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Tolero
06-02-2008, 11:33 AM
First Look: Release Notes - Module 7: The Way of the Monk

The marketplace tent is gone, destroyed in a hail of fiendish magic that left a crater in its wake. While the devils of Shavarath have been pushed back to their home plane, remnants of their army remain. Amidst the chaos of the invasion, monks have arrived to turn the tide.

General

Monks have been added to the game as a new playable class!
Class trainers will now teach characters of any level, and will warn you if you are about to multi-class. When multi-classing, they will warn you if your ability scores are too low to cast all spells that class receives.
Two new raids have been added to the game! The forces of the devils Shavarath stand before the assembled guilds of Stormreach! Guilds must battle raid bosses from Velah to the The Pit Fiend to collect the keys needed to win the race to unlock the raid for the entire server. Take the battle to Suulomades, a General of the armies that attacked the city during the invasion. Battle Xy’zzy, the Hound of Xoriat, and crush the invaders once and for all!
Once a day quests have been added to the game. These daily quests provide adventuring opportunity for low level adventurers. Collect trophies from vanquished monsters, hunt down rare monsters and collect bounties!
Players can now create their own chat channels!
3 New Monsters! Horned devil, sahuagin, living spells.
The Market map has been updated to reflect the current state of the tent.UI Improvements

A confirmation dialog has been added to the Default button in the Options UI.
There are now 20 shortcut bars available, for those who carry too many clickies/weapons/spells to fit on 10. Those of you who had previously used the unsupported methods of accessing bars 11-20 will be happy to know that they now will remember where you put them on the screen.
When examined, some scrolls did not display their level 16 UMD class requirement. This has been fixed.
Quest portal info screen text has changed. It now shows the quest difficulty along with the level.
A new click and hold to attack option has been added to the game and is defaulted to on.
The Finished button in the quest objectives panel will no longer be grayed out if the player is resurrected after quest completion.
If your shopping cart is empty, the buy/sell/repair button will be grayed out to prevent confusion.
Floaty damage numbers now spread out further -- this should make it easier for people who hit a monster several times at once to see the damage (rangers with many shot, for example).
There are now key bindings for switching to shortcut bars 11-20, and for shortcuts 51-100.
The G15 keyboard display now shows a Ki bar for monks.
A confirmation dialog will now appear if you close a vendor UI with items still in a shopping cart.
The Quest Portal UI will now display a warning if you do not have the selected quest bestowed, or if you are on the wrong chapter/goal.
The fellow select keys will no longer toggle selection by default. You can turn this behavior back on if preferred in the Options (Game play tab).
Maps will now display active quest entrances and quest-givers, allowing players to see available quests that they are eligible to undertake.
The Thirteenth Eclipse will now appear listed with the '/quest completions' command.Spells
General Spell Changes

The turn-you-to-stone effects used by elder earth elementals and stone scorpions are now named "Petrify" so as not to confuse warforged who are immune to "flesh to stone", but not to these effects.
When you summon a monster into your own persistent AOE (cloudkill, blade barrier, wall of fire, etc), it will no longer take damage on arriving in the world.
Sound Burst has had its spell description changed to reflect the fact that the stun effect can be resisted using Spell resistance.
Some spells which had been able to affect foes through doors and force fields now do a better job of checking line of sight.
When using a scroll for a spell available to multiple classes, you will now make the most advantageous combination of Arcane Spell Failure/Caster Level Check/UMD rolls, instead of always treating it as a wizard spell.
The Greater Heroism Fear Immunity effect has been changed to a match other beneficial effects of the spell.
Harm can no longer affect undead enemies.
Dwarven magic resistance now works against Feeblemind, Curse, and Flesh to Stone. Dwarves will now get their full saves versus these spells.Skills, Feats, & Abilities
General Feat Changes

Insightful Reflexes and Force of Personality feats previously required that you logout and login to take effect; now they take effect immediately.
The fascinate feat for bards now has a will saving throw. The DC is the bard's perform skill plus a d20.
Barbarian/Rogue multi-class characters will now get a uses per day of uncanny dodge and improved uncanny dodge based on the sum of their rogue and barbarian levels.
Shield Mastery, Improved Shield Mastery, and Dwarven Shield Mastery now only apply when blocking with a shield. Two weapon blocking has been updated to give +2DR when blocking, only when using two weapons.
Wizards now receive Simple Weapon Proficiency: Unarmed, as no classes should receive a non-proficiency penalty with natural weapons.
Paladin Smite Evil uses now regenerate at a rate of 1 every 90 seconds.
Bluff, Diplomacy, and Intimidate now have a 6 second cool down instead of 10 seconds.
Rogues who were level 10+ before Mod 6 should now be able to respec crippling strike and improved evasion. They will receive free respec tokens for each feat that is "fixed" so they may respec them.
Feats and effects which give a bonus to save "versus spells", for example the dwarven racial feat, now work on feeblemind.
Stealthy two weapon fighters with the Two Weapon Fighting feat should now make attacks with each hand when stealth.
Shield bashing is now affected by feats such as combat stances.
Improved precise shot now works with thrown hammers. New Feats
The following general changes have been made to existing enhancements:
The costs of Halfling Cunning I - III and Rogue Sneak Attack Accuracy I - III have been reduced to 1 action point per level.
The bonus granted by Rogue Sneak Attack Training has been increased to 3 points of sneak attack damage per level.
Rogue Way of the Assassin I now grants a passive +4 bonus to sneak attack damage in addition to its other effects.
The effect of Paladin Divine Righteousness I, Rogue Way of the Assassin I active abilities, and Rogue Way of the Thief-Acrobat I "show time" now lasts 60 seconds instead of 20 seconds.
Barbarian and Rogue Trap Sense enhancements now grant a +2 bonus to saves vs. traps per level instead of +1.
Paladin Bulwark of Good and Resistance of Good costs reduced to 1 point per level
Paladin Focus of Good now grants +3, +6, or +9 to Concentration checks.
Paladin Courage of Good now grants +2, +4, or +6 to Fear saves.
The following iconic monk feats have been added to the game:
Purity of Body – You are immune to all forms of disease, including magical or supernatural diseases.
Wholeness of Body – Permits a monk to regain health over time.
Diamond Body – You have mastered your metabolism, and are immune to poison.
Timeless Body – Your body and soul are your own, and you do not create spawn effects should you fall in combat with the undead. NOTE: This is a level 17 feat, available to level 17 Monks and higher.
Still Mind and Fast Movement for the monk have been added to the game. Enhancements
New Enhancements
Halfling Cunning IV:
Cost: 4 Action Points
Prereqs: Level 14 Halfling, Halfling Cunning III, 48 action points spent.
Benefit: You gain an additional +1 bonus to attack rolls when flanking an enemy, bringing the total increase to 4.
Halfling Guile I:
Cost: 1 Action Point
Prereqs: Level 3 Halfling, Halfling Cunning I, 7 action points spent.
Benefit: You gain +2 to your sneak attack damage and +1 to bluff.
Halfling Guile II:
Cost: 2 Action Points
Prereqs: Level 7 Halfling, Halfling Cunning II, Halfling Guile I, 22 action points spent.
Benefit: You gain an additional +2 to your sneak attack damage, bringing the total increase to 4, and an additional +1 to bluff, bringing the total increase to 2.
Halfling Guile III:
Cost: 3 Action Points
Prereqs: Level 11 Halfling, Halfling Cunning III, Halfling Guile II, 37 action points spent.
Benefit: You gain an additional +2 to your sneak attack damage, bringing the total increase to 6, and an additional +1 to bluff, bringing the total increase to 3.
Halfling Guile IV:
Cost: 4 Action Points
Prereqs: Level 15 Halfling, Halfling Cunning IV, Halfling Guile III, 52 action points spent.
Benefit: You gain an additional +2 to your sneak attack damage, bringing the total increase to 8, and an additional +1 to bluff, bringing the total increase to 4.
Paladin Bulwark of Good IV:
Cost: 4 Action Points
Prereqs: Level 15 Paladin, Paladin Bulwark of Good III, 52 action points spent.
Benefit: Your aura of good provides an additional +4 Armor Class bonus.
Paladin Divine Sacrifice I:
Prereqs: Paladin level 5, Paladin Extra Smiting II, 15 Action Points spent
Cost: 1 Action Point
Benefit: Giving up some of your life force to win the battle, you empower your next blow against your foe. This attack deals an additional 5d6 Good damage to evil opponents and increases the critical multiplier of your weapon by 1, but costs you 10 hp and 1 sp, whether or not the attack is successful. (3 second cool down)
Paladin Divine Sacrifice II:
Prereqs: Paladin level 12, Paladin Divine Sacrifice I, Paladin Extra Smiting III, 42 Action Points spent
Cost: 2 Action Points
Benefit: Giving up some of your life force to win the battle, you empower your next blow against your foe. This attack deals an additional 7d6 Good damage to evil opponents and increases the critical multiplier of your weapon by 1, but costs you 10 hp and 1 sp, whether or not the attack is successful.
Paladin Divine Sacrifice III: (Not yet available)
Prereqs: Paladin level 19, Paladin Divine Sacrifice II, Paladin Extra Smiting IV, 69 Action Points spent
Cost: 3 Action Points
Benefit: Giving up some of your life force to win the battle, you empower your next blow against your foe. This attack deals an additional 9d6 Good damage to evil opponents and increases the critical multiplier of your weapon by 1, but costs you 10 hp and 1 sp, whether or not the attack is successful.
Paladin Exalted Smite I:
Cost: 1 Action Point
Prereqs: Level 6 Paladin, Paladin Extra Smiting II, 19 Action Points Spent
Benefit: Using this attack, you call on the paladin's ability to strike down evil creatures, gaining twice your Charisma bonus to your attack roll, a damage bonus based on your paladin level, and +1 to your weapon's critical damage multiplier. (5 second cool-down, uses smites per day, replaces Smite Evil.)
Paladin Exalted Smite II:
Cost: 2 Action Points
Prereqs: Level 10 Paladin, Paladin Exalted Smite I, Paladin Extra Smite III, 34 Action Points Spent
Benefit: Using this attack, you call on the paladin's ability to strike down evil creatures, gaining twice your Charisma bonus to your attack roll, a damage bonus based on your paladin level, and +1 to your weapon's critical threat range and damage multiplier. (Cool down drops to 4 seconds.)
Paladin Exalted Smite III:
Cost: 3 Action Points
Prereqs: Level 14 Paladin, Paladin Exalted Smite II, Paladin Extra Smite IV, 49 Action Points Spent
Benefit: Using this attack, you call on the paladin's ability to strike down evil creatures, gaining twice your Charisma bonus to your attack roll, a damage bonus based on your paladin level, and +1 to your weapon's critical threat range and +2 to your weapon's critical damage multiplier. (Cooldown drops to 3 seconds.)
Paladin Exalted Smite IV: (Not yet available)
Cost: 4 Action Points
Prereqs: Level 18 Paladin, Paladin Exalted Smite III, Paladin Extra Smite IV, 64 Action Points Spent
Benefit: Using this attack, you call on the paladin's ability to strike down evil creatures, gaining twice your Charisma bonus to your attack roll, a damage bonus based on your paladin level, and +2 to your weapon's critical threat range and damage multiplier. (Cooldown drops to 2 seconds.)
Paladin Redemption I
Cost: 4 Action Points
Prereqs: Level 9 Paladin, Paladin Extra Lay on Hands I, 28 Action Points Spent, Any one of: Paladin Devotion II, Paladin Heal II
Benefit: You can activate this ability and expend one use of Lay on Hands to raise the dead, returning your target to life at 10% health. (30 second cooldown.)
Paladin Redemption II
Cost: 2 Action Points
Prereqs: Level 14 Paladin, Paladin Extra Lay on Hands II, Paladin Redemption I, 50 Action Points Spent, Any one of: Paladin Devotion III, Paladin Heal III
Benefit: You can activate this ability and expend one use of Lay on Hands to resurrect the dead, returning your target to life at 50% health.
Paladin Redemption III (Not yet available)
Cost: 2 Action Points
Prereqs: Level 19 Paladin, Paladin Extra Lay on Hands III, Paladin Redemption II, 70 Action Points Spent, Any one of: Paladin Devotion IV, Paladin Heal IV
Benefit: You can activate this ability and expend one use of Lay on Hands to true resurrect the dead, returning your target to life at 100% health.
Rogue Sneak Attack Accuracy IV:
Cost: 4 Action Points
Prereqs: Level 14 Rogue, Rogue Sneak Attack Accuracy III, 48 action points spent.
Benefit: You gain an additional +1 bonus to hit with your sneak attacks.
Rogue Wrack Construct I
Prereqs: Rogue level 3, Rogue Disable Device I, 7 Action Points Spent
Cost: 1 Action Point
Benefit: You can activate this ability to use your understanding of mechanical objects and their vulnerabilities to strike at critical points in a construct's anatomy, dealing an extra 1d6 damage to constructs or living constructs. In addition, the target must make a Reflex save, DC 10 + Half Rogue Level + Intelligence Modifier or suffer a 10% reduction in their resistance to Critical Hits for a short period of time. (6 second cooldown.)
Rogue Wrack Construct II
Prereqs: Rogue level 7, Rogue Disable Device II, Rogue Wrack Construct I, 22 Action Points Spent
Cost: 2 Action Points
Benefit: You can activate this ability to use your understanding of mechanical objects and their vulnerabilities to strike at critical points in a construct's anatomy, dealing an extra 3d6 damage to constructs or living constructs. In addition, the target must make a Reflex save, DC 10 + Half Rogue Level + Intelligence Modifier or suffer a 20% reduction in their resistance to Critical Hits for a short period of time.
Rogue Wrack Construct III
Prereqs: Rogue level 11, Rogue Wrack Construct II, 37 Action Points Spent, Any one of: Rogue Disable Device III, Rogue Way of the Mechanic I
Cost: 3 Action Points
Benefit: You can activate this ability to use your understanding of mechanical objects and their vulnerabilities to strike at critical points in a construct's anatomy, dealing an extra 5d6 damage to constructs or living constructs. In addition, the target must make a Reflex save, DC 10 + Half Rogue Level + Intelligence Modifier or suffer a 30% reduction in their resistance to Critical Hits for a short period of time.
Rogue Way of the Assassin II:
Cost: 2 Action Points
Prereqs: Rogue Level 12, Rogue Way of the Assassin I, Rogue Sneak Attack Accuracy III, Rogue Sneak Attack Training III, 42 Action Points Spent
Benefit: Grants an additional +2 bonus to damage on critical hits (before multipliers), +2 bonus to Bluff, Hide, and Move Silently skills and a +1 bonus to Fortitude saves against poison. Also grants the ability to make devastating melee attacks that can kill a living target instantly on a successful sneak attack made from stealth if the target fails a Fortitude save, DC 10 + Rogue Level + Int Modifier. (15 second cool-down, can only be performed while stealth and when sneak attacking.)
Rogue Way of the Mechanic II:
Cost: 2 Action Points
Prereqs: Rogue Level 12, Rogue Way of the Mechanic I, Rogue Disable Device III, Rogue Improved Trap Sense II, Rogue Open Lock III, 42 Action Points Spent
Benefit: Grants an additional +2 bonus to Disable Device, Open Lock, Repair, Search, and Spot skills. Also grants an additional +4 to saves against traps and 2 points of additional resistance against all elements.
Rogue Way of the Thief Acrobat II:
Cost: 2 Action Points
Prereqs: Rogue Level 12, Rogue Way of the Thief Acrobat I, Rogue Dexterity III, 42 Action Points Spent
Benefit: Grants an additional +2 bonus to Balance, Jump, and Tumble skills, increases your movement rate by 10%, and 2 extra uses per rest of Uncanny Dodge. Also grants a greater increase to attack speed with staves and complete immunity to knockdown effects and slippery surfaces. General Enhancement Changes
Changes to Existing Enhancements:
The following general changes have been made to existing enhancements:
The costs of Halfling Cunning I - III and Rogue Sneak Attack Accuracy I - III have been reduced to 1 action point per level.
The bonus granted by Rogue Sneak Attack Training has been increased to 3 points of sneak attack damage per level.
The effect of Paladin Divine Righteousness I, Rogue Way of the Assassin I active abilities, and Rogue Way of the Thief-Acrobat I "show time" now lasts 60 seconds instead of 20 seconds.
Barbarian and Rogue Trap Sense enhancements now grant a +2 bonus to saves vs. traps per level instead of +1.
Paladin Bulwark of Good and Resistance of Good costs reduced to 1 point per level
Paladin Focus of Good now grants +3, +6, or +9 to Concentration checks.
Paladin Courage of Good now grants +2, +4, or +6 to Fear saves.
Paladin Extra Smite Evil I - IV each now increase your maximum number of Smites by 1Items

Bursting weapons now continue to increase their damage if they "burst" on an attack that has greater than a x4 damage multiplier.
Several new chain shirt appearances have been added to the treasure tables.
Gem and collectible bags now have an "auto-gather" feature that can be turned on. Whenever the player picks up a collectible or gem, it will go into a collectible or gem bag if there is room, when enabled. Auto-gathering prefers bags that already have a stack of the picked up item over bags that do not have any.
Weapons conjured by the Holy Sword spell and arrows created by the Arcane Archer enhancement are no longer destroyed at the end of a dungeon. These items now persist until you have been logged out for half an hour or more.
Several new chain shirt appearances have been added to the treasure tables.
The names of some item effects have been changed to avoid confusion with similarly named enhancements. The effects themselves remain the same. "Improved Maximize I", "Improved Enlarge I", "Improved Extend I", "Improved Empower II", and "Improved Empower Healing I" have been renamed to "Efficient Metamagic - Maximize I", "Efficient Metamagic - Enlarge I", "Efficient Metamagic - Extend I", "Efficient Metamagic - Empower II", and "Efficient Metamagic - Empower Healing I".
The following potions are now equipped with funnels so they can be used on afflicted friends: Potion of Fear Removal, Potion of Poison Neutralization, Potion of Blindness Removal, Potion of Curse Removal, Potion of Disease Removal, Woodblossom Mead, and Crimson Nightshade Infusion. The new funnels are especially easy to use so raging barbarians should have no problems with them.
A new item honoring Gary Gygax, has been added to the Delera's end reward list. "Voice of the Master" grants +5% XP to dungeon completion, and "Good Luck +1" to skill checks and saves.
All of the various energy absorption treasure effects used by the M6 raid loot (Fire Absorption - 10%, Negative Energy Absorption - 10%, etc.) have been fixed so that they absorb the proper amount of incoming damage.
Shields now can be randomly generated with a much wider range of enchantments.
Weapons conjured by the Holy Sword spell and arrows created by the Arcane Archer enhancement are no longer destroyed at the end of a dungeon. These items now persist until you have been logged out for half an hour or more.
The bartenders of Stormreach have become tired of watching the lucrative business of item repair going to other shopkeepers, and have enrolled in an item repair courses. Barkeeps will now be able to repair items.
New items have been added to the Catacombs and Waterworks end reward lists! These Eternal Wands are geared towards aiding low level clerics, sorcerers, and wizards.
Several quests have had item rewards added for the Monk.
The weapons created by a Paladin's Holy Sword spell now defeat byeshk, silver, and cold iron damage reductions.
Basic Quivers are now available from most ranged weapon vendors. Upgraded quivers are available from the House Deneith faction merchant.
All collectible and ingredient bags will now hold a maximum stack size of 1000 of each ingredient.
The icon for scrolls will now show the yellow ! overlay when the player can make a caster level check, to indicate that the player can use the scroll with a penalty, or that they might fail to use it, as opposed to the red X overlay that indicates that the player cannot use the scroll at all.
Quivers, Ingredient Bags, and other bags of various types can now be repaired at most vendors.Crafting

Energy cells in the shroud raid can now be charged by weapons with higher total plus equivalence. The medium cells can now be charged by weapons from +6 through +15, and high energy cells can be charged by weapons from +8 through +15.
Green steel raid loot accessories from the Shroud that have the old Existential Stalemate that had a +4 to Wisdom as one of the effects can now be upgraded at a Stone of Change. The +4 Wisdom effect will be increased to the current +6 Wisdom that new Existential Stalemate items now get.
The Twelve has discovered several new rituals that can be performed at the Stone of Change. As before, you must first bind and attune your item before performing an Eldritch Ritual. The new rituals and their recipes are as follows:
"Alchemical Armor Eldritch Ritual" - Grants armor a +1 alchemical bonus to AC.
Requires: Your armor, 5 Vials of Pure Water, and 15 Strings of Prayer Beads.
"Alchemical Shield Eldritch Ritual" - Grants your shield a +1 alchemical bonus to AC.
Requires: Your shield, 6 Silver Flame Hymnals, and 2 Tomes: Prophecies of Khyber.
"Force Damage Ritual" - Your weapon will do 1 point of force damage on each successful hit.
Requires: Your weapon, 3 Luminescent Dusts, and 9 Fragrant Drowshood mushrooms.
"Force Critical Ritual"- Your weapon will do 1d4 points of force damage on each successful critical hit.
Requires: Your weapon, 6 Sparkling Dusts, and 12 Deadly Feverblanch mushrooms.
"Resistance Ritual" - Your jewelry item will give you a +1 competence bonus to saves.
Requires: Your jewelry accessory, 4 Lightning-Split Soarwoods, and 22 Funerary Tokens. Monsters

Dispel magic no longer dispels ogre and troll rage.
A few wight priests will no longer cast cure spells on themselves.
If a teleporting monster gets himself into water, he will now properly teleport home and heal himself.
Previously, if you summoned a scorpion with "summon monster 2", enemy monsters might continue to attack it while it was burrowed. This should no longer happen (they might attack it as it is doing the burrowing animation, but won't chase it around while it is underground).
Previously, some Orcs would stand around doing nothing (most notably Orc Rangers). Now they should work.
Tieflings are now correctly immune to hold person and other spells that should not work on outsiders.
Two of the shroud lieutenants were not properly buffing their pals; their boss has smacked them around a bit, and now they will play better with others.
Intimidate now generates significantly greater threat against affected monsters when used.
Monsters will react more intelligently to being prevented from reaching their desired targets.
Charmed monsters should be less indecisive about picking out enemies. Likewise, your foes will less indecisive about who they focus aggression toward when a summoned or charmed monster is near them.
When chasing retreating monsters, it should be significantly easier to successfully connect with attacks.Quests

The Black Abbot Raid
The mechanics of the Black Abbot Phasing Tile room have been adjusted. On Normal difficulty, 20% of the tiles will be down at any time. Hard difficulty is now set to the previous Normal (approximately 30%), and Elite is unchanged and is still set to the original "Normal" difficulty.
The Shroud
The agents of the twelve have been studying the shroud and report a shift in the 13th moon. They speculate the moon of death’s influence will wan in the northwest part of the valley.
Favor for the Shroud will now appear in your adventure compendium.
Once the Pit Fiend is defeated in the final phase of the raid, portals will now appear allowing players to access the previous phases. This will allow them to craft and recover chests at their leisure.
Twilight Canyon
The way to the upper levels will now only open for players who speak to Paetus after he has been rescued.
Sands of Menechtarun
All zombies in the Menechtarun area now drop the special desert tokens instead of regular collectibles.
Orchard of the Macabre
A named rare blackbone skeleton in the Orchard of the Macabre now casts spells.
The Catacombs
Oozes and slimes have disappeared but, other vermin may lurk in the shadows.
Ambush at Sea
The crewmen can now be healed and will be easier to keep alive.
Delera's Tomb
Several wraiths in part one of the Delera series are no longer bound to certain gates. Players can now turn them without fear of waiting.
Set in a wooded alcove near Delera’s Tomb, a symbolic memorial site has been erected for visitors to pay homage to Dungeon Master Gary Gygax.
Tomb of the Blighted
Vials of Blessed Water now remove the slow portion of blight rot in addition to the ability damage portion.
Gelatinous Cubes in this tomb will no longer be so... stubborn. Shopping

The potion vendor ogre in Gianthold now sells potions of Lesser Restoration.
The arcane scroll vendor for level 4 and 5 scrolls in House Jorasco no longer sells any level 3 scrolls.
Soul gems will now appear under the Ingredients category in the auction house.Other Changes

If you had unlocked the bonus character slot from 1750 favor, it would intermittently not show up. That should no longer happen.
Previously, some poison dart traps (in the Sunken Sewer, for example) would damage warforged (and others wearing poison immunity items) despite their poison immunity. This should no longer happen. Similarly, there were a few dart traps that did fire/sonic/cold/etc damage, which would bypass appropriate damage resistances. This should also no longer happen.
The save DC's on traps that scale with difficulty have been lowered on Hard and Elite. Elite trap save DC's are now roughly equivalent to what Hard trap save DC's were before this change. (For example, a trap that previously had a save DC of 30 on Elite will now be DC 22.) Spot, search, disable, and damage values remain unchanged.
It is now easier to see when standing in an incendiary cloud
Scrolls that were missing a level 16 UMD class requirement will now display correctly when examined.
Bidding on an item from the Bids page of the auction house that you have been outbid on will no longer result in an error message.
Players who perish in either the realm of Dolurrh in Desecrated Temple or in the fire rooms in Rainbow in Dark will no longer leave their soul stones behind when they teleport out.
AOE buff spells cast in tavern brawl pits will now hit yourself (but not anyone else, since everyone else in the pit is your enemy!)
When wielding a finesse weapon, the to-hit value in the Inventory panel will now correctly display using your Dex mod if your Dex mod is greater then you Str mod.
Previously, the DC listed for combat feat tooltips did not include bonuses from enhancements and feats. This was a visual glitch only; they were still being added to the actual DC in combat. This is now fixed.
The fire effect for a minotaur shaman staff no longer hangs in the air after it has been shattered with a cold spell.
The teleport bug in The Shadow Crypt where the camera detaches and is floating in water has been fixed.

Ritual Sacrifice: Killing Ramak Orenah before the objective to do so appears, will no longer result in a broken quest.
Sirroco will now cause blindness only on critical hits, as per the description.
A visual bug was fixed where the HP or SP graphic bars would be in the wrong position, if your HP or SP changed in both directions rapidly. For example, if you were damaged, at the same time you were healed, the bar would move the the wrong position, however, the HP value shown would have been correct. .
Previously, spell focus: transmutation was not working. Now it works.
It is no longer possible to break some quests by having a pet trigger a monster entry.
The black abbot goggle effect will no longer persist if the goggles are destroyed while you are wearing them.
Bidding on an item that you have been outbid on, from the bids page of the auction house no longer results in an error message.
The description for the "Improved Uncanny Dodge" feat has been corrected; it now states correctly that the feat gives +6 to reflex saves.
The Lesser, Improved, and Greater Regeneration raid loot effects have been fixed so you no longer have to re-equip the items after zoning to get the effect reapplied.
It is now easier to see when standing in an incindeary cloud.
Previously, some poison dart traps (in the Sunken Sewer, for example) would damage warforged (and others wearing poison immunity items) despite their poison immunity. This should no longer happen. Similarly, there were a few dart traps that did fire/sonic/cold/etc damage, which would bypass appropriate damage resistances. This should also no longer happen.
If you had unlocked the bonus character slot from 1750 favor, it would randomly not show up. That should no longer happen.
Ladders in the following dungeons have been fixed: Redfang, ShanToKor part 1 - The Kobold's Blockade, Stop Hazadill’s Shipment, Garrison’s Missing Pack, The Waterworks part 1, Waterworks part 2, Waterworks Adventure Zone, Delera's Part 1.
Players above the quest level limit for slayer, explorer, and rare encounter quests can now advance these quests to completion, but will be receive reduced XP (XP Gained = XP For Goal / (Levels Over Cap + 1)). Any other players present in the area who are not above the quest level limit will not have their quests advanced. No change has been made for groups of players who are all within the min-max level range for an area. The spammy text alerts warning players their quest is not advancing have been replaced with static informational alerts.
While in a live event area (the one that allows spell casting in public areas), you no longer take the death penalty and death wear.
Some areas of the game are a bit foggier because of the battles that have been occurring there.
A bug which prevented the player from purchasing items at a barkeep (and other vendors who do not repair) has been fixed.
Tasty Ham no longer makes potion sounds when it hits the ground.
Bestow Curse is now removed on rest.
Trap boxes, upon discovery, now emit a small stream of particles for a few seconds to aid rogues and their party in finding them.
Players will no longer be able to swim in mid-air outside of a pool in Vale of Twilight.
The gloomy weather has passed from the city wards. Behold, the sun!
The ladders in Waterworks Invaders have been fixed.
Adjusted the position of a bridge in Cerulean Hills to remove a step up that was causing pets to be confused.
When picking up large stacks of items (most notably hundreds of dragonshard fragments), players and parties should notice less lag.
Previously, summoning a pet on top of a symbol spell could trigger the symbol. That should no longer happen.
The Grouping UI will now filter postings correctly based on the status of the "Show groups I am not eligible for" button.
Several eldritch device recipes that should have given the top Elemental Dust effect at the Altar of Devastation (phase 5 of the Shroud raid), were just giving the other tier three effect(s) that they were supposed to and were failing to give the special Elemental Dust Disintegration effect. This has been fixed. All future top tier Dust raid loot will get all of the proper effects. For those who currently have top tier Supreme Tyrant Dust raid loot that should have gotten the top Dust effect, we have good news. Take your weapon or accessory to the Stone of Change and perform a repair ritual. All you need is your item, and the Stone of Change will add the effect you were missing.

Samadhi
06-02-2008, 11:34 AM
character slots?

MysticTheurge
06-02-2008, 11:37 AM
Yay!

But yeah... where're the articles about monk abilities (which should've been posted last week during "monk week") and what's the word on character slots and how they interact with people who have more than the current maximum number of characters.

Khalai
06-02-2008, 11:37 AM
Nothing tagged as new? Boourns.

ArkoHighStar
06-02-2008, 11:40 AM
Yay!

But yeah... where're the articles about monk abilities (which should've been posted last week during "monk week") and what's the word on character slots and how they interact with people who have more than the current maximum number of characters.

I hate to say it but it sounds like a no, otherwise we sould be hearing about it from Turbine. Then again they might think we like surprises, just like we enjoy making the run to Meridia or raids with lots of puzzles

Xaxx
06-02-2008, 11:44 AM
Nothing tagged as new? Boourns.

yep, this isnt first look release notes, this copy/paste from the last wda.

Deragoth
06-02-2008, 11:49 AM
What about HORNS?

Borror0
06-02-2008, 11:49 AM
But yeah... where're the articles about monk abilities (which should've been posted last week during "monk week")

I think that was the Dev Diary (http://www.ddo.com/article/973).
But I've made this (http://ddo.enterwiki.net/page/Monk), a little more complete.

I think we'll get the enhancement list only from the Compendium... and from what they said in the Dev Diary, it seems they let us figure out the fnishing moves by ourselves.

greystone306
06-02-2008, 12:06 PM
Nothing tagged as new? Boourns.

I dont recall first look notes ever having new tags as opposed to WDA's.

dragnmoon
06-02-2008, 12:13 PM
I dont recall first look notes ever having new tags as opposed to WDA's.

They usually save something for the First look... and something for the Final Notes..

Borror0
06-02-2008, 12:16 PM
I dont recall first look notes ever having new tags as opposed to WDA's.

Really? Even Release Notes have "NEW" stuff. For example, Module 6 (http://forums.ddo.com/showthread.php?t=134224).

Darth_Sizzle
06-02-2008, 12:18 PM
I feel a little robbed actually, I read through everything & absolutely nothing is new.

Why post this at all?

Borror0
06-02-2008, 12:19 PM
Why post this at all?

Just so we know we're getting the update tomorrow?

Aspenor
06-02-2008, 12:20 PM
Ingredients in stacks of 1000!!! How did I miss that on the previous ones???

Awesome! Thanks :)

Darth_Sizzle
06-02-2008, 12:21 PM
Just so we know we're getting the update tomorrow?

I think this (http://forums.ddo.com/showthread.php?&postid=1728536#post1728536) post covered that.

Borror0
06-02-2008, 12:34 PM
I think this (http://forums.ddo.com/showthread.php?&postid=1728536#post1728536) post covered that.

Ok, ok.. habits?

Ransacked
06-02-2008, 12:53 PM
I hope the mail system can handle to MASSIVE AMOUNT of **** people will be mailing from one toon to others...

Turial
06-02-2008, 01:20 PM
Ingredients in stacks of 1000!!! How did I miss that on the previous ones???

Awesome! Thanks :)

You were actually hitting the old limit on ingredient stacks? (not that this isnt a good change)

Lorien_the_First_One
06-02-2008, 01:23 PM
You were actually hitting the old limit on ingredient stacks? (not that this isnt a good change)

Yup, for all those stupid little fragments we now get (kyber & syberies)

Mhykke
06-02-2008, 01:26 PM
You were actually hitting the old limit on ingredient stacks? (not that this isnt a good change)

I can't tell you how many large scales I had to destroy after reaching the max. Really annoying.

Aspenor
06-02-2008, 01:33 PM
You were actually hitting the old limit on ingredient stacks? (not that this isnt a good change)
Not exactly, this change means a stack of 1000 Syberis/Khyber shards will fit in our bags.

I can't tell you how many large scales I had to destroy after reaching the max. Really annoying.
Mhykke, you still owe me 3 w/p rapiers. I need to charge some large energy cells.

DasLurch
06-02-2008, 01:41 PM
Two big questions...

1) really nothing about an additional character slot? Not even a no? A definite answer on this would be pleasantly looked on, even if we don't like the answer...

2) Will there be any information about the use of the horns? I was thinking there would be more than vague hints about this topic since so many of us seemed concerned about it after all.

Thanks for any responses this may get in advance, and here's hoping the new mod goes smooth tomorrow.

Strumpoo
06-02-2008, 01:42 PM
I can't tell you how many large scales I had to destroy after reaching the max. Really annoying.

That was.....AWESOME!! :D

bobbryan2
06-02-2008, 01:53 PM
1000 definately isn't enough anyway... 10,000 would be getting closer.

Maybe if you guys want stacks to fit with 1,000 in the collectables container, then you wouldn't make bronze token turn ins require thousands upon thousands.

Or did you guys give up on those like everyone else did?

Angelus_dead
06-02-2008, 02:00 PM
2) Will there be any information about the use of the horns? I was thinking there would be more than vague hints about this topic since so many of us seemed concerned about it after all.
They probably think players will have more fun mixing horns randomly with other items to see what happens.

ArkoHighStar
06-02-2008, 02:02 PM
1000 definately isn't enough anyway... 10,000 would be getting closer.

Maybe if you guys want stacks to fit with 1,000 in the collectables container, then you wouldn't make bronze token turn ins require thousands upon thousands.

Or did you guys give up on those like everyone else did?

bronze tokens are so mod 3:D

RavenStormclaw
06-02-2008, 02:25 PM
With the changes to both Paladin and rogue enhancements both cost and the ones being added are Paladins and Rogues getting free enhancement respecs?


Raven

Borror0
06-02-2008, 02:33 PM
With the changes to both Paladin and rogue enhancements both cost and the ones being added are Paladins and Rogues getting free enhancement respecs?

I hope this is a joke...

Ransacked
06-02-2008, 03:03 PM
I hope this is a joke...

I hope the First Look notes we have on Page 1 of this thread is a joke.

RavenStormclaw
06-02-2008, 03:04 PM
I hope this is a joke...


Why its a legitimate question. I have a level 12 Paladin with the new enhancements coming out some of them are available well below my current level. I and others will have to redo our enhancements. It seems only fair since it seems some rogues are getting a free feat respec. I really don't see why you would think its a joke. I am almost insulted.

Raven

Borror0
06-02-2008, 03:04 PM
I hope the First Look notes we have on Page 1 of this thread is a joke.

Why? Too short?

dragnmoon
06-02-2008, 03:10 PM
With the changes to both Paladin and rogue enhancements both cost and the ones being added are Paladins and Rogues getting free enhancement respecs?


Raven


Traditionally they have never given a free enhancement respec...

Borror0
06-02-2008, 03:12 PM
Why its a legitimate question. I have a level 12 Paladin with the new enhancements coming out some of them are available well below my current level. I and others will have to redo our enhancements. It seems only fair since it seems some rogues are getting a free feat respec. I really don't see why you would think its a joke. I am almost insulted.

A free feat respec involves a dragonshard, enhancements involve money.

Anyway, you'll log on with a few extra APs to use if you had Bulwark of Good and Resistance of Good ranks. If that's not enough, then spend a bit of money and have fun. The difference this and the rogue issue is in the cost. It's much more costy to respec two feats than to reset your enhancements once. Besides, rogues were supposed to have the choice before, however, Turbine probably didn't have the time to code them all before... so they only put Improved Evasion, then Crippling Strike.

What you're asking for is like sorcerers aking for a free spell respec because they added a new cool spell.

miceelf88
06-02-2008, 03:13 PM
If I understand correctly, you need to make a backstab attack and have it hit to have a chance for this to go off.

My question- can the backstab attack stack with other timered modifiers to attack/damage?

For example- my paladin/rogue multiclass. Can she smite evil on the backstab attack and potentially assasinate with it? or is that clicky on the same timer? or indeed, can you have more than one modifier of attacks active at once?

it would seem that one SHOULD be able to, but am not sure if this is working as I think it should (or if I'm wrong about how it should work)

Turial
06-02-2008, 03:22 PM
They probably think players will have more fun mixing horns randomly with other items to see what happens.

I can just see the reaction the first time some one mixes their mineral 2 greatsword with a large horn and gets a mineral 2 staff back.

greystone306
06-02-2008, 03:26 PM
Really? Even Release Notes have "NEW" stuff. For example, Module 6 (http://forums.ddo.com/showthread.php?t=134224).

these are first look notes not the final release notes...
seems I did recall a few things that werent in last weeks WDA that were in the first look notes... some were in previous WDA's though.

Kadagan
06-02-2008, 03:26 PM
Why? Too short?

Because there is nothing "First Look" about it... they are just copied and pasted from weekly updates.. Should rename them to One Thousanth Look: Release Notes - Module 7: Way of the Gullible

Kisaragi
06-02-2008, 03:29 PM
I've heard some say that we'll be getting new Weapons added to what we can craft. It has been said that it may be Rapiers, Great Axes, and others. Can we get this confirmed for this mod?

Secondly, it was rumored that horns would have some use. Will this be pulling elements apart to redo shroud raid crafted items, general items, or a combination of both? Is this planned for this Mod?

Lastly, Will we start to see Soul Gems serve any purpose for crafting in this Mod?

Thank you.

Borror0
06-02-2008, 03:30 PM
Can the backstab attack stack with other timered modifiers to attack/damage?

You can't, for example, Smite and use the death attack at the same time.

Btw, you also have to be sneaking while using death attack.

RavenStormclaw
06-02-2008, 03:34 PM
A free feat respec involves a dragonshard, enhancements involve money.

Anyway, you'll log on with a few extra APs to use if you had Bulwark of Good and Resistance of Good ranks. If that's not enough, then spend a bit of money and have fun. The difference this and the rogue issue is in the cost. It's much more costy to respec two feats than to reset your enhancements once. Besides, rogues were supposed to have the choice before, however, Turbine probably didn't have the time to code them all before... so they only put Improved Evasion, then Crippling Strike.

What you're asking for is like sorcerers aking for a free spell respec because they added a new cool spell.

Perhaps a free enhancement respec was to much.....you did however answer what was probably my true question which was would we get the AP's back spent on enhancments we've already bought that have now been reduced in cost. Glad to know that is the case. So......thanks!

Dark_Helmet
06-02-2008, 03:37 PM
I feel a little robbed actually, I read through everything & absolutely nothing is new.

Why post this at all?

Uhh, the previous ones are what is sent to QA for review and this list is what has been approved by QA and will be deployed tomorrow.

miceelf88
06-02-2008, 03:40 PM
I have it on good authority that you can smite evil while sneak attacking. Ah well, I understand, mechanically, why you can't smite and assassinate at the same time, but I guess I wish it were different.

Borror0
06-02-2008, 03:46 PM
You did however answer what was probably my true question which was would we get the AP's back spent on enhancments we've already bought that have now been reduced in cost.

I know a few people who logged on with -1 AP after Module 5, I assume the same to happen in the other direction.

maddmatt70
06-02-2008, 03:48 PM
Was the greater heroism fear immunity change new or old - I can't remember?

Aspenor
06-02-2008, 03:49 PM
Was the greater heroism fear immunity change new or old - I can't remember?

I think the bigger question is WHAT WAS the fear immunity change for GH.....?????

Hopefully it's a remnant of the old bug which had Greater Heroism fear immunity lasting through the end of the duration of the spell, instances, and even death.

Borror0
06-02-2008, 03:50 PM
Ah well, I understand, mechanically, why you can't smite and assassinate at the same time, but I guess I wish it were different.

Yeah, it's more of a mechanical limitation than anything else.

rfachini
06-02-2008, 03:56 PM
Players above the quest level limit for slayer, explorer, and rare encounter quests can now advance these quests to completion, but will be receive reduced XP (XP Gained = XP For Goal / (Levels Over Cap + 1)). Any other players present in the area who are not above the quest level limit will not have their quests advanced. No change has been made for groups of players who are all within the min-max level range for an area. The spammy text alerts warning players their quest is not advancing have been replaced with static informational alerts.
Good change. Please explain what happens if you have more than one person in the instance above the range. Do they get no XP, lowered XP using the level of the highest person in the area, or lowered XP using their own level even if a higher level person is present?
I think this type of scaling could be good on quests as well, so high levels present could make the XP tiny but not zero.

maddmatt70
06-02-2008, 04:00 PM
I think the bigger question is WHAT WAS the fear immunity change for GH.....?????

Hopefully it's a remnant of the old bug which had Greater Heroism fear immunity lasting through the end of the duration of the spell, instances, and even death.

I just really anticipate the devs altering the disease, poison, and fear immunity items and spells as another way of introducing pally love. The potions have been altered on how they work with madstone boots with the funnel effect and I could see them altering greater heroism so it didn't give a fear immunity effect..

Borror0
06-02-2008, 04:06 PM
I could see them altering greater heroism so it didn't give a fear immunity effect..

That would make no sense (http://www.d20srd.org/srd/spells/heroismGreater.htm), would not be a way to introduce paladin love (at worse it'd be "level 3 paladin love") but it'd be a good way to annoy your customers.

MysticTheurge
06-02-2008, 04:09 PM
That would make no sense (http://www.d20srd.org/srd/spells/heroismGreater.htm), would not be a way to introduce paladin love (at worse it'd be "level 3 paladin love") but it'd be a good way to annoy your customers.

So basically it'd be in line with the rest of the paladin love this module?

http://www.customerssuck.com/board/images/smilies/rimshot.gif

Kadagan
06-02-2008, 04:25 PM
So basically it'd be in line with the rest of the paladin love this module?



Paladins have replaced Rangers as the red headed step children of DDO.

Borror0
06-02-2008, 04:25 PM
So basically it'd be in line with the rest of the paladin love this module?

Nice shot MT! Totally right.

Josh
06-02-2008, 04:31 PM
So basically it'd be in line with the rest of the paladin love this module?

http://www.customerssuck.com/board/images/smilies/rimshot.gif


Sad, but QFT.

People ask for "paladin love", and the devs hear "spend all this time and at least paladin's aren't worse off than before".

Borror0
06-02-2008, 04:31 PM
these are first look notes not the final release notes...

Sheesh... well then look at Module 4.2 (http://forums.ddo.com/showthread.php?t=113856)'s...


Because there is nothing "First Look" about it...

Really? They seem to be to me. What's your definition of "First Look"? To me, they seem a previous of what it'll be on Tuesday.:D

ArkoHighStar
06-02-2008, 04:35 PM
Paladins have replaced Rangers as the red headed step children of DDO.

Sorry rogues own that spot:D

Josh
06-02-2008, 04:38 PM
Btw, you also have to be sneaking while using death attack.

Which makes it essentially worthless.

Borror0
06-02-2008, 04:38 PM
Sorry rogues own that spot:D

I'll say Freeman is the red-headed step child of DDO. Each Module, either a bard or a rogue's ability is broken and he has to keep posting on the WDAs until it's changed.:D

Kadagan
06-02-2008, 04:38 PM
Sheesh... well then look at Module 4.2 (http://forums.ddo.com/showthread.php?t=113856)'s...



Really? They seem to be to me. What's your definition of "First Look"? To me, they seem a previous of what it'll be on Tuesday.:D

Dictionary.com Unabridged (v 1.1) (http://dictionary.reference.com/help/luna.html) - Cite This Source (http://dictionary.reference.com/cite.html?qh=first&ia=luna) - Share This (http://dictionary.reference.com/browse/first#sharethis)
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before all others or anything else in time, order, rank, etc.
for the first time

Borror0
06-02-2008, 04:39 PM
Which makes it essentially worthless.

Never said the opposite, but I'll use the wording "near worthless".

Lorien_the_First_One
06-02-2008, 04:40 PM
I've heard some say that we'll be getting new Weapons added to what we can craft. It has been said that it may be Rapiers, Great Axes, and others. Can we get this confirmed for this mod?

Nope, devs only confirmed monk weapons would be added throughout the loot tables.


Secondly, it was rumored that horns would have some use.

Yup, confirmed by devs that they will be "sought after"


Will this be pulling elements apart to redo shroud raid crafted items, general items, or a combination of both? Is this planned for this Mod?

Nope, dev recently said deconstruction was not part of this mod and MAY show up in the future.

Borror0
06-02-2008, 04:40 PM
before all others or anything else in time, order, rank, etc

Right, so they're before the Release Notes, right??

Borror0
06-02-2008, 04:43 PM
Nope, devs only confirmed monk weapons would be added throughout the loot tables.

The Magic 8 Ball said :




*shake shake shake* Will there be axes and other greensteel goodies?

Outlook good.

Darth_Sizzle
06-02-2008, 05:17 PM
The Magic 8 Ball said :



Sweet! I missed that one (must not have been in the Dev Tracker?...)

Borror0
06-02-2008, 05:20 PM
Must not have been in the Dev Tracker?

Nope, the ball doesn't show in the tracker.

Darth_Sizzle
06-02-2008, 05:23 PM
Nope, the ball doesn't show in the tracker.

Good to know ^^ I'll be searching for posts by user on this mysterious (and vast?) informant

Xaxx
06-02-2008, 07:32 PM
Nope, dev recently said deconstruction was not part of this mod and MAY show up in the future.

I'd like you to point out where this was stated cause i've read everything thats popped up on mod 7 latly and never seen this.

Coldin
06-02-2008, 07:41 PM
The Magic 8 Ball said :


Huh....

I'd like to know whether rapiers will also be on the menu. Be a shame to finally complete my Radiance II shortsword, only for a shiny greensteel rapier to show up immediately afterward.

Angelus_dead
06-02-2008, 07:45 PM
I'd like to know whether rapiers will also be on the menu. Be a shame to finally complete my Radiance II shortsword, only for a shiny greensteel rapier to show up immediately afterward.
It was already a shame for those of us who'd completed shortswords, only to have the new items vaguely announced immediately afterward.

Coldin
06-02-2008, 08:05 PM
It was already a shame for those of us who'd completed shortswords, only to have the new items vaguely announced immediately afterward.

Very true. I can only hope for those people that the new recipes simply transform existing weapons, instead of making people create and upgrade entirely new ones.

Course, it wouldn't be as much a problem if either larges weren't so dang hard to get, or there was some way to deconstruct greensteel items and salvage the ingredients used.

Borror0
06-02-2008, 08:12 PM
I'd like you to point out where this was stated cause i've read everything thats popped up on mod 7 latly and never seen this.

Eladrin said that there might be addition to the Shroud crafting later on:



We have not stated that there will be any form of deconstruction for green steel weapons at this time.

There will be many additions made to various systems over time, including the Shroud Green Steel system.

Xaxx
06-02-2008, 08:55 PM
Eladrin said that there might be addition to the Shroud crafting later on:



ahh i did see that quote and he said of GREEN STEEL.. remember... the shroud crafting isnt the ONLY crafting comming into the game...

they were supposed to put in the ACTUAL crafting system in mod 7 and mod 8.... the deconstruction feature was NEVER EVER EVER EVER... need i stress never again.... linked to green steel in the slightest, this is a misconception some people grasped when they were talking about general crafting. Notice he even points out *various* systems, and the green steel as ONE system.

Also remember that they have specifically stressed that the green steel was a "crafting prototype" not the actual crafting system they were aiming at.

So saying somethings not destined for green steel doesnt mean its not destined for crafting, up until the begining of this month the devs were talking about the deconstruction feature for *normal crafting not green steel* comming with mod 7, and in mod 8 would have the actual crafting system itself. Go back and read all the interviews from massivly, mmog, tentonhammer, etc over the last 6 months, never have they linked deconstruction to green steel, and always have they linked it with mod 7.

Borror0
06-02-2008, 09:15 PM
The shroud crafting isnt the ONLY crafting comming into the game...

Thank you, I knew that much already.


This is a misconception some people grasped when they were talking about general crafting.

I know, I have said myself many times on these forums. Even in this thread.


up until the begining of this month the devs were talking about the deconstruction feature for *normal crafting not green steel* comming with mod 7, and in mod 8 would have the actual crafting system itself. [...] never have they linked deconstruction to green steel, and always have they linked it with mod 7.

Thank you, I already knew that too.

What you seem to not understand because you're stuck on the fact that no article mentioned it, is that they said there would be improvements to the Shroud crafting system over time in reply to "Btw, I'm fairly certain the Devs have said numerous times that Mod 7 will also include a weapon deconstruction mechanic for crafting."

I don't know how good you're at math, but if you can add 2 plus 2, you'll see that what Eladrin meant there was that he'll look at it. Quite honestly, I can't see why would not at least consider the idea. Angelus Dead has made his point quite often, and so has many others: a deconstruction system has many, many benefits. I never said there will be one, but I said there may be one. Eladrin has not closed the debate, but rather kept it fairly open.

Xaxx
06-02-2008, 09:47 PM
Thank you, I knew that much already.



I know, I have said myself many times on these forums. Even in this thread.



Thank you, I already knew that too.

What you seem to not understand because you're stuck on the fact that no article mentioned it, is that they said there would be improvements to the Shroud crafting system over time in reply to "Btw, I'm fairly certain the Devs have said numerous times that Mod 7 will also include a weapon deconstruction mechanic for crafting."

I don't know how good you're at math, but if you can add 2 plus 2, you'll see that what Eladrin meant there was that he'll look at it. Quite honestly, I can't see why would not at least consider the idea. Angelus Dead has made his point quite often, and so has many others: a deconstruction system has many, many benefits. I never said there will be one, but I said there may be one. Eladrin has not closed the debate, but rather kept it fairly open.

well if you already knew this why did you bring the quote that el gave up in response to my question when you knew his quote refered to something other then what the first poster was speaking of.

I dont give two craps what he'll look into... someone stated deconstruction wouldnt be part of mod 7, you hit that quote which had nothing to do with the claim he made, If you knew all this why post that quote. Apparently once again you cant add 2 plus 2.

Borror0
06-02-2008, 10:03 PM
I dont give two craps what he'll look into... someone stated deconstruction wouldnt be part of mod 7, you hit that quote which had nothing to do with the claim he made.

The quote in question was:


Nope, dev recently said deconstruction was not part of this mod and MAY show up in the future.
To which you replies:


I'd like you to point out where this was stated cause i've read everything thats popped up on mod 7 latly and never seen this.
To which I replied with a quote proving it may show up in the future, but that wasn't in plans for now.

Where is the problem?

captain1z
06-02-2008, 10:15 PM
Paladins have replaced Rangers as the red headed step children of DDO.

I dont know........

My paladin is gunna shape up real nice with those extra AP's, although I went over-board early on with my charisma and ended up with a
15th level HP = 289 can get it to 370 ish after changes ( Drow )

STR: 20 (recently upped it to 22, I can hit 24 next level and 26 with a +3 tome)
DEX: 16 (fine as is)
CON: 14 ( I can hit 18 with a +2 tome and a change of gear both of which I have.....can also add a GFL item)
INT: 10 (fine)
WIS 18 (just fine)
CHA: 32 (34 with a +6 item and a +2 tome, Both of which I have..... havent because I thought it would be excessive...but I think we are past that now)
Also picked up Improved crit, which I didnt have before and a silver holt burst of pure good Bsword along with some other bursting types which has driven me to try and get in the shroud a bit harder.
My saves are awesome, which is what I wanted but my DPS suffered greatly in end-game. Im fixing it as best I can.

Made some errors, gimped it a bit but along with some changes those extra AP's are gunna actually make my paly more combat worthy.

Borror0
06-02-2008, 10:28 PM
I dont know...

Yes, but your DPS is low, and we're in a DPS-heavy game... and... how good does your AC fair in general?
At what percentage of the time do you estimate you're being in the Vale? On Normal? On Hard? On Elite?

How welll do you perform in the Shroud? DPS-wise? AC-wise?
How about in the Elite Shroud?

Thank you

captain1z
06-02-2008, 11:01 PM
Yes, but your DPS is low, and we're in a DPS-heavy game... and... how good does your AC fair in general?
At what percentage of the time do you estimate you're being in the Vale? On Normal? On Hard? On Elite?

How welll do you perform in the Shroud? DPS-wise? AC-wise?
How about in the Elite Shroud?

Thank you

Oh .... no doubt I under- achieve with my pali but thats mostly do to poor design, which I am fixing to be passable.

When compared to my 2 other fighters he will never be as effective as them (in front-line combat) even if I had built him better. Playstyle can make a huge difference as my gimpy paladin has saved many a party. Ive had groups that have wiped, with just me still standing, all chanting in voice chat "Go! Go! Go!" as I was forced to solo the remaining hoards or from time to time a boss (Mindflayers, beholders and even the stormreaver once)

I dont think without a lot of fore thought you can make a straight paly that performs like a fighter or barb, but if you keep a narrow focus on your fighting ability, play to your strengths (I agro every caster in sight and move away from the party) your paly can make a huge difference.

I cant tank like a fighter or barb but I can survive any spell you can throw at me 99% of the time with little to no ill effect.................. no straight fighter can say this.

I dont think paladins require a huge amount of attention to be more functional, I do think players who try to compare a paladins damage output vs another melee classes, do so in such a way as to make paladins seem inferior, without taking into account a paladins strengths.


Paladins are party savers............ thats what they do

When a fighter a barbarian and a paladin charge a powerful shaman and the shaman throws a greater command..........

what usually happens on the average?

who will have the higher DPS in that scenario?

Without any support a paladin can last longer than any melee class and provide better support to a group in many areas:

- boosting saves
- boosting AC
- helping heal
- *NEW* helping rez
- helping DPS

all without requiring large amounts of resources to do so............ its a paladins true strength. Not his DPS.

Barbs have a job to do as do fighters, clerics, rogues, casters, bards and paladins....... each a different job, but the same goal.

Borror0
06-02-2008, 11:37 PM
When compared to my 2 other fighters he will never be as effective as them (in front-line combat) even if I had built him better.

If you're comparing paladins to fighters... ya. Compare paladins to whatever other class, paladins are too weak.


I cant tank like a fighter or barb but I can survive any spell you can throw at me 99% of the time with little to no ill effect... no straight fighter can say this.

Nope, you're right. No straight fighter can say that, no player can say that. I guess you mean 95%, eh?:D

But if you meant 95%, you're right. No straight fighter can have that much success. However, a straight barbarian can. And whoever plays a straigth fighter is not powergaming. And again, fighters are also too weak. They make a poor comparison on many levels. If you want to compare paladins to anything, then please compare them to rangers, or barbarians, or rogues, or bards.


Without taking into account a paladins strengths.

Which are...?


Paladins are party savers... thats what they do

How?

When a fighter a barbarian and a paladin charge a powerful shaman and the shaman throws a greater command...


what usually happens on the average?

The fighter falls on the floor, but not if he splashed paladin. The Barbarian and the Paladin keep on charging, in 95% of the cases.


who will have the higher DPS in that scenario?

The barbarian. Followed by the fighter, if he splashed paladin.


Without any support a paladin can last longer than any melee class and provide better support to a group in many areas:

- boosting saves - I give you that one, for the quest where it's needed. (ie not all)
- boosting AC - hehe, for the little minority
- helping heal - With wands? With Lay on hands? C'mon...
- *NEW* helping rez - In a game with illimited rez shrine, abundant Raise Dead scrolls and growing amount of True resuirection clickie, it's nice ut not outstanding. Nice at level 9ish though The problem is, that's not where paladins need to get better..
- helping DPS - sub-par DPS

Comments in lime green.


all without requiring large amounts of resources to do so...its a paladins true strength. Not his DPS.

Not high resources? How?

Pellegro
06-02-2008, 11:44 PM
So it looks like the "fear resistance" from GH will no longer actually be resistance, but instead just +4 on your saves against fear:


The Greater Heroism Fear Immunity effect has been changed to a match other beneficial effects of the spell.

This is a nerf to everyone cept Pallies. Rejoice pallies, your class-abilities just got that much more useful.

captain1z
06-02-2008, 11:53 PM
If you're comparing paladins to fighters... ya. Compare paladins to whatever other class, paladins are too weak.

** Oh now your just being mean to the palys.... bad borr**

Nope, you're right. No straight fighter can say that, no player can say that. I guess you mean 95%, eh?:D

But if you meant 95%, you're right. No straight fighter can have that much success. However, a straight barbarian can. And whoever plays a straigth fighter is not powergaming. And again, fighters are also too weak. They make a poor comparison on many levels. If you want to compare paladins to anything, then please compare them to rangers, or barbarians, or rogues, or bards.

** Yeah barbs have that will enhancement when raging, very few take it, those who do, dont have as much success as a paly...what is it like +4.c... you cant put that on a level with a paly who with 18 charisma gets that all the time.... my paly gets +40 to will saves before buffs**

Which are...?

** coupla lines down....the AC, saves and healing stuff...really. My LOH hits for almost 300 pts a shot and they get the cure mod spell (which Ill grant is not very much) but 300 pts is a life saver in a pinch**

How?
By virtual of being the last man standing and the one who can bring everyone els back

When a fighter a barbarian and a paladin charge a powerful shaman and the shaman throws a greater command...

The fighter falls on the floor, but not if he splashed paladin. The Barbarian and the Paladin keep on charging, in 95% of the cases.

**Key here is "splashed pali" .... and seriously, Ive seen it a million times..... that barb is going down too**



The barbarian. Followed by the fighter, if he splashed paladin.
** again....." splashed paly"


Comments in lime green.



Not high resources? How?

** no need for scrolls, posion pots, many pots, resistance buffs... not much they cant provide on their own.... with just sp... not cash**


comments in stars...cus I cant change colors...... I is noob :(

Borror0
06-02-2008, 11:54 PM
So it looks like the "fear resistance" from GH will no longer actually be resistance, but instead just +4 on your saves against fear:


The Greater Heroism Fear Immunity effect has been changed to a match other beneficial effects of the spell.

This is a nerf to everyone cept Pallies. Rejoice pallies, your class-abilities just got that much more useful.

I'll repeat myself:


That would make no sense (http://www.d20srd.org/srd/spells/heroismGreater.htm), would not be a way to introduce paladin love (at worse it'd be "level 3 paladin love") but it'd be a good way to annoy your customers.

But like MT said, I guess that's in line with the rest of the paladin love in this module.:D

Borror0
06-03-2008, 12:09 AM
Oh now your just being mean to the palys.... bad borr

I'm not mean, the Devs are. Leaving them like this for over a year now...


Yeah barbs have that will enhancement when raging, very few take it, those who do, dont have as much success as a paly...what is it like +4.c... you cant put that on a level with a paly who with 18 charisma gets that all the time.... my paly gets +40 to will saves before buffs

You know that +40 to Will before buffs is not needed? Right?? Paladins gets the highest saves in the game, so what? I could build a barbarian with 1,000 HP. It doesn't mean it's a good idea. If you can reach 40 Will saves before buffs, please do me a favor and take your Resistance item off and put something better in that slot. Thank you.

A barbarian has: 4 base + 6 Indomitable Will + 5 Resistance + 3 Wisdom item + 4 GH = 22, then a dwarf could get 27


oupla lines down....the AC, saves and healing stuff...really. My LOH hits for almost 300 pts a shot and they get the cure mod spell (which Ill grant is not very much) but 300 pts is a life saver in a pinch

AC is irrevelant for "party saving". Most players at end game don't have any Ac, you know it.
Cure Moderate, like you said, is not much.

It all sums up to Lay on Hands and if it's enough to be a "party saver".
IMO, anyone that can scroll or cast Heal is a better party saver.


By virtual of being the last man standing and the one who can bring everyone els back

By not getting aggro thanks to a lack of DPS...


Key here is "splashed pali"

Yes, but the debate has never been if going up to Paladin 2, but past that...


Ive seen it a million times..... that barb is going down too

That's called poor build, poor gear...


Not much they cant provide on their own.... with just sp... not cash

Yes, DPS. Whether or not they need potions is also irrevelant. If you don't carry potions, take down the names in my bio and don't join my groups. I don't want to play with people who either are too cheap to buy potions and expect the other to pay for them or feels like being babysitted.

It's rude and inefficient.


comments in stars...cus I cant change colors...... I is noob :(

It's in the panel up top, at worse.

captain1z
06-03-2008, 01:46 AM
I'm not mean, the Devs are. Leaving them like this for over a year now...

** ok**


You know that +40 to Will before buffs is not needed? Right?? Paladins gets the highest saves in the game, so what? I could build a barbarian with 1,000 HP. It doesn't mean it's a good idea. If you can reach 40 Will saves before buffs, please do me a favor and take your Resistance item off and put something better in that slot. Thank you.

** yes I know..... as I said ealier when I posted my pali's stats....... Its excessive and gimped**

A barbarian has: 4 base + 6 Indomitable Will + 5 Resistance + 3 Wisdom item + 4 GH = 22, then a dwarf could get 27

** so 18 before buffs..... not bad I ll admit. **


AC is irrevelant for "party saving". Most players at end game don't have any Ac, you know it.
Cure Moderate, like you said, is not much.

** situational and player specific....buts lots in the game is like that**

It all sums up to Lay on Hands and if it's enough to be a "party saver".
IMO, anyone that can scroll or cast Heal is a better party saver.

** yes true, but when they are not around a pali can do this also and it doesnt cost him anything really**


By not getting aggro thanks to a lack of DPS...

**True, cant argue with that. Not having aggro has left me in some good positions when things start turning bad. I can pull out and help where needed**



Yes, but the debate has never been if going up to Paladin 2, but past that...

** we both said a few times "straight pali, straight barb, straight fighter" splashing pali means the splasher is recognizing a palis strengths and adding them to a fighters**


That's called poor build, poor gear...

**with the possible saves you posted, I cant really argue here**



Yes, DPS. Whether or not they need potions is also irrevelant. If you don't carry potions, take down the names in my bio and don't join my groups. I don't want to play with people who either are too cheap to buy potions and expect the other to pay for them or feels like being babysitted.

**never said they dont need em at all.... just said they can go longer without them. My pali carries 10, because I use wands and LOH. My Rogue /pali/ ranger halfling mutt carries 1 wand and no pts.... Ive never gone a quest and exhausted all my pali or dragon mark healing ability... hes got evasion and AC in the mid - high 50's doesnt get hit much, scroll casts Displacement before big fights..... not an issue for him...definately doesnt need a babsitter. Flip side, my dwarf fighter carries no less than 200 pots and 100 heal scrolls to give to clerics.. because he will likely need it**

It's rude and inefficient.



It's in the panel up top, at worse.

** I ll play with the color thing a nother day I suppose...... as for now...just got home...time to game**

/shrug we differ a bit in opinion of how a pali is played but thats the great part of DDO over lots of other games.... you cant be type cast into playing a certain way and you build a character to play how you want him to.

Its not fair to say a Paladin is weaker than any other class. It would be better to say a paladin lacks in options that let a player build a more DPS focused paladin........ On that I would totally agree


Happy gaming :)

Cordelia
06-03-2008, 02:11 AM
General
[LIST]
Monks have been added to the game as a new playable class!


Really? Is this new? Did anyone else hear about this addition? Guess they're just gonna slide that feature in there without saying much. ;)

Borror0
06-03-2008, 02:24 AM
situational and player specific....buts lots in the game is like that

Doesn't mean it's good.


yes true, but when they are not around a pali can do this also and it doesnt cost him anything really

Yes, but the Ranger can use Wild Empathy on the elemental and it doesn't cost him much.;)


we both said a few times "straight pali, straight barb, straight fighter" splashing pali means the splasher is recognizing a palis strengths and adding them to a fighters

The problem is that most of a paladin's strength are in the lower levels, so paladins are really weak in the later levels. As a result a paladin weaker because other classes get his strength, but he doesn't get the other classes'. In short, he's a good class to splash, but a bad* class to use as a core. Past level 11, you gain very little.

It's not that paladins don't have strengths, it's the he's got less than other classes. Not always in quantity, but in quality.

*Bad is relative. Bad in comparison only.


Its not fair to say a Paladin is weaker than any other class. It would be better to say a paladin lacks in options that let a player build a more DPS focused paladin... On that I would totally agree

It's not the fact that he lacks in option to build a DPS focused character, but rather that he lacks DPS, period. At the current end game, a paladin's DPS doesn't cut it. Same for fighters now too. Of course, they contribute and everything but they could contribute more without being a treat to this game's balance.

You see, since Module 3.3 (that's a while, that's over a year!), paladins have lost +1 to damage rolls from the Divine Favor nerf. However, barbarian have gained a lot. First, the new enhancement system was helping most of all the classes. On top of it, they were getting two new enhancements. The first, is Barbarian's Power Attack giving them +6 to damage over all classes! Then, they added also Critical Rage I. Critical Rage II followed, like we all know, in module 4.

Rangers got their Tempest and Ram's Might in Module 6.

So, who's left? Fighters and Paladins.

They lack both DPS and abilities to balance out their lower DPS. Hence why they're gimp.

Jefro
06-03-2008, 08:25 AM
Will they add favor for devil's assualt?
What about fixing the graphical errors for tempest spine.....its been soooo Long?
Hope they fix the weird respawn in ghost of the chance and even weirder dog AI!

SteeleTrueheart
06-03-2008, 08:32 AM
Hey I get to say it before Cowdenicus...


What... no new spells?

Borror0
06-03-2008, 10:33 AM
Will they add favor for devil's assualt?

One day, that quest will disapear.

moorewr
06-03-2008, 10:38 AM
One day, that quest will disapear.

Just like Invaders!

Josh
06-03-2008, 12:13 PM
Hey I get to say it before Cowdenicus...

I believe he quit.

Borror0
06-03-2008, 12:16 PM
Just like Invaders!

Huh?!


I believe he quit.

He did.