PDA

View Full Version : is repair worth it for warforged?



General_Jah
05-30-2008, 02:47 AM
Hi guys,

I'm still pretty new to the game and am making a melee warforged. Barbarian with a couple levels in fighter. My int is 13 and I'm wondering if repair is worth putting points into?

It seems it doesn't heal near as much as the heal skill.

Feedback would be appreciated.

Thanks

Angelus_dead
05-30-2008, 02:52 AM
I'm still pretty new to the game and am making a melee warforged. Barbarian with a couple levels in fighter. My int is 13 and I'm wondering if repair is worth putting points into?

It seems it doesn't heal near as much as the heal skill.
Neither repair nor heal skills are worth it for anyone.

All they can do is give you some more hp back when resting. If you find that to be a problem, find a nice level 16 character and kindly ask him to mail you 500 RLW potions.

Bunker
05-30-2008, 03:07 AM
/agreed

Yeah, early on (lvl 1,2) you might come across doing WW and you will need to repair of heal a player that is incapped. Now this a particular situation that is rare and never seen again past usually lvl 3.

I don't know the calculation for sure on how many more HPs/lvl of skill you get at rest shrines, but by lvl 16 a WF barbarian will have at least 400 hp, and even if your skill is in the 30s, I don't think it will even heal you 1/2 way.

With current game mechanics, Absolutly a wasted skill.

/cheers

Leyoni
05-30-2008, 03:08 AM
If I have the points available I always take heal on fleshies and repair on warforged. The small amount that the character gets back in extra HP when resting is worth it to me. However, if points are limited then I do not take the heal (fleshies) or repair (WF) skill as I need the points elsewhere. Many (most) players will say they need the points elsewhere.

General_Jah
05-30-2008, 12:00 PM
/agreed

Yeah, early on (lvl 1,2) you might come across doing WW and you will need to repair of heal a player that is incapped. Now this a particular situation that is rare and never seen again past usually lvl 3.

I don't know the calculation for sure on how many more HPs/lvl of skill you get at rest shrines, but by lvl 16 a WF barbarian will have at least 400 hp, and even if your skill is in the 30s, I don't think it will even heal you 1/2 way.

With current game mechanics, Absolutly a wasted skill.

/cheers

Any tips for skill point usage on a warforged barbarian?

Dylos_Moon
05-30-2008, 12:04 PM
Any tips for skill point usage on a warforged barbarian?

Jump, Swim, INTIMIDATE, and maybe spot.

General_Jah
05-30-2008, 12:32 PM
Jump, Swim, INTIMIDATE, and maybe spot.


Right now I have a negative 10 to my swim... not sure why

1 barb
2 fighter
warforged with adamantine

Out of curiousity why is swim important?

Angelus_dead
05-30-2008, 12:36 PM
Right now I have a negative 10 to my swim... not sure why
It's because Adamantine body gives a huge swim penalty. Which doesn't matter, because you don't need to breath.


Out of curiousity why is swim important?
Swim is not important. Someone must be trying to trick you. You'd be better putting points in Haggle or Diplomacy than Swim.

Talon_Moonshadow
05-30-2008, 12:47 PM
Unless you are a Rog, Wiz or Brd, you don't have enough skill points to make it worthwhile.
I would get the highest repair item you can find, and wear it when resting at shrines.

Dylos_Moon
05-30-2008, 12:48 PM
Right now I have a negative 10 to my swim... not sure why

1 barb
2 fighter
warforged with adamantine

Out of curiousity why is swim important?

Swim increases your swim speed, which is only important for 1 quest, crucible.

But then Barbarians don't have a wide skill selection, and most skills are useless in the long run anyway.

Leyoni
05-30-2008, 03:28 PM
Useful skills for barbarians and fighters are jump, swim, and repair IMO. Some folks discount swim and there is good reason, I can only think of two quests where there is much swimming and only one where you might want to be really skillful. As San'tar says, swim is very handy in the Crucible quest.

Jump is much more useful as there are lots of places where jump comes into play. But, if you can't control your jumps then having too much of it will really send you off course.

For both swim and jump there are useful items that you can equip just for the time of need.

Lots of people play with intimidate. That is useful if you are trying to draw lots of aggro to you. Squishy characters love tanks that intimidate (and often use diplomacy to help turn away aggro as well). Intimidating tanks are a somewhat specialized group and not necessarily everyone's playing style.

If your WF barbarian is like mine then you didn't put any build points into INT. That means you only get 3 skill points per level. If you put 2 into repair (to get 1 skill point as it is a fighter skill but a cross-skill for barbarians) and 1 in jump then you don't have anything left over to spend anywere else in any case.

You might want to think about putting initial skill points at build into bluff. With a 6 CHA (unless you put points against CHA and I can't think of why you would do that) you'll need a +5 bluff item to run the final chapter of Delera's (or an Eagle's Splendor potion and a +3 item). Like lots of other situations, it is a one-time event (ok, maybe 3 or 4 times depending on how often you run the quest -- still only 1 quest).

Bottom line is that there aren't many skill points and not many skills that you really need. So do what you think is best and don't worry much about it.

maddmatt70
05-30-2008, 03:36 PM
Swim increases your swim speed, which is only important for 1 quest, crucible.

But then Barbarians don't have a wide skill selection, and most skills are useless in the long run anyway.

croos class skills. Balance and even umd are pretty good cross class skills for a barb depends on the build of course..

maddmatt70
05-30-2008, 03:41 PM
Lots of people play with intimidate. That is useful if you are trying to draw lots of aggro to you. Squishy characters love tanks that intimidate (and often use diplomacy to help turn away aggro as well). Intimidating tanks are a somewhat specialized group and not necessarily everyone's playing style.

If your WF barbarian is like mine then you didn't put any build points into INT. That means you only get 3 skill points per level. If you put 2 into repair (to get 1 skill point as it is a fighter skill but a cross-skill for barbarians) and 1 in jump then you don't have anything left over to spend anywere else in any case.
.

I hate to say it but all melee except for perhaps rangers and not rogues should put ranks into intimidate. Who would you rather the mob be attacking the squishy arcane or a barbarian with a gadzillion hit points? The changes to intimidate this upcoming mod make it so itimidate is a pretty effective strategy. I don't have intimidate on my fighter because he was made in the first two weeks of this game and in pnp dnd intimidate is not a very effective skill, but in this mmo with the new changes to intimidate (6 sec cooldown and greater aggro grabber) it just go a whole lot more effective such that I wish I could respec my skill point to intimidate, but unfortunately no skill point respec in game...

Hvymetal
05-31-2008, 07:48 AM
I hate to say it but all melee except for perhaps rangers and not rogues should put ranks into intimidate. Who would you rather the mob be attacking the squishy arcane or a barbarian with a gadzillion hit points? The changes to intimidate this upcoming mod make it so itimidate is a pretty effective strategy. I don't have intimidate on my fighter because he was made in the first two weeks of this game and in pnp dnd intimidate is not a very effective skill, but in this mmo with the new changes to intimidate (6 sec cooldown and greater aggro grabber) it just go a whole lot more effective such that I wish I could respec my skill point to intimidate, but unfortunately no skill point respec in game...

Not to mention don't Barbs have some fairly interesting enhancement options for intimidate? Not that many have extra AP's floating around :)

General_Jah
06-01-2008, 03:14 PM
Not to mention don't Barbs have some fairly interesting enhancement options for intimidate? Not that many have extra AP's floating around :)

yea it cracks me up, I never see tanks using intimidate and my first character was a wizard so having that aggro off can really help hehe

guess its just a way different culture from other mmos

Arianrhod
06-01-2008, 04:29 PM
yea it cracks me up, I never see tanks using intimidate and my first character was a wizard so having that aggro off can really help hehe

guess its just a way different culture from other mmos

Definitely a different culture from other MMOs. Partly because in the early levels it's far more effective to just kill stuff than try to intimidate it. Then people get into the habit, and it can be hard to change. DDO also has relatively little in the way of aggro management abilities for "tanks", compared with other MMOs, so people trying to play that way tend to get discouraged after discovering, time and time again, that the most practical way to keep the mage or cleric alive is to kill whatever is beating on him/her.

amysrevenge
06-02-2008, 11:48 AM
For my 8-int Bbn I've been taking Jump and Balance and Heal (ie. Repair). Nothing else is really useful. I don't like standing around at the shrine chugging pots after I rest, so I'm keeping it as high as I can, swapping in an item when I rest, etc.