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DemonMage
Oct 14, 2004



What happens in the course of duty is up to you...
Go here to download the game and create an account. Now available on Steam. Note the game is available for Windows and Mac.



Buy the expansions here. Steam. Or in-game with Turbine Points.

:siren: We are on the Argonnessen server, guild is Order of the Ten Bux :siren:
:siren: Get guild buffs once you are off (Snowy) Korthos. Most city zones have a Green Anchor map icon for our guild airship. Use the amenity bar on the top deck to get most buffs. Use a door to go to the cargo hold for resists/experience shrine. Use it. :siren:

The Expansions
Shadowfell Conspiracy - 08/19/13:
  • Two new adventure packs with 5 quests and 1 wilderness area each, taking place in the Stormhorn Mountains (Level 19/27) and Wheloon Prison City (Level 16/26).
  • 4 Iconic Heroes: Bladeforged Paladin, Sun-elf Morninglord Cleric, Shadar-kai Assassin Rogue, Purple Dragon Knight Fighter.
  • Level cap raised to 28.
Menance of the Underdark - 06/25/12: Opens the game up to Forgotten Realms, Epic Levels (up to 2528) and Epic Destiny system for epic level advancement. Also added Druids.

What's New

02/02/17 - Update 34: Reaper Mode. Tower of Frost free 14/28 dungeon. Reaper difficulty added, an additional level of difficulty beyond Elite that lets you select 1-10 skull difficulty. 10 skull is intended to be extremely challenging for veteran players/characters. Reaper experience lets you spend in enhancement trees for +stats for power growth in reaper mode only.

10/21/16 - Update 33: Return of the Night Revels Halloween event. Monk rework and fixing handwraps. More deity options with full feat lines for cleric/fvs/paladins.

09/14/16 - Update 32: 3 new paid quests (8 on heroic, 31 epic), Cannith Crafting revamp, lots of old random appearances added back to random loot.

05/19/16 - Update 31: 3 new free quests (13/15/17 heroic, 31 epic), Fighter Kensei tree revamp, Umber Hulks added, new hairstyles/beards for human males and gnomes.



Dungeons and Dragons Online is a translation of the 3.5 edition of Dungeons and Dragons into an MMO format. While it has more of an action-oriented theme to combat and questing than most D&D games, this works well in an MMO environment. At it's core, it is still the familar D20 system, with multiple story arcs and voiced Dungeon Masters.

What's This Free To Play I Hear About?

Go here to download the game and create an account. Steam.

The game is free to play in the sense that you can reach the level cap without paying for anything if you really want to. So while you can level up to 20 by doing the main Stormreach area content, you'll be missing out on a significant portion of the game and have a longer time getting to 20 (due to lack of good areas to level at the higher end) if you don't have access to any adventure packs.

VIP vs Free To Play

VIP Features

VIP to F2P Downgrade FAQ.

How Do I Get Into The Guild?

Join the channel by typing (better yet, copy/paste):
/joinchannel goons neckbeards

You can then speak in the channel by using /1 blah blah blah, and ask for an invite. We usually use the channel instead of guild chat, as some people are not in the guild on one or more characters for various reasons. Don't be afraid to ask questions, we're here to help!

You're welcome to get your non-goon friends into the guild as well, friend of goons are fine, random people are not.

You can post a character name here for an invite to be mailed to you in-game as well.

:siren: To reiterate we are on the Argonnessen server. :siren:
:siren: Get guild buffs once you are off (Snowy) Korthos. Most city zones have a Green Anchor map icon for our guild airship. Use the amenity bar on the top deck to get most buffs. Use a door to go to the cargo hold for resists/experience shrine. Use it. :siren:

Also make sure to check the guild storage on floor 1 of the guild airship for any loot you can use, as well as some healing potions and shards you can use to craft some good starter armor/weapons. Screaming of Bleeding weapons require level 2, +1 Screaming of Bleeding require level 4. So don't craft a weapon you can't use!

Dungeons and Dragons Online channel on this server.



The game is built around completing quests. However, unlike most MMOs each quest is tied to an instanced dungeon/area that has been handcrafted. There is some randomization in quests, especially in the mid-late levels and the Challenge packs, but there are no completely randomly generated quests, they're all hand crafted to a major degree.

Once inside a quest you'll be presented with a list of objectives that looks like this:



Completing a quest is what gives you the experience reward. You do not get experience for killing things directly, outside of Explorer Areas where you get some at certain breakpoints. Pretty straight forward otherwise, the ones marked (Optional) give you a decent bit of extra experience, and can also sometimes lead to extra loot.

Experience

As said above, completing quests is how you are awarded experience, not directly by killing mobs. Everyone in the group is awarded the same base amount of experience, however this can be further modified by both individual or group based bonuses or penalties. You do not split the experience, regardless of the size of your group, everyone is awarded the same base amount.

The first time you do a quest on a given difficulty, you get bonus experience based on the difficulty. You can group with people up to 3 levels above you, anyone past that will heavily penalize your experience and is not recommended.

Combat

While there is an auto-attack option provided, and you can hold down right mouse to keep swinging, the game is action based in the sense that you don't just hit a cycle of buttons or wait on cooldowns while standing around. You need to use your environment and positioning to your advantage.

You do not regenerate health or mana (spell points) while in a quest! You have to use spells/abilities/potions/wands to restore hitpoints, and largely only shrines to restore mana. Your hp/sp are important resources and it's in your best interest to learn how to conserve both of them while playing.

Scaling?

The game attempts to scale the mobs, by altering hitpoints and damage values, to provide an acceptable challenge for your group size. Hard and elite difficulties scale less than normal, but it's there still.

You do not need to do every quest on Elite when you're new. It's completely okay to be doing quests on Hard or even Normal your first time(s) through them. Feel free to jump up a difficulty level if you don't feel challenged, but similarly don't feel that you need to bang your head against the wall instead of just dropping down a difficulty if it's too tough.

Does This Game Have PvP?

Barely. This isn't the game to go to if you want PvP. It's okay to screw around with, but it's far from a "serious" PvP game.



Character Creation

Character Planner.

Check the second post for information on skills if you're having trouble deciding which to raise.

Other than when using Reincarnation (see below), stats and skills are not able to be altered. So while it's not the end of the world should you create a sub-optimal character, you should put some thought into what kind of character you're going to make. Don't be afraid to ask questions either in the guild or in this thread for advice on character creation!

Help, what character do I make? Warlock!
Don't want to subscribe, or pay for Warlock? That's fine here are some other options[WIP]:
Melee: Paladin
Caster: Wizard, Warlock, Cleric

Stats

(Stat - 10) / 2 = your modifier, this is what actually affects things. Odd stats don't provide you with any bonus, but there are sometimes reasons to start with odd numbers. Ideally you don't want any end-game if you can help it. And yes, this can be a negative modifier for stats under 10.

Strength - Attack/damage, this is sizable factor in your ability to hit or do damage to things in melee combat.

Dexterity - Armor Class and Reflex Save, this is limited by the armor you wear. Robes have no Maximum Dexterity limit, but other than that wearing armor can impede the amount of bonus you can derive from this. It’s also used for your ranged attack bonus (but not damage!) in place of strength. Don't invest in this for armor class unless you have something very specific in mind -- it's not really worth build points for 1-4 extra AC.

Constitution - Hit Points and Fortitude Save, you get your con bonus * level in extra hitpoints, this is a stat that everyone should strongly consider. A general rule is to not start with less than 14.

Intelligence - Skill points and Wizard casting. How many skill points you get is based upon your class, but you get one extra, per level, for every int modifier you have. You also need 10 + Spell Level, minimum, to cast as a wizard. Wizards want this maxed, many other classes can consider it a dump stat or low depending. For a wizard this is their bonus to Spell Difficulty Class stat.

Wisdom - Will Save, Cleric Casting, partial Favored Soul casting. A cleric needs 10 + Spell level, minimum, to cast. It is also their Difficulty Class bonus stat. A Favored Soul uses their wisdom modifier for their bonus to the Spell Difficulty Class.

Charisma - Bard & Sorcerer casting, and partial Favored Soul Casting. All three of these need 10 + Spell Level, minimum, to cast. For Bards and Sorcerers it is also their Spell Difficulty Class bonus stat. For Favored Soul it does nothing other than small bonus SP after you have the minimum needed for your spells, not worth raising past 12 or so for a Favored Soul.

Casting stats also provide bonus Spell Points (SP), and each stat is also tied to some skills. This isn't something you really need to worry about though in most cases.

Races


Human: The most populous and dominant race of Eberron, humans have found strength in their versatile nature.
Benefits: 1 extra Feat at level 1, +1 Skill point per level (4 more at level 1), good racial enhancements, no stat bonuses or penalties.
Penalties: No stat bonuses, if you want to count that as one.
Recommended Classes: Any.
Unsuited Classes: None.
Favored Weapons: None specifically.


Elf: Thin and waifish, elves in Stormreach are often affiliated with House Phiarlan, working as master spies, illusionists and bards.
Benefits: +2 Dexterity. Solid caster enhancements.
Penalties: -2 Constitution.
Recommended Classes: Wizard, Sorcerer, Favored Soul, Cleric.
Unsuited Classes: Frontline melee. -2 Constitution isn't the end of the world, but it hurts when you're the guy whose likely to be hit.
Favored Weapons: Longsword and Rapier OR Scimitar and Falchion.


Dwarf: Former slaves of the giants, many dwarves in Stormreach find employ in House Kundarak where they work as guards, soldiers, wizards specializing in magical wards and are in charge of much of the banking of the city.
Benefits: +2 Constitution. Solid melee based racial enhancements, though they can be a tight fit depending on build.
Penalties: -2 Charisma.
Recommended Classes: Fighter, Barbarian, Ranger.
Unsuited Classes: Sorcerer, Wizard, Favored Soul.
Favored Weapons: Dwarven Axes and Greataxes.


Halfling: Halflings are short humanoids, often characterized by their nomadic heritage and wanderlust. While often independent, many halflings owe allegiance to House Jorasco in Stormreach, serving as herbalists, alchemists and healers.
Benefits: +2 Dexterity. Racial enhancements for sneak attacks as well as buffing a single friend.
Penalties: -2 Strength.
Recommended Classes: Rogue, Bard, and Cleric.
Unsuited Classes: Fighter, Barbarian and Ranger.
Favored Weapons: Throwing (but don't try to use them as your main weapon, seriously).


Warforged: Living constructs born from the fires of the Last War, these beings seek to find a place for themselves in more peaceful times. While they are technically living creatures, warforged have no need to eat, breathe or sleep and tend to have a hard time adapting to life around those who do.
Unlock: Free to VIPs, purchased for 795 Turbine Points otherwise.
Benefits: +2 Constitution. Strong innate immunities. Capable of being healed by the Repair line of spells.
Penalties: -2 Charisma, -2 Wisdom. Healed half as much by Divine Magic (this can be increased with enhancements).
Recommended Classes: Wizard, Sorcerer, Artificer, Favored Soul.
Unsuited Classes: Cleric, Rogue.
Favored Weapons: Any Two-handed weapon.


Drow: Fiercely territorial and devoted to preserving the traditions of their heritage, drow are cousins to the lighter skinned elves. While drow are not inherently evil, their morality and worship of the scorpion god Vulkoor often makes it appear that way to outsiders.
Unlock: 400 total favor on one character, or bought for 995 Turbine Points. Not recommended for purchase via TP, 400 favor is attainable rather quickly.
Benefits: +2 Dexterity, +2 Intelligence, +2 Charisma.
Penalties: -2 Constitution. No access to 32 point builds.
Recommended Classes: Wizard, Sorcerer, Cleric, Favored Soul.
Unsuited Classes: Any frontline melee.
Favored Weapons: Rapier and Shortsword.


Half-Orc: Children of the union of humans and orcs, half-orcs are often looked down upon by the other civilized races for their somewhat savage nature. Many half-orcs work for House Tharashk, where their abilities to track down treasure proves useful.
Unlock: Free to VIPs, purchased for 1,295 Turbine Points otherwise.
Benefits: +2 Strength. Solid melee enhancements.
Penalties: -2 Intelligence, -2 Wisdom.
Recommended Classes: Fighter, Barbarian.
Unsuited Classes: Cleric, Favored Soul, Sorcerer, Wizard, Bard, Artificer.
Favored Weapons: Any Two-handed weapon.


Half-Elf: Descended from elves and humans, half-elves now have formed their own unique race apart from their parent races. House Lyrander, responsible for the creation of airships and the transport business they generate, is formed of mostly half-elves.
Unlock: Free to VIPs, purchased for 1,195 Turbine Points otherwise.
Benefits: Dilettante feat letting you have minor access to a single other classes abilities (such as cleric wands/scrolls as if you were a level 1 cleric, and higher later on). Access to some of the Human and Elf enhancements.
Penalties: No stat bonuses, and no extra Feat slot like a Human has.
Recommended Classes: Any.
Unsuited Classes: None.
Favored Weapons: None specifically.

Classes

A note on roles: Tanking is not like you're used to in other MMOs. You can use intimidate and a shield and pretend you're a normal MMO tank, but there are very few situations (usually raids) where this is all that effective. Otherwise a tank is just someone with good hp and if you can get there without giving up much: some passive damage reduction or AC. For normal questing no one is designated as a tank usually.

Recommended Two-Handed Weapons: Falchion, Greatsword, Greataxe. In that order, though dwarves may favor a Greataxe.
Recommended One-Handed Weapons: Khopesh, Scimitar/Rapier. Note that Khopesh costs a feat slot and is likely to be more expensive on the Auction House. Worth considering in the teens however. At the level cap there's currently no good named Khopeshes, so it falls behind other available options.
Recommended Caster Weapons: If meleeing, see above. For actual casting you're looking for items that boost a specific type of damage or a Thaumaturgy quarterstaff which boosts two elements you use frequently, they also have a smaller bonus to universal spellpower.


Barbarian: Do you like hitting things? Do you like hitting things a lot? I mean over and over don't stop hitting things DON'T STOP SMASHING THINGS IN THEIR FACES THROUGH THE RED HAZE OF BLOOD AND FURY!!!!!
Role: Melee Damage, Tank.
Recommended Races: Human, Dwarf, Half-orc.
Stats: 12 hp/level. 4 skill points/level.
Recommended Dwarf Starting Stats: Str - 18, Dex - 12, Con - 17, Int - 8, Wis - 8, Cha - 6, raise Strength at level up
Recommended Skills: Balance, Spot, Intimidate
Recommended Feats: Power Attack, Cleave, Great Cleave, Improved Crit: Slash, Overwhelming Critical, Two-Handed Fighting Line


Bard: You get to spend most of your time singing songs which are either so boring or so incredible (take your pick) that monsters just stand there in a stupor while the rest of your party beats the crap out of them. Also, you have magical parlor tricks that you picked up to impress the ladies at taverns. And because you sometimes impress the ladies at taverns that already have husbands, you've learned to handle yourself in a straight up fight too.
Role: Crowd Control, Buffing, Secondary Melee Damage, Secondary Healing.
Recommended Races: Human.
Stats: 6 hp/level. 6 skill points/level.
Recommended Human Starting Stats: Str - 16, Dex - 8, Con - 16, Int - 10, Wis - 8, Cha - 14, raise Strength at level up
Recommended Skills: Balance, Bluff, Concentration, Perform, Use Magic Device, Heal, Spot
Recommended Feats: Extend, Two-Handed Fighting, Power Attack, Cleave, Great Cleave, Empower Healing, Improved Critical: Slash, Improved Two-Handed Fighting, Overwhelming Critical, Greater Two-Handed Fighting


Cleric: Do you like praying to gods and killing undead monstrosities with shiny lights? Well boy-howdy, is this ever the class for you. Also I hope you enjoy healing things, because you'll be doing that a lot too. On the plus side, you get to shoot laser beams, call down comets to knock your enemies on their asses, and summon giant walls of spinning blades that enemies just seem to love trundling right into.
Role: Healing, Magic Damage, Buffing, Crowd Control, Secondary Melee Damage.
Recommended Races: Human, Dwarf, Elf, Drow.
Stats: 8 hp/level. 6 skill points/level.
Recommended Human Starting Stats: Str - 10, Dex - 8, Con - 14, Int - 14, Wis - 16, Cha - 12, raise Wisdom at level up
Recommended Skills: Concentration, Heal, Spellcraft, Use Magic Device, Jump
Recommended Feats: Maximize, Empower, Empower Healing, Quicken, Heighten, Spell Focus: Necromancy line, Spell Focus: Evocation line, Spell Penetration
Recommended Enhancements: Go into the Divine Disciple tree Light path, get Nimbus of Light, Universal Spellpower, Searing Light, Holy Smite, then go into Radiant Servant.
Example Build.


Fighter: You get to hit things. But unlike the barbarian, you get to be tactical about it, using your brains, your smarts, your wits. Which is to say you're slightly more clever than a rock but you've managed to pick up a few dirty tricks along the way to even out a fight when you might be overmatched. Angry ogre lumbering towards you? Knock him on his rear end and proceed to introduce your sword into his face.
Role: Melee Damage, Tanking.
Recommended Races: Human, Dwarf, Half-Orc.
Stats: 10 hp/level. 2 skill points/level. Bonus Feats at: 1, 2 and every even level thereafter.
Recommended Human Starting Stats: Str - 18, Dex - 12, Con - 14, Int - 8, Wis - 10, Cha - 8, raise Strength at level up
Recommended Skills: Balance, Spot
Recommended Feats: Power Attack, Cleave, Great Cleave, Improved Critical: Slash, Two-Handed Fighting Line, Overwhelming Critical


Monk: Monks are masters of enlightenment and serenity, channeling their inner Ki to enable them to perform superhuman feats of strength and agility. Which is a real fancy way of saying they punch the crap out of things using a variety of elemental powers they combine to cause powerful effects. So if you want to shoot fire out of your fists, run across water, leap through the air or use the freaking five step exploding heart technique, this is your class.
Unlock: Free to VIPs, 895 Turbine Points otherwise.
Role: Melee Damage, Tanking.
Recommended Races: Human, Dwarf.
Stats: 8 hp/level. 4 skill points/level.
Recommended Human Starting Stats: Str - 16, Dex - 16, Con - 14, Int - 8, Wis - 10, Cha - 8, raise Strength at level up
Recommended Skills: Balance, Concentration, Spot
Recommended Feats: Toughness, Two-Weapon Fighting, Power Attack, Cleave, Improved Two-Weapon Fighting, Improved Critical: Bludgeon, Greater Two-Weapon Fighting, Great Cleave, Overwhelming Critical


Paladin: Holy warriors devoted to destroying all things dark, unnatural and unholy in the world. Of course, what is considered dark, unnatural and unholy is purely open to speculation and is at the discretion of the burly dude in platemail with a shining sword. Paladins are tough fighters, able to cleave through swaths of foes without breaking a sweat, and if that weren't enough, their gods give them all kinds of spells to make slaughtering everything even easier.
Role: Melee Damage, Tanking, Secondary Buffing.
Recommended Races: Human, Dwarf.
Stats: 10 hp/level. 2 skill points/level.
Recommended Human Starting Stats: Str - 16, Dex - 8, Con - 14, Int - 8, Wis - 10, Cha - 16, raise Strength at level up
Recommended Skills: Concentration, Heal
Recommended Feats: Power Attack, Cleave, Two-Handed Fighting, Great Cleave, Empower Healing, Improved Critical: Slash, Extend or Improved Two-Handed Fighting, Quicken, Overwhelming Critical


Ranger: Friends of nature, companions to all manner of beasts and plants and hahaha who am I kidding. Rangers are racist bastards who specifically pick a group of enemies to hate and get bonuses to slaughtering them wholesale. In order to help them out in their quest to exterminate all life on the planet, they recieve free feats to allow them to dual wield and use bows more effectively. Additionally, rangers get some pretty useful utility spells, including some that help them kill things even better.
Role: Dual Wield Melee Damage, Tanking, Secondary Ranged Damage, Secondary Buffing.
Recommended Races: Human, Dwarf.
Stats: 8 hp/level. 6 skill points/level.
Recommended Human Starting Stats: Str - 17, Dex - 14, Con - 14, Int - 8, Wis - 11, Cha - 8, raise Strength at level up
Recommended Skills: Concentration, Heal, Search, Spot, Balance, Use Magic Device
Recommended Feats: Favored Enemy: Undead, Empower Healing, Power Attack, Cleave, Great Cleave, Improved Critical: Slash, Overwhelming Critical, Quicken


Rogue: Yeah you're not as tough as a fighter and you don't hit as hard as a barbarian. You have less hit points than even a cleric. So why would you want to be a rogue? Because you can learn every single useful skill in the game, and, while your friends are busy getting their spleens stuck full of swords, you get to stab enemies for sneak attack damage. So what you might say. Oh boy, I get to do damage if things aren't hitting me. Well, one of those skills you can learn makes things forget about you, and attack your friends. Which even if you're not trying to get sneak attack damage is still a great party trick. And as for the damage itself? Well, let's just say you will murder the poo poo out of everything. So to recap: you get to be batman.
Role: Melee Damage, Secondary Trap Disarming.
Recommended Races: Human, Halfling, Elf, Dwarf.
Stats: 6 hp/level. 8 skill points/level.
Note: You generally can't sneak attack while solo, making pure rogues one of the worst choices for soloing.
Recommended Human Starting Stats: Str - 12, Dex - 18, Con - 14, Int - 8, Wis - 8, Cha - 10, raise Dexterity at level up
Recommended Skills: Balance, Bluff, Diplomacy, Disable Device, Open Lock, Search, Spot, Use Magic Device | Alternatively drop Balance/Diplo for Hide and Move Silent.
Recommended Feats: Toughness, Weapon Finesse, Precision, Two-Weapon Fighting Line, Improved Critical: Pierce, Improved Sneak Attack


Wizard: So all that reading in some poorly lit dingy room finally paid off. You can now cast magic missile! How proud you must be! But wait, you just gained a few levels and now you can create walls of fire on the ground that incinerate everything. Oh what's that? You've gotten some more spells now and learned some forbidden necromantic arts and are now a lich that can easily instantly kill entire rooms full of enemies with a single spell? Surely no self-respecting wizard would turn to the forbidden arts of necromancy in order to gain incredible godlike power. That would just be wrong.
Role: Magic Damage, Crowd Control, Buffing.
Recommended Races: Human, Warforged, Elf.
Stats: 4 hp/level. 2 skill points/level. Bonus Feats at: 1, 5, 10, 15, 20.
Recommended Human Starting Stats: Str - 10, Dex - 8, Con - 16, Int - 18, Wis - 8, Cha - 8
Recommended Skills: Concentration, Spellcraft, Balance, Heal, Spot, Use Magic Device, Move Silent or Repair
Recommended Feats: Insightful Reflexes, Maximize, Empower, Quicken, Spell Focus: Necromancy line, Spell Penetration line, Heighten


Sorcerer: Books and scrolls? Screw that stuff. You're better than a wizard because you don't need none of that there book learnin. You gain spells naturally as you level up, and sure you might not have as many different spells to choose from as one of them book-learned wizards, but you're inherently better at magic than they are. You cast spells faster, have more magical energy to draw on, and can attune yourself to the very elements themselves, gaining incredible power.
Role: Magic Damage, Buffing, Crowd Control.
Recommended Races: Human, Warforged.
Stats: 4 hp/level. 2 skill points/level. Double benefit from SP increasing items. Higher base SP than a wizard or cleric. Faster casting and less recast than a Wizard.
Recommended Warforged Starting Stats: Str - 10, Dex - 8, Con - 16, Int - 12, Wis - 6, Cha - 16
Recommended Skills: Concentration, Spellcraft, Balance or Repair
Recommended Feats: Maximize, Empower, Quicken, Spell Focus: Evocation line, Heighten


Favored Soul: You're a special person. A very special person. You see, some god decided that you were a pretty cool dude (or dudette) and has decided to make you one of their champions. You have a stronger connection to the divine and as such gain various bonuses related to the god that has chosen you, as well as having more magical power to use on spells. So essentially you're the envy of clerics everywhere. Oh and you get wings. Magic angel wings that let you leap distances and look super cool. And a little glowing light ball friend that hangs out over your shoulder and shoots laser beams at everything, kind of like the shoulder mounted cannon that the Predator has.
Unlock: 2500 Total Favor or 895 Turbine Points.
Role: Healing, Magic Damage, Buffing, Crowd Control, Secondary Melee Damage.
Recommended Races: Human, Warforged.
Stats: 8 hp/level. 2 skill points/level. Double benefit from SP increasing items. Higher base SP than a wizard or cleric. Get a short distance forward teleport with Wings at level 17.
Recommended Human Starting Stats: Str - 8, Dex - 8, Con - 14, Int - 10, Wis - 18, Cha - 12
Recommended Skills: Concentration, Heal, Spellcraft
Recommended Feats: Maximize, Empower Healing, Quicken, Empower


Artificer: You get to be Megaman. No, seriously. You have a cool mechanical dog and an arm cannon that you can charge up which has various effects, much like boss weapons from Megaman games! Other than that, artificers, as their name might imply, are tinkerers and dabblers in mechanical devices. Many use repeating crossbows, though some people do use melee weapons. Additionally, artificers get quite a number of unique spells, several of which can be used to increase damage, bypass damage reduction of enemies, or provide useful defensive buffs. Being tinkerers, they are skilled at disarming traps and also are the best at crafting items, giving them a bit of a unique edge over other classes in that regard.
Unlock: 150 House C favor or 995 Turbine Points. Favor unlocking is annoying, and you won't do it until you're 20+.
Role: Ranged Damage, Buffing, Secondary Magic Damage, Secondary Trap Disarming.
Recommended Races: Human, Warforged.
Stats: 6 hp/level. 4 skill points/level. Awesome mechanical dog companion.
Recommended Human Starting Stats: Coming Soon
Recommended Skills: Coming Soon
Recommended Feats: Coming Soon


Druid: So you like trees? Dogs? Bears? Being a ranger not quite fufilling your nature-hugging needs? Then turn that frown upside down and make a Druid! With the powers of Mother Nature at your beck and call, you can call down lightning, freeze your foes solid, turn into a dog and bark bark bark until they go "AUGH SHUT UP ALREADY!!" Or if that's not your thing you can also turn into a big ol fat bear and chill out doing bear things like getting hit a lot and smacking the poo poo out of skeletons that stole your honey.
Unlock: VIP or Standard Menace of the Underdark Pack or 1495 TP.
Role: Healing, Magic Damage, Melee Damage, Tanking, Buffing.
Recommended Races: Human, Half-Elf, Half-Orc.
Stats: 8 hp/level. 4 skill points/level. Awesome wolf pup companion.
Recommended Human Starting Stats: Str - 12, Dex - 10, Con - 14, Int - 8, Wis - 18, Cha - 8
Recommended Skills: Concentration, Heal, Spellcraft, Use Magic Device
Recommended Feats: Maximize, Empower, Empower Healing, Quicken, Heighten, Spell Focus: Evocation


Warlock: [WIP]Be a magical machine gunner!
Unlock: VIP or 1395 TP.
Role: Magic Damage, Buffing.
Recommended Races: Human, (Blade/War)forged.
Stats: 6 hp/level. 2 skill points/level.
Recommended Human Starting Stats: Str - 10, Dex - 10, Con - 14, Int - 10, Wis - 8, Cha - 18 (8 str/dex and 16 con also good)
Recommended Alignment: True Neutral will let you use any pact. Fiend is recommended, but any can work.
Recommended Skills: Concentration, Use Magic Device, Spellcraft
Recommended Feats: Maximize, Empower, Quicken, Spell Focus: Evocation, Greater Spell Focus: Evocation, Force of Personality
Recommended Spells: (1)Expeditious Retreat, Jump, (2)Blur, Invisibility, (3)Displacement, Dimension Door, (4)Evard's Black Tentacles, Teleport (or scrolls and whatever), (5)Mass Protection From Elements, Finger of Death, (6)Wail of the Banshee, Power Word: Stun
Recommended Enhancements: Passive Shield from Enlightened Spirit, Cone Shape/Consume/Stricken/Hungers from Soul Eater, Penetrating Blast/Strong Blast/Eldritch Ball/Planar Focus/Spell Focus: Evoc from Tainted Scholar
See here also.

Multiclassing

Multiclassing needs to be planned out from the start pretty much. You can have up to 3 classes when multiclassing, and as this is a 3.5E based game you spread out your 20 levels between the classes, it’s not like 2E where you just level slower.

If you want to multiclass I strongly suggest you ask for advice here or on the official forums before going forward.

Reincarnation

As of Update 14, all new and existing characters are given one free Lesser Reincarnation.

Your stats and skills can now be respecced by using a Reincarnation, which has a week long timer and lets you change almost everything about your character. The hearts used for this do drop very rarely in game, but the easiest way to obtain one is via the eStore. A +1/+3 version lets you change that many class levels, as well as everything but your race/alignment. A Greater version will also let you upgrade from a 28 point build to a 32 point build. A True will let you change absolutely everything about your character, start at level 1, get 34/36 build points (1st TR/2nd+ TR), as well as some other minor benefits. At the cost of drastically increased experience requirements. You must be level 20 to True Reincarnate, the others have low/no level requirement (though I would encourage you to reroll at very low levels instead).



Videos

MrCow's YouTube channel is the place to go if you want a million DDO videos or ever need a visual semi-walkthrough of a quest.

My slowly expanding channel with mostly DDO videos.

https://www.youtube.com/watch?v=_V78e1cV36A

Running Frame Work on hard with Valisti, we explain a little bit of what/why we're doing in this run.

https://www.youtube.com/watch?v=G9pcw05kK8k

Level 5 first life Druid, solo, on Elite, in Halls of Shan-To-Kor. Have some annotations about traps since people were talking about them. I avoid the vast majority of traps with player skill only getting hit once with one of the hardest to physically avoid traps in the game.

Random Screenshot Section






DemonMage fucked around with this message at 23:06 on Feb 4, 2017

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DemonMage
Oct 14, 2004



What happens in the course of duty is up to you...
Skills

Insane

Use Magic Device
Lets you bypass race or alignment requirements on almost any item passively, and therefore wear items you might not otherwise have access to. Also lets you use scrolls/wands that your class may not have access to. Must-have for rogues and bards. Highly recommended for pretty much any build with skill points to spare for it.

Great

Balance
Opposed check versus your opponents trip DC for you to stand back up. You get a roll every 2 seconds after being knocked down. Resisting a trip is a str/dex check, so you'll get tripped but get back up quicker with this skill. As a bonus, with 40 (modified) balance you'll not get knocked down by the Titan anymore.

Concentration
Allows you to continue casting a spell even if you take damage during the casting. 1d20 + Concentration is opposed by 10 + Damage Taken + Level of Spell Being Cast. Quickened spells do not suffer a chance to be disturbed when hit, so it's viable to eschew this skill on Sorcerers/Favored Soul if you keep quicken on permanently, but that's not something you do often. This also determines the maximum amount of Ki a monk can hold without degeneration.

Disable Device
Only available to those with at least one rogue/artificer level, it allows you to disable traps when you find the control box via the Search skill. Thus allowing your party to continue safely through the trap. Many traps can be avoided through timing or jumping, so while it's not a required skill it can still prove very useful (especially while TRing and doing elite quests for the experience bonus).

Heal Only Great for Clerics/FvS, Good for Ranger/Bard/Paladin, Skip It otherwise
As of The Shadowfell Conspiracy, increases your Positive spellpower 1:1 for each point.
Increases the amount you and your party heal when you're near them at a rest shrine. Also allows you to use healer's kits to stabilize an incapacitated person and allow them to slowly regenerate health until they are up again. It's much better to simply use a Cure Light Wounds wand charge or even just let them bleed out and take them to a Resurrection Shrine. The benefit is too small to be wasting skill points on.

Perform
Increases Sonic spellpower 1:1.
Bard only skill. Required for some of the bard class abilities, and the bard Fascinate ability gets it's DC from this ability. The DC is 1d20 + Perform skill, meaning at low levels it's not so hot, and at high levels even without items your DC will be decent, and with items it's sky high. Might as well max this if you're a bard.

Search
Well worth keeping maxed as a rogue-like character. Not worth it otherwise. Allows you to find hidden doors, and more importantly trap boxes. For secret doors, other characters can use clicky items with Detect Secret Doors or Wands. Even with a rogue, I'd encourage keeping a clicky on you for doors as it's just faster. True Seeing only lets you find doors up to DC30, so if you can get your skill beyond that, it's worth considering investing in this skill for epic levels.

Spellcraft
Increases Fire, Acid, Cold, Force, Electric, Light/Alignment spellpowers 1:1. Great for any full caster.

Tumble
1 point - Great, beyond - Okay. Passively decreases the amount of damage you take from falls, but featherfalling makes this so-so at best. Actively tumbling allows you to roll when you move while shield blocking, and just 1 point is enough to allow this. This roll also lets you move at full speed while under the effect of movement debuffs such as slow or shallow water. At 31 modified skill you can do back flips and side dives. With 36 modified skill you can do front flips. Not recommended for raising, but if you have the free points and it's a class skill and you want flips go for it. Note: You need both a base skill of 1, and a current skill of at least 1 to be able to do rolls. Armor check penalties can lower you below this, but dex modifier can counteract this. It's usually not a concern, as most people stop using armor late game or can easily counteract the penalty, but it's something to know.

Good

Bluff (Great for Rogues, especially solo)
Single target, makes the target vulnerable to being sneak attacked for a few seconds, as well as giving you a deagro buff for 10(?) seconds. Diplomacy is going to be more useful in a group setting usually but Bluff is great for when you're solo as while it does have a slight activation time, you'll put out a lot of damage in the few seconds of sneak attacking and the deagro can help with not getting agro in a group even after the auto sneak attacks wear off.

Open Lock
Allows you to open (some) locked doors and chests. Some require quest objective keys instead. This skill requires at least one rogue level to obtain. Is also the lowest priority rogue skill because you can try an infinite number of times on a lock, and rolling a 1 has no negative effect unlike with Disable Device (where it can blow the box up, rendering the trap permanently unable to be disabled). So letting it lag a little is okay, but you want to make sure you don't have to spend an hour trying to roll a 20 to unlock something if you can help it.

Decent

Diplomacy
Area Effect skill that lets you shed agro. It has no activation timer and affects all targets in range (short range AE). It also has occasional use in conversations. Handy skill to consider on a rogue character, less so on others.

Haggle
Vendors give you 10% of an items base value (Brokers 15%), this skill gives you an extra 0.25 per point. So 8 points means vendors will now give you 12% (Brokers 17%) of an item's base value. A great way to make extra money over the lifetime of your character, but often a tough fit for non-bards due to other more actively important skills. Also doesn't effect the amount of plat returned via Deconstruction.

Hide
Allows you to, in combination with the Move Silent skill, sneak around mobs and not agro them. It takes a lot of knowledge of how the skill works to properly abuse this, but it has the potential to be a very useful skill. That said, it's very low on my list of priorities.

Intimidate
Small range Area Effect taunt. 6 second cooldown, keeps them locked onto you for 3? seconds. Okay if you have spare points floating around, and it is AE, but often agro is achieved through massive damage, not this skill.

Jump
Increases the height (and therefore length) of your jumps. This skill has an effective hardcap at 40 (buffed) points. With the jump spell providing +30, heavy investment in this skill is not recommended. A few points if you really have nothing to spend them on is nice, but you can easily drink a jump potion if your buff fades to make it over most obstacles.

Move Silent
See Hide

Spot
Allows you to passively detect the presence of secret doors (but does not aid in finding them) and traps. Also allows you to tab target as well as see a faint outline of hiding creatures if you are within a certain amount of their Hide skill. As a rogue it's a solid skill if you don't know where all the traps and trap boxes are, and for the quests where they're randomized.

Skip It

Listen
This skill is largely superceded by the spot skill. It lets you see little red circles around hiding mobs feet, and they often have lower move silent than hide, but it doesn't let you target a stealthed mob like spot would.

Repair
Increases Repair and Rust spellpower 1:1. Might be okay on Warforged Sorcerer or similar.
As heal, but only works on warforged characters.

Swim
Allows you to swim (slightly) faster and/or against stronger currents. Also increases your underwater breathing time. Underwater action items make this skill almost totally irrelevant and the places where it comes in handy are so few as to not be worth the expenditure of skill points.

General Raiding Information

How Do Raids Work?: Raids are quests that allow up to 12 people to enter instead of the standard 6. When completing a raid, you're also placed on a 3 day timer when you accept the quest reward (this means it's very important to get your quest reward right after, not a day later).

There are multiple chests in a raid, but only one Warded Chest (aka Raid Loot chest), which gives each person (on normal) a 1/6 chance of generating a random raid item. On elite the chance scales up to as much as 1/4. The exact amount depends on how much the developers feel the raid scales on different difficulties (titan barely does for instance).

In general the loot policy is: If it spawned for you, it's yours to do with what you like. Loot it, pass it, put it up for roll. However it's common courtesy and strongly encouraged that you put an item up for roll if you're not going to use it yourself.

How Do I See My Timer? /quest will let you see your active raid timers. /quest completions will let you see how close you are to a 20th.

Why Do I Care About A 20th? On your 20th completion (or multiple of 20) of a raid quest, your quest rewards are replaced with a special set. This set is comprised of a randomly generated list of about half the available raid items from that raid. For Hound/VoD this list is so small as to be more like 95%. For the Shroud you get a choice of tomes. +2 by default, possibility of being +3. You can also chose a Cleansing Essence from a Shroud 20th list, which removes the Taint on a Greensteel Accessory allowing you to wear more than one at a time without taking damage.

DemonMage fucked around with this message at 23:00 on Aug 20, 2013

DemonMage
Oct 14, 2004



What happens in the course of duty is up to you...
Still working out the kinks in the build guidelines in the OP, so feel free to suggest alternative routes people could take here especially on the first page where people will find them. I'll get around to adding the Artificer/Druid ones soon and tweaking the existing ones in the near future, and try and keep them mostly up to date if any major changes invalidate them or whatever.

Tsurupettan
Mar 26, 2011

My many CoX, always poised, always ready, always willing to thrust.

The new trees are cool. Lotta options. I might play a bit in between juggling like three other games. :v:

Also, any build suggestions for the new Iconics?

RosaParksOfDip
May 11, 2009
So, who the hell is actually going to spend 795 tp just to teleport between Eberron on the FR campaigns? That seems like a tremendous waste. If it was maybe 300 something TP I could see myself doing it just to save myself the 3-4 minute run every time, but it's hardly like you're constantly bouncing between content from the two worlds.

In other news, I'll be happy to fix my 16 arti. I didn't research it properly at one point and took extend on it. Wasted feat completely killed my leveling impetus on it.

Fenris13
Jun 6, 2003
If all you need is a feat swap, there are much better alternatives than the +20 Token they just gave out, Fred the mindflayer will swap single feats for feats, and every character gets one free LR. That +20 token is very valuable, as DM mentioned, for leveling as one class and switching to another for TR bonuses.

DemonMage
Oct 14, 2004



What happens in the course of duty is up to you...

Tsurupettan posted:

Also, any build suggestions for the new Iconics?

2 paladin, 18 sorc, going Shiradi. Gets you great saves and all the goodness of a Shiradi Sorc.
Sun-Elfs are probably best built as caster clerics.
Purple Dragon Knights are interesting because they can use their charisma for to-hit with some good weapons, but other than maybe doing a charisma focused fighter build for the hell of it, I'm not sure what to do with them. I guess maybe a fighter/paladin build might be interesting. [Edit] Oh yeah Bard/Fighter/Rogue someone mentioned in the thread is another great idea.
Shadar-Kai just seem to be a solid assassin rogue race, though the devs came up with a funny bear druid build.

Dev U19 builds, note that they're largely not power builds, but they're still some cool ideas.

RosaParksOfDip posted:

So, who the hell is actually going to spend 795 tp just to teleport between Eberron on the FR campaigns? That seems like a tremendous waste. If it was maybe 300 something TP I could see myself doing it just to save myself the 3-4 minute run every time, but it's hardly like you're constantly bouncing between content from the two worlds.

It's apparently free for VIPs on the bright side! But yeah I mean the key to teleport you to Forgotten Realms takes care of most of this, it's an extremely minor convenience feature at best.

DemonMage fucked around with this message at 21:55 on Aug 19, 2013

Tsurupettan
Mar 26, 2011

My many CoX, always poised, always ready, always willing to thrust.

DemonMage posted:

Dev U19 builds, note that they're largely not power builds, but they're still some cool ideas.

The people that are getting angry over goofy flavor builds are hilarious. Never change, pubbies.

RosaParksOfDip
May 11, 2009

Fenris13 posted:

If all you need is a feat swap, there are much better alternatives than the +20 Token they just gave out, Fred the mindflayer will swap single feats for feats, and every character gets one free LR. That +20 token is very valuable, as DM mentioned, for leveling as one class and switching to another for TR bonuses.

I had already used the free LR and for some reason i couldn't feat swap extend at fred. First thing I tried when I realized it worked on none of the arti buffs/spells.

edit: Is the teleport supposed to be accessible on Iconics without buying it? i just rolled up a PDK for shits and I was able to teleport it. Hrm... I'm not a vip, either. Just whatever the step above f2p is.

RosaParksOfDip fucked around with this message at 21:45 on Aug 19, 2013

DemonMage
Oct 14, 2004



What happens in the course of duty is up to you...
Yeah, Iconics are supposed to have it for free.

DemonMage
Oct 14, 2004



What happens in the course of duty is up to you...


So the new Arcane Archer is pretty fun. That was with Bow of Sinew + Overwhelming Critical on a 20 with Adrenalized Arrow of Slaying. With Manyshot going it's theoretically possible to generate 4 of those once per manyshot, but pretty loving unlikely. Be fun to see my numbers in general when I get Pinion back again.

They're just plain fun in general though, a lot more active with Inferno/True Strike/Slaying shots and you've got the ability to make your arrows one of: All physical damage types, all alignments, all metals. As well as access to elemental imbues with their own fun on-crit debuffs.

DemonMage fucked around with this message at 23:34 on Aug 19, 2013

RosaParksOfDip
May 11, 2009

DemonMage posted:



So the new Arcane Archer is pretty fun. That was with Bow of Sinew + Overwhelming Critical on a 20 with Adrenalized Arrow of Slaying. With Manyshot going it's theoretically possible to generate 4 of those once per manyshot, but pretty loving unlikely. Be fun to see my numbers in general when I get Pinion back again.

They're just plain fun in general though, a lot more active with Inferno/True Strike/Slaying shots and you've got the ability to make your arrows one of: All physical damage types, all alignments, all metals. As well as access to elemental imbues with their own fun on-crit debuffs.

And if you're timely on the switching and don't mind it eating a decent chunk of mana, you can have all four elemental primary types going for a short time (6-8 seconds or something like that assuming you don't just keep mashing and refreshing them). With shiradi's various elemental damage and a bow that does 3 different elemental types, I'm a goddamn rain-bow warrior.

DemonMage
Oct 14, 2004



What happens in the course of duty is up to you...
Yeah, I'm only 21 on this life so far, so I don't have access to Elven Arcane Archer Core 4 (22) or Core 5 (25) yet, which you can only stance-dance with Core 5. I'm not really sure I want to bother with that given all the other crap I'm already keeping track of, but it's a cool option to have!

Noricae
Nov 19, 2004

cheese?
Aww, they added more synergies with wf for artificers? And here I am with all these robes. And hmm, is +damage rolls to repeaters gone*? (only seems to apply to nonrepeating crossbows now). Bows are looking great though.

*Nevermind, I can't read. Slight +damage to repeaters nerf since it's not there on all crossbow options. Back to griping about what they did to my poor capstone. ;) And skill points in UMD :( And planning a monkcher TR.

edit: V I think they were viable before this, but now they are more viable without doing extensive multiclass builds? More importantly, for ranger... tempest looks better.

Noricae fucked around with this message at 02:00 on Aug 20, 2013

Tsurupettan
Mar 26, 2011

My many CoX, always poised, always ready, always willing to thrust.

So what you're saying is that archers are now legit and viable? Is that what I'm reading? :crossarms:

Because this deeply interests me and I may have to do a Ranger life next.

Woden
May 6, 2006
Archers have been legit for a fair while now, and I think even throwers might be viable.

Haven't been able to log in yet so was curious, how much spellpower did you gain/lose on your toons?

Noricae
Nov 19, 2004

cheese?
I've gained about 25-35 on most characters I've gone through. My artificer gained the most (183 to 211ish? maybe a bit more - because repeaters become spell based weapons, based on the + of the weapon). Really missing the old artificer capstone. I have a 13 cleric / 3 monk that has... a *lot* of build choices open for her and I think that synergy may result in a much higher increase. Kind of hard to fit 4-5 trees in on one character (maybe at cap).

And racial toughness not there on humans! Bah.

By the way, the above was all on characters that did not LR, so spellcraft is zil.

Noricae fucked around with this message at 04:03 on Aug 20, 2013

DemonMage
Oct 14, 2004



What happens in the course of duty is up to you...
I gained like 30-50 on my Monkcher. Went from 20 to 50ish and it seems to go up to 70ish sometimes. Maybe my Kensai battle meditation was that? Should increase my implement bonus. When I was on the test server with my Pale Master awhile ago I gained about 30ish Negative and a lot of the spellpowers I didn't focus on. Plus they jacked spellcrit chance up (especially type-specific) and multi is pretty close to what it was before for most Wizard builds (aka 7/1/1 damage/chance/multi). So at least for all the builds I've done so far, I feel pretty happy with the changes even without touching class distribution. And I was able to swap Mental Toughness for Ten Thousand Stars so I didn't really lose anything with that becoming a feat now either.

And yeah Monkchers have been viable every since last expansion really. It's (was?) better to do TWF until you hit 14 and get the Bow of Sinew (or Abbot bow but gently caress that), it's possible with the new changes that you can do straight bow from the start. It also seems like pure ranger arcane archers might actually be more viable now as well, or even Deepwood Snipers. So that's cool.

I was 21 on my Monkcher (12 monk/6 ranger/2 fighter) prepatch, but I might go Archer for my Ranger life too and try it as pure(ish). My biggest problem with archers in general is their lack of AE damage. Your single target damage is anywhere from good-great, but your multi-target damage is crap without Improved Precise Shot, and working IPS is annoying for more than 2-3 targets, and even that can be annoying if you're not solo since it can gently caress with other people trying to kill the thing.

Noricae posted:

And racial toughness not there on humans! Bah.

This doesn't exist anymore. You get free +5 (10?) hp at 5/10/15 levels in a class to account for it's removal. I actually gained hp with the patch.

This also has the side effect of making Toughness far less of a required feat as long as you have any other useful options to take (hooray BAB/caster level requirements), which is a good thing.

[Edit] Also totally agree with the caster level capstone for Artificers thing, it should really just be a baseline auto-grant at 20 Artificer instead of an enhancement thing.

DemonMage fucked around with this message at 04:02 on Aug 20, 2013

Noricae
Nov 19, 2004

cheese?

DemonMage posted:

And yeah Monkchers have been viable every since last expansion really. It's (was?) better to do TWF until you hit 14 and get the Bow of Sinew (or Abbot bow but gently caress that), it's possible with the new changes that you can do straight bow from the start. It also seems like pure ranger arcane archers might actually be more viable now as well, or even Deepwood Snipers. So that's cool.
Yeah, the twf at low levels is what put me off of monkchers before, simply because I already have a few other monks or monk multiclasses and a boatload of normal twf characters or past lives and lots of lowbie bows.

Epic Feat make-a-wish: Greater Improved Precise Shot: "your improved precise shot now targets enemies in a 90 degree arc in front of you"

And gaining hp? Yes! I noticed that too but I didn't know why because, well I didn't see racial toughness. So that's why. And I am totally dropping toughness on some future builds (some classes are so tight on feats! druid, bard multiclasses, imo). Nice.

There was no way I was going to put 40 points into Arcanotechnician, so that (awesome) artificer capstone loss hurts. The focus on lightning and the dog is not great for my playstyle. I plan on a bunch of TRs on her (main), but any artificer lives may be heavily multiclassed. All rogue lives as rogue mechanic + arti multiclasses though! That looks great.

So: so far the enhancement pass has been great, but I do not have a sorcerer at cap and they may have gotten hit a bit. I'm happy and I think it opens up a lot of multiclass builds again.

My clonk is a mess. I really don't know what to do other than "put points everywhere and play like a melee" but I want allll the trees. But I just finished with her (16) and she's up 44 (positive) spell power (?! <3 shintao, and I only took a bit of it).

Noricae fucked around with this message at 04:20 on Aug 20, 2013

Tsurupettan
Mar 26, 2011

My many CoX, always poised, always ready, always willing to thrust.

Oh I knew about Monkchers, they're neat and I am glad they work but I always had a thing for pure ranged rangers and I am hoping that, specifically, is what became truly viable.

Woden
May 6, 2006
I don't know if pure anything is optimal anymore, some will be viable sure(casters) but multiclassing just got a huge buff.

Just redid my jugg, recon for 523 instead of 525. No repair item, int skills, int item, gh, only 20 points in repair, etc so some room to grow but had to lose healing amp to get there. So kind of a wash, the arti trees are kind of meh, not great but not terrible I guess unlike paladin.

Some of the tooltips need work though, some were red and didn't say what I was missing to get them(I apparently met all the pre reqs) and some are just ambiguous. Far shot says it gives +1 SA die but is that only with bows? Does it stack with assassin or ninja spies +SA stuff? What about all the +[w], dodge, double strike stuff, how do they stack?

Reflex stuff seems to stack just fine so I guess all the others will be feat bonuses and so stack with each other unless specified but it's hard to tell.

Edit: time to go see how bad a pure pally is now.

Tsurupettan
Mar 26, 2011

My many CoX, always poised, always ready, always willing to thrust.

I should clarify when I say 'pure ranged rangers' I don't mean 'pure rangers', I mean 'majority of levels in ranger to take the cool enhancements and is pure ranged' (i.e. no meleeing).

DemonMage
Oct 14, 2004



What happens in the course of duty is up to you...
12 ranger/6 monk/2 fighter fits that just fine! 6 monk is enough to get Ten Thousand Star (6 monk + 13 dex is the feat requirement), and you don't really need much outside of the Arcane Archer tree. Though you'd probably still want to do it via half-elf enhancements rather than the Ranger ARcane Archer tree, just so you can eventually take Shadow Arrows and Master of Imbuement.

KittyEmpress
Dec 30, 2012

Jam Buddies

I played this was back when they were testing free to play, but never got too into it, besides getting to like... level 13 on a War forged Monk a year or so later when I briefly came back.

Artificer and Druid are new to me, and both seem to get a pet... are either playable as a 'pet class'?

Woden
May 6, 2006
I've seen some people have limited success with it while leveling but in general they're not very good. Because this game is very reactive movement wise it plays a big part and pet AI is terrible compared to a human. You can set up a pet to tank something but in general you're better off saving the SP you'd use healing the pet and just learning to dodge the attacks manually. Pets also do terrible damage, so all you end up using them for is opening doors and dragging your corpse back to a shrine to res.

But things have changed a ton with the enhancement pass so maybe I've missed some things.

Edit: +5 tomes are also in the store, 4795TP for a supreme and 3k for 4-5 upgrade.

Woden fucked around with this message at 05:56 on Aug 20, 2013

DemonMage
Oct 14, 2004



What happens in the course of duty is up to you...
Not really no, they have a pet, but they're pretty unimpressive especially later on. They're basically free damage from early-mid levels, most people I know don't even bother summoning the pets later on, they're either too flimsy or too slow to keep up with how fast you tend to move.

----

11 Ranger/6 Monk/2 Fighter (+1 in any of those):

Str - 16, Dex - 13, Con - 14, Int - 9, Wis - 16, Charisma - 8, level ups in Wisdom

Ranger level skills: Concentration, Heal, Search, Spot, UMD
Monk level skills: Concentration, Spot, UMD (take 1 tumble here too if you want)
Fighter level skills: ??

Feats:
1R: Favored Enemy Undead
1H: Cleric Dilettante (Rogue at cap if you feel your healing is fine with just Cocoon and casted CMW)
1: Precision
3: Point Blank Shot
5R: Evil Outsider
6: Zen Archery
9: Empower Healing Spell
12: IC: Ranged
12M: Dodge
13M: Toughness
14M: Light Path (Since it doesn't look like you need dark for taking invis+incorparability in Ninja Spy now)
15: Quicken
17M: Lightning Reflexes
18F: Mobility
18: Ten Thousand Stars
19F: Shot on the Run

Can also try looking at this for ideas.

DemonMage fucked around with this message at 06:00 on Aug 20, 2013

RosaParksOfDip
May 11, 2009

Tsurupettan posted:

Oh I knew about Monkchers, they're neat and I am glad they work but I always had a thing for pure ranged rangers and I am hoping that, specifically, is what became truly viable.

It wasn't the best, but pure bow ranger was always at least viable, especially in small groups due to being able to easily avoid enemies, and a little bit of healing. My buddy and I ran dual rangers, he did the meleeing and trash killing, I murdered high hp stuff with manyshot and shiradi just being all amazing all the time. And we both spot-healed. it's not the best in Raids since your health is going to be a bit subpar and your dps isn't the highest, but it's viable.

Vulpes
Nov 13, 2002

Well, shit.

KittyEmpress posted:

Artificer and Druid are new to me, and both seem to get a pet... are either playable as a 'pet class'?

If you want the 'pet class' experience my advice would be to just use a hireling. Just pretend it's a cute puppy instead of a big ugly half-orc or whatever.

Noricae
Nov 19, 2004

cheese?
The most useful pet in DDO has been that MoTU preorder panther (is that in the store separately?) and now maybe the owl bear pet? They survive a lot longer than my iron defender (which, to be honest, has also slowly wittled away enemies while I lay dead there at a final boss stage).

Gammon
Aug 20, 2003
Cliff Yablonski Hates Me

Woden posted:

I don't know if pure anything is optimal anymore, some will be viable sure(casters) but multiclassing just got a huge buff.


What about pure monks? Surely they are still pretty viable (if not required) if you want to do unarmed damage? Especially given how many awesome (in my mind) monk class features improve as you get more levels in the class.

Also, Warforged still seem to get racial +hp enhancements...I didn't notice anything on my artificer with being given free +hp at certain levels, is that just a human thing?

Economy Clown Car
May 5, 2009

by Pipski
Is slicing blow still garbage after all the many patches? Is toughness on everyone still a suggested thing? And with the exotic enhancement system is it feasible to make a single dagger stabby jerk type of rogue?

Noricae
Nov 19, 2004

cheese?
Toughness - no! Only if you want epic toughness or 23 hp or want to stack 10 of them. Dagger, maybe? Changes in the rogue trees look interesting, and one enhancement (5th level) extends crit range by +1. It also extends kukris by +1 so midnight greetings is looking good (again?). I don't know about slicing blow but I assume it's still pitiful since I've heard nothing about it.

Economy Clown Car
May 5, 2009

by Pipski
Currently I'm hitting a bug where when I keep trying to make a character it keeps saying "UNKNOWN!" and won't let me log into them. No matter how many times I remake. This is irritating since I have champion status for the stats and start at level 4 as well and I really really would like to try a fresh character with the new enhancements. :sigh:

edit: I fixed it! I just had to totally close the game and re-open it after a reboot, works beautifully now and jesus christ I do not remember early classes being this fun or potent before. :psyduck:

Economy Clown Car fucked around with this message at 20:57 on Aug 20, 2013

Woden
May 6, 2006

Gammon posted:

What about pure monks? Surely they are still pretty viable (if not required) if you want to do unarmed damage? Especially given how many awesome (in my mind) monk class features improve as you get more levels in the class.

Also, Warforged still seem to get racial +hp enhancements...I didn't notice anything on my artificer with being given free +hp at certain levels, is that just a human thing?
Monks might be viable but a 12 fighter/6 monk/2 cleric can be centered with an eSoS, gets kensei crit buffs, ki strikes with eSoS, tactics DCs up the wazoo, cha mod to str, tons of feats, etc.

The free hp thing is like +5hp per 5 levels in a class, so you get them at arti level 5, 10, 15, 20. I didn't notice it either but then I didn't really look for it, it might have changed since the beta.

edit: also of note hearts of wood no longer reset 20th lists and instead will give you just normal vendor trash.

Woden fucked around with this message at 00:34 on Aug 21, 2013

Economy Clown Car
May 5, 2009

by Pipski

Woden posted:

Monks might be viable but a 12 fighter/6 monk/2 cleric can be centered with an eSoS, gets kensei crit buffs, ki strikes with eSoS, tactics DCs up the wazoo, cha mod to str, tons of feats, etc.

The free hp thing is like +5hp per 5 levels in a class, so you get them at arti level 5, 10, 15, 20. I didn't notice it either but then I didn't really look for it, it might have changed since the beta.

edit: also of note hearts of wood no longer reset 20th lists and instead will give you just normal vendor trash.

How do you stay centered when wielding a greatsword? I skimmed this again and it finally clicked and I kinda want a sword monk. :stare:

DemonMage
Oct 14, 2004



What happens in the course of duty is up to you...
It takes 8 fighter and is in tier 5 Kensai let's you stay centered with a focus weapon.

Noricae
Nov 19, 2004

cheese?

Woden posted:

edit: also of note hearts of wood no longer reset 20th lists and instead will give you just normal vendor trash.

Nooo! That's horrible! Glad I got my torc.

Woden
May 6, 2006
Might just be a bug with 20ths in general, so don't do 20ths until they're patched.

mfny
Aug 17, 2008
With the changes to character advancement in Shadowfell would it be worth trying this again if I was put off by how awkward/ungainly character advancement/building felt prior to the new expansion ? I have always found the way advancement/building works in DDO realy off putting for some reason and my returns to the game have not lasted all that long for this reason..

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Nita
Apr 27, 2008
With the new update the Sorc capstone is completely worthless for warforged sorcs, unless you can afford the 50sp loss each time you want to toggle back to damage after healing yourself. You are immune to repair and in return you can be healed with positive energy at no penalty with the new capstone. It's annoying to have to choose between glass cannon or self healing so I'm thinking of TRing into a wizard. Does anyone have a 36pt build for a wizard that focuses on nuking but also has good crowd control with the new enhancement lines?

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