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  1. #1
    Community Member General_Jah's Avatar
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    Default is repair worth it for warforged?

    Hi guys,

    I'm still pretty new to the game and am making a melee warforged. Barbarian with a couple levels in fighter. My int is 13 and I'm wondering if repair is worth putting points into?

    It seems it doesn't heal near as much as the heal skill.

    Feedback would be appreciated.

    Thanks

  2. #2
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    Quote Originally Posted by General_Jah View Post
    I'm still pretty new to the game and am making a melee warforged. Barbarian with a couple levels in fighter. My int is 13 and I'm wondering if repair is worth putting points into?

    It seems it doesn't heal near as much as the heal skill.
    Neither repair nor heal skills are worth it for anyone.

    All they can do is give you some more hp back when resting. If you find that to be a problem, find a nice level 16 character and kindly ask him to mail you 500 RLW potions.

  3. #3
    Community Member Bunker's Avatar
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    /agreed

    Yeah, early on (lvl 1,2) you might come across doing WW and you will need to repair of heal a player that is incapped. Now this a particular situation that is rare and never seen again past usually lvl 3.

    I don't know the calculation for sure on how many more HPs/lvl of skill you get at rest shrines, but by lvl 16 a WF barbarian will have at least 400 hp, and even if your skill is in the 30s, I don't think it will even heal you 1/2 way.

    With current game mechanics, Absolutly a wasted skill.

    /cheers
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    If I have the points available I always take heal on fleshies and repair on warforged. The small amount that the character gets back in extra HP when resting is worth it to me. However, if points are limited then I do not take the heal (fleshies) or repair (WF) skill as I need the points elsewhere. Many (most) players will say they need the points elsewhere.

  5. #5
    Community Member General_Jah's Avatar
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    Quote Originally Posted by Bunker View Post
    /agreed

    Yeah, early on (lvl 1,2) you might come across doing WW and you will need to repair of heal a player that is incapped. Now this a particular situation that is rare and never seen again past usually lvl 3.

    I don't know the calculation for sure on how many more HPs/lvl of skill you get at rest shrines, but by lvl 16 a WF barbarian will have at least 400 hp, and even if your skill is in the 30s, I don't think it will even heal you 1/2 way.

    With current game mechanics, Absolutly a wasted skill.

    /cheers
    Any tips for skill point usage on a warforged barbarian?

  6. #6
    Community Member Dylos_Moon's Avatar
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    Quote Originally Posted by General_Jah View Post
    Any tips for skill point usage on a warforged barbarian?
    Jump, Swim, INTIMIDATE, and maybe spot.
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  7. #7
    Community Member General_Jah's Avatar
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    Quote Originally Posted by San'tar View Post
    Jump, Swim, INTIMIDATE, and maybe spot.

    Right now I have a negative 10 to my swim... not sure why

    1 barb
    2 fighter
    warforged with adamantine

    Out of curiousity why is swim important?

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    Quote Originally Posted by General_Jah View Post
    Right now I have a negative 10 to my swim... not sure why
    It's because Adamantine body gives a huge swim penalty. Which doesn't matter, because you don't need to breath.

    Quote Originally Posted by General_Jah View Post
    Out of curiousity why is swim important?
    Swim is not important. Someone must be trying to trick you. You'd be better putting points in Haggle or Diplomacy than Swim.

  9. #9
    Community Member Talon_Moonshadow's Avatar
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    Unless you are a Rog, Wiz or Brd, you don't have enough skill points to make it worthwhile.
    I would get the highest repair item you can find, and wear it when resting at shrines.
    I gave up a life of farming to become an Adventurer.

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  10. #10
    Community Member Dylos_Moon's Avatar
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    Quote Originally Posted by General_Jah View Post
    Right now I have a negative 10 to my swim... not sure why

    1 barb
    2 fighter
    warforged with adamantine

    Out of curiousity why is swim important?
    Swim increases your swim speed, which is only important for 1 quest, crucible.

    But then Barbarians don't have a wide skill selection, and most skills are useless in the long run anyway.
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    Quote Originally Posted by Tolero View Post
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  11. #11
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    Useful skills for barbarians and fighters are jump, swim, and repair IMO. Some folks discount swim and there is good reason, I can only think of two quests where there is much swimming and only one where you might want to be really skillful. As San'tar says, swim is very handy in the Crucible quest.

    Jump is much more useful as there are lots of places where jump comes into play. But, if you can't control your jumps then having too much of it will really send you off course.

    For both swim and jump there are useful items that you can equip just for the time of need.

    Lots of people play with intimidate. That is useful if you are trying to draw lots of aggro to you. Squishy characters love tanks that intimidate (and often use diplomacy to help turn away aggro as well). Intimidating tanks are a somewhat specialized group and not necessarily everyone's playing style.

    If your WF barbarian is like mine then you didn't put any build points into INT. That means you only get 3 skill points per level. If you put 2 into repair (to get 1 skill point as it is a fighter skill but a cross-skill for barbarians) and 1 in jump then you don't have anything left over to spend anywere else in any case.

    You might want to think about putting initial skill points at build into bluff. With a 6 CHA (unless you put points against CHA and I can't think of why you would do that) you'll need a +5 bluff item to run the final chapter of Delera's (or an Eagle's Splendor potion and a +3 item). Like lots of other situations, it is a one-time event (ok, maybe 3 or 4 times depending on how often you run the quest -- still only 1 quest).

    Bottom line is that there aren't many skill points and not many skills that you really need. So do what you think is best and don't worry much about it.

  12. #12
    Community Member maddmatt70's Avatar
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    Quote Originally Posted by San'tar View Post
    Swim increases your swim speed, which is only important for 1 quest, crucible.

    But then Barbarians don't have a wide skill selection, and most skills are useless in the long run anyway.
    croos class skills. Balance and even umd are pretty good cross class skills for a barb depends on the build of course..
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  13. #13
    Community Member maddmatt70's Avatar
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    Quote Originally Posted by Leyoni View Post

    Lots of people play with intimidate. That is useful if you are trying to draw lots of aggro to you. Squishy characters love tanks that intimidate (and often use diplomacy to help turn away aggro as well). Intimidating tanks are a somewhat specialized group and not necessarily everyone's playing style.

    If your WF barbarian is like mine then you didn't put any build points into INT. That means you only get 3 skill points per level. If you put 2 into repair (to get 1 skill point as it is a fighter skill but a cross-skill for barbarians) and 1 in jump then you don't have anything left over to spend anywere else in any case.
    .
    I hate to say it but all melee except for perhaps rangers and not rogues should put ranks into intimidate. Who would you rather the mob be attacking the squishy arcane or a barbarian with a gadzillion hit points? The changes to intimidate this upcoming mod make it so itimidate is a pretty effective strategy. I don't have intimidate on my fighter because he was made in the first two weeks of this game and in pnp dnd intimidate is not a very effective skill, but in this mmo with the new changes to intimidate (6 sec cooldown and greater aggro grabber) it just go a whole lot more effective such that I wish I could respec my skill point to intimidate, but unfortunately no skill point respec in game...
    Norg Fighter12/Paladin6/Monk2, Jacquiej Cleric18/Monk1/Wiz1, Rabiez Bard16/Ranger3/Cleric1, Hangover Bard L20, Boomsticks Fighter12/Monk 6/Druid 2, Grumblegut Ranger8/Paladin6/Monk6, Rabidly Rogue L20, Furiously Rogue10/Monk6/Paladin4, Snowcones Cleric 12/Ranger 6/Monk 2, Norge Barbarian 12/FVS4/Rogue4. Guild:Prophets of The New Republic Khyber.

  14. #14
    Founder Hvymetal's Avatar
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    Quote Originally Posted by maddmatt70 View Post
    I hate to say it but all melee except for perhaps rangers and not rogues should put ranks into intimidate. Who would you rather the mob be attacking the squishy arcane or a barbarian with a gadzillion hit points? The changes to intimidate this upcoming mod make it so itimidate is a pretty effective strategy. I don't have intimidate on my fighter because he was made in the first two weeks of this game and in pnp dnd intimidate is not a very effective skill, but in this mmo with the new changes to intimidate (6 sec cooldown and greater aggro grabber) it just go a whole lot more effective such that I wish I could respec my skill point to intimidate, but unfortunately no skill point respec in game...
    Not to mention don't Barbs have some fairly interesting enhancement options for intimidate? Not that many have extra AP's floating around
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    Community Member General_Jah's Avatar
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    Quote Originally Posted by Hvymetal View Post
    Not to mention don't Barbs have some fairly interesting enhancement options for intimidate? Not that many have extra AP's floating around
    yea it cracks me up, I never see tanks using intimidate and my first character was a wizard so having that aggro off can really help hehe

    guess its just a way different culture from other mmos

  16. #16
    Founder Arianrhod's Avatar
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    Quote Originally Posted by General_Jah View Post
    yea it cracks me up, I never see tanks using intimidate and my first character was a wizard so having that aggro off can really help hehe

    guess its just a way different culture from other mmos
    Definitely a different culture from other MMOs. Partly because in the early levels it's far more effective to just kill stuff than try to intimidate it. Then people get into the habit, and it can be hard to change. DDO also has relatively little in the way of aggro management abilities for "tanks", compared with other MMOs, so people trying to play that way tend to get discouraged after discovering, time and time again, that the most practical way to keep the mage or cleric alive is to kill whatever is beating on him/her.

  17. #17
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    For my 8-int Bbn I've been taking Jump and Balance and Heal (ie. Repair). Nothing else is really useful. I don't like standing around at the shrine chugging pots after I rest, so I'm keeping it as high as I can, swapping in an item when I rest, etc.

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