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Thread: Misfits

  1. #1
    Community Member SerCana's Avatar
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    Default Misfits

    Static Group (began 26 Aug 2011) that meets Wed at 8PM CST on Salorna.

    Currently recruiting as of 14 Mar 12 (Team Level 1). The team is rebuilding toons. (Restart 14 Mar 2012)

    Name/Race/Class/Goal Player Name
    Qicken Rasa, Human Fighter(20) SerCana

    Hilmul Unsung, Human Warchanter (15 Bard, 3 Rogue, 2 Fighter ) Zimdar

    Almona Llover, Human Artificer (20) Krago

    Starmech, Warforged Wizard (20) Wetlandsnj

    Riivrr, Human Cleric (20) Rivrr


    ******************************************
    Rules are fairly simple. (actually I stole them from another group, but they work for me.)

    A few simple rules that can be examined from time to time as we go along:

    1) Stay together.

    2) No Buying on the AH…but you are able to sell on it, after you have asked group if anyone needs. Concept is that anything that makes the party stronger should be the first consideration. If you can't use an item, don't keep it to yourself, give it to someone in the group that can use it.

    3) Vendors are ok to buy from and sell too also

    4) Light to med Role Play…((don’t let this scare u off, it’s fun, try it!)) in –Character will be normal party type…out of character will be OOC comments should be included in brackets ( ooc )

    5) The DDO store, to be used only with consent of all the team members.

    6) This is a Dedicated/Static Team…. Don’t use the character outside the party nights. If you miss a night or two, and need to catch up with XP ,or quest, that is fine…but keep it to a minimum.

    7) Have fun! Don’t let small things stress you out! It’s a game lets enjoy it!

    8) Voice isn't required. Being able to hear is a plus, but not necessary.

    9) Twinking your character is not allowed without consent of all party members. We found that occasionally a team member would require extra gear to allow the team to succeed in a quest. Crafting can usually overcome most deficiencies.

    10) All loot is taken. Loot that can't be used will be sold. Not only does the team want to advance in experience, they also want to start living the good life.

    That should be it for rules…I don’t wanna lay a lot down…we can change as we need.
    Last edited by SerCana; 03-15-2012 at 09:45 AM. Reason: update
    Talk low, talk slow, and don’t talk too much.

  2. #2
    Community Member SerCana's Avatar
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    Default Qbd's Private Journal

    Journal entries of the Misfits adventures are located here:

    http://forums.ddo.com/showthread.php?t=338883
    Last edited by SerCana; 09-01-2011 at 01:59 PM.
    Talk low, talk slow, and don’t talk too much.

  3. #3
    Community Member SerCana's Avatar
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    Default ooc

    Zimdar thought about what you were saying about defense. Keep your barb the way he is, since I'm going fighter from lvl 3 on I'll have more feats. I'll keep Greatsword for DPS, but will look to build a sword and shield type. Please look at my build (on the other thread) and offer suggestions.

    I think we should also make one person as a dedicated crafter. Was playing last night with a guy who made very useful low level stuff. I have never done any crafting, but as a group we could pool our resources and make stuff that would help us. Anyone want to volunteer to be the "Craftmeister".

    what do you think of this build?

    Code:
    Character Plan by DDO Character Planner Version 03.09.02
    DDO Character Planner Home Page
    
    Qbd RFSolv2
    Level 20 Lawful Good Human Male
    (18 Fighter \ 2 Rogue) 
    Hit Points: 344
    Spell Points: 0 
    BAB: 19\19\24\29\29
    Fortitude: 13
    Reflex: 12
    Will: 5
    
                      Starting            Ending          Feat/Enhancement
    Abilities        Base Stats         Base Stats         Modified Stats
    (32 Point)       (Level 1)          (Level 20)           (Level 20)
    Strength             17                 20                   23
    Dexterity            14                 14                   16
    Constitution         14                 14                   15
    Intelligence         14                 14                   14
    Wisdom                8                  8                    8
    Charisma              9                  9                    9
    
                      Starting            Ending          Feat/Enhancement
                     Base Skills        Base Skills        Modified Skills
    Skills           (Level 1)          (Level 20)          (Level 20)
    Balance               6                 15                   15
    Bluff                -1                  0                    0
    Concentration         2                  2                    2
    Diplomacy            -1                  0                    0
    Disable Device        n/a               n/a                   n/a
    Haggle                3                  4                    4
    Heal                 -1                 -1                   -1
    Hide                  2                  3                    3
    Intimidate            3                 20                   32
    Jump                  7                 14                   14
    Listen                3                  3                    3
    Move Silently         6                  8                    8
    Open Lock             n/a               n/a                   n/a
    Perform              n/a               n/a                   n/a
    Repair                2                  2                    2
    Search                6                  9                    9
    Spot                  3                 14                   14
    Swim                  7                 10                   10
    Tumble                6                 12                   12
    Use Magic Device      3                 16                   16
    
    Level 1 (Rogue)
    Feat: (Human Bonus) Power Attack
    Feat: (Selected) Toughness
    Enhancement: Rogue Sneak Attack Training I
    Enhancement: Rogue Improved Trap Sense I
    
    
    Level 2 (Rogue)
    Enhancement: Human Improved Recovery I
    Enhancement: Improved Intimidate I
    Enhancement: Rogue Dexterity I
    
    
    Level 3 (Fighter)
    Feat: (Fighter Bonus) Combat Expertise
    Feat: (Selected) Least Dragonmark of Sentinel
    Enhancement: Fighter Armor Class Boost I
    Enhancement: Fighter Armored Agility I
    Enhancement: Fighter Critical Accuracy I
    Enhancement: Racial Toughness I
    Enhancement: Fighter Toughness I
    
    
    Level 4 (Fighter)
    Feat: (Fighter Bonus) Dodge
    Enhancement: Fighter Strength I
    
    
    Level 5 (Fighter)
    Enhancement: Fighter Armor Mastery I
    Enhancement: Human Adaptability Dexterity I
    
    
    Level 6 (Fighter)
    Feat: (Selected) Diehard
    Feat: (Fighter Bonus) Shield Mastery
    Enhancement: Racial Toughness II
    Enhancement: Improved Intimidate II
    Enhancement: Fighter Toughness II
    
    
    Level 7 (Fighter)
    
    
    Level 8 (Fighter)
    Feat: (Fighter Bonus) Cleave
    Enhancement: Fighter Armored Agility II
    Enhancement: Fighter Stalwart Defender I
    
    
    Level 9 (Fighter)
    Feat: (Selected) Two Handed Fighting
    Enhancement: Fighter Armor Class Boost II
    Enhancement: Fighter Item Defense I
    Enhancement: Fighter Toughness III
    
    
    Level 10 (Fighter)
    Feat: (Fighter Bonus) Improved Shield Mastery
    Enhancement: Fighter Strength II
    
    
    Level 11 (Fighter)
    
    
    Level 12 (Fighter)
    Feat: (Fighter Bonus) Great Cleave
    Feat: (Selected) Weapon Focus: Slashing Weapons
    Enhancement: Fighter Toughness IV
    
    
    Level 13 (Fighter)
    Enhancement: Fighter Strength III
    
    
    Level 14 (Fighter)
    Feat: (Fighter Bonus) Improved Critical: Slashing Weapons
    Enhancement: Fighter Armor Class Boost III
    Enhancement: Fighter Stalwart Defender II
    Enhancement: Fighter Item Defense II
    
    
    Level 15 (Fighter)
    Feat: (Selected) Weapon Specialization: Slashing Weapons
    
    
    Level 16 (Fighter)
    Feat: (Fighter Bonus) Improved Shield Bash
    Enhancement: Fighter Armor Mastery II
    Enhancement: Fighter Critical Accuracy II
    
    
    Level 17 (Fighter)
    Enhancement: Fighter Armor Class Boost IV
    
    
    Level 18 (Fighter)
    Feat: (Fighter Bonus) Greater Weapon Focus: Slashing Weapons
    Feat: (Selected) Greater Weapon Specialization: Slashing Weapons
    Enhancement: Fighter Critical Accuracy III
    
    
    Level 19 (Fighter)
    Enhancement: Human Greater Adaptability Constitution I
    Enhancement: Racial Toughness III
    
    
    Level 20 (Fighter)
    Feat: (Fighter Bonus) Improved Two Handed Fighting
    Enhancement: Fighter Stalwart Defender III
    Enhancement: Improved Intimidate III
    Enhancement: Improved Intimidate IV
    Last edited by SerCana; 08-28-2011 at 06:42 PM.
    Talk low, talk slow, and don’t talk too much.

  4. #4
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    Default 2 things

    1st .. your story line was soo gud.. ima friad to add to it.. lolz..

    As for our tankage situation.. For some reason I thought your origional build had some tanking style.. I didnt really read it well.. nor did I look so much at your new build.. Could u put the 2 on this forum.. ill post mine as well..

    I dont know how smart it is for me to be 2hf max intim pally.. I get 1 point a lv.. My choices are split lvs in jump and something else.. tumble perhaps.. or max UMD or Max intim.. I thought with LoH I could use intim to pull mobs off squishies.. and in situations where high saves are important.. not nessasarly be the main tanker..

    If both of us have some defense.. we could make a pretty good front mellee pair..

    Here is my build I do change things as I go depending on group demands.. for example I will be taking toughness nxt feat choice..

    Ill post in a sec..

  5. #5
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    Default build

    Code:
    Character Plan by DDO Character Planner Version 3.8.1
    DDO Character Planner Home Page
    
    Zimdar 
    Level 20 Lawful Good Half-Orc Male
    (6 Fighter \ 14 Paladin) 
    Hit Points: 364
    Spell Points: 185 
    BAB: 20\20\25\30\30
    Fortitude: 22
    Reflex: 11
    Will: 15
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (32 Point)       (Level 1)             (Level 20)
    Strength             18                    26
    Dexterity             8                     8
    Constitution         14                    14
    Intelligence          6                     6
    Wisdom                8                     8
    Charisma             16                    17
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 20)
    Balance              -1                    -1
    Bluff                 3                     4
    Concentration         2                     6
    Diplomacy             3                     4
    Disable Device       n/a                   n/a
    Haggle                3                     3
    Heal                 -1                    -1
    Hide                 -1                    -1
    Intimidate            7                    27
    Jump                  4                     8
    Listen               -1                    -1
    Move Silently        -1                    -1
    Open Lock            n/a                   n/a
    Perform               n/a                   n/a
    Repair               -2                    -2
    Search               -2                    -2
    Spot                 -1                    -1
    Swim                  4                     8
    Tumble               n/a                   n/a
    Use Magic Device      n/a                   n/a
    
    Level 1 (Paladin)
    Feat: (Selected) Two Handed Fighting
    Enhancement: Orcish Melee Damage I
    Enhancement: Paladin Focus of Good I
    Enhancement: Paladin Extra Smite Evil I
    
    
    Level 2 (Fighter)
    Feat: (Fighter Bonus) Weapon Focus: Slashing Weapons
    Enhancement: Fighter Attack Boost I
    Enhancement: Fighter Haste Boost I
    Enhancement: Fighter Critical Accuracy I
    Enhancement: Orcish Great Weapon Aptitude I
    
    
    Level 3 (Paladin)
    Feat: (Selected) Power Attack
    Enhancement: Orcish Strength I
    Enhancement: Paladin Charisma I
    
    
    Level 4 (Paladin)
    Enhancement: Paladin Courage of Good I
    Enhancement: Paladin Bulwark of Good I
    Enhancement: Paladin Resistance of Good I
    Enhancement: Paladin Extra Lay on Hands I
    
    
    Level 5 (Paladin)
    Enhancement: Paladin Extra Smite Evil II
    Enhancement: Paladin Energy of the Templar I
    Enhancement: Paladin Extra Turning I
    
    
    Level 6 (Fighter)
    Feat: (Selected) Force of Personality
    Feat: (Fighter Bonus) Improved Two Handed Fighting
    Enhancement: Orcish Brute Fighting I
    Enhancement: Orcish Power Attack I
    Enhancement: Fighter Strength I
    
    
    Level 7 (Paladin)
    Enhancement: Paladin Divine Sacrifice I
    Enhancement: Paladin Divine Might I
    
    
    Level 8 (Paladin)
    Enhancement: Follower of the Sovereign Host
    Enhancement: Paladin Knight of the Chalice I
    
    
    Level 9 (Fighter)
    Feat: (Selected) Improved Critical: Slashing Weapons
    Enhancement: Orcish Melee Damage II
    
    
    Level 10 (Fighter)
    Feat: (Fighter Bonus) Weapon Specialization: Slashing Weapons
    Enhancement: Fighter Attack Boost II
    Enhancement: Fighter Critical Accuracy II
    
    
    Level 11 (Fighter)
    Enhancement: Fighter Haste Boost II
    
    
    Level 12 (Fighter)
    Feat: (Fighter Bonus) Greater Two Handed Fighting
    Feat: (Selected) Toughness
    Enhancement: Kensei Falchion Mastery I
    Enhancement: Fighter Kensei I
    Enhancement: Racial Toughness I
    
    
    Level 13 (Paladin)
    Enhancement: Paladin Courage of Good II
    Enhancement: Racial Toughness II
    
    
    Level 14 (Paladin)
    Enhancement: Paladin Resistance of Good II
    Enhancement: Paladin Energy of the Templar II
    
    
    Level 15 (Paladin)
    Feat: (Selected) Toughness
    Enhancement: Orcish Strength II
    
    
    Level 16 (Paladin)
    Enhancement: Orcish Power Attack II
    Enhancement: Paladin Divine Might II
    
    
    Level 17 (Paladin)
    Enhancement: Fighter Strength II
    
    
    Level 18 (Paladin)
    Feat: (Selected) Extend Spell
    Enhancement: Paladin Knight of the Chalice II
    Enhancement: Paladin Toughness I
    
    
    Level 19 (Paladin)
    Enhancement: Paladin Toughness II
    Enhancement: Paladin Toughness III
    
    
    Level 20 (Paladin)
    Enhancement: Paladin Toughness IV

  6. #6
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    Default Build

    I would switch Die Hard with Bull headed.. I think +intim and +will save is better than Die Hard.. Your build looks alot more defensive now.. I think if we both have some kind of defense like LoH/saves/HP for me and you have evasion.. the rest can be offensive..

    I do have 1 question for ya.. Evasion and shields will work together? If so great.. If not no need to take shield mastery.. That looks to free up 2 feats for ya..

    For my build Ill take toughness at lv 3 and push the rest down to next avail.. I may not need power attack so early..

  7. #7
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    Default tough call

    Both builds seem to be pretty good.. I would double check die hard.. I dont recall having to take it for my SD build.. Might have taken CE.. that requires int 13..

    From my experience SD builds are very specialized and require gear.. and having to switch from 2handed to tank requires lots of free inventory space..

    A dead thing is something that doesnt deal damage (unless its undead) you know what I mean..

    I would go with your 2handed build and I think between us we should have enough tankage/hp to spread around the damage while the rest of our party does what they do.. I think both builds are good.. I also think your 2hander build is more playable..

    Thank you for sharing and wanting input.. I am curious if the others have any advice or input on our builds and I would like to see what others are building.. This is helpful to me as a player.. perhaps some of you would enjoy this way of sharing..

    Zim

  8. #8
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    Default Bud

    Heya Buddrow,

    I was looking at your build and if you are willing to have a friendly discussion about it I have a question or 2 for ya.. Could you post your build here?

    Zim

  9. #9
    Community Member Buddrow's Avatar
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    Default

    Code:
    Character Plan by DDO Character Planner Version 03.09.02
    DDO Character Planner Home Page
    
    Kronaonar 
    Level 20 Lawful Good Drow Male
    (20 Cleric) 
    Hit Points: 242
    Spell Points: 1622 
    BAB: 15\15\20\25\25
    Fortitude: 13
    Reflex: 6
    Will: 20
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (28 Point)       (Level 1)             (Level 20)
    Strength             14                    14
    Dexterity            10                    10
    Constitution         12                    12
    Intelligence         10                    10
    Wisdom               18                    26
    Charisma             10                    12
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 20)
    Balance               2                     4
    Bluff                 0                     1
    Concentration         3                    20
    Diplomacy             1                    19
    Disable Device        n/a                   n/a
    Haggle                0                     1
    Heal                  5                    11
    Hide                  0                     0
    Intimidate            0                     1
    Jump                  2                     2
    Listen                4                    10
    Move Silently         0                     0
    Open Lock             n/a                   n/a
    Perform               n/a                   n/a
    Repair                0                     0
    Search                0                     2
    Spot                  4                    10
    Swim                  2                     2
    Tumble                n/a                   n/a
    Use Magic Device      n/a                   n/a
    
    Level 1 (Cleric)
    Feat: (Selected) Empower Healing Spell
    Enhancement: Follower of Vulkoor
    Enhancement: Improved Heal I
    Enhancement: Cleric Life Magic I
    
    
    Level 2 (Cleric)
    Enhancement: Cleric Energy of the Zealot I
    Enhancement: Cleric Wisdom I
    Enhancement: Cleric Divine Vitality I
    
    
    Level 3 (Cleric)
    Feat: (Selected) Toughness
    Enhancement: Drow Weapon Damage I
    Enhancement: Racial Toughness I
    Enhancement: Cleric Prayer of Life I
    
    
    Level 4 (Cleric)
    Enhancement: Improved Heal II
    Enhancement: Cleric Life Magic II
    Enhancement: Cleric Extra Turning I
    
    
    Level 5 (Cleric)
    Enhancement: Cleric Prayer of Incredible Life I
    Enhancement: Cleric Charisma I
    Enhancement: Cleric Improved Turning I
    
    
    Level 6 (Cleric)
    Feat: (Selected) Mental Toughness
    Enhancement: Cleric Radiant Servant I
    
    
    Level 7 (Cleric)
    Enhancement: Vulkoor's Avatar
    
    
    Level 8 (Cleric)
    Enhancement: Cleric Charisma II
    
    
    Level 9 (Cleric)
    Feat: (Selected) Augment Summoning
    Enhancement: Racial Toughness II
    Enhancement: Cleric Prayer of Life II
    
    
    Level 10 (Cleric)
    Enhancement: Cleric Prayer of Incredible Life II
    Enhancement: Cleric Divine Vitality II
    
    
    Level 11 (Cleric)
    Enhancement: Cleric Wisdom II
    
    
    Level 12 (Cleric)
    Feat: (Selected) Extra Turning
    Enhancement: Cleric Radiant Servant II
    Enhancement: Cleric Extra Turning II
    
    
    Level 13 (Cleric)
    Enhancement: Cleric Prayer of Life III
    
    
    Level 14 (Cleric)
    Enhancement: Cleric Prayer of Incredible Life III
    Enhancement: Cleric Energy of the Zealot II
    
    
    Level 15 (Cleric)
    Feat: (Selected) Quicken Spell
    Enhancement: Cleric Divine Vitality III
    
    
    Level 16 (Cleric)
    
    
    Level 17 (Cleric)
    Enhancement: Cleric Energy of the Zealot III
    Enhancement: Cleric Wisdom III
    
    
    Level 18 (Cleric)
    Feat: (Selected) Spell Penetration
    Enhancement: Cleric Extra Turning III
    
    
    Level 19 (Cleric)
    Enhancement: Cleric Extra Turning IV
    
    
    Level 20 (Cleric)
    Enhancement: Cleric Divine Intervention
    Enhancement: Cleric Improved Spell Penetration I
    Enhancement: Cleric Wand and Scroll Mastery I
    the skill points in diplomacy are not set in stone because I know I need jump and balance at some point I usually play to figure out when I will need them, not to mention I don't think I need as many in heal probably only 7-10
    Last edited by Buddrow; 08-30-2011 at 07:22 PM.

  10. #10
    Community Member Krago's Avatar
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    Default

    Quote Originally Posted by Buddrow View Post
    Code:
    Character Plan by DDO Character Planner Version 03.09.02
    DDO Character Planner Home Page
    
    Kronaonar 
    Level 20 Lawful Good Drow Male
    (20 Cleric) 
    Hit Points: 242
    Spell Points: 1622 
    BAB: 15\15\20\25\25
    Fortitude: 13
    Reflex: 6
    Will: 20
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (28 Point)       (Level 1)             (Level 20)
    Strength             14                    14
    Dexterity            10                    10
    Constitution         12                    12
    Intelligence         10                    10
    Wisdom               18                    26
    Charisma             10                    12
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 20)
    Balance               2                     4
    Bluff                 0                     1
    Concentration         3                    20
    Diplomacy             1                    19
    Disable Device        n/a                   n/a
    Haggle                0                     1
    Heal                  5                    11
    Hide                  0                     0
    Intimidate            0                     1
    Jump                  2                     2
    Listen                4                    10
    Move Silently         0                     0
    Open Lock             n/a                   n/a
    Perform               n/a                   n/a
    Repair                0                     0
    Search                0                     2
    Spot                  4                    10
    Swim                  2                     2
    Tumble                n/a                   n/a
    Use Magic Device      n/a                   n/a
    
    Level 1 (Cleric)
    Feat: (Selected) Empower Healing Spell
    Enhancement: Follower of Vulkoor
    Enhancement: Improved Heal I
    Enhancement: Cleric Life Magic I
    
    
    Level 2 (Cleric)
    Enhancement: Cleric Energy of the Zealot I
    Enhancement: Cleric Wisdom I
    Enhancement: Cleric Divine Vitality I
    
    
    Level 3 (Cleric)
    Feat: (Selected) Toughness
    Enhancement: Drow Weapon Damage I
    Enhancement: Racial Toughness I
    Enhancement: Cleric Prayer of Life I
    
    
    Level 4 (Cleric)
    Enhancement: Improved Heal II
    Enhancement: Cleric Life Magic II
    Enhancement: Cleric Extra Turning I
    
    
    Level 5 (Cleric)
    Enhancement: Cleric Prayer of Incredible Life I
    Enhancement: Cleric Charisma I
    Enhancement: Cleric Improved Turning I
    
    
    Level 6 (Cleric)
    Feat: (Selected) Mental Toughness
    Enhancement: Cleric Radiant Servant I
    
    
    Level 7 (Cleric)
    Enhancement: Vulkoor's Avatar
    
    
    Level 8 (Cleric)
    Enhancement: Cleric Charisma II
    
    
    Level 9 (Cleric)
    Feat: (Selected) Augment Summoning
    Enhancement: Racial Toughness II
    Enhancement: Cleric Prayer of Life II
    
    
    Level 10 (Cleric)
    Enhancement: Cleric Prayer of Incredible Life II
    Enhancement: Cleric Divine Vitality II
    
    
    Level 11 (Cleric)
    Enhancement: Cleric Wisdom II
    
    
    Level 12 (Cleric)
    Feat: (Selected) Extra Turning
    Enhancement: Cleric Radiant Servant II
    Enhancement: Cleric Extra Turning II
    
    
    Level 13 (Cleric)
    Enhancement: Cleric Prayer of Life III
    
    
    Level 14 (Cleric)
    Enhancement: Cleric Prayer of Incredible Life III
    Enhancement: Cleric Energy of the Zealot II
    
    
    Level 15 (Cleric)
    Feat: (Selected) Quicken Spell
    Enhancement: Cleric Divine Vitality III
    
    
    Level 16 (Cleric)
    
    
    Level 17 (Cleric)
    Enhancement: Cleric Energy of the Zealot III
    Enhancement: Cleric Wisdom III
    
    
    Level 18 (Cleric)
    Feat: (Selected) Spell Penetration
    Enhancement: Cleric Extra Turning III
    
    
    Level 19 (Cleric)
    Enhancement: Cleric Extra Turning IV
    
    
    Level 20 (Cleric)
    Enhancement: Cleric Divine Intervention
    Enhancement: Cleric Improved Spell Penetration I
    Enhancement: Cleric Wand and Scroll Mastery I
    the skill points in diplomacy are not set in stone because I know I need jump and balance at some point I usually play to figure out when I will need them, not to mention I don't think I need as many in heal probably only 7-10
    Wow, should be interesting playing Drow as a Cleric as any Drow stat enhancement does not benefit Cleric.

    EDIT: What level should we be by tomorrow, level 2?
    3 Rules to Life

    1.) "Dont teach a pig how to sing because it wastes your time and annoys the pig."
    2.) "Never wrestle a pig in mud, because you get dirty and the pig enjoys it."
    3.) "Never argue with an idiot because people watching cannot tell the difference."
    Krago - Dwarven Barbarian

  11. #11
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    Default yes

    yes lv 2 and I think 1 enhancement point..

    I once knew a very very good drow cleric.. prolly the best player I ever knew.. It may have been the person.. but she rocked.. I dont know very much about clerics.. Ill take a closer look and see if I can find something constructive to add.. If you guys would do the same for me that would be greatly appreciated..

    I also just noticed the next update is changing Stalwart Defenders.. Looks like its getting closer to true tanking.. I still believe until they make it so AC actually means something or DR means something, they can play with intimadate or threat all day long and it still means an intima tank is just 1 less person DPSing.. I thought having made an intima tank I would find out for myself.. Currently my build is lv 19 and since about lv 17ish I find myself lacking in my role.. mainly my saves arnt high enough. This is just my experience with one build..

  12. #12
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    Default Rp

    I can see some of your choices may be for RPing purposes. Here is what I notice..

    I think you will find the Vulkoor pet is lame.. it stays a lv 8 or 10 pet doesnt level beyond that.. That would free up some enhancements...

    Augment Summon may help and you will be able to summon an additional pet via normal spells..

    I also think you will find your spell DC may not be high enough later in game so the spell pen feat may be wasted.. I do think once you take spell pen feat, spell pen enhancements open up, and my thoughts are between spell pen 1 and 2 (feat) and the enhancements both wis (cleric and racial but your drow) and Heighten/Maximize your DC would be greatly improved. I think your end wis counting gear would need to be 34ish for any of this route to matter.. but there is a whole lot of game prior.

    Is mental toughness and extra turning prereqs for radiant servant? If so keep em if not u may have some play room. If you took extra turning it may be helpful to know that your turns regen over time once u become a Rad Servant I, I believe its something like 1 a min, but it is pretty fast.. And if everyone in the party gathers around you, you get lots of use out of them...

    I see one feat you may want Extend..

    It looks to me like your building a straight healer, for a 28 point build this is prolly the preferred route.. I would think your blade barrier will give some good AOE damage and your quicken feat will help speed up the casting time, along with a high wis and if you squeeze heighten and possibly maximize BB actually becomes pretty good.

    I have also seen Rad Servants who can rush right into battle and use their aura/spells(AoE heals/buffs to increase personal to hit/damage and those around them) lack of reflex save can hurt but this route I have seen.. (drow Dex may help) I think your con may be low for this route.

    I dont see anything WRONG with your current build, You may want to consider dropping Aug summon and spell pen for Extend and Heighten (or something else) but extend seems to be a feat you may want. Heck you could keep Aug summon and just get Extend instead of spell pen.

    Hope this helps,
    Zim

  13. #13
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    Default Green tonight

    Im a green light for tonight.. I may be up to 8:15pm but ill be on tonight..

  14. #14
    Community Member SerCana's Avatar
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    We will meet by the vendor in Korthos tonight at 8. Hope to see everyone there.
    Talk low, talk slow, and don’t talk too much.

  15. #15
    Community Member Buddrow's Avatar
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    Default

    Quote Originally Posted by Zimdar View Post
    I can see some of your choices may be for RPing purposes. Here is what I notice..

    I think you will find the Vulkoor pet is lame.. it stays a lv 8 or 10 pet doesnt level beyond that.. That would free up some enhancements...

    Augment Summon may help and you will be able to summon an additional pet via normal spells..

    I also think you will find your spell DC may not be high enough later in game so the spell pen feat may be wasted.. I do think once you take spell pen feat, spell pen enhancements open up, and my thoughts are between spell pen 1 and 2 (feat) and the enhancements both wis (cleric and racial but your drow) and Heighten/Maximize your DC would be greatly improved. I think your end wis counting gear would need to be 34ish for any of this route to matter.. but there is a whole lot of game prior.

    Is mental toughness and extra turning prereqs for radiant servant? If so keep em if not u may have some play room. If you took extra turning it may be helpful to know that your turns regen over time once u become a Rad Servant I, I believe its something like 1 a min, but it is pretty fast.. And if everyone in the party gathers around you, you get lots of use out of them...

    I see one feat you may want Extend..

    It looks to me like your building a straight healer, for a 28 point build this is prolly the preferred route.. I would think your blade barrier will give some good AOE damage and your quicken feat will help speed up the casting time, along with a high wis and if you squeeze heighten and possibly maximize BB actually becomes pretty good.

    I have also seen Rad Servants who can rush right into battle and use their aura/spells(AoE heals/buffs to increase personal to hit/damage and those around them) lack of reflex save can hurt but this route I have seen.. (drow Dex may help) I think your con may be low for this route.

    I dont see anything WRONG with your current build, You may want to consider dropping Aug summon and spell pen for Extend and Heighten (or something else) but extend seems to be a feat you may want. Heck you could keep Aug summon and just get Extend instead of spell pen.

    Hope this helps,
    Zim
    Radiant servant req feats are mental toughness, improved turning, and a path (i.e. Silver Flame, Sovereign Host , or Vulkoor)
    I could dump extra turning, but I was also considering building for DV's as well as healing bursts.

    As far as the Tank and DPS goes , I think a lot of success will come from gear such as: Heavy Fort, Greater False Life, +6 STR and CON items, guards, and elemental resistance. I would consider allowing AH as long as the group goes shopping together if we cant find in chests or vendors.
    Last edited by Buddrow; 08-31-2011 at 10:58 AM.

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    Default soounds good

    I actually know a crafter via quest that results in a heavy fort helm lv 10 quest.. as for the +6 items.. Later on they are common end rewards.. I do like the idea of shopping together.. We can cross those bridges when they need to be crossed.

  17. #17
    Community Member thwart's Avatar
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    I just looked at your party makeup and I just wanted to let you know that two rogues don't make a wight.




    Thank you ... I'll be here all week. Please tip your waitress!

  18. #18
    Community Member SerCana's Avatar
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    actually one of them will multiclass into fighter. But thanks for your humor and your observation.
    Talk low, talk slow, and don’t talk too much.

  19. #19
    Community Member Krago's Avatar
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    Default Arcanes??

    I havent seen our arcane players rolled up yet. Are they still joining or no? My buddy rolled up a Drow Wizzy for Archmage and should be on tonight should we need one.
    3 Rules to Life

    1.) "Dont teach a pig how to sing because it wastes your time and annoys the pig."
    2.) "Never wrestle a pig in mud, because you get dirty and the pig enjoys it."
    3.) "Never argue with an idiot because people watching cannot tell the difference."
    Krago - Dwarven Barbarian

  20. #20
    Community Member SerCana's Avatar
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    Quote Originally Posted by Zimdar View Post
    I actually know a crafter via quest that results in a heavy fort helm lv 10 quest.. as for the +6 items.. Later on they are common end rewards.. I do like the idea of shopping together.. We can cross those bridges when they need to be crossed.

    Need someone who can craft (not me I barely understand it) I think as the team goes along, we share items and we can go to AH as a team to buy unique items. Great idea, Buddrow.

    As far as arcane, we may need your friend, Krago. We are down to an archmage (possible). He hasn't contacted me, if he doesn't show by 810, your friend is in.

    Team make up will be

    Rogue
    Fighter/Rog (no rogue skills)
    Bard/fighter
    Paladin
    Cleric
    Mage
    Talk low, talk slow, and don’t talk too much.

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