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Some Truth

Mon Oct 21, 2013 1:53 pm by Strype McClaine

I'll keep this short and breif.
After quitting ddo to travel and work, and not playing for many months.
I doubt I will be returning.
I love you all, but I feel like my course is complete with ddo.



Comments: 2

neverwinter online

Thu May 09, 2013 5:17 pm by Erorgot

its erorgot here and just letting those know that i am beginning to play neverwinter online. its currently in beta but i will be building a guild with our namesake. so if anybody is planning on …

Comments: 0

Erorgots back

Thu Nov 15, 2012 10:12 pm by Erorgot

hello everybody Erorgot is back Smile i know most of you dont remember me but i used to run with this guild a long time ago. I recently came back to the game and am looking for a home so pst in game …

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The future, take a look what will be comming....eventualy

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Post  Strype McClaine Wed Dec 31, 2008 8:32 pm

So, as per my usual self, I lurk about and ive found a bit of this and that, that me thinks the guild will find interesting, that is to say, mechanical changes into DDO itself, and what is in our future of the game.

Note, I am ONLY posting what is previewed and leaked from devs, not what is speculation

First off, the Official Sneak Peaks on Prestige Enhancements

Paladin

Defender of Siberys I
Prereqs: Level 6 Paladin, Paladin Bulwark of Good I, Paladin
Resistance of Good I, Paladin Courage of Good I, Paladin Focus of Good
I, Paladin Paladin Armor Class Boost I, and any one of the following:
Tower Shield Proficiency, Shield Mastery, or Combat Expertise.
Benefit: Protecting the weak from the depredations of the
strong, you become a paragon of defense. This prestige enhancement
grants you 2 additional Turn attempts, additional armor class when
blocking with a shield, increases the maximum dexterity bonus allowed
by tower shields by 1, and the ability to enter a defensive stance or
to create a Magic Circle Against Evil effect.

Defender of Siberys I: Defensive Stance
You may expend a Paladin armor boost to become a bastion of defense,
gaining a +2 Sacred bonus to Strength and Constitution, a +1 Sacred
bonus on all saves, a +2 Dodge bonus to Armor Class, and produce 50%
more hate with your melee attacks. While in this stance, you move at
one quarter speed.

Defender of Siberys I: Magic Circle
You may expend a turn attempt to produce a Magic Circle Against Evil effect.

Paladin Defender of Siberys II
Prereqs: Level 12 Paladin, Defender of Siberys I, Paladin
Bulwark of Good II, Paladin Resistance of Good II, and any of: Paladin
Rally I, Paladin Divine Righteousness I, Paladin Toughness II
Benefit: Protecting the weak from the depredations of the
strong, you become a paragon of defense. This prestige enhancement
grants you an additional Lay on Hands use per rest, 25% increased hate
generation, increases the maximum dexterity bonus allowed by tower
shields and heavy armor by 1, and the ability to enter an improved
defensive stance or to produce a Mass Shield of Faith effect.

Defender of Siberys II: Improved Defensive Stance
You may expend a Paladin armor boost to become a bastion of defense,
gaining a +3 Sacred bonus to Strength and Constitution, a +2 Sacred
bonus on all saves, a +3 Dodge bonus to Armor Class, and produce 100%
more hate with your melee attacks. While in this stance, you move at
one third speed.

Defender of Siberys II: Mass Shield of Faith
You may expend a turn attempt to produce a Mass Shield of Faith effect.

Paladin Defender of Siberys III
Prereqs: Level 18 Paladin, Defender of Siberys II, Paladin
Bulwark of Good III, Paladin Resistance of Good III, and any Paladin
Faith II enhancement.
Benefit: Protecting the weak from the depredations of the
strong, you become a paragon of defense. This prestige enhancement
increases the strength of all of your defensive auras, increases the
maximum dexterity bonus allowed by tower shields and medium or heavy
armor by 1, and grants the ability to enter a superior defensive stance
or to defy your enemies in a glorious stand against evil.

Defender of Siberys III: Superior Defensive Stance
You may expend a Paladin armor boost to become a bastion of defense,
gaining a +4 Sacred bonus to Strength and Constitution, a +3 Sacred
bonus on all saves, a +4 Dodge bonus to Armor Class, and produce 200%
more hate with your melee attacks. While in this stance, you move at
half speed.

Defender of Siberys III: Glorious Stand
You may expend a turn attempt to make a glorious stand against your
enemies. For a short duration of time, you gain DR 20/epic, take
reduced damage from elemental and negative energy, receive double
healing from positive energy, and are immune to secondary effects of
attacks such as 'wounding' or 'vorpal'. Each time you take damage, you
gain the effects of a Cure Light Wounds spell.



Paladin Knight of the Chalice I
Cost: 4 Action Points
Prereqs: Paladin Level 6, Paladin Courage of Good I, Paladin
Energy of the Templar I, Paladin Extra Smite Evil II, and any one of:
Paladin Divine Sacrifice I, Paladin Divine Might I, or Paladin Exalted
Smite I.
Benefit: You are devoted to fighting demons and other evil
outsiders, driving them from Eberron forever. Your maximum number of
Smites is increased by one, your anti-fear aura is improved, and you
have +1 to attack Evil Outsiders and deal 1d6 additional damage with
melee and unarmed attacks against them. You resist evil influences
particularly well, gaining a +2 bonus to saves against spells and
effects produced by Evil Outsiders.

Despite their anti-demon focus, the Knights of the Chalice aren't that picky when it comes to killing Evil Outsiders...

Paladin Knight of the Chalice II
Cost:
2 Action Points
Prereqs: Paladin Level 12, Paladin Knight of the Chalice I, Paladin Courage of Good II, Paladin Energy of the Templar II
Benefit: You are devoted to fighting demons and other evil
outsiders, driving them from Eberron forever. Your maximum number of
Smites is increased by one, your anti-fear aura is improved, and you
now have +2 to attack Evil Outsiders and deal 2d6 additional damage
with melee and unarmed attacks against them, replacing your earlier
bonuses. You resist evil influences particularly well, gaining a +3
bonus to saves against spells and effects produced by Evil Outsiders.
You also gain the ability to Censure Demons.

Knight of the Chalice II: Censure Demons
Benefit:
You may
expend a turn undead attempt to stun a targeted demon or other Chaotic
Evil outsider. A successful Will save DC: 10 + Paladin Level + Charisma
Modifier negates this effect. The target gains repeated saves to break
free of this effect. Non-Chaotic Evil outsiders are unaffected by this
ability.

...but they are better trained at taking out demons.

Paladin Knight of the Chalice III
Cost:
2 Action Points
Prereqs: Paladin Level 18, Paladin Knight of the Chalice II, any Paladin Faith II enhancement
Benefit: You are devoted to fighting demons and other evil
outsiders, driving them from Eberron forever. Your maximum number of
Smites is increased by one, your anti-fear aura is improved, and you
now have +4 to attack Evil Outsiders and deal 4d6 additional damage
with melee and unarmed attacks against them, replacing your earlier
bonuses. You resist evil influences particularly well, gaining a +4
bonus to saves against spells and effects produced by Evil Outsiders.

Who wants a free Greater Evil Outsider Bane added to all of their
weapons? What if I told you that it stacks with an actual Greater Evil
Outsider Bane enchantment?


Last edited by Strype McClaine on Thu Jan 01, 2009 12:27 am; edited 1 time in total
Strype McClaine
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Post  Strype McClaine Wed Dec 31, 2008 8:32 pm

Barbarian
A few changes are being made that are important to know about before looking at the Frenzied Berserker:

  • The
    Vicious weapon enchantment now deals 2d6 damage to opponents struck by
    the weapon and 1d3 damage back to the wielder instead of 1d6.
  • Barbarian Critical Rage I and II can no longer be trained.
    Characters that currently possess these enhancements will retain them
    until they reset their enhancements, and these enhancements count as
    their "Barbarian specialty".
  • Barbarian Intimidating Rage has had its prerequisites changed to
    "either Barbarian Intimidate 4 or Barbarian Frenzied Berserker 2".
Now, on to the Prestige Enhancement iself:

Barbarian Frenzied Berserker I
Prereqs: Level 6 Barbarian, Power Attack, Cleave, Barbarian Damage Boost II, Barbarian Power Attack I, Barbarian Power Rage I.
Cost: 4 AP
Benefit: You gain the effects of the diehard feat while raging,
and your glancing blows have a chance of applying magical weapon
effects. You also gain the ability to expend 10 hit points to enter a
frenzy, which increases your strength by 2 and adds the 'Vicious'
property to your melee weapons.

An interesting Berserker that came up in playtest was a
Ranger/Barbarian archer that used the Frenzy abilities with a bow,
gaining the benefits of the increased strength, ignoring the Vicious
aspect that only affects melee weapons.


Barbarian Frenzied Berserker II
Prereqs: Level 12 Barbarian, Barbarian Frenzied Berserker 1,
Barbarian Damage Boost III, Barbarian Power Attack II, Barbarian Power
Rage II.
Cost: 2 AP
Benefit: While raging, increases the critical multiplier of all
weapons you use by 1 when you roll a natural 19 or 20. Your two handed
weapon glancing blows have an increased chance of applying magical
weapon effects. You also gain the ability to expend 10 hp to Supreme
Cleave.

Supreme Cleave:
Benefit: Expend 10 hit points to attack all nearby enemies.

Supreme Cleave has no cooldown other than a standard 1 second global
cooldown for attack actions. As long as you've got the hit points, you
can continue to bring the pain.


Barbarian Frenzied Berserker III
Prereqs: Level 18 Barbarian, Barbarian Frenzied Berserker 2,
Barbarian Damage Boost IV, Barbarian Power Attack III, Barbarian Power
Rage III.
Cost: 2 AP
Benefit: While raging, increases the critical multiplier of all
weapons you use by an additional 1 when you roll a natural 19 or 20,
bringing the total bonus to 2. Your two handed weapon glancing blows
have an increased chance of applying magical weapon effects. You also
gain the ability to expend 20 hit points to enter a death frenzy (which
can stack with your basic rage and frenzy), increasing your strength by
4 and adding the 'Greater Vicious' property to your melee weapons.
(+4d6 damage / +1d3 damage to self)

The Frenzied Berserker focuses on dealing tremendous amounts of damage
to its enemies, punctuated with absolutely devastating criticals.
Whether dual wielding heavy picks with a x6 critical multiplier, or
using a two handed weapon that's producing magical weapon effects on
glancing blows backed by their incredible strength, they dish out the
damage (to their enemies, and if they choose, to themselves).

The Berserker can stack both of their Frenzy abilities to increase
their strength by 6 and add an additional 6d6 damage to each of their
swings at the cost of 2d3 damage reflected back upon them, or become a
whirlwind of destruction using Supreme Cleave at will, as long as a
friendly healer is willing to keep them going.

[center]Fighter

Fighter Kensai I
Cost: 4 AP
Prereqs: Level 6 Fighter, Fighter Attack Boost II, Fighter Critical Accuracy II, any Weapon Specialization feat.
Benefit: You are the unrivaled master of your chosen weapon.
Your focus and training grant you a +1 bonus to Bluff, Concentration,
Diplomacy, and Intimidate skills, Combat Feat DC's, saves against
magic, and number of Action Boosts per day. If you possess a Ki bar,
you gain 1 additional Ki on criticals and when meditating. You can
select a single weapon type as your signature weapon.

Kensai Mastery I
Cost: 1 AP
Prereqs: Level 6 Fighter, Fighter Kensai I, Weapon Specialization:
Benefit (One handed, ranged, or thrown weapons): You gain an
additional +1 bonus to hit and damage, and +2 to confirm criticals and
critical damage (before multipliers) when using a.
Benefit (Two handed weapons): You gain an additional +1 bonus to
hit, +2 to damage and to confirm criticals and +4 to critical damage
(before multipliers), as well as improved glancing blows that have a
chance of applying magical weapon effects when using a .

---

The kensai masters body, mind, weapon, and will. The "ki projection"
ability of the prestige class has been changed into a passive ability,
and we've given the kensai a number of passive combat bonuses to
reflect their mastery of their chosen weapon. The base prestige class
requires a specific weapon, but we've expanded that as well to all longswords instead of just "the one given to me by my lord".

We also chose to give it some synergy with the monk class. The base
prestige class possesses a strong Eastern warrior-monk philosophy to
it, so it seemed natural to make this a potentially desirable
multiclass option.

---

Fighter Kensai II
Cost: 2 AP
Prereqs: Level 12 Fighter, Fighter Kensai I, Fighter Attack
Boost III, Fighter Critical Accuracy III, any Greater Weapon
Specialization feat.
Benefit: Your focus and training improve, granting an additional
+1 bonus to Bluff, Concentration, Diplomacy, and Intimidate skills,
Combat Feat DC's, saves against magic, and number of Action Boosts per
day. If you possess a Ki bar, you gain 1 additional Ki on criticals and
when meditating.

Kensai Power Surge

Benefit: You may expend a Fighter attack boost to focus your
energy and spirit, gaining a +8 Insight bonus to strength for a short
period of time. If you possess the ability to generate Ki, you generate
an additional 2 ki on successful attacks during your surge.

Kensai Mastery II
Cost: 1 AP
Prereqs: Level 12 Fighter, Fighter Kensai II, Fighter Specialization I, Kensai Mastery I, Greater Weapon Specialization:
Benefit (One handed, ranged, or thrown weapons): You gain an
additional +1 bonus to hit and damage, and +2 to confirm criticals and
critical damage (before multipliers) when using a .
Benefit (Two handed weapons): You gain an additional +1 bonus to
hit, +2 to damage and to confirm criticals and +4 to critical damage
(before multipliers), as well as improved glancing blows that have an
increased chance of applying magical weapon effects when using a .

---

Power surge is one of the defining abilities of the kensai.


---
Fighter Kensai III
Cost: 2 AP
Prereqs: Level 18 Fighter, Fighter Kensai II, Fighter Attack Boost IV, Fighter Critical Accuracy IV, any Superior Weapon Focus.
Benefit: Your focus and training are complete, granting an
additional +1 bonus to Bluff, Concentration, Diplomacy, and Intimidate
skills, Combat Feat DC's, saves against magic, and number of Action
Boosts per day. If you possess a Ki bar, you gain 1 additional Ki on
criticals and when meditating.

Kensai Mastery III
Cost: 1 AP
Prereqs: Level 18 Fighter, Fighter Kensai III, Fighter Specialization II, Kensai Mastery II, Superior Weapon Focus:
Benefit: You gain +1 critical threat range with your signature weapon.

---

Critical threat range increases will be rarer in the future, but we
thought it appropriate that the undisputed master of a specific weapon
would have access to such a powerful ability. Precision is the mark of
a true swordmaster.

[center]Warfogred

Akin to Elven: Arcane Archer, and Dwarven: Defender, warforged are getting a prestige path too...shame it isn't WF Jugernaught.

Warforged Great Weapon Aptitude I
Prereqs: Level 2 Warforged, Two Handed Fighting
Cost: 1 AP
Benefit: Glancing blows produced by your two handed weapon attacks have an increased chance of producing special weapon effects.

Warforged Great Weapon Aptitude II
Prereqs: Level 8 Warforged, Improved Two Handed Fighting, Warforged Great Weapon Aptitude I
Cost: 2 AP
Benefit: Glancing blows produced by your two handed weapon attacks have an increased chance of producing special weapon effects.

Warforged Great Weapon Aptitude III
Prereqs: Level 14 Warforged, Greater Two Handed Fighting, Warforged Great Weapon Aptitude II
Cost: 3 AP
Benefit: Glancing blows produced by your two handed weapon attacks have an increased chance of producing special weapon effects.

All of these stack with the "chance to produce effects" increases
granted by the Two Handed Fighting chain, Kensai (specialized in two
handed weapons), and Frenzied Berserker.

[center]Capstones

As mentioned on the forums, it has been released that for pure classing
charicters, their will be a lvl 20 enhancement (and some day, a few to
choose between) as insentitive to remain pure classed. Here is what we
have seen that has been leaked. Enjoy


Serenity
Prereq: Level 20 Monk, 74 Action points spent
Cost: 2 Action Points
Benefit: You are a paragon of understanding and serenity. Your
Concentration is increased by 10 and your centered ki generation is
increased by 1.

Serenity is subtle, yet in the hands of a master, potentially very
powerful. Ki retention is heavily governed by one's Concentration
score, and while this is a hefty bonus; the second bonus is what I find
much more interesting... With Serenity, a monk's ki not only decays at
a slower rate and stabilizes at a higher "Concentration band", but it
will actually regenerate over time if their accumulated ki is low.

Master of Magic
Prereqs: Level 20 Wizard
Cost: 2 AP
Benefit: Grants +2 Intelligence and all metamagics you possess cost 1 fewer spell point to use. (Heighten Spell costs 1 fewer spell point per level of heightening.)



Divine Intervention
Prereq: Level 20 Cleric, 74 Action points spent
Cost: 2 AP
Benefit: You are a strong conduit of positive energy, and can
expend a turn attempt to ward your target for five minutes against
mortal damage - hit point damage will not lower their hit point total
below -9. If the target is knocked unconscious, this effect will heal
the target after a few seconds and then fade.

Players that have gone through the Korthos Island experience may
remember Cellimas' Protection from Death effect - this is an altered
version of that tutorial spell. Essentially, while this effect is on
your target, they cannot die from hit point damage. Instant death
effects like Implosion or Finger of Death bypass this protection,
however, so keep those Deathblock items on, and it fades a few seconds
after being forced to activate. Still, that's one less dead person!

Cheat Death
Prereq: Level 20 Rogue
Cost: 2 AP
Benefit: A master rogue can defy even death if their luck holds
out. You have a chance of self-resurrection should you die, but this
chance drops each time you die between rests. Maruts have a particular
dislike for you.

Feel
free to post opinions, Im just the guy that finds them, note this was
found by digging around Eladrin (dev) 's postings on the forums

Strype McClaine
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Posts : 368
Join date : 2008-12-20
Age : 37
Location : Flanking you, for sneak attack, in Tennssee

http://splicedintelligence.blogspot.com/

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Post  Franzonator Thu Jan 01, 2009 11:00 am

GREAT! information Strype, thanks for posting this.
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Post  Raucous Fri Jan 02, 2009 12:41 pm

Yes, thank you for reposting I never would've found this.

With the cap going up i might re-roll a couple of my charaters.
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Post  Strype McClaine Sun Jan 04, 2009 11:29 pm

[QUOTE=Eladrin;1972815]Prestige Enhancements planned over the next few modules are:

Barbarian: Frenzied Berserker, Occult Slayer, Ravager
Bard: Spellsinger, Virtuoso, Warchanter
Cleric: Exorcist of the Silver Flame, Radiant Servant, Warpriest
Fighter: Kensai, Purple Dragon Knight, Stalwart Defender
Monk: Henshin Mystic, Shintao Monk, Ninja Spy
Paladin: Defender of Siberys, Hunter of the Dead, Knight of the Chalice
Ranger: Arcane Archer, Deepwood Sniper, Tempest
Rogue: Assassin, Mechanic, Thief-Acrobat
Sorcerer: Air Savant, Cold Savant, Earth Savant, Fire Savant
Wizard: Archmage, Pale Master, Wild Mage

Human: Dragonmark Heir
Dwarf: Dragonmark Heir, Stalwart Defender [Counts as Fighter]
Elf: Arcane Archer [Counts as Ranger], Dragonmark Heir
Halfling: Dragonmark Heir
Warforged: Juggernaut [Counts as Barbarian][/QUOTE]

Don't you know who I am? This Mother**** doesn't Know who I am...IM THE JUGGANAUGHT.....BITCH
Strype McClaine
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