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  1. #21
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    I like the new Beacon of Hope fvs tree.

    However, I still have problems healing the undead in my party (wizards).

    Suppose I'm in a group with 2 such wizards - and they get damage.

    If I somehow manage to miss HARMing one of them, I have to wait 6 seconds for the cooldown to come back up.
    This is because:

    1) it's far more difficult to heal with HARM than with normal heals because you need to be facing your target
    2) all the lesser inflict spells have very short range even with enlarge metamagic turned on.

    So, I will have to wait 6 seconds because of my mistake, and then another 6 seconds to heal the 2nd wizard in the party.
    That's a total of 12 seconds, in which a lot of things can happen...

    Other times I've also noticed that people think i'm sleeping or something - because i'm not healing them fast enough - while waiting for the HARM cooldown to come back up.

    I hope you get my point, thanks!

  2. #22
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    If you have two Pale Masters in undead form standing next to each other, they will fully heal from each others' auras in less than 12 seconds, with no Harm spells needed.

    Undead are supposed to be hard to heal, that's the tradeoff they make for being a self-healing arcane.

  3. #23
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    Quote Originally Posted by asdfghhjkl View Post
    If you have two Pale Masters in undead form standing next to each other, they will fully heal from each others' auras in less than 12 seconds, with no Harm spells needed.

    Undead are supposed to be hard to heal, that's the tradeoff they make for being a self-healing arcane.
    Obviously it was a random example.
    Not everyone wants to stand close to each other.
    Sometimes it's not possible also.

    Anyway, I believe that everyone has the right in healing, but if Standing Stone Games believes otherwise, who am I to question them?

  4. #24

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    Quote Originally Posted by Qhualor View Post
    the teleport to lower Necropolis, does that also include Royal Guard Mask? any chance we can also add Harbor as a teleport location too?
    Isn't the royal guard mask a clicky that just casts the spell? If so, any change to the spell will be reflected in the mask.

    They added the Harbor to the teleport spell locations several years ago. I want to say 2012, maybe?

  5. #25
    Community Member Qhualor's Avatar
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    Quote Originally Posted by EllisDee37 View Post
    Isn't the royal guard mask a clicky that just casts the spell? If so, any change to the spell will be reflected in the mask.

    They added the Harbor to the teleport spell locations several years ago. I want to say 2012, maybe?
    I don't know if it was auto correct or I simply left the "er" off of teleporter typing too fast. For clarification, its supposed to be teleporter as in the ones in the MP and Houses.
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  6. #26
    Community Member DYWYPI's Avatar
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    Hmm, several of the Hirelings with the U39 Lamannnia Preview, had frozen limbs and didn't have any "movement" animations... they had arms constantly stretched out, and instead of walking glided. So it was a little hard to tell if they were being helpful, bugging out or just practising at being static Scarecrows.


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    Quote Originally Posted by Cocomajobo View Post
    [...] A Study in Sable: One of the secret doors is now easier to find. ...
    Cocomajobo, if you were referring to [Search] and the 2 Secret Doors within 'A Study in Sable', i.e. 2 Connecting Doors from 'The Master Bedroom' to the Library? Then why have your colleagues chosen to have the Epic Elite Secret Door with a Search DC:40, it's a Level 26 quest. I'd expect a standard Secret Door at Level 26 on Epic Elite, to be near a Search ~ DC:52.

    Furthermore the [U39] 'A Study in Sable' Epic Hard; Secret Doors could be found (auto revealed) with True Seeing thus concluding the Search DC was no higher than 30. I'd expect a Level 19 quest on Heroic Hard; Secret Door, to have a minimum Search ~ DC:29. Most Level 15 quests on Elite, have Secret Door Search ~ DC:30. Therefore unless you were referring to a third Secret Door, that I'm unaware of then those new [U39] "Sable" DCs are extremely low.

    Update: Ah, perhaps you originally didn't account for the fact the one of the random locations for the: Amulet of the Medusa, could possibly be located behind a Secret Door.

    Quote Originally Posted by Cocomajobo View Post
    [...] Enemy Within[:] should now accurately specify in the objectives panel what you are required to slay. ...
    Thanks, FlimsyFirewood! I know Flimsy might not want reply publicly in the DDO Forums, because he got into hot water with some of his "straight-talking" humorous posts being misinterpreted, (thread ID: 495984). I'll give him his due, he did make sure that specific bug was addressed. :D
    Last edited by DYWYPI; 06-27-2018 at 04:51 PM. Reason: Update: 27 June 2018.

  7. #27
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    Quote Originally Posted by Cocomajobo View Post

    Character
    • Feats
      • The following feats now display their total current calculated DC's on their tooltip:
        • Trip
        • Stunning Blow
        • Improved Trip


    Awesome - thank you for checking this bug off the list!
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  8. #28
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    Quote Originally Posted by Cocomajobo View Post
    • Enemy Within should now accurately specify in the objectives panel what you are required to slay.
    Will this also fix the similarly bugged optionals in Made to Order?

  9. #29
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    Any news if we're getting a new Monster Manual this update or any time soon, there's many monsters left. It's a feature that I really enjoy but that sadly seem abandon.

  10. #30
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    Quote Originally Posted by Cocomajobo View Post
    Teleport now goes to a new location - the Lower Necropolis! This includes the Human Dragonmark of Passage version!
    This seems like a REALLY weird choice, btw. The Lower Necropolis isn't an access hub for other locations, and it's ONE loading screen away from the House Phiarlan teleport point OR the Orchard of the Macabre transport from airships. And you can also teleport to the Necropolis by using GREATER teleport. So I don't get the reasoning behind this PARTICULAR addition. The Hall of Heroes would make a LOT more sense, since it actually is a hub of sorts.

    What would make more sense to me would be if you'd add an airship access point of some kind to the UPPER Necropolis since your ship can drop you off there. Preferably add it as a menu option on the person who teleports you to the Lower Necropolis. And add direct airship access in Siber Atoll as a menu option with the ship captain, in Meridia as a menu option with the Djinn, in Amrath with the Farshifter, in Zawabi's refuge with the ship person, in Gianthold with the farshifter, and in Restless Isles with the Navigator. That would match what you guys did with Three Barrel Cove. You might also consider adding a ship transfer option in the Portable Hole and an option to transport to the portable hole to the Captain provided you have a Planeshifter aboard.

    Also, add Three Barrel Cove to the GREATER teleport list. It's kind of sad that GREATER teleport is actually LESS USEFUL than teleport.
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  11. #31
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    Quote Originally Posted by PsychoBlonde View Post
    This seems like a REALLY weird choice, btw. The Lower Necropolis isn't an access hub for other locations, and it's ONE loading screen away from the House Phiarlan teleport point OR the Orchard of the Macabre transport from airships.
    I thought it was a good choice because I tend to return to my ship between quests in different areas, and the ship drop off is a billion miles from either the upper Necro drop off point (the Orchard wilderness) and the house P drop off point (South-West-ish of house P). What can I say, I'm lazy XD

    Quote Originally Posted by PsychoBlonde View Post
    Also, add Three Barrel Cove to the GREATER teleport list.
    Good idea. No promises :P

    Quote Originally Posted by PsychoBlonde View Post
    It's kind of sad that GREATER teleport is actually LESS USEFUL than teleport.
    I agree, but mostly because of how Greater Teleport can't be used in public areas. I understand why it's instance only, but blargh. I wish it weren't.
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  12. #32
    Community Member Rauven's Avatar
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    Quote Originally Posted by Lynnabel View Post
    I agree, but mostly because of how Greater Teleport can't be used in public areas. I understand why it's instance only, but blargh. I wish it weren't.
    Just tossing this out there... Would it be possible to change the code for Greater Teleport to work similarly to the Greater Bracelet of Friends? Just, instead of pulling group members to the user it would send everyone within X radius of the user to the specified location. This would make the spell usable in public instances and avoid the issue that, I'm assuming, was the reasoning behind making the spell private instance only in the first place. Or would that break handwraps?

  13. #33
    Cosmetic Guru Aelonwy's Avatar
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    Quote Originally Posted by Rauven View Post
    Or would that break handwraps?
    Maybe not handwraps but it could make doors mushrooms again.
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  14. #34
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    Quote Originally Posted by Lynnabel View Post
    I thought it was a good choice because I tend to return to my ship between quests in different areas, and the ship drop off is a billion miles from either the upper Necro drop off point (the Orchard wilderness) and the house P drop off point (South-West-ish of house P). What can I say, I'm lazy XD
    Its a very nice addition.
    Parties inside lower necro are usually in a terrible hurry (its a good xp farming zone) and the walk back is awfully long from the airship.

    Good idea. No promises :P
    Agreed Greater Teleport to 3 barrel cove sounds great.
    It also contains some nice xp farms.
    Being able to greater teleport out would be nice, even if you plucked us back right outside an harbor/house d entrance to 3bc or in the 3bc tavern.

  15. #35
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    Rest and Resurrection Shrines can no longer be stood on top of.
    I approve.

    Lore wise if we can walk thru something, it makes no sense to be able to stand atop it.

    Its also a very commonly used perching spot.

  16. #36
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    If it is not too much trouble a Greater Teleport leading to the tavern of Ataraxia's Haven would be nice.
    It used to be a common vendor location and it would grant some exposure to the wilderness area.

    That and 3bc would tie in some of the more vague locations.

    A GT or teleport into The Reaver's Reach (after obtaining permission to enter public area) would be very nice as well, as its very long route to get there.
    Several of these quests are major xp farms (with party leaders in a hurry)

  17. #37

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    Quote Originally Posted by Qhualor View Post
    I don't know if it was auto correct or I simply left the "er" off of teleporter typing too fast. For clarification, its supposed to be teleporter as in the ones in the MP and Houses.
    Ah, gotcha. I certainly wouldn't object to adding the Harbor to the house teleporter destinations, but if not, the Inspired Quarter teleporter is close enough for government work.

  18. #38
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    Quote Originally Posted by Lynnabel View Post
    .. teleport changes ..
    Now that you are touching teleport, could you perhaps also look at this? Maybe?

    Quote Originally Posted by cru121 View Post
    When you use a spell which has multiple variants such as Fire Shield or Resist Energy, a window appears which lists the variants. The top left corner of this window appears to be hardcoded at coordinates 350, 300.

    On smaller screens, whenever I need to use a teleport scroll, I have to move the window up to access the bottom options.

    Would it be possible make those coordinates configurable in the ini file?
    Or add some logic that moves the window up if it does not fit on screen.


  19. #39
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    By the way, I am of the opinion that the Devs cannot add too many teleport locations to the teleport spell.
    (Royal Guard mask casts teleport so it would automatically be upgraded when the spell is upgraded.)


    Suggestions:

    Lower Nec (as planned)

    Tavern of 3 barrel cove

    Tavern of Ataraxia's Haven

    Tavern of The Reaver's Reach (possibly with/without patron permission to enter)

    Sorrow Dusk ship tavern? (not sure that one would help much)

    Tangleroot tavern? (not sure that one would help much either)

    Eberron Hall of Heroes

  20. #40
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    Default Issues with patcher

    So i unistalled (like 5 times now) and reinstalled using the new link(in this thread) several times, but still get an error connecting to patch server. Anyone one else having this issue or have a fix?
    Quote Originally Posted by FlimsyFirewood View Post
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