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Jules
05-14-2010, 05:13 PM
Stolen lock stock and barrel from this thread (http://forums.ddo.com/showthread.php?t=248658) as compiled by Daehawk

Class Changes
Cleric Radiant Servant I
Prereqs : Level 6 Cleric, Cleric Improved Turning I, Cleric Life Magic II, Cleric Heal II, Empower Healing, and any one of: Cleric Divine Cleansing I, Cleric Divine Light I, Cleric Divine Healing I, Cleric Divine Vitality I, or Cleric Divine Might I.
Benefit : You are a beacon of Light against Evil. You count as 1 Level higher when casting Positive Energy or Light based spells and gain the ability to expend a Turn attempt to create an aura of Positive Energy that Heals you and nearby Allies over time and damages nearby undead. Any Undead that you successfully turn with your Turn ability are destroyed instead of frightened, and your turns regenerate over time (1 every 2 minutes).

Positive Energy Aura
Benefit: You may expend a use of Turn to produce a Positive Energy Aura effect on yourself, which envelops the caster in an aura of Healing, Positive Energy. Allies within the aura are Healed 1 hit point per 3 caster levels as long as they remain within it. undead enemies are damaged for the same amount.

Cleric Radiant Servant II
Prereqs: Level 12 Cleric, Cleric Radiant Servant I, Cleric Prayer of Life I, Cleric Prayer of Incredible Life I, and any one of: Silver Flame Exorcism, Unyielding Sovereignty, Undying Call, Bladesworn Transformation, Vulkoor’s Avatar, or Cleric Charisma II.
Benefit: You are a beacon of Light against Evil. The Empowered Healing metamagic now grants you a 75% bonus to Healing spells instead of 50%. You count as an additional 1 Level higher when casting Positive Energy or Light based spells, and gain the ability to expend a Turn attempt to create a burst of Positive Energy that Heals you and nearby Allies, removes some negative Levels and ability damage, and damages nearby undead.

Positive Energy Burst
Benefit: Positive energy expands from the caster, Healing 1 to 8 plus 1 per caster Level to all nearby Allies, as well as removing 1 to 4 negative Levels and 1 to 6 points of ability damage. Undead are instead damaged by the energy, taking 1 to 8 points of damage per caster Level. A successful Will save reduces the damage by half.

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Monk Ninja Spy 1
Prereqs: Level 6 Monk, Path of Inevitable Dominion, Dodge, Monk Jump II, Monk Tumble II, and any one of: Static Charge, Porous Soul, All-Consuming Flame or Winter's Touch
Benefit: You are trained as a stealthy killer. You are considered proficinent in shortswords and treat them as Ki weapons. You gain +2 Balance, Hide, Move Silently and gain 1d6 sneak attack as if you were a rogue. While sneaking, you move 10% faster and your passive ki generation when centred is increased by 1.
Special Ability: You can expend Ki to enter Shadow Form, becoming invisible and partially insubstantial.

Ninja Spy Shadow Fade
Cost 15 Ki
Benefit: You focus your Ki and draw shadows around you, becoming invisible and partially insubstantial. 25% miss chance due to incorporeality. Counts as a dark move.

Monk Ninja Spy II
Prereqs: Level 12 Monk, Monk Ninja Spy I, any one of Way of the Tenacious Badger II, Way of the Elegant Crane II, Way of the Faithful Hound II, Way of the Patient Tortoise II, or Way of the Clever Monkey II.
Benefit: Your skill with the blade improves. You gain Improved Critical: Shortsword, an additional +2 Balance, Hide, and Move Silently, and an additional +2d6 Sneak Attack (for a total of +3d6). You move an additional 10% faster while sneaking. You can expend ki to enter the Dance of the Water Strider, running on liquids so long as you continue to move and maintain your concentration.

Ninja Spy: Dance of the Water Strider
Cost: 20 Ki
Benefit: You focus your ki and can run across liquids as if they were solid - so long as you maintain your concentration and perform no other actions, and do not stop running forward. Hazardous liquids (such as lava) will inflict their effects on you as if you were wading in them. This ability counts as a Dark move.


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Shintao Monk I
Prereqs: Level 6 Monk, Path of Harmonious Balance, Stunning Fist, Monk Concentration II, Monk Improved Recovery I
and any one of Cleave, Combat Expertise, Die Hard, Discipline, Luck of Heroes, Precision, Resilience, or Self Sufficient
Benefit: You guide others on the path of enlightenment leading by example. You gain the ability to expend ki to smite evil creatures and can create a protection from evil effect warding allies from domination and improving defenses against evil opponents. Your unarmed attacks now bypass Byshek damage reduction.

Shintao Monk Protection From Evil
Cost: 5 Ki
Benefit: At your touch a magical barrier is created that wards a target from attack by evil creatures granting a +2 deflection bonus to AC and +2 resistance bonus to saves against attacks from evil creatures. The target is also warded from magical mental control and compulsions. This ability counts as a light move.

Shintao Monk Smite Evil
Cost: 15 Ki
Benefit: To deal devastating blows in melee against evil creatures. You gain twice your wisdom modifier to your attack roll and a damage bonus based on your monk level. This ability counts as a light move.

Shintao Monk II
Info Not Released

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Monk Void Strike
Now considered a Void attack. It was previously untyped. It has also been renamed Void Strike I, and has Disciple of Breezes, Disciple of Pebbles, Disciple of Candles, and Disciple of Puddles as prerequisites.

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Rogue Assassin
Rogue Assassin I through III each now grant +1d6 sneak attack dice instead of +2 to damage on critical hits (before multipliers).
Non-Assassinate sneak attacks once again break stealth. The Assassinate ability will not break stealth.

Rogue Mechanic
Rogue Mechanic I now grants proficiency with Repeating Light Crossbows.
Rogue Mechanic I also doubles the chance of receiving scavenged components when disabling traps.
Rogue Mechanic II now grants proficiency with Repeating Heavy Crossbows.

Rogue Thief Acrobat
Rogue Thief Acrobat I now adds the character's Dexterity bonus to Quarterstaff Sneak Attack damage.

Rogue Capstone
Rogue Cheat Death now also grants +2 Dexterity.
Rogue Deadly Shadow added as secondary Capstone.


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Wizard Pale Master
Form Changes

Pale Masters can now affect themselves with Mass Inflict spells.
Incorporeality was incorrectly set as a form of "concealment" in the combat system. It is now a distinct roll from concealment effects. (Wraith Form incorporeality now partially stacks with displacement.)


Summon Changes

The Skeletal Archers excel at hitting high armor class foes.
The Skeleton Knights now have significantly more hit points than before, do more damage, and apply various debuffs on Vorpal hits. They also have increased melee threat generation.
All skeletal knights no longer hop around before attacking.
Frost marrow Mages no longer know the Sleet Storm spell.
Added Magic Missile (or Force Missiles) to the Mages.
Every 30 seconds, all summoned creatures will check to see if their master is more than 30m away, and if they are, they'll teleport to the master's side.


Abilities Changes

Necrotic Touch can once again be used to heal undead pets, but cannot target player characters.
Necrotic Touch now costs 2hp to cast instead of 1hp, 1sp.
Necrotic Bolt, an ability similar to Necrotic touch, has been added to the second tier of Pale Master. It has the same damage but is a ranged attack and costs 5HP to use. It cannot, however, be used to heal undead allies.


Quest Changes & Updates
Sentinels Adventure pack

Epic Quests from the Sentinels Pack will now drop Epic Token Fragments which can be combined in the Epic Alter to create an Epic Token.


Epic Token Changes

Quests are getting re-evaluated to drop a different number of Epic Tokens or Epic Token Fragments based on Length and Difficulty. For Example: VoN5 drops 2 Tokens instead of some shorter less difficult quests that drop only 1.



Fiendish Caravan(Possible Adventure Pack Added/Might appear at a later Update other than 5)
A fiendish caravan has come from beyond the gates and into House Phiarlan. What treasures or despair do they bring to the residents of the House. Adventures are called forth to assist Phiarlan against the caravan.

System Changes
Guilds
Guild system

Gain status by completing certain objectives in the game world to unlock cool rewards - coolest is guild airships, a form of housing
Guild Ranks - Possibly initiated into the system.


Guild Airships have arrived!

In addition to private meeting space that can be customized, airships will provide a travel function where you can go from different parts of the game world by default and can unlock access to further reaches of the world as well if you earn it, including the ability to get a navigator, an NPC to get additional travel options.
the airships will be a custom mini-ward
Guilds will access the airships through an airship tower to get to airship
Earn and "slot the right npcs and amenities"
Auction houses and such can be "slotted" into the airship, you can choose to place them in the airship based on your needs.
Turbine is not ready to provide details on how exactly the unlocking system will work, but Fernando said that guilds can earn different levels of ships and slot different NPC's into ships.
All functionality can be done totally with "in-game gold", but the DDO Store will offer some exclusives, and upgrades and options to buy with store points - but will always be able to get with in-game gold.


Turn Undead
Undead that are turned by Turn Undead no longer run. Instead, they stand in the same place.

New Feats
Augment Summoning
Benefit: Your summoned creatures, charmed minions, and hirelings have +4 to all ability scores, increased health, and increased fortification.
Special: This feat can be selected by Wizards as a bonus feat.

Brutal Throw
Prereqs: +1 Base Attack Bonus, 13 Strength
Benefit: You can use your Strength bonus instead of Dexterity bonus to determine bonus to attack with thrown weapons if it is higher.
Special:This feat can be selected by fighters as a fighter bonus feat.

Trapmaking
Prereqs: Trap finding and anyone of the following: Skill Focus : Disable Device, Nimble Fingers, or Least Dragonmark of Making
Benefit:You have learned enough about traps to be able to scavenge parts from them, and with the help of the Free Agents, can craft your own.
Special: Automatically granted to rogues at level 4.

Whirling Steel Strike
Prereqs: Weapon Focus : Slashing; Proficiency in Longswords, Monk Level 1
Benefit: You treat longswords as if they were monk weapons, remaining centered when you wield them.

Zen Archery
Prereqs: +1 Base Attack Bonus, 13 Wisdom
Benefit: You can use your Wisdom bonus instead of Dexterity bonus to determine bonus to attack with ranged missile weapons (but not thrown weapons) if it is higher.
Special: This feat can be selected by fighters as a fighter bonus feat.
Note: Weapon Finesse now has a 13 Dexterity requirement.

Moment of Clarity
Void : Light : Void Finisher -
Activate this finisher to clear way all distractions from your allies, granting a +5 Insight bonus to attack rolls and a +5 Insight bonus to skill checks for a very short period of time.
Special: Automatically granted to monks at level10.

Curse of the Void
Void : Dark : Void Finisher -
You strike your opponent down with a terrible curse, confusing their mind and rendering them unable to recognize their friends.
You can make an attack that charms your opponent for a short period of time. A successful Will save negates this effect.( DC 10+Monk Level+Wisdom mod). Each time the target takes damage there is a chance that they will break free of this effect.
Special: Automatically granted to monks at level 10.


New Spells
Several new arcane negative energy spells.

Including an AOE that can be used to heal yourself in undead form.
The Skeleton Mage’s aura of pain.


DDO Store Improvements

The Store has been upgraded with performance enhancements.
It is now possible to see items and offers in the Store that you do not yet qualify for, though you may not purchase them until you have met the requirements, such as being high enough level or the appropriate class type.

Enjoy
Jules

moorewr
05-14-2010, 05:36 PM
Thanks for the reposting!

Jules
05-14-2010, 06:46 PM
I am liking a lot that is coming out in the next update. If they follow through I'm thinking sometime mid to late June for the release. Maybe even June 23?

I might even have to give monks another looksee - I usually kill them before getting them off the ground :cool:

Jules

moorewr
05-14-2010, 07:11 PM
Any date for Lamannia or release yet?

Rommalb
05-14-2010, 09:52 PM
wow, New Feats, havent seen those in like 2 years

Eldamir
05-14-2010, 11:16 PM
Might be interesting to try a WF 13Rogue/6Monk/1Ftr (Assassin II / Spy I).. with whirling steel strike, you'd have 10d6 sneak attack off of a pair of longswords all while centered and moving +25% faster in sneak mode (wonder if that stacks with the rogue faster sneak enhancements?)

Juniper
05-15-2010, 01:16 AM
Trapmaking
Prereqs: Trap finding and anyone of the following: Skill Focus : Disable Device, Nimble Fingers, or Least Dragonmark of Making
Benefit:You have learned enough about traps to be able to scavenge parts from them, and with the help of the Free Agents, can craft your own.
Special: Automatically granted to rogues at level 4.


I have to say I like this IF its added to game right, I would love to be able to sneak in a quest and set up a nice little trap for mobs to walk into.

Now if it is just some crappy little thing like the delay blast fireball trap then thats awful

Sidhearcher
05-15-2010, 09:11 PM
Trapmaking....
spiffy!

Coldin
05-15-2010, 09:18 PM
I'm really loving everything that's been announced so far. Looks like Lamannia is going to get an update this week too. So we might finally see these airships.

Thorzian
05-15-2010, 10:28 PM
I'm really loving everything that's been announced so far.

really? you LIKE epic token SHARDS instead of the complete token? to be honest the rest of it (other than the fix to the rogue capstone..about time!!) couldnt interest me less. the monk pre looks ok but is way incomplete.

the glaring, and i mean friggin GLARING slap in the face to me is the epic token shards. do they not realizt that those shards are the only reason to run quests on epic? why should i run an epic zombie pirate quest when i can hammer out a von quicker and actually get something out of it when im done?

Juniper
05-16-2010, 01:31 AM
really? you LIKE epic token SHARDS instead of the complete token? to be honest the rest of it (other than the fix to the rogue capstone..about time!!) couldnt interest me less. the monk pre looks ok but is way incomplete.

the glaring, and i mean friggin GLARING slap in the face to me is the epic token shards. do they not realizt that those shards are the only reason to run quests on epic? why should i run an epic zombie pirate quest when i can hammer out a von quicker and actually get something out of it when im done?

Yeah im not to happy about the epic shards, this is something they should have thought about in the beginning of epic quests, if we would have had shards for easier stuff and tokens for harder and multi tokens in raids from the beginning that would have been ok. But to change it midway is kind of crappy.

Maelphyn Maurpeg
05-18-2010, 05:02 PM
When trapmaking goes live, I suspect I'll switch from Colichemarde to Worclip pretty quickly. I'm hoping the Disable Device skill will tie directly to the effectiveness of traps, in which case his +64 at L15 will make for some pretty decent Corridors of Death.

Rommalb
05-18-2010, 05:06 PM
I have doubts about trapmaking, knowing Turbine they'll probably do all of 40-50 damage a shot, not very effective when mobs have 2000 hp

Eldamir
05-18-2010, 05:12 PM
The biggest concern that I have with trap-making is that, as with all of the other rogue abilities, it takes time to execute -- time that most parties aren't going to give you.

Disabling takes so little time and yet most parties would rather run through the traps than wait for the rogue to disable it.

Having a good hide/ms skill makes you a good Scout, but again, either the party knows the dungeon cold or they aren't going to wait for you to scout things out anyway

Assassination is neat, but again, takes time -- the rogue has to be sneaking, which is inherently slower than the group.

About the rogue thing that folks wait for is the locked door .. but even then, there are bound to be splash-rogue-for-evasion types in the party with just enough OL to get it, or you have a hot-shot caster with his fancy magic to open it while the rogue is still catching up from disabling the last trap :D

Rommalb
05-18-2010, 05:17 PM
yeah, but how many casters really carry knock usually?

Thorzian
05-18-2010, 05:51 PM
I have doubts about trapmaking, knowing Turbine they'll probably do all of 40-50 damage a shot, not very effective when mobs have 2000 hp

bingo! ill be impressed if the damage even hits 50.

and a good loot-whore sorc always carries knock.. blur is for suckers

Jules
05-18-2010, 08:58 PM
gee for some reason both of my casters have blur and knock - wonder why??? :cool::D:cool::rolleyes:

moorewr
05-18-2010, 09:33 PM
yeah, but how many casters really carry knock usually?

That's the plan for my rogue-skills wizard. :cool:

Juniper
05-19-2010, 07:18 PM
The biggest concern that I have with trap-making is that, as with all of the other rogue abilities, it takes time to execute -- time that most parties aren't going to give you.

Disabling takes so little time and yet most parties would rather run through the traps than wait for the rogue to disable it.

Having a good hide/ms skill makes you a good Scout, but again, either the party knows the dungeon cold or they aren't going to wait for you to scout things out anyway

Assassination is neat, but again, takes time -- the rogue has to be sneaking, which is inherently slower than the group.

About the rogue thing that folks wait for is the locked door .. but even then, there are bound to be splash-rogue-for-evasion types in the party with just enough OL to get it, or you have a hot-shot caster with his fancy magic to open it while the rogue is still catching up from disabling the last trap :D

While I totally agree with you on the fact that most parties don't wait for rogues to do their job as it is, but if they are going for xp they like the rogue to do the traps while they keep moving you any extra xp bonus when your on you 2nd+ TR is nice addition.

All though, as for myself I solo most everything I can with my rogue I tend not to group with her just for the simple fact zerging past traps is not her idea of fun. You put me on any other char and I can zerg with the best of them. And, I am guilty of running though traps without thinking about the rogues job.

But if trapmaking makes it easier or alot more fun to solo quests and maybe even allows me to solo some quests that I currently have issues with then I am totally happy with that.

Coldin
05-25-2010, 08:57 PM
Here's Ninja Spy II


Monk Ninja Spy II
Prereqs: Level 12 Monk, Monk Ninja Spy I, any one of Way of the Tenacious Badger II, Way of the Elegant Crane II, Way of the Faithful Hound II, Way of the Patient Tortoise II, or Way of the Clever Monkey II.
Benefit: Your skill with the blade improves. You gain Improved Critical: Shortsword, an additional +2 Balance, Hide, and Move Silently, and an additional +2d6 Sneak Attack (for a total of +3d6). You move an additional 10% faster while sneaking. You can expend ki to enter the Dance of the Water Strider, running on liquids so long as you continue to move and maintain your concentration.

Ninja Spy: Dance of the Water Strider
Cost: 20 Ki
Benefit: You focus your ki and can run across liquids as if they were solid - so long as you maintain your concentration and perform no other actions, and do not stop running forward. Hazardous liquids (such as lava) will inflict their effects on you as if you were wading in them. This ability counts as a Dark move.

Shyv
05-25-2010, 10:44 PM
Remo Williams was a ninja spy dark monk.......who knew?

Bunker
05-26-2010, 04:56 AM
Update 5 seems to bring everything that I will put to use.

PMs will get som attention, I know my wizard goose will like that.

Rogues get a few adjustments, hopefully U6 will finish off there PrEs.

Monk love and I foresee Oversized becoming the Ninjaspy he was always built to be.

As for the new quests, the level at which they are at.......oh well. I know we all want quests that they never bring into the game.

Perhaps in the future, there will be something everyone enjoys; Zergers, Puggers, Casuals and RPs alike.

-Bunk

Jules
06-02-2010, 05:54 PM
I see that Turbine has posted a release date for Update 5 ... I was only off by a week. :D :D :D

Do you want to experience epic power and earn immeasurable treasure beyond your wildest dreams? Are you ready to see what it means to really be above the fray? Click here (http://www.ddo.com/ddogameinfo/46-game-info/1014-ddo-update-5) to learn about the exciting features coming in Update 5: Rise of the Guilds, available for VIPs June 28th!

I am liking a lot that is coming out in the next update. If they follow through I'm thinking sometime mid to late June for the release. Maybe even June 23?

I might even have to give monks another looksee - I usually kill them before getting them off the ground :cool:

Jules


Like I said I'm that good.

Jules

Coldin
06-02-2010, 06:04 PM
I think Jules just has insider info :P

Jules
06-02-2010, 07:12 PM
I think it was logical really - they almost always release on a Wednesday - and it needs to be on lama land for a couple of weeks for us to bitch about how borked it is - then its launch time ;)

Jules