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Ah Pook
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Cleric Domains tomorrow
Sep 26th, 2017 at 6:06pm
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https://www.ddo.com/en/update-36-patch-2

Quote:
Update 36 Patch 2 Release Notes

Here are the Release Notes for Update 36 Patch 2, released on Wednesday, September 27th.

Of Special Note:

Cleric Domains

Domains have been added to Clerics! Players select their Domain at Cleric level 2, then get additional feats from their Domain at levels 5, 9, and 14. See full details about the various Domains in the Feats section of the release notes.

Favored Soul Update

Favored Souls have had some of their base class features improved, and now have additional Feat choices at levels 2 and 7! More information can be found under Classes in the Release Notes.

Mimic Hunt

The Mimic Hunt has new rewards, and a new reward mechanic! Read more under the Events section of the Release Notes.

News and Notes:

Classes

    Clerics
        Domains have been added to Clerics! Players select a domain at Cleric level 2, and then gain additional feats from that Domain at levels 5, 9, and 14:
            Air Domain
                Level 2: You gain +1 to the DC of your Evocation spells. This increases by +1 at Cleric levels 6, 12, and 18. Your lightning spells will use Light Spell Power if it is higher, and your light spells will use Lightning Spell power if it is higher. Turn Undead now works on Elemental creatures. Additionally, using Turn Undead provides a bonus to your party's Reflex saving throws equal to half of your Cleric level, and Electric Resistance equal to twice your Cleric level, for 20 seconds.
                Level 5: You gain Shocking Grasp as an SLA. 4 Spell Points, 4 second cooldown
                Level 9: You gain Lightning Bolt as an SLA. 8 Spell Points, 6 second cooldown
                Level 14: You gain Chain Lightning as an SLA. 12 Spell Points, 12 second cooldown.
            Animal Domain
                Level 2: You gain +1 Spot, +1 Listen, and +1 Reflex saving throws for every 2 Cleric levels. Your Turn Undead works on Animal creatures. When you use Turn Undead, your party gains points of Constitution equal to half your Cleric level for 20 seconds.
                Level 5: You gain 10 hit points per Cleric level. You also add 10 hit points for each Epic level you have gained.
                Level 9: You gain +15% Fortification bypass.
                Level 14: You gain the Feral Charge ability. Your character briefly morphs into a bear, and charges forward through foes, attacking all foes in the charge area. The attack does weapon damage based on your equipped weapon with a +3(W) bonus, and enemies must make a Reflex saving throw with a DC of 19 + Wisdom modifier + Trip Bonuses or be knocked down. Cooldown is 15 seconds. This ability can only be used while holding a melee weapon.
            Chaos Domain: You cannot take this domain if you are Lawful.
                Level 2: You gain +1 to Will saving throws for every 2 Cleric levels. When you use Turn Undead, your party gains 1d20 points of Universal Spell Power, and 1d10 points (each rolled separately) of Melee Power, Ranged Power, Physical Resistance Rating and Magical Resistance Rating.
                Level 5: You gain Chaos Hammer as an SLA. 6 SP, 6 second cooldown.
                Level 9: Your spell critical chance is increased by 3%.
                Level 14: You gain Prismatic Spray as an SLA. 25 SP, 15 second cooldown.
            Death Domain
                Level 2: You gain +1 to the DC of your Necromancy spells. This increases by +1 at Cleric levels 6, 12, and 18. You gain +2 to your effective Cleric level to Turn Undead, and +2 to the hit dice of undead effected.
                Level 5: You gain Necrotic Ray as an SLA. 8 Spell Points, 6 second cooldown.
                Level 9: You are immune to Energy Drain.
                Level 14: You gain Destruction as an SLA. 20 SP, 12 second cooldown.
            Destruction Domain
                Level 2: You gain +1 Melee and Ranged Power. You gain another point of each at Cleric levels 4, 8, 12, 16, and 20. You can cast your Cleric spells while Raging. When you use Turn Undead, your party gains a Divine bonus to Melee and Ranged Power equal to half your Cleric level for 20 seconds.
                Level 5: Durability damage for your items is reduced by 75%.
                Level 9: +3% Doublestrike and +3 to Glancing Blow to-hit and damage.
                Level 14: Your weapon strikes add a stack of Improved Destruction.
            Earth Domain
                Level 2: You gain +2 Acid Spell Power (Corrosion) per Cleric Level. Your acid spells will use Light Spell Power if it is higher. Your light spells will use Acid Spell Power if it is higher. Your Turn Undead works on Elemental creatures. When you use Turn Undead, your party gains a bonus to Fortitude saving throws equal to half your Cleric level, and points of Acid Resistance equal to twice your Cleric level for 20 seconds.
                Level 5: You gain Melf's Acid Arrow as an SLA. 4 SP, 4 second cooldown
                Level 9: You gain Stoneskin as an SLA. 6 SP, 4 second cooldown
                Level 14: You gain Earthquake as an SLA. 25 SP, 30 second cooldown
            Fire Domain
                Level 2: You gain +2 Fire Spell Power (Combustion) per Cleric Level. Your fire spells will use Light Spell Power if it is higher. Your light spells will use Fire Spell Power if it is higher. When you use Turn Undead, your party gains points of Fire Resistance equal to twice your Cleric level for 20 seconds. Your Turn Undead works on Elemental creatures.
                Level 5: You gain Scorching Ray as an SLA. 4 SP, 6 second cooldown.
                Level 9: You gain Wall of Fire as an SLA. 15 SP, 30 second cooldown.
                Level 14: You gain Firestorm as an SLA. 8 Spell Points, 8 second cooldown.
            Good Domain
                Level 2: You gain +2 Light Spell Power (Radiance) per Cleric Level. You gain +1 to the Heal skill for every 2 Cleric levels. When you use Turn Undead, your party gains temporary Hit Points equal to five times your Cleric level for 20 seconds.
                Level 5: You gain Deific Vengeance as an SLA. 2 SP, 4 second cooldown.
                Level 9: You gain Blade Barrier as an SLA. 20 Spell Points, 30 second cooldown.
                Level 14: You gain +3 to hit, damage, and armor class against evil creatures in combat. You gain +3 to saving throws against spells cast by evil creatures.
            Healing Domain
                Level 2: You gain +2 Positive Spell Power (Devotion) per Cleric Level. When you use Turn Undead, your party gains 20 points of Healing Amplification.
                Level 5: You gain Cure Moderate Wounds as an SLA. 4 SP, 6 second cooldown.
                Level 9: You gain Panacea as an SLA. 8 SP, 6 second cooldown.
                Level 14: Your healing spells are Empowered, as if you had the Empower Healing Metamagic Feat. This does not increase the cost of your healing spells.
            Knowledge Domain
                Level 2: You gain +2 to all skills. When you use Turn Undead, your party gains points of Intelligence equal to half your Cleric level for 20 seconds.
                Level 5: You gain Suggestion as an SLA. 10 SP, 6 second cooldown.
                Level 9: You gain Feeblemind as an SLA. 10 SP, 6 second cooldown.
                Level 14: You gain +4 Spell Penetration. You gain +2 to the DC of all spells.
            Law Domain: You cannot take this domain if you are Chaotic.
                Level 2: You gain +1 to the DC of your Enchantment spells. This increases by +1 at Cleric levels 6, 12, and 18. When you use your Turn Undead, your party gains a Sacred bonus to saving throws equal to half your Cleric level for 20 seconds.
                Level 5: You gain Order's Wrath as an SLA. 6 SP, 6 second cooldown.
                Level 9: You gain Greater Command as an SLA. 15 SP, 12 second cooldown.
                Level 14: You gain +3 to hit, damage, and Armor Class against Chaotic creatures in combat. You gain +3 to saving throws against spells cast by Chaotic creatures.
            Luck Domain
                Level 2: You gain +1 to your Fortitude, Reflex, and Will saving throws. This increases by +1 at Cleric levels 6, 12, and 18. When you use Turn Undead, your party gains a Divine bonus to saving throws equal to half your Cleric level for 20 seconds.
                Level 5: You gain Displacement as an SLA. 10 SP, 6 second cooldown.
                Level 9: You add +2 to the DC of your spells.
                Level 14: You no longer automatically fail your saving throws on a roll of 1.
            Magic Domain
                Level 2: You gain +1 to the DC of your Evocation spells. This increases by +1 at Cleric levels 6, 12, and 18. When you use Turn Undead, your party gains a Divine bonus to Universal Spell Power equal to twice your Cleric level for 20 seconds.
                Level 5: You gain Chain Missiles as an SLA. (This shares a cooldown with the Archmage SLA.) 8 SP, 10 second cooldown.
                Level 9: You gain a number of bonus Spell Points equal to your character level x 10.
                Level 14: You gain points of Universal Spell Power equal to twice your Cleric level.
            Protection Domain
                Level 2: You gain +1 to Armor Class, Physical Resistance Rating, and Magical Resistance Rating. This increases by +1 at Cleric levels 5, 10, 15, and 20. When you use Turn Undead, your party gains a Divine bonus to PRR and MRR equal to twice your Cleric level for 20 seconds.
                Level 5: You gain the Shield spell as a permanent effect on you.
                Level 9: You gain Radiant Forcefield as an SLA. 10 Spell Points, 180 second cooldown.
                Level 14: Your Armor Class and Physical Resistance Rating are increased by your Cleric level.
            Strength Domain
                Level 2: You gain +2 Strength. You passively restore all ability score damage to Strength every 6 seconds. When you use Turn Undead, your party gains a Divine bonus to Strength equal to half your Cleric level for 20 seconds.
                Level 5: Your Reflex saving throws are now based on Strength instead of Dexterity if it is higher.
                Level 9: You become immune to knock down effects.
                Level 14: You always make your saving throw against Stun effects.
            Sun Domain
                Level 2: You gain +2 to Fire (Combustion) and Light Spell Power (Radiance) per Cleric level. When you use Turn Undead, you and your allies gain True Sight. In addition, for 20 seconds, enemies in the radius of the Turn Undead have their Incorporeal miss chance negated, and will be inflicted with 10% Vulnerability to Light damage.
                Level 5: You gain Searing Light as an SLA. 4 SP, 4 second cooldown.
                Level 9: You gain Sun Beam as an SLA. 8 SP, 6 second cooldown.
                Level 14: You gain Sunburst as an SLA. 20 SP, 8 second cooldown.
            Trickery Domain
                Level 2: You gain +1 to the DC of your Enchantment spells. This increases by +1 at Cleric levels 6, 12, and 18. When you use Turn Undead, your party gains points of Charisma equal to half your Cleric level for 20 seconds.
                Level 5: You gain Invisibility as an SLA. 4 SP, 4 second cooldown.
                Level 9: You gain Mind Fog as an SLA. 15 SP, 10 second cooldown.
                Level 14: You gain Charm Monster, Mass as an SLA. 40 SP, 20 second cooldown.
            War Domain
                Level 2: You gain +1 to-hit and damage with melee and ranged weapons. This increases at Cleric levels 4, 8, 12, 16 and 20. When you use Turn Undead, your party gains a Divine bonus to Melee Power and Ranged Power equal to half your Cleric level for 20 seconds.
                Level 5: You gain proficiency in all Martial and Exotic weapons.
                Level 9: Your tactical DCs are increased by half your Cleric level.
                Level 14: You gain Holy Sword as an SLA. 10 SP, 6 second cooldown.
            Water Domain
                Level 2: You gain Water Breathing.  You gain +1 to Swimming and +2 Cold Spell Power (Glaciation) per Cleric level. Your cold spells will use Positive Spell Power if it is higher. Your healing spells will use Cold Spell Power if it is higher. Your Turn Undead works on Elemental creatures. When you use Turn Undead, your party gains a bonus to Will saving throws equal to half you Cleric level, and points of Cold Resistance equal to twice your Cleric level for 20 seconds.
                Level 5: You gain Solid Fog as an SLA. 10 SP, 12 second cooldown.
                Level 9: You gain Cone of Cold as an SLA. 10 SP, 8 second cooldown.
                Level 14: You gain Greater Creeping Cold as an SLA. 10 SP, 8 second cooldown.
    Favored Souls
        Favored Souls now use their higher base ability score of Charisma or Wisdom for spellcasting. This includes DC and Spell Point calculations, Spell memorization, and checks to see if a spell can be cast.
        Favored Soul Energy Resistance Feats are now Energy Absorption Feats
        Favored Souls will now select one of the following Feats at class level 2:
            Grace of Battle: Your faith allows you to use your Charisma bonus for to-hit and damage purposes with your dieties' Favored Weapon if it is higher than your Strength bonus. This benefit only applies if your Favored Soul level is equal to or greater than half of your total Heroic Character level.
            Knowledge of Battle: Your faith allows you to use your Wisdom bonus for to-hit and damage purposes with your dieties' Favored Weapon if it is higher than your Strength bonus. This benefit only applies if your Favored Soul level is equal to or greater than half of your total Heroic Character level.
        Favored Souls now select one of the following Feats at class level 7:
            Stout of Heart: You gain 10 Hit Points per Favored Soul or Epic level.
            Purity of Heart: You gain 20 Spell Points per Favored Soul level, and 30 Spell Points per Epic level.
    Monk Feats and enhancements that grant damage dice to Handwraps no longer appear on the weapon listed as simple "Handwraps".
    Blessing of Silvanus should once again properly appear in the Feats list of characters who have the Feat.
    Paths are no longer available for advanced classes (i.e., paid classes), but are still available for basic classes.

DDO Store

    The DDO Store can now be opened within the game client, or in an external browser, on all supported operating systems. To open the DDO Store using an external browser, select the option in the UI Settings in the Options panel.
    The DDO Store continues to exclusively remain opened in an external browser on operating systems prior to Windows 7.

Enhancements

    The multiselector slots for the Artificer: Battle Engineer tree now shows its appropriate icons before they are selected.
    Artificer's Battle Engineer's Caustic Strike, Shatter Defenses, and Thunder-Shock Weapon no longer stop movement when used.
    Acid and Rust damage from Caustic Strike, as well as electric damage from Thunder-Shock Weapon, are now properly listed in the Combat Log.
    The Ranged version of Thunder-Shock Weapon now accurately states that it scales off of Ranged Power instead of Melee Power.
    Shatter Defenses no visually appears in the Tier 3 row of the enhancement panel. The ability had always acted as if it were on the third tier, but now actually is.
    Fixed a bug with Arcane Archer's Arrows of Terror that caused the fear effect to apply to invalid targets like constructs, undead, and oozes.

Events

    The Mimic Hunt has been updated:
        New rewards have been added to the Mimic Hunt.
        Defeating a Mimic now rewards a Mimic Token. Players can turn their Mimic Tokens in to Glynereth in the Hall of Heroes for a variety of rewards, including Collectibles Crates, new Cosmetic pets, Oils of Strengthening that prevent Item Durability loss, and other named items at a variety of level ranges.
        The quest "The Stormreavers' Fresco" no longer produces Mimics when the Mimic Hunt is active.
        Players will no longer get mimics from a chest after looting the chest five times.
        Mimics will not appear for a character if they are four levels over the quest level, unless the quest is above level 20.
        Instant death effects no longer kill mimics.

Feats

    Warforged, Bladeforged, and Artificers with Construct Exemplar now properly recover from the Incapacitated state, like other races do.

Items

    Smoldering Mauls from Temple of Elemental Evil now properly display their name.
    The elemental visual effects on random loot now properly display.
    The rate at which Quarterstaves lose durability has been reduced significantly.
    The Alluring Bonus to skills uses a base Exceptional Bonus, rather than a Competence Bonus that most items use.
    Healing Amplification effects on newer items now properly list their bonus type in their description. This has caused a few named items with Quality Healing Amplification to appear to change to Exceptional, but this is a text change only.
    Repair Amplification effects on newer items now properly list their bonus type in their description.
    The Nicked Repeating Light Crossbow now actually fires bolts.

Quests and Adventure Areas

    A ladder has been fixed in Venn's Trail: Clan Tunnelworm.
    The Optional Objectives "Gain the confidence of the Cannith Guards" and "Gain the confidence of the Bladesworn" in the quest Schemes of the Enemy no longer grant XP. The base XP of the quest has been raised accordingly.
    The quests Protect Baudry's Interests and Stop Hazadill's Shipment can no longer be played on Reaper Difficulty.
    Teleporting to The Twelve now places you outside of the Tower of the Twelve, rather than in its interior.

Spells

    Destruction no longer deals double the damage listed in its description.
    Sunburst no longer causes permanent blindness, and instead causes a timed Blind effect.

Miscellaneous

    The icon for Reactive Heal's Ward has been fixed.
    Deathblock now displays on the buff bar.
    Freedom of Movement's passive icon from gear is now octagonal instead of square.
    The Guild Buff duration icon no longer disappears when Jump is cast, or while wearing a Jump item.
    Fear Immunity now uses the correct icon with borders.
    Fixed a bug where some abilities that granted Healing Amplification were using both the old and updated systems, causing them to provide far more healing amplification than described.
  

Daggertooth wrote on Apr 14th, 2017 at 6:52pm:
I'm pretty fucking sure I am a special snowflake.


Frank wrote on Apr 2nd, 2017 at 8:32am:
Laugh it up, funny man.
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Ah Pook
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Re: Cleric Domains tomorrow
Reply #1 - Sep 26th, 2017 at 6:14pm
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Defeating a Mimic now rewards a Mimic Token

Sweet!  More bag shit!
  

Daggertooth wrote on Apr 14th, 2017 at 6:52pm:
I'm pretty fucking sure I am a special snowflake.


Frank wrote on Apr 2nd, 2017 at 8:32am:
Laugh it up, funny man.
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Re: Cleric Domains tomorrow
Reply #2 - Sep 26th, 2017 at 6:54pm
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Did anyone notice that they changed a teleport location? Inadvertently proving that they CAN change teleport locations and, by extension, ADD NEW ONES?!
  

I'll never understand the propensity of people to brag about being good at a video game. Its a toy you play with for fun. The only person who should be proud of you is your mother. If you're 3.
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Re: Cleric Domains tomorrow
Reply #3 - Sep 26th, 2017 at 7:02pm
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10 bucks says it drops you in the lava on the other side of the entrance.
  

Daggertooth wrote on Apr 14th, 2017 at 6:52pm:
I'm pretty fucking sure I am a special snowflake.


Frank wrote on Apr 2nd, 2017 at 8:32am:
Laugh it up, funny man.
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Re: Cleric Domains tomorrow
Reply #4 - Sep 26th, 2017 at 7:12pm
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Not surprising, they nerfed the shit out of Radiant Forcefield SLA.  It was 15 sec cooldown on Lam, now it's 180 sec.  /worthless
« Last Edit: Sep 26th, 2017 at 7:12pm by Carpone »  
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Re: Cleric Domains tomorrow
Reply #5 - Sep 26th, 2017 at 8:53pm
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Carpone wrote on Sep 26th, 2017 at 7:12pm:
Not surprising, they nerfed the shit out of Radiant Forcefield SLA.  It was 15 sec cooldown on Lam, now it's 180 sec.  /worthless

Yep, fucking trash. 22 seconds out of 180 is not enough to build for. Spell can't even be extended. It would have made for the best tank build, and the best tree build. I put together a 9/6/5 tree a few days ago with no fail saves, 200+ prr, 40 dodge, 200 hamp, and a 90+ dire charge dc. On any toon as base line stats. Guess I'll just roll the warlock version instead with slightly less prr. As most of those numbers remain the same but with a better tier 5, Ab Step, Imp Evasion, more feats, and longer sustained tree form in combat.

Trickery domain seems like the overall top choice for dc clerics, gaining enchant dc and mass charm.
  

Mockduck wrote on Aug 30th, 2010 at 2:20pm:
I don't think naming names would be a good thing for me to do, but I'd pretty much add anyone who's a know-it-all dick on the list.� Even if they are sometimes intelligent with their opinions, the way they state them in long, "i'm a lawyer at trial"-type posts makes me want to punch them in the face.� They act like whiney babies with god complexes and then freak out if someone so much as breathes criticism in their direction.
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Re: Cleric Domains tomorrow
Reply #6 - Sep 26th, 2017 at 9:08pm
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No changes to War Domain. And the enhancement trees aren't going to get touched for another month or two, all and all usual turdbine quality release.
  
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Re: Cleric Domains tomorrow
Reply #7 - Sep 26th, 2017 at 9:19pm
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Systems on systems on systems. That's all they are doing anymore. Resume padding at its best.  
« Last Edit: Sep 26th, 2017 at 9:19pm by NoGoodDoc »  
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Re: Cleric Domains tomorrow
Reply #8 - Sep 26th, 2017 at 11:04pm
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The mimic event is straight shit now..

it was the only time i was in the titan channel to see if it was going down... And now if fresco wont work... youll be lucky to get a couple of those shit tokens... and if you find another chest heavy quest.. You only get to do it 5x.. why do they fucking care all the cards they ever came up with are unusable. All old mats go to shit within a year for maybar.. most likely this as well

Nobody is gonna be pumped for this shit.. im not even gonna fuck with it..
  
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Re: Cleric Domains tomorrow
Reply #9 - Sep 26th, 2017 at 11:47pm
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Edrein wrote on Sep 26th, 2017 at 9:08pm:
No changes to War Domain. And the enhancement trees aren't going to get touched for another month or two, all and all usual turdbine quality release.

This.

War Domain just made Paladin obsolete.

Hell, even Fighters don't get all Exotic weapons for free at Lvl 5. Or free tactics boosts.

Guess I'll be TRing my main alt into a Cleric ASAP, so he can abuse these features before they catch wind of how OP it is and how much people are enjoying it.
  

I Got Nothin'.
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Re: Cleric Domains tomorrow
Reply #10 - Sep 27th, 2017 at 1:31am
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Most of the cleric stuff seems pretty "meh," but Luck Domain seems like it'd be pretty useful, regardless of build. Displacement is an awesome SLA, and getting that at 5 Cleric is much faster than 12 Warlock for the same SLA. And having a free +4 to all saves, in addition to free evasion for all 3 saves is pretty nice no matter what you're doing in DDO. I think it'd be pretty funny to see some weird Paladin/Monk/Cleric splash which combines Divine Grace, Ocean Stance, and Luck Domain for astronomically high saves lol
  
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Re: Cleric Domains tomorrow
Reply #11 - Sep 27th, 2017 at 5:52am
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Most of the cleric stuff seems pretty "meh," but Luck Domain seems like it'd be pretty useful, regardless of build. Displacement is an awesome SLA, and getting that at 5 Cleric is much faster than 12 Warlock for the same SLA. And having a free +4 to all saves, in addition to free evasion for all 3 saves is pretty nice no matter what you're doing in DDO. I think it'd be pretty funny to see some weird Paladin/Monk/Cleric splash which combines Divine Grace, Ocean Stance, and Luck Domain for astronomically high saves lol

Except not failing on 1 is not Evasion. Evasion does some different shit.
  
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Re: Cleric Domains tomorrow
Reply #12 - Sep 27th, 2017 at 7:01am
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Metal-Beast wrote on Sep 26th, 2017 at 11:47pm:
This.

War Domain just made Paladin obsolete.

Hell, even Fighters don't get all Exotic weapons for free at Lvl 5. Or free tactics boosts.

Guess I'll be TRing my main alt into a Cleric ASAP, so he can abuse these features before they catch wind of how OP it is and how much people are enjoying it.


Either my years as a melee DPS have been misspent or folks really are uninformed.

Holy Sword on a cleric is absolutely dogshit. There is no conceivable splash involving 14 levels of cleric that will outright surpass 14 levels of paladin. Lay on Hands will always be the better heal; both in clutch healing, reaper self healing, and overall utility. Unlike Warpriest; KotC is actually decent DPS when built properly. Between the pair there's nothing that cleric honestly has as an advantage? What, more SP and a few more buffs? Ok, paladin still gets the same heals minus ye olde Heal like it's even a great healing ability anymore.

Free exotic proficiency is the only net gain. And even that's pretty shitty.

If anything they should have dropped Holy Sword and given War Domain the original weapon die boost, even if it wasn't the original 1d10 one handers and 2d6 two handers. That would have atleast been a downright unique domain bonus and one that couldn't be replicated by any other build, while simultaneously rewarding/buffing deep class splashes/pure builds. But instead we got Holy Sword because you uninformed fucking yokels actually think Holy Sword is still a buff overall.

You do realize that Warpriest will have to get +1 range and multiplier so that FVS isn't completely ass fucked? In that regards you people and your short-sighted opinions on class based buffs managed to royally fuck all of us. Holy Sword my ass.
  
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Re: Cleric Domains tomorrow
Reply #13 - Sep 27th, 2017 at 7:26am
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Edrein wrote on Sep 27th, 2017 at 7:01am:
There is no conceivable splash involving 14 levels of cleric that will outright surpass 14 levels of paladin.

15p/5f beats any melee cleric variant. divines will never out do a true melee class like pally, even if they buffed it much more. simply because pally trees are much better as the auxiliary trees than what cleric or fvs provide. but you can now roll 14c/6x for a past life and melee better than you could before on that same cleric.
  

Mockduck wrote on Aug 30th, 2010 at 2:20pm:
I don't think naming names would be a good thing for me to do, but I'd pretty much add anyone who's a know-it-all dick on the list.� Even if they are sometimes intelligent with their opinions, the way they state them in long, "i'm a lawyer at trial"-type posts makes me want to punch them in the face.� They act like whiney babies with god complexes and then freak out if someone so much as breathes criticism in their direction.
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Re: Cleric Domains tomorrow
Reply #14 - Sep 27th, 2017 at 7:35am
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Rubbinns wrote on Sep 27th, 2017 at 7:26am:
15p/5f beats any melee cleric variant. divines will never out do a true melee class like pally, even if they buffed it much more. simply because pally trees are much better as the auxiliary trees than what cleric or fvs provide. but you can now roll 14c/6x for a past life and melee better than you could before on that same cleric.


I mean you're not wrong, but if you're running 14/6 why would you fuck around the first 14 levels as a cleric. The other 6 are obviously going to be a much more useful class for damage, so Holy Sword at cap aint really doing you any favors.
  
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Re: Cleric Domains tomorrow
Reply #15 - Sep 27th, 2017 at 8:25am
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Death, Earth and Trickery are my top picks. Sun will get some play because Ravenloft, even though blindness is no longer permanent.  Air/Magic pairs well with EA Soundburst SLA.
  
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Re: Cleric Domains tomorrow
Reply #16 - Sep 27th, 2017 at 9:44am
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Rubbinns wrote on Sep 26th, 2017 at 8:53pm:
Yep, fucking trash. 22 seconds out of 180 is not enough to build for. Spell can't even be extended. It would have made for the best tank build, and the best tree build. I put together a 9/6/5 tree a few days ago with no fail saves, 200+ prr, 40 dodge, 200 hamp, and a 90+ dire charge dc. On any toon as base line stats. Guess I'll just roll the warlock version instead with slightly less prr. As most of those numbers remain the same but with a better tier 5, Ab Step, Imp Evasion, more feats, and longer sustained tree form in combat.

Trickery domain seems like the overall top choice for dc clerics, gaining enchant dc and mass charm.


Is some form of 14c/5p/1w tank build viable using protection domain, defender tree, and EK mage armor?
  
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Re: Cleric Domains tomorrow
Reply #17 - Sep 27th, 2017 at 11:52am
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Asheras wrote on Sep 27th, 2017 at 9:44am:
Is some form of 14c/5p/1w tank build viable using protection domain, defender tree, and EK mage armor? 

yep, vanhooger from cannith has one here https://www.ddo.com/forums/showthread.php/475717-Legendary-Tank

another version that is lock based, easier to pull of for new players Warlock 15/Paladin4/Wizard1.. gets displace mainly, and uses ES tree. Not as good at tanking as the van's build tho. Can now add rad field to van's build for around 80-90% physical reduction with rad field active. sadly, the rad field tree would have had similar numbers for phys reduction Sad
  

Mockduck wrote on Aug 30th, 2010 at 2:20pm:
I don't think naming names would be a good thing for me to do, but I'd pretty much add anyone who's a know-it-all dick on the list.� Even if they are sometimes intelligent with their opinions, the way they state them in long, "i'm a lawyer at trial"-type posts makes me want to punch them in the face.� They act like whiney babies with god complexes and then freak out if someone so much as breathes criticism in their direction.
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Re: Cleric Domains tomorrow
Reply #18 - Sep 27th, 2017 at 11:59am
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Edrein wrote on Sep 27th, 2017 at 7:35am:
I mean you're not wrong, but if you're running 14/6 why would you fuck around the first 14 levels as a cleric. The other 6 are obviously going to be a much more useful class for damage, so Holy Sword at cap aint really doing you any favors.

idk why you would ;p. But, if, say, you were in the mood to, for some reason get some epic trs before cleric past life and wanted to melee? it's quite good in epics, not better than pally based, but decent.

you're correct as for a quick heroic life then the 14th cleric level is never taken. it would be 6c/5f asap that transitions into 11c levels over the course of heroics to reach heal spell at character level 17.
  

Mockduck wrote on Aug 30th, 2010 at 2:20pm:
I don't think naming names would be a good thing for me to do, but I'd pretty much add anyone who's a know-it-all dick on the list.� Even if they are sometimes intelligent with their opinions, the way they state them in long, "i'm a lawyer at trial"-type posts makes me want to punch them in the face.� They act like whiney babies with god complexes and then freak out if someone so much as breathes criticism in their direction.
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Re: Cleric Domains tomorrow
Reply #19 - Sep 27th, 2017 at 2:01pm
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Siilly question, since I stopped following the main forum a long time ago to avoid banging head with the protected tards, how are the dmains given to a cleric already in game that doesn't TR/LR ?
if they are given at all ?
( it would suck if they don't give them somehow to existing clerics as it would mean that I'd have to LR all my clerics... one more time... I'm getting out of LR Tokens )
  

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Re: Cleric Domains tomorrow
Reply #20 - Sep 27th, 2017 at 2:15pm
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Flav wrote on Sep 27th, 2017 at 2:01pm:
Siilly question, since I stopped following the main forum a long time ago to avoid banging head with the protected tards, how are the dmains given to a cleric already in game that doesn't TR/LR ?
if they are given at all ?
( it would suck if they don't give them somehow to existing clerics as it would mean that I'd have to LR all my clerics... one more time... I'm getting out of LR Tokens )


If you have at least 2 level of cleric, you get a LR heart. Only way to add in the new feats.
  
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Re: Cleric Domains tomorrow
Reply #21 - Sep 27th, 2017 at 2:35pm
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Yep.  Free Hearts is always good.
  
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Re: Cleric Domains tomorrow
Reply #22 - Sep 27th, 2017 at 6:14pm
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Can't they just give free LR hearts to everyone? No one would complain about that!
  

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Re: Cleric Domains tomorrow
Reply #23 - Sep 27th, 2017 at 6:58pm
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Rubbinns wrote on Sep 27th, 2017 at 11:59am:
idk why you would ;p. But, if, say, you were in the mood to, for some reason get some epic trs before cleric past life and wanted to melee? it's quite good in epics, not better than pally based, but decent.

you're correct as for a quick heroic life then the 14th cleric level is never taken. it would be 6c/5f asap that transitions into 11c levels over the course of heroics to reach heal spell at character level 17. 


Idk man, still seems janky as fuck. Even with the power of the melee domains being frontloaded, they are all ass for heroic and epic, let alone reaper. And let's not even mention they are all noob traps for multiclass builds, but are all astoundingly shit if you splash and worse if you're pure somehow. It's like they took literally all feedback across all mediums and ignored it on full blast, while somehow taking one person's off comment about removing the base damage die from War Domain and saying, "You know what, that's the one thing we'll change."

I'm almost 900% certain that Cordovan's little, "You were rotated off the Council at this time" message the day before some new Ravenloft based previews were posted is pretty much confirmation that the devs were sick of me shitting on their parade in a civil manner feedback wise and stating design flaws in almost every document I saw.

I guess I wasn't brown nosing enough for the PC, combined with some little snitch reporting me for my vault comments about other PC members.
  
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Re: Cleric Domains tomorrow
Reply #24 - Sep 27th, 2017 at 11:23pm
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Edrein wrote on Sep 27th, 2017 at 6:58pm:
Idk man, still seems janky as fuck.

It's not the worst. Kind of like swashbuckler as long as it's maul based. But with worse buffs, and good dps. If you aren't going with silvanus then it's pure garbage.

Edrein wrote on Sep 27th, 2017 at 6:58pm:
"You were rotated off the Council at this time" message the day before some new Ravenloft based previews were posted is pretty much confirmation that the devs were sick of me shitting on their parade in a civil manner feedback wise and stating design flaws in almost every document I saw.

I guess I wasn't brown nosing enough for the PC, combined with some little snitch reporting me for my vault comments about other PC members.


Would be surprised if it weren't the case.
  

Mockduck wrote on Aug 30th, 2010 at 2:20pm:
I don't think naming names would be a good thing for me to do, but I'd pretty much add anyone who's a know-it-all dick on the list.� Even if they are sometimes intelligent with their opinions, the way they state them in long, "i'm a lawyer at trial"-type posts makes me want to punch them in the face.� They act like whiney babies with god complexes and then freak out if someone so much as breathes criticism in their direction.
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