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  1. #1
    Community Member Phidius's Avatar
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    I have always been a big supporter of being self-sufficient, and this colors virtually every forum post I make... I presume that everyone else is self-sufficient too.

    A while back, I was reading a thread posted by someone who had Enough with the self-sufficiency nonsense. This thread stuck in my mind, and got me to thinking - how to help a new player with zero knowledge of this game, but with the desire to be as self-sufficient as possible?

    Self-sufficiency: The ability to provide every needed buff, to heal oneself, and to contribute to completing the goals of the quest.

    Needed Buffs

    Energy Resistance: 30 points of Fire/Acid/Electric/Cold/Sonic
    Protection (from Elements): Limited immunity to Fire/Acid/Electric/Cold/Sonic
    Freedom of Movement: Immunity to slippery surfaces, immunity to hold spells
    Deathward: Immunity to negative energy, specifically level drain
    16 minute Nightshield/Shield: Immunity to magic missles
    Greater Heroism: Boost to saves, to-hit, skills, and grants immunity to fear
    True Seeing: Allows one to hit blurred/displaced mobs normally

    Quote Originally Posted by Tobril View Post
    ... Pro evil potions – being commanded really blows
    Neutralize Poison potions/items
    While most of these can be acquired with scrolls, clickies, or perma-affects on gear, the really good ones are only available from adventure packs (Deathward/Freedom of Movement).

    Self Healing

    This can be accomplished in many ways.

    1. Cure Serious Pots w/ Serious Healing Amp
    2. UMD and Heal scrolls
    3. Racial/Class per-rest abilities (Halfling marks, Paladin Lay On Hand, Half-Elf dilletante feat)
    4. Spell Points (Cure Light - Cure Critical, Heal)

    Of all of these, the ability to heal from spell points is the best (IMHO) - you get it early, it hits hard without specialty gear, and you can use it on other people.

    Contribute to the quest goals

    Generally speaking, quests tend to have one or more of the following goals:

    1. Kill the bad "guy": Fight your way to the big bad boss, and kill him.
    2. Protect the good "guy": Keep someone from dying. Sometimes you can heal them, sometimes you can't.
    3. Delivery Boy: Take something from point A to point B.

    In addition, most quests have one or more of the following that gives you a bonus to your XP:

    1. Find Secret Doors
    2. Kill a lot of mobs
    Quote Originally Posted by JollySwagMan View Post
    2b): Complete the quest objective without killing unnecessary mobs and get the stealth bonus (An Invis clickie can help most characters do this without special build focus)...
    3. Disable traps
    4. Open locked doors/chests

    I'm sure there are many builds that can do all of these things, but the one that I like the best is the Drow 12 Cleric/6 Ranger/2 Rogue.

    Note: I welcome corrections and additions.
    Last edited by Phidius; 07-29-2011 at 01:09 PM.
    "I require a reminder as to why raining arcane destruction is not an appropriate response to all of life's indignities" - Vaarsuvius, OoTS #674

  2. #2
    Community Member Phidius's Avatar
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    Default Self-sufficiency for the Free-to-Play

    Character Plan by DDO Character Planner Version 3.9.1
    DDO Character Planner Home Page

    Pious Pioneer
    Level 20 True Neutral Drow Male
    (2 Rogue \ 6 Ranger \ 12 Cleric)
    Hit Points: 338 = 96 (cleric) + 48 (ranger) + 12 (rogue) + 20 (heroic) + 22 (toughness) + 20 (drow) + 100 (con) + 20 (IFL)
    Spell Points: 775 = 465 (cleric) + 80 (magical training) + 22 (ranger) + 45 (ranger wisdom) + 63 (cleric wisdom) + 100 (swappable magi weapon)
    BAB: 16\16\21\26\26
    Fortitude: 21*/28 = 8 (cleric) + 5 (ranger) + 0 (rogue) + 5 (con) + 2 (luck) + 1 (alchemical) + 3 (nightshield) + 4 (GH)
    Reflex: 24*/31 = 4 (cleric) + 5 (ranger) + 3 (rogue) + 9 (dex) + 2 (luck) + 1 (alchemical) + 3 (nightshield) + 4 (GH)
    Will: 16*/24 = 8 (cleric) + 2 (ranger) + 0 (rogue) + 3 (wis) + 2 (luck) + 1 (alchemical) + 3 (nightshield) + 4 (GH) + 1 (rage) = 23

    *Beholder-proof


    Abilities (28 Point)


    Strength 28 = 14 (base) + 5 (levels) + 5 (gloves) + 2 (ram's might) + 2 (rage)
    Dexterity 28 = 16 (base) + 1 (tome) + 2 (drow) + 2 (ranger) + 7 (ring)
    Constitution 20 = 12 (base) + 6 (belt) + 2 (rage)
    Intelligence 14 (base)
    Wisdom 16 = 10 (base) + 1 (cleric) + 5 (helmet)
    Charisma 20 = 14 (base) + 1 (tome) + 2 (cleric) + 5 (ring)


    To Hit (rapier/shortsword):
    20 (Bab)
    5 (weapon enhancement)
    -2 (TWF)
    9 (str)
    2 (sora katra set bonus)
    2 (pathfinder set bonus)
    3 (divine favor)
    4 (GH)
    2 (drow)
    +43

    Base Damage Modifiers (rapier/shortsword):
    5 (weapon enhancement)
    9/4 (strength)
    2 (ram's might)
    2 (sora katra)
    2 (drow)
    3 (luck)
    2 (divine might - get a +2 Charisma tome to make this +4 instead )
    +25/+20

    This doesn't include things like Holy, Pure Good, Flaming, Seeker, the d6 + criticals, etc... I'm not in any way, shape, or form a DPS expert - just wanted to list the bonuses to damage that are static for the build.

    Tomes Used

    +1 Tome of Dexterity used at level 17
    +1 Tome of Charisma used at level 20


    Gear

    Goggles: Cannith:Blindness Ward Goggles of Battle Skill + 2/ Disable Device +15/ Cannith: Persuasion
    Helmet: Teraza's Sight (Wis +5)
    Necklace: Pathfinder's Necklace/ Beholder Optic Nerves
    Trinket: Epic Treasure Hunter's Spyglass
    Cloak: Cloak of Night (ML 16)
    Belt: Con +6
    Ring2: Epic Ring of the Bucanneer (Prot +5, Swim +15, Underwater Action, Good Luck +2, Dexterity + 7)
    Gloves: Maenya's Fists (Str +5)
    Boots: Pathfinder's Boots/ Striding +30%/ Balance +15
    Ring1: Katra's Wit (Cha + 5)/Int +6/Open Lock +15
    Bracers: Nightforged Armbands (Improved False Life, heroism X 3 clickie)
    Armor: Deathblock Outfit of Heavy Fortification


    Quote Originally Posted by JollySwagMan View Post
    ...Also the Smugglers Rest + Mabar items are great, but worth noting the seasonal availability!...
    Aye - you'll want to get to level 16+ to be able to create the epic versions - might as well make a Level 16 version of each to tide you over too.

    Skills

    Balance 35 = 4 (ranks) + 9 (dex) + 1 (rog) + 2 (luck) + 15 (swap boots) + 4 (GH)
    Bluff 15 = 4 (ranks) + 5 (cha) + 2 (luck) + 4 (GH)
    Concentration 36 = 20 (ranks) + 5 (con) + 2 (luck) + 5 (necklace) + 4 (GH)
    Disable Device d20 + 55 = 20 (ranks) + 2 (int) + 2 (luck) + 3 (swap ring) + 15 (swap goggles) + 4 (GH) + 7 (+5 tools) + 2 (skill boost)
    Jump 39 = 4 (ranks) + 9 (str) + 2 (luck) + 20 (spell) + 4 (GH)
    Open Lock d20 + 43 = 4 (ranks) + 9 (dex) + 2 (luck) + 15 (swap ring) + 4 (GH) + 7 (+5 tools) + 2 (skill boost)
    Search 56 = 15 (ranks) + 2 (drow) + 2 (int) + 2 (luck) + 3 (swap ring) + 20 (spyglass) + 6 (find traps) + 4 (GH) + 2 (skill boost)
    Spot 52 = 21 (ranks) + 2 (drow) + 3 (wis) + 2 (luck) + 20 (spyglass) + 4 (GH)
    Swim 33 = 3 (ranks) + 9 (str) + 2 (luck) + 15 (ring) + 4 (GH)
    Tumble 16 = 1 (ranks) + 9 (dex) + 2 (luck) + 4 (GH)
    Use Magic Device 40/42 = 23 (ranks) + 5 (cha) + 2 (luck) + 3 (enhancement) + 3 (swap goggles) + 4 (GH) = 40 + 2 (skill boost) = 42


    Level 1 (Rogue)
    Skill: Balance (+4)
    Skill: Bluff (+4)
    Skill: Concentration (+2)
    Skill: Disable Device (+4)
    Skill: Jump (+4)
    Skill: Open Lock (+4)
    Skill: Search (+4)
    Skill: Spot (+4)
    Skill: Swim (+3)
    Skill: Tumble (+1)
    Skill: Use Magic Device (+4)
    Feat: (Selected) Toughness


    Level 2 (Cleric)
    Skill: Concentration (+3)
    Skill: Disable Device (+0.5)
    Level 1 Cleric Spells: Wisdom of 11 = 10 (base) + 1 (Kneeza's Bauble)
    Spell List: Cure Light Wounds*, Shield of Faith, Nightshield


    Level 3 (Cleric)
    Skill: Concentration (+1)
    Skill: Disable Device (+1.5)
    Feat: (Selected) Extend Spell

    Spell List: Cure Light Wounds*, Shield of Faith, Nightshield, Divine Favor


    Level 4 (Ranger)
    Ability Raise: STR
    Skill: Concentration (+1)
    Skill: Disable Device (+0.5)
    Skill: Search (+3)
    Skill: Spot (+3)
    Feat: (Favored Enemy) Favored Enemy: Undead


    Level 5 (Cleric)
    Skill: Concentration (+1)
    Skill: Disable Device (+1.5)
    Level 2 Cleric Spells: Wisdom of 12 = 10 (base) + 1 (Kneeza's Bauble) + 1 (cleric Wisdom I)
    Spell List:
    Cure Light Wounds*, Shield of Faith, Nightshield, Divine Favor
    Cure Moderate Wounds*, Resist Energy, Bull's Strength


    Level 6 (Cleric)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Empower Healing Spell

    Spell List:
    Cure Light Wounds*, Shield of Faith, Nightshield, Divine Favor, Protection from Evil
    Cure Moderate Wounds*, Resist Energy, Bull's Strength, Find Traps



    Level 7 (Cleric)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Use Magic Device (+0.5)
    Level 3 Cleric Spells: Wisdom of 13 = 10 (base) + 2 (hat of wisdom + 2) + 1 (cleric Wisdom I)
    Spell List:
    Cure Light Wounds*, Shield of Faith, Nightshield, Divine Favor, Protection from Evil
    Cure Moderate Wounds*, Resist Energy, Bull's Strength, Find Traps
    Cure Serious Wounds*, Protection from Energy, Remove Curse



    Level 8 (Cleric)
    Ability Raise: STR
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Use Magic Device (+0.5)
    Spell List:
    Cure Light Wounds*, Shield of Faith, Nightshield, Divine Favor, Protection from Evil
    Cure Moderate Wounds*, Resist Energy, Bull's Strength, Find Traps, Lesser Restoration
    Cure Serious Wounds*, Protection from Energy, Remove Curse, Searing Light


    Level 9 (Cleric)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Maximize
    Level 4 Cleric Spells: Wisdom of 14 = 10 (base) + 2 (hat of wisdom + 2) + 2 (cleric Wisdom II)
    Spell List:
    Cure Light Wounds*, Shield of Faith, Nightshield, Divine Favor, Protection from Evil, Nimbus of Light
    Cure Moderate Wounds*, Resist Energy, Bull's Strength, Find Traps, Lesser Restoration
    Cure Serious Wounds*, Protection from Energy, Remove Curse, Searing Light
    Cure Critical Wounds*, Deathward, Divine Power



    Level 10 (Cleric)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Use Magic Device (+0.5)
    Spell List:
    Cure Light Wounds*, Shield of Faith, Nightshield, Divine Favor, Nimbus of Light, Protection from Evil
    Cure Moderate Wounds*, Resist Energy, Bull's Strength, Find Traps, Lesser Restoration
    Cure Serious Wounds*, Protection from Energy, Remove Curse, Searing Light, Remove Blindness
    Cure Critical Wounds*, Deathward, Divine Power, Freedom of Movement



    Level 11 (Cleric)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Use Magic Device (+0.5)
    Level 5 Cleric Spells: Wisdom of 15 = 10 (base) + 3 (hat of wisdom + 3) + 2 (cleric Wisdom II)
    Spell List:
    Cure Light Wounds*, Shield of Faith, Nightshield, Divine Favor, Nimbus of Light, Protection from Evil
    Cure Moderate Wounds*, Resist Energy, Bull's Strength, Find Traps, Lesser Restoration, Soundburst
    Cure Serious Wounds*, Protection from Energy, Remove Curse, Searing Light, Remove Blindness
    Cure Critical Wounds*, Deathward, Divine Power, Freedom of Movement
    Cure Light Wounds, Mass*, Divine Punishment, Raise Dead



    Level 12 (Cleric)
    Ability Raise: STR
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Quicken Spell
    Spell List:
    Cure Light Wounds*, Shield of Faith, Nightshield, Divine Favor, Nimbus of Light, Protection from Evil
    Cure Moderate Wounds*, Resist Energy, Eagle's Splendor, Find Traps, Lesser Restoration, Soundburst
    Cure Serious Wounds*, Protection from Energy, Remove Curse, Searing Light, Remove Blindness
    Cure Critical Wounds*, Deathward, Divine Power, Freedom of Movement, Neutralize Poison
    Cure Light Wounds, Mass*, Divine Punishment, Raise Dead, True Seeing



    Level 13 (Cleric)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Use Magic Device (+0.5)
    Level 6 Cleric Spells: Wisdom of 16 = 10 (base) + 3 (hat of wisdom + 3) + 3 (cleric Wisdom III)
    Spell List:
    (Cure Light Wounds), Shield of Faith, Nightshield, Divine Favor, Nimbus of Light, Protection from Evil
    (Cure Moderate Wounds), Resist Energy, Eagle's Splendor, Find Traps, Lesser Restoration, Soundburst
    (Cure Serious Wounds), Remove Curse, Protection from Energy, Searing Light, Remove Disease, Prayer
    (Cure Critical Wounds), Deathward, Divine Power, Freedom of Movement, Neutralize Poison
    (Cure Light Wounds, Mass), Divine Punishment, Raise Dead, True Seeing
    (Cure Moderate Wounds, Mass), Heal, Blade Barrier



    Level 14 (Ranger)
    Skill: Search (+4)
    Skill: Use Magic Device (+2)


    Level 15 (Ranger)
    Skill: Concentration (+2)
    Skill: Search (+1)
    Skill: Spot (+3)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Improved Critical: Piercing Weapons


    Level 16 (Ranger)
    Ability Raise: STR
    Skill: Concentration (+1)
    Skill: Search (+1)
    Skill: Spot (+6)
    Level 1 Ranger Spells
    Spell List: Ram's Might


    Level 17 (Ranger)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Skill: Spot (+4)
    Feat: (Favored Enemy) Favored Enemy: Evil Outsider


    Level 18 (Ranger)
    Skill: Disable Device (+3)
    Skill: Search (+1)
    Skill: Spot (+1)
    Feat: (Selected) Greater Two Weapon Fighting
    Spell List: Ram's Might, Jump

    Level 19 (Rogue)
    Skill: Use Magic Device (+10)


    Level 20 (Cleric)
    Ability Raise: STR
    Skill: Use Magic Device (+2)
    Spell List:
    (Cure Light Wounds), Shield of Faith, Nightshield, Divine Favor, Nimbus of Light, Protection from Evil
    (Cure Moderate Wounds), Resist Energy, Eagle's Splendor, Find Traps, Lesser Restoration, Soundburst
    (Cure Serious Wounds), Remove Curse, Searing Light, Remove Disease, Summon Monster III, Prayer
    (Cure Critical Wounds), Deathward, Divine Power, Freedom of Movement, Neutralize Poison
    (Cure Light Wounds, Mass), Divine Punishment, Raise Dead, True Seeing, Protection from Elements
    (Cure Moderate Wounds, Mass), Heal, Blade Barrier, Cometfall


    Enhancement: Rogue Haste Boost I
    Enhancement: Ranger Skill Boost I
    Enhancement: Ranger Sprint Boost I
    Enhancement: Cleric Radiant Servant I
    Enhancement: Cleric Radiant Servant II
    Enhancement: Drow Weapon Attack I
    Enhancement: Drow Weapon Attack II
    Enhancement: Drow Weapon Damage I
    Enhancement: Drow Weapon Damage II
    Enhancement: Elven Dexterity I
    Enhancement: Elven Dexterity II
    Enhancement: Ranger Item Defense I
    Enhancement: Racial Toughness I
    Enhancement: Racial Toughness II
    Enhancement: Ranger Favored Attack I
    Enhancement: Ranger Favored Damage I
    Enhancement: Ranger Favored Damage II
    Enhancement: Ranger Favored Resistance I
    Enhancement: Rogue Sneak Attack Accuracy I
    Enhancement: Rogue Sneak Attack Training I
    Enhancement: Improved Balance I
    Enhancement: Improved Heal I
    Enhancement: Improved Heal II
    Enhancement: Cleric Prayer of Smiting I
    Enhancement: Cleric Prayer of Life I
    Enhancement: Cleric Prayer of Incredible Life I
    Enhancement: Cleric Smiting I
    Enhancement: Cleric Smiting II
    Enhancement: Cleric Smiting III
    Enhancement: Cleric Life Magic I
    Enhancement: Cleric Life Magic II
    Enhancement: Cleric Life Magic III
    Enhancement: Cleric Life Magic IV
    Enhancement: Cleric Charisma I
    Enhancement: Cleric Charisma II
    Enhancement: Ranger Dexterity I
    Enhancement: Ranger Dexterity II
    Enhancement: Cleric Wisdom I
    Enhancement: Cleric Divine Might I
    Enhancement: Cleric Improved Turning I
    Enhancement: Cleric Wand and Scroll Mastery I
    Enhancement: Cleric Wand and Scroll Mastery II
    Last edited by Phidius; 09-04-2011 at 04:19 PM. Reason: Changed final gear recommendations
    "I require a reminder as to why raining arcane destruction is not an appropriate response to all of life's indignities" - Vaarsuvius, OoTS #674

  3. #3
    Community Member Phidius's Avatar
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    OK, Drow are not a F2P race, but that's OK. You can easily earn the 400 favor needed to unlock the race, and it will give you a greater appreciation for the values of being self-sufficient.

    What you will want to do is to create a trial-and-error character, and don't worry about self-sufficiency. Pick whatever looks like fun to you, and don't worry about making mistakes.

    I would recommend a bard, as they are pretty dang self-sufficient on their own.


    Once you've earned 400 favor, you'll have the ability to create your Drow character.

    At the beginning, you'll be a sword-and-board fighter. Use your spell points to buff yourself (Nightshield/Shield of Faith at first), and to heal yourself. Your wisdom will be pathetic, so the mobs that are a threat to you will make their saves just about every single time, and you won't have the spell points to keep trying.

    Korthos Island (starting location):
    Run each quest at least once, and get the following gear (on your Drow, it all binds to character).

    Goggles: Goggles of Insight
    Helmet: Straw Hat
    Necklace: Pathfinder's Necklace
    Trinket: Kneeza's Bauble
    Cloak: Feather Cloak
    Belt: Rugged Belt
    Ring2: Discarded Ring
    Gloves: Protector's Gloves
    Boots: Pathfinder's Boots
    Ring1: Ring of Waterbreathing
    Bracers: Spear Bane
    Armor: Battleworn Chainshirt

    Weapon: Ember Rapier
    Shield: The best + Heavy Shield you can find.

    The Harbor
    Run Walk the Butcher's Path until you get a Kneeza's Bauble, and save it for your 2nd character. It will be important to have a no-minimum-level Wisdom +1 item ready to go

    Run Durk's Got A Secret, and try to get a Muckbane for dealing with those pesky oozes. Since there's a lot of oozes in that quest, drag an empty weapon set to your hot bar and just punch them to death while you're waiting to get one (or more).

    Check every collectible location, and save all of your "Lightning Split Soarwoods" that you find - you'll want at least 4 of them. See this link for other collectibles to watch for.

    The Lost Seekers (aka Waterworks): A good source of interesting end-reward items, the best ones are the no-minimum-level ring/boots of feather falling. I'd run this one quite a bit if I were you.

    Break every breakable, loot every chest, collect every collectable. Your expenses should be small (mainly just repairs), so use the cash to stock up on Remove Curse pots, Remove Blindness pots, and Cure Light Wounds wands.

    Marketplace:
    Keep checking the vendors by the entrance for a hat of Wisdom +2 (ML 7 or less) and a Wisdom +3 (ML 9 or less)... you'll want to get these by their respective level, although you could always memorize the 2nd level spell "Owl's Wisdom" to be able to cast level 3+ spells... it's a pain, though, so try to find them.

    Use this link to get a list of the free-to-play quests - once you get 1000 favor, you might want to go back and delete your first character (or get them to 1000 favor too) - it's very convenient to have the Veteran Status to be able to start your next characters at level 4!
    (In Progress, saving as I type)

    Guest Passes for no-grind guaranteed benefits

    Necro2/Necro3:
    run the 4th quest in either chain to get a Silver Flame necklace
    benefit: necklace for absorbing negative energy (run Shadow Crypt twice for 5 charges, or Cursed Crypt thrice for 10)


    Delera's Graveyard:
    Run the series once to get a Voice of the Master (guaranteed in the end-reward list)




    Recommended pack purchases (in order of my preference)

    Sands of Menechtarun:
    1. Source of Epic Tokens to enhance your Crystal Cove epics (epic raid is the easiest - go figure)
    2. the Torc of Prince Raiyum-de II - put up your own "first 11 to click" raids on normal until you get it
    3. good loot runs for increasing your platinum
    4. lots of unbound named items to enhance your gear (bracers of the hunter in particular)
    5. good source of mid-level xp

    Reaver's Refuge:
    1. Wide variety of armor choices (Greater False Life, Healing Amp, Destruction, etc...)
    2. Good source of high-level xp

    Gianthold:
    1. Raid is the easiest source of +3 tomes
    2. 150 Argo favor for +10 hit points
    3. Good source of high-level xp


    Keep an eye out for a +1 Dexterity tome - it's needed before you take level 18 for Greater Two Weapon fighting, although you could wait until you were level 20 to eat a +1 tome and use your one free feat swap with Fred to take gTWF.
    Last edited by Phidius; 09-05-2011 at 12:38 AM.
    "I require a reminder as to why raining arcane destruction is not an appropriate response to all of life's indignities" - Vaarsuvius, OoTS #674

  4. #4
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    Quote Originally Posted by Phidius View Post
    In addition, most quests have one or more of the following that gives you a bonus to your XP:

    1. Find Secret Doors
    2. Kill a lot of mobs
    3. Disable traps
    4. Open locked doors/chests
    2b): Complete the quest objective without killing unnecessary mobs and get the stealth bonus (An Invis clickie can help most characters do this without special build focus)

    Also the Smugglers Rest + Mabar items are great, but worth noting the seasonal availability!

    +1 for solid, well presented thread...when I spread some more around

  5. #5
    Community Member Phidius's Avatar
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    Quote Originally Posted by JollySwagMan View Post
    2b): Complete the quest objective without killing unnecessary mobs and get the stealth bonus (An Invis clickie can help most characters do this without special build focus)

    Also the Smugglers Rest + Mabar items are great, but worth noting the seasonal availability!

    +1 for solid, well presented thread...when I spread some more around
    Included your contributions with the appropriate credit... +1!
    "I require a reminder as to why raining arcane destruction is not an appropriate response to all of life's indignities" - Vaarsuvius, OoTS #674

  6. #6
    Community Member thakorian's Avatar
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    Yeah, getting the most out of quest xp is what f2p is about. Since you don't have as many quests to play, you have to get the most out of them. I've been grinding TP for a while and my main is on his 1st TR, and while I've had the privilege of getting guest passes from friends I've made during my time in DDO (kudos to you if you're reading this), I do have to say that I cringe a bit out of habit when I see people running through this content without any bonuses whatsoever.

    I have to add that I'm a bit proud to be f2p. When I started I was really really short on cash, and when I started to gain some extra money I could use on DDO, I felt like the extra challenge that being f2p imposes is a good thing and it feels like I've worked my way through the content to gain knowledge of all the f2p quests and packs I now have.

    However, I think that the most important part of self-sufficiency is to know what you're facing instead of the multitude of clickies. Pointers on how to succeed are always nice for new people, and I wish I had seen threads like this back when I started. I feel somewhat bad that I haven't been active enough on the forums to be able to give the OP a +1

  7. #7
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    Stuff for non-casters:

    Pro evil potions – being commanded really blows
    Neutralize Poison potions/items

  8. #8

    Thumbs up

    +1 for info and presentation

    You mentioned a 16 min Nightshield clickie. Where can i find it? I only have a 1 min x 3 atm

  9. #9
    Community Member Phidius's Avatar
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    Quote Originally Posted by Tazar View Post
    +1 for info and presentation

    You mentioned a 16 min Nightshield clickie. Where can i find it? I only have a 1 min x 3 atm
    The Mabar event (coming Soon(tm)) and completion of your Silver Flame/Emerald Claw "trinket" in the Abbot raid.
    "I require a reminder as to why raining arcane destruction is not an appropriate response to all of life's indignities" - Vaarsuvius, OoTS #674

  10. #10
    Community Member Phidius's Avatar
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    Quote Originally Posted by Tobril View Post
    Stuff for non-casters:

    Pro evil potions – being commanded really blows
    Neutralize Poison potions/items
    Added and cited, although I use pots on my fleshie clerics, just to save spell points (poison only, Pro Evil from spell).
    "I require a reminder as to why raining arcane destruction is not an appropriate response to all of life's indignities" - Vaarsuvius, OoTS #674

  11. #11
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    Why Drow? Even though it is easy to get why them specifically?

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    Community Member Phidius's Avatar
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    Quote Originally Posted by Mubjon View Post
    Why Drow? Even though it is easy to get why them specifically?
    Primarily because of the stat distribution required to get Greater TWF and Divine Might2 without a time-sensitive tome investment while still getting enough skill points for all the skills it needs.

    The quasi-32 points that Drow offers fit perfectly - 16 dex without spending 2-for-1, and a 14 Cha/Int for 4 build points each instead of 6 each.

    In addition, the free spell resistance is a nice perk, as is the 2 racial dex to get the reflex save higher.

    I'm not a big fan of how they look, though, but it just takes a while to get used to them

    You could do a similar build with 32-points in another race, but 1750 favor isn't what I consider F2P
    Last edited by Phidius; 09-04-2011 at 09:45 AM.
    "I require a reminder as to why raining arcane destruction is not an appropriate response to all of life's indignities" - Vaarsuvius, OoTS #674

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    Quote Originally Posted by Phidius View Post
    Primarily because of the stat distribution required to get Greater TWF and Divine Might2 without a time-sensitive tome investment while still getting enough skill points for all the skills it needs.

    The quasi-32 points that Drow offers fit perfectly - 16 dex without spending 2-for-1, and a 14 Cha/Int for 4 build points each instead of 6 each.

    In addition, the free spell resistance is a nice perk, as is the 2 racial dex to get the reflex save higher.

    I'm not a big fan of how they look, though, but it just takes a while to get used to them

    You could do a similar build with 32-points in another race, but 1750 favor isn't what I consider F2P
    OK that makes sense from a f2p perspective as it is quite easy to get 400 favor. I just was dismayed with the drow when I unlocked them the first time.

    I might have to try this one out for a solo build I have been working on and see if the disappoint I had was because I was still fairly new to the game. Even though I have 32pt builds and Helf/Horc races. I am VIP right now too so I have access to other classes and races as well, but I will not be VIP forever.

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    Community Member skullzz's Avatar
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    Quote Originally Posted by Phidius View Post
    To Hit (rapier/shortsword):
    20 (Bab)
    5 (weapon enhancement)
    -2 (TWF)
    9 (str)
    2 (sora katra set bonus)
    2 (pathfinder set bonus)
    3 (divine favor)
    4 (GH)
    2 (drow)
    +43
    My question to you is:
    How are you getting a full BAB? Are you using the The spell Divines can take to get the same to-hit as a fighter of equal lvl?
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    hmm, i'm not feeling it. i think too much effort has gone into box ticking and not enough into being a strong team member. a tempest III/rogue 1/whatever 1 or a palemaster III/rogue 2 would both offer a ton of self sufficiency while still maintaining focus. the tempest gets freedom of movement and the pale master effectively has death ward built in. the tempest can plug the deathward with the same gear you are recommending. the palemaster is the problem with no way outside of VON to get freedom of movement, but then its hardly stopping them from soloing some of the toughest content (amrath elite or some easier epics) so i'd hardly mark them down for it.

    i'm also a little unconvinced with seeing rage in your stat break down, i assume the point in this is to avoid the pot bill most vets pay for self sufficiency, which only leaves clickies to rage from shrine to shrine, and thats a lot of backpack space. i'd count rage for a palemasters CON/HP total, but i wouldnt add it to a tempest's breakdown.

    interesting build though, but i'd be happier if that large cleric investment was able to take the job of main healer. with no-fail UMD for heal scrolls, metamagics to boost cure serious wounds and some gear the only thing the cleric really offers over ranger levels is the deathward. seems a steep price to pay when you still need to rely on gear when facing beholders, while at the same time confusing any party you join with the cleric symbol but not enough healing power for the whole group.

    it reminds me of my first tank. i got as far as the vale and was able to tank the elite named orthon in rainbow with nothing more than a +5 tower shield. no rare items, just plain vanilla off the AH or brokers. sure it ticked the box but i knew it was a sub-par build, on account of it being a barbarian with a shield. DR tanking works, it really does, but its no where near as good as AC tanking, which is fair as its a lot easier to achieve. sometimes a tick in the box isnt the most important thing. i'm still fond of my shield bashing barbarian, but i'd not build another one. i think your build would work, and be quite competent, but i'd choose to leave a few box's un-ticked and make a tempest or palemaster instead.
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    Quote Originally Posted by skullzz View Post
    My question to you is:
    How are you getting a full BAB? Are you using the The spell Divines can take to get the same to-hit as a fighter of equal lvl?
    yup, divine power is listed in the spell selection
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    Quote Originally Posted by ReaperAlexEU View Post
    hmm, i'm not feeling it. i think too much effort has gone into box ticking and not enough into being a strong team member. a tempest III/rogue 1/whatever 1 or a palemaster III/rogue 2 would both offer a ton of self sufficiency while still maintaining focus. the tempest gets freedom of movement and the pale master effectively has death ward built in. the tempest can plug the deathward with the same gear you are recommending. the palemaster is the problem with no way outside of VON to get freedom of movement, but then its hardly stopping them from soloing some of the toughest content (amrath elite or some easier epics) so i'd hardly mark them down for it.

    i'm also a little unconvinced with seeing rage in your stat break down, i assume the point in this is to avoid the pot bill most vets pay for self sufficiency, which only leaves clickies to rage from shrine to shrine, and thats a lot of backpack space. i'd count rage for a palemasters CON/HP total, but i wouldnt add it to a tempest's breakdown.

    interesting build though, but i'd be happier if that large cleric investment was able to take the job of main healer. with no-fail UMD for heal scrolls, metamagics to boost cure serious wounds and some gear the only thing the cleric really offers over ranger levels is the deathward. seems a steep price to pay when you still need to rely on gear when facing beholders, while at the same time confusing any party you join with the cleric symbol but not enough healing power for the whole group.

    it reminds me of my first tank. i got as far as the vale and was able to tank the elite named orthon in rainbow with nothing more than a +5 tower shield. no rare items, just plain vanilla off the AH or brokers. sure it ticked the box but i knew it was a sub-par build, on account of it being a barbarian with a shield. DR tanking works, it really does, but its no where near as good as AC tanking, which is fair as its a lot easier to achieve. sometimes a tick in the box isnt the most important thing. i'm still fond of my shield bashing barbarian, but i'd not build another one. i think your build would work, and be quite competent, but i'd choose to leave a few box's un-ticked and make a tempest or palemaster instead.
    The way I look at this build is for solo play, or two manning quests with a friend. Not as a build to run in raids with as the primary healer.

    And at 12 cleric this character will have blade barriers, divine punishment, RS1 and RS2, plus the sp efficient heal spell.

    6 ranger, will have 2 twf feats, 2 FE enemies (undead, Evil outsider most important imho) and many shot all for free

    2 rogue, evasion to go with the 30'ish buffed reflex save the character will have, max UMD, Disable device (in the 40's with one item at level 20).

    so while it might not be something to join other groups or raids, it has a lot of nice things to help keep you alive as you solo. Or if you want to toss up a group and tell everyone to BYOH and just run with the first 5.

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    Community Member Phidius's Avatar
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    Quote Originally Posted by ReaperAlexEU View Post
    ...
    interesting build though, but i'd be happier if that large cleric investment was able to take the job of main healer. with no-fail UMD for heal scrolls, metamagics to boost cure serious wounds and some gear the only thing the cleric really offers over ranger levels is the deathward. seems a steep price to pay when you still need to rely on gear when facing beholders, while at the same time confusing any party you join with the cleric symbol but not enough healing power for the whole group.
    ...
    I think you under-estimate the healing power of 12 cleric on a level 20 build. I perform as the "main healer" quite often, although it does require team players who don't presume that they will be getting infinite healing.

    No need for UMD to no-fail heal scrolls, can do that at level 13. With the radiant servant, beholders aren't a problem as long as I'm wearing Deathblock. The optic-nerve is just for convenience - I didn't pull it when I was running Invaders.

    The build that inspired this abomination was actually the Exploiter (18 ranger/1 rog/1 monk). It was a fine build, but it felt too dependant on the others in the group - I much prefer to rely on myself.

    I also play a 18/2 Palemaster - well, not so much actually. Just not to my taste - I'll probably switch him back to archmage after a while.

    Oh, and rage is definitely a late-game buff - by the time AC stops being useful with random gear, a stack of 100 pots is cheap - it's the 1:30 re-click that's a pain.
    "I require a reminder as to why raining arcane destruction is not an appropriate response to all of life's indignities" - Vaarsuvius, OoTS #674

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    Community Member Phidius's Avatar
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    Quote Originally Posted by Mubjon View Post
    ...Or if you want to toss up a group and tell everyone to BYOH and just run with the first 5.
    And that was the motivation for this thread - a guide to help the F2P to achieve what many people think is only for the ultra-experienced and geared players.
    "I require a reminder as to why raining arcane destruction is not an appropriate response to all of life's indignities" - Vaarsuvius, OoTS #674

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    Quote Originally Posted by Phidius View Post
    And that was the motivation for this thread - a guide to help the F2P to achieve what many people think is only for the ultra-experienced and geared players.
    And I think it does that, I am not sure it has the SP pool to be a primary healer in a 12 man raid, but it definitely will have the SP pool to be back up healer. Unless the group is just that good that they take care of themselves a lot, then this could easily be the main healer. I just like the SP cushion for those groups that have never heard of fortification or cannot seem to grasp waiting on the rogue to disarm that trap on elite to keep them alive.

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