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  1. #1
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    Default Questions about Warforged...

    Hi all,

    I am new to game but interested in making a melee WF.

    From what I understand WF can self heal?

    1) How do they do this? Exactly - do they buy something from general merchant? Is it a trained feat?

    2) Also from what I understand WF get their own power attack?

    Again is this a feat and when do they get it?

    Thanks all!

  2. #2
    Community Member sephiroth1084's Avatar
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    WF have the same ability to heal themselves as any other character normally--buy pots. Drink pots. Except in the WF's case, you get Oils of Repair X, rather than Potions of Cure X.

    WF casters, however, can heal themselves with repair spells and Reconstruct, basically in the same fashion as clerics and favored souls can heal themselves.

    WF Power Attack (and Barbarian Power Attack) are enhancement lines that you can add onto the PA feat (pretty sure you need the feat to unlock the enhancements). Both the barbarian and WF versions have 3 ranks (costing 1, 2 and 3 AP apiece) that each give +1 damage/-1 attack, and the damage is double when wielding a weapon with two hands.

    Generally, you get the PA enhancements much earlier than you want to be taking them, as it can be very difficult to offset the attack penalty early in the game.
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  3. #3
    Community Member Arctigis's Avatar
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    Remember, WF also suffer a -50% penalty to healing from Divine spells (cure, heal spell). This can be ameliorated with enhancements and items
    over time. You should consider what class you want to play, what resources you have and who you normally group with.

  4. #4
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    Quote Originally Posted by Arctigis View Post
    Remember, WF also suffer a -50% penalty to healing from Divine spells (cure, heal spell). This can be ameliorated with enhancements and items
    over time. You should consider what class you want to play, what resources you have and who you normally group with.
    But there is an important exceptions to this. I have lvl-14 WF THF Fighter.

    First of all the Healers Friend enhancement can raise this to a total of 75%. The breakdown is 10,5,5 though I don't recommend taking the 3rd enhancement its too costly for a modest 5% gain.

    The second point is that the divine cleric spell HEAL which is a level 6/7 spell (I forget which level exactly as I don't play casters) will cure the WF for the total amount. The OP should not confuse this with the "cure xxx wounds" spell, I am talking the spell Heal and Mass Heal. Which means healing the WF becomes much less of an issue when clerics use the HEAL spell.

    To the Original Poster.

    First of all, if you are new and are playing a warrior, play a Dwarf or Human. WF are really cool but they are more complicated than other races because of the healing disability. Learn game mechanics first then try the WF.

    If you are INTENT of playing a WF Fighter, than I offer a few tips.

    1. All WF especially the Combat classes should carry repair pots or scrolls or wands (depending on class/skills). You cannot rely on others, some players are jerks and refuse to heal WF. I generally avoid grouping with these types of people. Even if you've got a decent healer or a friendly wizard you need to be self-sufficient. Since Repairs pots are useless to all other races players are usually willing to donate them for free.

    2. Make a friend with a WF Wizard. They almost always have repair/recontruct spells memorized to heal themselves casting it on you is not a big deal for them. (but always ask first). Paladins are also a good friend because their LOH ability cures WF entirely. (I got a human Paladin as well). As a Paladin I usually ask the main healer (cleric or FvS) to focus the healing spells on me and other members while I focus my LOH abilities on the WF. Clerics hate wasting mana on WF (because it cures for half)

    Keep in mind that Paladins LOH are very limited so remember this. A Pally does want to use all his LOH in the first 5 minutes of the game.

    3. If you are a Fighter and have a few skill points to spare, stick them into repair. Its a class skill (no penalty) and it will help you gain more HP from shrines. Since you cannot drown there is no need for Swim, so Jump is really the most important skill. If you've got the points put the extra into repair. Some people will disagree with me on this, but I generally find it helpful.

    4. Buying a repair wand and giving it to a wizard or bard to use is a good trick. Its usually custom to let them keep if after the quest if there are remaining wand charges so I usually do this for long RAIDS that will last several hours. Otherwise a guild member should help you out.

    Most people in DDO are decent and honest and I have never had a problem. But with F2P there is always the off chance that some snot nosed punk will simply steal it and run off. So make sure you give the want to someone you can trust.

    Remember, unlike many other MMOs DDO is about teamwork, you can only win if you work together. So if a cleric or a Wizard is kind enough to keep you from dying, your absolute priority is the continued survival of the squishier classes. This might mean that you might need to sacrifice yourself to insure their survival.

    This should be the duty of all warriors but especially the WF due to their handicap. As a WF warrior you do not want to seem ungreatful to others helping you out.

  5. #5
    Community Member DragonDrago77's Avatar
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    I would say WF make among the best casters in the game due to the fact that they can heal themselves.
    They don't make good divine casters, imo (Clerics and FvS) due to the fact that they get lower starting stats in CHA and WIS.
    They make good melee fighters for different reasons and I'm too lazy to think of any.

  6. #6
    Community Member Arctigis's Avatar
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    Quote Originally Posted by marshm1972 View Post

    The second point is that the divine cleric spell HEAL which is a level 6/7 spell (I forget which level exactly as I don't play casters) will cure the WF for the total amount. The OP should not confuse this with the "cure xxx wounds" spell, I am talking the spell Heal and Mass Heal. Which means healing the WF becomes much less of an issue when clerics use the HEAL spell.
    Untrue. The penalty applies to all divine healing spells.

  7. #7
    Community Member FuzzyDuck81's Avatar
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    Quote Originally Posted by Arctigis View Post
    Untrue. The penalty applies to all divine healing spells.
    confirmed - am using a WF favoured soul & get reduced effect when self-casting Heal (typically does 100-150 HP healing to me at level 16 & i have the enhancements to boost it, when it should be doing 150 unenhanced on a fleshy)... its just that it does such a large number of HP healing (and by that time the cleric/FvS usually has the enhancements to boost it further, as well as crit chance) that it doesnt make too much difference, so long as the WF has at least 1 level of Healers Friend.

    The Divine Healing ability (available to clerics, lets them produce a heal over time effect in place of turn undead) DOES heal for full HP however & a lot of clerics will use it to reduce their SP expenditure on WF, but it depends on how many turns they have & whether other casters in the party are running short of mana & need Divine Vitality (which gives back SP but also consumes uses of turn undead).

    The most healer-friendly WF you can get is a monk, with healers friend, monk class enhancements & in fire stance with the new bracers, as they'll get just as much benefit as a fleshy character - but monks are a paid-for class & require a different skill-set to play vs. other melees, and often lag behind DPS-wise later on if they arent geared up well.
    I used to be with it, but then they changed what it was, now what's it is weird and scary to me.

  8. #8
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    Quote Originally Posted by FuzzyDuck81 View Post
    confirmed - am using a WF favoured soul & get reduced effect when self-casting Heal (typically does 100-150 HP healing to me at level 16 & i have the enhancements to boost it, when it should be doing 150 unenhanced on a fleshy)... its just that it does such a large number of HP healing (and by that time the cleric/FvS usually has the enhancements to boost it further, as well as crit chance) that it doesnt make too much difference, so long as the WF has at least 1 level of Healers Friend.

    The Divine Healing ability (available to clerics, lets them produce a heal over time effect in place of turn undead) DOES heal for full HP however & a lot of clerics will use it to reduce their SP expenditure on WF, but it depends on how many turns they have & whether other casters in the party are running short of mana & need Divine Vitality (which gives back SP but also consumes uses of turn undead).

    The most healer-friendly WF you can get is a monk, with healers friend, monk class enhancements & in fire stance with the new bracers, as they'll get just as much benefit as a fleshy character - but monks are a paid-for class & require a different skill-set to play vs. other melees, and often lag behind DPS-wise later on if they arent geared up well.
    Artigus and Fuzzyduck

    Yes that is correct, I neglected to mention this. The Clerics do use the empowered version (most do) of HEAL and the WF has a lvl or 2 of HF. My WF Fighter gets healed for the full amount (or close to it) when HEAL is cast. I don't even have any healing amplification Items (been unlucky with drops so far) so even without it I'm am still getting good healing. The point is that while the penalty is a handicap it can be overcome.

    ALL WF characters should get the 1 lvl of HF out of courtesy to the clerics in the game. And frankly getting lvl 2 is optimal. Otherwise you are going to make other players angry as you soak up their mana.
    Last edited by marshm1972; 04-13-2010 at 07:20 AM.

  9. #9
    Community Member AylinIsAwesome's Avatar
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    Quote Originally Posted by marshm1972 View Post
    ALL WF characters should get the 1 lvl of HF out of courtesy to the clerics in the game. And frankly getting lvl 2 is optimal. Otherwise you are going to make other players angry as you soak up their mana.
    I wouldn't call the second level "optimal"...

    4 AP for +5% healing amp? That's a big slap in the face after the first one is 2 AP for +15% healing amp. Many builds can't afford that AP sink.

  10. #10
    Community Member Ashiel_Dragmire's Avatar
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    My main's a WF Fighter (second toon, bought WF race because they seemed pretty cool and they were cheap) and I love him. Do make sure you carry a punch of Repair Oils and a wand or two to give to casters (preferably friends or guildies rather than strangers... speaking of, need to restock my wands...). Healer's Friend I is a must and I recommend making it your first Enhancement unless you are a Wizard or Sorcerer and have Repair, then you can hold off for awhile.

    I consider Healer's Friend II and III a waste. Or at least they haven't benefited my builds at all.

    Biggest thing to stay away from are the Improved Fortification Feat (100% to Divine Healing) and a bad attitude/playing style. Just be prepared to have to take care of yourself more than the rest of the party will until higher levels (when Clerics/FvS will have maximized/empowered heals and whatnot). Even then be able to look out for yourself since it just makes life easier. A well-built WF can be amazing, but they're easy to screw up.
    "I shall take my bow by opening my heart and revealing my wisdom...
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  11. #11
    Community Member Nezichiend's Avatar
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    Quote Originally Posted by marshm1972 View Post
    Artigus and Fuzzyduck

    Yes that is correct, I neglected to mention this. The Clerics do use the empowered version (most do) of HEAL and the WF has a lvl or 2 of HF. My WF Fighter gets healed for the full amount (or close to it) when HEAL is cast. I don't even have any healing amplification Items (been unlucky with drops so far) so even without it I'm am still getting good healing. The point is that while the penalty is a handicap it can be overcome.

    ALL WF characters should get the 1 lvl of HF out of courtesy to the clerics in the game. And frankly getting lvl 2 is optimal. Otherwise you are going to make other players angry as you soak up their mana.
    Get to 900hp wf barbs, HEAL is not going to HEAL them to full.
    Even 500hp wf fighter will not get healed to full (unless they crit or eardweller )

  12. #12
    Community Member Jendrak's Avatar
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    Quote Originally Posted by Ashiel_Dragmire View Post
    My main's a WF Fighter (second toon, bought WF race because they seemed pretty cool and they were cheap) and I love him. Do make sure you carry a punch of Repair Oils and a wand or two to give to casters (preferably friends or guildies rather than strangers... speaking of, need to restock my wands...). Healer's Friend I is a must and I recommend making it your first Enhancement unless you are a Wizard or Sorcerer and have Repair, then you can hold off for awhile.

    I consider Healer's Friend II and III a waste. Or at least they haven't benefited my builds at all.

    Biggest thing to stay away from are the Improved Fortification Feat (100% to Divine Healing) and a bad attitude/playing style. Just be prepared to have to take care of yourself more than the rest of the party will until higher levels (when Clerics/FvS will have maximized/empowered heals and whatnot). Even then be able to look out for yourself since it just makes life easier. A well-built WF can be amazing, but they're easy to screw up.
    /QFT

    Most divine healers wont complain if your at least attempting to help them out with healing your self. My main is a 900hp WF barb and if hes not DPS'ing the holy hell outta something hes sucking down pots to try and help out. This alone will cut you alot of slack with the healers cause at least you trying to help out.

    Also, base WF healing with HF 1 (65%)+ leviks bracers (20%)+ tier 3 shroud weapon (30%)= 115% for those really nast fights FYI.
    To err is human, to forgive is divine. Neither of which is Marine Corps policy
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  13. #13
    Community Member Ashiel_Dragmire's Avatar
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    /QFT?

    Forgive my forum lingo ignorance, but i don't quite understand what that means.
    "I shall take my bow by opening my heart and revealing my wisdom...
    Belief or disbelief rests with you."

  14. #14
    Community Member sephiroth1084's Avatar
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    Quote Originally Posted by Ashiel_Dragmire View Post
    /QFT?

    Forgive my forum lingo ignorance, but i don't quite understand what that means.
    Quoted For Truth
    Useful links: A Guide to Using a Gamepad w/ DDO / All Caster Shroud, Hard Shroud, VoD, ToD Einhander, Elochka, Ferrumrym, Ferrumdermis, Ferrumshot, Ferrumblood, Ferrumender, Ferrumshadow, Ferrumschtik All proud officers of The Loreseekers. Except Bruucelee, he's a Sentinel!

  15. #15
    Community Member Impatiens's Avatar
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    Quote Originally Posted by marshm1972 View Post
    The second point is that the divine cleric spell HEAL which is a level 6/7 spell (I forget which level exactly as I don't play casters) will cure the WF for the total amount. The OP should not confuse this with the "cure xxx wounds" spell, I am talking the spell Heal and Mass Heal. Which means healing the WF becomes much less of an issue when clerics use the HEAL spell.
    Just to reiterate this is absolutely false. If a WF has no enhancement points spent in Healer's Friend HEAL will hit them for half of what it does for Fleshies.

    When I'm on my healer I don't mind if WF don't have every Healer's Friend rank possible, but if they have none and no heal amp items and are not a caster that can heal themselves I usually just make room for their stone in my bag because I'm not going to waste my sp when my heals are only hitting them for half.

  16. #16
    Halfling Hero phalaeo's Avatar
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    Quote Originally Posted by Arctigis View Post
    Untrue. The penalty applies to all divine healing spells.
    The definition of "spell" could be debated here, but it's worth noting that the Divine Healing (Turn-Based) enhancement does heal WF without penalty.
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  17. #17
    Community Member Ashiel_Dragmire's Avatar
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    Quote Originally Posted by sephiroth1084 View Post
    Quoted For Truth
    Thanks for clearing that up.
    "I shall take my bow by opening my heart and revealing my wisdom...
    Belief or disbelief rests with you."

  18. #18
    Community Member sephiroth1084's Avatar
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    Quote Originally Posted by Ashiel_Dragmire View Post
    Thanks for clearing that up.
    Sure. It took me a long time to figure out a lot of these internet-isms as well. Like, I think I was the last person on the planet to figure out who J-Lo was. Sometime maybe a year or two after the term had been coined (and I'd been hearing it on and off for a while), I turned to a friend and asked, "Who the **** is this J-Lo I keep hearing about? Is it a new rapper?"

    Sometimes abstaining from celebrity news and gossip (and MTV after it went to suck) can make for some really stupid questions.
    Useful links: A Guide to Using a Gamepad w/ DDO / All Caster Shroud, Hard Shroud, VoD, ToD Einhander, Elochka, Ferrumrym, Ferrumdermis, Ferrumshot, Ferrumblood, Ferrumender, Ferrumshadow, Ferrumschtik All proud officers of The Loreseekers. Except Bruucelee, he's a Sentinel!

  19. #19
    Community Member AylinIsAwesome's Avatar
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    Quote Originally Posted by sephiroth1084 View Post
    Sure. It took me a long time to figure out a lot of these internet-isms as well. Like, I think I was the last person on the planet to figure out who J-Lo was.
    ...who?

  20. #20
    Community Member stormarcher's Avatar
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    Wf in general can NOT self heal. How ever if you are a caster ( or cleric but no one is a wf cleric ) You can cast construction on your self. Construction is a spell all arcane casters get not just Wf

    Also Look up the monster build if you are looking for good AC + HIGH Dps
    Quote Originally Posted by Tolero
    "That's cause you're a noob..."

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