Sunday, September 26, 2010

The Sorcerer: Jedi Build

Level 20 True Neutral Elf Male
(20 Sorcerer)
Hit Points: 142
Spell Points: 2188
BAB: 10101520
Fortitude: 6
Reflex: 10
Will: 11

Starting Feat/Enhancement
Abilities Base Stats Modified Stats
(32 Point) (Level 1) (Level 20)
Strength 14 14
Dexterity 16 19
Constitution 10 10
Intelligence 8 8
Wisdom 8 8
Charisma 18 25

Level 1 (Sorcerer)
Feat: (Selected) Toughness
Spell (1): Mage Armor
Spell (1): Magic Missle
Enhancement: Aerenal Elf Melee Damage I
Enhancement: Sorcerer Force Manipulation I
Enhancement: Sorcerer Energy of the Dragonblooded I

Level 2 (Sorcerer)
Spell (1): Charm Person
Enhancement: Sorcerer Charisma I

Level 3 (Sorcerer)
Feat: (Selected) Weapon Finesse
Spell (1): Soundburst
Enhancement: Elven Dexterity I
Enhancement: Racial Toughness I
Enhancement: Sorcerer Lineage of Force I

Level 4 (Sorcerer)
Spell (2): Command Undead
Enhancement: Aerenal Elf Melee Attack I
Enhancement: Sorcerer Force Manipulation II
Enhancement: Sorcerer Subtle Spellcasting I

Level 5 (Sorcerer)
Spell (2): Daze Monster
Enhancement: Sorcerer Lineage of Deadly Force I
Enhancement: Sorcerer Energy of the Dragonblooded II

Level 6 (Sorcerer)
Feat: (Selected) Spell Focus: Enchantment
Spell (3): Chain Missiles
Enhancement: Sorcerer Charisma II

Level 7 (Sorcerer)
Spell (2): Invisibility
Spell (3): Suggestion
Enhancement: Sorcerer Lineage of Force II
Enhancement: Sorcerer Force Manipulation III

Level 8 (Sorcerer)
Spell (4): Force Missles
Enhancement: Aerenal Elf Melee Damage II

Level 9 (Sorcerer)
Feat: (Selected) Weapon Focus: Slashing Weapons
Spell (2): Resist Energy
Spell (3): Hold Person
Spell (4): Charm Monster
Enhancement: Sorcerer Lineage of Deadly Force II

Level 10 (Sorcerer)
Spell (5): Dominate Person
Enhancement: Sorcerer Force Manipulation IV

Level 11 (Sorcerer)
Spell (3): Haste
Spell (5): Mind Fog
Spell (4): Lesser Globe of Invulnerability

Level 12 (Sorcerer)
Feat: (Selected) Spell Focus: Evocation
Spell (6): True Seeing
Enhancement: Aerenal Elf Melee Attack II
Enhancement: Sorcerer Charisma III

Level 13 (Sorcerer)
Spell (5): Protection From Elements
Spell (4): Remove Curse
Spell (6): Mass Suggestion

Level 14 (Sorcerer)
Spell (7): Mass Invisibility
Enhancement: Sorcerer Lineage of Force III
Enhancement: Sorcerer Lineage of Deadly Force III

Level 15 (Sorcerer)
Feat: (Selected) Mental Toughness
Spell (5): Hold Monster
Spell (6): Greater Heroism
Spell (7): Mass Hold Person
Enhancement: Elven Dexterity II
Enhancement: Sorcerer Subtle Spellcasting II

Level 16 (Sorcerer)
Spell (8): Mass Charm Monster
Enhancement: Racial Toughness II
Enhancement: Sorcerer Energy of the Dragonblooded III

Level 17 (Sorcerer)
Spell (7): Power Word: Blind
Spell (8): Power Word: Stun

Level 18 (Sorcerer)
Feat: (Selected) Empower Spell
Spell (9): Dominate Monster
Enhancement: Sorcerer Energy of the Dragonblooded IV
Enhancement: Sorcerer Subtle Spellcasting III

Level 19 (Sorcerer)
Spell (8): Sunburst
Spell (9): Mass Hold Monster

Level 20 (Sorcerer)
Spell (9): Power Word: Kill
Enhancement: Sorcerer Bloodline of Power
Enhancement: Sorcerer Improved Empowering I
Enhancement: Sorcerer Concentration I
Enhancement: Sorcerer Subtle Spellcasting IV

Friday, August 27, 2010

The Vampire Quest

Name: The Church and the Cult
Rating: 9
Starts at NPC: Inquisitor Lightbringer
Starts in Zone: House Phiarlan

Level: 9
Quest Length: Long

Solo? No
Raid Quest? No
Patron Favor The Silver Flame

Location: Temple Of Vol

Related mob(s): Fire Mephit
Greater Fire Mephit
Ice Mephit

Base XP: 1679

Objectives: Defeat The Temple Guardian
Examine The Book On The Pedestal
Find And Consecrate The Altar Of Fernia
Find And Consecrate The Altar Of Risia
Defeat Adran Ir'Karsmore

Not Repeatable? No

Description: This quest is often referred to as The Vampire Quest in-game, because it was the first quest with a Vampire Boss, and was introduced with The Vault Of Night episode. It is given out by Inquisitor Lightbringer in House Phiarlan, and takes place in The Temple Of Vol.

There is a Lever in the first room that opens up the passage to the East. Inside is the Temple Guardian, who must be killed.

There Are Spike Traps In The Hallway To The East Of Here. Through That Hallway If You Head South, Past Another Trap, There Is A Rest Shrine Through A Hidden Door On The East. The Eastern Passageway From The Main Room North Of The Rest Shrine Is Also Heavily Trapped.

You Must Hit Levers Down The Ends Of The Various Branches To Unlock The Vampire.

The final Fight Is Very Challenging. Adran is a Vampire. The Vampire. And, as such, Will Cast A Number Of Spells Including Flamestrike, Blindness, and Domination. Due To The Flamestrike, You Should Keep From Being Bunched Up Too Closely. He Can Also Change Into Bat Or Wolf Form. While In Bat Form You Can Not Damage Him At All. Spell Damage Is The Key To Victory Here. When He Becomes Damagable You Must Nuke Like Mad. Wands Are Important Because It Can Be A Very Long Fight, He Will Regenerate While In Bat Form, Which Makes Him Very Hard To Kill.

Still, Should You Prove Victorious, His Chests Contain Some Unique Loot Which Is Worth The Ordeal.

Thursday, August 26, 2010

The Bard: Dwarven Warchanter

So much for the squishy Bard! There are many ways to spec out a Bard in DDO; so many choices, in fact, that it is very easy to make a mistake and really gimp yourself later in game, especially with a Bard who gets very few Feats to begin with. Bearing that in mind, we've done the hard work for you. We present the Warchanter, a Melee Bard that will level easily, and keep you from looking like a total noob while grouping.

The Warchanter
Bard Hybrid

Role
Party buffs, personal DPS, decent defense

Weakness
Few spell points, enough to buff, but not able to sling spells

Description
So, you want to kick ass as a Bard, do you? Do you like the idea of making your entire team perform better, while dishing out damage? Does standing back with the casters hoping not to get hit seem boring to you? Want to get up close and personal with your enemy while hearing the squishy sounds of your blade sinking deep into flesh and feeling their warm blood splatter across your face? Then the Warchanter is the class for you!

As a Warchanter you will be one of the best at amplifying your party's melee damage output. You will be a fairly capable fighter in your own right, and will also be self-sufficient.

This Warchanter is a Bard/ Fighter/ Rogue build. I know, I know... another multi-class... but this makes the Bard an in-your-face battler. You will focus on improving your fighting capabilities, as well as that of your party, but will also be able to mesmerize your enemies and use almost every item in the game like other Bards. It is designed to get you very high DPS, and near max songs.


Race
Dwarf (mainly for save bonuses)

Alignment
True Neutral (avoids all alignment damage), Chaotic Good (if you want Chaos weapons), Lawful Good (for Law weapons)

Starting Abilities
28 Point Build

STR16
DEX16
CON12
CHA12
INT8
WIS8


Advancement by Level

LEVEL CLASS FEAT
1 ROGUE TOUGHNESS
2 FIGHTER TWO WEAPON FIGHTING
3 BARD FOCUS: SLASHING
4 BARD
5 BARD
6 BARD OVERSIZED TWO WEAPON FIGHTING
7 ROGUE
8 FIGHTER IMPROVED TWO WEAPON FIGHTING
9 BARD POWER ATTACK
10 BARD
11 BARD
12 BARD IMPROVED CRIT: SLASHING
13 BARD
14 BARD
15 BARD GREATER TWO WEAPON FIGHTING
16 BARD
17 BARD
18 BARD EXTEND SPELL
19 BARD
20 ROGUE


At level 20 this will give you a final build of Bard 15/Fighter 2/Rogue 3. Always take Rogue at first level if you are going to take any Rogue levels at all. It gives you a lot more skill points to spend than if you take it later on.

Spells (in order taken by spell level)

Level 1: Cure Light Wounds, Expeditious Retreat, Focusing Chant, Remove Fear, Detect Secret Doors
Level 2: Cure Moderate Wounds, Rage, Blur, Heroism
Level 3: Haste, Displacement, Cure Serious Wounds, Remove Curse
Level 4: Freedom of Movement, Dimensional Door, Cure Critical Wounds, Break Enchantment
Level 5: Greater Heroism, Mass Cure Light, Greater Dispel, Shadow Walk

Skills

Perform: Keep maxed out (for Bard songs)
Use Magic Device: Keep maxed out (for wand and scroll use, and ignoring requirements on gear)
Open Locks: Keep at half ranks, and you can catch up on rogue levels (at half can still open most locks)
Balance: Put a few left over points here (helps you get up faster once knocked down)
Jump: Put a few left over points here

Enhancements
Take them when you can, at level 20 you should end up with the following.

Bard Warchanter I (availabe at level 10)
Dwarven Toughness III
Fighter STR I
Rogue DEX I
Dwarf CON I
Bard CHA II
Dwarven Axe Damage II
Dwarven Armor Mastery II
Dwarven spell Resist III
Dwarven Axe Attack II
Bard Lingering Song II
Bard Song Magic II
Bard Inspired Damage III
Bard Energy of Music II
Bard Wand and Scroll Mastery I
Bard Inspired Attack III
Bard Inspired Bravery II
Rogue Sneak Attack Training I
Fighter Haste Boost I
Fighter Toughness I

Summary
This build captures the spirit of the Warchanter. You are a kick ass Bard that can solo very well, but you're also wanted by groups for all the benefits you bring. In many groups you can be near the top of the kill list, and your songs are something that every party member will love.

Wednesday, August 4, 2010

Sneaking Up On Level 12

Congratulations to everyone on getting the Family avatars ["Famatars?"] up to Level 6! Now, we just have to figure out how to be online at the same time...

The Guild is about to reach Level 12, and with it comes another level of treats: discounted hirelings. I'm not sure if the Guild Hirelings are any smarter than the Normal Hirelings, but here's to hoping!

Anyone find anything cool with the Tiny Guild Gems? The Power Gem gives you +20 spell points, or +40 if you're a scorcerer [heh, heh]. And the elemental gems like spark and corrosion give an additional point of elemental damage, for that extra umph. So far, I've only been able to add the gems at the Machine in Marketplace. They last for six hours of gameplay and you can't change it out until the previous one's time is up--so get used to the one you install 'cause you're going to be seeing it for a while.

Here's to the Quest for Level 20!

Thursday, June 3, 2010

The Ranger

You knew it was coming and here it is. Again these are my personal views and opinions on the class. A couple things to remember, I'm personally and RP'er and an elf lover and my builds normally reflect this. I love Rangers, I think it is a great class in DDO. I break the typical Ranger classed characters into four archetypes. I know there can be more, but these are the four most prevalent. I will update this post as I get comments and suggestions.

Ranger Types
The Ranger class is one of the most versatile in DDO. You get a good selection of skills, solid class abilities and bonus feats, the best base attack bonus (BAB) progression, and great Fortitude and Reflex save progressions. The Ranger class lends itself very well to multiclassing. Two levels in you get two free feats that are useful for any type of combatant. Rangers also get favored enemies, animal empathy, and divine spellcasting ability with just the first level. So with all this stuff you get in the first two levels, how can there possibly be anything left in the last eight? Well you get more favored enemies and higher bonuses for your previous ones, you actually get spellpoints to cast those Ranger spells, another two free feats at level 6, and evasion at level 9. If you look beyond what DDO has right now, there are more free feats at levels 11, more favored enemies, and boosts to stealth abilities. So Rangers can be mostly broken down into four categories. The Pure Ranger (Rgr10), the Archer Ranger (Rgr2/Ftr8), the Two-Weapon Fighting Ranger (Rgr6/Ftr4), and the Stealth Utility Ranger (Rgr7/Rog3).


The Pure Ranger
The pure Ranger takes every level in Ranger and loves every minute of it. Against favored enemies the bonus damage starts to get insane. Without dipping into other classes, the Pure Ranger nets three favored enemies, evasion, four free feats, wild empathy, and some divine spells.

Ability Scores
For the Pure Ranger there’s a few important abilites. Wisdom controls the classes spellcasting and poor Will saves, Dexterity adds to the ranged attack bonus, Reflex Saves, and Armor Class, Strength adds to the melee attack bonus and damage at range and in melee. Intelligence can add a few extra skills points per level to the base six. Constitution can keep a Ranger in melee with additional hitpoints and bonuses to an already good Fortitude save. Charisma controls the Wild Empathy class ability.

Feat Selection
A pure Ranger nets four free feats and may want to use the character level feats to improve one of the combat styles. Point Blank Shot, Dodge, Mobility, and Shot on the Run can take you up to ninth level. Weapon Focus, Weapon Finesse, Dodge, and Improved Critical can help with the melee aspect.

Skill Selection
A pure Ranger will have around 6 skills he can keep maxed at each level. Move Silently, Search, Hide, Spot, and Listen take up five of these. Use Magic Device, Tumble, or Concentration are all solid possibilites for the last slot.

Enhancements Selection
Pure Rangers can get the best enhancements in the Ranger class. 50 bonus spellpoints, bonuses to attack against favored enemies, increased healing, bonuses to Dexterity, and skills. Really the pure Ranger can use any of these to add some focus to their character and make all the multiclass Rangers jealous.

Build-At-A-Glance Table

Elf Ranger10 – Str 14 Dex 23 Con 10 Int 10 Wis 14 Cha 8
Starting scores - Str 14 Dex 18 Con 10 Int 10 Wis 14 Cha 8

Rgr1 – Favored Enemy (Undead), Wild Empathy, Dodge
Rgr2 – Combat Style (Rapid Shot, Two-Weapon Fighting)
Rgr3 – Mobility or Weapon Focus (piercing)
Rgr4 – Ability Increase (Dexterity 19)
Rgr5 – Favored Enemy (Giants)
Rgr6 – Improved Combat Style (Manyshot, Improved Two-Weapon Fighting), Point Blank Shot or Weapon Finesse
Rgr7 -
Rgr8 – Ability Increase (Dexterity 20)
Rgr9 – Evasion, Shot on the Run or Improved Critical (piercing)
Rgr10 – Favored Enemy (Dragon)

Enhancements: Skill Stealth V, Ranger’s Dexterity III, Favored Attack III, Elf Dexterity II
Skills: Concentration +13 (13), Hide +26 (13), Listen +17 (13), Move Silently +26 (13), Search +15 (13), Spot +17 (13).

Archer Ranger
The archer Ranger is a multiclass Ranger/Fighter. Taking the free archery feats from the Ranger and using the Fighter’s bonus feats to improve accuracy and damage. The archer Ranger has fewer skills but more feats. Enhancements aren’t as good as a Pure, but they are more diverse.

Ability Scores
The archer Ranger focuses on Strength and Dexterity. He is built for damage and more damage but at range. Constitution is of medium importance, extra hit points are nice, making Fortitude saves are a good bonus. The mental stats really have no bearing on combat. Drop points in them to try and keep them at ten, but don’t sacrifice your physical scores too much for it.

Feat Selection
Anything and everything that can help an Archer hit more or do more damage is needed. Weapon Focus (ranged), Weapon Specialization (ranged), Improved Critical (ranged), Point Blank Shot, Dodge, Mobility, Shot on the Run. This build is all about the feats and you need to pick up as many as you can.

Skill Selection
Secondary to the feats, skills can be somewhat important. Invest in Balance, Jump, and Tumble. Use your skills to perch and fire from a safe place. Sure you can take or hit or two, but that -4 to AC while holding a bow and in melee combat really hurts.

Enhancement Selection
Elves are solid choices for their ranged damage enhancement. Pickup Ranger’s Dexterity, the Fighter’s Strength, the Elven Dexterity and the Elven Ranged Damage.

Build-At-A-Glance Table

Elf Ranger2/Fighter8 – Str 18 Dex 25 Con 10 Int 8 Wis 8 Cha 8
Starting Scores - Str 15 Dex 20 Con 10 Int 8 Wis 8 Cha 8

Rgr1 – Favored Enemy (Giant), Wild Empathy, Point Blank Shot
Rgr2 – Two-Weapon Fighting, Rapid Shot
Ftr1 – Dodge, Mobility
Ftr2 – Shot on the Run, Ability Increase (Dexterity 21)
Ftr3 -
Ftr4 – Weapon Focus (ranged), Weapon Specialization (ranged)
Ftr5 -
Ftr6 – Improved Critical (ranged) Ability Increase (Dexterity 22)
Ftr7 – Manyshot
Ftr8 – Great Weapon Focus (ranged)

Enhancements: Ranger’s Dexterity I, Fighter’s Strength III, Elven Dexterity II, Elven Ranged Damage II
Skills: Hide +12 (5), Jump +12 (8), Move Silently +12 (5), Spot +10 (11), Tumble +10 (3).


TWF Ranger
The Two-Weapon Fighting Ranger takes advantage of the bonus feats the Ranger provides to be a melee combat damage machine. Strutting around in full-plate armor he is as much a tank as anyone else in the game.

Ability Scores
The TWF Ranger focuses on Strength and Constitution. In melee combat, Strength controls everything and needs to be as high as possible. A solid Constitution keeps the TWF Ranger upright in the middle of the fight. Dexterity should be a 13 to get Dodge but in full-plate there’s no point going any higher. Skills and spells are not at all important and the mental stats can be sacrificed for the physical ones.

Feat Selection
With Two-Weapon Fighting and Improved Two-Weapon Fighting for free, the TWF Ranger can focus on improving his damage in melee. Weapon Focus, Weapon Specialization are a must. Dodge increases the character’s AC a bit more. Other feats should be spent on two-weapon combat feats.

Skill Selection
Skills aren’t so important to the TWF Ranger. Sure, tumble is nice, spot and search can be useful at times, but really this Ranger is all about combat all the time and wants to be in the center of it.

Enhancement Selection
Fighter’s Dodge and Fighter’s Strength are musts. The rest are really fluid. If you’re a human pick up the Human Strength, the Action Boosts or the Ranger’s Favored Enemy enhancements aren’t bad pickups either.

Build-At-A-Glance
Dwarf Ranger6/Fighter4 – Str 21, Dex 13, Con 18, Int 8, Wis 8, Cha 7
Starting Scores - Str 18 Dex 13 Con 16 Int 8 Wis 8 Cha 9

Rgr1 – Weapon Focus (slashing), Favored Enemy (giants)
Rgr2 – Combat Style (Rapid Shot, Two-Weapon Fighting)
Ftr1 – Dodge, Two-Weapon Defense
Rgr3 – Ability Increase (Strength 19)
Ftr2 – Two-Weapon Blocking
Ftr3 – Power Attack
Rgr4 -
Ftr4 – Weapon Specialization (slashing), Ability Increase (Strength 20)
Rgr5 – Improved Critical (slashing), Favored Enemy (dragon)
Rgr6 – Improved Combat Style (Manyshot, Improved Two-Weapon Fighting)

Enhancements: Fighter’s Dodge, Fighter’s Strength I, Axe Damage II, Dwarven Constitution II
Skills: Heal +8 (9), Intimidate +2 (4.5), Jump +18 (13), Listen +8 (9), Spot +8 (9).

Stealth Utility Ranger
The Stealth Utility Ranger uses his Ranger combat ability in conjunction with sneak attacks. A very skills based multiclass this character does a lot outside of combat too. This is the build I personally use and am most familiar with.

Ability Scores
As a skills class, Intelligence is important. A decent Wisdom is necessary to cast spells. Strength and Dexterity control how well this character performs in combat and with the majority of his skills. Constitution is nice for additional hit points but not really needed. Charisma is once again a dump stat.

Feat Selection
There’s two routes you can go with this character. Focusing more on combat side or more on the skills side. Either is very valid but with six levels in Ranger the feats tend to be more in-tune with combat. Point Blank Shot, Dodge, Mobility, and Shot on the Run is a good progression. For a more skills oriented way, go with Nimble Fingers, Dodge, Mobility and Skill Focus (Disable Device)

Skill Selection
With the highest and second highest amount of skill points per level, this multiclass can spread the points around. Stealth, recon, and disabling skills are important. Drop points into Disable Device Hide, Listen Move Silently, Open Lock, Search, and Spot. Tumble keeps you out of harm’s way.

Enhancement Selection
Ranger’s Action Boost is a must have. The bonus it gives to all your skills is very important. If you’re an elf you can pick up the Dexterity enhancements from your two classes and your racial.

Build-At-A-Glance

Elf Ranger7/Rogue3 – Str 16 Dex 22 Con 8 Int 14 Wis 12 Cha 8
Starting Scores - Str 15 Dex 17 Con 8 Int 14 Wis 12 Cha 8

Rog1 – Dodge, Sneak Attack +1d6
Rgr1 – Favored Enemy (Undead), Wild Empathy
Rgr2 – Mobility, Combat Style (Rapid Shot, Two-Weapon Fighting)
Rgr3 – Ability Increase (Strength 16)
Rog2 - Evasion
Rgr4 - Point Blank Shot
Rgr5 – Favored Enemy (Giants)
Rgr6 – Improved Combat Style (Manyshot, Improved Two-Weapon Fighting), Ability Increase (Dexterity 18)
Rgr7 – Shot on the Run
Rog3 – Sneak Attack +2d6

Enhancements: Ranger Action Boost III, Skill Ingenuity II, Ranger’s Dexterity II, Elven Dexterity II.
Skills: Bluff +3 (4), Concentration +6 (7), Diplomacy +3 (4), Disable Device +19 (13), Heal +8 (7), Hide +18 (12), Listen +9 (8), Move Silently +18 (12), Open Lock +23 (13), Search +15 (13), Spot +14 (13), Tumble +10 (4).

Comment, criticisms, and suggestions are more than welcome.

Wednesday, March 17, 2010

Dragon Mark Quest

This quest allows you to obtain your dragonmark. Speak to Lockania outside of the dungeon, and then walk inside and speak to her again.

She will give you a series of questions. We would like to compile a list of all of the proper answers to these.

Some of the questions and answers of this quest:

Q. Which now-lost mark appeared with the mark of Shadow?
A. Mark of Death

Q. Which House is the greatest military power?
A. House Deneith

Q. What House created the lightning vail and warforged?
A. House Cannith

Q. Who operates the Courier's Guild and lightning rail?
A. House Orien

Q. What two Guilds are operated b House Deneith?
A. Defenders and Blademarks

Q. Which race wears the Mark of Healing?
A. Halflings

Q. What is House Phiarlan's secret business?
A. Espionage

Q. What power does the Mark of Passage grant?
A. Teleport

Q. House Kundarak is responsible for what service?
A. Banking

Q: Where did House Jorasco finally settle?
A: Karnath

Q: What spell-like ability does the Greater Mark of Passage grant
A: Teleport

Q: When did the Mark of Warding Appear, and amongst whom?
A: 2500 years ago, Dwarves

Q: Which skill does the Mark of Making give?
A: Repairing

Tuesday, January 26, 2010

The Wish List

This is the "I would really like to have one of these" list. The list we use to look out for items that our teammates are looking for. The below list is just a start. Let me know who is looking for what, and we'll get it updated. We all play at different times, and come across different things, so it just seemed logical to have a central spot for the wish list.

If you find an item, and want to pass it along to them, hand it off in-game or email it at the Mailbox. Remember that you may ask for something in return, too! Just be sure to let me know, so we can take it off the Wish List.

Vladivostok.
NG Human Level 3 Rogue.
+3 Shortswords.

Drakkenhaus.
NG Human Level 5 Cleric/1 Fighter/1 Sorcerer.
+2 Sacred platemail.
Power items.
Holy warhammer.

Drakkenblade.
TN Elf Level 4 Fighter/3 Wizard [Spellsword].
+2 Fearsome platemail.
+2 Mithral platemail.