This is pretty much what it already does in testing of it.- Channel Power: see Trick Shot above. This would be better as a one-shot 'on your next spell gain XXX' thing.
whats with all the 3 seconds of buffs with action boost... worthless BS.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.
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 :(
Hmmm... my math was 36 seconds with 5 charges.In the very short, informal test I ran, I was able to keep the +40 RP for 36 seconds straight. With only 4 charges
Can we have summons in raids?I love Inspiring Bond.
maybe ill look into summoner builds again at some point
cant use hiresHmmm... my math was 36 seconds with 5 charges.
Can we have summons in raids?
This ones easy - Devs think that interesting trade off is a good design space - It can be if done right but this is not it - this is just another noob trapQuestion is why we are getting feats with flaws and conditions to be meet?
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.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 :(
Please wipe lam as well so we can copy characters over?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
Ok, after playing with these here are my 2 cents.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.