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  1. #41
    Community Member jaegarnel's Avatar
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    Quote Originally Posted by maddmatt70 View Post
    I love all the non team players that do not believe extend is useful. Just go solo something or drop one of these silly dcs by 1 so you can actually buff people.
    Extend is only useful for haste, displacement and rage. One is very useful, but it lasting 4 minutes instead of 2 is only convenient, the second is only useful for tough fights, and they rarely last more than 2 minutes, except for raid bosses (and there will likely be a bard or pm with extend in those raids), the third, well, I've yet to get an explanation of why it's considered such a good buff.

    Asking for buffs is fine, I have enough sp to blur and gh and haste everyone.
    Asking casters to take a feat that's of no personal use and only used in a melee-heavy party that won't have a bard or pm (who do take extend because it's more useful to them) is rather selfish and narrow-minded imo.

    But by all means, let's not lose sight of the fact that melees are more important and deserve to have every other class built around them for their convenience (many melee-only players seem to think so anyway).

  2. #42
    Community Member xtchizobr's Avatar
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    Sep 2009
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    Quote Originally Posted by maddmatt70 View Post
    I love all the non team players that do not believe extend is useful. Just go solo something or drop one of these silly dcs by 1 so you can actually buff people.
    i love the selfish melees who don't realize that the vast majority of buffs in the game last 1 minute per caster level... which is definitely long enough to last till the next shrine in 90% of all quests. protip: Extend does not actually make the buff better.

    it was only marginally useful before the nerf, and now that it doesn't affect offensive spells, it is truly useless. get over it, or petition the devs to change it back.
    Quote Originally Posted by TheDjinnFor View Post
    Removing things always hurts people, unless it hurt putting it in to begin with.
    Quote Originally Posted by TheDjinnFor View Post
    There was one in his left hand but he's throwing it away. It's a crossbow after all.

  3. #43
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    Quote Originally Posted by maddmatt70 View Post
    I love all the non team players that do not believe extend is useful. Just go solo something or drop one of these silly dcs by 1 so you can actually buff people.
    I'm not your personal buffbot. I'll give you an unextended Haste and Rage, and I'll refresh that when it's convenient for me to do so (and also when you ask for it, provided you aren't constantly begging for it.). I'll refresh it when it needs to be refreshed, and I'll refresh it when the group is forced to gather for some reason. In between, you can get your own Hastes and Rage off potions, clickies and items. Stop being such a dependent melee and learn to appreciate your Blur, Greater Heroism and Mass Protection more. =)

  4. #44
    Community Member
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    Feb 2006
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    Newcstle, Australia
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    Been onholiday overseas for a month, so apologies for the small necro. As it turns out the below post is what I have actually rolled, although what (little) dmg spec I currently have is in fire, that will change once I get level 6 spells.

    Code:
    Character Plan by DDO Character Planner Version 03.09.02
    DDO Character Planner Home Page
    
    Level 20 True Neutral Warforged Male
    (2 Rogue \ 18 Wizard) 
    Hit Points: 256
    Spell Points: 1643 
    BAB: 10\10\15\20
    Fortitude: 11
    Reflex: 18
    Will: 10
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (32 Point)       (Level 1)             (Level 20)
    Strength             10                    12
    Dexterity             8                    10
    Constitution         17                    20
    Intelligence         18                    28
    Wisdom                6                     8
    Charisma             12                    14
    
    Tomes Used
    +1 Tome of Strength used at level 3
    +1 Tome of Dexterity used at level 3
    +1 Tome of Constitution used at level 3
    +1 Tome of Intelligence used at level 3
    +1 Tome of Wisdom used at level 3
    +1 Tome of Charisma used at level 3
    +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                 5                     6
    Concentration         5                    31
    Diplomacy             5                     6
    Disable Device        8                    32
    Haggle                5                     6
    Heal                 -2                    -1
    Hide                 -1                     0
    Intimidate            1                     2
    Jump                  4                     7
    Listen               -2                    -1
    Move Silently        -1                     0
    Open Lock             3                    19
    Perform               n/a                   n/a
    Repair                8                    13
    Search                8                    32
    Spot                 -2                    -1
    Swim                  3                     4
    Tumble                0                     1
    Use Magic Device      5                    25
    
    Level 1 (Rogue)
    Feat: (Selected) Toughness
    
    
    Level 2 (Wizard)
    Feat: (Wizard Bonus) Mental Toughness
    
    
    Level 3 (Wizard)
    Feat: (Selected) Spell Focus: Enchantment
    
    
    Level 4 (Wizard)
    
    
    Level 5 (Wizard)
    
    
    Level 6 (Wizard)
    Feat: (Wizard Bonus) Heighten Spell
    Feat: (Selected) Maximize Spell
    
    
    Level 7 (Wizard)
    
    
    Level 8 (Wizard)
    
    
    Level 9 (Rogue)
    Feat: (Selected) Insightful Reflexes
    
    
    Level 10 (Wizard)
    
    
    Level 11 (Wizard)
    
    
    Level 12 (Wizard)
    Feat: (Selected) Greater Spell Focus: Necromancy
    Feat: (Wizard Bonus) Spell Focus: Necromancy
    
    
    Level 13 (Wizard)
    
    
    Level 14 (Wizard)
    
    
    Level 15 (Wizard)
    Feat: (Selected) Greater Spell Focus: Enchantment
    
    
    Level 16 (Wizard)
    
    
    Level 17 (Wizard)
    Feat: (Wizard Bonus) Quicken Spell
    
    
    Level 18 (Wizard)
    Feat: (Selected) Empower Spell
    
    
    Level 19 (Wizard)
    
    
    Level 20 (Wizard)
    Enhancement: Rogue Skill Boost I
    Enhancement: Racial Toughness I
    Enhancement: Racial Toughness II
    Enhancement: Racial Toughness III
    Enhancement: Improved Concentration I
    Enhancement: Improved Concentration II
    Enhancement: Improved Concentration III
    Enhancement: Glacial Spellcasting I
    Enhancement: Kinetic Spellcasting I
    Enhancement: Deadly Ice I
    Enhancement: Deadly Kinetics I
    Enhancement: Frost Manipulation I
    Enhancement: Frost Manipulation II
    Enhancement: Frost Manipulation III
    Enhancement: Frost Manipulation IV
    Enhancement: Frost Manipulation V
    Enhancement: Frost Manipulation VI
    Enhancement: Frost Manipulation VII
    Enhancement: Force Manipulation I
    Enhancement: Force Manipulation II
    Enhancement: Force Manipulation III
    Enhancement: Force Manipulation IV
    Enhancement: Force Manipulation V
    Enhancement: Force Manipulation VI
    Enhancement: Force Manipulation VII
    Enhancement: Repair Manipulation I
    Enhancement: Repair Manipulation II
    Enhancement: Wizard Spell Penetration I
    Enhancement: Wizard Spell Penetration II
    Enhancement: Wizard Spell Penetration III
    Enhancement: Wizard Energy of the Scholar I
    Enhancement: Wizard Energy of the Scholar II
    Enhancement: Wizard Energy of the Scholar III
    Enhancement: Wizard Energy of the Scholar IV
    Enhancement: Wizard Intelligence I
    Enhancement: Wizard Intelligence II
    Enhancement: Wizard Intelligence III
    Enhancement: Rogue Improved Trap Sense I
    Enhancement: Wizard Wand and Scroll Mastery I
    Enhancement: Warforged Constitution I
    Enhancement: Warforged Inscribed Armor I
    Enhancement: Wizard Archmage I
    Enhancement: Wizard Archmage II
    Enhancement: Wizard Archmage III
    Enhancement: Wizard Archmage IV
    Enhancement: Archmage Secondary Spell Mastery I: Necromancy
    Enhancement: Archmage Spell Mastery I: Enchantment
    Enhancement: Archmage Spell Mastery II: Enchantment
    Enhancement: Enchantment I - Hypnotism
    Currently level 10, playing this guy in an all warforged static group (not allowed to send gear or monies from other characters/bank, although we did all buy Superior Ability Tomes at level 7) that plays every Sunday evening.

    I am really enjoying playing this guy to-date. CC has been a blast and the melee's in our grp certainly appreciate the effectiveness.

    Thanks very much to everyone for all the helpful advice.

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