SteelStar
Senior Systems Designer
Hello everyone! In this preview, we're excited to bring you the first all-new Epic Destiny in our new system: The Machrotechnic!
The Machrotechnic Epic Destiny revolves around the following themes:
That may sound like it fits very well for Artificers - And it does! But it's definitely not only good for them, especially as the tree opens up Rune Arm use to non-Artificers! Overall, we've aimed to make this tree stand well on its own while also having strong available low-hanging options for a wide variety of character archetypes.
We strongly encourage giving this new tree a spin on Lamannia, which you can do by talking to Edmund in the Arcane area of the Junction of the Spheres, then setting the Machrotechnic tree in one of your Epic Destiny tree slots.
Cores:
Tier 1 (req level 20):
We have also added a new Epic Past Life in this Preview:
Overall, we're definitely looking for feedback! There are certain conventions and rules common to all Epic Destinies, but beyond that we are open to adjusting what's here. And as usual with feedback, please remember saying "these abilities are trash" will almost never result in meaningful change, but giving clear descriptions of what you specifically don't like, and clear thoughts on what you would specifically like to see instead is way more likely to result in real feedback adjustments.
The Machrotechnic Epic Destiny revolves around the following themes:
- Defense (but not necessarily tanking)
- Rune Arms
- Electric, Sonic, and Repair/Rust Spellcasting
That may sound like it fits very well for Artificers - And it does! But it's definitely not only good for them, especially as the tree opens up Rune Arm use to non-Artificers! Overall, we've aimed to make this tree stand well on its own while also having strong available low-hanging options for a wide variety of character archetypes.
We strongly encourage giving this new tree a spin on Lamannia, which you can do by talking to Edmund in the Arcane area of the Junction of the Spheres, then setting the Machrotechnic tree in one of your Epic Destiny tree slots.
Cores:
- Core 1 (level 20): Maker's Touch: You gain the Magical Training feat. Each core of this tree grants +25 Maximum Spell points, +25 Maximum Hit Points, +5 Electric, Sonic, Rust, and Repair Spell Power, +5 Universal Spell Power, +5 Melee Power, and +4 Ranged Power. Each core also grants a +1 Epic bonus to all Spell DCs. This Epic bonus is a non-stacking bonus type.
- Core 2 (level 23): Metamagic Capacitors: +15% Fortification and +3 to each Healing Amp. Your Rune Arms now benefit from the Maximize, Empower, and Intensify Spell Metamagics if you own those feats. This does not cost Spell Points, and you do not need the Feats toggled on to gain their effects on Rune Arms.
- Core 3 (level 26): Warding Inscriptions: +15% Fortification and +3 to each Healing Amp. Your Ablative Armor spell now blocks 20 points of damage per caster level with no cap.
- Core 4 (level 32): Armored Augmentation: +15% Fortification and +3 to each Healing Amp. +15% Exceptional Bonus to Armor Class. Your Rune Arm caster levels now factor in bonuses from your Epic and Legendary Knowledge feats.
Tier 1 (req level 20):
- Sprockets: +5/10/15 Repair Amp. If you have the construct exemplar feat, you gain +10 PRR
- Solid Footing: +2/4/6 AC and PRR.
- Skills: +1/2/3 Spellcraft and Use Magic Device. Your Rune Arms charge 5/10/15% faster.
- Multiselector: Discharge (Epic Strike)
- Galvanic Blast: Deals 1d6+10 Electric damage per Character level to enemies around you (PBAoE). Cooldown 25/20/15 seconds, Costs 20 Spell Points.
- Sonic Boom: Deals 1d6+10 Sonic damage per Character level to enemies around you (PBAoE). Cooldown 25/20/15 seconds, Costs 20 Spell Points.
- Mending Burst: You and allies around you (PBAoE) are repaired for 3d6+6 Hit Points, plus an additional 1 per Caster Level (Max Caster Level: 35). This counts as a Repair Damage spell. Cooldown 12/8/6 seconds, costs 20 Spell Points.
- Blast Shields: +2/4/6 Reflex saves, rank 3 no longer fail reflex saves on a 1.
- Fluidity: Your Armor and/or Body type no longer contributes to Arcane Spell Failure.
- Radiant Prison: Target non-boss foe is sealed away for 8 seconds in an Unbreakable Forcefield with no save. In this Forcefield, they cannot act, but take 95% less damage and healing from all sources (except Untyped). 20 second cooldown.
- Rune Arm Use: You gain the Rune Arm Use feat. Your Caster Level with Rune Arms is the higher of half your Character Level versus your Artificer Level. If you already had the Rune Arm Use feat, +1 Stable Charge Tier.
- Multiselector: Hammer
- Lightning Hammer: This is chaos hammer but electric. AOE.
- Thunder Hammer: This is chaos hammer but sonic. AOE.
- Destiny Mantle: Animated Aegis: You create a small animated object that floats with you. While this Mantle is active, you gain +15 Repair Amplification, and you absorb 10% of all Force, Piercing, Bludgeoning, Slashing, Electric, Sonic, and Rust damage you take. This is increased to 15% if you are wearing a Rune Arm.
- Machrotech Spell Focus: Multiselector: +1/2/3 Evocation, Transmutation, Conjuration, or Abjuration DCs
- Technique Drive: Multiselector:
- Speed Drive: +2/4/6% Doubleshot
- Efficiency Drive: +3/6/10% Spell Cost Reduction
- Flash Drive: +150/300/450% Threat Generation
- Storm Core: +1/2/3 Rune Arm DCs. Rank 3: +5 Electric, Sonic, Rust, Repair, and Universal Spell Power
- Strike Drive: Multiselector:
- Ruin Drive: Your Epic Strike now disassembles enemy constructs, dealing Rust damage in a large AOE. If you are using the Repair Strike, this also applies a supercharged buff to you that decreases your metamagic costs for a short time
- Blast Drive: Your Epic Strike now Stuns enemies struck, assuming they fail a save. If you are using the Shock strike, this also applies a supercharged buff to you that increases your movement speed for a short time
- Dissonance Drive: Your Epic Strike now confuses enemies, assuming they fail a save. If you are using the Sonic strike, this also applies vulnerability to enemies
- Destiny Mantle Improvement: While you have Animated Aegis active, you gain +5 Physical and Magical Resistance Rating. If you are wearing a Rune Arm, gain +10 instead.
- Galvanic Attunement: +10 Electric, Sonic, Rust, and Repair Spell Power. +10 Universal Spell Power.
- Arcane Imbuement: +1/2/3 Imbue Dice
- Boost Drive: Multiselector:
- Spark Drive: Once per second, an enemy hit by your Rune Arm spells take an additional 1d4 bonus Electric damage per caster level. This scales with Spell Power.
- Echo Drive: Once per second, an enemy hit by your Rune Arm spells take an additional 1d4 bonus Sonic damage per caster level. This scales with Spell Power.
- Epic Improved Metamagic: Multiselector:
- Maximize
- Empower
- Intensify
- Destiny Mantle Improvement: Magical Recoil: +5 Electric, Sonic, Rust, Repair, and Universal Spell Power. While you have your Destiny Mantle active, firing a Rune Arm grants you Spell Resistance equal to your character level for 10 seconds.
- Enhanced Machrotech Spell Focus: +1/2/3 to all Spell DCs.
- Critical Connection: +1 Critical Multiplier on a roll of 19-20 with weapons while wearing a Rune Arm.
- Armor of Legends: the Epic Mage Armor feat's bonus is now untyped and grants you +1 AC per character level. You also gain a bonus based on your installed drives:
- Speed Drive: +5% Action boost bonus to Attack Speed
- Efficiency Drive: +5% Action boost bonus to Movement Speed
- Flash Drive: +10 Action boost bonus to PRR/MRR
- Ruin Drive: +10 Action boost bonus to Spell Power
- Blast Drive:+3 Action boost bonus to Saves
- Dissonance Drive: +3 Action boost bonus to Tactics
- Spark Drive: +10 Action boost bonus to Energy Resistance
- Echo Drive: +1 Action Boost bonus to Imbue Dice
- Epic Moment: Maximum Overdrive: Shift into MAXIMUM OVERDRIVE. This ability is not implemented and we welcome all suggestions for how this ability is structured, as long as the name is Maximum Overdrive! 5 minute cooldown.
- Destiny Mantle Improvement: Forcefield Generator: With your Animated Aegis Epic Destiny Mantle active, you gain +10% Insight bonus to Maximum HP. While you have a Rune Arm equipped, increase this bonus to 20%.
We have also added a new Epic Past Life in this Preview:
- Trap Damage Absorption: Martial Past Life Stance: +3% Trap Damage Absorption per stack of this Past Life feat. Passive Bonus: For each stack of this Past Life feat you gain +2 AC and +1 additional AC per ten character levels.
Overall, we're definitely looking for feedback! There are certain conventions and rules common to all Epic Destinies, but beyond that we are open to adjusting what's here. And as usual with feedback, please remember saying "these abilities are trash" will almost never result in meaningful change, but giving clear descriptions of what you specifically don't like, and clear thoughts on what you would specifically like to see instead is way more likely to result in real feedback adjustments.
Last edited: