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sirgog
09-12-2009, 10:30 AM
Edit: This thread has been restarted here: http://forums.ddo.com/showthread.php?t=287854 . I'm awaiting a moderator to lock this old one. A lot has changed since the first version was written.


I see a lot of people asking 'which packs should I buy' on this forum. Here's a review of each of them, from the perspective of a long term VIP that's beaten every quest in the game except five that I've yet to get around to.


If you agree/disagree/have a different perspective/whatever, feel free to post your review below. If you send me a forum private message, I'll link to it in the early posts so it's easier to find. The ratings out of ten are my opinion only - I know that, for instance, I think Demon Sands is better than Threnal, but not everyone will agree. The only one that is fact, not opinion, is that Necropolis 2 is terrible :) .

List of Adventure Packs (thanks to RoBi3.0 for compiling this, and more useful F2P info here: http://forums.ddo.com/showthread.php?p=2397294)
Name-Cost in TP
The Catacombs-250
Tangleroot Gorge-550
Shan-to-Kor-250
Three Barrel Cove-650
The Necropolis part 1-250
Sarrowdusk Island-400
Devil Assualt-150
Delera’s Tomb-750
Sharn Syndicate-350
The Devils of Shavarath-650
The Demon Sands-850
The Necropolis part 2-350
The Ruins of Gainthold-995
The Ruins of Thernal-550
The Necropolis part 3-350
The Vale of Twilight-700
The Necropolis part 4-850
The Restless Isles-600
Reaver’s Reach-350
The Vault of Night-800
The Path of Inspiration-495

Low-level Packs:


The Catacombs - 250 points
Description:
This pack unlocks a small chain of quests set in three or four dungeons. The quests are filled with undead and vermin, are quite repetitive, and involve a few times that you'll just be looking around unsure of what to do or where to go (although that won't last too long)
Fun factor: Pretty low.
Rewards (XP/loot): Low to medium XP, loot that's nice at the time but quickly discarded as you outlevel it. Awards Silver Flame favor, which is not very important except for Barbarians that like to solo - if that's you, you'll need to buy all the Necropolis chains and beat everything on Elite except for the Black Abbot if you want the Silver Flame healing potions that solo Barbs love.
Best feature: Cool storyline.
Worst feature: Uninteresting mobs.
Ease of getting a group: Currently not hard as a lot of people have purchased this chain; may become harder over time as those players probably won't return to the Catacombs much on new characters.
Overall: Not recommended, but not a terrible buy.
Recommended level range: 2-4 (normal); 4-6 (hard); 5-8 (elite)
Edit - There have been several people that have commented that they had better experiences with this chain than I personally did, and in particular the quest where you must escape while being pursued by an invincible wraith was popular. Rating has been boosted from 5 to 6 due to this feedback.
Rating: 6/10


Tangleroot Gorge - 550 points
Description:
This pack unlocks a chain of ten quests set in one enormous, two-part dungeon. You'll launch a series of attacks on the hobgoblins of Splinterskull Fortress. The quests are varied - you'll have to deal with melee brutes such as ogres, hobgoblins that are potent casters, and even a (practically) invincible giant spider that you have to escape from after killing her eggs.
Fun factor: Fun for the first twenty runs. High. Lots of cool things to discover, such as a flesh render (a reasonably high level foe) that you can set free to wreak havoc amongst the Splinterskull defenders while you watch it from a safe location, and a battle with elementals in a secret underwater cave (this battle is an optional that most players do not attempt as it has poor rewards; it's well worth doing once, however).
Rewards (XP/loot): Excellent XP. Good loot - most is outlevelled quickly and discarded, but the Visor of the Flesh Render Guards are still good all the way through to endgame. In addition, by completing this chain on elite (hard may be enough if you've done other House P quests), you unlock potent House Phiarlan favor rewards which you'll find exceptionally useful until about level 9 or 10.
Best feature: Speeds up levelling through having both good XP and loot.
Worst feature: As you need to complete the entire chain to get end rewards, it's frustrating if you get halfway there and the group disbands - you will probably need to start over with a new group.
Ease of getting a group: Very easy, every VIP tends to run this chain 3+ times on every new character rolled.
Overall: Recommended for all players except those on a very tight budget.
Recommended level range: 4-6 (normal); 4-7 (hard); 6-8 (elite)
Rating: 8.5/10


The Seal of Shan-to-Kor - 250 points
Description: A chain of three quests (plus an optional quest) which see you storm an ancient, well defended hobgoblin city in pursuit of an ancient relic.
Fun factor: High. This chain is utterly amazing the first time you run it - the caverns en route to the giant city are truly amazing. Other than the totally not fun Misery's Peak, this is the first of many quests in the game that are truly three-dimensional - not just several flat levels on top of each other (like the Waterworks) but areas where you have to climb from the bottom to the top of an enormous city. Just a quick warning: This chain doesn't scale up much from normal to hard, but elite is pretty mean.
Rewards (XP/loot): Medium to good XP, loot is quickly outlevelled except for the extremely rare (1% drop rate) Ring of Feathers, which fetches a pretty penny indeed on the Auction House.
Best feature: The scope of the hobgoblin city.
Worst feature: The last quest is *much* tougher than the first two. Groups that stomp quest 1 and have few troubles with quest 2 can expect quest 3 to cause serious troubles.
Ease of getting a group: Easy, as most VIPs will run this 2 or 3 times on each new character.
Overall: Recommended but not essential.
Recommended level range: 2-4 (normal); 4-6 (hard); 6-9 (elite)
Rating: 8/10


Three Barrel Cove - 650 points
Note: I've never played through most of these quests at a level where they are still challenging; I'd appreciate feedback on this review from someone that has done so.
Description: A pirate island with several non-chain quests loosely themed around pirates, with a cool wilderness area (second best one in the game IMO).
Fun factor: The explorer area is fun to play around in, but some of the quests are pretty frustrating.
Rewards (XP/loot): Low to medium XP, poor loot.
Best feature: The variety. The quests here have more variety than any other adventure packs save some of the best endgame ones. There's a puzzle-based quest, quests with undead, and a quest fighting pirates.
Worst feature: Two of the quests are extremely frustrating. The ladder jumping is horrible, and hard even for high level characters with permanent featherfall and a capped Jump skill.
Ease of getting a group: Pretty hard to get a group at times - VIPs that focus on powerlevelling don't go out to Three-Barrel at all, and the pack isn't cheap, so won't be as popular amongst F2Pers.
Overall: Worth buying if and only if you prefer low-level play to high-level (for example, if you like permadeath play). If you consider buying this, you'll want your in-game friends to buy it too so you can get groups there.
Recommended level range: 3-6 (normal); 4-8 (hard); 6-10 (elite)
Rating: 7/10


Necropolis Part 1 - 250 points
Description: Five undead-themed quests, chock full of skeletons, wights, zombies and others. Each time you want to run the final quest (The Bloody Crypt), you need to run the four 'flagging' quests again.
Fun factor: Not particularly high, save for The Bloody Crypt which has a cool final room (cool the first time you see it), with a boss fight unlike anything else in the game.
Rewards (XP/loot): Fair to poor for the flagging quests, good to excellent for The Bloody Crypt
Best feature: The fight with Brother Salazzo or whatever his name is (the vampire at the end of the chain)
Worst feature: Reflagging every time you want to run The Bloody Crypt, also the fact that one of the quests requires 4 switches pressed simultaneously, making it impossible to solo at all and impossible to duo or trio without Hirelings. Also, see the notes in the Catacombs about Silver Flame favor.
Ease of getting a group: Very hard, except for a high-level group going for a favor run.
Overall: Not recommended. Should you buy it, do so at level 4-5.
Edit: It's worth pointing out that I've had a couple of PMs from people that liked this chain quite a bit. In particular, if you liked the Catacombs, you are more likely to enjoy this. Rating upped to 6/10.
Recommended level range: 4-7 (normal); 5-8 (hard); 7-10 (elite)
Rating: 6/10


Sorrowdusk Island - 400 points
Description: Two chain quests and an explorer area. The chain quests first set you against ogres and trolls, then in the second chain sets you against their evil masterminds. This chain oozes the feel of pen and paper D&D more than any other chain in the game, IMO. The first chain is short, easy and has four quests with little variance - the second chain is longer, harder, more varied and is fantastic the first time you run it.
Fun factor: Grey Moon Waning (the first chain) isn't great, but the Cult of the Six (Co6) chain is great.
Rewards (XP/loot): Average XP and poor loot for Grey Moon Waning, good XP for Co6, and useful loot, although it is quickly outlevelled. The House Deneith favor is highly important to anyone wanting to use a bow at high level, as it lets you bulk buy several important types of arrows, such as silver arrows for raid bosses like Arraetrikos, Suulomades and General Horoth.
Best feature: The variety of the Co6 chain, and the near perfect difficulty (one quest requires tactical play to beat).
Worst feature: The explorer zone is pretty lacklustre, IMO.
Ease of getting a group: This chain is pretty popular amongst VIPs, most play it 1-3 times on each character.
Overall: Recommended but not a high priority if you are on a tight budget.
Recommended level range: 5-6 (normal); 7-8 (hard); 8-10 (elite) for the first chain (Grey Moon) and 8-10 (normal); 9-11 (hard); 9-13 (elite) for Co6.
Rating: 7.5/10


Devil Assault - 150 points
Description: A small but long quest set in one room only, where you fight off a lot of foes trying to enter Stormreach through portals. This quest has non-standard difficulty settings - on Normal it's a (very tough for its level) level 6 quest, on Hard it's level 12 (again, tough for that level) and on Elite, it's level 18 (fairly easy for its level). If your party wipes in there, you have to restart, you cannot just recall and reenter the fray.
Fun factor: The quest goes a little too long to remain fun all the time, plus the early fights are very easy - any groups strong enough to beat the quest will be bored in the first few waves.
Rewards (XP/loot): Average to good XP, about 40% which is awarded if you wipe close to the end and fail. Poor loot.
Best feature: It's a quest you can run once at low level, once at medium and once at high.
Worst feature: Lack of variety.
Ease of getting a group: Very hard on Normal and Hard, not too bad on Elite at the moment as VIPs tend to want the favor. This will dry up as more players achieve their 2500 to unlock Favored Soul.
Overall: Not recommended unless you love solo play and want to hone your soloing skills - soloing this on Elite will certainly help you develop those. If that's you, buy this at or after level 16.
Recommended level range: 7-8 (normal); 13-15 (hard); 16-19 (elite)
Rating: 4/10, goes up to 7 if you are an avid soloist.


Delera’s Tomb - 750 points
Description: A series of four undead-themed quests where you investigate mysterious disappearances from a graveyard, then take the fight to the necromancer responsible. Lots of traps, lots of skeletons to kill, plus a tense atmosphere. This adventure pack also currently unlocks some other quests as well - two level 11 quests (one long and tough, one short and easy) and a level 6 one plus a level 8 2-quest chain- it's unclear whether these are meant to be part of the adventure pack or free.
Fun factor: Fun for the first ten or so times. There is a LOT to explore in one of these quests if you want to do so. Note that I'm personally burned out on this chain as I've run it so often, so I don't enjoy it much, but most people do.
Rewards (XP/loot): Excellent XP, truly stellar loot, so much so that most players will want to run this chain five or more times on each new character. The Voice of the Master (an end reward with a 100% drop rate) is something you'll not take off until you hit level 20 (it grants +5% to ALL quest XP whilst still having useful stats). The Golden Cartouche is another item that 50% of characters will want, and that isn't surpassed until you get certain rare raid items.
Best feature: The XP and loot.
Worst feature: Some of the foes are dull to fight - Skeleton Archers in particular.
Ease of getting a group: Very easy. Every VIP runs this a LOT unless, like me, they've run it 100+ times and are getting a tad burned out on it.
Overall: Recommended unless you are on a tight budget. Highly recommended if you prefer high-level play to low-level - this chain will get you there faster. Buy this immediately upon hitting level 5, or just before (the Voice of the Master requires level 5 to wear).
Recommended level range: 5-8 (normal); 5-8 (hard); 8-10 (elite)
Rating: 8/10


Sharn Syndicate - 350 points
Description: Several short quests in the Marketplace with goals that aren't just the standard 'storm XXX dungeon and slay XXX'. All of these involve combating the Sharn Syndicate criminal gang.
Fun factor: Finally got around to playing this (solo on Normal difficulty on my level 5 bard), and had a blast. The quests are all highly unique; who hasn't wanted to rob a bank in DDO? In addition, the quests look to reward smart play and teamwork on Elite.
Rewards (XP/loot): XP seems between mediocre and good (individual quest XP is low, but the quests can be done quickly). Loot provides excellent lowbie weapons that are quickly outlevelled but are as good as some of the better twink weapons in the game when you first earn them, plus some of the best stuff is bound to account, so VIPs (or F2Pers that shell out for the account bank) will be able to share them around.
Best feature: Eight trapped art objects, that you can perform a series of tasks to 'study' the traps. It's only an optional, but it's cool.
Worst feature: Competes with a lot of other quests at its level.
Ease of getting a group: Presently easy (lots of VIPs running their Favored Souls through it); this may change.
Overall: Excellent quests, but may be too short to be worth your money. If you are playing on a tight budget pass this one up; otherwise buy it.
Recommended level range: 3-5 (normal); 4-6 (hard); 5-8 (elite)
Rating: 8/10


Sentinels of Stormreach - 450 points
Description: Several medium-length quests in House Deneith or the Searing Heights, that revolve around trying to stop a necromancer from establishing a pirate army. Also available on Epic difficulty.
Fun factor: Pretty good, although one of the quests is very much like The Pit, requiring precision jumping, trap dodging and little fighting.
Rewards (XP/loot): XP is pretty mediocre. Pretty solid loot (once you upgrade it) for the level range, but the rewards for Epics are very lackluster indeed (no Epic tokens, no worthwhile Epic items).
Best feature: Choosing where to begin the 'assault a pirate fort' quest.
Worst feature: Competes with a lot of other quests at its level. Downright poor loot on Epic despite not being easy to complete.
Ease of getting a group: Can be a tad hard - few lowbies own the pack, noone runs it on Epic more than once now.
Overall: Cool quests, but just not enough in-game rewards to expect that you'll be running them much.
Recommended level range: 7-9 (normal); 9-12 (hard); 10-13(elite); 20 and partially Shroud-geared (epic)
Rating: 8/10
Next post: The level 8+ packs.

sirgog
09-12-2009, 10:31 AM
Mid and High level packs


The Ruins of Threnal - 550 points
This quest has changed since I last ran it. My advice here is based on my experiences with old Threnal.
Youtube video ad: http://www.youtube.com/watch?v=1SUjvxbvbtM
Description: About ten quests set in three or four large dungeons involving a series of attacks on House Deneith and House Kundarak interests at an archaeological site.
Fun factor: Great the first few times, but quest difficulties vary enormously within the chain - some quests are so easy as to be trivial; others are tough indeed. One particularly annoying quest was difficult to beat on Elite even with capped characters, but this has since been changed. Apparently that quest remains frustrating, but not obnoxiously so.
Rewards (XP/loot): XP varies from poor for some quests to great for others. Loot is nice for its level, but quickly surpassed, although if you don't have the Voice of the Master from Delara's Tomb, there's a similar item here to replace it (the XP boost does not stack with the Voice, but if you have both you get a useful set bonus)
Best feature: Flesh Renders. They are cool foes.
Worst feature: Oozes, and the complicated quest chain system here.
Ease of getting a group: Not hard in peak times, can be very tough in off-peak. Groups seldom do the whole chain at once, and completing from half-way is awkward to get a group for.
Overall: Not really recommended, but not an 'avoid at all costs' either. Don't buy if you are on a tight budget, consider it if you are a player that mostly plays weekends when you can find a group easily enough to enjoy these.
Recommended level range: 7-10 (normal); 9-11 (hard); 9-13 (elite)
Rating: 7/10


The Vault of Night - 800 points
Description: A chain of six and a half quests, culminating in a raid where you enter House Kundarak's vault and battle Velah, a red dragon. The quests are extremely varied, very tough for their levels, and mostly long. Once you complete the Velah battle (usually referred to as VON6, for Vault of Night part 6), you cannot reenter VON5 until you wait 66 hours. These quests can all be played on Epic difficulty once you are level 20.
Fun factor: These quests are a blast to play at level 10 or so in a good group.
Rewards (XP/loot): The XP is good to great if you are in a group of good players that can beat these tough quests. If in a weak group, the XP is poor as you will take a long time indeed to beat VON3, if you are even capable of doing so at all. The loot from VON6 is amazing at the level you first acquire it, and even now - before all the epic items are known - there's a number of new best items available here.
Best feature: Looking down on Stormreach from the House K vault in the sky in VON6, the best graphics in the game.
Worst feature: VON6 is easy to fail due to minor mistakes (a player moving too far forward at the wrong time, for instance). Failing VON6 requires you to repeat the very, very, very long VON5.
Ease of getting a group: Should be better now that reflagging is no longer required.
Overall: Worth buying if you have level 20 characters. Worth considering for lower level characters but by no means required.
**edit: This pack was changed significantly with Update 3. The pack was made more PUG-friendly with changes to VON2 and also the irritating reflagging mechanism has been removed.**
Recommended level range: 10-13 (normal); 10-14 (hard); 11-19 (elite - 15-19 characters will only be running VON5-6 here); 20 epic. Be warned that VON3 is tough even at the upper ends of this level range.
Rating: 8.5/10


The Ruins of Gianthold - 995 points
Description: A huge pack, containing ten quests, one raid and an explorer area. The quests are highly varied (although they share a few things in common).
Fun factor: These quests are (mostly) awesome. The Crucible is one of the most interesting quests in the game (allow three hours to run it if it is everyone in the group's first attempt and you don't use spoilers, once you know what you are doing, you can get that down to twenty minutes). Gianthold Tor just feels 'epic', and has the best fights against dragons in the game.
Rewards (XP/loot): XP here used to be incredible, now it's mediocre. There's quite a bit of loot here (mostly in the raid) that is currently the best in the game, especially the Madstone Boots, which are a very powerful melee item.
Best feature: The number and variety of quests.
Worst feature: The price. It's worth it however, trust me - it's the same price as a cinema ticket. Oh, and the air elementals - the raid has about 23 of them, and even after the recent nerfs to air elementals, fighting them is about as much fun as cutting yourself with a rusty razor.
Ease of getting a group: Very easy - there's pretty much always level 11-15 people questing and level 12-20 characters raiding or killing dragons here.
Overall: The second best adventure pack, very much worth your money.[/color]
Recommended level range: 12-14 (normal); 13-16 (hard); 14-18 (elite). Note that some quests (in particular Trial by Fire) are easier than this, others (the dragons in Gianthold Tor) are tougher.
Rating: 9.5/10


The Necropolis part 2 - 350 points
Description: We go from a shining star to a steaming turd. This consists of five quests, choc full of incorporeal undead that are even less fun to fight than air elementals.
Fun factor: Non-existant, except for the final quest, The Shadow Crypt, which has an interesting puzzle. (At least I like it)
Rewards (XP/loot): XP is mediocre for the four prequests and good for The Shadow Crypt. In an experienced group, the XP for The Shadow Crypt is stellar; I've run groups that have got 25000 XP in under fifteen minutes in there, but I know the maze/puzzle backwards as I use that quest to powerlevel often. Loot is poor except for two items, of which one can also be obtained in Necropolis 3, favor is Silver Flame favor again, so not important for 99% of characters.
Best feature: Once you've done the quests on elite, you never, ever need to go back there.
Worst features: Incorporeal undead everywhere, endless boring swimming, fights that are ridiculously difficult unless you have an arcane caster with Firewall, I could go on and on.
Ease of getting a group: Not counting elite 'once only for favor' runs, I've seen LFMs (looking for more postings) up for these quests about once every three months back when everyone had access to them.
Overall: DO NOT BUY! Under no circumstances should this be purchased, except maybe by former VIPs that know The Shadow Crypt backwards and want to powerlevel with it.
Recommended level range: 8-10 (normal or hard), 8+ (elite favor runs)
Rating: 1/10


The Necropolis part 3 - 350 points
Description: Another five undead quests in the Necropolis. These quests are tougher than their level indicates, with the exception of The Cursed Crypt.
Fun factor: Really varied here. Tomb of the Tormented is an infamous quest - it's a lot of fun for the first half of your first run, then it is just dull. This quest has quite a reputation, and is probably the most hated quest in the game. The other three level 11 quests are far, far tougher than their level indicates and not all that much fun, but The Cursed Crypt makes up for that and is one of my favorite quests in the game even though I have run it more than one hundred times.
Rewards (XP/loot): Poor to average for the four level 11 quests. XP for The Cursed Crypt is good, and the loot is stellar - there's a powerful binds-on-acquire necklace you can get after three completions (this can also be obtained, with much more difficulty, from Necropolis 4's Black Abbot raid), and there are two of the most sought-after unbound named items in the game, the Scourge Choker and the Docent of Defiance, plus Jinx's Vexation, a good mid-level armor set. The named items have extremely low drop rates, but the big two will fetch around two million platinum each in trades. Even with a 1% drop rate, that's still an average of 40k PP per run, making this the second best loot run in the game (second only to the Shroud raid)
Best feature: The Cursed Crypt is a fantastic quest with three vampire fights that are a lot of fun and require tactical play.
Worst feature: Rats in a maze (shudders).
Ease of getting a group: For the Cursed Crypt - not too hard. For the other four, near to impossible.
Overall: Like the Catacombs, I'm not going to recommend this, but it's not a purchase you'll regret like Necro 2 is.
Recommended level range: 11-14 (normal); 12-14 (hard); 12-16 (elite) (quests are harder than their level indicates)
Rating: 6.5/10


The Restless Isles - 600 points
Description: This pack contains two very long quests and one two-part raid plus an explorer area (note - this raid is currently locked due to technical issues). The quests are interesting but there's little incentive to run them more than once or twice each. The first part of the raid is an enormous puzzle, which requires significant teamwork to solve and is unlike anything else I've ever seen or heard of in any MMO. The second part is a battle against a reasonably mean Warforged Titan raid boss, which requires precision play and tactics rather than brute force, but really only requires a couple of people with everyone other than two or three key people nothing other than spectators.
Fun factor: I personally didn't find this content all that much fun - your results may vary.
Rewards (XP/loot): Mediocre to bad XP. Although the first part of the raid pays out more XP than almost any other quest in the game, very few groups can beat it in under an hour (many take two), and few players of appropriate level are flagged for it. The loot, on the other hand, is stellar, including the Chattering Ring and the Seven-Fingered Gloves, which are both extremely powerful items that are not currently surpassed by any other items, and the Belt of Brute Strength, which is also extremely powerful and is hard to replace. There's also some exceptional unbound items, including the Royal Guard Mask and the Ring of the Ancestors. Sadly, these items are all extremely rare.
Best feature: The loot.
Worst feature: Waiting around in part 1 of the raid when your subgroup has completed its puzzles but other subgroups haven't and aren't sure what to do - you can be stuck for half an hour sometimes.
Ease of getting a group: Level appropriate groups are extremely hard to fill, high-level (no XP) groups are not too hard to fill.
Overall: Only worth buying for the raid loot.
Recommended level range: 9-11 (normal); 11-14 (hard); 13+ (elite), these quests can be pretty mean on Elite with level-appropriate characters.
Rating: 6.5/10


The Demon Sands - 850 points
YouTube video ad: http://www.youtube.com/watch?v=RMVZtQsoC_0
Edit: This got a major boost with the recent release of Mod 10. The addition of the Epic difficulty has a lot of people (myself included) loving the Desert content again - I've been running this content on normal/hard on my 14th level bard; on elite on my Sor17, and on Epic on my Clr18/Ftr2. There's a lot more people playing it too.
Description: This is a huge pack, almost the size of Gianthold, with about eight quests plus a raid. The quests are varied, long, fun and rewarding, and there's also an enormous explorer area.
Fun factor: Pretty good here. There's a lot to explore (particularly in the Chains of Flame and Tomb of the Wizard King quests).
Rewards (XP/loot): XP varies from mediocre to excellent. Tomb of the Wizard King offers about twenty thousand XP for a full clear on normal done at level 14 (this is a BIG change for people that played pre-Mod 9). Loot in the quests is mediocre, loot in the raid is excellent, loot on Epic difficulty is finally starting to surpass Shroud items.
Best feature: The quest "Against the Demon Queen", the last quest required to flag for the raid. Great story concept, great quest. If you hadn't noticed, the whole dungeon is in the shape of a marilith. Epic difficulty is the game's premier endgame challenge now.
Worst feature: The size of the explorer area makes for some loooooong runs to get to the real quests.
Ease of getting a group: Massively improved with Mod 10 - veteran players and new players alike are heading there in numbers now. Running the raid is the only real exception.
Overall: Bumped up a bit - I'm now strongly recommending this pack, where prior to the breath of fresh air it got in Mod 10 it was an 8.5 out of 10, it's now a great buy that you'll have fun in from level 10 to 15, then return to at 20 and have a blast.
Recommended level range: 10-14 (normal); 12-15 (hard); 13-17 (elite); 20 (epic, suitable only for geared and experienced players)
Rating: 9.5/10


Necropolis part 4 - 850 points
Description: Finally, a bunch of quests in the Necropolis that's not packed full of stinkers! This unlocks five quests and a raid, plus the best explorer area in the game (the Orchard of the Macabre). Although all undead-themed, the quests are highly varied - there's a maze (Inferno of the Damned, really fun quest if you have a patient group that's never seen it before), a straightforward hack-and-slash (Desecrated Temple of Vol), possibly the best non-raid boss fight in the game (Cholthuzz, the boss of Ghosts of Perdition), and some truly unique and memorable encounters in Litany of the Dead.
Fun factor: I really liked this content - personally I prefer it to Gianthold, although I'm in a small minority there. However, be warned: the Abbot raid is tough, and not in particularly fun ways - parts of it require flawless execution, and a small lagspike at the wrong time can cause a group to fail the raid.
Rewards (XP/loot): XP is good but not great. The Black Abbot raid has some nice loot, but the most significant item of loot comes from the Orchard of the Macabre explorer area - if you collect twenty Shreds of Tapestry from rare encounter chests out there (they have a high drop rate, about 65%), you can turn them in for one of the game's best helmets, Minos Legens.
Best feature: There's a lot of good stuff here, but I'd go with the feeling of satisfaction you get when you finally solve the maze of Inferno of the Damned.
Worst feature: In this entire pack, melee classes are quite weak and will feel (correctly) that their party doesn't really need them. The Abbot raid is an exception - here they are weak but useful. In particular, Rogues will feel terribly weak.
Ease of getting a group: Reasonable.
Overall: Recommended. This isn't an essential purchase like the Vale of Twilight, but it's still a great pack.
Recommended level range: 14-16 (normal); 15-17 (hard); 16-18 (elite) for the quests, 18+ for the raid
Rating: 8.5/10


The Vale of Twilight - 700 points
Description: Contains five quests, a standard wilderness area, a raid group wilderness area (the only one in the game), and three raids, including the most important raid in the game, The Shroud. The quests and raids centre around attacks on Eberron by the devil armies of Shavarrath and their cultists.
Fun factor: Except for one terrible quest (Coalescence Chamber), these quests are a lot of fun, and the Shroud remains entertaining even after dozens of completions. One part of it is designed to hardly ever play the same way twice, as there's a semi-random selection of key minibosses.
Rewards (XP/loot): The XP is average to good, but it's the loot crafted in the Shroud that is stellar. In the Shroud you will find the best weapons in the game by a long way, plus many other items - most characters will be able to quickly craft an item (such as a Great Commander Goggles of Existential Stalemate) that's a big upgrade on what they previously had, then you can make it even better after you've run the Shroud a couple of dozen times and amassed the precious Large Ingredients. In addition, the Shroud is the game's best lootrun - on average a successful completion will net 70k PP worth of ingredients (¼ Large Scales plus ¼ Large Stones plus garbage) plus about 15k PP worth of vendor trash. The other raids have worthwhile items too - in particular Tharne's Goggles are an item in the Vision of Destruction raid that pretty much every melee character will want, and the Subterrane wilderness offers the Icy Raiments, the best armor in the game for many high Dexterity builds.
Best feature: The Shroud, parts 2 and 4 - intense, exciting battles. I personally love the Vision of Destruction raid too.
Worst feature: Part 1 of The Shroud. It's incredibly easy (even on Elite) and dull, monotonous and long.
Ease of getting a group: Very easy for everything except Coalescence Chamber and Vision of Destruction. Medium for Coalescence Chamber, VoD can be hard to fill a group for as few clerics want to run it.
Overall: A must-have.
Recommended level range: 14-17 (normal); 16-18 (hard); 16-20 (elite) for the quests; 17+ for all three raids on Normal and Hard, 20 for all three raids on Elite.
Rating: 9.5/10


Reaver’s Reach - 350 points
Description: Four quests and four small explorer areas where you team up with your former nemesis the Stormreaver and try to prevent another former nemesis, Sor'jek Incanni, now a lich, from creating a cluster of powerful undead dragons. The quests are varied, with Monastery of the Scorpion being a puzzle and trap themed dungeon crawl, Enter the Kobold being all about one deadly last fight, Prey on the Hunter being a unique race against time where you must save an evil dragon (one you might recognize from Korthos Island) from being captured and turned into a draco-lich, and Stealer of Souls being a different type of race against time, where you must disrupt a ritual within an hour, then take out Sor'jek himself.
Fun factor: These quests are reasonably good quests, but the frustrating loot and flagging systems really undermine this.
Rewards (XP/loot): XP is good. The loot is excellent and (for most characters) the best body armor in the game comes from here. However, it uses an incredibly frustrating random crafting system that is pretty much not fun at all.
Best feature: The Stealer of Souls (SoS) quest is a blast, when you are flagged for it. Be warned - it's tough even on normal. Elite is brutal indeed.
Worst feature: Every time you want to run SoS, you must repeat one or more of the three flagging quests. This reflagging is extremely frustrating, particularly when you only want loot from SoS (Sovereign Runes) and don't care about the Tempest Runes and Eldritch Runes from the pre-quests. Plus, the number of the Sovereign Runes you need to grind is random - some people get their perfect crafted armor in three runs, some haven't got it after seventy.
Ease of getting a group: Currently groups here are slow to fill, I expect this may change over time.
Overall: An excellent pack that is utterly ruined by two terrible mistakes - the 'lottery' system for crafting, and the reflagging for Stealer of Souls. Probably still worth buying, but it's the last of the endgame content you should buy (get Devils of Shavarrath, Necro 4 and Vale of Twilight first, then consider this pack).
Recommended level range: 16-20 (normal); 18-20 (hard); 20, geared and experienced players (elite)
Rating: 8/10


The Path of Inspiration - 495 points
Description: Five medium to long quests that pit you against a quori infiltration of Stormreach. These see you fighting a wide variety of foes inside the realm of nightmares, in some of the more unique and interesting quests in the game. All of them are solo-friendly, although the loot mechanics savagely punish soloing the Mindsunder quest.
Fun factor: Good stuff here. The quests are varied, have interesting battles, and a really unique feel. Two minor gripes - first, the loot mechanics of the Mindsunder's bonus chest are unforgiving, and disadvantage groups of less than six. Secondly, these quests are all a bit too easy for their levels.
Rewards (XP/loot): XP is mediocre to good. The loot is pretty incredible, as you can loot a lot of chests fast in here, and also there's the Mindsunder named items too.
Best feature: Some of the hidden easter eggs in I Dream of Jeets are just amazing. Who hasn't wanted to literally save someone's bacon or kill the skeleton in their closet?
Worst feature: Again, the anti-soloing loot system.
Ease of getting a group: Easy.
Overall: Recommended purchase, but not at the top of the list.
Recommended level range: 16-18 (normal); 17-19 (hard); 18-20 (elite)
Rating: 8.5/10


The Dreaming Dark - 495 points
Description: Five medium to long quests that (like the last pack) pit you against a quori infiltration of Stormreach. Again very solo-friendly (one quest is solo-only).
Fun factor: Quite similar quests to the Path of Inspiration chain. Getting any of the loot here requires a pretty enormous grindfest. I'm not a huge fan of this content, and have run everything only once or twice. Also, (with the partial exception of the final quest) these quests are easy - I soloed all of them except the final one on Hard on my first try, and never came close to dying.
Rewards (XP/loot): XP is good. Loot is somewhat lacking except for the Xaochasian Eardweller (which has its own problems, see below) - you can otherwise only upgrade Mindsunder items, and the upgraded versions are often just weird and unimpressive. Plus, it's one heck of a grind to upgrade them.
Best feature: The XP.
Worst feature: The drop rate on the Xaochasian Eardweller - it has a 3% drop rate on Elite (1.5% hard), and only one drops for the whole party (in the open, so unscrupulous players can ninja-loot it). Yet it's so overpowered it's pretty much a must-have for all spellcasters - which leads lots of players to spend an enormous amount of time soloing Elite Eye of the Titan over and over.
Ease of getting a group: Reasonable, if you want to (Eye of the Titan rewards soloing it on Elite, recalling for SP over and over).
Overall: One of the lowest priority packs.
Recommended level range: 16-18 (normal); 17-19 (hard); 18-20 (elite)
Rating: 6.5/10


The Devils of Shavarath - 650 points
Edit: Changed to reflect that it is no longer the top endgame content. If you have a level 20 character, read the notes on the Demon Sands above.
Description: Four long quests, two short ones, and a raid, plus the town of Amrath (which is IMO the best town in the game) and an explorer area.
Fun factor: There's some excellent quests here. A New Invasion rewards groups that work as a cohesive team, particularly in the last fight. Sins of Attrition is a long battle of attrition that can be done in many ways, and also lets you choose which one of six bosses you will fight. Bastion of Power and Genesis Point are slightly more complex quests, with interesting things you can do in them. The two short quests (Wrath of the Flame and Weapons Shipment) are a nice change of pace - letting you run some quests here even when very short on time. The Tower of Despair raid is an excellent raid and a real challenge, particularly on Elite.
Rewards (XP/loot): XP is poor to mediocre (Exception: Clerics/Favored Souls will find Sins of Attrition soloing to be excellent XP - 11k in ten minutes for a first run and not too hard if you know the quest). Loot is stellar, pretty much every character will have major upgrades out here.
Best feature: The multiple endings of quests - several quests play completely differently depending upon how you approach them.
Worst feature: Opposite of Necropolis 4 - Arcane casters feel weak and like they are a burden on groups. The best players piloting arcane casters do pull their weight, but the insane saves on foes restrict what they can do.
Ease of getting a group: There's a lot of groups for this content. However, many people prefer to solo/duo the quests on Normal due to dungeon scaling (Sins of Attrition in particular is notoriously easy for a cleric to solo)
Overall: High recommendation. Fun quests, and gets you ready for the new endgame of Epic Demon Sands.
Recommended level range: 17-20 (normal); 19-20 (hard); 20 (elite)
Rating: 9/10



Overall:
I recommend buying the following packs:

If you are on a tight budget:
Delara's Tomb OR Tangleroot Gorge (one or the other, don't grab both, Delara's will get you to level 20 faster but IMO TR is more fun)
Demon Sands OR Gianthold
Vale of Twilight
Devils of Shavarath OR Reaver's Reach

You can quite reasonably buy these packs one per fortnight if a semi-frequent player, or once per month if an occasional player, keeping costs down.


If you are on a medium budget:
Both Delara's and Tangleroot
STK
Sorrowdusk
Demon Sands
Necro 4
Reaver's Reach

One per fortnight or so is recommended here.

If you are on a budget that isn't really constrained much:
Buy all save Necro 1 and 2, Devil Assault, Threnal and the VONs. Or go VIP.

sirgog
09-12-2009, 10:31 AM
Here's a useful list of total available favor per pack. Note: I've put a single asterisk (*) next to packs where it is moderately challenging to achieve maximum possible favor, a double asterisk (**) next to packs where it is difficult to attain maximum favor, and a triple asterisk (***) for the hardest of the hard. In the event that Epic difficulty is changed to grant additional favor (presently it does not), the Demon Sands will become a four-star difficulty.

These are in descending order of favor attainable per Turbine Point spend to purchase the pack.

The Vale of Twilight: 207** favor, 700 TP, 0.3 favor per TP
Sorrowdusk Island: 117 favor, 400 TP, 0.29 F/TP
Reaver's Reach: 96*** favor, 350 TP, 0.27
Necropolis 3: 93* favor, 350 TP, 0.27
Catacombs: 66 favor, 250 TP, 0.26
Demon Sands: 216 favor, 850 TP, 0.25
Necropolis 1: 60 favor, 250 TP, 0.24
Necropolis 2: 81 favor, 350 TP, 0.23
Devils of Shararath: 147*** favor, 650 TP, 0.23
The Ruins of Gianthold: 216 favor, 995 TP, 0.22
The Ruins of Threnal: 108 favor, 550 TP, 0.20
Shan-to-Kar: 48 favor, 250 TP, 0.19
The Path of Inspiration: 90* favor (please someone check this), 495 TP, 0.18
Tangleroot Gorge: 99 favor, 550 TP, 0.18
Delara's Tomb: 129* favor, 750 TP, 0.17 (* is for the level 11 Lich Tower quest)
The Restless Isles: 99* favor, 600 TP, 0.17 (* more because it's hard to get a group for elite Twilight Forge)
The Vault of Night - 126 favor, 800 TP, 0.16
Three Barrel Cove - 99 favor, 650 TP, 0.15
Necropolis 4 - 117*** favor, 850 TP, 0.14
Sharn Syndicate - 36 favor, 350 TP, 0.1

More stuff will follow if needed.

Faelyndel
09-12-2009, 11:53 AM
I think I speak for everyone when I say Thank You for this :) Your post has been most informative. I look forward to seeing additions and having a better idea of what adventure packs I'd be best off buying.

sirgog
09-12-2009, 12:56 PM
I think that's all of them, if I'm missing an adventure pack, please let me know and I'll add it.

Can a F2P player please check - is the Subterrane (includes the raids Hound of Xoriat and A Vision of Destruction) free to play, part of a different adventure pack, or its own adventure pack? It's not listed in RoBi3.0's list of packs, but I have a sneaking suspicion it isn't F2P. If it's a pack, please let me know its price (I cannot check; VIPs cannot see the packs in the store).

Edit: Confirmed to be part of Vale of Twilight.

Tinrae
09-12-2009, 01:14 PM
Can a F2P player please check - is the Subterrane (includes the raids Hound of Xoriat and A Vision of Destruction) free to play, part of a different adventure pack, or its own adventure pack? It's not listed in RoBi3.0's list of packs, but I have a sneaking suspicion it isn't F2P. If it's a pack, please let me know its price (I cannot check; VIPs cannot see the packs in the store).

I've verified that Subterrane is NOT available in store. (Unless it just doesn't pop up for my level 4 character to purchase for some reason.)

....even though it appears on DDO's website here: http://www.ddo.com/ddogameinfo/adventure-packs.

Very confusing.

Borror0
09-12-2009, 01:20 PM
You should encourage other users to post their own reviews of an adventure pack in the thread. Also, put a link in your sig.

I was going to start one of those, but I have been postponing writing it. :p

Junts
09-12-2009, 01:24 PM
Arcane casters who feel useless in Amrath aren't playing properly; my sorceror's soloed every rare in the explorer area with ease and consistently dominates quests he's present in; further, 2 or 3 good casters is pretty essential to run the raid smoothly.

While casters do not dominate the quests the way they do in Necropolis quests, properly equipped ones are just as effective as they were in other areas, though on elite they will probably want to stick to crowd control.

I think a fair thing to include regarding the module 9 content is that freshly 16-17 characters who have not run previous raids a fair bit are likely to find the quests very challenging; a character who is still challenged by Vale or Reaver's Reach quests will probably be torn up or feel useless in Amrath, as the jump in mob difficulty is significant.

Angelus_dead
09-12-2009, 01:30 PM
The Catacombs - 250 points
Awards Silver Flame favor, which is not very important except for Barbarians that like to solo - if that's you, you'll need to buy all the Necropolis chains and beat everything on Elite except for the Black Abbot if you want the Silver Flame healing potions that solo Barbs love.
Mod9 includes new sources of Silver Flame favor, loosening the acquisition a little... plus you can actually expect to kill Abbot.

Borror0
09-12-2009, 01:30 PM
I think you would increase the readability of your guide by putting some text in bold, hyperlinks and maybe indent some of it, like this:


The Ruins of Threnal - 550 points

This quest has changed since I last ran it. My advice here is based on my experiences with old Threnal.
Description: About ten quests set in three or four large dungeons involving a series of attacks on House Deneith and House Kundarak interests at an archaeological site.
Fun factor: Great the first few times, but quest difficulties vary enormously within the chain - some quests are so easy as to be trivial; others are tough indeed. One particularly annoying quest was difficult to beat on Elite even with capped characters, but this has since been changed. Apparently that quest remains frustrating, but not obnoxiously so.
Rewards (XP/loot): XP varies from poor for some quests to great for others. Loot is nice for its level, but quickly surpassed, although if you don't have the Voice of the Master (http://i153.photobucket.com/albums/s220/jgould2005/DDO/Items/Trinkets/VoiceoftheMaster.jpg) from Delara's Tomb, there's a similar item (http://i153.photobucket.com/albums/s220/jgould2005/DDO/Items/Lamannia/MantleoftheWorldshaper.jpg) here to replace it (the XP boost does not stack with the Voice, but if you have both you get a useful set bonus)
Best feature: Flesh Renders. They are cool foes.
Worst feature: Oozes, and the complicated quest chain system here.
Ease of getting a group: Not hard in peak times, can be very tough in off-peak. Groups seldom do the whole chain at once, and completing from half-way is awkward to get a group for.
Overall: Not really recommended, but not an 'avoid at all costs' either. Don't buy if you are on a tight budget, consider it if you are a player that mostly plays weekends when you can find a group easily enough to enjoy these. Should you choose to buy it, do so at level 7 or 8.
PS: You should mention that it's narrated by Dave Arneson.

Junts
09-12-2009, 01:31 PM
Mod9 includes new sources of Silver Flame favor, loosening the acquisition a little... plus you can actually expect to kill Abbot.

Wrath of Flame and Weapons Shipment are now favor with The Twelve, bringing the total Twelve favor available to 243.

7-day_Trial_Monkey
09-12-2009, 01:36 PM
Arcanes have more of a niche use in The Devils of Shavarath quests. It's great to have displacement up in those quests, more so than previously in the game.

Also, Otto Irresistable dance turns extremely difficult elite runs into fun times. And with shrines near the entrances, running them on norm and have dd to a reset shrine is very nice to have.

sirgog
09-12-2009, 01:44 PM
You should encourage other users to post their own reviews of an adventure pack in the thread. Also, put a link in your sig.

I was going to start one of those, but I have been postponing writing it. :p

Done.

Arianrhod
09-12-2009, 02:02 PM
Sharn Syndicate - 350 points
I've heard good things about this chain but am yet to play it; might go and make a group for it on my level 4 bard soon.
Description: Will fill later
Fun factor: Will fill later
Rewards (XP/loot): Will fill later
Best feature: Will fill later
Worst feature: Will fill later
Ease of getting a group: Presently easy (lots of VIPs running their Favored Souls through it); this may change.
Overall: Will fill later


Very well done set of reviews, thank you for going to the trouble :)
In spite of a very different perspective (mostly play in static duos/trios and have never had enough interest in "endgame" to even get a character leveled past 13 in 3 years, never run a raid other than Tempest Spine), I can't find much to disagree with.

Here's my take on Sharn Syndicate:
Description: A fun & varied series of quests in the market that awards useful Coin Lord favor (for folks who might not have gotten that 4th pack page yet). Includes a relatively dull protection quest, a fairly standard explore-the-building and kill-the-bad-guys quest, an after-hours trip to the bank, an interesting rescue (this from someone who normally hates escort quests, BTW), a trip through an attractively furnished mansion, and (AFAIK) the only quest in the game with an escape-over-the-rooftops component (very cool, if a bit long and kind of lethal at level).
Fun Factor: I liked it a lot, but then I like low-level stuff
Rewards: Decent XP, some very nice weapons for the level (+1, 1d6 elemental damage, and another bonus like Deception or Impact, all min level 2)
Best Feature: Finally something decent to do in the Market other than Shan-to Kor
Worst Feature: Guarding the brothers, a few annoying bugs (like an unopenable door), crystals with a bazillion hitpoints
Ease of Getting a group: no idea, since I stick to static groups, but it's right in plain view in the Market, so probably not too tough
Overall: Very nice series, not too resource-intensive for new players, but still challenging & rewarding if they're not twinked to the gills

Angelus_dead
09-12-2009, 02:53 PM
Sharn Syndicate - 350 points
Worst feature: Will fill later
The worst feature is the length. Of 6 quests, one is medium, one is short, and four are Very Short. Most of the quests are hardly 5 minutes long.

Tinrae
09-12-2009, 02:54 PM
Here's my take on Sharn Syndicate:
Description: A fun & varied series of quests in the market that awards useful Coin Lord favor (for folks who might not have gotten that 4th pack page yet). Includes a relatively dull protection quest, a fairly standard explore-the-building and kill-the-bad-guys quest, an after-hours trip to the bank, an interesting rescue (this from someone who normally hates escort quests, BTW), a trip through an attractively furnished mansion, and (AFAIK) the only quest in the game with an escape-over-the-rooftops component (very cool, if a bit long and kind of lethal at level).
Fun Factor: I liked it a lot, but then I like low-level stuff
Rewards: Decent XP, some very nice weapons for the level (+1, 1d6 elemental damage, and another bonus like Deception or Impact, all min level 2)
Best Feature: Finally something decent to do in the Market other than Shan-to Kor
Worst Feature: Guarding the brothers, a few annoying bugs (like an unopenable door), crystals with a bazillion hitpoints
Ease of Getting a group: no idea, since I stick to static groups, but it's right in plain view in the Market, so probably not too tough
Overall: Very nice series, not too resource-intensive for new players, but still challenging & rewarding if they're not twinked to the gills

I just finished this one last night as a new player duo. (Please keep in mind that I'm a new player so I'm still on the learning curve here!)

-Some of the quests were VERY difficult even on solo mode for me as a level 4 cleric. The bank quest was extremely tedious when I did that solo and I seriously doubt that any new player doing this at-level without decent healing capacities could have done it solo. I was knocked down constantly by the mobs while chipping away at the crystals which took forever. The bookbinder one was also very bothersome without CC abilities as you get mobbed right away. As a duo though, everything was possible to finish at level much easier.

-The last quest in the Tenements was very fun! We did wipe several times though - one boss mob in particular was absolutely brutal and one-shotted almost the whole party. Be *very* careful and not rush head first in if you're new, because it hurts...lol.

-Got some great upgrades from the quests, some +2 gear and other neat items. Well worth it for the loot if you're new and poor!

-Got my first rank of Coin Lord favor from this series, which rewarded me with another inventory bag slot. :)

Borror0
09-12-2009, 02:57 PM
-Some of the quests were VERY difficult even on solo mode for me as a level 4 cleric. The bank quest was extremely tedious when I did that solo and I seriously doubt that any new player doing this at-level without decent healing capacities could have done it solo. I was knocked down constantly by the mobs while chipping away at the crystals which took forever. The bookbinder one was also very bothersome without CC abilities as you get mobbed right away. As a duo though, everything was possible to finish at level much easier.
Weird. When I did it, I didn't find it hard. Probably even too easy. I did, however, find beating on the crystal to be long and extremely boring.

I was on a level 3 ranger/1 rogue, if that can help for comparison.

Tinrae
09-12-2009, 03:05 PM
Weird. When I did it, I didn't find it hard. Probably even too easy. I did, however, find beating on the crystal to be long and extremely boring.

I was on a level 3 ranger/1 rogue, if that can help for comparison.

Hence the disclaimer "new player" on the top. :)

I'm sure you have a much better grasp on game mechanics than I do as a non-DnD player to start with!

Actually, I agree the bank quest wasn't difficult per se as much as very tedious to the point that I wouldn't do it again solo because it takes too long. The bookbinder one was more difficult with the mobs ganging up on you even on Solo mode, and traps that I could not disable.

Borror0
09-12-2009, 03:07 PM
Hence the disclaimer "new player" on the top. :)
I know but I try to account for that fact when I evaluate a quest's difficulty.

The bookbinder one was more difficult with the mobs ganging up on you even on Solo mode, and traps that I could not disable.
Is that the one where you can enter either from the roof or the front door?

I remember that one of them was horribly hard to solo compared to the other. I got torn into shreds my first time in because I got ganged by the mobs. The amount of damage I was taking was too much for my twinked dwarf ranger to handled. I had to be more careful in there my second time in to actually complete it.

Tinrae
09-12-2009, 03:20 PM
I know but I try to account for that fact when I evaluate a quest's difficulty.

For a comparison of my noobness: I just recently found out that Spell Failure on armor does not apply to Cleric spells. I was running around in light/medium for a long time because nothing said there was a difference on what Spells that actually affects.... :)

I really do not think my boyfriend could have solo'd it on his rog/wiz as a new player (and also a non-DnD player).


Is that the one where you can enter either from the roof or the front door?

I remember that one of them was horribly hard to solo compared to the other. I got torn into shreds my first time in because I got ganged by the mobs. The amount of damage I was taking was too much for my twinked dwarf ranger to handled. I had to be more careful in there my second time in to actually complete it.

Yes, the one was where you got ganged up on by a swarm of mixed class mobs...so you had some fighter types and rogues beating on you while archers and magic casters were hurling arrows and spells at you. I survived the assault actually, but the traps were just too frustrating for me to finish it. I waited for my boyfriend to log on to duo it and we did fine, no deaths.

Borror0
09-12-2009, 03:31 PM
For a comparison of my noobness: I just recently found out that Spell Failure on armor does not apply to Cleric spells. I was running around in light/medium for a long time because nothing said there was a difference on what Spells that actually affects.... :)
Crash course in Arcane Spell Failure (http://ddowiki.com/page/Arcane_Spell_Failure):
It's called Arcane Spell Failure, which means that it affects only arcane spells. In other words, clerics, favored souls, paladins and rangers do not suffer the penalty as they are divine casters but bards, wizards and sorcerers are, however, affected by Arcane Spell Failure.

However, it's only a penalty to spells which have a somatic spell component. As a result, there are a few spells that are not affected like Blind, Feather fall, Otto's Resistible Dance, Blur, Displacement and Suggestion. To know whether or not a spell as a somatic component, you check under the "Component" section of a spell description. (But, since it's usually a bad decision to wear armor as an arcane spell caster, don't bother with it at first.)

Bards don't suffer from ASF if wearing light armor.

Tinrae
09-12-2009, 03:45 PM
Crash course in Arcane Spell Failure (http://ddowiki.com/page/Arcane_Spell_Failure):
It's called Arcane Spell Failure, which means that it affects only arcane spells. In other words, clerics, favored souls, paladins and rangers do not suffer the penalty as they are divine casters but bards, wizards and sorcerers are, however, affected by Arcane Spell Failure.

However, it's only a penalty to spells which have a somatic spell component. As a result, there are a few spells that are not affected like Blind, Feather fall, Otto's Resistible Dance, Blur, Displacement and Suggestion. To know whether or not a spell as a somatic component, you check under the "Component" section of a spell description. (But, since it's usually a bad decision to wear armor as an arcane spell caster, don't bother with it at first.)

Bards don't suffer from ASF if wearing light armor.

Thanks for the info clearing that up. I sort of wish I had a hardcopy of a DnD rulebook I could refer to for this kind of info because if it's not spelled out in game I just don't know these things.

I probably would have had a clue if the armors actually said "Arcane Spell Failure" and not just "Spell Failure" which sounds like all spells.

Gah, so much to learn here! Guess I need to start questioning everything and not just taking it at face value like most other MMOs. :)

Arianrhod
09-12-2009, 03:50 PM
Hence the disclaimer "new player" on the top. :)

I'm sure you have a much better grasp on game mechanics than I do as a non-DnD player to start with!

Actually, I agree the bank quest wasn't difficult per se as much as very tedious to the point that I wouldn't do it again solo because it takes too long. The bookbinder one was more difficult with the mobs ganging up on you even on Solo mode, and traps that I could not disable.

By the way - those traps can be disabled without a rogue, but it might take some searching to find out how ;)

As for surviving the assault - even experienced players are likely to be caught off guard the first time through. The difference is that the second time they know to go in with full elemental resists and shield clickies, which makes the casters much less of a threat.

Borror0
09-12-2009, 03:50 PM
Thanks for the info clearing that up. I sort of wish I had a hardcopy of a DnD rulebook I could refer to for this kind of info because if it's not spelled out in game I just don't know these things.
You can access them online: http://www.d20srd.org/

There's also the DDOwiki. Especially that pages, that attempts to regroup most of the basic game mechanics: http://ddowiki.com/page/Category:Basic_information

I probably would have had a clue if the armors actually said "Arcane Spell Failure" and not just "Spell Failure" which sounds like all spells.
Let me bug report that one.

Nyvn
09-12-2009, 04:19 PM
[b]The Subterrane - (it seems this is an adventure pack after all, can a high-level F2Per please tell me the cost)
Description: Two raids and an enormous explorer area below the marketplace. This is the only explorer area designed for a raid group, not a regular party of six. The raids are both quite short, but fast-paced and intense. Hound of Xoriat is a highly unique raid where the boss is invincible until she takes a certain amount of damage from her own spawn (who you charm using Mind Control stones that drop in the raid). A Vision of Destruction is a long, difficult fight against a Suulomades, devil general and his minions.
Fun factor: Pretty high. Whilst short, the raids are intense.
Rewards (XP/loot): There's not a huge amount of XP to be had here, but what you can get, you will earn quickly. There is some great loot here - excellent items for most classes, including the extremely powerful Tharne's Goggles, the rare and always loved +3 tomes, and hidden away in a chest from a rare encounter in the Subterrane explorer area, there's the Icy Raiments, the best armor in the game for many multiclass monk builds, and also a lot of nice twink items like the Sunblade.
Best feature: A Vision of Destruction (VoD). It's a great fun raid.
Worst feature: The last room leading up to VoD - large numbers of teleporting devils cause some pretty ugly lag.
Ease of getting a group: Whilst it's easy to get a group for these raids, finding clerics for VoD can be tough at times, as many clerics don't want any of the raid loot from it.
Overall: An important part of endgame. If it's no more than 500 points, I'd advise buying it on hitting 15 or 16. If it's more than 500 points, then only get it once you have all the other endgame content.


This is not an adventure pack.

Angelus_dead
09-12-2009, 04:39 PM
This is not an adventure pack.
More accurately, the Subterane is part of the Vale of Twilight / Devil Invasion adventure pack.

Note that this pack has therefore 3 raids, 4 dungeons, and two explorers, making the Necropolis IV pack look silly by comparison: It has 1 raid, 5 dungeons, and 1 explorer, yet costs more Turbine points.

haunter
09-12-2009, 05:32 PM
Nice list and pretty much agree regarding those that i have done. A few of my own feelings towards some of these:

Tanglroot: Although the quest objectives are varied, much of it is running through the same areas and fighting the same creatures, which can sometimes get a little repetitive. Still highly recommend it, just a word of warning.

Three Barrel Cove: One of my favorite areas to just run around in, but I have to agree that it would be somewhat low on my recommend list. If you're not concerned about getting a lot of loot or XP and just want to do something different, go for it. But for most people, get this after you have already purchased the other "must-have" quests.

Vault of Night: I only PUG, and I don't recall ever having a good VoN3 run. (hmm, maybe it's me) Still a pretty fun group of quests. The price does seem a little high. Perhaps another to purchase after the "must-haves" and you have the points, or cash, to spare.

Sharn Syndicate Pretty much agree with most of what has been said in this thread. Wish some were longer in ways other than the tedious chipping away at the crystals. Good for characters that don't have much for weapons to get something that will be good for a while.

Aranticus
09-12-2009, 07:31 PM
Three Barrel Cove - 650 points
Note: I've never played through most of these quests at a level where they are still challenging; I'd appreciate feedback on this review from someone that has done so.
Description: A pirate island with several non-chain quests loosely themed around pirates, with a cool wilderness area (second best one in the game IMO).
Fun factor: The explorer area is fun to play around in, but some of the quests are pretty frustrating.
Rewards (XP/loot): Low to medium XP, poor loot.
Best feature: The variety. The quests here have more variety than any other adventure packs save some of the best endgame ones. There's a puzzle-based quest, quests with undead, and a quest fighting pirates.
Worst feature: Two of the quests are extremely frustrating. The ladder jumping is horrible, and hard even for high level characters with permanent featherfall and a capped Jump skill.
Ease of getting a group: Pretty hard to get a group at times - VIPs that focus on powerlevelling don't go out to Three-Barrel at all, and the pack isn't cheap, so won't be as popular amongst F2Pers.
Overall: Worth buying if and only if you prefer low-level play to high-level (for example, if you like permadeath play). If you consider buying this, you'll want your in-game friends to buy it too so you can get groups there. If you choose to buy it, do so at level 5.

not worth buying due to the cost. there is only an outdoor area and a couple of quests

Sorrowdusk Island - 400 points
Description: Two chain quests and an explorer area. The chain quests first set you against ogres and trolls, then in the second chain sets you against their evil masterminds. This chain oozes the feel of pen and paper D&D more than any other chain in the game, IMO. The first chain is short, easy and has four quests with little variance - the second chain is longer, harder, more varied and is fantastic the first time you run it.
Fun factor: Grey Moon Waning (the first chain) isn't great, but the Cult of the Six (Co6) chain is great.
Rewards (XP/loot): Average XP and poor loot for Grey Moon Waning, good XP for Co6, and useful loot, although it is quickly outlevelled. The House Deneith favor is highly important to anyone wanting to use a bow at high level, as it lets you bulk buy several important types of arrows, such as silver arrows for raid bosses like Arraetrikos, Suulomades and General Horoth.
Best feature: The variety of the Co6 chain, and the near perfect difficulty (one quest requires tactical play to beat).
Worst feature: The explorer zone is pretty lacklustre, IMO.
Ease of getting a group: This chain is pretty popular amongst VIPs, most play it 1-3 times on each character.
Overall: Recommended but not a high priority if you are on a tight budget. Buy it at level 6, complete Grey Moon Waning at that level, but hold off until level 8 or 9 to complete Co6.

this is a better investment than 3 barrel cove

Sharn Syndicate - 350 points
I've heard good things about this chain but am yet to play it; might go and make a group for it on my level 4 bard soon.
Description: Will fill later
Fun factor: Will fill later
Rewards (XP/loot): Will fill later
Best feature: Will fill later
Worst feature: Will fill later
Ease of getting a group: Presently easy (lots of VIPs running their Favored Souls through it); this may change.
Overall: Will fill later

the only reason i would advise players to buy this is due the the availability of loot drops that are good for twinking characters. the quest line is very short but lots to explore slowly

Aranticus
09-12-2009, 07:39 PM
Mid and High level packs


The Ruins of Threnal - 550 points
This quest has changed since I last ran it. My advice here is based on my experiences with old Threnal.
Description: About ten quests set in three or four large dungeons involving a series of attacks on House Deneith and House Kundarak interests at an archaeological site.
Fun factor: Great the first few times, but quest difficulties vary enormously within the chain - some quests are so easy as to be trivial; others are tough indeed. One particularly annoying quest was difficult to beat on Elite even with capped characters, but this has since been changed. Apparently that quest remains frustrating, but not obnoxiously so.
Rewards (XP/loot): XP varies from poor for some quests to great for others. Loot is nice for its level, but quickly surpassed, although if you don't have the Voice of the Master from Delara's Tomb, there's a similar item here to replace it (the XP boost does not stack with the Voice, but if you have both you get a useful set bonus)
Best feature: Flesh Renders. They are cool foes.
Worst feature: Oozes, and the complicated quest chain system here.
Ease of getting a group: Not hard in peak times, can be very tough in off-peak. Groups seldom do the whole chain at once, and completing from half-way is awkward to get a group for.
Overall: Not really recommended, but not an 'avoid at all costs' either. Don't buy if you are on a tight budget, consider it if you are a player that mostly plays weekends when you can find a group easily enough to enjoy these. Should you choose to buy it, do so at level 7 or 8.

the main draw here is the xp of the quest. yes there are oozes but it doesnt really amount to anything. opening up the ruins of threnal also allow you the chance for the 3 chests in the caves for quick running to outfit lower level toons. in terms of quests, there is a total of 9. extremely good for leveling i would say

The Subterrane - (it seems this is an adventure pack after all, can a high-level F2Per please tell me the cost)
Description: Two raids and an enormous explorer area below the marketplace. This is the only explorer area designed for a raid group, not a regular party of six. The raids are both quite short, but fast-paced and intense. Hound of Xoriat is a highly unique raid where the boss is invincible until she takes a certain amount of damage from her own spawn (who you charm using Mind Control stones that drop in the raid). A Vision of Destruction is a long, difficult fight against a Suulomades, devil general and his minions.
Fun factor: Pretty high. Whilst short, the raids are intense.
Rewards (XP/loot): There's not a huge amount of XP to be had here, but what you can get, you will earn quickly. There is some great loot here - excellent items for most classes, including the extremely powerful Tharne's Goggles, the rare and always loved +3 tomes, and hidden away in a chest from a rare encounter in the Subterrane explorer area, there's the Icy Raiments, the best armor in the game for many multiclass monk builds, and also a lot of nice twink items like the Sunblade.
Best feature: A Vision of Destruction (VoD). It's a great fun raid.
Worst feature: The last room leading up to VoD - large numbers of teleporting devils cause some pretty ugly lag.
Ease of getting a group: Whilst it's easy to get a group for these raids, finding clerics for VoD can be tough at times, as many clerics don't want any of the raid loot from it.
Overall: An important part of endgame. If it's no more than 500 points, I'd advise buying it on hitting 15 or 16. If it's more than 500 points, then only get it once you have all the other endgame content.

there is no pack for sale for this, probably they might add in later

sirgog
09-13-2009, 07:32 AM
there is no pack for sale for this, probably they might add in later

This seems weird, it's listed as for-sale in the Compendium. I'm assuming it's bugged, or temporarily available as VIP only.


Also - I'm about to edit the first post to put in a rating out of ten for each pack. This is my opinion only - I know that, for instance, I think Demon Sands is better than Threnal, but not everyone will agree. The only one that is fact, not opinion, is that Necropolis 2 is terrible.

LookingForABentoBox
09-13-2009, 07:55 AM
I only quoted the reviews I disagreed with. Kudos to the OP for the thread!



Low-level Packs:
The Catacombs - 250 points
Description:
This pack unlocks a small chain of quests set in three or four dungeons. The quests are filled with undead and vermin, are quite repetitive, and involve a few times that you'll just be looking around unsure of what to do or where to go (although that won't last too long)
Fun factor: Pretty low.
Rewards (XP/loot): Low to medium XP, loot that's nice at the time but quickly discarded as you outlevel it. Awards Silver Flame favor, which is not very important except for Barbarians that like to solo - if that's you, you'll need to buy all the Necropolis chains and beat everything on Elite except for the Black Abbot if you want the Silver Flame healing potions that solo Barbs love.
Best feature: Cool storyline.
Worst feature: Uninteresting mobs.
Ease of getting a group: Currently not hard as a lot of people have purchased this chain; may become harder over time as those players probably won't return to the Catacombs much on new characters.
Overall: Not recommended, but not a terrible buy.

I enjoyed this quest a lot, the storyline is fun and I'm still using the +5 concentration dominatrix mask at level 9 that I got from this. Haunted libraries, insane asylums and family tombs make for interesting scenery. 4/5



Tangleroot Gorge - 550 points
Description:
This pack unlocks a chain of ten quests set in one enormous, two-part dungeon. You'll launch a series of attacks on the hobgoblins of Splinterskull Fortress. The quests are varied - you'll have to deal with melee brutes such as ogres, hobgoblins that are potent casters, and even a (practically) invincible giant spider that you have to escape from after killing her eggs.
Fun factor: Fun for the first twenty runs. High. Lots of cool things to discover, such as a flesh render (a reasonably high level foe) that you can set free to wreak havoc amongst the Splinterskull defenders while you watch it from a safe location, and a battle with elementals in a secret underwater cave (this battle is an optional that most players do not attempt as it has poor rewards; it's well worth doing once, however).
Rewards (XP/loot): Excellent XP. Good loot - most is outlevelled quickly and discarded, but the Visor of the Flesh Render Guards are still good all the way through to endgame. In addition, by completing this chain on elite (hard may be enough if you've done other House P quests), you unlock potent House Phiarlan favor rewards which you'll find exceptionally useful until about level 9 or 10.
Best feature: Speeds up levelling through having both good XP and loot.
Worst feature: As you need to complete the entire chain to get end rewards, it's frustrating if you get halfway there and the group disbands - you will probably need to start over with a new group.
Ease of getting a group: Very easy, every VIP tends to run this chain 3+ times on every new character rolled.
Overall: Highly recommended for all players except those on a very tight budget. Purchase at level 3 or 4.

Great end rewards, but in addition to being very long, you have to re-run the same zone for many different quests in this line, which gets repetitive and dull. Great xp. 2.5/5



Three Barrel Cove - 650 points
Note: I've never played through most of these quests at a level where they are still challenging; I'd appreciate feedback on this review from someone that has done so.
Description: A pirate island with several non-chain quests loosely themed around pirates, with a cool wilderness area (second best one in the game IMO).
Fun factor: The explorer area is fun to play around in, but some of the quests are pretty frustrating.
Rewards (XP/loot): Low to medium XP, poor loot.
Best feature: The variety. The quests here have more variety than any other adventure packs save some of the best endgame ones. There's a puzzle-based quest, quests with undead, and a quest fighting pirates.
Worst feature: Two of the quests are extremely frustrating. The ladder jumping is horrible, and hard even for high level characters with permanent featherfall and a capped Jump skill.
Ease of getting a group: Pretty hard to get a group at times - VIPs that focus on powerlevelling don't go out to Three-Barrel at all, and the pack isn't cheap, so won't be as popular amongst F2Pers.
Overall: Worth buying if and only if you prefer low-level play to high-level (for example, if you like permadeath play). If you consider buying this, you'll want your in-game friends to buy it too so you can get groups there. If you choose to buy it, do so at level 5.
Lousy rewards and lousy XP don't make up for the prettiness of the area. 1.5/5



Sharn Syndicate - 350 points
I've heard good things about this chain but am yet to play it; might go and make a group for it on my level 4 bard soon.
Description: Will fill later
Fun factor: Will fill later
Rewards (XP/loot): Will fill later
Best feature: Will fill later
Worst feature: Will fill later
Ease of getting a group: Presently easy (lots of VIPs running their Favored Souls through it); this may change.
Overall: Will fill later

Good rewards for a low level char, and interesting backgrounds, it's nice to go through mansions and banks and stay out of the sewers for it bit. Very short though, so you're probably better off getting a longer quest. 3.5/5

Tinrae
09-13-2009, 12:39 PM
Low-level Packs:


The Catacombs - 250 points
Description:
This pack unlocks a small chain of quests set in three or four dungeons. The quests are filled with undead and vermin, are quite repetitive, and involve a few times that you'll just be looking around unsure of what to do or where to go (although that won't last too long)
Fun factor: Pretty low.
Rewards (XP/loot): Low to medium XP, loot that's nice at the time but quickly discarded as you outlevel it. Awards Silver Flame favor, which is not very important except for Barbarians that like to solo - if that's you, you'll need to buy all the Necropolis chains and beat everything on Elite except for the Black Abbot if you want the Silver Flame healing potions that solo Barbs love.
Best feature: Cool storyline.
Worst feature: Uninteresting mobs.
Ease of getting a group: Currently not hard as a lot of people have purchased this chain; may become harder over time as those players probably won't return to the Catacombs much on new characters.
Overall: Not recommended, but not a terrible buy.
Rating: 5/10


Just finished Catacombs as a new player duo, level 3 & 4 with hirelings.

The first few quests were a bit dull, just had you running through a very simply laid out dungeon and killing some undead. As the story unfolds you are sent deeper and deeper into the catacombs area. The end quests got more interesting, one in particular was sort of fun when you are being chased by an unbeatable foe who constantly pounds you.

Playwise it wasn't really a hard series for someone on the low end of the learning curve so this might not be a bad buy for someone who's not very confident playing the game yet.

I personally didn't get anything worthwhile from the chests in this series, but my duo partner got a quarterstaff with +20 SP and a mithral armor set. The end chain rewards aren't too bad either, I got a hat with +5 Concentration.

Xyfiel
09-13-2009, 05:16 PM
One reason I said catacombs over STK in Robi's thread was the xp was increased for unlimited, and it is 8 quests compared to 4. Similiar time investment clearing them out and similiar xp. Plus there are some decent rewards, especailly the sword and staff for deleras.

Badoraro
09-14-2009, 05:00 AM
The Subterrane is a part of the Vale of Twilight adventure pack. (as seen in the DDO Store description of the adventure pack and by clicking a Buy Now button on a Hound LFM)

Also Vale is not spelled Vail...

sirgog
09-14-2009, 05:51 AM
The Subterrane is a part of the Vale of Twilight adventure pack. (as seen in the DDO Store description of the adventure pack and by clicking a Buy Now button on a Hound LFM)

Also Vale is not spelled Vail...


@ typos - yeah I picked up a couple of them last time I edited the post.

Thanks for the info re. Subterrane - that just goes to make Vale of Twilight the best of all the packs, pushing it ahead of Gianthold (although you'll have a hard time getting to a level at which Vale is playable without GH).

Lorien_the_First_One
09-14-2009, 06:24 AM
Just finished Catacombs as a new player duo, level 3 & 4 with hirelings.

The first few quests were a bit dull, just had you running through a very simply laid out dungeon and killing some undead. As the story unfolds you are sent deeper and deeper into the catacombs area. The end quests got more interesting, one in particular was sort of fun when you are being chased by an unbeatable foe who constantly pounds you..

You answered her question wrong or she wouldn't be bothering you :p

Deagan
09-14-2009, 06:35 AM
Great post!
Might want to mention the explorer chests for Demon Sands though. Bloodstone and Greaves especially.

G.

sirgog
09-14-2009, 06:46 AM
Great post!
Might want to mention the explorer chests for Demon Sands though. Bloodstone and Greaves especially.

G.

I haven't put them in because they are unbound (so people without the pack can get them other ways) and also, they jsut aren't that good of a loot run.

1.5% chance of looting a Bloodstone x 600k PP for a BS = 9k per looting.

Compare to Shroud:

24% chance of looting a Large Scale x 250k PP for a scale = 60k PP per completion, plus Large Stones, plus Tomes, plus 15k vendor trash per run, plus ~10k in sellable gear like Vorpals, Greater Construct Banes, etc - probably a total of 100k PP per Shroud, i.e. more than ransacking the Bloodstone chest.

Tinrae
09-14-2009, 06:59 AM
You answered her question wrong or she wouldn't be bothering you :p

It was fun either way!

That thing pounded *me* the entire run out...not my duo partner, not the hirelings...me. Like I had some sort of undead GPS system attached to my character's forehead. Little elf cleric = delicious cake for wraith.

Good times. :)

Vormaerin
09-14-2009, 07:25 AM
You answered her question wrong or she wouldn't be bothering you :p

Wrong Quest, Lorien. They are talking about the one where she chases you out of the crypt after you mess with the last altar or sarcophagus (whatever it is). Not the one where you talk to her at the beginning.

geoffhanna
09-14-2009, 08:18 AM
I don't agree with all of the opinions expressed in the OP, but I really like that he took the time to make this.

I would not hesitate to point a newbie F2P player towards this thread.

+1 rep. I'd give the thread five stars but it is not in a ratable forum

Thrudh
09-14-2009, 09:16 AM
If, after trying out all the free content, you're enjoying the game, and want to try some more quests, I would suggest the following...

Tangleroot Gorge
Sorrowdusk Island

That'll cost 950 TPs, about $12. Those are two very fun quest chains with great end-rewards and with lots of exp, and plenty of replayability. I run these normal/hard/elite with all my characters because the experience is good, and I STILL have fun with these..

Next two big ones to buy are Gianthold and the Vale.. That's about 1700 TPs (around $20), but those two adventure packs are HUGE, full of fun awesome quests with great exp, and great items... plus you get access to 4 very fun raids... And they'll take you all the way to 20th level...

Artis_Resistance
09-14-2009, 09:23 AM
Excellent work, OP. +1 rep.

I have decided to buy Tangleroot Gorge and STK. Those two along with the standard quests should get me mid-range easily.


DDO is an amazing game, surpassed only by the quality of the community.

Waffle_Stomper
09-14-2009, 04:58 PM
Last night I bought The Catacombs adventure pack. I had a blast going through it solo (the last quest didn't turn out so well lol). The story line was pretty interesting. I think it was very enjoyable because I play Paladin. The adventure seemed like a good fit for my Paladin, so that's why I bought it. I will say that if you don't have the ability to turn undead or someone with you that can, than this adventure might be a huge pain with a smaller group. A ghost touched weapon would also be a great thing to bring along. The loot was disappointing on normal mode though. Overall I would give it a 7-8/10 from my experience.

Junts
09-14-2009, 05:15 PM
Last night I bought The Catacombs adventure pack. I had a blast going through it solo (the last quest didn't turn out so well lol). The story line was pretty interesting. I think it was very enjoyable because I play Paladin. The adventure seemed like a good fit for my Paladin, so that's why I bought it. I will say that if you don't have the ability to turn undead or someone with you that can, than this adventure might be a huge pain with a smaller group. A ghost touched weapon would also be a great thing to bring along. The loot was disappointing on normal mode though. Overall I would give it a 7-8/10 from my experience.

Some of the end rewards for this chain are ghost-touch weaponry if you want to repeat it on hard/elite :)

If you are having a really hard time with the end wraith, try using your lay on hands on it instead of you, it'll do al ot of damage.

Waffle_Stomper
09-14-2009, 06:11 PM
Some of the end rewards for this chain are ghost-touch weaponry if you want to repeat it on hard/elite :)

If you are having a really hard time with the end wraith, try using your lay on hands on it instead of you, it'll do al ot of damage.

Ok cool. :) It was late last night, so I only ran it through once on normal till the end quest ruined me. I just got swarmed and the turns didn't work well. Thanks for the advice though. I'll give it another go tonight I think.

sirgog
09-14-2009, 07:34 PM
Ok cool. :) It was late last night, so I only ran it through once on normal till the end quest ruined me. I just got swarmed and the turns didn't work well. Thanks for the advice though. I'll give it another go tonight I think.

Turn Undead is weak even on a Cleric (acceptable on normal and hard low level content tho), and Paladins turn as poorly as a Cleric that's three levels lower than them.

Arianrhod
09-15-2009, 01:57 PM
Wow, this dropped to page 2 fast. Such a useful guide, too.

Dungeon
09-16-2009, 12:56 AM
Sticky Please.

FluffyCalico
09-16-2009, 01:02 AM
If you are on a budget that isn't really constrained much:
Buy all save ... Devil Assault,.

Why would you not buy devil assult? Right now a level 18 can walk in there and get 15K xp the first time and farm the optionals forever at 7K xp a run. Its an infinate amount of xp for high level characters right now. Unless you like slayer I recomend doing part 1-4 about 10 times on elite at 18 and 1-5 about 5 times on elite. Sure beats trying to get 10,000 slayer.

Don't forget thernal offers one of the best twink weapons in the game. Retribution is level 6 and while you are unlikely to get it at level 6 since new drops of it are bound to account that means as soon as any of your next toons hit 6 poof at level 6 they have a ( holy, pure good, of true law longsword). Very nice for a level 6 with no special AH gotten loot. And best of all its free from the south end rewards about 40% of the time.

dgray1981
09-16-2009, 01:04 AM
Id also like to see this thread stickied. Big thanks to Sirgog for putting this together, Ive been looking for info on the packs.

Ghirmeshk
09-16-2009, 01:16 AM
Great post man, linking to my guild page. Thank you, Sirgog.

sirgog
09-16-2009, 01:31 AM
Why would you not buy devil assult? Right now a level 18 can walk in there and get 15K xp the first time and farm the optionals forever at 7K xp a run. Its an infinate amount of xp for high level characters right now. Unless you like slayer I recomend doing part 1-4 about 10 times on elite at 18 and 1-5 about 5 times on elite. Sure beats trying to get 10,000 slayer.


It's mediocre XP - it takes some pretty significant time to finish for a one-room quest, plus it's easy to fail it and only get half XP.

Plus, it gets kinda dull.

FluffyCalico
09-16-2009, 01:38 AM
It's mediocre XP

Probably one of the 10 highest xp quests left in the game.

sirgog
09-16-2009, 03:49 AM
Probably one of the 10 highest xp quests left in the game.

Any group that is good enough to beat Devil Assault elite will be able to beat the Orchard quests on elite significantly quicker, particularly Inferno of the Damned, which can be run five times in an hour for a lot more XP than Devil Assault will give in an hour.

DA elite with first time bonus is good but not stellar XP, but without first time bonus it's quite mediocre for XP, even assuming that you have a 90% successful completion rate.

Girlbrush
09-16-2009, 09:48 AM
Thank you Sirgog for your detailed review. :)

Angelus_dead
09-16-2009, 10:33 AM
If, after trying out all the free content, you're enjoying the game, and want to try some more quests, I would suggest the following...
Tangleroot Gorge
Sorrowdusk Island
Uh, but the free content goes up to level 12. So if a character has tried "all free content", he's probably overlevel for those two packs, and instead wants someplace he can use to keep advancing, like Desert or GH.

sirgog
09-16-2009, 09:12 PM
Uh, but the free content goes up to level 12. So if a character has tried "all free content", he's probably overlevel for those two packs, and instead wants someplace he can use to keep advancing, like Desert or GH.

Someone that's run all the free stuff to Elite may even be ready to move to Meridia (Vale of Twilight pack); although the quests out there are level 16 and 17, they are quite accessible to a level 13 or 14 character, particularly one piloted by a player that's good enough to beat all of Relic of a Sovereign Past, Invaders! and Dreams of Insanity on elite (the later two remain a little challenging on elite to unprepared level 17-20 characters)

Thaldon
09-17-2009, 02:30 AM
Thanks for taking the time to make this thread, I refer to it often. I bought Delera's Tomb tonight since it was on sale. Since the sales are so frequent, I'm only going to buy what goes on sale. I figured this would be a great quest range for my cleric who is well into level 5.

Since none of my guildmates could make it on tonight I rolled up a bard to mess around with on another server..in 2.5 hours I earned an additional 50 turbine points. nice! So that's 175 free TP I've gotten since launch between two characters.

3 barrels cove goes on sale this weekend and my entire f2p guild is going to purchase b/c it is half off. There is no way I'd spend 650 TP on a quest chain at that level, but 325..no problem if it will make my rogue friends happy to tag along and keep 'em healed.

Datghosty
09-17-2009, 10:03 AM
Thanks alot for making this thread, ive now bought several packs due to this guide. thanks

FlimsyFirewood
09-18-2009, 06:17 PM
@ OP: +1 rep, sir.

RTN
09-18-2009, 07:08 PM
Sorrowdusk is important for any ranged character. More than silver arrows, however, it's for the 75% returning +3 bolts and arrows.

Did you get VON for bank space favor? That's a great reason to do it.

House P for buffs. Catacombs for the time pendant. etc etc.

Dark_Helmet
09-18-2009, 08:26 PM
You really need ratings based on Hack and Slash, Storyline and Challenging. There are some role players that will love the story that goes with these dungeons whereas some Hack and Slashers will just want to sit there and kill mindlessly (aka Kobold Assault). Maybe you need to recruit some players from each of those styles to rate the same dungeons and give their opinion. Also, might want to make something about Permadeath chances (maybe Parvo can contribute?)


The weakeness of 3BC is that it is hard to actually find the quests themselves - unlike tangleroot which takes place at a single cave entrance.

Necro quests. If you want a challenge with fighting undead, these should be rated higher (WAY higher for Necro 2 as a 1/10 means you don't like challenges!). With Necro 3, you rating is too high as the maze is the exception: just watching one person try to make the rats go thru a maze is like watching paint dry! Talk about a 1/10! Proof that a cool concept can be the worst practical idea ---- ever!

Devil Assault - Hack and slash at it's finest (aka grownup Kobold Assault). For those who want nearly mindless killing.

As for your words about incorporeal undead being less fun to fight than air elementals, I would like to remind you that Air elementals knock you down - even when you save! That is rediculous! The sound of wraiths and having them pop up on any side of you then disappear is better at creating a moment of terror than any horror movie! Imagine if you were that character, spinning around to find out what that ghostly image was and seeing it gone... then think it is right behind you as you feel your life slowly drain away...... They actually are one of my favorites implementations of monsters for that reason.

dankvader
09-19-2009, 01:16 AM
This definitely needs to be sticky. I read the reviews and purchased tangleroot and deleras tomb. Both reviews helped a lot on the purchase and I agree totally with them.

moorewr
09-19-2009, 10:11 AM
Great review, sirgog.

I agree with most of your notes, although to me sorrowdusk is more of a must-buy. I'm addicted to mummified bats as well as the Deneith favor. Ditto for VoN for bank space.


(Note to self: come back give rep when the forums will let me do it).

Aranticus
09-19-2009, 10:15 AM
Sorrowdusk is important for any ranged character. More than silver arrows, however, it's for the 75% returning +3 bolts and arrows.

Did you get VON for bank space favor? That's a great reason to do it.

House P for buffs. Catacombs for the time pendant. etc etc.

time pendant is house p

spyyder976
09-19-2009, 11:09 AM
Re: For a comparison of my noobness: I just recently found out that Spell Failure on armor does not apply to Cleric spells. I was running around in light/medium for a long time because nothing said there was a difference on what Spells that actually affects....

They really need to fix this term to be like PnP so new players especially understand, as I get asked about Spell Failure a TON; it should read Arcane Spell Failure, and they need to let new players know somehow that some casters cast Arcane spells while others cast Divine.

Gadget2775
09-19-2009, 12:23 PM
Don't suppose we could get this post stickied for ease of access could we?

Qzipoun
09-19-2009, 01:05 PM
I just notice that there is a link with videos for some of the adventure packs, might be useful to add them to the OP:

http://www.ddo.com/ddogameinfo/adventure-packs


Also, while I agree with most of the stuff in the OP, you should probably start by saying they are based mostly on opinion blah blah blah. I see you've made changes based on feedback but there's always going to be someone that says "no, this pack is dumb/awesome, don't listen to sirgog" or worse someone will hate a pack and say your rating was off :p

sirgog
09-19-2009, 08:21 PM
Also, while I agree with most of the stuff in the OP, you should probably start by saying they are based mostly on opinion blah blah blah. I see you've made changes based on feedback but there's always going to be someone that says "no, this pack is dumb/awesome, don't listen to sirgog" or worse someone will hate a pack and say your rating was off :p

I state that 'this is all opinion except for one fact, Necro 2 sucks.'

I'll stand by that :)

Borror0
09-19-2009, 08:33 PM
I like Necropolis 2. It's mostly fun/imaginative quest, I have good memories from that one, and the XP for Shadow Crypt is sweet. Actually, of all the Necropolis arcs that they released, I would say that Necropolis 2 is my favorite. It's sad it was under cap and offered poor loot when it was released.

The worse is Necro 1.

Dungeon
09-21-2009, 02:44 PM
Bump.

dankvader
09-22-2009, 07:09 AM
bump

FlimsyFirewood
09-22-2009, 09:58 AM
Bump.

Gemini_II
09-22-2009, 10:31 AM
Bump

Perhaps a Sticky on this? Great read, especially for new F2P players.

Pwesiela
09-22-2009, 11:22 AM
Bump.

So, what does it mean when a Dev bumps a thread?

Borror0
09-22-2009, 11:30 AM
That developers are above the law.

GoldyGopher
09-22-2009, 11:37 AM
Bump

Perhaps a Sticky on this? Great read, especially for new F2P players.

I understand the author put a lot of effort into writing this review; however it is filled with inaccuracies. Those inaccuracies and thier personal opinion on a number of topics that taint the picture they are attempting to paint. I would like to show an example by comparing to quest chains:




[color=green]The Catacombs - 250 points
Description:
This pack unlocks a small chain of quests set in three or four dungeons. The quests are filled with undead and vermin, are quite repetitive, and involve a few times that you'll just be looking around unsure of what to do or where to go (although that won't last too long)
Fun factor: Pretty low.
Rewards (XP/loot): Low to medium XP, loot that's nice at the time but quickly discarded as you outlevel it. Awards Silver Flame favor, which is not very important except for Barbarians that like to solo - if that's you, you'll need to buy all the Necropolis chains and beat everything on Elite except for the Black Abbot if you want the Silver Flame healing potions that solo Barbs love.
Best feature: Cool storyline.
Worst feature: Uninteresting mobs.
Ease of getting a group: Currently not hard as a lot of people have purchased this chain; may become harder over time as those players probably won't return to the Catacombs much on new characters.
Overall: Not recommended, but not a terrible buy.
Edit - There have been several people that have commented that they had better experiences with this chain than I personally did, and in particular the quest where you must escape while being pursued by an invincible wraith was popular. Rating has been boosted from 5 to 6 due to this feedback.
Rating: 6/10


Tangleroot Gorge - 550 points
Description:
This pack unlocks a chain of ten quests set in one enormous, two-part dungeon. You'll launch a series of attacks on the hobgoblins of Splinterskull Fortress. The quests are varied - you'll have to deal with melee brutes such as ogres, hobgoblins that are potent casters, and even a (practically) invincible giant spider that you have to escape from after killing her eggs.
Fun factor: Fun for the first twenty runs. High. Lots of cool things to discover, such as a flesh render (a reasonably high level foe) that you can set free to wreak havoc amongst the Splinterskull defenders while you watch it from a safe location, and a battle with elementals in a secret underwater cave (this battle is an optional that most players do not attempt as it has poor rewards; it's well worth doing once, however).
Rewards (XP/loot): Excellent XP. Good loot - most is outlevelled quickly and discarded, but the Visor of the Flesh Render Guards are still good all the way through to endgame. In addition, by completing this chain on elite (hard may be enough if you've done other House P quests), you unlock potent House Phiarlan favor rewards which you'll find exceptionally useful until about level 9 or 10.
Best feature: Speeds up levelling through having both good XP and loot.
Worst feature: As you need to complete the entire chain to get end rewards, it's frustrating if you get halfway there and the group disbands - you will probably need to start over with a new group.
Ease of getting a group: Very easy, every VIP tends to run this chain 3+ times on every new character rolled.
Overall: Highly recommended for all players except those on a very tight budget. Purchase at level 3 or 4.
Rating: 8.5/10





The Catacombs are set in seven dungeons and involve Eight quests.
The XP in the Catacombs is slightly below average for the length of the quests and the amount of time you spend in them. So let us take a look at the XP, shall we:
I usually spend about 60 to 90 minutes completing these two chains (solo or small parties). In Spinterskull (The actual quest chain for Tangleroot) you have just under 12,000 XP available (First run on Normal getting all Bonuses) and that is according to the OP is good XP, while Catacombs is just over 12,000 XP (First Run on Normal getting some bonuses) is somehow not considered good XP. You have lost me.
Now in the OP defense Turbine has continually increased the amount of XP in the catacombs while reducing the difficulty (there used to be dozens of slimes which broke your gear). Yet Splinterskull has stayed virtually unchanged (a couple of doors and other minor changes) since it release.

Tangleroot Gorge. If the Catacombs are repetitious, how can the Tangleroot not be? Now I am not necessarily disagree but you can’t use the argument in the catacombs and then say Tangleroot is not.

The difference is the mobs you face. In Catacombs we face undead, while here we face primarily hob-goblins. Huge difference because of the effectiveness of specific classes (rogue and arcanes come to mind) vs. the mobs. This highlights one of the issues facing Turbine in DDO, and that is a whole other issue.

Whether we agree or not, the Catacombs has more XP, roughly the same amount of favor and costs 300 Turbine Points less. Additionaly the end-rewards set up many characters to be better prepared for Delara's which we all agree is very good buy, all things considered. So why isn't it a better buy than Tangleroot?

Gadget2775
09-22-2009, 11:40 AM
That developers are above the law.

He IS THE LAW!!!! :eek: (Sorry, Sylvester Stallone moment :D

7-day_Trial_Monkey
09-22-2009, 11:42 AM
So why isn't it a better buy than Tangleroot?

Because it sucks donkey balls.

More people hate that quest than like it. Hence, it gets a bad review.

You are still allowed to like it just as much as Tangleroot, if you want.

tihocan
09-22-2009, 11:52 AM
Whether we agree or not, the Catacombs has more XP, roughly the same amount of favor and costs 300 Turbine Points less. Additionaly the end-rewards set up many characters to be better prepared for Delara's which we all agree is very good buy, all things considered. So why isn't it a better buy than Tangleroot?
I used to like Catacombs, because it was good XP to zerg through it. But I'm not sure how it is now with dungeon alert...
But anyway, one major issue with Catacombs is it's low level compared to Tangleroot. There is plenty of XP in the early quests to level up to 3-4, and then Tangleroot is going to be more useful than Catacombs to level up further.

GoldyGopher
09-22-2009, 11:55 AM
Because it sucks donkey balls.

More people hate that quest than like it. Hence, it gets a bad review.

And how do you know that?

That's the problem with reviews. You have to seperate fact from opinion. In this case the OP used his opinion and stated in some parts that it is fact. Which in other media can get you sued, just ask the Food Critic in Philly.

Old school players hated the catacombs because it used to give you about 1/2 the XP of Tangleroot, was filled with mucks which wrecked our equipment and gave us jack for loot.

Turbine HAS already corrected all of those issues.

Now tell me why I should still hate the quest. That is what reviewers should do.


You are still allowed to like it just as much as Tangleroot, if you want.
Now me personally I dislike both Tangleroot and the Catacombs. I run both because they are easy XP and easy favor and fairly easy to solo. But both are very repetitious and I feel both should get a once over and "modernification" if you would. However the Catacombs even though it is in seven different dungeons feels like it is in one or two while Tangleroot, which is in only two feels like three or four.

shrades72
09-22-2009, 12:09 PM
Whether we agree or not, the Catacombs has more XP, roughly the same amount of favor and costs 300 Turbine Points less. Additionaly the end-rewards set up many characters to be better prepared for Delara's which we all agree is very good buy, all things considered. So why isn't it a better buy than Tangleroot?

Visor of the Flesh Render Guards. (Plus it's simply more fun).

anatoli11
09-22-2009, 12:20 PM
Just a quick note - ran the The Necropolis part 2 - 350 points last night with slightly overlevel characters and pulled 70000 xp's. They have really upped the base amounts and the optionals. The Shadow Crypt was ~10,000 xp's for the optionals and 9,000 xp's for the quest. You may want to edit your review of this series.

Tarackian
09-22-2009, 12:25 PM
Excellent post. Thank you very much.

Primalhowl
09-22-2009, 12:32 PM
I think Goldy's point is being missed here. The question isn't whether or not a given person will like or dislike Catacombs. Nor is it whether or not Tanglezerg is gives more/better/faster XP.

The point is that these reviews should be primarily based on FACT and not opinion. Who knows if the person reading the review will have the same play style as the OP and as a result, may miss a series of quests they would have thoroughly enjoyed.

That said, this is an extremely valuable series of posts for new players. My suggestion for improvement would be to modify the original reviews a bit. Take all opinion statements and add them at the end in a section clearly labeled as such. Then, prior to the opinions, broaden the ranking category as suggested previously. I'd say the following would be useful: Storyline, Combat, Difficulty, and Overall (as perhaps the average of the other three...)

Delt
09-22-2009, 12:39 PM
I pretty surprised I agree with most of the OPs ratings. The exceptions would be:

STK: 3.5 - this quest should really be free, used to further hook new players. It is a genuinely fun quest and probably the first to actually test groups/builds, but there is no real value to it beyond level 5. And the Ring of Feathers is idiotically over valued and priced.

Sorrowdusk: 4 - quest needs an overhaul in xp, loot and story. Spending any time here actually works against the player. The only reason to do it is favor.

I think its also worth mentioning that if you are a caster, the value and rating of the Necro packs should jump higher...easy to solo/dominate a lot of those quests, great xp all around and some pretty valuable rare loot.

moorewr
09-22-2009, 12:44 PM
I think Goldy's point is being missed here. The question isn't whether or not a given person will like or dislike Catacombs. Nor is it whether or not Tanglezerg is gives more/better/faster XP.

The point is that these reviews should be primarily based on FACT and not opinion. Who knows if the person reading the review will have the same play style as the OP and as a result, may miss a series of quests they would have thoroughly enjoyed.

That said, this is an extremely valuable series of posts for new players. My suggestion for improvement would be to modify the original reviews a bit. Take all opinion statements and add them at the end in a section clearly labeled as such. Then, prior to the opinions, broaden the ranking category as suggested previously. I'd say the following would be useful: Storyline, Combat, Difficulty, and Overall (as perhaps the average of the other three...)

These are reviews, not simple fact sheets. Your post is akin to telling a movie critic that he/she can't rate a movie.

If he should change anything, it should be to tweak the layout of the post to clearly separate the statistics from his review of each module.

Pwesiela
09-22-2009, 01:11 PM
More people hate that quest than like it. Hence, it gets a bad review.

Personally, I run that content just once on elite with any of my characters. Normally, I do so when they are level 12+, favor is what I'm seeking, and I drag a guildie through it who has the quest open on elite. Said guildie is hating every moment of it and only does so because they know at some point they will have a character who needs it for their own favor and they know that they can use this run as blackmail to get me to do it for them at a latter date.

Another problem with the quest chain: Constantly running up and down the stairs to update this chain, having to rmember to talk to the guy up top twice on some occasions, and having more running to do when I forget to talk twice.

And yes, many others have the same distaste about the catacombs.

GoldyGopher
09-22-2009, 01:39 PM
These are reviews, not simple fact sheets. Your post is akin to telling a movie critic that he/she can't rate a movie.

If he should change anything, it should be to tweak the layout of the post to clearly separate the statistics from his review of each module.

Actually my post is more along the lines of what critics actually do. Look at the factious Movie Review:

“The look of love” is a new Movie by Harbormaster Zin, starring Barry the Beholder, and introducing Bridgett the Beholder; which opens this weekend at Stormreaches only Dine in Theater.
The movie is about a down on his luck Beholder who is looking for love in the Sewers of Stormreach. We meet Barry after an incredibly bad encounter with a couple of Paladins from the Twilight Avengers.
Harbormaster Zin has again attempted to recapture his Art Deco style which he used to great effect in his first hit. "The Search for Arlos".
The first section is all about setting up the facts about the movie.

The Art Deco style distracted from the spectacular cinematography of the film. It was like the scenes didn’t flow into on another. This left me feeling the film was disjointed and difficult to watch. There were a number of special effects throughout the movie I found surprising well done, I was not expecting those in our typical love story.
Here we see the statements about the nitty gritty, things the reviewer liked or disliked.

In the end I was disappointed about the movie as a whole. It wasn't necessarily that the Art Deco Style made it difficult to watch, but it certainly didn't help the movie.
Finally we get the over all opinion of the Movie.

In this case the OP presents us very little in the way of actual facts about the Adventure Packs, provides us with a number of inaccuracies about the adventure pacts, and proceeds to use differing standards to judge each Adventure Pact.

Now I am not writing that I disagree with the final analysis of each adventure pact, rather that the OP really needs to separate out opinion from fact and give us both in their review. It makes the reviews much more useful and a lot less subjective.

And yes I realize how much effort that goes into that little rewrite.

Stanley_Nicholas
09-22-2009, 01:59 PM
In Spinterskull (The actual quest chain for Tangleroot) you have just under 12,000 XP available (First run on Normal getting all Bonuses) and that is according to the OP is good XP, while Catacombs is just over 12,000 XP (First Run on Normal getting some bonuses) is somehow not considered good XP. You have lost me.

This neglects the fact that the Tangleroot pack also includes a wilderness zone where players can get a considerable additional chunk of XP through slayers, explorers, and rare encounters.

sirgog
09-23-2009, 01:37 AM
Actually my post is more along the lines of what critics actually do. Look at the factious Movie Review:
The first section is all about setting up the facts about the movie.
Here we see the statements about the nitty gritty, things the reviewer liked or disliked.
Finally we get the over all opinion of the Movie.
In this case the OP presents us very little in the way of actual facts about the Adventure Packs, provides us with a number of inaccuracies about the adventure pacts, and proceeds to use differing standards to judge each Adventure Pact.
Now I am not writing that I disagree with the final analysis of each adventure pact, rather that the OP really needs to separate out opinion from fact and give us both in their review. It makes the reviews much more useful and a lot less subjective.
And yes I realize how much effort that goes into that little rewrite.

I state that everything is my opinion except for Necro 2, which I've never met anyone that hates that pack less than I do. The comment that the ratings there are 'fact' was pretty obviously me being a smartass, but I still stand by them - the water quest is horrendously long and dull and boring, the 'turn out the lights' and trap quests are extremely tough for their levels (I've seen capped groups wipe in there when the cap was 14) and arcane casters are ridiculously overpowered in them all while all nonspellcasting classes border on useless because of the phasing mechanic.


This neglects the fact that the Tangleroot pack also includes a wilderness zone where players can get a considerable additional chunk of XP through slayers, explorers, and rare encounters.

There's a lot of XP to be had there - but the XP/time ratio is extremely low for all wilderness areas, except for the first pass of each one. As such, players will find better XP running other quests in that level range.

Pwesiela
09-23-2009, 11:16 AM
while all nonspellcasting classes border on useless because of the phasing mechanic.

You mean the shadows that phase in, hit you, phase out, before you even get halfway through your swing? Well, a quarter through the swing now that the swing rates have decreased.....

Borror0
09-23-2009, 04:08 PM
Maybe add that link to the OP:
http://www.youtube.com/watch?v=1SUjvxbvbtM

sirgog
09-26-2009, 12:21 AM
Reworked the first two posts to clarify level ranges.

TinyHowie
09-26-2009, 11:47 PM
Demand sticky for this thread!

Brennie
09-26-2009, 11:52 PM
Demand sticky for this thread!

Seconded. Also demand i be able to add rep to Sirgog once-per-thread, as he keeps adding useful and rep-worthy things and i can't give him any more :(

NyxStele
09-28-2009, 04:53 AM
Great topic. As F2P I have been looking at things like this trying to decide what is worth my money or not. Luckily I have some friends that are VIPs that have been nice enough to guest pass me along through Catacombs and Delera's Tomb so far, so I've gotten a little "try before you buy."

Also thanks to the side discussion about armor and spell failure. :D I didn't know that either and had just rolled a 2nd character as a cleric this weekend. There's a lot of us who don't know much about DnD in general but are still enjoying this game and learning as we go.

Nonan
10-01-2009, 11:51 AM
I think this is a great post.

How many times do you get asked if that adventure pack is any good? I do all the time.

FYI, I blew half my points giving guest passes to F2P folks so they could try different quests. I enjoyed sharing those experiences with new peopel, seeing how they react to teh fire trap in STK III or what Deleras is like.

The more experienced players need to remember what these quests were like when we first played. I for one enjoy the Catacombs. Is it redundent, yeah. But it does a great job of teaching players skills they are going to need in the future. i.e. finding levers to open doors, etc., etc.

Also Tangleroot is a zerg fest but it also teaches you to not zerg if you arent equipped for it. It also has equipment, i.e. Vizors, that capped toons use now. The +3 stat items will be used untill a toon reaches level 10, so those are valuable. Plus it gives you House P favore and we all love those House P buffs at that level.

I do think GH should be a 10 of 10. It is by far, in my opinion, the best series out there and offers the some of the best exping and content in game. Although the Reaver raid loses its appeal 4-5 times in, Giant Hold Tor is a great quest to challange level appropriate, non twinked toons. The Crucible has great appeal and memories as well.

Just my 2cp's.

Lasica
10-03-2009, 07:20 PM
I went VIP so I could try out everything. I'm a new player so I'm going into all the adventures with no knowledge of what is there and after getting my paladin to level 7 here are my thoughts of the adventure packs I've done so far.

THE CATACOMBS
I enjoyed this one. It has a good storyline and although the loot isn't that great (at least not for my paladin) it was fun. It also doesn't take too long and I could solo it on my paladin or cleric easy enough if I wanted.
Fun: Good
Rewards: Poor, I did too runs with no upgrades for my level 5 paladin.
XP: Reasonable
Grouping: Easy to get a group and looks to be soloable for some classes.
Rating: 7/10

TANGLEROOT GORGE
I did two runs on this with my paladin at level 6, one of easy, one on hard. Both times we sped through the quests fairly quickly. However, the dungeon is pretty much the same every time you enter with some of the monsters moved around to different locations, but traps etc are in much the same place. So you really get one fairly pretty wilderness area and a single dungeon you repeat a few times.
Fun: Average
Rewards: Excellent, I got a +3 con belt and some nice armour for my paladin.
XP: Excellent, I got a level plus from from the two quest runs and it was quick.
Grouping: Easy to get a group.
Rating: 8/10

SHAN-TO-KOR
I've done half a dozen runs on this quest with various characters now. A big disadvantage to this quest is experienced people tend to rush through it and leave someone who doesn't know the way behind and lost. I have spent 2/3rds of my time in this quest chasing after my groups and trying to find the way through. Also the traps at the end are fairly deadly if you don't know how to get past them or you don't have a rogue.
Fun: Poor
Rewards: Average, limited upgrades from here for my characters.
XP: Average
Grouping: Easy to get a group.
Rating: 5/10

THREE BARREL COVE
Every group I've had for this area has been a failure. Experienced players who join crack a sad when they die once because they rush ahead and die and then quit the group. It seems no one is willing to slow down, learn how to get past the obstacles and solve the puzzles, it's all about rush rush lets get to the end as quick as possible, opps I died... Maybe with a group of all new players you'll get past the quests easier. The wilderness does look nice though.
Fun: Poor
Rewards: No idea
XP: Poor so far
Grouping: Difficult.
Rating: 2/10

THE NECROPOLIS PART 1
Did this last night on my level 5 Cleric. It is a series of dark and gloomy crypts filled with undead. The only quest that didn't go well was the one with the four switches which the rest of my group hit while me and the other healer were outside selling stuff. Result they ran around killing stuff for about 10 mins while the two of us were trapped outside. Again, people rushing off without waiting for the rest of the group although in this case no major harm was done.
Fun: Average
Rewards: Good, I got a shield, armour, a mace, and two other items for my cleric. Most where just chest drops or random quest rewards, but were still upgrades.
XP: Excellent. The last quest is worth roughly 8.5K xp which is good at that level.
Grouping: Unsure, I had a group I was in that went on from Sharn Syndicate to Necropolis with a couple of additions that seemed easy to get.
Rating: 7/10

SHARN SYNDICATE
I enjoyed this one. I've done the entire quest line twice now, once on my paladin solo and once with a group on my cleric. The quests are varied and link together nicely so are fun to do and the rewards at the end are great for passing on to new characters.
Fun: Good
Rewards: Excellent, great weapons for level 2+ characters.
XP: Good
Grouping: Average, I got a group once but at other times seems harder. You can solo a lot of the quests however, so a group isn't really needed.
Rating: 8/10

That's all I've done so far.

sirgog
10-03-2009, 09:01 PM
I went VIP so I could try out everything. I'm a new player so I'm going into all the adventures with no knowledge of what is there and after getting my paladin to level 7 here are my thoughts of the adventure packs I've done so far.
...
SHAN-TO-KOR
I've done half a dozen runs on this quest with various characters now. A big disadvantage to this quest is experienced people tend to rush through it and leave someone who doesn't know the way behind and lost. I have spent 2/3rds of my time in this quest chasing after my groups and trying to find the way through. Also the traps at the end are fairly deadly if you don't know how to get past them or you don't have a rogue.
Fun: Poor
Rewards: Average, limited upgrades from here for my characters.
XP: Average
Grouping: Easy to get a group.
Rating: 5/10
...

That's all I've done so far.


For STK, try posting a group with a comment in the LFM "New player, first run, taking it slow, no zergers" and you won't have that happen.

LimeTwyst
10-04-2009, 09:43 AM
Nice - thanks so much for making this thread. My family of four started playing upon the introduction of FTP and lately we started looking to buy adventure packs but have been debating and confused as to what to get next. We bought Tangleroot Gorge which has been fun but I have been puzzling about what it and other packs have to do with the overall game / storyline / purpose ... this is VERY helpful. Thanks a million!

(I too say this really should be stickied - or at least added to the forum directory http://forums.ddo.com/showthread.php?t=170873; this is great info)

sirgog
10-07-2009, 08:19 PM
Edited the original posts now that Devils of Shavarrath has been out longer.

Arianrhod
10-08-2009, 08:08 AM
Having just attempted to rerun Threnal after not doing it in a while, I have a note to add about this series: It's way too easy to accidentally reset the whole thing in the middle and miss out on the end reward. If you've just finished Hold for Reinforcements after failing 4 times due to Coyle's suicidal idiocy, the last thing you want is to find out you're going to have to repeat East and West before you can do South. It's a cool quest chain with some nice rewards, but the high likelihood of messing up the NPC dialog choices is a definite minus.

Sabatha
10-09-2009, 11:43 AM
Thanks so much for this thread! I have it bookmarked and keep referring to it as I level up. Here's my perspective on some of the early packs as a new player:

SHARN SYNDICATE: I would highly recommend this pack for new players. If you buy it on sale, I'd say it's worth the price. These quests are varied, brimming with personality, and have good loot for players who are FtP and don't have twink gear. Yes, the quests are short, but they're mostly easy to solo (especially with a henchie healer), are perfect for duos, and short can be good if you don't have time to go delving into Tangleroot or STK.

TANGLEROOT: The most important thing for new players to know about Tangleroot is that there is basically only one quest dungeon (technically two, but one is an "inner keep" accessed by running through the "outer keep"), and you will be going back to it many times to complete different goals. I personally think the quest designers did a pretty good job of changing up the dungeon between runs, though. Running through the old sections to the new goal isn't usually tedious (for instance, there's a portcullis you have to unlock on the first two runs, but it's open after that), but if you don't want to rush, you can find optional quest objectives in some of the places you've already explored. It would have been nice if they'd changed up not only the monsters in different areas, but the traps as well. Overall, I enjoy Tangleroot, but I can see how it'd get tiresome after playing it many times.

SHAN-TO-KOR: New players: I highly recommend that the first time you run Shan-to-Kor, you do it with other new players (just make sure they have half a brain and aren't zergers). It's the most epic dungeon I've played at the low levels, but running with vets can spoil the atmosphere. I've run with vets to a bunch of places and normally they go at a decent but reasonable pace. I don't know what it is about STK that makes them antsy... maybe they just want the Ring of Feathers? Whatever it is, they like to run flat out full pace through the place. I notice I'm not the only new player with this complaint about STK. Geez, guys, slow down and at least communicate via voice chat about where to go next if you've got somebody new in your group. Especially if the new player is your healer (wasn't me, but some poor guy who was a great healer, but couldn't heal the rogue and ranger who decided it'd be AWESOME to run off and duo an earth elemental on elite). Aaaanyway, STK is really cool after you get out of the starter kobold section, and new players will have some nice challenges at the end. Bring a rogue. No, really, bring a rogue.

skyjuice
10-09-2009, 01:15 PM
There is a major DISCOUNT going on atm for a bunch of adventure packs.

1st time FTP and i've racked up enough TPts to get Tangle and STK!

hidaan
10-13-2009, 12:16 PM
Excellent guide. It influenced all my adventure pack purchases. This guide had me asking one big question though: which adventure packs would be the best purchases if you are interested in going down the "main storyline"? I ask because the section on Reaver's Reach implies that there's a mountain of backstory that you'd want to see if you're the type that enjoys the continuous narrative, but no other reference to overall story is made in the reviews.

Pwesiela
10-13-2009, 12:28 PM
Excellent guide. It influenced all my adventure pack purchases. This guide had me asking one big question though: which adventure packs would be the best purchases if you are interested in going down the "main storyline"? I ask because the section on Reaver's Reach implies that there's a mountain of backstory that you'd want to see if you're the type that enjoys the continuous narrative, but no other reference to overall story is made in the reviews.

Main storylines:

Waterworks leads to STK leads to Threnal leads to VoN leads to Gianthold leads to Reavers Refuge.

Necropolise 1 leads to Necropolise 2 leads to Necropolise 3 leads to Abbot leads to Vale leads to Shavarath.

These are the ones off the top of my head. There are others of course, but these two hit up the main continuing plots.

sirgog
10-13-2009, 07:03 PM
Main storylines:

Waterworks leads to STK leads to Threnal leads to VoN leads to Gianthold leads to Reavers Refuge.

Necropolise 1 leads to Necropolise 2 leads to Necropolise 3 leads to Abbot leads to Vale leads to Shavarath.

These are the ones off the top of my head. There are others of course, but these two hit up the main continuing plots.


Some of those linkages are fairly tenuous. I'd say the main ones are:

WW ==> STK

VON ==> Gianthold ==> Reaver's Refuge

Necro 1, 2 and 3 ==> Necro 4

Vale of Twilight ==> Destruction of Marketplace tent live event (can be seen on Youtube) ==> Subterrane ==> Shavarath (the Subterrane is a part of the Vale adventure pack, but is really a separate stroyline.

Pwesiela
10-13-2009, 09:23 PM
Some of those linkages are fairly tenuous. I'd say the main ones are:

WW ==> STK

VON ==> Gianthold ==> Reaver's Refuge

Necro 1, 2 and 3 ==> Necro 4

Vale of Twilight ==> Destruction of Marketplace tent live event (can be seen on Youtube) ==> Subterrane ==> Shavarath (the Subterrane is a part of the Vale adventure pack, but is really a separate stroyline.

WW to STK, where in part II you learn that the seal was going to be bartered to the fire giant shaman in Southern III. The giants were looking for the seal of STK so that they could fulfill the reaver prophecy that Velah came to confirm. Her failure led to the events of the gianthold and subsequent refuge.

Necro's all lead to the raid. When you sucessfully prevented the Abbott from his accention, you also disrupted a bunch of energy that he was channeling, which disruption shifted the planes as they were aligning for the 13th eclipse. That shifting was taken advantage of by the devils of shavarath, who sought to use that shift as the energy for their assault on eberron. Upon defeating Harry, the devils launched a counter attack on the market, destroying the tent, and revealing the Sub-T. Your defeat of the generals there prompted the 12 to open the way to bring the battle to the devils themselves.

And now I really feel like a geek.

Sylvurdragon
10-14-2009, 03:31 PM
For STK, try posting a group with a comment in the LFM "New player, first run, taking it slow, no zergers" and you won't have that happen.

Thanks for that suggestion...I actually was part of an STK group the other day and had that problem. It was fairly successful and there were portions where we went through at a decent pace...we also died once...but more times than not I found myself saying "ok...where'd you go, lost you". I may have to do that when posting for a STK PUG. Thanks again for the suggestion!

darkdawn1
10-15-2009, 12:52 PM
This thread has helped me so much. Thank you for all the good break downs! In fact, I printed this out to use as guide once I bought my points and started buying mods. a big +1

Sallust
10-19-2009, 10:13 PM
Which F2P quests tie into adventure pack storylines?

Pwesiela
10-22-2009, 02:14 PM
Which F2P quests tie into adventure pack storylines?

Waterworks, obviously. Made to Order fits into the VoN storyline. But most f2p quests aren't directly tied to the main plots I've outlined above.

xDISPATERx
10-22-2009, 03:02 PM
Thank you very much for this information. It helps me a lot.

EDIT: Too bad they don't take PayPal. Who doesnt take PayPal these days!? Sheeeesh!

Arianrhod
10-22-2009, 03:20 PM
Which F2P quests tie into adventure pack storylines?

Doesn't the Korthos dragon (Aussirecax, or whatever its name is) reappear in some high level quest?

moorewr
10-22-2009, 03:26 PM
Doesn't the Korthos dragon (Aussirecax, or whatever its name is) reappear in some high level quest?

Yes.. and that poor Dragon can't seem to stay out off trouble...

Pwesiela
10-22-2009, 03:57 PM
Doesn't the Korthos dragon (Aussirecax, or whatever its name is) reappear in some high level quest?

Prey on the Hunter. You can help her, or you can attack her. And her mate... :D

Lasica
10-24-2009, 05:37 PM
After doing Delera's tomb a few times I've come to really hate this quest pack. Sure the XP is great, but it is almost impossible to get the end the reward. 1/2 the time the groups I join are already halfway through, and the other half the time the quest bugs after part 3 so you can't get the reward. Out of 10 times running it I got the reward 4 times. Very sad.

Rokal1
10-25-2009, 12:22 PM
This is an excellent post. Me and my friends found it very useful when picking up adventure packs. Thanks for putting it up

KualaBangoDango
10-25-2009, 01:46 PM
Thank you very much for this information. It helps me a lot.

EDIT: Too bad they don't take PayPal. Who doesnt take PayPal these days!? Sheeeesh!Hmm, I had heard PayPal was an option. From what I remember reading you just have to skip the credit card option for the PayPal option to show up.

Either that or I'm getting this confused with LotRO choices, which is Turbine's other main mmo.

sirgog
10-28-2009, 04:11 AM
I'll update this for Mod 10 shortly. Need to play all the Dreaming Dark quests first, and the epic Desert too.

7-day_Trial_Monkey
10-28-2009, 09:06 AM
After doing Delera's tomb a few times I've come to really hate this quest pack. Sure the XP is great, but it is almost impossible to get the end the reward. 1/2 the time the groups I join are already halfway through, and the other half the time the quest bugs after part 3 so you can't get the reward. Out of 10 times running it I got the reward 4 times. Very sad.

There's no bug. It's just a little confusing on how to update the quest after part 3.

1) Talk to the guy outside part 4, TWICE in a row. That's where most mistakes are made.

2) Then go up and inside part 3 and walk past Delera so that you see the quest completion update, then talk to Delera.

3) Enter part 4.

ethergar
10-28-2009, 06:47 PM
This list attempts to organize the adventure packs into a list of value based on favor per TP. It might be helpful for someone grinding TP, or just wants a different side of the reward included in each pack. Values are from RoBi3.0's Free to Play Guide. Favor per Point of TP is rounded to the forth decimal point, if applicable.

Favor per Point of TP - Name - Favor/Cost in TP
.2957 - The Vale of Twilight - 207/700
.2925 - Sorrowdusk Island - 117/400
.2743 - Reaver’s Reach - 96/350
.2657 - The Necropolis part 3 - 93/350
.264 - The Catacombs - 66/250
.2541 - The Demon Sands - 216/850
.24 - The Necropolis part 1 - 60/250
.2314 - The Necropolis part 2 - 81/350
.2262 - The Devils of Shavarath - 147/650
.2171 - The Ruins of Gianthold - 216/995
.1964 - The Ruins of Thernal - 108/550
.192 - Shan-to-Kor - 48/250
.18 - Tangleroot Gorge - 99/550
.172 - Delera’s Tomb - 129/750
.165 - The Restless Isles - 99/600
.1575 - The Vault of Night - 126/800
.1523 - Three Barrel Cove - 99/650
.1376 - The Necropolis part 4 - 117/850
.1029 - Sharn Syndicate - 36/350

Unlisted:
Devil Assault - I don't know the favor reward - 150 TP
Path of Inspiration - I don't know either number.

Does not take into account epic mode, if different.

Tammuz
10-28-2009, 09:17 PM
Vale is clearly a best buy, plus it has 3 raids included in the pack (as you get subterrane as well).

However, I think you must take into account sale prices, as I bought GH for 700TP when it was on sale -making it a better buy and more apropriate to my level at the time.

dunklezhan
11-02-2009, 06:13 AM
OP rep'd - yes a lot of this kind of review is opinion based, but speaking as a currently F2p/Premuim playing, *any* easily locatable opinion on the adventure packs is welcome, and this ticks all the boxes:

All information in one location - check
Conflicting opinions listened to and OP opinion adjusted accordingly - check
Other comments available to view - check
Suggestions in terms of whether its worth buying a given pack depending on playstyle - doublecheck (seriously the occaisional comments like 'if you're doing solo play, this isn't for you' are SO useful)

All in all, this thread should be a sticky if it isn't already.

sirgog
11-02-2009, 06:32 AM
This list attempts to organize the adventure packs into a list of value based on favor per TP. It might be helpful for someone grinding TP, or just wants a different side of the reward included in each pack. Values are from RoBi3.0's Free to Play Guide. Favor per Point of TP is rounded to the forth decimal point, if applicable.

Favor per Point of TP - Name - Favor/Cost in TP
.2957 - The Vale of Twilight - 207/700
.2925 - Sorrowdusk Island - 117/400
.2743 - Reaver’s Reach - 96/350
.2657 - The Necropolis part 3 - 93/350
.264 - The Catacombs - 66/250
.2541 - The Demon Sands - 216/850
.24 - The Necropolis part 1 - 60/250
.2314 - The Necropolis part 2 - 81/350
.2262 - The Devils of Shavarath - 147/650
.2171 - The Ruins of Gianthold - 216/995
.1964 - The Ruins of Thernal - 108/550
.192 - Shan-to-Kor - 48/250
.18 - Tangleroot Gorge - 99/550
.172 - Delera’s Tomb - 129/750
.165 - The Restless Isles - 99/600
.1575 - The Vault of Night - 126/800
.1523 - Three Barrel Cove - 99/650
.1376 - The Necropolis part 4 - 117/850
.1029 - Sharn Syndicate - 36/350

Unlisted:
Devil Assault - I don't know the favor reward - 150 TP
Path of Inspiration - I don't know either number.

Does not take into account epic mode, if different.



Going to add this to the third post. Thanks. I edited the format.

sirgog
11-02-2009, 08:05 AM
This has now been updated for Mod 10. (Update 1 to new folks).

Faelyndel
11-08-2009, 06:00 PM
I really think this thread should be stickied because, as was mentioned by dunklezhan, it has everything you need to know about the adventure packs all in one place to make an informed decision on which packs you should, or shouldn't buy, including variables regarding budget.

Fridas
11-14-2009, 02:30 PM
This has been an awesome thread, it helped me decide what to buy and I eventually became vip. One question or suggestion I do have is where to find some of the quest givers/doors to the adv. packs. I tried to find tangleroot and just couldn't seem to get to where it was on the map. I will try again but it was a little confusing. Maybe i'm just too much a newb but I don't know how to get to some of them, sorrowdusk, searing heights, tangleroot.

I have been working on three barrel cove for a week now with my lvl 7 ranger and I can't believe some of the reviews of it. I love it, the mobs are awesome, and very plentiful..the orc camp is very hard to beat, I wiped 3 times but finally managed to defest them. I solo with 4 hirelings and so far it has been a lot of fun, i found the quests I have done so far to be very challenging and the xp is great, almost 32,000, that's nothing to sneeze at. my style of play is very different I think from what I read on the forums, I don't zerg, I explore every nook and cranny and get every optional and every collectible, but mostly I just go slow and have fun. If your not rushing then this is a great pack.

Uhtred_Stark
11-16-2009, 02:04 PM
Excellent thread from the OP. As a new player I have printed off the reviews and will be using them as a basis for what I purchase. I recently picked STK as my first adventure pack. I ran into some of the same issues posted here in my initial group of people went speeding through it. A lot of times I got left behind marveling at the scenery, which wasn't so bad because everything looked so cool and atmospheric. Luckily one of the members would come back and wait for me. Still, I will follow the advice in posting for a STK party next time saying I want to take it slow to let the dungeon unfold. Very, very epic scale. Everything you would imagine a 'classic' dungeons and dragons adventure would be. My only quibble with the adventure is that there are a lot of heights and there are certainly some platforming skills needed. If you don't have featherfall you are going to take damage from falls. I plan on replaying this again when the game comes back up. It looks like I am going with Delara's, Gianthold and Vale for my adventure sequences.

Tsuris
11-19-2009, 02:09 PM
Thanks sirgog for this thread and also to Ollathir for linking to it from the Helpful Posts sticky. I've picked up a few low-level packs and thought I'd add my observations. These come from the viewpoint of someone new to the game who plays solo a lot. I've rolled two toons, both melee (the first a "dark blade" rogue and the second a twf-oriented ranger with a couple of rogue levels). There are some spoilers.

Sharn Syndicate:
Everything folks have said about the variety and fun is true. The end loot is great for the level. Really, these are the among the best melee weapons I've sees for a while (level-wise) anywhere outside the AH. The bow isn't bad either. I used that nicked shortsword for several levels. One thing that I don't think has been mentioned is that you can pick up two of those great end rewards your first time through: one from the quest giver outside the Tenements and another from the Coin Lord for finishing the series. The Coin Lord favor available here along with that from F2P stuff at these levels or earlier will get you well on your way to your 4th and 5th inventory tabs. One silly highlight: Metal crates that make a satisfying clank when you bust them open! Honestly, I feel like I should be getting a discount at Pier One Imports because of all the Crate & Barrel I've smashed.

Shan-To-Kor:
Just great. It's already been said, but the level design of these dungeons is excellent and makes for a lot of fun. It's even better now (esp. for soloers who like to every last bit of the adventures) that they moved the optional quest starting point to a safe area. And it's cheap, too!

Tangleroot:
What's been said about XP is true, but the chain is *very* repetitive. In the store, they tell you that there are 10 adventures, but they don't tell you that 7 of them are in the same dungeon and the remaining 3 are in one other. If you like variety, your time and money might be better spent elsewhere. On the upside:
- several of the fights are fun, especially those in the second of the two dungeons.
- XP is good
- the end loot is ok
- there are plenty of chests (yes, those have mediocre stuff in them, but all that mediocre stuff ads up to plenty of gold for AH/pawn shop purchases)
- the most common collectible found in the wilderness area can be traded for cure moderate pots (well, a unique pot that does cure moderate, but whatever). You don't see those in quantity anywhere at the levels appropriate for Tangleroot, so you can really stock up here. This is very helpful for solo players who can't use wands.
- it gives House P favor and the buffs you can get from them at 75 are pretty good, eliminating the need to carry around stacks of some buff pots and some clickies. I imagine the 150 favor buffs will be better.

Catacombs:
If they offered refunds, I would ask for TP from this one back. I just didn't like it at all (compared to the others I've payed for), plus it seems the favor from Silver Flame isn't that useful (it might be later, but not so far for me) and the end rewards are ho-hum. Even when well spec'd & equipped vs. undead, the fights can be tedious. Mid-way through the chain, there's an adventure called "The Crypt of Gerard Dryden." You know those skeleton warriors you can't hit because they don't stop jumping around? Well, here you have a special tougher version of those called Dryden Ancestors. There are many of these. They have a lot more HP than the garden variety skellie warrior and they hit harder. During this quest, two things will happen:
1) Your favorite weapons will break. Go in with bound stuff and some spares.
2) Your cleric hireling will run out of spell points (twice!) stupidly casting cures to damage undead that are almost finished anyway.
On the other hand, the second-to-last adventure was great pure combat. On the whole though, this pack was not for me.

Delera's Tomb:
A lot of good has been said about this so far and I concur. I've just finished the chain part of this pack for the first time and really liked it. I'm probably going to run it again tonight on hard. The undead fights are much more interesting than those in the Catacombs and a little easier for me (but I now have more vs. favored enhancements on my ranger). I'm very satisfied with the end reward as well. Even though this is an expensive pack by comparison to others, I feel like it's a good value: It has a nice wide level range and is fun.

At this point though, I feel like I should have gone VIP (and may yet still). I've already spent a fair amount of money on this game on stuff that's included in the subscription. When I read about DDO being F2P, the article didn't say anything about (or I skipped over) subscriptions still being around. Also, the in-game store doesn't appear to have any links to buy a subscription (again maybe I've missed this).

Perhaps the best advice about buying adventure packs is to get a short subscription instead and then buy the ones you liked or ones you haven't gotten to after you drop out.

Ok, well that's a long post. Thanks again for the thread and I hope my input will be helpful for others.

tfangel
11-20-2009, 10:29 AM
I tried to find tangleroot and just couldn't seem to get to where it was on the map. I will try again but it was a little confusing. Maybe i'm just too much a newb but I don't know how to get to some of them, sorrowdusk, searing heights, tangleroot.

Tangleroot is accessible in house P, from a guy standing near a vehicle thing. He transports you to a tavern, and then you have to go through tangleroot to get to the quest. The best part of it is that (not sure if it's just talking to him or first quest) you can then teleport to the quest giver by talking to a guy in the tavern. Not so good if you are going for slayer, but sure saves a ton of time doing the quest. Otherwise, i'd rank this quest line several ranks lower. So repetitive, and worse when you are in a zerg group. (disclaimer, if going for xp/hour sure it's fine, but those groups tend to ignore everything but the objective which isn't my idea of fun.)

On the descriptions of the packs, it would be nice if you mentioned who narrates them. For us old timers just the fact that Gary Gygax narrates Deleras and Dave Arneson did Threnal, makes it worth it to us. (although i died a little inside when starting Delera someone in group said "Who is this dork doing the voice?" "Who the hell is Gary Gygax??" /sigh)

sirgog
11-24-2009, 09:47 PM
Edited post #2 to reflect Dev announcements about the future changes to the Vault of Night pack (in particular, VON5-6 are being made Epic; the flagging system is also getting an enormous upgrade).

Kahath
11-25-2009, 04:26 AM
I do not agree with Necro 3. IMHO those quests are now rather easy, and even our level 10 group could do them easily on one evening. One advantage we had: We had a person who knew the tricks of the trade. For example, if you don't know how to get rid of the blight and its stat damage in Tomb of the Blighted you are screwed. If you don't have a person who knows how to guide the rat, you are screwed. And the rest is rather easy.

Anyway, if you really have problems with it you might aswell (WARNING: Spoilers!) just read the guide I wrote (http://community.codemasters.com/forum/showthread.php?t=351801). It even shows one how to solve the Puzzles...

sirgog
12-02-2009, 07:44 AM
Just made some further revisions to the first post - cleaned up the Path of Inspiration entry now that I've run everything there on Elite, and changed the recommended level ranges to account for quest difficulties.

sirgog
12-02-2009, 07:46 AM
I do not agree with Necro 3. IMHO those quests are now rather easy, and even our level 10 group could do them easily on one evening. One advantage we had: We had a person who knew the tricks of the trade. For example, if you don't know how to get rid of the blight and its stat damage in Tomb of the Blighted you are screwed. If you don't have a person who knows how to guide the rat, you are screwed. And the rest is rather easy.

Anyway, if you really have problems with it you might aswell (WARNING: Spoilers!) just read the guide I wrote (http://community.codemasters.com/forum/showthread.php?t=351801). It even shows one how to solve the Puzzles...

I might try these again; I recall the fights in there being significantly tougher than those in Gianthold were (assuming the same difficulty level), and there being few shrines. Let's see how my monk goes in there once I'm level ten.

Uhtred_Stark
12-02-2009, 10:16 AM
Have since gone VIP so have tried a lot more of these. Will comment in more detail after I've played through mulitiple times. I must say though I liked the Catacombs a lot more than some of the comments here. I've done it 3 times and find the quest fun. Once you get the hang of the sequence on where you need to go and talk to the Archbishop it's pretty easy to navigate. I like the storyline a lot, one of the best backstories and I really got into the main characters. I did like The Crypt of Gerard Dryden and found it to be one of the best in the chain. Tough, but not impossibly so, especially if you use good tactics. The whole history of the ancestors made you feel like you were fighting more than just another wave of skeletons. XP seems very good for the level and time needed to complete the quests.

hermespan
12-02-2009, 10:53 AM
For a comparison of my noobness: I just recently found out that Spell Failure on armor does not apply to Cleric spells. I was running around in light/medium for a long time because nothing said there was a difference on what Spells that actually affects.... :)

I really do not think my boyfriend could have solo'd it on his rog/wiz as a new player (and also a non-DnD player).



Yes, the one was where you got ganged up on by a swarm of mixed class mobs...so you had some fighter types and rogues beating on you while archers and magic casters were hurling arrows and spells at you. I survived the assault actually, but the traps were just too frustrating for me to finish it. I waited for my boyfriend to log on to duo it and we did fine, no deaths.

Arcane Spell failure means Arcane Spells. Cleric spells are Divine Spells. So if you see a Divine Spell Failure note on an item, it applies to you. I doubt you'll see that much :-p

Darkrok
12-04-2009, 03:28 PM
Figured I'd give my opinions on the dungeons that I've run from my perspective. I'm fairly new to the game, went VIP for a month to get the flavor, then switched to F2P and bought all the low-level content since I'm an alt junky when learning a new game. I'll rate the modules on first-time fun, replay fun, loot, and xp (although xp may be a bit subjective here because I simply don't know the numbers). Also as someone that pays attention to the economics of the game I can afford to buy some of the good items off the AH. That mitigates the loot value of certain items that might be 'upgrades' for level-appropriate characters but don't necessarily hold their own against easily attainable AH items.

The First Three - Prologue

I would group the first three of these modules (The Catacombs, The Sharn Syndicate, The Ruins of Shan-To-Kar) together as the true 'low level' modules. I believe that a very well-built group of level 1's could finish most of these quests on normal. Not to say they wouldn't be challenged but I think it would be possible. I wouldn't say that for the last two I'll review - Delera's Tomb and Tangleroot Gorge.

The Catacombs - 250 Points
Probably my favorite storyline of all the low-level adventures I've played. That said, it gets repetitive quickly. As someone that plays at the early game longer than most I've found the eternal cure minor wand that you can get here to be invaluable. It's cleric/fvs only though so unless you're playing a character with a high UMD, a cleric, or a fvs the wand isn't worthwhile. The rest of the loot is fairly disappointing to anyone that has the means to access the common (and relatively cheap) items on the AH.
First-Time Fun: 6.5/10 (repetitive but you don't notice it thanks to the outstanding story-line)
Replay Fun: 2.5/10 (only mitigated by the sheer speed you can run these on an OP'd build)
Loot: 1*/10 (4.5/10 if you can use the wand...it's about 75hp per rest and if you're running at anything other than zerg speeds you can whip it while you run from fight to fight to top the group or yourself off)
XP: 4.5/10 (the xp is low but if you have a build that can solo zerg this the quests go fast enough to mitigate that)

The Sharn Syndicate - 350 Points
This is one in which the value truly depends on your play style. If you're soloing, doing this at a level-appropriate time, and you haven't done your homework this place will kick your rear. If you're in good groups, going past the appropriate level (and have a shared bank to give the nicked weapons to an alt), or you make clever use of consumables and hirelings this place is fun, challenging, and rewarding. I consider that first fight in the Binder mission to be somewhat of a build-check - if you're trying to solo it that fight will tell you how well you've done on your build. The final mission (the rooftop one) can be solo'd at the level appropriate time with an untwinked build IF you know what you're doing but again - it challenges you. If you're looking for a challenging module as a solo'er that throws several different types of obstacles at you then this is the one. And in a level appropriate group the nicked weapons really do rival the level-appropriate sword-and-board/TWF options on the AH.
First-Time Fun: 7/10 (but only if you fall into the groups I mentioned that would appreciate the challenge)
Replay Fun: 8/10 (This is the quest line I most look forward to doing with each alt. I dread doing waterworks for time #58 and even skip it if I don't really need the end reward on that character. Catacombs I can't stomach unless I find a group to speed it up or have a sick dps build. But this quest never disappoints and forces you to figure out ways to deal with various challenges on each new character - it fleshes out a lot of your toolkit for later challenges.)
XP: 5.5/10 (Same as with Catacombs - zerg'ing this can provide much better xp due to the number of quests)
Loot: 8/10 (For a low level quest even JUST doing the first Statler Brother's quest is worth it for the loot. I'm guessing a group of level 1's could probably pull that off just fine as long as they had a couple healers and someone with high ac. As far as I know it's the first single quest that gives +2 items as rewards. If I were running a full static group for a good challenge I'd skip Korthos and the harbor and go straight to this quest line.)

The Seal of Shan-to-Kor - 250 points
STK has one big thing on these other packs: most people will stick it out until the end. If you're not interested in soloing but don't have the time to play consistently in regular groups then this may be the best of the first three for you simply based on getting a group. I found the story-line so uncompelling that I still don't know what it is but it honestly doesn't matter for this one. It's a hack-n'-slash with traps that feels like a 'classic' pnp dungeon crawl. The key is that zerged, this place is fast. Even unzerged it's short enough that you shouldn't have your group fall apart mid-way, something that can happen in Sharn or Catacombs.
First-Time Fun: 5.5/10 (The gameplay is just fine...it's the storyline that drags things down here. If you don't care about the story-line you'll actually get more out of it and my personal fun with it is a bit higher than this rating because I don't mind a lack of story-line...I just hate bad ones.)
Replay Fun: 5.5/10 (Replays pretty much the same)
XP: 7.5/10 (The zerg-ability of this place with proper resource usage and build is insane. That said, the last part of this quest is one of the three quests that made me rethink my 'level 1's can run this' statement. Parts can be brutal even on normal and I've actually seen entire groups wipe to the firetrap room when the rogue was unable to disarm the traps.)
Loot: 9/10 (This is a spot where I disagree with the OP. Especially if you have a shared bank these items are outstanding. The +2 fort save/light fort belt is GREAT to put on an alt and useful even at the level you can get it...it's outlevelled fairly quickly but well worth it at the time. The +2 will save/Power II cloak gives you your power from an unusual slot which frees slots up for other things. The Summon Monster II staff would be very fun on a low level...not much use on others though. +4 Reflex Goggles are VERY nice if you've got an evasion character...just run through the traps with impunity. Puzzle Cap (+2 int) is great in that it's in an often underused slot. And the Keen Greatsword and lesser axeblock armors are really nice to pass to alts at level 1. They get outleveled quickly but they make the first few levels go much smoother. What REALLY does it for the loot is the Ring of Feathers. Even at a 1% drop rate I've seen these things sell for about 700k gold. That's the equivalent of 7k gold per run as an expected value from that item alone which significantly raises the value of the loot here.)

The First Three - Conclusion
If you have the money I'd get Sharn and STK. If you really like healing and don't mind whipping a wand while most players are chatting/eating with the other hand then Catacombs can be worth getting for the story line and to get the Cure Minor wand (though either one alone would have me questioning the value). If I had to choose between Sharn and STK I would give the nod to STK for anyone that likes grouping but is on a limited schedule and Sharn for everyone else. However, for pure loot STK wins hands-down because of the lottery ticket known as the Ring of Feathers. One lucky looting and you can be set on consumables until mid-levels. There's really something to be said for getting a lottery ticket on top of what's already decent loot on its own. You could buy weapons that are close to if not better than the nicked weapons on the AH for a ton less than what you'll be able to buy with the money from selling a Ring of Feathers.

I'll post the last two later hopefully...ran out of time today.

Darkrok
12-08-2009, 03:52 PM
Hmm, I had heard PayPal was an option. From what I remember reading you just have to skip the credit card option for the PayPal option to show up.

Either that or I'm getting this confused with LotRO choices, which is Turbine's other main mmo.

You are correct.

Just a warning - if you use PayPal for one account that PayPal account can't be used for another account. I've got accounts for all 3 of my kids and my wife. I used the PayPal to pay on one of the kids' accounts and now can't use it on my own. Just something to keep in mind.

sly_1
12-21-2009, 09:59 AM
Any review of the update 2 stuff?

btw, thanks for the great thread!

sirgog
12-21-2009, 10:28 PM
Any review of the update 2 stuff?

btw, thanks for the great thread!

I'm unable to play at the moment and will be unable to play for a fair while (am in temporary accomodation whilst moving house, and don't have a computer capable of running DDO here).

As such I haven't played the Mod 11 quests. I wouldn't mind someone writing a review for this. If you do, please assess the difficulty as well by running the content on Normal if an ungeared level 17, Hard if you are on an ungeared 19-20, or Elite if you are using a toon with lots of Shroud gear. I've heard these quests are very easy but that may just be because people are running them on Normal with Shroud-decked level 20s.

Khayvan
12-22-2009, 06:42 PM
Sirgog, thank you for the reviews. They have been a huge help in deciding which packs I want to buy.

CE2JRH123
12-23-2009, 11:16 AM
I ran The Path of Inspiration content twice, on normal, with groups of level 16-18 characters. The first group was not optimally designed (3 clerics, a sorc, a fighter, a barb).


The Pirate Quest: Cool quest, hard to keep things organized over two battle fronts, so there was a moderate challenge. Plus part of the group liked to chase the captain anywhere they could. Good loot. In terms of difficulty, it was probably more difficult than gianthold normals/hards, and probably less difficult than Vale of Twilight's Running with the Devils, but probably slightly more difficult, or on par with, the rest of Vale of Twilight content

Find the Path: The first 25 mobs were sort of "I'm waiting here bored, regenning the mana I spent on buffs." Those last 3 bosses all at once were quite difficult, wheras the fight back in the Inspiration Center weren't too difficult.

I Dream of Jeets: Challenging bosses, cool style/theme. I really enjoyed this quest; the hard part seems like it was keeping on track and going in the right order to get the bonus chests.

The quest I have not previously mentioned whose name I can't remember: Neat puzzle. A little more fighting than the previous quests; but still well done; ie, not plain slaughterhouses.

The Mindsunder: We took the back door both times; not sure what the front door entails. There is a chest nearby that will be ransacked soon. I like the loot mechanic; it encourages running all the quests, not just mindsunder; and the rest of the quests are short enough. I've seen some of the named loot; it's pretty meh, even for an undergeared character. On the other hand, some of my random rewards were good (thank you, blank +6 Wisdom helm), but that could have been random. The last fight was chaotic and fun.


The entire pack seemed characterized of good challenges, not too tough, not too easy; shorter quests, which was nice, and fast and furious fights. The pack doesn't have the vastness of Gianthold, Desert of Menechtarun, or Vale of Twilight (the other 3 packs I have, plus Delara's, which doesn't really warrant comparison), which comes from numerous lengthy quests and massive explorer areas. It was a different sort of challenge; not "will I have enough resources to keep this going?" or "Will I have to log off before this finishes" but more "Can I keep everyone alive this fight?" As a cleric, I had to turn maximize healing on several times for the first time, and being slow to do it could have resulted in deaths.

All in all, the difficulty of this pack, on normal, for a group of 16-18 players (as far as I know, no special gear except their might have been 1 reincarnate in each group), the difficulty was slightly more difficult than Vale of Twilight normal quests, and substantially more difficult than Gianthold quests.

I thought it was a great pack.

I'll also do reviews of Gianthold, Vale of Twilight, Desert, and Delara's as I have time.

Ybbald
01-06-2010, 05:04 PM
this is very helpful. Thanks

dredre9987
01-11-2010, 03:26 AM
I think that's all of them, if I'm missing an adventure pack, please let me know and I'll add it.

Can a F2P player please check - is the Subterrane (includes the raids Hound of Xoriat and A Vision of Destruction) free to play, part of a different adventure pack, or its own adventure pack? It's not listed in RoBi3.0's list of packs, but I have a sneaking suspicion it isn't F2P. If it's a pack, please let me know its price (I cannot check; VIPs cannot see the packs in the store).


the subterrane is i believe part of the vale pack ( least the raids are anyways)

Osma77
01-13-2010, 02:33 AM
Quote:
Note: I've never played through most of these quests at a level where they are still challenging; I'd appreciate feedback on this review from someone that has done so.

I just got through playing Three Barrel at level 8 (7rog/1fig). While this is the high end of hard, I am still a new player with no high end eq or tomes to help me out, and was soloing it with a cleric minion.

Most of the quests are absurdly easy, as long as you get a bit of prep beforehand. The hardest in fighting is easily Two-toed since there are multiple, heavy armored skeletons (need decent to hit and lots of damage) and the boss is undead-incorporal. The quest that was SUPPOSED to be the hardest fight (the scoundrals run) was absurdly easy with only scorpions, i think some spiders, and lots of minotaurs (step out of the way of the charge and keep on swinging).

The ladder jumping quest was built for rogues (NASTY traps everywhere, lots of constructs if you have construct smite), but as you said, jumping ladders is a pain in the ass. I can get from bottom to top without falling once, but other people, even with high jump, can't even get to the top (luckaly, if someone in your party can reach the top, they can eventualy open a trapped gate for the rest of the party to meet up with them.)

One quest that stands out to me however is the 2-chain quest inside the volcano. The first part of the quest has nothing but ogres, mephits, and oozes, while the second part has mephits and elementals. If you have any kind of giant-bane eq, the ogres will go down fairly easily. Meanwhile, mephits can be taken down in seconds with ice eq. When you get to the second part of the quest, it is even easier since every enemy is damaged by cold. A class with evasion and equiped with cold weapons or mages with heavy cold spells (cone of cold?) would just walk through it. Just make sure you have some fire resistance.

Kervas
02-06-2010, 01:04 PM
Excellent post. Thank you very much for putting this together sirgog.

TekkenDevil
02-07-2010, 04:23 AM
Demon Sands are indispensable to arcane casters, because an (extremely) rare loot that drops is the SP store ring, which is awesome by itself and can be upgraded in the vale to be even more pants-wettingly awesome.

Also, just an extremely easy-to farm wilderness in general for casters.


Tangleroot is also a must have, primarily because of how easy it is to find people grouping up to (successfully) run the entire chain, making it able for you to farm it dry of XP with relative ease. Although, truth be told I have never seen anyone do the wilderness, including myself, which is a shame. Also, there's a deathward clicky as end reward, which I think beats having to wear an item with deathward properties.


3 Barrel Cove is fun, overall, but only recommended for the more solo-friendly characters like fighters/barbs/rangers etc. The quests range from interesting through really fun to very hard, the wilderness is awesome, and overall what the community lacks in interest for the pack, the adventure makes up for it by offering a good time even to those who didn't prefer to solo and reasonably good XP, which helps alot to get to lvl 10. If all your characters are squishy, though, you should avoid the pack.


Delera's is also great; if nothing else, because of the +5 XP item you can get at the end. Granted, it's rather linear and you'd want to have a disruption weapon on hand as a fighter. It's well balanced for a caster/fighter party. (So even the crappiest wizards wont feel useless), though they could have included more traps for the rogues to fiddle around with. Lastly the XP available here makes it a definite buy.

Gianthold - I really don't like it, but I suppose it's still essential. The quests aren't bad at all, but as a wizard, I felt extremely useless for the most part. It's too melee-friendly and steals the show from demon sands, a pack which I'd much rather be farming for XP at these levels.

Lastly Vale: Just buy it. No discussion.

sirgog
02-07-2010, 11:54 PM
Edited the entry for Vault of Night, now that some of the most annoying parts of it have been changed and now that it's worth playing beyond level 15 or so due to the addition of Epic mode.

Rerednaw
02-11-2010, 09:21 AM
I just wanted to add my gratitude for this thread. I'm one of those on a tight budget, even if I wasn't I found the reviews here highly informative and very useful.

Just got enough points for my first adventure pack and probably going with Delera's.

So thanks everyone!

Cheers!

Robi3.0
02-11-2010, 09:53 AM
I just wanted to add my gratitude for this thread. I'm one of those on a tight budget, even if I wasn't I found the reviews here highly informative and very useful.

Just got enough points for my first adventure pack and probably going with Delera's.

So thanks everyone!

Cheers!

Dear God don't go with Delera's as your first adventure pack. That pack only has the questing potential to support your character not much more passed level 12. In fact most of the quest in that pack are below lvl 9 with only 2 quest being lvl 11 and 12.

Voice of the master is a nice XP boost but it wont give you the kind of XP return that Gianthold, the desert or the Vale will. Plus Those 3 packs will give you XP where you need it most since the majority of the F2p content is loaded into the first half of the level spread.

Uhtred_Stark
02-11-2010, 10:11 AM
Having played up past L12 on three toons now and gone through these multiple times here are my humble favorites and the ones I would buy if I left VIP.

Low Level I run everyone through the catacombs once for the wand of eternal cure minor wounds which is quite handy at low levels. I do STK a couple times and TR. Sharn gives great XP and really good items for the level. I'm then ready for Delera's which I do three times. Comments on each....

Catacombs - I've never run it more than once a toon, but I always run it. It's pretty cheap but is more of a nice to have instead of needed. You really only need a couple people to do this one so grouping isn't a problem.

Shan-to-Kor - Always fun just to do. Still gives me the sense of what D&D is supposed to feel like. Groups always fill because I'm sure others feel that way. You don't get a ton of life out of it, but again, really, really high fun factor and you'll always do it on normal and elite with every toon you ever make.

Sharn - Varied and fun quests. You can repeat them easily for good XP and for the level you get really good items. However, you won't do this beyond one day (you can do each quest multiple times during that day). Is it worth 350 for a day's worth of gaming? Like Cats, more of a nice to have instead of needed. Pretty easy to get a group for.

Tangleroot - I have run this a ton of times. I like the story, I like how the quests get progressively harder and I like the end items which can be really helpful no matter who you are (especially the +3 CON belt at L5). Shamefully I have never really even cracked the explorer area so I still haven't exhausted content on this. You can get tons of XP here with a little creative farming. Definately worth buying and it will be a staple of low level content.

Delera's/Sorrowdusk - I always run Delera's at least 3 times with each toon. Easy to get groups, tons of XP. Having Delera's and Sorrowdusk is probably more important than having any of the above quests because you can get up to Delera's level pretty easy with free quests. Delera's and Sorrowdusk will get you to Gianthold. Sorrowdusk is a lot like a higher level Tangleroot. Like Tangleroot you can experience farm Sorrowdusk for some insane XP.

Odds and ends - I like to run Threnal once for each toon, but don't repeat it. Good end rewards though. Somewhat tough to get group for. Necropolis chains I almost never do, but the Orchard explorer is almost a must have for high level content for the Minos helm and it gives pretty great XP. Three Barrell Cove is a fun diversion, but somewhat hard to get players for and I missed it entirely on my last toon. The Restless Isles I have done once and doubt I will do again, though the Ogre Mage quest was pretty cool. The problem you run into is that it's the natural progression of Hiding in Plain and when you're in a party everyone wants to go onto it but half will be f2p so you can't. Personally, I have done the Demon Sands much. Some people really like it, I'm not a fan and usually do enough to get Demon Queen raid flagged while spending most my time at this level in Gianthold. Devil's Assault is a novelty. It's tough to get groups for Reaver's Reach especially since one of the quests (Enter the Kobald) requires a very specific party make-up to complete. But for 350, it's worth the price for getting Dragontouched armor. It also has one of my favorite quests in Prey of the Hunter. I haven't gotten a grasp around Path of Inspiration yet. They are odd quests to me and don't feel like the rest of the game. I'm not sure if I like this or not. It's kind of like snakes, I'm undecided on the snake issue. I really like the Vault of Night chain, however I feel the pack is overpriced. It is very hard to get a group for this, you have to actively make one and doing the raid at level is even harder. This pack is much improved with the update now that you can do VoN 1-4 out of order. VoN3 is one of my favorite quests in the game. Doing it on n/h/e gives you over 80K xp. You get to fight drow and trolls, an awesome beholder room and two sets of bosses, the triple champions and the truly tough end marut. I would say this pack is a must buy if it were 600 and more people played it. As it stands I really like it but can't justify it for the current price and lack of people who have it.

That leaves,Gianthold, The Vale of Twilight and The Devil's of Shavarath. I'm not going to say a ton about these because everyone already says take them and for good reason. The Vale is the best pack in the game. You get tremendous bang for your buck with collectables for greensteel items, a great explorer area with lots of XP and rares plus some challenging quests. I really enjoy Gianthold and spend a lot of time there. All the quests are great. My only complaint is that the explorer area is very confusing. Shavarath opens up another great explorer area and some awesome quests like Sins of Attrition.

So my top 10 packs would be:

The Vale of Twilight
Gianthold
Delera's Tomb
Devil's of Shavarath
Tangleroot Gorge
Vault of Night
Sorrowdusk Isle
Shan-to-Kor
The Necropolis Part 4
Reaver's Reach

Rerednaw
02-12-2010, 09:27 AM
Dear God don't go with Delera's as your first adventure pack. That pack only has the questing potential to support your character not much more passed level 12. In fact most of the quest in that pack are below lvl 9 with only 2 quest being lvl 11 and 12.

Voice of the master is a nice XP boost but it wont give you the kind of XP return that Gianthold, the desert or the Vale will. Plus Those 3 packs will give you XP where you need it most since the majority of the F2p content is loaded into the first half of the level spread.

Heh already bought DT. It was 600 this week instead of 750. I just broke 697 TF and so I picked it up. Hope the theorycraft works out.

I think grinding up to Gianthold/Demon Sands on F2P only is a bit thin. I am sure it's possible...still I figure between VoM and most of the middle to upper range questing in DT will get me there a bit easier.

I'm heavily focused in the early to middle game as I'm working on favor. So with all the alts on every server I figured I'd get an early pack with more mileage. I'm sure TR could be more fun, I just think I'll get more mileage out of Voice of the Master which I believe all my toons can use.

I haven't decided whether Giant or Demon is the way to go. Giant seems to be marginally better...but dang it's expensive. Another ~900 favor is a long way to grind, at least for me as I'm still pretty new to ddo.

Haven't put much thought into Vale or the other upper/end game mods yet. I figure I have time :p.

Overall I'm more of a low-middle than end gamer anyway. I like getting to the top...once there, I usually find I lose interest.

Still this noob appreciates the feedback from all your experienced folks :p

tihocan
02-12-2010, 09:41 AM
I haven't decided whether Giant or Demon is the way to go. Giant seems to be marginally better...but dang it's expensive.
I personally enjoy the GH quests better. Most of the desert quests are run once for favor only, so overall GH is more XP (and is in a more useful level range from a F2P point of view). Both raids have some interesting items to get so it's hard to decide there. Currently, for long term play Demon Sands is better since it has the Epic setting, but there are strong hints that Epic is coming to GH as well in the future.

Belwaar
02-12-2010, 10:02 AM
I personally enjoy the GH quests better. Most of the desert quests are run once for favor only, so overall GH is more XP (and is in a more useful level range from a F2P point of view). Both raids have some interesting items to get so it's hard to decide there. Currently, for long term play Demon Sands is better since it has the Epic setting, but there are strong hints that Epic is coming to GH as well in the future.

It's safe to say that Epic GH is coming...we're just waiting for it.

Daeragn
02-21-2010, 05:57 AM
Normal price of Gianthold is 950tp now, btw

LRex
02-21-2010, 07:22 AM
Tangleroot Gorge

I've recently soloed it with a lvl 6 AA and found all quests very easy on normal, no problems whatsoever. My main question is if the xp awards changed because lvl 2~4 harbor quests give much more xp than the splinterskull chain. Also worth mentioning that maybe end rewards are that excellent IF the blademaster's gloves or the belt show up, which didnt for me so what I got was a bit of favor with house p and thats it.
Pros: living! humanoid enemies that you can backstab, stun, intimidate, trip, charm, etc, all that your class says you can, Woot!
Cons: Lots of wolves and specially worgs, 1 improved trip can end your journey there (for which I was very glad to kill them all at range). Also in the explorer area there's a spider cave where the spiders webbed me 7 times in a row without leaving time to do *anything*, no gaps! Havent they changed it so it should not happen to be helpless so often?!?
Recommendation: Cannot recommend it at this time. If I knew this beforehand I wouldn't have bought it.

Delera's Tomb
From the moment I got it I was itching to go there so I just went in to solo it. I'm VERY glad of the buy. Adventures, specially the last one, can be challenging. It's all undead. There're a lot of optionals that mostly require a rogue. One requires good swimming/waterbreathing.
Pros: GREAT dungeon design. It always cool to run the chain for the dungeons alone. Good XP. End rewards, apart from the voice, again depends on your luck: you can see a ton of nifty items you cant use and nothing for you or be undecided in the cool options.
Cons: You NEED a good aligned weapon for all quests except the 1st in the main chain, ghost touch weapons are also desirable so if cash is running low and you depend on melee/archery you better not get this. Unless, of course, you're a gimped club specialist :p (before quest 2 you receive a good aligned club with -1 to dmg).
Recommendation: buy it, now. Its really cool.

Mackem
02-21-2010, 09:35 PM
Normal price of Gianthold is 950tp now, btw

It looks like some of the "normal" adventure packs prices have been adjusted by Turbine, no idea why and when but I've noticed other changes like:

Sorrowdusk "normal" is 450 TP now (up from 400 TP before)
Vale "normal" is 650 TP now (down from 700 TP)

LunaCee
02-21-2010, 10:09 PM
Max favor for TP spent efficiency probably. Sorrowdusk was *the* king of the pile for it for a while.

Kinda like how the IQ and DD were I believe ~525 a month or so ago and are now 450 each when not on sale.

DarksideA
03-15-2010, 02:40 PM
Greath thread thanks!

mjllux
03-15-2010, 10:34 PM
great guide, this will help a lot when picking which packs i want to get

sirgog
03-16-2010, 12:11 AM
I'm going to thoroughly redo this thread soon - a fair few packs have changed in merit (example: Threnal is now more important to players running a Cleric in Tower of Despair, the Epic Desert is now less played due to the existance of the Epic VONs, and so on).

LunaCee
03-16-2010, 12:21 AM
Not to mention a redo would also let you slip in Inspired Quarter, Dreaming Dark, and possibly the new House D quests "Coming Soon(TM)" if they are part of an adventure pack more easily.

Nthird
03-16-2010, 05:38 AM
Thanks for the great thread. I've purchased most of the low level packs based on your recommendations. I currently have Catacombs, Shan-To-Kor, Tangleroot Gorge, Sharn Syndicate, Delera's Tomb, Sorrowdusk Isle, and Ruins of Gianthold. I'm planning to get higher level ones eventually but I'm taking my time about levelling up so I'm a ways off as of yet. I was considering getting Ruins of Threnal since its 20% off this week and was wondering if anyone knew what the odds of getting Melri's Breath as a reward from the Abandoned Excavation quest line is. It would be a huge upgrade to me but if its a really rare drop my time would be better spent elsewhere. Doing all of Tangleroot and not getting any of the good rewards at the end sapped some of the fun out of it for me and I don't want to have Threnal be the same way.

MrkGrismer
03-16-2010, 09:51 AM
Doing all of Tangleroot and not getting any of the good rewards at the end sapped some of the fun out of it for me and I don't want to have Threnal be the same way.

Which end reward where you looking for? How many times have you done the chain?

If you don't go for any of the optionals you can do the entire chain in probably less then an hour on normal. But I have never seen "no good rewards" even when the one I was after (visor of the flesh render guard) wasn't there.

Nthird
03-16-2010, 02:20 PM
Which end reward where you looking for? How many times have you done the chain?

If you don't go for any of the optionals you can do the entire chain in probably less then an hour on normal. But I have never seen "no good rewards" even when the one I was after (visor of the flesh render guard) wasn't there.

I was looking for the Blademaster Gauntlets specifically though I would have been happy with the Black Wolfskin Belt or Blademaster Bracers. I have only done it the once so far and I did end up getting the Visor of the Flesh Render Guards which seemed potentially handy though I have not had anywhere yet where I used them. I'm working back through it on hard now, maybe I should blaze through it on normal again instead.

MrkGrismer
03-16-2010, 02:40 PM
I was looking for the Blademaster Gauntlets specifically though I would have been happy with the Black Wolfskin Belt or Blademaster Bracers. I have only done it the once so far and I did end up getting the Visor of the Flesh Render Guards which seemed potentially handy though I have not had anywhere yet where I used them. I'm working back through it on hard now, maybe I should blaze through it on normal again instead.

As far as I can tell the difficulty doesn't matter for the end reward (although casual might). I've been trying to get a visor on each of my characters, and it was starting to get annoying going thru again and again. But a couple nights ago I decided to go thru just doing what was necessary, no optionals, and it went pretty quick.

novastar
03-22-2010, 10:35 PM
For the patient solo'er, Catacombs has a very nice endgame reward: an Eternal Wand of Minor Healing.
Sure, it only heals 1 or 2 pts per charge, but it's an endless supply of 'topping off' healing.
Anyone playing a solo Cleric, FvS, or a character with a high UMD (i.e. my Rogue), can get some decent mileage out of this item.

superdestructo
03-23-2010, 04:21 AM
I've looked at this thread a few times to help me decide what to get. It was useful, thanks.

However, I think most of these reviews are from expert players who already have most of the content. Thus, there seems to be a tendency to be biased towards "how fast can i get a group and run through it" and "what rewards can i get from it?" when grading out adventures. Having a bit of fun and earning more TP is probably more important than getting to level 20 ASAP. At least it is for me.

I have a bit of a different view, as a mostly free to play player. I do recommend spending some money on the game if you intend to play for any amount of time in order to get premium status and help you along with content. I look for good TP value and usually only buy what's on sale. (Also never bought leveling sigils, and that stopped me from getting to high levels.) Now that they are gone I may start playing some more.

I also play mostly solo and in small groups with my friends. While I do enjoy a good zerg once in a while, I think too much of that becomes a boring, mindless chore. I also like a good challenge and I play mostly self-sufficient characters with lots of clickies and efficient play. So that's my bias.

Here's what I have:

------------------------------------------------------------------------------------------------
The Catacombs:
Fun: 8 (How much fun it is)
Rewards: 6 (What do you get out of it)
Value: 9 (Mostly TP/Favor)
OVR: 7.67 (overall)

This is the one I've played the most, at least 30 times. I usually head here right off the boat and solo this. There are a couple nice rewards for low level characters, such as the eternal wand of healing(super useful when starting out), an eternal wand of magic missile, robe of duality(False Life and +2 spell levels on 1st lvl spells), ring of the archbishop (early +20 SP item, also +3 heal) and occasionally a nice low level random accessory. One of the levels has about 200 undead, which is a little tiring. A rogue is quite useful for extra loot and many traps. Favor is also good, cheap and somewhat easy to get. There are also many groups for this chain.

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Tangleroot Gorge
Fun: 3(7)
Rewards: 9
Value: 6
OVR: 6(7.33)

This quest is great for groups who run it fast, but it is very repetitive if you want to soak it in and play a bit. There are only one and a half dungeons which you play repeatedly with slightly different objectives. You can't even run this quest twice in one week without getting ransack penalties for many chests. On the other hand, the rewards are great. There are many +3 attribute items, a death ward item, the staff of splinterskull(summon hellhound 3/rest) and often nice random rewards for lower levels. If you have a shared bank, these rewards are even better. There are also frequent groups for this chain with above average players, so the runs are good. It isn't the best value in terms of favor/TP, but you should get a lot out of it. It also has a wilderness area.

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Necropolis 1
Fun: 8
Rewards: 2
Value: 8
OVR: 6

I really enjoy this chain, but apparently few others do. That wouldn't be a big problem, except you need at least 2 people to flag one of the missions before the final boss mission. This chain has a good D&D feel to it. It's full of traps, secret doors and all manner of undead and the occult. That you need at least 2 people(and 2 henchmen) to complete this quest makes solo play impossible. The final part of this chain is a nice early mission and gives very good XP if you get all the bonuses. The other missions are pretty short, but you have to flag them all. The reward stinks and few people play it. And since you need other people to complete this chain, that is a problem. So it loses a value point.

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Necropolis 2
Fun: 2
Rewards: 1
Value: 8
OVR: 3.67

This is kind of like Necropolis 1 except a few of the 4 flagging missions are a real pain. I do like the end mission, but you don't get a good reward. There is decent TP value here, and you can do it solo, so needing a non-existent group isn't as big of a deal. Still, it isn't much fun. I've only played it a few times and no one wants to play it with me.

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Delera's Tomb
Fun: 8
Rewards: 8
Value: 4
OVR: 6.67

There is a lot to do in Delera's Tomb. Besides the main chain, there are several side missions of various difficulties. The main chain often has groups and has good xp and a nice reward or two. (specifically, Voice of the Master-xp and skills bonus) It's a decent chain that is nice to do in a group, although you can also solo through. The other missions don't have as many takers, but I find them to be enjoyable. Overall this chain has good staying power and a broad level range. You can get a lot of XP here. You do have to run around a bit and will likely make several trips here. The TP/favor cost is poor and you probably won't get full favor until you get to a higher level. Still, even though the cost is high this one is nice to have.

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Sorrowdusk Isle
Fun: 9
Rewards: 3
Value: 9
OVR: 7

This is my favorite chain. You get a lot of content for a small amount of turbine points. There is a large wilderness area and 10 quests in 7.5* dungeons. (parts of dungeons are re-used) There are also many different types of enemies and a good variety of dungeon types. The problem is that the rewards are just not that great. The XP is decent, but the chain reward items are significantly under-leveled. (+20% striding, feather falling, water breathing or maybe a +15 balance item.) There are a few groups, but they don't always stick around to the end. It's a long chain. Still, I think it's a perfect challenge for a couple level 4-6 players. I'll play this with my friends mostly for enjoyment. Can also solo it, but probably not until level 8+ when the rewards aren't really useful anymore. It also has excellent favor value.

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Ruins of Threnal
Fun: 4
Rewards: 7
Value: 5
OVR: 5.33

This adventure pack seemed pretty mediocre to me. I've only gone through a few times but I am already tired of it. Initially, it showed promise. Then came all the escort missions with the dumb NPCs that like to die. I can't really recommend this chain for solo players and I haven't seen too many groups doing it. Most of the quests are a bit tedious, though the arena is good. The chain rewards are pretty good, especially Mantle of the Worldshaper, and the XP was ok. There's a wilderness area and a few sidequests, but not much else to do. It's an average value. I kinda wish i saved my points, but maybe some other people will enjoy it.

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Demon Sands:

Well, I can't really rate this one yet because i haven't completed it. However, it looks to be very good overall. It'd probably get over an 8 in my system. Good value, good loot and also enjoyable. People play this one, too.


Overall, I would rather trade back Necro 2 and Ruins of Threnal for something else, but I am happy with the others. And from there... I will probably get Vale of Twilight or Ruins of Gianthold. Maybe Sentinels depending on its price.

MrkGrismer
03-23-2010, 10:17 AM
Tangleroot GorgeYou can't even run this quest twice in one week without getting ransack penalties for many chests.

I am pretty sure this is not true. I've run this chain over and over in an attempt to get the visor and never saw a ransack penalty. Admittedly I think the only chest that I hit every time is the one upstairs in the first part (near the shrines). But I never saw any ransack penalty on it. Even if there was the main reason (IMO) for running this chain over and over is the end rewards, which never ransack.

chainsawash
03-23-2010, 02:50 PM
Very useful thread! I do have a question though. I'm confused by this statement:



You can quite reasonably buy these packs one per fortnight if a semi-frequent player, or once per month if an occasional player, keeping costs down.


Do packs only last so long? When you buy a pack, is it only for one character? I was hoping once you bought a pack you 'owned' it and could play it with any new character you create.

tihocan
03-23-2010, 02:52 PM
Do packs only last so long? When you buy a pack, is it only for one character? I was hoping once you bought a pack you 'owned' it and could play it with any new character you create.
Yes you can play it with all your current and future characters.

steloro
03-26-2010, 03:29 AM
excuse me plese ...the greater darkness.... how many favor point gain?????ty for all aswer

Dendrix
03-26-2010, 08:11 AM
I am pretty sure this is not true. I've run this chain over and over in an attempt to get the visor and never saw a ransack penalty. Admittedly I think the only chest that I hit every time is the one upstairs in the first part (near the shrines). But I never saw any ransack penalty on it. Even if there was the main reason (IMO) for running this chain over and over is the end rewards, which never ransack.

I'm afraid you are wrong on all points. I have run tangleroot multiple times in the same week one after another, looting the scorpion chest and the main room chest. You can and do ransack those chests before the end of the second run.

I have run Durk's quest for muckdooms multiple times and you can and do get the equivalent of a "ransack" message for the end loot reward from him.

Osma77
03-26-2010, 11:02 PM
One thing that should be mentioned when you update this wonderful guide: Necro2 has gone up about 0.5-1 point due to the recent update of adding casual mode.

Since most people don't give much care for silver flame favor anyhow, doing it on elite is again, only useful for the total favor. However, casual mode is so easy, that a half orginised group of lv 7-8 players should be able to run it easily. The monsters are of course annoying, but they are doable. And once you flag all 4 on casual, you can do the final quest on whatever difficulty you like, getting signifigant exp. It has been a while since i did it, but the last time i did shadowcrypt, i made 15k exp on normal just for sitting inside the begining room while our warforged wizard soloed the whole last quest doing firewalls and repairs.

So since you can now have a group of people casual all the annoying quests in order to get to the good one more quickly, the score needs to be upgraded.

Thank you.

MrkGrismer
03-31-2010, 09:45 AM
I'm afraid you are wrong on all points. I have run tangleroot multiple times in the same week one after another, looting the scorpion chest and the main room chest. You can and do ransack those chests before the end of the second run.

I have run Durk's quest for muckdooms multiple times and you can and do get the equivalent of a "ransack" message for the end loot reward from him.

You might want to re-read my post. I never said it is not possible to ransack those chests, I said it is possible to do the chain more then once in the same week and NOT get a ransack on those chests. Unless for some reason you are trying to farm masterwork items there is little point in hitting the chests in the level 3-4 parts of the quests, I usually don't even bother with the chests until I get past whisperdoom.

Durk's quest takes all of 5-10 minutes to do, I think everybody who has more then one character has run it to get the equivalent of a "ransack" message on the end rewards (and while it may be similar to the ransack message it isn't technically a ransack). But it is not a chain and if you can manage to get the same message on Tangleroot then you really need to get a life. :D

undercover69
04-13-2010, 07:58 AM
My 0.02

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The Catacombs - 250 points
Fun: Pretty low
Rewards: The wand has value for a while, the rest is quickly discarded.
Overall: Not recommended

Usually just for favor. Some characters also want the eternal wand of cure minor. Mostly undead with a few others like spiders, steel dogs and hell hounds.

Rating: 5/10

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The Seal of Shan-to-Kor - 250 points

Fun factor: Low. There's a feel that the quest drags on and on, even when zerging with a high lvl char for favor.
Best feature: Better prices with vendors at the marketplace!
Worst feature: There are some brutal traps within, specifically the room with flame jets.
Overall: It's an ok pack, only really recomended if you are on your nth character and wants to do something different on lower lvls.

Rating: 6.5/10

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Sharn Syndicate - 350 points

Fun factor: High. Cool quest design everywhere makes it the most fun pack for lvls 4~5.
Rewards (XP/loot): Medium XP, interesting weapons that are useful for a level or 2.
Best feature: You can hire a kobold shaman or a hobgoblin fighter! Not only thats totally different but they are actually better than any hireling AND you can have hirelings too (Come Out and Slay).
Worst feature: Competes with a lot of other quests at its level (ditto). And the Binder Rescue can get brutal with the combo of traps, melee, ranged and magic assaulting you at the same time.
Overall: Excellent quests, but you have plenty of options at that level range so its really an optional pack.

Rating: 8.5/10

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Tangleroot Gorge - 550 points

Disclaimer: after playing this chain a bit more I feel compelled to re-rate it higher.
Fun factor: Fun! Well written storyline, good dungeon design and quick xp makes it a good time.
Rewards (XP/loot): Good XP, can get to excellent on a competent zerging group. Good loot - although that depends on your luck.
Best feature: The DnD feel oozes over it.
Worst feature: Guiding people through the wilderness area everytime gets a little old.
Overall: Recommended for all players except those on a very tight budget. (Ditto)

Rating: 8/10

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Devil's Assault - 150 points

Fun factor: Fun for the first few times.
Rewards (XP/loot): Mediocre XP, Poor loot.
Worst feature: really unbalanced.
Overall: Not recommended.

Rating: 3/10, goes up to 7 if you are an maniac soloist.


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Delera’s Tomb - 750 points

Fun factor: High. Very good quest design, interesting atmosphere, narrated by Gygax.
Rewards (XP/loot): Excellent XP, Very good Loot (the voice is always welcome and last quest can drop +1 tomes on elite).
Best feature: Everything!
Worst feature: Need a hireling to solo the 2nd quest and need good aligned weapons to melee the ghostly skeletons.
Overall: Highly Recommended for a medium budget. Its an expensive pack but you get your tps worth: its fun, quick lvling and nice loot. If you are on a tight budget its better to spend the tps on higher level content.

Rating: 9/10

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Edit: added in on April 14th.

Sorrowdusk Island - 450 points

Fun factor: Low except on the last quest (Renders ARE cool foes afterall).
Rewards (XP/loot): Average XP and poor loot for Grey Moon Waning, good XP for Co6 (ditto). Poor Loot, you really dont need anything out of it.
Best feature: Renders.
Worst feature: It's bland.
Ease of getting a group: Hard. Its actually easier to find high level LFM farming favor.
Overall: Not Recommended
Rating: 6.5/10

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Edit: added in on April 14th.

The Vault of Night - 650 points

Fun factor: Medium. While most quests are fun VoN5 pulls it down as even when zerging with high level group the feel that it drags on and on is unavoidable. That said the Arena (VoN1) is a total blast, excellent mood.
Rewards (XP/loot): XP is medium to great if you are in a group of good players that can beat these tough quests. If in a weak group, the XP is poor as you will take a long time indeed to beat VON3, if you are even capable of doing so at all (ditto). Very good items available at the raid (with luck!).
Best feature: The humour on the arena.
Worst feature: VoN5.
Ease of getting a group: Medium for flagging, Hard for the raid (VoNs 5-6).
Overall: Its a good pack but it competes with Delera's on the low end and Demon Sands on the high end so only recommended for those on a medium budget or better.

Rating: 8/10

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The Ruins of Gianthold - 950 points

Fun factor: Mediocre.
Rewards (XP/loot): This is THE pack to level up from 13 to 16, while individual quest/xp isnt great there are plenty of quests. Loot is ok for the most part, the raid can give you some excellent items or $@&%, depending on your luck.
Best feature: Grants enough xp to lvl up from 13 to 16.
Worst feature: The price, also if you are not into mazes there are 2 (Crucible and the Minotaur Lair). Crucible has the most annoying maze and other bad features like requiring improved evasion and good reflexes with good swim/mario skills. Raid timer coupled with bad luck on looting just sucks. Gianthold Tor requiring to kill both the dragon and the giant within a 5 sec window is gross (which explains - to me at least - why people often do this quest with lvl 20s in the group and forget about the xp).
Ease of getting a group: Medium. There should be at least 1 LFM at peak times, hard otherwise.
Overall: A necessary pack. Having not played necro 3 I dont know if it can replace this for leveling purposes.

Rating: 6/10

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The Vale of Twilight - 650 points(updated April 22nd)

Fun factor: High. The wilderness is interesting, and the quests are pretty well designed. While Coalescence is a bit of a let down all others are fun enough that it doesnt matter. The raid (Shroud) is very interesting and fun. The other raids are short and sweet, only problem is getting there (often ppl die going through sub-t alone).
Rewards (XP/loot): The XP is average to good. Crafted equipment is the best or among the best in the game.
Best feature: The ingenious ways the quests were made, many of them have very unique features.
Worst feature: The amount of shroud raiding you have to do to craft your gear. If you go completion everytime (not recommended) it would take around 2 months!
Overall: Highly Recommended. Its a must buy if you're serious in making your char the best it can be. Check the online solver! (http://www.perfectweb.org/ddo/solver/vale_puzzle.html)

Rating: 8.5/10

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Reaver’s Reach - 350 points(included April 22nd)

Fun factor: Medium. I personally liked Prey on The Hunter as its well balanced, and the music was really cool, but having to come up with 3 new essences everytime to go to Stealer is not cool. Also the random enhancements you can get after all your work can be really disappointing. Be warned that Enter the Kobold's finale is tough on more difficult settings, and the rares are usually not a walk in the park either.
Rewards (XP/loot): XP is ok, end rewards are often interesting and if you're willing to go through a lot of frustration the armor can theoretically be excellent.
Best feature: the music.
Worst feature: Can I bad mouth whoever came up with random enhancements?
Ease of getting a group: Medium. Its a bit slow but do fill.
Overall: Recommended for those on a medium budget or better and not expecting much out of the armor. A good collection of quests not utterly ruined by randomness.

Rating: 7/10

************************************************** *************************

Sneak Peeks
Edit: updated April 16th

This section deals with packs I have not done all quests but have been there, so its only a partial opinion.

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Necropolis part 4 - 850 points

Fun factor: Low. While the music is very bad the female narrator is a most welcome change. And I still have fun watching the greater shadows going POOF when I destroy them. The quests, however, are a BIG let down.
Rewards (XP/loot): Very good XP in the wilderness area, Medium XP on quests. Cant realy comment on loot as I havent done the Abbot raid but the minos helmet is nice.
Best feature: The wilderness area by FAR.
Worst feature: The quests. After trying them more I just decided they are not worth the time. Its simply not fun to run them, not even for the sigils *if* the unique raid loot was always drop. So yes, I'm forfeiting the raid.
Ease of getting a group: Easy for slayer/rare (tap farming). Very Hard otherwise.
Overall: Not Recommended. I personally loved the wilderness there, and it gives quite good xp, but 850 points for the wilderness alone is just too much. You can craft a greensteel helmet in place of the minos if you get Vale, it will take longer but it'll be a better helmet.

Rating: 5.5/10

Derbo
04-23-2010, 04:46 PM
First, I want to say thank you very much for the addition of this thread. It's been an asset to my experience in this game. It would be hard for me to think of a single thread that's been more helpful to me in making personal decisions in all of my 25 years of online gaming.

That said - I know that, as sirgog mentioned, we're to expect a redo of this thread in the near future... but with all adventure packs currently on sale in the 'deals' section of the DDO store, the iron is hot, and I was wondering if anyone had some immediate input in the two latest packs: "The Dreaming Dark" and "Sentinels of Stormreach."

I've purchased every pack that's ranked 8 or greater on sirgog's list, and have been very happy with all of the content that protocol has provided my level 10 and under characters access to... just wondering if I should go ahead and buy the latest ones - unmentioned in that list - while they're currently on sale... or should I save the points for reincarnation and future packs?

Thanks for any input.

Pyromaniac
04-23-2010, 05:49 PM
I was wondering if anyone had some immediate input in the two latest packs: "The Dreaming Dark" and "Sentinels of Stormreach."

It really depends what you're looking for. I would recommend against Sentinels based on ingame feedback from players. Not worth 300ish TP as is. No epic tokens, not very good loot.

Actually one VIP mentioned to me they'd like a VIP refund on Sentinels.

KualaBangoDango
04-23-2010, 06:39 PM
Very useful thread! I do have a question though. I'm confused by this statement:
Do packs only last so long? When you buy a pack, is it only for one character? I was hoping once you bought a pack you 'owned' it and could play it with any new character you create.When you buy it it IS yours for as long as the game exists.

What that statement is referring to is NOT re-buying adventure packs but rather buying a new different one every few weeks. Since you earn free TP from favor by doing quests, a more hard-core player who plays a lot can earn enough free TP to buy a new adventure pack in a couple weeks whereas a more casual player may take a month or more to earn the free TP necessary to buy another adventure pack.

GreenArmadillo
04-23-2010, 08:35 PM
Here's another sale week question:
I've currently got Delara's, Sorrowdusk, and Gianthold (stashed away for future use thinking last week's 25% was a steal, oh well, easy come easy go). I can afford 2-3 more packs at the sale prices, and I'm looking to pad out my leveling path in the mid-late levels.

FYI, I'm primarily a solo player, as a newbie I may or may not be good enough to beat things at the earliest possible levels, and I'd rather not have to repeat quests 5+ times on a single character if I can avoid it. I also like alts, so I'm willing to pay to have some overlapping content (see: purchasing both Delara's and Sorrowdusk) in a level range so I'll have more variety.

Packs I'm looking at:
- Vale (about 90% sure of this one, may never raid the Shroud, but I'd have the option if I wanted to, this pack is nigh universally acclaimed, and it fits nicely above Gianthold)
- Demon Sands (sounds like a fun pack, it's expensive so I'd be getting more off for the sale discount, and I'm not sure I'll be able to solo Gianthold under level on a not-so-elite bard - delaying GH might also help it carry me to the Vale at 16)
- Something for the 17+ range? Not sure if it's worth jumping on one now, because I won't be needing it for a while, and none of the options are so expensive that I really care if I end up waiting to buy them on a regular 20% sale instead of a super 30% sale. Also, it would be nice not to be totally broke in case the next Update's AP is awesome or something.

Anything that I should be more excited about than the above? Thanks so much to all of you for this thread, it's been a great help so far!

sirgog
04-23-2010, 09:15 PM
@Green Armadillo - The 17+ content falls into three main categories:

1) Easier stuff: Inspired Quarter and Dreaming Dark - if only getting one of them, it should be IQ.

2) Harder stuff: Amrath and Reaver's Reach. Both are of about equal value for points (Amrath is better but more expensive). These are harder than anything in IQ/DD, and Amrath is pretty unforgiving to characters that aren't at least partly Shroud geared.

3) Epic stuff: Sentinels, Demon Sands and the VONs - These have the bonus of offering mid level play, but are also very difficult content.

Rexmundis
04-23-2010, 10:19 PM
I actually think Sentinels was probably the most well made adventure pack. I think they could've done something more clever...maybe with a sorta mini-gamish scene where you are trying to board an enemy airship using grappling hooks and jumping from rope to rope dodging arrows and cannon fire. But overall the BEST story imho. Not so great stuff in terms of loot but overall probably the most fun.

Derbo
04-26-2010, 02:25 PM
Thanks for the input those that offered it.

So, I pretty much have 1 person against that idea of getting "Sentinels," and another seeming to support it, with no real input regarding "Dreaming Dark" yet.

Anyone have anything to add for a premium player who is decided whether he should buy one, both, or neither by Thursday? I'd ask the question somewhere else - but this seems to be the most fitting place.

Rexmundis
04-26-2010, 03:53 PM
Thanks for the input those that offered it.

So, I pretty much have 1 person against that idea of getting "Sentinels," and another seeming to support it, with no real input regarding "Dreaming Dark" yet.

Anyone have anything to add for a premium player who is decided whether he should buy one, both, or neither by Thursday? I'd ask the question somewhere else - but this seems to be the most fitting place.

It really depends on what you are going after for Sentinels. Sentinels has a great story and it was pretty fun in terms of gameplay...I dont believe anyone can deny that. HOWEVER, if you're enjoyment of the game is derived from attaining rare items and getting Epic tokens for reincarnation woods, Sentinels is not that great since it provides neither really. EXP was ok.

Derbo
04-26-2010, 04:57 PM
It really depends on what you are going after for Sentinels. Sentinels has a great story and it was pretty fun in terms of gameplay...I dont believe anyone can deny that. HOWEVER, if you're enjoyment of the game is derived from attaining rare items and getting Epic tokens for reincarnation woods, Sentinels is not that great since it provides neither really. EXP was ok.

I'm here, mostly, for the gameplay experience. Of course, loot and experience are always welcome, too - but they're not my primary reason for checking out an adventure pack.

Think I'm gonna try out Sentinels. Still wondering about "Dreaming Dark."

Lashval
04-27-2010, 12:52 PM
Great thread!

Since there is a big sale right now (30% off every AP), I was wondering if it would be a good time to get myself some not too expansive packs? I'm currently F2P, and have near 400TP. My highest character is level 5, and I mostly play solo or with a small group of friends (who have not played enough to buy any packs for now).

Based on the reviews around here, I was thinking of buying Sharn Syndicate (STK looked nice too, but may be more for groups from my understanding).

Would it be a wise decision, or should I simply forget about the sale and wait until I have more points so I can buy a "bigger" pack ? Or should I buy a pack that gives more favor in return (maybe tangleroot?), in the hope of getting more TPs out of it?

I don't want to think too "long term" (don't want to buy packs for level 15+ for instance.. ), since I'm having fun right now and who knows how much time it will last! ;) And I'm more of an altaholic than a "end game grinder", so don`t want to buy raid packs so far either... So many questions..

Thanks in advance!

DavionFuxa
04-27-2010, 02:10 PM
Tangleroot Gorge and Delera's Tomb are decent packs to get if you aren't looking long term. I would suggest Delera's Tomb if you can earn enough favor for it, else Tangleroot Gorge is fine.

Lashval
04-27-2010, 06:10 PM
Thanks for the advice! Some people in game suggested Delara too.
And I just got the missing TP, so I guess I shall make the move !
(what can I lose anyway.. those were free TP.. and Delara at 525, seems like a good bargain! :) )

Thanks again!

Ybbald
04-27-2010, 08:12 PM
I just got gianthold and it's been pretty fun so far

if you turn up your contrast and gamma while in the explorer area, it looks all bright purple and it's so fun to just run around and look at the landscape

Atoro87
04-27-2010, 08:53 PM
A little off topic, only a little though, is the level of activity on some of the packs. The lower level packs, STK, TR, SS, and Delara's almost always have some group running them. When you get a bit further on it gets significantly more difficult to find groups running P2P content, at least over on Khyber it is.
VoN might have groups flagging pretty consitently but good luck on grouping for the raid.

Sands, hardly ever have anyone even running S/R/E let alone flagging, maybe an odd WK run here and there.

GH is actually fairly easy to pick up an S/R/E group on but I have yet to find a group running actual missions.

Vale and Amrath I haven't really hit aside for the odd S/R/E run. I don't know if this lack of activity is do to server, I play fairly regularly on Sarlona to and see pretty much the same thing, or the fact that I PUG and am currently guild-less or the mid level dead-zone that seems to be present on every server or some combination but its a bit frustrating. If it's simply from the mentioned factors so be it, but if its actually noticable to others as well you might want to amend parts of the thread.

Angelus_dead
04-27-2010, 09:37 PM
A little off topic, only a little though, is the level of activity on some of the packs. The lower level packs, STK, TR, SS, and Delara's almost always have some group running them. When you get a bit further on it gets significantly more difficult to find groups running P2P content, at least over on Khyber it is.
VoN might have groups flagging pretty consitently but good luck on grouping for the raid.
Don't confuse the quantity of LFMs with the number of people actually running them. The higher level you get, the more players will use methods aside from the social window to form their groups.

Some people are less willing to invite random strangers into mid-level dungeons because the content has become demanding enough that a bad player could start to drag you down. For example, someone doing Rainbow, Chains, or Vol might not want to cope with noobs who can't even find the dungeon start without aid.

DavionFuxa
04-27-2010, 10:04 PM
I also disagree with the statement but on a different note. It could be that there people are forming groups, and they are doing so quite quickly. I've formed parties in Gianthold in under a minute after putting a note up in the Grouping Window, and the same can be said for Vale of Twilight.

Additionally, S/R/E is really only important in a set few areas. Gianthold it is important for Flagging Gianthold Tor for example, so you see more often then not a group looking for the Rare Chests to drop the relics they need. The only odd example to this is the Vale of Twilight because people will use that area to get needed experience to level if they haven't got the adventure packs to help them with that.

hockeyrama
04-27-2010, 10:11 PM
to the OP.
Can you put a big asterisks or something next to the packs that make it impossible to solo. You mention it on some but I want to know as I have been doing more and more soloing.

Stormraiser
04-27-2010, 11:46 PM
Sorry if this information is somewhere, but I am looking for a list of everything that can be done in Epic mode.

I've tried searches, but couldn't find a definitive list. So far this is what I found:

The Vault of Night - 800
The Demon Sands - 850
Sentinels - 450

Am I missing anything else?

Morningfrost
04-28-2010, 12:38 AM
The Vault of Night - 800
The Demon Sands - 850
Sentinels - 450

Am I missing anything else?

No, this list is full. It is rumored that epic Gianthold is the next in line.

-SnOoP-
04-29-2010, 02:57 PM
This thread helped me already alot but now i would like to get some advice on a specific question.

I made a toon on every server and got it up to 100 favor also bought the small tp pack to get a premium acc
so far i have TG/STK and catacombs now im left with enough tp to buy either Demon sands or Vale of Twilight
before the sale ends.

My highest toon is a lvl 7 and i wonder which of those 2 packs would be a better choice
to lvl past lvl 12.

From what i read is that Demon sands is almost as good as gianthold to go past 12 but
Vale of Twilight is more important specialy for those raids...

Which would be the better choice for me to buy at this point ?

Thanks in advance.

sirgog
04-29-2010, 04:56 PM
This thread helped me already alot but now i would like to get some advice on a specific question.

I made a toon on every server and got it up to 100 favor also bought the small tp pack to get a premium acc
so far i have TG/STK and catacombs now im left with enough tp to buy either Demon sands or Vale of Twilight
before the sale ends.

My highest toon is a lvl 7 and i wonder which of those 2 packs would be a better choice
to lvl past lvl 12.

From what i read is that Demon sands is almost as good as gianthold to go past 12 but
Vale of Twilight is more important specialy for those raids...

Which would be the better choice for me to buy at this point ?

Thanks in advance.

Get the Vale only if it's an either-or.

There's enough free stuff to get to a level you can tackle the Vale at (14 or 15), then you will need it.

Just don't expect to get much favor out of the Vale - it takes pretty solid players to beat the quests on Elite or the raids on Hard/Elite.

sirgog
04-29-2010, 05:20 PM
Added: Sentinels, Dreaming Dark. At last.

Krag
04-29-2010, 05:26 PM
Added: Sentinels, Dreaming Dark. At last.

Great job. Very much appreciated.

Morningfrost
04-29-2010, 08:04 PM
Added: Sentinels, Dreaming Dark. At last.

Just to tell you that the Best feature line for the Dreaming Dark is the same of the Inspired Quarter.

Good work, I wish I have some more rep to spread around.

sirgog
04-29-2010, 08:12 PM
Just to tell you that the Best feature line for the Dreaming Dark is the same of the Inspired Quarter.

Good work, I wish I have some more rep to spread around.

Copy and paste Copy and paste for the loss.

Fixed now.

sh0uzama
05-13-2010, 11:02 AM
Great post, detailed, informed and (ultimately) incredibly useful.

Thank you very much.

-SnOoP-
05-16-2010, 07:45 PM
Sorrowdusk Island costs now 450 TP

GretchenRPH
05-17-2010, 04:23 PM
This is a pretty amazing thread and the information and reviews of the adventure packs are nice, one thing that seems to be missing is:
1. where do they start, and
2. who do you talk to to start it.

I have subscribed and should be able to access any of them, so far I have only found the port agent out on the Stormreach dock who offers 3 Barrel Cove and Ataraxia.

Of the other low level ones, where do you pick up the start of:

The Catacombs
Tangleroot Gorge
The Seal of Shan-to-Kor
Necropolis
Sorrowdusk Island
Devil Assault
Delera's Tomb
Sharn Syndicate
Sentinels of Stormreach
?

I've far from run out of npcs in town with cup-heads to talk to, and who knows, maybe they are the people who offer these. I wonder though if "where to start" would be a good addition to the page one catalog of adventure packs. Thanks!

hethyba
05-18-2010, 09:12 AM
Thank you for posting this and keeping it updated, and thank you to others who have contributed their own reviews. It has been very helpful! I'd just like to post a few comments of my own.

Catacombs:
With a solid melee dps character and anti-undead weapons, this place is a lot of fun. And the eternal cure minor wand is very handy for cutting down on consumable use if you have patience (and UMD, or the appropriate class of course). Without a high dps character, it takes a fair amount of patience and some quests are a pain. Solo friendly, even on level, at least with a healer hireling (although park them a little ways away from you so they don't waste their SP casting cures on the undead).

Sharn Syndicate:
Highly solo friendly, the quests are fun, and the exp is quite nice on level given how quickly the quests can be completed. The quest where you have to rescue the family can be a bit of a pain with rather stupid AI on the part of the NPCs you have to rescue, but other than that the whole line is a lot of fun, with refreshing changes of scenery compared to the usual sewer crawls around that level. Casting Charm Person during the rooftop escape portion of the last quest can be quite entertaining. The end reward weapons are also quite solid.

Shan-To-Kor:
The Steam Tunnels area has a cool ambience, and the quests themselves really feel like epic adventures. However, their length compared to other quests at that level might be a bit off-putting to some. Somewhat soloable, but you'd probably want to be a rogue to try to solo the last quest.

Tangleroot:
Fun, decent exp, decent end rewards, but pretty repetitive. That said, it makes learning the quest layout and locations for everything very easy. The House P favor is very nice too. Solo friendly, though a group makes it go by faster.

Delera's Tomb:
Make sure you have the proper weapons to fight the enemies in here (Holy weapons are great and you can find them at the Auction House or pawnbroker with minimum level 6 quite easily). It's fun, the exp is great, and the end rewards are very nice. You can solo it with a healer hireling if your character is solid and you have appropriate weapons (and/or spells), but you'll miss out on a lot of optional exp in one of the quests without at least one other actual player due to how one of the switches works.

Three Barrel Cove:
I've only been here on a guest pass so haven't tried all the quests yet. The explorer zone is huge and gorgeous, and the quests that I experienced were fun enough, but there's a lot other content at that level range, so it's a bit hard to justify the price even if it's on sale in the store.

Sorrowdusk:
The quests aren't bad, and a few of the end rewards are quite nice, at least situationally (an underwater action belt, +15 Balance boots), but the exp gain especially for the first quest chain is pretty lackluster. There are level 2 quests in the Harbor that give better exp.

Sentinels:
The exp isn't amazing compared to Delera's or some of the other quests around that level, but it's decent enough, and the tongue-in-cheek silliness of the whole chain is just plain fun. (The zombie pirate quest is pretty goofy, especially if you read what the pirates are saying. And another quest has an optional objective of "kill some pirates" followed by "kill more pirates" etc.) And some of the rewards are pretty darn awesome at level, particularly the monk bracers. The pirates are pretty tough on level (I had to drop the difficulty down to casual to solo it with my level 7 rogue/monk with a cleric hireling), and if you are platforming-challenged like me you might find some parts a bit frustrating. A permanent feather fall item is highly recommended.

MrkGrismer
05-18-2010, 09:14 AM
Of the other low level ones, where do you pick up the start of:

Use your Map, (M key), it helps

The Catacombs -- East side of Marketplace
Tangleroot Gorge -- North side of House P
The Seal of Shan-to-Kor -- East Southeast side of Marketplace
Necropolis -- North side of House P, near Caged Trolls (just to the east of Caged Trolls)
Sorrowdusk Island -- Northeast corner of House D
Devil Assault -- Marketplace, just east of Proof is In the Poison
Delera's Tomb -- House J, east side
Sharn Syndicate -- Marketplace, turn left at the entrance and talk to the coin lord on the steps
Sentinels of Stormreach -- Mostly house D, spread around, but especially at the north part, but also one behind the bar and one all by itself in the eastern part

I'm going by memory here, pretty sure I got them all. If not please someboy correct me.

GretchenRPH
05-18-2010, 06:34 PM
I'm going by memory here, pretty sure I got them all. If not please someboy correct me.

thanks so much! I am a complete noob to DDO and frankly, I had not yet noticed that there were...other parts of the city. I just now "discovered" the gate to Marketplace and had previously thought all these must somehow be hidden in the Harbor somewhere I could not find them. Silly me! For all I knew, the "marketplace" meant the area of merchants up the ramp in the Harbor around the Banker.

Moment I went to Marketplace I saw on the map the green star symbol marked "Catacombs" and it all made sense. Thanks for the info and your patience!

Shodun
05-19-2010, 09:21 AM
Sirgog,

Hi, first time posting on the forum. Um, I was wondering if you had the Gianthold of Tor Favor to TP point spent somewhere. I was trying to go through the entire thread, but flagged around page 5. Did someone else point out that it was missing in the initial posting?

Otherwise, thank you ever so much for the guide. Really helps. I only wish I had read it before buying Devils Assault...they put it on sale and I made an impulse buy... :$

stille_nacht
06-05-2010, 09:31 PM
question, you rated VoN at 8.5, why do you say not to buy it even if your budget is not constrained?

superevbully
06-12-2010, 04:36 PM
for a new player i am using this as a guide .helped me out alot in making new choices

flynnjsw
06-17-2010, 10:47 AM
See this thread...everyone makes mistakes sometimes...

http://forums.ddo.com/showthread.php?t=255706

BinyaminTsadik
06-24-2010, 02:45 AM
Your Favor post doesnt say how much the Demon Assault pack is worth

sirgog
06-24-2010, 05:26 AM
Your Favor post doesnt say how much the Demon Assault pack is worth

15 favor on elite. Not easy to beat on elite either.

10 easy favor for Hard.

Pehtis
06-25-2010, 01:01 PM
Very solid reviews and mostly on the money. I definitely should have read it before purchasing all the Necro packs. A total waste of money for terrible rewards, mediocre xp, found them buggy, and seriously plain not fun (serious grind for pathetic reward). Bought both Giant Hold and Sands of Meneschen and are really enjoying them even though they can be unforgiving when not properly equipped (no thanks to necro). They are very fun to play and the rewards are heaps better.

Thumbs up to your efforts here. A must read for all new players looking to buy packs.

Just stay away from necro 1-3!

P

Osma77
06-28-2010, 11:58 AM
A few notes:
iirc, Catacombs will be getting a boost to end level loot in the update, because most if not all of the end reward weapons (which are already ok for level 4) will be getting lesser undead bane. Adding lesser undead bane on top of a already ok low level eq is a good upgrade.

I noticed that with quest like three barrel cove and seal of shan-to-kor, you did not mention the market applications of these quests. I lost my notes on the subject (had not done that extensive of a testing anyhow) but there are at least 6 quests that reduce the cost of market vendors. I think the numbers were around 3% cheeper to buy, and like 10 % better prices on sell, but like i said, lost my notes.

The only quest chain that is free to play that gives this bonus is WW in the harbor (effects harbor merchants).
Stk gives the market bonus to the marketplace, von (the hardest of theses) gives the bonus to house k, tangleroot gives it to house p, Three barrel quest The Smugglers Run gives it to house D (even if you do it on casual), and Deleras gives it to house j. If you are like me and love anything that gives more money (i keep haggle equal to DD), these quests should get at least .5 more (making Deleras REALLY good).

qoolboxer
06-30-2010, 09:52 PM
The following shows the rep quest effects:
http://ddowiki.com/page/Haggle

BinyaminTsadik
07-02-2010, 10:05 AM
Any idea what the carnival gives as favor,
And is there a list of packs to get for epic difficulty?

Kale_Gresh
07-02-2010, 10:14 AM
This page on the wiki shows which packs have epic http://ddowiki.com/page/Adventure_Packs . Haven't seen anything on the new carnival pack yet.

qoolboxer
07-08-2010, 05:32 AM
Sorrowdusk Island - 400 points
Best feature: The variety of the Co6 chain, and the near perfect difficulty (one quest requires tactical play to beat).


I have completed this chain, but didn't see any quest that requires tactical play to beat. Could you please elaborate, which quest, etc.?

Otherworld
07-08-2010, 05:41 AM
I have completed this chain, but didn't see any quest that requires tactical play to beat. Could you please elaborate, which quest, etc.?

The mefit quest in co6 is very hard if you do it at lvl and just fight like normal runs. You can however sneak right through the middle past the shrine without getting too much agro.

Fedora
07-08-2010, 08:37 AM
Glad I found this thread, very nice. Thank you OP. Even though I am VIP and have all the adventure packs, it is nice to see these reviews since my highest level character is only 8 (almost 9) since I have so many (love trying all the races/classes).

One thing I found is that both Necro and Delara's are very hard to solo - so if that is one's style of play they may want to consider that before purchasing. One of those packs (can't recall which one) has 70% of the quests REQUIRING multiple players, and even states in the summary that hirlings will not suffice.

My random thoughts (which may have already been stated by others):

Shan-To-Kor: Very cool, but quests are time consuming. Don't start one if your wife is cooking supper.

Sharn: Very fun, and a few short ones that are worth repeating for fast XP. You can finish a couple of them while supper is on the table and it will still be warm. The last quest is very fun, with the roof top escape. Most of these quests will benefit from a rogue's skills of sneaking and disabling traps. Nice end rewards for level.

Catacombs: Agree with most others on this. Mostly hack and slash, not bad but not great. Nice end rewards for level (and yes, a couple got boosts with U5 to include lesser undead bane). One thing I did not see mentioned was the motonous running up and down stairs between quests that gets old quick.

Tangleroot: Liked the wilderness area. Quests are all pretty much rinse and repeat until the second-to-last, and using the same map for 8 or so quests is tedious. Good story line though, decent XP, and the end rewards have a chance of some +3 stat items, nice for level. Note, since U5, the collector guy has been moved to House P and is no longer in the One-Eared Bugbear Inn. Also, this quest was the first time I saw a giant, which was cool. A wilderness rare encounter named Wandering Giant. Finally, beware the rare encounter that can spawn in the ogre cave - he is very tough to beat at-level, esecially when soloing.

Truga
07-21-2010, 07:09 AM
Just want to say that I agree with pretty much everything except:

Tangleroot requires you to run through the first map 6 times. If you want to run N/H/E that's 24 times, which is a bit (well, not really just a bit) tedious. As such, it's at the very bottom of my "want to run" list. Plus, a couple runs of thrall in delera get you past the level range already.

Necropolis 2 on the other hand, while most of it is tedious, is worth it just for the insane exp farm in the shadow crypt. Needs either arcanes or people that have run it before and got the incorporeal bane maul though (or bought it obviously). Also, one can often find groups running shadow crypt exclusively for the EXP.

moorewr
07-21-2010, 07:15 AM
Just want to say that I agree with pretty much everything except:

Tangleroot requires you to run through the first map 6 times. If you want to run N/H/E that's 24 times, which is a bit (well, not really just a bit) tedious. As such, it's at the very bottom of my "want to run" list. Plus, a couple runs of thrall in delera get you past the level range already.

You only need to run through the landscape exactly once. Talk to the NPCs in the One-Eared Bugbear and you'll find the short-cut.

Fedora
07-21-2010, 10:01 AM
You only need to run through the landscape exactly once. Talk to the NPCs in the One-Eared Bugbear and you'll find the short-cut.

Not talking about the wilderness, but the quest chain itself uses the same map over and over.

moorewr
07-21-2010, 10:10 AM
Not talking about the wilderness, but the quest chain itself uses the same map over and over.

I think you are misreading his post.

The chain certainly does reuse maps too often.. on the other hand I often repeat the "outer fortress" quests extra times for xp, so I don't mind it too much.

Fedora
07-21-2010, 02:06 PM
I think you are misreading his post.

In Truga's post he mentioned running it on N/H/E, which would indicate he was talking about the quests, not the wilderness.
You then quoted him and made mention of the wilderness area not having to be repeated.
Maybe I am confused, but that's what I was going by.

:)

psteen1
07-30-2010, 11:14 AM
you should mention that Tangleroot Gorge is the bomb-diggity for pulling fragrant drowshoods, which can be sold for good money in the ah. A must thing to do for new players to get some much needed cash.

riot_blood
08-11-2010, 03:54 PM
Thank you for this, its been a great help for me on what packs to buy. It's awesome!

WuChildNZ
08-11-2010, 06:36 PM
Very good, thanks for the guide. I have brought Delara's Tomb, Gianthold and Vale of Twilight. And I'm loving it!

TheSavage
09-04-2010, 07:57 PM
Okay right now 2 adventure packs that I don't have (I have most of them) are on sale... Pharlain Carnival and Dreaming Dark. Dreaming Dark got "low priority" on the reviews here, but the Carnival hasn't been reviewed (as far as I see) yet...

If I were to only buy one (and considering that I have toons that are level appropriate for both) which is the better investment. I'm thinking mainly for "fun factor", but also for loot and XP.

Thanks for the input! :)

sirgog
09-04-2010, 08:26 PM
Okay right now 2 adventure packs that I don't have (I have most of them) are on sale... Pharlain Carnival and Dreaming Dark. Dreaming Dark got "low priority" on the reviews here, but the Carnival hasn't been reviewed (as far as I see) yet...

If I were to only buy one (and considering that I have toons that are level appropriate for both) which is the better investment. I'm thinking mainly for "fun factor", but also for loot and XP.

Thanks for the input! :)

If you ever plan to TR, you *need* Dreaming Dark to smooth out getting the last XP to recap.

Otherwise - take DD if you found Inspired Quarter to be fun. Red Fens is better than the Carnival IMO, and few people run the Carnival much, either at level 5 or at level 20 on Epic.

Ybbald
09-05-2010, 07:44 AM
He needs one pack to smooth out his exp if he has all the other packs? What? If someone can make it to 20 on only vale, I'm sure someone can make it to 20 on a second life with Vale, GH, Shav, Reaver's, Necro IV, and IQ

CE2JRH123
09-14-2010, 05:22 PM
Are any of The Sentinels of Stormreach, The Phiarlan Carnival or The Red Fens a priority for a premium player with:
The Vale of Twilight
The Demon Sands
The Ruins of Gianthold
Delar's Tomb
The Path of Inspiration
The Reavers Reach
The Devils of Shavarath
The Vault of Night
The Necropolis, Part 4

Thanks

stoerm
09-16-2010, 02:02 AM
I wish I'd seen this thread earlier. Excellent reviews.

About TBC, so far it's been the most beautiful outdoor area I've seen, but the quests are pretty mediocre.

skyjuice
09-16-2010, 04:56 AM
Are any of The Sentinels of Stormreach, The Phiarlan Carnival or The Red Fens a priority for a premium player with:
The Vale of Twilight
The Demon Sands
The Ruins of Gianthold
Delar's Tomb
The Path of Inspiration
The Reavers Reach
The Devils of Shavarath
The Vault of Night
The Necropolis, Part 4

Thanks

The Phiarlan festival is unique in the sense that it is Entertaining. It consists of 4 quests, no explorers. 1/2 of it are relatively short, 1 long if you do all the optionals (it has arguable the most optionals i've seen among any quests). Like all low level p2p modules, this one allows you to be more involved about the inner workings of House P, giving you a chance to enter their HQ and see for yourself. Extra bonus if you are the thief/rogue type with strong CHA based skills as befitting the undercover agent/espionage theme of the module. :edit: There is a Red Fens thread here (http://forums.ddo.com/showthread.php?t=269530).

sirgog
09-16-2010, 06:10 AM
The Phiarlan festival is unique in the sense that it is Entertaining. It consists of 4 quests, no explorers. 1/2 of it are relatively short, 1 long if you do all the optionals (it has arguable the most optionals i've seen among any quests). Like all low level p2p modules, this one allows you to be more involved about the inner workings of House P, giving you a chance to enter their HQ and see for yourself. Extra bonus if you are the thief/rogue type with strong CHA based skills as befitting the undercover agent/espionage theme of the module. :edit: There is a Red Fens thread here (http://forums.ddo.com/showthread.php?t=269530).

Those quests are *soooo* boring on Epic, however (which is the only way I've ever run them).

Crateos in Snitch has 75k-100k hitpoints (about the same as Epic Lailat), and does nothing but autoattack you - you literally have to struggle not to fall asleep, yet you are in no danger - even if the Cleric/FvS disconnects, you can scrollheal through his damage.

/wrists

To contrast, a foe like Epic Lailat is fun to fight - you are in danger from start to finish (although the fight would be shorter than Crateos if you only think of the time she's on the platform).

Rokal1
09-19-2010, 02:00 PM
Thanks again for this thread Sirgog. I was wondering if you were planning on adding reviews for the new packs to the OP, like Phirlian Carnival and Red Fens.

Faelyndel
09-19-2010, 02:41 PM
I second the notion to update for new quests, and raise you one petition for this thread to be stickied. It's extremely helpful and would be that much easier for people to find.

Hecate100
09-19-2010, 05:58 PM
I just recently found out that Spell Failure on armor does not apply to Cleric spells. I was running around in light/medium for a long time because nothing said there was a difference on what Spells that actually affects.... :)

ROFL, same here! I didn't realize it meant only Arcane Spell Failure either.

cparkhorn13
09-30-2010, 01:28 AM
sirgog, you are probably one of the most professional, consistent, and overall most informative forum masters I have ever encountered!

What would be awesome though, to continue your streak, would be an update- in regards to new adventure packs ie Red Fens, Carnival, etc. As a non-VIP player, almost all of your threads have helped contribute to my knowledge of the game.

Keep it up, and thanks!

Strixy
10-03-2010, 06:01 PM
First, thank you Sirgog and everyone who contributed.

Second, moderators - please, sticky this thread. It took about 30 minutes, maybe a little less, to find it.

sirgog
10-03-2010, 07:43 PM
First, thank you Sirgog and everyone who contributed.

Second, moderators - please, sticky this thread. It took about 30 minutes, maybe a little less, to find it.

Don't sticky this one - I plan to redo this soon. There's been enough changes made to packs, and certain new packs have been released displacing old ones, plus a few new XP farming tricks have come to my attention since.

I just need a couple of hours to redo it.

khaldan
10-03-2010, 07:48 PM
Don't sticky this one - I plan to redo this soon. There's been enough changes made to packs, and certain new packs have been released displacing old ones, plus a few new XP farming tricks have come to my attention since.

I just need a couple of hours to redo it.

Can we get a quick detail on what the major changes are? Just 'farm this quest' would be nice to see.

FishPyramid
10-03-2010, 11:23 PM
I can't speak for Sirgog, but there's probably not much incentive to updating the thread just yet with the upcoming changes to the Devil Assault adventure pack. It's disabled right now, but it looks like Turbine is adding a few more quests & a raid to it when U7 arrives - which will also certainly raise the price.

As for what quests to farm, MrCow's Diaries of a True Reincarnate threads should have some relevance whatever your class. Arcane (http://forums.ddo.com/showthread.php?t=226992), divine (http://forums.ddo.com/showthread.php?t=263354), or melee (http://forums.ddo.com/showthread.php?t=237895).

Spoonwelder
10-05-2010, 01:06 PM
I read this thread in the first few weeks of joining and found it invaluable at the time. I planned my packs and started figuring things out a bit. I came back by accident, finding it while looking for something else, and reread your summaries. I forgot to provide any rep at the time but am doing so about a year late.(not that you need it).

My only lament - I didn't staple the do not buy list to my monitor.....ended up joining a group for Necro 2 and bought the pack on a whim - group wiped in the first quest and I never went back.

A belated thanks to you.

skyjuice
10-25-2010, 07:01 AM
Any chance of a mini review for the enhanced Devil Assault module? :)

sirgog
10-25-2010, 07:14 AM
Any chance of a mini review for the enhanced Devil Assault module? :)

It's good for level 7-12 characters and also for experienced level 20s. Not a must have unless you fit the latter category, but a solid buy.