What is a good score for Improved Trip at level 28?
What is a good score for Improved Trip at level 28?
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BoloGrubb / DJGrubb / Gijo
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the score you should aim for with improved trip is 0. if your trip isnt landing, only +4 dc wont make it land much more or at all either. take another weapon focus or something dude...
You are but a lamb, ignorant of your own ignorance. You no longer interest me.
I believe my first-life Fighter, before getting on the TR train, had an Improved Trip DC in the mid-60s or so, and it was fairly effective (say, 70% or so) against easy mobs (i.e., not giants/cats) in EE Gianthold. Lemme see if I can reverse-engineer this...
14 Base
15 Item
06 Challenge Cloak
03 Kensei
02 Capstone
02 ED Feat
06 Dreadnaught DCs
==============
48
With 50ish Strength, that would be a 68 DC. It would be slightly easier today because we're now getting items with Quality bonus to Vertigo and have higher Strength buffs.
Don't forget trips are a STR/DEX save, so you if you can manage to scroll Waves of Exhaustion, it's the equivalent of +3 DC.
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Getting Past Traps without Trap Skills | Musical Musings
Have to agree with this.
If it was only one feat it would be OK, not only for the +4, but also for the 5 seconds shorter cooldown (the knockdown also lasts 30 seconds longer, but there's really nothing that lives 30 seconds in the first place).
But combat expertise, which requires 13 Int as a prereq by itself, makes improved trip a rather bad pick. Especially with weapon focus feats now granting stacking 2 MP.
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In all the years i've been on ddo, I've never seen any combat feat ability other than stunning fist work properply. I wouldnt bother trying to trip anything past level 5 - why not go for a weapon specialization as mentioned before, or branch out to archery skills, or add toughness.
You are but a lamb, ignorant of your own ignorance. You no longer interest me.
I find trip to be exceptionally helpful on a melee - trip caster, kill things that actually hurt you, kill caster....if you have reasonable Strength and good basic tactics investment you often don't even need a vertigo item to get a caster on their butts. This goes through all of heroics and into the drow stuff in MOTU....but beyond that either the mobs are immune (druids chain) or everyone has high saves (High Road, GH) so you would need to invest in the gear.
One problem on my melees at cap is that I don't have enough easily keyed buttons to be able to cycle through and trip is the first thing that gets dropped (momentum swing/ lay waste OR adrenalines etc... take precedence).
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
I don't have that many fingers
Actually I also find after about 4-5 different actions they start coming off timer......something as simple as cleave/Gr. Cleave/Mom. Swing/Lay Waste/Stun Blow/Trip and then you are ready to go back to the top again .
And that is before you throw in enhancements, pot chugging, action boosts etc... so really it's rare that I find I need more than 10 easily accessible. Trip gets dumped because it is less effective than the alternatives.
Last edited by Spoonwelder; 08-14-2015 at 07:35 PM.
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