Two things. Will the fighter whetstone be scaled up for LLs? ( say anywhere from +15 to +20 from fighter levels 31-50). And also, Say I have a dustbone scythe with 2d12 bludegoning already on it, will the whetstone stack with this?
I was thing the same for sorc or bard or maybe if it get to tricky a item ,that lets you cast any one spell you set it 3 time s a day at the cost of 3 9 level spells castings . if you got the item activated . As sorcerer and bard spell change might easy lead to illegal charters .
Post by Delfestra Ruinvorn on May 31, 2006 15:10:50 GMT
Reposted from the Thoughts and Ideas forum:
I know you're working on scaling class abilities for level 60 play, and AA has already been IDed as one of the weaker classes...but this post deals with items, which is why I put it here.
I'd suggest more AA-only quivers. There are several from pre-40, some from dragons, one tagged - coming from the same dragon as all the other weapons.
But there is no Dusty quiver.
I think it is imperative to add an AA-only Dusty quiver.
Reasons being: 1) Dusty, like MoaD, has pretty much all weapons. MoaD however has an AA only quiver, and Dusty doesn't.
2) With Random weapons in, quivers are even weaker because random weapons have many, many different damage types and most quivers have two, maybe three if they're lucky.
3) There are no AA only random quivers - that would give AAs damage types equivelent to rare weapon types. Even if they trade strength for slightly better hit rate, they're STILL much less effective.
4) If they were AA only, non UMDable, then they're more likely to get into AA hands. UR Hunter's point, even if it drops, goes to whoever wins it and they're more likely to use it themselves if they are able than they are to trade it. Plus, saying the UR that anyone can use is the AA class bonus kinda sucks, because anyone can use it and not just AAs. So...why make an AA to use it, when you can use it as needed and be a fighter rogue wm or something?
So, in addition to the skill/ability alteration for AAs - I think they need more AA-only quivers, espcially an AA-only quiver from Dusty to keep their weapon progression in line with the rest of the weapon-oriented types.
I wasn't suggesting new feats, I was suggesting adding the standard feats to rogues/BG/assassins upon levelup. Say a 25 rogue/8 fighter/7 WM takes LL 42 or rogue level 27, could you add the 14d6 sneak attack feat to replace the 13d6 one? And once a character maxes out on sneak attack feats, add improved sneak attack feats.
Right, that's not where the problem arises. It arises when a pure rogue (or mostly pure with ISA feats taken) runs out of available sneak feats, as they will if they take any ISA pre-legendary. And that's just the technical issue. From a balance perspective, giving them an extra 10d6 may not be the greatest idea, nevermind the fact its an extra 10 feats worth (since some classes might gain the equivalent of that from other classes upgrades, despite the fact that thats quite alot). Funky
Wanted to post a few ideas on scaling for Monks in LL's. Not sure if they can be done but wanted to mention them now before they leave the mind.
Stunning Fist - Continue with 10 +1/2 the Monks lvl + Wis modify. Have LL's taken into account to determine net DC.
Quiv Palm - Continue with 10 +1/2 the Monks lvl +Wis modify. Same as above except have it ignore the fact it has to be a critter of lower lvl than the monk for it work.
Empty Body - Base amount of Monk lvl past 20th determins net conceal bonus. i.e. Lvl 30 monk gets 60% by 40th but the duration increases beyond 40th at 1 round per Monk lvl. Example: Joe Monk 36 Monk/3 Rogue/1 Sd, total monk lvls is 56. Self conceal lasts for 56 rounds instead of 36 rounds.
Or perhaps stager the duration in LL's to where it would be every 2 lvls of LL Monk lvls adds one more round of duration.
Hi, yesterday i got high enough AA lvl, so my unlimited Death Arrow was changed to the 1 WAIL every 4 second ability.
The death arrow had decent DC (49), and I was able to take out several of the mobs in Sissy run with it, and I was relativly pleased with it.
The new wail, removes the old death arrow, and the wail has a 40 DC ( for me now), which I think is utterly useless. At lvl 60 it will be 48 dc, not very fantastic. I really miss the death arrow I had one level ago, and I think the Devs should reconsider this ability. During a desert run yesterday, I killed perhaps 1 or 2 that got a critical failure on the save. Everything else saved with ease.
Suggestion: Increase dc. During cooldown make the death arrow behave like normal death arrow, this way we wont feel we loose something practical upon reaching higher lvl.