Update 66 Preview 1 - Epic Destiny Refresh

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Meowcifer

Member
Yeah I do like SD on my ranged builds. I think the dodge cap in that is only for light armor though?
Yes, SD is only worth it if your defenses are based on light armor (or cloth) and evasion. That said, not getting hit is the best defense. Even better if you can prevent the attempt to hit you, preferably via death :p
 
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LeoLionxxx

Lion of Orien
I think we could probably do that, but I'm worried that'd end up with, like, a LOT of threads. The big thing I'm looking to solve is that newcomers to the thread aren't seeing our dev responses. I hate to commit to this since it's a TON of work but I'm wondering if I should be editing the original post with links or something when we make feedback-based adjustments?
There's probably a good balance. In this case, that might have been splitting off the destiny updates which are anticipated to be hot topics (in this case, EA and DI updates)
 

somenewnoob

Well-known member
Aside from Hruitt Druid I can’t see a good reason for any spellcasters to wear something other than light armor. Evasion is just so good.

Yes, SD is only worth it if your defenses are based on light armor (or cloth) and evasion. That said, not getting hit is the best defense. Even better if you can prevent the attempt to hit you, preferably via death :p

See, the new healer tree they need to make since there is no healer tree needs to have some support for evasion in heavy armor and heavy dodge cap! Hell, I'll do the devs job for them if they're busy. Installing vs code now. :p

It's the MRR cap that keeps me in heavy on a healer.
 
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Tonquin

of Lightning Hammer fame!
If Carrion Swarm has to have a save on it, we need it added to the tooltip

image.png
Please note this portion of the original post:

Primal Avatar​

Note: this entire tree's adjusted state is not in this preview! These changes are entirely about the tree's Epic Strikes.
 

Sammy

Active member
  • New Multiselector with Angelic Form: Wrathful Form: "Your offensive Fire spells deal 1d6+6 bonus Fire damage per caster level, and your offensive Light spells now deal 1d6+6 bonus Light damage per caster level. Your Positive Healing spells heal 1d6 extra Positive Healing per caster level. These damage effects each have a unique cooldown of 5 seconds." (this is pretty much what was here before, but with slightly different heal scaling and no % chance)
This is agreeable. I appreciate the selector. I have only one more request and that's for alignment spells (like Holy Smite) to also receive additional light damage so they aren't left behind.
 

popejubal

Avatar of Jell-O
See, the new healer tree they need to make since there is no healer tree needs to have some support for evasion in heavy armor and heavy dodge cap! Hell, I'll do the devs job for them if they're busy. Installing vs code now. :p

It's the MRR cap that keeps me in heavy on a healer.
Horrid Wilting is what consistently kills me in high reaper and MRR doesn’t do anything about Horrid Wilting, sadly.

I’m not going to tell other people what they should wear but Horrid Wilting is the bane of my existence no matter what I’m wearing.
 

DBZ

Well-known member
Or anything that can fast cast dots without spell absorb on fear procs def hurt with low mrr
 

Matuse

Join Date: February 2006
Horrid Wilting is what consistently kills me in high reaper and MRR doesn’t do anything about Horrid Wilting, sadly.

I’m not going to tell other people what they should wear but Horrid Wilting is the bane of my existence no matter what I’m wearing.
Evasion also doesn't do anything about Horrid Wilting. It's a fort save.
 

somenewnoob

Well-known member
Or anything that can fast cast dots without spell absorb on fear procs def hurt with low mrr

I'm thinking of the r1 KTs I've done in the last week, on light armor ranged ARGH neg burst, neg burst!!............., on pally.....ho hum, lemme run over here kill this guy, little dragon breath np, run over here get this one, la da daa....
 
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Aaabbbcccddd

Just a friendly Spectator
Quick further update in response to feedback on Draconic Incarnation:
  • Dragon Breath's damage is now 1d6+5 from 1d6+3
  • Dragon Breath's upgraded damage is now 1d6+10 from 1d6+7

A big reason for the change is that no other Destiny ability required pure or nearly-pure classes to use - originally in the ED designs we leaned way harder on Spellbook Modification, and Weird was the last little bit of that. In practice, however, it punished multiclasses and made some variant builds harder to explore than they should be. In that respect, making it a SLA makes it easier for all characters to use.
I understand your reasoning but do you know how high you have to get the dc to make it work? My guess would be ~120 for R1 Legendary. I don't want to say going caster core 6 for the extra dc is important but I don't know if some kind of multiclass can come near that number. I like it as a spell, because I can use my cdr and it actually makes a visible difference on the cd of weird. But in the end it is probably the right call, to give other builds at least the chance to try it. And yes ofc R1 is not the standard for every player.
 

Lotoc

Well-known member
Please note this portion of the original post:
Please rethink the carrion swarm change unless it also gets changed to let each player character have their own stacks.
I like carrion swarm but it feels worse to use it in a raid if another person has carrion swarm due to shared dot meaning only one of us is doing dot damage with it at a time.
If the shared dot carries forward along with carrion swarm falling off on a successful save it means someone with low DCs will clear another person's stacks of CS constantly rather than just hijacking each other's stacks.
 

DBZ

Well-known member
130+ for high evasion sharn mobs and dino's which are very weak to frogs and fort insta kills

Solo smash and burn to test those dcs easy
 

Chacka

Well-known member
Like many others, I would also say that the nerf of Dragon Breath in the DI tree is too much. Additionally, I think the complete removal of the healing aura in the EA tree is not good, but that's just a matter of one's opinion. In general, I leave such balance decisions to the developers, and I don't even want to decide that.

But especially in the EA tree, I hoped that the developers would see that Bane of Undead gets changed so that you don't get the Paladin Turn Undead feat. Instead, you should receive a new Turn Undead feat based on the character's level.

It makes zero sense to me that you get a Turn Undead feat from Bane of Undead and end up with a feat that makes you use Turn Undead as if you are a level 0 paladin unless you are a paladin. But then, you don't need Bane of Undead because you have that feat anyway.

This is not a matter of one's opinion for me; it's a matter of logic that this makes no sense unless you want to fool us players with that.

Of course, if you think a Turn Undead feat based on the character level is too powerful, you can limit it to a maximum level of 20. However, I believe you should rather consider that all Turn Undead feats should also count in epic and legendary character levels because, in my opinion, every feat, spell, enhancement, etc., should be useful at ANY character level!
 

kimberlyte

Well-known member
Perhaps a multi-select might work to buff the abilities related to turn undead in the epic destinies. If you have Turn Undead levels already, the first turn ability in the destiny tree could a bunch of extra dice to get more of an AoE and scale turn undead into epic and legendary content. If you don't already have turn undead levels, then it could provide equivalent turn levels to a base 20 pally or something, to which you can add a few extra dice, levels, or regen at higher tiers. That way it makes existing turn levels more useful, without completely locking out others.
 

Sorccadin

Active member
On topic of wierd things, why does the Unyielding tree now require you to skill rule of law? that ability is meh at best.
One solution could be (if you wanna keep it this way) to buff it :) or give celestial mandate a +500 to hit like you did for great leveler. that would feel better, because tanks generally do not quite have the accuracy to hit stuff and generating hate might become a lil more difficult for them because carrion swarm now has a save on it.
This way i still would feel sad about having to skill rule of law, but at least it would apply when i use my epic stike which would make it a little more bareable.
 
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