Update 69 Preview 3: New Feats

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Ahpuch

Well-known member
Does Trick Shot stack with the MistyStep bonus that can also trigger on Tumble? That would make the RP increase up to 74% and certainly make Trick Shot more attractive.
 

HastyPudding

Spoony Bard
- I don't see the benefit of Paranoid. Yeah, it automatically spots traps, but I honestly don't think that a feat slot is needed for that (unless auto-spot also works in tandem with the auto-search feats as a one-two punch). Maybe if it also added some kind of reflex bonus or something thematic some newbie would pick it, but as-is.....I think this is a waste of design space.

- Trick Shot, well, you already know most of our opinions on super short duration buffs. This would be interesting if it was more like a buff that activated on your next attack or something similar.

- Guarded Actions seems okay, but Arcane Actions lasts only 3 seconds? Why?

- Channel Power: see Trick Shot above. This would be better as a one-shot 'on your next spell gain XXX' thing.
 

J1NG

I can do things others can't...
- Channel Power: see Trick Shot above. This would be better as a one-shot 'on your next spell gain XXX' thing.
This is pretty much what it already does in testing of it.

I would quite likely say, this is the most powerful Feat here.

J1NG
 

jotmon

Well-known member
Hey, everyone! In this Preview, we've got several new feats planned for release with Update 69 to go along with the level cap increase. With the exception of one though, these can also be taken anywhere in Epics you have a feat slot they can be taken in! Let's take a look, and please leave any feedback below!

Important Note: These feats are not working properly in the current Lamannia build. We are working toward a new build that will include these feats.

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.
  • Eerie Aim
    • You gain +5% Dodge Bypass and +5% Deflection Bypass.
  • Paranoid
    • You automatically Spot almost all traps as you approach them.
    • (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.
  • 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.
  • Trick Shot
    • When you Tumble, you gain +40 Ranged Power for 4 seconds.

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.
  • Guarded Actions
    • Whenever you use an Action Boost, you take 20% less damage for 6 seconds.
  • 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.
  • 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.
  • 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.
  • Face Me
    • Whenever you use an Action Boost, your threat generation is increased by 200% for 6 seconds.
whats with all the 3 seconds of buffs with action boost... worthless BS.
Why have you deviated from the templated action boosts being 20 seconds with the 30 second cooldown.
 
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Sarlona Raiding

Well-known member
I really can't find 3-4 seconds boosts appealing, really...

I understand the space of design you are proposing, but I don't like it, I don't want another crazy timing to control in the middle of a combat :(

You don't think it's long enough to inspire the new R10 raid Tumble Tank?

Some will be added to the rotation right before the big damage thing. It's simple enough to add it to a rotation. This definitely isn't my perference for style of feats to add as it encourages everyone to use macros, but I will abuse them to the extent possible.
 

Sylvanush

Well-known member
@SteelStar Question is why we are getting feats with flaws and conditions to be meet? Feats are supposed to be special abilities that give your character a new capability, or improves one he or she already has. Why we getting penalties like -10 percent on attack speed?, why we have to activate a action boost to get a benefit from a epic or legendary feats that cost already a slot and you need certain level so you can use it or be available for you? Look overwhelming critical don't get any penalty and do the same or well spring of power is 30 secs for 150 spell power. With all due respect this looks like at the very last minute got some not good ideas and was just throw to see some reactions . Cheap copy of old feats with no sense at all to pay to get them. Please if are not prepared for bring really playable material to the game I suggest in my humble opinion push more days the release date and don't come with some nonsense stuff. Thanks. With All due respect ofc. And see if you can finally do something with range alacrity 20 percent there's only 1 item that is not a bow the dino armor with that bonus so you cannot use other gear unless you use Chaos bow or Aeranias bow if want to have that bonus and that's not gear Diversity. I have seen lot of people tire of asking for a quiver and looks like is never in the plans hopefully this is not the case again. Thanks.
 

Marshal_Lannes

Well-known member
I'm never going to take a feat that is active in 6-second increments. I'm happy getting HPs. This does kill the hunt for all those Stablestones. I do like the sneaky investment they've made into summoner builds.
 

FVSHasBeenEvenMoreGutted

If you read my posts you have already lost
ok steelstar, time for my giant feedback post, and maybe ill suggest a few new feats. is that ok?
Patience
i currently feel this is only good on throwers and crossbows, which is not good. i think this would be more universal if it gave -1 crit range and +1 crit multi. low threat builds would cry, but things like kukris, scims, gxbow, etc would be cool again
Eerie Aim
i think the bonus this provides is too low. 5% dodge bypass is fine, but make the deflect bypass minimum 15%, 25% would be better
Paranoid
im not sure what this does, isnt this just watchful eye? i suggest adding onto this "you always make your saves vs traps"
Inspiring Bond
i like the idea, but summons arent great. with that in mind, this feat seems very powerful for them. maybe add 15 mp/rp/sp and its perfect
Defensive Tumble
good idea, bad execution. if the buff doesnt last minimum 6 seconds its worthless
Trick Shot
again, make the buff 6 seconds. i like the idea, but where is the melee version?
Titans Blood
give this 15% hp in medium armor and 20% in heavy armor because these armors arent good enough.
Arcane Actions
make this buff last 10 seconds
Channel Power
Change this to give 500 usp and +6 spell DCs for 4 seconds because standing still for 3 seconds is a big tax on dps
Face Me
i dont think 200% for 6 seconds is good enough. i think if it just gave 200% while an action boost is active that would be great
New Feat Ideas

Legendary Two Handed Fighting: you gain 10% attack speed and 25% mainhand ability score to damage with two handed weapons. +12 combat style to melee power (requires 34)
Legendary Shield Mastery: When you have a shield equipped, you gain any bonuses to blocking regardless if you are blocking or not. In addition, shields gain +1 W and +3 enhancement bonus. +12 combat style bonus to melee power (requires 34)
Legendary Two Weapon Fighting: you gain full offhand ability score to damage. +6 combat style bonus to melee power (requires 34)
Legendary Single Weapon Fighting: your vorpal threat range is increased by +1. You gain 25% more mainhand ability score modifier to damage. +12 combat style bonus to melee power
Legendary Natural Fighting: you gain +3 sneak attack dice, +3 imbue dice, and 5% sacred bonus to max hp in any animal form (requires 34)
Improved Archers Focus: your archers focus stacks to 25 times, does not stack with enhancements
Offensive Tumble: When you Tumble, you gain +40 Melee Power for 6 seconds.
Healing Faith: you gain +3 lay on hands and healing hands charges, as well as 2 more smite evils and they regenerate 10% faster
Imbued Activation: you gain +3 imbue dice while an action boost is active
Arcane Spell Alacrity: you no longer suffer from arcane spell failure no matter what
Heightened Bardic Music: Your spellsong trance now regenerates 2 spellpoints every second, and your spellsong vigor now heals 2d6 hitpoints every 2 seconds.
Epic Rage: Your rage abilities no longer prevent casting of epic destiny abilities, epic feat abilities, clickies, potions, scrolls, or wands
Powerful Blast your eldritch blast now bypasses monster immuntities, if it has any, and gains 2d6 pact dice and 2d8 base dice
Rooting Blow: When you roll a 19-20 on a melee hit, the enemy is rooted in place for 3 seconds with no save
 

Kimbere

Well-known member
I really can't find 3-4 seconds boosts appealing, really...

I understand the space of design you are proposing, but I don't like it, I don't want another crazy timing to control in the middle of a combat :(
Worse yet, all these new, super short duration things that need to be precisely timed in the combat sequence just fall completely apart with the god awful combat queuing system lag and dry-firing of abilities, spells and boosts.

These things might be really cool if they'd fix the queue lag but until they do, they're mostly traps.
 

Spook

Ghostly Troll
General comment
Feats with negative effects: Please dont do this taking a feat should never leave you in a worse place than not taking it - there is already an opportunity cost due to the limited number of feat slots. Its ok for feats to make you suboptimal in a certain situation but it should never flat out nerf you - on this note please revert the 20% penalty on IPS.

Specific comment
Only people that will be interested in the -10% speed are those builds that can hit the animation cap despite the handicap
 

Contessor

Well-known member
Just remove patience from the list. -10% attack speed isnt worth it, not by a long shot. It would need to be triple multiplier or +2 crit threat to even consider it. Even then, it would be an even trade. I mean its a feat, just allow us another stacking +1 crit multiplier or make it worth taking without gimping yourself.
 

Vox

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
Please wipe lam as well so we can copy characters over?
 

in4theride75

Well-known member
Hey, everyone! In this Preview, we've got several new feats planned for release with Update 69 to go along with the level cap increase. With the exception of one though, these can also be taken anywhere in Epics you have a feat slot they can be taken in! Let's take a look, and please leave any feedback below!

Important Note: These feats are not working properly in the current Lamannia build. We are working toward a new build that will include these feats.

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.
  • Eerie Aim
    • You gain +5% Dodge Bypass and +5% Deflection Bypass.
  • Paranoid
    • You automatically Spot almost all traps as you approach them.
    • (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.
  • 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.
  • Trick Shot
    • When you Tumble, you gain +40 Ranged Power for 4 seconds.

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.
  • Guarded Actions
    • Whenever you use an Action Boost, you take 20% less damage for 6 seconds.
  • 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.
  • 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.
  • 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.
  • Face Me
    • Whenever you use an Action Boost, your threat generation is increased by 200% for 6 seconds.
Ok, after playing with these here are my 2 cents.

Patience: 0/10 gives skill focus: listen a run for it's money.
Eerie Aim: 2/10 Very conditionally useful.
Paranoid: 2/10 Useless on any build that would disable traps. Useless on any build and any quest where traps are set. Only minimally useful in quests where traps are random on builds that don't disable traps.
Inspiring bond: 6/10 Useful for certain summoning builds as long as the 2.5 seconds still works in reaper difficulty.
Defensive tumble: 4/10 Not as completely useless as I originally thought. The bonus to fort and will saves had some situations where it was useful. The damage reduction against certain traps was also quite nice. Still incredibly ineffective in combat.
Trick shot: 2/10 This feat is going to be a noob trap. The DPS decrease from not shooting and losing archer's focus is significantly more than the DPS increase from 40 ranged power. It was somewhat useful right at the beginning of a fight when I could tumble in and click hunt's end.
Titan's Blood: 7/10 Good feat if you can't slot Leg HP somewhere in your equipment.
Guarded actions: 9/10 Strong feat very useful in many situations.
Arcane actions: 2/10 3 second, typed, spellpower boost every 30 seconds. An objectively inferior version of wellspring of power in every way.
Channel power: 3/10 +4 to spell DCs with a conditional setup was surprisingly more useful than expected. The +100 typed, spellpower boost unsurprisingly worthless. This has a very niche use of placing CC with a slow moving group or in the very few quests where you pike and let mobs come to you.
Reverberating shout 8/10 Great ability, terrible name. Should be changed to intimidating shout.
Face me: 7/10 Ability is not bad but underwhelming.
 
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Fildur44

Well-known member
It had been nice if it had been lesser versions of all active feats that was passive and up all time instead. Instead of 20% dam reduction always 5%? Instead of 100 universal power after blocking 25 power? So can you choose? Are you a active ”monk loving ” button smasher or more casual? And both could get stuff they happy with. (I get stressed just see 3/6 sec buffs i admit)
 

Blerkington

Well-known member
These choices are mostly quite underwhelming. Talk about sucking the excitement out of a level cap raise.

And as we get closer to 40 will we be getting more feat choices that include a penalty, so eventually our decision will be about aiming for the smallest net negative rather than seeing any actual improvement? Oh goody, I've levelled up again. Now to see what I can do to keep my character from getting any worse.

How about you add in a legendary feat that just gives some more points to spend in heroic or even epic trees instead of these mostly bad choices? Based on what I see so far here, I think that would be more useful at least for my preferred builds.
 

Teh_Troll

Master of Baiting
Do all these mobs have like 1000% fortification?

Running around with a bow for like a hour NOT ONE SHOT has critted.
 
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