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  1. #21

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    I'm pretty sure that orange named are immune to charm spells, but vulnerable to suggestion.

    The difference being that charm spells can go on perpetually but suggestion has a set duration.

    Aelvara - Bagel - Bagelbot - Daarna - Kraldor - Minibagel - Uberlute - Wounder

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  2. #22
    The Hatchery sirgog's Avatar
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    Quote Originally Posted by Kraldor View Post
    I'm pretty sure that orange named are immune to charm spells, but vulnerable to suggestion.

    The difference being that charm spells can go on perpetually but suggestion has a set duration.
    I can confirm this.

    Orange-named are immune to all effects that say "You are charmed" when you examine the foe. (Charm Person, Charm Monster, Symbol of Persuasion). Not sure about Dominate Person.

    Orange-named are susceptible to all effects that say "Your mind is susceptible to suggestion" (Suggestion, Mass Suggestion)
    I don't have a zerging problem.

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  3. #23
    Community Member Sue_Dark's Avatar
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    Quote Originally Posted by Josh View Post
    Notice that I did not say "When did Death Ward stop the vorpal effect in this game?". I said "Since when does Death Ward stop the vorpal effect?" The answer, of course is NEVER.

    The death ward spell only protects you from magical death effects, death spells, energy drain and negative energy effects. Ask the Sage.

    http://www.wizards.com/default.asp?x=dnd/4ask/20080409a
    http://www.wizards.com/default.asp?x=dnd/ask/20070725a

    I seem to remember this being discussed to some length in the past, with certain people beholdent to the concept that the vorpal ability is a "death atteck" or "death effect", which it clearly is NOT. Not like the devs care...they can't even figure out how to implement beholders properly after 2+ years. I guess this is off topic though.

    As for the undead, I meant in the new raid(s) explorer area. I believe they cast Death Ward on themselves and you can't disrupt them.

    Blanket immunities have always been a cop-out for the developers of this game to artificially inflate the difficulty level. They take away PC's abilities, which is one of the cardinal no-no's when it comes to DMing a campaign. "Boss" fights are one dimentional hack fests. Giving them spells or something that prevent effects is perfectly fine for me, as long as we have the ability to do something about it (i.e. mantle of invunerability, globe of spell immunity, spell turning, ect). That's a much more appealing encounter in my opinion.



    More importantly to me....

    ...how is it that DEATHWARD is useable on something that is undead? They are not alive, they are animated corpses. Deathward should have no effect on them. It sure as heck doesnt help me when I'm dead.


    And for the OP- I kinda agree. I'd love to see a raid boss with a horde of minions. Regular and orange names. All CR ranges and monster types (within reason). I think it'd be fun to have something like Desert Caravan as a raid.... make it mobile just faster than regular (read- 0% striding/haste) movement speed with randomized encounters where the boss comes in with his team and (if the players succede) retreats and regroups for the next attack. You could even tie a new city/adventure area (ala meridia) to the end of the run to giev a real reason to do the raid.... with an option once someone on server completed, for others to just zip thru or fight it out. Defend moving targets, from moving enemies, regular, orange, red and purple. No more than one red per round, no more than 10 orange and say 10-50 regs per attack.

    It could be timed out so the attacks appear at certains times, vice locations, or totally randomized so you never know where you'll get jumped. Caster mobs hit the party with dominate and the caravan keeps moving, better run to catch up when you break free . Loot at the end could be the one raid chest plus say 5 chests for 10 wagons, 4 for 8-9, and so on. (twist a little bit and make the little loot chests drop level-ized items, wagon one is L14+, 2 is 10+, 3 is 9+, 4 is 15+, 5 is 2+ just randomize them so people dont say "its ok that was the noob chest")
    Last edited by Sue Dark; 06-27-2008 at 02:21 PM.
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  4. #24
    Community Member Tin_Dragon's Avatar
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    Quote Originally Posted by Thrudh View Post
    DDO has become increasing centered around maximizing DPS... Other types of builds (tactical, stat-damaging, AC tanking) are considered sub-par....

    I would like to suggest that for the next raid, instead of one bad-ass red-name immune to everything except DPS, we get a swarm of 50-100 orange-named monsters....

    A raid where high DPS, poor AC gets hurt pretty bad, and where characters with high AC or trip, stun ability can do fairly well....
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    I want DDO next mod designed around my builds.
    DO AWAY WITH DUNGEON ALERT< BRING BACK INDIVIDUAL DEATH PENALTIES!
    It makes better players of all of us.
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