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  1. #1

    Default Beginers Guide to Recovering Hit Points.

    As of 9-27-2007 this thread is now obsolete. The new more complete thread can be found here.

    http://forums.ddo.com/showthread.php?t=122429

    The reasons for this are many.
    1) It has grown way beyond the scope of "beginner" status.
    2) I want a forum title! http://forums.ddo.com/showthread.php?t=121674
    3) I had no way to edit the typo in the title here... oops.

    Thank you and I hope to continue to get feedback regardless if I am able to earn a forum title or not.
    Last edited by Missing Minds; 09-27-2007 at 10:02 PM. Reason: update

  2. #2
    Community Member Mad_Bombardier's Avatar
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    Not that they are of much use since they are limited time, but you missed YYYY Ardor #/YYYY Mending # potions and clickies.

  3. #3
    Founder PurdueDave's Avatar
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    Quote Originally Posted by Missing Minds View Post
    WF will only recover HALF of the amount a cure spell would normally do unless they have taken Adamantine Body. If the WF has taken Adamantine Body, they will not recover any HP from a Cure spell.
    Adamantine Body has no affect on cure spells. I think you mean the fortification improvement feat instead.

    WIS/INT/CHA have no effect on wand usage for things on your spell list.

  4. #4
    Founder Ziggy's Avatar
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    Quote Originally Posted by Missing Minds
    WF will only recover HALF of the amount a cure spell would normally do unless they have taken Adamantine Body. If the WF has taken Adamantine Body, they will not recover any HP from a Cure spell.
    Quote Originally Posted by PurdueDave View Post
    Adamantine Body has no affect on cure spells. I think you mean the fortification improvement feat instead.
    Aye Purdue is correct. The improved fortication feat makes a WF immune to crits and makes them unable to be healed by divine magic(any cure spell or HEAL spell) However LoH still works if i recall correctly.

    And a WF can take the Healers friend enhancement to recieve a bonus to healing by cures or heals. Healers friend III gives you 80% of the spell instead of 50%.
    R.I.P. Xoriat 8/2/07 ______________[]Ninja Posts:726.5 bunninja is watching
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  5. #5
    Community Member Viglin's Avatar
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    Very nice and thank you

  6. #6

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    Quote Originally Posted by Mad_Bombardier View Post
    Not that they are of much use since they are limited time, but you missed YYYY Ardor #/YYYY Mending # potions and clickies.
    Those are a bit more advanced than basic stuff so I opted not to include them in this beginners guide.

    edit: I got a bit bored, so I edited those in as well. I'll probably go back and do the same with the healing that duck mentioned.
    Last edited by Missing Minds; 01-09-2007 at 05:23 PM.

  7. #7

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    PurdueDave and Ziggy, Thanks for the correction. I could have sworn adimantine body did that.

  8. #8
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    You like a good majority of players have failed to consider the divine healing enhancement when considering healing.

  9. #9
    Community Member Rkik_Dnec's Avatar
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    Another thing to mention that I did not know about when I first started was the tavern food.

    If you die and you recall back to the tavern to revive yourself, you can get back to the quest much quicker by eating and drinking some food. You can buy this stuff from the local bartender in the tavern. The food lets you recover hit points faster, the drink recovers spell points, and there after other items that heal warforged.

    If you can use magic to heal yourself, you can just buy the drinks and then heal yourself with the SP you get back so you don't need to buy as much food.
    Utinni!
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  10. #10

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    Quote Originally Posted by DuckOfDeath View Post
    You like a good majority of players have failed to consider the divine healing enhancement when considering healing.
    Divine healing I have seen only used once in the many months and multitude of clerics I have pugged with. Divine healing is attainable by a cleric of 3rd level or higher. I do not consider that to be "beginner" status anymore, hence why it was not included (that and the fact I utterly forgot about it). By the time a character reaches 3rd lvl, I would hope that they have experienced enough to start to play around with things on their own to learn more and to ask more experienced players for tips.

    edit: if i get bored more I may go back and add it in.
    Last edited by Missing Minds; 01-09-2007 at 05:26 PM.

  11. #11

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    Quote Originally Posted by Rkik_Dnec View Post
    Another thing to mention that I did not know about when I first started was the tavern food.

    DDDOOOOHHHHHH!!!!! Can't believe I forgot that one.

  12. #12
    Community Member ToeTank's Avatar
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    Very nice job with this Missing. This should be helpful to many newbies.
    Returning from hiatus in 2008.

  13. #13
    Community Member ZexionII's Avatar
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    DH I 1d3 1-3hp a tick = 25hp Based on a Average of 1-2 x 15 ticks.
    DH II 2d3 2-6hp a tick = 50hp Based on a Average of 3-4 x 15 ticks.
    DH III 3d3 3-9hp a tick = 75hp Based on a Average of 5 x 15 ticks.
    Sorry, but the statistician in me protests :P

    Should be:
    DH I 1d3 1-3hp a tick = 30hp Based on a Average of 2 x 15 ticks.
    DH II 2d3 2-6hp a tick = 60hp Based on a Average of 4 x 15 ticks.
    DH III 3d3 3-9hp a tick = 90hp Based on a Average of 6 x 15 ticks.



    Great topic though, as this could to confusing to the average MMO gamer.

    _Zexion
    Characters on Argonessen: Frotgar Stonefoot (Badass heal-daddy) - Dwarf Cleric 20 | Baerin Arkenett (hagglebard) - Drow Bard 9 | Duplolas Duilthran (Intimitank) - Drow Fighter 6 | Kempe Knive ("Exploiter" ranger) - Human Ranger 18 / Rogue 1 / Monk 1 | Pewny Mortals - WF Barbarian 7 (Frenzied Cratesmasher)

  14. #14
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    So, I've been away from the game for a very long time, and after reading this I have a question concerning Bards.

    The guide mentions that as a rule of thumb, if it's on your spell list, you can use a wand of it, assuming you are of appropriate level.

    It also mentions that Bards can (among other things) use Wands of Repair.

    I happened to notice after creating a bard, that Repair is not a spell my Bard has access to. So are you SURE Bards can use repair wands?

  15. #15

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    i would like to add that players can use sustenance or repair gear to improve their ranks in the skill. all my toons have at least a +10-+15 heal and or repair item so that when they shrine they get more hp back. this is coz many times players shrine alone, the cleric or some other heal/repair char might be busy at another part of the quest.

    in addition, i would also like to see sp/abilities being maxed out in use before shrining, ie i have a gtr hero clickie, before i shrine, i can buff another player with it so that that charge is not wasted. too many times i've seen players shrine with sp in a quest that has little shrines. i've also seen pallys not using their LoH to top others up before they shrine, etc. its not that i want to dictate the way others play, but those that play this way usually have some conservation problems coming up during critical areas in the quest.
    If you want to know why...

  16. #16
    Community Member Tanka's Avatar
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    Quote Originally Posted by Exumbra View Post
    So, I've been away from the game for a very long time, and after reading this I have a question concerning Bards.

    The guide mentions that as a rule of thumb, if it's on your spell list, you can use a wand of it, assuming you are of appropriate level.

    It also mentions that Bards can (among other things) use Wands of Repair.

    I happened to notice after creating a bard, that Repair is not a spell my Bard has access to. So are you SURE Bards can use repair wands?
    They can not without making a UMD check.

    They can use Cure wands just fine, however.
    Person Æ, Sarlona
    Tanka (Elf Tempest Trapper) .:. Darani (Aasimar Inquisileric) .:. Raelyth (Elf Artifonk)

  17. #17
    Community Member Jazza's Avatar
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    Quote Originally Posted by Ziggy View Post
    Aye Purdue is correct. The improved fortication feat makes a WF immune to crits and makes them unable to be healed by divine magic(any cure spell or HEAL spell) However LoH still works if i recall correctly.

    And a WF can take the Healers friend enhancement to recieve a bonus to healing by cures or heals. Healers friend III gives you 80% of the spell instead of 50%.
    Anybody know whether you can take improved fort and healer's friend for some benefit from cure spells?

  18. #18
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    Just thought I'd share my experience in regard to wand usage for healing. I have a 12fighter/2ranger. I am able to use healing wands up to Cure Serious with no problems. There is no UMD check and I have a wisdom of 10. I tried a Cure Critical wand and it didn't work. I actually only needed one level of ranger to gain this ability. I took that first level of ranger at eleven. I believe it's based on the fact an 11th level ranger would have Cure Serious in his spellbook. This info may be helpful to others who multiclass.

  19. #19
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    I'm pretty sure Improved Fortification negates Healer's Friend. In any case, Fortification items stack with the native WF Light Fortification. A WF wearing a Moderate Fort item has 100% immunity from critical hits. So most people opt not to take Improved Fort. As a level 13 WF barbarian I know I love the Heals that Clerics throw out, especially with Healer's Friend.

  20. #20

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    Forgot to check this last month. Oops. Looks like most got answered, and I updated it with little tidbits here and there from your suggestions and what I've recently experienced.
    I still can't believe no one called me on the bard repair until now. Wow did I miss that screw up.

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