House of Deneith Enclave

Started by Silent Cold · 27 posts · 3,567 views

  1. #1
    I went through these with a PUG group, regretfully they just wanted to finish finish finish, all the way from normal to Elite. It was a nice run and more than worth the time and effort for the loot that I picked up throughout it.

    I would suggest either ofver the weekly matches or for a FNF we run them all as a group to 100% completion.

    There are about 4 quests that all link into each other, the quest rewards are sparse, but the in dungeon lootz are nice.
  2. #2
    Those the Dungeons of Demise, Despair, Diaper Rash and Doom?
    They were fun to run if those are the ones your talking about.

    Doing all for 100% at normal, Hard and Elite would be cool. Although I find Elite doesn't give squat for loot - the bums.
  3. #3
    That would make for quite a few cool FNF.....
  4. #4
    Actually, the dungeons are pretty short. All four together are 30-45 minutes depending on how thorough you are with breaking stuff.
  5. #5
    Come on you know Atomm can't leave anything unbroken.
  6. #6
    Must Not Break Barrel...... Step Away From The Barrel..... ARGH!

  7. #7
    Barrel = OK
    xXx Barrel (AKA ES'Plodin' barrel) - OK
  8. #8
    duh Duck.. it's spelled "Ass-plode!"
  9. #9
    Bubbaspanky wrote:duh Duck.. it's spelled "Ass-plode!"


    Asplode!

  10. #10
    As in.... Lucy, you make me so crazy, I think my head is going to asplode!
  11. #11
    Hah one of the barrel sets in there releases a Fire Elemental that will wipe the party on Elite and give everyone a really bad headache on Hard... es no fun.
  12. #12
    FNF 10-23 we ran some maps in House Kundarak (SP?)
    Suppose to be Lvl5 maps HA! I say HA!!! like Vile Apothecary is a LVl4

    One of maps is a small foot note - brakable spawns. So every barrel and box had a tootsie rool suprise monster inside.

    We really worked for our XP last night, and pulled some cat-in-the-hat last second healing that was too cool while poor Sarge was working his but off.
    God times.

  13. #13
    BTW, the more I read about paladins, the more I'm starting to think I'm not a very good tank......
  14. #14
    Atomm wrote:BTW, the more I read about paladins, the more I'm starting to think I'm not a very good tank......


    Its really a fighter's job. There are some good Paladin Tank builds out there.. just they rely on intimidation and require some specific picks and whatnots..

    Its all possible.
  15. #15
    That's the "thing" with this game - you really need to find some good resources and read read read.

    I realize its a game an you can play it how ever you want to, but if you can find a good path and stick to it you can have a very tough player in the end.
    If you go your own way - you can end up with a so/so class that may not be what you intended in the first place.

    (did I just ramble?)
  16. #16
    As I said before I built my character strictly for traps and spotting etc.. I thought I would be a useful support character but not much more and certainly not be much good on fights. I thought it may get boring but I am surprised how well I do when I sneak up behind people.

    If I attack them while they are attacking other people, I do some serious damage. I also seem to do very well sneaking up behind them and giving them good crack to the head. I often get a one or two hit kill. So I still get to have some fun but in no way am as good as a good tank.

    I am still gearing everything to traps etc... Master Mechanic path. I am assuming I should keep going with it. I was thinking of adding a few not related things but am just unsure.

    Anyway it has been fun.
  17. #17
    I've strayed from my path a bit, but am still on track to be the midfielder of the bunch. I can wade into a group when needed, but can also do a bunch of damage from a distance. My GIANT +1 sword w/ does some serious damage and I've picked up a pair of +2 axes, a +2 Hammer, a +1 pick of something or other that does extra damage to "evil" stuff, and a +2 acid bow which does some great damage to a lot of things (-51 hp on a troll in a solo dungeon last night!). My troubleshooters set helps me spot stuff and I can open/disable the lower level locks/traps but I'm finding more and more that the traps are beyond my skills so I'm going to need to throw some money, Action Points, or another level at some of those skills to help us out when Pal isn't in the dungeon with us.
  18. #18
    Sarge wrote:I've strayed from my path a bit, but am still on track to be the midfielder of the bunch. I can wade into a group when needed, but can also do a bunch of damage from a distance. My GIANT +1 sword w/ does some serious damage and I've picked up a pair of +2 axes, a +2 Hammer, a +1 pick of something or other that does extra damage to "evil" stuff, and a +2 acid bow which does some great damage to a lot of things (-51 hp on a troll in a solo dungeon last night!). My troubleshooters set helps me spot stuff and I can open/disable the lower level locks/traps but I'm finding more and more that the traps are beyond my skills so I'm going to need to throw some money, Action Points, or another level at some of those skills to help us out when Pal isn't in the dungeon with us.


    There is going to be a point when those points/skills are going to be needed elsewhere. The best thing is probably getting/keeping your listen skill up if you are not auto-leveling anymore. If you are just talking about enhancements then have at it, just costs a few hundred gold to reset those whenever you want.

    As Pal is focusing on the disarm/disable having you there to provide an additional spot check should be more than enough.. I think I have read to be effective at disable traps you need it up in the 50-60 range towards the end to make it worthwhile. Less at the stage we are but still.. maybe the better way to go is get some suplemental gear that is + to disarm/disable to help you through the tough spots.


    -there needs to be a guild bank so I can drop some of these things that I carry off to you guys, I have a bunch of wands that need to go to a cleric, my wizard wands I already dumped on Doc.-
  19. #19
    Doc is a sorcerer I believe. Do we have anyone that is a wizard? Do we need one? I am unsure the differences anyway, I have not read much on them. 🙂
  20. #20
    Paladin wrote:Doc is a sorcerer I believe. Do we have anyone that is a wizard? Do we need one? I am unsure the differences anyway, I have not read much on them. 🙂

    Nope, I'm a Wizard. I was thinking about rolling a Sorcerer as a 2nd character, but haven't done it.

  21. #21
    Sorry I typed that backwards 🙂
    I meant I am unsure what a sorcerer is. Just keep your character but do not level and we should be fine.
  22. #22
    DocJon wrote:Nope, I'm a Wizard. I was thinking about rolling a Sorcerer as a 2nd character, but haven't done it.


    Can you dual class Wiz/Sor? Yum Yum Yum
  23. #23
    Duck wrote:Can you dual class Wiz/Sor? Yum Yum Yum

    I've heard of it, and I need to look into it before I level. Sorcerers get up to double spell points from things that add spell points (like my Pearl of Power 8). I don't know all the pluses and minuses though.

  24. #24
    I'll try to get a guild bank as soon as they give me my freaking points.....
  25. #25
    Can I transfer you points or get it myself?
  26. #26
    Just searched the forums. No Guild Banks at this time. Sigh.......

  27. #27
    DocJon wrote:I've heard of it, and I need to look into it before I level. Sorcerers get up to double spell points from things that add spell points (like my Pearl of Power 8). I don't know all the pluses and minuses though.


    The additional spell points might be all you really get from the sorc:

    http://forums.ddo.com/showthread.php?t=175911

    A short guide on Sorcs, mainly how to build them. There are some major differences between the Sorc and the Wiz, mainly the Sorc is limited with spell selection, only able to pick up a few each level [1-3], but has crazy mana pool and awesome crowd control [charm/web...] The wiz makes up for less spell points with a larger selection of available spells instead of having to rely upon wands to make up the difference of spell selection. Instead the Wiz can use the wands for spell point mitigation just can not use them as effectively.

    Don't think there will be a benefit to multi-classing with a wiz/sorc and it seems that most agree that unless you have a 32pt build [1750 favor] you should play as a drow [400 favor] Something I might be inclined to attempt.