From the eberron lore book:
The warforged are a race of living, sentient constructs, superficially similar to golems. Warforged are composed of a blend of materials: predominantly stone, wood, and some type of metal.
Couldn't remember where I had seen it and had to look it up... but they are part organic.
Srry, insult i guess was the wrong wording, you did not issue any insult, my bad
Warforged themselves are imaginary. So by that argument they are neither.
But, in the imaginary universe lets say that Livewood comes from a livewood tree (not realy sure here, could be mistaken) therefore of the same basic composition of wood in the real world, wich is compriised of molecules built from C, H, O, and other trace elements, there fore by definition --> organic
But unfortionately I speak without all the facts of what livewood realy is. If you could clerify the difference between livewood and "real" wood I would appreciate it andI appologizeif I am mistaken.
actually it is not immaterial as it goes to your credibility and knowledge
from this website on Eberron lore: (http://www.wizards.com/default.asp?x=dnd/ebds/20050627a)
Aaren d'Cannith: Father of the Warforged :
The warforged possessed many advantages over traditional constructs. Aaren had incorporated organic material into their design, binding steel and stone together with a flexible material similar to the roots of livewood trees. These binding roots could be rapidly grown within a creation forge, reducing the cost of production; they also responded to traditional healing magic, though these spells were not as effective on the warforged as they were on creatures of flesh and blood.
The warforged are made using a blend of materials. The core of a warforged is a frame formed from wood, stone, or metal. Bundles of rootlike fibers surround the core and serve as the muscles of the construct. Plates of steel and wood are fused over this layer of tendrils, forming the hard outer shell of the warforged. The precise appearance and construction of the body depends on the model of the warforged, as represented by its initial feats. This also affects the weight of the warforged, as shown below.
Those that will not be concerned with their curses...except main tank who gets all the love....well those others...they can die.
Yes even the mad stone raged ones.
We do not need more nanny-heal-bots in game. The proficiency level of the average player has suffered greatly in the last two years.
I said neither of those things but having the correct information goes a long way to being credible as far as your opinios are concerned. Also, I only referred that if you wish to correct someone try having all the facts, and as far as livewood being organic it states right in the lore book that livewood is organic so ...
but, as far as the HP bar is concerned I could live with or without.
As a cleric I can see the benefit to having a quick visual aid to who requires more of my spell points, but as a gamer I see the need for a lot of projects to completed by Turbine first.
Yes, within DDO livewood is organic. I was bantering (referencing livewood as an imaginary concept and thus can't be organic in the literal sense) as this debate is off-topic and immaterial to the original intent of the thread.
But, also not all WF have wooden parts so while a single WF may have organic parts, WF as a "race" are not necessarily organic. They are constructs and primarily, if not completely, composed of inorganic parts.
If this comes to pass, I'd also like to see:
- Divine and Arcane spellpoints get different colors on the UI. Because, I should refrain from healing an arcane on the off chance they are a Wizard, and in Undead form.
- Dwarves and Halflings should get different colored health bars, since they are short and I cannot see them individually when in a large crowd.
- Radiant Servants should get their own sellpoint color, so I can know without looking whom to be asking for an aura/burst/DVs.
- Anyone without 100% Fortification past level 11 should have their own HP bar, because they are going to be needing special attention once the fighting starts.
- Hirelings should get their own HP bar, because I don't want to have to heal them.
- Half-Orcs will need their own HP bar color, too, since they'll have the potential to get stronger as they get hurt, and I'd hate to rob them of their DPS.
...or maybe we should just call the whole thing off because once you start to nitpick these things, it can be "logically" argued to the point of absurdity.
On my healers I'd say a WF identifier would be slightly useful, a curse identifier would be hugely helpful.
On my arcane; a WF identifier would be great.
For those disliking the idea, I think a UI toggle was a great suggestion.
the idea isnt necesarily bad, the REASONING for the idea is bad.
New players need to LEARN how to be more self sufficient. DDO isnt like other games. the self sufficient rise to the top and become top notch players. If you do nothingbut wait for others to fix all your ailments, you will not have fun in this game under most circumstances.
Take some responsibility. If your Not getting healed, take a minute to ask why? Is it really a bad cleric or are you doing things that make it illogical to continue to heal you?
theres no excuse for not carrying and using Remove curse pots today. Raged players CAN use Guild vendor Remove curse as well as other pots.
Get better. Dont get more reliant.
I am sooo for this, but only if halflings get their own Health Bar color I bloody hate halflings I would like to know at a glance of the hp bar that they are halflings so I can choose to not heal them or not.
/sarcasm off
there's one thing you never put in a trap if you're smart. If you value your continued existence. If you have any plans on seeing tomorrow then there's one thing you never, ever put in a trap.
no
for the reasons already stated
0Love Life of an Ooze: One ooze. Idiot hits ooze. Two oozes.
*insert axe*
o o