The Totally NEW Team Corwin Thread

Spell changes and new spells:
Code:
NEW LEVEL 1 WIZ/SORC SPELLS

    Fire Bolt
    Freezing Bolt
    Acid Bolt
    Electric Bolt


(Fire Bolt is a real D&D spell - We've kept the naming convention over to the others to reflect their similar nature and make it easy to read.)


Each of these fires a single-target bolt that does 1d6+2 damage of the appropriate element per caster level, to a max caster level of 10. They cost 2SP each at their base and have a 4.5 second cooldown (3.5 on Sorcerers) shared among all four spells (so realistically, you can only use one right now). These exist in the Wizard and Sorcerer spellbooks, and can be taken at level up. Scrolls of these will be available at scroll shops.

There are a few goals with these spells:

    Provide a spammable low-level nuking spell for several arcane builds at a low SP cost
    Help low-level elemental/nuker casters have more options
    Help fill out long-range casting rotations (most of the low-level damage spells are touch range, and some characters aren't built to handle that without dying)




NEW LEVEL 9 WIZ/SORC SPELLS

    Iceberg
        (3.5 book Frostburn)
        Drop a big ol' iceball on your target
        Single Target Evocation Spell: 1d6+27 per Caster Level, Reflex Save for Half Damage. Max Caster Level 20.
        40 Spell Points

    Acid Well
        (This doesn't exist in a P&P source; it came directly from Player's Council feedback.)
        Acid bursts forth from the ground in an area the size of Snowball Swarm.
        Area Conjuration Spell: 1d6+18 per Caster Level. Fortitude Save for Half Damage. Max Caster Level 20.
        40 Spell Points

    Thunderstroke
        (From 4th Ed Arcane Power page 37)
        A big ol' lightning strike to a single target.
        Single Target Evocation Spell: 1d6+27 per Caster Level, Reflex Save for Half Damage. Max Caster Level 20.
        40 Spell Points



Upgraded Spells
We’re upgrading the player versions of several damage spells, as outlined below. The Max Caster Level of these spells will remain unchanged, and Monsters will continue casting the existing versions of the spells (so that we don’t get a sudden spike in enemy caster damage).


The spells that are improved generally follow all of these guidelines:

    They are Damage spells in the Wiz/Sorc spell book
    They do not confer extra effects (CC, etc)
    They do not have multiple projectiles that scale with caster level (Magic Missile, Frost Lance, etc)
    They are not persistent AOE spells (Cloudkill, etc)
    They are not DOT spells




Level 1:

    Acid Spray is now 1d6+1 per Caster Level.
    Burning Hands is now 1d6+1 per Caster Level.
    Shocking Grasp is now 1d6+2 per Caster Level.


Level 2:

    Scorch is now 1d6+2 per Caster Level.
    Snowball Swarm is now 1d6+2 per Caster Level.


Level 3:

    Acid Blast is now 1d6+3 per Caster Level.
    Fireball is now 1d6+3 per Caster Level.
    Lightning Bolt is now 1d6+3 per Caster Level.


Level 4:

    Fire Trap is now 1d6+4 per Caster Level.
    Negative Energy Burst is now 1d6+4 per Caster Level.


Level 5:

    Ball Lightning is now 1d6+5 per Caster Level.
    Cone of Cold is now 1d6+5 per Caster Level.


Level 6:

    Chain Lightning is now 1d6+6 per Caster Level.
    Otiluke's Freezing Sphere is now 1d6+6 per Caster Level.
    Necrotic Ray is now 1d6+12 per Caster Level.


Level 7:

    Delayed Blast Fireball is now 1d6+7 per Caster Level.


Level 8:

    Polar Ray is now 1d6+16 per Caster Level.


Level 9:

    Meteor Swarm now deals 1d3+1 Fire Damage per Caster Level and 1d2+1 Bludgeoning Damage per Caster Level on each meteor. It has a maximum caster level of 30.


TL:DR A bunch of nuking spells are getting increased damage, and a few new spells.

Updated Eldritch Knight (both Sorc and Wiz)
Code:
    Core 1: Eldritch Strike: Melee Cleave Attack. +1[w]. If this attack hits, your weapon also releases a blast of magical energy, dealing an additional 1 to 2 Force Damage per character level to all nearby foes.(Activation Cost: 0 SP Cooldown: 12 seconds)
        You gain proficiency with Simple Weapons
        Every Core Ability in the Eldritch Knight tree grants you +10 Max HP



    Core 2: Spellsword (you get all four of the following toggles, 5SP to activate). Passive: +1% doublestrike, +10 Universal Spell Power. You gain proficiency in Light Armor and Martial Weapons.
        Corrosive: Charge your equipped weapon with magical Acid, causing them to deal an addtional 1d6 (element) damage on hit. You gain an additional 1d6 every 3 (wizard/sorcerer) levels (at 6, 9, 12, 15, and 18). This damage scales with Acid Spell Power. While active, your Eldritch Strike deals 1-2 additional Acid damage per Character Level which scales with Acid Spell Power. While this is enabled, your weapon and shield attacks have Ghost Touch.
        Flaming: As above, with fire
        Frost: As above, with cold
        Shock: As above, with electric



    Core 3: Melee weapons are considered Spellcasting Implements in your hands. You gain the Quick Draw feat.
        -15% Arcane Spell Failure from equipped Armor and Shields
        +1% doublestrike
        +10 Universal spellpower



    Core 4: Subtle Force: You gain the benefits of the Deflect Arrows feat, knocking aside one incoming projectile that would have struck you every 6 seconds.
        -20% Arcane Spell Failure from equipped Armor and Shields
        +6 Resistance to Acid, Cold, Electric, Fire, and Sonic
        +10 Universal spellpower



    Core 5: Subtle Force II: +5% Stacking Incorporeality. Your Deflect Arrows now triggers every 2 seconds.
        +1% doublestrike
        +10 Universal spellpower



    Core 6: Eldritch Blade:

            Your Eldritch Strike now grants you a Power Charge. When you have 5 Power Charges, they are removed, and you gain Eldritch Power. Eldritch Power: +10% melee damage, +4d6 Spellsword Dice, +3d4 Force Damage on Hit (this scales with Force spell power), +25 Universal spellpower, +15 PRR, +40 MRR. Duration 30 seconds.
            Passive:
                +1 Spellsword Die
                +2 (Intelligence/Charisma), +2 Constitution
                +10 Universal spellpower


Tier 1:

    Improved Mage Armor: (unchanged) Spell Like Ability: Mage Armor. (Activation Cost: 8/6/4 Spell Points). In addition, while you are under the effect of the Mage Armor spell, you gain a +3%/+6%/+10% Exceptional Bonus to Armor Class.
    Arcane Siphon: Melee Attack:+1/2/3[w]. On hit: Gain +10/20/30 Universal Spell Power for 20 seconds. 12 second cooldown.
    Item Defense (unchanged) You have a 25%/50%/75% chance to negate potential item wear.
    Toughness (unchanged) +5/10/15 Max HP
    Battlemage (unchanged) +1/+2/+3 Concentration, Intimidate, and Spellcraft.


Tier 2:

    Improved Shield: Spell Like Ability: Shield (Activation Cost: 8/6/4 Spell points). In addition, while you are under the effect of the Shield spell, you gain +3/+6/+10 Exceptional Bonus to Physical Resistance Rating.
    Mystic Wards: +3/6/10 MRR.
    Action Boost: Spell Power: Activate to gain a +10/+20/+30 Action Boost bonus to Spell Power for 20 seconds. Cooldown: 30 seconds.
    Shield Training: (unchanged) Passive: You gain proficiency with all shields except Tower Shields, and your Arcane Spell Failure chance from equipped shields is reduced by 5%.
    Wand & Scroll Mastery (unchanged) +25%/+50%/+75% effectiveness from your wands, scrolls, and other items that cast spells, and +1/+2/+3 to the save DC of your offensive wands. Taking Wand and Scroll Mastery in one enhancement tree will block its availability in other enhancement trees.


Tier 3:

    Arcane Barrier: (Now 1 Rank): Passive: When your HP drop below 50% of maximum, you are immediately protected by an Arcane Barrier that reduces all incoming damage by 25% for the next 20 seconds. This effect may only trigger once every 90 seconds.
    Eldritch Accuracy: You get (INT/CHA) to hit with weapons and shield bashes.



    Synergetic Magic: While you have Action Boost: Spell Power active, you also get the benefits of Action Boost: Power (+10/20/30 Action Boost bonus to Melee Power and Ranged Power for 20 seconds.)
    Critical Mastery: +1/2/3 to confirm critical hits and critical hit damage (before weapon multipliers)
    Ability Score Multiselctor (unchanged) +1 STR/DEX/(INT or CHA)


Tier 4:

    Knight's Transformation: Toggle: While this is turned on, all your spells and SLAs that are affected by Metamagics have their range reduced to touch range. You cannot enable the Enlarge Metamagic while this is active. You gain +30 Universal Spell Power and +3% Spell Critical Damage. Your Base Attack Bonus equals your Character Level.



    Improved Offhand: Multiselector:
        Shield Striking: (unchanged) On Hit: +5%/+10%/+15% chance to proc an immediate Shield Bash attack with an equipped shield. Every six seconds while you have a shield equipped, you gain Temp HP equal to the enhancement bonus of your equipped shield.
        Orb Saves: +1/2/3 to saving throws and +3/6/10 Universal Spell Power while holding an Orb

    Force's Point: When you cast a spell, you gain a stack of Force's Point: Martial (+1 to Hit and Damage). This stacks up to 5 times. When you hit with a melee weapon, you gain a stack of Force's Point: Magical (+2 Universal Spell Power). This stacks up to 10 times. Stacks last for 12 seconds each. You may only gain each effect once per second.
    Armored Arcana: You gain proficiency in Medium Armor, and suffer no Arcane Spell Failure from Light or Medium Armor
    Ability Score Multiselctor (unchanged) +1 STR/DEX/(INT or CHA)


Tier 5:

    Improved Knight's Transformation: If you have Knight's Transformation active, you also gain +1 Competence Bonus to Critical Multiplier with Melee Weapons.
    Knight's Magic: Multiselector:
        Knight Striker: If you have Knight's Transformation active, you also gain +2 to Evocation DCs, +2 to Conjuration DCs.
        Knight Controller: If you have Knight's Transformation active, you also gain +2 to Enchantment DCs, +4 Spell Penetration.

    Force's Edge: When you cast a spell, you gain +1 Competence Bonus to Critical Threat Range for 12 seconds. When you make a Melee Attack, you gain +5% Spell Critical Chance for 12 seconds.
    Radiant Forcefield: Spell Like Ability: Radiant Forcefield (Activation Cost: 30 Spell Points. Cooldown: 3 minutes.)



    Eldritch Tempest: Activate: Perform a spinning melee attack, dealing weapon damage +5[W] to all nearby enemies and knocking them prone for 1 second. (Activation Cost: 50/40/30 Spell points. Cooldown: 60/45/30 seconds) If any foes are struck by Eldritch Tempest, your weapon also releases an explosion of magical force, dealing an additional 1d6 Force damage per character level to all nearby enemies. This additional force damage is affected by your spell power. (now 1AP per rank)

TL:DR Bunch of hitpoints added, spellsword condensed into one core, new cores otherwise. More ASF reductions, basically a decent defense tree with some bonuses to spells.
 
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Appears that the ice storm knocked out power at the house (I'm still out of town for work) so I might be out tomorrow. Power company has Sunday night as the target for every outage in the county (dozens of outages impacting thousands of customers) meaning that they have no real targets. Could be 5 minutes, could be 5 days. If I'm not there within a little bit of start time, move on without me.
 
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Was there any decision on playing this Friday?
 
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Don't know; I was out last week and will still be out this week as I have my annual ministers conference!!
 
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Update 41 dropping tomorrow, disbarring anything happening.

Code:
Update 41 Release Notes
 
These are the release notes for Update 41: Songs, Spells, and The Khorvaire Shipment, released on Wednesday, December 5th.
 
 
Of Special Note:
 
 
Lost at Sea
A ship carrying important cargo has sunk off the coast of Stormreach, and you've been hired to assist a Warforged salvage company recover the cargo and to deal with any threats that arise. Your group will dive down to find the wreckage and search for clues. The quest is level 15 on Heroic and level 32 on Legendary. The NPC is named Issabet Tremont, and is located in the Harbor. This quest is FREE to play! 
 
 
News and Notes:
 
 
Classes

    Bard Songs are being improved! These changes will reduce the time it takes for a Bard to buff the party, improve mechanics, and streamline game performance.
    Bards no longer sing their songs individually, and will instead have their songs consolidated into a singular feat - Bardic Inspiration.
        Bardic Inspiration will include all Single-Target Bard Songs, and all area of effect Bard Songs will now constantly pulse from their location in a Ballad.
        Bardic Ballad becomes active at level 1, and contains Inspire Courage at the start. Bards gain Bardic Inspiration at Bard level 3, which contains Inspire Competence. Active Bard Songs that would be granted are instead changed to passive feats that display their effects and how they are applied.
        Inspire Courage now grants a Music bonus to Attack, Damage, saves versus Fear, and Universal Spell Power. These start at a base of +1 Attack, Damage, Saves vs Fear, and three Universal Spell Power.
        Inspire Competence now grants a +4 Music bonus to all Skills.
        Inspire Greatness now grants a Music bonus to Physical Resistance Rating and Healing Amplification, as well as 20 temporary hit points.
        Inspire Heroics will give a +4 Music bonus to all saves, +4 Music bonus to Armor Class, and +4% Music bonus to Dodge.
        The Ballad:
            At Bard level 1, with 3 ranks in Perform, all players in the Ballad receive the benefits of Inspire Courage.
            At Bard level 9 with 12 ranks in Perform, all players in the Ballad receive the benefits of Inspire Greatness.
            Arcane Shield Chant is now part of the Ballad, providing 2/4/6 to Elemental Resistance.
            Ironskin Chant is now part of the Ballad, providing DR 2/4/6 and adds 2/4/6 to the Physical Resistance Rating granted from Inspire Greatness.
            Reckless Chant is now part of the Ballad, providing 2/4/6 Doublestrike, Doubleshot, and adds 2/4/6 to the Universal Spell Power of Inspire Courage.
            Expeditious Chant is now part of the Ballad, providing a 5/10/15% Action Boost bonus to Movement Speed.
            Chant of Power is now part of the Ballad, providing a 2/4/6% melee and ranged damage and spell critical chance for all spells.
            Inspire Excellence is now part of the Ballad, providing a +2 Music bonus to each ability score.
        Bardic Inspiration:
            After a brief animation and some music, this single Song will apply all of the previously available single target songs, and the shorter Spellsinger songs, to one ally (or yourself) at the same time. This costs one Bard Song.
            The duration is now one minute, plus 30 seconds per Bard level. Abilities that ride along with a Bard Song (such as Frolic from Song of Freedom), have its durations changed to match your Bard song. Effects and abilities that increase your Bard Song duration increase both the base Bard song effects in your Bardic Inspiration as well as anything else that comes with it.
            At Bard level 3, with 6 ranks of perform, this will include Inspire Competence.
            At Bard level 15, with 18 ranks in Perform, this will include Inspire Heroics.
            Spell Song Vigor is now part of this song, restoring spell points over time.
            Sustaining Song is now part of this song, restoring health.
            Music of the Dead adds to this, applying a negative energy heal to undead characters.
            Music of the Makers applies a Repair heal to Constructs and Living Constructs, and all scale with Positive, Negative, and Repair spell power.
            Spell Song Trance is now part of this song, granting a +1 Music bonus to all DCs, and a 10% Music bonus spell discount.
            Song of Arcane Might is now part of this song, granting +1 Music bonus to caster levels.
            The Song Fragments from Fatesinger now apply when you use your Bardic Inspiration, and are otherwise unchanged.
        There is now a general feat available to Bards level 12 and above with 15 trained ranks in Perform called Improved Bardic Music. This feat adds +1 to all Skills when Inspire Greatness is used, and grants an additional +1 to Armor Class, Dodge, and all saves when Inspire Heroics is used.
        Bards at level 8 are automatically granted Soothing Song, an active feat that heals all allies in a large area and costs one Bard Song.
        Fatesinger will only providee the older activated Song version of Inspire Courage, not the Aria or Bardic Inspiration. Fatesingers' ride-along buffs will trigger on both your Bardic Inspiration and the Fatesinger Inspire Courage. Some Fatesinger abilities will scale your Bard Songs in new ways:
            O Fortuna: +1/2/3 Physical Resistance Rating from Inspire Greatness, +1/2/3 personal Fortification and reflex saving throws.
            Allure: +3/6/9 Universal Spell Power from Inspire Courage, +2/4/6 to Perform, Haggle, and Bluff. +1 Song.
            Tailwind: +0/0/1 Damage from Inspire Courage, +1/2/3 competence to damage for missile weapons.
            Lucidity: +0/0/1 Attack from Inspire Courage, +2/4/6 Concentration/Diplomacy, +1/2/3 UMD, +1 Song.
        Warchanter's 12th level Core Fighting Spirit now reads: +10 hit points, +1 Damage from Inspire Courage. Your Inspire Greatness now uses your Charisma score for its Temporary hit points, doubled in Epic levels.
        Warchanter's 18th level Core Victory Song now reads: The range of your Bardic Aria is doubled. You have +20 hit points, and a Base Attack Bonus equal to your character level.
        The Warchanter Capstone now reads: You have +25 hit points, +2 Charisma, and +2 Constitution. You can expend a Bard Song to scream the songs of your frozen ancestors, forcing enemies in an area to make a Fortitude saving throw versus Freeze, or be slowed significantly. 

Enhancements

    Eldritch Knight has been improved:
        Core 1: Eldritch Strike: Melee Cleave Attack. +1[W]. If this attack hits, your weapon also releases a blast of magical energy, dealing an additional 1 to 2 Force Damage per character level to all nearby foes.(Activation Cost: 0 Spell Points Cooldown: 12 seconds)
            You gain proficiency with Simple Weapons.
            Every Core Ability in the Eldritch Knight tree grants you +10 Max hit points.
        Core 2: Spellsword (you get all four of the following toggles, 5 spell points to activate). Passive: +2% Doublestrike, +10 Universal Spell Power. You gain proficiency in Light Armor and Martial Weapons.
            Corrosive: Charge your equipped weapon with magical Acid, causing it to deal an additional 1d6 (element) damage on hit. You gain an additional Spellsword Die every 3 (wizard/sorcerer) levels (at 6, 9, 12, 15, and 18). This damage scales with Acid Spell Power. While active, your Eldritch Strike deals 1-2 additional Acid damage per Character Level which scales with Acid Spell Power. While this is enabled, your weapon and shield attacks have Ghost Touch.
            Flaming: As above, with fire.
            Frost: As above, with cold.
            Shock: As above, with electric.
        Core 3: Melee weapons are considered Spellcasting Implements in your hands. You gain the Quick Draw feat.
            -15% Arcane Spell Failure from equipped Armor and Shields
            +2% Doublestrike
            +10 Universal Spell Power
        Core 4: Subtle Force: You gain the benefits of the Deflect Arrows feat, knocking aside one incoming projectile that would have struck you every 6 seconds.
            -20% Arcane Spell Failure from equipped Armor and Shields
            +6 Resistance to Acid, Cold, Electric, Fire, and Sonic
            +10 Universal Spell Power
            +2% Doublestrike
            Your Spellsword Dice are now d8s (instead of their original d6s).
        Core 5: Subtle Force II: +5% Stacking Incorporeality. Your Deflect Arrows now triggers every 2 seconds.
            +10 Universal Spell Power
            +2% Doublestrike
            Your Spellsword Dice are now d10s (replacing the previous d8s).
        Core 6: Eldritch Blade:
            Your Eldritch Strike now grants you a Power Charge. When you have 5 Power Charges, they are removed, and you gain Eldritch Power. Eldritch Power: +10% melee damage, +4d6 Spellsword Dice, +3d4 Force Damage on Hit (this scales with Force spell power), +25 Universal Spell Power, +15 Physical Resistance Rating, +40 Magical Resistance Rating. Duration 30 seconds.
            Passive: +1 Spellsword Die.
            +2 (Intelligence/Charisma)
            +2 Constitution
            +10 Universal Spell Power
            +2% Doublestrike
            Your Spellsword Dice are now d12s (replacing the previous d10s).
        Tier 1:
            Improved Mage Armor: (unchanged) Spell Like Ability: Mage Armor. (Activation Cost: 8/6/4 Spell Points). In addition, while you are under the effect of the Mage Armor spell, you gain a +3%/+6%/+10% Exceptional Bonus to Armor Class.
            Arcane Siphon: Melee Attack: +1/2/3[W]. On hit: Gain +10/20/30 Universal Spell Power for 20 seconds. 12 second cooldown.
            Item Defense: (unchanged) You have a 25%/50%/75% chance to negate potential item wear.
            Toughness: (unchanged) +5/10/15 Max hit points.
            Battlemage (unchanged) +1/+2/+3 Concentration, Intimidate, and Spellcraft.
        Tier 2:
            Improved Shield: Spell Like Ability: Shield (Activation Cost: 8/6/4 Spell points). In addition, while you are under the effect of the Shield spell, you gain +3/+6/+10 Exceptional Bonus to Physical Resistance Rating.
            Mystic Wards: +3/6/10 Magical Resistance Rating.
            Action Boost: Spell Power: Activate to gain a +10/+20/+30 Action Boost bonus to Spell Power for 20 seconds. Cooldown: 30 seconds.
            Shield Training: (unchanged) Passive: You gain proficiency with all shields except Tower Shields, and your Arcane Spell Failure chance from equipped shields is reduced by 5%.
            Wand & Scroll Mastery: (unchanged) +25%/+50%/+75% effectiveness from your wands, scrolls, and other items that cast spells, and +1/+2/+3 to the save DC of your offensive wands. Taking Wand and Scroll Mastery in one enhancement tree will block its availability in other enhancement trees.
        Tier 3:
            Arcane Barrier: (Now 1 Rank): Passive: When your hit points drop below 50% of maximum, you are immediately protected by an Arcane Barrier that reduces all incoming damage by 25% for the next 20 seconds. This effect may only trigger once every 90 seconds.
            Eldritch Accuracy: You get (INT/CHA) to hit with weapons and shield bashes.
            Synergetic Magic: While you have Action Boost: Spell Power active, you also get the benefits of Action Boost: Power (+10/20/30 Action Boost bonus to Melee Power and Ranged Power for 20 seconds.)
            Critical Mastery: +1/2/3 to confirm critical hits and critical hit damage (before weapon multipliers)
            Ability Score Multiselctor: (unchanged) +1 STR/DEX/(INT or CHA)
        Tier 4:
            Knight's Transformation: Toggle: While this is turned on, all your spells and SLAs that are affected by Metamagics have their range reduced to touch range. You cannot enable the Enlarge Metamagic while this is active. You gain +30 Universal Spell Power, +3% Spell Critical Damage, +5 to Hit with Weapons, and +3% Doublestrike. Your Base Attack Bonus equals your Character Level.
            Improved Offhand: Multiselector:
                Shield Striking: (unchanged) On Hit: +5%/+10%/+15% chance to proc an immediate Shield Bash attack with an equipped shield. Every six seconds while you have a shield equipped, you gain Temporary hit points equal to the enhancement bonus of your equipped shield.
                Orb Saves: +1/2/3 to saving throws and +3/6/10 Universal Spell Power while holding an Orb.
            Force's Point: When you cast a spell, you gain a stack of Force's Point: Martial (+1 To-Hit and Damage). This stacks up to 5 times. When you hit with a melee weapon, you gain a stack of Force's Point: Magical (+2 Universal Spell Power). This stacks up to 10 times. Stacks last for 12 seconds each. You may only gain each effect once per second.
            Armored Arcana: You gain proficiency in Medium Armor, and suffer no Arcane Spell Failure from Light or Medium Armor.
            Ability Score Multiselector: (unchanged) +1 STR/DEX/(INT or CHA).
        Tier 5:
            Improved Knight's Transformation: If you have Knight's Transformation active, you also gain +1 Competence Bonus to Critical Multiplier with Melee Weapons, +3 to Damage with Weapons, and the Mobile Spellcasting feat, allowing you to move more quickly while casting.
            Knight's Magic: Multiselector:
                Knight Striker: If you have Knight's Transformation active, you also gain +2 to Evocation DCs, +2 to Conjuration DCs, and +20 Melee Power.
                Knight Controller:  If you have Knight's Transformation active, you also gain +2 to Enchantment DCs, +2 to Illusion DCs, +4 Spell Penetration, and +20 Melee Power.
            Force's Edge: When you cast a spell, you gain +1 Competence Bonus to Critical Threat Range for 12 seconds. When you make a Melee Attack, you gain +5% Spell Critical Chance for 12 seconds.
            Radiant Forcefield: Spell Like Ability: Radiant Forcefield (Activation Cost: 30 Spell Points. Cooldown: 3 minutes.)
            Eldritch Tempest: Activate: Perform a spinning melee attack, dealing weapon damage +5[W] to all nearby enemies and knocking them prone for 1 second and Slowing them by 50% for 6 seconds. This attack has +10 to Critical Threat Range and +3 to Critical Multiplier. (Activation Cost: 25/20/15 Spell points. Cooldown: 60/45/30 seconds). If any foes are struck by Eldritch Tempest, your weapon also releases an explosion of magical force, dealing an additional 1d6 Force damage per character level to all nearby enemies. This additional force damage is affected by your spell power. (now 1 Action Point per rank)
        Renegade Mastermaker's Kinetic Discharge can now be used while moving.
        Renegade Mastermaker's Shielding Construct and Warding Construct now require the right amount of Artificer levels.
        Aasimar's Protector Stance no longer drops on death.
        Dual-dagger Vistani Knife Fighters now use a shorter animation for Cleave and several other AOE special attacks to make the attacks take the same amount of time as other combat styles.
        The Arcane Warrior Feat's buffs now last 12 seconds per stack (previously 6).
        Each stack of Arcane Warrior: Magical now grants +2 Universal Spell Power (previously 1).
        Warchanter's capstone is now +2 Charisma instead of +2 Strength.

 
Epic Destinies

    Shadowdancer's Meld Into Darkness is now much less likely to be interrupted. 

Items

    A number of changes have been made to raid loot:
        All level 28 and 29 raid loot is now organized into three separate tiers, and raiding gear stats have been increased in some places to match appropriate values. Players with current Legendary raid loot can turn into their old loot into new versions by using Threads of Fate.
        Threads of Fate are a new endgame raid currency that is used for a variety of things at cap. Threads of Fate appear in the end chests of at-cap raids regardless of tier. Threads of Fate are Bound to Account on Acquire.
        Raid Runes have been added to all at-level-cap raids. This means that raid runes will be awarded instead of a 20th completion reward list. This includes The Mark of Death, Temple of the Deathwyrm, Fire on Thunder Peak, and Defiler of the Just.
            Temple of the Deathwyrm and Fire on Thunder Peak now have Thunderforged Crafting materials as rewards in addition to their selection of raid loot.
            The Mark of Death includes appropriate amounts of Masterwork Tapestry Shreds.
            Killing Time's raid rune selection now also includes Schism Shards.
        Tome drops have been standardized for each tier of raiding.
        Tier 3 raids can now have a chance to award +1 Racial Action Point Tomes, which are identical in functionality to the tomes found in the Ultimate Fan Bundle of the Ravenloft expansion.
        Here is how it will work:
            Tier 1: Defiler of the Just, Fire on Thunder Peak, Temple of the Deathwyrm, The Mark of Death
                All named raid loot is now minimum level 26
                Awards +6 Ability Tomes and +5 to +6 Ability Upgrade Tomes
            Tier 2: Legendary Hound of Xoriat, Legendary Shroud, Legendary Tempest's Spine, Riding the Storm Out
                All named raid loot is now minimum level 27.
                Legendary Greensteel's minimum level and overall crafting system remains unchanged.
                Awards +7 Ability Tomes and +6 to +7 Ability Upgrade Tomes
            Tier 3: Killing Time, Old Baba's Hut, The Curse of Strahd
                All named raid loot is now minimum level 28
                Awards +8 Ability Tomes, +7 to +8 Ability Upgrade Tomes, +1 Racial Action Point Tomes
        Threads of Fate are currently used for several distinct purposes:
            New Filigree that are part of two individual Sentient Set Bonuses.
            Adding Mythic bonuses to the White Plume Mountain raid-level items (Wave, Whelm, Blackrazor, Frostrazor, and Angdrelve - as well as their alternate slot variants).
            Reacquiring raid loot that has already been earned to update it to higher power levels
            Sparks of Memory
            Unique cosmetic crown
            High-tier remnant tomes
            Double click Threads of Fate while they are in your inventory to see the full list!
        New scrolls are now available based on the new spells listed below in the release notes.
        Collectibles now sort themselves based on Tier and Rarity in your Red Collectibles Bags.
        Siberys Dragonshards now contain their Feat-Respec level ranges in their tooltips.
        Mysterious Remnants, Raid Runes, and Threads of Fate no longer ask if they'd like to be picked up when you loot them in chests.
        A new suite of wintry cosmetics are now available in Daily Dice!
        Soulrazor now breaks Crystal damage reduction properly.
        Prowess' 5 Piece Set is now: Whenever you activate an Action Boost, gain +50 Melee Power for 10 seconds.
        The Enlightened Step's 5 Piece Set is now: +5% Doublestrike and Doubleshot.
        Several raid items now have their proper Orange borders.
        Some Festivult cookies are now doing different things, and the Jester is arriving soon.
        Orbs can now be found in random loot and are Cannith craftable. They gain Orb Bonuses instead of Enhancement Bonuses, as named Orbs do. They use the Shield list of craftable effects, including Spell Power, but also have the option of Spell Focus in the Prefix slot, as well as Insightful Spell Power, Insightful Spell Focus, or Spell Lore in the Suffix List.
        Hearts of Wood from the DDO Store are now Bound to Account. Already-purchased hearts will have the new binding status.

Quests and other Adventure Areas

    The bats at the bat cave in the Vale of Twilight now properly spawn in the cave. 

Spells

    New Wizard and Sorcerer spells are now available at level 1: Fire Bolt, Freezing Bolt, Acid Bolt, and Electric Bolt. Each fires a single-target bolt that does 1d6+2 damage of the appropriate element per Caster Level, to a maximum Caster Level of 10. These new spells cost 2 spell points each at their base, and have a 4.5 second cooldown (3.5 seconds for Sorcerers) shared among all four spells.
    New Wizard and Sorcerer spells are now available at level 9:
        Iceberg: Single Target Evocation Spell that does 1d6+27 per Caster Level damage, Reflex save for half damage. Maximum Caster Level 20. Costs 40 spell points. 12 second cooldown for Wizards, 9 second cooldown for Sorcerers.
        Acid Well: Acid bursts forth from the ground in an area of effect. This area Conjuration spell does 1d6+18 damage per Caster Level, Reflex saving throw for half damage. Maximum Caster Level of 20. Costs 40 spell points. 12 second cooldown for Wizards, 9 second cooldown for Sorcerers.
        Thunderstrike: A large lightning bolt strikes a single target. This single-target Evocation Spell does 1d6+27 points of damage per Caster Level, with a Reflex saving throw for half damage. Maximum Caster Level of 20. Costs 40 spell points. 12 second cooldown for Wizards, 9 second cooldown for Sorcerers.
    The following spells have been upgraded:
        Level 1:
            Acid Spray is now 1d6+1 damage per Caster level.
            Burning Hands is now 1d6+1 damage per Caster level.
            Shocking Grasp is now 1d6+1 damage per Caster level.
        Level 2:
            Scorch is now 1d6+2 damage per Caster Level.
            Snowball Swarm is now 1d6+2 damage per Caster Level.
        Level 3:
            Acid Blast is now 1d6+3 damage per Caster Level.
            Fireball is now 1d6+3 damage per Caster Level.
            Lightning Bolt is now 1d6+3 damage per Caster Level.
        Level 4:
            Fire Trap is now 1d6+4 damage per Caster Level.
            Negative Energy Burst is now 1d6+4 damage per Caster Level.
        Level 5:
            Ball Lightning is now 1d6+5 damage per Caster Level.
            Cone of Cold is now 1d6+5 damage per Caster Level.
        Level 6:
            Chain Lightning is now 1d6+6 damage per Caster Level.
            Otiluke's Freezing Sphere is now 1d6+6 damage per Caster Level.
            Necrotic Ray is now 1d6+12 damage per Caster Level.
        Level 7:
            Delayed Blast Fireball is now 1d6+7 damage per Caster Level.
        Level 8:
            Polar Ray is now 1d6+8 damage per Caster Level.
        Level 9:
            Meteor Swarm now deals 1d3+1 Fire damage per Caster Level and 1d2+1 Bludgeoning damage per Caster Level on each meteor. It has a maximum Caster Level of 20. 

Handwraps were broken again in this update.
 
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Dte: Druid Melee (DPS/Healing)
Myself: Asshole Cleric (Evoker/Healing)
Peter: Machine Gunner (Traps)
Corwin: Bard
CM: Fighter or Paladin
JM: ?
Wyrhd: Wizzard

Here's what it looks like so far. My Cleric will be pulling Shield Mastery feats and using heavy armor so she'll be fairly tough at least.
 
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OK folks (particularly JM, who missed much of the discussion), we're pretty much ready to TR. Whether you bring the current toons around or position a different one is totally up to you. It's possible we'll hold off one more week if anyone isn't ready to come around yet, but if nobody speaks up real soon, then we'll assume everyone's got a workable plan.

First off, please ID your toon plans.
dte - wolfie melee druid
az - evoker cleric
corwin - caster bard
peter - warlock with trapping level
wyhrd - wizzy again
cm - TBD
jm - trap monkey of some sort??? (sorta remember that, but not certain)

Da Roolz-
As far as positioning, complete Korthos and the solos. That should get you close to lvl3 if not there. If you need to tackle some lvl2 content to get the level, go ahead. We'll take the level 3 toons and knock out all the lvl2 content as a group. If that means repeating a few quests that you did to get lvl3, no worries no whining.

We're looking a little thin on front line power, but I think we'll be OK.
 
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I doubt I will be able to have my toon ready for next week. I've got the THoW, but am struggling to empty my cache; it's taking time and with my daughter coming home for Christmas this week I'm not going to be able to find extra time to play a new toon through Korthos, etc. I'll make an effort, but don't hold your breath while I keep you posted, :)

P.S. I'm having my PC seriously upgraded by my son in the next 2 weeks and everything will have to be re-installed, etc. This could take a couple of days when he finds the time, so that could cause further delays depending on his availability!!
 
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In talking to Peter, he'd prefer to hold off a week as well. Two votes and the motion carries!

Therefore...
We will not start the new TR group this week. If everyone still has the current mains in place, we can putz around with them for another week, or split the group into different levels and catch-as-catch-can.

Was CM official for a pointy stick type? I missed that. No worries, just clarifying.

I should be available both 21DEC and 28DEC. How does everyone else look for holiday time? If we're looking at some absences, we might just push the new toons out to the new year if that makes sense. We'll see.
 
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I've put some time into this, but still have all the interior Korthos quests to do and after adding a few K's of XP from dice rolls, I'm still working on first rank of level 2. I believe I'm free on the 21st, for perhaps a couple of hours, but then since it's Saturday for me we have a Christmas luncheon to attend. Not sure about the week after that; it's a busy time with family and friends.
 
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Waiting a week or two is fine with me; one thing is that if some are still working on getting to 3, we could end up splitting, with one group helping others get through Korthos/whatever to get XP, while the other runs Epics. It looks like only Dte, Corwin, and myself have TRed so far, with Corwin at 2 and the rest of us at 3.

CM was talking Friday about going full bore pointy stick, or a Ranger AA she already had at 4.
 
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Wyrd should have no issues as she'll only be a second lifer, so getting to level 3 is easier than for us thirds. I doubt the 4 Korthos quests will get me to three, but a couple of additional Stormreach quickies might. I'll keep everyone updated!! :)
 
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I finally managed to do everything needed to TR Peters. He's now a level 3 toon ready to start doing the level 2 stuff in the harbor.

The toon is currently at the start of level 3 (2 warlock / 1 artificer).

He will mainly be a warlock blaster focused on necro and enchant spells. However, he should be able to do traps. He won't have evasion so he will have to be a bit careful when doing those traps.

So I'm ready to start playing the new TR group toon.
 
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I vote wait a week...and yes I am going fighter. May do paladin have yet to decide. Going to look at my gear and decide. I do have my fighter ready for a TR in either case.
 
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Corwin if you can log in and promote Allowreck please. Before we start.
 
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If we get the attendance, we're on the new crew this week.
 
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Wyrhd, we did all the level 2 quests and took level 4. With you running a first lifer again, you'll probably be nearly to 4 just from running Korthos. Several of us have lowbies that can run with you for catchup if you have the time.

The horizon, so that y'all can start your complaining early...
Waterworks
Catacombs (we haven't run it in 3 lives, quit yer grouching)
Sharn
3BC
 
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