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 U29 Feats Overview

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Shaalaanaa
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PostSubject: U29 Feats Overview   Thu Nov 19, 2015 1:28 pm

https://www.ddo.com/forums/showthread.php/467837-Update-29-Feats-Overview

Quote :
As you've seen from Vargouille's thread, you will have some new advancement options with Update 29. There are quite a few new Feats coming, and in order to keep things organized, we've split the wide variety of Feats into three different threads.

Level 29:
At level 29, you get your third Epic Destiny feat. Like the one you get at level 28, you can pick from any of the previous Epic Destiny feats you qualify for, as well as from a list of new options only available at level 29.
See this thread for details on new Epic Destiny feats!

Level 30:
At level 30, you get a standard feat slot, per the normal feat progression.
You also get your choice of one Legendary Feat. These powerful feats have a variety of effects and a Planar theme.
See this thread for details on Legendary feats!

Other Feats & Changes:
In addition to the level cap increase and its related feats, some new general feats are being added into lower Epic levels to provide additional choices.
See this thread for details on those!

In addition, starting with U29, every Epic Level will grant you the following (similar to the Melee and Ranged power you currently get):

+6 Universal Spell Power
1% discount to the SP cost of your spells



And each Epic Level you have will grant the following to your Hirelings, Pets, and Summoned Creatures:

+5 Melee & Ranged Power
+10 Universal Spell Power
+5 PRR
+5 MRR
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Shaalaanaa
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PostSubject: Re: U29 Feats Overview   Thu Nov 19, 2015 1:29 pm

https://www.ddo.com/forums/showthread.php/467840-Update-29-Feats-Epic-Destiny-Feats

Quote :
At level 29, you get your third Epic Destiny feat. Like the one you get at level 28, you can pick from any of the previous Epic Destiny feats you qualify for, as well as from a list of new options only available at level 29. These require 3 total destinies, though unlike previous Feats most of these require Destinies from multiple Spheres.


Wind through the Trees (3 Primal Destinies)
When enemies hit or miss you, they have a 5% chance to be knocked down with no save. This may only trigger once every 12 seconds.

Dire Charge (3 Martial Destinies)
Charge forward at the targeted foe. That foe and all nearby foes are subject to +2[w] damage and must make a Fortitude save or be stunned. Stun DC is (20 + highest ability modifier + bonus to stun attacks).

Arcane Pulse (3 Arcane Destinies)
Spell: A magical pulse of force reverberates through the target's body, dealing 3d6+6 force damage every 2 seconds for a duration of 16 seconds. This spell can stack on the target up to 5 times, increasing the damage with each stack. 3 second cooldown



Deific Warding (3 Divine Destinies)
When you take damage, add one stack of Deific Warding (+1 Sacred Bonus to MRR). This effect can stack up to 30 times. One stack is removed every 3 seconds.



Dreamscape (2 Primal+ 1 Arcane)
Activate to pop off to the land of dreams. You are invulnerable and invisible for five seconds, then return with a random 30-second buff. 1 minute cooldown.

Harbinger of Chaos (1 Primal+2 Martial)
With weapon and unarmed attacks, deal 1d20 Bane damage against all targets and an additional 2d20 Chaos damage against Lawful targets. This scales with Melee or Ranged power depending on your weapons.

Fount of Life (1 Primal+ 2 Divine)
+20 Healing Amp and Positive Spell Power

Embodiment of Order (1 Divine+ 2 Martial)
With weapon and unarmed attacks, deal 10 Bane damage against all targets and an additional 20 Law damage against Chaotic targets. This scales with Melee or Ranged power depending on your weapons.

Spirit Blades (1 Divine+2 Arcane)

Spell: Create a series of spectral blades which fly at a nearby opponent. Each of the five blades does 2d20 Piercing and 1d20 Force damage.

Arcane Warrior (2 Arcane+1 Martial)
Your weapon and unarmed attacks grant you a stack of Arcane Warrior: Magical (+1 Universal Spell Power). Your offensive spells grant you a stack of Arcane Warrior: Physical (+1 Melee and Ranged Power). Each of these stacks to 20 times and each stack lasts for 6 seconds. You may gain a stack of each no more than once per second.
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Shaalaanaa
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PostSubject: Re: U29 Feats Overview   Thu Nov 19, 2015 1:29 pm

https://www.ddo.com/forums/showthread.php/467838-Update-29-Feats-Legendary-Feats

Quote :
At level 30 you will get a choice of one Legendary Feat. These feats are stronger than most of your standard feats, and pull their power from different planes. To help round power levels in upper Epic, a lot of these feats are meant to be a little more powerful for characters that have built for versatility; most of them include parts useful to many kinds of players.



Scion of the Plane of Earth
+4 to the DCs of Conjuration spells, +2 to the DCs of other spells
+20 PRR
+10 Acid Spell Power, +30 Universal Spell Power
Add 2d20 Acid damage to weapon and unarmed attacks (Scales with Spell Power)



Scion of the Plane of Air
+4 to the DCs of Evocation spells, +2 to the DCs of other spells
+4% Dodge, +4 to Dodge Cap
+10 Electric Spell Power, +30 Universal Spell Power
Add 2d20 Electric damage to weapon and unarmed attacks (Scales with Spell Power)



Scion of the Plane of Fire
+25% Spell Critical Damage with all spells
+10 PRR, +10 MRR
+10 Fire Spell Power, +30 Universal Spell Power
Add 2d20 Fire damage to weapon and unarmed attacks (Scales with Spell Power)



Scion of the Plane of Water
+200 Maximum Spell Points
+20 MRR
+10 Cold Spell Power, +30 Universal Spell Power
Add 2d20 Cold damage to weapon and unarmed attacks (Scales with Spell Power)



Scion of the Feywild
+10 Sonic Spell Power, +30 Universal Spell Power
+4 to the DCs of Enchantment spells, +2 to DCs of other spells
Add 2d20 Sonic damage to weapon and unarmed attacks (Scales with Spell Power)
+20 Healing Amp



Scion of the Shadowfell
+4 to the DCs of Necromancy spells, +2 to DCs of other spells
+40 Negative Spell Power
+20 Negative Amp (assuming you take healing from Negative)
Weapon and Unarmed attacks heal you for 1d6 Positive damage, or 1d6 Negative damage if you are Undead.



Scion of the Ethereal Plane
Permanent Blur, and while sneaking, permanent Displacement.
+1 point of Sneak Attack damage for every 2 points of Hide you have
+2 to all Skills
Permanent Invisibility Guard, as per the item effect



Scion of the Astral Plane
+4 to Tactical Feat DCs
+4% Doublestrike & Doubleshot. An additional +4 if you are centered.
+4% Dodge.
+4 to Reflex Saves.



Scion of Mechanus
+20 Repair & Rust Spell Power, +20 Universal Spell Power
+20 Repair Amplification (assuming you take healing from Repair)
+10% Fortification Bypass on weapon and unarmed attacks
Gain: Master Reconstruction, shares cooldown with Communion of Scribing



Scion of Celestia
+20 Positive, Light, & Alignment Spell Power, +20 Universal Spell Power
+30% Crit Damage with Positive, Light, & Alignment spells
+150 Maximum Hit Points
+4 to Will Saves



Scion of Elysium
Summoned creatures gain +25 PRR and MRR
Summoned creatures gain +20 MP, RP, and USP
Summoned creatures gain +100% Fortification
Summoned creatures gain a 5% chance to ignore incoming damage entirely. Does not affect any incoming Positive, Negative, or Repair effects.



Scion of Arborea
+20 Melee and Ranged Power
+20 Force Spell Power and +20 Universal Spell Power
+2 to the Enhancement Bonus of your weapon
+4 to Fortitude Saves



Scion of Limbo
+2 Determination Bonus to all Saves
eight buffs, each one minute long. Cycles randomly.
+40 Melee and Ranged power, +80 Spell Power
+16% Doublestrike & Doubleshot, +20% Spell Crit Damage
+30 PRR and MRR
+20% Dodge and +40 Healing Amp
+20 DR /Law
Your weapon/unarmed strikes and spells deal 1d20 Chaos Damage
Each time you would be damaged, you have a +5% chance to completely ignore the damage. Does not affect any incoming Positive, Negative, or Repair effects.
Confetti explodes around your shoulders. Festive!
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Shaalaanaa
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PostSubject: Re: U29 Feats Overview   Thu Nov 19, 2015 1:30 pm

https://www.ddo.com/forums/showthread.php/467842-Update-29-Feats-Other-Feats

Quote :
In addition to the level cap increase and its related feats, we're planning on adding some new general feats. These provide extra options in Epic, especially boosts to Spellcasting.

New ML21 General Feats: (Each of these also grants +110 Maximum Spell Points)

Wellspring of Power
Activate to gain +150 Universal Spell Power and +20% Spell Critical Damage for 30 seconds. 3 minute cooldown.

Arcane Insight
Activate to gain + 6 to all spell DCs and +6 to Spell Penetration for 30 seconds. 3 minute cooldown.



New ML24 General Feats: (Each of these also grants +140 Maximum Spell Points)

Improved Augment Summoning
Requires Augment Summoning
Your summoned creatures have +8 to all ability scores, +10% Dodge, and +100 Maximum Hitpoints

Burst of Glacial Wrath
Cone spell, deals 30d6 Cold Damage and freezes the creature. Fortitude save (20 + Highest of your INT/WIS/CHA modifiers) negates the freeze.

Intensify Spell
METAMAGIC: +75 Spell Power, spells cost +25SP. Works on any spell affected by Empower.

Embolden Spell
METAMAGIC: +2 DCs to all spells with DCs. +10SP. Affects spells

Master of Air
Your Shocking Grasp, Electric Loop, and Lightning Bolt spells no longer have a maximum caster level.

Master of Earth
Your Acid Spray, Acid Arrow, and Acid Blast spells no longer have a maximum caster level.

Master of Water
Your Cold Ray, Snowball Swarm, and Niac's Biting Cold spells no longer have a maximum caster level.

Master of Fire
Your Burning Hands, Scorch, and Fireball spells no longer have a maximum caster level.

Master of the Dead
Your Chill Touch, Necrotic Ray, and Negative Energy Burst spells no longer have a maximum caster level.

Master of Light
Your Sun Bolt, Searing Light, and Sunburst spells no longer have a maximum caster level.

Master of Artifice
Your Static Shock, Lightning Sphere, Blast Rod, and Lightning Motes spells no longer have a maximum caster level.

Master of the Wilds
Your Produce Flame, Creeping Cold, Call Lightning, and Word of Balance spells no longer have a maximum caster level.

Master of Music
Your Shout, Greater Shout, Sonic Blast, and Reveberate spells no longer have a maximum caster level.

Master of Knowledge
Your Arcane Bolt and Arcane Blast spells now grant you one stack of Mental Honing (+3 Universal Spell Power, +2% Spell Crit Damage) when cast. This effect can stack up to 30 times. One stack is removed every 6 seconds.



New ML30 General Feat:

Greater Ruin
Requires Ruin.
Deals 1000 untyped damage to a single enemy (no saving throw). Costs 150 SP




Artificers

Improved Construct Essence
Requires 12 Artificer Levels and Construct Essence. May be taken as an Artificer Bonus Feat.
Improves your base Repair to 70%, as well as Rust vulnerability.



Construct Exemplar
ML21, requires Improved Construct Essence.
You are now considered a Living Construct instead of your original race
100% base healing from Repair spells and 100% damage from Rust
Immunity to Sleep, Hold Person, Energy Drain, Nasueated, Exhausted, and Paralyzed effects except those which physically hold you in place
Immunity to ability score damage from natural poisons and natural diseases (but are vulnerable to those that specifically affect wood or metal)
+10 Racial bonus to saving throws against magical poisons, and do not fail saving throws against them on a roll of a natural 1 (this renders you immune to magical poisons with a DC of less than 11+your Fortitude save)
You may remain underwater indefinitely without the need to breathe.
When resting at a Rest Shrine, the health you regain is now based on your Repair skill instead of your Heal skill



In Update 29, the DC for Rune Arms will benefit from all sources of Evocation Bonuses (they currently only benefit from Feat Bonuses to Evocation). This isn't really a feat, I just didn't have somewhere better to mention it!
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