For a comparison of my noobness: I just recently found out that Spell Failure on armor does not apply to Cleric spells. I was running around in light/medium for a long time because nothing said there was a difference on what Spells that actually affects....
Crash course in Arcane Spell Failure:
It's called Arcane Spell Failure, which means that it affects only arcane spells. In other words, clerics, favored souls, paladins and rangers do not suffer the penalty as they are divine casters but bards, wizards and sorcerers are, however, affected by Arcane Spell Failure.
However, it's only a penalty to spells which have a somatic spell component. As a result, there are a few spells that are not affected like Blind, Feather fall, Otto's Resistible Dance, Blur, Displacement and Suggestion. To know whether or not a spell as a somatic component, you check under the "Component" section of a spell description. (But, since it's usually a bad decision to wear armor as an arcane spell caster, don't bother with it at first.)
Bards don't suffer from ASF if wearing light armor.
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Crash course in Arcane Spell Failure:
It's called Arcane Spell Failure, which means that it affects only arcane spells. In other words, clerics, favored souls, paladins and rangers do not suffer the penalty as they are divine casters but bards, wizards and sorcerers are, however, affected by Arcane Spell Failure.
However, it's only a penalty to spells which have a somatic spell component. As a result, there are a few spells that are not affected like Blind, Feather fall, Otto's Resistible Dance, Blur, Displacement and Suggestion. To know whether or not a spell as a somatic component, you check under the "Component" section of a spell description. (But, since it's usually a bad decision to wear armor as an arcane spell caster, don't bother with it at first.)
Bards don't suffer from ASF if wearing light armor.
Thanks for the info clearing that up. I sort of wish I had a hardcopy of a DnD rulebook I could refer to for this kind of info because if it's not spelled out in game I just don't know these things.
I probably would have had a clue if the armors actually said "Arcane Spell Failure" and not just "Spell Failure" which sounds like all spells.
Gah, so much to learn here! Guess I need to start questioning everything and not just taking it at face value like most other MMOs.
I'm sure you have a much better grasp on game mechanics than I do as a non-DnD player to start with!
Actually, I agree the bank quest wasn't difficult per se as much as very tedious to the point that I wouldn't do it again solo because it takes too long. The bookbinder one was more difficult with the mobs ganging up on you even on Solo mode, and traps that I could not disable.
By the way - those traps can be disabled without a rogue, but it might take some searching to find out how
As for surviving the assault - even experienced players are likely to be caught off guard the first time through. The difference is that the second time they know to go in with full elemental resists and shield clickies, which makes the casters much less of a threat.
Thanks for the info clearing that up. I sort of wish I had a hardcopy of a DnD rulebook I could refer to for this kind of info because if it's not spelled out in game I just don't know these things.
[b]The Subterrane - (it seems this is an adventure pack after all, can a high-level F2Per please tell me the cost)
Description: Two raids and an enormous explorer area below the marketplace. This is the only explorer area designed for a raid group, not a regular party of six. The raids are both quite short, but fast-paced and intense. Hound of Xoriat is a highly unique raid where the boss is invincible until she takes a certain amount of damage from her own spawn (who you charm using Mind Control stones that drop in the raid). A Vision of Destruction is a long, difficult fight against a Suulomades, devil general and his minions.
Fun factor: Pretty high. Whilst short, the raids are intense.
Rewards (XP/loot): There's not a huge amount of XP to be had here, but what you can get, you will earn quickly. There is some great loot here - excellent items for most classes, including the extremely powerful Tharne's Goggles, the rare and always loved +3 tomes, and hidden away in a chest from a rare encounter in the Subterrane explorer area, there's the Icy Raiments, the best armor in the game for many multiclass monk builds, and also a lot of nice twink items like the Sunblade.
Best feature: A Vision of Destruction (VoD). It's a great fun raid.
Worst feature: The last room leading up to VoD - large numbers of teleporting devils cause some pretty ugly lag.
Ease of getting a group: Whilst it's easy to get a group for these raids, finding clerics for VoD can be tough at times, as many clerics don't want any of the raid loot from it.
Overall: An important part of endgame. If it's no more than 500 points, I'd advise buying it on hitting 15 or 16. If it's more than 500 points, then only get it once you have all the other endgame content.
This is not an adventure pack.
__________________
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Quote:
Originally Posted by Borror0
I'll say: make random loot not vendor fodder, please.
More accurately, the Subterane is part of the Vale of Twilight / Devil Invasion adventure pack.
Note that this pack has therefore 3 raids, 4 dungeons, and two explorers, making the Necropolis IV pack look silly by comparison: It has 1 raid, 5 dungeons, and 1 explorer, yet costs more Turbine points.
Nice list and pretty much agree regarding those that i have done. A few of my own feelings towards some of these:
Tanglroot: Although the quest objectives are varied, much of it is running through the same areas and fighting the same creatures, which can sometimes get a little repetitive. Still highly recommend it, just a word of warning.
Three Barrel Cove: One of my favorite areas to just run around in, but I have to agree that it would be somewhat low on my recommend list. If you're not concerned about getting a lot of loot or XP and just want to do something different, go for it. But for most people, get this after you have already purchased the other "must-have" quests.
Vault of Night: I only PUG, and I don't recall ever having a good VoN3 run. (hmm, maybe it's me) Still a pretty fun group of quests. The price does seem a little high. Perhaps another to purchase after the "must-haves" and you have the points, or cash, to spare.
Sharn Syndicate Pretty much agree with most of what has been said in this thread. Wish some were longer in ways other than the tedious chipping away at the crystals. Good for characters that don't have much for weapons to get something that will be good for a while.
Three Barrel Cove - 650 points Note: I've never played through most of these quests at a level where they are still challenging; I'd appreciate feedback on this review from someone that has done so.
Description: A pirate island with several non-chain quests loosely themed around pirates, with a cool wilderness area (second best one in the game IMO).
Fun factor: The explorer area is fun to play around in, but some of the quests are pretty frustrating.
Rewards (XP/loot): Low to medium XP, poor loot.
Best feature: The variety. The quests here have more variety than any other adventure packs save some of the best endgame ones. There's a puzzle-based quest, quests with undead, and a quest fighting pirates.
Worst feature: Two of the quests are extremely frustrating. The ladder jumping is horrible, and hard even for high level characters with permanent featherfall and a capped Jump skill.
Ease of getting a group: Pretty hard to get a group at times - VIPs that focus on powerlevelling don't go out to Three-Barrel at all, and the pack isn't cheap, so won't be as popular amongst F2Pers.
Overall: Worth buying if and only if you prefer low-level play to high-level (for example, if you like permadeath play). If you consider buying this, you'll want your in-game friends to buy it too so you can get groups there. If you choose to buy it, do so at level 5.
not worth buying due to the cost. there is only an outdoor area and a couple of quests
Sorrowdusk Island - 400 points
Description: Two chain quests and an explorer area. The chain quests first set you against ogres and trolls, then in the second chain sets you against their evil masterminds. This chain oozes the feel of pen and paper D&D more than any other chain in the game, IMO. The first chain is short, easy and has four quests with little variance - the second chain is longer, harder, more varied and is fantastic the first time you run it.
Fun factor: Grey Moon Waning (the first chain) isn't great, but the Cult of the Six (Co6) chain is great.
Rewards (XP/loot): Average XP and poor loot for Grey Moon Waning, good XP for Co6, and useful loot, although it is quickly outlevelled. The House Deneith favor is highly important to anyone wanting to use a bow at high level, as it lets you bulk buy several important types of arrows, such as silver arrows for raid bosses like Arraetrikos, Suulomades and General Horoth.
Best feature: The variety of the Co6 chain, and the near perfect difficulty (one quest requires tactical play to beat).
Worst feature: The explorer zone is pretty lacklustre, IMO.
Ease of getting a group: This chain is pretty popular amongst VIPs, most play it 1-3 times on each character.
Overall: Recommended but not a high priority if you are on a tight budget. Buy it at level 6, complete Grey Moon Waning at that level, but hold off until level 8 or 9 to complete Co6.
this is a better investment than 3 barrel cove
Sharn Syndicate - 350 points I've heard good things about this chain but am yet to play it; might go and make a group for it on my level 4 bard soon.
Description: Will fill later
Fun factor: Will fill later
Rewards (XP/loot): Will fill later
Best feature: Will fill later
Worst feature: Will fill later
Ease of getting a group: Presently easy (lots of VIPs running their Favored Souls through it); this may change.
Overall: Will fill later
the only reason i would advise players to buy this is due the the availability of loot drops that are good for twinking characters. the quest line is very short but lots to explore slowly
The Ruins of Threnal - 550 points This quest has changed since I last ran it. My advice here is based on my experiences with old Threnal.
Description: About ten quests set in three or four large dungeons involving a series of attacks on House Deneith and House Kundarak interests at an archaeological site.
Fun factor: Great the first few times, but quest difficulties vary enormously within the chain - some quests are so easy as to be trivial; others are tough indeed. One particularly annoying quest was difficult to beat on Elite even with capped characters, but this has since been changed. Apparently that quest remains frustrating, but not obnoxiously so.
Rewards (XP/loot): XP varies from poor for some quests to great for others. Loot is nice for its level, but quickly surpassed, although if you don't have the Voice of the Master from Delara's Tomb, there's a similar item here to replace it (the XP boost does not stack with the Voice, but if you have both you get a useful set bonus)
Best feature: Flesh Renders. They are cool foes.
Worst feature: Oozes, and the complicated quest chain system here.
Ease of getting a group: Not hard in peak times, can be very tough in off-peak. Groups seldom do the whole chain at once, and completing from half-way is awkward to get a group for.
Overall: Not really recommended, but not an 'avoid at all costs' either. Don't buy if you are on a tight budget, consider it if you are a player that mostly plays weekends when you can find a group easily enough to enjoy these. Should you choose to buy it, do so at level 7 or 8.
the main draw here is the xp of the quest. yes there are oozes but it doesnt really amount to anything. opening up the ruins of threnal also allow you the chance for the 3 chests in the caves for quick running to outfit lower level toons. in terms of quests, there is a total of 9. extremely good for leveling i would say
The Subterrane - (it seems this is an adventure pack after all, can a high-level F2Per please tell me the cost)
Description: Two raids and an enormous explorer area below the marketplace. This is the only explorer area designed for a raid group, not a regular party of six. The raids are both quite short, but fast-paced and intense. Hound of Xoriat is a highly unique raid where the boss is invincible until she takes a certain amount of damage from her own spawn (who you charm using Mind Control stones that drop in the raid). A Vision of Destruction is a long, difficult fight against a Suulomades, devil general and his minions.
Fun factor: Pretty high. Whilst short, the raids are intense.
Rewards (XP/loot): There's not a huge amount of XP to be had here, but what you can get, you will earn quickly. There is some great loot here - excellent items for most classes, including the extremely powerful Tharne's Goggles, the rare and always loved +3 tomes, and hidden away in a chest from a rare encounter in the Subterrane explorer area, there's the Icy Raiments, the best armor in the game for many multiclass monk builds, and also a lot of nice twink items like the Sunblade.
Best feature: A Vision of Destruction (VoD). It's a great fun raid.
Worst feature: The last room leading up to VoD - large numbers of teleporting devils cause some pretty ugly lag.
Ease of getting a group: Whilst it's easy to get a group for these raids, finding clerics for VoD can be tough at times, as many clerics don't want any of the raid loot from it.
Overall: An important part of endgame. If it's no more than 500 points, I'd advise buying it on hitting 15 or 16. If it's more than 500 points, then only get it once you have all the other endgame content.
there is no pack for sale for this, probably they might add in later
there is no pack for sale for this, probably they might add in later
This seems weird, it's listed as for-sale in the Compendium. I'm assuming it's bugged, or temporarily available as VIP only.
Also - I'm about to edit the first post to put in a rating out of ten for each pack. This is my opinion only - I know that, for instance, I think Demon Sands is better than Threnal, but not everyone will agree. The only one that is fact, not opinion, is that Necropolis 2 is terrible.
I only quoted the reviews I disagreed with. Kudos to the OP for the thread!
Quote:
Originally Posted by sirgog
Low-level Packs:
The Catacombs - 250 points
Description:
This pack unlocks a small chain of quests set in three or four dungeons. The quests are filled with undead and vermin, are quite repetitive, and involve a few times that you'll just be looking around unsure of what to do or where to go (although that won't last too long)
Fun factor: Pretty low.
Rewards (XP/loot): Low to medium XP, loot that's nice at the time but quickly discarded as you outlevel it. Awards Silver Flame favor, which is not very important except for Barbarians that like to solo - if that's you, you'll need to buy all the Necropolis chains and beat everything on Elite except for the Black Abbot if you want the Silver Flame healing potions that solo Barbs love.
Best feature: Cool storyline.
Worst feature: Uninteresting mobs.
Ease of getting a group: Currently not hard as a lot of people have purchased this chain; may become harder over time as those players probably won't return to the Catacombs much on new characters.
Overall: Not recommended, but not a terrible buy.
I enjoyed this quest a lot, the storyline is fun and I'm still using the +5 concentration dominatrix mask at level 9 that I got from this. Haunted libraries, insane asylums and family tombs make for interesting scenery. 4/5
Quote:
Originally Posted by sirgog
Tangleroot Gorge - 550 points
Description:
This pack unlocks a chain of ten quests set in one enormous, two-part dungeon. You'll launch a series of attacks on the hobgoblins of Splinterskull Fortress. The quests are varied - you'll have to deal with melee brutes such as ogres, hobgoblins that are potent casters, and even a (practically) invincible giant spider that you have to escape from after killing her eggs.
Fun factor: Fun for the first twenty runs. High. Lots of cool things to discover, such as a flesh render (a reasonably high level foe) that you can set free to wreak havoc amongst the Splinterskull defenders while you watch it from a safe location, and a battle with elementals in a secret underwater cave (this battle is an optional that most players do not attempt as it has poor rewards; it's well worth doing once, however).
Rewards (XP/loot): Excellent XP. Good loot - most is outlevelled quickly and discarded, but the Visor of the Flesh Render Guards are still good all the way through to endgame. In addition, by completing this chain on elite (hard may be enough if you've done other House P quests), you unlock potent House Phiarlan favor rewards which you'll find exceptionally useful until about level 9 or 10.
Best feature: Speeds up levelling through having both good XP and loot.
Worst feature: As you need to complete the entire chain to get end rewards, it's frustrating if you get halfway there and the group disbands - you will probably need to start over with a new group.
Ease of getting a group: Very easy, every VIP tends to run this chain 3+ times on every new character rolled.
Overall: Highly recommended for all players except those on a very tight budget. Purchase at level 3 or 4.
Great end rewards, but in addition to being very long, you have to re-run the same zone for many different quests in this line, which gets repetitive and dull. Great xp. 2.5/5
Quote:
Originally Posted by sirgog
Three Barrel Cove - 650 points Note: I've never played through most of these quests at a level where they are still challenging; I'd appreciate feedback on this review from someone that has done so.
Description: A pirate island with several non-chain quests loosely themed around pirates, with a cool wilderness area (second best one in the game IMO).
Fun factor: The explorer area is fun to play around in, but some of the quests are pretty frustrating.
Rewards (XP/loot): Low to medium XP, poor loot.
Best feature: The variety. The quests here have more variety than any other adventure packs save some of the best endgame ones. There's a puzzle-based quest, quests with undead, and a quest fighting pirates.
Worst feature: Two of the quests are extremely frustrating. The ladder jumping is horrible, and hard even for high level characters with permanent featherfall and a capped Jump skill.
Ease of getting a group: Pretty hard to get a group at times - VIPs that focus on powerlevelling don't go out to Three-Barrel at all, and the pack isn't cheap, so won't be as popular amongst F2Pers.
Overall: Worth buying if and only if you prefer low-level play to high-level (for example, if you like permadeath play). If you consider buying this, you'll want your in-game friends to buy it too so you can get groups there. If you choose to buy it, do so at level 5.
Lousy rewards and lousy XP don't make up for the prettiness of the area. 1.5/5
Quote:
Originally Posted by sirgog
Sharn Syndicate - 350 points I've heard good things about this chain but am yet to play it; might go and make a group for it on my level 4 bard soon.
Description: Will fill later
Fun factor: Will fill later
Rewards (XP/loot): Will fill later
Best feature: Will fill later
Worst feature: Will fill later
Ease of getting a group: Presently easy (lots of VIPs running their Favored Souls through it); this may change.
Overall: Will fill later
Good rewards for a low level char, and interesting backgrounds, it's nice to go through mansions and banks and stay out of the sewers for it bit. Very short though, so you're probably better off getting a longer quest. 3.5/5
The Catacombs - 250 points
Description:
This pack unlocks a small chain of quests set in three or four dungeons. The quests are filled with undead and vermin, are quite repetitive, and involve a few times that you'll just be looking around unsure of what to do or where to go (although that won't last too long)
Fun factor: Pretty low.
Rewards (XP/loot): Low to medium XP, loot that's nice at the time but quickly discarded as you outlevel it. Awards Silver Flame favor, which is not very important except for Barbarians that like to solo - if that's you, you'll need to buy all the Necropolis chains and beat everything on Elite except for the Black Abbot if you want the Silver Flame healing potions that solo Barbs love.
Best feature: Cool storyline.
Worst feature: Uninteresting mobs.
Ease of getting a group: Currently not hard as a lot of people have purchased this chain; may become harder over time as those players probably won't return to the Catacombs much on new characters.
Overall: Not recommended, but not a terrible buy. Rating: 5/10
Just finished Catacombs as a new player duo, level 3 & 4 with hirelings.
The first few quests were a bit dull, just had you running through a very simply laid out dungeon and killing some undead. As the story unfolds you are sent deeper and deeper into the catacombs area. The end quests got more interesting, one in particular was sort of fun when you are being chased by an unbeatable foe who constantly pounds you.
Playwise it wasn't really a hard series for someone on the low end of the learning curve so this might not be a bad buy for someone who's not very confident playing the game yet.
I personally didn't get anything worthwhile from the chests in this series, but my duo partner got a quarterstaff with +20 SP and a mithral armor set. The end chain rewards aren't too bad either, I got a hat with +5 Concentration.
One reason I said catacombs over STK in Robi's thread was the xp was increased for unlimited, and it is 8 quests compared to 4. Similiar time investment clearing them out and similiar xp. Plus there are some decent rewards, especailly the sword and staff for deleras.
The Subterrane is a part of the Vale of Twilight adventure pack. (as seen in the DDO Store description of the adventure pack and by clicking a Buy Now button on a Hound LFM)
The Subterrane is a part of the Vale of Twilight adventure pack. (as seen in the DDO Store description of the adventure pack and by clicking a Buy Now button on a Hound LFM)
Also Vale is not spelled Vail...
@ typos - yeah I picked up a couple of them last time I edited the post.
Thanks for the info re. Subterrane - that just goes to make Vale of Twilight the best of all the packs, pushing it ahead of Gianthold (although you'll have a hard time getting to a level at which Vale is playable without GH).
Just finished Catacombs as a new player duo, level 3 & 4 with hirelings.
The first few quests were a bit dull, just had you running through a very simply laid out dungeon and killing some undead. As the story unfolds you are sent deeper and deeper into the catacombs area. The end quests got more interesting, one in particular was sort of fun when you are being chased by an unbeatable foe who constantly pounds you..
You answered her question wrong or she wouldn't be bothering you
Great post!
Might want to mention the explorer chests for Demon Sands though. Bloodstone and Greaves especially.
G.
I haven't put them in because they are unbound (so people without the pack can get them other ways) and also, they jsut aren't that good of a loot run.
1.5% chance of looting a Bloodstone x 600k PP for a BS = 9k per looting.
Compare to Shroud:
24% chance of looting a Large Scale x 250k PP for a scale = 60k PP per completion, plus Large Stones, plus Tomes, plus 15k vendor trash per run, plus ~10k in sellable gear like Vorpals, Greater Construct Banes, etc - probably a total of 100k PP per Shroud, i.e. more than ransacking the Bloodstone chest.
You answered her question wrong or she wouldn't be bothering you
It was fun either way!
That thing pounded *me* the entire run out...not my duo partner, not the hirelings...me. Like I had some sort of undead GPS system attached to my character's forehead. Little elf cleric = delicious cake for wraith.
You answered her question wrong or she wouldn't be bothering you
Wrong Quest, Lorien. They are talking about the one where she chases you out of the crypt after you mess with the last altar or sarcophagus (whatever it is). Not the one where you talk to her at the beginning.