View Full Version : Beginers Guide to Recovering Hit Points.
Missing_Minds
01-09-2007, 01:45 PM
As of 9-27-2007 this thread is now obsolete. The new more complete thread can be found here.
http://forums.ddo.com/showthread.php?t=122429
The reasons for this are many.
1) It has grown way beyond the scope of "beginner" status.
2) I want a forum title! :) http://forums.ddo.com/showthread.php?t=121674
3) I had no way to edit the typo in the title here... oops.
Thank you and I hope to continue to get feedback regardless if I am able to earn a forum title or not.
Mad_Bombardier
01-09-2007, 02:01 PM
Not that they are of much use since they are limited time, but you missed YYYY Ardor #/YYYY Mending # potions and clickies.
PurdueDave
01-09-2007, 02:12 PM
WF will only recover HALF of the amount a cure spell would normally do unless they have taken Adamantine Body. If the WF has taken Adamantine Body, they will not recover any HP from a Cure spell.
Adamantine Body has no affect on cure spells. I think you mean the fortification improvement feat instead.
WIS/INT/CHA have no effect on wand usage for things on your spell list.
Ziggy
01-09-2007, 02:56 PM
WF will only recover HALF of the amount a cure spell would normally do unless they have taken Adamantine Body. If the WF has taken Adamantine Body, they will not recover any HP from a Cure spell.
Adamantine Body has no affect on cure spells. I think you mean the fortification improvement feat instead.
Aye Purdue is correct. The improved fortication feat makes a WF immune to crits and makes them unable to be healed by divine magic(any cure spell or HEAL spell) However LoH still works if i recall correctly.
And a WF can take the Healers friend enhancement to recieve a bonus to healing by cures or heals. Healers friend III gives you 80% of the spell instead of 50%.
Viglin
01-09-2007, 02:58 PM
Very nice and thank you:)
Missing_Minds
01-09-2007, 04:25 PM
Not that they are of much use since they are limited time, but you missed YYYY Ardor #/YYYY Mending # potions and clickies.
Those are a bit more advanced than basic stuff so I opted not to include them in this beginners guide.
edit: I got a bit bored, so I edited those in as well. I'll probably go back and do the same with the healing that duck mentioned.
Missing_Minds
01-09-2007, 04:27 PM
PurdueDave and Ziggy, Thanks for the correction. I could have sworn adimantine body did that.
DuckOfDeath
01-09-2007, 04:39 PM
You like a good majority of players have failed to consider the divine healing enhancement when considering healing.
Rkik_Dnec
01-09-2007, 05:04 PM
Another thing to mention that I did not know about when I first started was the tavern food.
If you die and you recall back to the tavern to revive yourself, you can get back to the quest much quicker by eating and drinking some food. You can buy this stuff from the local bartender in the tavern. The food lets you recover hit points faster, the drink recovers spell points, and there after other items that heal warforged.
If you can use magic to heal yourself, you can just buy the drinks and then heal yourself with the SP you get back so you don't need to buy as much food.
Missing_Minds
01-09-2007, 05:08 PM
You like a good majority of players have failed to consider the divine healing enhancement when considering healing.
Divine healing I have seen only used once in the many months and multitude of clerics I have pugged with. Divine healing is attainable by a cleric of 3rd level or higher. I do not consider that to be "beginner" status anymore, hence why it was not included (that and the fact I utterly forgot about it). By the time a character reaches 3rd lvl, I would hope that they have experienced enough to start to play around with things on their own to learn more and to ask more experienced players for tips.
edit: if i get bored more I may go back and add it in.
Missing_Minds
01-09-2007, 05:09 PM
Another thing to mention that I did not know about when I first started was the tavern food.
DDDOOOOHHHHHH!!!!! Can't believe I forgot that one.
ToeTank
01-09-2007, 05:58 PM
Very nice job with this Missing. This should be helpful to many newbies.
ZexionII
04-12-2007, 03:26 PM
DH I 1d3 1-3hp a tick = 25hp Based on a Average of 1-2 x 15 ticks.
DH II 2d3 2-6hp a tick = 50hp Based on a Average of 3-4 x 15 ticks.
DH III 3d3 3-9hp a tick = 75hp Based on a Average of 5 x 15 ticks.
Sorry, but the statistician in me protests :P
Should be:
DH I 1d3 1-3hp a tick = 30hp Based on a Average of 2 x 15 ticks.
DH II 2d3 2-6hp a tick = 60hp Based on a Average of 4 x 15 ticks.
DH III 3d3 3-9hp a tick = 90hp Based on a Average of 6 x 15 ticks.
:D
Great topic though, as this could to confusing to the average MMO gamer.
_Zexion
Exumbra
05-14-2007, 08:47 PM
So, I've been away from the game for a very long time, and after reading this I have a question concerning Bards.
The guide mentions that as a rule of thumb, if it's on your spell list, you can use a wand of it, assuming you are of appropriate level.
It also mentions that Bards can (among other things) use Wands of Repair.
I happened to notice after creating a bard, that Repair is not a spell my Bard has access to. So are you SURE Bards can use repair wands?
Aranticus
05-14-2007, 09:47 PM
i would like to add that players can use sustenance or repair gear to improve their ranks in the skill. all my toons have at least a +10-+15 heal and or repair item so that when they shrine they get more hp back. this is coz many times players shrine alone, the cleric or some other heal/repair char might be busy at another part of the quest.
in addition, i would also like to see sp/abilities being maxed out in use before shrining, ie i have a gtr hero clickie, before i shrine, i can buff another player with it so that that charge is not wasted. too many times i've seen players shrine with sp in a quest that has little shrines. i've also seen pallys not using their LoH to top others up before they shrine, etc. its not that i want to dictate the way others play, but those that play this way usually have some conservation problems coming up during critical areas in the quest.
Tanka
05-15-2007, 11:04 AM
So, I've been away from the game for a very long time, and after reading this I have a question concerning Bards.
The guide mentions that as a rule of thumb, if it's on your spell list, you can use a wand of it, assuming you are of appropriate level.
It also mentions that Bards can (among other things) use Wands of Repair.
I happened to notice after creating a bard, that Repair is not a spell my Bard has access to. So are you SURE Bards can use repair wands?
They can not without making a UMD check.
They can use Cure wands just fine, however.
Jazza
05-24-2007, 09:12 AM
Aye Purdue is correct. The improved fortication feat makes a WF immune to crits and makes them unable to be healed by divine magic(any cure spell or HEAL spell) However LoH still works if i recall correctly.
And a WF can take the Healers friend enhancement to recieve a bonus to healing by cures or heals. Healers friend III gives you 80% of the spell instead of 50%.
Anybody know whether you can take improved fort and healer's friend for some benefit from cure spells?
Humperdink
05-28-2007, 08:17 PM
Just thought I'd share my experience in regard to wand usage for healing. I have a 12fighter/2ranger. I am able to use healing wands up to Cure Serious with no problems. There is no UMD check and I have a wisdom of 10. I tried a Cure Critical wand and it didn't work. I actually only needed one level of ranger to gain this ability. I took that first level of ranger at eleven. I believe it's based on the fact an 11th level ranger would have Cure Serious in his spellbook. This info may be helpful to others who multiclass.
Humperdink
05-28-2007, 08:23 PM
I'm pretty sure Improved Fortification negates Healer's Friend. In any case, Fortification items stack with the native WF Light Fortification. A WF wearing a Moderate Fort item has 100% immunity from critical hits. So most people opt not to take Improved Fort. As a level 13 WF barbarian I know I love the Heals that Clerics throw out, especially with Healer's Friend.
Missing_Minds
06-28-2007, 11:15 AM
Forgot to check this last month. Oops. Looks like most got answered, and I updated it with little tidbits here and there from your suggestions and what I've recently experienced.
I still can't believe no one called me on the bard repair until now. Wow did I miss that screw up.
NameisToad
07-03-2007, 12:22 PM
Anybody know whether you can take improved fort and healer's friend for some benefit from cure spells?
Warforged with Improved Fortification can no longer be healed, even if they take the "Healer's Friend" enhancement (they still can be repaired however).
Link (http://forums.ddo.com/showpost.php?p=515381&postcount=1)
KoboldKiller
07-03-2007, 12:28 PM
This has been most helpfull. I was not aware of the heal skill increasing the hp recovery at shrines, I thought it had to do with your ability to heal others when incap.
Indrn_Fretgoop
08-07-2007, 11:18 AM
Your UMD check is 1d20 +UMD skill check. Your charisma Modifier automatically changes your total UMD skill as do Items: Golden Cartouche: +3 to Umd +1 int necklace: Delera's Quest End loot, Rabbit gloves:+1 luck bonus to all saves and skills: Thenal end loot, Seven-fingered Gloves: +5 Umd -10% arcane failure, 11Open lock 11disable device, Titan Raid loot, Reaver raid loot: Head of Good Fortune - Trinket, +2 Good Luck, Moderate Fortification. Etc Etc etc
Junkyard
09-16-2007, 03:47 PM
I believe cure serious wands have a min level to use as well.
Tanka
09-16-2007, 05:53 PM
I believe cure serious wands have a min level to use as well.
Yes, L5.
phoenix13
09-17-2007, 10:53 PM
one more thing to add is that wf of any class can *splash*(take one level of) wizard or sorcerer to gain access to repair and other arcane wands as they go off of character level and not class level.
*note* this also work for fleshies who want to splash a level of cleric, ranger, bard, or *paladin (*must be lawful good) :)
Missing_Minds
09-18-2007, 12:11 PM
I believe cure serious wands have a min level to use as well.
Correct. As stated in my guide you must be of the correct minimum level to use them. I do not state what the min level is, however.
phoenix13, Originally I was not going to make comment of the cross classing, but as the focus of the guide changed I've been adding more and more to it. A note about cross classing for wand usage has now been added.
BlueLightBandit
09-25-2007, 11:59 AM
First Look - Release Notes: Module 5: The Accursed Ascension
Cure <various>Wounds spells, including the Mass Cures, can no longer be Heightened as Clerics can already freely cast the higher level versions of those spells and are the ones most likely to use them as offensive spells against Undead. Note that the Heal spell is unaffected by this change as there are more circumstances under which you may wish to Heighten the spell. </various>Also, you might want to include something about constitution and hit points, specifically as it pertains to rage, both for barbarians and recipients of the spell.
Otherwise, an awesome guide for beginners. It has been nominated.
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