idea #1: Divine Restoration activates 1 round more frequently, up to once every 2 rounds at CoT 50 idea #2: Divine Wrath increases soak by 1 point, up to 40/+17 at CoT 50 (tbh, this should be added to Premo at PSF too, +16 weapons are not so uncommon any more, but you asked for CoTs specifically)
Yeah, looks like u can cs anythin non crit imm. - Big Crit
#2 seems too OP, following past discussions of "CL"-style egoes that unlock precious freedom for build types being extremely strong and balance-impactful in a way that critically affects the basic balance conception of the class itself
i'd prefer to boost the soak amt itself and leave 50 breakpoint as a meaningful choice that can't be mitigated by randomized loot and join that club.
then again, by that token, it would perfectly mesh with the existing precedent set by such setloot/egoes
+2 wrath/day seems like a boring easy answer, or maybe x2 duration (I prefer to follow a "nice but not overwhelmingly-changing" school of thought for egoes, but oh well); in either case, cot has zero complaint for wrath limitation in general but that's what I'd consider to be a good indicator of something to buff that "could" be cool without becoming a zomgmusthave or enabling some unique new buildtype that evolves into yet another new precedent of gear-dependent buildtheory
i understand not courting idea of edits to old ones in this thread, but it might be a good idea to make such a thread with "official Funky" author so it feels like a fresh and serious discussion, not just necroing ancient things. Existing ones such as assassin CL are totally worthless and expected to remain so indefinitely despite years of suggestions for change, and even with weap buff change, assassin builds are nearly universally full CL (unlike bg/pal, who could claim new buff spells as a use for swap-on CLs), so if anything, this particular ego is even more unfairly-bad in comparison now.
I'd like to see cot ego give say, a (requiring fine-tuning, obviously) nice little buff to nimbus (double duration, +1 SR drop, or +4 (or even 8) effective Cha for purpose of wrath calculations maybe, to go the simpler "make tank better" route.
Post by Lil' Mikey (Msowby2) on Nov 24, 2020 19:59:46 GMT
Just a few fun ones I was thinking about. Not that any can be implemented/are a good idea. Seem fun though.
*Might have misinterpreted the post, but wanted to suggest anyways soo...
RDD- Aura penalties doubled, Fighter LBAB granted (if possible) Breath weapon deals %CL (or half) elemental damage to targets (based off selection), Con arti AoE applies Fire%
Palemaster- All death magic spells gain an additional CL/4 AoE range (spells that aren't AoE gain a small AoE to compensate, similar to FoD armor) All spells are cast as a pure PM (Some love for 20/20pms and splash)
Blackguard- All weapon buff spells are granted additional dice (+2 for elemental, +1 for divine)
Rog- Crippling Strike deals -1 dex (or maybe int/wis/cha?) in addition to normal effect Edodge now gains an additional use per round (was thinking of ftr concealment?) *Free additional of ftr LBAB?
Monk (CC)- Weapons that can be wield in the offhand have monk-attack progression
Weaponmaster (CC)- You gain all weaponmaster benefits from any weapon you wield
DD (CC)- All DR/Soak benefits from class/feats are doubled while in defensive stance (or not in defensive stance)
Assassin (CC)- +2 MS, can do MS 2x per round Imp Invis grants 60-70?% conceal and un-dispellable
PDK (cause why not?)- Rallying Cry lasts 10 rounds, provides fear/turn/dominate immunity Final Stand lasts CL/6, provides KD immunity and Levitation
- Nimbus of Victory now also reduces monster AC by -2. -- - Nimbus of Victorys recharge timer reduced by 50%. [edit: this standalone probably too weak. -12 sr, meh smeh. good prop, not if it clutters ego pool, more like set item has this and ego is something else regarding Nimbus] -- - Divine Wrath also accepts Charisma as source of Critical Immunity (for smiter CoTs intending to use Charisma instead of Str)
a better "solution" would be to completely rework the class so it's not an overpowered, broken mess.
until/if ever that occurs, leaving the conflicting nature of the boots duration vs real-time management issues as the "price" to be "paid" for the enormous boost in damage output, should remain exactly as is and always been. it's a shame, but then again, there's many, many, many other buff candles that keep burning regardless of party's movement or inactivity; the fact that there's only a relatively small number that are so limited in uses/day and so powerful (such as lifeforce) that they compare to HS bootbuff, doesn't justify the need for a handout to fix unfortunate timing events, be it "human error" (poor party coordination, critical core afk so party freezes, etc), or not (bad random taking overmuch time to progress past, client crash, etc).
nice idea, but yeah...nah. the fact that HS is still inarguably op even with this harsh/obnoxious penalizing aspect is an indicator that the buff is far too strong without any such extreme mitigating factor.
Barbarian Augmenters(must not be a member of a quasiclass):
Primal Augmenter - Changes Thundering rage from Sonic Damage to Primal damage Strongshape Augmenter - Allows Shapestrong Rage to be performed as swift action with no cool down Augmenter of the Disregarded - Adds a stacking to 10/- to Epic Barbarian damage reduction Augmenter of the Terrified - Terrifying rage drops enemy SR by -2, AC and saves by -4, with no HD limitation.