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Default The Totally NEW Team Corwin Thread

February 5th, 2018, 06:35
Glad to see you reconsider Jo, you're an important part of the group!!
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February 6th, 2018, 20:30
I'm currently downloading DDO onto my new PC.
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“ Any intelligent fool can make things bigger, more complex, and more violent. It takes a touch of genius – and a lot of courage – to move in the opposite direction.“ (E.F.Schumacher, Economist, Source)
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February 7th, 2018, 02:17
Great Alrik, hope you'll join us again!!
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February 9th, 2018, 18:47
Well, I found out that I just can't log in - and I don't get a new Password mailed. I Need to contact the customer Support.
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February 12th, 2018, 03:30
Druid Update Preview!

TLR = Nature's Warrior is being split into two trees essentially, one wolf and one bear. Weapons now determina base damage/crit profile of animal forms. Elemental forms get 65% absorb to their element, 35% vulnerability to opposing element. Combat style (TWF/SFW/THF) bugs are fixed, as are issues with Cleave animations as trees. Creeping Cold/GCC are fixed so that multiple Druids don't overwrite each others' spells. Other spells get changes; Reincarnate won't take so long that you can read War and Peace waiting on the casting animation anymore. Seasons are changed automatically based on elemental form, think it means they'll no longer change randomly in an effort to annoy Druid players.

Pets won't harm the Druid (or Arty) on their death going forward. More rezs for pets per rest. Pets are getting their own pass "later".

Code:
A major revamp on druids is in progress! This our working plan at the moment.

GENERAL CHANGES

1. Animal forms will now use the stats of the player's main hand weapon for melee attack purposes, such as Base Damage, Critical Multiplier, Critical Range, all Enchantments, Material traits, procs, etc. The issue with the power level of certain effects not scaling will be resolved by this as well.


    Somewhat hand-wavy Lore Explanation: The weapon is used as the magical source to enchant and create the properties of the claw or tooth of the druid. It's magic….so it works that way….yeah…

    Design Explanation: We want druid's melee attack progression to scale with loot normally so the druid's melee attack progression is easier to balance going forward.

    Primal Avatar will be given some kind of damage boost to maintain its hard-hitting style with this change. It will also get Cleave animations to fix a bug with Cleave attacks caused by lack of animations.



2. Existing combat style bugs are being fixed.


    No combat style specific bonuses will function while in animal forms aside from Natural Fighting, and any bonuses native to the form (no duel wielding, glancing blows or single weapon attack speed).

    Using a two-handed weapon still grants the 1.5 damage from your modifying stat, and Power Attack feat adjustments in animal form as well, for its additional bonus.

    Attacks that require a specific weapon to be held in your hand will still not work in animal form (cause you don't have hands!)



3. Wolf form attack animations are being adjusted.


    We are reducing the Basic Wolf Form attack speed bonus to 15%. Winter wolf remains about the same speed at 30%. We are also fixing some flaky behavior in the attack chain.



4. The Bear attack animation chain will be improved to make its attack rate match other weapon styles.


    This will result in an approximate 15% increase in attack speed.



5. Bear & Dire Bear form's AC bonus is now typed Exceptional.


    Improved Mage Armor will also be typed Exceptional.



6. Water and Fire Elemental form will now grant 65% Absorption to their element, instead of Damage Reduction, and 15% Vulnerability to their opposite element.


    The bonus will not stack with Fire Shields or Energy Sheath.



7. Existing Enhancement Trees revamped and new tree "Nature's Protector" added. - Found below in this thread:

8. Specific Spell Changes:


    Reincarnate's casting time and cool down will be put on par with Raise Dead.
    Baiting Bite bluff skill check will use the player's spot score instead of their bluff skill, wisdom bonus applies of course.
    Call Lightning Storm and Storm of Vengeance will have their damage progressions and values change to be an X per caster level to better benefit from increasing in caster level and max caster level effects.
    Call Lightning Storm now does 1d10 every 2 druid levels, max 15.
    Storm of Vengeance's Acid damage now scales at d8 per 3 druid levels, and its lightning damage 1d10 every 2 druid levels. Max of 25. Duration is 30 seconds. (duration will not scale with level, which didn't work anyway)
    Rising Fury's cooldown will be reduced to 30 seconds and the extend meta magic will work on it. (new)
    Produce Flame Projectile speed is being increased (new)
    Creeping cold and Greater creeping cold will now stack with each other when cast by other druids (two can each have their own copy on a target now)

    (New additions to come) Anger of the Noon Day Sun, Elemental Toughness and Fires of Purity are under review to be improved.



9. Cosmetic Changes: (new)


    These may come AFTER the pass, time permitting. This is stretch goal stuff.
    Either or some combination of new Wolf & Bear forms Appearances or dyes.
    Nature’s Veil: A Toggle Feat that suppressed the texture swap used for fire/water elemental forms but keeps the vfxs.



10. Removing pets damaging the druid/artificers on death (new)

    We’re going to be cutting the death penalty for pets and are discussing give a few more pet rez charges at certain levels. The arty enhancement that touches this will be reworked to something else.



11. Natural Fighting Feats will be revamped, more details to come.




Note: Druid pets will be reworked in a separate pass with Artificer pets.



ENHANCEMENT TREES

NATURE'S WARRIOR

CORES:

1. Nature's Warrior: every point spent in tree gives 1 hp, and every CORE; gives 1 sneak attack die in wolf form, and +1 base melee damage while in all animal forms

2. Natural Senses: Your attacks penetrate 10% of your enemies fortification, +3 to listen, spot and search

3. Nature's Bounty: While in animal form, the cooldown penalty for non-animal form spells is reduced from 2.5 times the usual length to 2.0. Does not stack with Nature’s Protector cores.

4. Nature's Hunter: In wolf or bear form you gain a +1 competency bonus to crit damage multiplier on your weapon. Requires a weapon to be equipped.

5. Howling Frost: Casting Howl of Terror now grants you "Winter Hunt" for 10 seconds which grants +10 double strike and, 25% bonus to spell crit and 50% to spell crit damage to all cold damage spells. This will only occur once every 30 seconds.

6. Avatar of the Hunter: You have mastered the art of wielding divine magic in animal form, and using it to empower your body in physical combat. While in animal form, the cooldown penalty for non-animal form spells is reduced from 2.5 times the usual length to 1.5. Does not stack with Nature’s Protector cores.

Passive: +2 strength and wisdom and +10 to double strike and physical resistance

TIER 1

Nature's Empathy: 3/3, increases use of animal empathy, 5/10/15 increase to positive spell power. AP COST: 1

Snapping Jaws: Whenever you bluff or use an ability that triggers a bluff check such as baiting bite your target is debuffed losing -2 AC and you gain a stack of "Snapping jaws" for +2 AC for 15 seconds. Stacks 1/2/3 times. AP COST: 1

Take Down: Increase trip DCs by 1/2/3, AP COST: 1

Bestial Nature: Increase reflex fort saves by 1/2 (no longer a toggle) AP COST: 1

Athletic Hunter: Bonus to move silent,hide, jump and swim, tier 3 grants one charge of wild empathy 1/2/3 AP COST: 1

TIER 2

Flight: Gain an uncapped dodge bonus of 20% for 10/20/30 seconds, costs 1 wild empathy to activate, 30 second cooldown. AP COST: 1

Improved Dodge: +1/2/3 Dodge. AP COST: 1

Ghost Wolf: Requires wolf form. Activate, gain 50% incorpreal defense for 30 seconds, cooldown 5 minutes. Passive: Gain ghost touch while in wolf form to your melee attacks AP COST: 2

Prey on the Weak: 8/15% Damage Bonus against helpless targets AP COST: 1

Action Boost: Double Strike: Activate to gain a +[10/20/30]% action boost bonus to Doublestrike for 20 seconds. AP COST: 1

TIER 3

Fight: increase melee damage and AC, 1, 2, 3 in wolf or bear forms AP COST: 1 (requires: flight)

Brother Wolf: While your wolf pet is alive and within 40 meters it gains 5/10/15 hps every 12/9/6 seconds and 10/15/20 mrr & prr and you gain 1/2/3 to hit and damage AP COST: 1

Stalking Prey: Staying in stealth gains you a damage bonus to critical hit damage (before weapon multipliers) every 3 seconds. Effect lasts for 10 seconds and can stack up to 3 times. or a total of +[3/6/9]. AP COST: 1

Essence of Nature: If you score a crit hit in melee you are granted 10/20 temp spell points for 8 seconds. Your pet has a 10% chance to proc this on its base attacks. Passive: + 5 Positive SP/10 AP COST: 1

Strength or Wisdom AP: 2 (new)

TIER 4

Fatal Harry: Killing an opponent grants a +3 moral bonus to double strike bonus for 12 seconds. Can stack up to 1/2/3 times. Weaker opponents may not trigger this effect. AP COST:1 (new replaced stand your ground)

Four Legs Good: You become immune to most knock down effects in animal forms AP COST: 2

Ferocity: You gain +2/4/6 melee power in bear or wolf form. This bonus is doubled when under the effects of true rage (rage that prevents spell casting) AP COST: 1

Great White Wolf: +10/20/30 cold spell power, while in winter wolf form you gain 10/20/30% cold absorption. AP COST: 1

Strength or Wisdom AP: 2 (new)

TIER 5

Alpha Strike: AOE Melee Attack - Requires animal form: You fight for leadership of the pack. Area damage melee attack dealing +2[W]/+3[W]/+5[W]. This attack can doublestrike. On targets above 85% health it reduces their attack, range and spellpower by 25 for 15 seconds. Activation Cost: 12/9/6 sp, Coodown: 18/15/12. AP COST: 1 (requires: fight)

Nature’s Swiftness: Wolf forms gain evasion. Armor restrictions apply. AP COST: 2

Throat Rip: Requires wolf form, Stealth Melee Attack. +6 sneak dice, On Sneak attacks: Against living targets silences target for 15 seconds on Fort save 10 + Druid level + Wisdom negates and inflicts a bleed that causes 6d6 damage every 2 seconds for 12 seconds. Bleed Scales with melee power. Against bosses the silence is replaced with a 25 pt spell power debuff. 15 Second cool down. AP COST: 2

Jaws of the Great White Wolf: The spell Jaws of Ice now grants gain temporary hps equal to 10 times your character level. AP COST: 2

Strength or Wisdom AP: 2

NATURE'S PROTECTOR - new bear tree!

CORES:

1. Nature's Protector: +2 hp for every point spent in the tree, and 3 MRR for every core in the tree.

2. Nature's Defense: Defensive Combat Stance +8 phy and magic resistance while any wildshape forms. Cannot be active with other defensive stances but can be used while raging. (new – elemental forms can now use it the base version and vase upgrades)

3. Magical Beast: Gain heavy armor prof. In addition while in animal form, the cooldown penalty for non-animal form spells is reduced from 2.5 times the usual length to 2.0. Does not stack with Nature's Warrior Cores.

4. Big Claws: Adds Great Maul to your spell book. This is a version of the maul spell with the same cost and stats but stuns instead of causing a bleed on it. Shares cool down with maul. Stun DC: 10 + Druid level + Wisdom + Stun Modifiers.

5. Big Bear: The Tremor spell now deals 5-8 blunt damage per druid level in addition to it's knock down effect. This damage scales with melee power.

6. The Great Bear: Your attack speed in bear form is increased by 10% combat style bonus.
+4 str, +4 con.
While in animal form, the cooldown penalty for non-animal form spells is reduced from 2.5 times the usual length to 1.5. Does not stack with Nature’s Warrior Cores (new – mirror spell casting benefit from wolf tree and updated stats.

TIER 1

Rage of the Beast: Activate to rage gaining +4 strength and Con, +2 will saves, -2 ac for 40 seconds, but disallowing the casting of magic. Requires bear or wolf form. This ability shares cool down and charges with Barbarian class rage. Effects that modify barbarian rage also effect Rage of the Beast and using it counts as a use of barbarian rage and vice versa. Effect persists through shape changes Can be used 1/2 per rest. AP COST: 1

Fey’s Blessing: Gain +2/4/6 MRR AP COST: 1

Improved Nature's Defense: Competence bonus to one of three, Increase Threat by 50/100/150%, PRR MRR 4/8/12, Saving Throws by 1/2/3 AP COST: 1

Bloody Claws: Using Maul grants a stack of "Killer instincts" granting +1 damage for 15 seconds. Stacks 1/2/3. AP COST: 1

Animal Brutality: Gain a +1/2/3 bonus to intimidate, swim, jump AP COST: 1

TIER 2

Primal Beast: Gain an additional +1/2/4 strength when raging in animal form. At Rank 3 Gain one more use of rage. AP COST: 1 Requires Rage of the Beast

Thick Hide: Nature Armor Bonus 2/4/6 AP COST: 1

Improved Nature's Defense: Competence bonus to one of three, Increase Threat by 50/100/150%, PRR MRR 4/8/12, Saving Throws by 1/2/3 AP COST: 1

Sharp Bloody Claws: Shred now also applies killer instinct AP COST: 1

Defense Boost: Action boost grants 5/10/15 ac 7/12/20 mrr for 20 seconds. 30 second cool down. AP COST: 1

TIER 3

Undying Beast: While raging in animal form you gain immunity to death effects and energy drain. Gains one more use of rage. AP COST: 2 Requires: Primal Beast

Spirit Refreshed: When shape shifting forms below 33% health you heal to full and cure all fatigue. This benefit can only occur once every 3 minutes. AP COST: 2 (new – applies to all forms now)

Improved Nature's Defense: Competence bonus to one of three, Increase Threat by 50/100/150%, PRR MRR 4/8/12, Saving Throws by 1/2/3 AP COST: 1

Ursa Protector: While in bear form nature's defense now does one of these, +2/4/6 con, +3/6/9 MRR, +15/20/25 % to max hp AP COST: 1

Strength OR Wisdom AP COST: 2

TIER 4

Enduring Beast: while raging Increase healing amp by 10/20 in any animal forms. At rank 2 gain one more use of rage. AP COST: 1 Requires: Undying Beast

Spirit Renewed: When shifting forms below 33% health you heal to full and benefit from a restore spell. This can now occur once every 2 minute. Still removes fatigue. AP COST: 2 Requires: Spirit refreshed

Savage Roar: Using the Roar spell with 1 stack of killer instinct active now triggers a burst of sonic damage around the druid for 1d3 per rank of wilderness lore. Scales with melee power. If you have 2 stacks it also stuns at DC: Wilderness Rank + Strength Mod At 3 stacks the damage is 1d10 per rank of wilderness lore and stuns. AP: 2

Ursa Protector: While in bear form nature's defense now does one of these, +2/4/6 con, +3/6/9 MRR, +15/20/25 % to max hp AP COST: 1

Strength OR Wisdom AP COST: 2

TIER 5

Beast unleashed: Gain one additional uses of Rage of the Best per rest. While raging you gain 15% double strike. and while in bear form 50% increase in threat generation and 15% bonus to your armor class. AP COST: 2
Requires Enduring Beast

Spirit Bear Charge: Requires bear form Charge forward inflicting +3W and knocking down enemies, reflex save vs DC 19 + Wis + Trip Bonuses. 15 second cooldown. AP COST: 2

Lightning strikes the Mountain: Activating calls down a bolt of lightning that strikes the druid granting a 100% bonus to threat and MRR for 15 second. 20 MRR / 40 MRR in nature’s protector stance. Nearby enemies take 1d8 in lightning damage per wilderness lore rank. Scales with melee power. SP Cost: 15. 30 Second cooldown. (new – Replaced/Improved Great roar)

Ursa's Protector: While in bear form nature's defense now does one of these, +2/4/6 con, +3/6/9 MRR, +15/20/25 % to max hp AP COST: 1

Force of Nature: You gain 10/15/20% resistance against force damage and 2/4/6 con. AP COST: 1

SEASONS HERALD

CORES:

1. Child of Summer: You gain the ability Child of Summer: Activate to grant +5 Spellpower when casting fire, force, light, sonic and positive spells. This seasonal Spellpower is multiplied by one for every Core enhancement possessed in Season's Herald (starting with this one), up to +30 when you have all six Enhancements. Lasts until death or change of season. Fire Elemental form changes you into this season automatically.

Passive: +1 Universal Spellpower per AP spent in this tree.

2. Child of Winter: You gain Child of Winter: Activate to gain +5 Spellpower when casting water, acid, earth and electric spells per core in this tree. Lasts until death or season change. Water elemental form changes you into this season automatically.

Passive: +1 caster levels to spells in your active season.

3. Nature's Wellspring: The effects of your shillelagh are doubled. +1 max caster level in your active season

4. Sun Burst: Gain Sun Burst as an SLA, SP: 4, Cooldown: 20 seconds (new – lowered cooldown)

5. The Storm of Change: Gain Storm of Vengeance as an SLA, SP 20 cost. 2 minute cool down.

6. Hierophant: You are wise and skilled in the art of wielding divine magic to summon aid and change the world around you. +4 Wisdom +4 Con +10 Universal spell power. Your Conjuration and Evocation spells gain +1 DC, +2 caster level and +2 max caster level. (new – increased wis/con bonus)

TIER 1:

Beguile: Whenever you attack or cast a spell on an enemy, there is a 50% chance to Beguile an affected enemy [1/0-2/0-3] times for [3/0-6/0-9] seconds. Beguile: -2% attack speed, -2 Spellpower. Beguile stacks up to 25 times, and one stack fades every few seconds. Up to one enemy affected each second (by up to [1/2/3] stacks). Does not affect bosses. AP COST: 1

Shared Spirit: Your wolf pet gains 3/6/10% bonus to hps. Passive: You gain 1/2/3 spell power. AP COST: 1

Wax and Wane: +2% critical chance with spells associated with your current season.
Winter: Acid, Cold, Electric, Earth, and Water
Summer: Fire, Force, Light, Positive, Force and Sonic
-AP COST: 2

Produce Flame: Spell Like Ability: Produce Flame. Cost: 6/5/3, Cooldown: 10/6/4 AP COST: 1 (new – lowered cooldown)

Druidic Wisdom: Gain a +1/2/3 to heal, spellcraft and diplomancy skills. AP COST: 1

TIER 2:

Efficient MetaMagic: Reduce the cost of a meta magic, empower, enlarge, maximize, quicken AP COST: 2

Efficient MetaMagic: Reduce the cost of a meta magic, empower, enlarge, maximize, quicken AP COST: 2

Wax and Wane: +2% critical chance with spells associated with your current season.
Winter: Acid, Cold, Electric, Earth, and Water
Summer: Fire, Light, Force, Positive, Force and Sonic
AP COST: 2
Requires previous tier.

Creeping Cold: Spell Like Ability: Creeping Cold (Cost: [6/5/3] SP. Cooldown: [12/10/8] seconds) AP COST: 1 Requires produce flame

Action Boost: Spell Power: Action boost grants 10/20/30 spell power for 20 seconds. 30 second cool down. AP COST: 1

TIER 3

Autumn Leaves: Toggle ability: Leaves always seem to blow around the druid. Grants feather fall, +2 dodge and 5% proc chance on anyone hitting you in melee to be knocked down by a blast of air. Costs: 15 SP Lasts until death or toggled off AP COST: 1

Efficient Heighten AP COST: 2

Wax and Wane: +2% critical chance with spells associated with your current season.
Winter: Acid, Cold, Electric, Earth, and Water
Summer: Fire, Force, Light, Positive, Force and Sonic
AP COST: 2
Requires previous tier

Call Lightning: Spell Like Ability: Call Lightning (Cost: [10/8/6] SP. Cooldown: [12/8/6] seconds) AP COST: 1 Requires: Creeping cold (new - lowered cooldown)

Wisdom +1 AP COST: 2

TIER 4:

Spring Resurgence: Fill an ally with the vitality of spring. When that ally falls below 50% hit points, that ally and any other allies near him are healed by 20d6
positive energy, and receive a +2 primal bonus to attack rolls. (Lasts 5 minutes or until triggered.) (Activation Cost: [8/6/4] Spell Points.)
Cooldown: [8/4/2] seconds) AP COST: 1 (new – lowered cooldown to make buffing party easier)

Strength of the Solstice: +1 to the save DC's of your Evocation and Conjuration spells AP COST: 2

Wax and Wane: +2% critical chance with spells associated with your current season.
Winter: Acid, Cold, Electric, Earth, and Water
Summer: Fire, Force, Light, Positive, and Sonic
AP COST: 2

Salt Ray: Spell Like Ability: Salt Ray (Cost: [12/10/8] SP. Cooldown: [12/10/8] seconds) AP COST: 1

Wisdom +1 AP COST: 2

TIER 5

Crown of Summer: A target of your choice is filled with the light and vitality of summer. That target gains a 15% enhancement bonus to Healing Amplification, and 10 melee power and 5 ranged power. (Activation Cost: 1 Spell Point. Cooldown: 6 seconds) Only one target can have the crown at a time. AP COST: 1

Master of the Elements: Gain 5/10/15 spell power in your season. Passive rank 3: If the character has 17 druid levels they gain anger of the noonday sun or mantle of icy when changing in the appropriate elemental form. This effect costs 8 spells points when it occurs.

Time and Time again: increase your caster level and max caster level by +1 AP COST: 2

Word of Balance: Spell Like Ability: Word of Balance (Cost: [12/9/6] SP. Cooldown: [20/15/10] seconds) AP COST: 1 Requires: Salt Ray (will fix bug with this spell getting blocked by spell resistance)

Armor of Winter: Gain 8 times your wisdom in temporary Hit points that lasts 60 seconds. (Cooldown: 30 seconds, Sp Cost: 12) AP COST: 2 (new – moved spell power and allow it to work in any elemental form/season)
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February 12th, 2018, 04:13
Artificer Changes and Third Tree

Code:
General Changes:

    Construct Essence remains the same.
    Improved Construct Essence now functions like Construct Exemplar does presently on Live, granting full Construct species typing. It's available with 12 Artificer levels, and as an Artificer class feat.
    Construct Exemplar is no longer part of the line with the other two. It now adds +20 Repair Amp and +10 MRR. It is available to any character level 20+.
    Combat Expertise is added to the Artificer Class Feat list.
    Empower Healing is now available to players with Artificer levels.
    You no longer lose HP or SP when your Iron Defender dies. (Yes, this is coming to Druid as well).



Admixture Changes:

    Curative Admixture: Cure Critical Wounds is now a 5th level Artificer spell in the general Artificer spell table.
    Scrolls of Curative Admixture: Cure Critical Wounds now occasionally drop in treasure wherever 5th level scrolls drop.
    Curative Admixture spells have had their Spell Point costs adjusted.
    Curative Admixture spells have had their Maximum Caster Levels raised to match their Cure (non-Mass) analogues, and added to their tooltips.
    Curative Admixture spells have had their tooltips corrected with accurate damage values.
    Curative Admixture spells are now properly considered Conjuration spells for the purpose of DCs and Caster Levels.



Arcanotechnician Changes:

    Palliative Admixture scales with Artificer level (exact numbers TBD, work in progress)
    Thaumaturgical Battery is replaced with new Admixture: Haste SLA (uses similar cooldown/SP costs to Haste, exact numbers TBD)
    Critical Admixture goes away (it's moving to the new tree), gets replaced with Passive: +2 to Caster Level and Max Caster Level of Electric Spells, +2 Rune Arm DCs
    Uncaring Master will be replaced. (TBD, this is also a work in progress).




Artificer: Renegade Mastermaker Tree
Renegade Mastermaker is the third tree for Artificers. It focuses on improving your Repair spells, your Curative Admixture spells, personal Defense, and building things to buff you and your allies.


Cores:

    Core 1: Each core ability in this tree grants you +10 Maximum Hit Points, +5 Positive Spell Power and +5 Repair Spell Power.
    Core 2: While in Medium Armor, Heavy Armor, or Adamantine Body, your equipped armor grants you a +4 Shield bonus to AC and immunity to Magic Missiles.
    Core 3: Curative Admixture: CSW SLA. 4 Spell Points. 8 second cooldown.
    Core 4: +30 Repair Amplification. +50 Maximum Hit Points.
    Core 5: Radiant Forcefield SLA. 30 Spell Points. 3 minute cooldown.
    Core 6: +2 CON, +2 INT. +10 PRR, +10 MRR, +3 Caster Levels with Admixture and Repair Wounds Spells. Active: Unbreakable Forcefield SLA: For 6 seconds, you take -95% damage from all sources (except Untyped damage). 3 minute cooldown.



Tier 1:


    Curative Admixture: CLW SLA. 4/3/2 Spell Points. 12/8/6 second cooldown.
    Repair Light Damage SLA 6/4/2 Spell Points. 4/3/2 second cooldown.
    Supporting Construction: While in Medium or Heavy Armor (or Adamantine Body), +2/4/6 PRR.
    Skills: Repair/Heal/Balance
    Toughness: +5/10/15 max hp



Tier 2:

    Power of Creation: +5/10/15 Repair and Positive Spell Power
    Converter: You create a small device that floats near an ally. Target player, hireling, or Druid Wolf pet at touch range takes 100% base healing from Repair spells for the next 3 minutes (or until target dies). This overrides their innate base healing from Repair spells for the duration. 3 minute cooldown.
    Armor Mastery: +1/2/3 Armor Class and Armor Max Dex Bonus
    Stronger Admixtures: Your Admixture spells gain +3/6/10 to their maximum caster level.
    Action Boost: Defense



Tier 3:

    Conjure Component: 10 Spell Points:You conjure a large number of components that stand in for the Potion requirements in all of your Admixture spells. These expire on logout.
    Repair Moderate Damage SLA 8/6/4 Spell Points. 6/5/4 second cooldown.
    Reinforced Armor: The Armor Class bonus you gain from armor or docents is increased by [15/30/50]%.
    Warding Construct: 5 Spell Points: You create a drone set to counter magical spells. Every 10 seconds for 1 minute, you and nearby allies gain a +3 Alchemical bonus to Saving Throws vs. Magic and +3 Alchemical bonus to Saving Throws vs. Traps that lasts for 10 seconds. 3 minute cooldown.
    CON/INT



Tier 4:

    Power of Creation: +5/10/15 Repair and Positive Spell Power
    Reconstruct SLA 35/30/25 Spell Points. 30/15/6 second cooldown. Shares a cooldown with other Reconstruct SLAs.
    Embed Component: Construct Essence or Warforged Required. +5/10/15 MRR and +2/4/6 Constitution. You can no longer use Evasion, Druid Wild Shape feats, or Primal Avatar's Tree form. (Rank 3: In addition, you do not incur the Attack Bonus or Spell Point cost penalty from Combat Expertise.)
    Renewal Construct: 25 Spell Points: You create a drone set to disperse protective potions. Every 2 seconds for 20 seconds, you and nearby allies gain a Determination bonus to Temporary Hit Points equal to 25 hit points per Artificer level. Level 20+ characters receive twice as many hitpoints. 2 minute cooldown.
    CON/INT



Tier 5:

    Curative Admixture: Cure Critical Wounds SLA. 5 Spell Points. 12 second cooldown.
    Instant Fix: You perform nearly-instantaneous repairs, dispelling most forms of Crowd Control and taking the effects of a Greater Restoration spell. May be used while helpless. 3 minute cooldown.
    Paragon Body: You no longer suffer Arcane Spell Failure from armor. You gain +4 to Fortitude Saves, +20% Racial bonus to maximum hit points, and are immune to most forms of knockdown.
    Regeneration Construct: You are surrounded by arcane energy capable of repairing damage and breaking down constructed materials. Allies (equal to your Artificer level) are Repaired for 1 hit point per 3 Artificer levels as long as they are near you. Enemies vulnerable to Rust damage take the same amount in Rust damage. This lasts for 3 minutes + 3 seconds per Caster Level. 50 Spell Points. (This is a Repair analogue to Positive Energy Aura, expect it to work almost identically.)
    Mastermaker: Your Repair Wounds spells have no maximum caster level.




FAQ:
Steel, what about fixes for Arti pets?
While we hope to make large-scale adjustments to Arti and Druid dogs in the future, that would be a large-scale project, and will not be a part of this pass.

Why doesn't this tree focus on (Weapon Imbues/Trapping/Pets/Armor Imbues/Turrets/Crafting/Wand Casting/Scroll Casting/Rune Arms/[Insert Other Feature Here])?
Artificers do a lot of different things. Some are covered in their other two trees fairly well. For this tree, we looked at what Artificers were sorely lacking, as well as what could be used in Artificer splashes and the overall economy of Class Enhancement Trees. In the case of Rune Arms specifically, we wanted some class options available that aren't tied to their use, so you could build a good defensive option without losing out on Shields or whatever else you wanted to use.

What about changes to Battle Engineer?
Battle Engineer just got updates, and we're of the mind that they'd be in pretty good shape if they could survive long enough to make use of their skills and weapons; this tree ought to help with that.

There's a distinct lack of Battlefists here…
True. We looked into a number of options, but in a system where we already have Rune Arms (…and 40 distinct kinds of weapons…), along with Ranged combat being a big element of Artificer, Battlefists didn't quite fit in a way we were happy with. We ultimately focused on the Self-Forged and other Making elements of the classic Renegade Mastermaker instead. Battlefists could still show up elsewhere in the future.

Does Converter work on yourself? How does it work on allies?
We're still working on this one, but tentatively:

    It cannot be cast on yourself.
    It can be cast on other players, hirelings, and Wolf pets. As long as those things aren't constructs, anyway - It wouldn't do anything to anyone who already has a base 100% Repair healing factor.
    For things in that category without Construct Essence, it boosts their base Repair Healing to 100% for the duration.
    For things in that category with Construct Essence, it adds 50% to their existing base Repair Healing, bringing it to 100%.
    Repair Amp should influence the Repair Healing taken by people with the Converter effect.
    It does not affect Positive healing at all.
    There should be a little floating object on allies who have the buff, a visual indicator that they can be repaired. It'll look similar to the other Constructs in the tree.
--
Oh that? It's just the cat sir.
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