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June 28th, 2012, 14:57
Well the hotfix has wiped the ship again. This is horse pucks….Don't refil it just yet, lets see if they do some kind of fix or freebee this time around.

Bart and Corwin should just admit that when it gets down to it, I will have the final say.
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June 28th, 2012, 15:23
Hotfix Release Notes : http://compendium.ddo.com/wiki/Relea…date_14_Hotfix

“ Any intelligent fool can make things bigger, more complex, and more violent. It takes a touch of genius – and a lot of courage – to move in the opposite direction.“ (E.F.Schumacher, Economist, Source)
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June 28th, 2012, 15:38
Coupon for ship fixes again……They really need to sort out the cause and fix it. I will be on for a while and can use my limit of codes but waiting for Don and/or Peter to help me remember where the crap was.

Bart and Corwin should just admit that when it gets down to it, I will have the final say.
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June 28th, 2012, 15:47
Of special note from Alrik's link:

NEW - Airship amenities applied prior to June 25th expired upon the release of Menace of the Underdark. Guilds may use coupon SHIP75 for a 75% discount off amenities in the DDO Store. Coupon is good through Sunday July 1st, limit 10 per account.
edit- errr, like she said.

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June 28th, 2012, 15:48
Coupon is SHIP01 and will give you up to 900 TP free amenities per account so we need to cooperate here.

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June 28th, 2012, 16:21
Cm and I have spent some PP's and use coupons to get buffs back in all locations. We would appreciate if all of you use coupon to get lesser strength + altar of devastation (or gold seal XP shrine if you want to add it).

It would be nice if you add PP's to buffs that have time less than 2 weeks.

I propose we don't extend yet to 1 month because Turbine might wipe the airship again with amenities in the next hotfix again. They're such amateurs. I don't think they have found the root cause for the bug yet.

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June 28th, 2012, 19:51
Originally Posted by Corwin View Post
You are most likely correct, but it would be pointless to give a druid a dex of 13 at the expense of other more important (to a druid) stats. As I don't fully understand Dilettante and none of the choices really appealed, added to the benefit of more HP with Toughness (for me), I'm leaning towards making my druid TR Human unless someone finds something which says a half-elf is clearly superior at this stage!!
Each Dilettante feat requires 13 in a certain stat:

STR - Fighter
CON - Barbarian
DEX - Rogue, Ranger
INT - Artificer, Wizard
WIS - Cleric, Druid, Monk
CHA - Paladin, Bard, Sorcerer, Favored Soul

Each gives a static bonus as well as opening up some of that class' enhancements. For example, Monk gives some of your WIS to AC, and opens up a +1 WIS enhancement, and 2 10% Healing Amplification enhancements. Caster dilettantes offer wand use as well as scrolls up to a certain level, which can be raised by enhancements, up to 95% on level 6 scrolls.

Fireflash, Mureall, and Rachail all took Cleric dilettante for 95% Heal scrolls. Druids of course get that already, so it's worthless to them. Mirys has Paladin for +5 to all saves. Suisaish has Fighter for all martial weapon proficiencies. Miriail has Barbarian for 40 more hp.

For a Druid, the best would be Rogue, for up to 3d6 SA damage, Monk for the 20% healing amp and marginal AC boost, or Fighter for the better weapons for a non-melee build to have as a backup. Wizard might be a choice to open up things like Blur and Shield wands, as well as GH and Teleport scrolls.

Ultimately, Druid benefits less from going Half-Elf than most other classes. Adding versatility to an already versatile class doesn't add much. I'll likely stay Half-Elf on my TR, but that's just me. Human for the feat would probably be better.

I would stock up on the paid amenities we use using the coupon, but not place them. We're likely to see several hotfixes and patches in the next couple of weeks, and replacing ship buffs over and over will get annoying. I would only do one contract at a time on the plat buffs as well, until this is fixed.

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June 28th, 2012, 20:12
Originally Posted by Peter Stauffenberg View Post
I respecced my new pally build from KOTC to DOS after advise from Azraelck. Here is the first version.

I wonder about the sequence of feats. Is it better to get power attack earlier and greater two weapon fighting later?

My pally will most often fight with 2 lit II khopeses, but can swap to a shield and khopesh if armor class is more important.

Code:
Character Plan by DDO Character Planner Version 03.12.01
DDO Character Planner Home Page

Peter Stauffenberg DOS
Level 20 Lawful Good Human Male
(20 Paladin) 
Hit Points: 402
Spell Points: 280 
BAB: 20\20\25\30\30
Fortitude: 26
Reflex: 18
Will: 15

                  Starting          Feat/Enhancement
Abilities        Base Stats          Modified Stats
(36 Point)       (Level 1)             (Level 20)
Strength             16                    24
Dexterity            14                    17
Constitution         16                    20
Intelligence          8                    11
Wisdom                8                    11
Charisma             16                    20

Tomes Used
+1 Tome of Strength used at level 3
+1 Tome of Dexterity used at level 3
+1 Tome of Constitution used at level 3
+1 Tome of Intelligence used at level 3
+1 Tome of Wisdom used at level 3
+1 Tome of Charisma used at level 3
+2 Tome of Strength used at level 7
+2 Tome of Dexterity used at level 7
+2 Tome of Constitution used at level 7
+2 Tome of Intelligence used at level 7
+2 Tome of Wisdom used at level 7
+2 Tome of Charisma used at level 7
+3 Tome of Strength used at level 11
+3 Tome of Dexterity used at level 11
+3 Tome of Constitution used at level 11
+3 Tome of Intelligence used at level 11
+3 Tome of Wisdom used at level 11
+3 Tome of Charisma used at level 11

                  Starting          Feat/Enhancement
                 Base Skills         Modified Skills
Skills           (Level 1)            (Level 20)
Balance               4                    14
Bluff                 3                     5
Concentration         3                     9
Diplomacy             3                     5
Disable Device       n/a                    n/a
Haggle                3                     5
Heal                 -1                     0
Hide                  2                     3
Intimidate            3                     5
Jump                  3                    14
Listen               -1                     0
Move Silently         2                     3
Open Lock             n/a                   n/a
Perform               n/a                   n/a
Repair               -1                     0
Search               -1                     0
Spot                 -1                     0
Swim                  3                     7
Tumble                n/a                   n/a
Use Magic Device      5                    16

Level 1 (Paladin)
Skill: Balance (+2)
Skill: Use Magic Device (+2)
Feat: (Human Bonus) Exotic Weapon Proficiency: Khopesh
Feat: (Past Life) Past Life: Paladin
Feat: (Past Life) Past Life: Paladin
Feat: (Selected) Toughness
Enhancement: Paladin Armor Class Boost I
Enhancement: Follower of the Sovereign Host
Enhancement: Paladin Toughness I


Level 2 (Paladin)
Skill: Balance (+0.5)
Skill: Use Magic Device (+0.5)
Enhancement: Human Improved Recovery I
Enhancement: Paladin Focus of Good I
Enhancement: Paladin Extra Smite Evil I


Level 3 (Paladin)
Skill: Balance (+0.5)
Skill: Use Magic Device (+0.5)
Feat: (Selected) Shield Mastery
Enhancement: Paladin Courage of Good I
Enhancement: Paladin Bulwark of Good I
Enhancement: Paladin Extra Lay on Hands I
Enhancement: Racial Toughness I


Level 4 (Paladin)
Ability Raise: STR
Skill: Jump (+0.5)
Skill: Use Magic Device (+0.5)
Enhancement: Paladin Resistance of Good I
Enhancement: Paladin Energy of the Templar I
Enhancement: Paladin Toughness II


Level 5 (Paladin)
Skill: Jump (+0.5)
Skill: Use Magic Device (+0.5)
Enhancement: Paladin Divine Sacrifice I
Enhancement: Paladin Extra Smite Evil II
Enhancement: Paladin Divine Might I


Level 6 (Paladin)
Skill: Jump (+0.5)
Skill: Use Magic Device (+0.5)
Feat: (Selected) Two Weapon Fighting
Enhancement: Paladin Defender of Siberys I


Level 7 (Paladin)
Skill: Jump (+0.5)
Skill: Use Magic Device (+0.5)
Enhancement: Human Adaptability Constitution I
Enhancement: Paladin Resistance of Good II


Level 8 (Paladin)
Ability Raise: STR
Skill: Balance (+1)
Skill: Use Magic Device (+0.5)
Enhancement: Paladin Extra Lay on Hands II
Enhancement: Racial Toughness II


Level 9 (Paladin)
Skill: Jump (+1)
Skill: Use Magic Device (+0.5)
Feat: (Selected) Improved Critical: Slashing Weapons
Enhancement: Unyielding Sovereignty


Level 10 (Paladin)
Skill: Balance (+1)
Skill: Use Magic Device (+0.5)
Enhancement: Paladin Bulwark of Good II
Enhancement: Paladin Divine Might II


Level 11 (Paladin)
Skill: Jump (+1)
Skill: Use Magic Device (+0.5)
Enhancement: Paladin Toughness III


Level 12 (Paladin)
Ability Raise: STR
Skill: Balance (+1)
Skill: Use Magic Device (+0.5)
Feat: (Selected) Improved Two Weapon Fighting
Enhancement: Paladin Defender of Siberys II
Enhancement: Racial Toughness III


Level 13 (Paladin)
Skill: Balance (+1)
Skill: Use Magic Device (+0.5)
Enhancement: Paladin Extra Lay on Hands III


Level 14 (Paladin)
Skill: Jump (+1)
Skill: Use Magic Device (+0.5)
Enhancement: Human Greater Adaptability Strength I


Level 15 (Paladin)
Skill: Balance (+1)
Skill: Use Magic Device (+0.5)
Feat: (Selected) Greater Two Weapon Fighting
Enhancement: Human Versatility I
Enhancement: Paladin Exalted Smite I
Enhancement: Paladin Divine Might III


Level 16 (Paladin)
Ability Raise: STR
Skill: Balance (+1)
Skill: Use Magic Device (+0.5)
Enhancement: Paladin Resistance of Good III
Enhancement: Paladin Devotion I


Level 17 (Paladin)
Skill: Jump (+1)
Skill: Use Magic Device (+0.5)
Enhancement: Paladin Bulwark of Good III


Level 18 (Paladin)
Skill: Balance (+1)
Skill: Use Magic Device (+0.5)
Feat: (Selected) Power Attack
Enhancement: Paladin Extra Smite Evil III
Enhancement: Paladin Defender of Siberys III


Level 19 (Paladin)
Skill: Jump (+1)
Skill: Use Magic Device (+0.5)
Enhancement: Paladin Exalted Smite II


Level 20 (Paladin)
Ability Raise: CHA
Skill: Balance (+1)
Skill: Concentration (+1)
Enhancement: Paladin Weapons of Good
Enhancement: Paladin Divine Might IV
I might swap TWF to 3, Shield Mastery to 1, and EWP: Khopesh to 6, or alternately Shield Mastery to 6 and TWF to 3. Remember you need 15 to qualify, and the first +1 from your Tome should be coming in at 3. But that's rather minor and it should work out well without changes.

GTWF adds more dps than PA, at far less cost.

Remember that the expansion also came with an AC fix, so now AC is worthwhile. Rachail saw quite a few misses in The Snitch. Coupled with 20% PRR reduction, she wasn't taking too much damage. It goes up to 30% with my shield, not counting the shield DR which should still work.

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June 28th, 2012, 21:21
I think you need to add the feat before you can use the tome for getting to the level. So when I level up to 3 I only have dex 14 and can't select TWF yet. I can move shield mastery to 1 and Exotic weapon khopesh at 3. I will probably run longsword + shield at the beginning and THF sometimes too until I can regularly hit with my offhand.

This is a 36pt build so it's very strict on the stats. I just start with 16 in the main stats so I can only take 14 dex. I can live with using just 1 weapon + shield or two handed weapon until I reach level 6 and get two weapon fighting.

Do you think shield mastery is better to get early than khopesh? I don't think there are any good level 1-2 khopeshes so there is probably no need getting it very early.

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June 28th, 2012, 21:46
Just out of curiosity : Is getting Kopesh proficiency of any use for a Cleric ?

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June 28th, 2012, 23:29
Nope. Clerics are very tight on feats. You won't have room for the exotic weapon proficiency.

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June 28th, 2012, 23:52
I agree, everyone should buy a turbine point amenity with the coupon and bank it. I read bits about plat being given to the guild leaders to offset that cost. Corwin needs to log ours in and see if that is true. Never did see a gm post that they were doing this, but I didn't do a through read, had to log off too soon today.

Bart and Corwin should just admit that when it gets down to it, I will have the final say.
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June 29th, 2012, 00:35
Okay. I'm keeping what I have right now. What will bug me is that I will only be able to use crossbows as a ranged weapon - I LOVE ranged ! - but on the other hand my wizard never used ranged weapons as well …

So, Harakadaram Signsearcher, the cleric among the Signsearchers, has now officially arrived within the guild. He is halfway through from level 4 to 5 now.

Regarding the guild ship amenities - I'll have to look at it. I never did it so far.
Apart from that it's okay for me to help, I'm only a bit tight on points right now.

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June 29th, 2012, 00:36
I logged most of my toons in yesterday to re-arrange the view screen, but didn't get any messages about having extra plat for amenities. If everyone is buying one amenity with a coupon, don't we need to allocate which, or we could end up with 6 Banks!!

If God said it, then that settles it!!

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June 29th, 2012, 00:38
Good point. We clearly don't need 6 banks.

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June 29th, 2012, 02:07
Everyone needs 6 banks. Then we could bail out 5 of them when they fail.

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June 29th, 2012, 02:28
Nah, only silly Yanks would do that!!

If God said it, then that settles it!!

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June 29th, 2012, 12:47
Or Swiss people ? [Reminds me of a certain Asterix comic … ]

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June 29th, 2012, 13:24
Macabre Orchard shields seem to have become better : http://forums.ddo.com/showthread.php?p=4548508

One opinion on the current state of Clerics : http://forums.ddo.com/showpost.php?p…2&postcount=60

Regarding the Hotfix : http://forums.ddo.com/showpost.php?p…08&postcount=2

“ Any intelligent fool can make things bigger, more complex, and more violent. It takes a touch of genius – and a lot of courage – to move in the opposite direction.“ (E.F.Schumacher, Economist, Source)
Last edited by Alrik Fassbauer; June 29th, 2012 at 13:48.
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June 29th, 2012, 15:03
The airship amenities we still use Turbine points for are:
Lesser Strength shrine (we are at level 61 and we can buy with PP's at level 62)
Altar of Devastation (will still have to buy for quite some time)

I still have a gold seal lesser strength extension. So I don't think we need more. We will in 2 weeks or so level to 62.

We can get some better XP shrines for awhile since we will soon TR our toons.

You get 900 TP so you could each buy a greater experience shrine for 700 TP (can be used at guild level 62). It will give us +4% XP.

An alternative is to buy a Experience shrine (+3% XP) for 500 TP and a Altar of devastation for 350 TP. The XP shrine can be used immediately and can be bought for platinum at guild level 63 (can take a bit over a month to get).

You have to use the coupon before July 1st. If you want to spend some TP's you can buy up to 10 amenities at 75% discount by using the code SHIP75.

I think the best is probably to get the greater XP shrine. With 8 guild members who can buy it we can keep it up for 2 months. Then I can take over keeping it up. It will give us 4% extra XP. Not a lot, but when we're all TR'ed (I will be TR2) then everything helps.

Regardless of what we do we need to stick to the SAME plan. I propose we discuss this on the Friday evening session

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