Hey everyone! I had taken some time to create a hypothetical archmage revamp, and I thought it would be interesting to make some revamps for other bad trees. So I picked warpriest, since it is also one of the worst trees in the game. I'd love to hear your thoughts on it!
Pros:
New Idea:
In my head, a warpriest should be channeling their divine magic to smite their foes. To me, the imbue system is perfect for this. Empower your weapons with your god's favor and whack away for holy damage. Now, I did say that this tree should differentiate itself from the KotC tree, and while this just sounds like using an imbue just like KotC, the enhancements in the tree focus heavily on improving the imbue, and not only through increasing imbue dice. If there ever was an 'imbue tree', its this. And to separate this tree even further from KotC, buffing/healing your allies is pushed much more heavily than in KotC, along with the imbue die. Yes, KotC has some aura of good improvements, but the new warpriest tree has much more meaningful buffs. The new warpriest's focuses are as follows
However, the cleric tanks and healbots would be very upset over losing their tankiness if it was taken out entirely. So I needed to find a way to include that tankiness in the tree (but only the tankiness those trees actually use), while also making this tree vast majority DPS. The main tankiness that I am aware these builds use is the core 4, the +2 AC/core, and maybe the PRR+HP from the tier 1 and 2. So those are still included in this tree, but I don't think it really sabotages the tree at all in its current state. The tanky stuff from t5 has been removed. Ideally, most of the tanky stuff would be removed, but I don't want to piss off the cleric tanks, so I leave it for now.
In terms of how realistic this tree is, I have no idea. It entirely depends on how easily the imbue system can be manipulated. And given the whole aggro reduction for imbue dice has still not been fixed (to my knowledge), this tree may be completely infeasible. But I think the ideas here are cool, so, in any case, here is my hypothetical revamp for warpriest! (Changes in Blue)
Cores:
That's about it! I'd love to hear what you all think about this tree. Like with the archmage tree, the numbers were not thought upon for too long, but the numbers aren't the focus of this. The concepts, themes, and abilities are the important things to pay attention to. So things may not be balanced properly.
Also, minor note, war soul (fvs) is super close to this, so I didn't bother changing that one too. Make some small tweaks to this (or don't), and you can get your new version of war soul.
Pros:
- Divine Might
- Splashed into for cleric tanks for 10% hp and random PRR+HP
- That's about it
- Like archmage, it tries to do multiple things, and by doing so fails at everything.
- The t5 enhancements suck, and are just a random collection of things to the point that only one or two even could be useful for any character
- The cores are boring and bad
- Imbue is way too late (t4) and is bad
- No idea what stat I am actually supposed to use
- No +1 crit multiplier, for some reason?
- Theme is nearly non-existent
- A clearer theme
- This tree is very poor man's Knight of the Chalice. I mean the first enhancement is smite foe.... which definitely isn't supposed to be smite evil for warpriest...
- Try to differentiate this tree from KotC somehow
- Choose between either DPS or tankiness. Don't half-ass both
- Interesting skills. There are no cool skills in this tree
New Idea:
In my head, a warpriest should be channeling their divine magic to smite their foes. To me, the imbue system is perfect for this. Empower your weapons with your god's favor and whack away for holy damage. Now, I did say that this tree should differentiate itself from the KotC tree, and while this just sounds like using an imbue just like KotC, the enhancements in the tree focus heavily on improving the imbue, and not only through increasing imbue dice. If there ever was an 'imbue tree', its this. And to separate this tree even further from KotC, buffing/healing your allies is pushed much more heavily than in KotC, along with the imbue die. Yes, KotC has some aura of good improvements, but the new warpriest tree has much more meaningful buffs. The new warpriest's focuses are as follows
- Imbue
- Buffing/Healing
- Melee Damage
However, the cleric tanks and healbots would be very upset over losing their tankiness if it was taken out entirely. So I needed to find a way to include that tankiness in the tree (but only the tankiness those trees actually use), while also making this tree vast majority DPS. The main tankiness that I am aware these builds use is the core 4, the +2 AC/core, and maybe the PRR+HP from the tier 1 and 2. So those are still included in this tree, but I don't think it really sabotages the tree at all in its current state. The tanky stuff from t5 has been removed. Ideally, most of the tanky stuff would be removed, but I don't want to piss off the cleric tanks, so I leave it for now.
In terms of how realistic this tree is, I have no idea. It entirely depends on how easily the imbue system can be manipulated. And given the whole aggro reduction for imbue dice has still not been fixed (to my knowledge), this tree may be completely infeasible. But I think the ideas here are cool, so, in any case, here is my hypothetical revamp for warpriest! (Changes in Blue)
Cores:
- Fires of Fury: Imbue Toggle: Your favored weapons deal an additional 1d4 fire and 1d4 light damage, scaling with fire and light spellpower, respectively. You cannot be single-weapon fighting or two-weapon fighting. Passive: For each core in this tree, you gain +2 armor class, +5 fire spell power, +5 light spell power, and +5 positive spell power
- Light's Embrace: +20 healing amplification
- Gleaming Shield: Empowers your Fires of Fury imbue to give you temporary hit points equal to 5% of the damage dealt by your imbue on hit (up to a maximum of 20% of your max health). +1 imbue die
- Indifferent Judgement: 10% sacred bonus to HP, +1 imbue die. Any enemies damaged by your Fires of Fury imbue gains one stack of vulnerability. Your imbue now bypasses fire and light immunity.
- Wrath's Conduit: Toggle: Your imbue can now critically hit, using the critical threat range and multiplier of your weapon. Your non-positive spells can no longer critically hit. Passive: +1 imbue dice
- Sun Saint: Toggle: Your character sprouts angelic wings, floats slightly above the ground, and is immune to most forms of slippery terrain (similar to enlightened spirit). Your melee damage is reduced by 33%. Your imbue dice are doubled. Passive: Choose one:
- +4 Wis, +2 imbue die, +10 Fire, Light, Positive SP
- +4 Str, +2 imbue die, +10 Fire, Light, Positive SP
- (AP: 1, Ranks: 3) Choose one:
- Divine Might: Battle Trance: You gain an Insight bonus to Attack, Damage and the DC of tactical feats equal to 1/2 of your Charisma modifier for 30/60/120 seconds.
- Divine Will: Battle Trance: You gain an Insight bonus to Attack, Damage and the DC of tactical feats equal to 1/2 of your Wisdom modifier for 30/60/120 seconds
- (AP: 1, Ranks: 3) Toughness: +5/+10/+15 maximum hp.
- (AP: 2, Ranks: 1) Righteous Weapons: When wielding your religion's favored weapon in your main hand, you gain +1 to hit and damage (one handed), or +1 to hit and +2 to damage (two handed), and +1 imbue die.
- (AP: 1, Ranks: 3) Adaptable: +1/2/3 to hit, +15/30/45 spell points.
- (AP: 1, Ranks: 3) War Caster: +1/2/3 Heal, Spellcraft, and Concentration: Rank 3: +5 Fire, Light, and Positive Spellpower
- (AP: 2, Ranks: 1) Ward against Evil: Protection against Evil and Magic Circle against Evil now grant 1 PRR per 4 cleric levels, in addition to its original effects.
- (AP: 1, Ranks: 3) Wall of Steel: +3/+6/+10 Physical Resistance Rating
- (AP: 2, Ranks: 1) Righteous Weapons (Requires previous Righteous Weapons): When wielding your religion's favored weapon in your main hand, you gain +1 to hit and damage (one handed), or +1 to hit and +2 to damage (two handed), and +1 imbue die
- EMPTY
- (AP: 1, Ranks: 3) Action Boost: Imbue: Activate to gain a +2/4/6 Action Boost bonus to Imbue Dice for 20 seconds.
- (AP: 1, Ranks: 3) Fragment of the Sun: +5/10/15 Fire and Light SP
- (AP: 2, Ranks: 1) Choose One:
- Holy Cleave: Cleave. +2W, +2 imbue die. Shares a cooldown with the cleave ability
- Holy Shot: Ranged attack. +2W, +2 imbue die
- (AP: 2, Ranks: 1) Righteous Weapons (Requires previous Righteous Weapons): When wielding your religion's favored weapon in your main hand, you gain +1 to hit and damage (one handed), or +1 to hit and +2 to damage (two handed), and +1 imbue die
- (AP: 2, Ranks: 1) Warpriest's Blessings: Every time you hit an enemy with a favored weapon, you gain a stack of Priest's Blessing (+5 Positive Spellpower, +2 Positive spell critical chance). This stacks up to 10 times, and one stack decays every 10 seconds. When you cast a positive spell, all stacks of warpriest's blessing are removed. For every stack removed, you gain 1 stack of Warlord's blessing (+1 to hit and damage), one stack decays every 10 seconds.
- (AP: 2, Ranks: 1) Str/Wis/Cha
- (AP: 2, Ranks: 1) Devoted Servant: Double the effects of the Prayer spell (buff portion)
- (AP: 1, Ranks: 3) Choose one:
- Holy Sniper: +3/6/10% Doubleshot
- Holy Striker: +3/6/10% Doublestrike
- (AP: 2, Ranks: 1) Righteous Weapons (Requires previous Righteous Weapons): When wielding your religion's favored weapon in your main hand, you gain +1 to hit and damage (one handed), or +1 to hit and +2 to damage (two handed), and +1 imbue die
- (AP: 2, Ranks: 1) Alacrity Salve: Whenever you heal an ally, that ally gain +5% attack speed and -5% spell cooldowns for 12 seconds.
- (AP: 2, Ranks: 1) Str/Wis/Cha
- (AP: 2, Ranks: 1) Divine Power: +1 critical hit range and multiplier with favored weapons. +15% maximum HP.
- (AP: 2, Ranks: 1) Divine Vessel: Choose One:
- Melee: Cleave: +5W, +5 Imbue dice. If an enemy hit by this attack has 5 or more stacks of vulnerability, they are knocked prone for 6 seconds, no save. Shares a cooldown with greater cleave
- Ranged: +5W, +5 Imbue dice. If an enemy hit by this attack has 5 or more stacks of vulnerability, they are knocked prone for 6 seconds, no save.
- (AP: 2, Ranks: 1) Righteous Weapons (Requires previous Righteous Weapons): When wielding your religion's favored weapon in your main hand, you gain +3 to hit and damage, and +1 imbue die. In addition, gain +10 MP, Fire SP, Light SP
- (AP: 2, Ranks: 1) Radiant Aura: Toggle: Your imbue's power radiates from you, and now benefits allies and harms multiple enemies. Your Fires of Fury imbue now deals damage to all nearby enemies with you hit an enemy with your weapon. If you have Gleaming Shield, and are using the Fires of Fury imbue, allies near you gain temporary hit points equal to half the temporary hit points you gain when you deal damage with your imbue (up to 10% of your max health). +1 imbue die
- (AP: 1, Ranks: 1) Divine Intervention: Active: Divine Intervention: Ward your target against fatal damage. Hit point damage cannot lower a warded ally's hit point total below -9. When a warded ally is incapacitated, this effect heals the target after a few seconds for 25% of their max hit points, and is removed. In addition, when this effect is triggered, you gain +100 Fire, Light, and Positive spell power for 20 seconds (Activation Cost: 30 spell points. Cooldown: 2 minutes)
That's about it! I'd love to hear what you all think about this tree. Like with the archmage tree, the numbers were not thought upon for too long, but the numbers aren't the focus of this. The concepts, themes, and abilities are the important things to pay attention to. So things may not be balanced properly.
Also, minor note, war soul (fvs) is super close to this, so I didn't bother changing that one too. Make some small tweaks to this (or don't), and you can get your new version of war soul.
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