with all the DDO talk, I decided to grab the game and check it out. It is free to give it a go so why not!
All this DDO Talk
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#1 -
#2 Welcome to my crack.....
and Bubbas
and Sarge
and Atomm
and
and
and
We are all on the Argonesen server - I'll be more than happy to reset one of my characters to run around with you - helping where I can. -
#3 k, I will see, I at least wanted to give it a go and see how I like it. I am liking SWTOR alot, but my buddies schedules don't seem to match mine so we rarely get on together.
How often do you smoke this crack?
My game time is going to get less in the next few weeks, but hopefully I will be able to squeeze time for 3 games, otherwise I will have a decision to make. -
#4 Here's where I'm lucky....
M-F 8am >5PM EST
Fridays 9:00 PM > 1 or 2AM Saturday
Saturday 9:00 PM > midnight or so.
I can play while at work - so as long as I'm not deep in it with customers, I'm spending time somewhere online waiting for the next emergency.
And then "Emergency" is a minor blah that allows me to talk to the customer and stay online gaming.....
So I'm always here.... ready to go for the most part. -
#5 I've been off the crack for almost a year now 😀 -
#6 I felt a great disturbance in the Force, as if millions of voices suddenly cried out in terror and were suddenly silenced.
It pulls at you Sarge...... -
#7 Duck wrote:Here's where I'm lucky....
M-F 8am >5PM EST
Fridays 9:00 PM > 1 or 2AM Saturday
Saturday 9:00 PM > midnight or so.
I can play while at work - so as long as I'm not deep in it with customers, I'm spending time somewhere online waiting for the next emergency.
And then "Emergency" is a minor blah that allows me to talk to the customer and stay online gaming.....
So I'm always here.... ready to go for the most part.
Relevant -
#8 I love that vid..... yah strikes so close to the heart. -
#9 Yup this video always makes me think of Duck, and someone I once worked with -
#10 I think we all thought of that vid when reading that post.
Such class...
The fun part about the youtube linkie is the discussions on how the web dude could have restored the icons and what the best methods for doing so are. -
#11 Missed you by 13 seconds last night Sarge.
WAGRO dropped to acceptable levels so I sent you a tell to join group - USER NOT ONLINE
Checked Gild page last on tab - Poguemot - 13 seconds ago
Crap.
I'm running - er grinding - the Attack on Stormreach quest arch - (specifically Blockade Buster) for a sigil for crafting that Vampireic blade of Fury.
Funny thing is I got the unique Staff of Shadows (damn how geek does this sound?? ! !) on the first run (1% drop rate and need it for the upgrade process....) and can not get the sigil 80% drop rate to go.......
Getting some bad ass loot from the chain though - wish I could pass some of it around but its all bound.
http://ddowiki.com/page/Gnollish_War_Bow
http://ddowiki.com/page/Wind_Howler_Bracers
http://ddowiki.com/page/Rocksplitter (< < X2 on these....)
Need to run Assault on Summerfield (first in chain) to get this cloak for the Bard too.... would take three items off body and put them on a single cloak.
http://ddowiki.com/page/Stormsinger_Cloak
Turbine really knocked this set out of the park..... they look better than what we're use to seeing, they sound better, the loot - while bound to account - freaking awesome - and they flow together really really well.
And the story IS GOOD! it actually involved me this time, not just some thing in the background going blah blah blah is killing the blah blah blah....
Remember how the Chronioscope raid is in the marketplace - one of the maps is in the same destroyed market place - but on top of all the high walls in the market, another quest starts in the Inspired Quarter runs under the bank then in to the subterrane ending under House K.
Another quest is in the Harbor using all the static ships you see - they are now the quest - inside the ships - there mining the harbor and you have to blow up each of the four ships....
Yah Turbine knocked this story arch outta' the park using static things we see every day they made the actual quest areas.
And this was dropped in U8 (we stopped playing at U7) and I haven't touched 9, 10, 11 or 12 yet..... -
#12 grrrrg I wish I had the time. -
#13 That's ok Duck. I really needed to go to bed anyhow. I may be able to get some time tonight to play so do what you need to do to keep WAGRO down 😀
Need things that are FTP for a Level 10 FS or could play my Level 20 Monk or even my Level 13(?) Ranger I guess. That one really needs to be reconfigured, but it is workable. -
#14 http://ddowiki.com/page/Free_to_Play_quests
Looking for some more drops from these three f2p
Diplomatic Impunity
Frame Work
Eyes of Stone
Eyes now drop
Which also can be upgraded like the Fury blade. -
#15 I too wish I had more time to play video games.
I did start a Dwarf Paladin...any suggestions on other race/class roles...free for now, but I might throw some cash at it later on. -
#16 My suggestion would be to not do a Paladin on your first toon (or ever). From what I've seen they are not fun to play until you get to level 14 or so.
Duck can probably give you the best advice on what type to run based on what you want for a play style. Are you looking for straight fighting? Healing? Both? -
#17 Confirmed - Paladin is the suck until level 14 (a year or year and a half for a casual player...)
Very button mashing intensive and MUST be strung together to be effective fighter....
What Sarge says - what do you like to play?
Tank that tanks a massive amount of damage but deals little.
Damage dealer with decent armor
Healer. (Can make a fighter / healer bot both suffer - though is a decent class.)
Bard which IS a healer/Fighter class.
Spell casters (horrible for solo play - ZERO armor)
Thief - Assassin ~ Trap disable ~ open locked doors - can be decent at mid to high level for damage where your skills fall off - you will get a lot of work lower levels though.
let me know - I can steer you toward decent builds that will take you through what to do at what level and end up with a decent toon. -
#18 My usual MMO that i level first is a Dual Wielding Melee type class.
My Second toon usually ends up being a Caster.
Third toon usually ends up being a healer or jack of all trades.
I think my preference would be for Melee oriented class with high damage, but doesn't suffer from not being viable in a group. Sometimes Melee DPS tends to be outpowered by Range/Caster DPS and gets passed over in group situations.
I would say my other favorite would be Caster and/or Healer/Fighter. -
#19 Design
One level of fighter gets you access to nearly all melee weapons and the dwarven axe, which along with battle axe will be the character's mainstay weapons. Fighter also grants an extra feat and a couple of nice enhancements to start your career with.
Strength, Wisdom, and Con are all dealt with more or less equally. While we are giving up on save based cleric spells, we still want a hefty wisdom for spell points. This is meant to be a decent fighter at low to mid levels, and a damage/healer at high levels and for raiding. Strong healing spells/feats and a fairly deep mana pool should let you keep most groups plenty happy.
If your healing and blade barriers aren't needed, then you can do enough melee damage to help out and you have the hit points needed to hang out with the tanks. As a tank the biggest weakness is a terrible reflex save which means you can get quickly wiped out by traps and area spells in high end quests before you even know to throw a heal on yourself.
Level 20 Neutral Good Dwarf Male
(1 Fighter \ 19 Cleric)
Hit Points: 314
Spell Points: 1488
BAB: 15\15\20\25\25
Fortitude: 17
Reflex: 5
Will: 17
Starting Feat/Enhancement
Abilities Base Stats Modified Stats
(28 Point) (Level 1) (Level 20)
Strength 16 (18)
Dexterity 8 (8)
Constitution 16 (18)
Intelligence 10 (10)
Wisdom 16 (22)
Charisma 6 ( 6)
Starting Feat/Enhancement
Base Skills Modified Skills
Skills (Level 1) (Level 20)
Balance 1 ( 13)
Bluff -2 -2
Concentration 5 (27)
Diplomacy -2 -2
Disable Device n/a n/a
Haggle -2 -2
Heal 3 (9)
Hide -1 -1
Intimidate -2 -2
Jump 3 (4)
Listen 3 (6)
Move Silently -1 -1
Open Lock n/a n/a
Perform n/a n/a
Repair 0 0
Search 0 (2)
Spot 3 (6)
Swim 3 (4)
Tumble n/a n/a
Use Magic Device n/a n/a
Level 1 (Fighter)
Skill: Balance (+2)
Skill: Concentration (+2)
Feat: (Fighter Bonus) Power Attack
Feat: (Selected) Toughness
Enhancement: Dwarven Axe Damage I
Enhancement: Dwarven Spell Defense I
Enhancement: Fighter Toughness I
Level 2 (Cleric)
Skill: Concentration (+2)
Enhancement: Cleric Heal I
Enhancement: Cleric Life Magic I
Enhancement: Cleric Energy of the Zealot I
Enhancement: Cleric Extra Turning I
Level 3 (Cleric)
Skill: Concentration (+2)
Feat: (Selected) Empower Healing Spell
Enhancement: Racial Toughness I
Enhancement: Cleric Wisdom I
Enhancement: Cleric Wand and Scroll Mastery I
Level 4 (Cleric)
Ability Raise: STR
Skill: Balance (+0.5)
Skill: Concentration (+1)
Enhancement: Dwarven Faith I
Enhancement: Follower of the Sovereign Host
Enhancement: Cleric Prayer of Life I
Level 5 (Cleric)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Enhancement: Cleric Heal II
Enhancement: Cleric Life Magic II
Level 6 (Cleric)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Feat: (Selected) Extend Spell
Enhancement: Dwarven Axe Attack I
Enhancement: Cleric Divine Cleansing I
Enhancement: Cleric Improved Turning I
Level 7 (Cleric)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Prestige Enhancement: Radiant Servant I
Level 8 (Cleric)
Ability Raise: STR
Skill: Balance (+0.5)
Skill: Concentration (+1)
Enhancement: Unyielding Sovereignty
Level 9 (Cleric)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Feat: (Selected) Quicken Spell
Enhancement: Cleric Prayer of Incredible Life I
Enhancement: Cleric Life Magic III
Level 10 (Cleric)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Enhancement: Cleric Wisdom II
Level 11 (Cleric)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Enhancement: Racial Toughness II
Level 12 (Cleric)
Ability Raise: WIS
Skill: Balance (+0.5)
Skill: Concentration (+1)
Feat: (Selected) Maximize Spell
Enhancement: Cleric Wisdom III
Level 13 (Cleric)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Enhancement: Cleric Energy of the Zealot II
Prestige Enhancement: Radiant Servant II
Level 14 (Cleric)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Enhancement: Dwarven Axe Damage II
Level 15 (Cleric)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Feat: (Selected) Improved Critical: Slashing Weapons
Enhancement: Cleric Life Magic IV
Level 16 (Cleric)
Ability Raise: WIS
Skill: Balance (+0.5)
Skill: Concentration (+1)
Enhancement: Fighter Haste Boost I
Enhancement: Cleric Energy of the Zealot III
Level 17 (Cleric)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Enhancement: Dwarven Faith II
Enhancement: Cleric Wand and Scroll Mastery II
Level 18 (Cleric)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Feat: (Selected) Mental Toughness
Enhancement: Cleric Prayer of Life II
Enhancement: Cleric Extra Turning II
Level 19 (Cleric)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Enhancement: Dwarven Constitution I
Enhancement: Dwarven Spell Defense II
Level 20 (Cleric)
Ability Raise: WIS
Skill: Concentration (+1)
Skill: Heal (+1)
Enhancement: Dwarven Constitution II
Play
Power attack is something you may need to turn off or on depending on how hard the targets are. If you are missing a lot, by all means don't use it. If you are always hitting, try turning it on for more damage.
Knowing when to fight and when not to is key with this kind of character. If you are having to constantly heal yourself... you should get out of the fight. If you have party members dying repeatedly, you should focus more on healing (unless it is from pure ineptitude). If you can't hit anything, blade barrier will be a lot more useful to the party.
Variations
The main choice would be to go all out on strength or wisdom instead of splitting level ups. Its a trade off of mana for DPS, but I think the overall DPS is rather limited. What these builds are good for is having the option to fight and the ability to make it count, not domination of the battlefield. If you really want hot DPS, battle cleric is not the place to look for it. What is great about them is they are self sufficient and capable in a wide range of situations while still making very solid raid healers for competent groups. -
#20 Attack on Stormreach sounds incredibly fun. And it's quest level 13 too. That's right up my alley. -
#21 Almost exactly how GRB started. I scrapped the level of fighter, because it gained me sooooooo little and cost me SO many spell points. -
#22 Was 450 or 550 points. and worth every penny.
Bubba yah I know you hated your fighter splash nut my thought was trying to play a straight Cleric right off is the suck. Throw one level of Ftr in - on top of Dwarf he has a shit ton full of good weapon choices add on the ability to keep him self alive while learning the game out weighs top end spell points.
Always true res to slash out the ftr and add the cleric back in when he hits... 14 or so.... -
#23 Bubbaspanky wrote:grrrrg I wish I had the time.
Bubba - as you don't have any time for extended play - here is an online DnD coloring book your you......
🤣
http://www.wizards.com/dnd/cb_grub/index.asp
(Scan of the original TSR 1979 coloring book) -
#24 I always liked to peel the wrappers off crayons... -
#25 .......as a kid..... I ate them........ (face palm) -
#26 Bubba and Sarge can relate to this one.
Just ran COAL on Elite - the LFM was - no stopping - no shrines - all hate all the time - speed run.
O M G
I think we did it in 20 min - no one stopped to fight unless it was totally critical - with only 4 people.
Bard, Cleric, Barbarian, and one lost Ranger.
wow... the adrenaline is just starting to drop back to normal just now. -
#27 Holy van poopies.... 20 min.... holy crap burger!!! -
#28 Cleric level 20 never stopped moving - hit the BB and just kept running as long as we were close to her her aura kept us healed - real fighting was keeping mob off the doors that required the 10 seconds or so when a key was used.
Then run! -
#29 OT not worth a new thread...
Would you re-start a toon if you hated the name?
the Arti I started has some lucky draws on loot - ran straight up to level 8 in the blink of an eye....
And what I originally thought of as a funny name now is kind of lame.... but to restart on account of a name.....
GAK - living with lame as I don't want to grind for the gear he fell in to - just too good to give up for a name.
/rant /cry off -
#30 Imagine if you screwed up and used you clan tag as your name /grb/ -
#31 yah......not THAT bad though....... -
#32 An Arti has a dog that is just fraking UBER as a personal/party tank.
It has slots for what are called modules which enhance what happens when the dog attacks or what happens when it is attacked.
Plus because it's mechanical it can use/slot WF Docents for armor and effects.
Presently I have a level 7 dog that has 45 Armor class - 209 hit points - 21 agro -
A module that has a chance of blinding the enemy when they hit him and a Docent of acid that gives it +4 on AC and deals 1-8 acid damage when it is attacked.
Also what ever module you have and docent it has gives it a chance for a breath weapon of sale type.
(So now light and acid) in place of the iron defenders lame grease.
ALSO..... and I don't know if the devs wanted it this way - any module my WF Arti has on appears to transmit to the dog so my ability (fire) is passed to the dog.
There is A LOT more about the arti / dog combo - but what it boils down to is .....
Named Arti - Timmi and dog Lassie - and now it just looks strange. -
#33 That is cool as hell -
#34 The Artificer class?
Lots more to say about it - just don't want to take the time.
Kept Timmi as I just pulled a BTC +2 Int tome and the class is Int based.
Oh well.
You'd love the class Bubba. -
#35 So what is the 2 sentence description of the class.... I have no clue what they do.
I suppose I could look it up -
#36 Bad ass.
Seriously -
Can be any race but WF is probably the best as they get repair spells - so you can self heal. Though they do have a new feat that makes any race 1/2 mechanical so your repair spells heal for 50% value, but heal spells lose 25% potency.
The are serious damage buffers 90% of their spells double, triple, quad damage, reduce damage to you and get automatic repeating crossbow specialization.
Like rangers they can conjure their own bolts / arrows which gain +'s every three levels
They have this bad ass new off hand weapon called a rune arm - the arms have different features, and a specific attack mode.
Say the force rune arm you get at 1st level - you can shoot magic missiles form it like a sorcerers spell, but the bonus is all your main hand weapons will gain the force damage ability.
(So does your dog)
Change the arm to the fire arm and get at lower level fire breat, mid level fire ball - your weapons get fire damage...
cold, sonic, undead guard, light damage..... all transfers to your main weapon and dog too.
Ooooooooh and at 6th level you get this new spell called fire turret - it is a pedestal with four dragon heads that rotate and gout flame - like fire wall but much much cooler as the heads roar - once caller it is a agro magnet.
Cast it and all the mob try to destroy it (it can be beat down as it has HP - your arti can heal it with repair spells) they all just surround it, cool this is it does 80 -120 dam per rotation.... all the while you and dog are beating them down from a distance
Oh and at level 15 they get Blade Barrier.... -
#37 Gotta say - as I'm working through the updates from where we stopped at 7 to the released 13
I know I said the Sentinels of Stormreach (Lvl 8) and Attack on Stormreach (Lvl 13) were awesome..... but damn - Turbine did it again with a continuation of the single F2P quest Delirium in the pack Harbinger of Madness (Lvl 15 4 additional quests 450 TP) and Reign of Madness (Lvl 17 4 additional quests 450 TP)
Have really outdone them selves A G A I N (again)
All 8 follow the freaky ~ trippy ~ look ~ feel ~ sound of Delirium in a much longer lay out other than just one building.
I know I know I know - DDO fanboy makes another post with much ado about nothing.
but if you liked Delirium - sometime check out the other two packs.
No disappointment in spending 900 TP
Also remember how the maybar crafting was handled (also unraveling enchantments)? The new crafting / upgrades for items are handled that way now too for public quests.