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  1. #1
    Associate Producer Cocomajobo's Avatar
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    Default Multi-Patch/Update Preview: Arcane Sphere

    Hello! This is an early look at the Epic Destiny Pass currently slated for Update 43. (The second Sharn raid is coming before this, so there's still a bit of time before this reaches Lamannia). A few notes about this pass, before we get to details:

    We had a few primary goals in the Epic Destiny pass, compounded by a very slim time-frame of 3 weeks for principal changes.
    • First and foremost, try to put each Destiny in a place where it's worth using for at least some builds.
    • Fix bugs and remove things that hinder fun or usability
      • You'll notice that every Epic Moment that required you to do weird things to charge it up no longer requires that.

    • Improve the ability for people to play in Destinies that match their Archetype (ranged characters in Shiradi, etc) without significantly hindering the current ability for people to play in Destinies that don't (casters in Shiradi, etc)


    Like we said above, the timeframe was slim. We didn't hit everything we would have liked to, and there are still abilities within individual Destinies that still probably aren't worth taking. We're listening for feedback here, but our ability to act on it is similarly time-restricted; we're unlikely to further revamp whole trees or add completely new skills at this time, but we may be able to make number tweaks and fix outstanding bugs.

    That said, this is the thread for Arcane Sphere Destinies, so let's dive in. Be sure to check out the other Sphere threads when you're done, as well as the topic on new Epic Past Lives coming with these changes.

    Magister
    This tree has quite a few neat things but didn't do the one thing it was supposed to do: Be the king of DC Casting. Twisting Magister's bonuses and going into other trees where you got relevant Ability Score increases provided a better bonus than this tree. Only that's not fun, and we'd rather see dedicated DC casters live here and get cool abilities with their DCs. We focused on that goal, and made a few of their other abilities spicier to go with it. The Sigils still aren't good; they fell a bit low on the priority list relative to other things. If there are simple number tweaks we can make to make them more worth using, we're all ears.

    • Added +1 to all Spell DCs to each Core (in addition to what those cores were doing already).
    • Imperceptible Casting adds +10 Universal Spell Power while active.
    • Fade into the Weave adds +25 Universal Spell Power while active.
    • Variable Resistance is unlinked from Sigil of Energy Negation.
    • Master of (Spell School) also increases DCs for that school by an additional 1/2/3.
    • Arcane Tempest moves to a 30-second cooldown, and a 10-second duration. 30 SP.
    • Arcane Tempest is no longer linked to Sigil of Battering Spellcraft
    • Arcane Tempest now costs 1AP
    • Arcane Tempest can now use the Quicken, Maximize, Empower, and Intensify Metamagics
    • Arcane Tempest now has a faster cast animation and cast time
    • Arcane Tempest no longer has a (previously-unlisted) saving throw
    • Arcane Adept now costs 1AP
    • Arcane Tempest's damage is now 1d6+6 per Caster Level (was 2d6)
    • Removed the Saving Throw from Arcane Tempest. (Yeah, it's a DC tree but we wanted it to be good no matter what school you were in.)
    • Arcane Spellsurge now has a 1 minute cooldown. 20 SP
    • Nullmagic Aura no longer requires charging. Now has a 4 minute cooldown.


    Draconic Incarnation
    This is another tree that has good things but is hampered by its restrictiveness. It's meant to be the king of elemental nuking, but the lack of metas and scaling DCs made that hard. It also didn't get that much extra spell damage relative to other Destinies, which was... weird. We fixed a lot of that.

    • Each Core now adds 5% Spell Crit Damage in addition to what it already does.
    • Go Out With A Bang, Energy Burst, and Energy Vortex now apply the Quicken, Empower, Maximize, Embolden, and Intensify Metamagics
      • Acid versions of these spells are now Conjuration spells
      • These spells should now be considered part of their Elements for the purpose of Caster Level increases (other than Savant's caster level increases, which were already working).

    • Draconic Incarnation gets +1 Evocation and Conjuration DC at cores 2, 4, and 6
    • Go Out with A Bang, Energy Burst, and Energy Vortex now use their spell schools' (Evocation/Conjuration) bonuses as part of their DC calculation.
    • Flyby Attack now adds Evocation modifiers to its DC (Conjuration for the Acid version).
    • Dragon Breath no longer uses Charges.
      • Dragon Breath now has a 25 second cooldown.
        • Dragon Breath spells are now considered part of their spell school for the purpose of Caster Level/Max Caster Level increases.
        • Breath attacks now list Evocation/Conjuration as part of their DC calculation (they were already using it)

    • Black Dragon Breath is now a Conjuration spell.
      • (See below for related Dragonborn changes)

    • Draconic Fury's cooldown reduced to 1 minute
    • If Draconic Fury is active, you also gain a 10% chance that you will gain an Racial Bonus to Temporary HP equal to (10 + Double your Epic Level) for 10 seconds, and a 10% chance that you will gain an Racial Bonus Temporary SP equal to (10 + Double your Epic Level) for 10 seconds.
    • Draconic Hunger's has been changed to: The voracity of your draconic ancestors is strong within you. Once per second, when you cast a spell, there is a 5% chance that you will gain an Enhancement Bonus to Temporary HP equal to (10 + Double your Epic Level) for 10 seconds, and a 5% chance that you will gain an Enhancement Bonus Temporary SP equal to (10 + Double your Epic Level) for 10 seconds.
    • Fearsome Invulnerability no longer needs to be charged.
      • It no longer says it does an Intimidate effect, on account of that functionality never being implemented ever.
      • It now also adds +30 PRR, MRR, and MRR Cap for the duration
      • It now has a 4 minute cooldown.

    • Energy Vortex, Draconic Hunger, and Fearsome Invulnerability now cost 1AP each.



    BONUS: Dragonborn Racial Tree Changes
    Dragonborn's dragon breath SLAs have always kept some parity with Draconic Incarnation, so we made some changes there to gel with the above Draconic Incarnation changes.

    • Dragonborn's Racial Black Dragon Breath is also now a Conjuration spell
    • Dragonborn Breath Attacks now scale with 100% Spell Power (which puts them on the standard spell damage progression we made after this skill)
    • Dragonborn's True Power enhancement now adds Conjuration DCs in addition to its Evocation DCs.


    Fatesinger
    What a weird tree. Fatesinger had a lot of fundamental issues that could only be solved by getting rid of the abilities entirely. We basically threw a lot of it out and Lynnabel built a new one. Here it is. (Note that we're listing the full tree here rather than individual changes, it's clearer that way.) General rule of thumb: The Hymns cost 2AP, as do the standard Ability Score increases. The rest cost 1AP per rank.



    Cores:

    • Core 1: Fatesinger's Rep: Each core grants you +10 Melee Power, +4 Ranged Power, +25 Spell Points, 10 universal spell power, +1 Arcane Caster Level, +2 Effective Bard Levels and +2 Maximum Bard Songs. You also gain Inspire Courage if you didn't have it before.
    • Core 2: Glitter of Fame: +1 All Stats and all saves
    • Core 3: Harmonic Resonance: Attacks have a chance of building up Resonance on your enemies, increasing their Sonic vulnerability and reducing their Armor Class by 2 per stack (max 10)
    • Core 4: Intoxicating Presence: Enemies that strike you have a chance to be Fascinated.
    • Core 5: Grandeur: Friendly spellcasts bestow bonus AC (+3) and PRR (+3), offensive spellcasts now build up Harmonic Resonance (internal cooldown)
    • Core 6: Majesty: You are now immune to Charisma Damage, do not suffer from Arcane Spell Failure, also +25 Universal Spell Power


    Tier 1:

    • First Harmonic Chord: Your inspire courage has +1/2/3 hit, dam, saves vs fear, and +3/6/9 Universal spell power. Also, you gain an additional +1/2/3 to Hit, Damage, and +3/6/9 Universal Spell Power
    • Siren's Song: Relocated, turns into a second Fascinate button (aka another cooldown version of Enthrall)
    • Music of the Spider Queen: also now adds Neutralize Poison to your Bardic Inspiration
    • Dirge: Make it actually work and be good, otherwise no change
    • +1 Str/Cha


    Tier 2:

    • Second Harmonic Chord: Your inspire competence has an additional +1/2/3 skills. Also, you gain +1/2/3 all skills.
    • Bound Fate: relocated, no change (this is the active)
    • (this space intentionally left blank)
    • Reign: relocated, no change
    • +1 Str/Cha


    Tier 3:

    • Third Harmonic Chord: Your inspire greatness has an additional +1/2/3 PRR and 0/0/10 Healing/Neg/Repair amp. Also, you gain an additional +0/0/10 healing/neg/repair amp and +1/2/3 PRR
    • Grim Fate: relocated, no change (this is the passive that makes the active better)
    • Arcane Hymn: You sing a magical Hymn that resonates within the Arcane Sphere. When you activate this ability, your target is surrounded by magical energies, bestowing Resonance. (HYMNS: Each member of your party, including yourself, may only benefit from one Hymn at a time, regardless of source. Attempting to activate this ability on someone else will dispel this Hymn from your former target. If you attempt to activate a different Hymn on someone who is already benefiting from this Hymn, it will dispel this Hymn as it applies the new one. You may activate this ability on yourself.)
      • Arcane: +1 INT WIS CHA, +20 Universal SP, +2 Spell Penetration, +4 UMD, +10% fire/cold/acid/electric absorb

    • Aria: relocated, no change
    • +1 Str/Cha


    Tier 4:

    • Fourth Harmonic Chord: Your Inspire Heroics grants +1/2/3 AC, dodge, and saves. Also, you gain an additional +1/2/3 AC and saves
    • Martial Hymn:
      • Martial: +1 STR DEX WIS, +2 Sneak Dice, +20 max HP, +10 PRR and MRR, +5 AC, +10 Melee and Ranged Power

    • Divine Hymn: Another hymn, this time divine sphere themed
      • Divine: +1 STR CHA WIS, +1 Smite Evil, +2 to hit, dam, confirm critical hits, +10 PRR and +25 Positive and Negative Spell Power.

    • Primal Hymn: Another hymn, this time primal sphere themed
      • Primal: +1 WIS DEX CON, +25 HP, +10 Spell Resistance and healing amp, +10% Thrown and Bow attack speed, +3 Str while raging

    • +1 Str/Cha



    Tier 5:

    • The Fifth Chord: You have a new Bard Song in your Bardic Ballad/Inspire Courage - Inspire Transcendence - +1 spell DCs, +1 tactics bonuses, +3 Spell Resistance and True Seeing. Also, you benefit from +1 DCs, tactics, +3 SR and are immune to blindness and have true seeing
    • Free Metamagic: Pick between Eschew, Extend, or Enlarge
    • Masquerade: Also now has 10% spell cost reduction
    • Bladesong: 2d6 Sonic damage on hit scaling with spell power, 3% competence to melee attack speed, also +1 Critical Multiplier on 19-20
    • +1 Str/Cha


    Tier 6:

    • Greater Shout SLA: 6 second cooldown.
    • Free Metamagic 2: Pick between Quicken, Embolden, or Intensify
    • Turn of the Tide: Clean up what it actually gives you, make sure it's actually working as intended
    • +1 Str/Cha


    EDIT: Additionally, the following changes will be making it in for Fatesinger's existing abilities:
    Music of the Spider Queen's duration now matches Bard song durations
    Dirge's DC is now d20 + Perform
    Aria's threat reduction is now 20/40/60%
    Siren's Song and Chord of Disruption damage take effect even if the Mesmerize doesn't land (aka bosses)
    Bound Fate's DC is now d20 + Perform
    Bound Fate's immobilization now actually immobilizes faster creatures
    Bound Fate's immobilization now lasts slightly longer
    Bound Fate now has a 1 minute cooldown.
    Improved Turn of the Tide:
    - No longer a Bard Song
    - 3 minute cooldown
    - Sonic and Light Damage now applies to bosses

  2. #2
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    Nothing changed in Fatesinger from the first preview? Just nailed it, eyes closed, behind the back, nothing but net on the first try?


    Generally speaking, I do like the Fatesinger changes compared to the current version. I'm just surprised there wasn't any green text this time around.
    Last edited by Fivetigers33; 07-24-2019 at 03:56 PM.
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  3. #3
    Community Member ThomasHunter's Avatar
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    Default Reign

    In a previous feedback loop I thought Reign was going to have a higher time that it was active. Hopefully Lynnabel remembers that conversation! I actually don’t remember where landed on the time but it was agreed to change I thought.

    Thanks!
    Taleisin

  4. #4
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    Lynnabel's Avatar
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    Quote Originally Posted by ThomasHunter View Post
    In a previous feedback loop I thought Reign was going to have a higher time that it was active. Hopefully Lynnabel remembers that conversation! I actually don’t remember where landed on the time but it was agreed to change I thought.

    Thanks!
    Taleisin
    Reign is currently 600 seconds (10 minutes) for this preview of U43 - is that too short? Too long?
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  5. #5

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    Quote Originally Posted by Fivetigers33 View Post
    Nothing changed in Fatesinger from the first preview? Just nailed it, eyes closed, behind the back, nothing but net on the first try?


    Generally speaking, I do like the Fatesinger changes compared to the current version. I'm just surprised there wasn't any green text this time around.
    I'd kind of like to know what the actual change is on Dirge. "Clean it up and make it be good" isn't very illuminating.
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  6. #6
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    Quote Originally Posted by PsychoBlonde View Post
    I'd kind of like to know what the actual change is on Dirge. "Clean it up and make it be good" isn't very illuminating.
    Yeah, nothing whatsoever has been done to Dirge. It's still absolute garbage. Damage doesn't scale with anything, the damage is terrible, the slow isn't even noticeable.
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  8. #8
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    Any chance of adding INT to the fatesinger stay options?

  9. #9

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    Quote Originally Posted by pjw View Post
    Any chance of adding INT to the fatesinger stay options?
    And dexterity.

    Also, for all destinies, a bit more options for the DC of abilities would be nice. Like the new greater shout sla from fatesinger, is it cha only? I think all magical abilities should take highest of int/wis/cha and physical abilities should do the same with str, dex, con. I would help a lot in regard to build diversity.

  10. #10
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    Quote Originally Posted by Cocomajobo View Post
    Magister
    This tree has quite a few neat things but didn't do the one thing it was supposed to do: Be the king of DC Casting. Twisting Magister's bonuses and going into other trees where you got relevant Ability Score increases provided a better bonus than this tree. Only that's not fun, and we'd rather see dedicated DC casters live here and get cool abilities with their DCs.
    Right. Sorcs, for example had better DCs in EA, and plenty of Wiz went EA for equal DCs and better utility.

    Quote Originally Posted by Cocomajobo View Post

    • Added +1 to all Spell DCs to each Core (in addition to what those cores were doing already).
    • Master of (Spell School) also increases DCs for that school by an additional 1/2/3.
    But you're about to create the same situation, in reverse. Now Cha FvSs will get much better DCs in Magister, and plenty of Wis casters will likely go Magister, too.

    Is that the intent? If it is, and you really do want all dedicated DC casters in Magister, then where is Wis in the stat bonus and all the other caster classes in the caster level increases? And if that is the intent, what's the purpose of EA supposed to be, since it's about to lose it's role for DC casters?

    On the other hand, if you were thinking to have arcane DC casters in Magister, and divine DC casters in EA, this change will fail to accomplish that.
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  11. #11
    Community Member btolson's Avatar
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    On my xfered toon, the DCs on Black Dragon Breath and Go Out With a Bang (acid) is 11 points lower than Energy Burst (acid) and Energy Vortex (acid) Flyby Attack (acid)

    Energy Vortex still only ticks once per 3 seconds, despite tooltip claiming per 2 seconds

  12. #12
    Community Member ThomasHunter's Avatar
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    Quote Originally Posted by Lynnabel View Post
    Reign is currently 600 seconds (10 minutes) for this preview of U43 - is that too short? Too long?
    I’m guessing that you are looking at Reign as just a buff rather than a song? 10 minutes seems fair although I’d always be good with a bit more! I just don’t like managing buffs in general. Could it be affected by Extend? Maybe it doesn’t matter. Heh.

    Thanks for increasing it to 10 minutes!

    Taleisin

  13. #13
    Community Member Yamani's Avatar
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    Might I suggest that either unearthly reactions(magister), draconic perception(DI), or acrobat(shadowdancer) gets: You also no longer automatically fail (Reflex) saves on a 1. So there is a tier 1 version of all 3 fortitude/will/reflex
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  14. #14

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    Aria can only be purchased to level 1. It's impossible to purchase levels 2 and 3.
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    Quote Originally Posted by Lynnabel View Post
    Reign is currently 600 seconds (10 minutes) for this preview of U43 - is that too short? Too long?
    Seems fine, but can we get some scaling on reign? Its pretty sweet at 20, pretty meh at 30, i know same old song with static abilities.

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    Quote Originally Posted by Cocomajobo View Post
    First and foremost, try to put each Destiny in a place where it's worth using for at least some builds.
    Buy shears pots if you're a melee?

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    Please make "Turn of the Tide" on a shorter cooldown.

  18. #18
    Cosmetic Guru Aelonwy's Avatar
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    I encountered a bug while spending points in Fatesinger. I could not spend more than a single point in Aria, although it claimed to have 3 ranks and I still had plenty of points to spend. It simply would not go over the first rank.
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  19. #19
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    Quote Originally Posted by Carpone View Post
    Aria can only be purchased to level 1. It's impossible to purchase levels 2 and 3.
    Fixed, thanks!
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  20. #20
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    Quote Originally Posted by PsychoBlonde View Post
    I'd kind of like to know what the actual change is on Dirge. "Clean it up and make it be good" isn't very illuminating.
    Notably, the damage portion now scales with spellpower.
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