Buffing bad prodigies
Posted: Wed Mar 16, 2016 8:29 am
Many prodigies are bad and will never be used in serious builds. Here are some ideas to fix them.
Str
ICCTW: Increase Strength gain from 40 to like 60.
Massive Blow: Make it ignore knockback resist and physical save (if it doesn't already), and make the target take double damage from your next attack for a turn (similar to counterstrike), so you can Rush or something for a big follow up.
Superpower: Increase Willpower damage mod to 50 or 60%.
You Shall Be My Weapon: Increase weapon damage to 450% + 90%/size cat.
Dex
Automated Reflex System: Reduce cooldown to 3.
Giant Leap: Reduce cooldown to 5, have it remove immobilizing effects and stuns.
Roll With It: Increase physical resist gain to 50%, raise physical resist cap by 15%.
Through The Crowd: Give yourself and all party members +10% global speed per ally in LoS, reduced by one per tile away (10% at range 1, 5% at range 6, 1% at range 10). Maybe cap it at 35% or so and remove the save bonus.
Windtouched Speed: Also reduce all cooldowns by 15%.
Con
Armour of Shadows: Give you range 10 infravision, and gain 25% evasion when on an unlit tile.
Bloodspring: Reduce the triggering damage by 50%.
Corrupted Shell: Also give armor, same amount as defense/saves increase
Draconic Body: Make sure the heal protects you from death. Maybe reduce cooldown to 15.
Eternal Guard: Unsalvageable because of the nature of Block.
Never Stop Running: Reduce cooldown to 3. Maybe remove it.
Mag
Aether Permeation: Change to increase all non-arcane resistances by 40 or 50% of your arcane resistance.
Arcane Amplification Drone: Give it your % damage bonuses. Also make it not damage the user.
Blighted Summoning: Instead of giving Magic stat to all the summons, give them spellpower equal to the higher of your mind or spellpower. Also make the talent levels always 5.
Mystical Cunning: Have Traps and Poisons scale with Magic + Cunning instead of just Cunning (so having 50 Mag 50 Cun would make them as strong as having 100 Cun). Also allow a third poison to be used (so Vulnerability Poison will actually be used).
Revisionist History: If you die when under the effect, you are instead returned back in time.
Spectral Shield: Unsalvageable because of the nature of Block.
Temporal Form: Bring back the paradox and effective Willpower thing, reduce it to 150.
Wil
Garkul's Revenge: Increase bonus damage to humanoids to 30%.
Lucky Day: You also have a 10% chance to evade incoming damage.
Mental Tyranny: Mind damage also applies a random gloom effect, limit once per target per turn.
Meteoric Crash: Increase stun duration to 5.
Range Amplification Device: Remove fatigue penalty, it'll be bad anyway.
Spell Feedback: The incoming spell fails instead of damaging you (but still costs resources and goes on cooldown). Spells that fail when under the debuff also consume resources and go on cooldown. It'll probably never be good though because it's overkill by definition (Anti-magic character taking a mage-killer prodigy) and if it's somehow buffed to be good on players, enemies will be ridiculous with it. In fact, this suggestion will probably make it too good on enemies, making Gorbat basically impossible for some casters.
Unbreakable Will: Reduce cooldown to 1, or just remove the cooldown. It'll still be worse than Spine of the World.
Cun
Elemental Surge: Reduce cooldown to 5, and make each element have a separate cooldown.
Endless Woes: Double all the damages, and increase slow and confuse power to 50%.
Fast as Lightning: You also move twice as fast, always. So your base movement speed is 200% and if you have a 500% Movement Infusion on your movement speed is now 1200%.
Secrets of Telos: Increase the % damages on Telos Spire of Power to 50% and make the parts more common, because thanks to the artifact pool being diluted by new ones, you pretty much need to use the Vault to get this. A way to do this is to just make the Top Half and Crystal fixed drops like the Bottom Half is (could put them in Vor Armory and Briagh's Lair respectively, would fit decently lore wise since Vor Armory has weapons and Briagh's Lair has gems), or give them 100% chance of appearing in Angolwen's staff shop for 1000g each by the third shop reset if you haven't already found them.
Tricks of the Trade: Unsalvageable because Stealth is bad, invisibility is bad, and losing access to the randart merchant is bad.
Tricky Defenses: Also reduce the equilibrium gain when hit by 2/3, and add a 30% chance to ignore any incoming magical debuff when Antimagic Shield is up.
Worldly Knowledge: Change to gain all of those categories locked at 1.0 mastery, and gain a category point and five generic points that you can spend however you want.
Str
ICCTW: Increase Strength gain from 40 to like 60.
Massive Blow: Make it ignore knockback resist and physical save (if it doesn't already), and make the target take double damage from your next attack for a turn (similar to counterstrike), so you can Rush or something for a big follow up.
Superpower: Increase Willpower damage mod to 50 or 60%.
You Shall Be My Weapon: Increase weapon damage to 450% + 90%/size cat.
Dex
Automated Reflex System: Reduce cooldown to 3.
Giant Leap: Reduce cooldown to 5, have it remove immobilizing effects and stuns.
Roll With It: Increase physical resist gain to 50%, raise physical resist cap by 15%.
Through The Crowd: Give yourself and all party members +10% global speed per ally in LoS, reduced by one per tile away (10% at range 1, 5% at range 6, 1% at range 10). Maybe cap it at 35% or so and remove the save bonus.
Windtouched Speed: Also reduce all cooldowns by 15%.
Con
Armour of Shadows: Give you range 10 infravision, and gain 25% evasion when on an unlit tile.
Bloodspring: Reduce the triggering damage by 50%.
Corrupted Shell: Also give armor, same amount as defense/saves increase
Draconic Body: Make sure the heal protects you from death. Maybe reduce cooldown to 15.
Eternal Guard: Unsalvageable because of the nature of Block.
Never Stop Running: Reduce cooldown to 3. Maybe remove it.
Mag
Aether Permeation: Change to increase all non-arcane resistances by 40 or 50% of your arcane resistance.
Arcane Amplification Drone: Give it your % damage bonuses. Also make it not damage the user.
Blighted Summoning: Instead of giving Magic stat to all the summons, give them spellpower equal to the higher of your mind or spellpower. Also make the talent levels always 5.
Mystical Cunning: Have Traps and Poisons scale with Magic + Cunning instead of just Cunning (so having 50 Mag 50 Cun would make them as strong as having 100 Cun). Also allow a third poison to be used (so Vulnerability Poison will actually be used).
Revisionist History: If you die when under the effect, you are instead returned back in time.
Spectral Shield: Unsalvageable because of the nature of Block.
Temporal Form: Bring back the paradox and effective Willpower thing, reduce it to 150.
Wil
Garkul's Revenge: Increase bonus damage to humanoids to 30%.
Lucky Day: You also have a 10% chance to evade incoming damage.
Mental Tyranny: Mind damage also applies a random gloom effect, limit once per target per turn.
Meteoric Crash: Increase stun duration to 5.
Range Amplification Device: Remove fatigue penalty, it'll be bad anyway.
Spell Feedback: The incoming spell fails instead of damaging you (but still costs resources and goes on cooldown). Spells that fail when under the debuff also consume resources and go on cooldown. It'll probably never be good though because it's overkill by definition (Anti-magic character taking a mage-killer prodigy) and if it's somehow buffed to be good on players, enemies will be ridiculous with it. In fact, this suggestion will probably make it too good on enemies, making Gorbat basically impossible for some casters.
Unbreakable Will: Reduce cooldown to 1, or just remove the cooldown. It'll still be worse than Spine of the World.
Cun
Elemental Surge: Reduce cooldown to 5, and make each element have a separate cooldown.
Endless Woes: Double all the damages, and increase slow and confuse power to 50%.
Fast as Lightning: You also move twice as fast, always. So your base movement speed is 200% and if you have a 500% Movement Infusion on your movement speed is now 1200%.
Secrets of Telos: Increase the % damages on Telos Spire of Power to 50% and make the parts more common, because thanks to the artifact pool being diluted by new ones, you pretty much need to use the Vault to get this. A way to do this is to just make the Top Half and Crystal fixed drops like the Bottom Half is (could put them in Vor Armory and Briagh's Lair respectively, would fit decently lore wise since Vor Armory has weapons and Briagh's Lair has gems), or give them 100% chance of appearing in Angolwen's staff shop for 1000g each by the third shop reset if you haven't already found them.
Tricks of the Trade: Unsalvageable because Stealth is bad, invisibility is bad, and losing access to the randart merchant is bad.
Tricky Defenses: Also reduce the equilibrium gain when hit by 2/3, and add a 30% chance to ignore any incoming magical debuff when Antimagic Shield is up.
Worldly Knowledge: Change to gain all of those categories locked at 1.0 mastery, and gain a category point and five generic points that you can spend however you want.