Idea for assassin: Conceal: Currently conceal is totally useless at basicly any level so since assassins tend to suffer from bad AB i was thinking
change:- Conceal into Tensors Transformation On reaching 30th lvl of assassin (so could be pre legendary if u went pure)
Tensors Transformation Level = Assassin lvl / 3 maxing at 16 but 17 if u go 50 assassin (this is just for duration OFC)
Tensors Uses Perday = Assassin lvl / 8 giving 6 uses a day at lvl 48 assassin but 7 if pure assassin
Reason why: SD are like assassins but they get (possibly depending on build) Unlimited conceals HIPS Imp evasion Defensive roll auto self conceal extra attacks a round Epic dodge Necro magic immunes Special whirlwind complete ethralness immune to certain lvl spells
Where a assassin gets non of those but Dev crit not calling it bad but once u reach hells a 5% chance if they roll a 1 dont help but AB always helps in every situation and maxing at a lvl 16/17 tensors wont last that long either so its not going too far.....
Assassins Acid damage:- Can we get to choose from like Acid Electric and Negative? Becuase youve brought/bringing out all these new quazies and Assassins and some other builds are seen less and less with these over powrd (in comparison) quazies
assassin conceal is amazingly good, and even though i didn't take epic weapon focus i'm still getting a respectable amount of hits. dev crit keeps me competitive in terms of melee kills, and assassins can open locks, which SDs cannot do. also assassins get poison weapon and sneak attacks
i WOULD like to suggest though, that assassin invisibility (poison weapon) sent up a floaty message saying your weapon is poisoned. i know its not a huge issue, but it kind of bothered me that the combat log only says you've cast invisibility...
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Post by gruntgruntson on May 23, 2007 12:30:57 GMT
Would Legendary Weapon Focus and/or Legendary Weapon Specialisation be viable?
Casters have several Feats for extra spell-power. Non-casters have class-specific abilities, but not so much in generalised Feats.
Maybe the Legendary Weapon feats could add Exotic damage, or Enhancement to weapons (Is it possible to "stack" Enhancement this way, so that a Legendary Fighter could could have all his chosen weapon always have a +2 Enhance, on top of weapon-properties/GMW/etc?) This would add minor damage, and help cut through DR.
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Any chance RDD could be moved to tier 1 LL ab as unless you're a Bloodfire mage the main build types with RDD involve hitting stuff hard? If not it will reduce the appeal of playing a RDD primary class vs. a Tin Can RDD splash for instance.
When you play a RDD, with RDD control class, you are most probably a STR Tank.
Then you have Dragon Breath and with Epic Toughness 10, you are able to breath every 2 mins. Apart from targeting being a pain in ... you actually never really use this ability.
Every shifter in Dragon Form can breath every round for quite nice dmg. If you are stuck in a situation, where Dragon Breth is the only option left for you, it is really annoying, as you wait for full 2 mins. to do something. And Dragon Breath is only usable in legendary areas, if you have a high DC, meaning you went 50 lvls RDD.
Therefore my suggestion, make it usable only once per day per RDD lvl, or per 2 rdd lvls. But usable when the player needs it. Or make it usable 3 times per day, plus once or twice for each epic toughness feat.
'Strength tanks' isn't a class, so I can't really apply changes to them - we do class-specific changes. They are too generic, and I couln't even tell if you were talking about conceal or phys immunity. The Blackguard ideas are interesting, but I'm a long way from getting there yet. Funky
I reckon a nice way to separate the Str and the Dex builds would be to make Str type weapons more powerful in one way or another than finessable weapons. Of course this will affect many current str builds using finessable weapons.
The obvious tweaks to apply would be dmg. Now dexers ought to be harder to hit. And it makes sense that str tanks are easier to hit but possibly absorb more dmg taken.
Now the current problem is Str tank dmg might be great but overall it isn't far better than a dexer when comparing str for str and weakness for weakness. And a dexer's dmg is very much sufficient considering many of them have high str.
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Continueing on the Suggestion made in the Legendary Spell changes.
As the importance of Crit Immunity will increase substantially maybe it's worth considering to make a new Legendary Ability (Item given at level X for class Y) for another class (prefereably a weak one) to target 1 person once per rest to give them Crit Immunity for a short period of time depending on a controlling Stat modifier. So crit immunity doesn't have to come from 1 source only. (Namely Bard or sub/pm).
Post by Gailin Iceheart on Jun 27, 2007 22:20:01 GMT
How about tweaking the craft item feat in legendary levels to include Lock pick creation? Lets say the rogue has to take X amount of skill points plus the feat X per level of rogue = +(?) lockpicks. You could have it so the lock picks created are only usable by that person to avoid people trying to sell them, or limit the amount of picks created in a particular time period. You could also add in some kinda failure equation if you wanted to make it more difficult. I.E. The pick breaks off in the lock or something like that. Which would then require a special funnel type tool and a special acid to corrode the pick, without destroying the lock. Maybe even create a quassi-class thief type.
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Dwarven defenders are meant to absorb a LOT of damage. They are always on the front lines and as such are often mobbed by multiple creatures. Unlike their front line counterparts (Weaponmasters and Fighters) they generally do not do as much damage.
I would propose that upon reaching 30 levels of Dwarven Defender (including Legendary Levels) the Defensive Weave ability also provide immunity to critical hits. This ability is intended to provide better defense for the Dwarven Defender and allowing it to provide immunity to criticals seems a logical extension. Upon reaching 45 levels of Dwarven Defender they become immune to criticals even when not using Defense Weave. Here the logic is that as the Dwarven Defender gains in experience s/he become better able to use their defensive abilites to avoid critcal hits even when not weaving.