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  1. #21
    Community Member Talon_Moonshadow's Avatar
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    Hours of practice.
    I gave up a life of farming to become an Adventurer.

    Quote Originally Posted by Jandric View Post
    ..., but I honestly think the solution is to group with less whiny people.

  2. #22
    Hero
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    Turbine needs to add Handwraps of Greater Training Dummy Bane, pronto!
    Khyber: Ying-1, Kobeyashi, Nichevo-1 | 75 million Reaper XP

  3. #23
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    I was all set to add my vote to changing the dummy from a crew hookpoint to a small hookpoint, but that's not at all what this seems to be about.

  4. #24
    Community Member Fomori's Avatar
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    Just get a decent elemental of pure good handwraps to beat that down.

    Usually you could beat the dummy down in the cooldown timer between ToD's anyways as a monk. Pop into fire stance, chug a hast potion, and use the ki for elemental/void strikes.
    Male Fairy: "Dont cry my dear. You know what I do when I'm sad?"
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    Quote Originally Posted by mournbladereigns View Post
    Actually, if this Nerf's one of Shade's barb's I doubly support this!

  5. #25
    Community Member Chai's Avatar
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    Quote Originally Posted by NeutronStar View Post
    If it takes him so long to kill the training dummy, he needs to reroll.
    That is probably the best solution.

    Turn on auto attack. AFK to bio, make a sandwich, or whatever. The training dummy has never been a big issue.
    Quote Originally Posted by Teh_Troll View Post
    We are no more d000m'd then we were a week ago. Note - This was posted in 10/2013 (when concurrency was ~4x what it is today)

  6. #26
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    Quote Originally Posted by Carpone View Post
    Turbine needs to add Handwraps of Greater Training Dummy Bane, pronto!
    Greater construct banes seem to work on the dummy.

  7. #27
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    Quote Originally Posted by Gum View Post
    Why was there a need to make the training dummy immune to negative damage? Seriously? Dammit man. I mean technically, it's not a living target, but come on, my goodness. Throw some dang bacon on the thing, chain lightning it, and get it all Frankensteined if needed. Out of all the changes to ToD, this is the only one that just really gets my gizzard!
    Neg energy gets to work... When i can blast it to shreds with a nice meteor swarm. :P

  8. #28
    Community Member Emili's Avatar
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    Quote Originally Posted by Soleran View Post
    Yes you can my friend, well at least at lvl 20 I can curse it to lower fort and allow for crits, I'm afraid I don't know about earlier levels and landing a curse.

    Also on the person commenting about the time it takes to kill the dummy and reroll:

    Let's be honest being able to ToD the dummy, it saved time and I would imagine even more so at earlier levels.
    So the training dummy is broken? It's a construct ... they're not suppose to be able to be crit... is not fort that keeps them that way - they're suppose to be immune.

    A construct has the following features.

    10-sided Hit Dice.
    Base attack bonus equal to ¾ total Hit Dice (as cleric).
    No good saving throws.
    Skill points equal to (2 + Int modifier, minimum 1) per Hit Die, with quadruple skill points for the first Hit Die, if the construct has an Intelligence score. However, most constructs are mindless and gain no skill points or feats.

    Traits
    A construct possesses the following traits (unless otherwise noted in a creature’s entry).
    • No Constitution score.
    • Low-light vision.
    • Darkvision out to 60 feet.
    • Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
    • Immunity to poison, sleep effects, paralysis, stunning, disease, death effects, and necromancy effects.
    • Cannot heal damage on their own, but often can be repaired by exposing them to a certain kind of effect (see the creature’s description for details) or through the use of the Craft Construct feat. A construct with the fast healing special quality still benefits from that quality.
    • Not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain.
    • Immunity to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless).
    • Not at risk of death from massive damage. Immediately destroyed when reduced to 0 hit points or less.
    • Since it was never alive, a construct cannot be raised or resurrected.
    • Because its body is a mass of unliving matter, a construct is hard to destroy. It gains bonus hit points based on size, as shown on the table.
    • Proficient with its natural weapons only, unless generally humanoid in form, in which case proficient with any weapon mentioned in its entry.
    • Proficient with no armor.
    • Constructs do not eat, sleep, or breathe.
    Last edited by Emili; 11-22-2010 at 12:58 PM.
    A Baker's dozen in the Prophets of the New Republic and Fallen Heroes.
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  9. #29
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    Quote Originally Posted by Emili View Post

    So the training dummy is broken? It's a construct ... they're not suppose to be able to be crit... is not fort that keeps them that way - they're suppose to be immune.


    Portals are constructs and you can also land curses on them, this has been known for sometime now.

    The developers already know this, nothing new here.

  10. #30
    Community Member Eladiun's Avatar
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    Quote Originally Posted by sirdanile View Post
    That would be the void strikes... not touch of death

    and Void IV still sends the dummy on a vacation.
    “If at first you don't succeed, keep on sucking till you do succeed.”

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