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  1. #81

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    Quote Originally Posted by gpk View Post
    Is there really no way to squeeze in some long awaited pally only spells into this patch?
    Here's hoping! My new paladin wants some nice spells.
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  2. #82
    Community Member Kerr's Avatar
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    Quote Originally Posted by llevenbaxx View Post
    My wiz15/rog3 has disabled AT LEAST as many traps as your rog(w/e) He has used his magic and sacrificed much more than you in the pusuit of such... but all the sudden I just cant anymore...thats why we have cross class skills, thats what 3.5 is about, making w/e character you want to do w/e you want them to. Stop thinking that your class make up is all that matters, this isnt AD&D. Stop thinking that because I have only 3 levels of rogue im just a dabbler, thats not the way it works in 3.5, I ve done exactly the same amout of trapsmithing as you.
    I think you just made my argument for me. Now we may actually see Rogues invited to parties.
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  3. #83
    Community Member Taerdra's Avatar
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    Quote Originally Posted by gpk View Post
    Wouldn't a Paladin Armor mastery 1&2 make more sense for 2/4 APs? Say available later than a fighter would get it?
    Agreed. The 8 points is just over the top. You could also gradiate the BoG I-IV enhancement cost... like 1/2/4/6 enhancement points. That's 13 pts for +4 AC versus 20 pts.

  4. #84
    Community Member Tallyn's Avatar
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    Quote Originally Posted by llevenbaxx View Post
    Did we really need to drive the Pure to MC rogue saves further apart? You guys(TURBINE) fabricate this "system" and now seem to be eliminating anyone with less than 10 levels of rogue from making any saves on elite. Where the **** are our Multiclass enhancements? Yeah, rogue love my ass. Pureclass for trapsmith or dont even bother its starting to feel like. Lees D&D more MMO every update.
    I feel like they are adjusting trap sense to keep it's power relative to traps saving throw DCS. In pen and paper +4 to saving throws vs traps is quite an adjustment. Often times that can be the difference in not making a save on average, to making a save. Since trap saving throw DCs in DDO are so much higher, they scaled the trap sense benefit to give a bonus.

    Now, I know this helps rogues a little, but does not address those classes that splashed a level or two of rogue to get those beenfits. Honestly, I do not know what they can do to help with that, but I'm still glad to see this benefit. My Rogue 14/Pally 2, will have well over +50 reflex save vs traps when he buffs himself now.

  5. #85
    Community Member gpk's Avatar
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    Is crafting Tier2: Pure Good Burst going to be fixed in this patch too?

    Right now it does not work as described, there is no 1d6 pure good damage/hit at all and the burst portion deads pure good damage to non-evil mobs rather than just to evil mobs.

  6. #86
    Community Member Mad_Bombardier's Avatar
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    Quote Originally Posted by Coldin View Post
    Wait a sec, that note about the moon of death waning. It's talking about the shroud, not the Vale. Which section is the NW part? This might mean that you'll no longer be sent to the penalty box upon death.
    Good call, Coldin! That's part 2, the maze. Not being pulled to the penalty box would make that section vastly easier.

  7. #87

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    Quote Originally Posted by llevenbaxx View Post
    We're only working with a D20 here MT, these made up numbers added with the legit class feat numbers ARE in fact a big deal. You are wrong.
    Perhaps I should clarify. I think the new enhancements aren't that big a deal.

    I think the reported Trap DCs on elite are too high. Things shouldn't be designed around the maximum possible. Enhancements and the like should allow a character (notably pure class) to achieve the same results without having to focus quite so much on it.
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  8. #88

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    Quote Originally Posted by llevenbaxx View Post
    My wiz15/rog3 has disabled AT LEAST as many traps as your rog(w/e) He has used his magic and sacrificed much more than you in the pusuit of such... but all the sudden I just cant anymore...thats why we have cross class skills, thats what 3.5 is about, making w/e character you want to do w/e you want them to. Stop thinking that your class make up is all that matters, this isnt AD&D. Stop thinking that because I have only 3 levels of rogue im just a dabbler, thats not the way it works in 3.5, I ve done exactly the same amout of trapsmithing as you.

    Fact is trapsmithing has just been "adjusted" so only pure/near pure have a shot at elite. Dumbed down, nothing more.
    That is exactly how it works in 3.5 when you multiclass...

    When you multi class in 3.5 you sacrifice the upper level powers to get a wider selection of abilities... As the levels go up, depending on the amount of levels you take when you multiclass you will see the pure class do better at what the pure class does then a multi class.., but they will lack the wide selection of powers that a multiclass has...

    That said.. if you only take 1 level in a class and put all you other levels in another that primary class will preaty much be as powerful as a pure class since not much happens at level 20. on some class you can even take 2 or 3 levels in another class with not much dmg to the primary class at high levels, but more then 3 levels in another class you will see that someone who put all his levels in the same class as your primary more powerful then your multi class in that classes abilities.... That is how 3.5 works..that is how 3.0 worked.. in fact that is how 2nd edition worked...(Do not remember 1st to safely say that for 1st edition).

    So depending on the level difference in classes in your multiclass a Pure class will almost aways be more powerful then you primary class in a multiclass.

    One other thing to add, Prestige classes help Multiclasses allot in power... Only problem is by the time they add prestige classes into DDO it will be to late for all current characters unless they allow a full respec.

    How many Pure classes you see complain that it is not fair that a multi class can do what he/she can't?
    Last edited by dragnmoon; 02-18-2008 at 12:59 PM.

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  9. #89
    Community Member Mad_Bombardier's Avatar
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    Quote Originally Posted by Quarion
    A "Report Harassment" button has been added to the mail UI. Selecting a letter and reporting it will also delete all mail from the sender.
    Not sure that this is even needed anymore (just like the Unconfirmed mailbox). I haven't received a single spam mail since Mod6 released. But, probably a good feature to have for the future incase the spammers find a way around current restrictions.

  10. #90
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    Quote Originally Posted by Quarion View Post
    Weekly Development Activities
    [*]Weapons with Good Burst, Evil Burst, Good Blast, and Evil Blast will now bypass appropriate damage reduction properly and will have the holy or unholy particle effects on them. In addition, the blasts now do damage on criticals and additional damage on natural 20's.[*]Acid Blast, Shocking Blast, Flaming Blast, and Icy Blast now have their proper elemental particle effects. In addition these effects now do damage on criticals and additional damage on natural 20's.
    Could we please have clarrification reguarding the above mentioned effects. Particularly will the effect match the in-game description of the effect on the current weapons.

    PLEASE NOTE the in-game descriptions are ALL over the place. Some such as Good Burst claims to do an additional 1D6 damage on a non Crit but they do NOT. Some, such as Acid burst do NOT claim to do the additional 1D6 damage on a regular hit but they actually DO the additional damage.

    Furtheremore in the quote above, first bullet: Weapons with Good Burst, Evil Burst, etc... you quote the "BURST" term in the first sentence but under the same bullet you then use the term "BLAST".

    Is this a Typo? Did you intend to rather say "In addition, the BURSTS now do damage on criticals and additional damage on natural 20's"

    Could you also please be more descriptive regarding the "Additional Damage". This effects everyone who are considering currently crafting these weapons and many of us do not wish to hoard crafting items and wait just because of a BUG with regards to the in-game description of the effects and confusion as to what the intended effects are in addition to confusion reguarding the statement in the WDA for this week due to Typo's ???

    And finally with regards to the seccone Bullet and the "BLAST" effect.

    Could you please clarify the details with regards to what the "Damage on criticals" is 2D6 ? 4D6 ? As well as please clarify that the "additional damage on natural 20's is remaining the same? (4D6).

    Thank you very much for your time and consideration.

    Drith
    Founder
    Last edited by Drith; 02-18-2008 at 01:06 PM.

  11. #91
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    Quote Originally Posted by Tallyn View Post
    I feel like they are adjusting trap sense to keep it's power relative to traps saving throw DCS. In pen and paper +4 to saving throws vs traps is quite an adjustment. Often times that can be the difference in not making a save on average, to making a save. Since trap saving throw DCs in DDO are so much higher, they scaled the trap sense benefit to give a bonus.

    Now, I know this helps rogues a little, but does not address those classes that splashed a level or two of rogue to get those beenfits. Honestly, I do not know what they can do to help with that, but I'm still glad to see this benefit. My Rogue 14/Pally 2, will have well over +50 reflex save vs traps when he buffs himself now.
    Yeah, they adjusted the trap DCs so almost noone can make them. Then they adjust the pure class enhancements to match that. Makes perfect sense in every MMO out there.

  12. #92
    Community Member UtherSRG's Avatar
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    Quote Originally Posted by Drith View Post
    Could we please have clarrification reguarding the above mentioned effects. Particularly will the effect match the in-game description of the effect on the current weapons.

    PLEASE NOTE the in-game descriptions are ALL over the place. Some such as Good Burst claims to do an additional 1D6 damage on a non Crit but they do NOT. Some, such as Acid burst do NOT claim to do the additional 1D6 damage on a regular hit but they actually DO the additional damage.

    Furtheremore in the quote above, first bullet: Weapons with Good Burst, Evil Burst, etc... you quote the "BURST" term in the first sentence but under the same bullet you then use the term "BLAST".

    Is this a Typo? Did you intend to rather say "In addition, the BURSTS now do damage on criticals and additional damage on natural 20's"

    Could you also please be more descriptive regarding the "Additional Damage". This effects everyone who is considering currently crafting these weapons and many of us do not wish to hoard crafting items and wait just because of a BUG with regards to the in-game description of the effects and confusion as to what the intended effects are in addition to confusion reguarding the statement in the WDA for this week due to Typo's ???

    And finally with regards to the seccone Bullet and the "BLAST" effect.

    Could you please clarify the details with regards to what the "Damage on criticals" is 2D6 ? 4D6 ? As well as please clarify that the "additional damage on natural 20's is remaining the same? (4D6).

    Thank you very much for your time and consideration.

    Drith
    Founder
    "BLAST" is a 3rd tier raid loot upgrade for the Shroud raid.

  13. #93
    Community Member gpk's Avatar
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    Quote Originally Posted by Drith View Post
    Could we please have clarrification reguarding the above mentioned effects. Particularly will the effect match the in-game description of the effect on the current weapons.

    PLEASE NOTE the in-game descriptions are ALL over the place. Some such as Good Burst claims to do an additional 1D6 damage on a non Crit but they do NOT. Some, such as Acid burst do NOT claim to do the additional 1D6 damage on a regular hit but they actually DO the additional damage.

    Furtheremore in the quote above, first bullet: Weapons with Good Burst, Evil Burst, etc... you quote the "BURST" term in the first sentence but under the same bullet you then use the term "BLAST".

    Is this a Typo? Did you intend to rather say "In addition, the BURSTS now do damage on criticals and additional damage on natural 20's"

    Could you also please be more descriptive regarding the "Additional Damage". This effects everyone who is considering currently crafting these weapons and many of us do not wish to hoard crafting items and wait just because of a BUG with regards to the in-game description of the effects and confusion as to what the intended effects are in addition to confusion reguarding the statement in the WDA for this week due to Typo's ???

    And finally with regards to the seccone Bullet and the "BLAST" effect.

    Could you please clarify the details with regards to what the "Damage on criticals" is 2D6 ? 4D6 ? As well as please clarify that the "additional damage on natural 20's is remaining the same? (4D6).

    Thank you very much for your time and consideration.

    Drith
    Founder
    Yes I agree, some speedy clarification would be a HUGE help for people currently crafting items.

    On that note, are the splintered horns supposed to be doing something or are just dropping when they shouldn't?

  14. #94
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    Quote Originally Posted by UtherSRG View Post
    "BLAST" is a 3rd tier raid loot upgrade for the Shroud raid.
    My apologies Uther I do not think you understood the intent of my request for additional clarification.

    The information reguarding "BLAST" being a 3rd tier raid loot upgrade for the Shroud raid is very well documented.

    What the community is requestiing is clarifications to the mistakes made in the WDA (Typo's) regarding BURST Vs. Blast in the first Bullet.

    The discrepencies with the actual effect in game VS. the in game effect description.

    As well as clarrification with respect to what "Additional Damage" means.


  15. #95
    Community Member wiglin's Avatar
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    I had this long complaint about stuff, but bla it doesn't matter. Turbine will always be turbine.

    When turbine throws a curve ball its time to change the swing. (Even if it means deleting all toons and starting over)

  16. #96
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    Quote Originally Posted by Kerr View Post
    I think you just made my argument for me. Now we may actually see Rogues invited to parties.
    So now I cant do the trapsmithing I was once fully specced and able to do and obviously cant handle the role of a full caster due to my MC levels in most situations and you think this is a good thing. Ive never had any problem getting a group for my rogues, making trapsmith pure only isnt going to help you, trust me. lol

  17. #97
    Community Member gpk's Avatar
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    Can we get a dev response on the whole BAB15 attack rate slowdown?

    Are we to assume by this continued silence by the devs that they are happy with the way the 5th attacks are currently implemented?

  18. #98

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    I have one more thing to add to this Multi-class vs pure class debate we got going here...

    Until they add prestige classes to help offset the problems with multiclassing powers into DDO I will not Multi-class...

    Someone mentioned add Multiclass enhancements.. that Is an acceptable compromise for current builds until they add prestige classes.. But not acceptable to me.

    They need Prestige classes in DDO to help the Multiclasses...

    Only problem is that by the time they add them it will be to late for current multi-classes unless they allow a respec in some form.

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  19. #99
    Community Member UtherSRG's Avatar
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    Quote Originally Posted by dragnmoon View Post
    I have one more thing to add to this Multi-class vs pure class debate we got going here...

    Until they add prestige classes to help offset the problems with multiclassing powers into DDO I will not Multi-class...

    Someone mentioned add Multiclass enhancements.. that Is an acceptable compromise for current builds until they add prestige classes.. But not acceptable to me.

    They need Prestige classes in DDO to help the Multiclasses...

    Only problem is that by the time they add them it will be to late for current multi-classes unless they allow a respec in some form.
    We already HAVE Prestige Classes. Turbine chose to implement them as Specialty Enhancements. Rogues get the "Way of..." lines, Bards get Spellsinger, Virtuoso, and Warchater, etc. Don't hold your breath for a full class implementation. You won't see it.

  20. #100
    Community Member wiglin's Avatar
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    At this point I would love to see prestige classes, but I would be just as happy to see them continue with the enhancements to incorporate prestige class abilities.

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