Update 66 Preview 1 - Epic Destiny Refresh

Status
Not open for further replies.

DBZ

Well-known member
So is the energy vortex still going to last for 15 secs or just the same duration as gaping maw

So is the energy vortex still going to last for 15 secs or just the same duration as gaping maw and energy burst now that you are going to make them all the same damage rate? It seems that the reason to have the vortex option was damage over time at a lower damage rate and the two other options were for a quick strike that did double the damage. I'm just not seeing the logic here to make all three options the same damage rate. Especially if the vortex lasts for 15 secs it is the obvious choice to take. If it doesn't it really doesn't matter which one you choose as they all do basically the same thing as proposed.
Do you want to face tank dooms on r10 with vortex
 

Ahpuch

Well-known member
Two quick comments for now
Trees have been reordered and rearranged to support more clear Prereq lines in cases where ability upgrades are required - for example, an ability that says "Your Destiny Mantle gains this specific bonus" is now in a line with that Mantle and has arrows to properly convey its relationship.
In some cases (Fury for one) mantles and epic strikes abilities are in different columns as you go up in level making it harder to find them when you just want to upgrade your strike. Unless there is a clever ordering that I am missing in this layout, I would suggest keeping mantles and strikes in the same columns. In fact it would be helpful if they were standardized across all destinies. How about you always put strikes and improvements to strikes in the left most column of all trees and mantles and improvements to mantles in the rightmost column of all trees for all EDs. Of course if the current ordering has something more clever going on feel free to explain it to me 'cause I can't see it.

Epic Strike: Becomes a beam like Lightning Bolt instead of being single target. Cooldown adjusted to 8 seconds. (note: the Lightning Bolt targeting is not working in this preview!)
I gather this is only for the Nightmare Lance selector of the ES. The shadow strikes remain unchanged? I was hoping for some improvement to Shadowstrike (or its upgrades) that might make it worth while. Can you at least go into Dark Imbuement and Paranoia and list the ICD for the extra damage so players can make an informed decision about that tree. I think the dmg ICD is more important to note than mentioning Blind "can only apply to each monster once per 60 seconds"
 

Fisto Mk I

Well-known member
Yes, there is literally no good tree for healers outside of sentinel.
No, don't think so. After nerfing EA and DI to oblivion and absolutely irrelevant changes to Magus here only 2 option for casters: SD for DC casters because Weird and PA for all others, include healers.
 
  • Like
Reactions: DBZ

Ostwind-Cannith

Well-known member
the change to EA is gonna piss off a lot of casuals who will probably just switch to fury for the self heal. so instead of giving more variety to epic destines you're further pigeon holing players into silos so they can play the way they want. I knew when I saw "epic destiny balance pass" i said UH OH. since I know there's a dev reading who has thus far remained silent about this change I sometimes wonder what the hell ya'll are doing? guess it's easier to piss off players than fix lag.
 

nobodynobody1426

Well-known member
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.

It's still heroic spell level damage when you get it, and weaker then level 9 spells when you get the upgrade at 26.
8.5 damage per CL is a level 8 heroic spell. 13.5 is above a level 8 but weaker then level 9. For example Acid Well is 21.5 damage per CL, Meteor Swarm averages out to 22 damage per CL. Class MCL and Epic Knowledge adds 9 MCL for 29 total, 638 base damage. At the same level DB would have 41 CL (32+3+6) and come out to 553.5 base damage.

Please do not nerf the base damage dice on Dragons Breath (1D6+10/ 13.5 per CL) as they are exactly what a level 10 epic spell ability would have. Instead reduce the T4 from +100% (27 per CL) to something like 30~50% (17~20 per CL). Adjust the other Epic Strikes to actually be Epic abilities with no MCL and damage that follows the standard spell dice formula below. If something might be to strong, just put a longer CD on it.

The Spell dice formula is
1D6+<Spell Level> for AoE
1D6+<Spell Level x 2> for Single Target
Epic spells / abilities are level 10~12 spells, thus they minimum for and AoE ability is 1D6+10~12
Single target Epic Abilities should be 1D6+20~24
 
Last edited:

ShinuzukaRakam

Active member
Looking through at the new borders on Strike and Mantle abilities, which is a great update, and some of the icons look to not have the new borders when they should.
  • Strikes/Strike Upgrades
    • Divine Crusader: Cower Before Me
    • Grandmaster of Flowers: Grandmaster Strikes
      • Not actually missing the border, but the "Epic Strike" text is a different blue than the border and other instances of the phrase.
    • Unyielding Sentinel: Unyielding Sentinent - Epic Strike, Celestial Mandate, and Guard Up
      • The multiselector itself and both options
    • Draconic Incarnation: Improve Dragon Breath
      • The multiselector icon itself
  • Mantles/Mantle Upgrades
    • Divine Crusader: Bring Down the Wrath
      • I can see why this one might not get one, because only part of it ties into the Mantle, but Majesty in Fatesinger does get the border, and seems to have a similar "not entirely for the Mantle" situation.
    • Fatesinger: Resonance of Fate
      • Again, Majesty has the border, but these don't.
    • Legendary Dreadnought: Dusk Surge
    • Magus of the Eclipse: Great Summoner
      • Both the normal tree icon (Frostlight Improvement III) and the other option in the same multiselector have it.
Additionally, it looks like Draconic Incarnation's "Epic Moment" text has been colored yellow, but the Epic Moments in other trees are not colored the same way, and some don't even include the "Epic Moment" text.
  • Primal Avatar: Greater Forms
  • Unyielding Sentinel: Undying Vanguard
  • Fury of the Wild: Unbridled Fury

As for feedback on the functional changes to stuff, currently, I'm playing an Acolyte of the Skin Warlock build mainly focusing on Evil (Light/Alignment) damage, with a side of Fire damage, so I've been focusing on the Exalted Angel changes, because it specifically supports both of those damage types, and is also the only tree that specifically affects Light/Alignment spellpower.

I like that the new Mantle will be changing to a multiselector for either the current/old one or the new Blade Barrier one. I've played around a bit with the new one, and I think it's pretty cool. I'm not sure whether I will use the new barrier-ring style or the "hit that one guy for even more" style, but it's nice to have the choice.

The damage increase on the Epic Strikes is welcome.

The removal of the passive self-healing from the old Holy Presence aura is really unfortunate, but I like that I can still use the new Barrier-style Mantle to keep some of that healing around for my other party members.
 

Impaqt

Member
Hi all! I hope your 2024 is treating you well!

With Update 66 we're embarking on a pretty large overhaul of the current 13 Epic Destinies in an effort to adjust their structure, balance, and presentation. This takes the form of some universal changes that apply to all trees, and some specific changes that apply to certain abilities within certain trees. Without further ado, let's get right to it!

Changes to All Trees​

All Epic Destiny Trees have received the following:
  • A pass over their individual icons for readability and iconography - this includes several new icons and edits to existing ones to provide a cleaner and more cohesive within-tree look.
  • All Mantle ability icons now have a color-coded border around their Icon for maximum readability on a hotbar or within a tree.
  • All Strike ability icons now have a color-coded border around their Icon for maximum readability on a hotbar or within a tree.
  • All abilities that upgrade a Mantle or a Strike now have an appropriate border that matches the border of what they're upgrading for maximum visual clarity.
  • Trees have been reordered and rearranged to support more clear Prereq lines in cases where ability upgrades are required - for example, an ability that says "Your Destiny Mantle gains this specific bonus" is now in a line with that Mantle and has arrows to properly convey its relationship.
  • A ton of tooltips have been rewritten, reworded, color coded, and simplified or expanded depending on their needs.
You'll notice this section is almost all about how the trees are presented - and it's something that we hope really makes a difference. But now, onwards to the funky stuff!

Exalted Angel​

Another tree to receive a larger overhaul. Most of these changes are centered around the Mantle and the Epic Moment. A new mechanical sub-theme within this tree is abilities that boost your Armor Class and Physical and Magical Resistance Rating. Furthermore, we boosted the damage of the Epic Strikes significantly.
  • Holy Fireball damage adjusted to 1d6+4 Fire and 1d6+4 Light damage per caster level. Cooldown Adjusted to 10 seconds.
  • Divine Protection is now: +1/2/3 Armor Class and Physical and Magical Resistance Rating. Rank 3: +5 Fire, Light, Positive, Alignment and Universal Spellpower.
  • Metamagic Attunement II in tier 5 no longer grants spell power (was moved to tier 2 Divine Protection)
  • Metamagic Attunement II now has proper feat prereqs
  • Sun Pillar and Flame Pillar now deal 1d8+8 damage per caster level
  • Angelic Form is now: "Casting a Fire, Light, or Positive spell causes a flaming blade barrier ring to erupt around you. Enemies entering or leaving the ring take 1d6 Fire and 1d6 Light damage per caster level, and allies entering or leaving the ring are healed for 1d6 plus 1 per caster level in positive energy (this healing and damage has a short cooldown to prevent weirdness). The flaming ring lasts for 5 seconds per spell cast, but subsequent casts extend the duration by 5 seconds each up to a maximum of 30 seconds."
  • Angelic Body is now: "While within your Exalted Angel Destiny Mantle, you gain +5 Armor Class and Physical and Magical Resistance Rating, and are immune to Natural Poisons and Natural Diseases.
  • Angelic Soul is now: "You also apply Consecrated Cinders to enemies when they touch your flaming Blade Barrier ring, and apply Consecrated Sparks to allies that touch your flaming Blade Barrier Ring. Consecrated Cinders: -5 Armor Class and Physical and Magical Resistance Rating. Consecrated Sparks: +5 Armor Class and Physical and Magical Resistance Rating"
  • Holy Presence and Angelic Soul have swapped places
  • Holy Presence is now: "While in your Exalted Angel Destiny Mantle, you gain 15% damage absorption to all Elemental (Fire, Cold, Electric, Acid, Poison, Sonic) and Alignment (Good, Evil, Lawful, Chaotic) damage."
  • Blessed Water's Rank 3 now also grants +15 Magical Resistance Rating if you have the Font of Life feat
  • Shadows Upon You now also reduces Armor Class and Physical and Magical Resistance Rating by 1 per stack.
  • Ascendance is now: Epic Moment. For the next 20 seconds, your single-target Cure Wounds spells you cast on any target now instead apply to all allies. These spells cannot crit. For the duration of this ability, Raise Dead and Resurrection also raise your target to full HP like True Resurrection does.


So holy Fireball has no save anymore? thats probably an OK adjustment then.

I rarely use angelic form and this change does not make it more interesting.

Holy Presence: Hold up here... you are completely removing the Healing Aura? No Bueno. Please just fix it rather than getting rid of it completely. there is no good reason why a CLERIC should not have a mid tier EPIC usable healing aura. Getting rid of this crushes battle cleric builds into oblivion. Please rethink this.

Ascendance is also a bad change. you've spent the last 10 years providing self healing to every class, and now you are telling us that group healing is somehow now Epic Moment important? when we already have plenty of Mass heal/cure options? are you saying this heals every ally. with no distance concerns? that could be situationally useful.. but certainly not Epic Moment Useful.

Give me back my Battle Cleric option.
 

nobodynobody1426

Well-known member
You make a pretty compelling case. Initial thoughts from the team are that we're probably going to leave the original on-spellcast burst-of-damage as a multiselector so you can enjoy either playstyle if you want the original sauce or the new Blade Barrier.

So, to that end:
  • 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)
  • Angelic Soul now has: "You apply Consecrated Cinders to enemies when your Wrathful Form damages them, and apply Consecrated Sparks to allies when your Wrathful Form heals them. Consecrated Cinders: -5 Armor Class and Physical and Magical Resistance Rating. Consecrated Sparks: +5 Armor Class and Physical and Magical Resistance Rating"

Why was Holy Fireball nerfed, it wasn't that strong to begin with and was only taken because Chain Curing was bugged. At 22 damage per CL, but MCL 20, it was on par with a level 9 heroic spell but requires level 32 and a T5 pick.
 

zandoe

Well-known member
Casters / melee / others

dps on an raid boss

caster does tiny bit of dps and can use alot of its sp pool to ruin
melee does massive sustainable dps (+ 15 or so haste boosts)all raid long and burst adrenaline same dps as that poor caster for free every 9 secs now
ranged toon does tiny bit of dps and burst dps like ruin or adrenaline. Endless fusilate with 10+ uses can do great dps like inquisites as far as have boosts

survivablilty

melees laugh at those squishies and even more when lvl cap raises to 34

In normal questing mobs / bosses dont have 1 mil hp so it sustainable dps doesnt matter. In reaper maxed out caster / ranged toon survives better if it maxed out :) Not all toons are.

Caster nuker should do by far the most dps and the sacrifice of it is its squishiness? Am I missing something?

Disclaimer:

I always enjoy most playing a caster no matter what.
 

somenewnoob

Well-known member
Please just fix it rather than getting rid of it completely. there is no good reason why a CLERIC should not have a mid tier EPIC usable healing aura.

They have thus far been unwilling to provide A REASON why this was removed. And I think that is what is pissing me off the most about this change. Not even the old tried and true "it causes lag!"

If you are going to proceed with a widely unpopular change, at least have the common courtesy to your customers to tell them why instead of willfully ignoring them.
 

JaynChar2019

Well-known member
Do you want to face tank dooms on r10 with vortex
No I dont roll R10 quests or raids, I am an arti with high electric power and like the vortex even though it does lower damage but I have 5 chances of doing damage and the other two options just give double damage. As an arti with a double heavy repeater and rune arm I am all about damage over time kinda build, tanky enough to stay alive, kite and whittle them down over time.
 

DBZ

Well-known member
Vortex is extreme close range aoe centered on you only good for face tanking

Good for an EK build maybe if you like vortex you should try energy burst that is a decent aoe radius attack for close range
 
Last edited:

JaynChar2019

Well-known member
They have thus far been unwilling to provide A REASON why this was removed. And I think that is what is pissing me off the most about this change. Not even the old tried and true "it causes lag!"

If you are going to proceed with a widely unpopular change, at least have the common courtesy to your customers to tell them why instead of willfully ignoring them.
I think the reason is sales dropped for siberys and figgy pudding cakes, the ceo's were like what the hell and the devs said everyone can take this healing aura and they are all healing themselves and each other. The CEO's were like well we can't have that now can we, we dont make enough millions already we need more.
 

Thau of Blackmoore

Well-known member
So, to that end:
  • 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)
  • Angelic Soul now has: "You apply Consecrated Cinders to enemies when your Wrathful Form damages them, and apply Consecrated Sparks to allies when your Wrathful Form heals them. Consecrated Cinders: -5 Armor Class and Physical and Magical Resistance Rating. Consecrated Sparks: +5 Armor Class and Physical and Magical Resistance Rating"

Awesome thanks.

Now can you tweak the epic moment? The current preview isn't very epic. Give me run speed or the aura back [and fire stripping?]
 
  • Like
Reactions: DBZ

seph1roth5

Well-known member
Fatesinger:

- Greatest Shout: Why nerf? Discord got buffed to use highest mod, but greatest shout is having that taken away and only using int/wis/cha?


Magus of the Eclipse:
- Moon Lance/Gloom Spear: More damage is nice, but you guys are reaaaaally not getting aoe vs single target. Yeah single target is great for raid bosses, but for most people, the vast majority of their play time is wading through lots and lots of mobs (lots).

- Chill Aura: Shattermantle is a weak effect, please stop trying to push it on everything. Even if there wasn't a 5 sec internal cooldown, it's not worth it.

- Share the Light: Why the pre req? I can't imagine someone wanting the mantle but not wanting the chill aura, but...why put time and effort into making it take more work?

- Nullmagic Strike/Share the Light: Both kind of meh, why not put them together instead of making a multiselector?

- New Tier 4: MRR/MRR cap is good, but SR is pointless, especially on anyone who might be in magus. Like shattermantle, it's been bad/useless on everything it's been on for years

- Grand Summoner: Another vastly overestimated ability that shouldn't cost points on it's own. What part of summons, hirelings, or pets do you guys think is good? Even if there weren't multiple broken aspects of pets, they're still incredibly squishy, slow to attack, bad AI, etc. Stuff like grand summoner should just be an added bonus to an existing enhancement.

- Lunar Power: Pretty pointless/bad. I don't know if you guys think shattermantle and the small amount of SR penalty here and there are going to reduce a monster's SR to 0, but it won't. So basically this enhancement is utterly useless against...what, all outsiders? drow? And it's still single target, AND the damage is still meh. Aside from the earlier mentioned raid bosses...I don't think people want epic strikes to be single target that you have to spam over and over and over. They'll just not bother, and use the crippled dragon breath because that'll hit 5+ people.


Divine Crusader:
- Really, no changes other than HP?

- Cores: +5 ac/prr is still sad for lv 26.
- Consecration: Epic strikes shouldn't be 3 ranks please.
- Heavenly Presence: Could use more prr or elemental absorption
- Any way to let sunder/imp sunder/other stuff work off a stat other than str? Would add some flavor to the class and add a sorely needed effect
- Mighty Crusade: At max stacks, 10 ac and 10 prr for a lv 30 t5? This isn't a tanky tree so the ac means nothing, prr...probably not either. Make a bigger/better bonus and add them to everyone in your consecration.


Exalted Angel: Very bad changes. Mantle got much worse and boosting the damage of the epic strikes "significantly" is, again, not doing as much as you think it is because it's single target.

- Holy Fireball: Giant nerf. Now 5-10 instead of 10-12. 1 sec longer cooldown. This was the only decent (aoe!) source of damage in the tree, and 9 sec was already pretty long. You're not going to be spamming it, and it wasn't strong enough to one-shot anything that a normal spell wouldn't. What was the issue here? If it was just used more than the epic strike, that's because the epic strike is SINGLE TARGET.

- Divine Protection: +3 ac and prr? +6 mrr was already meh, ESPECIALLY for 2dp. Maybe 10 acc/prr/mrr? Again, not sure if you think we're all super tanks or something, but that would be a nice enhancement to pick up for going up the tree not an "OMG 500prr" enhancement.

- Metamatic Attunement 2: Ummm...nerfing a horribly weak part of a t5 is insulting. Really, is another 5 sp too much? If anything both should have 15+. This is epics, legendary even for the t5. 5 spellpower is....less than 1% of your SP here. Just because you want to add something somewhere doesn't mean you have to take it away elsewhere!

- Epic Strikes: Repeating myself, but again, you need to buff up single target epic strike damage a TON to make them even remotely worthwhile other than super endgame. Is this what all ED balance is going to be around - r10 and push raids?

- Angelic Form: Can't really comment too much on pulling aggro and stuff, but it sounds like the rings are very VERY suboptimal. As it is now, I only use the mantle for the healing aura (more on that later), on people I think will be on their own in quests (either splitting up or going solo) and want more survivability at the cost of a LOT of dps I could have. The damaging part of the mantle helps now but isn't a huge thing.

- Angelic Body: 5 ac/prr/mrr? Super low. Only better than NOTHING in the most technical sense.

- Angelic Soul: Again, sounds like the rings are very wonky and not going to work out. Even if it dropped full-on blade barriers, none of us want to go back to kiting enemies around all day. ESPECIALLY melee. The current version's absorption is ok, 10 mrr is also ok. Maybe bump up the absorption to make your healers tankier?


- Holy Presence: Biggest misstep here. If this hadn't changed and the rings were shelved, this would be a salvagable balance. I've heard from some people that a lot of melees use it in raids, but again, is EVERYthing in this rebalance geared at high reaper/endgame raids? I love the mantle on my weaker characters because hirelings are trash. And again, it's giving up a HUGE chunk of dps for sustainability. I'm going through quests much slower, isn't that what you want? If it's such a huge problem, just lower the healing a bit, don't inrease the rate of heal. 6 sec is juuuust right.


- Blessed Water: 15 mrr is nice, but shouldn't be relegated to tier 5 quality. Turn undead is kind of like shattermantle/sr in that it's worthless 99% of the time. This is a tier 5, how about a massive TU boost here for people that want to really give it a go? +10 to all TU attributes? Assuming that even makes a dent. +20?

- Shadows Upon You: lowering prr/mrr is nice, but -5 ac is pretty meh. Maybe -2 or -3 per stack?

- Ascendance: Um...no? Can't see this being something anyone would want, ever. If you want to take this epic moment back to the drawing board (and you should), it needs to go back again. No one's going to keep cure spells prepped for it, and anyone going t5 isn't going to be tossing raise dead spells

Suggestions:
**Ascendance: Wide aoe centered on self that gives everyone within a 30 sec buff. 15% resist to all damage (reverse Turn the Tide?), and heal (good chunk) every 3 sec

**Ascendance: Raise a target back to life at 100% HP. They reduce all damage by 50% and deal an additional (big chunk of) light damage on weapon attacks or spells (icd) for 20 sec

**Ascendance: Grow 3x in size. On cast, and ever 5 sec for 20 sec, summon an angel in front of you. Like primal avatar they're stationary and do strong attacks/spells, and have the (current, good) EA healing aura.


Grandmaster of Flowers:

- Drifting Lotus: Nice to get a damage boost. I went grandmaster on my monk because it felt like an obvious choice, but I was always very disappointed in the epic strike. Could it get an additional extra damage to helpless or something? With the epic strike specifically I mean.

- Orchid Blossom: I remember trying this out and it being hard to hit. Can it just by a fireball-like explosion instead of a line?

- Lot of multiselectors in the tree, very complicated and messy. And some are kind of bad choices. Can some of them come with a freebie? Like Core 2 could let you bypass byeshk and also choose one.

- Also a lot of 3 rank enhancements. Can we get a lot of them changed to 1 tier for 2dp?

- Wholeness/Inner Focus: People have mentioned it a lot, but the CD on these is VERY long. Please consider something more like 30 sec.

- Any way to be in 2 monk stances at once? Or maybe...an enhancement where you choose earth/fire/wind/water and you COUNT as being in that stance for the purposes of this ED's synergy and stuff?

- Legendary Flurry: It has doublestrike/strikethrough/offhand but all are very weak numbers. This should be like...first or second core. Especially since you're not making use of all of it at once.



- Legendary Dreadnought: Again, no changes?

- Core 1: Immune to fear, thematic I guess but still pretty weaksauce. Maybe add some effect that triggers when something tries to fear you?

- Core 4: Dodge bypass really isn't a thing, and if it was, 5% is junk. Can we get some fort bypass instead? Or more doublestrike or something.

- Epic Tactics: Brought this up when EDs were first changed, 1/2/3 is low...don't think 2/4/6 would be over the top. And no assassinate?

- Honor/Backstab: again super low numbers.

- Action Boost Tactics: Don't think anyone bothers with this, even though +9 is fairly high. How about making it just a clicky, not an action boost? Give it a minute cooldown or something instead. People in LD have their own action boosts they don't need another one to trigger stuff.

Carry On: Came up last time, but no one wants or takes this. Only other action boost I might use is sprint, and then I'm not fighting stuff so don't care for a bad wannabe haste boost.


- Overpower: Why a multiselector? Fury has it with some pre reqs, but LD's pre reqs are much more rough.

- Sundering Swings: I like it, but improved trip/sunder being tethered to str is a big drawback. Is there ANY way to change them so they work with whatever you use for to hit/damage?


Shadowdancer:

- Shadowstrike: I like the idea, kind of. Lightning bolt is a bit wonky to use. I know it's not in this preview, but will it have the range of lightning bolt as well? How is it affected by strikethrough? On second thought, I don't see it coming up much. Melees in general don't move around trying to get in bolt-range. Guess the strike is strong already so this is just a little bonus.

- Weird: Definitely like it being a sla. Though I agree with what someone (people?) suggested and also add it to lv 9 spell list. Would just be a different version of wail, different school I guess. Actually it requires 2 saves so it's worse. Maybe make it a lv 8?

- Consumed by Shadows: Nice boost

- Mantle: Featherfall a lv 1 effect, shouldn't be anywhere in epic destinies.

- Unholy Feeding: Definitely wasn't a fun of greater shadowform. Though this is immunity to plates/bear traps, not knockdown/trip? Tbf most knockdown/trip effects still bypass all these "immunity to most" effects, but still a bit of a downgrade


Fury of the Wild:

- Adrenaline's 1 sec cooldown adjustment seems pointless

- Quick Cut: No clue how these new changes work. I tried quick cut months ago and didn't like it at ALL.

- Again, would be nice if tactical attacks could work on whatever stat you use for to hit/damage.

- Force of Fury: I get the thematic part, but for epics it should just GIVE you the size bonus instead of only working if you have ram's might/animal growth.


Primal Avatar:
- Carrion Swarm: Unclear, what damage is it doing on live now?
- Adding the save is a MASSIVE nerf to something that wasn't OP. It not having a save made it an actual contender for epic strike despite being less damage.

- Notes say they redid the math on spring to summer , and says it's "still doubled" in tier 3. But the tier 3 enhancement doubles the epic spell stuff, not strike.

- Storm Catcher: I like the damage boost, but the strike itself was always hard to target. Most lines are. I wish lines were a LOT wider.



Shiradi Champion:
- Feywild Attunement: So you just get full BAB with a weapon in hand? Fine I guess, not quite on theme but w/e.

- Fey Lights: Damage of a lv 3 spell, even being force, doesn't make this a choice anyone will choose.

- Core 4: Nice for rangers I guess, but too narrow a synergy for everyone else. Give manyshot a 20% faster cooldown or something too.

- Hunt's End: No, adding 1 sec CD not necessary.

- Haven't been able to test new aoe arrow stuff, but sounds neat.


Unyielding Sentinal: Nothing should be unchanged with this update! Just because there's nothing to nerf doesn't mean you can't make stuff better.

- Core 2: Please make the CD on curse absorption better. 1/min is waaaay too slow. 20 sec...might be a sweet spot. Or move it to core 4 and have it make you immune to curses or something.

- Core 3: Immune to "most forms of knockdown" is super janky. Many times I'll expect it to protect me and then get knocked down still.

- Ever Watchful: Give true sight instead of blindness immunity.

- Divine Energy Resistance: Always a fan.

- Knight's Challenge/Throw the Boom: I'm not a high reaper/endgame raider, but I've seen enough people mention it that I should mention separating them so you don't HAVE to aoe but can still use the strike.

- The Rule of Law: Weak aoe damage, not worth it.

- The Best Defense: Weird offensive buff after blocking. I'd like/actually take it if the buff was better, and longer than 12 sec. Even though it has 100% uptime technically, it's just a whole other thing to keep track of.


Overall, not very happy with the rebalance. Like many, MANY people have said, we'd be 1000x happier if you focused your effort more on bringing up the bad stuff rather than cutting down what people use because it's the only good choice.

It seems like, say for dragon breath, it was a 10 and other caster tree epic strikes were a 1.5. Now you cut dragon breath down to 3 and bumped up the strikes to 2.5. Yeah, they're closer in power now, but they're also ALL bad and feel bad.

I appreciate that you guys are looking at feedback and acting on them, and hope there's more finagling to come. It's like haggling over a car lol, we want dragon breath/ea mantle to be as strong as it can be, and you guys have to have some idea of what you're willing to settle for.
 

JaynChar2019

Well-known member
Casters / melee / others

dps on an raid boss

caster does tiny bit of dps and can use alot of its sp pool to ruin
melee does massive sustainable dps (+ 15 or so haste boosts)all raid long and burst adrenaline same dps as that poor caster for free every 9 secs now
ranged toon does tiny bit of dps and burst dps like ruin or adrenaline. Endless fusilate with 10+ uses can do great dps like inquisites as far as have boosts

survivablilty

melees laugh at those squishies and even more when lvl cap raises to 34

In normal questing mobs / bosses dont have 1 mil hp so it sustainable dps doesnt matter. In reaper maxed out caster / ranged toon survives better if it maxed out :) Not all toons are.

Caster nuker should do by far the most dps and the sacrifice of it is its squishiness? Am I missing something?

Disclaimer:

I always enjoy most playing a caster no matter what.
I like endless Fusilade with my momento's reaper strike with a base damage of 118.50 damage per bolt, thundershock imbue, melt fang, meltscale, ice horn, facet of isonic intrusion and deconstructer augments, scion of the ethreal plain (incorpreal creatures take damage with ghost touch weapons), fire imbue VI, 63% fortifaction bypass, 9d6 sneak attack dice, 12 imbue dice, 143 ranged power, 35% ranged attack speed, 32% double shot and energy criticals (10% critical chance to elemental damage) I mow down down many bosses as long as the reaper level isn't too high. I have only tr'd this toon 7 times. Armor class of 152, 265% forti, 172 prr and 70 mrr I can take some damage as I take them on toe to toe.
 
Last edited:

Chacka

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.
I don't say you're wrong, especially because it seems like you agree with the main thesis that it makes no sense for someone to get a totally useless feat with Bane of Undead. However, you should maybe consider that someone who plays a paladin or cleric also has additional enhancements to improve Turn Undead. Therefore, a paladin or cleric who focuses on Turn Undead will always be ahead of any other class, even if the Turn Undead feat itself is exactly the same. For this reason, and to simplify things in general, I would prefer the solution where clerics and paladins get the same Turn Undead feat based on the character level, and with Bane of Undead, you get exactly the same feat. With this approach, clerics and paladins who want to excel at turning undead stay ahead, but more importantly, everyone else can get a feat that is at least a bit useful and not almost complete garbage as it currently is.
 
  • Like
Reactions: DBZ

Kyrr

Well-known member
I hate to be a person to address this more than once but it keeps getting lost. Could you please remove the Rule of Law being a pre-req or consider adjusting the enhancement? It's terrible and does all of 300 damage on normal with an ICD, and my Celestial Mandate does 1,000 due to weapon damage and doublestrike.

Also, this is a silent nerf. It was not adjusted or informed into the notes.
 
Last edited:

Darosch

Member
I am definitely not a fan of the change to EA, but please make the graphic area actually match the spell effect area. If we are going to be dancing in and out to actually make any noticeable use of this ability, it should at least be accurate on where the boundaries are. If others cross that line, they take the damage or get healed. Also, the graphic is not available to others, so they won't even know to come to us if it is running. Besides, if we have to be annoyed by it and the things we will have to do to make it worthwhile, others should share in this as well.
 

Baahb3

Well-known member
I hate to be a person to address this more than once but it keeps getting lost. Could you please remove the Rule of Law being a pre-req or consider adjusting the enhancement? It's terrible and does all of 300 damage on normal with an ICD, and my Celestial Mandate does 1,000 due to weapon damage and doublestrike.

No, every person who plays a tank should repeat this. This is a ridiculous change and a complete waste of 3 destiny points.
 
Status
Not open for further replies.
Top