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EllisDee37
11-13-2013, 08:49 AM
The concept here is to have an elite opener build on a secondary free account you use for dual-boxing. This opener will generally just enter the quest and stand at the beginning, if she even bothers to actually go to the quest instead of just sharing it. Since she can be inside the quest at the entrance if you desire, let's give her quality buffs to buff you with. She's not actually running the quest, though, so only long-duration buffs.

Just doing that leaves a lot of value on the table, so let's give her top-notch trapping skills as well. Of course you can just twitch through most traps, but for the rare trap you just have to disable, it's nice to be able to handle it while soloing (dual-boxing) on a non-trapper without spending TP on a gold-seal hireling.

Finally, let's give her a little extra added value: The ability to invis herself, run out to get your soulstone and DDoor back to the start of the quest, then raise you and remove your death penalties. Oh yeah, and while we're at it might as well throw in teleport so she can move around quickly. And what the heck, divine vitality III just because I ran out of things to spend AP on.

Keep in mind this is intended to be part of a mule account, so completely free to play, no tomes, no bound crafting, no raid gear, and only 28pt build.

I present the 18/2 Cleric/Rogue "Mom" build. She'll wait patiently at the start of the quest while you boys go play, but if you scrape your knee she'll come a-runnin'! She also lets you store all your stuff at her house.

Key features: Evasion with good reflex saves
High trapping skills for her level
High open Lock
Extend for long-duration buffs: Freedom of Movement
Deathward
Greater Heroism
Protection from Evil
Resist Energy (notably Sonic to complement ship buffs)
Dragonmark of Passage for nice mobility: Expeditious Retreat
Teleport
Just enough UMD to scroll invisibility in a pinch


Character Plan by DDO Character Planner Version 04.19.03
DDO Character Planner Home Page (http://www.rjcyberware.com/DDO)

Elite Opener
Level 24 True Neutral Human Female
(18 Cleric / 2 Rogue / 4 Epic)

Abilities 28pt 32pt
Strength 10 10
Dexterity 8 8
Constitution 14 14
Intelligence 18 18
Wisdom 12 12
Charisma 8 12

Skills Ranks
Search 23
Spot 23
Disable Device 23
Open Lock 23
UMD 13
Jump 4
Balance 4
Swim 4
Haggle 4
Tumble 4
Bluff 4
Heal 2
Spellcraft 2

Feats
1 : Insightful Reflexes
1H: Least Dragonmark of Passage
2C: Follower of the Sovereign Host
3 : Eschew Materials
6 : Extend Spell
7C: Unyielding Sovereignty
9 : Resilience
12 : Nimble Fingers
15 : Skill Focus: Open Lock
18 : Lightning Reflexes or Extra Turning
21E: Great Ability: Intelligence
24E: Great Ability: Intelligence

Unyielding Sentinel
Charisma VI
Endless Turning III
Brace for Impact II
Healing Hands
Endless Lay On Hands III
Twist 1: (none)


Level 1 (Rogue)
Skill: Balance (+4)
Skill: Bluff (+4)
Skill: Disable Device (+4)
Skill: Haggle (+4)
Skill: Heal (+2)
Skill: Jump (+4)
Skill: Open Lock (+4)
Skill: Search (+4)
Skill: Spellcraft (+2)
Skill: Spot (+4)
Skill: Swim (+4)
Skill: Tumble (+4)
Skill: Use Magic Device (+4)
Feat: (Selected) Insightful Reflexes
Feat: (Human Bonus) Least Dragonmark of Passage
Enhancement: Human Core: Human Versatility: Skill Boost
Enhancement: Human1: Awareness I
Enhancement: Human1: Awareness II
Enhancement: Human1: Awareness III


Level 2 (Cleric)
Skill: Disable Device (+1)
Skill: Open Lock (+0.5)
Skill: Search (+1)
Skill: Spot (+1)
Feat: (Deity) Follower of the Sovereign Host
Spell (1): Cure Light Wounds
Spell (1): Protection from Evil
Spell (1): Bless
Enhancement: Human1: Orien Dragonmark Focus I
Enhancement: Human2: Nimble Fingers I
Enhancement: Human2: Nimble Fingers II
Enhancement: Human2: Nimble Fingers III


Level 3 (Cleric)
Skill: Disable Device (+1)
Skill: Open Lock (+0.5)
Skill: Search (+1)
Skill: Spot (+1)
Feat: (Selected) Eschew Materials
Spell (1): <any>
Enhancement: Human2: Lesser Dragonmark of Passage
Enhancement: Human3: Greater Dragonmark of Passage


Level 4 (Cleric)
Ability Raise: INT
Skill: Disable Device (+1)
Skill: Open Lock (+0.5)
Skill: Search (+1)
Skill: Spot (+1)
Spell (2): Cure Moderate Wounds
Spell (2): Find Traps
Spell (2): Resist Energy
Enhancement: Human Core: Human Adaptability: Wisdom
Enhancement: Human3: Heroism


Level 5 (Cleric)
Skill: Disable Device (+1)
Skill: Open Lock (+0.5)
Skill: Search (+1)
Skill: Spot (+1)
Spell (1): <any>
Spell (2): Bear's Endurance
Enhancement: Human4: Greater Heroism
Enhancement: Warpriest Core: Smite Foe
Enhancement: Warpriest1: Toughness I


Level 6 (Cleric)
Skill: Disable Device (+1)
Skill: Open Lock (+0.5)
Skill: Search (+1)
Skill: Spot (+1)
Feat: (Selected) Extend Spell
Spell (3): Cure Serious Wounds
Spell (3): Aid, Mass
Spell (3): Magic Circle Against Evil
Enhancement: Warpriest1: Toughness II
Enhancement: Warpriest1: Toughness III
Enhancement: Warpriest1: Awareness I
Enhancement: Warpriest1: Awareness II


Level 7 (Cleric)
Skill: Disable Device (+1)
Skill: Open Lock (+0.5)
Skill: Search (+1)
Skill: Spot (+1)
Spell (2): Bull's Strength
Spell (3): Remove Curse
Enhancement: Warpriest2: Inflame I
Enhancement: Warpriest2: Inflame: Saving Throws I
Enhancement: Warpriest2: Inflame II
Enhancement: Warpriest2: Inflame: Saving Throws II


Level 8 (Rogue)
Ability Raise: INT
Skill: Disable Device (+1)
Skill: Open Lock (+4)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+7)
Enhancement: Warpriest2: Inflame III
Enhancement: Warpriest2: Inflame: Saving Throws III
Enhancement: Warpriest3: Wisdom


Level 9 (Cleric)
Skill: Disable Device (+1)
Skill: Open Lock (+1)
Skill: Search (+1)
Skill: Spot (+1)
Feat: (Selected) Resilience
Spell (1): <any>
Spell (4): Cure Critical Wounds
Spell (4): Death Ward
Spell (4): Freedom of Movement
Enhancement: Mechanic Core: Arbalester
Enhancement: Mechanic1: Awareness I
Enhancement: Mechanic1: Awareness II
Enhancement: Mechanic1: Awareness III


Level 10 (Cleric)
Skill: Disable Device (+1)
Skill: Open Lock (+1)
Skill: Search (+1)
Skill: Spot (+1)
Spell (3): Remove Disease
Spell (4): Restoration
Enhancement: Warpriest1: Awareness III
Enhancement: Mechanic1: Mechanics I
Enhancement: Mechanic1: Mechanics II
Enhancement: Mechanic1: Mechanics III


Level 11 (Cleric)
Skill: Disable Device (+1)
Skill: Open Lock (+1)
Skill: Search (+1)
Skill: Spot (+1)
Spell (2): Eagle's Splendor
Spell (5): Cure Light Wounds, Mass
Spell (5): True Seeing
Spell (5): Raise Dead
Enhancement: Human3: Skill Mastery
Enhancement: Mechanic2: Skill Boost I


Level 12 (Cleric)
Ability Raise: INT
Skill: Disable Device (+1)
Skill: Open Lock (+1)
Skill: Search (+1)
Skill: Spot (+1)
Feat: (Selected) Nimble Fingers
Spell (4): Neutralize Poison
Spell (5): Protection from Elements
Enhancement: Mechanic2: Skill Boost II
Enhancement: Mechanic2: Skill Boost III


Level 13 (Cleric)
Skill: Disable Device (+1)
Skill: Open Lock (+1)
Skill: Search (+1)
Skill: Spot (+1)
Spell (3): <any>
Spell (6): Cure Moderate Wounds, Mass
Spell (6): Heal
Spell (6): Harm
Enhancement: Human1: Action Surge: Intelligence I
Enhancement: Human1: Action Surge: Intelligence II
Enhancement: Human2: Action Surge: Dexterity I
Enhancement: Human2: Action Surge: Dexterity II


Level 14 (Cleric)
Skill: Disable Device (+1)
Skill: Open Lock (+1)
Skill: Search (+1)
Skill: Spot (+1)
Spell (5): Spell Resistance
Spell (6): Heroes Feast
Enhancement: Human1: Orien Dragonmark Focus II
Enhancement: Human1: Orien Dragonmark Focus III
Enhancement: Human3: Action Surge: Constitution I
Enhancement: Human3: Action Surge: Constitution II


Level 15 (Cleric)
Skill: Disable Device (+1)
Skill: Open Lock (+1)
Skill: Search (+1)
Skill: Spot (+1)
Feat: (Selected) Skill Focus: Open Lock
Spell (4): Panacea
Spell (7): Cure Serious Wounds, Mass
Spell (7): Resurrection
Spell (7): Greater Restoration
Enhancement: Human Core: Human Versatility: Saves Boost
Enhancement: Warpriest3: Inflame: Energy Absorption I
Enhancement: Warpriest3: Inflame: Energy Absorption II
Enhancement: Warpriest3: Inflame: Energy Absorption III


Level 16 (Cleric)
Ability Raise: INT
Skill: Disable Device (+1)
Skill: Open Lock (+1)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+0.5)
Spell (6): <Any>
Spell (7): Spell Resistance, Mass
Enhancement: Divine Disciple Core: Divine Emissary of Light
Enhancement: DD1: Divine Vitality I
Enhancement: Radiant Servant Core: Healing Domain
Enhancement: RS1: Extra Turning I


Level 17 (Cleric)
Skill: Disable Device (+1)
Skill: Open Lock (+1)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+0.5)
Spell (5): Stalwart Pact
Spell (8): Cure Critical Wounds, Mass
Spell (8): Death Ward, Mass
Spell (8): Death Pact
Enhancement: DD1: Divine Vitality II
Enhancement: DD1: Divine Vitality III
Enhancement: RS1: Extra Turning II
Enhancement: RS1: Extra Turning III


Level 18 (Cleric)
Skill: Disable Device (+1)
Skill: Open Lock (+1)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+0.5)
Feat: (Selected) Lightning Reflexes or Extra Turning
Spell (7): Restoration, Mass
Spell (8): <Any>
Enhancement: RS1: Divine Cleansing I
Enhancement: RS1: Divine Cleansing II


Level 19 (Cleric)
Skill: Disable Device (+1)
Skill: Open Lock (+1)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+0.5)
Spell (6): <Any>
Spell (9): Heal, Mass
Spell (9): True Resurrection
Enhancement: RS1: Divine Cleansing III
Enhancement: RS3: Unyielding Sovereignty I


Level 20 (Cleric)
Ability Raise: INT
Skill: Disable Device (+1)
Skill: Heal (+1)
Skill: Open Lock (+1)
Skill: Search (+1)
Skill: Spot (+1)
Spell (8): <Any>
Spell (9): <Any>
Enhancement: Human Core: Human Adaptability: Charisma
Enhancement: RS3: Charisma


Level 21 (Epic)
Feat: (Selected) Great Ability: Intelligence


Level 24 (Epic)
Ability Raise: INT
Feat: (Selected) Great Ability: Intelligence


<End of Build>


It's way overbuilt; I don't expect to ever actually get destinies, or even get it much past level 15, to be honest. If I enjoy leveling the first one up to 15 I may make additional ones for levels 3, 7 and 11. I figure it should be able to handle elite traps a level above, meaning a level 7 could handle level 8 quests on elite. That lets it open 5-8 for bravery.

Gear is about as simple as it gets. One item each for:

1. Strength
2. Dexterity
3. Constitution
4. Intelligence
5. Wisdom (Sacred Band)
6. Charisma
7. Spot
8. Search
9. Disable Device
10. Open Lock
11. Reflex Save (superior stability)
12. False Life

Assuming no trinket because it's a free account, that leaves 10 accessories, 1 outfit and 2 weapons. Stick false life on a weapon and you still have an empty hand with everything you could ever want covered. I don't envision investing much in gear; I'll likely just go with whatever she finds in end rewards. Maybe I'll craft her some trapping gear, but meh.



Human (31 AP)
Core: Versatility: Skills
Core: Adaptability: Wisdom
Core: Versatility: Saves
Core: Greater Adaptability: Charisma
Tier 1: Orien Dragonmark Focus III
Tier 1: Awareness III
Tier 1: Action Surge: Intelligence II
Tier 2: Lesser Dragonmark
Tier 2: Nimble Fingers III
Tier 2: Action Surge: Dexterity II
Tier 3: Greater Dragonmark
Tier 3: Skill Mastery
Tier 3: Action Surge: Constitution II
Tier 3: Heroism
Tier 4: Greater Heroism

Warpriest (18 AP)
Core: Smite Foe
Tier 1: Toughness III
Tier 1: Awareness III
Tier 2: Inflame III
Tier 2: Inflame: Saving Throws III
Tier 3: Inflame: Energy Absorption III
Tier 3: Wisdom

Mechanic (13 AP)
Core: Arbalester
Tier 1: Mechanics III
Tier 1: Awareness III
Tier 2: Skill Boost III

Radiant Servant (14 AP)
Core: Healing Domain
Tier 1: Extra Turning III
Tier 1: Divine Cleansing III
Tier 3: Unyielding Sovereignty
Tier 3: Charisma

Divine Disciple (4 AP)
Core: Emissary of Light
Tier 1: Divine Vitality III

XL_Jockey
11-13-2013, 09:03 AM
One of the guys I TRed with a lot did the same thing, and it was awesome. So effective in fact that on certain lives he'd play the opener through the quest instead of the toon he was levelling (depending on the quest and completion mechanics) or he'd drop out the opener right before the end. Basically every undead quest became cake, and the buffs/traps was a huge bonus, especially to XP.

XL_Jockey
11-13-2013, 09:06 AM
Thinking more on this, if lvl 15 is your goal, then an Iconic would be really easy to get to that point right now. Just roll it up, depending on which ones you have (if any). All of them can be a Cleric with 2 Rog levels.

EllisDee37
11-13-2013, 09:11 AM
Thinking more on this, if lvl 15 is your goal, then an Iconic would be really easy to get to that point right now. Just roll it up, depending on which ones you have (if any). All of them can be a Cleric with 2 Rog levels.It's on a free account, no TP or $ spent.

Also, keep in mind that the goal is to open everything from 1 to 15, not just be 15. Of course "everything" at this point means F2P + Sharn & Necro1, which is what I bought this week during the 20% off pack sale from taking each server to 100 favor.



One of the guys I TRed with a lot did the same thing, and it was awesome. So effective in fact that on certain lives he'd play the opener through the quest instead of the toon he was levelling (depending on the quest and completion mechanics) or he'd drop out the opener right before the end. Basically every undead quest became cake, and the buffs/traps was a huge bonus, especially to XP.I considered that; I initially rolled up a pale trapper to be my opener. But then I decided that when I TR, if I have a pale trapper available I'll use the pale trapper, which will in turn make my TRs less interesting. I wanted the focus to be on the actual alt, so to that end I gimped the opener. Focusing on buffing the "main" alt seemed like the better choice.

sirgog
11-13-2013, 05:45 PM
Considered a bard instead?

They can provide melees Inspire Courage, casters Spellsong Vigor and/or Spellsong Trance, can give anyone an extended Haste at the beginning of a quest and an Invis too, can D-Door and (from scrolls) raise.

Plus there's quests which are just easier to solo on a max-Cha bard that has an irresistable Fascinate than they are on any other character. Particularly heroic elite Realms content, with the insane number of 3000+ hp trash.

EllisDee37
11-13-2013, 11:36 PM
Considered a bard instead?

They can provide melees Inspire Courage, casters Spellsong Vigor and/or Spellsong Trance, can give anyone an extended Haste at the beginning of a quest and an Invis too, can D-Door and (from scrolls) raise.

Plus there's quests which are just easier to solo on a max-Cha bard that has an irresistable Fascinate than they are on any other character. Particularly heroic elite Realms content, with the insane number of 3000+ hp trash.I hadn't considered a bard, no, and in hindisght a bard would likely have been a better in that it would give me more variation. I'll never play a bard otherwise.

However, keep in mind that I don't actually want to play this build, like ever. I mean, she takes Eschew Materials, fer cryin' out loud! hehheh.

nibel
11-24-2013, 10:13 AM
Why not investing on the Turn regeneration in RS, so that after refilling your SP with DV3, she would get her turns back just by sitting down and waiting?

EllisDee37
11-25-2013, 07:26 PM
Why not investing on the Turn regeneration in RS, so that after refilling your SP with DV3, she would get her turns back just by sitting down and waiting?That was the original plan, but being a DV bot is third on the priority list. Buffing the player and handling traps (both disabling and evading) are much higher on the list. DV is below open locks, really.

Spending another 8 points in the RS tree to get regenerating turns takes away from higher priorities. Besdies, she can just carry 3 different DV hirelings and pop them one after the other for a bazillion more DVs than she'll ever have natively.

Keep in mind that I want her to be able to handle elite quests one above her level, as in level 15 handling elite vale traps or level 12 handling elite gianthold. (Those levels just examples; the 15 would handle gianthold, of course.) That's why I threw every enhancement except the kitchen sink at trapping and saves. Whatever was left over I put toward DV just for something to spend them on.

aristarchus1000
12-01-2013, 06:04 PM
By having a level 15 character does that not mess up xp for lower level quests?

What can a mule character like this do in a quest before the quest treats him as the max level character?

EllisDee37
12-01-2013, 06:14 PM
By having a level 15 character does that not mess up xp for lower level quests? A level 15 would only share lower level quests to open them on elite, not actually enter and run them. To have her participate would require a lower level version.

I'm thinking a level 3, 7, 11 and 15 would cover all of my leveling needs, meaning I'd need to buy a couple character slots in order to pull that off.

Munkenmo
12-01-2013, 06:23 PM
Please explain to me how a completely free to play 28pt build is going to be an elite opener and capable of entering quests to help out? (note: i know this isn't a problem if you're capable of opening elite, but it is a concern for others who aren't vip / double TR)

Only way I can think of is that he's run content, meaning you'll need multiple openers throughout your level range (what i do)
Given this, I prefer to make builds that are specifically designed around carrying me through said content.

eg i've got multiple openers:

7 wizard
12 wizard
13/2 bard/rogue
2barb/16cleric bb kiter

I understand that you want to play your main instead of an f2p opener alt, If you truely want a buff bot that you wont play or invest any plat into :

18 = 10bard/8cleric with extend &eschew : GH/fom/deathward/blur/GH/raisedead /songs
12 = 10bard/2 rogue
7 = 6bard/1 rogue

I'd prefer mostly pure bards and I'd give them scrolls but the cleric option at 18 covers a few bases for the plat poor.

EllisDee37
12-01-2013, 06:41 PM
Please explain to me how a completely free to play 28pt build is going to be an elite opener and capable of entering quests to help out? (note: i know this isn't a problem if you're capable of opening elite, but it is a concern for others who aren't vip / double TR)

Only way I can think of is that he's run content, meaning you'll need multiple openers throughout your level rangeYep.


18 = 10bard/8cleric with extend &eschew : GH/fom/deathward/blur/GH/raisedead /songsAll the buffs on mine will last longer and she gets all the same ones you listed except blur and songs. Blur is largely moot thanks to gear, but you do get songs over me. Songs don't last long enough for me, and take too long to sing for my taste, but that's just personal preference.


I'd prefer mostly pure bards and I'd give them scrolls but the cleric option at 18 covers a few bases for the plat poor.The main thing bard is missing is DW, but I agree that bard is a solid choice as well. I think an elf (or drow?) bard can get DW from the racial tree, much like how my human cleric gets GH from the racial tree.

If only I could figure out a way to cast extended nightshield on other people. heh.

Munkenmo
12-01-2013, 07:14 PM
All the buffs on mine will last longer and she gets all the same ones you listed except blur and songs. Blur is largely moot thanks to gear, but you do get songs over me. Songs don't last long enough for me, and take too long to sing for my taste, but that's just personal preference.

The main thing bard is missing is DW, but I agree that bard is a solid choice as well. I think an elf (or drow?) bard can get DW from the racial tree, much like how my human cleric gets GH from the racial tree.

Sadly no race gets a deathblock dragonmark (Drow don't get DM's at all)

I'll be honest, I'd not make that 10/8 split myself, but bards get the song to boost their caster level by 1, but I can see why casting an 18minute extended DW is worth it to some. The songs don't last long, but I think overall even with only 10 bard levels, I think they're worth it.

The two biggest boosts being
+3 spell pen for 4mins (huge difference in RWTD)
spell song vigor for 134 seconds

It's definitely a personal preference though, but even limited to 10 bard levels, I'd rather have songs instead of longer cleric buffs.

EllisDee37
12-01-2013, 07:24 PM
Sadly no race gets a deathblock dragonmark (Drow don't get DM's at all)It's not a DM, it's just a racial ability. Unfortunately it's only available to Morninglord. (Tier 2, Blessing of Amaunator: Mass DW, 3/rest.)

Meaning if the mule account has morninglord (mine does not) then bard gets everything cleric gets plus songs.

Havok.cry
12-01-2013, 07:42 PM
You should be able to craft a trinket for it, and IIRC you can get one that gives more turn undead uses, if you are still planning on doing cleric.

As to the bard VS cleric arguement, why not both? spellsong vigor's effect is not based on character level, only how many points are put into it (duration might be a different story), and the same goes for DVs. On a level 15 character, I think you could do both and still hit all our other goals.

Munkenmo
12-01-2013, 07:51 PM
It's not a DM, it's just a racial ability. Unfortunately it's only available to Morninglord. (Tier 2, Blessing of Amaunator: Mass DW, 3/rest.)

Meaning if the mule account has morninglord (mine does not) then bard gets everything cleric gets plus songs.

Oh snap, I never even noticed that, Time to make a new bard opener :D

Fedora1
12-05-2013, 07:17 AM
Wow missed this thread until now!

Great ideas here...

Matuse
12-06-2013, 07:33 PM
If only I could figure out a way to cast extended nightshield on other people. heh.

Do Abbot, get the end reward robe from the trinket quests. Cloth of the Faithful and Rainment of the Fervent both give a 1/rest 15 minute Nightshield cast.

Postumus
12-06-2013, 07:37 PM
"Mom build" is a good name. I prefer something like "Axerette" even though you won't be getting continuous heals from it.

I think an arti/bard build would also make a good Axerette.

Fedora1
12-07-2013, 07:56 AM
Question - if this momma is on a F2P account, how does it open quests on elite?

For me it doesn't matter I guess, as my VIP account would be the opener, and momma would join as the buffer boo boo kisser.

aristarchus1000
12-07-2013, 08:07 AM
Question - if this momma is on a F2P account, how does it open quests on elite?

For me it doesn't matter I guess, as my VIP account would be the opener, and momma would join as the buffer boo boo kisser.

Any character that has completed the quest on hard or more can subsequently open the quest on elite, it doesn't need to be vip.

Fedora1
12-07-2013, 10:01 AM
Any character that has completed the quest on hard or more can subsequently open the quest on elite, it doesn't need to be vip.

Right, but I guess that begs the point - you end up running the quest on normal, then hard, on a non-main account just to open it on elite for your main? That's a lot of time invested in a support/mom build.

aristarchus1000
12-07-2013, 10:09 AM
Right, but I guess that begs the point - you end up running the quest on normal, then hard, on a non-main account just to open it on elite for your main? That's a lot of time invested in a support/mom build.

Not hard to just log it in and let it sit in the entrance during your hard run. While you are leveling a character on your main account.

Fedora1
12-07-2013, 10:16 AM
Not hard to just log it in and let it sit in the entrance during your hard run. While you are leveling a character on your main account.

Okay I can see that. Then on subsequent mains it opens on elite for them.

EllisDee37
12-07-2013, 05:45 PM
Okay I can see that. Then on subsequent mains it opens on elite for them.Exactly.

My next life will be a legend build, so I'll drag the mom build through with me on elite. Once she's leveled, she can open elite for any subsequent hero builds or, more importantly, first lifers. *shudder*

I still haven't done anything with the mom yet because during my one month of VIP (free hearts!) I'm going nuts trying to clean up favor on current first lifers. So any TRing is put on hold until the new year.

Fedora1
12-07-2013, 07:31 PM
I still haven't done anything with the mom yet

Already started mine, Cleric3/Rogue1 almost exactly as you have laid out except I took extend first, will take eschew materials next. Piking with my lowest level character, a L7 bard5/fighter1/rogue1. So far just buffing with prayer, false life, remove fear, bless, and an occasional resist elements when needed. Nice side effect is extra guild renown as I cast Expeditious Retreat and hit the chests on the way out.

When Mamabear (almost made a druid instead of cleric lol) gets up a bit in levels she'll be a big help as a trapper for my non-trapping toons.

EllisDee37
12-15-2013, 12:36 AM
Already started mine, Cleric3/Rogue1 almost exactly as you have laid out except I took extend first, will take eschew materials next.Agreed, extend first is much better.


Nice side effect is extra guild renown as I cast Expeditious Retreat and hit the chests on the way out.I'm also enjoying the free renown, especially since I'm putting my opener(s) in a defunct level 66 guild that only has five accounts including the mom(s). Massive renown for the dead guild, heh.


When Mamabear (almost made a druid instead of cleric lol) gets up a bit in levels she'll be a big help as a trapper for my non-trapping toons.This is what I'm most excited for. I'm already loving the trapping ability and I'm only level 5 so far. Being able to handle four pressure plates at once is also a nice bonus for necro1.

The only downside so far is the lack of paid content on the free account. I did get both expansions for it on Black Friday for $32, so that came with 2000 TP, carnival and attack on stormreach. When I first designed the build I ran all the servers up to 100 favor to purchase sharn and necro1 during a 20% off sale, but that still leaves a lot of uncovered low level content. Still, with over 2k TP I'm just waiting for a pack sale to go nuts on low level content.

Overall I'm quite pleased with the performance.

EllisDee37
12-24-2013, 06:56 PM
Super pleased with this so far, specifically her awesomeness in today's runs: necro2.

I've decided to make three of these: a level 3, a level 7, and a level 11. I may or may not do a 15. The 7 is already finished and geared out, in that I crafted her +10 trapping gear. I altered her leveling to take the second rogue level at 7 since she's going to stay level 7 forever. I basically just dumped all her AP into human trapping skills plus greater heroism, with the remainder going to mechanic trapping skills.

So necro2...yeah. I'm leveling my challenge farmer, a pure light monk. The necro2 where you put out the 15 torches in the circular dungeon was pretty annoying at first. Then I started circle strafing and absolutely owned it the rest of the way. I left the opener alt outside the dungeon until I finished all the torches and was near the end boss, then had her step in and killed him. Easy peasy.

What really impressed me was the necro2 with the 20 trap optional. The monk has evasion so I tend to just ignore traps, but that quest is faster if you can open locks. So I dragged her along with me. She was easily searching, disabling, and even spotting (!) all the traps. She had to roll a 9 to unlock the doors, but that was only because I forgot that I made her a +10 escape swap.

Anyway, level 8 quest on elite so level 10, she's level 7, her gear doesn't use masterful (+10 at level 7), no ship buffs (just her own GH, find traps and owl's wisdom) and she easily handled all the traps and locks. Success! That convinced me to roll up a 3, 7 and 11. That way I can open everything through 12. Level 13 quests is right around when I start grouping anyway, so that should be perfect.

EDIT: Her skills with +10 items, self buff only (no ship buffs) at level 7:
+37 Disable Device
+42 Search
+36 Spot
+29 open lock
+25 reflex vs traps

EllisDee37
12-24-2013, 07:08 PM
The only downside so far is the lack of paid content on the free account. I did get both expansions for it on Black Friday for $32, so that came with 2000 TP, carnival and attack on stormreach. When I first designed the build I ran all the servers up to 100 favor to purchase sharn and necro1 during a 20% off sale, but that still leaves a lot of uncovered low level content. Still, with over 2k TP I'm just waiting for a pack sale to go nuts on low level content.With the 25% off holiday sale I used those 2k points to pick up:

Catacombs
STK
Tangleroot
Sorrowdusk
Sentinels
Necro2
Red Fens
Necro3

MartinusWyllt
12-24-2013, 07:19 PM
So if on a toon that can open elite you share the quest with toon that can't open on elite then those receiving the share can then open on elite without the opener entering the quest?

EllisDee37
12-24-2013, 07:50 PM
So if on a toon that can open elite you share the quest with toon that can't open on elite then those receiving the share can then open on elite without the opener entering the quest?Correct.

The exception is quests where the quest giver sends you directly into the quest. Those can't be opened via share; you have to actually enter the quest to open it. Examples:

Collaborator
Gwylan's Stand
Stormcleave Outpost

MartinusWyllt
12-24-2013, 07:54 PM
Holy smokes, thanks!

I've seen that a time or two but never connected it to sharing.

kaffelars
08-13-2014, 12:44 PM
Correct.

The exception is quests where the quest giver sends you directly into the quest. Those can't be opened via share; you have to actually enter the quest to open it. Examples:

Collaborator
Gwylan's Stand
Stormcleave Outpost
I know this thread is old, but as people keep leveling up toons, I guess it could still be useful info: You can enter Collaborator through the door you later use to go downstairs(The Wavecrest Basement). So you don´t need to bring the opener to Korthos.

Nodoze
08-13-2014, 04:50 PM
I re-read this great thread and had a thought to share.

At 18 AP in Warpriest if you shift 3 AP more in WarPriest you can then also buff with Blur for 36+ minutes.

Hostyle
11-17-2016, 07:47 AM
Super pleased with this so far, specifically her awesomeness in today's runs: necro2.

I've decided to make three of these: a level 3, a level 7, and a level 11. I may or may not do a 15. The 7 is already finished and geared out, in that I crafted her +10 trapping gear. I altered her leveling to take the second rogue level at 7 since she's going to stay level 7 forever. I basically just dumped all her AP into human trapping skills plus greater heroism, with the remainder going to mechanic trapping skills.

So necro2...yeah. I'm leveling my challenge farmer, a pure light monk. The necro2 where you put out the 15 torches in the circular dungeon was pretty annoying at first. Then I started circle strafing and absolutely owned it the rest of the way. I left the opener alt outside the dungeon until I finished all the torches and was near the end boss, then had her step in and killed him. Easy peasy.

What really impressed me was the necro2 with the 20 trap optional. The monk has evasion so I tend to just ignore traps, but that quest is faster if you can open locks. So I dragged her along with me. She was easily searching, disabling, and even spotting (!) all the traps. She had to roll a 9 to unlock the doors, but that was only because I forgot that I made her a +10 escape swap.

Anyway, level 8 quest on elite so level 10, she's level 7, her gear doesn't use masterful (+10 at level 7), no ship buffs (just her own GH, find traps and owl's wisdom) and she easily handled all the traps and locks. Success! That convinced me to roll up a 3, 7 and 11. That way I can open everything through 12. Level 13 quests is right around when I start grouping anyway, so that should be perfect.

EDIT: Her skills with +10 items, self buff only (no ship buffs) at level 7:
+37 Disable Device
+42 Search
+36 Spot
+29 open lock
+25 reflex vs traps

Which quests do you need openers for?

Thanks!

slarden
11-17-2016, 09:09 AM
Which quests do you need openers for?

Thanks! Dual box and opener are two different things to me. I think of an opener as a character flagged to run everything so you can red box it. This is important mostly for necro quests which require reflagging. Also the opener can be at any level as long as they are in party but not in the quest. opener benefits the following:

The Bloody Crypt
The Shadow Crypt
The Cursed Crypt etc.

It's also good when running a quest in the wilderness over and over again without having to get end reward and without having someone get the window.

Dual box is mostly for extra loot or to pull levers in quests that can't be solo'd.

Hostyle
11-23-2016, 08:47 PM
Thanks + Rep

I was curious about the quests which benefitted from an opener.

The Bloody Crypt
The Shadow Crypt
The Cursed Crypt etc.

Tscheuss
11-23-2016, 10:06 PM
I know this thread is old, but as people keep leveling up toons, I guess it could still be useful info: You can enter Collaborator through the door you later use to go downstairs(The Wavecrest Basement). So you don´t need to bring the opener to Korthos.

I never thought of that. I shall try it the next time I need an opener there. :)

NemesisAlien
11-23-2016, 11:40 PM
Correct.

The exception is quests where the quest giver sends you directly into the quest. Those can't be opened via share; you have to actually enter the quest to open it. Examples:

Collaborator
Gwylan's Stand
Stormcleave Outpost

Basically any quest in that inn in hse D, all direct.