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Deathdefy
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Pale Master PRE on Lammaland
Apr 18th, 2013 at 5:51am
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Is up.  It's probably unwise to post it directly here until officially released in retrospect.
« Last Edit: Apr 18th, 2013 at 6:32am by Deathdefy »  
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Re: Pale Master PRE on Lammaland
Reply #1 - Apr 18th, 2013 at 8:04am
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Depends if it's going to generate a lot of rage or not.
  

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Re: Pale Master PRE on Lammaland
Reply #2 - Apr 18th, 2013 at 8:25am
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Deathdefy wrote on Apr 18th, 2013 at 5:51am:
Is up.  It's probably unwise to post it directly here until officially released in retrospect.

it's not accessible by my 20 Wizard.
  
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Re: Pale Master PRE on Lammaland
Reply #3 - Apr 18th, 2013 at 9:11am
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Animate Ally is fucking hilarious. I just hope it doesn't get tossed due to an outcry from standard-forum pansies.

Tier 5 ability, fwiw:

Animate Ally (0/1, 2 AP)
Cooldown: 5 minutes
Metamagics:* Quicken, Enlarge
Spell Resistance: No
Activate to Animate a dead ally, restoring 50% of the target's hit points.* Your ally is considered an undead zombie (gaining the benefits and drawbacks of Shroud of the Zombie) and will steadily take damage until death reclaims it.* Your ally is unable to change forms while under this effect.


I'd make a Pale Master - just for this.
  

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Re: Pale Master PRE on Lammaland
Reply #4 - Apr 18th, 2013 at 9:21am
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Fuck yeah. I assume that there will be a yes/no box, as with all reviving spells. Less griefing potential than Grease. Number One, make it so.

The Ally will get healed by the PM aura, won't it?

Carpone wrote on Apr 18th, 2013 at 8:25am:
it's not accessible by my 20 Wizard.

That's what you get for peeking at the monk trees. Tongue
« Last Edit: Apr 18th, 2013 at 9:22am by aDifferentHandle »  

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Re: Pale Master PRE on Lammaland
Reply #5 - Apr 18th, 2013 at 9:50am
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Deathdefy wrote on Apr 18th, 2013 at 5:51am:
Is up.  It's probably unwise to post it directly here until officially released in retrospect.


Don't be scairt.

Pale Master:

Core:

Dark Reaping (Requires Wiz 1, 0 AP)
For each point spent in this tree you gain +0.75 Universal Spell Power and +0.75 Negative Energy Spell Power (for a total of 1.5 Negative Energy Spell Power per point spent)

Shroud of the Zombie (Requires Wiz 3, 5 Points Spent in Tree, 2 AP)
Activation Cost: 25 SP, Cooldown: 30 seconds.
+2 Strength, +2 Con, -2 Int, -4 Cha, DR 5/Slashing, you attack 20% slower than normal.
On Vorpal Melee Hit:* 1d6 int damage.
Standard undead form stuff.

Shroud of the Vampire (Requires Wiz 6, 10 points spent in tree, 2 AP)
Activation Cost: 50 SP, Cooldown: 30 seconds.
+2 Strength, +2 Cha, +2 Enchantment DCs, 25% less threat from spells and attacks.
On Vorpal Melee Hit:* Energy Drain, inflicting 1 Negative Level.
Standard undead form stuff, but quad damage from light instead of just double.

Shroud of the Wraith (Requires Wiz 12, 20 points spent in tree, 2 AP)
Activation Cost: 75 SP, Cooldown: 30 seconds.
25% incorp, featherfall, +20 MS and Balance, Ghost Touch
On Crit Melee Hit: 1d6 Con damage.
Standard undead form stuff.


Shroud of the Lich (Requires Wiz 18, 30 points spent in tree, 2 AP)
Activation Cost: 100 SP, Cooldown: 30 seconds.
+4 Con, +2 Int, +2 Wis, +2 Cha, +1 Necro DC, occasionally gain temp HP when damaged.
On Melee Hit:* 2-9 Negative Energy Damage to a living target.
Standard undead form stuff.


Master of Death (Requires Wiz 20, 40 points spent in tree, 2 AP)
You gain +2 intelligence and, when you have a Shroud toggle active, receive 5% more healing from Negative Energy


Tier 1:

Necrotic Touch (0/1, 2 AP)
Activation Cost: 2 HP
Cooldown: 6 seconds
Unchanged from live.

Deathless Vigor (0/3, 2 AP per rank)
The power of undeath has toughened your flesh, providing you with an additional + Hit Points and + to Fortitude Saves.
Rank 1:* +5 HP
Rank 2:* +10 HP, +1 Fort saves
Rank 3:* +15 HP, +2 Fort saves

Spell Critical: Negative Energy (0/1, 2 AP)* <-- One per tier up to tier 4, with each previous tier as a pre-req.* Same description and AP cost.
Your Negative Energy damage spells have an additional 2% chance to critically hit.

Skeletal Knight (3/3, 2 AP per rank)
Rank 1:
Activation Cost: 10 HP, 10 SP
Cooldown: 5 minutes
Summon the reanimated body of an ancient knight to do your bidding.* The Skeletal Knight has strong melee attacks, and is difficult to destroy.* This powerful ally is a Fighter with a level equal to your current level in the Wizard class plus any Epic levels you may have.* Additional ranks in this enhancement increase your Knight's Damage, Attack Speed, Movement Speed, and Fortification.

Negative Energy Conduit (0/3, 1 AP per rank)
Rank 1:* Your vulnerability to Negative Energy is increased by 3%.* This increases the amount by which you are healed from Negative Energy while you have a Shroud toggle active.
Rank 2:* 6%
Rank 3:* 10%


Tier 2:

Efficient Metamagic (0/3, 2 AP per rank)
Choose between Empower Spell (2/4/6), Maximize Spell (3/6/9), Enlarge Spell (1/2/4), or Quicken Spell (1/2/4).* Reduce the Spell Point cost of using that Metamagic.

Corpsecrafter (Pre-req:* Skeletal Knight, 0/3, 1 AP per rank)
Your Skeletal Knight gains a + Profane Bonus to Strength, Dexterity, and Constitution
Rank 1: +2
Rank 2: +4
Rank 3: +6

Bone Armor (0/3, 1 AP per rank)
While under the effect of Shroud of the Zombie, Vampire, or Lich, you gain Physical Resistance.* While under the effect of Shroud of the Wraith, you gain Dodge.
Rank 1: 3 PR, 1% Dodge
Rank 2: 6 PR, 2% Dodge
Rank 3: 10 PR, 3% Dodge



Tier 3:

Necrotic Bolt (Pre-req: Necrotic Touch, 0/1, 2 AP)
Activation Cost: 5 HP
Cooldown: 6 Seconds
Unchanged from live.

Cloak of Night (0/3, 1 AP per rank)
Activation Cost: 25 SP
Cooldown: 1 second
Toggle: While active, Cloak of Night reduces the effectiveness of Positive Energy,

Negative Energy, Repair, and Light damage on you by %.
Rank 1:* 20%
Rank 2:* 35%
Rank 3:* 50%

Eternal Servitude (Pre-req: Corpsecrafter, 0/3, 1 AP per rank)
Your Skeletal Knight gains + Profane Bonus to AC, and a + Profane Bonus to Physical Resistance
Rank 1:* +2 to AC, +5 to PR
Rank 2:* +4 to AC, +10 to PR
Rank 3:* +6 to AC, +15 to PR

Constitution or Intelligence (0/1, 2 AP)
+1 to Con or Int



Tier 4:

Dark Furor (Pre-req: Eternal Servitude, 0/3, 1 AP per rank)
Your Skeletal Knight gains % Doublestrike, and its attacks bypass % of enemy Fortification
Rank 1:* 15% Doublestrike, 5% Enemy Fortification
Rank 2:* 30% Doublestrike, 10% Enemy Fortification
Rank 3:* 45% Doublestrike, 5% Enemy Fortification <-- Assumedly just a typo in the description, and it should be 15%.

Constitution or Intelligence (Pre-req:* Cons or Int from Tier 3, 0/1, 2 AP)
+1 to Con or Int (can be same or different from previous tier)

Tier 5:

Necrotic Blast (Pre-req: Necrotic Bolt, 0/1, 2 AP per rank)
Activation Cost: 10 HP
Cooldown: 6 seconds
Same description as on live.

Animate Ally (0/1, 2 AP)
Cooldown: 5 minutes
Metamagics:* Quicken, Enlarge
Spell Resistance: No
Activate to Animate a dead ally, restoring 50% of the target's hit points.* Your ally is considered an undead zombie (gaining the benefits and drawbacks of Shroud of the Zombie) and will steadily take damage until death reclaims it.* Your ally is unable to change forms while under this effect.

Necromantic Focus (0/1, 2 AP)
You benefit from dark knowledge, granting you a +1 DC to spells from the Necromancy school.

Improved Shrouding (0/1, 2 AP)
Your Undead Shrouds gain the following additional benefits:
While in Shroud of the Zombie, you gain +2 Constitution, 15 Physical Resistance Rating, and your Damage Reduction increases to 10/Slashing.
While in Shroud of the Vampire, you gain +2 Dexterity, your vulnerability to Light damage is reduced by 50%, and your melee and unarmed attacks heal you for 1 point of Negative Energy damage.
While in Shroud of the Wraith, you gain +2 Dexterity and your Incorporeal Miss Chance increases from 25% to 35%.
While in Shroud of the Lich, you gain an additional +2 Intelligence and +10 to Negative Energy Spellpower.
« Last Edit: Apr 18th, 2013 at 9:53am by Cripey »  

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Or as they say in Ireland -
Derp derp derp derp. Yellow moons. Lassie.

Hordo wrote on Nov 21st, 2012 at 8:07am:
EDIT: BTW I love your post.  It reads as if English is your 3rd language behind gibberish and dipshit.


majmalphunktion wrote on Mar 20th, 2014 at 6:11pm:
what the fuck guys...

Jeesus fucking shit. This shit gets me called to the principals office.

Assholes.
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Kalari
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Re: Pale Master PRE on Lammaland
Reply #6 - Apr 18th, 2013 at 10:06am
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Oh its going to be fun to play Kalari with those Smiley this is making up for the hit my divines will be taking.
  

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Re: Pale Master PRE on Lammaland
Reply #7 - Apr 18th, 2013 at 10:08am
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I was about to tr my pm. Ima hold off a bit.
  

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Re: Pale Master PRE on Lammaland
Reply #8 - Apr 18th, 2013 at 10:10am
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I'm on Llama now and I can't see any trees in Wizardlandia, but I don't hate these trees at all.
  
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Re: Pale Master PRE on Lammaland
Reply #9 - Apr 18th, 2013 at 10:29am
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Kalari wrote on Apr 18th, 2013 at 10:06am:
Oh its going to be fun to play Kalari with those Smiley this is making up for the hit my divines will be taking.


Yes TRing Clerics into PM seems a viable option... Oh wait, there's still that hurdle called levelling up...
Oh well, I'll see...
  

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Re: Pale Master PRE on Lammaland
Reply #10 - Apr 18th, 2013 at 10:47am
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Too good to be true.  It must be a trap.
  
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Re: Pale Master PRE on Lammaland
Reply #11 - Apr 18th, 2013 at 11:05am
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I've gotta get me one of these.
  

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Re: Pale Master PRE on Lammaland
Reply #12 - Apr 18th, 2013 at 11:26am
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Whoever designed the awesome wizard trees needs to revamp the terribly disappointing cleric trees...and give them a raise.
  
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Re: Pale Master PRE on Lammaland
Reply #13 - Apr 18th, 2013 at 12:17pm
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Fuck clerics. I'm raising everyone as zombies. I'm so happy.
  

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Re: Pale Master PRE on Lammaland
Reply #14 - Apr 18th, 2013 at 12:35pm
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This will give me a reason to actually roll a PM for the first time.
  

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Re: Pale Master PRE on Lammaland
Reply #15 - Apr 18th, 2013 at 12:37pm
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Uh are we looking at the same tree guys?  Looks like PMs receive better self healing, less light damage and some extra PRR. 

But more importantly, looks to be +2 necro DC overall from live, which is still not that great and SLAs are still terrible.
  
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Re: Pale Master PRE on Lammaland
Reply #16 - Apr 18th, 2013 at 12:39pm
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AtomicMew wrote on Apr 18th, 2013 at 12:37pm:
Uh are we looking at the same tree guys?  Looks like PMs receive better self healing, less light damage and some extra PRR. 

But more importantly, looks to be +2 necro DC overall from live, which is still not that great and SLAs are still terrible. 


U CAN RAIZ UR GUILDIES AS ZOMBIES.
« Last Edit: Apr 18th, 2013 at 12:39pm by Gunga »  

Smrti wrote on Mar 22nd, 2013 at 3:00pm:
Gunga is the best.
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Re: Pale Master PRE on Lammaland
Reply #17 - Apr 18th, 2013 at 12:41pm
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Gunga wrote on Apr 18th, 2013 at 12:39pm:
U CAN RAIZ UR GUILDIES AS ZOMBIES.


Does it have a confirm pop up for the target like raise dead, and resurrect?
  

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Re: Pale Master PRE on Lammaland
Reply #18 - Apr 18th, 2013 at 12:44pm
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Looks like more people will be slotting spawn screen Wink
  
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Re: Pale Master PRE on Lammaland
Reply #19 - Apr 18th, 2013 at 12:58pm
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stainer wrote on Apr 18th, 2013 at 12:41pm:
Does it have a confirm pop up for the target like raise dead, and resurrect?


I hope not!
  
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Re: Pale Master PRE on Lammaland
Reply #20 - Apr 18th, 2013 at 1:20pm
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AtomicMew wrote on Apr 18th, 2013 at 12:37pm:
Uh are we looking at the same tree guys?  Looks like PMs receive better self healing, less light damage and some extra PRR. 

But more importantly, looks to be +2 necro DC overall from live, which is still not that great and SLAs are still terrible. 

+2 DC from PM tree
+1 DC from AM tree
+1 DC from Drow/Human

If you're Human, you can also get a temporary +1 DC from Action Surge (+2 INT).
  
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Re: Pale Master PRE on Lammaland
Reply #21 - Apr 18th, 2013 at 1:32pm
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AtomicMew wrote on Apr 18th, 2013 at 12:37pm:
Uh are we looking at the same tree guys?  Looks like PMs receive better self healing, less light damage and some extra PRR. 

But more importantly, looks to be +2 necro DC overall from live, which is still not that great and SLAs are still terrible. 


Well compared to the shit we have for the Clerics the PM tree is wonderful...
  

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Re: Pale Master PRE on Lammaland
Reply #22 - Apr 18th, 2013 at 3:15pm
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Summoning the skeletal knight currently causes a CTD.
  
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Re: Pale Master PRE on Lammaland
Reply #23 - Apr 18th, 2013 at 3:46pm
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Quote:
Summoning the skeletal knight currently causes a CTD.

Still better than what Clerics got.
  
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Re: Pale Master PRE on Lammaland
Reply #24 - Apr 18th, 2013 at 4:10pm
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Getting heightening on my 18/2 wiz/rogue is turning out to be a real cunt though.

I'm not thrilled at AM's losing the secondary SLA either. I want my 3sp webs.
  

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