Click here to find out more about the upcoming Update 11: Secrets of the Artificers!
Click here to find out more about the upcoming Update 11: Secrets of the Artificers!
Have fun, and don't forget to gather for buffs!
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Interesting... Since I've gone freetarded do you have a price yet on the new class? Is it going to have an option for Favor Unlock - like Favored Souls, or just for purchase - like Monk?
Thanks!
http://www.dkforums.com - Look Mom it's a Guild forum, can I have one too?
"Improved XP Boosts"
This might be the best part of the release notes for me. Anything to ease the boring grind of TR'ing is pro in my book.
V
Really? Did you just copy/paste the Gamesutra story? It takes forever to load and it isn't any different then what we already saw.. where is the meat and potatos of what the update really is?
The only difference is a bit more on how Turbine will make money this update...
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<H4>New Artificer Class!
A blend of Rogue and Arcane classes, the Artificer uses specially created weapons and mechanical pets to challenge their foes.
New House Cannith Enclave!
Home of the Artificers, House Cannith is a new high-level quest hub where magic and mechanics converge.
New Content!
Born in war, forged in fury, Stormreach faces its most terrible foe yet. The Secrets of the Artificers premium adventure pack includes 2 new high-level raids, a new wilderness area, and 3 new dungeons. Free to VIPs!
New Crafting Levels!
Craft all the way to level 150. Plus, craft Draconic Runestones, a new magical weapon available to all classes.
More Power from the DDO Shop!
+2 Loot Boosts, +3 Gear, Improved XP Boosts & More!
</H4>
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Clicked the read more -
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Cannith Dev Diary
August 08, 2011
House Cannith
The leadership of House Cannith is dominated by a post-war worldview. When introducing Cannith to DDO, and the wider continent of Xendrik in Update 11, we made certain that worldview is a core component of the story that players experience.
House Cannith invests much in their Artificers' arcane machinations, which they believe help make the world of Eberron a safer place. This belief is arguably a more potent source of power than the creation forges which helped – either in part, or fully – to create Eberron's many wonders: airships, high-speed lightning rails, massive golem constructs (capable of combating even demonic invasions), and the power crystals used in every Cannith installation.
While there's little doubt among Eberron's denizens that House Cannith has, and continues, to guard them from harm – mistakes are bound to happen. Originally, the warforged were created for war, emerging from House Cannith's creation forges as ready-made soldiers and sold by Cannith to other nations in the Last War. After decades of battle-by-bondage, the warforged were granted their freedom when the Last War came to a close.
Since that time, House Cannith has diverged into separate viewpoints. One group views the warforged as a self-imposed obligation, urging others to take responsibility for their creations. Conversely, the official view of House Cannith is that, while Cannith is definitely responsible for them, the warforged must be allowed to find their own path in the world. It's from these two views and many other factors that the struggle of the warforged stems.
The Artificers
A unique element of Eberron, Artificers manipulate arcane magic like no other. Masters of the creation forges -- and responsible for creating the warforged -- the Artificers' reputation for arcane knowledge is undisputed. Traditionally, Artificers prefer to avoid getting their hands dirty in a fight, using personally-made constructs that perform a variety of tasks, but are especially capable in combat.
The Struggle of the Warforged
Pandora's Box was opened when House Cannith created and sold the sentient warforged to other nations. Burdened by the weight of bondage, both the warforged and Artificers of House Cannith are uncertain of what solution is best, or if there's a solution at all. There are no clearly-drawn lines of right and wrong; tough decisions lie ahead of everyone involved.
Master Artificer Toven d'Cannith shoulders affection for the warforged, considering them newborns in need of protection and guidance. In an effort to perpetuate his belief of warforged co-existence, Toven has created a device which he claims will resolve the current situation. His superiors have expressed displeasure in light of this claim, and it's unclear how he will take this news.
Fighting for Warforged Freedom
With Cannith and the Artificers setting up camp in Stormreach, there's bound to be buzz surrounding the Lord of Blades, worshiped as a great prophet by some -- a god by those more zealous to his cause. Others simply proclaim the Lord of Blades a freedom fighter, striving to teach the warforged how to own their independence. Regardless of what's true and what isn't, the Lord of Blades firmly believes that true warforged freedom must be won. The question is at what cost and currency is he willing to pay?
Regardless of whether or not you're a warforged player, expect to make difficult choices when dealing with House Cannith and their creations. With that said, those who do play warforged and are sovereign hosts of the Lord of Blades will uncover hidden truths.
Conspiracy Theories
There's always been rumors and mystery surrounding the existence of the warforged. Did House Cannith truly create these creatures, or was there more at work? Why is House Cannith so interested in the relics found on the dark continent of Xendrik, home to Stormreach city? Are they here only to defend against the harsh evils found throughout the continent's wilderness, or is there a hidden agenda?
Many know there are ancient powers that slumber in realms beyond – powers some might wish to use for their own gain. Rumors abound, indeed.
Last edited by Zzevel; 08-08-2011 at 02:45 PM.
Wait, can you hear it? Is it? The worlds smallest vio..nah... nevermind... it can't be, its too small..
Hmm - choices. 2 raids. I really really really hope that this won't turn into one of those "you can either get favor with this group or that group" kind of deal or even worse "you can do that raid (Defend the Lord of Blades!) or the other raid (Defeat the Lord of Blades!), but not both" kind of deals. That would suck.
Still, Artificier will be an excellent excuse to finally TR my gimpy cleric. Just need to build up a little specialised greensteel and I'm good to go.
Is the crafting hall going to move to the Cannith enclave? Will there be another crafting house?
If Artificers get disable device & open locks (other than the knock spell/wand), I'm going to be furious. It will make the pure rogue characters pointless. I guess I should say make them even more pointless, since 2-3 levels of rogue lets you handle most traps, as it is. Right now it's hard for one of my 3 rogues to get into a party, for any quest over level 13. If the new class can easily replace them for trap skills, I'll have to do 3 re-rolls. Thanks Turbine for making a solid class obsolete, in favor for a new one that no even one asked for...
I posted this in another thread, but think this one might be more appropriate.
Yes me too. I am thinking the new xp game might be something like the following: get your 250 favor or so delete a character roll up another and earn another 250 favor, rinse and repeat until you earn enough store points to buy 5-10 lets just say 75% xp (not sure what actual % will be) pots. Then level up a character hitting the highest xp per minute quests in the game. Either that or open up the pocketbook, but I for one will figure out if it takes less time to earn store points via the above method and then level rather then to just level with some 10% ah bought pots.
Last edited by maddmatt70; 08-08-2011 at 03:18 PM.
Norg Fighter12/Paladin6/Monk2, Jacquiej Cleric18/Monk1/Wiz1, Rabiez Bard16/Ranger3/Cleric1, Hangover Bard L20, Boomsticks Fighter12/Monk 6/Druid 2, Grumblegut Ranger8/Paladin6/Monk6, Rabidly Rogue L20, Furiously Rogue10/Monk6/Paladin4, Snowcones Cleric 12/Ranger 6/Monk 2, Norge Barbarian 12/FVS4/Rogue4. Guild:Prophets of The New Republic Khyber.
If you have 3 rogues and still think the reason parties should want you is traps, well... You should try to learn your own characters' strenghs.
As you said yourself, pure rogues isn't needed for traps locks. ONE rogue level (not even need 3) can do that.
I don't think you should be worried about artificers stoling that from rogues.
I'd be very surprised if they don't get those skills.
Traps/locks are a sideshow to the amazing DPS pure Rogues put out.It will make the pure rogue characters pointless.
Trapmonkeys are, and always have been, and likely always will be, pointless. Not Rogues.
Artificer will need to be very potent to overshadow Rogues.Thanks Turbine for making a solid class obsolete, in favor for a new one that no even one asked for...
Officer of the Platinum Knights of Cannith, Founder of the guild GHOSTBANE of Cannith
Main - Death - Completionist and then some...
Other Characters - Holy, Leap, War, Optimusprime, Intimitank, Lanfear, Can, Afkbiobrb, Garagesale, Leverpuller and many more
The first batch of level 20 artificers are likely going to be the completionist crowd (with all of their ubertastics stats and gear). We'll have to remind ourselves of this when judging how powerful (or not) they are.
INFERUS SUS Sorcs (Socky, Sockie, Socklin), Rogues (Sockpuppet, Sockum), Clerics (Sockington, Sockase), FVS (Sockle), Intim (Tubesocks), Bards (Sockdolenger, Sockish), Rangers (Sockin, Sockel), Wizzy (Sockut), Kensai (Sockt), Monk (Sockfist), Arty (Sockficer, Sockcraft)
I understand what you're all saying, I guess I didn't explain what I meant properly. Having 3 rogues, I do realize that rogues are worth far more than just trapmonkies. Unfortunately, many people do not realize that, which is a pain when they are the party leaders of the quest you try to join. But dealing with traps IS part of the rogue's job, and why they have the skills. Giving those skills to another class, just bothers me, regardless of whether those skills are the main purpose of the rogue class or not. My point was (supposed to be) that they should have spent some time actually making the mechanic prestige worth playing, rather than adding another class that can take care of traps. I have a mechanic, an assassin, and an acrobat. The mechanic is completely worthless. They couldn't give the mechanic prestige some of these new skills, minus the magic of course, to make them more viable? They are called mechanics, but a new class is going to be the one doing all the mechanical crafting (minus trapmaking of course, but that's worthless as well)? That just makes no sense to me. I understand the lore and history behind the Atrificer class, but why add it when you can just alter an existing one? I guess that's my point.
Last edited by Cleanincubus; 08-08-2011 at 03:36 PM.
Things worthy of Standing Stone going EXTREME PREJUDICE™ on.:
- Epic and Legendary Mysterious ring upgrades, please.
- Change the stack size of filigree in the shared bank to 50. The 5 stack makes the shared bank worthless for storing filigree in a human usable manner.
- Fixing why I don't connect to the chat server for 5 minutes when I log into a game world.
- Fixing the wonky Lightning Sphere and Tactical Det firing by converting them to use alchemist spell arcing.
- Redoing the drop rates of tomes in generic and raid loot tables.