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  1. #1

    Default Dual-Box Elite Opener: The "Mom" build

    The concept here is to have an elite opener build on a secondary free account you use for dual-boxing. This opener will generally just enter the quest and stand at the beginning, if she even bothers to actually go to the quest instead of just sharing it. Since she can be inside the quest at the entrance if you desire, let's give her quality buffs to buff you with. She's not actually running the quest, though, so only long-duration buffs.

    Just doing that leaves a lot of value on the table, so let's give her top-notch trapping skills as well. Of course you can just twitch through most traps, but for the rare trap you just have to disable, it's nice to be able to handle it while soloing (dual-boxing) on a non-trapper without spending TP on a gold-seal hireling.

    Finally, let's give her a little extra added value: The ability to invis herself, run out to get your soulstone and DDoor back to the start of the quest, then raise you and remove your death penalties. Oh yeah, and while we're at it might as well throw in teleport so she can move around quickly. And what the heck, divine vitality III just because I ran out of things to spend AP on.

    Keep in mind this is intended to be part of a mule account, so completely free to play, no tomes, no bound crafting, no raid gear, and only 28pt build.

    I present the 18/2 Cleric/Rogue "Mom" build. She'll wait patiently at the start of the quest while you boys go play, but if you scrape your knee she'll come a-runnin'! She also lets you store all your stuff at her house.

    Key features:
    • Evasion with good reflex saves
    • High trapping skills for her level
    • High open Lock
    • Extend for long-duration buffs:
      • Freedom of Movement
      • Deathward
      • Greater Heroism
      • Protection from Evil
      • Resist Energy (notably Sonic to complement ship buffs)
    • Dragonmark of Passage for nice mobility:
      • Expeditious Retreat
      • Teleport
    • Just enough UMD to scroll invisibility in a pinch


    Code:
    Character Plan by DDO Character Planner Version 04.19.03
    DDO Character Planner Home Page
    
    Elite Opener
    Level 24 True Neutral Human Female
    (18 Cleric / 2 Rogue / 4 Epic) 
    
    Abilities          28pt    32pt
    Strength            10      10
    Dexterity            8       8
    Constitution        14      14
    Intelligence        18      18
    Wisdom              12      12
    Charisma             8      12
    
    Skills              Ranks
    Search               23
    Spot                 23
    Disable Device       23
    Open Lock            23 
    UMD                  13
    Jump                  4
    Balance               4
    Swim                  4
    Haggle                4
    Tumble                4
    Bluff                 4
    Heal                  2
    Spellcraft            2
    
    Feats
     1 : Insightful Reflexes
     1H: Least Dragonmark of Passage
     2C: Follower of the Sovereign Host
     3 : Eschew Materials
     6 : Extend Spell
     7C: Unyielding Sovereignty
     9 : Resilience
    12 : Nimble Fingers
    15 : Skill Focus: Open Lock
    18 : Lightning Reflexes or Extra Turning
    21E: Great Ability: Intelligence
    24E: Great Ability: Intelligence
    
    Unyielding Sentinel
    Charisma VI
    Endless Turning III
    Brace for Impact II
    Healing Hands
    Endless Lay On Hands III
    Twist 1: (none)
    
    
    Level 1 (Rogue)
    Skill: Balance (+4)
    Skill: Bluff (+4)
    Skill: Disable Device (+4)
    Skill: Haggle (+4)
    Skill: Heal (+2)
    Skill: Jump (+4)
    Skill: Open Lock (+4)
    Skill: Search (+4)
    Skill: Spellcraft (+2)
    Skill: Spot (+4)
    Skill: Swim (+4)
    Skill: Tumble (+4)
    Skill: Use Magic Device (+4)
    Feat: (Selected) Insightful Reflexes
    Feat: (Human Bonus) Least Dragonmark of Passage
    Enhancement: Human Core: Human Versatility: Skill Boost
    Enhancement: Human1: Awareness I
    Enhancement: Human1: Awareness II
    Enhancement: Human1: Awareness III
    
    
    Level 2 (Cleric)
    Skill: Disable Device (+1)
    Skill: Open Lock (+0.5)
    Skill: Search (+1)
    Skill: Spot (+1)
    Feat: (Deity) Follower of the Sovereign Host
    Spell (1): Cure Light Wounds
    Spell (1): Protection from Evil
    Spell (1): Bless
    Enhancement: Human1: Orien Dragonmark Focus I
    Enhancement: Human2: Nimble Fingers I
    Enhancement: Human2: Nimble Fingers II
    Enhancement: Human2: Nimble Fingers III
    
    
    Level 3 (Cleric)
    Skill: Disable Device (+1)
    Skill: Open Lock (+0.5)
    Skill: Search (+1)
    Skill: Spot (+1)
    Feat: (Selected) Eschew Materials
    Spell (1): <any>
    Enhancement: Human2: Lesser Dragonmark of Passage
    Enhancement: Human3: Greater Dragonmark of Passage
    
    
    Level 4 (Cleric)
    Ability Raise: INT
    Skill: Disable Device (+1)
    Skill: Open Lock (+0.5)
    Skill: Search (+1)
    Skill: Spot (+1)
    Spell (2): Cure Moderate Wounds
    Spell (2): Find Traps
    Spell (2): Resist Energy
    Enhancement: Human Core: Human Adaptability: Wisdom
    Enhancement: Human3: Heroism
    
    
    Level 5 (Cleric)
    Skill: Disable Device (+1)
    Skill: Open Lock (+0.5)
    Skill: Search (+1)
    Skill: Spot (+1)
    Spell (1): <any>
    Spell (2): Bear's Endurance
    Enhancement: Human4: Greater Heroism
    Enhancement: Warpriest Core: Smite Foe
    Enhancement: Warpriest1: Toughness I
    
    
    Level 6 (Cleric)
    Skill: Disable Device (+1)
    Skill: Open Lock (+0.5)
    Skill: Search (+1)
    Skill: Spot (+1)
    Feat: (Selected) Extend Spell
    Spell (3): Cure Serious Wounds
    Spell (3): Aid, Mass
    Spell (3): Magic Circle Against Evil
    Enhancement: Warpriest1: Toughness II
    Enhancement: Warpriest1: Toughness III
    Enhancement: Warpriest1: Awareness I
    Enhancement: Warpriest1: Awareness II
    
    
    Level 7 (Cleric)
    Skill: Disable Device (+1)
    Skill: Open Lock (+0.5)
    Skill: Search (+1)
    Skill: Spot (+1)
    Spell (2): Bull's Strength
    Spell (3): Remove Curse
    Enhancement: Warpriest2: Inflame I
    Enhancement: Warpriest2: Inflame: Saving Throws I
    Enhancement: Warpriest2: Inflame II
    Enhancement: Warpriest2: Inflame: Saving Throws II
    
    
    Level 8 (Rogue)
    Ability Raise: INT
    Skill: Disable Device (+1)
    Skill: Open Lock (+4)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+7)
    Enhancement: Warpriest2: Inflame III
    Enhancement: Warpriest2: Inflame: Saving Throws III
    Enhancement: Warpriest3: Wisdom
    
    
    Level 9 (Cleric)
    Skill: Disable Device (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Feat: (Selected) Resilience
    Spell (1): <any>
    Spell (4): Cure Critical Wounds
    Spell (4): Death Ward
    Spell (4): Freedom of Movement
    Enhancement: Mechanic Core: Arbalester
    Enhancement: Mechanic1: Awareness I
    Enhancement: Mechanic1: Awareness II
    Enhancement: Mechanic1: Awareness III
    
    
    Level 10 (Cleric)
    Skill: Disable Device (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Spell (3): Remove Disease
    Spell (4): Restoration
    Enhancement: Warpriest1: Awareness III
    Enhancement: Mechanic1: Mechanics I
    Enhancement: Mechanic1: Mechanics II
    Enhancement: Mechanic1: Mechanics III
    
    
    Level 11 (Cleric)
    Skill: Disable Device (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Spell (2): Eagle's Splendor
    Spell (5): Cure Light Wounds, Mass
    Spell (5): True Seeing
    Spell (5): Raise Dead
    Enhancement: Human3: Skill Mastery
    Enhancement: Mechanic2: Skill Boost I
    
    
    Level 12 (Cleric)
    Ability Raise: INT
    Skill: Disable Device (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Feat: (Selected) Nimble Fingers
    Spell (4): Neutralize Poison
    Spell (5): Protection from Elements
    Enhancement: Mechanic2: Skill Boost II
    Enhancement: Mechanic2: Skill Boost III
    
    
    Level 13 (Cleric)
    Skill: Disable Device (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Spell (3): <any>
    Spell (6): Cure Moderate Wounds, Mass
    Spell (6): Heal
    Spell (6): Harm 
    Enhancement: Human1: Action Surge: Intelligence I
    Enhancement: Human1: Action Surge: Intelligence II
    Enhancement: Human2: Action Surge: Dexterity I
    Enhancement: Human2: Action Surge: Dexterity II
    
    
    Level 14 (Cleric)
    Skill: Disable Device (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Spell (5): Spell Resistance
    Spell (6): Heroes Feast
    Enhancement: Human1: Orien Dragonmark Focus II
    Enhancement: Human1: Orien Dragonmark Focus III
    Enhancement: Human3: Action Surge: Constitution I
    Enhancement: Human3: Action Surge: Constitution II
    
    
    Level 15 (Cleric)
    Skill: Disable Device (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Feat: (Selected) Skill Focus: Open Lock
    Spell (4): Panacea
    Spell (7): Cure Serious Wounds, Mass
    Spell (7): Resurrection
    Spell (7): Greater Restoration
    Enhancement: Human Core: Human Versatility: Saves Boost
    Enhancement: Warpriest3: Inflame: Energy Absorption I
    Enhancement: Warpriest3: Inflame: Energy Absorption II
    Enhancement: Warpriest3: Inflame: Energy Absorption III
    
    
    Level 16 (Cleric)
    Ability Raise: INT
    Skill: Disable Device (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+0.5)
    Spell (6): <Any>
    Spell (7): Spell Resistance, Mass
    Enhancement: Divine Disciple Core: Divine Emissary of Light
    Enhancement: DD1: Divine Vitality I
    Enhancement: Radiant Servant Core: Healing Domain
    Enhancement: RS1: Extra Turning I
    
    
    Level 17 (Cleric)
    Skill: Disable Device (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+0.5)
    Spell (5): Stalwart Pact
    Spell (8): Cure Critical Wounds, Mass
    Spell (8): Death Ward, Mass
    Spell (8): Death Pact
    Enhancement: DD1: Divine Vitality II
    Enhancement: DD1: Divine Vitality III
    Enhancement: RS1: Extra Turning II
    Enhancement: RS1: Extra Turning III
    
    
    Level 18 (Cleric)
    Skill: Disable Device (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Lightning Reflexes or Extra Turning
    Spell (7): Restoration, Mass
    Spell (8): <Any>
    Enhancement: RS1: Divine Cleansing I
    Enhancement: RS1: Divine Cleansing II
    
    
    Level 19 (Cleric)
    Skill: Disable Device (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+0.5)
    Spell (6): <Any>
    Spell (9): Heal, Mass
    Spell (9): True Resurrection
    Enhancement: RS1: Divine Cleansing III
    Enhancement: RS3: Unyielding Sovereignty I
    
    
    Level 20 (Cleric)
    Ability Raise: INT
    Skill: Disable Device (+1)
    Skill: Heal (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Spell (8): <Any>
    Spell (9): <Any>
    Enhancement: Human Core: Human Adaptability: Charisma
    Enhancement: RS3: Charisma
    
    
    Level 21 (Epic)
    Feat: (Selected) Great Ability: Intelligence
    
    
    Level 24 (Epic)
    Ability Raise: INT
    Feat: (Selected) Great Ability: Intelligence
    
    
    <End of Build>
    It's way overbuilt; I don't expect to ever actually get destinies, or even get it much past level 15, to be honest. If I enjoy leveling the first one up to 15 I may make additional ones for levels 3, 7 and 11. I figure it should be able to handle elite traps a level above, meaning a level 7 could handle level 8 quests on elite. That lets it open 5-8 for bravery.

    Gear is about as simple as it gets. One item each for:

    1. Strength
    2. Dexterity
    3. Constitution
    4. Intelligence
    5. Wisdom (Sacred Band)
    6. Charisma
    7. Spot
    8. Search
    9. Disable Device
    10. Open Lock
    11. Reflex Save (superior stability)
    12. False Life

    Assuming no trinket because it's a free account, that leaves 10 accessories, 1 outfit and 2 weapons. Stick false life on a weapon and you still have an empty hand with everything you could ever want covered. I don't envision investing much in gear; I'll likely just go with whatever she finds in end rewards. Maybe I'll craft her some trapping gear, but meh.



    Human (31 AP)
    Core: Versatility: Skills
    Core: Adaptability: Wisdom
    Core: Versatility: Saves
    Core: Greater Adaptability: Charisma
    Tier 1: Orien Dragonmark Focus III
    Tier 1: Awareness III
    Tier 1: Action Surge: Intelligence II
    Tier 2: Lesser Dragonmark
    Tier 2: Nimble Fingers III
    Tier 2: Action Surge: Dexterity II
    Tier 3: Greater Dragonmark
    Tier 3: Skill Mastery
    Tier 3: Action Surge: Constitution II
    Tier 3: Heroism
    Tier 4: Greater Heroism

    Warpriest (18 AP)
    Core: Smite Foe
    Tier 1: Toughness III
    Tier 1: Awareness III
    Tier 2: Inflame III
    Tier 2: Inflame: Saving Throws III
    Tier 3: Inflame: Energy Absorption III
    Tier 3: Wisdom

    Mechanic (13 AP)
    Core: Arbalester
    Tier 1: Mechanics III
    Tier 1: Awareness III
    Tier 2: Skill Boost III

    Radiant Servant (14 AP)
    Core: Healing Domain
    Tier 1: Extra Turning III
    Tier 1: Divine Cleansing III
    Tier 3: Unyielding Sovereignty
    Tier 3: Charisma

    Divine Disciple (4 AP)
    Core: Emissary of Light
    Tier 1: Divine Vitality III

  2. #2
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    One of the guys I TRed with a lot did the same thing, and it was awesome. So effective in fact that on certain lives he'd play the opener through the quest instead of the toon he was levelling (depending on the quest and completion mechanics) or he'd drop out the opener right before the end. Basically every undead quest became cake, and the buffs/traps was a huge bonus, especially to XP.
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  3. #3
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    Thinking more on this, if lvl 15 is your goal, then an Iconic would be really easy to get to that point right now. Just roll it up, depending on which ones you have (if any). All of them can be a Cleric with 2 Rog levels.
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  4. #4

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    Quote Originally Posted by XL_Jockey View Post
    Thinking more on this, if lvl 15 is your goal, then an Iconic would be really easy to get to that point right now. Just roll it up, depending on which ones you have (if any). All of them can be a Cleric with 2 Rog levels.
    It's on a free account, no TP or $ spent.

    Also, keep in mind that the goal is to open everything from 1 to 15, not just be 15. Of course "everything" at this point means F2P + Sharn & Necro1, which is what I bought this week during the 20% off pack sale from taking each server to 100 favor.


    Quote Originally Posted by XL_Jockey View Post
    One of the guys I TRed with a lot did the same thing, and it was awesome. So effective in fact that on certain lives he'd play the opener through the quest instead of the toon he was levelling (depending on the quest and completion mechanics) or he'd drop out the opener right before the end. Basically every undead quest became cake, and the buffs/traps was a huge bonus, especially to XP.
    I considered that; I initially rolled up a pale trapper to be my opener. But then I decided that when I TR, if I have a pale trapper available I'll use the pale trapper, which will in turn make my TRs less interesting. I wanted the focus to be on the actual alt, so to that end I gimped the opener. Focusing on buffing the "main" alt seemed like the better choice.

  5. #5
    The Hatchery sirgog's Avatar
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    Considered a bard instead?

    They can provide melees Inspire Courage, casters Spellsong Vigor and/or Spellsong Trance, can give anyone an extended Haste at the beginning of a quest and an Invis too, can D-Door and (from scrolls) raise.

    Plus there's quests which are just easier to solo on a max-Cha bard that has an irresistable Fascinate than they are on any other character. Particularly heroic elite Realms content, with the insane number of 3000+ hp trash.
    I don't have a zerging problem.

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  6. #6

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    Quote Originally Posted by sirgog View Post
    Considered a bard instead?

    They can provide melees Inspire Courage, casters Spellsong Vigor and/or Spellsong Trance, can give anyone an extended Haste at the beginning of a quest and an Invis too, can D-Door and (from scrolls) raise.

    Plus there's quests which are just easier to solo on a max-Cha bard that has an irresistable Fascinate than they are on any other character. Particularly heroic elite Realms content, with the insane number of 3000+ hp trash.
    I hadn't considered a bard, no, and in hindisght a bard would likely have been a better in that it would give me more variation. I'll never play a bard otherwise.

    However, keep in mind that I don't actually want to play this build, like ever. I mean, she takes Eschew Materials, fer cryin' out loud! hehheh.

  7. #7
    Hero nibel's Avatar
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    Why not investing on the Turn regeneration in RS, so that after refilling your SP with DV3, she would get her turns back just by sitting down and waiting?
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  8. #8

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    Quote Originally Posted by nibel View Post
    Why not investing on the Turn regeneration in RS, so that after refilling your SP with DV3, she would get her turns back just by sitting down and waiting?
    That was the original plan, but being a DV bot is third on the priority list. Buffing the player and handling traps (both disabling and evading) are much higher on the list. DV is below open locks, really.

    Spending another 8 points in the RS tree to get regenerating turns takes away from higher priorities. Besdies, she can just carry 3 different DV hirelings and pop them one after the other for a bazillion more DVs than she'll ever have natively.

    Keep in mind that I want her to be able to handle elite quests one above her level, as in level 15 handling elite vale traps or level 12 handling elite gianthold. (Those levels just examples; the 15 would handle gianthold, of course.) That's why I threw every enhancement except the kitchen sink at trapping and saves. Whatever was left over I put toward DV just for something to spend them on.

  9. #9
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    By having a level 15 character does that not mess up xp for lower level quests?

    What can a mule character like this do in a quest before the quest treats him as the max level character?
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  10. #10

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    Quote Originally Posted by aristarchus1000 View Post
    By having a level 15 character does that not mess up xp for lower level quests?
    A level 15 would only share lower level quests to open them on elite, not actually enter and run them. To have her participate would require a lower level version.

    I'm thinking a level 3, 7, 11 and 15 would cover all of my leveling needs, meaning I'd need to buy a couple character slots in order to pull that off.

  11. #11
    Community Member Munkenmo's Avatar
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    Please explain to me how a completely free to play 28pt build is going to be an elite opener and capable of entering quests to help out? (note: i know this isn't a problem if you're capable of opening elite, but it is a concern for others who aren't vip / double TR)

    Only way I can think of is that he's run content, meaning you'll need multiple openers throughout your level range (what i do)
    Given this, I prefer to make builds that are specifically designed around carrying me through said content.

    eg i've got multiple openers:

    7 wizard
    12 wizard
    13/2 bard/rogue
    2barb/16cleric bb kiter

    I understand that you want to play your main instead of an f2p opener alt, If you truely want a buff bot that you wont play or invest any plat into :

    18 = 10bard/8cleric with extend &eschew : GH/fom/deathward/blur/GH/raisedead /songs
    12 = 10bard/2 rogue
    7 = 6bard/1 rogue

    I'd prefer mostly pure bards and I'd give them scrolls but the cleric option at 18 covers a few bases for the plat poor.

  12. #12

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    Quote Originally Posted by fTdOmen View Post
    Please explain to me how a completely free to play 28pt build is going to be an elite opener and capable of entering quests to help out? (note: i know this isn't a problem if you're capable of opening elite, but it is a concern for others who aren't vip / double TR)

    Only way I can think of is that he's run content, meaning you'll need multiple openers throughout your level range
    Yep.

    18 = 10bard/8cleric with extend &eschew : GH/fom/deathward/blur/GH/raisedead /songs
    All the buffs on mine will last longer and she gets all the same ones you listed except blur and songs. Blur is largely moot thanks to gear, but you do get songs over me. Songs don't last long enough for me, and take too long to sing for my taste, but that's just personal preference.

    I'd prefer mostly pure bards and I'd give them scrolls but the cleric option at 18 covers a few bases for the plat poor.
    The main thing bard is missing is DW, but I agree that bard is a solid choice as well. I think an elf (or drow?) bard can get DW from the racial tree, much like how my human cleric gets GH from the racial tree.

    If only I could figure out a way to cast extended nightshield on other people. heh.

  13. #13
    Community Member Munkenmo's Avatar
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    Quote Originally Posted by EllisDee37 View Post
    All the buffs on mine will last longer and she gets all the same ones you listed except blur and songs. Blur is largely moot thanks to gear, but you do get songs over me. Songs don't last long enough for me, and take too long to sing for my taste, but that's just personal preference.

    The main thing bard is missing is DW, but I agree that bard is a solid choice as well. I think an elf (or drow?) bard can get DW from the racial tree, much like how my human cleric gets GH from the racial tree.
    Sadly no race gets a deathblock dragonmark (Drow don't get DM's at all)

    I'll be honest, I'd not make that 10/8 split myself, but bards get the song to boost their caster level by 1, but I can see why casting an 18minute extended DW is worth it to some. The songs don't last long, but I think overall even with only 10 bard levels, I think they're worth it.

    The two biggest boosts being
    +3 spell pen for 4mins (huge difference in RWTD)
    spell song vigor for 134 seconds

    It's definitely a personal preference though, but even limited to 10 bard levels, I'd rather have songs instead of longer cleric buffs.

  14. #14

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    Quote Originally Posted by fTdOmen View Post
    Sadly no race gets a deathblock dragonmark (Drow don't get DM's at all)
    It's not a DM, it's just a racial ability. Unfortunately it's only available to Morninglord. (Tier 2, Blessing of Amaunator: Mass DW, 3/rest.)

    Meaning if the mule account has morninglord (mine does not) then bard gets everything cleric gets plus songs.

  15. #15
    Community Member Havok.cry's Avatar
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    You should be able to craft a trinket for it, and IIRC you can get one that gives more turn undead uses, if you are still planning on doing cleric.

    As to the bard VS cleric arguement, why not both? spellsong vigor's effect is not based on character level, only how many points are put into it (duration might be a different story), and the same goes for DVs. On a level 15 character, I think you could do both and still hit all our other goals.
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  16. #16
    Community Member Munkenmo's Avatar
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    Quote Originally Posted by EllisDee37 View Post
    It's not a DM, it's just a racial ability. Unfortunately it's only available to Morninglord. (Tier 2, Blessing of Amaunator: Mass DW, 3/rest.)

    Meaning if the mule account has morninglord (mine does not) then bard gets everything cleric gets plus songs.
    Oh snap, I never even noticed that, Time to make a new bard opener

  17. #17
    Community Member Fedora1's Avatar
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    Wow missed this thread until now!

    Great ideas here...
    My take on "the grind": https://www.ddo.com/forums/showthrea...=1#post6220972

    Ordinary humans have inhibitions that serve as a buffer against what we know is bad behavior.
    However, some people, by blaming others for their own bad behavior, develop a thought pattern that allows them to override self-control in order to achieve a selfish end.
    - My opinion on exploiters and cheaters blaming SSG for unfair punishment.

  18. #18
    Founder Matuse's Avatar
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    If only I could figure out a way to cast extended nightshield on other people. heh.
    Do Abbot, get the end reward robe from the trinket quests. Cloth of the Faithful and Rainment of the Fervent both give a 1/rest 15 minute Nightshield cast.
    Kobold sentient jewel still hate you.

  19. #19
    Community Member Postumus's Avatar
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    "Mom build" is a good name. I prefer something like "Axerette" even though you won't be getting continuous heals from it.

    I think an arti/bard build would also make a good Axerette.

  20. #20
    Community Member Fedora1's Avatar
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    Question - if this momma is on a F2P account, how does it open quests on elite?

    For me it doesn't matter I guess, as my VIP account would be the opener, and momma would join as the buffer boo boo kisser.
    My take on "the grind": https://www.ddo.com/forums/showthrea...=1#post6220972

    Ordinary humans have inhibitions that serve as a buffer against what we know is bad behavior.
    However, some people, by blaming others for their own bad behavior, develop a thought pattern that allows them to override self-control in order to achieve a selfish end.
    - My opinion on exploiters and cheaters blaming SSG for unfair punishment.

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