...is just as important as being able to Tank, when asked.
That is all
Now that is a popcorn laden statement if I ever saw one. Come on, do tell. We need our morning drama.
gotta to kick at the darkness til it bleeds daylight - B. Cockburn
Guild Leader - Order of the Silver Dragons
Mains Darlao Completionist Toogor Sorc TR7 Also Listarn Shadar Kai Rogue 20/8 - WhiskyTango CL28 TR4 - Toongor Bd28 TR2 - Sooey Dwarf ConBarb28 TR2 Pusshy -WizMo 18/ 2/8+9 More
Agreed.
Learning when *not* to use the eClaw set is a skill that's sadly beyond many barbarians.
I don't have a zerging problem.
I'm zerging. That's YOUR problem.
You lucky guys.
Dont complain. I always play with a static group of old friends (some since 22 years ago) and are mostly totally n00bs.
I just cannot tell them to go to hell.
(Aftermath after a wipe)
"You (the fighter) should intimidate when the mob comes and you (wizard) should click the diplomacy. For more succesfull sneak attacks you should bluff (rogue) and..."
- "I dont use intimidate. I have 8 Cha, is a waste to put skillpoints there (but he put the points on haggle)"
- "Diplomacy? I thought that was for talking to people and (PnP mind)"
- "I am an Assassin not a fig (you know, the delicious fruit from mediterranean Countries), I wont use bluff"
----
"Do you have some collectables?"
"I throw them away"
"Some of them are very valuable, like the eberron dragon shards!!!"
"Oh, I think I threw out one yesterday. My backpack was full. What are they for?"
o_O
THIS IS PAINNNNN. Stop complaining.
Goat, Sammich, Poultry
I strongly suspect that few otherwise well made rogues made before update 9 had bluff. Most of them were likely perma-death. Any ideas if a sufficiently strong bluff item is worth wearing on an otherwise bluffless rogue? Personally, I'll stick to diplomacy, but would like to be able to bluff.
Being able to hold agro (as a Barbarian) from the Battle Cleric you begrudgingly accepted into the party is also undervalued.
Eberron Dragonshards can be sold on the AH, and are often sold, for not insignificant prices.
Especially the Mediums, which can be exchanged for Major XP pots and a 20-charge major mnemonic trinket.
You do not combine them into full shards. You just turn them in 3 at a time to various collectors.
Are you thinking of Siberys or Khyber dragonshard fragments? Those a very different. I've often thrown those out (although less now that they stack to 10k, and are used in the new crafting, albeit at pointless quantities). Also, you can sell those on the AH too.
Last edited by dkyle; 05-10-2011 at 10:28 AM.
I think you might be confused on the type of shards to which you are referring. Eberron shards trade in for eladrin statues and SP trinkets. I wouldn't be giving up other shards either, for crafting if nothing else.
On topic, I'm great at not being able to tank. Is that the same as being able to not tank?![]()
Last edited by Aashrym; 05-10-2011 at 02:39 PM.
http://www.youtube.com/watch?v=zonbLF-NMZgOriginally Posted by Turbine
No, for some reason my paladin gets a TON of them (as for other pulls/rolls, ask my guild...I am horrible). I always put them on the AH, yet no one would ever buy them, so I chucked them. Guess I didn't know where to turn them in and what I could get. For some reason I though they were used for feat exchanges.
Officer - Eternal Wrath
Burne Level 20 Human Paladin
Sarlona
Siberys dragonshards are for feat exchanges. Eberron dragon shards are used for collectible turn ins. The wiki has a convenient list of collectors and rewards.
http://ddowiki.com/page/Eberron_Dragonshard
http://www.youtube.com/watch?v=zonbLF-NMZgOriginally Posted by Turbine
Which is just as important as knowing when to switch tanks when the assigned tank can't keep aggro even when the other melee have removed their Claw sets, switched Tharne's for HP goggles, turned PA off and drank an Essence of Desire(wanting to give the assigned tank as much of a chance as possible, while at the same time being prepared for the worst).
If these measures fail, then any further loss of DPS just doesn't justify having the assigned tank tanking.
Anyone who ever wants to tank should have a triple Incite DT robe to switch to.
I'm pretty sure that what the OP is trying to say is
"Knowing when you are too squishy to tank is just as important as knowing when you should tank"
Yes, there are times even a kensia fighter is just too soft to be main tank, (a great tail beater, but not a good main) and it is good when joining a Raid (i.e. VoD) when the leader asks if you can tank, you can say no.
(Say): Haywire says, '"Hey, I don't come into yer home and play with things."'
Umm this is more from ignorance (only have one fighter to higher levels) but it may help to better define what qualifies as a tank....
I have an understanding (correct it at will) that there are three tank modes
AC tank - you don't get hit and (with U9) can do just enough damage to maintain aggro to keep the Boss of the moment on you so other mobs or bosses/mini-bosses can be covered by the others. A better AC tank also dishes out enough damage and hate gen to keep aggro if others also start beating on the boss. This is harder vs. pure DPS characters - and thus sometimes the DPS's just need to slow down a little to help maintain SP outflow and keep the boss under control.
HP tank - two forms of this really first is the healing amp tank (ie. full heals from cure lights) to minimize SP required OR just massive HP tank that can actually take a full, maxed out heal maxed 10% and still need more. These guys are easy to keep alive while others take care of trash/minibosses and/or other bosses. Again as a team you need to mitigate your damage output so the aggro stays on the boss in order to help keep SP use efficient.
Hate Tank - hits hard and often, keeps the bosses attention through pain and suffering. May need more frequent healing than the other two but rarely loses control of the boss due to being out-DPS'd.
Each of these tanks is viable in degrees and depending upon the group makeup one may be a better choice than the other. Knowing which of these you are and which you aren't is important. Knowing that you are none of these is important. Thinking you are one of these and being proven wrong in the quest means you should step aside. Thinking the star chose the wrong style and messing up the quest because you didn't want to stick to the stated plan should get you booted.
gotta to kick at the darkness til it bleeds daylight - B. Cockburn
Guild Leader - Order of the Silver Dragons
Mains Darlao Completionist Toogor Sorc TR7 Also Listarn Shadar Kai Rogue 20/8 - WhiskyTango CL28 TR4 - Toongor Bd28 TR2 - Sooey Dwarf ConBarb28 TR2 Pusshy -WizMo 18/ 2/8+9 More