U60 Lamannia Preview 1 - Machrotechnic Epic Destiny

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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:
  • 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.
Tier 2 (req level 20):
  • 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.
Tier 3 (req level 23):
  • 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.
Tier 4 (req level 26):
  • 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.
Tier 5 (req level 30):
  • 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.
 
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rabidfox

The People's Champion
  • 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.
Transform into a dual-runearm wielding warforged titan. Each time you fire your runearms, it fires from both cannons. BOOM! PEWPEPWEW!
If you kill enough monsters while transformed, Dorris will tell you that you finally made her proud.
 

Lotoc

Well-known member
Very very glad to see the epic strikes have damage values that can actually feel worthwhile and are especially aoe.
Can definitely see myself taking the epic strike when playing a spellsinger or fey warlock in future, will definitely use this tree for tank warlock builds in order to negate ASF and pick up a lot of bulk.

Just an aside, the epic strike upgrades should probably clarify (if) they are only for the epic strikes in this tree.
 

Arkat

Founder & Super Hero
Transform into a dual-runearm wielding warforged titan. Each time you fire your runearms, it fires from both cannons. BOOM! PEWPEPWEW!
If you kill enough monsters while transformed, Dorris will tell you that you finally made her proud.
This would be VERY cool, but may not be all that practical for DDO.

Maximum Overdrive should, at the very least, involve overcharging your runearm so you can shoot some sort of megacharge from it for X # of seconds (18 seconds?).
 

Lotoc

Well-known member
Suggestion for Maximum Overdrive
+x% charge speed (somewhere like 20-40? may be too fast considering how many charge rate effects exist)
+Imbue damage increased by x%; doubled when using a runearm
and to incentivize firing runearms when playing a melee or ranged arti
+Vorpal hits grant +x% spell crit and +x runearm DCs for x seconds.

As a general suggestion for caster arti and this tree, it may be a good idea to give an equivalent of Very Very Vocal as seen in fatesinger, something that bumps up the value of Arti specific spells like Tactical Detonation and Blast Rod to be a bit more competitive with spell levels Artis can not reach.
 
Looks really cool! Played around with some of it in game

Thoughts:
1. Id like to see rune arm use move to t3 so that its a little bit harder to dabble and pick up for crossbow builds. Maybe put it in the rank 3 of storm core, and replace the part it was with something else interesting. Maybe an upgrade to trap making / dcs on the traps? or enhances something else that is not used often since trap making isnt really a big part of this tree.

2. Maximum overdrive: Seems to me that this should be endless fusilade for your runearm. Recharge rapidly, and make it auto fire at full charge if you have a target selected, increases the MAXIMUM charge tier by 1, grants +100 universal spell power, and maybe grants radiant forcefield (-25% dmg) for the duration. Feels like that fits with the theme of rune arm, and slightly tanky.

3. Worth specifying, is the armor of legends enhancement, supposed to be epic mage armors you cast, or that are cast on you? Cause some of the similar effects such as the protection of elements in primal avatar, are worded similarly, and function strangely.
 
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Triaxx2

Active member
Maximum Overdrive: For 20 seconds all spells count as being under the affect of all metamagics for free. Runearms recharge fully every 5 seconds (so four fully T5 blasts).

Rune Arms can be fired during Warlock blasting, but won't start recharging until you stop blasting.
 

Zuldar

Well-known member
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.
For x amount of seconds your Rune Arm is fully charged at Tier 5 and retains it's charge after firing allowing you to fire consecutive fully charged shots.
 

LeoLionxxx

Lion of Orien
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

I like this type of modifiers to spells. To make this ED more appealing to non-artificers, could this also be applied to Stone Skin and Gold Skin?
If not, I'd like to see either Ablative added somewhere in the tree (though it's pretty full!), or this moved out into an optional enhancement so it feels less like a waste to take this in a build which would not beneit from it.

Tier 1 (req level 20):
  • Sprockets: +5/10/15 Repair Amp. If you have the construct exemplar feat, you gain +10 PRR

I really like this model of enhancmnet that rewards you for taking feats you likely have. Keep these types coming!

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

Decreased metamagic cost isn't an appealing benefit to me. A small defensive or offensives buff would be welcome.
 

LeoLionxxx

Lion of Orien
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.

You glow blue with shimmering energy. A sick guitar riff plays. For X seconds, all your damage dice use their maximum values. Your Rune arm charges at double speed.
 

FuzzyDuck81

Well-known member
Maximum overdrive idea;
Unbreakable forcefield (as from mastermaker) on self for 20sec
+50% boost to rune arm charge speed
Stable charge tier set to 5
Caster level with rune arms is equal to character level
+5 to rune arm DCs per charge tier
+1 imbue dice per charge tier
+5 saves & AC per charge tier (defense not from damage but other secondary effects of attacks & spells)

I figure it could be a great defensive boost with a choice of extra powerful runearm shots or a solid all-round buff if you simply keep it charged instead.
 
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MSC

Well-known member
Thoughts:
1. Id like to see rune arm use move to t3 so that its a little bit harder to dabble and pick up for crossbow builds. Maybe put it in the rank 3 of storm core, and replace the part it was with something else interesting. Maybe an upgrade to trap making / dcs on the traps? or enhances something else that is not used often since trap making isnt really a big part of this tree.
Why make it more costly to dabble? 7 points and locking in one of three epic destiny trees is a decent cost already imho.
 

FVSHasBeenEvenMoreGutted

Well-known member
Hello Steelstar, I have some bugs I would like to report. Sprockets doesn't give the prr with the feat. Forcefield generator doesn't give the spell res when a rune arm is shot. With the t5 armor of legends, epic mage armor duration becomes 10 seconds and not 10 minutes. In addition, is it intended that the drive boosts for armor of legends is only active when epic mage armor is? t2 rune arm use doesn't give the stable charge tier on a pure artificer I tested (I retested it and it gave it to me, so maybe sometimes it does and sometimes it doesn't?). the epic strike and other SLA do not take any meta besides quicken. Core 2 does not allow rune arms to benefit from spellpower metamagics. The mantle gives 15% absorb and 15 RAmp regardless if a rune arm is used or not. All of the drive buffs from the epic strike have the same icon as epic mage armor. that's all the bugs I found so far, but I have a suggestion for the ED as a whole. I rolled a melee artificer, and I ended up taking 44 points in the ED to get all the cool stuff. i took all the attacks and the mantle, and the tree seemed super duper expensive to me I would suggest making all the attacks and all the mantle upgrades 1 point, and maybe making the drive things 1 point (tho if they stayed 2 that'd be fine). Lastly, some of the t5's should be 1 point like other destinies, LD has all of them 1 point, DC has 3, SD has 2, all in fatesinger, grandmaster has 1 (it also needs cost reductions in t5, its too much right now), fury has 1 (it also needs cost adjustment), and US has 3 for 1 point. I think all ED t5s should be 1 point, because the trees with the t5s atr 1 point are MUCH BETTER cost wise than the 2 pointers. if they all got changed to 1 point, that would make some trees much better by comparison.
 
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