
Thanks for running the group, it was lots of fun. I can't make it Thursday, I play PnP D&D every other Thursday, but more raids sounds awesome.
We're starting to get into dungeons I haven't done (or only done maybe once), so these are all interesting options. I'm also all for another Chronoscope run Tuesday.
I do so love going into the quests wondering where to go next, walking cautiously behind the Artificer/Rogue, hoping that the traps are spotted and disabled before someone gets shredded/melted/bisected. I think last night felt a bit easier than normal because our Cleric dedicated himself exclusively to healing us. It was an extremely noble sacrifice, and I appreciate not getting killed, but I worry that he didn't have a lot of fun doing it. I, personally, am willing to risk getting killed if it means the whole party gets to feel included in the good times.
Remember, there should be a patch tomorrow, so get on early to get your game patched up - Elite Traps are getting the damage normalized a bit!
I think last night felt a bit easier than normal because our Cleric dedicated himself exclusively to healing us. It was an extremely noble sacrifice, and I appreciate not getting killed, but I worry that he didn't have a lot of fun doing it. I, personally, am willing to risk getting killed if it means the whole party gets to feel included in the good times.
Actually the rough spots were minimized because for most of the time we had 3 healers in group two
I can't speak for DDO, but in other games when i was playing the healer I had plenty of fun just hanging back and maintaining. Druid in WoW was particularly fun with that playstyle.
Archmage in WAR was great at that. The subtle differences between the hots (one was a little burst then a longer HoT, the other was a bigger burst and shorter HoT) And then you had the burst heal for when the HoTs couldn't mitigate incoming damage but it was on a 2 or 3 second cast. (vs instacast HoTs) You also had a lifetap DoT that would heal your defensive target.
Atras wrote:I think last night felt a bit easier than normal because our Cleric dedicated himself exclusively to healing us.
Actually the rough spots were minimized because for most of the time we had 3 healers in group two
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I suppose that could have had something to do with it, too.
Archmage in WAR was great at that.
WAR?
Side note: My druid can make swords out of flame. So awesome.
Warhammer Age of Reckoning... yes there were some very good things about that game ;P
edit: and my archmage had a channeling beam of death before it was cool, ha!
Atras wrote:I think last night felt a bit easier than normal because our Cleric dedicated himself exclusively to healing us. It was an extremely noble sacrifice, and I appreciate not getting killed, but I worry that he didn't have a lot of fun doing it. I, personally, am willing to risk getting killed if it means the whole party gets to feel included in the good times.
Actually the rough spots were minimized because for most of the time we had 3 healers in group two
I can't speak for DDO, but in other games when i was playing the healer I had plenty of fun just hanging back and maintaining. Druid in WoW was particularly fun with that playstyle.
Even if I don't always act like a healer should (check Arovin's screenshots from Chronoscope, almost every combat image that Mairghread's in, she's up to her shoulders in devils swinging a sword over her head ). I have to admit that sometimes I don't pay as close attention to the health bars as I should, but last night when the fight was looking like a tough one, I was hangning back concentrating on healing.
I think we need to coordinate buffs a bit better. We did a bit last night, but with clerics having access to all of their class's spells (whereas wizards tend to have more limited choices), the buff spells the clerics carry can be chosen more efficiently.
Toanstation has it right, a cleric should be in there swinging away, or casting offensively depending on the build.
Oh good... I was a bit worried in the latter part of last night that I wasn't "doing my job" when I busted out my mace and busted in some face... while still keeping an eye on health bars.
That said, I think I might need to practice a bit on NOT healing so much outside of the big battles. I've gotten into the habit of topping off anyone when they get below about 60% health, as soon as I see it. I agree also that the clerics need to coordinate better for buffs...
Everyone should carry a stack of heal pots, a stack of 100 only costs 7kpp from the guild vendor and should last awhile.
7k plat is a lot of plat if you ask me.
7k plat is a lot of plat if you ask me.
When you're just starting out yes, but you quickly build up plat the more you lvl up. At the current lvl most people are 6-8 you can get about 1k or so per quest. So the stack of 100 will pay for itself rather quickly, more so at higher lvls. You also don't need to buy a full stack if you can't afford it, it's just a good rule of thumb.
I'm sitting on 10 or 12k ATM, most of which has been pulled together since level 7. Even so, I tend to boggle at things like that when it's a significant portion of my current holdings.
Do you generally grind your unwanted loot for crafting ingredients, sell it to a regular vendor, or sell it to a broker? Because once I started selling stuff to brokers, my cash pile started growing significantly faster...
Not familiar with brokers, regular vendors are all I've really known in the game.
Not familiar with brokers, regular vendors are all I've really known in the game.
I hadn't clued in on brokers either, but they are a class of merchants that don't have a standard inventory like a shopkeep, they just re-sell stuff that players sell them. They have titles like "magical Jewelry broker" or something. The "base level" ones are at the base of the marketplace entrance, around where you get the Chronoscope quest (where the acrobats are entertaining). They only buy stuff that matches their level and specialty, but apparently they pay a fair bit more than the regular merchants.
Hey greensteel crafter types. I have mostly ignored gs because I don't ddo to grind raids but realize i prob have enough mats for an item. If I wanted to make the standard tr friendly hp-conc opp goggles what do I select for all the different tiers?
I tried messing around with a planner on perfect web but I think I am missing something basic.
Also is that a logical item to make first?
Yes Brokers are a must. On the map, they are the silver coin icons. The 3 broker places I know of are [1] MarketPlace (Low lvl armor/weapons+misc) [2] House K (Rest of the armors) [3] House D (Rest of the weapons)
They will buy your loot for 15% of the base value (assuming a haggle of 0). The normal vendors only give you 10%. So for a 3000pp item, you get 450pp instead of 300pp. That's 150pp for a single item, and they all add up. My haggle is currently 47 buffed, and I get about 26% of base for items I sell, it makes up for my lack of DPS and also pays for getting Hirlings on every quest
PS. All reputation does not affect brokers at all. But if you do the reputation quests, the vendors will give you 12.5% instead of 10%.
PPS. huge thanks to Arovin for pointing this out to me early on Best tip I've gotten in DDO yet.
My haggle is currently 47 buffed
Oh! I hadn't even thought of buffing haggle before selling stuff. Damn!
Hey greensteel crafter types.
I've never got a character high enough level to get into the Greensteel crafting stuff. What advantages does the Greensteel have over the regular items you would get at that level? It looks like a lot of work to collect all the gobbledegook to make one.
Never leave the marketplace without the Interactive DDO guide. It's what I use for greensteal crafting and what not.
I fired up a cleric and have been having a lot of fun with it. I'd like to find a new weapon as heavy maces are a tad boring. I did find a pick axe of the seeker in my last dungeon run but I had to go to work before I could check it out. It is a little confusing what seeker does. Is it like having a +2 added only for critical checks but not added to +hit?
I like having bless, being able to heal myself pretty well and having 25 AC with +1 sacred half plate and a +2 medium shield.
It is a little confusing what seeker does. Is it like having a +2 added only for critical checks but not added to +hit?
In the pen and paper game, rolling high enough on the "to hit" roll gives you the potential for a critical (more dice for damage); but you have to roll to hit AGAIN to confirm it; otherwise it is just a regular hit - so seeker +2 gives you the +2 on THAT roll, but not the original to hit roll.
(so 'YES' in other words).
Note that most clerics aren't proficient in martial weapons (like pick), so the pick might not be easy to use.
It may not have been a pick. It may have been a club or hammer or one of the other simple weapons. I can use it and I don't have any martial weapon feats. (and I am pissed/bummed that the silver flame etal weapon proficiency enhancements are a buff that consumes one of your turn undead charges, WTF?)
It may not have been a pick. It may have been a club or hammer or one of the other simple weapons. I can use it and I don't have any martial weapon feats. (and I am pissed/bummed that the silver flame etal weapon proficiency enhancements are a buff that consumes one of your turn undead charges, WTF?)
Yes, almost all the special cleric powers use up the turn undead charges. That is why the Radiant Servant prestige enhancement is so useful, because it makes the turns come back over time (slowly, granted).
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