Macrotechnic feedback

kmoustakas

Scourge of Xaos
Now that we've had a while to play with this tree (and by we I mean us DDO points expansion buyers) I have a few points to make.

Overall it's great for what it's trying to accomplice. It's trying to hybrid a hybrid and that's very hard on DDO the way specialization works. It suffers from what all hybrids in DDO suffer: lack of specialisation. It does multiple things well, one very narrow specific thing great (that you can't do otherwise anyway) and has multiple things you can 'twist' in.

a) Why doesn't it offer any buffs to the arcanotechnitian SLAs the same way fatesinger does for spellsinger? It should have buffed at the very least lightning bolt which is part of the cores and either blast rod or lightning motes? Heck it should have buffs for renegade mastermaker forcefield SLAs seeing as the mantle is designed for tanking!

b) Before adding (forced) visuals to a destiny, make sure they work with all main features of the class. Watching my beatiful runearm be taken over by ugly circles makes want to not take the drives. It's painfully obvious those were not tested with the existing runearms but only with the vecna runearms with very bad visual results. The bonuses themselves are awesome mind you.

c) For trying to hybrid, the mantle is very specific for tanking same way fatesinger's mantle while supposed to be great for anyone is great for melee, useless on ranged/spellcaster. I'm not saying the mantle is bad, on a tank artificer it's great. Same way the fatesinger mantle is great on melee for leveling. But it's extraordinarily narrow use for runearm tanks only.

d) I was extremely surprised to see no buffs to either artie puppy or flame turret. That was a missed opportunity. Instead they got buffs to mage armor. Those are amazing buffs and every raid group needs them but macrotechnic shouldn't be the tree to buff MAGE armor?

e) The epic moment is wierdly meh, mostly serving as a between cooldowns haste boost on melee dps

f) The epic strikes are very strange. I love them on my stormsinger because they are sonic aoe but on a melee they pointless and on a caster the strike is melee range (bad!). The hammer has good aoe and targeting but doesn't benefit from later drive buffs. Obviously the repair strike is great if you are a robot or cyborg but you're already at a disadvantage if you are a robot or cyborg tank. Again kinda like the fatesinger strikes being bonkers on non-bards such as ranged arties

Last but not least, this is an awesome splash tree. 11 points on a robot or cyborg are automatic. But it deserved better than the 11 splash.

PS please fix/revert runearms. Nobody is using light spirals and we miss both lightning leash and lightning storm and force shot/acid shot/book shot are still bugged.

PS2 I tried using runearms on a pure bard for the test of it and it was meh really. It is extra damage if you are standing still but standing still is not really a good idea on DDO.
 
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Elves United

Well-known member
a) To my knowledge only fatesinger increases damage of cast spells. And they are spells of limited utility. You start buffing lightning bolt like that and you open a whole can of worms with air sorcerers.

c) Tier 5 for artificer caster / artificer tank / artificer melee or some combination of them.

d) I'm glad there are no buffs for the artie puppy. To make pets/summons useful in epic content would require a massive update. No evidence that is in the works. I don't see happening until we're all on 64 bit servers fixed so that all lag problems a distant memory. Right now I suspect they'd rather encourage us not to summon stuff.

e) Macrotechnic is not alone on this one. We could have an entire thread on how some epic moments are awesome and some are yawns.

f) if melee, ranged or distance caster, there are far better epic strikes in other destinies.

PS2) It is pretty much by design that non artificer runearm users do far less runearm damage than artificer runearm users. kind of like a non-paladin getting smite from Divine Crusader.
 

Meteor

Member
I played a macrotechnic sorcerer for a bit, investigating for hardcore build.

Was failed experiment. Actually using rune arm seemed worthless without any class buffs, but annoyingly have to wear it as dead weight for mantle effects. And the third core buff to ablative armor points out rather clearly this is designed as Arti only tree. Only thing I miss is the epic strike (galvanic+blast drive) movement bonus. I never used epic strike for damage, but 5sec of movement buff per 10sec is perfect for getting you to the next trash fight.

Also the 50% cooldown of the epic moment doesn't stack the way other cooldowns do. So my dream of a 90% cooldown build that could cast pure continuous meteor swarm for 30sec didn't happen. Very sad.
 
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Yeet

Well-known member
Most of the epic tree's are meh, as are their epic moments. Tried Macrotechnic for a bit, and it's just lackluster overall. Shiradi works better for ranged. Both castesr and melee have better options. Macrotechnic just never cuts it for my builds.

The epic overhaul fell short of being epic.
 

Jeronimo

Playing since 2006
It's got both double shot, imbue dice, allows rune arm to be used, some ranged power and some spell power for electric and universal. For an inquis EK imbue build without (maybe also with) arty levels, it feels like a given to splash a bit into this tree.
 

kmoustakas

Scourge of Xaos
It's got both double shot, imbue dice, allows rune arm to be used, some ranged power and some spell power for electric and universal. For an inquis EK imbue build without (maybe also with) arty levels, it feels like a given to splash a bit into this tree.
No arguement there. Especially for warforged, bladeforged or construct essense, 11 points in macrotechnic are very good be it for no fail reflex or prr/mrr and repair amp bonuses. Also for bards for extra sonic slas.
 
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