| Legendary Spell Focus | 30+ | Epic Spell Focus | +3 to all Spell DCs |
That's a hefty feat tax. Non wizards won't be able to afford both metas & DCs; my non-wizards already skip the focus line in favor of metas and only use PL:Wizard in heroics.
| Epic Precision | 21+ | Precision | Your Precision stance grants an additional +5% to-hit and +15% Fortification Bypass. |
| Epic Power Attack | 21+ | Power Attack | While in Power Attack, you gain an additional +5 damage. |
Thematically sensical as followup feats, but the additional accuracy and bypass from regular precision is already sidelining power-attack builds. This makes me wonder if PA builds will be completely non-viable in the future.
| Improved Inspiration Melody: Excellence | 30+ | Inspiration Melody: Excellence | Your Inspire Excellence now grants an additional +2 to all Ability Scores. |
Another seemingly sensible follow-on, but I'm unsure increasing the power of buff-bots is a good thing. I love my little bard-buffers, but IMHO, it would be healthier to buff ballad/aura than inspiration.
If you want a high-value inspiration improvement, consider making the default inspiration an AE buff. There's no good reason to make a raid wait for 12x bard singles.
| Legendary Trick Shot | 30+ | Trick Shot | Your Trick Shot now grants +80 to Ranged Power and +10 to Attack for 4 seconds when you Tumble. In addition, your Tumble charges recharge an additional 0.5 second faster, for a total of 1 second. |
Ugh, don't. In fact, remove Trick Shot. The whole "ranged tumble" thing is 100% antithetical to actual ranged combat. It's not just immersion-jarring but also button-flow jarring for a gamer, and the power jump is insane.
(and this is coming from someone with a high-dps ranged character -- we're strong enough already!)
If you want to give something to ranged, consider another accuracy+bypass feat or even a feat that makes skill-based attacks never miss. Doesn't truly alter DPS, but it's a HUGE "feel-good" win because every ranged hates seeing "deflected" on Hunt's End; they're pretty rare, but it's a big enough "ugh" to make such a feat feel like a good deal.
| Strength of Arms | 20+ | None | Your melee strikes grant a temporary HP shield equal to your melee power. Has a 8 second cooldown, Shield lasts 10 seconds, stacks 2 times. |
| Legendary Strength of Arms | 30+ | Strength of Arms | Your melee strikes grant a temporary HP shield equal to twice your melee power. Has a 6 second cooldown. Shield lasts 10 seconds, stacks 3 times. |
My melee would adore these, but honestly, they're outrageously strong. This would be a 2x200 HP shield at L20 and 3x600 at cap. Extra TMP HP is fantastic, but it should be intraparty rather than solo.
Consider altering healing spells to "stack up" TMP HP when they overflow. This inspires intraparty synergy (the big fun in an MMO) and makes healers more useful -- a role severely lacking in game now. I'd tie caps to target's Hamp, perhaps bumped up for "wearing a shield" for even more team synergy at the build level.
Another alternative would be to make it an effect of US:Mantle. Replace the pointless law-damage pulse node with a 123 node that progressively makes a TMP buffer like this apply on attacks. This is assuming that the above feats are intended to inspire more aggressive tanking styles -- something I love to play. It's so much more fun to attack as a tank than turtle-up.
| Piercing Fire | 1+ | Magical Training | Activate to apply a debuff to a single target removing all of its ability to resist this element for 15 seconds. 15 second cooldown. |
NICE! However, I would not worry about keeping existing strippers "special". Saving on the feat tax is a HUGE win. Instead, I'd make these feats auto-apply rather than activated.
Also, tiny warning: casters are beyond feat-strapped already. One extra "mandatory" feat is too much. Consider giving all casters a couple extra? This would help with the DC/focus tax, too.
Bulwark of Defense is now:
- When in a defensive stance, you gain an additional +2 to all saving throws, +5% Armor Class, and +10 Melee Power.
- This feat now works while in Nature's Protector's stance.
Bulwark is tank-only until incite is split from defensive stances. The MP is a good thought for enticing more aggressive tank builds -- certainly every hate-tank in game (including mine!) will love more MP. If your goal is to help melee, this isn't the route. If you're trying to inspire regular tanks to attack, it won't help; classic 'timi-turtles don't have enough accuracy to hit a phone pole with a truck.
If it's a reward for playing a hate-tank instead of a 'timi-turtle, you may be on the right track!