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!