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  1. #1

    Default Bank Mule / Challenge Farmer / Crucible Swimmer

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    This build is out of date, though not terribly so, designed before the enhancement pass that came with the Shadowfell expansion. The updated version is here.

    If you have this version you can convert to the newer version fairly easily by talking to Fred to exchange your empty feat left by the second dragonmark. If he won't let you take improved critical, take any of dodge, luck of heroes or lightning reflexes. Wait until you switch enhancements, though, in case you fall below 400 hp and that kind of thing annoys you. A second toughness should get you over the hump.

    ------------------


    This is a first life 32pt human monk with a +2 dex tome required for ITWF and GTWF. A few other tomes are used but not required. I originally just wanted a bank mule, but decided to squeeze as much utility out of the character slot as I could.

    Farming epic challenges can be done on any endgame alt. Non-epic challenges, however, will give you a huge penalty when you bring in your level 23 or 25 alts. Some non-epic challenges have a level range of 4-15, others have 15-20, meaning level 15 is the only level where you can get 100% parts from any non-epic challenge. So once you get to 15 stop leveling and just stay banked at your xp cap forever. (A popular alternative -- especially for non-crafters -- is to stop at level 16 instead of 15 to open up more/easier gear possibilities.)

    For challenges (and crystal cove in particular) you'll want fast movement and ddoor, so I went with a dragonmarked monk for the high run speed and five ddoors per rest. During challenges you generally want to be soloing your particular task without a hire, so this build is a light monk for survivability.

    Since this ends up being a level 15 pure monk forever, it also doubles as a crucible swimmer.

    Code:
    Character Plan by DDO Character Planner Version 03.14.02
    DDO Character Planner Home Page
    
    Challenge Farmer
    Level 15 Lawful Neutral Human Male (See note below build.)
    (15 Monk) 
    
    Abilities           32pt
    Strength             15
    Dexterity            15
    Constitution         15
    Intelligence          8
    Wisdom               15
    Charisma              8
    
    Skills              Ranks
    Balance              18
    Bluff                 
    Concentration        18
    Diplomacy              
    Disable Device         
    Haggle                 
    Heal                   
    Hide                   
    Intimidate             
    Jump                 17
    Listen                
    Move Silently         
    Open Lock             
    Perform              n/a
    Repair                 
    Search               
    Spot                 
    Swim                 18 
    Tumble                1 
    Use Magic Device     n/a
    
    Feats
    1 : Two Weapon Fighting
    1h: Least Dragonmark of Passage
    1m: Stunning Fist
    2m: Power Attack
    3 : Cleave
    6 : Lesser Dragonmark of Passage
    6m: Toughness
    9 : Improved Two Weapon Fighting
    12: Greate Cleave (or Dodge, or Luck of Heroes, or Lightning Reflexes, or Improved Critical: Bludgeoning)
    15: Greater Two Weapon Fighting
    
    Level 1 (Monk)
    Skill: Balance (+4)
    Skill: Concentration (+4)
    Skill: Jump (+3)
    Skill: Swim (+4)
    Skill: Tumble (+1)
    Feat: (Human Bonus) Least Dragonmark of Passage
    Feat: (Monk Bonus) Stunning Fist
    Feat: (Selected) Two Weapon Fighting
    Enhancement: Human Versatility I
    Enhancement: Improved Concentration I
    
    
    Level 2 (Monk)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Jump (+1)
    Skill: Swim (+1)
    Feat: (Monk Bonus) Power Attack
    Enhancement: Human Improved Recovery I
    Enhancement: Extra Dragonmark Use I
    Enhancement: Way of the Patient Tortoise I
    Enhancement: Monk Wisdom I
    
    
    Level 3 (Monk)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Jump (+1)
    Skill: Swim (+1)
    Feat: (Selected) Cleave
    Feat: (Monk Path) Path of Harmonious Balance: Fists of Light
    Enhancement: Monk Improved Recovery I
    
    
    Level 4 (Monk)
    Ability Raise: WIS
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Jump (+1)
    Skill: Swim (+1)
    Enhancement: Human Versatility II
    Enhancement: Improved Concentration II
    
    
    Level 5 (Monk)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Jump (+1)
    Skill: Swim (+1)
    
    
    Level 6 (Monk)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Jump (+1)
    Skill: Swim (+1)
    Feat: (Selected) Lesser Dragonmark of Passage
    Feat: (Monk Bonus) Toughness
    Enhancement: Racial Toughness I
    Enhancement: Human Adaptability Constitution I
    Enhancement: Shintao Monk I
    Enhancement: Adept of Wind
    Enhancement: Racial Toughness II
    
    
    Level 7 (Monk)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Jump (+1)
    Skill: Swim (+1)
    Enhancement: Human Improved Recovery II
    
    
    Level 8 (Monk)
    Ability Raise: WIS
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Jump (+1)
    Skill: Swim (+1)
    Enhancement: Monk Improved Recovery II
    
    
    Level 9 (Monk)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Jump (+1)
    Skill: Swim (+1)
    Feat: (Selected) Improved Two Weapon Fighting
    Enhancement: Extra Dragonmark Use II
    
    
    Level 10 (Monk)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Jump (+1)
    Skill: Swim (+1)
    Enhancement: Racial Toughness III
    
    
    Level 11 (Monk)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Jump (+1)
    Skill: Swim (+1)
    Enhancement: Monk Improved Recovery III
    
    
    Level 12 (Monk)
    Ability Raise: WIS
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Jump (+1)
    Skill: Swim (+1)
    Feat: (Choose one of the following.)
     - Great Cleave (ONLY works for human male. See note below build.)
     - Dodge 
     - Luck of Heroes
     - Lightning Reflexes
     - Improved Critical: Bludgeoning Weapons
    Enhancement: Shintao Monk II
    Enhancement: Master of Thunder
    
    
    Level 13 (Monk)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Jump (+1)
    Skill: Swim (+1)
    Enhancement: Monk Wisdom II
    
    
    Level 14 (Monk)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Jump (+1)
    Skill: Swim (+1)
    Enhancement: Way of the Patient Tortoise II
    
    
    Level 15 (Monk)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Jump (+1)
    Skill: Swim (+1)
    Feat: (Selected) Greater Two Weapon Fighting
    Enhancement: Way of the Patient Tortoise III
    Enhancement: Extra Dragonmark Use III
    
    
    If you decide to take level 16:
    
    
    Level 16 (Monk)
    Ability Raise: WIS
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Jump (+1)
    Skill: Swim (+1)
    Enhancement: Human Greater Adaptability Wisdom I
    Enhancements

    Shintao II
    Way of the Patient Tortoise III
    Master of Thunder

    Monk Wisdom II
    Human Adaptability: Constitution

    Human Improved Recovery II
    Monk Improved Recovery III

    Racial Toughness III
    Improved Concentration II
    Human Versatility II
    Extra Dragonmark Use III


    UPDATE

    I've incorporated some of the suggestions in the thread into the build. Most notable is swapping out Luck of Heroes for Cleave, and leaving the level 12 feat as a "player's choice" between Great Cleave, Dodge, Lightning Reflexes, Luck of Heroes, or Improved Crit: Bludgeon. This post as well as the breakdowns in the next two posts have been updated to reflect these changes.

    Note on Great Cleave: For unarmed monk attacks, this feat is bugged for human females and non-humans of either gender. The bug causes a hop animation, slowing the attack sequence, and it won't fire an offhand attack. Net result is a loss of dps using it. The bug does NOT effect humans who are male, so only take great cleave if you chose both human and male. See thread about this issue here.

  2. #2

    Default Gear

    Here are several gearsets to consider. The first can be farmed up on any alt and passed to the monk as all the base items and ingredients are BTA. The second incorporates challenge items. The third setup includes cove items and a single greensteel item, and is the most powerful by a decent margin.

    All three assume crafting ability, but crafting isn't required since you can have the shards made unbound for you. However, without Masterful Craftsmanship you can't drop the ML16 challenge items down to ML14; if that's the case, take level 16 instead of staying 15. Also, without masterful you'll have to step the crafted items down a notch. eg: Health +6 necklace of Natural Armor +2 instead of +3 and Dexterity +6 boots of Jump +5 instead of +7.

    NOTE: Store-bought craftable trinkets are BTA, while all other craftable trinkets in the game are BTC. I consider it a worthwhile investment to purchase a single trinket from the store to pass around to new alts as they level. This one store trinket is what I use in these gearsets.


    Starter

    Head: Teraza's Perfect Sight
    Eyes: Blindness Ward
    Neck: Health +6 of Natural Armor +3*
    Back: Unbalancing of Resistance +4
    Wrist: Thaarak Bracelet
    Hand: Maenya's Iron Fists
    Waist: Greater False Life
    Feet: Dexterity +6 of Jump +7 w/guild augment: HP
    Ring: Katra's Razor Wit
    Ring: Protection +5
    Trinket: Mobility of Good Luck +2
    Body: Garments of Equilibrium
    Fists: Vampiric Stonedust Wraps


    Upgraded

    Head: Teraza's Perfect Sight
    Eyes: Blindness Ward of Concentration +13
    Neck: Health +6 of Natural Armor +3*
    Back: Cloak of Invisibility w/Resistance +4 (green augment)
    Wrist: ML16 Bracers of Wind
    Hand: Maenya's Iron Fists
    Waist: Greater False Life
    Feet: Dexterity +6 of Jump +7 w/guild augment: HP
    Ring: Katra's Razor Wit
    Ring: Heavy Fortification
    Trinket: Mobility of Good Luck +2
    Body: ML16 Frozen Tunic
    Fists: Vampiric Stonedust Wraps


    Final

    Head: Cove Hat (Superior False Life of Concentration +15 w/Kobold Haste IV)
    Eyes: Min2 (45 HP, Heavy Fort, Protection +5, Con Skills +6) w/eldritch ritual: Saves
    Neck: Health +6 of Natural Armor +3*
    Back: Cloak of Invisibility w/Resistance +4 (green augment)
    Wrist: ML16 Bracers of Wind
    Hand: ML12 Brawling Gloves
    Waist: ML16 Spare Hand
    Feet: Dexterity +6 of Jump +7 w/guild augment: HP
    Ring: ML16 Ring of the Stalker
    Ring: Wise +6 of Balance +3 w/yellow augment: Deathblock
    Trinket: Devotion +48 of Good Luck +2**
    Body: ML16 Frozen Tunic
    Fists: Vampiric Stonedust Wraps


    Notes

    *: The natural armor shards are bugged and must be applied first or the shard machines won't let you put them on.
    **: You might consider switching to a cove trinket in place of the crafted one.


    Swaps

    Crucible Swim:
    Underwater Action ring of Swim +13
    Kama of Greater Parrying
    Infused Chaosrobe w/+10 reflex

    Devashta fight:
    +5 Holy of Evil Outsider Bane AND/OR +1 Holy of Vampirism

    Storm Giant fight in Lava Caves:
    +4 Acid of Greater Giant Bane

    Disruptor fight:
    +3 Holy of Greater Undead Bane

    Gregor fight: (Crystal Cove)
    +3 Holy of Greater Monstrous Humanoid Bane

    Any Beholder:
    Silver Flame Necklace (fully upgraded)


    Clickies
    Visor of the Flesh Render Guards (multiple)
    Planar Gird
    Any invisibility clickie for colossal crystal
    Shard of Xoriat
    Phiarlan's Pendant of Time


    Hireling
    Larafay Do'rret (ridiculously good hire)
    Tempys Lorben (if you need deathward)

    You won't need hires except for colossal to heal the carrier, but Larafay is so crazy good I figured I'd mention him.

  3. #3

    Default Stats

    Here are the final stats:

    .....Base..Lvl..Item..Tome..Ship..AP..Stance..Total..Mod
    Str...15..........6*....1*....2.................24.....7
    Dex...15..........6.....2.....2..........3......28.....9
    Con...15..........6.....2.....2....1....-2......24.....7
    Int....8......................2.................10.....0
    Wis...15....3.....6.....2.....2....2............30....10
    Cha....8..........6**.........2.................16.....3


    *If you go with Brawling Gloves, offset the +5 str with a +2 tome.
    **The final gearset has no charisma item.


    Hit Points (final gearset)
    20 Heroic Durability (autogrant)
    120 Monk
    105 Constitution
    17 Toughness Feat
    30 Racial Toughness III
    15 Way of the Patient Tortoise III
    40 Superior False Life
    45 Green Steel
    10 Draconic Vitality (favor)
    ----
    402 without guild augment


    Armor Class
    10 base
    12 centered
    10 wis
    9 dex
    3 ship
    3 natural
    5 protection
    0 outfit
    0 stance
    ---
    52 starter gearset
    6 outfit
    ---
    58 final gearset


    Reflex (For crucible swim)
    9 base
    9 dex
    10 infused chaosrobe
    2 luck (trinket)
    2 parrying (kama swap)
    4 greater heroism (planar gird)
    2 way of the sun (finishing move, lasts 1:00)
    ---
    38 = fail only on a 1 on elite


    Swim
    18 ranks
    7 str
    13 item
    2 luck
    4 greater heroism
    ---
    44

  4. #4
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    Default

    BTW, pretty sure unless it got a recent fix that one of the Cove trinkets (Greater Bold?) Shocking Blow effect messes with on-crit effects on wraps. For example, equip that Trinket and you will never see a FTS proc from Stonedust Wraps.

    Any item-based vorpal/on-crit effect, unless specifically and separately addressed by Devs, seems to interfere with wrap-based vorpal/on-crit effects, from what I can tell. A few specific interactions seem to have been fixed but my guess the general rule is "doesn't work" and then some bits and bobs have been fixed over time as the /bug reports come in.

    Just an FYI about the gearset choice. I liked the idea of the Greater Bold on my midbie monks when I wasn't keep a Melee Alac 10% in that slot but it broke stuff. May well have been fixed by now, my trinket is in a TR cache somewhere so this testing info is a few months old.

  5. #5

  6. #6

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    Got my challenge farmer to 15 yesterday, and it just so happens that this weekend is a +20% challenge part bonus. He's outfitted with the basic gearset and I'm using him to farm up the parts for final set. He's absolutely crushing the challenges:

    Mansion
    Abundant step, improved evasion, jade strike and the new combat system combine to make this build ridiculously overpowered in any mansion quest. It's a piece of cake to kill every boss with time to spare. Due to the combat changes with the xpack, you no longer need to kill the earth eles just to hit the high ac boss so no having to deal with air eles. The only eles of concern are the water eles with the fast healing they grant. Jade strike insta-kills them almost without fail. Run in, insta-kill the water ele, beat down the boss, and you're on your way.

    Extraplanar Mining
    Really any build is great for extraplanar. The fast monk movement combined with ddoor just makes it that much better.

    Lava Caves
    Having five DDoor clickies per rest makes lava caves a joy, especially with fast movement. A stalker ring would be uber in here, but even without the drow fall like blades of grass.

    Kobold Island
    This is the one area where I'd rather have a dball caster, but even still it's easy enough to complete. And abundant step sure is nice in here. For short cuts, dismissing strike and quivering palm are highly effective.


    In all cases, the Shard of Xoriat is a huge help, so I recommend farming one up for sure. Also, it's worth mentioning that no hires are needed other than bringing one to heal the colossal carrier. All in all, I couldn't be more pleased with this challenge farmer's performance.

    Here's my guy's MyDDO.

  7. #7

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    Putting my Crucible solo notes here, as it's as good a place as any. In a fortunate coincidence, with the sora kell set and good luck +2 equipped this monk build has 22 diplomacy and 22 intimidate.

    Code:
    Bring larafay to deal with the maze casters
    
    1) Talk to, in order:
       - Daggertooth (Gnoll) 22 diplo
       - Vrall (Hobgoblin) 22 diplo
       - Gorn (Orc) 22 intim
       - Jorgundal (Giant) twice to begin
    
    2) Maze
       - Turn auto-targeting OFF (press G)
       - With hire on I valve, get two crests above and below I
       - Head back toward entrance, leave I door near start closed
       - With hire on K valve, get K crest
       - Slot crest near K valve
       - Head toward H, leave K door open from start to H
       - With hire on H, slot two remaining crests
       - Grab horn and beat feet
    
    3) Maze, upper level
       - Pull lever at start to reset wheels
       - Kill every gnoll
       - Pull far lever and run to set all 3 wheels
         - Color shows in nth position; flip wheels n-1 times
    
    4) Swim
       - Be sure to open gate with lever right next to swim start
       - Heroism, Parrying, Underwater Action, Swim
       - After killing gnolls
         - Get horn
         - Do NOT touch treasure pile
         - DDoor back to start, head through maze and climb ladder
           (May need to have hire pull H for you)

  8. #8
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    +1! Thanks for all this information. I think I'll TR my barb (who I've come to hate) into this build!

  9. #9
    Community Member Bart_D's Avatar
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    Smile

    Very interesting idea, I like the constrained optimization and might make something like this. A few questions though:

    - When i play around with healing amplification, sora kell set and vampiric stonedust handwraps on my existing monk, I don't seem to be able to get more than 1hp from handwraps and 1-3 from the healing curse. Has the effect of potency on healing from stonedust/healing curse been reduced or removed? Or am I just missing something (item 20%, monk 30%, shrine 10%, sora kell set 40% potency = 1.2*1.3*1.1*1.4 = 2.4 -> should be +140% or more than double incoming)

    - Vampiric stonedust handwraps do not have any crit effects so maybe Improved Critical might be replaced by something better? How about Cleave for grabbing aggro from several mobs?

    - If the focus is on reflex saves, how about taking Lightning Reflexes instead of Luck of Heroes?

    - I usually prefer earth stance to wind for better defense ... what do you think? (would use water when high reflex saves are needed)

    - How about using Madstone Boots? They dont boost any skill, but do have Dex+6, a clicky, and may increase str/con/NA when it's most needed (when you get hit)

    Edit: I just found a thread about spell power being bugged which might somehow explain the missing healing.
    Last edited by Bart_D; 10-30-2012 at 11:24 AM.

  10. #10

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    Quote Originally Posted by Bart_D View Post
    - When i play around with healing amplification, sora kell set and vampiric stonedust handwraps on my existing monk, I don't seem to be able to get more than 1hp from handwraps and 1-3 from the healing curse. Has the effect of potency on healing from stonedust/healing curse been reduced or removed? Or am I just missing something (item 20%, monk 30%, shrine 10%, sora kell set 40% potency = 1.2*1.3*1.1*1.4 = 2.4 -> should be +140% or more than double incoming)
    Potency/devotion doesn't multiply healing amp like that for vampirism or healing curse, because that isn't spell-based healing. So for those you only get 1.2*1.3*1.1=1.716. Potency/devotion does apply to the healing finishing move, though, and it's a noticeable boost.

    - Vampiric stonedust handwraps do not have any crit effects so maybe Improved Critical might be replaced by something better? How about Cleave for grabbing aggro from several mobs?
    That's not a bad idea. Improved critical is a nice consistent dps bump, but the bump is minimal so if there's a feat you'd get more satisfaction from, by all means.

    - If the focus is on reflex saves, how about taking Lightning Reflexes instead of Luck of Heroes?
    Luck of Heroes is taken for the prestige prereq. However, Cleave also meets this requirement so if you swapped out improved critical for cleave you could then swap out luck of heroes for lightning reflexes.

    - I usually prefer earth stance to wind for better defense ... what do you think? (would use water when high reflex saves are needed)
    Personally I prefer the dps boost from wind stance, particularly the doublestrike. If you wanted to use a different stance, you might change around the starting stats and enhancements to optimize them better. (Water stance adds no reflex save for this build as written due to losing the dex from wind stance.) The biggest drawback of earth stance is movement speed, which is a non-trivial issue in challenges because movement speed is one of the most valuable assets you can have for pretty much all challenges.

    - How about using Madstone Boots? They dont boost any skill, but do have Dex+6, a clicky, and may increase str/con/NA when it's most needed (when you get hit)
    Yeah I floated that idea earlier. I don't actually have any boots to test with, but I suspect that madstone interferes with finishing moves. Confirmation on this would be super if anyone knows for sure.

  11. #11
    The Hatchery Kareena's Avatar
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    Thanks for the idea & build.


    I have a question tho...

    if this is a perm lvl 15 character- how can it wear the ML 16 gear?

    edit: I reread it and realized you answered that: The ML16 challenge gear can be lowered to ML14 if you take them to tier 3 and apply a shard of masterful craftsmanship.

    That seems to me to be alot of farming for a toon that is suppose to be farming for your "main" accounts. Would there be much harm in simply making the toon lvl 16 and eliminating a ton of farming to make the bracers/outfit/other gear just be tier 1 stuff?


    Also a note for others: at first I thought this would be a great idea to combine with having a 2nd account as a bloody/shadow/necro4 ect opener- then realized this type of challenge farmer HAS to be on the same account as most of the mats are bta.

    So don't waste time leveling a challenge farmer on a 2nd account like I almost did. lol
    Last edited by Kareena; 11-09-2012 at 07:19 AM.
    DJ's Bravery Streak to 20 - DJ's Bravery Streak to 20 w/ Gr Tome of Learning
    Divinejourny(Artificer Completionist- 21/21lives) - Dreamjourny(Sorc 4/13lives) - Deadlyjourny(Paladin T3) - Dancinjourny(Moncher T3) - Darkjourny(12Monk/7Fighter/1Arti T3) -a few other alts

  12. #12

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    Quote Originally Posted by Kareena View Post
    That seems to me to be alot of farming for a toon that is suppose to be farming for your "main" accounts. Would there be much harm in simply making the toon lvl 16 and eliminating a ton of farming to make the bracers/outfit/other gear just be tier 1 stuff?
    16 would also open up dragontouched armor, trace of madness armor, the mabar wraps, better versions of the cove stuff, and no doubt a slew of other goodies.

    I keep him at 15 because some challenges have a level range of 4-15. I don't see much harm to taking 16 and just eating the over-level penalties on the few 4-15 challenges. Go for it, I say.

  13. #13
    The Hatchery Kareena's Avatar
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    Smile

    Okay just wanted to make sure there wasn't a downside other than eating a small over level penalty for any lvl 15 and under challenges. I actually have never farmed anything but lvl 16 & 20 gear from the challenges so it really shouldn't be a big deal for me.


    Thanks again for the idea; I have one at level 7 now (just rolled) that I will be working on soon. I did go with the suggestions made in the thread using cleave & lightening(+2 reflex save) in place of IC & Luck of Hero's.
    DJ's Bravery Streak to 20 - DJ's Bravery Streak to 20 w/ Gr Tome of Learning
    Divinejourny(Artificer Completionist- 21/21lives) - Dreamjourny(Sorc 4/13lives) - Deadlyjourny(Paladin T3) - Dancinjourny(Moncher T3) - Darkjourny(12Monk/7Fighter/1Arti T3) -a few other alts

  14. #14
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    Nice guide Ellis...liked all your new player friendly guides too. Maybe add to your note for a bluff item so that after talking to Gorn, you can go back and talk to Daggertooth again for more XP before Jorgundal?

    Kareena, if you have the pack it may not be a waste to farm with a 2nd account. Even though I run the challenges mostly for fun and XP, I somehow end up with tons of materials just parking a low level character at the door while running the challenges on my other account. You may find that you won't need the ddoor since you always have another character at the door

  15. #15

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    Quote Originally Posted by Faxe View Post
    Nice guide Ellis...liked all your new player friendly guides too. Maybe add to your note for a bluff item so that after talking to Gorn, you can go back and talk to Daggertooth again for more XP before Jorgundal?
    I'll have to try that; being mostly solo I miss a lot of how quests work.

    One funny example is Tomb of the Blighted, where I was always running all the way back to the start to refill my holy water. Finally I ended up grouping it with a guildie to get him some strong ooze soul gems and when I first saw him refill at one of the cube fountains it was quite the head-smacking moment.

    Kareena, if you have the pack it may not be a waste to farm with a 2nd account. Even though I run the challenges mostly for fun and XP, I somehow end up with tons of materials just parking a low level character at the door while running the challenges on my other account. You may find that you won't need the ddoor since you always have another character at the door
    True, everyone gets the same parts so this kind of farmer can be dual-boxed without taking up one of your slots. Hurts to buy the challenge pack twice, but it can work.

    DDoor isn't to do something at the beginning, though, it's to physically get back to the beginning. In any kobold challenge it's a huge help because the kobolds use them too, meaning you can cast DDoor, pick up the teleporter and then head through the DDoor and the stranded kobolds follow you home. Without DDoor they're basically guaranteed to die in Lava Caves.

    Where a dual-box would suffice is in that mansion one with the kobold you can buy buffs from. It's pretty easy to kill all the bosses with like 6-7 minutes left, but that kobold guy can't keep up and ends up way back at the start. So if you just never talk to him, once finished you can DDoor back (or switch to your dual-box piker) and buy a bunch of buffs to use up the remaining time.

  16. #16

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    You forgot to mention the hardest part of creating this or any other new character.

    Coming up with an acceptable name that isn't already taken. Way past time for DDO to do a character name wipe for any character not playing in the past few years.

  17. #17
    Community Member
    Join Date
    Jan 2012
    Posts
    2,104

    Default

    Quote Originally Posted by Grimknot View Post
    You forgot to mention the hardest part of creating this or any other new character.

    Coming up with an acceptable name that isn't already taken. Way past time for DDO to do a character name wipe for any character not playing in the past few years.
    Thats easy, make a list of names you like and it expands over the years.
    Also go for exotic stuff and not LegolasxXx
    Even my standard names where free on all servers :9
    didnt need to touch my list

    @Thread
    Very cool build +1
    Taenebrae, Daemonsoul, Daemoneyes and Daemonheart of Argonessen
    Glitzakram - Trade Thread

  18. #18

    Default

    Should consider the ML 15 Ivy Wraps from Eveningstar, heroic normal version.

  19. #19
    Community Member
    Join Date
    Mar 2006
    Posts
    104

    Default

    Quote Originally Posted by Daemoneyes View Post
    Thats easy, make a list of names you like and it expands over the years.
    Also go for exotic stuff and not LegolasxXx
    Even my standard names where free on all servers :9
    didnt need to touch my list

    @Thread
    Very cool build +1
    For a bank mule? I'd definitely just go with Wsjkhaga!
    Or you can try something like these:
    Crucibar
    Crucibay
    Crucibaaaal
    Crucibank
    Crucimule
    Crucifarm
    Farmule
    Farmbank
    Farmme
    Farmbankmule
    Youforgot
    Hardestpart
    Waypast
    Namewipe
    Notplaying
    Deebank
    Grimbank
    Grimmule
    Grimswim
    Keepswim
    Keepstuff
    Swimswim
    Megaswim
    Megoswim
    ...
    But you know it's always fun when Wsjborfja joins the party!
    I'd say the hardest part for may be to keep any monk at 15...hmm, maybe my cleric/rogue can stay at 15.

  20. #20
    Hero nibel's Avatar
    Join Date
    Jul 2007
    Location
    Brazil
    Posts
    3,473

    Default

    Bumping up. Just used my Stone of Experience to made this character from void, and it is awesome. Thanks a lot for the build and gear setup.

    I leveled him to 16, but he still get a fair ammount of ingredients on the level 4-15 challenges. Specially because the level 4-8 stuff that use those ingredients usually requires a smaller ammount than the 16-20 stuff.
    Main: Amossa d'Cannith, Sarlona, casually trying Completionist [<o>]

    Almost-never-played-alts: Arquera - Chapolin - Fabber - Herweg - Mecanico - Tenma

    I want DDO to be a better game. Those are my personal suggestions on: Ammunition, Archmage, Combat Stances, Deities, Dispel Magic, Epic Destiny Map, Fast Healing, Favor, Favored Enemy, Half-elf Enhancements, Monk Stances, Past Life, Potency, Potions, Ranger Spells, Summons, Tiered Loot.

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