Lamannia U76 - Balance Pass

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Torc

Systems Developer
The following adjustments have been to class balance for this update. These adjustments are being made as we prepare to debut our upcoming "Fey event" and are part of our regular efforts to adjust class balance on a seasonal basis.

Finesse Pass:
  1. All weapons that benefit from the Finesse feat now innately use the higher of Dexterity or Strength for to-hit and damage, just like more recent versions of D&D. Scimitar is now a light weapon with a lower off-hand penalty so it is included.
  2. Crossbows will now innately use Dexterity for to-hit and damage.
  3. Dagger/Dart/Shuriken Thrown Weapons now innately use the higher of Stength or Dexterity.
  4. Throwing Axes/Hammers now use Strength for to-hit and damage.
  5. The Brutal Throw Feat is changing to +1 damage while using a throwing axe or hammer for every 8 points of Strength. (Starting stat, level increases and tomes here)
  6. Changes to the following feats/enhancements that changed Dexterity to-hit and damage....

  7. Feat/enhancementNotes
    Weapon FinesseNow grants +2 to hit and 10% Fortification bypass
    Monk Basic Ninja trainingCut text about dex to damage
    Advance Ninja trainingNow grants +1 to hit/damage in addition to double shot perk, cut text about dex to damage
    Ranger Tempest Core 2 and 3Grants dex to hit and damage with all one-handed weapons weapons respectively. Text about turning scimitar to light cut because it is now a light weapon by default.
    Assassin core 1 and 2Core 1 cut text about dex, still grants kukri feat, core 2 +1 damage 10% fort bypass, cut text about dex to damage
    Rogue Acrobat core 1,2Unchanged
    Tabaxi (both types)Base Core 1 has had its description adjusted, Blazer gets quarterstaff compatibility, Improved Instincts is now quarterstaff-only, and the Improved Nimble Cat enhancement has been removed from Tabaxi since it no longer serves a purpose.
    Deepwood Stalker Improved Weapon FinesseChanges to 15% Fortification bypass, +3 to hit.
    Bard Swash a Buckle - Swift StrikesRemoving It since it no longer serves a purpose. General changes in Swashbuckler text to support changes.
    Wood Elf Forest FinesseAllows Dexterity for to-hit and damage with all weapons, and no longer has pre-requisites.
    Morning Lord GraceUnchanged
    Halfling Skillful Thrower+2 to-hit and damage when using a Thrown Weapon instead of its previous purpose
    Elf GracesAllows Dexterity for to-hit and damage with all weapons, and no longer has pre-requisites

General Feat Changes

1. Cleave gains a +1 Critical Threat range and +1 Critical Multiplier Bonus.
2. Great Cleave gains a +1 Threat range +2 Critical Multiplier Bonus
3. Sunder gets a +10 to its attack roll.
4. Improved Sunder gets a +20 to its attack roll and gains a +60% damage bonus.
5. Hamstring Cooldown has been reduced from 15 seconds to 6 seconds and now gains a +50% damage bonus. No longer requires a rank of sneak attack.
6. Slicing Blow Cooldown has been reduced from 15 seconds to 6 and now gains a 40% damage bonus.
7. Whirl Attack gains a +1 Critical Treat Range and +1 Critical Multiplier bonus.
8. Stunning Blow and Sap cooldowns have been decreased from 15 to 10 and their base DC increased from 10 to 14. Sap still has no save.
9. Spring Attack gains a 20% damage bonus.
10. Improved Precise Shot now passively increases the Ability Score Modifier bonus to damage for Longbows and Shortbows by +50%, including when the stance is off. This stacks with Precise Shot.

Tree Stuff

1. Razor Claw:
Magic Fang now has a max caster level of 20 so it no longer bugs when it hits over level 40 ahead of schedule.
2. Blight Caster's Blighted Charge and Jaws of Doom will use Conjuration instead of necromancy for DCs.
3. Favored Soul's Archon's Fury - Removed spell point cost per blast. Damage increased to 2d6 from 1d6+1 and stack size reduced to 10 (Change Not in this build)
4. Radiant Servant (Cleric/Sacred Fist):

i. Positive energy shield buff - increase temp hp to double healing skill, and x4 of healing skill is target is level 20 or above.
ii. Efficient Empowered Heal costs 1 Ap per rank instead of 2.
iii. Divine healing now scales with 50% positive spell power (only 50% since the duration is so long). Will now have a line of sight check, double spell range (ray range)
iv. Reactive Heal will either scale with spell power or be increased to 2000. (these kinda effects are tricky sometimes)
5. Mechanic
i. Mechanic Bomb spells in tree will now used disable device plus 1d20 random roll for their DC (just like bard fascinate) - (DC is not working correctly in this build)
ii. Mechanic Improve Traps bonus is now a +1/2/3 disable traps bonus instead of the previous specific bomb bonus. DC mod to "rogue traps" unchanged.
iii. Mechanic Bombs now deal:
a> Tanglefoot 4d6 +1 per sneak attack die in acid damage every 2 seconds. CC as before with Disable Trap Skill DC Driver +1d20 roll
b> Thunder Stone now does 4d6 +1d4/6/8 per sneak attack die in damage. CC as before with Disable Trap Skill DC Driver +1d20 roll
c> Ooze Flask now does 4d6 +1d6/8/12 per sneak attack die in damage. Debuff as before with Disable Trap Skill DC Driver +1d20 roll
d> Time bomb will now scale with 200% range power and also used Disable Trap Skill DC +1d20
iv. Leg shot has been replaced with Line Up and Sit Down - Ranged attack. 250% damage mod. Knocks down target for 2 seconds no save. 6 second cooldown.
v. Swap Core 5 Expert Builder with Sniper from T5 (gets crit multiplier accessible by level 12)
6. Vanguard (fighter/paladin)
i. Follow up now grants 5/10/15 melee power and lasts 30 seconds.
ii. Shield Smash damage now scales as 25/50/75% instead of 10/20/30 and it's MRR/PRR buff is replaced by a new buff called Battle Guard
Battle Guard: Lasts 12 seconds and stacks 5 times, 10 MRR/PRR per stack. Blocking for more than 3 seconds removes all stacks.
iii. Shield Charge now applies a knock down to targets in area for 2 seconds. DC(10 + highest ability modifier + character level + tripping bonuses), cooldown 25/20/15.
iv. Armor Strength melee power bonus increased from 10 to 15.
7. Kensai
i. Shattering Strike/Shot Damage increased to 25/50/100% bonus
ii. Reed in the Wind cooldown now 8 seconds. Damage bonus increased to 20/40/60%. Instead of dodge now grants Battle Guard. No longer requires Dodge Feat to take.
Battle Guard: Lasts 12 seconds and stacks 5 times, 10 MRR/PRR per stack. Blocking for more than 3 seconds removes all stacks.
8. Vistani Knife Fighting
i. Core 6 attack speed bonus only applies to when using a dagger or kukri.
9. Inquistive
i.
Undaunted (Core 5) no longer grants Ranged Power.
ii. Master Inquisitive (Core 6)'s Ranged Power is reduced from +10 to +5
iii. Inquisitive's Path no longer grants Ranged Power.
10. Archmage
i. Increase School Mastery 2 DC bonus by +1.
ii. Each core now adds +5 Universal Spell Power (on top of the +1 for points spent in tree)
11. Battle Engineer
i. Tactical Mobility now costs 1AP.
12. Enlightened Spirit
i. Beacon now costs 1AP.
ii. Displacement now costs 1AP.
13. Soul Eater
i. Supreme Hunger now costs 1AP
ii. Feed on Magic now costs 1AP
14. Tainted Scholar
i. Spell Focus now costs 2AP.
ii. Planar Focus now costs 1AP.
iii. Eldritch Power costs 1 AP and grants 2 Dice instead of 1

Misc:
i. Death Ward now longer completely negates negative energy damage from inflict/necro spell damage but reduced it by 50%. This is flagged with the shield trait much like Fire Shield/Energy Shield is for Fire damage. A certain raid boss on the isle of dread will now stop stackings neg energy vul stacks, but this will not affect the Temple of the death wyrm raid. This also applies to monsters when they cast death ward so pale masters and shady clerics may rejoice.

ii.Lost Souls In Reaper Raids: The drop rate for lost souls in raids has been greatly increased (Not in this build)

Epic:

i. Fury of the Wild Epic Strike Quick Cutter - Cooldown increased to 8 seconds. Quick and Bleed duration changed to 10 seconds. Bleed damage reduced to 1d6 per character level. Bleed Damage is increased by rank 1 of Spirit of the Beast by 1d6 and Rank 1 of Primal Force for a net total of 3d6 (Change Not in this build)
ii. Unyielding Sentinel - Celestial Mandate now applies Battle Guard per target hit instead of it's previous buff. (if you are using a shield it always applies 1 extra even if you completely miss). Battle Guard: Lasts 12 seconds and stacks 5 times, 10 MRR/PRR per stack. Blocking for more than 3 seconds removes all stacks.

Known Issue Summary: (recap)
1. Mechanic DCs while displaying correctly in their tool tip do not work correctly.
2. Quick Cutter changes are not in this build.
3. Lost Souls drop rate is not in this build
 
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mikarddo

Well-known member
Interesting changes.

- The change to QC was needed - even if I have 2 characters using that right now.
- VKF core 6, a reaonable change as that was probably the intention all along and it was a bit too strong.
- Also, the reduction to INQ seems good - and I have one of those as well - but I guess the meta might swap to shuri builds instead as those are really strong at cap too, possibly even stronger than INQ before these changes.

- More Lost Souls in reaper raids. If thats supposed to help casters in those raids I dont think its even remotely enough. Even if all mobs drop a lost souls I doubt that will make casters competitive. But it will make it alot easier for healers.

Hopefully we will get more changes. In particular evening the playing field in R10 quests where casters atm enjoy a much harsher penalty.

Edit: I will be honest. Seeing a socalled balance pass _without_ adressing casters in R10 quests is appalling.
 
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woq

Well-known member
There is a lot to like here, won't go to specifics without testing.

Those active attack cd and dmg% will make melee give ranged a run for their money if you can spare the feats and somehow stay alive in melee in high reaper raids. For r10 questing melee will be disgusting.
----
Casters stay mad & bad
 

Ying

5000+ hours played
Mostly great changes.

Mechanic still lacks a damage boost ability which is a fundamental gap in the tree. I have to go 4 Artificer to get Endless Fusillade, but doing that I can no longer get Sniper because core 5 requires 18 levels of rogue. A gxbow build without some kind of sustained damage action boost is pointless when content is designed for burst damage scenarios. Example: 25 seconds to burst down a hydra head in DOV.
 

Gavaleus

Active member
Thank you for these changes, I've been really excited each time you've done them. I was wondering when we would get another round.

Concerning Lost Souls in reaper mode in general, I've always wondered why this mechanic was created instead of just simply applying a spell point cost reduction while inside reaper (which could just mirror the increase in effective HP of enemies). It just seems so much simpler and more elegant of a solution. Creating Lost Souls seems unnecessarily complicated and awkward; it creates more visual clutter, you have to spend time going to pick them up, you could waste their benefit if you aren't low enough on SP, and people could steal them from other people who need them more.
 

Vox

Well-known member
Ooze Flask now does 4d6 +1d6/8/12 per sneak attack die in damage.

Am I reading this right?
If I have say, 10 SA dice, and rank 3 of ooze flask, it would do 4d6 + (10x 1d12) damage?

I'm also very disappointed that the Warchanter tree has not received any love, given the boosts and AP reductions & cooldown reductions elsewhere.

Please! Help warchanters out.
 

the_floyd

Well-known member
So if I'm reading / understanding this correctly, you no longer need Tempest Core 2 to swashbuckle with a scimitar, or use it as main hand weapon for Shadar Kai chain?
 
Thank you for the efforts here. Is this list already finalized or is there room for additional modifications and suggestions? I think everyone has some things they'd like to see added or commented on, if the balance pass can be even more expansive.
(Mine would be, if I had to choose one, sacred fist, and its inability to function 'pure'. Besides the stance / trance aspects, in sacred defender, all the mrr is wasted, if there's no way to boost mrr cap. Tier 5 or core 6 could address? Thanks.)
 

Lotoc

Well-known member
I don't really agree with removing the dex to hit and damage with centered weapons from Ninja Spy as currently it allows you to use dex for weapons which don't inherently support it, like Quarterstaves, Battleaxes, Warhammers, Heavy Picks (Dragon Disciple) or weapons made centered through Kensei
It also means that using conjured weapons like Shadowblades and Flameblades as a Ninja Spy dex build will be less functional as these conjured weapons inherently only scale with wisdom.
 

Phaaze

Well-known member
I'm also very disappointed that the Warchanter tree has not received any love, given the boosts and AP reductions & cooldown reductions elsewhere.

Please! Help warchanters out.
I do also think Warchanter could use a little buff too.

Like if their t6 core could help their ballad aura somehow, that would be cool.
 

Shear-buckler

Master of reactions
Nice upgrade for tanks, and gives them something extra to do.

800 PRR is going to be pretty easy to achieve
So the evaluation of the design of an ability is soley basef on how "nice" it is to have? Why not make it stack 10, 15 times? Thats even more "nice", and even more to do!

In case you missed it kensei gets it too and they dont need to use shield.

To add some perspective, kensei & vanguard now gives double the defensive benefits compared to the dedicated defensive trees with similar investment and with no downside.

It is crazy power creep in the most boring way.
 
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PsychoBlonde

Cartographer Extraordinary
Edit: I will be honest. Seeing a socalled balance pass _without_ adressing casters in R10 quests is appalling.

This isn't necessarily everything they're currently working on, just what made it into this Lam build. Keep in mind they're also launching the raid this week, and with the Lagocalypse over the past few months they're still EXTREMELY busy.
 

Dvinesword

Well-known member
I am not sure why they hate inquisitive builds. Last time around they took away ranged speed and this time around they are taking ranged power. Every update to inquisitive they have done has been a direct drop to the DPS of those builds. It seems they will not be happy until everyone stops playing inquisitive.

It seems most every other change is a buff to the class. My vanguard is going to love it
 

Sarlona Raiding

Well-known member
Thanks for the update!

I will note that racial abilities such as shifter magic fang not working also impact race balance, so it would be great if those can be fixed. They broke with Myth Drannor and work on characters level 33 and below, but not level 34 characters.
 
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