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

Mousetrap wrote:

So how did group 1 with Safehouse end up doing in the quest? It only occurred to me now that the only caster in that group was the Ranger. Resist Energy seemed an absolute requirement to get through that dungeon with all those enemy casters in it - and our group had both the cleric and wizard in it.

We made it through but took much longer than group 2. Our healers were both Hirelings and got themselves killed constantly. The monk ended up saving us from failure multiple times with an AoE when half the group was unconscious.

Arovin wrote:

The last few weeks of sessions have been updated, sorry I let it get so far behind.

Blind_Evil wrote:
Staked wrote:

Are any particular classes needed at the moment?

I've been away for a bit due to work-related stress and the end of the basketball season (I shall be back!), but last I checked we were short on melee sorts. Since my Wizard has fallen behind appparently, I'll likely start playing again with my Paladin when I return, but even then the group is short on armor.

Arovin could probably answer better than I, though.

Yeah, we are short front line melee types who can take a beating, Fighter, Paladin or Barb. With that in mind, we can make just about anything work so play what you will have the most fun with.

Lookit! See? We were short melee! How did that get turned on its ear so quickly? That was last week.

I'm not opposed to switching back to caster or healer if we need it (ideally I'd like to fully level a melee, specialist, and caster eventually), but it's become hard to track our needs.

Blind_Evil wrote:
Arovin wrote:

The last few weeks of sessions have been updated, sorry I let it get so far behind.

Blind_Evil wrote:
Staked wrote:

Are any particular classes needed at the moment?

I've been away for a bit due to work-related stress and the end of the basketball season (I shall be back!), but last I checked we were short on melee sorts. Since my Wizard has fallen behind appparently, I'll likely start playing again with my Paladin when I return, but even then the group is short on armor.

Arovin could probably answer better than I, though.

Yeah, we are short front line melee types who can take a beating, Fighter, Paladin or Barb. With that in mind, we can make just about anything work so play what you will have the most fun with.

Lookit! See? We were short melee! How did that get turned on its ear so quickly? That was last week.

I'm not opposed to switching back to caster if we need it (ideally I'd like to fully level a melee, specialist, and caster eventually), but it's become hard to track our needs.

My plan is to keep a few characters on the same pace as the static group so I can swap in what we need at any given time.

emyln wrote:

I intend to mostly do Solo

Don't do this! I mean, the game is actually plenty of fun when playing solo, but there is a good list of people here who would be happy to play with you. I know I could stand to make a new character, just to have a back up, and lots of the static players already have alts at all sorts of levels. The game just plays better with a group, D&D is a team game after all.

Mousetrap wrote:

So how did group 1 with Safehouse end up doing in the quest? It only occurred to me now that the only caster in that group was the Ranger. Resist Energy seemed an absolute requirement to get through that dungeon with all those enemy casters in it - and our group had both the cleric and wizard in it.

I think we could have done a lot better if our hirelings were about 50% less stupid. When we did the Kobold Assault thing, I almost never had to command my Cleric: he just kept healing people when they got hurt and we kicked butt. As soon as there was acid on the floor.... Ugh. We tried the "make the hireling stand still and summon them after we get past the trap" trick with the giant flame trap with spinning blades of doom below; it didn't work too well. As soon as Safehouse and Dessandra called the hirelings to us, they materialized next to us, but apparently took the full damage from the fire trap, so they teleported in unconcious. I was panicking, trying to get enough Ki up to mass-heal the two of them in time.

All told, I think we had 9 deaths, and that isn't likely counting the hirelings. We had one full-wipe pretty early, so we reset, and then another full wipe later that we just pushed on through. It was certainly hard, but it was still pretty fun, and some of the rewards gear was really nice. Also, thank you Arovin, for letting us (me) do more of the exploring/discovery. I totally don't count that initial trap avoidance as cheating, since we had just seen it 5 minutes earlier.

I'm really debating this. I think I could get really into the game, I've essentially played 4 hours each night for the past 2 nights.

But it also means I'll have to create a new character on the Orien server. Still, I'll probably do it this weekend.

emyln wrote:

I'm really debating this. I think I could get really into the game, I've essentially played 4 hours each night for the past 2 nights.

But it also means I'll have to create a new character on the Orien server. Still, I'll probably do it this weekend.

Each new character has a clean slate, so that is more free DDO points through Favor! What classes have you been enjoying?

Just a heads up on the Airship store code SHIP01, you can now use it 5 times per account.

So how did group 1 with Safehouse end up doing in the quest? It only occurred to me now that the only caster in that group was the Ranger. Resist Energy seemed an absolute requirement to get through that dungeon with all those enemy casters in it - and our group had both the cleric and wizard in it.

I'm a little hazy on my characters names and levels here from work, but I think this is my Orien list:

Chianglung - Monk 7
Eldaron - Cleric 7
Inegio - Rogue 1 Ranger 9 (arcane archer)
Maediae - Artificer 3 Cleric 2 Rogue 1 (silly toy character)
Neried - Rogue 1 Wizard 7
Rodderic - Rogue 1 Fighter 5
Scriptorus - Favoured Soul 6

and Majeure - Artificer 2 Wizard 4 (what i have been playing up to now).

Another heads up, Spell and Trap damage scaling on elite is broken and doing up to 4x the damage it should be.

Ran Enter the Kobold on elite last night, the entire group could not enter the boss room. The living spells where spamming 300+ AoE fire attacks. There is a thread with many people reporting issues like this.

http://forums.ddo.com/showthread.php...

I have 2 characters on Orien now. How do I get a guild invite?

Astir Taalkure - Lvl 3 bard
Isale Taalkure - Lvl 2 Wizard

emyln wrote:

I have 2 characters on Orien now. How do I get a guild invite?

Astir Taalkure - Lvl 3 bard
Isale Taalkure - Lvl 2 Wizard

I will send then via the in game mail when I get home tonight.

I went to log on and send the invites but my launcher keeps freezing.

Blind_Evil wrote:

I went to log on and send the invites but my launcher keeps freezing.

Does your shortcut launch DDOlauncher.exe or turbinelauncher.exe? There was something in the release notes about this...

Atras wrote:
Blind_Evil wrote:

I went to log on and send the invites but my launcher keeps freezing.

Does your shortcut launch DDOlauncher.exe or turbinelauncher.exe? There was something in the release notes about this...

That fixed it, thanks a ton!

'spose I should read those occasionally

emlyn, I mailed you those invites.

So, if everyone up for trying Three Barrel Cove tonight? Let me know if you need a guest pass.

Arovin wrote:

So, if everyone up for trying Three Barrel Cove tonight? Let me know if you need a guest pass.

Oh god. 'Ghost of a Chance' giant puzzle room on elite? That will certainly be a challenge.

Mousetrap wrote:
Arovin wrote:

So, if everyone up for trying Three Barrel Cove tonight? Let me know if you need a guest pass.

Oh god. 'Ghost of a Chance' giant puzzle room on elite? That will certainly be a challenge.

If we find we are having trouble, we can drop down to hard since there are damage scaling problems with elite right now.

There are a ton of new named items added to Three Barrel Cove

Spoiler:

Brine Shaman's Staff - Quarterstaff: +2, Cha/Int Attack, Str Damage, Spellcasting Implement, Glaciation, Magnetism, Minor Ice Lore, Minor Lightning Lore, Tidal, Spell: Gust of Wind [3/Charges,Eternal] [ML:6]
Chieftain's Spear - Quarterstaff: +2, Bleed, Maiming, Puncturing, can use both STR/DEX as atk/dmg, 19-20/x2, also deals piercing damage [ML:4] (Chest loot: Brine, sahuagin chieftain)
Corsair's Bandana - Helm: Spot +5, Swim +5, Resistance +2, Corsair's Cunning Item Set [ML:5]
Corsair's Cufflinks - Bracers: Armor Bonus +5, Haggle +5, Attack Bonus +1, Corsair's Cunning Item Set [ML:5]
Corsair's Galoshes - Boots: Balance +5, Jump +5, Striding +15%, Corsair's Cunning Item Set [ML:5] (End Reward: Garl's Tomb)
Greatbow of the Scrag - Longbow: +2, 2d8+2, Blunted Ammunition BtCoE [ML:4] (Chest loot : Dulse, rare scrag)
Kobold Admiral's Uniform - +3 Leather armor, +6 AC, +6 max dex, 10% asf, axeblock, spearblock [ML:4] (Chest loot: Admiral Ancker) [1]
Moonhowl Axe - Greatclub: +2 (1d12), Proficiency: Greatclub granted, Screaming, 20/x3, can use both STR/CHA (yes, this one charisma) as atk/dmg. ML:4 (Moonhowl Bugbear rare chest) [2]
Orcish Privateer's Plate - Full Plate: +3, Mithral, Feat: Mobility, Intimidate +5 [ML:4] (Chest Loot: Captain Dustdyn)
Pirate Treasure Map - Consumable: +1 to Loot for 15 Seconds (Possible chest loot at Dybesh Relix, moderate drop rate, and yes each quest in 3BC can drop map, but 100% drop on 3rd completions.
Scorching Wraps - Handwraps: +2, Flaming Burst, Spiked, Bleed [ML:4] (Chest Loot: Scorchtusk)
Scoundrel's Cutlass - Scimitar: 1d8+2, Frost, Anarchic [ML:6]
Scoundrel's Greatsword - Greatsword: 2d8+2, Flaming, Anarchic [ML:6] (End Reward: The Legend of Two-Toed Tobias)
Scoundrel's Longsword - Longsword: 1d10+2, Shock, Anarchic [ML:6]
Scoundrel's Repeating Heavy Crossbow - Repeating Heavy Crossbow: 1d12+2, Acid, Anarchic [ML:6]
Sky Pirate's Dagger - Dagger: +2, Keen, can use STR/DEX for both atk/dmg, 17-20/x3 [3] (rare chest loot : Ilmarin Tychonn)
Strinati's Hand Cannon - Runearm: Exploding Cannon Shot, Max Charge Tier 3, Wizardry II, Rune Arm Imbue: Fire II, Craftable +3 [ML:5] (Chest Loot: Strinati)
Tiefling Assassin's Blade - Short Sword: 1d6+2, Keen, Wounding, Poison, can use both STR/DEX as atk/dmg, 15-20/x2 BtCoE [ML:4] (Chest Loot: Ithun Orenah)

I'd need a guest pass if we're doing the Cove.

Unrelatedly, I'm taking a business communications course over the summer. It has a series of linked assignments revolving around the collection and analyzing of some primary data. There seems to be quite a lot of leeway in choice of topic, so I'm thinking I'll have some fun with it by doing something DDO related. So, if it's alright with everyone here, I'd like to collect some basic information as we play - things like character classes/roles and levels and how many times we die in a given quest. Nothing intrusive or disruptive to our play.

Let me know if you have any questions or concerns.

FYI, Three Barrel Cove is currently on sale for those interested.

I am really interested in the artificer.

Any tips on where to start? Or what is the best way to get the points for the artificer? I'll have to look up stats but I remember rolling several characters a few years back trying to take one level of something like the rogue for the initial benefits like sneak attack. (can't remember whether you need 3 levels of rogue for sneak attack or not)

Is there a site that covers this? the ddo wiki?

fangblackbone wrote:

I am really interested in the artificer.

Any tips on where to start? Or what is the best way to get the points for the artificer? I'll have to look up stats but I remember rolling several characters a few years back trying to take one level of something like the rogue for the initial benefits like sneak attack. (can't remember whether you need 3 levels of rogue for sneak attack or not)

Is there a site that covers this? the ddo wiki?

http://ddowiki.com/page/Starting_a_A...

Rogues get sneak attack every odd level (1d6 at level 1, 2d6 at level 3...) Rogue splashes should always start with rogue a level 1 to get the most out of the skill points that rogues get. Also if you are splashing rogue on to any class other than Monk or Ranger you will want to take 2 level to get evasion.

Edit: Splashing on an Artificer is not always the bet idea, you will be better at traps but loose out on the Artificer Capstone which is one of the best capstones in the game.

I enjoyed this game when I played but sometimes there was just noone on. A lot. Is there an active group? Maybe I was just not looking hard enough.

There's a fairly active group of us on Orien now; we're on Tuesdays and Thursday nights from 9 to 11 or so, and you're more than welcome to join up. I'd recommend picking up veteran status to catch up to 7 though.

So I keep forgetting how BIG Three Barrel cove is. For group 2, the last dungeon we went through (Troglodytes Get - first time under the waterfall) is actually a level 6 quest, so on Elite it is level 8. We only had two level seven and two level six characters at the time - probably why we had so much difficulty. It looks like both the level sixes trained to seventh. Maybe Thursday will go smoother?

I [re]installed DDO a few nights ago. I had played it a long while back, but barely scratched the surface... now I've created a brand new cleric on Orien, and again have just barely scratched the surface (level 1, rank 2). I don't suppose anyone would be interested in showing a noob around? Or should I stick solo until I get past Korthos Island?

Edit: Neglected to mention... my character name is "Merphie" (that's a vowel "i" in the 6th place), no surname.

merphle wrote:

I [re]installed DDO a few nights ago. I had played it a long while back, but barely scratched the surface... now I've created a brand new cleric on Orien, and again have just barely scratched the surface (level 1, rank 2). I don't suppose anyone would be interested in showing a noob around? Or should I stick solo until I get past Korthos Island?

Edit: Neglected to mention... my character name is "Merphie" (that's a vowel "i" in the 6th place), no surname.

The game's exponentially better with others, and I'd be more than happy to quest with you on my new druid if you'd like. What's a good time/day?

I'd be happy to group with you, I just made a wizard that needs lvl-ing. Just shoot me a message on Steam. Which reminds me, can someone send an invite to Zeezrom, or make Zerahelmla an officer so I can invite my own alts?

As an aside, since invites are coming up frequently, all you need to invite someone is their first name, surnames aren't used at all.

How often do they have turbine point sales? The prices seem a bit steep.

EQ charges $7.50 for a class and $3 for a race. Now, I know that it seems the races like half elves are much more than cosmetic and things like 32 point builds are important too. But $11-$15 for races and classes is very steep.

I think they over complicate things with the points prices too. KISS... EQ is a penny a point or 1000 points for $10. Turbine is 600 points for $8? And that is with bonus points. It seems the normal price is 450 for $8. It does not make sense to me.