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  1. #41
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    Default Dont let them change your mind...

    ...I have 34 UMD on my 20 Barb
    Kehgeld of Sarlona

  2. #42
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    lol, I thought I'd seen a +13 somewhere. Guess not. You caught me, I'm newish. :P

  3. #43
    Community Member Dakotahorn's Avatar
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    Quote Originally Posted by tjaysteno View Post
    I'm looking at a +4 Mithral Full Plate in the AH with a duration of 2 hours left going for 6k pp. Why? Because it can only be used by halflings. Or someone who took UMD cross-class. Seriously, the UMD DC is 16. 3 ranks and a +13 item saves you over 90k pp! I'm a fan.
    *Sigh*

    That's 20 seconds of my life I'll never get back...

    plus the other 30 seconds it took me to write this...

    plus probably another 2-3 minutes I'll spend browsing over this thread seeing if anyone laughs at this comment, or neg reps me, or +1's me...

    eh
    Last edited by Dakotahorn; 11-01-2010 at 03:16 AM.
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  4. #44
    Community Member Sideways's Avatar
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    Quote Originally Posted by tjaysteno View Post
    lol, I thought I'd seen a +13 somewhere. Guess not. You caught me, I'm newish. :P
    Gratz and +1 for having the stones to reply after all the mickeytaking

    Melanastere wrote an excellent guide to UMD on the COdemasters boards and has reproduced it here http://forums.ddo.com/showthread.php?p=3239704. Take a look, the highest bonus from an item is the 7 fingered gloves from titan which gives a +5 (edit, +6 from a tier 3 GS item...) but I'd suggest - at the risk of a flaming - that most people other than bards and maybe rogues keep UMD items to swap in to use scrolls etc.

    Welcome to the game!

    Side
    Last edited by Sideways; 11-01-2010 at 09:44 AM.

    Sideways, Sidewise, Sidewynder, Sideblast, Sidelyne, Sidenote, Sideshot

  5. #45
    Community Member HeavenlyCloud's Avatar
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    Quote Originally Posted by ThunderTank View Post
    There is no way in hell you are gonna sell me that swaping to a destruction weapon every 1 minute is better than keep swinging my e-sos/weighted maul/dreamspitter while doing destruction to the epic mobs.
    Unless your groups only accept kensai fighters and barbarians on the lfm, i still can picture a handfull of situations where the destruction rune is more usefull on epic content, than an ubber 400~sh dmg over a 3% chance while being hit.
    Well too bad you won't listen to experience. First off you shouldn't need destruction most of the time to make it worthwhile on your sovereign rune. Maybe i haven't noticed it as much since i carry around 5-6 guards on me at all times and 1 of those is radiance guard which does a lot better than destruction.

    The problem i see is you are losing dps for not going disintegration guard on your sovereign rune. 3% chance of proc while being hit 95% of the time is a lot.

    Quote Originally Posted by ThunderTank View Post
    There are different opinions and playstyles, if u dont like swaping armor/docent that is your business. Mocking from someone else's opinion built from thousands of hours of epic grinding when u dont even have an epic item on your own barb is kinda silly though.
    I did say i never liked having multiple DT's and that it was my opinion.

    I never mocked an opinion i just said it was wrong. I said wrong to disintegration being better only if you are soloing all the time. Destruction meh is nice but not needed in most scenarios. I do agree with what Aranticus said that not all the people go into epics with the best gear available.

    Also i don't have an epic item on my barb cause i just don't feel it's needed, the only item i would want would be the esos and i am still farming for the shard but that's it other items i don't need. Also thinking no epics on a character equals no knowledge on epics is dumb. (Not calling you dumb)

    Quote Originally Posted by ThunderTank View Post
    And know what was your point there. But saying that they are both usefull on different contexts is more likely than stating that everyone that uses Destruction on a Barb's DT is wrong. (the message i got from the player that posted above).
    But it is wrong in my opinion since you should only be missing 5% on a barb even on epics.
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    My question is how are there threads on other servers and in general forums not about Blah?

  6. #46
    Community Member ThunderTank's Avatar
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    Quote Originally Posted by HeavenlyCloud View Post
    The problem i see is you are losing dps for not going disintegration guard on your sovereign rune. 3% chance of proc while being hit 95% of the time is a lot.

    Being hit 95% of the time? I rest my case. Just hope to never be the healer on your group.
    Have you ever done epic devils assault , chains of flame or even epic deeps? The last one is actually quite easy and can be healed with a hireling.
    If u get hit 95% of the time running those quests something is wrong. CLEARLY.
    * Flaws - Flawranga - Flawless - Godlike - Think Tank - Doppelganger *

  7. #47

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    Quote Originally Posted by ThunderTank View Post
    Being hit 95% of the time? I rest my case. Just hope to never be the healer on your group.
    Have you ever done epic devils assault , chains of flame or even epic deeps? The last one is actually quite easy and can be healed with a hireling.
    If u get hit 95% of the time running those quests something is wrong. CLEARLY.
    if you are facing mobs with TS, yes a barb gets hit 95% of the time. if you have displace, you get hit slightly less than 50% of the time. now if you are telling me you can get an ac to not get hit 95% of the time...
    If you want to know why...

  8. #48
    Community Member AylinIsAwesome's Avatar
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    Quote Originally Posted by Aranticus View Post
    if you are facing mobs with TS, yes a barb gets hit 95% of the time. if you have displace, you get hit slightly less than 50% of the time. now if you are telling me you can get an ac to not get hit 95% of the time...
    I think he may be referring to Stun and/or Hold Monster.

  9. #49

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    Quote Originally Posted by AylinIsAwesome View Post
    I think he may be referring to Stun and/or Hold Monster.
    Typically the mobs with such high ac on epics are generally the named mobs that are immune to mass hold. With mass hold, one doesn't need destruction unless the build is really bad
    If you want to know why...

  10. #50
    Community Member thegreatneil's Avatar
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    Quote Originally Posted by tjaysteno View Post
    I'm looking at a +4 Mithral Full Plate in the AH with a duration of 2 hours left going for 6k pp. Why? Because it can only be used by halflings. Or someone who took UMD cross-class. Seriously, the UMD DC is 16. 13 ranks and a +3 item saves you over 90k pp! I'm a fan.
    Fixed.
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    Quote Originally Posted by blerkington View Post
    Everyone who is more effective than me is OP, and should be nerfed.
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    Everyone who plays differently to me is a bad person, and should be mistreated.

  11. #51
    Founder Nysrock's Avatar
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    Quote Originally Posted by Ambulance View Post
    Even if there was sth like a +13 item, as a barb you don't want to waste an item slot for a UMD item...
    Umm...you do know that all you need to do is get your UMD up high enough to equip an item and then you can wear it? I use my +3 UMD item from Delera's all the time just to equip some RR boots and bracers.

    That being said I would LOVE a +13 UMD item!!!!
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  12. #52
    Community Member AylinIsAwesome's Avatar
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    Quote Originally Posted by Aranticus View Post
    Typically the mobs with such high ac on epics are generally the named mobs that are immune to mass hold. With mass hold, one doesn't need destruction unless the build is really bad
    Right.

    I assumed his Destruction DT armour was for said named mobs, and his Disintegration guard DT was on the rest of the time.

  13. #53
    Community Member ThunderTank's Avatar
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    Quote Originally Posted by Aranticus View Post
    Typically the mobs with such high ac on epics are generally the named mobs that are immune to mass hold. With mass hold, one doesn't need destruction unless the build is really bad

    Was referring to mobs that broke up hold monster and/or didnt get held/stunned. Some of them have high ac, such as some of the fishes on red fens(the ones with hats). And also to the benefit that the destruction would bring to those melees with low to-hit. Such as some rogues, pallys, etc. ( Especially yes, against the red named with high ac. ) .
    No my build doesnt need destruction. I run with e-sos, +4 str tome, dragon helm, all possible melee rings, etc. But the whole point of my argument was the help it could possibly bring into increasing the group dps. (all hipotheticly.)

    But then again this is tottally off-topic and will never end. Im more than through with it.
    * Flaws - Flawranga - Flawless - Godlike - Think Tank - Doppelganger *

  14. #54

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    And as I've said before, if someone cant hit stuff, it's their responsibility to use a destruction

    Quote Originally Posted by ThunderTank View Post
    Was referring to mobs that broke up hold monster and/or didnt get held/stunned. Some of them have high ac, such as some of the fishes on red fens(the ones with hats). And also to the benefit that the destruction would bring to those melees with low to-hit. Such as some rogues, pallys, etc. ( Especially yes, against the red named with high ac. ) .
    No my build doesnt need destruction. I run with e-sos, +4 str tome, dragon helm, all possible melee rings, etc. But the whole point of my argument was the help it could possibly bring into increasing the group dps. (all hipotheticly.)

    But then again this is tottally off-topic and will never end. Im more than through with it.
    If you want to know why...

  15. #55
    Founder LeLoric's Avatar
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    For epic content disintegration guard is pretty weak actually. The amount of damage it does to any mob in there will not do that much of their total hitpoints and the mob will still attack. I can think of quite a few sovereign choices better then disintegration.

    Earthgrab guard: Auto crits the mob when it procs allowing for much more dmg than disintegration on anything other than red/purple nameds.

    Freezing Ice Guard: Same as earthgrab but has a worse save than the earthgrab so not quite as good although the autocrit period is longer.

    Enervation: The negative levels here will do more dmg to a non named mob even on 1 negative level. 4 is drastically more plus it allows for lower saves on mobs for a follow up stunning blow/trip.

    Radiance Guard: Blindness lowers mob ac gives auto sneak attacks and a 50% miss chance. With most of the blindness issues fixed this may actually be the best.

    Melodic Guard: Stops mob from hitting you and lowers their AC by quite a bit.

    Destruction: More for TWF barbs as their to-hit does tend to be a fair bit lower than THF version. Still useful as even a max strength THF Barb does not hit all the time without some assistance, Used to not be a problem with epic spectrals but any barb should be looking to replace those with Epic claws and lose 4 to hit. Also much more important for a stunning blow build which all epic barbs should be due to the fact that you are at many times using a weighted weapon that is not +5 or +6 like many weapons.

    I would take any one of those over disintegrate in a heartbeat as they all either provide more damage when proccing or some added defensive abilities.
    Ghallanda Rerolled
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  16. #56
    The Hatchery bigolbear's Avatar
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    final warning: give me your +13 umd item or you leaving this encounter as a soulstone.

    joking aside all vets agree umd is good, get it if u can.

    even on a base charisma 6 wizy i was able to get a reasonable chance on raise scrolls, half ranks (11) + 6 char item (+3), +2 luck bonus(head), +4 moralle bonus(gh), green steel charisma skills for another + 6, +2 tome for another +1 skill.
    for a total of 25 umd thats enough to use any item u want and enough to stand a chance at raising some one, and if a warforge wizzy can get a working umd then hell any one can.

  17. #57
    Community Member ThunderTank's Avatar
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    Quote Originally Posted by LeLoric View Post
    For epic content disintegration guard is pretty weak actually. The amount of damage it does to any mob in there will not do that much of their total hitpoints and the mob will still attack. I can think of quite a few sovereign choices better then disintegration.

    Earthgrab guard: Auto crits the mob when it procs allowing for much more dmg than disintegration on anything other than red/purple nameds.

    Freezing Ice Guard: Same as earthgrab but has a worse save than the earthgrab so not quite as good although the autocrit period is longer.

    Enervation: The negative levels here will do more dmg to a non named mob even on 1 negative level. 4 is drastically more plus it allows for lower saves on mobs for a follow up stunning blow/trip.

    Radiance Guard: Blindness lowers mob ac gives auto sneak attacks and a 50% miss chance. With most of the blindness issues fixed this may actually be the best.

    Melodic Guard: Stops mob from hitting you and lowers their AC by quite a bit.

    Destruction: More for TWF barbs as their to-hit does tend to be a fair bit lower than THF version. Still useful as even a max strength THF Barb does not hit all the time without some assistance, Used to not be a problem with epic spectrals but any barb should be looking to replace those with Epic claws and lose 4 to hit. Also much more important for a stunning blow build which all epic barbs should be due to the fact that you are at many times using a weighted weapon that is not +5 or +6 like many weapons.

    I would take any one of those over disintegrate in a heartbeat as they all either provide more damage when proccing or some added defensive abilities.
    A person that seems to play the same game i do. Ty.
    +1
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  18. #58
    Community Member Hokonoso's Avatar
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    Quote Originally Posted by ThunderTank View Post
    A person that seems to play the same game i do. Ty.
    +1
    my rogue uses enervation on dt and radiance on gs and it works well but the enervation doesnt go off enough to be useful, thinking of switching to melodic guard since it is like adding ac as a dancing mob cant hit you and is auto-sneak attack mode which helps.

    and as a barb, i find 20% heal amp > corrosive/curshing wave guards as neither add to your threat and if you are tanking do you care if the mob has a 3% chance to take an extra 150 dmg vs being healed for much more? sure if you wear 2 tod rings you can get 20% heal amp there but some of us dont or rather put something else on a 2nd tod ring. and there is no reason for a barb to have disintegration guard on their dt since they dont stack, all of them have it as their hp shroud item anyways... hell my barb was so stacked on guards i wore 5 gs items as the lack of cleansing on 2 of them was still less dmg than the overhealing these clerics do, so i could sustain 5 guard items and 1 guard ring for optimum guards!

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