Dungeons & Dragons Online - сервер Argonnessen

Гильдия Doomdancers

Гильдия Doomdancers

Объявление



Argonnessen
так же в магазине игры дополнения по 99 тп!!!

Discord (можно и из браузера, рекомендуется сделать аккаунт).
АХК

Информация о пользователе

Привет, Гость! Войдите или зарегистрируйтесь.


Вы здесь » Гильдия Doomdancers » Флудильня » U48


U48

Сообщений 1 страница 11 из 11

1

https://www.ddo.com/forums/showthread.p … Named-Loot

https://www.ddo.com/forums/showthread.p … 1-Augments

0

2

U48 Preview 2: Augment Revamp

    This whole post is new to preview 2

    Disclaimer
    Everything seen on the preview server, Lamannia, is not final and is subject to change or removal before live release.

    Overview
    Expected with the Release of Update 48 is a revamp to Augments. This, in large part, fundamentally changes the underlying structure of how augments and augment slots function. The post below describes how these changes will appear to players. The posts below this one list the various new Augments that are expected to be included in the release of Update 48.

    Augments You Already Have
    Any Augment that is not slotted into an item when you log in after the update will be updated to both work with the new augment system and reflect the power level of Cannith Crafted effects at the minimum level of that augment immediately upon first logging in with no other action required on your part.

    Any item that have an empty augment slot when you log in after the update will be updated to work with the new augment system immediately upon first logging in with no other action required on your part.

    Any item that has an Augment slotted into an augment slot when you log in after the update will work exactly as it had before the update unless you choose to intervene and unslot that augment using a "Legacy Augment Unslotter". Legacy Augment Unslotters are a new item that is sold at House Cannith crafting halls (NOTE: For this preview Legacy Augment Unslotters can be found on the platinum Auction House) which allows you to remove augments from legacy style augment slots and, in the process, convert the legacy style augment slot and the augment to work in the new augment system. To use a Legacy Augment Unslotter do the following:

        Double Click on the Legacy Augment Unslotter
        Drag the item that you wish to unslot a legacy augment from
        Select which Legacy Augment you would like to unslot
        Click "Unslot Augment"
        Log Out
        Log Back in

    New Augment System
    Slotting Augments is no longer done by double clicking on the augment and dragging into the crafting UI the item that you would like to slot the augment into. Instead you now drag the item that you would like to slot an augment into (that has an empty augment slot) into the Augment Slotting panel located in the right of the Inventory menu (Currently named Modify Legendary Greensteel Items). From there, each augment slot available on the item will be displayed. Empty slots can be filled by dragging the correct color of augment into the slot. Filled slots can be emptied by dragging a Jeweler's Toolkit over a slotted augment.

    Updated Basic Augments
    All normal augments that grant basic statistics (such as Dexterity, Spell Power, etc.) now provide a bonus that is equal to a Cannith Crafted effect of the same minimum level of the augment. This means for example, that minimum level 16 Diamonds of Wisdom now grant 8 Wisdom (matching level 16 Cannith Crafted gear) instead of the 5 Wisdom they used to.

    New Basic Augments
    There are a number of new Basic Augment types that cover stats previously not granted by augments. You can see the list in the post below.

    New Named Augments
    There are new named augments that can be gained from different sources. In the posts below are lists of the new named augments expected in U48 and where to find them. Some can be found specifically in Fables of the Feywild content and others can be crafted using a combination of Threads of Fate, an Empty Soul Vessel (which can be found in Fables of the Feywild content), and various different Raid items. The list of these augments are in the posts below.

    Known Issues

        Augments do not currently enforce their minimum level on the item they are slotted into.
        Augments slots are displayed twice on an items tooltip
        The Augment Slotting panel button in the Inventory Menu is still called "Modify Legendary Greensteel Items"
        Legacy Augment Unslotter tooltip text is entirely inaccurate. It is currently the same tooltip text as Jeweler's Tool Kits have historically had which does not describe how to use them.
        Jeweler's Tool Kits tooltip description has not yet been updated to describe how to use them
--------
New Basic Augments

    This whole post is new to preview 2

    New Regular Augments
    Each of the following is a new non-named augment that will start being found in the same places that other non-named augments are found.

    Sapphire of Stunning

        Minimum Level:1/4/8/12/16/20/24/28
        Binding: Unbound
        Color: Blue
        Effect: Stunning +2/+4/+6/+7/+9/+11/+12/+14

    Sapphire of Vertigo

        Minimum Level: 1/4/8/12/16/20/24/28
        Binding: Unbound
        Color: Blue
        Effect: Vertigo +2/+4/+6/+7/+9/+11/+12/+14

    Sapphire of Shatter

        Minimum Level: 1/4/8/12/16/20/24/28
        Binding: Unbound
        Color: Blue
        Effect: Shatter +2/+4/+6/+7/+9/+11/+12/+14

    Sapphire of of Accuracy

        Minimum Level: 1/4/8/12/16/20/24/28
        Binding: Unbound
        Color: Blue
        Effect: Accuracy +2/+5/+8/+10/+12/+15/+17/+20

    Sapphire of Dodge

        Minimum Level: 1/4/8/12/16/20/24/28
        Binding: Unbound
        Color: Blue
        Effect: Dodge +1%/+3%/+5%/+6%/+8%/+9%/+11%/+12%

    Topaz of Damage

        Minimum Level: 1/4/8/12/16/20/24/28
        Binding: Unbound
        Color: Yellow
        Effect: Deadly +1/+3/+4/+5/+6/+8/+9/+10

    Topaz of Spell Penetration

        Minimum Level: 1/4/12/20/24
        Binding: Unbound
        Color: Yellow
        Effect: Spell Penetration +1/+2/+3/+4/+5
--------
New Named Augments

Named Augments
Each of the following is a new named augment that will drop in Fables of Feywild content. The higher minimum level augments will only drop in Epic Fables of Feywild content while the lower level augments will only drop in Heroic Fables of Feywild content.

Emerald of Bitter Wounds

    Minimum Level: 30
    Binding: Bound to Account
    Color: Green
    Effect Granted: Boon of Undeath: Every time a character wearing a Boon of Undeath item is struck in combat, an Inflict Light Wounds spell will be cast on the character.

Dismagicka

    Minimum Level: 30
    Binding: Bound to Account
    Color: Orange
    Effect Granted: Shattermantle: When a Shattermantle weapon strikes a foe that has spell resistance, the value of that spell resistance is reduced by 3 for 9 seconds.

Ruby of Fey Bane

    Minimum Level: 6
    Binding: Bound to Account
    Color: Red
    Effect Granted: Fey Bane 2d8

Ruby of Disintegration

    Minimum Level: 28
    Binding: Bound to Account
    Color: Red
    Effect Granted: Disintegration: This Weapon has a dark, insidious power deep within. Occasionally, this power lashes out violently at enemies and attempts to disintegrate them.

Sapphire of Heroism

    Minimum Level: 6
    Binding: Bound to Account
    Color: Blue
    Effect Granted: Heroism: +2 Morale Bonus to Attack Rolls, Saving Throws, and Skill Checks.

Sapphire of Greater Heroism

    Minimum Level: 28
    Binding: Bound to Account
    Color: Blue
    Effect Granted: Heroism: +4 Morale Bonus to Attack Rolls, Saving Throws, and Skill Checks.

Topaz of Quick Movements

    Minimum Level: 6
    Binding: Bound to Account
    Color: Yellow
    Effect Granted: Quick Draw Feat: You can draw and fire throwing weapons more rapidly. In addition, you re-draw your weapons much faster after casting Spells and Spell-Like Abilities, eliminating the delay between casting and attacking.

Topaz of Augmented Summoning

    Minimum Level: 28
    Binding: Bound to Account
    Color: Yellow
    Effect Granted: Augment Summoning Feat: Your summoned creatures, charmed minions, and hirelings have +4 to all ability scores, increased health, and increased fortification.

Lifetaker

    Minimum Level: 28
    Binding: Bound to Account
    Color: Orange
    Effect Granted: Slay Living: This weapon stores a dark and sinister power deep within. When the weapon is used, this power occasionally comes to the surface, attempting to instantly snuff out the life force of the enemy.

Scourge of the Outsiders

    Minimum Level: 28
    Binding: Bound to Account
    Color: Purple
    Effect Granted: Banishing: Deal 4 to 24 Bane damage to Outsiders on hit. On Vorpal Hit: If an outsider struck by this weapon has fewer than 1000 Hit Points, it is instantly slain. If Outsider has above 1000 hit points, it takes 100 damage.

Storm's Bulwark

    Minimum Level: 28
    Binding: Bound to Account
    Color: Green
    Effect Granted: Whirlwind Ward: Provides a ward against the Knockdowns and Slows of an Air Elemental.
--------
Soulforged Augments

Each of the following can be Soulforge crafted with a combination of Threads of Fate, an Empty Soul Vessel (Ingredient found in Feywild Content), and a specific named item. The augment, when placed in an item will grant that item one of the effects from the named item that the augment was made from.

Essence of the Cloak of Strahd

    Ingredients Required to Craft: 50 Threads of Fate, 1 Empty Soul Vessel, 1 Cloak of Strahd
    Minimum Level: 30
    Binding: Bound to Account
    Color: Yellow
    Effect Granted: Invisibility Guard: This item has a 10% chance of granting you temporary invisibility when you are hit by foes. The invisibility will not be removed when you attack or take damage, but it will wear off after 10 seconds.

Essence of Nullscale Armor

    Ingredients Required to Craft: 50 Threads of Fate, 1 Empty Soul Vessel, 1 Nullscale Armor
    Minimum Level: 30
    Binding: Bound to Account
    Color: Yellow
    Effect Granted: Nullmagic Guard: On being hit with a spell: There is a small chance that you explode in arcane energies. Foes hit are subject to a silencing effect, preventing their spellcasts and dampening their magical protections for 10 seconds

Epic Litany of the Dead

    Ingredients Required to Craft: 50 Threads of Fate, 1 Empty Soul Vessel, 1 Epic Litany of the Dead
    Minimum Level: 30
    Binding: Bound to Account
    Color: Colorless
    Effect Granted: Litany of the Dead II - Ability Bonus: The Litany of the Dead enhances the physical and mental abilities of its owner. Grants a +2 Profane bonus to all Abilities.

Essence of Constellation, Broken and Reforged

    Ingredients Required to Craft: 50 Threads of Fate, 1 Empty Soul Vessel, 1 The Broken Blade of Constellation, 1 The Shattered Hilt of Constellation, 1 Constellation Cursed Blade
    Minimum Level: 30
    Binding: Bound to Account
    Color: Orange
    Effect Granted: Improved Destruction: On Hit: Your target gains a stack of Armor Destruction. (-1 penalty to Armor Class, -1% of its Fortification. 20 second duration. Stacks up to 15 times.) This effect may trigger once every second.

The Masque

    Ingredients Required to Craft: 50 Threads of Fate, 1 Empty Soul Vessel, 1 The Masque
    Minimum Level: 30
    Binding: Bound to Account
    Color: Blue
    Effect Granted: Soundproof: Protects against stunning, dazing and disorientation from sound-based spells such as Soundburst and Greater Shout.

Essence of the Cobalt Guard

    Ingredients Required to Craft: 50 Threads of Fate, 1 Empty Soul Vessel, 1 Cobalt Guard
    Minimum Level: 30
    Binding: Bound to Account
    Color: Purple
    Effect Granted: Improved Quelling Strikes: On Vorpal Melee: applies Quell to target enemies for six seconds, rendering them unable to cast divine spells. 50% chance of preventing the from casting all spells for three seconds (12 second cooldown).

Essence of the Cracked Core

    Ingredients Required to Craft: 50 Threads of Fate, 1 Empty Soul Vessel, 1 Cracked Core
    Minimum Level: 30
    Binding: Bound to Account
    Color: Yellow
    Effect Granted: Alchemical Conservation:This item modifies the user's energy expenditure in such a way that many abilities can be used more frequently than normal. You will gain +1 ki on every successful attack (Enhanced Ki). You will gain an additional use, per rest, of: Action boost, Turn Undead, & Bard song. These additional uses will only take effect after your rest.

Essence of Dark Diversion

    Ingredients Required to Craft: 50 Threads of Fate, 1 Empty Soul Vessel, 1 Dark Diversion
    Minimum Level: 30
    Binding: Bound to Account
    Color: Yellow
    Effect Granted: Occultation: Decreases all threat generated by 20%.

Essence of the Spear of the Mournlands

    Ingredients Required to Craft: 50 Threads of Fate, 1 Empty Soul Vessel, 1 Legendary Lord of Blades
    Minimum Level: 30
    Binding: Bound to Account
    Color: Orange
    Effect Granted: Touch of the Mournlands: This item, once wielded by the Lord of Blades himself, taints each wound with the power of the Mournlands. Prolonged exposure will make the target more and more difficult to heal and repair, cutting their Healing and Repair Amplification, and also interferes with their ability to use magic by occasionally Quelling enemies on a Vorpal strike

Essence of the Champion of the Twins

    Ingredients Required to Craft: 50 Threads of Fate, 1 Empty Soul Vessel, 1 Champion of the Twins
    Minimum Level: 30
    Binding: Bound to Account
    Color: Blue
    Effect Granted: Healer's Bounty: This item has a small percentage chance to cast a heal spell on you when you take damage.

Essence of Ultimatum

    Ingredients Required to Craft: 50 Threads of Fate, 1 Empty Soul Vessel, 1 Ultamatum
    Minimum Level: 30
    Binding: Bound to Account
    Color: Green
    Effect Granted: Petrification Immunity

Essence of the Dethek Runestone

    Ingredients Required to Craft: 50 Threads of Fate, 1 Empty Soul Vessel, 1 Dethek Runestone
    Minimum Level: 30
    Binding: Bound to Account
    Color: Green
    Effect Granted: Runic Revitalization: On Positive Energy Spell Cast: You have a 10% chance to gain 100 Temporary Hit Points and 50 Temporary Spell Points for 60 seconds. This effect can trigger once per 120 seconds.
--------
Set Bonus Augments

    Colorless "Set Bonus" Augments
    Each of the following is a Colorless augment. Slotting one of these augments into an item that already has a set bonus will cause that set bonus to be suppressed and replaced (so long as this augment remains slotted in that item) with the set bonus listed on the augment. (Note: These can be slotted into items that don't have set bonuses as well)

    Perfect Silence

        Ingredients Required to Craft: 50 Threads of Fate, 1 Empty Soul Vessel, 1 Vestments of Ravenloft
        Minimum Level: 30
        Binding: Bound to Account
        3-Piece Set Bonus: +3 Artifact Bonus to Sneak Attack Dice

    Arcane Barrier

        Ingredients Required to Craft: 50 Threads of Fate, 1 Empty Soul Vessel, 1 Mantle of Escher
        Minimum Level: 30
        Binding: Bound to Account
        3-Piece Set Bonus: +20 Magical Resistance Rating Cap

    Paragon Guard

        Ingredients Required to Craft: 50 Threads of Fate, 1 Empty Soul Vessel, 1 Platemail of Strahd
        Minimum Level: 30
        Binding: Bound to Account
        3-Piece Set Bonus: +10% Artifact Bonus to Armor Class

    Dusk Raider

        Ingredients Required to Craft: 50 Threads of Fate, 1 Empty Soul Vessel, 1 Coat of Van Richten
        Minimum Level: 30
        Binding: Bound to Account
        3-Piece Set Bonus: +20 Artifact Bonus to Melee and Ranged Power

    Piercing Mind

        Ingredients Required to Craft: 50 Threads of Fate, 1 Empty Soul Vessel, 1 Staggershockers
        Minimum Level: 30
        Binding: Bound to Account
        3-Piece Set Bonus: +4 Artifact bonus to Intelligence

    Touch of Power

        Ingredients Required to Craft: 50 Threads of Fate, 1 Empty Soul Vessel, 1 Attunement's Gaze
        Minimum Level: 30
        Binding: Bound to Account
        3-Piece Set Bonus: +50 Artifact bonus to Universal Spell Power

    Alluring Elocution

        Ingredients Required to Craft: 50 Threads of Fate, 1 Empty Soul Vessel, Tattered Scrolls of the Broken One
        Minimum Level: 30
        Binding: Bound to Account
        3-Piece Set Bonus: +4 Artifact Bonus to Charisma

    Arcane Guardian

        Ingredients Required to Craft: 50 Threads of Fate, 1 Empty Soul Vessel, 1 Citadel's Gaze
        Minimum Level: 30
        Binding: Bound to Account
        3-Piece Set Bonus: +25 Artifact bonus to MRR

    Visions of the Future

        Ingredients Required to Craft: 50 Threads of Fate, 1 Empty Soul Vessel, 1 Crystalline Gauntlets
        Minimum Level: 30
        Binding: Bound to Account
        3-Piece Set Bonus: +4 Artifact bonus to Wisdom

    Cruel Cut

        Ingredients Required to Craft: 50 Threads of Fate, 1 Empty Soul Vessel, 1 The Family's Blessing
        Minimum Level: 30
        Binding: Bound to Account
        3-Piece Set Bonus: +15% Artifact bonus to damage vs the Helpless

    Truthful Blow

        Ingredients Required to Craft: 50 Threads of Fate, 1 Empty Soul Vessel, 1 Helm of the Final Watcher
        Minimum Level: 30
        Binding: Bound to Account
        3-Piece Set Bonus: +25% Artifact bonus to Fortification Bypass

    Tough Shields

        Ingredients Required to Craft: 50 Threads of Fate, 1 Empty Soul Vessel, 1 Dumathoin's Bracers
        Minimum Level: 30
        Binding: Bound to Account
        3-Piece Set Bonus: +25 Artifact bonus to Physical Resistance Rating

    Esoterica

        Ingredients Required to Craft: 50 Threads of Fate, 1 Empty Soul Vessel, 1 Cloak of the Mountain
        Minimum Level: 30
        Binding: Bound to Account
        3-Piece Set Bonus: +4 Artifact Bonus to all Spell DCs

    Quickblade

        Ingredients Required to Craft: 50 Threads of Fate, 1 Empty Soul Vessel, 1 Guided Sight
        Minimum Level: 30
        Binding: Bound to Account
        3-Piece Set Bonus: +15% Artifact bonus to Doublestrike and Doubleshot

    Brutal Blows

        Ingredients Required to Craft: 50 Threads of Fate, 1 Empty Soul Vessel, 1 Mail of the Mronanon
        Minimum Level: 30
        Binding: Bound to Account
        3-Piece Set Bonus: +4 Artifact bonus to Strength

    Cunning Impact

        Ingredients Required to Craft: 50 Threads of Fate, 1 Empty Soul Vessel, 1 Strange Tidings
        Minimum Level: 30
        Binding: Bound to Account
        3-Piece Set Bonus: +4 Artifact bonus to Dexterity

    Wild Fortitude

        Ingredients Required to Craft: 50 Threads of Fate, 1 Empty Soul Vessel, 1 Quori-Infused Core
        Minimum Level: 30
        Binding: Bound to Account
        3-Piece Set Bonus: +4 Artifact bonus to Constitution

0

3

Инсайтфул стат аугменты в новых слотах дают +5 инсайт стата.
Мы с Рестом тестили дексу и консту, они поменялись местами (баг) - +2 insight con дает 5 инсайт дексы, +2 insight dex дает +5 инсайт консты.
Что с другими статами, пока неясно.

Отредактировано magaiti (08.11.2020 17:16:21)

0

4

Unarmed Strike is now .5W and 3% offhand strike per stack, for a max of +2.5W and 15% offhand strike chance. This is to counteract these bonuses being removed from the Shintao tree and to reduce the effectiveness of monk splashes. So yes, those of you who've joked about giving the Ws back to monk - here they are. The Offhand Strike Chance applies while centered regardless of weapons, which will greatly equalize tempest vs ninja spy's ability to use TWF.
Stance Upgrades now also replace the base attacks with higher versions as you level - so you'll only ever have the one elemental attack per stance.
Void Strike is no longer T5 Henshin, is now granted at Monk 7 and does significantly less Force damage.
All Elemental Strikes (including void, light, and dark) are now melee/ranged compatible and both will trigger the Combo system
Whirlwind Attack is now basically another copy of Cleave in all ways except for its prerequisites and its animation (but remove the doublehit with wraps). Req Dex 13 (and no other feats, so yes it's now MUCH easier to obtain), puts all Cleaves on cooldown. Req handwraps or quarterstaff equipped to activate. (this is also meant to help TA)
New Feat: Greater Whirlwind Attack: Greater Cleave in all ways except for its prerequisites and animations (but remove the doublehit with wraps). Req WWA and BaB of 4, puts greater cleaves on cooldown. Req handwraps or quarterstaff equipped to activate. (this is also meant to help TA)
New Feat: Trance - Req Monk level 3, can take up to 3 times. Grants +1 ki on hit while centered, and +3 concentration. This is boring but in case we get the Ki math wrong, we can leverage this feat for a quick way to adjust without diving back into code. If ki's too difficult to obtain, we can grant this for free, etc.
This also brings us to a few changes with Ki and Ki Generation:
fDrastically reduce Ki on hit - offhand strikes and doublestrikes do not add to ki, and a Strikethrough will only count for Ki for the first enemy struck. This is meant to be a huge equalizer across the disparate Monk archetypes. We want there to be almost no variation on Ki generation between the combat styles.
Ki generation on crit from Fire now has an internal cooldown (see above)
Ki can now be generated at range
-

The main goal here is to standardize ki generation so we can get a far better handle on the rate at which it's spent and gained. Right now there's a huge gulf in Ki generation from Melee to Ranged (ranged relies almost exclusively on passive Ki generation - not ideal!!) and there's even a huge spread within Melee archetypes. We want this to be as close to each other as possible so that all of the archetypes can equally engage with the combo system.

Speaking of the combo system...

Adjust internal functionality to prevent unintentional dropping of combos by doing normal gameplay actions (such as drinking a potion or climbing a ladder)
Builders no longer interrupt the attack chain, and set each other on a short global cooldown.
Reduce overall cooldown on all builders drastically (standardize them at 3s or so), adjust damage downwards if necessary to compensate. All builders cost 5 ki.
All Finishing Moves now have Ranged counterparts
Finishing Moves are now two-step rather than three-step - so Builder Builder Finisher instead of Builder Builder Builder Finisher
All finishing moves are free when invoked within the combo. If invoked otherwise, they cost 30 ki. Each finishing move has its own cooldown, and will set all other finishing moves on a short Global Cooldown of 5 seconds.
fffffffffffffffffHere are the Builders themselves. These are ripped mostly from Henshin's alternate builder list, and unlike current builders are meant to scale way way way into lategame. These are your bread and butter attacks in a chain - ideally all of monk's punchiness begins here.

So, this means that if you're trying to get some healz in with Light Light Light, before you'd need to go Light, wait 3 seconds, Light, wait 3 seconds, Light, finishing move button. Now it's Light, 3 seconds, Light, Finishing move. This is pretty much a 40-50% reduction in time spent in certain combos.

So, here's the Combos themselves. These are the Elemental combos, monks have access to these from Level 1 onwards.

These are the Light combos. You'll need to pick the Light philosophy for access to these. These are buffs and focus on healing and assisting your allies.
Currently the victim of poor numerical scaling and unattractive, niche abilities, this tree is the path of least resistance if you're looking to punch things. It offers precious little for splashing, and until the t5 or 18/20th cores, offers relatively little in terms of actual improvement to punching as as well.

This revamp focuses on making the tree far more streamlined and accessible, and the new 20th core will likely drastically change how pure Monks play from 20 to cap...

0

5

Cores:

Core 1: Bastion of Purity: For each Core ability you take in this tree, you gain +10 Positive Healing Amplification and +10 Positive Spellpower
Core 3: Empty Hand Training I: +1 Armor Class and +1 to all Saving Throws. Multiselector: Choose a Material Type from among Adamantine, Byeshk, Cold Iron, Crystal, and Silver. Your Unarmed Strikes (aka attacks while holding Handwraps) are now considered to bypass the chosen material. (Yes, this means that I'm removing Ki Strike: Adamantine, the often-forgotten level 16 monk feat, from the game.)
Core 6: Empty Hand Training II: +1 Armor Class and +1 to all Saving Throws. Choose another material from the above list. You cannot choose a material already chosen.
Core 12: Empty Hand Training III: +1 Armor Class and +1 to all Saving Throws. Choose a third material from the list above. You cannot choose a material already chosen.
Core 18: Touch the Void Dragon: +1 Armor Class and +1 to all Saving Throws. +5 Melee Power. Your Monk Stances now add an additional 1 to their Primary Stat (for example, Dex for Wind Stance) and have 1 less stat Penalty.
Core 20: To Seek Perfection: +1 Armor Class and +1 to all Saving Throws. +15 Melee Power. +4 Wisdom. Your Elemental Stances now linger when you drop them, applying a 20 second temporary buff version of the stance you have just left. This can only trigger 1/min.
Tier 1:

Deft Strikes I: +1 to hit and +1 damage while centered
Conditioning: +5/10/15 Hitpoints and +1/2/3 Fortitude Saves
Ki Shout: (somehow fix this ability, otherwise no change)
Animal Forms: (moved from Henshin, otherwise no change)
Exemplar: +1/2/3 Heal, Concentration, and Intimidate. Rank 3: +1 Reflex Saving Throws

Tier 2:

Deft Strikes II: +1 to hit and +1 to damage while centered
Touch of the Abyss: You take 5% less Force and Negative damage. This will reduce the amount that you are healed by Negative Energy if you are able to do so.
Paper Skin: +1/2/3 AC and +1/2/3% Dodge
Sturdy Mind: You are immune to Fear.
Action Boost: Doublestrike

Tier 3:

Deft Strikes III: +1 to hit and +1 to damage while centered
(this space intentionally left blank)
Iron Skin: (req Paper Skin) (otherwise no changes)
Grace of the Light: Your Light Light finisher now applies a Remove Curse and Remove Disease effect (ordered such that you'd be able to clear Mummy rot in 1 shot)
+1 Strength, Dexterity, or Wisdom
Tier 4:
Deft Strikes VI: +1 to hit and +1 to damage while centered
(this space intentionally left blank)
Elemental Ki: You gain bonuses based on your stance:
Fire Stance: +2 bonus to the DCs of your Tactical Feats
Ocean Stance: +1 Passive Ki Regen
Wind Stance: +3% doublestrike and doubleshot
Earth Stance: You take 15% less damage while helpless
Embodiment of the Light: (req Grace of the Light) Your Light Light finisher now applies a Remove Blindness and Restoration effect
+1 Strength, Dexterity, or Wisdom

Tier 5:

Deft Strikes V: +3 to hit and +3 to damage while centered, +10 Melee Power
Dismissing Strike: Unlock the Light Void finishing move, Dismissing Strike.
Greater Elemental Ki: (req Elemental Ki) You gain bonuses based on your stance:
Fire Stance: You deal +1W Damage with Handwraps
Ocean Stance: +5% Max Dodge
Wind Stance: +5% stacking Attack Speed
Earth Stance: +20 PRR
Rise of the Phoenix: (no change)
Empty Hand Mastery: +1 Competence bonus to Critical Threat Range and Multiplier when using Handwraps
This revamp twists the "poison" aspect of the tree into a "shadow" aspect - so you'll be doing Evil damage instead of Poison. It also provides movement incentives and a far more enticing lineup for shuriken throwers or longbow users. Most importantly (in my opinion), it also offers a numerical standardization between a kama, a dagger, and a shortsword. Ideally both are interchangeable and equally as enticing, and it will be up to you to decide which you'd like to use more.
Cores:

Core 1: Ninja Training I: While you are centered, you can use your Dexterity modifier to hit. You are proficient with Short Swords and treat them as Ki weapons. If another ability allows you to remain centered while wielding other types of melee weapon, then those weapons will also get the benefit of Ninja Training.
Core 3: Ninja Training II: While you are centered, you can use your Dexterity modifier for damage. If another ability allows you to remain centered while wielding other types of melee weapon (including unarmed/handwraps), then those weapons will also get the benefit of Advanced Ninja Training.
Core 6: Ninja Training III: +1 Sneak Attack Dice. While you are centered, you gain a chance based on your Dexterity score to throw an extra shuriken per attack.
Core 12: Shadowed Steps: While you are centered, +1 Competence bonus to Crit Multiplier. Whenever you use Abundant Step or Spring Attack, you also throw a circle of Shadow Poison Darts around where you land that apply Shadow Poison.
Core 18: Enhanced Poison: +2 Sneak Attack Dice. Your Ninja Poison and Poison Exploit is now 1d8 instead of 1d4.
Core 20: Master Shadowsmith: +4 Dexterity. +3 Sneak Attack Dice. While centered, you have an additional +1 Insight bonus to your Crit Multiplier.
Core 1: Riddle of Flame: Each Core ability you take in this tree, including this one, grants you +3 Physical Resistance Rating, +3 Fire Resistance, and +3 Spell Resistance.
Core 3: Cauldron of Flame: TOGGLE: Activate this toggle to conjure a large Cauldron of Flame at your feet, following your location. This costs a small amount of Ki to activate, but over time will cost an increasingly high amount of Ki to maintain. If your Ki drops below your Passive Ki Threshold, it will be automatically dismissed a few seconds later. Enemies within the Cauldron take Fire and Force damage periodically, scaling from your Fire and Force spell power. Also, passively, Quarterstaves you wield are considered Spellcasting Implements.
Core 6: Ki Burst: Trip, Improved Trip, Whirlwind Attack, and Greater Whirlwind Attack now cause a burst of Ki to explode outwards from you, dealing Fire and Force damage that scales with Fire and Force Spellpower. If either of the Trips succeed, this restores 10 Ki.
Core 12: Flame Eater: Active: Explode your Cauldron for a huge amount of Fire and Force damage that applies a stacking PRR and AC buff and restores Ki for each enemy it strikes. Passively, you treat Quarterstaves as if they were Large Shields, gaining a shield bonus to AC and prr/mrr as if they were a Large Shield of the same level. Unlike an actual large shield, this does not prevent evading or decenter you, and does not carry the normal large shield ASF and skill check penalty. This will allow you to benefit from Stances that require you to be wielding a Shield, such as Stalwart and Sacred Defender.
Core 18: Staff Specialization: +1 Competence bonus to Critical Threat Range and Critical Multiplier with Quarterstaves. +15% Attack Speed with Quarterstaves.
Core 20: Serenity: +2 Wisdom, +2 Constitution. +10 Concentration and +1 Passive Ki generation. While standing in your Cauldron of Flame, the passive portions of the first core ability of this tree are doubled (so the totals would go to +18 PRR, Fire Resist, Spell Resist outside of your cauldron, and +36 PRR, Fire Resist, Spell Resist within your Cauldron).

0

6

(удалить пост. начитался фигни с форума)

Отредактировано magaiti (25.11.2020 07:06:13)

0

7

https://www.ddo.com/forums/showthread.p … ain-Thread
Новый рейд с рейд-лутом, нерф файр сорков, алхимиков, ту хендед файтинга. Буст свф, 2вф, щитовиков

Meteor Swarm's cooldown has been raised to 6 seconds for Sorcerers, 9 seconds for Wizards.
Multivial's cooldown has been raised to 9 seconds.
Multivial's damage dice has changed to 1d4+3 (Element) per caster level per projectile.
Master of Spellvials no longer applies to Multivial.
Multivial spells now cost 40 SP for both the core spell and the Bombardier SLA versions.
Meteor Swarm's Max Caster Level has been reduced from 30 to 20 to match Iceberg, Thunderstroke, Acid Well, and Multivial.

Enhanced Spellpower from all sources is now typed as Equipment spellpower.

The Two Handed Fighting, Improved Two Handed Fighting, and Greater Two Handed Fighting feats now increase your ability score modifier to damage by 25%.

0

8

Сорков неслабо так втоптали, по алхимику ничего не понимаю, потому что ими не играл, но как раз собирался.

0

9

Enhanced Spellpower from all sources is now typed as Equipment spellpower.
Неплохо так минус 202 спелпавера

0

10

неужто они заметили, что твф не очень на фоне охуенного тхф

0

11

DireMax написал(а):

неужто они заметили, что твф не очень на фоне охуенного тхф

блин ТХФ неплохо так обронили, причем больше урона стырили с героиков где ГТХФ раньше давал 3.0 мод, а теперь 2.25 мод пока до 26-го лвла не возьмешь ПТХФ чтобы получить 2.5.

больше всего бесит нерф КАФа, за что!? Самый офигенный мили скилл похоронили.

кстати, ТВФ самый мощный по сингл таргет урону, если слепить билд 15 паладин/ 5 темпест с Иконик шифтером и Wicked Blade mainhand/ Soulrazor offhand.

Но это ой-ой-ой как дорого. Сначала надо убрать барб  лвлы, заменить нейтральным рейнджером, потом поменять alignment to Lawful good и только потом уже вставить паладин лвлы.

0


Вы здесь » Гильдия Doomdancers » Флудильня » U48