
    Community Member Kerthyn's Avatar
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    I like the core changes but not the the tiers.

    Temporary hit points? why? Why not make it a healing aura like Cleric?
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  4. #4
    Bounty Hunter slarden's Avatar
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    I am disappointed that Power of Enlightenment and the Cure Moderate Wounds SLA was removed. I don't recall seeing any negative comments about these, but i might have missed it.
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  5. #5

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    Quote Originally Posted by slarden View Post
    I am disappointed that Power of Enlightenment and the Cure Moderate Wounds SLA was removed. I don't recall seeing any negative comments about these, but i might have missed it.
    You didn't miss any negative comments about it; forums were generally positive about them.

    As we said, we get feedback during this stage from a variety of sources, not just forums/in-game; in this case, such feedback required we remove these abilities.

  6. #6
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    Temporary hitpoints that last 10 min yet are easily gone in one hit even at max level (100+25*8 = 300 currently)? With a 30 sec cooldown? And it's Tier 5? I can tell you right now, it'll be as useful as +tumble would be as a tier 5 enhancement. It's very, very poor for tier 5. The way it stands now, it would be incredibly lackluster even at tier 1 (but it may have uses then as it wouldn't lock you out of other tier 5's in other trees).

  7. #7

    Default Thoughts

    Quote Originally Posted by Steelstar View Post
    Hey, everyone! We wanted to let you know about some upcoming changes in the Enlightened Spirit enhancement tree ahead of them being in Lamannia release notes. As many of you know, Lamannia is an early look at our plans for an update, and during that process, we get feedback from a variety of sources. Sometimes, certain kinds of feedback require us to heavily change or remove certain abilities that have already appeared on Lamannia or in dev posts.


    In this case, the abilities Break Forth, Cure Moderate Wounds SLA, and Power of Enlightenment: Positive have been removed from the Enlightened Spirit tree. We recognize that many (most?) of you like these abilities, and their removal creates some questions about survivability of Warlocks, especially ones primarily in this tree.
    Most indeed. What you forgot to mention was that the reason for this is that higher powers that be said that positive needed to be taken off the table for warlocks. I do respect this decision (despite being very saddened by it), and hope there is time to create some nice replacements to supplement the loss.

    We’re currently planning to add the following abilities:

    Tier 4 (replacing CMW SLA):

    • Brilliance: Your Aura provides you and nearby allies with Temporary HP equal 10+(Warlock Level) every time it ticks. These Temporary HP stack with all sources other than Brilliance itself.
    • What is the tick timer? 6 seconds, 10 seconds, 15 seconds? If I'm reading this right, then every <<duration>> you will have a chunk of temp HP that is reset with 11-29(31) HP that never expires (except when it is consumed by damage). Is this correct?


    Tier 5 (replacing Break Forth):

    • Shining Through: (Target: Self) Gain 100 Temporary HP which last for ten minutes. Each Epic level adds an additional +25. For 20 seconds, you gain +25 Sacred bonus to Healing Amplification. (Cooldown: 30 Seconds. SP Cost: 8)
    • Is the healing amp applied before or after the temporary HP and is the temp HP effected by HA? I am not convinced that this should have an SP cost to be honest. What is the stackability of this? (can I click the button every 30 seconds before I go in a big combat for ten minutes and get 19-20 stacks (1900 - 2000 temp HP)?


    We’re very interested in making sure these abilities are worth investing in, and would appreciate your feedback on them. Power of Enlightenment: Positive was on a multiselector with the Light version; our current plan is to leave the Light version on its own. On a separate note, we’ve made some adjustments to the last two Core abilities of Enlightened Spirit:
    Please keep the selector but replace <<positive>> option with <<pact dmg type>> option so Fey with get sonic and great one with get acid and fiend will get fire.

    Previously:

    • Level 18: Spirit Armor: When your Eldritch Aura is active, each time you are hit by an attack, you gain a stack of Spirit Armor. (Spirit Armor: +1 stacking PRR and MRR. Stacks up to 20 times.) Passive: Your Eldritch Aura now affects enemies every 2 seconds.


    • Level 20: Celestial Spirit: +2 CON, +2 CHA.Toggle: When enabled, you float above the ground, gain Feather Falling, and are immune to knockdown effects. When enabled, your Eldritch Blasts gain 3d6 Light damage, and you gain 10 Melee Power, Ranged Power, and Universal Spell Power.


    New:

    • Level 18: Celestial Spirit: Toggle: When enabled, you float above the ground, gain Feather Falling, and are immune to knockdown effects. When enabled, your Eldritch Blasts gain 3d6 Light damage. Your Eldritch Aura now affects enemies every 2 seconds.


    • Level 20: Ultimate Enlightenment: +2 CON, +2 CHA. While your Celestial Spirit is enabled, you gain +20% Competence Bonus to Maximum HP, full Base Attack Bonus, +10 Melee Power, +10 Ranged Power, +10 Universal Spell Power, and +20 Light Spell Power.
    • Not too much to say about this as it seems decent, except that if you're going to do this, I'd rather have it add 7d6 (for a total of 10d6) light damage instead of light spell power. Not sure how much of an actual change that would be without testing, but it seems easier to understand and more straight forward to me.
    Comments for first thoughts in red above.
    Last edited by Shoemaker; 06-08-2015 at 01:48 PM. Reason: stability --> stackability
    Quote Originally Posted by Cordovan View Post
    Now with real 100% closing.

  8. #8

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    Quote Originally Posted by Shoemaker View Post
    • What is the tick timer? 6 seconds, 10 seconds, 15 seconds? If I'm reading this right, then every <<duration>> you will have a chunk of temp HP that is reset with 11-29(31) HP that never expires (except when it is consumed by damage). Is this correct?
    It goes at the same rate/time as your Eldritch Aura; in next Lamannia that'll be every 5/4/3/2 seconds, depending on how many Cores you have from this tree.

  9. #9
    Bounty Hunter slarden's Avatar
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    Quote Originally Posted by Steelstar View Post
    You didn't miss any negative comments about it; forums were generally positive about them.

    As we said, we get feedback during this stage from a variety of sources, not just forums/in-game; in this case, such feedback required we remove these abilities.
    The DM is always right, but this change makes me sad.
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  10. #10
    Community Member Ailia's Avatar
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    Quote Originally Posted by Steelstar View Post
    Tier 4 (replacing CMW SLA):

    • Brilliance: Your Aura provides you and nearby allies with Temporary HP equal 10+(Warlock Level) every time it ticks. These Temporary HP stack with all sources other than Brilliance itself.


    Tier 5 (replacing Break Forth):

    • Shining Through: (Target: Self) Gain 100 Temporary HP which last for ten minutes. Each Epic level adds an additional +25. For 20 seconds, you gain +25 Sacred bonus to Healing Amplification. (Cooldown: 30 Seconds. SP Cost: 8)
    The lack of any real scaling via heal amp or spellpower compared to the positive spells is a massive downgrade in terms of actual usefulness, perhaps allow them to scale with healamp? This would remove the need for the silly epic level clause on Shining Through where it is competing with Cocoon anyways.

  11. #11
    Community Member Xerio's Avatar
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    First off, Thank you for the heads up Steelstar.

    Quote Originally Posted by Steelstar View Post
    Hey, everyone! We wanted to let you know about some upcoming changes in the Enlightened Spirit enhancement tree ahead of them being in Lamannia release notes. As many of you know, Lamannia is an early look at our plans for an update, and during that process, we get feedback from a variety of sources. Sometimes, certain kinds of feedback require us to heavily change or remove certain abilities that have already appeared on Lamannia or in dev posts.


    In this case, the abilities Break Forth, Cure Moderate Wounds SLA, and Power of Enlightenment: Positive have been removed from the Enlightened Spirit tree. We recognize that many (most?) of you like these abilities, and their removal creates some questions about survivability of Warlocks, especially ones primarily in this tree.


    We’re currently planning to add the following abilities:

    Tier 4 (replacing CMW SLA):

    • Brilliance: Your Aura provides you and nearby allies with Temporary HP equal 10+(Warlock Level) every time it ticks. These Temporary HP stack with all sources other than Brilliance itself.


    Tier 5 (replacing Break Forth):

    • Shining Through: (Target: Self) Gain 100 Temporary HP which last for ten minutes. Each Epic level adds an additional +25. For 20 seconds, you gain +25 Sacred bonus to Healing Amplification. (Cooldown: 30 Seconds. SP Cost: 8)


    We’re very interested in making sure these abilities are worth investing in, and would appreciate your feedback on them. Power of Enlightenment: Positive was on a multiselector with the Light version; our current plan is to leave the Light version on its own. On a separate note, we’ve made some adjustments to the last two Core abilities of Enlightened Spirit:

    Previously:

    • Level 18: Spirit Armor: When your Eldritch Aura is active, each time you are hit by an attack, you gain a stack of Spirit Armor. (Spirit Armor: +1 stacking PRR and MRR. Stacks up to 20 times.) Passive: Your Eldritch Aura now affects enemies every 2 seconds.


    • Level 20: Celestial Spirit: +2 CON, +2 CHA.Toggle: When enabled, you float above the ground, gain Feather Falling, and are immune to knockdown effects. When enabled, your Eldritch Blasts gain 3d6 Light damage, and you gain 10 Melee Power, Ranged Power, and Universal Spell Power.


    New:

    • Level 18: Celestial Spirit: Toggle: When enabled, you float above the ground, gain Feather Falling, and are immune to knockdown effects. When enabled, your Eldritch Blasts gain 3d6 Light damage. Your Eldritch Aura now affects enemies every 2 seconds.


    • Level 20: Ultimate Enlightenment: +2 CON, +2 CHA. While your Celestial Spirit is enabled, you gain +20% Competence Bonus to Maximum HP, full Base Attack Bonus, +10 Melee Power, +10 Ranged Power, +10 Universal Spell Power, and +20 Light Spell Power.
    I like the changes to the core (on paper atleast, I'll have to get onto Lam to test it). Thank you for the addition of full BaB! 20% max HP is a very nice touch too. I am going to assume that the +10 universal stacks with the +20 light for a total of +30 light from this. Any chance another 2-3d6 light can be added with the capstone? I'm a little concerned with the loss of the prr/mrr bonus from spirit armor. Though the warlock is not meant to be a tank by any means so it makes sense.

    Brilliance
    The temp HP thing might work though I am a little worried it isn't enough. The WarPriest 20th core (capstone) Implacable Foe that grants 100 temp HP every 3 seconds is gone in a blink in epics (which is the only place you really can use a 20th lv enhancement..), it's a nice buffer but I would hardly consider that an accurate exchange/supplement for the loss of a cure SLA. I'm hoping you've got character copy fixed for the next Lamannia run so I can give this a solid test.

    Though I'd be happy with a personal 1d6 or 2d6 positive energy heal that runs so long as the aura is going, Celestial rebirth or somesuch silly name?

    Shining Through:
    first off, Each Epic level adds an additional +25. For 20 seconds. Recast time is 30 seconds, base 100 temp HP lasts 10 mins? As someone else posted will we be able to recast this every 30 seconds and continually stack it up? As stated above the WarPriest capstone Implacable Foe regenerates 100 temp HP every 3 seconds for 18 seconds, even in a lv 20 EH dungeon that's gone in a blink, EE it's barely noticed.

    Has the martial proficiency been added into the 12th lv core?

  12. #12
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    Quote Originally Posted by Steelstar View Post
    You didn't miss any negative comments about it; forums were generally positive about them.

    As we said, we get feedback during this stage from a variety of sources, not just forums/in-game; in this case, such feedback required we remove these abilities.
    First, I love the core abilities. If released, I will be making a pure 20 enlightened spirit, guarunteed.

    However, the two tier abilities are being heavily nerfed. Temp HP has a very hard time competing with real healing, thanks to spell power and heal amp. Would their be anyway to decrease the healing amount, but keep it as healing instead of temp HP?

  13. #13
    Community Member Steve_Howe's Avatar
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    Quote Originally Posted by ArcaneArcher52689 View Post
    Would their be anyway to decrease the healing amount, but keep it as healing instead of temp HP?
    Not if Wizards of the Coast said they can't.
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  14. #14
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    ..
    Last edited by dozkal-ne; 06-08-2015 at 02:32 PM.

  15. #15
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    Quote Originally Posted by Steelstar View Post
    As we said, we get feedback during this stage from a variety of sources, not just forums/in-game; in this case, such feedback required we remove these abilities.
    So WoTC said "No you can't make warlocks work that way"?

  16. #16
    Community Member Blackheartox's Avatar
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    I dont understand that capstone at all.

    Why?

  17. #17
    Dual-Wielder of Halflings DevHead's Avatar
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    Quote Originally Posted by Steelstar View Post
    Tier 4 (replacing CMW SLA):

    • Brilliance: Your Aura provides you and nearby allies with Temporary HP equal 10+(Warlock Level) every time it ticks. These Temporary HP stack with all sources other than Brilliance itself.


    Tier 5 (replacing Break Forth):

    • Shining Through: (Target: Self) Gain 100 Temporary HP which last for ten minutes. Each Epic level adds an additional +25. For 20 seconds, you gain +25 Sacred bonus to Healing Amplification. (Cooldown: 30 Seconds. SP Cost: 8)



    Previously:

    • Level 18: Spirit Armor: When your Eldritch Aura is active, each time you are hit by an attack, you gain a stack of Spirit Armor. (Spirit Armor: +1 stacking PRR and MRR. Stacks up to 20 times.) Passive: Your Eldritch Aura now affects enemies every 2 seconds.


    • Level 20: Celestial Spirit: +2 CON, +2 CHA.Toggle: When enabled, you float above the ground, gain Feather Falling, and are immune to knockdown effects. When enabled, your Eldritch Blasts gain 3d6 Light damage, and you gain 10 Melee Power, Ranged Power, and Universal Spell Power.


    New:

    • Level 18: Celestial Spirit: Toggle: When enabled, you float above the ground, gain Feather Falling, and are immune to knockdown effects. When enabled, your Eldritch Blasts gain 3d6 Light damage. Your Eldritch Aura now affects enemies every 2 seconds.


    • Level 20: Ultimate Enlightenment: +2 CON, +2 CHA. While your Celestial Spirit is enabled, you gain +20% Competence Bonus to Maximum HP, full Base Attack Bonus, +10 Melee Power, +10 Ranged Power, +10 Universal Spell Power, and +20 Light Spell Power.

    I think these changes are all great. Temp HP makes more sense to me for a Warlock than flat out healing. And it ticking with your aura gives you incentive to invest in it.

    Celestial Spirit is, I think, definitely good enough for peeps wanting to splash two levels of something else, but holy **** I'm a big fan of that top tier. I will definitely be going pure on my first build if this is at least close to final specs.
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  18. #18
    2015 DDO Players Council InsanityIsYourFriend's Avatar
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    Quote Originally Posted by Drwaz99 View Post
    Temporary hitpoints that last 10 min yet are easily gone in one hit even at max level (100+25*8 = 300 currently)? With a 30 sec cooldown? And it's Tier 5? I can tell you right now, it'll be as useful as +tumble would be as a tier 5 enhancement. It's very, very poor for tier 5. The way it stands now, it would be incredibly lackluster even at tier 1 (but it may have uses then as it wouldn't lock you out of other tier 5's in other trees).
    Hey! Depending on how much tumble it was I'D get it, would not be worthless. Currently with around 100 tumble you can tumble through shallow water faster than people can do that little jump FF through it!
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  19. #19
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    I can live with Brilliance. The T5 seems rather weak. I recommend to get rid of it and add some DPS here instead.

  20. #20
    Community Member Tom116's Avatar
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    Quote Originally Posted by Steelstar View Post

    We’re currently planning to add the following abilities:

    Tier 4 (replacing CMW SLA):

    • Brilliance: Your Aura provides you and nearby allies with Temporary HP equal 10+(Warlock Level) every time it ticks. These Temporary HP stack with all sources other than Brilliance itself.


    Tier 5 (replacing Break Forth):

    • Shining Through: (Target: Self) Gain 100 Temporary HP which last for ten minutes. Each Epic level adds an additional +25. For 20 seconds, you gain +25 Sacred bonus to Healing Amplification. (Cooldown: 30 Seconds. SP Cost: 8)


    We’re very interested in making sure these abilities are worth investing in, and would appreciate your feedback on them. Power of Enlightenment: Positive was on a multiselector with the Light version; our current plan is to leave the Light version on its own. On a separate note, we’ve made some adjustments to the last two Core abilities of Enlightened Spirit:

    Previously:

    • Level 18: Spirit Armor: When your Eldritch Aura is active, each time you are hit by an attack, you gain a stack of Spirit Armor. (Spirit Armor: +1 stacking PRR and MRR. Stacks up to 20 times.) Passive: Your Eldritch Aura now affects enemies every 2 seconds.


    • Level 20: Celestial Spirit: +2 CON, +2 CHA.Toggle: When enabled, you float above the ground, gain Feather Falling, and are immune to knockdown effects. When enabled, your Eldritch Blasts gain 3d6 Light damage, and you gain 10 Melee Power, Ranged Power, and Universal Spell Power.


    New:

    • Level 18: Celestial Spirit: Toggle: When enabled, you float above the ground, gain Feather Falling, and are immune to knockdown effects. When enabled, your Eldritch Blasts gain 3d6 Light damage. Your Eldritch Aura now affects enemies every 2 seconds.


    • Level 20: Ultimate Enlightenment: +2 CON, +2 CHA. While your Celestial Spirit is enabled, you gain +20% Competence Bonus to Maximum HP, full Base Attack Bonus, +10 Melee Power, +10 Ranged Power, +10 Universal Spell Power, and +20 Light Spell Power.

    I do like the new cores, they look pretty nice. I'm not a fan of the lack of self-healing available now though. Temp HP doesn't really mean much when mobs are hitting for 150+hp per swing, and in light/medium armor it will likely be more than that. Seems like you just pretty much locked everyone into Soul Eater T4 Steal Lifeforce...less excited for Warlock now :/
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