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Roy
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Post by Roy »

I was going to answer you uber, but since you started being a douchebag again I'll just leave you to waste your time making gimps.
Lago PARANOIA wrote:All right, let's forget TWF for a moment.

What about two-handed fighting? I heard that with with stuff like glancing blow and all that THF is comparable.

It would require less of a stat and feat investment. So we'd have something like... this:

STR: 16
DEX: 8
CON: 14
INT: 8
WIS: 16
CHA: 14

(with the +4 bonus points)

All of the level-up points go into wisdom.

Fighter 1 / Cleric 19

Feats:
1: Two-Handed Fighting, Power Attack, Toughness
3: Extend Spell
6: Quicken Spell
9: Improved Two-Handed Fighting
12: Improved Critical
15: Greater Two-Handed Fighting
18: Mental Toughness

I don't know if the khopesh can be wielded two-handed. If it can, then let's stick that in there somewhere.
Now here's the thing about THF. Your attack speed is going to be low and that's what makes your DPS worse than TWFers barring possible extreme cases like Barbarians with Strength scores of 80 (requires no less than a dozen very rare items, most of which are raid loot). One of the most recent updates greatly reduced the attack speed of everyone but TWF got nerfed less, and TWF is actually a little better now at endgame. But the main point to take home there is THF got nerfed more. It does require less stats and feats, but the damage is barely better than sword and board. Also, glancing blows just means lots of aggro on you since anything not hit yet that gets hit for even 1 damage will jump on whoever did that.

Your best choice would be a greataxe, which is still not very good and requires ditching some feat somewhere. But again, it's still not very good, and your actual spells are going to suck hard if you do that.

Speaking of which, let's talk about the spells. Put simply, spells need items to be relevant. Damage spells need items that enhance the damage of those spells. Crowd control and save or dies need items that enhance the spell penetration rolls of those spells. These items will account for over a quarter of your damage (note: damage means anything that affects HP, including healing) and +3 vs SR so they're quite important. They also mostly only come on weapons which means you'll be seeing a lot of casters holding two weapons but never swinging them. Obviously if you're using a melee weapon you can't do that. There are ways to get those abilities as non weapons but the items are a lot rarer and usually higher level for the same benefit as well. If you switch weapons you introduce more possibilities for error and more delays.

This same thing introduces a different problem. Lower level spells are often BETTER than comparable higher level spells. Yeah really. Arcane casters don't have a lot to look forward to past about level 15. Divines are ok though because there are more worthwhile spells there.

See, there are no items that boost 9th level spells in any way whatsoever. Even though the latest mod raised the cap from 16 to 20, they forgot to actually expand the fucking item tables to go with it. And to get items boosting 8th level spells you need raid loot and often then it still has limitations like 'need 3 items and then only works for cold spells' or 'only works 3 minutes at a time, 3 times per rest'.

You can get items boosting 7th level spells off random loot for specific types of spells in most cases and items boosting all 6th level spells and lower.

This means your Delayed Blast Fireball is going to do more damage than your Meteor Swarm while also costing less mana and your Finger of Death with Heighten Spell is more likely to land on anything with high SR (Read: most of the endgame) than a Wail of the Banshee. The latter at least manages to be useful anyways because it hits enough enemies that it's bound to work on more than one of them if being attacked by a crowd but it is still fucking insulting that most of the time the thing you got 7 levels ago is still better most of the time.

Divine casters encounter the same problem but have more spells worth casting anyways so they don't encounter that problem.

Anyways, JE was right until he got to the second to last paragraph. No one spends ranks on the repair skill. All that does is make you regain a few more HP when you shrine. It's nothing a level appropriate repair spell won't cover and then some. They can also be healed by cleric spells. They only do half as much (65% as much if you spend 1 or 2 AP on Healer's Friend 1... the higher ones aren't worth it) but divine spells do work. Unless you're an idiot and take Improved Fortification. You know, because you wanted to gimp yourself 1-20 for something that only gave a benefit 1-6.

Also, uber seems determined to lead a bunch of people astray without having any fucking clue what he is talking about whatsoever. I mean, he hasn't even fucking replaced his MW sword that does 1 point of fire damage yet you get from the fucking newbie island and he wants to talk about item availability. Bitch please. After all, the sword is functionally identical to a +1 sword. Which means a +2 sword fucking replaces it. That's a level TWO item. Of course you won't find it from chests until level 5 or 6, but you can go on the AH and buy it for far below market price and use it at level 2. Yet he still seems to think you'll find better gear from random drops than from the AH.

He's also still missing the fact his elf is well into one hit kill territory at any time due to much lower HP. Dead characters do 0 damage.

I'd be willing to wager ubernoob has still not left the newbie island. The newbie island is a fucking joke. Someone completely new to the game can solo the whole thing on hard with any character class flawlessly. Someone who has played at least one character before can solo it on elite. The game gets a little harder in the harbor, a lot harder in the marketplace, and starts getting mean once you get to the houses and the areas outside Stormreach.

Lago: Pretty much. Best AC characters are using robes. But getting an AC that means anything means farming for lots of raid gear because you need lots of different dodge bonus items and insight bonus items to do it.

Power Attack is a good idea later. It's not a good idea for a while as there are actually a fair number of enemies you'll have trouble hitting without Power Attack. Later on enemy ACs have barely improved and your to hit bonus is triple what it was. Yeah sure, go ahead and let em have it. But as a Cleric, forget it. The excess attack bonus thing doesn't apply to you.

One point I really need to drive home here is the non caster classes are actually worth a damn, and what's more things like CoDzilla and gishes and whatever are highly suboptimal to the point of nonfunctional without lots of rare gear.

Further if you want a 'competent DPR person who happens to have a variety of nice secondary schticks' well that's called 'any melee guy with UMD and lots of scrolls and wands to use'. It's not going to kick in very well at level 1 but then neither are those other builds. It's also going to be expensive, but not nearly as much so as grabbing a bunch of rare loot will be.

Example: 100 Heal scrolls will last you a while. They will also cost about 200,000 gold. That's about an hour or two of farming a relatively low end high level area. By the time you can reliably make DC 39 UMD checks you can easily afford that. Similar parallels work for lower levels and lower end items.
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Can someone tell it to stop using its teeth please?
Juton wrote:Damn, I thought [Pathfailure] accidentally created a feat worth taking, my mistake.
Koumei wrote:Shad, please just punch yourself in the face until you are too dizzy to type. I would greatly appreciate that.
Kaelik wrote:No, bad liar. Stop lying.
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Judging__Eagle
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Post by Judging__Eagle »

Yeah, the AH is looking to be the best way to -get- items.

You dump the loot that you don't like on the AH; you sell it for cheap, then save up and buy the gear you want.

Quests are seriously repeatable, and you can get 1.X platinum just grinding the Storehouse of the Cannith Crystal quest over and over if you're "that concerned" about cash.

I was seriously thinking about selling or repairing my weapons, but decided to say fuck it. I'll replace them when I leave noob areas and can interact with the games actual economy.

Right now I'm sitting on 100 or so platinum; I buy the NPC hirelings when I go on a dungeon crawl and summon them, it's freaking awesome to have a cleric hireling, since they're a fucking tank, and will heal themselves and me, leaving me to worry about damage and CC. At 9 gold a pop... that's really like nothing; repeating one quest in elite or solo gives me 100 or so gold from the quest reward item.



Also... Sorcerers are pretty decent at mid game and end game b/c they will have massive Cha scores; allowing them to do the following:

-UMD (healing and spell casting; really, even -wizards- and -clerics- need UMD; fuck -everyone- who has a competent build tries to get UMD; and the amount of cash to use it in-game is actually trivial)

-diplomacy (dump and reset your aggro, lasts 6 seconds, 6 second cooldown; won't work on dumb stuff like UD, and prolly golems)

-intimidate (it's a pulling/taunt skill; awesome imo)


My wizard is decent. I'm sticking with him b/c I like to use stuff like hypnotism, mage armour, sheild and master's touch; since it saves me spell points. I 'could' put on a suit of armour, but nothing gives me more than mage armour does that I can wear without incuring an attack penalty. My attack modifier is shit, and my str is 10; but on the outside mobs on my own, it's fine.

Their HP is low, I've got DR 3 Sahaugin Speaks (Axe Block), my AC is 17, and the weapons that I use are things like Mon Humanoid Bane Rapier (I got it for the crit rate; I might redo the quest and get the sword as well and try that out).

The funny thing is that I've got a golf-bag of weapons right now.

2 ranged weapons (+1 xbow, very nice drop, since ranged weapons you can buy early on are shortbows, and yeah, suck; and a wand of some fire spell that I got from the 1st quest; it deals 4-6 fire damage, can crit, and is awesome since there's actually a lot of things weak to fire damage early on; plus the wand recharges every fucking time i enter or leave a dungeon; seriously, everyone is better off with that wand than with any of the other quest rewards, with UMD of course. I get so much use from this wand)

a bunch of melee weapons

-+1 dagger (last restort if i'm in a group)
-Mon Humanoid Bane Rapier (sahaugin weapon; when master's touch is memm'ed)
-+1 Scimitar (gen. purpose hacker; again when Master's Touch is memmed)

I don't have a blunt weapon. I won't really sweat it either. I want to progress to level 3.
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Post by Roy »

As soon as you get off the newbie island go bind in the tavern then run up the ramp and around a bit. You'll see this crazy looking fucker pointing at something. Talk to him.

This quest is called 'Durk's Got a Secret'. Go in there, when you have a choice of going left or right go left, kill the mobs and pull the switch there, then go around to the other side. There should be a door open. Walk up to it. Did you get a message telling you to 'Kill Muck'? If you did, go kill the ooze. You might want some ordinary clubs for this for obvious reasons. Once you beat him open the chest. There is a roughly 10% chance to get a glass club called 'Muckbane'. This is an awesome weapon for killing slimes throughout the entire game. You can also easily sell it for a hundred thousand gold. If you aren't subscribed your gold cap may actually be much lower than that though and that can fuck you up. But that's a very easy way to get the funds to outfit your character.

Muck isn't always there. If you didn't get the message try again.
Draco_Argentum wrote:
Mister_Sinister wrote:Clearly, your cock is part of the big barrel the server's busy sucking on.
Can someone tell it to stop using its teeth please?
Juton wrote:Damn, I thought [Pathfailure] accidentally created a feat worth taking, my mistake.
Koumei wrote:Shad, please just punch yourself in the face until you are too dizzy to type. I would greatly appreciate that.
Kaelik wrote:No, bad liar. Stop lying.
Standard Paizil Fare/Fail (SPF) Type I - doing exactly the opposite of what they said they would do.
Standard Paizil Fare/Fail (SPF) Type II - change for the sake of change.
Standard Paizil Fare/Fail (SPF) Type III - the illusion of change.
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Post by Judging__Eagle »

Oh... damn. That's a handy tip, thanks Roy.

The fact that there's a fucking -boss- slime, means that I need even a basic club to beat that zone. I don't want it to start slushing about all over the fucking place.

The NPC warrior hireling carries a great hammer, or some bludgeoning 2H-er. That might be handy. The cleric one always carries a mace/club, so that's good too.

I think that once you go 'sunny side', that you can't go back to the snowy side. So pick up everything that you can, or want, before you cross to the other side.
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CatharzGodfoot
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Post by CatharzGodfoot »

Roy wrote:There is a roughly 10% chance to get a glass club called 'Muckbane'. This is an awesome weapon for killing slimes throughout the entire game. You can also easily sell it for a hundred thousand gold. If you aren't subscribed your gold cap may actually be much lower than that though and that can fuck you up. But that's a very easy way to get the funds to outfit your character.
The dwarf ranger I've been playing sold it to a shop. Oops.

[Edit]
For versatility and melee damage the dwarf ranger has been a pretty killer combo so far. Wielding two war axes (with dwarf damage and attack boosts), needing a Dex of only 13, sneakiness, and some good favored enemies seems like a pretty sweet deal. For once the Tempest PrC isn't a trap.
Last edited by CatharzGodfoot on Tue Oct 13, 2009 6:29 pm, edited 1 time in total.
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Post by Roy »

Judging__Eagle wrote:Oh... damn. That's a handy tip, thanks Roy.

The fact that there's a fucking -boss- slime, means that I need even a basic club to beat that zone. I don't want it to start slushing about all over the fucking place.

The NPC warrior hireling carries a great hammer, or some bludgeoning 2H-er. That might be handy. The cleric one always carries a mace/club, so that's good too.

I think that once you go 'sunny side', that you can't go back to the snowy side. So pick up everything that you can, or want, before you cross to the other side.
I don't think it splits, but it will fucking eat your weapons. Including plain clubs, except you don't care since it's 1 copper. Muckbanes are immune to ooze damage. Just don't use them against anything else. They are made of glass after all.

I don't think hirelings can get their gear damaged so you could make them fight it.

As for the snowy/sunny thing, you aren't missing anything. Except for the inability to leave the place, and group with almost everyone since almost everyone skips the snowy area because it's fucking annoying to be isolated.

And yeah, dwarf rangers are ok. A bit better at tanking and a bit worse at damage. It's not too big a difference either way. Also, Tempest is fucking hardcore. In fact it's your only option if a ranger, and would be even if they ever added the other two levels of the other two prestige classes. Dwarf axes are almost as good so you just take Toughness instead of EWP and otherwise turn out the same.
Draco_Argentum wrote:
Mister_Sinister wrote:Clearly, your cock is part of the big barrel the server's busy sucking on.
Can someone tell it to stop using its teeth please?
Juton wrote:Damn, I thought [Pathfailure] accidentally created a feat worth taking, my mistake.
Koumei wrote:Shad, please just punch yourself in the face until you are too dizzy to type. I would greatly appreciate that.
Kaelik wrote:No, bad liar. Stop lying.
Standard Paizil Fare/Fail (SPF) Type I - doing exactly the opposite of what they said they would do.
Standard Paizil Fare/Fail (SPF) Type II - change for the sake of change.
Standard Paizil Fare/Fail (SPF) Type III - the illusion of change.
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Post by ubernoob »

A couple of things I was wrong on:
1) For some reason I thought it was 1d6 fire damage. It's still effectively a +1 weapon (+1 to hit from masterwork, +1 to damage). I didn't run into a better weapon til getting to Stormreach.

Actually, that was it.
2) Can you explain where my math is wrong? Seriously, I layed out in point buy why elf is better. Math dude. Important stuff.
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Post by Roy »

Yes, you won't find a better weapon until you get out of the newbie area. But that doesn't mean anything, it just gives choice of longsword/greataxe/heavy mace because those are common and generic items, not because they are good. The Anger's Set probably will not be replaced until level 9, but that doesn't give necklaces and boots any special value just because those two items give a +2 to hit that stacks with everything.

About the best end reward longsword you're going to get is... level 6. And while it is a very nice weapon doing +4d6 damage to NE and CE enemies, +3d6 to LE enemies and +2d6 to TN and CN enemies, it is still something that is going to eventually be replaced and therefore is hardly worth specializing in. Also to get it you have to run one of the most annoying quest series in the game.

How so? Let me count the ways...

Rust monsters. All over the fucking place. Nuff said.
These fucking dog things that spam save or dies after lowering your saves. They also have acid breath that will take off around 75% of a human's health (and OHKO an elf of course) and keeps doing damage over time.
Beholders. No, they aren't a joke like in PnP. Hardest mobs in the game in fact.

And lots more aberrations. Oozes too. But what do you expect? It's narrated by one of the 'Death, No Save!' guys.

I'm not poking through this thread to retouch old arguments. If it wasn't about the whole 'dies in one hit, dead characters do zero damage' thing then repost it, I'll get to it later.
Draco_Argentum wrote:
Mister_Sinister wrote:Clearly, your cock is part of the big barrel the server's busy sucking on.
Can someone tell it to stop using its teeth please?
Juton wrote:Damn, I thought [Pathfailure] accidentally created a feat worth taking, my mistake.
Koumei wrote:Shad, please just punch yourself in the face until you are too dizzy to type. I would greatly appreciate that.
Kaelik wrote:No, bad liar. Stop lying.
Standard Paizil Fare/Fail (SPF) Type I - doing exactly the opposite of what they said they would do.
Standard Paizil Fare/Fail (SPF) Type II - change for the sake of change.
Standard Paizil Fare/Fail (SPF) Type III - the illusion of change.
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Post by ubernoob »

So, what weapon *would* you use on a cleric? They aren't proficient with everything and you seem to be implying that specializing with *any* weapon is bad.

Would you even use TWF on a cleric, or would you just spec to be a healer?
Last edited by ubernoob on Wed Oct 14, 2009 1:52 am, edited 1 time in total.
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Post by Judging__Eagle »

You can still bash in skulls with a mace or morning star.

Seriously, I've been leveling my Wizard with melee.

When I see a mob, I use my crossbow, and get single enemy pulls. When they get close, I switch to an other weapon; a +1 scimitar (srsly, my to-hit is +2; bab and +1 from the weapon); and just murder the people who get close.

If there's a bunch, I use Burning Hands.

I haven't really been using Hypnosism since Master's Touch + Decent weapon deals more damage over time, and requires less resources used between shrines. Meaning that I've got more leeway when a fight gets harder.


=======


On fighters, and Rangers.

Roy, for a TWF build, how far into Ranger is it safe to go? Level 2, level 4?
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Post by CatharzGodfoot »

Judging__Eagle wrote: On fighters, and Rangers.

Roy, for a TWF build, how far into Ranger is it safe to go? Level 2, level 4?
How about 12 - 20?
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Post by ubernoob »

So, I just realized that the elf bonus does *not* in any way qualify you for feats. That's retarded. Human are totally the best race for clerics.
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Post by Judging__Eagle »

wait... not 2-4, I meant 2-6. B/c you get an other TWF feat on time; plus have some more Ranger abilities, and you can then take some other kind of class.

I wonder, Roy, how good are Rogues in DDO?

I haven't seen tons, and they seem to try different things. I think that most that I've seen will alternate between bow (for ambushing enemies entering into a room, like the Cannith Crystal quest), and a sword + dagger for melee.

Other classes go... all over the place.

Are there any niches that the other races can fit into?

Humans seem to me "master race" material, but the other races can't be so bad.

How about Halfling Rogue 19, with a splash of Ranger 1

This would allow the character to use Healing spell items at lvl 1 or 2, plus some uses for skills like diplomacy (vs animals, prolly worthless, but w/e), a favored enemy (not awesome, not great). At first level there's always some weapon that you'll use until you leave the newbie town.

I got the 50/day fire 'shot' wand. It's 1d3+1 /clvl (max +5); ranged fire shot.

I think that I might keep it forever, b/c I can see it being useful to pull really low level shit, and not insta-kill it. Or pull something without generating a lot of aggro, so something with long range, and tiny damage means that I can dump my aggro with a Diplomacy, and keep it very low through a whole fight.
Last edited by Judging__Eagle on Wed Oct 14, 2009 5:45 am, edited 1 time in total.
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Post by Roy »

ubernoob wrote:So, what weapon *would* you use on a cleric? They aren't proficient with everything and you seem to be implying that specializing with *any* weapon is bad.

Would you even use TWF on a cleric, or would you just spec to be a healer?
I would make a Cleric designed to use offensive spells. Those are actually quite good since you will often have better or comparable crowd control and better or comparable damage dealing to an arcane sort while still being able to heal when needed. Which means you'll be holding two weapons you never hit anything with because they boost your spell power.

Command compares favorably to Hypnotism.

Sound Burst compares favorably to Web.

Blade Barrier is better than Fire Wall most of the time.

Cometfall is a solid nuke + status.

Then the save or dies are better. Implosion is a fucking save or die AURA.

You can still have full power heals with this setup.

As for Rangers, they're viable up to 18. The only reason they don't hold out till 20 is because their level 20 feature only boosts ranged. Ranged sucks, and while it sucks less with the boost it is still not very good.

This is because of a combination of all of the following:

Favored enemies all improve at the same rate. A level 5 Ranger has a base +4 against both his favored enemies and can raise that to +6 via enhancements.

Free TWF feats. Only meaningful because you can get meaningful bonus damage to each hit and the higher attack speed makes it best combined with the fact that only base stats + level up points + tomes count for the high dex feat qualifications means they're the only ones that get to be the best style without very rare equipment or losing Strength.

Evasion. Reflex saves are not a joke in this game. In fact they're pretty fucking hardcore. Being able to turn that 300 damage, Reflex half spell into nothing is extremely effective.

Tempest. It's fucking hardcore. At least the first and third ones are. Second doesn't do a lot, but you need it anyways.

A handful of spells. These help out with that self sufficiency thing. There's also Barkskin which is useful because there are almost no other ways to get a natural armor bonus. You also get freedom of movement eventually which will help.

Some other stuff I forgot.

Now, as for using ranged to pull, there's some instances where that works. But mostly the fact it takes several seconds to switch back to melee and kiting WILL annoy your whole group means it ends up limited to scenarios where the mobs are VERY far away (rare) or that you cannot otherwise get to.

Rogues are ok. Good news is not many non blanket immunes are immune to precision and not many more are even resistant to it. Bad news is a lot of blanket immunes are common throughout, even up to endgame.

Let's see, you got...

Undead.
Elementals.
Constructs (not that common).
Living Spells (uber oozes basically).

And then you have:

Evil Outsiders (can be sneak attacked).
Abberations (can be sneak attacked).
Random other mobs that aren't immune.

Also to sneak attack either you need to not have aggro or do something to make the enemy sneak attackable (blindness, say... DO NOT CAST GREASE). Trouble is you can't reliably blind enemies until high levels with raid loot and it's kind of hard to not have aggro when your main ability will quickly steal it... even with threat reducing enhancements. This is good and bad, because it means sneak attack tears them up but not for long.

A single level of Rogue on a high skill character such as Ranger will result in maxed trap skills. Combine it with a level appropriate item and you can do 90% of what a pure Rogue can. A pure Rogue will have better trap skills though. The main important one is Search. Without that you can't even find the trap. Disabling is easy since tools add a large bonus.

End result is the Rogue dip does not completely replace a Rogue, but it does heavily disincentive them. Also, Rogues get bitched at almost as much as divines. A Rogue dip that can't handle the traps can still join in a combat role. A pure Rogue that can't...

Halfling Rogues are about the only good Halflings. There's little point in a level dip for healing wands since you have UMD.

But yeah, races are not balanced very well because as is usually the case with these sorts of things the devs don't understand their own game very well.
Draco_Argentum wrote:
Mister_Sinister wrote:Clearly, your cock is part of the big barrel the server's busy sucking on.
Can someone tell it to stop using its teeth please?
Juton wrote:Damn, I thought [Pathfailure] accidentally created a feat worth taking, my mistake.
Koumei wrote:Shad, please just punch yourself in the face until you are too dizzy to type. I would greatly appreciate that.
Kaelik wrote:No, bad liar. Stop lying.
Standard Paizil Fare/Fail (SPF) Type I - doing exactly the opposite of what they said they would do.
Standard Paizil Fare/Fail (SPF) Type II - change for the sake of change.
Standard Paizil Fare/Fail (SPF) Type III - the illusion of change.
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Post by Lago PARANOIA »

I guess the question I have now is, why would I even want to play such a narrowly focused game?

It doesn't seem like there are that many good classical D&D options nor does it emulate tabletop Dungeons and Dragons very well. I mean, honestly, you can't have a decent ranged weapon?
Josh Kablack wrote:Your freedom to make rulings up on the fly is in direct conflict with my freedom to interact with an internally consistent narrative. Your freedom to run/play a game without needing to understand a complex rule system is in direct conflict with my freedom to play a character whose abilities and flaws function as I intended within that ruleset. Your freedom to add and change rules in the middle of the game is in direct conflict with my ability to understand that rules system before I decided whether or not to join your game.

In short, your entire post is dismissive of not merely my intelligence, but my agency. And I don't mean agency as a player within one of your games, I mean my agency as a person. You do not want me to be informed when I make the fundamental decisions of deciding whether to join your game or buying your rules system.
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Post by hogarth »

Lago PARANOIA wrote:I guess the question I have now is, why would I even want to play such a narrowly focused game?
Because it's free and moderately interesting in its own right.
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Post by Psychic Robot »

I think that perhaps you are approaching this game from such an optimization-heavy standpoint that you are ending up missing out on the fun of creating a non-standard character.
Count Arioch wrote:I'm not sure how discussions on whether PR is a terrible person or not is on-topic.
Ant wrote:
Chamomile wrote:Ant, what do we do about Psychic Robot?
You do not seem to do anything.
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Bill Bisco: Isometric Imp
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Post by Bill Bisco: Isometric Imp »

Lago PARANOIA wrote:I guess the question I have now is, why would I even want to play such a narrowly focused game?

It doesn't seem like there are that many good classical D&D options nor does it emulate tabletop Dungeons and Dragons very well. I mean, honestly, you can't have a decent ranged weapon?
They key here is that you forget the fact that it has D&D in the MMOG name, and similarities to D&D in its lore, classes, and races. I however tend not to like MMOGs and thus not DDO.

If DDO was much more similar to D&D, I might try it, but then it might not be an MMOG
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Avoraciopoctules
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Post by Avoraciopoctules »

Bill Bisco: Isometric Imp wrote:
Lago PARANOIA wrote:I guess the question I have now is, why would I even want to play such a narrowly focused game?

It doesn't seem like there are that many good classical D&D options nor does it emulate tabletop Dungeons and Dragons very well. I mean, honestly, you can't have a decent ranged weapon?
They key here is that you forget the fact that it has D&D in the MMOG name, and similarities to D&D in its lore, classes, and races. I however tend not to like MMOGs and thus not DDO.

If DDO was much more similar to D&D, I might try it, but then it might not be an MMOG
Have you tried out Neverwinter Nights? Persistent worlds allow for a vaguely MMOG experience and the rules resemble 3.x considerably more.

- - - - - - - -

So, if I wanted to try playing a solo sorceror that fought in melee a decent amount of the time, how long would that concept be viable? Would I have any options that made wearing metal armor feasible (if it just made my energy blasts fail 10% of the time, I'd probably be willing to accept that)?
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Post by ubernoob »

Elves get a racial option to reduce the arcane spell failure and twilight exists in the game, so I could see it working.
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Psychic Robot
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Post by Psychic Robot »

The only problem is the BAB.
Count Arioch wrote:I'm not sure how discussions on whether PR is a terrible person or not is on-topic.
Ant wrote:
Chamomile wrote:Ant, what do we do about Psychic Robot?
You do not seem to do anything.
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Post by ubernoob »

Psychic Robot wrote:The only problem is the BAB.
Since when was BAB an important ability for melee characters in 3E (excluding [Combat] feats)?
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Psychic Robot
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Post by Psychic Robot »

How do you plan on hitting things without it?
Count Arioch wrote:I'm not sure how discussions on whether PR is a terrible person or not is on-topic.
Ant wrote:
Chamomile wrote:Ant, what do we do about Psychic Robot?
You do not seem to do anything.
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Post by ubernoob »

Psychic Robot wrote:How do you plan on hitting things without it?
The same way wizards have always hit things? Buffs?
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Post by CatharzGodfoot »

Bards might make the most entertaining arcane caster/killers. If you can get your DCs high enough to matter with your enchantments while keeping a maxed damage/attack Inspire Courage and some combat feats, you get some of the best buffs (displacement, for example), fun crowd control, and decent attacks as well.
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