General feedback - I like the idea in theory. Balancing it appropriately to get the risk/reward in the right spot will be difficult. On most of these it's pretty much impossible to give feedback on if the penalty makes sense for the benefit without knowing the specific % chance of the negative effect. Until I get more information, I doubt I'd go for any except the leap at the moment. I think you all should consider just disclosing the specific percentage chances on the negative effects, that way we can actually give feedback based on the math and help get you to the right number. Because for most of these it's going to boil down to a cost/benefit analysis based on the math. Without knowing the percentage it's mostly just a lot of subjective speculation.
- Echoing Soul
- Your soul is fractured, shifted, or connected to another in some way. Perhaps your past or future is affecting your present soul, or perhaps some other entity is inextricably linked with you. In any case, it manifests in knowledge and fears that aren't your own.
- +3 to all Skills plus an additional 1 for every 2 Character Levels you have
- +1 to all Saving Throws, plus an additional 1 for every 3 Character Levels you have
- When you get hit with Melee or Ranged attacks, there is a very small chance your Echoing Soul will cause you to become Afraid, Blinded, or Immobilized for six seconds with no save. Immunities to these conditions do not apply to this effect.
Without knowing what the exact percent is of the negative effect - I can see possibly trappers who want to catch up on trapping skills maybe considering using this. But few trappers are starting as 1 warlock so that's not very applicable. The feat will be an automatic take for hagglebots, but otherwise even a .5% chance of immobilization per hit is not worth the benefits since 6 secs of immobilization = insta death essentially particularly in higher diffculties.
- Living Shadow
- Your Shadow extends your reach, acting out your dark impulses.
- Your basic Melee attacks have extended range, hitting further in front of you.
- Whenever you land a Critical Hit, there is a small chance your shadow exerts its will, causing your damage to be reduced by 15% for 6 seconds. This can only occur once every 30 seconds.
- This is the same extension effect that Shadowdancer grants, and does not stack with that skill.
Depends on how long the reach is, what the % chance for damage reduction is, how it works in active combat. Would require extensive testing to give feedback on this one. But maybe, for THF characters for better AoE w/ strikethrough.
- Mist Walker
- You have learned how to navigate the Mists with time and a little luck.
- You gain Misty Step: As Abundant Step, but you disappear. +5 Reflex Save and 20% stacking incorporeality while Stepping. (Shares a cooldown with other abundant steps). 12 second cooldown.
- When you use this Misty Step, there is a chance the Mists catch up with you and you gain Exhaustion for 6 seconds (-50% penalty to movement speed, -6 penalty to Strength and Dexterity, and cannot tumble). This exhaustion cannot be warded or removed by effects that remove Exhaustion.
This is the one I took and tested on Lamannia. For this one, I do think it's pretty nice and the best of the bunch just to have a low cooldown leap on builds without one - for those areas of the game where you need it for platforming sections. As for using it as a zerg tool, impossible to give feedback without knowing the exact percent is of being slowed but it was happening to me quite a bit on Lamannia.
- Touch of Death
- Your every touch is pain, but you can use that to deliver death to enemies.
- +3 Negative Spell Power per Character Level
- +3 Negative Healing Amplification per Character Level
- -5 Positive Spell Power per Character Level
- -5 Positive Healing Amplification per Character Level
This one is extremely good for those wanting to exclusively solo on undead builds. Like improved fortification though it's a trap feat for new players and will result in lots of frustration in groups/raids since almost all party healers heal with positive. New players will take this only to later realize their character is broken for grouping. It's actually quite an anti-grouping feat, so make it a toggle instead so it can be turned off. I know you don't want neg effects bypassable but you essentially already are letting people bypass neg effects with the Mistwalker option.
- Form of Pain
- Your body is cursed to be prone to all manner of damage, but with the ability to withstand it.
- When you take damage your body changes and you gain the Form of Pain effect which grants +2 PRR/MRR but also reduces movement speed and increases spell costs by 1% as the pain distracts you. This can stack 10 times, with one stack being removed every 5 seconds.
Buff the PRR/MRR, double it atleast. Even on my raid tank I would never ever take this, -10% movement speed is not worth +20 PRR/MRR. The only builds I can see taking this are dedicated tanks, and even then it's not worth - mobility is important even for dedicated raid tanks. -10% speed = -10% XP essentially so nobody will ever take it on a leveling life either.
- Webtouched Wretch
- You've become entwined with a great cosmic web, which occasionally becomes coterminous with reality.
- Your offensive spells, mele and ranged attacks attacks occasionally cause strange spectral webs coat your enemies either slowing them or entangling them for up to six seconds with no save.
- This does not work on bosses , raid bosses or oozes but will work on incorporable or fiery creatures which are normally immune to web include monsters or champs protected by freedom of movement.
- When you get hit with Melee or Ranged attacks, there is a small chance the webs turn on you, applying a weakened slow effect which lasts 6 seconds but can stack 3 times. Spells/Immunities like Freedom of Movement do not prevent this.
Not worth it ever since majority of the most dangerous mobs will be immune, and there's plenty of other CC options in DDO without these drawbacks. Slow is really annoying. Can't see anyone ever taking this. Probably recommend just scrapping this one.
- Minion of the Eldritch
- Your soul has touched something beyond the planes, and a connection has formed there.
- Activate: You gain +5 Spell Power per Character Level, and +1% Spell Critical Damage for every 2 Character Levels you have for 12 seconds. 2 minute cooldown.
- When you use this ability, there is a chance the Eldritch Being you reach out to will grow tired of your petitions and decide to punish you instead. This chance increases each time you use this ability between rests.
- Punishment: Activate: You lose 3 Spell Power per Character Level, and 1% Spell Critical Damage for every 2 Character Levels you have for 30 seconds.
Again impossible to say, depending on % chance of the neg effect and math could be worth it. Depends on the math and actual uptime vs. downtime, which we don't know since % chance isn't disclosed.