DDO Orien server catch all - Static Group nights Tuesday and Thursday 8PM EST

I am incredibly happy with the turn out last night. Having two full groups was awesome I hope we can keep up this level of interest in DDO for an extended period of time.

I know a few of us wanted to try the Chronospoce raid a 2nd time on a higher difficulty. If there is enough interest in that we can plan to do it on Tuesday.

I was thinking for tomorrow we can run Tear of Dhakaan since the XP is so good. If there is interest we could also try the Carnival Series

We are getting close to the level where more raids will open up as options for us.

Tempest's Spine is level 10 and free to play.

The flagging quests for Vault of Night start at level 8 and the raid is level 10.

The Titan series and the Demon Sands both start at level 10 and the Raid is level 12

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!

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.

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.

Blind_Evil wrote:
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

I suppose that could have had something to do with it, too.

fangblackbone wrote:

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!

Blind_Evil wrote:
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. Healing in DDO is different than most other MMOs. For 90% of the content in game probably everything but big boss fights a healer can focus on CC, DPS casting or melee and not have to worry too much about everyone's red bars. There are a ton of classes that can supplement the Cleric or FvS healing and should whenever possible. That way when the primary healer is really needed for a boss fight they have not all ready chewed through their resources keeping the party up during the trash fights.

Bards, rangers, artificers, paladins and monks all have access to some heal spells or abilities. Rogues, Bards, and Artificers can UMD wands and scrolls to supplement healing. With enough focus on UMD any class can use a heal or Res scroll by end game. Arcane casters can repair warforged, half-elves can take a divide dilettante feat and be able to use wands and scrolls without a UMD check. Everyone that can should help take the pressure off of the main healers so they don't have to feel obligated to stand in the back and wait for people to get hurt.

Battle and Evoker Clerics and Favored Souls can heal just as well as the ones that stay in the back. It just takes experience to learn when you need to focus on healing or not. The difference is the ones who fill multiple roles are probably having more fun!

This will be more apparent as we get to higher levels and class abilities are fleshed out more.

Arovin wrote:

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.

AnimeJ wrote:

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.

AnimeJ wrote:

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.

emyln wrote:

My haggle is currently 47 buffed

Oh! I hadn't even thought of buffing haggle before selling stuff. Damn!

wolff wrote:

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.

I have not worked on a greensteel item, but If I did I would probably look at this for the planned end item.

Green Steel Goggles, Blindness Immunity, Disease Immunity, +50 Spell Points, +2 Charisma Skills (Exceptional Bonus), +100 Spell Points, +3 Charisma Skills (Exceptional Bonus)
+10 Diplomacy, +10 Haggle, +6 Wisdom, On-being-hit chance, gain 30 temporary hit points or restore 22-32 spell points, 4% chance on each

That will cover spell points, UMD, blindness immunity and will saves.

http://perfectweb.org/ddo/crafting/b...

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.

fangblackbone wrote:

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?)

fangblackbone wrote:

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).

Mousetrap wrote:
fangblackbone wrote:

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.

Seeker also adds to crit damage before the multiplier. Given the example of a pick which has 4x damage on crit, a seeker +2 would add 8 damage to a critical hit.

fangblackbone wrote:

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?)

If you are looking to make a cleric more interesting, consider taking 2 levels of monk and going unarmed. You would gain 2 feats, evasion, water stance which adds +2 wisdom and dodge, wisdom added to AC and a bunch of class skills. The biggest benefit of 2 monk with cleric is stunning fist, with your high wisdom you can knock out just about anything.

The term used to describe a build like this is "Clonk".