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Вы здесь » Гильдия Doomdancers » Флудильня » Update 14: Menace of the Underdark


Update 14: Menace of the Underdark

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Legendary Dreadnought
18 levels of Monk
Legendary Tactics: +(2/4/6) to DC’s of all tactical feats.

Насколько я понял можно развивать сразу несколько ЭД.
Ничё так, м?

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Momentum Swing: Prereq: Cleave. Tactical Melee Attack: Perform an attack with +5[W] damage, +(1/2/3) Critical Threat Range and Critical Damage Multiplier. Cleave attacks have a (15/30/50)% chance to reset the cooldown of this ability. You must have Power Attack active to perform this ability. 60 second cooldown.

Кливы по откату! +3 крит мульт и крит рейндж!!!

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Vicodin! написал(а):

Насколько я понял можно развивать сразу несколько ЭД.
Ничё так, м?

развивать да, активна одна только, но их можно будет переключать, как и с какой частотой - смотрите на ламмании.

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Vicodin! написал(а):

Кливы по откату!

не просто, а шанс кливом сбросить откат на поюзаную абилку. и там таких несколько.

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Vicodin! написал(а):

Grandmaster of Flowers

Vicodin! написал(а):

All non-boss enemies in a large radius from you must make a Will Save, DC 10 + Character level + Wisdom modifier. If they fail, they are Erased (instant death, bypasses Death Ward) from reality, as if they had never existed.

Теперь становится понятно, зачем самураи искусство Икебаны постигали.

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Vicodin! написал(а):

Prereq: Improved Sunder

теперь придется брать

Vicodin! написал(а):

50 зарядов это примерно минут 7-10 имхо.
Раз в 10 минут у*ашить всех вокруг это OP!

ну надо реально продумывать че когда

главное, чтоб это не работало как финишинг, т.е. при любых других действиях не сбрасывалось)))

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Это пока всё.

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Файтера превращают в пианино:

Юзани ЭТО чтобы откатилось ТО, которое откатит ВОНТОВОН.

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смею заметить: эпик дестини для арканов прямо просят сорка-контролера. ну для визардов все и так понятно, а то что билды контролящих соков туда как к себе домой попадают - очень приятно.

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а откуда вообще инфа? я думал, Ламаннию подняли, а там пусто вроде

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velom написал(а):

а откуда вообще инфа? я думал, Ламаннию подняли, а там пусто вроде

сегодня старт бета МотУ. на каких серверах - я не смотрел, но доступ либо для тех кто купил, либо для закрытых бета-тестеров, либо по инвайту. даже на форумные разделы посвященные этому.

расскажите за манки грип лучше, че за херь в ДДО будет (если будет) с этим именем, фит ли, энхансы, кому доступно и т.д. в Д&Д оно полная херь, сюда никак не релевантная.

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а, ок

а че за инвайты?

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velom написал(а):

а че за инвайты?

http://forums.ddo.com/showthread.php?t=372012

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v.p. написал(а):

расскажите за манки грип лучше, че за херь в ДДО будет (если будет) с этим именем, фит ли, энхансы, кому доступно и т.д. в Д&Д оно полная херь, сюда никак не релевантная.

Vicodin! написал(а):

The Legendary Dreadnought is the Epic Destiny thematically attached to the Fighter class.

.....

Tier Six: (20 AP, Legendary Dreadnought 5 Required)
Master’s Blitz (Heroic Moment): The Master’s Blitz counter increments each time a Tactical Feat is successfully used. When the counter reaches 50, you gain the ability to use Master’s Blitz. Activate: For 10 seconds, you gain +50% dodge and deal +25% melee damage. Any time you kill an opponent while under the effects of Master’s Blitz, you gain an additional stack of the melee damage bonus and restart the duration. If you are below 50% health when you first activate this ability, you start with two stacks of increased damage instead of one. The damage bonus stacks up to 100 times. (2 AP) 5 minute cooldown.
Monkey Grip: Prereq: Exotic Weapon Proficiency: Bastard Sword. Activate: Shifts your grip on an equipped greatsword to one handed, allowing you to use a shield or one handed off-hand weapon with it at the same time. (One handed weapons receive reduced power attack and ability score bonuses.) (2 AP) 15 second cooldown.
Pulverizer: Increases the critical threat range of bludgeoning weapons you equip by 1. (2 AP)
Headman’s Chop: Increases the critical threat multiplier on rolls of 19-20 of axes you equip by an additional 1. (2 AP)
Strength or Constitution: +1 Str or Con (2 AP)

....

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спс, я про мили по диагонали читал.

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v.p. написал(а):

http://forums.ddo.com/showthread.php?t=372012

ну это я читал
как их получить то?
или просто случайным пользователям отправили?

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velom написал(а):

как их получить то?

если еще не получил то два варианта:

1. кто-то, у кого есть даст тебе код и ты его попользуешь
2. купить МотУ, как я понял даже покупая сейчас вроде дадут доступ

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Это они к релизу Дьябло так суетятся?

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зашел, посмотрел в обед. друида попутали чтоли, при создании говорит, что int нужен, а при попытке выбрать спеллы - ваш стат слишком мал. пишет, что дизейбл девайс классовый скилл, я уж обрадывался, а скилла вообще в списке даже нет :) ну и не распростроняется ветеран статус на друида. пришлось удалять и пересоздавать.

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Betaserk написал(а):

не распростроняется ветеран статус на друида

Эксплойт: If you create a druid using the veteran or veteran II status leveling to level 2 with the NPC doesn't work as intended, however if you do a /death you leave the air ship and can visit the druid trainer to level to 4 or 7 :D

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спасибо :)

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Other Combat Feat Changes

    Combat Expertise: should now grant 15% bonus AC. Increases spell cooldowns to 3x normal.
    Defensive Fighting: should now grant 5% AC bonus and a -5% to-hit penalty. Increases spell cooldowns to 3x normal.
    Precision: +5% to hit. Increases spell cooldowns to 3x normal.
    Resilience: to-hit penalty has been removed, should simply grant +4 to all saves now. Increases spell cooldowns to 3x normal.
    Point Blank Shot: +5% to hit.
    Power Critical: Provides +2 crit confirmation, and an additional +2 crit damage (similar to "Seeker +2", but as a feat).
    Dodge: now grants 3% Dodge bonus.
    Uncanny Dodge: passively grants +1% Dodge at levels 4/6/8/12/16/20. Active now grants 50% Dodge, has a longer cooldown, and no longer has a counter.
    Improved Uncanny Dodge: passively grants +1% Dodge at levels 4/6/8/12/16/20. Active now grants 60% Dodge, has a longer cooldown, and no longer has a counter.
    Mobility: now grants 2% Dodge bonus.
    Spring Attack: now grants 2% Dodge bonus.
    AC action boost: now grants 5/10/15/20/25 respectively.
    Armor Proficiency: now gives the user a set amount of Physical Resistance based on that type when the armor is worn. This will eventually scale with the users BAB, but in Beta 1 it is a set amount as follows:
        Light armor is 5[/b]
        Medium armor is 10
        Heavy armor is 15
    Shield Mastery & Improved: Shield mastery and Improved have been reworked. They now give physical resistance.
        Shield Mastery: -Now gives +3% double strike chance if you’re using a shield
            Buckler Small: 3
            Heavy: 5
            Tower: 10
        Shield Improved Shield Mastery: also includes +8% double strike chance if you’re using a shield
            Buckler Small: 5
            Heavy: 10
            Tower 15

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http://uploads.ru/i/1/Z/9/1Z9BM.jpg

Реролл пьюр варвара в 18барб/2файтер

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Fribo написал(а):

Point Blank Shot: +5% to hit.
    Power Critical: Provides +2 crit confirmation, and an additional +2 crit damage (similar to "Seeker +2", but as a feat).
    Dodge: now grants 3% Dodge bonus.

Fribo написал(а):

Shield Improved Shield Mastery: also includes +8% double strike chance if you’re using a shield

гг

Fribo написал(а):

Реролл пьюр варвара в 18барб/2файтер

это ты предзаказ делал?

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хм. неужели теперь таки можно раскрутить АЦ, лол?)

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http://uploads.ru/t/k/A/J/kAJ6x.jpg
http://uploads.ru/t/1/4/n/14nQH.jpg
http://uploads.ru/t/B/G/e/BGe7k.jpg

Отредактировано velom (11.05.2012 19:55:36)

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2 картинка с крафтовым плащом? Можно префикс на суффикс менять?

Сходи в эпический шрауд, что там нового добавили.

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Exalted angel

Innates
Celestial destiny [required 0]: [Passive] +150 SP/ Each additional level of exalted angel grant 100 SP and +1 to cleric, paladin and FvS caster levels. Each level of exalted angel count as FvS level for SP from items
Angelic presence [required 4]: [Active Cooldown: 10secs] Toggle: While above 50% Health you have +2 sacred bonus to charisma and all ennemies have -2 penalty to attack rolls. Stack with AoV aura
Astral vibrance [required 8]: [Active Cooldown: 10secs] Toggle: While you are above 50% Health ennemies below 50% health take <TBD> light damage every 2 seconds, and nearby allies below 50% health receive <TBD> positive healing every 2 seconds. Cost 1 sp per 2 second when active
Leap of faith [required 12]: [Active Cooldown: 3secs, 10 SP] Similar to live leap of faith
Blessed blades [required 16]: [Passive] Any weapon you wield or unarmed attacks are treated as having your alignement for damage reduction bypass purpose. (no effect if true neutral)
Ascendance [required 20]: [Active Cooldown: 10secs] Transofrmation toggle: Assume angelic form. Any time you cast lighgt damage spell, chance to gain temporary spell points. Any time cast single target cure spells on target below 50% health, chance to give the target temporary HP. Any time smite an enemy, chance to gain temporary HP.

Destinies
Avenging light [required 0 - No prereq] [1 ranks - 2 AP]: [Active Cooldown: 3secs] Deals 1d4+4 light damage + 1d4+4 per three character level to 1 target. Fortitude save (DC 10+ character level + charisma mod) for half
Radiant power [required 0 - No prereq] [3 ranks - 1 AP]: [Passive] +10 Light spellpower
Endless faith [required 0 - Prereq: Radiant power 1 && Healing power 1] [3 ranks - 1 AP]: [Passive] Spell point pool increased by 4%. Echoes of power restore up to 18 SP
Healing power [required 0 - No prereq] [3 ranks - 1 AP]: [Passive] +10 Positive energy spellpower
Wisdom [required 0 - No prereq] [1 rank - 1 AP]: [Passive] +1 wisdom

Judgement [required 4 - No prereq] [1 rank - 2 AP]: [Active Cooldown: 15secs, 10SP] Target undead or evil outsider will explode when killed dealing 10d100 light damage to other undead or evil ousiders near them
Embrace the light [required 4 - Prereq: Radiant power 1] [3 ranks - 1 AP]: [Passive] You take 10% less light damage
Intelligence [required 4 - No prereq] [1 rank - 1 AP]: [Passive] +1 wisdom

Lay to rest [required 8 - Prereq: Judgement 1] [1 rank - 2 AP]: [Active Cooldown: 15secs, 10SP] Target (touched) undead or evil outsider under the effect of judgement takes 10d100 light damage
Smite the wicked [required 8 - No prereq] [1 rank - 2 AP]: [Active Cooldown: 15secs, 10SP] Melee smite. Gain twice your charisma bonus to your attack roll and damage bonus of (level x3) +7 against evil opponents. On hit: 50 light damage against undead and evil outsiders. On vorpal destroy undead or evil outsiders under 1000HP
Renewal [required 8 - No prereq] [3 ranks - 1 AP]:[Active Cooldown: 3secs, 5SP] Heals 1d2 HP per character level to target. If target is below 50% health, grants celestial shield absorbing the 30 next damage
Purity of essence [required 8 - Prereq: Healing power 1 && Renewal 1] [3 ranks - 1 AP]: [Passive] 5% healing amp
Wisdom [required 8 - No prereq] [1 rank - 1 AP]: [Passive] +1 wisdom

Judge the many [required 12 - Prereq: Lay to rest 1] [1 rank - 1 AP]: [Passive] Undead or evil outsiders judged (Judgement?) gain "Guilt by association". When target with guild dies, any undead or outsiders caught in judgement have 50% chance to receive judgement
Rebuke foe [required 12 - Prereq: Blood and radiance 1] [1 rank - 2 AP]: [Active Cooldown: 3secs] Only usable when endless ardor stack >=5/ Target enemy tales 5% additional damage from physical and light damage for 30 seconds. Can stack up to 5 times, new stacks add 30 seconds to remaining duration. Endless ardor reset to zero.
Blood and radiance [required 12 - No prereq] [3 ranks - 1 AP]: [Passive] Each time you cast a light based spell you gain endless ardor: +1 sacred bonus to positive energy for 10 seconds. Each time cast a positive energy spell, gain righteous fervor: +1 sacred bonus to light spellpower for 10 seconds. Can stack yp to 10 times. Each stack add 10 seconds to remaining duration.
Excoriate [required 12 - Prereq: Blood and radiance 1 [1 rank - 2 AP]: COLOR="Pink"][Passive][/COLOR] When righteous fervor stack >=5 your light spells and smites have a 3% chance to stun opponents for 6 seconds
Wisdom [required 12 - No prereq] [1 rank - 2 AP]: [Passive] +1 wisdom

Be at peace [required 16 - No prereq] [1 rank - 2 AP]: [Active Cooldown: 2 mins, 10SP] Target enemy is dazed for 1 minute, no save. Damage breaks this effect. Endless and righteous fervor reset to zero.
Wisdom [required 16 - No prereq] [1 rank]: [Passive] +1 wisdom

Divine wrath [required 20 - Prereq: Rebuke foe 1] [1 rank - 2 AP]: [Active Cooldown: 3secs, 30SP] Only usable when endless ardor stack is 10. Call down divine wrath on foes dealing 2d6 light damage per character level. Will save for half (DC 10 + character level + half charisma mod). Allies caught within blast are healed for 1d6 HP per character level. Resets endless ardor.
Strike down [required 20 - Prereq: Excoriate 1] [1 rank - 2 AP]: [Active Cooldown: 15secs, 10SP] Only usable when righteous stack is 10. Melee smite: gain twice your charisma bonus to attack and damage bonus of (level x3) + 7 against evil opponents. On hi: 500 light damage. On hit after damage: destroy undead or evil outsiders below 1000 HP. Resets righteous fervor.
Wisdom [required 20 - No prereq] [1 rank - 2 AP]: [Passive] +1 wisdom

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Fatesinger
Some additional notes:
- All Songs are now mobile. Run-and-gun, er, sung.
- All Songs require some minimal Perform, though Destinies will have enough to cast them effectively, and DC's for everything except Fascinate will be appropriate to the level of the Song. Fascinate will continue to rely on Perform for its DC's.
- Spontaneous Songs are songs that cost an up-front max Song to purchase, but may then be activated as many times as the player wishes, once learned.
- The Fatesinger's Repertoire eschew materials effect functions like Metamagic, but costs a Song rather than extra SP. Fire-and-forget.

Autogrants
Level 1: Fatesinger’s Repertoire (Autogrant)
"Gain 2 Songs, 25 Spell Points and 1 effective Arcane caster level. If you didn't have Inspire Courage, you have that Feat now. In addition, you may expend a Song to activate Fatesinger's Repertoire. If you do so, your voice thrums with magic, and you no longer require material components to cast spells."
Level 2 Fatesinger: Glitter of Fame: (Autogrant)
"Gain 2 Songs, 25 Spell Points and 1 effective Arcane caster level. As long as you are above 10% Health, you radiate confidence: gain a +1 to all Ability scores."
Level 3 Fatesinger: Harmonic Resonance (Autogrant)
"Gain 2 Songs, 25 Spell Points and 1 effective Arcane caster level. Your melee and missile attacks have a 10% chance per hit of building a stacking resonance in your enemies. Each stack increases the creature's vulnerability to Sonic damage by 10%. The effect may stack up to 5 times."
Level 4 Fatesinger: Intoxicating Presence (Autogrant)
"Gain 2 Songs, 25 Spell Points and 1 effective Arcane caster level. As long as you are above 10% Health, enemies who strike you have a 10% chance of becoming Fascinated for 12 seconds."
Level 5 Fatesinger: Grandeur (Autogrant)
"Gain 2 Songs, 25 Spell Points and 1 effective Arcane caster level. As long as you are above 10% Health, you gain Immunity to Fear, as well as projecting an Aura of Grandeur. This aura grants you and your friends a +1 to all saving throws, a +2 to all Charisma-based skills, and a +4 damage bonus modifier."
Level 6 Fatesinger: Majesty: (Autogrant)
"Gain 2 Songs, 25 Spell Points and 1 effective Arcane caster level. Enemies that strike you also have a 5% chance to become blinded by your glory (in addition to other effects). You also gain a +1 to the effective level of your Enchantment/Charm spells, a +10% to the damage of your Sonic spells, and a +1 to hit."

Tier 1 (0 AP, Fatesinger lvl 0, Required)
O Fortuna: 1 AP
"Adds to your Inspire Courage. You and your friends gain a +1 to your Fortitude and Reflex saves when you Inspire Courage."
"Adds to your Inspire Courage. You and your friends gain an additional +1 to Fortitude and Reflex saves when you Inspire Courage, for a total of +2."
"Adds to your Inspire Courage. You and your friends gain an additional +1 to Fortitude and Reflex saves when you Inspire Courage, for a total of +3."
Allure: 1 AP
(passive skill bonus) +2/+4/+6 Use Magic Device, Perform and Haggling. 3 Tiers.
Music of the Spider Queen: 1 AP
Adds to Fascinate. Fascinate Vermin. 1 Rank.
Dirge: 1 AP
"Expend a Song to produce an haunting funeral march. For every two levels, you deal 1d4 Negative damage and 1d8 Sonic damage every 2 seconds for 12 seconds. (Make a Fortitude save for half damage.) In addition, affected enemies may also be slowed 5% if they fail their Fortitude save. Duration 12 seconds."
"Expend a Song to produce an haunting funeral march. For every two levels, you deal 1d6 Negative damage and 1d10 Sonic damage every 2 seconds for 12 seconds. (Make a Fortitude save for half damage.) In addition, affected enemies may also be slowed 5% if they fail their Fortitude save. Duration 12 seconds."
"Expend a Song to produce an haunting funeral march. For every two levels, you deal 1d8 Negative damage and 1d12 Sonic damage every 2 seconds for 12 seconds. (Make a Fortitude save for half damage.) In addition, affected enemies may also be slowed 5% if they fail their Fortitude save. Duration 12 seconds."
Charisma or Strength. 2AP


Tier 2: (4 AP Required)
Tailwind: Adds to Inspire Courage: 1 AP
Adds +2 damage to all missile weapons per rank. 3 Ranks.
Echoes of the Ancients: Arcane (Choose 1)
Echoes of the Magister: 3 AP
"Stance. The songs of legend fill your soul. You are eternally inspired by the masters of magic. Gain a +1 Intelligence, a +1 to Use Magic Device, a +2 Spell Penetration bonus to your spells, a +2 to the DC's of your offensive wands and +20 to your maximum Spell Points."
Echoes of the Draconic Incarnation: 3 AP
"Stance. The songs of legend fill your soul. You are eternally inspired by the masters of magic. Gain a +1 Constitution, a 20 to your maximum spell points, a +1 Natural Armor and a +2 to your saves vs. Poison. You also gain an additional 5 Spell Power when casting Fire, Acid, Cold or Electricity spells."
Charisma or Strength (2 AP)

Tier 3: (8 AP Required)
Siren’s Song: 1 AP and 1 max Song
(A Spontaneous Song allows you to activate a Song as many times as you like, without expending Songs.)
"Spontaneous Song: Mesmerizes a single target and deals 2 Constitution damage every 3 seconds. Duration 12 seconds. Purchasing Siren's Song costs you an extra max Song."
"Spontaneous Song: Mesmerizes a single target and deals 2 Constitution damage every 2 seconds. Duration 12 seconds. Purchasing Siren's Song costs you an extra max Song."
"Spontaneous Song: Mesmerizes a single target and deals 2 Constitution damage every second. Duration 12 seconds. Purchasing Siren's Song costs you an extra max Song."
Artful Misdirection: (1 AP and 1 max Song)
"Spontaneous Song: Generate 5% less threat when you attack with melee and missile weapons. You also gain a +1 flanking bonus to hit, and a +1 Critical Threat range. Duration: 5 minutes. Purchasing Artful Misdirection costs you an extra max Song."
"Spontaneous Song: Generate 10% less threat when you attack with melee and missile weapons. You also gain a +2 flanking bonus to hit, and a +2 Critical Threat range. Duration: 5 minutes. Purchasing Artful Misdirection costs you an extra max Song."
"Spontaneous Song: Generate 15% less threat when you attack with melee and missile weapons. You also gain a +3 flanking bonus to hit, and a +3 Critical Threat range. Duration: 5 minutes. Purchasing Artful Misdirection costs you an extra max Song."
Aria: (1 AP and 1 max Song)
"Spontaneous Song: Generate 10% less threat when you cast spells. In addition, you gain a 25 Spell Power bonus to your Sonic spells, and a 5 Spell Power bonus to your Force, Positive and Negative spells. Duration: 5 minutes. Purchasing Aria costs you an extra max Song."
"Spontaneous Song: Generate 20% less threat when you cast spells. In addition, you gain a 50 Spell Power bonus to your Sonic spells, and a 10 Spell Power bonus to your Force, Positive and Negative spells. Duration: 5 minutes. Purchasing Aria costs you an extra max Song."
"Spontaneous Song: Generate 30% less threat when you cast spells. In addition, you gain a 75 Spell Power bonus to your Sonic spells, and a 15 Spell Power bonus to your Force, Positive and Negative spells. Duration: 5 minutes. Purchasing Aria costs you an extra max Song."
Charisma or Strength (2 AP)

Tier 4: (12 AP Required)
Chord of Disruption (1 AP)
"When Siren's Song expires, Chord of Disruption focuses your energy to a single disruptive point, causing 5d100 + 700 disintigrating Sonic damage. If the save is made, its effects are halved."
"When Siren's Song expires, Chord of Disruption focuses your energy to a single disruptive point, causing 6d100 + 800 disintigrating Sonic damage. If the save is made, its effects are halved."
"When Siren's Song expires, Chord of Disruption focuses your energy to a single disruptive point, causing 7d100 + 900 disintigrating Sonic damage. If the save is made, its effects are halved."
Echoes of the Ancestors: Divine (Choose 1)
Echoes of the Exalted Angel (3 AP)
"Stance. The songs of legend fill your soul. You are eternally inspired by the radiance of divinity. Gain a +1 Wisdom, a +15 to your maximum spell points, a +3 Jump, a +4 to Fortitude saves vs. Energy Drain and Disease, and +20 Spell Power when casting Positive Energy spells."
Echoes of Unyielding Sentinel: (3 AP)
"Stance. The songs of legend fill your soul. You are eternally inspired by the radiance of divinity. Gain a +1 Wisdom and a +1 to all saving throws. Your Inspire Courage grants an additional +2 to saves vs. Fear. If you possess an Aura of Good, that grants an additional +2 to all saves vs. fear as well. If you possess Turn Undead, you gain +2 to your effective level for Turning Undead."
Echoes of the Ancestors: Martial (Choose 1)
Echoes of the Legendary Dreadnaught (3 AP)
"Stance. The songs of legend fill your soul. You are eternally inspired by the masters of tactics, shadow and discipline. Gain a +1 Constitution, +10 to your maximum Health, +1 to the DC's of all combat Feats, a 2/- DR Bonus to blocking, +2 AC bonus to blocking, and a +1 Attack bonus."
Echoes of the Shadowdancer: (3 AP)
"Stance. The songs of legend fill your soul. You are eternally inspired by the masters of tactics, shadow and discipline. Gain a +1 Dexterity, a +2 to saving throws vs. Traps and a 1d6 Sneak Attack damage bonus. In addition, every time you are hit, you have a 15% chance of being affected by Lingering Shadows for 4 seconds. Lingering Shadows grants you displacement and a +4 to hit and +2 damage, and +15% Attack Speed, but is removed after your next attack."
Echoes of the Grandmaster of Flowers: (3 AP)
"Stance. The songs of legend fill your soul. You are eternally inspired by the masters of tactics, shadow and discipline. Gain a +1 Wisdom, a +2 AC while Tumbling and a +1 to all saving throws. If you are centered, you gain a 5% bonus to your total AC. You may only activate this ability if you already have ki."
Echoes of the Ancestors: Primal (Choose 1)
Echoes of the Shiradi Champion:
"Stance. The songs of legend fill your soul. You are eternally inspired by the lords of the wild. Gain a +1 Dexterity, +2 Spot, +2 Listen, +2 Hide, +2 Move Silently, and an extra Action Boost per rest. Your attack speed with bows and thrown weapons is 5% faster."
Echoes of the Fury of the Wild:
"Stance. The songs of legend fill your soul. You are eternally inspired by the lords of the wild. Gain a +1 Constitution and +20 to your maximum Health. If you have Rage, your Rage grants you an additional +1 Strength and +1 Constituion while raging. You also have a +2% chance to trigger weapon effects on glancing blows."
Charisma or Strength: 2 AP

Tier 5: (16 AP Required)
Bound Fate: 1 AP
"Bind a single target in the chains of fate for up to one minute, though creatures gain a Will save every 3 seconds to break the chains. Cooldown: One minute."
"Bind a single target in the chains of fate for up to one minute, though these chains are strengthened, and creatures gain an additional Will save every 6 seconds. Cooldown: One minute."
"Bind a single target in the chains of fate for up to one minute, though these chains are strengthened again. Creatures gain an additional Will save every 9 seconds to break free. Cooldown: 1 minute."
Fragment of the Song: Valor 1 AP
"A verse from the Song of Heroes, Fragment of Valor adds to your Inspire Courage, but it affects only you. You benefit from a 4% melee and missile attack speed increase. Duration: One minute, plus 2 seconds per level."
"A verse from the Song of Heroes, Fragment of Valor adds to your Inspire Courage, but it affects only you. You benefit from a 7% melee and missile attack speed increase. Duration: One minute, plus 2 seconds per level."
"A verse from the Song of Heroes, Fragment of Valor adds to your Inspire Courage, but it affects only you. You benefit from a 10% melee and missile attack speed increase. Duration: One minute, plus 2 seconds per level."
Fragment of the Song: Clarity 1 AP
"A verse from the Song of Heroes, Fragment of Clarity adds to your Inspire Courage, but it affects only you. While affected, your spells cost 5% less to cast. Duration: One minute, plus 2 seconds per level."
"A verse from the Song of Heroes, Fragment of Clarity adds to your Inspire Courage, but it affects only you. While affected, your spells cost 10% less to cast. Duration: One minute, plus 2 seconds per level."
"A verse from the Song of Heroes, Fragment of Clarity adds to your Inspire Courage, but it affects only you. While affected, your spells cost 15% less to cast. Duration: One minute, plus 2 seconds per level."
Masquerade: 1 AP
Switch your Twist of Fate inside an adventure. This Enhancement also costs 1 max Song to purchase. 1 Rank. 2 AP
Charisma or Strength (2 AP)

Tier 6 (20 AP Required)
Grim Fate: 1 AP
"Your Bound Fate now inflicts creatures with an additional 10% vulnerability to Physical attacks."
"Your Bound Fate inflicts creatures with an additional 20% vulnerability to Physical attacks."
"Your Bound Fate inflicts creatures with an additional 30% vulnerability to Physical attacks."
Masked Ball: 1 AP
"Your Fascinate or Dirge simultaneously grants you and your friends a +10 Jump, a +10 Tumble, Freedom of Movement and Blur."
Turn of the Tide: 1 AP
"An Action Boost that instead costs 1 Song to activate, Turn of the Tide grants a +5 to hit, +20% damage, DR 13/-, and deals +5d20 +100 Sonic damage per hit. Duration: 10 seconds"
"An Action Boost that instead costs 1 Song to activate, Turn of the Tide grants a +5 to hit, +40% damage, DR 16/-, and deals +5d20 +150 Sonic damage per hit. Duration: 10 seconds"
"An Action Boost that instead costs 1 Song to activate, Turn of the Tide grants a +5 to hit, +60% damage, DR 18/-, and deals +5d20 +200 Sonic damage per hit. Duration: 10 seconds"

Отредактировано velom (25.05.2012 22:43:00)

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Fury of the wild
Notes:
Capstone requires fury, but fury is not mentioned anywhere else. So a bit lost on this one
Adrenaline Overload mentions an AP cost which is not possible since it's an innate

Innates
Adrenaline [required 0]: [Active Cooldown: 5secs] Gain 1 adrenaline user per rest. Consum 1 adrenaline your next attack deals +100% damage. Your are considered raged until your next attack.
Damage reduction [required 4]: [Passive] Gain DR1/-. Stacks with bar DR.
Adrenaline [required 8]: [Active Cooldown: 5secs] Gain 1 adrenaline user per rest. Consum 1 adrenaline your next attack deals +200% damage. Your are considered raged until your next attack.
Damage reduction [required 12]: [Passive] Gain DR1/-. Stacks with bar DR.
Adrenaline [required 16]: [Active Cooldown: 5secs] Gain 1 adrenaline user per rest. Consum 1 adrenaline your next attack deals +300% damage. Your are considered raged until your next attack.
Adrenaline Overload [required 20]: [Active Cooldown: 5secs] Gain 1 adrenaline user per rest. Consum 1 adrenaline your next attack deals +400% damage. Your are considered raged until your next attack.

Destinies
Tunnel Vision [required 0 - No prereq] [3 ranks - 1 AP]: [Passive] While raged melee attacks deal +1d4 extra damage, you gain +1 intimidate, +1 will saves and you lose -10AC and -20% fort
Primal Scream [required 0 - No prereq] [5 rank - 1 AP]: [Active Cooldown: 15secs] Nearby allies are raged gaining +1 moral bonus to strength and constitution. Nearby enemies take 4d20 sonic damage. 2 uses per rest
Boulder Toss [required 0 - No prereq] [3 ranks - 1 AP]: [Active Cooldown: 20secs] Throw a boulder at an enemy, dealing 1d100 bludgeoning damage and knocking down enemy on failed reflex save
Fast Healing [required 0 - No prereq] [5 rank - 1 AP]: [Passive] You heal 1d10HP each minute using positive energy
Strength [required 0 - No prereq] [1 rank - 2 AP]: [Passive] +1 Strength

Trap Sense [required 4 - No prereq] [3 ranks - 1 AP]: [Passive] +2 Fortitude, reflex and will saves vs traps
Unstoppable Fury [required 4 - No prereq] [3 ranks - 1 AP]: [Passive] While raged when you miss with a melee attack, gain +2 attack for 20s. Can stack 3 times
Acute instincts [required 4 - No prereq] [3 ranks - 1 AP]: [Passive] While raged, you gain +2 wisdom, +2 balance, +2 healn +2 listen, +2 spot, +2 search, +2 concentration
Epic toughness [required 4 - No prereq] [1 rank - 1 AP]: [Passive] +30 maximum HP
Strength [required 4 - No prereq] [1 rank - 2 AP]: [Passive] +1 Strength

Injury [required 8 - No prereq] [3 ranks - 1 AP]: [Passive] While below 90% HP, enemies you damage in melee are shaken
Overwhelming dorce [required 8 - No prereq] [3 ranks - 1 AP]: [Passive] After using adrenaline, your next attack knocks down for 6 seconds
Ward against Weird [required 8 - No prereq] [3 ranks - 1 AP]: [Passive] 15 spell resistance while below 90% health
Gird against demons [required 8 - No prereq] [1 rank - 2 AP]: [Passive] Weapons you equip are considered cold iron
Strength [required 8 - No prereq] [1 rank - 2 AP]: +1 Strength

Insult[required 12 - No prereq] [1 rank - 2 AP]: [Active Cooldown: 20secs] Your next attack generated triple threat, and you target gains +4 strength, +4 constitution and loses 10AC
Wild weapons [required 12 - No prereq] [3 ranks - 1 AP]: [Passive] +3% glancing blow damage
Malicious weapons [required 12 - No prereq] [3 ranks - 1 AP]: [Passive] +3% chance to trigger weapon effects with glancing blows
Strength [required 12 - No prereq] [1 rank - 2 AP]: [Passive] +1 Strength

Fury made placid [required 16 - No prereq] [1 rank - 2 AP]: [Active Cooldown: 30secs] Spend 1 adrenaline: For 5 minutes you gain +6 wisdom and cannot be raged or use adrenaline. You heal 1d100HP every 2 seconds for the next 10 seconds. Cannot train Fury eternal
Fury eternal [required 16 - No prereq] [1 rank - 2 AP]: [Passive] +1 adrenaline max use. Whenever you vorpal on a melee attack, chance to regain 1 adrenaline use. Cannot train fury made placid
Strength [required 16 - No prereq] [1 rank - 2 AP]: [Passive] +1 Strength

Unbridled Fury [required 20 - No prereq] [1 rank - 2 AP]: [Active Cooldown: 5mins] For 30 seconds, while standing still and fighting with a Two handed weapon, you deal +100% glancing blow damage to all enemies around you, and have 100% chance of triggering weapon effects on glancing blow. Requires and consumes 100 Fury.
Strength [required 20 - No prereq] [1 rank - 2 AP]: [Passive] +1 Strength

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