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    Default Character Skills Overview

    Character Skills Overview

    In Dungeons & Dragons Online, Characters can learn Skills based on their Class and the base intelligence + intelligence Tome used on their character. Skills can be active or passive, and are also modified based on other statistics a player has. Some are class specific, allowing you to invest only invest 1 skill point for 1 rank increase, while other skills that aren’t require you to invest 2 skill points for 1 rank increase.

    Choosing what skills are employed by your character is very important as a Fighter or Barbarian who can’t intimidate will be less effective at holding monster aggression while a Cleric who can’t concentrate will have difficulty landing healing spells when party members need it. Care should be taken then when deciding what skills you will want your character to employ; which will lead to some consideration as to how much intelligence one might want to have, or what skills one may want to invest less in.

    Character Skills Summary

    In total there are 20 skills that can be taken by a character, they are as listed and described below:

    Balance – Passive Skill – Modified by Dexterity
    Class Skill: Bards, Monks, and Rogues
    Description: Allows your character to get up faster when knocked prone.
    Comment: This is a very important skill as being on the ground will hurt your armor class, and prevent you from doing anything other then saving to get back up. Important at pretty well all levels in the game for all character classes, therefore it is advisable to invest in this skill and items that will increase your Balance Skill. A Balance Check is made every 2 seconds while on the ground.

    Bluff – Active Skill – Modified by Charisma
    Class Skill: Bards, Rogues, and Sorcerers
    Description: Your character draws the attention of a monster, making it vulnerable to sneak attacks for a few seconds. A line of site is not needed for use of this skill and can be used while sneaking. Mobs will search or come after you without alerting other monsters. This skill will not work on animals or low intelligence creatures.
    Some NPCs may be bluffed when a character converses with them.
    Comments: While this skill has some use for soloers, in terms of pulling mobs away from their packs so that they may whittle down an enemies numbers, the skill is generally viewed as a weak one in a party environment. This is due to the animation time involve in using the skill, and the ability to use skills such as Diplomacy or Intimidate with NPCS. As such, the skill is usually not taken by most characters. There is a 6 second cool-down on this skill.

    Concentration – Passive Skill – Modified by Constitution
    Class Skill: Artificers, Bards, Clerics, Favored Souls, Monks, Paladins, Rangers, Sorcerers, and Wizards
    Description: Concentration allows a character to continue casting spells without interruption when under attack. Characters who are attacked while casting spells make a concentration check to determine if an attack interrupts their spell casting or not.
    The skill also determines how much Ki a Monk will have upon entering a dungeon, how much Ki will be recovered at a rest shrine, and also determined you minimum store of Ki when replenishing it in battle.
    Comment: Any character who plans to focus on casting spells in combat, or is a Monk, should invest heavily in this skill, and items to increase the skills effectiveness. Additional some classes might consider taking Combat Casting or Skill Focus: Concentration if they aren’t feat starved. Paladins, Rangers, and to some extent Bards might forgo this skill if they only plan to use their spell points for the most part, out of combat.

    Diplomacy – Active Skill – Modified by Charisma
    Class Skill: Bards, Clerics, Paladins, and Rogues
    Description: This is an area of effect skill that will make monsters attack your party members before attacking you, for a short period of time. Essentially when the skill is successful, you will be the last target monsters will attack.
    Some NPCs can be negotiated with when a character converses with them.
    Comment: This skill is somewhat useful when you would rather mobs attack the Paladin or the Monk rather then you. This skill will make nearby monsters ignore you while there are other targets in your party to attack. It should be noted though that it they could attack anything from the Fighter to the Cleric. Characters with lower hit points or armor will generally take this skill to improve their survivability. There is a 6 second cool-down on this skill.

    Disable Device – Active Skill – Modified by Intelligence
    Class Skill: Artificers and Rogues
    Description: Allows the character to make an attempt at disarming a trap.
    Comment: If you’re a Rogue or Artificer, then one of your primary functions is to disable the traps that will wipe the party. After using the Search skill to locate a trap and its accompanying trap box, a Rogue with thieves tools can move to disable it. All Artificers and Rogues should invest in this skill and have an accompanying item to boost their performance for when it comes time to disable a trap. When attempting to disarm a trap, you roll a d20 dice, which is added to your current modified rank for Disable Device. If this value is lower by 1-4 points, you fail to disarm the trap, but can try again. If the value is lower by 5 points or more, the panel will explode and you won't be able to make another attempt. You require Thieves Tools to use the skill, and one tool is consumed in any attempt. Skill cannot be used until trained.

    Haggle – Passive Skill – Modified by Charisma
    Class Skill: Artificers, Bards, and Rogues
    Description: Allows the character to sell items for more at vendors, and get discounts on items bought from vendors.
    Comment: This is a great skill if your money conscious and looking for a little bit more bang for what you sell or buy. Many people will make a Bard and pour the skill points into this skill, and the Bard Haggle enhancements to do so. However, this isn’t a skill worth getting if you are only planning to run a server for Turbine Points. In any case, this is a popular skill among Bards, and some Artificers or Rogues with excess skill points.

    Heal – Active Skill – Modified by Wisdom
    Class Skill: Clerics, Favored Souls, Paladins, and Rangers
    Description: Allows the character to use a Healing Kit on an incapacitated non-Warforged party member and bring them back to 1 hit point. At rest shrines it also grants all non-Warforged party members and the character an increase in hit points regained from resting when the character is in the vicinity of the rest shrine.
    Comment: This skill is generally viewed as being a waste of skill points and is generally not taken by most characters. Generally it is believe that one can simple cast a Cure or Heal spell on an incapacitated party member instead of trying to use Heal on them, and generally it is a better idea to do anyway. It is also viewed the hit point increase from this skill is negligible as well. Finally, Clerics, Favored Souls, and Paladins are already strapped by skill points, and they have other skills to consider taking.

    Hide – Passive Skill – Modified by Dexterity
    Class Skill: Bards, Monks, Rangers, and Rogues
    Description: While sneaking the character has a better chance to move about without being seen by monsters.
    Comment: If you take this skill, take Move Silently as well, as even unseen you can still be heard. For those who plan to use Sneak to move about, one will have to invest in this skill to do so effectively. Duly note however that taking Hide and Move Silently means that’s 2 other skills you can’t take. Some players may opt just to take this skill and not Move Silently if they wish to lure some mobs while sneaking, where the mobs who would hear you would slowly follow you until they either find you, or your reveal yourself.

    Intimidate – Active Skill – Modified by Charisma
    Class Skill: Barbarians, Fighters, Paladins, and Rogues
    Description: Your character attempts to grab the aggression of nearby monsters, making them attack you instead of your party members.
    Comment: Taken by most Fighters and Barbarians, this is a skill that is entrenched in making your character a better tank. If the monsters aren’t attack your party members, they can be free to hopefully pick them off one by one, or unleashes spells without having to make concentration checks. When using the skill, a d20 dice is rolled and added to the modified rank for Intimidate. If this value is higher then the intimidate value for the mob your trying to intimidate, you will draw their aggro and keep it for a short duration. Your characters size category and what your trying to intimidate will factor in to your attempt. If you try and intimidate something bigger then you, you suffer a -4 penalty for each size category larger then you. The opposite is of course true, with a +4 bonus against monster smaller then you, for each size category that they are smaller. There is a 6 second cool-down on this skill.

    Jump – Passive Skill – Modified by Strength
    Class Skill: Barbarians, Bards, Fighters, Favored Souls, Monks, Rangers, and Rogues
    Description: Allows the character to Jump Higher.
    Comment: You may not be Superman, capable of leaping tall buildings, but with Jump you should be able to reach higher platforms or ledges that you might not otherwise be able to reach without the skill. You can also use it for increased mobility, allowing you to throw spells on the move or jump over enemy monsters. This skill can be boosted by the Jump spell, but even with that spell, people will try to invest at least a little bit of skill points into Jump, or find items to boost the skill. The skill will max at a modified rank of 40, after which no additional increase will increase the amount you will jump.

    Listen – Passive Skill – Modified by Wisdom
    Class Skill: Barbarians, Bards, Monks, Rangers, and Rogues
    Description: Your character is able to hear the sounds of monsters attempting to sneak around, and other subtle noises.
    Comment: The skill is slightly useful, you may not be able to see the monsters but you will know they are their. It also lets you know about hidden objects that might be around, like a monster behind a door. This skill works best with ranged characters, as you can simply just aim in the direction of the enemy and fire, and then you will know where they are. Since Barbarians and Bards don’t get Spot as well, just having it can stop you from being ambushed. You also may be prompted with DM text as well if your Listen skill meets the criteria in certain instances.

    Move Silently – Passive Skill – Modified by Dexterity
    Class Skill: Bards, Monks, Rangers, and Rogues
    Description: While sneaking the character has a better chance to move about without being heard by monsters.
    Comment: The Companion skill to Hide, basically as stated above, you need this skill so that monsters won’t hear you. It should come without surprise that without Hide, monsters might not hear you, but they might see you. Also the note again about 2 skills you can’t take as was stated under the Hide comment. Characters who make use of the Invisibility spell may consider getting this skill as even while Invisible, you can still be heard.

    Open Lock – Passive Skill – Modified by Dexterity
    Class Skill: Artificers and Rogues
    Description: Allows your character to attempt to unlock an object, like doors and chests.
    Comment: Not as important as Disable Device, this skill allows an Artificer or Rogue to attempt to unlock what is locked, allowing for access to other areas of quests, or to more loot in chests. A spell called Knock renders this skill less useful, and unlike Disable Device you can’t fail to pick something. Nonetheless it's a skill you will want to invest some of his skill points in, and it is usually easier to pick something then to knock it. Skill cannot be used until trained.

    Perform – Passive Skill & Bard Specific – Modified by Charisma
    Class Skill: Bards
    Description: Allows your character to improve its fascination skills, and to unlock certain Bard Songs.
    Comment: Perform allows you to use your Bardic Songs, each song requiring a certain base rank (not modified) to use. For a Bard, you need to have at least 18 ranks in Perform for the highest Bard Support Song you can use, Inspire Heroics. Past 18 ranks will really only help you if you want to try and fascinate monsters or charm them with your Songs. Whether you are just using songs for buffing, or if you are fascinating them will determine if you should invest past 18 skill points or not as a Bard, however it is suggested that one max it.

    Repair – Active Skill – Modified by Intelligence
    Class Skill: Artificers, Fighters, Rogues, and Wizards
    Description: Allows the character to use a Repair Kit on an incapacitated Warforged party member and bring them back to 1 hit point. At rest shrines it also grants all Warforged party members and the character if he is a Warforged, an increase in hit points regained from resting when the character is in the vicinity of the rest shrine.
    Comment: Repair like Heal is viewed as being a waste of skill points. It is also only good for Warforged characters in the party. On the bright side, Wizards are one of the classes that get Repair, and being a class that needs high intelligence, might just get the skill because it is something to invest excess skill points into.

    Search – Active Skill – Modified by Intelligence
    Class Skill: Artificers, Rangers, and Rogues
    Description: Allows the character to find hidden objectives like doors and trap boxes. Some traps that are too difficult to find and may only be found by Artificers and Rogues.
    Comment: Useful for finding the Hidden Door, but primarily it is used to find traps and accompanying trap boxes by Artificers and Rogues. This skill is less important to other classes because a spell called Detect Secret Doors can be used in its place. A Rogue or anyone else looking for a trap however should invest quite a bit in this skill if not max it out entirely. Traps with a Search Difficulty Check of 20 or more can only be found by Artificers and Rogues. There is no die roll associated with this skill - Search is what it is. Unless an Artificer or Rogue character knows what Search DC is needed for Trap Panels throughout the game, it never hurts to have your Search as high as possible.

    Spot – Passive Skill – Modified by Wisdom
    Class Skill: Artificer, Monks, Rangers, and Rogues
    Description: Your character is able to see outlines of monsters attempting to sneak around, and hidden objects like traps, trap boxes, and secret doors. Some traps are too difficult to find and may only be found by Rogues.
    Comment: This is skill compliments Listen in letting you detect hidden enemies, but it does a better job because you see a dark outline running around. More importantly however is that it can allow you to detect traps so Artificers and Rogues will commonly have quite a bit of this skill. In terms of getting Listen or Spot, many characters will opt for this skill if Listen isn’t their only class skill. Traps with a Search Difficulty Check of 20 or more can only be found by Artificers and Rogues. Additionally like Search, there is no die roll associated with this skill - Spot is what it is.

    Swim – Passive Skill – Modified by Strength
    Class Skill: Barbarians, Bards, Fighters, Monks, Rangers, and Rogues
    Description: Your character is able to swim faster and hold its breath longer when its swimming in Water.
    Comment: This skill is believed to be one of the more worthless skills in game. Where your character needs to swim is far and in-between, and with underwater action items, holding your breath isn’t a problem. The only real use for this skill will come from quests like the ‘The Crucible’ if at all. Generally only characters that would specialize in such quests would take this skill

    Tumble – Passive Skill – Modified by Dexterity
    Class Skill: Bards, Monks, Rogues
    Description: Allows your character to roll or do back flips, rather then hop about. Also decreases damage taken when falling down without permanent Feather Fall items on or when under the effects of a Gravitational spell. Skill cannot be used until Trained.
    Comment: Tumble is noted as being one of those skills you want to have at least 1 positive modified rank in, so that you can move out of the way or ray spells and other attacks, or just moves quicker in conditions that would normally slow you down. Tumble doesn’t necessarily make you move faster then running, but with a high enough rank you do start to move faster then if you were to just run at normal speed. With 31 modified ranks or higher you start to do flips when tumbling to the side or backwards, and at 36 modified ranks or higher you do flips when tumbling forward. Note that effects like slow, crippling, and other quests that reduce your character's speed and movement will prevent you from being able to use the skill.

    Use Magic Device – Passive Skill – Modified by Charisma
    Class Skill: Artificers, Bards, and Rogues
    Description: Allows your character to use Magical Devices and wear Magical items you would normally not be able to use. Skill cannot be used until Trained.
    Comment: This is noted as being one of the best skills in game, if your character is Charisma based or is an Artificer, Bard, or Rogue then it is usually suggested you look into it. Example, that Halfling only Shortsword, your Human Bard can use if his Use Magical Device skill is high enough. Also good when using a class specific wand on another class, like a Rogue using Raise Dead Scrolls. Better yet, you don’t necessary need to have the exact Use Magical Device rating since you get a dice roll added to your Use Magical Device Check. Give strong consideration if you are going to choose another skill over this one. When attempting to equip a race specific, alignment specific, or class specific item, there is no die roll involved - Use Magical Device is what it is. However, when attempting to use a magical item, a d20 roll is added to your Use Magical Device score.
    Last edited by DavionFuxa; 12-26-2011 at 10:59 AM. Reason: Guide Updated To Include Artificer.

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    Default Modifers for Skills

    Modifiers for Skills

    After skill points are spent to determine what your rank in a skill is, it is then modified to reflect what it really actually is. Many factors come into play when determining the modifier for skills, both reducing the modifier to a lower number and increasing it. Care should be taken by players who wish to prevent skills from being impacted negatively while getting positive benefits for their skill modifiers.

    Of the most important modifiers to be concerned about is contributions made due to ones stats. As shown above, each skill listed is modified by either Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma. For example, Wisdom will impact the modifier for Spot, and Strength will impact the modifier for Swim. Starting from a base stat of 10, every 2 additional attribute points in the appropriate stat modifier for a skill will increase the amount of the skills modifier by 1 point. Additionally, every 2 attribute points under 10 will result in a skill penalty of 1 point. Back to our examples, the character currently has a base total of 5 Strength (he's suffering from a Ray of Enfeeblement spell) and a Wisdom of 22 (achieved from various stat modifiers such as equipment, enhancements, tomes, and base stats). The total of 5 Strength is 5 attribute points under 10, so therefore his character suffers a -2 skill penalty to Swim, while his total of 22 Wisdom is 12 attribute points above 10, so his Spot skill modifier is raised by 6 skill points.

    Other important modifiers can come from enhancements, the type of equipment your wearing, the magical effects on the equipment your wearing, feats and just about anything else you can name. Generally as long as the modifiers aren't of similar nature, they will stack with each other. For example, a +3 Disable Device enhancement on your Goggles, will not stack with the +3 Disable Device Modifier on your Gloves, but it will stack with your enhancement for Disable Device, as well as your Master Mechanic Prestige enhancement. Generally, care should be taken in examining the type of equipment you are wearing, to learn how it will either positively, or negatively impact your skills.

    Racial Modifiers for Skills

    While it is known that characters of certain races will be benefited differently by their racial characteristics, starting stats, and enhancements, it is sometimes misunderstood how ones race will effect the modifier. The following is a quick look at the different races and their impacts on their skills:

    Drow Elf

    Drow Elves begin with a +2 Modifier for Intelligence, Dexterity, and Charisma, and a -2 Modifier for Constitution; before attribute points are spent.
    Drow Elves may spend action points to increase their total Dexterity by 1 at level 3 and again by 1 at level 8.
    Drow Elves start with a +2 Modifier in the skills of Listen, Search, and Spot.
    Drow Elves may additionally spend action points to increase the individual skills of Listen, Search and Spot by 1, up to a total increase of 4 at level 12 in a 4 tier enhancement string.

    Dwarf

    Dwarves begin with a +2 Modifier to Constitution, and a -2 Modifier to Charisma; before attribute points are spent.
    Dwarves may spend action points to increase their total Constitution by 1 at level 3 again again by 1 at level 8.
    Dwarves start with a +2 Modifier for their Search skill.
    Dwarves start with a +4 Modifier for their Balance skill.
    Dwarves who take the Lesser Dragonmark of Warding may spend additional action points to increase their Search skill.

    Elf

    Elves begin with a +2 Modifier for Dexterity, and a -2 Modifier for Constitution; before attribute points are spent.
    Elves may spend action points to increase their total Dexterity by 1 at level 3 and again by 1 at level 8.
    Elves start with a +2 Modifier in the skills of Listen, Search, and Spot.
    Elves may additionally spend action points to increase the individual skills of Listen, Search and Spot by 1, up to a total increase of 4 at level 12 in a 4 tier enhancement string.
    Elves who take the Lesser Dragonmark of Shadow may spend additional action points to increase their Hide skill.

    Halflings

    Halflings begin with a +2 Modifier to Dexterity, and a -2 Modifier to Strength; before attribute points are spent.
    Halflings may spend action points to increase their total Dexterity by 1 at level 3 and again by 1 at level 8.
    Halflings are classified as Small Creatures, thus get a +4 Modifier to Hide, while suffering a -4 Size Penalty when using the Intimidate skill in comparison to other races.
    Halflings start with a +2 Modifier in the skills of Jump, Listen, and Move Silently.
    Halflings may additionally spend action points to increase the individual skills of Hide, Jump, Listen and Move Silently by 1, up to a total increase of 4 at level 12 in a 4 tier enhancement string.
    Halflings may spend additional action points to increase Bluff with the skill Halfling Guile by 1, up to a total of 4 at level 15 in a 4 tier string.
    Halflings who take the Lesser Dragonmark of Healing may spend additional action points to increase their Heal skill.

    Humans

    Unlike other Races, a Human like Half-Elves does not start with any positive or negative Modifiers for their stats. All stats start at 8 when attribute points are to be spent.
    Humans start with 4 extra skill points at character creation, and receive 1 extra skill point for every level they take.
    Humans may spend additional action points to procure an Action Boost that will temporarily increase their skills for 20 seconds. The Action Boost will initially increase skills by 2 when first taken, and will increase by 1 up to a total of 5 at level 10 in a 4 tier enhancement string.
    Humans may spend action points to increase one of their stats, being Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma, by 1 at level 5. At level 13 they may spend additionally action points to increase one of the remaining 5 stats by 1.
    Humans who take the Lesser Dragonmark of Making may spend additional action points to increase their Repair skill.
    Humans who take the Lesser Dragonmark of Sentinel may spend additional action points to increase their Intimidate skill.
    Humans who take the Lesser Dragonmark of Passage may spend additional action points to increase their Balance skill.
    Humans who take the Lesser Dragonmark of Finding may spend additional action points to increase their Search skill.

    Warforged

    Warforged being with a +2 Modifer to Constitution, and a -2 Modifer to Wisdom and Charisma; before attribute points are spent.
    Warforged may spend action points to increase their total Constitution by 1 at level 3 and again by 1 at level 8.
    Warforged may additionally spend action points to increase the individual skills of Balance and Repair by 1, up to a total increase of 4 at level 12 in a 4 tier enhancement string.

    Half-Elf
    Unlike other Races, a Half-Elf like Humans does not start with any positive or negative Modifiers for their stats. All stats start at 8 when attribute points are to be spent.
    Half-Elves start with a +1 Modifier in the skills of Listen, Search, and Spot.
    Half-Elves start with a +2 Modifier in the skills of Diplomacy, Intimdate, and Bluff.
    Can choose between Human Adaptability Enhancements or Elven Dexterity Enhancements
    Half-Elves may spend additional action points to procure an Action Boost that will temporarily increase their skills for 20 seconds. The Action Boost will initially increase skills by 2 when first taken, and will increase by 1 up to a total of 5 at level 10 in a 4 tier enhancement string.
    Half-Elves may additionally spend action points to increase the individual skills of Listen, Search and Spot by 1, up to a total increase of 2 at level 4 in a 2 tier enhancement string.
    Half-Elves may choose a Dilettante which they can use to increase a core stat of the the Dilettante Class
    Half-Elves who take the Lesser Dragonmark of Storm may spend additional action points to increase their Balance skill.

    Half-Orc
    Half-Orcs begin with a +2 Modifier to strength, and a -2 Modifier to Intelligence and Charimsa; before attribute points are spent.
    Half-Orcs may spend action points to increase their total Strength by 1 at level 3 and again by 1 at level 8.
    Half-Orcs may spend action points to give themselves a morale bonus to Strength with Orcish Fury. The morale bonus will initially increase Strength by 2 when you drop to 50% health with Orcish Fury I, then to an increase of 4 when you drop to 25% health with Orcish Fury II, up to a total of 8 when you drop to 10% health with Orcish Fury III. Orcish Fury is taken at levels 1, 5, and 9.
    Half-Orcs may spend action points to give themselves additional Strength when Raging with Orcish Power Rage at a equal cost to AC. Orcish Power Rage comes to two tiers at Barbarian Level 2 (base level 5) and Barbarian level 6 along with some other pre-requisite enhancements.
    Half-Orcs who take the Lesser Dragonmark of Finding may spend additional action points to increase their Search skill.
    Last edited by DavionFuxa; 12-15-2011 at 06:45 PM. Reason: Included an edit to include Half-Elf/Half Orc, and new Dragonmark for Humans.

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    Default Note and Disclaimer

    Guide Writers Notes: I had written this guide because I couldn't seem to find very good information in the forums regarding skills. Now that I have had a chance to experience most classes I am writing this guide so players who come after me won't have the same problem I had.

    Disclaimer: Feel free to reproduce portions of this guide as you wish, but please give me credit when you do so. This guide may be updated should I feel like it, or if edits need to be made to information that is inaccurate. Feel free to point out such inaccuracies in this thread.

    Credit: Some information from this guide was derived from DDO Wiki, and some Anonymous sources.
    Last edited by DavionFuxa; 05-20-2010 at 08:15 AM.

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    I like this!

    +1
    Quote Originally Posted by Tolero
    "That's cause you're a noob..."

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    Quote Originally Posted by DavionFuxa View Post
    Some information from this guide was derived from DDO Wiki, and some Anonymous sources.
    Hmmmm
    In case you didn't already notice, my posts that end with must NEVER EVER, under any circumstances, be taken seriously.

    http://forums.ddo.com/showthread.php?p=3012617

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    Good post, just a few notes:
    - could add that Halflings get -4 Intim size penalty
    - about Search: "A Rogue however should invest quite a bit in this skill", you could say "should max it out"
    - UMD: "Example, that Halfling only Dwarven Axe, your Human Bard can use if his Use Magical Device skill is high enough". You may want to pick a weapon a bard is proficient in, to avoid confusion and leading new players to believe UMD can somehow give you weapon proficiencies.
    - Repair: Really, nobody should ever invest in this skill unless planning for Turbine to change it to be able to repair weapons some day. Even on a Wizard, all other skills are better than Repair.

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    -That comment just game me an idea..... I think I'll write an addition later involving skills and races.

    -A Rogue can usually get enough Search with items, skill boosts, buffs, and even expenditure on enhancements, that they don't necessarily have to max out the skill. At lower levels the Search DC is indeed ridiculous so suggesting they max the skill might be worth noting for a few levels - but by the mid levels they should be able to get by without having to max it.

    -I'll change the weapon to say Shortsword.

    -You get 6 skill points to spend with 18 Int, 7 skill points to spend with 20 Int on a Drow, and you can get more as you use Int Tomes or just add stats to Int. A Warforged Wizard with 18 Int, investing extra skill points into Int, and consuming a +2 Int Tome at level 7 would come out with having 8 skill points once he reached level 8. If no multiclassing is involved, the WF wizard has 17 skills to choose from. Repair is indeed quite a useless skill, but it is a class skill for Wizards, and there are many skills I would take Repair over. Thus I think I'll leave it as it stands.

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    Quote Originally Posted by DavionFuxa View Post
    -A Rogue can usually get enough Search with items, skill boosts, buffs, and even expenditure on enhancements, that they don't necessarily have to max out the skill. At lower levels the Search DC is indeed ridiculous so suggesting they max the skill might be worth noting for a few levels - but by the mid levels they should be able to get by without having to max it.
    Not maxing search is a bad idea. You may have trouble with Elite / Epic traps, even with appropriate gear. I don't know of anyone who wants to be able to do traps and didn't max Search (while if you want to open the very large majority of locks in the game, you don't have to max OL for instance). I won't claim it can't be done, but that sounds like bad advice for new players.

    -You get 6 skill points to spend with 18 Int, 7 skill points to spend with 20 Int on a Drow, and you can get more as you use Int Tomes or just add stats to Int. A Warforged Wizard with 18 Int, investing extra skill points into Int, and consuming a +2 Int Tome at level 7 would come out with having 8 skill points once he reached level 8. If no multiclassing is involved, the WF wizard has 17 skills to choose from. Repair is indeed quite a useless skill, but it is a class skill for Wizards, and there are many skills I would take Repair over. Thus I think I'll leave it as it stands.
    Let's say you get 24 Int from L1 to 20 (optimistic approximation). That gives you 9 skill points / level. Concentration, Balance, UMD, Spot, Hide, Move Silently, Haggle, Diplo, Tumble, Jump are all significantly more useful than Repair, and that's 10 of them (so you actually need to scratch 1 of that list). I really don't see any reason to take Repair.

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    I'll add in a note then that unless you know the Search DC for traps, it is suggested to max out the skill then.

    As for skills a Wizard could take: I can argue that Hide, Move Silently, Tumble, Jump, and Use Magical Device all have something going against them in terms of usefulness on a Wizard. Taking into Account that Tumble and Jump don't need to be maxed either, you can also have some excess skill points from those skills that could be thrown into Repair. Additionally, a Balance of 11.5, a UMD of 11.5, and so forth, are something else to consider.

  10. #10
    Community Member ieatsyew's Avatar
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    this is very nice, i didnt know that the balance skill helped to not get nocked down, i thought it just hleped to get back up

  11. #11
    Community Member Talon_Moonshadow's Avatar
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    Every two points you put into other skills, is points you cannot put into Hide and Move Silently.
    Quote Originally Posted by Jandric View Post
    ..., but I honestly think the solution is to group with less whiny people.

  12. #12
    Community Member ddobard1's Avatar
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    As said earlier change the following sentence about Balance: "Allows your character to better avoid being knocked over as well as get up faster when knocked down.", to this one: "Allows your Character to get up faster when knocked down."
    When a target suffers a knock down attack, he makes a Strength or Dexterity check (whichever is higher) against a DC of 10 + Strength modifier + related Enhancements + Vertigo weapon. To better avoid being knocked down raise Strength or Dexterity ability, or use a item that absorbs knockdown attacks, or take the prestige line Rogue Thief Acrobat II.

    About the skill Bluff in your comments, instead of "This is generally viewed as a weak skill..." i would put "Great skill to solo, as it enables to pull one at a time monster from a pack of monsters..."

    Good thread.
    Last edited by ddobard1; 08-26-2010 at 04:48 PM.

  13. #13
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    Quote Originally Posted by ieatsyew View Post
    this is very nice, i didnt know that the balance skill helped to not get nocked down, i thought it just hleped to get back up
    It only helps to get back up.

  14. #14

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    Drow get +2 INT, Dex and Cha. Not Str...
    So many idiots, so few comets....

    Quote Originally Posted by Eladrin View Post
    And by "Yes", I mean "No".

  15. #15

  16. #16
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    +1, good effort

    Swim speed is also affected by speed bonuses like Striding. UMD has relatively few items that boost it, perhaps worth mentioning.

    Re: Hide and Move Silently, depending on the circumstances, these don't need to be even. A character using a high Hide modifier and a lower Move Silently modifier will be able to 'sound pull'. A character who's invisible and has to sneak past a group of monsters (say, in the crucible) might want to boost their Move Silently for that.

    Also you can stealth while in midair, allowing you to sneak while in water, on ladders, or floating down to an enemy.
    Last edited by JollySwagMan; 08-27-2010 at 11:32 AM.

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