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Default The Totally NEW Team Corwin Thread

July 13th, 2010, 00:14
Originally Posted by Peter Stauffenberg View Post
I think it's best to take out the support enemies before going after the boss. The boss can usually stand for quite awhile and that means the support monsters can do a lot of damage. The exception is when the boss is a caster. Then he MUST be taken down asap. When I analyze the battlefield I target the enemy casters first, then the enemy healers, then the enemy melee characters unless some characters have special abilities that can wipe a party (like earth elemental grab). So my paladin usually bypasses the enemy melee characters to get to the casters. When they're down the battle is much easier. Sometimes you need to take out the enemy healers first because you're unable to take out the casters fast enough. That happens sometimes on elite when they have more hitpoints.
Perhaps this is where I'm screwing up. We don't generally do any kiting (trying to pull a couple at a time), so that leaves "Charge!" as the only real option. My approach at that point is to run forward, try to "chip" a few melee critters on the way thru the mob to get their attention so they follow me, and head for the enemy casters/bosses in the rear. Kill those uglys and then start working back toward the rest of the party in mop-up mode. The theory is that any stray melee critters can be dealt with by the squishies or they can chip in with area effect stuff depending on how well I attract the attention. I'm assuming, probably due to my solo orientation, that a couple axe hits (with great cleave, I can scratch lots of them at once) is sufficient to keep the mob more interested in killing me than running after the squishies. Maybe that's just not the case.

If the critters couldn't care less about the crazed loon slicing thru their midst, then I'm effectively leaving the squishies largely undefended with this approach.

Sorry. No pearls of wisdom in this oyster.
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July 13th, 2010, 01:02
My Rogue now has exactly 10 favor with House K. Do you know how LONG it will take to get 75?? What I really don't like is how they place the Trap control boxes on the OTHER side of the trap!! Unfair to poor squishy rogues!!

If God said it, then that settles it!!

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July 13th, 2010, 01:22
I've found out that kiting doesn't work so well on elite. Usually if one mob is activated the ones nearby are activated too. On normal kiting is definitely possible.

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July 13th, 2010, 13:22
The map going blank is a bug and should be fixed next update.

Try running tame solo. Its… painful. I do think it is more suited to a trio or duo than a full group. Rogues are rather useless there as its straight combat. As far as what we take out first casters should be a priority. We die very quickly when held.

I may not be able to make fridays game. We're trying to catch up on 2 months of back orders at work. So im working 13 hour days most of the week and will work at least 10 friday. If i do over 10 i wont get in before game time is over.

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July 13th, 2010, 14:24
Dte posed a question a few pages back about the Dragon Mark quest and was it worth doing or helpful? I did it, it is just a question/answer with a lady in the harbor,but has anyone seen any helpful effects from that so far?

Bart and Corwin should just admit that when it gets down to it, I will have the final say.
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July 13th, 2010, 16:23
You get a free feat exchange from Fred. Thats all. So it depends on if you intend to swap a feat out later or not.

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July 13th, 2010, 16:42
The quest itself was no big deal, as you saw. I ended up building a human healbot, so the question became moot, as it were. All it does is open up a specific group of feats based on your race (1 per race, I think). The only dragonmark feat that looked remotely useful was for halflings that used healing spells, and after tinkering with some builds I came to the conclusion that Az was right and there were better uses for that feat slot. Plus, it's (I think) an active feat with "per day" usages, so it's not like getting that feat was going to turn my bot into a heal spell Pez dispenser.

Sorry. No pearls of wisdom in this oyster.
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July 13th, 2010, 20:09
For Fighters or Wizards who have a ton of extra feats the Halfling mark is excellent for giving some self sufficiency. But its ony iirc up to 9 clw 8 csw and 7 heal spells at level 20 per rest. And it costs some ap for the extra uses.the other marks suck.

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July 15th, 2010, 23:38
A new version of the Character Planner (3.5.1) is now available here:
http://www.rjcyberware.com/DDO/

This version includes the DDO update 5 changes (including the new cleric Radiant Servant enhancements)

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July 16th, 2010, 18:58
I was only up until 1am last night chugging away on that planner. Thanks a load, Peter. I did determine that my healbot build was flawed, so I've got to recreate Botdu Hyl (no biggie since he hasn't run a single quest—just have to strip off the equipment I just got done giving him). Also came to the conclusion that I've pooched my fighter (Shadohe) badly. I'll have to do a reincarnate on her someday, but I don't have the turbine points to spend on that just yet. Hopefully, one of the July specials will be for purchasing points.

The real reason for the post is to share that I've been instructed that I will be escorting Mrs dte on a sans-children evening out tonight, so y'all will have to do without Phuury. The good side of that is that you probably won't get nearly as many accidental monster spawns… I'm out next Friday as well since I've got the parental units visiting that weekend. I'll have to make up for it during the week, I guess.

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July 20th, 2010, 22:58
Updated version of my cleric Rolf Peter Manstein.

Code:
Character Plan by DDO Character Planner Version 3.5.1
DDO Character Planner Home Page

Rolf Peter Manstein
Level 20 Lawful Good Human Male
(20 Cleric) 
Hit Points: 282
Spell Points: 1651 
BAB: 15\15\20\25\25
Fortitude: 15
Reflex: 6
Will: 21

                  Starting          Feat/Enhancement
Abilities        Base Stats          Modified Stats
(32 Point)       (Level 1)             (Level 20)
Strength             16                    18
Dexterity             8                    10
Constitution         14                    16
Intelligence          8                    10
Wisdom               18                    28
Charisma              8                    12

Tomes Used
+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

                  Starting          Feat/Enhancement
                 Base Skills         Modified Skills
Skills           (Level 1)            (Level 20)
Balance               0.5                  11
Bluff                -1                     1
Concentration         6                    26
Diplomacy            -1                     1
Disable Device       n/a                    n/a
Haggle               -1                     1
Heal                  4                    11
Hide                 -1                     0
Intimidate           -1                     1
Jump                  3.5                  11
Listen                4                     9
Move Silently        -1                     0
Open Lock            n/a                    n/a
Perform              n/a                    n/a
Repair               -1                     0
Search               -1                     0
Spot                  4                     9
Swim                  3                     4
Tumble               n/a                    n/a
Use Magic Device     n/a                    n/a

Level 1 (Cleric)
Skill: Balance (+1.5)
Skill: Concentration (+4)
Skill: Jump (+0.5)
Feat: (Human Bonus) Extend Spell
Feat: (Selected) Toughness
Enhancement: Follower of the Sovereign Host
Enhancement: Cleric Life Magic I
Enhancement: Cleric Energy of the Zealot I

Level 2 (Cleric)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Enhancement: Cleric Heal I
Enhancement: Cleric Wisdom I
Enhancement: Cleric Divine Vitality I

Level 3 (Cleric)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Feat: (Selected) Mental Toughness
Enhancement: Racial Toughness I
Enhancement: Cleric Prayer of Life I
Enhancement: Cleric Extra Turning I
Enhancement: Cleric Wand and Scroll Mastery I

Level 4 (Cleric)
Ability Raise: WIS
Skill: Balance (+0.5)
Skill: Concentration (+1)
Enhancement: Cleric Heal II
Enhancement: Cleric Life Magic II

Level 5 (Cleric)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Enhancement: Human Adaptability Wisdom I
Enhancement: Cleric Improved Turning I

Level 6 (Cleric)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Feat: (Selected) Empower Healing Spell
Enhancement: Cleric Radiant Servant I

Level 7 (Cleric)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Enhancement: Cleric Life Magic III
Enhancement: Cleric Energy of the Zealot II

Level 8 (Cleric)
Ability Raise: WIS
Skill: Balance (+1)
Skill: Concentration (+1)
Enhancement: Racial Toughness II
Enhancement: Cleric Divine Vitality II

Level 9 (Cleric)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Jump (+0.5)
Feat: (Selected) Quicken Spell
Enhancement: Unyielding Sovereignty

Level 10 (Cleric)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Jump (+0.5)
Enhancement: Human Improved Recovery I
Enhancement: Cleric Improved Empower Healing I

Level 11 (Cleric)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Jump (+0.5)
Enhancement: Cleric Wisdom II

Level 12 (Cleric)
Ability Raise: WIS
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Jump (+0.5)
Feat: (Selected) Heighten Spell
Enhancement: Cleric Radiant Servant II
Enhancement: Cleric Prayer of Incredible Life I


Level 13 (Cleric)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Jump (+0.5)
Enhancement: Cleric Life Magic IV

Level 14 (Cleric)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Jump (+0.5)
Enhancement: Cleric Energy of the Zealot III
Enhancement: Cleric Extra Turning II

Level 15 (Cleric)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Jump (+0.5)
Feat: (Selected) Spell Penetration
Enhancement: Cleric Improved Spell Penetration I
Enhancement: Cleric Charisma I

Level 16 (Cleric)
Ability Raise: WIS
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Jump (+0.5)
Enhancement: Cleric Charisma II

Level 17 (Cleric)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Jump (+0.5)
Enhancement: Cleric Improved Spell Penetration II

Level 18 (Cleric)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Jump (+0.5)
Feat: (Selected) Greater Spell Penetration
Enhancement: Cleric Wand and Scroll Mastery II

Level 19 (Cleric)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Jump (+0.5)
Enhancement: Cleric Improved Spell Penetration III

Level 20 (Cleric)
Ability Raise: WIS
Skill: Concentration (+1)
Skill: Jump (+1)
Enhancement: Cleric Divine Intervention
Enhancement: Cleric Prayer of Life II

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July 21st, 2010, 08:46
Went back later in the PM with my Bard and took her into Searing Heights. A few Explorer and Slayer later, she had her level!! She now has Soundburst, Displacement and Cure Serious. Wizzy needs ~25k for level 9, so that look likes my next project!!

If God said it, then that settles it!!

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July 21st, 2010, 22:12
So, for anyone who wonders who the new character in the guild is… I finally jumped aboard. Character is a human favored Soul named Tomad. Thanks to Corwin&Peter for letting me in last night…and to the others well I look forward teaming up with you all.
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July 22nd, 2010, 00:06
When you get up to level 3 or 4, some of us will have characters that will be able to party up and help you out. Although I'm very slanted toward solo play, I've finally admitted to myself that the game plays much better with a group. Working thru the first few levels will also give you some time to get used to your character. A few posts back, you'll find Peter put in a link to a character planner. I highly recommend that you spend some quality time with it soon. Getting to level 6 or 7 and deciding you've pooched your character build either means throwing away a lot of hours of gametime or spending ~$15 worth of Turbine points to reincarnate—neither option terribly appealling. Trust me, I've got two deleted characters and two reincarnates under my belt already.

Welcome to the Death Guild!

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July 22nd, 2010, 03:02
Thanks for the advices . I did quite a bit of reading and I'm currently following a build called Superior Soul (http://forums.ddo.com/showthread.php?t=243539) that seemed pretty good based on what I've read on DDO forums. I'll make sure to play around with the builder anyway though, because I may want to adapt the build to my playstyle a bit and for other chars.
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July 24th, 2010, 23:46
I've got more deleted characters, many of them I ran to 5-6, than anyone in the guild has had characters period. It's part of the reason why I don't have any level 15+ like Peter does; had I focused in on Aerii and Rachail, they would be well past the majority of the guild. Instead, I've dallied with a Monk, Favored Soul, and Wizard, and still have a Sorcerer (7), Ranger (8), and Bard (7). I also have a mule, but that doesn't count.

I'm not entirely sure I'll be trying to keep up with anyone except Aerii, and maybe Fireflash or Rachail. It gets increasingly hard to level past 7, and increasingly longer adventures means I'll be spending more and more time to level.

I hit level 10 with Aerii today. Jo helped me through The Church and the Cult on casual (I started it solo, and she came in about halfway). Then I soloed Gwylan's Last Stand and a lower-level junk quest to get my level. I ran with a Cleric hireling that could summon an elemental like the one I've been using. Both combined in Gwylan's for nearly as effective crowd control as my spells. I relied mostly on Greater Command with the odd Hold Person, and made it through without difficulty. Over 8k xp right there, since it was my first run in the quest.

It was the night before Hogswatch…

I became insane with long intervals of horrible sanity - Edgar Allan Poe
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July 25th, 2010, 07:27
Well, i checked out the AH for Portable Holes. Most wanted 50k Plat, but I found 1 for 15K, so by sending my Wiz money from my other chars, I bought it and now have a clean shiny new page of inventory in my baclpack!! Wonder how long that will last!!

If God said it, then that settles it!!

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July 25th, 2010, 20:14
I place the over/under at 1 hour into the next session. I'll take the under.

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July 26th, 2010, 20:50
latest update requires a download, just warning you

Happiness consists in realizing it is all a great strange dream.
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July 26th, 2010, 21:52
@ Dte, I take under at five min. I will bet he is emptying his bank of items now and has that page full before we start Friday's session.

Bart and Corwin should just admit that when it gets down to it, I will have the final say.
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