The Totally NEW Team Corwin Thread

Have you got any tips for a Ranger? Deepwood or Arcane? I can even go Tempest but I do like my bows :) However, I will play whatever is the most survivable! I can take a hireling if necessary right?
 
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Take a peek over in the build thread in the MMO forum. I've got a tempest build in there from my ranger. He's great for soloing, at least so far (solid in combat, finds hiddens/secrets, uses cure moderate wands, only thing missing is locks-n-traps unless you take a splash of rogue like Azraelck did). Because of the automatic feat, bow strength, a "traditional" dexterity-based archer isn't actually necessary to make good use of bows. Since a strength build works for ranged, it makes sense to take advantage of it to cover solid melee while you're at it.

edit- linkie to the ranger build post
He's up to level 9 now and kicks much butt. Goes thru a lot of cure moderate wands, though.
 
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A few people have posted they were now playing the game but have not joined the guild. Post your game name or PM it to Corwin so we can invite you, then you will see when one of us is playing and you might be able to join us. Most of us have different level avatars.
 
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Yes the Guild is open to ALL registered members of the Watch and you can visit with us on our new Airship!! :)
 
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The last couple of nights saw me bring out Suisaidh out of retirement. She's nearly at level 7 now, after one heck of a run.

To note, she soloed Delera's Tomb part 1, most of Necro 1, Tangleroot twice, Catacombs, and a number of standalone quests including Tear of Dhakaan (at level 5).

Tonight, I organized a pug, and blitzkrieged through Necro 1 completely. Bloody Crypt took less than a half hour, and we had no healer other than my Dragonmarks. The rest of the series we had a WF Favored Soul, who not only kept us up, but was a clear dps character, and a WF Sorcerer, who took care of all three WF in the group.

The entire series took less than two hours, part of which was waiting when our FvS and one of the two Rangers had to drop group. We picked up a cleric, who promptly crashed out without contributing anything (not his/her fault). Which is why we ran Bloody Crypt without.

So basically, we had 5 DPS-centric characters, and a Sorcerer. At the end, it was 4 DPS characters, and a Sorcerer (one ranger left and was replaced by a level 4 Monk, the Cleric crashed after replacing the FvS). If it wasn't for work, I'd probably be running Gwylan's or Redwillow, possibly getting level 7.

Just thought I'd share a good pug report for a change. Though this one was largely Warforged, so obviously people who are heavily invested into DDO. I just put up the LFM, and accepted the first 5 to request to join.
 
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Well, part of the problem was that Suisaidh was still 5, when I started in on her Saturday. Well below the regulars' players. Except CM's Rogue, whom I'd forgotten completely about until she reminded me Sunday morning, before I decided to risk a pug.

Another part was that CM was the only one I caught online at any given time I was on.

I may just pug with the Monk for awhile though. Inventory is far easier; I have two handwraps, some kamas I only use when I need to fight fire-immune folks, and thats about it. I'm two levels off needing to upgrade my outfit (Moderate Fortification, but the lowest level I've seen Heavy Fort at has been 8). The rest about the same.

One thing for certain, Haste makes a Monk almost uncontrollable. Jo can verify how quick they are as is, Hasted they move like all get out.
 
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I continued my pugging experiment at Deleras today, running it once through, and starting a second time.

First time was a repeat of last night. Another DPS-centric group, with a Cleric who did nothing but spam the radiant burst to weaken groups, as that alone actually overhealed us on all but the very last part (and only a brief part of that, actually). The lone Sorc kept everyone blurred and for the most part hasted, and in between threw the acid version of Fireball (Acid Blast?) to great affect. He waited until the melees had the attention of the monsters, then cast, usually in time with a burst, which basically wiped out groups of enemies at once.

I used my speed and jump skill to effect, leaping over and ahead to take out casters before they were a problem. Only at the end dungeon, in that first hall with the trap, did we hit a snag; three players, including the cleric, got knocked out by the trap. I wasn't touched, and my dragonmarks brought them all back up.

The second run was... less than good. I started out soloing the first part, and finished with only one person joining and then dropping out because I wouldn't run parts 3 and 4 first and then do 1 and 2. Part 2 then was mostly skipping optionals, as I soloed half of it before another Rogue joined in. Two Wizards and a Cleric followed, and it turned into a nightmare of sorts. The Cleric never caught up, just sat and chatted, so my dragonmarks were the sole source of healing for the group. Both wizards were fleshies, not WF, and couldn't heal themselves. The rogue had UMD, and that was used on himself only.

The Rogue also insisted on fighting ghostly skeletons with normal rapiers, instead of good or even undead bane bludgeoning weapons, and had all the hitpoints of a commoner (a CSW off my Dragonmark healed him for half his bar... at level 6. It does about a 10th of my bar, and I've got the same hit die as a Rogue). So I was not only the only real melee, but the only functioning melee.

One wiz tried to melee, and had to be bailed out repeatedly, the other cast single-target spells at groups, fireballs at single targets.

Needless to say, I'd have dropped group even if it wasn't too late for me to finish out the series. I made it through with a literal 99% of the kills, as well as having taken very little damage. In fact, I probably could have, with a hireling, not needed any human player, and done much better.

So far, I've found that players with Warforged or Favored Souls are of a different caliber than non-pay-to-play races and classes. I have yet to group with a poor WF, out of at least a half dozen. Only one FvS though, so not a real good number to go by. Only one Monk, who was pretty good. Clerics generally are pikers though. Very few good ones.

Hope the Devout handwraps drop tomorrow; I don't want to run Deleras a third time. They dropped the first time, but I wanted the Voice of the Master.

I checked the guild list, but no one was on when I started part 2.
 
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I'm too busy watching the NFL to play during the season!! :)
 
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I might be a little (15-30min) late tonight depending on how my shutdown proceeds.
 
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Could I suggest everyone take a look at what is coming in the next update. New prestige class for Wizzies really interests me, plus new stuff for Bards as well. It's currently being tested on the test server so it should be out soon. 2 new races might appeal to some: half orc and half elf. I won't say who I expect to try them out!! :)

Here's a Link
 
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I have been paying attention. I just don't post often.

Archmage: Gets 5 tiers, it's actually sort of like Arcane Archer, which has the main PrE, then a lot of smaller enhancements which expand it's power. In short, you can trade 25sp permanently, for a single spell-like-ability which will cost 1sp to cast. The cost to enter the PrE is high, however, and the better abilities may mean taking a few worthless ones. You do get bonus SP for taking the PrE, as well as needing Mental Toughness which adds more, so it may be a wash for SPs, but cut costs depending on what you take.

Bard gets the second tier of Warchanter, Spellsinger, and Virtuoso. Warchanter gets a new song, the ability to wear medium armor without ASF, and nothing has been heard on the others.

New free raid, at… level 6. :roll: I think the new pack is level 12 however, putting it right at our level range.

Half-orc and Half-Elf races added. I used to always pick Half-Elves back in the day.

The Half-orc is a melee monster, gaining up to +13 damage and -1 attack on two handed weapons (all of them). This is PA bonuses, pure weapon bonuses, etc. They also gain STR at different levels of hp loss; at 10% left they get a total of +8 to STR.

Half-Elves get a feat choice which basically gives them some multiclass abilities without the actual class levels. Take Half Elf: Dilettante Cleric would open up Divine wands and scrolls for example (unconfirmed exactly how it works and what it effects).

The dark Monk's Touch of Death gets a fort save for half, and changes from piercing damage to Negative typed damage. That's actually the only nerf I'm aware of. It affects me, but I kinda agree that a 500 damage no save strike is a bit OP.

*EDIT*

Also, +10% Guild Renown, +20% XP until Sept. 30.
 
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The Half-orc is a melee monster, gaining up to +13 damage and -1 attack on two handed weapons (all of them). This is PA bonuses, pure weapon bonuses, etc. They also gain STR at different levels of hp loss; at 10% left they get a total of +8 to STR.
*Tim Allen grunt*
But which toon to kill off to make room? I hate to lose the lvl 8 dwarven axe fighter because I like weapons specialists, but the guild kinda needed a low level healbot. Decisions, decisions.
 
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To be honest, wait. There's already some crying that they need to be nerfed (and they're not out yet, nor do they match the Warforged's numerous immunities).

For that matter, a Half-Elf Fighter could take Cleric dilettante and be able to self heal to about the same extent as a Ranger can, if not better, depending on how high a level you can run wands. If you can run Cure Crit wands, then they'd be better I think. If you can run scrolls, then Heal Scrolls FTW! With all the feats, unless they lock out the others after just one, you could pop in a Wiz feat as well, and self-blur, resist, Stoneskin, and haste via wands. I'm most curious about that, actually.
 
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At level 6, a Wizard can expect to see this in their enhancement list:
Wizard Archmage I
Prereqs: Level 6 Wizard, Wizard Intelligence I, Wizard Concentration II, Wizard Energy of the Scholar II, Mental Toughness, and any Spell Focus
Benefit: You are an advanced practitioner of the magical arts, allowing you to bend spells in unexpected ways. You gain 100 spell points as your mind expands, and now have the ability to acquire many first level spells permanently as spell-like abilities.
Archmage Spell Mastery I: <school>
Prereqs: Level 6 Wizard, Wizard Archmage I, Spell Focus: <school>.
Benefit: You have trained extensively in <school> magic, granting you a +1 bonus to your spell DCs of that school. This costs you 50 maximum spell points.
Available for all schools except for Divination. A character may select a second school (“Archmage Secondary Spell Mastery I: <school>”) at Archmage III (Level 12 Wizard).
Abjuration I - Shield
Prereqs: Level 6 Wizard, Wizard Archmage I, Spell Focus: Abjuration
Benefit: You have committed the spell Shield permanently to memory as a spell-like ability. Using this ability costs you 1 spell point. Purchasing this enhancement will reduce your maximum spell point total by 25.
Conjuration I - Grease
Prereqs: Level 6 Wizard, Wizard Archmage I, Spell Focus: Conjuration
Benefit: You have committed the spell Grease permanently to memory as a spell-like ability. Using this ability costs you 1 spell point. Purchasing this enhancement will reduce your maximum spell point total by 25.
Enchantment I - Hypnotism
Prereqs: Level 6 Wizard, Wizard Archmage I, Spell Focus: Enchantment
Benefit: You have committed the spell Hypnotism permanently to memory as a spell-like ability. Using this ability costs you 1 spell point. Purchasing this enhancement will reduce your maximum spell point total by 25.
Evocation I - Magic Missile
Prereqs: Level 6 Wizard, Wizard Archmage I, Spell Focus: Evocation
Benefit: You have committed the spell Magic Missile permanently to memory as a spell-like ability. Using this ability costs you 1 spell point. Purchasing this enhancement will reduce your maximum spell point total by 25.
Illusion I - Invisibility
Prereqs: Level 6 Wizard, Wizard Archmage I, Spell Focus: Illusion
Benefit: You have committed the spell Invisibility permanently to memory as a spell-like ability. Using this ability costs you 1 spell point. Purchasing this enhancement will reduce your maximum spell point total by 25.
Necromancy I - Chill Touch
Prereqs: Level 6 Wizard, Wizard Archmage I, Spell Focus: Necromancy
Benefit: You have committed the spell Chill Touch permanently to memory as a spell-like ability. Using this ability costs you 1 spell point. Purchasing this enhancement will reduce your maximum spell point total by 25.
Transmutation I - Jump
Prereqs: Level 6 Wizard, Wizard Archmage I, Spell Focus: Transmutation
Benefit: You have committed the spell Jump permanently to memory as a spell-like ability. Using this ability costs you 1 spell point. Purchasing this enhancement will reduce your maximum spell point total by 25

Many of the Archmage at-will abilities do focus on utility type of spells, but not all of them do.

Wizard Archmage II
Prereqs: Level 9 Wizard, Wizard Archmage I, Wizard Intelligence II
Cost: 1 AP
Benefit: You are an advanced practitioner of the magical arts, allowing you to bend spells in unexpected ways. You gain 75 spell points as your mind expands, and now have the ability to acquire many second level spells permanently as spell-like abilities.

Arcane Bolt
Prereqs: Level 9 Wizard, Wizard Archmage II
Cost: 1 AP
Benefit: You fire a bolt of raw energy from your finger that deals 1 to 6 hit points of force damage per caster level to a single target for 1 sp. A successful Reflex save reduces the damage by half. Purchasing this enhancement will reduce your maximum spell point total by 50.

Abjuration II - Resist Energy
Prereqs: Level 9 Wizard, Wizard Archmage II, Archmage Spell Mastery I: Abjuration, Abjuration I - Shield
Cost: 1 AP
Benefit: You have committed the spell Resist Energy permanently to memory as a spell-like ability. Using this ability costs you 3 spell points. Purchasing this enhancement will reduce your maximum spell point total by 50.

Conjuration II - Web
Prereqs: Level 9 Wizard, Wizard Archmage II, Archmage Spell Mastery I: Conjuration, Conjuration I - Grease
Cost: 1 AP
Benefit: You have committed the spell Web permanently to memory as a spell-like ability. Using this ability costs you 3 spell points. Purchasing this enhancement will reduce your maximum spell point total by 50.

Enchantment II - Otto's Resistible Dance
Prereqs: Level 9 Wizard, Wizard Archmage II, Archmage Spell Mastery I: Enchantment, Enchantment I - Hypnotism
Cost: 1 AP
Benefit: You have committed the spell Otto's Resistible Dance permanently to memory as a spell-like ability. Using this ability costs you 3 spell points. Purchasing this enhancement will reduce your maximum spell point total by 50.

Evocation II - Gust of Wind
Prereqs: Level 9 Wizard, Wizard Archmage II, Archmage Spell Mastery I: Evocation, Evocation I - Magic Missile
Cost: 1 AP
Benefit: You have committed the spell Gust of Wind permanently to memory as a spell-like ability. Using this ability costs you 3 spell points. Purchasing this enhancement will reduce your maximum spell point total by 50.

Illusion II - Blur
Prereqs: Level 9 Wizard, Wizard Archmage II, Archmage Spell Mastery I: Illusion, Illusion I - Invisibility
Cost: 1 AP
Benefit: You have committed the spell Blur permanently to memory as a spell-like ability. Using this ability costs you 3 spell points. Purchasing this enhancement will reduce your maximum spell point total by 50.

Necromancy II - Command Undead
Prereqs: Level 9 Wizard, Wizard Archmage II, Archmage Spell Mastery I: Necromancy, Necromancy I - Chill Touch
Cost: 1 AP
Benefit: You have committed the spell Command Undead permanently to memory as a spell-like ability. Using this ability costs you 3 spell points. Purchasing this enhancement will reduce your maximum spell point total by 50.

Transmutation II - Knock
Prereqs: Level 9 Wizard, Wizard Archmage II, Archmage Spell Mastery I: Transmutation, Transmutation I - Jump
Cost: 1 AP
Benefit: You have committed the spell Knock permanently to memory as a spell-like ability. Using this ability costs you 3 spell points. Purchasing this enhancement will reduce your maximum spell point total by 50.

Wizard Archmage III
Prereqs: Level 12 Wizard, Wizard Archmage II, Improved Concentration III, Wizard Energy of the Scholar III, and any Greater Spell Focus
Cost: 1 AP
Benefit: You are an advanced practitioner of the magical arts, allowing you to bend spells in unexpected ways. You gain 75 spell points as your mind expands, and now have the ability to acquire many third level spells permanently as spell-like abilities.
Replace "Wizard Concentration" on any previous notes with "Improved Concentration" - I wrote the spec I'm copying from before I changed the skill enhancements.

Archmage Secondary Spell Mastery I: <school>
Prereqs: Level 12 Wizard, Wizard Archmage III, Spell Focus: <school>
Cost: 1 AP
Benefit: You have trained extensively in <school> magic, granting you a +1 bonus to your spell DCs of that school. This costs you 50 maximum spell points.
You cannot select the same school as you picked back at Archmage I.

Abjuration III - Protection from Energy
Prereqs: Level 12 Wizard, Wizard Archmage III, Greater Spell Focus: Abjuration, Abjuration II - Resist Energy
Cost: 1 AP
Benefit: You have committed the spell Protection from Energy permanently to memory as a spell-like ability. Using this ability costs you 6 spell points. Purchasing this enhancement will reduce your maximum spell point total by 75.

Conjuration III - Stinking Cloud
Prereqs: Level 12 Wizard, Wizard Archmage III, Greater Spell Focus: Conjuration, Conjuration II - Web
Cost: 1 AP
Benefit: You have committed the spell Stinking Cloud permanently to memory as a spell-like ability. Using this ability costs you 6 spell points. Purchasing this enhancement will reduce your maximum spell point total by 75.

Enchantment III - Hold Person
Prereqs: Level 12 Wizard, Wizard Archmage III, Greater Spell Focus: Enchantment, Enchantment II - Otto's Resistible Dance
Cost: 1 AP
Benefit: You have committed the spell Hold Person permanently to memory as a spell-like ability. Using this ability costs you 6 spell points. Purchasing this enhancement will reduce your maximum spell point total by 75.

Evocation III - Chain Missiles
Prereqs: Level 12 Wizard, Wizard Archmage III, Greater Spell Focus: Evocation, Evocation II - Gust of Wind
Cost: 1 AP
Benefit: You have committed the spell Chain Missiles permanently to memory as a spell-like ability. Using this ability costs you 6 spell points. Purchasing this enhancement will reduce your maximum spell point total by 75.

Illusion III - Displacement
Prereqs: Level 12 Wizard, Wizard Archmage III, Greater Spell Focus: Illusion, Illusion II - Blur
Cost: 1 AP
Benefit: You have committed the spell Displacement permanently to memory as a spell-like ability. Using this ability costs you 6 spell points. Purchasing this enhancement will reduce your maximum spell point total by 75.

Necromancy III - Halt Undead
Prereqs: Level 12 Wizard, Wizard Archmage III, Greater Spell Focus: Necromancy, Necromancy II - Command Undead
Cost: 1 AP
Benefit: You have committed the spell Halt Undead permanently to memory as a spell-like ability. Using this ability costs you 6 spell points. Purchasing this enhancement will reduce your maximum spell point total by 75.

Transmutation III - Haste
Prereqs: Level 12 Wizard, Wizard Archmage III, Greater Spell Focus: Transmutation, Transmutation II - Knock
Cost: 1 AP
Benefit: You have committed the spell Haste permanently to memory as a spell-like ability. Using this ability costs you 6 spell points. Purchasing this enhancement will reduce your maximum spell point total by 75.

Wizard Archmage IV
Prereqs: Level 15 Wizard, Wizard Archmage III, Wizard Intelligence III
Cost: 1 AP
Benefit: You are an advanced practitioner of the magical arts, allowing you to bend spells in unexpected ways. You gain 75 spell points as your mind expands, and now have the ability to acquire many fourth level spells permanently as spell-like abilities.

Archmage Spell Mastery II: <school>
Prereqs: Level 15 Wizard, Wizard Archmage IV, Archmage Spell Mastery I: <school>, Greater Spell Focus: <school>
Cost: 1 AP
Benefit: You have achieved mastery with <school> magic, granting you another +1 bonus to your spell DCs of that school. This costs you 75 maximum spell points.
Available for all schools except for Divination. Only one Spell Mastery II can be taken, upgrading the one you took at Archmage I.

Arcane Blast
Prereqs: Level 15 Wizard, Wizard Archmage IV, Arcane Bolt
Cost: 1 AP
Benefit: You fire a ball of raw energy from your hand that explodes on contact with its target, dealing 1 to 6 hit points of force damage per caster level to all within its radius for 5 sp. A successful Reflex save reduces the damage by half. Purchasing this enhancement will reduce your maximum spell point total by 100.

"The short version":
Fourth level abilities require Level 15 Wizard, Archmage IV, Archmage Spell Mastery II <school>, and the third level spell from that school. They cost 1 AP each.

Abjuration IV - Stoneskin
You have committed the spell Stoneskin permanently to memory as a spell-like ability. Using this ability costs you 10 spell points. Purchasing this enhancement will reduce your maximum spell point total by 100.

Conjuration IV - Dimension Door
You have committed the spell Dimension Door permanently to memory as a spell-like ability. Using this ability costs you 10 spell points. Purchasing this enhancement will reduce your maximum spell point total by 100.

Enchantment IV - Charm Monster
You have committed the spell Charm Monster permanently to memory as a spell-like ability. Using this ability costs you 10 spell points. Purchasing this enhancement will reduce your maximum spell point total by 100.

Evocation IV - Fire Shield
You have committed the spell Fire Shield permanently to memory as a spell-like ability. Using this ability costs you 10 spell points. Purchasing this enhancement will reduce your maximum spell point total by 100.

Illusion IV - Phantasmal Killer
You have committed the spell Phantasmal Killer permanently to memory as a spell-like ability. Using this ability costs you 10 spell points. Purchasing this enhancement will reduce your maximum spell point total by 100.

Necromancy IV - Enervation
You have committed the spell Enervation permanently to memory as a spell-like ability. Using this ability costs you 10 spell points. Purchasing this enhancement will reduce your maximum spell point total by 100.

Transmutation IV - Stone to Flesh
You have committed the spell Stone to Flesh permanently to memory as a spell-like ability. Using this ability costs you 10 spell points. Purchasing this enhancement will reduce your maximum spell point total by 100.

Bard Virtuoso II
Prereqs: Level 12 Bard, Bard Virtuoso I, Bard Charisma 2, Bard Lingering Song II, Bard Extra Song III
Benefit: Your further studies into song have granted you another +2 bonus to your Diplomacy, Listen, and Perform skills, for a total of +4 to each. You also gain 2 more extra uses of Bardic Music per rest for a total of 5, and the ability to extend the duration of your beneficial songs by an additional 10% for a total of 20%. You can now expend a use of Bardic Music to apply a temporary fast-healing effect to all nearby allies. You may possess only one prestige enhancement line at a time for each class.

Sustaining Song
Benefit: Expend a use of Bardic Music to apply a temporary fast-healing effect to all nearby allies. It lasts for 24 seconds plus 6 seconds per level.

Song of Capering
Benefit: Expend a use of Bardic Music to make a single enemy dance helplessly. A successful Will save negates this effect. (DC is equal to a Perform check - Otto's Nearly Irresistable Dance.)

The Song of Capering is a pretty strong single target CC effect since it has a diabolically high DC and won't break on damage. We debated about whether or not to make it a point-blank AOE with a standard DC (like a pulse of sphere of dancing), or leave it as a single target super-CC. In the end, we decided that since the Virtuoso already has Enthrallment for AOE-CC, we'd go with a single target effect.

Bard Spellsinger II:
Prereqs: Level 12 Bard, Bard Spellsinger I, Bard Energy of Music III, Bard Song Magic III, Bard Lyric of Song II
Benefit: Your further studies into magic have granted you another +2 bonus to your Concentration and Use Magic Device skills for a total of +4 to each. You also gain another +100 maximum Spell Points for a total of 200. Any time you finish playing a bard song, you now have a chance to restore a small number of spell points to yourself and all nearby allies. You now have the ability to expend a use of Bardic Music to grant yourself and all nearby allies a +1 morale bonus to caster level for all spells, or to apply a spell point regeneration effect to one target. You may possess only one prestige enhancement line at a time for each class.
The chance of spell point pulse on song use is based on Perform skill.

Song of Arcane Might
Benefit: Expend a use of Bardic Music to grant a +1 morale bonus to caster level for spells cast by you and all nearby allies for 24 seconds plus 6 seconds per level.

Spellsong Vigor
Benefit: Expend a use of Bardic Music to apply an effect to one target that restores spell points over time.

Bard War Chanter II
Prereqs: Level 12 Bard, Bard War Chanter I, Bard Inspired Attack II, Bard Inspired Damage II, Bard Inspired Bravery III
Benefit: Your further studies into war have granted you another +2 bonus to your Intimidate skill, for a total of +4. You have also grown more resilient, gaining +10 maximum hit points, gain medium armor proficiency (and the ability to cast arcane spells in medium armor without arcane spell failure) and gain access to purchase a single martial weapon proficiency you possess Weapon Focus in for one action point. You also gain the ability to expend a use of Bardic Music to grant all nearby allies a 5% to perform a double strike, at the cost of 10% fortification, or to produce a short duration non-magical mass Greater Heroism effect. You may possess only one prestige enhancement line at a time for each class.

Inspire Recklessness
Benefit: Expend a use of Bardic Music to grant a +5% morale bonus to double strike chance and -10% fortification to all nearby allies for 1 minute plus 6 seconds per level. This effect will be removed if the target enters combat expertise, defensive fighting, or a defensive stance. As a non-magical effect, this song cannot be removed by dispel magic or antimagic.
Song of Heroism
Benefit: Expend a use of Bardic Music to give the effects of the Greater Heroism spell to all nearby allies for 1 minute plus 6 seconds per level. As a non-magical effect, this song cannot be removed by dispel magic or antimagic.

<Battleaxe> Training
Prereqs: Level 12 Bard, Bard War Chanter II, Weapon Focus: <Slashing>
Cost: 1 AP
Benefit: Grants martial weapon proficiency with <battleaxes>.
Repeat for all martial weapons that Bards are not proficient in, including Dwarven Waraxes for dwarven bards, replacing the Weapon Focus in the prereqs as appropriate. Only one weapon training enhancement may be taken.

The level 12 pack... is apparently free. The level 6 raid is tied into Devil Assault, and Devil Assault itself now has some decent drops on completion instead of vendor trash. As we've vastly outleveled both, it probably isn't worth doing on our main characters.

Spellsinger is going to be real popular in raids.
 
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*Tim Allen grunt*
But which toon to kill off to make room? I hate to lose the lvl 8 dwarven axe fighter because I like weapons specialists, but the guild kinda needed a low level healbot. Decisions, decisions.

Can't you just buy a new character slot? Then you can keep your level 8 dwarven axe fighter and have 5 in total. :)
 
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When they were half price last week, I bought an extra slot for my eventual WFD :)
 
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I hate to do that, though. For all practical purposes, I run 2 toons--Wouldii mostly solo and Phuury mostly with the group. Shadohe and Botdu haven't run any quests in weeks. I have a hard time justifying spending money for a 5th slot under those circumstances.
 
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My equipment install isn't going terribly well and I'm still at work. The odds of me getting home anywhere close to game time are slim. Kill many critters for me.
 
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