Numbers have been that high for over a decade; I understand it being brought down due to the ability stat creep. But the 20s is a wild reduction in the time, without removing the charge based. I feel like 3 min would be an alight timer allows it to be up kept with 9 people, so even with 4 you get decent upkeep by requiring people to have it.It'd still give less damage than currently on live (cha mod to half cha mod) so in a game that revolves around burst windows the maximum power would be less.
I like that it's maximum numbers are nerfed because it was overperforming on live, but I don't like once per rest abilities. 3min cd (or even 5min cd) are indeed buffs compared to 1/rest.
Please sir; can we change this to racial-typed? I don't think the Lord of Blades is giving me positive energy vibes as a toaster. Or Lady Vol is wanting to burn my vampiric flesh.
- Smite Foe (Core 1) now applies “On hit: you are healed for 1d3 per Character Level, which scales with Positive Spell Power. This healing can only trigger once per use of this ability.” (Ameliorating Strike in T4 still applies the heal to nearby allies, and adds the Lesser Restoration to you and nearby allies.)
I agree that a cooldown is a buff compared to 1/rest. And it definitely nerfs burst window. I'm saying a 83.3% nerf is a bit much. It's giving draconic breath nerfIt'd still give less damage than currently on live (cha mod to half cha mod) so in a game that revolves around burst windows the maximum power would be less.
I like that it's maximum numbers are nerfed because it was overperforming on live, but I don't like once per rest abilities. 3min cd (or even 5min cd) are indeed buffs compared to 1/rest.
Yeah, Holy Sword becomes less relevant for pally vanguard builds. Should have some use. Melee power or sacred bonus instead of competence.Consider adding and additional effect to the Paladin version: "Holy Sword now also grants +10 melee power"
I wonder if Lock In will make thief acrobat qstaff builds competitive now for single-target damage, since sneak attack scales at a higher rate for melee power. So much math to do, so little time.Lock In
- Included automatically with Improved Two Handed Fighting and Two Handed Specialty
- Active: (Requires you to be using a Two Handed Weapon and not be in Animal form to activate. Hand and a Half does not count.) For 20 seconds, you cannot benefit from Strikethrough. For the duration, you gain Melee Power equal to 50% of your Strikethrough. This effect ends early if you switch to a style or weapons that do not meet the requirements. 60 second cooldown.
- Notes: Two Handed Fighting builds are doing well against large packs of mobs, but they're significantly behind when dealing with Bosses and larger targets, to the point where we're hearing some THF builds are being excluded from Raids. This gives them significantly more ability to deal with single targets, while not at 100% uptime. Exact numbers of MP/Strikethrough ratio are a work in progress.
Warhammers don’t particularly need a buff and adding Warhammer here will further kill Bastard Swords and D-axes, which are already kind of flavor build/niche items.Melee Weapons:
- Morningstar and Warhammer are now considered hand-and-a-half weapons, benefiting from Strikethrough and the Two Handed Fighting feats in the same ways Bastard Sword and Dwarven Waraxe do.
- Notes: We're on the fence about Warhammers with this one, but want to see it play out in this preview before making a final decision. This isn't an enhancement or feat changes, it's here as it's relevant to Battle Engineer especially.
Pretty please, with sugar on top, can this be made to work with Hand-and-a-Half but only when also using a shield? You can keep it limited to larger shields if you’re worried about Swashbuckler/SWF shenanigans.New Feat:
- Lock In
- Included automatically with Improved Two Handed Fighting and Two Handed Specialty
- Active: (Requires you to be using a Two Handed Weapon and not be in Animal form to activate. Hand and a Half does not count.) For 20 seconds, you cannot benefit from Strikethrough. For the duration, you gain Melee Power equal to 50% of your Strikethrough. This effect ends early if you switch to a style or weapons that do not meet the requirements. 60 second cooldown.
- Notes: Two Handed Fighting builds are doing well against large packs of mobs, but they're significantly behind when dealing with Bosses and larger targets, to the point where we're hearing some THF builds are being excluded from Raids. This gives them significantly more ability to deal with single targets, while not at 100% uptime. Exact numbers of MP/Strikethrough ratio are a work in progress.
Yes, so lame.Purple Dragon Knight:
Completely gutted the race now. Sad. 83.3% nerf is a bit ridiculous.
- The Purple Dragon Knight enhancement, For Cormyr!, no longer requires you to be under 50% HP to grant its damage. Its damage bonus buff has been reduced to half your Charisma modifier, and it now lasts for 20 seconds.
I'd make it EITHER half mod or 60s duration. It's 1 charge per rest already. 50% nerf instead of 83%
Hmm . . . It might be a bit of a reach, but with Greatclubs and Mauls both falling into the 1d10 category our other hand-and-a-half weapons are, why not give us the ability to simply one-hand Greatclubs and Mauls in addition to two-handing them? This would give us some more of that strikethrough goodness and have some better logic than weapons that don't even have the profile of something with strikethrough, but also give us a deeper build versatility with them as well.Melee Weapons:
- Morningstar and Warhammer are now considered hand-and-a-half weapons, benefiting from Strikethrough and the Two Handed Fighting feats in the same ways Bastard Sword and Dwarven Waraxe do.
- Notes: We're on the fence about Warhammers with this one, but want to see it play out in this preview before making a final decision. This isn't an enhancement or feat changes, it's here as it's relevant to Battle Engineer especially.
I saw lock in and I zoomed in on that immedately.I wonder if Lock In will make thief acrobat qstaff builds competitive now for single-target damage, since sneak attack scales at a higher rate for melee power. So much math to do, so little time.