Page Index Toggle Pages: [1] 2 3 4 Send TopicPrint
Very Hot Topic (More than 75 Replies) Significant changes to EDs and 4th Epic Past Life (Read 13877 times)
WonderfulFoppyBint
Completionist (i.t.p.)
******
Offline


Poooop

Posts: 5986
Location: stockholm victim of hag master
Joined: Oct 23rd, 2013
Re: Significant changes to EDs and 4th Epic Past Life
Reply #1 - Jun 3rd, 2019 at 2:39pm
Print Post  
holy shit
  

OUR GOD: https://www.youtube.com/watch?v=j1l7N-WLa3Q
Right of Self-determination: https://www.youtube.com/watch?v=-8bqQ-C1PSE

volt_ wrote on Mar 23rd, 2017 at 4:43pm:
Be a container for your genes to control your behavior in order to reproduce
Back to top
 
IP Logged
 
WonderfulFoppyBint
Completionist (i.t.p.)
******
Offline


Poooop

Posts: 5986
Location: stockholm victim of hag master
Joined: Oct 23rd, 2013
Re: Significant changes to EDs and 4th Epic Past Life
Reply #2 - Jun 3rd, 2019 at 2:39pm
Print Post  
I may actually play the game again
  

OUR GOD: https://www.youtube.com/watch?v=j1l7N-WLa3Q
Right of Self-determination: https://www.youtube.com/watch?v=-8bqQ-C1PSE

volt_ wrote on Mar 23rd, 2017 at 4:43pm:
Be a container for your genes to control your behavior in order to reproduce
Back to top
 
IP Logged
 
Rubbinns
The Undeserving Fuckwit
*
Offline


I Love Drama!

Posts: 10460
Joined: Sep 4th, 2013
Re: Significant changes to EDs and 4th Epic Past Life
Reply #3 - Jun 3rd, 2019 at 2:46pm
Print Post  
WonderfulFoppyBint wrote on Jun 3rd, 2019 at 2:39pm:
I may actually play the game again

they nerfed melee and ranged dps in LD by a good amount. They buffed sorc by an even better amount. This ED pass is a nerf. Nothing new or fun.
  

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.
Back to top
 
IP Logged
 
WonderfulFoppyBint
Completionist (i.t.p.)
******
Offline


Poooop

Posts: 5986
Location: stockholm victim of hag master
Joined: Oct 23rd, 2013
Re: Significant changes to EDs and 4th Epic Past Life
Reply #4 - Jun 3rd, 2019 at 2:50pm
Print Post  
Rubbinns wrote on Jun 3rd, 2019 at 2:46pm:
they nerfed melee and ranged dps in LD by a good amount. They buffed sorc by an even better amount. This ED pass is a nerf. Nothing new or fun.


Draconic Incarnation was already may favorite tree (thematically) and now it is actually usable. I'm definitely gonna do a few PLs with it for lolz.
  

OUR GOD: https://www.youtube.com/watch?v=j1l7N-WLa3Q
Right of Self-determination: https://www.youtube.com/watch?v=-8bqQ-C1PSE

volt_ wrote on Mar 23rd, 2017 at 4:43pm:
Be a container for your genes to control your behavior in order to reproduce
Back to top
 
IP Logged
 
Synchrono
Waterworks Kobold
**
Offline


I am not a noun, I am
a VERB.

Posts: 154
Location: In The Heart of Darkness
Joined: May 30th, 2014
Gender: Male
Re: Significant changes to EDs and 4th Epic Past Life
Reply #5 - Jun 3rd, 2019 at 3:02pm
Print Post  
The one change to EA is a giant Fuck You to anyone who wants to solo a raid.... That one made me laugh. Not sure how much MP was taken out of LD but I am not surprised to see that really. I do like the changes with Shadowdancer I think particularly with it's use for some of my ranged builds but we will see.

GMoF is a lot more twistable goodies. The changes to EIN make me sad and unless A Scattering of Petals turns out amazing in Reaper I can't really see me playing this destiny as a primary ever again.

Tree builds are fucked even harder but that's no surprise.

Bizarre the seeming hate for bears in Fury but meh can't say I cared.

Draconic for a Sorc looks fun and if it works the Magister may be ok. I suspect Fatesinger is just plain fucked up.

Shiradi changes leave me with mixed feeling and I want to see how it will scale but that may be decent but we shall see.
  
Back to top
 
IP Logged
 
somenewnoob
Abbot Raider
**
Offline


I Love Drama!

Posts: 751
Joined: Mar 10th, 2016
Re: Significant changes to EDs and 4th Epic Past Life
Reply #6 - Jun 3rd, 2019 at 3:04pm
Print Post  
Cliff notes for those of us at work who can't get on MOBOs?
  

Grab life by the pussy.
Back to top
 
IP Logged
 
5 Foot Step
Completionist (i.t.p.)
******
Offline


I Hate Idiots!

Posts: 11119
Location: USA
Joined: Mar 8th, 2014
Gender: Male
Re: Significant changes to EDs and 4th Epic Past Life
Reply #7 - Jun 3rd, 2019 at 3:15pm
Print Post  
Copy paste plz. For posterity.
  

Build links
Endgame Gear Guide
Cannith Crafting Planner link

Warning: May contain outdated cultural depictions.
Back to top
 
IP Logged
 
Cripey
Shroud Slacker
***
Offline


Fuck you, thats my name.

Posts: 1007
Joined: Jul 21st, 2010
Gender: Male
Re: Significant changes to EDs and 4th Epic Past Life
Reply #8 - Jun 3rd, 2019 at 3:38pm
Print Post  
Good changes to divine crusader imo, fixing the missing melee power that wasnt working before, fixes to castigation making things scale better.

Shiradi on range is going to be interesting, another crit multiplier, abilities scaling with ranged power and a 30 second cool down adrenaline shot like ability, 20% fortification debuff

magister is dc king 6 dc in cores, 3 more school dc higher up tree

shadowdancer got some loving

LD helpless dmg nerf by 35%

Grandmaster buffs, dance of flowers lowered to 1(w) but doesnt require centering (hello everyone twisting this) dance of flame doesnt require sun stance

Bard tree becomes amazing, stupid good for bards

Unyielding becomes hate tree of hateness

Fury 2h weapon bonuses up the wazoo,  including 25 melee power when using a 2hf vs 10 for everyone else

Primal avatar , meh some stuff


edit- tanks should love these changes

NEW: T4: Draw them Out: Melee Attack: +3[w]. This attack adds 300 Hate for the user to creatures it hits on top of its normal damage. 6 second cooldown. (1 Rank, 1AP)

NEW: T6: Celestial Mandate: Melee Attack: +5[w]. This attack adds 2000 Hate for the user to creatures it hits on top of its normal damage. 6 second cooldown. (1 Rank, 1AP)



« Last Edit: Jun 3rd, 2019 at 3:44pm by Cripey »  

Grands Superhero IRL

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.
Back to top
 
IP Logged
 
NOTpopejubal
Epic Poster
*****
Offline


I Love Drama!

Posts: 4096
Location: Let go or get dragged.
Joined: Apr 17th, 2013
Gender: Male
Re: Significant changes to EDs and 4th Epic Past Life
Reply #9 - Jun 3rd, 2019 at 3:47pm
Print Post  
Martial:

Hello! This is an early look at the Epic Destiny Pass currently slated for Update 43. (The second Sharn raid is coming before this, so there's still a bit of time before this reaches Lamannia). A few notes about this pass, before we get to details:

We had a few primary goals in the Epic Destiny pass, compounded by a very slim time-frame of 3 weeks for principal changes.
First and foremost, try to put each Destiny in a place where it's worth using for at least some builds.
Fix bugs and remove things that hinder fun or usability
You'll notice that every Epic Moment that required you to do weird things to charge it up no longer requires that.

Improve the ability for people to play in Destinies that match their Archetype (ranged characters in Shiradi, etc) without significantly hindering the current ability for people to play in Destinies that don't (casters in Shiradi, etc)


Like we said above, the timeframe was slim. We didn't hit everything we would have liked to, and there are still abilities within individual Destinies that still probably aren't worth taking. We're listening for feedback here, but our ability to act on it is similarly time-restricted; we're unlikely to further revamp whole trees or add completely new skills at this time, but we may be able to make number tweaks and fix outstanding bugs.

That said, this is the thread for Martial Sphere Destinies, so let's dive in. Be sure to check out the other Sphere threads when you're done, as well as the topic on new Epic Past Lives coming with these changes.

Grandmaster of Flowers
This tree needed a lot of love. It was only OK for Monks, and really not-great for everyone else. There's now a fair bit of twist fodder in here, and fewer things require strict centering. Top-tier actives became massively more powerful with the changes, so they were scaled back somewhat to reflect being able to use them much more often.

Inner Focus and Wholeness of Spirit now allow for movement during use
Wholeness of Spirit has its cooldown reduced to 2 minutes
Ki actives (the left column) now scale with the higher of Melee or Ranged Power
Ki actives get Stunning bonuses added to their DC calculations
Ki actives can now be used under Antimagic, as they are not spells
Ki actives are no longer linked in a line
Lily Petal and Orchid Blossom now care about levels 26-30 in terms of scaling with character level (was previously capping at 25)
Lily Petal now grants 5 Ki instead of costing Ki
A Scattering of Petals no longer grants Dodge, and instead grants +100 PRR and MRR for 12 seconds.
A Scattering of Petals also reduces enemy Fortification by 200% for 12 seconds, and affected creatures lose immunity to Sneak Attack for that duration.
A Scattering of Petals now has a detect the same size as Drifting Lotus (i.e. twice as large).
A Scattering of Petals now has a 90 second cooldown.

A Dance of Flowers is now 0.25[w]/0.5[w]/1[w], but no longer requires you to be Centered.
Running with the Wind now adds 2/4/6% Doublestrike to everyone (no more stance requirement)
Hail of Blows now adds +3 melee damage in addition to its doublestrike
Walking with Waves no longer requires Ocean stance for its Dodge bonus
Standing with Stone no longer requires Mountain Stance for its PRR.
Dancing with Flame no longer requires Sun Stance for its (w) bonus.
Everything is Nothing moves to a 3 minute cooldown, no longer requires charging.
Everything is Nothing now has a smaller detect (double the size of Drifting Lotus, but still smaller than its existing version), and hits a maximum of 4 enemies. This is for both balance and performance reasons, as it significantly taxes the game on use & will now be used more frequently.

NEW: T2: The Flower's Thorn: +3[w] attack. 6 second cooldown. Does not require Centering. Has cool petal FX. (1 Rank, 1AP)
NEW: T5: Devastating Critical (+1 Critical Multiplier on a 19-20) (1 Rank, 1AP)


Legendary Dreadnought
This Destiny is very good in its current incarnation. We opened up some of the restrictiveness of the two attacks and fixed an ability that did nothing/wasn't good. For balance vs. other destinies, we did diminish some of their damage vs. Helpless targets only.

Momentum Swing and Lay Waste no longer require Power Attack to be active to use.
Momentum Swing and Lay Waste no longer require Cleave and Great Cleave (though those feats still reset the cooldown of Momentum Swing).
Lay Waste now adds Trip Bonuses to its DC.
Unmoveable and Thick Skinned are no longer Action Boosts (they didn't really act like them anyway, they were just using their charge counters). Instead, they are instead simply restricted to their respective cooldowns (which are unchanged).
Tactical Genius (which never really worked) is now: Unusual Tactics: Passive: You are a studied master of a wide variety of methods for gaining the upper hand. +2 to the DCs of your Tactical Feats, DC of Rune Arm shots, DC of Breath Weapons, DC of Assasinate, DC of Poisons, and +2 to the Perform, Bluff, Diplomacy, and Intimidate skills.
Combat Brute's Helplessness damage is now 15%.


Shadowdancer
This tree needed help. It had a lot of cool things in it that were nearly impossible to use, either because DC calculations were broken or because you needed Shadow Charges, which were hard to get and even harder to keep. Those are gone now. Cooldowns on some things were adjusted to reflect the fact that you don't need to juggle Shadow Charges anymore, but by and large the whole tree should work a lot better now. There are still a few outstanding things that don't shine (Dark Imbuement, looking at you) but in playtests the new version of Shadowdancer has been viable.
Shadow Lance now adds Assassinate Bonuses to its DC calculation
Shadow Lance now uses the higher of your Intelligence and Dexterity Modifiers in its DC calculation
Shadow Lance now uses full character level in its DC calculation
Shadow Lance no longer requires Shadow Charges to blind
Shadow Lance's Blind is no longer based on chance, but tries to apply on each hit
Shadow Lance's damage now scales with 400% of the higher of your Melee and Ranged Power
Shadow Lance's damage is now (4d8+18)/(6d8+24)/(8d8+30)
Shadow Lance's cooldown is now 30/20/10 seconds.
Shrouding Strike/Shot no longer mark the target for Shadow Charges; instead, they apply a stack of Improved Destruction.
Shrouding Strike/Shot now have a 6-second cooldown.
Consume now adds Assassinate bonuses to its DC calculation
Consume now uses the higher of your Intelligence and Dexterity Modifiers in its DC calculation
Consume no longer uses Shadow Charges, nor grants Maximum Shadow Charges.
Consume now has a 3-minute cooldown.
Consume should now more consistently pick living enemies to target (and no longer pick doors/barrels/misc non-enemy targets).
Shadow Manipulation now adds Assassinate bonuses to its DC calculation
Shadow Manipulation now uses the higher of your Intelligence and Dexterity Modifiers in its DC calculation.
Shadow Manipulation no longer uses Shadow Charges, nor grants Maximum Shadow Charges.
Shadow Manipulation now has a 3-minute cooldown.
Shadow Manipulation no longer requires Cloak of Shadow.
Cloak of Shadows no longer uses Shadow Charges, nor grants Maximum Shadow Charges.
Cloak of Shadows no longer requires Shrouding Strike/Shot
Executioner's Strike/Shot now has a 12-second cooldown.
Executioner's Strike/Shot now has a DC of (10 + Character level + INT or DEX mod + Assassinate bonuses)
Executioner's Strike/Shot can now be used while under Antimagic.
You can now move while using Executioner's Strike/Shot
Dark Imbuement no longer uses Dark Imbuement Charges, and just functions on a cooldown.
Dark Imbuement now has a 2-minute cooldown.
Dark Imbuement now costs 1AP.
Dark Imbuement no longer requires Shadow Form.
Shadow Form no longer uses Shadow Charges, nor grants Maximum Shadow Charges.
Shadow Form's tooltip now clarifies that it is considered a Major Form.
Shadow Form now costs 1AP.
Untouchable now passively grants 3% Dodge and +1 Critical Damage Multiplier on rolls of 19-20.
  
Back to top
 
IP Logged
 
NOTpopejubal
Epic Poster
*****
Offline


I Love Drama!

Posts: 4096
Location: Let go or get dragged.
Joined: Apr 17th, 2013
Gender: Male
Re: Significant changes to EDs and 4th Epic Past Life
Reply #10 - Jun 3rd, 2019 at 3:48pm
Print Post  
Hello! This is an early look at the Epic Destiny Pass currently slated for Update 43. (The second Sharn raid is coming before this, so there's still a bit of time before this reaches Lamannia). A few notes about this pass, before we get to details:

We had a few primary goals in the Epic Destiny pass, compounded by a very slim time-frame of 3 weeks for principal changes.
First and foremost, try to put each Destiny in a place where it's worth using for at least some builds.
Fix bugs and remove things that hinder fun or usability
You'll notice that every Epic Moment that required you to do weird things to charge it up no longer requires that.

Improve the ability for people to play in Destinies that match their Archetype (ranged characters in Shiradi, etc) without significantly hindering the current ability for people to play in Destinies that don't (casters in Shiradi, etc)


Like we said above, the timeframe was slim. We didn't hit everything we would have liked to, and there are still abilities within individual Destinies that still probably aren't worth taking. We're listening for feedback here, but our ability to act on it is similarly time-restricted; we're unlikely to further revamp whole trees or add completely new skills at this time, but we may be able to make number tweaks and fix outstanding bugs.

That said, this is the thread for Arcane Sphere Destinies, so let's dive in. Be sure to check out the other Sphere threads when you're done, as well as the topic on new Epic Past Lives coming with these changes.

Magister
This tree has quite a few neat things but didn't do the one thing it was supposed to do: Be the king of DC Casting. Twisting Magister's bonuses and going into other trees where you got relevant Ability Score increases provided a better bonus than this tree. Only that's not fun, and we'd rather see dedicated DC casters live here and get cool abilities with their DCs. We focused on that goal, and made a few of their other abilities spicier to go with it. The Sigils still aren't good; they fell a bit low on the priority list relative to other things. If there are simple number tweaks we can make to make them more worth using, we're all ears.

Added +1 to all Spell DCs to each Core (in addition to what those cores were doing already).
Imperceptible Casting adds +10 Universal Spell Power while active.
Fade into the Weave adds +25 Universal Spell Power while active.
Variable Resistance is unlinked from Sigil of Energy Negation.
Master of (Spell School) also increases DCs for that school by an additional 1/2/3.
Arcane Tempest moves to a 30-second cooldown, and a 10-second duration. 30 SP.
Arcane Tempest is no longer linked to Sigil of Battering Spellcraft
Arcane Tempest now costs 1AP
Arcane Tempest can now use the Quicken, Maximize, Empower, and Intensify Metamagics
Arcane Tempest now has a faster cast animation and cast time
Arcane Tempest no longer has a (previously-unlisted) saving throw
Arcane Adept now costs 1AP
Removed the Saving Throw from Arcane Tempest. (Yeah, it's a DC tree but we wanted it to be good no matter what school you were in.)
Arcane Spellsurge now has a 1 minute cooldown. 20 SP
Nullmagic Aura no longer requires charging. Now has a 4 minute cooldown.


Draconic Incarnation
This is another tree that has good things but is hampered by its restrictiveness. It's meant to be the king of elemental nuking, but the lack of metas and scaling DCs made that hard. It also didn't get that much extra spell damage relative to other Destinies, which was... weird. We fixed a lot of that.

Each Core now adds 5% Spell Crit Damage in addition to what it already does.
Go Out With A Bang, Energy Burst, and Energy Vortex now apply the Quicken, Empower, Maximize, Embolden, and Intensify Metamagics
Acid versions of these spells are now Conjuration spells
These spells should now be considered part of their Elements for the purpose of Caster Level increases (other than Savant's caster level increases, which were already working).

Go Out with A Bang, Energy Burst, and Energy Vortex now use their spell schools' (Evocation/Conjuration) bonuses as part of their DC calculation.
Flyby Attack now adds Evocation modifiers to its DC (Conjuration for the Acid version).
Dragon Breath no longer uses Charges.
Dragon Breath now has a 25 second cooldown.
Dragon Breath spells are now considered part of their spell school for the purpose of Caster Level/Max Caster Level increases.
Breath attacks now list Evocation/Conjuration as part of their DC calculation (they were already using it)

Black Dragon Breath is now a Conjuration spell.
(See below for related Dragonborn changes)

Draconic Fury's cooldown reduced to 1 minute
Draconic Hunger's Temp HP and SP are now 10x your Epic level.
Fearsome Invulnerability no longer needs to be charged.
It no longer says it does an Intimidate effect, on account of that functionality never being implemented ever.
It now also adds +30 PRR, MRR, and MRR Cap for the duration
It now has a 4 minute cooldown.

Energy Vortex, Draconic Hunger, and Fearsome Invulnerability now cost 1AP each.



BONUS: Dragonborn Racial Tree Changes
Dragonborn's dragon breath SLAs have always kept some parity with Draconic Incarnation, so we made some changes there to gel with the above Draconic Incarnation changes.

Dragonborn's Racial Black Dragon Breath is also now a Conjuration spell
Dragonborn Breath Attacks now scale with 100% Spell Power (which puts them on the standard spell damage progression we made after this skill)
Dragonborn's True Power enhancement now adds Conjuration DCs in addition to its Evocation DCs.


Fatesinger
What a weird tree. Fatesinger had a lot of fundamental issues that could only be solved by getting rid of the abilities entirely. We basically threw a lot of it out and Lynnabel built a new one. Here it is. (Note that we're listing the full tree here rather than individual changes, it's clearer that way.) General rule of thumb: The Hymns cost 2AP, as do the standard Ability Score increases. The rest cost 1AP per rank.

[Picture that I'm not cutting and pasting]

Cores:

Core 1: Fatesinger's Rep: Each core grants you +10 Melee Power, +4 Ranged Power, +25 Spell Points, 10 universal spell power, +1 Arcane Caster Level, +2 Effective Bard Levels and +2 Maximum Bard Songs. You also gain Inspire Courage if you didn't have it before.
Core 2: Glitter of Fame: +1 All Stats and all saves
Core 3: Harmonic Resonance: Attacks have a chance of building up Resonance on your enemies, increasing their Sonic vulnerability and reducing their Armor Class by 2 per stack (max 10)
Core 4: Intoxicating Presence: Enemies that strike you have a chance to be Fascinated.
Core 5: Grandeur: Friendly spellcasts bestow bonus AC (+3) and PRR (+3), offensive spellcasts now build up Harmonic Resonance (internal cooldown)
Core 6: Majesty: You are now immune to Charisma Damage, do not suffer from Arcane Spell Failure, also +25 Universal Spell Power


Tier 1:

First Harmonic Chord: Your inspire courage has +1/2/3 hit, dam, saves vs fear, and +3/6/9 Universal spell power. Also, you gain an additional +1/2/3 to Hit, Damage, and +3/6/9 Universal Spell Power
Siren's Song: Relocated, turns into a second Fascinate button (aka another cooldown version of Enthrall)
Music of the Spider Queen: also now adds Neutralize Poison to your Bardic Inspiration
Dirge: Make it actually work and be good, otherwise no change
+1 Str/Cha


Tier 2:

Second Harmonic Chord: Your inspire competence has an additional +1/2/3 skills. Also, you gain +1/2/3 all skills.
Bound Fate: relocated, no change (this is the active)
(this space intentionally left blank)
Reign: relocated, no change
+1 Str/Cha


Tier 3:

Third Harmonic Chord: Your inspire greatness has an additional +1/2/3 PRR and 0/0/10 Healing/Neg/Repair amp. Also, you gain an additional +0/0/10 healing/neg/repair amp and +1/2/3 PRR
Grim Fate: relocated, no change (this is the passive that makes the active better)
Arcane Hymn: You sing a magical Hymn that resonates within the Arcane Sphere. When you activate this ability, your target is surrounded by magical energies, bestowing Resonance. (HYMNS: Each member of your party, including yourself, may only benefit from one Hymn at a time, regardless of source. Attempting to activate this ability on someone else will dispel this Hymn from your former target. If you attempt to activate a different Hymn on someone who is already benefiting from this Hymn, it will dispel this Hymn as it applies the new one. You may activate this ability on yourself.)
Arcane: +1 INT WIS CHA, +20 Universal SP, +2 Spell Penetration, +4 UMD, +10% fire/cold/acid/electric absorb

Aria: relocated, no change
+1 Str/Cha


Tier 4:

Fourth Harmonic Chord: Your Inspire Heroics grants +1/2/3 AC, dodge, and saves. Also, you gain an additional +1/2/3 AC and saves
Martial Hymn:
Martial: +1 STR DEX WIS, +2 Sneak Dice, +20 max HP, +10 PRR and MRR, +5 AC, +10 Melee and Ranged Power

Divine Hymn: Another hymn, this time divine sphere themed
Divine: +1 STR CHA WIS, +1 Smite Evil, +2 to hit, dam, confirm critical hits, +10 PRR and +25 Positive and Negative Spell Power.

Primal Hymn: Another hymn, this time primal sphere themed
Primal: +1 WIS DEX CON, +25 HP, +10 Spell Resistance and healing amp, +10% Thrown and Bow attack speed, +3 Str while raging

+1 Str/Cha



Tier 5:

The Fifth Chord: You have a new Bard Song in your Bardic Ballad/Inspire Courage - Inspire Transcendence - +1 spell DCs, +1 tactics bonuses, +3 Spell Resistance and True Seeing. Also, you benefit from +1 DCs, tactics, +3 SR and are immune to blindness and have true seeing
Free Metamagic: Pick between Eschew, Extend, or Enlarge
Masquerade: Also now has 10% spell cost reduction
Bladesong: 2d6 Sonic damage on hit scaling with spell power, 3% competence to melee attack speed, also +1 Critical Multiplier on 19-20
+1 Str/Cha


Tier 6:

Greater Shout SLA: 6 second cooldown.
Free Metamagic 2: Pick between Quicken, Embolden, or Intensify
Turn of the Tide: Clean up what it actually gives you, make sure it's actually working as intended
+1 Str/Cha
Last edited by Steelstar; 06-03-2019 at 02:06 PM. Reason: forgot the Greater Shout SLA
  
Back to top
 
IP Logged
 
NOTpopejubal
Epic Poster
*****
Offline


I Love Drama!

Posts: 4096
Location: Let go or get dragged.
Joined: Apr 17th, 2013
Gender: Male
Re: Significant changes to EDs and 4th Epic Past Life
Reply #11 - Jun 3rd, 2019 at 3:48pm
Print Post  
Hello! This is an early look at the Epic Destiny Pass currently slated for Update 43. (The second Sharn raid is coming before this, so there's still a bit of time before this reaches Lamannia). A few notes about this pass, before we get to details:

We had a few primary goals in the Epic Destiny pass, compounded by a very slim time-frame of 3 weeks for principal changes.
First and foremost, try to put each Destiny in a place where it's worth using for at least some builds.
Fix bugs and remove things that hinder fun or usability
You'll notice that every Epic Moment that required you to do weird things to charge it up no longer requires that.

Improve the ability for people to play in Destinies that match their Archetype (ranged characters in Shiradi, etc) without significantly hindering the current ability for people to play in Destinies that don't (casters in Shiradi, etc)


Like we said above, the timeframe was slim. We didn't hit everything we would have liked to, and there are still abilities within individual Destinies that still probably aren't worth taking. We're listening for feedback here, but our ability to act on it is similarly time-restricted; we're unlikely to further revamp whole trees or add completely new skills at this time, but we may be able to make number tweaks and fix outstanding bugs.

That said, this is the thread for Divine Sphere Destinies, so let's dive in. Be sure to check out the other Sphere threads when you're done, as well as the topic on new Epic Past Lives coming with these changes.

Unyielding Sentinel
This Destiny was meant to do two things: Keep you alive and help you tank. It's decent at the first and not great at the second. Most of the changes here are meant to help you tank. The two new Actives aren't perfect; we had some bigger plans and ran into tech issues in doing what we wanted. Hoping they'll at least be helpful, and we can tweak numbers until they are.

Commanding Presence's hate doubles to 100/200/300%
Stand Against the Tide's extra hate jumps to 50% per stack (250% at full stacks, was 100%)
Stand Against the Tide's extra hate now applies to missile weapon damage and magic damage as well (was previously melee-only)
Divine Energy Resistance can now be cast directly on allies (instead of only yourself)
Ward Against Evil's light damage scales with 400% of the higher of Melee and Ranged Power
Rank 3 of Ward Against Evil now also grants you immunity to the Mind Control effects of Evil creatures.
You can now use Undying Vanguard while Crowd-Controlled and/or Helpless
Undying Vanguard's Temporary HP now last for 30 seconds.
NEW: T4: Draw them Out: Melee Attack: +3[w]. This attack adds 300 Hate for the user to creatures it hits on top of its normal damage. 6 second cooldown. (1 Rank, 1AP)
NEW: T6: Celestial Mandate: Melee Attack: +5[w]. This attack adds 2000 Hate for the user to creatures it hits on top of its normal damage. 6 second cooldown. (1 Rank, 1AP)


Exalted Angel
This is a good tree, for those who can make use of the skills in it. We analyzed it and didn't see much that we thought merited major change, though we might try to loop back for some bugfixes before release. We did make a change to one skill for game balance reasons.
Reborn in Light no longer charges with Endless Ardor and Righteous Fervor; instead, it is once per Rest (keeps 10min cooldown).


Divine Crusader:
This is also a Pretty Good tree in its current form, but lacks a little scaling and punch. In adding punch, we wanted to give some solid bonuses for Divine characters in here; you can get access to some alternative Favored Weapons, and then really make them shine if you've got a lot of Divine levels. We think Warpriests and War Souls will shine in here, along with Paladins once KOTC gets revamped later this year.

Castigation's damage now works on bosses as listed
Castigation now grants its listed Melee Power
No Regret now grants its listed Melee Power
Strike Down's tooltip now correctly says it deals Light damage
Strike Down's Light damage now scales with 200% Melee Power
Confront Any Foe now adds +3[w]
Confront Any Foe's Light damage now scales with 300% Melee Power
Smite the Wicked's Light damage is now 100 against Evil creatures and 100 against Undead creatures. Evil Undead creatures take both.
Smite the Wicked's Light damage now scales with 200% Melee Power.
Smite the Wicked now destroys Undead and Evil Outsiders under 1500 HP on a Vorpal.
Stand and be Judged now has a DC of 10+Wisdom Modifier+Character Level+Stunning Bonuses (We also made it faster & more reliable to cast a few Updates ago)
Celestial Bombardment now only has 1 rank, that does what the old Rank 3 did.
Celestial Bombardment now costs 20SP.
Celestial Bombardment now takes the Enlarge, Maximize, Empower, Intensify, Embolden, and Quicken Metamagics.
Celestial Bombardment is now significantly quicker to cast.
Moved Celestial Champion one spot left, to the middle of T5, it just feels better there.
Celestial Champion's Doublestrike and Doubleshot are now Sacred-typed.
NEW: T4: The Book of War: (Multiselector): Pick one of the following to gain as a Favored Weapon: Longsword, Longbow, Morningstar, Greatsword (1 Rank, 1AP)
NEW: T6: The Book of War: Wrath of the Divine: While wielding a Favored Weapon in your Main Hand, you gain +1 to Hit and Damage for every 2 Religious Lore Feats you have with all equipped weapons and shields. (1 Rank, 1AP)
  
Back to top
 
IP Logged
 
NOTpopejubal
Epic Poster
*****
Offline


I Love Drama!

Posts: 4096
Location: Let go or get dragged.
Joined: Apr 17th, 2013
Gender: Male
Re: Significant changes to EDs and 4th Epic Past Life
Reply #12 - Jun 3rd, 2019 at 3:48pm
Print Post  
Hello! This is an early look at the Epic Destiny Pass currently slated for Update 43. (The second Sharn raid is coming before this, so there's still a bit of time before this reaches Lamannia). A few notes about this pass, before we get to details:

We had a few primary goals in the Epic Destiny pass, compounded by a very slim time-frame of 3 weeks for principal changes.
First and foremost, try to put each Destiny in a place where it's worth using for at least some builds.
Fix bugs and remove things that hinder fun or usability
You'll notice that every Epic Moment that required you to do weird things to charge it up no longer requires that.

Improve the ability for people to play in Destinies that match their Archetype (ranged characters in Shiradi, etc) without significantly hindering the current ability for people to play in Destinies that don't (casters in Shiradi, etc)


Like we said above, the timeframe was slim. We didn't hit everything we would have liked to, and there are still abilities within individual Destinies that still probably aren't worth taking. We're listening for feedback here, but our ability to act on it is similarly time-restricted; we're unlikely to further revamp whole trees or add completely new skills at this time, but we may be able to make number tweaks and fix outstanding bugs.

That said, this is the thread for Primal Sphere Destinies, so let's dive in. Be sure to check out the other Sphere threads when you're done, as well as the topic on new Epic Past Lives coming with these changes.

Fury of the Wild
This is a Pretty Good destiny in its current state, but not enough Melees found reason to stick with this one vs. Dreadnought. We'd especially like Two Handed Fighters to hang out here, so we added some spice for them. Please note that "Two Handed Fighting Style" does not include Natural Weapon Style (aka Wolves, Bears, Trees).

Cores each add an additional +2 Damage with Two-Handed Weapons (along with what they currently do)
Fury made Placid is reduced to a 2% chance on no save. Healing scales with Melee Power. Gain +10% Doublestrike and +20 PRR and MRR while in this state.
Unbridled Fury no longer requires charging. (Keeps its 5 minute cooldown).
You can now use Unbridled Fury while under Antimagic.
NEW: T1: (Multiselector with Boulder Toss): Boulder's Might: Requires being in Two-Handed Fighting style to use (i.e. no Natural Fighting). 5[w] attack, 6 second cooldown. Rank 2 and 3 add +1 and +2 Critical Multiplier on that attack. (3 Ranks, 1AP Each)
NEW: T5: Devastating Blow (+1 Critical Multiplier on 19-20 with Melee weapons) (1 Rank, 2AP)
NEW: T5: Strong Swings: +10 Melee Power. While fighting in Two Handed Fighting style, this is instead +25. (1 Rank, 2AP)


Primal Avatar
This is another Fairly Weird tree. There's things we didn't hit that I'd still like to (the complex spell that is Tsunami, in particular) but the primary thing we tried to do was to make it more accessible and less frustrating by eliminating the Spirit Charge mechanic. Before, it was very difficult to perform well in this tree if you couldn't min-max Spirit regeneration; that should no longer be a concern. Tree Form still isn't amazing, but that's unfortunately something that'll need to get addressed another time. (At the very least, you should get to use it more reliably and longer in most cases).
Spirit Charges no longer exist in this tree.
Strength of Spirit is now a Passive granting +20 Universal Spell Power. (The tree still grants +10 Melee and +4 Ranged Power per core).
Primal Travel no longer costs Spirit, and now has a 90 second cooldown.
Mighty Among Spirits no longer reduces Spirit Decay (as Spirit no longer exists), and instead grants +15 MRR (in addition to the +20 HP it currently gives).
Eternal Return no longer costs Spirit.
Walk With Spirits is no longer a toggle. On activation, you gain its effects for 30 seconds. It now has a 4 minute cooldown.
Spirit Boon (both versions) no longer requires Spirit.
Avatar of Nature no longer requires Spirit. Each of its Sizes now lasts for 6 seconds, except for the largest, which lasts for 12 and then shuts off the Form. It now has a 5 minute cooldown.
Summer Smoke, Supple as Spring, and Chill of Winter are now applied more efficiently, should cause fewer performance issues, and should no longer get stuck on players - Like Bard Auras, the effects are re-applied every few seconds and expire after some time. These now only apply to party members (sorry, this was important for performance reasons).


Shiradi Champion
This tree is alright for casters and not great for ranged characters in its current state. A lot of the Bow users are pulled over by Fury right now, so we gave it a bit of that power to make Shiradi a more viable choice for them. We don't want to take Fury away from bow-users entirely (or Shiradi away from casters), just to make Shiradi a viable choice for ranged weapon characters.
The first five cores (replacing their existing attack/damage bonuses) add +1 to hit and damage with ranged weapons.
Favorable Winds and Fey Power scale with 200% Ranged Power.
Stay Frosty's cold damage scales with 200% ranged power.
Stay Frosty now passively provides its +3/+6 Spot and Listen
Stay Good's light damage scales with 200% ranged power.
Rainbow's random damage scales with 200% ranged power.
Added clarifying language to Double Rainbow to indicate that its effects may scale with Melee, Ranged, or Spell Power depending on the origin of effects it finds.
Whirling Wrists also grants +2/4/6% Doubleshot.
Wild Shots scales with 200% Ranged Power.
Rain of Arrows no longer requires charging.
Rain of Arrows now has a 3-minute cooldown.
Rain of Arrows' damage scales with 200% Ranged Power.
Rain of Arrows now costs 1AP.
Rain of Arrows' tooltip now properly reflects its 20% of application per second (previously read 10%).
Tea With the Queen now costs 1AP.
Track also debuffs fortification by 2% per stack
Stand & Deliver now alson grants +1mult on 19-20 with Ranged weapons
In The Weeds adds +3 PRR and +3 MRR per stack.
NEW: Horizon Shot (T6): Your next shot with a Ranged or Thrown weapon has +400% damage and +16 to its Critical Threat Range. 30 second cooldown. (1 Rank, 1AP)
  
Back to top
 
IP Logged
 
NOTpopejubal
Epic Poster
*****
Offline


I Love Drama!

Posts: 4096
Location: Let go or get dragged.
Joined: Apr 17th, 2013
Gender: Male
Re: Significant changes to EDs and 4th Epic Past Life
Reply #13 - Jun 3rd, 2019 at 3:49pm
Print Post  
Hello! We've just posted about some upcoming changes to Epic Destinies; along with this, we're planning on adding 4 new sets of Past Lives (one in each Sphere). Here they are!

Notes:
The effective change is that you have a 4th choice of Epic Past Lives in each Sphere.
Like every other set of Epic Past Lives, these go up to 3 stacks (for a total of 12 new PLs).
The Passives are unlikely to change, as they match all the other Past Lives in that sphere. They're just here for the complete picture.
At this time, we're not planning on changing Epic Completionist or adding a higher-end one.
Remember that you get one toggle at a time per sphere.
Note that "Two Handed Fighting Style" does not include "Natural Weapon Fighting Style".


Arcane Sphere:
Ancient Knowledge

Arcane Past Life Stance: +3 MRR per stack of this past life.
Passive Bonus: +1% Absorption of Acid, Cold, Electric, and Fire damage per stack of this past life.


Divine Sphere:
Ancient Blessings

Divine Past Life Stance: +5 Positive, Negative, and Repair Healing Amplification per stack of this past life. (This does not allow you to benefit from Negative/Repair healing if you do not normally do so.)
Passive Bonus: +3 PRR per stack of this Past Life.


Martial Sphere:
Ancient Tactics

Active Bonus: +2 to Tactics DCs and +1 to Assassinate DCs per stack of this past life.
Passive Bonus: +2 AC per stack of this Past Life and +1 AC per ten character levels.


Primal Sphere:
Ancient Power

Primal Past Life Stance: +2 to Attack per stack of this past life. If you are fighting in Two Handed Fighting style, you also gain +2 Damage per stack of this past life.
Passive Bonus: +3 maximum HP and +4 per ten character levels.
  
Back to top
 
IP Logged
 
somenewnoob
Abbot Raider
**
Offline


I Love Drama!

Posts: 751
Joined: Mar 10th, 2016
Re: Significant changes to EDs and 4th Epic Past Life
Reply #14 - Jun 3rd, 2019 at 3:57pm
Print Post  
Ty for the copy paste! Much appreciated!

Fuck they nerfed combat brute hard. Why does Turdbine hate my fighter?
I DO like that you don't have to have PA active for lay waste and M Swing anymore. Plus hte trip DC to lay waste is nice.

I like the changes for the pew pews in Shiradi. Sure woul dhave been nice if they would have added some fire rate increases for bow users there though also.

Some of the changes to Fatesinger are good.

Little more power creep with more past lives to stack. Gotta sell those new destiny potions somehow I guess!
« Last Edit: Jun 3rd, 2019 at 4:36pm by somenewnoob »  

Grab life by the pussy.
Back to top
 
IP Logged
 
Revaulting
Completionist (i.t.p.)
******
Offline



Posts: 10143
Location: Not in my pants
Joined: Apr 3rd, 2014
Gender: Male
Re: Significant changes to EDs and 4th Epic Past Life
Reply #15 - Jun 3rd, 2019 at 5:46pm
Print Post  
NOTpopejubal wrote on Jun 3rd, 2019 at 3:48pm:
3 weeks for principal changes.

I'm just assuming this means every one of the old ED bugs will be back, those that are still in effect will still be in effect, + more new bugs.


NOTpopejubal wrote on Jun 3rd, 2019 at 3:48pm:
Fearsome Invulnerability no longer needs to be charged.
It no longer says it does an Intimidate effect, on account of that functionality never being implemented ever.

Gotta say, it's refreshing to hear them tell the truth. Surprising! In a nice way.

Which puts me on edge. I know it shouldn't make me feel suspicious. Being suspicious of positive change is dysfunctional. But ... it does. Like we were playing a shooter, and just came to a big stack of supplies, powerups, & a save point.



Overall, these sound like some random, generic company that does ho-hum average work, instead of SSG/Turbine. It's not all good, but it's also not another verse in the long litany of clueless & wtf bullshit. In other words, a massive and shocking improvement, and really hard to believe.

... Except they only put in 3 weeks. That sounds like the same old out-of-touch-with-reality company we know & love to hate.

... Except except they didn't lie about only putting in 3 weeks. So who is this, where the fuck have they hidden the real SSG, and wherever it is ... can they make sure SSG never escapes?
  

Silence is golden, but I only get silver rolls.
Back to top
 
IP Logged
 
Tspoon
Titan Demolisher
****
Offline


I Love Drama!

Posts: 396
Joined: Aug 30th, 2013
Re: Significant changes to EDs and 4th Epic Past Life
Reply #16 - Jun 3rd, 2019 at 5:47pm
Print Post  
Adding more epic past lives ensures brisk sales of the destiny pots... when this is released I wonder what percentage of the total store sales will be made up from these pots in the first month or so?
  
Back to top
 
IP Logged
 
Shinyshoes
Abbot Raider
**
Offline


I Love Drama!

Posts: 754
Joined: Mar 8th, 2019
Re: Significant changes to EDs and 4th Epic Past Life
Reply #17 - Jun 3rd, 2019 at 6:18pm
Print Post  
Didn't he say that they are not touching epic completionist?
So when the fourth destiny for each sphere drops will you really need pots to get them?
« Last Edit: Jun 3rd, 2019 at 6:18pm by Shinyshoes »  
Back to top
 
IP Logged
 
somenewnoob
Abbot Raider
**
Offline


I Love Drama!

Posts: 751
Joined: Mar 10th, 2016
Re: Significant changes to EDs and 4th Epic Past Life
Reply #18 - Jun 3rd, 2019 at 6:22pm
Print Post  
Shinyshoes wrote on Jun 3rd, 2019 at 6:18pm:
Didn't he say that they are not touching epic completionist?
So when the fourth destiny for each sphere drops will you really need pots to get them?


They did say that.

Still, stacking bonuses for each one. Another 9 mrr, 9 prr, + whatever ac, hp, etc etc.

People will grind it.

The cynic in me says they saw "data" that the heroic racial tr grind sales were slowing down and had to introduce some more tr grind.

  

Grab life by the pussy.
Back to top
 
IP Logged
 
5 Foot Step
Completionist (i.t.p.)
******
Offline


I Hate Idiots!

Posts: 11119
Location: USA
Joined: Mar 8th, 2014
Gender: Male
Re: Significant changes to EDs and 4th Epic Past Life
Reply #19 - Jun 3rd, 2019 at 6:32pm
Print Post  
It will be nice to have more viable EDs.
  

Build links
Endgame Gear Guide
Cannith Crafting Planner link

Warning: May contain outdated cultural depictions.
Back to top
 
IP Logged
 
Revaulting
Completionist (i.t.p.)
******
Offline



Posts: 10143
Location: Not in my pants
Joined: Apr 3rd, 2014
Gender: Male
Re: Significant changes to EDs and 4th Epic Past Life
Reply #20 - Jun 3rd, 2019 at 6:36pm
Print Post  
Tspoon wrote on Jun 3rd, 2019 at 5:47pm:
Adding more epic past lives ensures brisk sales of the destiny pots... when this is released I wonder what percentage of the total store sales will be made up from these pots in the first month or so?

I have no resentment for a marketing strategy that involves adding actual value for the money they hope to gain. Now, are new ED PLs really actual value? Kinda yeah. Not like superawesomefuckyeah, no. But kinda yeah.

1. No, power creep is not the best thing.
2. Selling ways to skip playing was never the most well-thought-out strategy.
3. Adding more grind to the already insane amount of grind probably feels like a thumbs-up to them, because it makes #2 seem like it makes sense. It is in fact, just ratcheting up the grind to be a little bit more intensely insane.

The introduction of these new ED PLs is not where those stupid ideas originated. The stupid ideas do tarnish the value, no doubt. Just saying, they also introduce more options, for slightly more customization (once the not-so-customizable, opposite-of-fun slog is over).

You get some genuine shine on these turds when you put in the time to polish them, is what I'm saying. It's not just more of the same old shit. This shit, you can see your reflection in. Wink
  

Silence is golden, but I only get silver rolls.
Back to top
 
IP Logged
 
Carpone
Puppy Farmer
****
Offline


I Love Drama!

Posts: 1695
Joined: Jul 2nd, 2011
Gender: Male
Re: Significant changes to EDs and 4th Epic Past Life
Reply #21 - Jun 3rd, 2019 at 9:15pm
Print Post  
5 Foot Step wrote on Jun 3rd, 2019 at 6:32pm:
It will be nice to have more viable EDs.

Magister, Draconic and Shiradi are it aside from the tanking changes in US.

No new options for melee.  Primal Avatar is still terribly wierd and underwhelming compared to LD.  Shadowdancer is still meh -- no Assassinate DC increases.  GMOF has stuff most builds will twist, but I don't see people hanging out in it.  If you're playing THF and think the Fury changes are good enough, keep wearing those blinders.  Fatesinger remains the red headed stepchild of EDs.
  
Back to top
 
IP Logged
 
Carpone
Puppy Farmer
****
Offline


I Love Drama!

Posts: 1695
Joined: Jul 2nd, 2011
Gender: Male
Re: Significant changes to EDs and 4th Epic Past Life
Reply #22 - Jun 3rd, 2019 at 9:18pm
Print Post  
Shinyshoes wrote on Jun 3rd, 2019 at 6:18pm:
Didn't he say that they are not touching epic completionist?
So when the fourth destiny for each sphere drops will you really need pots to get them?

There are no new epic destinies.  There is no "forth destiny" per sphere.
  
Back to top
 
IP Logged
 
Cripey
Shroud Slacker
***
Offline


Fuck you, thats my name.

Posts: 1007
Joined: Jul 21st, 2010
Gender: Male
Re: Significant changes to EDs and 4th Epic Past Life
Reply #23 - Jun 3rd, 2019 at 9:39pm
Print Post  
Carpone wrote on Jun 3rd, 2019 at 9:15pm:
Magister, Draconic and Shiradi are it aside from the tanking changes in US.

No new options for melee.  Primal Avatar is still terribly wierd and underwhelming compared to LD.  Shadowdancer is still meh -- no Assassinate DC increases.  GMOF has stuff most builds will twist, but I don't see people hanging out in it.  If you're playing THF and think the Fury changes are good enough, keep wearing those blinders.  Fatesinger remains the red headed stepchild of EDs.


I disagree, I think fate singer got boosted a quite a bit.

Gmof will be good for twists I agree, however I think good for monks  especially the removal of monk stance requirements and some active abilities that were crap and didnt scale. That being said I dont like monks atm so am meh about it.


« Last Edit: Jun 3rd, 2019 at 9:40pm by Cripey »  

Grands Superhero IRL

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.
Back to top
 
IP Logged
 
acidpickachu
Waterworks Kobold
**
Offline


drugs not hugs

Posts: 152
Joined: Feb 17th, 2018
Re: Significant changes to EDs and 4th Epic Past Life
Reply #24 - Jun 4th, 2019 at 1:20am
Print Post  
Carpone wrote on Jun 3rd, 2019 at 9:15pm:
Shadowdancer is still meh -- no Assassinate DC increases. 


The issue with SD, and Assassinate in general is that you have to delete your DPS to get anything above 100+ DC. If you're going for 120+ DC for sharn you're going to be basically worthless on bossfights. They could have added +10 Assassinate DC into SD. I'd probably still not switch over. Let the DC casters with their +130 DCs (or whatever the current max +7 is) IK everything.
  
Back to top
 
IP Logged
 
Page Index Toggle Pages: [1] 2 3 4
Send TopicPrint