The Totally NEW Team Corwin Thread

DDO back up

Looks like they finally fed the hamsters. I was able to login to game.
 
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What have they broken this time? :)
 
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And the plan for tomorrow is?

Which group are we playing?
 
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We could again work on the split where Aletys, Jm, Azraelck and I work on level 2 harbor quests while the others run on level 13-14 alts like last Friday.

Cm's level 4 toon has to check if she misses level 2 quests or not. If yes then she can join the level 3 group for some of the quests.
 
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Depends on attendance as usual. If we're 7 souls as expected, we probably go with Peter's proposal. We might need to re-think that plan a little once CM is included with the TR group since that leaves Corwin and I to our lonesomes. If we're further shorted, we'll call an audible, maybe epic saga completions. If we're more than 7, it will depend on what toons Sib and/or Pikkl have available.

I'll definitely be out 03JUL.
 
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I doubt Reywind will be there as he's off to visit some wineries with my brother this weekend. I'm happy to keep on with my level 14 Monk.
 
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I do not think that Sib will be there as he started a new job on Wed, and it's second shift. I don't know what days he's working however. TBD.
 
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Code:
Core Abilities


1 AP, class level 1: Tainted Spellcasting:
Activate for 10 Depravity: +25 Universal Spell Power, +2 bonus to all Spell DCs. Lasts 20 seconds. 60 second cooldown.
You gain 1 Depravity each time you damage enemies with Eldritch Blast or spells (except with Positive Energy). You can gain 1 Depravity every 7 seconds. Each additional trained Tainted Scholar Core enhancement reduces this cooldown by 1 second, to a minimum of 2 seconds. You can have up to 10 Depravity, which disappears on rest, death or entering public spaces.
Passive: Each point spent in Tainted Scholar provides +0.75 Universal Spell Power.
Featherfall is added to your known Warlock Spells at level 1.

5 AP, class level 3: Tainted Lore:
+10% Spell Critical Damage, +1 to Warlock Spell DCs. (Spell Critical damage also applies to criticals with Eldritch Blast.) +10 maximum Depravity.
Web is added to your known Warlock Spells at level 2.

10 AP, class level 6: Stanch:
Activate for 7 Depravity: Gains temporary hitpoints equal to your 33% of your maximum hitpoints. These last for 1 minute. You have -3% maximum hitpoints until you rest, which stacks up to 99 times.
+10 maximum Depravity.
Crushing Despair is added to your known Warlock Spells at level 3.

20 AP, class level 12: Tainted Lore:
+20% Spell Critical Damage, +1 to Warlock Spell DCs.
+10 maximum Depravity.
Death Ward is added to your known Warlock Spells at level 4.

30 AP, class level 18: Blood Component:
Your Eldritch Blast attacks 10% faster.
+10 maximum Depravity.
-25 Maximum HP
Greater Heroism is added to your known Warlock Spells at level 5.

41 AP, class level 20: Heretical Lore:
Your Eldritch Blast deals +1d6 damage. +30% Spell Critical Damage. +4 Charisma
+10 maximum Depravity.
Energy Drain is added to your known Warlock Spells at level 6.


Tier One

Planar Power: +30/60/90 Spell Points
Feigned Health: When you cast spells on yourself or allies, you grant temporary hitpoints equal to (33%/66%/100%) of your Charisma.
Command SLA: Activate for 3/2/1 Depravity:
Strong Pact: Bonus Eldritch Blast damage from your Pact is increased by 1d4. This scales with spellpower, like all Eldritch Blast damage.
Eldritch Focus: +1/2/3 Spellcraft and Concentration. Rank 3: +1 Will Saves


Tier Two

"Unholy Blast" (name TBD): Eldritch Essence Stance: Your Eldritch Blast base damage is now Poison instead of Force.
1 rank 2 AP

Eldritch Chain: Eldritch Blast Shape Stance: When toggled on, your basic attack an Eldritch Blast that chains to two other enemies. This scales with 66% spellpower.
Stunning Blast: Activate for 7/5/3 Depravity: Attack one enemy with an Eldritch Blast that stuns your target for 12 seconds on a failed Fortitude saving throw.
Strong Pact: same as lower tier
Wand and Scroll Mastery: +[25/50/75]% to the effectiveness of your wands, scrolls, and other items that cast spells, and +[1/2/3] to the DCs of your offensive wands.


Tier Three

Faltering Blast: Eldritch Essence Stance: Your Eldritch Blast attacks have a 25% chance to slow enemy movement speed by 50% for 6 seconds.
1 rank 2 AP

Efficient Heighten:
Confusion: Activate for 3/2/1 Depravity: Target non-boss monster becomes Confused on a failed Will Saving throw.
Confused monsters attack and are attacked by both monster characters and player characters.

Strong Pact: same as lower tier
CHA/INT


Tier Four

Penetrating Blast: Eldritch Essence Stance: Your Eldritch Blast base damage is now Piercing instead of Force. You deal +1d6 Eldritch Blast damage.
1 rank 2 AP

Enervating Shadow: Eldritch Blast Shape Stance: This Eldritch Blast auto-attack seeks out enemies, and inflicts a negative level 10% of the time.
Bewitching Blast: Your Eldritch Blast has a 10% chance to Confuse non-boss monsters for 6 seconds.
Confused monsters attack and are attacked by both monster characters and player characters.

Strong Pact: same as lower tier
CHA/INT


Tier Five

Eldritch Power: Your Eldritch Blast deals +1d6 damage.
1 rank 2 AP

Eldritch Ball: Activate for 15/10/5 Depravity: Shoot a projectile at a distant enemy, exploding in an area, dealing Eldritch Blast damage.
Mass Confusion: Activate for 15/10/5 Depravity: A group of non-boss monsters each become Confused on a failed Will saving throw.
Confused monsters attack and are attacked by both monster characters and player characters.

Planar Focus: +1 to all Spell DCs
1 rank 2 AP

First tree of the Warlock! Tainted Scholar. Apparantly, this one makes your Warlock a politician, as many of the abilities and the SLAs are powered by how much depravity the Warlock has. Some of the SLAs, like Web and Deathward, are useful, and being able to stunn at range via E.B. will probably make this a standard go-to regardless of Warlock build.

Code:
Core Abilities


1 AP, class level 1: Eldritch Aura: Stance: While this is active, your Eldritch Blast changes into an aura. It deals the same damage as your Eldritch Blast to all foes in range every 8 seconds. You cannot fire Eldritch Blasts while in this stance, but may attack normally with weapons and cast spells.



5 AP, class level 3: Aura of Courage:You gain immunity to Fear, and all allies around you gain a +4 morale bonus to saving throws against fear. Passive: +5 Healing Amp



10 AP, class level 6: Shape Vestments: While wearing Light Armor, you gain +10 Maximum HP and +5 MRR. While wearing Medium Armor you are proficient with, you gain +20 Maximum HP and +10 MRR. Passive: Your Eldritch Aura now affects enemies every 4 seconds.



20 AP, class level 12: Aura of Menace: Toggle: You project a 15 meter Aura of Menace, decreasing the saving throws, attack, and armor class of nearby enemies by 2. Passive: Your Eldritch Aura now affects enemies every 3 seconds. Passive: You gain proficiency with all Martial weapons.



30 AP, class level 18: Spirit Armor: When your Eldritch Aura is active, each time you are hit by an attack, you gain a stack of Spirit Armor. (Spirit Armor: +1 stacking PRR and MRR. Stacks up to 20 times.) Passive: Your Eldritch Aura now affects enemies every 2 seconds.



41 AP, class level 20: Celestial Spirit: +2 CON, +2 CHA.Toggle: When enabled, you float above the ground, gain Feather Falling, and are immune to knockdown effects. When enabled, your Eldritch Blasts gain 3d6 Light damage, and you gain 10 Melee Power, Ranged Power, and Universal Spell Power.


Tier One


Resilience of Body: +2/4/6 PRR
Spiritual Defense: While your Eldritch Aura is active, you and nearby allies get a +1/2/3 bonus to AC. You personally receive 5/10/15 Maximum Hitpoints.
Resilience of Soul: +2/4/6 MRR
Brutality: Multiselector: Brute Fighting (attacks)/Brutal Spellcasting (spells) Toggle: Your damaging (attacks/spells) generate [25/50/75]% more hate than they normally would, making enemies more likely to attack you.
Rewards of Tribute: +1/2/3 Heal, Balance, and Intimidate. Rank 3: +1 Fortitude Save

Tier Two


Resist Energies: Gives an ally an Enhancement bonus against Fire, Cold, Electric, Acid, and Sonic damage, reducing that type of damage taken by 10. The bonus increases to 20 at caster level 7 and 30 at caster level 11. (SP Cost: 75/70/60)
Spiritual Bastion: While your Eldritch Aura is active, you get +3/6/10 PRR, and nearby allies get +1/2/3 PRR.
Power of Enlightenment: Multiselector: Light or Positive: You gain 5/10/15 (Light or Positive) Spell Power and 2/4/6 Universal Spell Power.
Shield: You permanently gain the effects of the Shield spell.
Action Boost: Defense: Activate to gain a +[5/10/15] Action Boost bonus to Armor Class and Physical Resistance Rating for 20 seconds. (Cooldown: 30 seconds.)

Tier Three


Eldritch Burst: Fire your Eldritch Blast in an AOE centered on you. All enemies caught in the burst take 2d6 Light Damage that scales with Spell Power, plus any other effects and damage your Eldritch Blasts produce. This ability shares a cooldown with Cleave.
Spiritual Ward: While your Eldritch Aura is active, you get +3/6/10 MRR, and nearby allies get +1/2/3 MRR.
Power of Enlightenment: Multiselector: Light or Positive: You gain 5/10/15 (Light or Positive) Spell Power and 2/4/6 Universal Spell Power.
Fortify Summons: Your summoned creatures, hirelings, and pets get +25/50/100% fortification, 5/10/15 PRR, and 5/10/15 MRR.
CON/CHA

Tier Four


Medium Armor Proficiency: Passive: You gain proficiency in Medium Armor, and the ability to cast arcane spells in medium armor without arcane spell failure.
Retribution: Your Eldritch Blasts, Melee Attacks, and Ranged Attacks gain 1d6/2d6/3d6 Light damage that scales with Spell Power.
Cure Moderate Wounds SLA: Heals 2d6+4 hp plus 1 point per caster level (max 10), as per the Cure Moderate Wounds spell. (Cooldown: 3 Seconds. SP Cost: 8/6/5)
Imbue Summons: Your summoned creatures/hirelings/pets gain 10/20/30 Melee, Ranged, and Universal Spell Power
CON/CHA

Tier Five


Spirit Blast: Fire your Eldritch Blast in an AOE centered on you. All enemies caught in the burst take 10d6 Light Damage that scales with spell power, plus any other effects and damage your Eldritch Blasts produce. This ability shares a cooldown with Great Cleave.
Beacon: While your Eldritch Aura is active, all allies within your Aura gain +10 Healing Amp. You personally receive an additional +10 Healing Amp.
Break Forth: Calling upon your patron, you convert the space around you into positive energy, healing 1d8 plus 1 per Warlock level to all nearby allies, remove 1d4 negative levels and 1d6 points of ability damage. Undead take 1d8 Positive damage per Warlock level (Will save for half). (Metamagic: Empower, Empower Heal, Maximize, Quicken. Spell Resistance: Yes)
Displace Summons: Your summoned creatures/hirelings/pets gain a permanent 25% Concealment, as per the item effect "Lesser Displacement", and 10% Dodge.
Displacement SLA: The caster's appearance becomes extremely blurred, giving enemies a 50% miss chance when attacking. (Cooldown: 3 seconds. Activation Cost: 6 SP)

What appears to be the melee go-to tree, Enlightened Spirit. Aura E.B. means you can basically stand around and do dps while fighting, and the cheap displacement SLA is a strong seller for the T5. It's also a healing tree, with what is effectively the Healing Burst from Radiant Servant.

BTW, the Resist Energies is apparantly all damage types in one casting. Still, it is a bit expensive considering you can do all 5 for 50sp right now, vs 75/70/60.

Code:
Core Abilities


Inhuman Deadliness: You gain +1 damage with melee and ranged attacks and +5 Universal Spell Power for each core ability you take in this tree.
Inhuman Nature: You gain +25% Fortification and +4 Saving Throws versus Poison and Disease.
No Worse Fate: You gain immunity to Fear. Your melee, ranged and Eldritch Blast attacks also give the target the Shaken effect. Although this ability has no saving throw it can only occur once every second.
Inhuman Nature: You gain +25% Fortification and +4 Saving Throws versus Poison and Disease. Your Consume damage over time is increased by 1d10. Your Stricken damage is increased by 3d6. Your Greater Hunger on hit damage is increased by 1d6.
Eldritch Seeker: You gain +5% chance to critically hit with your spells and Eldritch Blast.
Devour the Soul: Passive: +4 Charisma. Active: Necromantic Spell. You consume the soul of your targeted enemy, killing them instantly unless they make a Will saving throw with a DC of 18 + Warlock level + Charisma bonus. This ability works on undead, but not constructs and other creatures with no lifeforce. Some bosses may be immune. If the target survives then it loses 20 PRR and MRR for 6 seconds. Cooldown: 15 seconds.


Tier One

Consume: (2 AP) Ranged magical attack. Your magics consume bits of your opponent's form, disintegrating bits of them for 1d10 untyped damage every 2 seconds for a duration of 16 seconds. The effect can stack up to 3 times. Consume damage is increased with Spellpower. Your enemy is also marked with the Consumed trait. Cooldown 10 seconds.
Subtle Spellcasting: (1/1/1 AP) Your attacks and spells generate 10%/20%/30% less hate than they normally would, making enemies less likely to attack you.
Taint the Blood: (2 AP) Your Eldritch Blast, Melee and Ranged attacks reduce the Fortitude saving throw of the target by -1. The effect stacks up to 4 times.
Daunting Presence: (1/1/1 AP) +1/+2/+3 Bluff, Haggle, and Diplomacy. Rank 3: +1 Will saves.
Hungry for Destruction: (1/1/1 AP) You gain +1/+2/+3 Melee Power and Ranged Power, and +2/+4/+6 Universal Spellpower.


Tier Two

Stricken: (1/1/1 AP) Ranged magical attack. You cause 3d6/6d6/9d6 bane damage and reduce the Healing Amplification of the opponent by 40/80/120 for 12 seconds. The reduction is negated by a Fortitude saving throw with a DC of 10/14/18 + Warlock level + the higher or Intelligence or Charisma Modifier. The damage scales with Spellpower. Your enemy is also marked with the Strickened trait. Cooldown 10 seconds.
Taint the Aura: (2 AP) Against targets marked by your Consume attack: Your melee, ranged and Eldritch Blast attacks reduce the Spell Resistance, PRR and MRR of the target by -2 for 10 seconds. The effect stacks up to 5 times.
Feeding Frenzy: (1 AP) When you use Consume on an enemy the feeding increases your movement speed by 1% per Warlock level for 20 seconds.
Consume Sight: (2 AP) SLA Blindness.
Hungry for Destruction: (1/1/1 AP) You gain +1/+2/+3 Melee Power and Ranged Power, and +2/+4/+6 Universal Spellpower.


Tier Three

Dark Feeding: (2 AP) Multi-selector: Choose a magical attack with a cooldown of 16 seconds. Enemies can negate the ability score damage (but not your ability score gain) with a Will saving throw: DC of 14 + Character Level + Charisma Modifier. These effects do not stack with themselves.
Your Flesh is Weak: Activate this ability to cause 1d8+2 Strength damage to your opponent for 20 seconds. You gain an Insight bonus of 1d8+2 Strength for 20 seconds.
You Cannot Evade Me: Activate this ability to cause 1d8+2 Dexterity damage to your opponent for 20 seconds. You gain an Insight bonus of 1d8+2 Dexterity for 20 seconds.
Your Will is Mine: Activate this ability to cause 1d8+2 Wisdom damage to your opponent for 20 seconds. You gain an Insight bonus of 1d8+2 Wisdom for 20 seconds.
Food For Thought: Activate this ability to cause 1d8+2 Intelligence damage to your opponent for 20 seconds. You gain an Insight bonus of 1d8+2 Intelligence for 20 seconds.
Blood Feast: Activate this ability to cause 1d8+2 Constitution damage to your opponent for 20 seconds. You gain an Insight bonus of 1d8+2 Constitution for 20 seconds.

Strickened Soul: (1 AP) Against targets marked by your Stricken attack: Your Eldritch Blast, Melee and Ranged attacks reduce the target's Melee Power, Ranged Power and Spellpower by 10 + 1/2 Warlock level for 10 seconds.
Eldritch Projection: (2 AP) Toggle. Your Eldritch Blast now acts as a cone attack, but has Standard Cone AoE range.
SLA: Burning Blood. (1 AP) Cooldown 10 seconds.
Charisma/Intelligence (2 AP)


Tier Four

Greater Hunger: (2 AP) Your Consume damage over time is increased by 1d10. Your Stricken damage is increased by 3d6. Your melee, ranged and Eldritch Blast attacks do 2d6 untyped damage when striking an opponent marked by your Consume attack.
Strickened Form: (2 AP) Against targets marked by your Stricken attack: Your melee, ranged and Eldritch Blast attacks cause 1 Vulnerability for 10 seconds. (Vulnerability: You take 1% more damage for 3 seconds. This effect stacks up to 20 times, and loses one stack on expiration.)
Steal Lifeforce: (1/1/1 AP) Multiselector:
Activated Attack: You cause 3d6/6d6/9d6 damage to your target and heal with positive energy for the same amount. This damage and healing scales with Spellpower. Cooldown 20 seconds.
Activated Attack: You cause 3d6/6d6/9d6 damage to your target and heal with negative energy the same amount. This damage and healing scales with Spellpower. Cooldown 20 seconds.

Immortal Will: +1 to the DC of Enchantment, Illusion and Necromancy spells.
Charisma/Intelligence



Tier Five

Supreme Hunger: (2 AP) Your Consume damage over time is increased by 1d10. Your Stricken damage is increased by 3d6. Your Greater Hunger on hit damage is increased by 1d6.
Eldritch Wave: (2 AP) Activated Attack. Your create a cone of eldritch energy that strikes all opponents in the area with three consecutive Eldritch Blasts. Cooldown 8 seconds.
Feed on Magic: (2 AP) When you strike an opponent with your melee attacks, ranged attacks or Eldritch Blast there is a chance equal to half Warlock level for you to gain 30 temporary spell points. This can occur no more than once per 6 seconds.
Spell Tearing: (2 AP) You gain +3% chance to critically hit with your spells and Eldritch Blast.
SLA: Finger of Death. (2 AP) Cooldown 15 seconds

Soul Eater. Also known as used car salesman. A decent DoT, some melee support, and a vampiric self heal/damage.

-------------------------------------------

I do see some good synergy with Bard, specifically Swashbuckler, and Fighter Defender. Should be able to make a fairly durable support hybrid melee up front, with AoE healing abilities to help keep the group up. Also there was some EK mixing ability as well, though that is rather lackluster in any case. I still don't see where this adds so much to the game, it's really a different flavor of Sorcerer, with better melee build support.
 
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Question of the week & DDO Scammer Warning

Any idea which toons we'll be playing? We got the lowbies up to level 5 last weekend, so could probably get them up to level 6 with another session. Could do it on Saturday or Sunday if all of us are available.

Scammer Warning:

Also, be aware that there is a player out there that offers TP codes for rare items (XP stones, etc). His codes are invalid & he'll steal your item. I've got a list of his toon names, but bottom line, if it sounds too good to be true …

He's apparently been guild-jumping, and has been booted from at least 5 guilds in the last 2 days because of this behavior, including Flame's & Jason's guilds.

And, just chatted with Sib (he's back), who said he's been warning folks about this guy for months, that the guy tried to scam one of his guildies but that he was able to stop the trade. Sib also said there's actually a YouTube video of the guy scamming people; and that he's been reported, but Turbine's done nothing about it.
 
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That will present a problem for a period of time. CM needs to jump to your group since her toon was/is lvl4. That leaves Corwin and I to run as a duo. Wouldn't be too bad if Reywind were also in the holding pattern since that would give us a 5/3 split but 5/2 is pushing it a bit. We'll figure something out, I suppose.

For my part, I knew going in that I might end up "sitting out" a week or two and I'm still fine with that, but if I do that, that leaves Corwin completely hanging in the wind which isn't exactly fair.
 
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That's why I'm asking what we're doing this week. CM ran with us Saturday ... we're all up to level 5. But I don't know what her schedule is for this weekend.
 
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Reywind is very doubtful for this weekend and the following one he will be getting ready to fly home.
 
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If Sib is back then we might have a 5/3 split. Not sure if he's creating a vet II build to join our lowbies.

The key here is how far up did Reywind (not the toon Reywind, but Reywind on the forum) get up through level 4. If he needs the level 4 quests then we have to hold for him. If he completed them then we shouldn't have a problem. I guess he has done the same as Corwin's toon so maybe Corwin can check which level 4 quests he still needs on his level 7.

If they have completed some level 4's then we can form 2 groups.

Third lifers in one group
Corwin, Dte and 1st / 2nd lifers in the other group

Then we do the level 4 quests that Reywind has already done. Dte's and Corwin's toons probably need all XP they can get anyway so redoing quests won't be a problem.

The 1st / 2nd lifers probably don't miss not getting the bravery bonus streak (still bonus for 1st time elite completion). They're likely to hit the wall anyway playing with 3rd lifers.

By doing that we can make an even split and get all toons synced before Reywind is back.
 
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These are the quests the level 5 group might do:

Level 3:
Sacred Helm
Shan Ta Kor part 1
Swiped Signet
Tangleroot part 1-2

Not unlikely we will skip some of these quests

Level 4:
Sharn Syndicate chain
Second half of waterworks
Rest of Shan Ta Kor (if we don't skip)
Irestone Inlet
Freshen the air
Proof in the poison
Tangleroot part 3-4
First 2 of the Depth chain
 
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I know that Reywind hasn't done STK; he's only just into level 6, while Dte and I are just into level 7. I doubt I have done STK either and I'm sure Dte won't!! :) If necessary, I can check both what I have done and what Reywind has done since I can access his account.
 
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Sib got back a couple of nights ago, but I doubt he will be able to join us tonight. Per my last conversation with him, he's working 2nd shift (3-11pm), M-F. So he's probably out of our guild runs until his schedule changes. TBD.

I personally would like to run anything with Coin Lords, House K & Silver Flame favor, as well as Tangleroots (need more DW clickies ;) ). And anything saga related, of course, which means 3BC when we get high enough.
 
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I want to run Bot thru Sharn as well even though I'm over level for it. Beyond that, I don't really care about filling holes. Given the shifting sands within the group right now, I haven't really put together "The Plan" for the group yet. One thing I will say is that, while we're split up, I'd probably avoid Tangles. Otherwise we'll end up re-running the beginning 17 times to get everyone sync'd up and running Tangles once is painful enough without repeated the beginning quests over and over.
 
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Looks as if we need to talk before we decide what to do tonight.

Agree completely on Tangleroots ... once is more than enough.
 
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