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  1. #1
    Community Member painkiller3's Avatar
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    Default everyone hates turners

    i know i know, everyone hates turn undead. is it possible with completionist, racial completionist, death domain, all cleric lives etc. to be able to turn something like a flameskull at endgame on something like R4? i like cleric, i like death domain i'm just wondering if there's *any* point in even trying to turn stuff. i'm okay with switching to a "turning stick" that's loaded with filigrees for this.

  2. #2
    Community Member Zuldar's Avatar
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    I recently ran a turning build with the animal domain. I ended up with an 88 hit dice turn check and could get about 3 or 4 undead/animals in r10 Isle of Dread content. If you invest fully into it turn undead is fairly effective as undead and animals are quite common.
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  4. #4
    Community Member painkiller3's Avatar
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    Quote Originally Posted by Zuldar View Post
    I recently ran a turning build with the animal domain. I ended up with an 88 hit dice turn check and could get about 3 or 4 undead/animals in r10 Isle of Dread content. If you invest fully into it turn undead is fairly effective as undead and animals are quite common.
    thank you

  5. #5
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    It requires a very specific raid item to be remotely useful, otherwise it'll run into issues.

    https://ddowiki.com/page/Item:Tatter...the_Broken_One

    Can use this as a substitute
    https://ddowiki.com/page/Item:Legendary_Sacred_Helm

    The issue is monsters Hit Dice gets super inflated in epics making it all or nothing, which means you drop the ability to do much else. Turning is such a niche ability at higher levels that its just not worth the effort. I personally wish they would allow for the alternate turning ruleset where TU gets turned into radiant damage instead of fear / death ability.

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    Community Member Bogenbroom's Avatar
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  7. #7
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    Quote Originally Posted by nobodynobody1426 View Post
    I personally wish they would allow for the alternate turning ruleset where TU gets turned into radiant damage instead of fear / death ability.
    This is a great suggestion. Light damage on turn is already part of Morningstar and KotC enhancements, so it shouldn't be a problem to code. The other path for turning that was introduced with the new EA is debuffs: turning reduces saves. I don't know if it would be hard to code, but a debuff that confuses, reduces MRR, PRR, AC, Fort, saves, makes them vulnerable to various kinds of attacks, or even more vulnerable to further turns. Frankly, uncoupling the effects turns afflict on undead from hit dice - like light damage, EA debuffs and some Cleric domain debuffs - is the most obvious solution.
    Anything to make the skill useful, given that it is so much a part of fantasy, horror and D&D lore.
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  8. #8
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    Quote Originally Posted by SocratesBastardSon View Post
    This is a great suggestion. Light damage on turn is already part of Morningstar and KotC enhancements, so it shouldn't be a problem to code. The other path for turning that was introduced with the new EA is debuffs: turning reduces saves. I don't know if it would be hard to code, but a debuff that confuses, reduces MRR, PRR, AC, Fort, saves, makes them vulnerable to various kinds of attacks, or even more vulnerable to further turns. Frankly, uncoupling the effects turns afflict on undead from hit dice - like light damage, EA debuffs and some Cleric domain debuffs - is the most obvious solution.
    Anything to make the skill useful, given that it is so much a part of fantasy, horror and D&D lore.
    It's part of Complete Divine's alternate turn undead rule set.

    https://dtdnd.neocities.org/books/pl...leteDivine.pdf

    Page 87.

    VARIANT TURNING RULES:
    DESTRUCTION OF THE UNDEAD
    Instead of the turn undead rules in the Player’s
    Handbook, some DMs might decide to use these
    turn undead rules. Instead of making undead
    run and cower, turn attempts deal positive
    energy damage to all undead within 30 ft. of
    the cleric. The goal of the system was to have the
    cleric contribute to the destruction of the undead in
    a fashion that interacts well with the other characters in
    the party such as the fighter and wizard. Sometimes when
    undead are turned they run away and are never seen again,
    or they are destroyed outright. Other times when undead
    are turned, there are no effects at all. Some DMs find the
    range of possibilities too widely varied or too complicated
    and for those DMs we provide this more consistent, simpler
    method of dealing with the turning of undead.
    Turning undead is a standard action that deals 1d6
    damage/cleric level to all undead within 30’ of the cleric.
    The affected undead get a Will save (DC 10+ cleric level +
    Charisma modifier) for half damage.

    Evil clerics (any cleric that can swap out spells for inflict
    spells) instead heal undead within 30 ft. for 1d6/cleric level.
    Paladins work just as you would expect, they turn undead
    as a cleric 3 levels lower.
    Undead with turn resistance may subtract that number
    from the damage that they take from each turn attempt. For
    example, a vampire with turn resistance 4 takes 4 fewer hit
    points of damage each time he takes turning damage.
    Turn resistance does not reduce the effects of the
    healing that evil clerics provide with their turn
    attempts.
    When using this ability against incorporeal
    creatures, you do not have to roll a 50% miss
    chance; turning hits them automatically.
    Could likely just have Positive Energy Burst modified to have damage dice of 1D6+3 or 1D6+6 per caster level instead of the anemic 1D6.
    Last edited by nobodynobody1426; 07-05-2022 at 02:20 PM.

  9. #9
    The Hatchery Enoach's Avatar
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    The usefulness of TU comes down to if you are looking for the "kill" aspect (2x the Level or Greater Turner) or are you looking for the CC of the Fear/Stun.

    Two major issues have plagued TU
    1. Deathward blocked any effect
    2. The game uses the "Increase HD model" to increase the difficulty

    Major Issue #1 was resolved in this past year and now players will see the Fear/stun on undead that cannot be instant killed (that are not boss)

    Major Issue #2 still exists and I don't think the correction on HD of the Undead is going to see a change any time soon. However, I think changing the calculation beyond its current Roll of 22+ is Turn Level +4, to add in additional tiers could help this out. This would push TU to be workable in more epic content.

  10. #10
    Community Member kmoustakas's Avatar
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    Quote Originally Posted by painkiller3 View Post
    i know i know, everyone hates turn undead. is it possible with completionist, racial completionist, death domain, all cleric lives etc. to be able to turn something like a flameskull at endgame on something like R4? i like cleric, i like death domain i'm just wondering if there's *any* point in even trying to turn stuff. i'm okay with switching to a "turning stick" that's loaded with filigrees for this.
    I turn 2 enemies at r10 without being spec'ed for it. I do have cleric past lives and +13 silver flame item.

    If you spec for it all the way you can turn 3 per attempt, I think that's the maximum you can go. You need to focus on charisma though. Charisma makes the difference.
    Bought my first dungeon master's guide in 1992. My favourite part of ddo is coffee and slayers

  11. #11
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    Quote Originally Posted by kmoustakas View Post
    I turn 2 enemies at r10 without being spec'ed for it. I do have cleric past lives and +13 silver flame item.

    If you spec for it all the way you can turn 3 per attempt, I think that's the maximum you can go. You need to focus on charisma though. Charisma makes the difference.
    Skull level doesn't matter, monsters have the exact same hit dice at R10 as they do on elite, same with attack bonus. The issue is the amount of investment required to make it work on high CR mobs in the first place, gear slots / points in Radiant Savant. Usually cleric RS healers can work it out, but not Fire / Light DD builds.

  12. #12
    Community Member kmoustakas's Avatar
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    Quote Originally Posted by nobodynobody1426 View Post
    Skull level doesn't matter, monsters have the exact same hit dice at R10 as they do on elite, same with attack bonus. The issue is the amount of investment required to make it work on high CR mobs in the first place, gear slots / points in Radiant Savant. Usually cleric RS healers can work it out, but not Fire / Light DD builds.
    There should be some investment for an autokill without save, even if it targets a specific monster demographic.

    I do use 11 points in radiant servant for the burst and kinda assumed everyone did. Probably nukers don't but why would you care about turning on a nuker build? Just nuke them or use undeath to death if you invest in DCs.

    You do need a 13/13 item for level 30 quests for sure, likely a silver flame prefix random because the raid bracers or sands/fens legendary helmets are harder to get. Which kind of makes me hate those hallowed +13 items: where are we gonna get +13 sacred you silly devs (don't answer random loot because then I'd use silver flame random loot) You don't need the insightful eternal flame and the filigrees/feat/destiny points unless you're trying for the 3rd-4th mob each turn.
    Bought my first dungeon master's guide in 1992. My favourite part of ddo is coffee and slayers

  13. #13
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    There is also a dip you can do into Paladin haha

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