U61 Enhancement Tree & Class Tweaks

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Aelonwy

DDO's Cosmetic Fashionista
Magic missile immunity is shield spell based lol clay golems get dmg by Non mm force spells sooo
Not sure what is funny


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Immunity to Magic (Ex)

Unlike in Pen-and-Paper D&D rules, in DDO most damage spells are not affected by Spell Resistance. To combat this, Clay Golems instead have massive elemental absorption, 50% Absorption for all Energy types except those specifically noted above as otherwise. This includes but is not limited to: Electric, Fire, Sonic, Light, Alignment, and even Force damage. Untyped spells that do not allow a Spell Resistance check bypasses this immunity.

so?

Clay golems and a few other constructs have special rules versus force damage (among other types of damage). I did not assert that Force dmg type needed a bypass. I do NOT think it does. I simply listed some mobs that off-the-top-of-my-head that were problematic versus force dmg.
 

Spook

Ghostly Troll
why do u assume that No Monk ever build assasinate? some people (not me ) play with the Bird attacks On monk and they probably geared assasinate before too (;
Falconry attacks are 12 DC higher than QP or assassinate. The gap is only going to grow as they raise the level cap.
 

Tilomere

Well-known member
Did monks just go from no-fail QP with a +1 heart and PDK Eidolan of Shadows to auto-fail QP?

I totally agree on sorc capstone though. It should be +4 charisma to match other casters, and also lose its elemental bypass.
 
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Sneakywink

Well-known member
Have you actually done the Math? low budget chars are not hitting the required DC in end game content. Like any DC build you have to build for it this is why the floor is irrelevant for R10 discussions. A (very) well built low life monk will max out around 110-115 DC against a fort save.

Its like giving melee wolves a boost to necro DC - its fine but no wolf is going to cast finger of death at endgame as you have to give up too much dps to hit the minimum DC requirement.

I think QP still needs at least +10DC that can be from changing the base or adding trance or a number of other ways eg adding assassinate to reaper trees or Monk Enhancements.
Assassinate is 12 second cooldown compared to 6 for QP. Assassinate requires being in stealth otherwise it will fail. I asked for Assassinate added to reaper trees a long time ago. I doubt that will be added as eventually the Reaper trees will be removed from as what it is now.
 

Spook

Ghostly Troll
Assassinate is 12 second cooldown compared to 6 for QP. Assassinate requires being in stealth otherwise it will fail. I asked for Assassinate added to reaper trees a long time ago. I doubt that will be added as eventually the Reaper trees will be removed from as what it is now.
Yes I think both assassinate and QP DCs are too low the formula is definately going to need adjusting with level cap increases
 

Rage

Well-known member
This is a smart way of approaching a very compex game. I would love incremental improvements then complete abandonment and then - (possible)- sudden attention for a class.

Also, would've liked to see more melee gear for Vecna Unleashed! Now that I've beaten BG3 I'mma hankering for some more gear grind!
 

Kielbasa

Well-known member
Did monks just go from no-fail QP with a +1 heart and PDK Eidolan of Shadows to auto-fail QP?

I totally agree on sorc capstone though. It should be +4 charisma to match other casters, and also lose its elemental bypass.

Thank god. Now there is less of a reason to play a pdk they are so ugly I hope they delete them from the game. The only reason to keep the character model around would be if they make a drunken brawler enhancement tree so you can claim years of taking a flagon of ale to the face is why your mother is the one that loves you. They need the shifter/tabaxi facelift asap.
 

Thor

Looking for a New Love
  • Vistani
    • Kukris now function with this tree, with the exception of the core 12, which only gives +1 multiplier (this keeps them in parity crit-wise with daggers as they naturally have +1 threat range over them)
  • specifics of the changes or of the structure is very welcome.
Consider adding shortswords as well. They are and have been in an awful spot for some time. Thx
 

Aelastiar

Well-known member
An a few sensical buffs to the Archmage tree were missed. Arcane bolt needs at a minimum to have modern spell damage scaling, from 1d6 to 1d6+4. and arcane blast as well from 1d6 to 1d6+4.
The feat master of knowledge could also have been buffed to work for all force/untyped spells.
 

Dergex

Well-known member
An a few sensical buffs to the Archmage tree were missed. Arcane bolt needs at a minimum to have modern spell damage scaling, from 1d6 to 1d6+4. and arcane blast as well from 1d6 to 1d6+4.
The feat master of knowledge could also have been buffed to work for all force/untyped spells.

Archmage damage buffs were added into the latest Lamannia update.
 

EvilDragon

Well-known member
  1. I think Cleric's domain now should give spells to your cleric spell book like how Weird spell from Shadowdancer ED is granted. I am not sure if it should replace SLAs, but cleric is worse to use than FvS generally. Wider spell pool will make Clerics usable than FvS.
  2. "Cure Focus" in Radiant Servant needs more touch - here's my suggestion:
    Cure Focus: Quickened - your Cure Wounds spells are always quickened as long as you have Quicken metamagic feat, but also have no maximum caster level.
  3. Healing Aura as toggle like how Warlock despair charge thing does. It is a bit annoying to pay attention on it consistently.
  4. Healing Aura's healing power calculation is different as far as I know. If I am right, it is "Base 1 + Additional 1 per 3 Cleric level + (healing power / 12.5 [=12.5 Positive Healing Power = 1 point of healing)"
    So, If you're 20 Level cleric, base healing is 1+6=7, and if your healing spell power 800, it doesn't do multiply the 7. 800/12.5=64 is added to the result = 71
    This calculation is based on 2012 that I did before, and I can't check again because I don't have cleric now (and resting DDO these days)
    I think healing aura's healing calculation should be something informative or consistently predictable.
  5. Radiant servant T5 "Reactive Heal" should scaled by healing power (or should be Heal spell), but also should have no cooldown time. I think 3 minutes cooldown is bad here.
  6. Radiant servant Core 5 "Positive Energy Shield" should do something actually helpful:
    Gain temporary hit points of 50% of your positive spell power - it uses 100% positive spell power at epic levels.
Number 2 suggestion is the most important thing. New cleric players have a difficult time to manage SP because their SP pool is low as their character is new, but quickening healing spells is important as a healer but they'll easily run out of SP if they spam quickened cure spells... but Favored Soul has no problem with it because their SP pool is incredibly nice.
 
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EvilDragon

Well-known member
Disrupt Undead spell is something interesting at 1-lvl spell, but 1d3+3 per 2 CL is too underperforming even if it provides high base damage. this means +2.5 per 1 CL (effectively), while most 1-lvl spells do +4.5 per 1 CL (1d6+1).
 

rabidfox

The People's Champion
Artificer Battle Engineer: couple an electric immunity strip onto one of their existing shots (same way alchemists get a strip in their tier 2 attacks). This would allow their imbue to be more viable (grabing the electric strip in the t5 arti caster tree isn't a good choice for a pew pew repeater build).
 

Leumas Reyemreggin

Well-known member
Artificer Battle Engineer: couple an electric immunity strip onto one of their existing shots (same way alchemists get a strip in their tier 2 attacks). This would allow their imbue to be more viable (grabing the electric strip in the t5 arti caster tree isn't a good choice for a pew pew repeater build).
this.... I Never took the "special shots" line in BE maybe 1 /10 times I felt Like having the trip and prolly forgot to use the fort debuff
 
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