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Post by quinn on Sept 26, 2006 14:14:15 GMT
Any plans to change Paladins soon? Status quo, they have a semi-neat attack that can do quite a bit of damage, but usable only every, minimum, 4 minutes (which is then reset once killed), and only three smites that aren't particularly useful against mobs. As is, their AB suffers, and AC doesn't do too well, either, and the buffs don't do a lot otherwise. Divine Might is nice, but, again, AB problems already hurt it, and the Shield is nigh-useless. I kinda have to agree on this, based on the paladin im making myself (that isn't primarly to be a smiter nor high cha divine might/shield user - yes, i know, not wise, but I like making unique builds on HG) the spells, more specifically defening clang and blessed weapon have a reaaall short duration. Could this be bumped to last as long as flame weapon, or a bit longer than what it already is? With the items available ( such as holy avenger on weapons, divine and sonic damage readily available on most 35/randoms) other melee classes pretty much have an obvious advantage over choosing paladin to begin with. This suggestion may seem frivoulous in the big picture, but might encourage a wider range of diversity among meleers seen in the LL areas Also, I'm experiencing some problems with combining GMW/Defening Clang/Blessed Weapon. Sometimes the GMW dissapears (when someone else casts on me) after I cast clang and/or blessed, but when I self buff myself (with GMW) it seems to be fine.. I think I saw a post on this somewhere but couldn't find it through the search. Its not that big of a deal, its just something I started noticing in my mid 20s.
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Post by FunkySwerve on Sept 26, 2006 14:21:12 GMT
The only suggestions I see in your post are for spells, in a place I won't find them when I go to make spell edits. Funky
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Post by Master Jaxx on Sept 26, 2006 17:12:56 GMT
Unarmed Monk damage could use some improvements. I know we've discussed before but just wanted to throw out a few ideas. Can't add fw or gmw for more damage. Plus can't keen unarmed strike.
Any way of giving a set of Monk Gloves a melt down version of the on hit the AA's now enjoy? Or possibly adding some regular on hit properties to a set of monk gloves ie On hit slay alingment Evil dc 26 hehe or something like that. (A bit overpowered I know). Or better yet just make it as low as dc as possible since a mob would have to roll a 1 anway in order for it to be effective.
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Post by jillybean on Sept 26, 2006 18:19:54 GMT
Unarmed Monk damage could use some improvements. I know we've discussed before but just wanted to throw out a few ideas. Can't add fw or gmw for more damage. Plus can't keen unarmed strike. Any way of giving a set of Monk Gloves a melt down version of the on hit the AA's now enjoy? Or possibly adding some regular on hit properties to a set of monk gloves ie On hit slay alingment Evil dc 26 hehe or something like that. (A bit overpowered I know). Or better yet just make it as low as dc as possible since a mob would have to roll a 1 anway in order for it to be effective. I have always thought it would make sense that a mage with GSF Transmutation would be able to keen monk gloves.
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Post by Yomi on Sept 26, 2006 20:14:17 GMT
Any way of giving a set of Monk Gloves a melt down version of the on hit the AA's now enjoy? Or possibly adding some regular on hit properties to a set of monk gloves [...] I like this idea. Whether it's some onhit damage, or special properties, this would be a nice addition to fist monks. This could be standard onhit damage ala AA bows, or something more akin to allowing occasional effective criticals, or could be something more "monkish". Your pummeling blows start to cripple the enemy -- give a level 20 bard-curse effect (with or without a DC), for example, or just a reduction in ab or ac. Maybe a decent chance for daze or stun or immunity reduction (e.g. remove mind immunity on hit, or add damage vulnerability ala desert scorpions, which would be really useful if it was bludgeoning so the monk would do more and more damage each hit). Maybe an onhit knockdown chance. GMW/Keen might be nice, but you could also go the AA route of just having some nice new items that handle it. Make a set of fancy monk gloves be a standard drop in one of the pyramid rooms or some other place. With high to-hit, keen, and onhit property. Throw in a set of level 30ish gloves with lesser properties somewhere appropriate and even better. But of course balanced by monks being very defensive as is, so shouldn't turn into the damage dealing monsters that AA's with DB bows are. And 8-10 attacks per round is a lot (fist monk).
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Post by azrael on Sept 29, 2006 23:26:26 GMT
Any chance of improving premonition for bane knights. Since the maximum amount of blackguard levels a bane knight with premonition could have is 44, a level 60 bane knight's premonition soaks 34/+11. If bane knight premonition counted blackguard levels and 1/2 of sorceror levels it would allow for a caster level 52 premonition, for a soak of 42/+13. As it is , premonition on bane knights does very little, if anything, considering that the earliest a bane knight could get a +11 soak is character level 56. With the change suggested, +11 soak would be reached at level 48, minimum.
I know its a busy time for DM's right now, but I had it on my mind, so I figured I'd post and you can consider it at your leisure.
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Post by kaldair on Nov 10, 2006 20:06:18 GMT
Harper Scouts - Can the HS secret be changed from 2 extra attacks to two extra attacks at the character's maximum AB? Sure would help out all these monk/HS/other builds I've made ....
Kaldair
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Post by Cimion on Nov 11, 2006 18:06:33 GMT
Problem: I've wanted to make a paladin for a long time, but since they neeed a high cha to be worth anything because of divine might and divine shield, thier ab really sucks. Even thought they will be able to smite the crap out of everything every 8 minutes they won't be much good past that.
Solution: Divine might adds to damage and not ab, so maybe add 1/2 the cha modifier to ab. I would love to make one if some sort of change is made so thier ab can be higher, but as is it doesn't seem realistic
Cimion
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Post by thedomicron on Nov 13, 2006 18:56:05 GMT
i recall funky saying a while back that the HS secret does add the extra attacks at full ab
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Post by kaldair on Nov 13, 2006 19:54:15 GMT
If so, it's broken ;<
I tested one of my HS/Monks, and I got 2 attacks at Max AB in the 10 attacks - the first attack & the hasted attack. This was from the combat log. If indeed I am supposed to get 4 at full AB, I'll post the information from the log so troubleshooting can begin ...
Thanks,
Kaldair
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Post by FunkySwerve on Nov 13, 2006 23:50:16 GMT
There's no point. Those are handled by the combat engine itself. The way in which it's handled may have been altered in the update. In the past, it has also depended on server load/lag, though I haven't seen that happen recently. Funky
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Post by thedomicron on Feb 3, 2007 7:36:59 GMT
would like to suggest progressive increases for monks involving epic sr and imp stunning fist feats similar to the rdd. its been discussed in the thoughts and ideas forum here: highergroundpoa.proboards3.com/index.cgi?board=Thoughts&action=display&n=1&thread=5859i think it'd add huge depth as we currently have so many people using monk from a level to splash, the starter class for baldy's aa, to a few of the vets basing melee builds off of it, to groo, who has a fetish. but i think that if you look at the builds which utilize monks, there are 4 main reasons: evasion, improved evasion, mind immunity, tumble/disc. these reasons over look monk benefits like save progression, stunning fist, quivering palm, healing, etc. i've seen builds w/ 20 levels of monk using swords and sorcs with 1 level and it seems that monks should be made good in their own right. i think that using epic sr and imp SF to progressively to slightly raise ab and ac, along with other benefits such as duration, effectiveness etc, would give players the ability and desire to make high level, possibly even pure monks (my single favorite class although i'd never try it as they stand now) i'm putting this suggestion out here to get an idea of your willingness on this subject, i think groo and i and a few others would be able to help create a fair progression.
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Post by holla on Feb 5, 2007 13:48:09 GMT
Had a few ideas I'll post all at once, I'm not sure if these ideas have been suggested before. I started thinking about this as a result of possible tweaking to rebalance the classes now all have have been addressed. I personally feel the majority of classes are fine as they are but the following could help - Monk (str), Cot, Pally, BG, Ranger. Ranger - The top class not so long ago has fallen behind now, the secret items are all but obselete now. My thoughts here are to change bane of enemies to a curse effect on hit, possibly the equiv of bard curse song but based on ranger lvls. Secondly a legendary ranger only quiver would be a nice addition I think as the current quiver really lacks punch, make this item a lvl55+ only? CoT - The char sheet lies about saves with CoT which is ashame as the saves bonus is a primary bonus for this class, in order to balance out the defensive qualities of the class I suggest altering Divine Wrath to give immunity bonuses throughout the duration, the scale I'm thinking of is 1% every 2 CoT lvls for neg, pos and divine. Neg would start at lvl 1, pos at lvl 10 and divine at lvl 20, this would equate to 25% neg, 20%pos and 15% divine for a lvl 50 CoT. No bonus to Mag btw as this could result in overpower imho. Monk - My ideas here have most likely been put forward as most come from conversations I've had in game, but I'll post anyway. Str monks get far worse deal atm imo, use str modifier as a duration increase for conceal and for dc on stunning fist (seems that higher str would pack more of a punch . I also like the idea of gloves with an added attack akin to the elemental db bows, I think 3 with the phy damage types would be more suitable then elemental in the case of monks though. Pally/BG - A reassessment on smite, just tweaking the current formula to give a touch more punch - from - (Number of Greater Smiting Feats +1) x (Total Paladin and CoT and Blackguard levels) x 2 to - (Number of Greater Smiting Feats +5) x (Total Paladin and CoT and Blackguard levels) x 2 , this would increase max damage to 600 of each type for a combined 40 lvls of Pally/BG/CoT. A further addition could be a book/item only useable at lvl 60 to decrease the smite duration by 1 minute, reducing the counter to 3 mins between smites. I had another thought regarding the resist energy feats, they are very rarely used atm with-in builds, could these be changed from resist to immunity? Hopefully this would add to the usefulness and could give the builds with spare feats (not that there are many)added defensive abilities. Think thats all for now, all the best, Holla .
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Post by Parazia on Feb 5, 2007 15:07:36 GMT
CoT - The char sheet lies about saves with CoT which is ashame as the saves bonus is a primary bonus for this class, in order to balance out the defensive qualities of the class I suggest altering Divine Wrath to give immunity bonuses throughout the duration, the scale I'm thinking of is 1% every 2 CoT lvls for neg, pos and divine. Neg would start at lvl 1, pos at lvl 10 and divine at lvl 20, this would equate to 25% neg, 20%pos and 15% divine for a lvl 50 CoT. No bonus to Mag btw as this could result in overpower imho. could the divine wrath maybe be made infinite uses at say CoT lvl 20(thsi is what level the Shadow Evade becomes infinite uses for a SD so i figure that this is the CoT equivalance) regarding BG could the deaths kiss ability ahve the damage recalculated to 2 pts of damge for every 3 lvls of bg and change the 1d4 to say 1d4/15(or 10) lvls of bg? for a max damge of 33 + 3d4(or 4d4) = 45(or 49). or if this is a litle overpowering maybe keep the 1d4. that would give a max damage of 37.(all this is assuming my math is right nad there is no guarentees on that)
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Post by Ommadawn on Feb 15, 2007 14:16:38 GMT
Would it be possible to give rangers shield AC bonus if they dual wield or use a bow?
e.g +1 shield AC per 5 ranger lvls when dual wielding or using a bow to a maximum of +12 at lvl 60. (or something similar)
Just a thought considering that rangers get the dual wield feat for free at lvl 1. It could be considered as the ranger becoming more skilled using 2 weapons or a bow.
The AC benefit would be lost when wearing medium or heavy armour.
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