AlimonyJFMSU
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  • Is it possible to max out a character using only the wilderness adventure areas?
    Rain Nero
    Rain Nero
    Heard of a few people doing it over the years, but after early testing there's a few zones you'll just be locked out of due to quest requirements.
    First and foremost is Korthos's own wilderness. Without doing the first few quests, the wilderness zone remains locked. This one isn't too big a deal since you (theoretically) have more than enough xp available in the Borderlands.
    The other one, and the one that hurts the most: Barovia/Ravenloft (probably Lamordia too, but I don't own it so I couldn't tell you). I think the Bottle of Mist thingy can get around this, but if you don't have it and want to keep the character "Pure" this one's off the table.
    As far as I'm aware those are the only zones that are quest-locked and between Monster Manual XP and the reduced first-life requirements there should be more than enough to get a character to 20, though how long it'll actually take (and the effects on a person's sanity...) are a bit more questionable.
    AlimonyJFMSU
    AlimonyJFMSU
    I'd be willing to bend the rules and do some quests to get access to new zones. But nothing beyond those strictly necessary quests. Question: does Korthos Island have to be completed to access Stormreach?
    Rain Nero
    Rain Nero
    Not remotely! You can escape Korthos via the Keep on the Borderlands, which has a portal to the Gatekeepers Grove, or just by talking to an NPC on the Korthos docks.
    Time to try and get Ring of the Dread Seas for the third damned week in a row...
    DBZ
    DBZ
    Legendary chrono rings are nice too and can get you a 3 or 5 profane set bonus
    Despite the good xp reward, The Pit sucked. This is a poorly designed quest because frankly, I can't imagine anyone completing this without just cheating and using a guide.
    How do I check my favor with a given patron?
    Matuse
    Matuse
    Adventure compendium, the green book looking symbol in the main menu. The far right tab shows current favor with all patrons, current total favor, and how much you need to reach the next relationship tier.
    AlimonyJFMSU
    AlimonyJFMSU
    Ah, there we go.
    Waveman
    Waveman
    You can also just press "O" to bring that menu up.
    How feasible would it be to add custom music to the game?
    Pano
    Pano
    I think it should be possible, but you may also get some crashes upon updates and be forced to reinstall the game then? Definitely in a grey area of EULA. I just turn down ingame music and play spotify - far easier option
    I hate traps. I hope whoever added so many of them to dungeons has a really miserable month.
    AlimonyJFMSU
    AlimonyJFMSU
    That sucks, dude. That's dumb. So I'm just locked out of content because I had the audacity to not be a rogue.
    Terpilar
    Terpilar
    Even a first-life trapper can have trouble with trap boxes in Elite/Reaper – anyway you're supposed to be an adventurer, braving untold and unseen dangers. You'll overcome your trap phobia, I know I did.
    AlimonyJFMSU
    AlimonyJFMSU
    It's just frustrating getting one-shotted by something that I had no reasonable chance of expecting to be there.
    Do secret doors use the spot or the search skill? Or is it spot to detect one, and then search to find it?
    NomadDog
    NomadDog
    Like Anurakh explained, spot tends to become less important once you've run the quests often and know where trap boxes are located. Then you really just need search to find the boxes.
    AlimonyJFMSU
    AlimonyJFMSU
    Don't you need some disable skill or whatever for the boxes? Or rogue tools or whatever?
    TrappedSoulstone
    TrappedSoulstone
    Yes, you need disable devise to disable traps (skill, gear, tools) on appropriate class (art, rog, dark hunter). It is not needed to find and usually open secret doors. many early level and easier secret doors can be detected with true seeing item.
    Oh wow, according to this forum, I'm now a, "well known member." Better put some respect on it when you speak to me. I'm well know, after all.
    The should make epic/legendary Waterworks.

    Reason 1: It wud b kool.
    Reason 2: Despite the level cap for WW being 6...Kobold still hate you even at level 20+.
    U
    unforgiven_broken
    The quest themselves are Kinda empty they would have to Kinda Add stuff to em
    A
    Ahser
    More quests available at epic/legendary is always welcome. Waterworks could also give Tokens of the Twelve.
    AlimonyJFMSU
    AlimonyJFMSU
    Otherwise they need to update the game so Kobolds stop hating you after level 6.
    Just one of those days when you don't wanna wake up. Everything is ******. Everybody sucks. You don't even know why but you wanna justify RIPPING SOMEONE'S HEAD OFF. No human contact. Cause if you interact your life is on contract. Best bet is to stay away mothafucka. IT'S JUST ONE OF THOSE DAYS.
    Is it possible for you to lose action points? I coulda swore I had 1 unspent, but didn't want to spend it because I was gonna wait until I had a second so I could get a certain enhancement. I leveled up and...no enhancement points. Aren't you supposed to get 1 every time you level, since you ranked up?
    T
    ThreeBanks
    You get action points while in heroic levels. You get 1 for get rank that you don't actually gain a level for meaning while there are 5 ranks per level you only get an action point for each of the first 4 ranks, not the 5th rank.
    AlimonyJFMSU
    AlimonyJFMSU
    OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOH. So that means that the maximum number of action points you get in 20 levels is...80?
    T
    ThreeBanks
    Is there any point to me putting any points into dexterity as a cleric?
    A
    abaren
    That depends on your build and purpose. The traditional DDO cleric is a spell caster (they are under the spell tab during character creation) and they have worked better for me as that. Some people will want dex in their clerics but in the spirit of min-maxing power, the current meta would probably be to leave any tertiary attributes at 8 and eventually fill in the blanks with tomes. I was not here during the first years of the game but I think in the past people used to play more combat clerics. Now those battle clerics are usually reserved to people who know a lot about the game and they are usually either STR based or they use some trick to translate their main attribute into their attack attribute (for instance, using WIS to attack and damage).

    That said, there are 3 cases I can think of immediately that may make you think about DEX as a secondary attribute: 1)AC considerations: The usual consensus, specially for a new player is that AC is one of the worst defensive tricks right now (You would need to really put into it to make it work). So dont use DEX for that. 2)Dodge. Your dodge might be being capped by your DEX. Now dodge is probably one of the best things you may want, but clerics are unlikely to reach high levels here anyway. 3)Finally you may want DEX for Reflex, but clerics already have low reflex and you are unlikely to hit very high for it. In Conclusion: Of the top of my head, I think its probably sane to leave DEX at 8 at character creation on a cleric. But someone more knowledgeable might want it for some arcane build.
    AlimonyJFMSU
    AlimonyJFMSU
    Oh. Alright. It's just cause I read that at creation you should take like 3 points of dex just so that you avoid some kind of armor penalty later on. Guess it's back to the drawing board...again!
    So Concentration seems to reduce the chance of your spells being interrupted when you cast them. But it seems like as a cleric, a good number of my spells are instant cast anyway. What is the benefit of concentration?
    AlimonyJFMSU
    AlimonyJFMSU
    Yeah, I just noticed that the animation isn't JUST an animation, and actually has meaning. In WoW, the animation is worthless. What counts is a little bar at the bottom of the screen where it shows that your spell is being cast that turns red and says, "interrupted" if someone shield bashes you or silences you while you're casting.
    A
    abaren
    That is true for D&D because there are many components of a spell. For instance, if your character is quelled you can not cast spells. If you dont have a material component you may fail it. The "animation" is usually the somatic spell component of a D&D spell. If you can not perform the gesture, the spell will fail. Sometimes a spell requires a verbal component (i.e.: "Abracadabra!") and if you can not speak (silenced) you will also fail. One thing divine casters have over the arcane casters is that they are not subject to arcane spell failure. Now arcane spell failure in DDO is usually tied to armor use. The heavier the armor, the harder it is to cast a spell. If I am not mistaken, divine casters suffer no failure chance because their spells are a translation of their prayer and the god's will. If the gods accept your request, the spell is guaranteed to be given to you. More power for them!
    Terpilar
    Terpilar
    Do not mistake casting time, very very rarely instantaneous and linked to the spell casting animation, and duration, which can be 'instant' for some spells that take effect immediately and don't linger, like a fireball or a cure wounds spell.
    Should I get Greater Spell Focus: Necromancy or Mental Toughness? Making my spells harder to resist sounds neat. But on the flip side, a flat 1% bonus to crit and 10 extra SP sounds good too.
    A
    abaren
    I would argue Mental Toughness is always useful. Spell Focus is only good if you have in depth knowledge of the game. DCs are hit or miss. If you know are are 1 DC from hitting the sweet spot, take it. If you are over the required DC, you will just waste a feat. If you are too far from the DC requirement, then you will miss anyway and the feat wont help you. Its better to have more DCs than not but you would still get more mileage if you got as much DC as you needed. Mental Toughness is always a safe bet even if its not optimal every time.
    AlimonyJFMSU
    AlimonyJFMSU
    Well, damn. Luckily I just made the toon, so I can always just create another one. I figure with the DC, though, you never know what sort of enemy you're gonna fight, so you may need the extra hit chance.
    Welp, it looks like I'm literally being forced to be F2P only because SSG doesn't want to take my money lol. Anyone got any ideas of how I can get extra quests and whatnot without buying DP?
    QuantumFX
    QuantumFX
    Then I would start HERE and put it under "I am experiencing purchase issues". This will make sure the ticket goes to the account support people. They've been really quick helping me resolve an issues in the past.
    AlimonyJFMSU
    AlimonyJFMSU
    Christ, I dunno. I'm tired of this. I already spent like 30 minutes on the phone with the bank the other day. Hell, afterwards I used that exact same card to order a book.
    QuantumFX
    QuantumFX
    It may not be the card. The link I posted is SSG's support people. You won't have to get on the phone with anyone. I had a problem with purchasing the Lamordia expansion a couple weeks ago, and they were able to get the issue fixed in a day.
    What stats exactly affect my chance to score a critical hit on a target? With melee, and spell?
    Lopnel
    Lopnel
    It depends on the weapon style. The lighter the weapon the less damage it does but is more likely to critical. Also you can stack in a feat called improved critical = the weapon style (eg piercing, slashing, ranged, thrown and bludgeoning) and Enhancements. This will open up your critical threat range. There are also different epic strikes to choose from that may increase your chance to critical versus the enemies remaining fortification after fortification bypass.
    For Spells you rely on enhancements, feats, equipment, spell lore bonuses, philigree, augments, set bonuses and epic past life energy criticals.
    AlimonyJFMSU
    AlimonyJFMSU
    Let's say daggers.
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