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Hirosue
01-09-2010, 10:50 PM
Well I know its been done before but its the first time I have ever soloed it.
So I just like to shout about it a little loll.

It took me 5 attempts to get it done. The main problem was the air elementals in the puzzle room keeping me away from the puzzle /lever.

So on this occasion, after returning from pulling the kill lever I waited to get another major charge buff/fly from the giant before finishing him off and going for the puzzle. Getting this buff made me invulnerable to the air elementals nock down attack and gave me 1:30 minutes uninterrupted to make a start on the puzzle.

I didn’t quite get it done before the buff ran out. So with 20 seconds to go I filled the puzzle area with firewalls. Luckily I managed to get it right on my 4th attempt.

Yippee. Completion. Rever`s fate solo .my next challenge will be to solo it on hard and then elite. Wish me luck.

For those of you having trouble with the puzzle here is an online trainer that allows you to practice. With 30 minutes to 1-hour practice you should be able to get the puzzle every time in less than 2/3 minutes.

http://globalsoftware-inc.com/harncw/Reaver%20Trainer%20DDO/Reaver%20Trainer%20DDO.html


http://img706.imageshack.us/img706/8286/reverssoloed.th.jpg (http://img706.imageshack.us/i/reverssoloed.jpg/)

adamkatt
01-10-2010, 09:22 AM
I prefer the old one.

http://www.globalsoftware-inc.com/harncw/StormReaverPuzzleSolver.html

Edit, forgot to say good job!

Zereth501
01-19-2010, 03:36 PM
We just did the reaver on hard with only two people and I barely had to help. Hirosue's method works fine.

Phidius
01-19-2010, 03:45 PM
Congrats! I know my adrenalin shoots up every time I run into that room with the Reaver's buff ticking away...

zarious
01-25-2010, 06:51 AM
Played this one twice over the weekend, with full raid parties and wiped both times. It was my first time thru, so I was just following directions. We didn't really seem to have any trouble with the giant, it was just that no one could make it down the tunnel to throw the switch. I tried both times, only to die hitting he spikes. Anyone have any advise "or better yet a video" that can tell "show" me now to navigate that tunnel?

dj.kickz
01-25-2010, 05:47 PM
send someone down who can heal themselves if u guys have trouble staying away from the spikes, go a little slower, the spikes shouldnt 1 shot anyone (if they do, you probably should just reroll if u want to do any raiding at end game)

UnderwearModel
01-25-2010, 05:48 PM
You need to go to the WEST for the KILL switch.

Once that is pulled, then you KILL the giant.

There is a SAFE path through the spikes. Have a lot of potions for the just in case moments, or be able to self heal.

If I have a good evader, meaning high reflex saves, I go a little faster through the spikes than I usually do. This type of character can actually make it to the switch and back for the puzzle room.

The other way, is go slow. But realize you will NOT be coming back for the puzzle room, unless you really have a lot of time left.

Phidius
01-25-2010, 05:57 PM
...
If I have a good evader, meaning high reflex saves, I go a little faster through the spikes than I usually do. This type of character can actually make it to the switch and back for the puzzle room...

Last time I was in there, the spikes didn't get a saving throw... recent change?

UnderwearModel
01-25-2010, 06:26 PM
If you say there is no save then there probably is not.

I do not PURPOSEFULLY go through the spikes. I am avoiding them. But I do KNOW I go a lot faster when I am on my rogue or ranger, and I go slow when I am on my cleric or fighter. Cleric only goes up if the situation is desperate. Which is a rarity. My cleric has been up twice.

I will have to check to see if I am rolling any saves. I do not pay attention if I am having the Poof!! Save wording. Sound is turned off always and I just cruise.

My wizard/rogue is not reaver ready yet.

I do know there are times when my direction arrows get whacked and are reversed and I am in serious discombobulation when that happens.

Hirosue
01-25-2010, 07:36 PM
i have never seen a roll for a saving throw in my combat log verses the spikes.
which is very very annoying to say the least lol.
a good trick for navigating teh spikes is to have a good look around you useing the camera. there is a fairly easy path through the spikes if you take your time and dont panic

twix
01-25-2010, 07:48 PM
Should be able to get switch and make it back to puzzle regardless of toon or difficulty.Just takes knowing where to go.The res switch is the hard one going for the kill switch is actually really easy.OP Are you sure the group was heading for the right switch? Ive seen multiple people find it on first try without prior knowledge besides knowing which way to go.

sirgog
01-26-2010, 02:41 AM
To avoid spikes - send a Cleric up, or a WF arcane.

They keep Quicken on, and just selfheal through all the damage.


Grats OP on the solo effort. Took me quite a lot of tries on my cleric, and I agree - entering the puzzle room with Fly and/or a fresh charge is really important.

zarious
01-26-2010, 12:48 PM
Ran this last night on elite with a well oiled group. I have little doubt that the caster and tank we used could have easily done this without the other 10 guys there. Apparently my mistake was thinking that the gravity reverse that the giant was doing was the "fly spell" everyone needed to get to the switch. I'm still a little fuzzy on exactly how you get the fly buff (and what all the discussion about static charges was about) but now I know why I, and probably half of my first group died trying to get to the switch.

Could anyone provide more detailed information on how the whole static charge & fly spell work? I was going to ask the group leader, but he was busy trying to shut up a cleric who what whining in PM's about not getting his spell points back? They did it so damn fast that it was all pretty confusing.

aurum1
01-26-2010, 04:53 PM
All the raids are hectic and confusing your first few times through. You will be comfortable after a few runs. All you want to know about the raid is here:
http://ddo.mmodb.com/guides/the-reavers-fate-a-guide-to-the-gianthold-raid-66.php

To the OP - impressive. great job!

sirgog
01-27-2010, 03:57 AM
Ran this last night on elite with a well oiled group. I have little doubt that the caster and tank we used could have easily done this without the other 10 guys there. Apparently my mistake was thinking that the gravity reverse that the giant was doing was the "fly spell" everyone needed to get to the switch. I'm still a little fuzzy on exactly how you get the fly buff (and what all the discussion about static charges was about) but now I know why I, and probably half of my first group died trying to get to the switch.

Could anyone provide more detailed information on how the whole static charge & fly spell work? I was going to ask the group leader, but he was busy trying to shut up a cleric who what whining in PM's about not getting his spell points back? They did it so damn fast that it was all pretty confusing.

Here's answers to the questions.

1) What is a 'charge'?
Under certain circumstances the Reaver will bestow a stacking debuff on players that last three minutes and looks like an exclamation mark. One or two stacks have no effect. When you have three or four stacks, you are 'charged'. This is a massive buff that grants +30 Tumble, immunity to air elemental knockdown, and SP regeneration of 150 SP per 6 seconds, and a boost to maximum HP equal to twice your level. It lasts until the first stack of the debuff expires, or you get a fifth stack.
On getting a fifth stack of the debuff, you 'overcharge' and are hit by a lightning bolt for ~120 damage. All stacks of the debuff are removed. Players soloing the Reaver willingly overcharge at strategic times to let them control when their charge expires.

2) How do I get the 'charge'?
Periodically the Reaver will lean forward and stamp his foot on the group. When he does, up to four players in a ~40 ft frontal cone from the Reaver will see a spark hit them. This is the debuff.
To get the charge, it is recommended that you have Displacement and stand in front of the Reaver (close enough to suffer his melee attacks) and shield block. Back out and heal up if you fall under 150hp. You must be in contact with the ground.

3) How do I get 'Fly'?
After all of the Reaver's orbs are lit (you'll hear a DM voiceover stating 'The Stormreaver's fury intensifies as the final orb is lit' or something like that), stand displaced within melee range of the Reaver and he'll randomly pass out Fly to people. If you get it, let the raid know - if you aren't confident that you can make it to the lever, also say so. Most group leaders will let you try but also will send a backup person as well (more than one person can have Fly at a time).
Characters with quickened self-healing and 300+ hp can easily make it there and back. Players without much healing may require twitch skills but will be able to learn it.

zarious
01-27-2010, 12:24 PM
Here's answers to the questions.



Thanks man! That really helps clear things up :)

Hirosue
11-06-2010, 04:53 PM
my fastest ever. puzzle in 3 pulls

still waiting on BBGG or BBBB correct first pull though

http://img585.imageshack.us/img585/6223/12minsolorevers.th.jpg (http://img585.imageshack.us/i/12minsolorevers.jpg/)

Hirosue
11-18-2010, 09:33 PM
had a few requests so here is the build.
you will have to decide if you prefer top UMD or open lock skill , no way to get both unless you like to drop 2 attribute points somewhere and increase INT by 2 attribute points. this would grant you 20 more skill points over all.


Some leveling information. many groups want and expect lvl 7 wiz lvl 8 sorc to have firewall. To make your life easier , for getting into PUGs, i would recomend going 1 rogue followed by 8 levels of sorc. Then bank 2 levels worth of xp.
I tried to pug level this build up before going 1 rog,sorc,pally,7x sorc, rogue,pally but had a lot of trouble getting pugs at lvl 8/9 with no firewalls.
rag is now capped at level 20. with items he has

28 STR /16 DEX /26 CON /22 INT /14 WIS/26 CHA , 418 HP/ 2092 SP , 36/31/32 saves , 55 search/62 disable / 29 open lock / 44 UMD Evasion, Maximime,Empower,Extend,Quicken, heighten , Power attack

skills +4 with bard song

add 45 more hitpoints when i craft GS HP bracers /earthgrab.

I am considering dropping Power attack for imp critical slashing , havent decided that one yet


carries scrols of raise dead,reconstruct,teleport,mass teleport,cure mass wounds, heal, true seeing, mass invisibility,GH



Character Plan by DDO Character Planner Version 3.7.1
DDO Character Planner Home Page (http://www.rjcyberware.com/DDO)

Level 20 Lawful Good Warforged Male
(2 Paladin \ 2 Rogue \ 16 Sorcerer)
Hit Points: 288
Spell Points: 1455
BAB: 11\11\16\21
Fortitude: 19
Reflex: 14
Will: 15

Starting Feat/Enhancement
Abilities Base Stats Modified Stats
(32 Point) (Level 1) (Level 20)
Strength 16 22
Dexterity 8 10
Constitution 16 20
Intelligence 14 16
Wisdom 6 8
Charisma 14 20

Tomes Used
+2 Tome of Strength used at level 7
+2 Tome of Dexterity used at level 7
+2 Tome of Constitution used at level 7
+2 Tome of Intelligence used at level 7
+2 Tome of Wisdom used at level 7
+2 Tome of Charisma used at level 7

Starting Feat/Enhancement
Base Skills Modified Skills
Skills (Level 1) (Level 20)
Balance 3 4
Bluff 2 5
Concentration 3 5
Diplomacy 4 7
Disable Device 6 24
Haggle 6 9
Heal -2 -1
Hide -1 0
Intimidate 2 5
Jump 7 10
Listen 2 3
Move Silently -1 0
Open Lock 3 7
Perform n/a n/a
Repair 2 3
Search 6 24
Spot 0 1
Swim 3 6
Tumble 3 4
Use Magic Device 6 28

Level 1 (Rogue)
Skill: Balance (+4)
Skill: Diplomacy (+2)
Skill: Disable Device (+4)
Skill: Haggle (+4)
Skill: Jump (+4)
Skill: Listen (+4)
Skill: Open Lock (+4)
Skill: Search (+4)
Skill: Spot (+2)
Skill: Tumble (+4)
Skill: Use Magic Device (+4)
Feat: (Selected) Toughness
Feat: (Automatic) Attack
Feat: (Automatic) Composite Plating
Feat: (Automatic) Heroic Durability
Feat: (Automatic) Light Armor Proficiency
Feat: (Automatic) Light Fortification
Feat: (Automatic) Martial Weapon Proficiency: Rapier
Feat: (Automatic) Martial Weapon Proficiency: Shortsword
Feat: (Automatic) Martial Weapon Proficiency: Shortbow
Feat: (Automatic) Simple Weapon Proficiency
Feat: (Automatic) Sneak
Feat: (Automatic) Sneak Attack
Feat: (Automatic) Trapfinding
Feat: (Automatic) Warforged Immunities
Enhancement: Rogue Skill Boost I
Enhancement: Improved Disable Device I
Enhancement: Improved Open Lock I
Enhancement: Improved Search I


Level 2 (Sorcerer)
Skill: Disable Device (+1)
Skill: Search (+1)
Feat: (Automatic) Dismiss Charm
Feat: (Automatic) Magical Training
Spell (1): Master's Touch
Spell (1): Nightshield
Enhancement: Sorcerer Energy Manipulation I
Enhancement: Sorcerer Elemental Manipulation I
Enhancement: Sorcerer Force Manipulation I


Level 3 (Sorcerer)
Skill: Disable Device (+1)
Skill: Search (+1)
Feat: (Selected) Extend Spell
Feat: (Automatic) Defensive Fighting
Feat: (Automatic) Sunder
Feat: (Automatic) Trip
Spell (1): Magic Missle
Enhancement: Racial Toughness I
Enhancement: Sorcerer Charisma I
Enhancement: Warforged Constitution I


Level 4 (Sorcerer)
Ability Raise: STR
Skill: Disable Device (+1)
Skill: Search (+1)
Spell (1): Repair Light Damage
Enhancement: Sorcerer Lineage of Energy I
Enhancement: Sorcerer Lineage of Elements I


Level 5 (Sorcerer)
Skill: Disable Device (+1)
Skill: Search (+1)
Spell (2): Resist Energy
Enhancement: Sorcerer Energy Manipulation II
Enhancement: Sorcerer Elemental Manipulation II
Enhancement: Sorcerer Force Manipulation II


Level 6 (Sorcerer)
Skill: Disable Device (+1)
Skill: Search (+1)
Feat: (Selected) Maximize Spell
Spell (2): Blur
Enhancement: Racial Toughness II
Enhancement: Sorcerer Spell Penetration I


Level 7 (Sorcerer)
Skill: Disable Device (+1)
Skill: Search (+1)
Spell (3): Haste
Enhancement: Sorcerer Charisma II


Level 8 (Sorcerer)
Ability Raise: STR
Skill: Disable Device (+1)
Skill: Open Lock (+0.5)
Skill: Search (+1)
Spell (2): Web
Spell (3): Acid Blast
Enhancement: Warforged Constitution II


Level 9 (Sorcerer)
Skill: Disable Device (+1)
Skill: Open Lock (+0.5)
Skill: Search (+1)
Feat: (Selected) Empower Spell
Spell (4): Wall of Fire
Enhancement: Sorcerer Lineage of Deadly Elements I
Enhancement: Sorcerer Elemental Manipulation III


Level 10 (Paladin)
Skill: Disable Device (+1)
Skill: Open Lock (+1)
Skill: Search (+0.5)
Feat: (Automatic) Aura of Good
Feat: (Automatic) Heavy Armor Proficiency
Feat: (Automatic) Martial Weapon Proficiency (ALL)
Feat: (Automatic) Medium Armor Proficiency
Feat: (Automatic) Shield Proficiency (General)
Feat: (Automatic) Smite Evil
Enhancement: Sorcerer Energy Manipulation III
Enhancement: Paladin Toughness I


Level 11 (Rogue)
Skill: Disable Device (+1)
Skill: Search (+1)
Skill: Use Magic Device (+9)
Feat: (Automatic) Evasion
Enhancement: Racial Toughness III


Level 12 (Paladin)
Ability Raise: STR
Skill: Disable Device (+1)
Skill: Search (+0.5)
Skill: Use Magic Device (+1)
Feat: (Automatic) Divine Grace
Feat: (Automatic) Lay on Hands
Enhancement: Sorcerer Lineage of Elements II


Level 13 (Sorcerer)
Skill: Disable Device (+1)
Skill: Search (+1)
Skill: Use Magic Device (+0.5)
Spell (3): Rage
Spell (2): Knock
Spell (4): Stoneskin
Enhancement: Racial Toughness IV
Enhancement: Sorcerer Lineage of Deadly Elements II


Level 14 (Sorcerer)
Skill: Disable Device (+1)
Skill: Search (+1)
Skill: Use Magic Device (+0.5)
Spell (5): Ball Lightning
Enhancement: Sorcerer Elemental Manipulation IV


Level 15 (Sorcerer)
Skill: Disable Device (+1)
Skill: Search (+1)
Skill: Use Magic Device (+0.5)
Feat: (Selected) Quicken Spell
Spell (3): Displacement
Spell (5): Cloudkill
Spell (4): Fire Shield
Enhancement: Sorcerer Lineage of Elements III


Level 16 (Sorcerer)
Ability Raise: STR
Skill: Search (+1)
Skill: Use Magic Device (+1.5)
Spell (6): Reconstruct
Enhancement: Sorcerer Spell Penetration II


Level 17 (Sorcerer)
Skill: Search (+1)
Skill: Use Magic Device (+1.5)
Spell (5): Cone of Cold
Spell (4): Enervation
Spell (6): Flesh to Stone
Enhancement: Sorcerer Lineage of Deadly Elements III


Level 18 (Sorcerer)
Skill: Search (+1)
Skill: Use Magic Device (+1.5)
Feat: (Selected) Heighten Spell
Spell (7): Finger of Death
Enhancement: Sorcerer Spell Penetration III


Level 19 (Sorcerer)
Skill: Disable Device (+1)
Skill: Use Magic Device (+1.5)
Spell (5): Mind Fog
Spell (7): Otto's Sphere of Dancing
Spell (6): Disintegrate


Level 20 (Sorcerer)
Ability Raise: CHA
Skill: Disable Device (+1)
Skill: Use Magic Device (+1.5)
Spell (8): Polar Ray
Enhancement: Sorcerer Energy of the Dragonblooded I
Enhancement: Sorcerer Energy of the Dragonblooded II
Enhancement: Sorcerer Charisma III

HavokReeker
11-18-2010, 10:07 PM
Not sure how many people play in mouse look mode normally but it definitely seems to help when navigating through something like these spikes. I speed through them without ever slowing down and very rarely get damaged (I can self-heal if it happens).

After getting fly go straight up and head west through a gap close to the left hand wall. Once you get past the end of the passage head straight down for a bit and then spin to the east and down to the lever. Then a retrace back through ;)

Also I had read somewhere that swim skill affects fly speed so I usually equip a bubble belt while flying. Any concrete verification of this?

sirgog
11-18-2010, 10:21 PM
If you say there is no save then there probably is not.

I do not PURPOSEFULLY go through the spikes. I am avoiding them. But I do KNOW I go a lot faster when I am on my rogue or ranger, and I go slow when I am on my cleric or fighter. Cleric only goes up if the situation is desperate. Which is a rarity. My cleric has been up twice.

I will have to check to see if I am rolling any saves. I do not pay attention if I am having the Poof!! Save wording. Sound is turned off always and I just cruise.

My wizard/rogue is not reaver ready yet.

I do know there are times when my direction arrows get whacked and are reversed and I am in serious discombobulation when that happens.

Heh, I point at the spikes and hit 'Leap of Faith' (the FvS 'zoom forward' ability). Might get hit by 4 (110 or so damage, minus 15 for DR) then just heal up.

Works with Fly, or with only Reverse Gravity, although there's more chance of a death that way.

Varr
11-19-2010, 07:52 AM
Excellent job, and congrats! Is fun to do this on N/H/E once or twice solo style to test your build. Now that you know you can do it, make sure to post lfms and drag all the rogues and fighters on the server thru for completions. Hehe, well done!

knockcocker
11-19-2010, 08:41 AM
Also I had read somewhere that swim skill affects fly speed so I usually equip a bubble belt while flying. Any concrete verification of this?

This is definitely true. My Wiz carries Merfolk's Blessing just for this.

Aurora1979
11-23-2010, 05:06 AM
Gratz OP. I rolled a WF wiz/rogue months back. GH was when i really starting getting my first taste for trying to solo tricky stuff. I flagged, I done Gh and dragons then came the big finale. I remember first time i got to the puzzle, thought i was literly gonna have a heart attack it was beating so hard. :) i could feel the timer breathing down my neck. :)

This is just my opinion but ui hate trying to do the puzzle with fly on. I do like to try and get a charge in before i go for the lever though. This means i can get the lever, get back and nuke reaver and then put down a few firewalls by the puzzle before it runs out.

With fly i just find its slower getting to the lever and back and also when im hovering by the skulls the ele's get right in my way. But as i say thats all just IMO. Great job.