Update 66 Preview 1 - Epic Destiny Refresh

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Rosze

Well-known member

Magus of the Eclipse​

Magus is the first of the trees to get a more significant overhaul to its structure. The big goal here was to provide more traditional spellcasters a way to better utilize the whole tree. We also wanted to significantly boost the damage of the Epic Strikes to make them a more attractive choice for damaging spellcasters.
  • Moon Lance and Gloom Spear now deal 1d8+8 damage per caster level
  • Chill Aura is now multiselected with: "Flash of the Eclipse: While in your Magus of the Eclipse Destiny Mantle, your Cold and Negative spells have a chance to blast your target for an additional 1d6+6 damage per character level of the same type as the spell used, as well as applying one stack of Shattermantle. Each element can only strike once every 5 seconds, tracked separately."
  • Share the Light now requires Chill Aura as a prereq
  • Null Magic Strike is now multiselected with Share the Light and moves down in the tree to Tier 3
  • New Tier 4 where Null Magic Strike was: "Lunar Studies: While in your Magus of the Eclipse Destiny Mantle, you gain Spell Resistance, Magic Resistance Rating, and Magic Resistance Rating Cap equal to 3 times the number of Metamagic feats you've acquired."
  • Grand Summoner moves to multiselect with New Tier 4 Lunar Studies, and is now part of the Destiny Mantle
  • New Tier 1 where Grand Summoner was: "Moontouched: +2/4/6 Magic Resistance Rating. Rank 3: +5 Negative, Cold, Force, and Universal Spell Power"
  • Lunar Imbuement is now: "Casting Moon Lance or Gloom Spear grants you +5 Negative, Cold, Force, and Universal Spell Power for 12 seconds, and these spells apply 5 stacks of Vulnerability to the enemy struck."
  • All Core abilities now grant +1 Spell Penetration each
  • Core 4 now grants +3 Spell Pen (which is still total of 7 across all 4 cores + 3 from core 4, but is now spread out a bit and easier to access)
  • Lunar Power is now: "+10 Negative, Cold, Force, and Universal spell power. Your Moon Lance and Gloom Spear spells now deal 1d12+16 damage to enemies with 0 or less Spell Resistance."
  • AP costs of several abilities have been adjusted to try to get this tree closer to the goal of 60-ish AP for all abilities like other Destiny Trees. It's still below other trees, but now the margin is less severe.
  • Moon lance increased damage is nice, but the key issue is that if you go will the Gloomspear you are still likely to not do any damage due to good proportion of stuff being immune. Slightly ok if you are a PM, but even their strip being the first one is not great. If you want to play anything else like Dark Apostate or undead warlock tough luck.
  • Chill aura would be nice if it also healed undead players similar to how Exalted Aura did, but looks like the healing might be removed from them so maybe not. It could give a fun reason for undead forms with limited aura healing to go into Magus, but you would worry PMs then having too much possibly. Though they already suffer in R10 for self healing at times so maybe it won't hurt too much.
  • Lunar studies seems nice though maybe having a baseline bonus from it could be nice. And make it worth it even if you don't have all the metas. like 5 across or like 3SR, 3MR 10 MRcap
  • Lunar imbuement is fine though vulnerability is very easy to get would have loved to see something new or even increase the max stack of vulnerability like going from 20 to max of 25.
  • Lunar power spell power sure fine. MR cap I mean it was moved down the tree kinda so maybe fine and damage to enemies with no SR? Really not sure if that means it will trigger on most enemies or no enemies at all. Maybe give the the Epic strike more stacks of shatermantle or upgrade it from shatermantle to improved shatermantle. Also then could make Time Stop take enemies SR to 0 for the duration to synergise with this.
  • Mainly would like to see a way to play an undead caster that is not a PM and be able to kill a skeleton in kortos with any spell from this tree. Id love it in the mantle, but Ill take a single target spell for immunity strip so I can use something better than a stick to kill a skeleton in Kortos with the tree
 

JaynChar2019

Well-known member
You must be new here :)
I've been saying all along I AM NEW!! THATS MY POINT!! STOP MAKING NEW PEOPLE WANT TO QUIT! ESPECIALLY WHEN I HAVE CREATED A WHOLE RAIDING ARMY on our server and revived a dead guild. This game should NOT be only for elitest raider, hardcore, completionists if it wants to survive after you all age out. If ssg wants to survive they are going to have to listen to the younger generations as well you know those who havent played for 16 years blah blah blah but inspire others to really play and spend the money they are so fond of. Seems to me ssg is of the frame of mind to "let them eat cake" thats ultimately what they want. Lag, dungeon alert and nerfs equals more cake sales ergo "let them eat cake" i can smell it when i see it.
 

Sarandra

Well-known member
As a healer, leaving fire circles on the ground that hurt things is a problem for me. I don't want to pull agro and annoy mobs when focused on healing. (it's also a problem that divines don't have immunity strips, so we could wind up healing mobs with that same fire in some quests)
I'll repeat this for emphasis. This is unacceptable for pure healers.

It's already bonkers with how aggro works sometimes, with lions apparently "thinking" that going for the players 15 feet in the back is better than going for the big bad great axe-wielding barbarian in the back. Now we'll have to worry about those situations and not being able to shake aggro, or inadvertently attracting aggro.

I'm reading the first post from Tonquin, and I can't shake the feeling this is all being done without much grasp on how the game plays. And that is a problem. You're going to make people not enjoy much of these supposed balancing.
 

JaynChar2019

Well-known member
I'll repeat this for emphasis. This is unacceptable for pure healers.

It's already bonkers with how aggro works sometimes, with lions apparently "thinking" that going for the players 15 feet in the back is better than going for the big bad great axe-wielding barbarian in the back. Now we'll have to worry about those situations and not being able to shake aggro, or inadvertently attracting aggro.

I'm reading the first post from Tonquin, and I can't shake the feeling this is all being done without much grasp on how the game plays. And that is a problem. You're going to make people not enjoy much of these supposed balancing.
I believe they know exactly what they are doing lag+dungeon alert+nerfs=cake sales. SSG's motto is "let them eat cake"
 
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Dalsheel

Well-known member
Pretty much every ED should have SOME method of self-healing/sustain.
NO! This is what started the decline of DDO from the Golden Age of Level cap 20, every destiny had a way to self heal... that culminated in the introduction of Reaper and the need to nerf self-healing... supposedly a challenge difficulty that ended up being just another power-creep with the introduction of Reaper Trees.

You don't make a MMO by removing the reasons people have to group up. That's not how MMOs work.
 

Lazuli

Well-known member
NO! This is what started the decline of DDO from the Golden Age of Level cap 20, every destiny had a way to self heal... that culminated in the introduction of Reaper and the need to nerf self-healing... supposedly a challenge difficulty that ended up being just another power-creep with the introduction of Reaper Trees.

You don't make a MMO by removing the reasons people have to group up. That's not how MMOs work.
What led to the introduction of reaper was the creation of PRR/MRR, something the game was not designed for.
 

Dergex

Well-known member
Definitely gonna disagree with you on this Dalsheel. I said some method of survival and self healing. I didn't say the ability to tank and solo all content. We already have difficult modes of play in high tier reaper, and I'm not proposing to trivialize those or to remove the need for a group on them.

I'm simply saying that people should be able to be some level of self sufficient.

Right now, that looks like twisting in EA, Cocoon, Fury Heals, etc. I'm saying that they should be able to do some level of that in most Epic Destinies when people go high enough in them.
 

Dergex

Well-known member
Heck, as it is right now most groups demand that you have some level of self-healing or self-sufficiency to be able to play with them. They're not gonna carry your soulstone around the map if they actually need your help, and they're not gonna babysit you to keep you healed.

Most groups at least.

When you start getting into higher end Reaper content you start seeing the return of roles like having an actual healer and tank in the team. And people actually stick together because it's needed.

Doesn't help that most Melee DPS drop dead after 1-3 hits as it is.
 

popejubal

Avatar of Jell-O
NO! This is what started the decline of DDO from the Golden Age of Level cap 20, every destiny had a way to self heal... that culminated in the introduction of Reaper and the need to nerf self-healing... supposedly a challenge difficulty that ended up being just another power-creep with the introduction of Reaper Trees.

You don't make a MMO by removing the reasons people have to group up. That's not how MMOs work.
DDO has its players spread out over enough levels that it can be hard to group - especially during Hardcore seasons. It’s great when people want to group, but forcing players to group when grouping sometimes isn’t viable just ends up causing players to not play at all.

I like grouping. I put fairly often. But if you make it so I can’t run quests without a group, I’m not going to be able to play DDO anymore.
 

Joenic2

Member
Holy Presence with no healing aoe? This is just wrong and a horrible idea. I agree with many that say there is too much healing in ED's but here are some options to keep it "balanced". Some may not agree with my options but it is better than not having anything. When I look at the ED trees, Exalted Angel is for sure in the top 3 for healers. The aoe is a core ability of the mantle /tree. If it is too overpowered, and too many builds are dipping in the tree, then put the healing in the T4 or even T5 area that way it would be exclusive. The cost would be too high for the "dippers". I believe that is what it is for the cleric's Radiant servant at T5. The enhancement tree itself is not very good but some healers invest into it for that aura at a cost in other areas and they are happy and the players that quest with them are very happy too!

This will enable healers that tend to take this tree/mantle with the well earned ability and will be welcomed in groups which will give them a more significant role. Still not good enough? Then like others have said, make it use turn undead charges. Still not convinced? Have an sp cost. Have all 3 as requirements....there are so many options you could do to keep it, maintain a balance while keeping many happy. Another way is to not make it aoe and just on the caster. If it helps the healer to survive then he can heal others. A dead healer is no good to anyone. If they gut it out completely, that ED tree will be dead to me. :(
 
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Rage

Well-known member
Hello Tonquin,

I'm not sure how big of an ask this is but since we're on the topic of Epic Destinies, I was wondering if you could implement a QoL feature.

I would like to have the ability to save a particular Epic Destiny or even Heroic Enhancement build loadout so that way I can easily swap between a particular build without having to re-assign every single point every time I reset points. The costs of course will be paid for as usual.

I suppose we could have 3 build loadouts ready to go in named tabs in the enhancement or epic destiny window. Hopefully, you get what I mean, I'm kinda bad at explaining things. I'm a basher not a thinker. Haha. :)
 

CBDunk

Well-known member
I believe they know exactly what they are doing lag+dungeon alert+nerfs=cake sales. SSG's motto is "let them eat cake"

Highly unlikely.

I haven't used a cake in... I don't know how many years. Most long time players would say the same. The more you play the game the more you learn where the dangerous traps, ambushes, and difficult fights are. The more you learn tricks like keeping a hireling safe at the entrance so you can summon them to you after death to have them grab your soul stone and run it to a rez shrine. The more you build up a repository of equipment like a harper pin to break free of crowd control and a jibbers blade to self-rez. Et cetera. The simple fact is that there comes a point where you just don't NEED rez cakes... even if you're running reaper 10 over level and dying fairly frequently, there are better ways to handle it.

At this point, DDO has far more long time than new players... and thus I seriously doubt that rez cakes make up a significant portion of their income. Otto's boxes and XP pots for people on the TR train seem more likely... and, of course, 'mini expansions' and 'patron coffers'.
 

somenewnoob

Well-known member
I've been saying all along I AM NEW!! THATS MY POINT!! STOP MAKING NEW PEOPLE WANT TO QUIT! ESPECIALLY WHEN I HAVE CREATED A WHOLE RAIDING ARMY on our server and revived a dead guild. This game should NOT be only for elitest raider, hardcore, completionists if it wants to survive after you all age out. If ssg wants to survive they are going to have to listen to the younger generations as well you know those who havent played for 16 years blah blah blah but inspire others to really play and spend the money they are so fond of. Seems to me ssg is of the frame of mind to "let them eat cake" thats ultimately what they want. Lag, dungeon alert and nerfs equals more cake sales ergo "let them eat cake" i can smell it when i see it.

He was saying that jokingly. It's like when I say to people "here's your cowboy hat, welcome to your first rodeo".

I think it's kind of the running forum joke that we always spend 60+ pages of feedback, and they always ignore it! Most of us are using duct tape to keep our cowboy hats together at this point. :p
 

somenewnoob

Well-known member
Highly unlikely.

I haven't used a cake in... I don't know how many years. Most long time players would say the same. The more you play the game the more you learn where the dangerous traps, ambushes, and difficult fights are. The more you learn tricks like keeping a hireling safe at the entrance so you can summon them to you after death to have them grab your soul stone and run it to a rez shrine. The more you build up a repository of equipment like a harper pin to break free of crowd control and a jibbers blade to self-rez. Et cetera. The simple fact is that there comes a point where you just don't NEED rez cakes... even if you're running reaper 10 over level and dying fairly frequently, there are better ways to handle it.

At this point, DDO has far more long time than new players... and thus I seriously doubt that rez cakes make up a significant portion of their income. Otto's boxes and XP pots for people on the TR train seem more likely... and, of course, 'mini expansions' and 'patron coffers'.

I'll use a cake here and there that I get from dice rolls :p.

Sometimes when you're level 2 you get those 2 plagues + a carnage when you're in ringleader :p

The real goal is to SLOW US DOWN. They got it in their head that we're leveling too fast, this is a way to pump the brakes. They gave us the grind, then punished us when we got the hamster wheel moving tooo fast.
 

rabidfox

The People's Champion
I'll use a cake here and there that I get from dice rolls :p.

Sometimes when you're level 2 you get those 2 plagues + a carnage when you're in ringleader :p

The real goal is to SLOW US DOWN. They got it in their head that we're leveling too fast, this is a way to pump the brakes. They gave us the grind, then punished us when we got the hamster wheel moving tooo fast.
Selling cakes, slow us down, people soloing r10s, people soloing raids, etc. etc. etc. Lots of reasons people think certain things are happening. A lot of times I think it's actually way more simple and without evil motives, I think it could just be that they see in the their data "20% of people are using EA mantle" but there are 13 mantles and they think it should be closer to 8% if all things were equal and good.
 

The Nameless One

What can change the nature of a man ?
Recommendations:

Fury of the Wild:
Bump up Great Leveler's no fail knockdown from 2 seconds to 4 seconds.

GL, unsurprisngly is still bad, and is a $!&/@ to actually land consistently and is useless for DPS due to animations taking too long.

Quick Cutter: Once again either remove the +% to dodge, or add in +MDB/Cap to dodge. It's an utterly useless feature even when leveling since it. does. absolutely. nothing.

Draconic:

Dragonbreath, Increase the d6 die to d10 for damage. Bump up the MCL by 5 (yeah I know it's a bit awkward). Even for a caster hater, playing around with this, it's an excessive nerf.

EA (not the video game company):

Add a token passive heal over time to the aura. Just do it, please, to sate the army of peasants at your gate with pitchfork and torches.
 

Thar

Well-known 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!

Draconic Incarnation​

Most of these adjustments are about Dragon Breath, an ability that we think is quite strong but has overshadowed the other caster-based Epic Strikes and (more importantly) outpaced the intended difficulty of our content. To that end, we're lowering its damage, but are also lowering its AP cost and its cooldown. Other Epic Strikes are being adjusted as well, Draconic just happens to be first and we're starting here!
  • Dragon Breath is now a 1-rank, 2AP Ability.
  • Dragon Breath damage adjusted to 1d6+3 damage per caster level.
  • Energy Burst now increases Dragon Breath's damage to 1d6+7 damage per caster level.
  • Gaping Maw now increases Dragon Breath's damage to 1d6+7 damage per caster level.
  • Dragon Breath cooldown adjusted to 12 seconds.
  • Dragon Breath and Attune the Arcane have swapped places in the tree.

Fatesinger​

Fatesinger's largest adjustments are in how it calculates its DCs for its CC abilities. It's also the first tree in alphabetical order to have its cores adjusted, which means this is a great place to talk about our new Core structure for certain destinies.

Quick Interlude for a Chart!​

Going forward, we've standardized the HP and SP so that certain destinies match each other based on their intended playstyle. This mostly resulted in a bump to HP for the Martial Destinies, but we're happy to have a good standard to fall back on when iterating on this system.
Destiny TypeDestiny TreesHP Per CoreSP Per Core
MartialDivine Crusader, Grandmaster of Flowers, Legendary Dreadnought, Fury of the Wild25-
HybridShadowdancer, Fatesinger, Machrotechnic, Shiradi1525
SpellcasterDraconic Incarnation, Magus of the Eclipse, Primal Avatar, Exalted Angel-50
Unyielding SentienelUnyielding Sentienel3520

Back to Fatesinger​

Where were we... right! Fatesinger!
  • Core abilities now grant +15 HP
  • Renamed "The Rhythm to Reign" to "Pianissimo"
  • Renamed "Reign" to "The Rhythm to Reign"
  • DC for Discord abilities (melee/ranged) is now 20 + highest mod + stun DC
  • DC for Greatest Shout + Discord (spell) is now 20 + highest of int/wis/cha + evocation DC

Magus of the Eclipse​

Magus is the first of the trees to get a more significant overhaul to its structure. The big goal here was to provide more traditional spellcasters a way to better utilize the whole tree. We also wanted to significantly boost the damage of the Epic Strikes to make them a more attractive choice for damaging spellcasters.
  • Moon Lance and Gloom Spear now deal 1d8+8 damage per caster level
  • Chill Aura is now multiselected with: "Flash of the Eclipse: While in your Magus of the Eclipse Destiny Mantle, your Cold and Negative spells have a chance to blast your target for an additional 1d6+6 damage per character level of the same type as the spell used, as well as applying one stack of Shattermantle. Each element can only strike once every 5 seconds, tracked separately."
  • Share the Light now requires Chill Aura as a prereq
  • Null Magic Strike is now multiselected with Share the Light and moves down in the tree to Tier 3
  • New Tier 4 where Null Magic Strike was: "Lunar Studies: While in your Magus of the Eclipse Destiny Mantle, you gain Spell Resistance, Magic Resistance Rating, and Magic Resistance Rating Cap equal to 3 times the number of Metamagic feats you've acquired."
  • Grand Summoner moves to multiselect with New Tier 4 Lunar Studies, and is now part of the Destiny Mantle
  • New Tier 1 where Grand Summoner was: "Moontouched: +2/4/6 Magic Resistance Rating. Rank 3: +5 Negative, Cold, Force, and Universal Spell Power"
  • Lunar Imbuement is now: "Casting Moon Lance or Gloom Spear grants you +5 Negative, Cold, Force, and Universal Spell Power for 12 seconds, and these spells apply 5 stacks of Vulnerability to the enemy struck."
  • All Core abilities now grant +1 Spell Penetration each
  • Core 4 now grants +3 Spell Pen (which is still total of 7 across all 4 cores + 3 from core 4, but is now spread out a bit and easier to access)
  • Lunar Power is now: "+10 Negative, Cold, Force, and Universal spell power. Your Moon Lance and Gloom Spear spells now deal 1d12+16 damage to enemies with 0 or less Spell Resistance."
  • AP costs of several abilities have been adjusted to try to get this tree closer to the goal of 60-ish AP for all abilities like other Destiny Trees. It's still below other trees, but now the margin is less severe.

Machrotechnic​

Only one change - and it's cooldown timer related.
  • The cooldowns of the Hammer Time spells and the damaging Epic Strikes have swapped places - leaving the Sonic and Electric Epic Strikes at 10 seconds and the Hammer spells at 15 seconds.

Divine Crusader​

Only one change - adjusting the cores to match the aforementioned chart.
  • Core Abilities now grant +25 HP

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.

Grandmaster of Flowers​

Almost all of the adjustments here are centered on the Epic Strikes.
  • Core Abilities now grant +25 HP
  • Drifting Lotus Epic strike now deals +10/20/30% damage
  • Orchid Blossom Epic Strike now deals 1d6+10 damage per caster level
  • Fixed ranged power scaling on Orchid Blossom
  • Fixed tainted creature boost on Orchid Blossom

Legendary Dreadnought​

Only one change - adjusting the cores to match the aforementioned chart.
  • Core Abilities now grant +25 HP

Shadowdancer​

Another tree to get a slightly more in-depth overhaul, focused on beefing up the Mantle a bit and boosting the Epic Strike.
  • Core abilities now grant +15 HP and +25 SP.
  • 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!)
  • Shadow Mastery Epic Moment's activation time has been significantly reduced
  • Weird is now a SLA instead of a Spellbook Spell, with the same cost and cooldown as it had before
  • Consumed by Shadows debuff attack from t5 now also applies Shadow Loss and 3 stacks of Darkness to affected enemies.
  • Mantle t5 upgrade's shadowy floating vfx and feather fall moves to the T2 Mantle upgrade, Depths of Darkness
  • New t5 to replace Greater Shadowform: Unholy Feeding: On kill, you gain 6 temp HP per sneak attack dice. You also gain +10 Force and Universal Spell Power and are immune to Pressure Plates and Bear Traps.

Fury of the Wild​

Most of the adjustments here center on the tree's Epic Strikes. We wanted to boost Quick Cut to make it a more attractive choice versus Adrenaline.
  • Core abilities now grant +25 HP
  • Great Leveler now applies a 2 second no save knockdown against targets who succeed against the 6 second knockdown. Tool tip upgraded to indicate the save is vs the Balance Skill.
  • Adrenaline's cooldown has been adjusted to 9 seconds
  • Quick Cut's animation upgraded to use whirlwind (2 hits in a 360 degree area)
  • Cutter now always applies to all creatures hit without requiring you to be Quick
  • Quick now always applies to you (assuming you hit a creature)
  • Cutter damage reduced from 4d6 to 3d6 and is now slashing damage, not bane.

Primal Avatar​

Note: this entire tree's adjusted state is not in this preview! These changes are entirely about the tree's Epic Strikes.
  • Carrion Swarm DOT damage bug fixed to actually be 1d6+1 per 2 character levels.
  • Carrion Swarm gains a saving throw interval to remove the dot.
  • Spring to Summer AOE damage adjusted to 1d6+6 per Caster Level.
  • Storm Catcher single target damage adjusted to 1d8+8 per Caster Level. DOT damage adjusted to 1d6 every 2 seconds per Caster Level.

Shiradi Champion​

For this tree, we wanted to make Fey Lights stronger and broaden the tree's ranged DPS appeal. This is also the debut of a cool new feature, Exploding Arrows, the details of which are in another thread!
  • Core abilities now grant +15 HP, +25 SP
  • Feywild Attunement's Base Attack Bonus now works regardless of weapon type.
  • Fey Lights now deals 1d6+3 Force damage per caster level, scaling with Force Spell Power.
  • Core 4 is now: "You gain +1 Saves vs Spells, with an additional +1 for every Favored Enemy feat you've acquired. +1 Maximum Manyshot charge."
  • Hunt's End goes from an 8 second to a 9 second cooldown
  • Pin is now: "AOE Ranged Attack: Make a Ranged Attack that shatters on impact, hitting all enemies in a small area around where it lands. If a moving enemy is affected, they are slowed for 12 seconds. 15 second cooldown."
  • Otto's Whistler's Immobilize and Dance effects when upgrading Pin have been reduced to a 6 second duration (though still with no saving throw) as Pin's ability to lock down groups is now significantly stronger.

Unyielding Sentinel​

This tree actually received no changes!

Conclusion​

This is an early preview, which means we're very interested in your thoughts and feedback on these changes. Please let us know what you think!
  • Energy Burst now increases Dragon Breath's damage to 1d6+7 damage per caster level.
  • Gaping Maw now increases Dragon Breath's damage to 1d6+7 damage per caster level.
this doesn't appear to increase anything? unless gaping maw is now an additional 1d6+7?

Someone was saying the max caster level was set ot 20 too?? that is ridiculous. at min the cap should be 30 for an epic destiny. the heroic spells are capped at 15 in most cases and this makes them minimally useful for epics even with some of the sla's getting +10 via a feat. doing 1000 damage vs something that has 300,000 (or more) red name isn't a recipe for success. the destinly spells (all of them) should have a decent punch. fighters do 10000 a hit and can take that red name down in 6 attack sequences (all day, no limit on sp). Casters should be able to do more as they have a limit on their abilities in spell points.

not to mention energy burst requires the caster to get closer than they want to enemies. most other destiny spells have a much longer range so this should pack a better punch than the others.
 
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