Solarpower
Well-known member
I see +4 to CHA/INT and only +2 to DEX with no dex abilities in the tree... What makes it "dex based race" again ? ?Furthermore, yet another dex based race?
I see +4 to CHA/INT and only +2 to DEX with no dex abilities in the tree... What makes it "dex based race" again ? ?Furthermore, yet another dex based race?
Dex based because at character creation you can make it higher dex for reduced cost and additionally its second racial past life is +1 dexI see +4 to CHA/INT and only +2 to DEX with no dex abilities in the tree... What makes it "dex based race" again ? ?
Hmm. ?Dex based because at character creation you can make it higher dex for reduced cost and additionally its second racial past life is +1 dex
This! Please make t4 something that would be useful at higher levels, I'm thinking of the Warforged weapon attachment and memories of the last war as examples. But a bunch of SLAs for low level spells that are useless by epics just does not cut it.The t4 spells are very lackluster. Maybe if they were a t2...but the top of the tree should be something much more appealing for all those pts.
Longstrider - Used to be completely useless, but now at least it has a very rare place in quests with shallow water, but it's also so infrequent that scrolling it isn't an issue.
Blur - Lots of gear has blur on it at low lv. Super not worth the pts, and if you have a ton of racial AP you're really not hurting for blur at lv 1-2.
Lesser Vigor - Super weak
Nightshield - The only useful one, but also a bit expensive. I don't see any of my guys ever spending that many pts unless they have a ton of racial AP. I don't like wanding shield every quest/rest, but I'd totally do it to save 15 AP lol.
Thinking about this I really like the concept. I think giving them an imbue like Enlightened Spirit's Spiritual Retribution would be a great way to give them an unique place in the hierarchy of 'what use does this race provide gameplay wise?' as well as fitting their lore. It keeps with the seasonal/mystical warrior theme that the base race has, while giving them just enough of an opening to play any Eladrin as a caster.So, here are some suggestions:
1. As someone mentioned, imbue would make sense, as it also straddles the fence of mystical and melee.
Oh lol... Seriously?! Provide 9 SA dice for only 2 AP just not enough?!! You wanna game become Eladrins&more Eladrins Online? ?3d6 elemental imbue on spell casts won't break the game, but gives them an unique place compared to Dragonborn and Tiefling in my book.
What I want is more imbue races for variety. And since it's clear we won't get +2 imbue dice in Tiefling, might as well try and suggest it here.Oh lol... Seriously?! Provide 9 SA dice for only 2 AP just not enough?!! You wanna game become Eladrins&more Eladrins Online? ?
question from other bag as we are with Long Strider can you change it bonus to action bonus so it stack ? it will be not op but atleast will be more usefule nowHey guys! Thanks for the feedback. I just wanted to let you know these are the adjustments we are looking at right now for the Eladrin for when it launches...
Eladrin changes
Spring Spell - Lesser Vigor changed to Vigor and costs 1 ap
Summer Spell - Long Strider changed to Fire Shield Hot and costs 2 ap
Autumn stays put since Night Shield is still nice, costs 1 ap
Winter Spell - Blur goes to Displacement, costs 2 ap
Major Winter Attunement switches it’s +3 damage for Fort Saves (I felt like it looked to much like a clear winner with +3 damage passive and displacement)
Major Summer Attunement switches it’s +3 crit damage for +3 damage.
-T
Well, just action boost at all. You can stack up some action boost charges, and it would be nice if fireshield was an action boost.question from other bag as we are with Long Strider can you change it bonus to action bonus so it stack ? it will be not op but atleast will be more usefule now
Diversion in NiS is a temp boost too, but... provide only 5 SA dice and required 18 lvl Monk and 31 AP spended. Where you see hyperbola? 8)Also don't be hyperbolic and act like that's a permanent +9 sneak dice, it's a temp boost. ?
mate i meant changing longstrider to action boost bonus like rallying cry is or wild step from wood elfWell, just action boost at all. You can stack up some action boost charges, and it would be nice if fireshield was an action boost.
Since Eladrin are magical fey species I would imagine they should have spell resistance, similar to other fey species and other creatures like drow and deep gnome.
Also, regarding the spells for the racial abilities:
- Spring Spell: SLA: Lesser Vigor (SP cost: 5, cooldown: 10 seconds) Lesser Vigor is garbage, this should be Regenerate
- Summer Spell: SLA: Longstrider (SP cost: 3, cooldown: 10 seconds) Longstrider is garbage, this should be sun burst or crown of summer
- Autumn Spell: SLA: Night Shield (SP cost: 3, cooldown: 10 seconds) Night Shield is completely redundant and should be anti-magic shell
- Winter Spell: SLA: Blur (SP cost: 3, cooldown: 10 seconds) Blur is garbage, this should be displacement or a stacking ghostly
Eladrin changes
Spring Spell - Lesser Vigor changed to Vigor and costs 1 ap
Summer Spell - Long Strider changed to Fire Shield Hot and costs 2 ap
Autumn stays put since Night Shield is still nice, costs 1 ap
Winter Spell - Blur goes to Displacement, costs 2 ap
Major Winter Attunement switches it’s +3 damage for Fort Saves (I felt like it looked to much like a clear winner with +3 damage passive and displacement)
Major Summer Attunement switches it’s +3 crit damage for +3 damage.
Hey guys! Thanks for the feedback. I just wanted to let you know these are the adjustments we are looking at right now for the Eladrin for when it launches...
Eladrin changes
Spring Spell - Lesser Vigor changed to Vigor and costs 1 ap
Summer Spell - Long Strider changed to Fire Shield Hot and costs 2 ap
Autumn stays put since Night Shield is still nice, costs 1 ap
Winter Spell - Blur goes to Displacement, costs 2 ap
Major Winter Attunement switches it’s +3 damage for Fort Saves (I felt like it looked to much like a clear winner with +3 damage passive and displacement)
Major Summer Attunement switches it’s +3 crit damage for +3 damage.
-T