Update 69 Preview 3: New Feats

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Vox

Well-known member
Inspiring Bond
  • When your Hirelings or Pets die, after 2.5 seconds they are automatically resurrected and heal to full health. This can occur only once for each creature every 3 minutes. In addition, your Hirelings, Pets, and Summons gain +25 Physical Resistance Rating and Magical Resistance Rating.

I think the intention of this feat is good, however is likely not strong enough to take.

I'd love for the team to do a pet pass update, and fix longstanding issues with them such as using augments, sentient gems, etc.

Would Inspiring Bond be better as a stacking DR% on hit?
 

Celtic

Active member
Channel power - do you actually have to block an attack or does it just go after you actively block?
 

Taleisin

Well-known member
Inspiring Bond looks nice and would tempt me on the right build.

But, I’ve come to wish for two main things to be added to pets that wouldn’t seem to require anything new:
  1. Healing/Repair Amp is just awful. You try to heal a pet at cap or after they die and it’s just not worth it.
  2. Let them automatically heal based on level. Maybe something similar to the Artificer tree.
These two go kind of hand in hand. Could you even add this to the Feat? Maybe?

Thanks!
 

J1NG

I can do things others can't...
Channel power - do you actually have to block an attack or does it just go after you actively block?

You need to block for 3 seconds (hold block at the very least) and then a blue circular aura appears below you. Once you release Block, you gain the buff.

J1NG
 

rabidfox

The People's Champion
The epic destiny feats don't show for me in the feat tab of the character sheet; so if you want to hotbar and try the reverb shout ability then you can use this method to slot it via Fred's feat swap window.

 

Dielzen

Well-known member
New Epic Feats
These are all Minimum Level 21, and can be taken with normal feat slots that you get at levels 21, 24, 27, 30, and 33.
  • Patience
    • Your attack speed is reduced by 10%, but you gain +1 Critical Multiplier with all weapons. I'm no min-maxxer, sounds interesting
  • Eerie Aim
    • You gain +5% Dodge Bypass and +5% Deflection Bypass. Not horrible
  • Paranoid
    • You automatically Spot almost all traps as you approach them. Useless...Watchful Eye is much better.
    • (Note: This is Spot, not Search.)
  • Inspiring Bond
    • When your Hirelings or Pets die, after 2.5 seconds they are automatically resurrected and heal to full health. This can occur only once for each creature every 3 minutes. In addition, your Hirelings, Pets, and Summons gain +25 Physical Resistance Rating and Magical Resistance Rating. This could be kinda cool for leveling up or soloing.
  • Defensive Tumble
    • When you Tumble, for the next 3 seconds you take 20% less damage from all sources (except Bane). In addition, the bonus to Reflex Saving Throws you receive while actively Tumbling is now also applied to Fortitude and Will saving throws while Tumbling. 3 seconds? Nope
  • Trick Shot
    • When you Tumble, you gain +40 Ranged Power for 4 seconds. Nice, decent boost for the opportunity cost, but tumbling around constantly isn't my cup of tea

New Epic Destiny Feats
These are all Minimum Level 21 except for Titan's Blood, which is ML34. These can be taken with Destiny Feat Slots, which you get at 22, 25, 28, 31, and 34.
  • Titan's Blood
    • Minimum Level 34. You gain a +10% Legendary Bonus to Maximum Hit Points. Between the old augs, the new aug, and the legendary conditioning this is beginning to just look like a tax. Why not just bake 10% bonus HPs into the Legendary Levels? 1% for each level 31-40?
  • Guarded Actions
    • Whenever you use an Action Boost, you take 20% less damage for 6 seconds. Bland and uninspiring. I can see it on a tank for getting more defense boosts with their defense boost, otherwise meh
  • Arcane Actions
    • Whenever you use an Action Boost, you gain a +100 Competence Bonus to Universal Spell Power and +2 to Spell Penetration for 3 seconds. 3 seconds? Nope
  • Channel Power
    • After blocking with an Orb or Staff for at least 3 seconds, you gain a +100 Competence Bonus to Unversal Spell Power and +4 to all Spell DCs for 3 seconds. 3 seconds? Nope
  • Reverberating Shout
    • Activate to shout at all nearby creatures, Intimidating them unless they make a Will Saving Throw (DC equal to your Intimidate skill). This works on all creature types, including those normally immune to Intimidate. Well, guess this will stop all the nerf DL cries.
  • Face Me
    • Whenever you use an Action Boost, your threat generation is increased by 200% for 6 seconds. Awesome, another bland semi-useful tank ability.
Why are the tank abilities 6 seconds and the offensive ones 3 seconds? Why can't we just remove the bland and lackluster 10% Legendary Bonus to HPs and make it a true Legendary Bonus?
 

songswrath

Well-known member
  • Patience
    • Your attack speed is reduced by 10%, but you gain +1 Critical Multiplier with all weapons. < nobody is going to take that feat just make it plus one to crt. you truely hate melee's i see
  • Trick Shot
    • When you Tumble, you gain +40 Ranged Power for 4 seconds. and than buff ranged omg god play the game for 3 min on live ranged dont need no help ><
 

Dom

Well-known member
Ack...

Some YOTD work caused the feats to drop out of data at the last moment. We will try to get a new build to you ASAP. Possibly tomorrow if there are no more complications.

-Torc
Is it possible to increase the duration of the 20% damage mitigation from defensive tumble? With the dodge boost for 1 second after tumbling, there is even less benefit to this feat.
 

Phaaze

Well-known member
Also since pets are getting a little love with the inspiring bond please make sure that they actually level when taking levels past 30 as last I tested the Iron defender loses hundreds of hp going from level 30 to 31
 

Ahpuch

Well-known member
  • Paranoid
    • You automatically Spot almost all traps as you approach them.
    • (Note: This is Spot, not Search.)
How does this differ from the existing epic feat Watchful Eye?
Watchful Eye finds the traps if you have the required skills in Spot and Search. Paranoid SPOTs that there is a trap even if you have 0 skill points in spot. Normally you spot automatically if your skill is high enough so this just removes the skill requirement.

Now the question is will it fulfill the spot requirement of Watchful Eye. I would assume that it doesn't.
 

Ahpuch

Well-known member
In the very short, informal test I ran, I was able to keep the +40 RP for 36 seconds straight. With only 4 charges
But can you tumble that much without dropping your rate of fire? And does the 40 RP make up for the loss of RoF? Without trying this, I would assume it would be good for an opening salvo when you tumble around a corner when you couldn't be shooting anyway.
 

Ahpuch

Well-known member
This is a nice opportunity cost feat.

Any chance you could change legendary bulwark 3pc aug set to Artifact HP% instead of Legendary?
I am pretty certain that the point of the feat is to remove the need to have the set bonus equipped. Not to increase HP by another 10%. IOW: an alternative not a power creep. Your request doesn't seem to match the goal.
 
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