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Author Topic: D&D Online: Domas Nazushòm!  (Read 44345 times)

SIGVARDR

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Re: D&D Online: Domas Nazushòm!
« Reply #300 on: October 18, 2010, 07:29:54 am »

productive day,completed all the korthos quests on elite,save for miseries peak,did,quite a lot of the harbor quests,completed waterworks,did some cerulean hills. guild is now level 11 and a half,and everyone got level 3 or higher.

now,to sleep.it was fun.but also very tiring.
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Metalax

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Re: D&D Online: Domas Nazushòm!
« Reply #301 on: October 18, 2010, 12:56:33 pm »

As you've hit level 4's, Duuvian has that elven chain in his mailbox that I mentioned last night, and there is a dagger for a spellcaster in Necrocides mailbox. Hopefully see some of you in game tonight.
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Akhier the Dragon hearted

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Re: D&D Online: Domas Nazushòm!
« Reply #302 on: October 18, 2010, 12:58:16 pm »

technically you can never have to many clerics and also technically because this is still on Sarlona the warpriest is my secondary with my level 5 wizard dwarf as my primary. Plus I love me some cleric at the moment.
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ductape

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Re: D&D Online: Domas Nazushòm!
« Reply #303 on: October 18, 2010, 01:05:12 pm »

cleric is a popular first character and probably the easiest to solo with.

Thinking about jumping in with you guys, I have a McDwarf cleric kicking around on Sarlona from last time we went in.
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SIGVARDR

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Re: D&D Online: Domas Nazushòm!
« Reply #304 on: October 19, 2010, 11:21:09 am »

another good day,everyone is around level 5 now.


« Last Edit: January 05, 2011, 05:59:50 am by SIGVARDR »
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Metalax

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Re: D&D Online: Domas Nazushòm!
« Reply #305 on: October 20, 2010, 08:37:30 am »

The full update notes for the new update are now available here.
http://compendium.ddo.com/wiki/Release_Notes_Update_7_Official

Some nice bits;

Auction House Updates

    * Text search has been added to the Auction House. HURRAH!!!
    * Sorting now works for the entire result set, not just the current page.
    * Tomes now have their own main category in the Auction House.

General Changes

    * The Adventure Compendium should no longer be blank after logging in.
    * Grazing hits from monsters will now appear in the combat log.
    * The store on Korthos should no longer popup whenever anyone else on Korthos opens it up via the Old Sully's Grog NPC.
    * Locked shortcut bars will now stay locked on login, and will no longer be draggable.
    * Undocked hireling control bars will now stay where you put them across play sessions for a character.
    * Pop up alerts should no longer block mouse clicks.

Combat

    * Glancing Blows no longer scale with Base Attack Bonus, and start at a base of 20% weapon damage.
    * Enhancements and feats that modify the Glancing Blow damage multiplier now function.
    * The Two Handed Fighting chain has been modified to add 10% to glancing blow weapon damage per tier, and the chance to produce special weapon effects has been increased to 3% per tier. They no longer grant to-hit bonuses for Glancing Blows.
    * The Barbarian capstone, "Might", now correctly grants +10% glancing blow weapon damage and 5% chance to produce special weapon effects in addition to its +2 Strength bonus. (A half-orc or warforged barbarian with all three THF feats, Great Weapon Aptitude, and Might will have deal 60% weapon damage with their glancing blows, with a 20% chance to produce special weapon effects).

Guild Renown

    * Killing quest, raid, and mini bosses now generates Guild Renown.

Hireling Caster AI Improvements

    * Cleric and Favored Soul hirelings will now automatically remove status effects such as curses, diseases and poisons from their masters if they are a high enough level to do so.
    * If a monster is immune to certain damage types, hirelings will not cast a spell that generates that damage type.

General Changes

    * Hireling contract timers will now pause when in a public area.
    * Left mouse clicks will now work after going through a portal in Mouse Look mode with Hirelings active.
    * Hirelings will now turn towards their targets when they should.
    * Hirelings will no longer get stuck/confused when attempting to use a rest or rez shrine.
    * Hirelings set to defensive mode will continuously use ranged attacks (including spells) when in defensive mode when explicitliy told to attack a target. Previously, the hireling would perform one attack and then lose interest.

Items

    * It is now possible for certain DDOStore items to drop from random treasure, including XP potions, guild XP potions, loot bonus potions, and even hearts of wood.
    * Players will now be able to tell ahead of time if a bound item will bind to account or character.

Monsters

    * Monsters can no longer hit you so hard that you are slammed through terrain and end up teleporting back to the harbor, unfortunately.
    * Minotaur Knock down is now affected by dungeon scaling. Its max duration now has also been reduced from 8 seconds to 6 seconds.
    * Dead monsters should no longer interfere with the pathing of the living (monsters).
    * Blinded monsters that have been turned to stone have been reminded that the laws of physics should prevent them from moving. Some monsters and effects may still be stubborn. Please bug report any instances of a monster moving around when stone/paralyzed/dancing and then made blind, including: what monster it was, which quest it was in, and your location.

Favor

    * Attaining the Coin Lords 400 Favor mark now grants a new reward feat: "Coin Lord Finishing School Training: Grants a +2 bonus to your Diplomacy and Intimidate skills."

New Class Feats

    * Opportunist
          o Benefit: A rogue with this ability gains a 3% chance to double strike with melee weapons and bypasses 10% fortification.
          o Special: This feat can only be selected by Rogues as a special Rogue ability at levels 10, 13, 16, or 19.
    * Favored Enemy: Plant
          o Benefit: You receive a damage bonus when attacking plants.
          o Special: This feat can only be selected by Rangers as a Ranger Favored Enemy at levels 1, 5, 10, 15, or 20.

Changed feat
    * Precision
          o Benefit: While using Precision mode, you trade half of your damage for a +4 bonus to your attack rolls, and bypass 25% fortification.

New Spells

    * Gust of Wind (Wizard/Sorcerer Level 2)
          o Spell Point Cost: 15
          o Target: Foe, Directional, Breakable
          o Duration: 10 seconds
          o Spell Resistance: No
          o This spell creates a severe blast of air that originates from you and passes through all enemies in its path. Small or smaller enemies must make a Strength/Dexterity check or be knocked prone, Medium or smaller enemies are slowed by the winds, and Large or larger enemies are unaffected. The spell also clears away all lingering effects in its path, such as clouds and walls of fire.
    * Cyclonic Blast (Wizard/Sorcerer Level 5)
          o Spell Point Cost: 30
          o Target: Foe, Directional, Breakable
          o Duration: 6 seconds
          o Spell Resistance: No
          o You send a twisting torrent of wind toward your enemies that deals 1 to 6 damage per caster level (up to a max of 90 damage at caster level 15) to targets in its path. A successful Reflex save reduces the damage by half. If the target fails its Reflex save, it must make a Strength/Dexterity check or be knocked prone. The spell also clears away all lingering effects in its path, such as clouds and walls of fire. D&D Dice: Deals 1d6 damage per caster level (max 15d6)."

General Spell Changes

    * Bless, Prayer, Rage, and Recitation once again affect multiple targets.
    * Master's Touch can now be cast on allies as a touch ranged spell.
    * Players now get a choice of monsters to summon for each level of Summon Monster.
    * Ray of Fatigue, Waves of Fatigue and Waves of Exhaustion now only apply the strength/dexterity stat modifications to bosses and raid bosses. The slow effect will no longer apply. Orange name bosses still take the slow. The tool tip has been updated. Duration of Ray and Waves of Fatigue has been shortened slightly to 60 seconds base +6 seconds per level. Against players, it lasts only 20 seconds +1 second per level. Dispel magic and rest apply normally.
    * Waves of Exhaustion is no longer permanent, it lasts 120 seconds +6 per level, against a player it also lasts 20 seconds +1 per level. Dispel magic and rest apply normally.
    * Spell descriptions for all damage dealing spells have been updated to reflect the actual damage amounts they do. For example, lightning bolt now says: A powerful stroke of electrical energy deals 4 to 6 electricity damage per caster level (up to a max of 40 to 60 damage at caster level 10) to targets in its path. A successful Reflex save reduces the damage by half. D&D Dice: Deals 1d3+3 electricity damage per caster level (max 10d3+30).
    * Tenser's Transformation grants proficiency in martial weapons correctly once again.
    * Numerous ""cone"" spells have been made more responsive. (Acid Spray, Burning Hands, Cone of Cold, Greater Shout, and Shout).

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RAM

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Re: D&D Online: Domas Nazushòm!
« Reply #306 on: October 23, 2010, 05:08:26 am »

Need to organise a big party soon to take advantage of the xp boost. How does 20 hours from the time of this post work for everyone? I am level 7 with enough xp to be 8...
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Metalax

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Re: D&D Online: Domas Nazushòm!
« Reply #307 on: October 23, 2010, 08:33:04 am »

Uhgh. That's 6am here. I'll see if I can wake up that early.
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RAM

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Re: D&D Online: Domas Nazushòm!
« Reply #308 on: October 23, 2010, 08:50:53 am »

Well it is only sa start time, people could come and go. Also it is just a preliminary suggestion, if moving it a couple of hours later would suit people better than there is nothing wrong with that.
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LordBucket

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Re: D&D Online: Domas Nazushòm!
« Reply #309 on: October 23, 2010, 09:09:49 am »

20 hours from the time of this post work for everyone?
11pm for me. No promises, but I might be around.

BuriBuriZaemon

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Re: D&D Online: Domas Nazushòm!
« Reply #310 on: October 23, 2010, 05:13:14 pm »

I can be on now but I am only level 5 and I may need a break in between to do some work.

EDIT: Nevermind, it's too late to start.
« Last Edit: October 23, 2010, 05:15:51 pm by BuriBuriZaemon »
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RAM

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Re: D&D Online: Domas Nazushòm!
« Reply #311 on: October 23, 2010, 05:39:10 pm »

Well that is a couple of 'maybe's and a 'no'. Would someone else care to suggest a time?
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LordBucket

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Re: D&D Online: Domas Nazushòm!
« Reply #312 on: October 23, 2010, 06:35:32 pm »

Well that is a couple of 'maybe's and a 'no'. Would someone else care to suggest a time?

Let's stick with your originally scheduled time, which if my math is correct, was 11pm PST. If we get enough people to form a party, we can report here about how much fun we had and that will make it easier to convince more people to show up next time.

LordBucket

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Re: D&D Online: Domas Nazushòm!
« Reply #313 on: October 24, 2010, 01:09:39 am »

It's game time. Three of us on so far.

RAM

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Re: D&D Online: Domas Nazushòm!
« Reply #314 on: November 05, 2010, 08:03:46 pm »

Guild has hit level 18! Cheap scroll vendors are live! Kind of a limited selection but they do stock summon monster spells and everyone loves a distraction...
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Vote (1) for the Urist scale!
I shall be eternally happy. I shall be able to construct elf hunting giant mecha. Which can pour magma.
Urist has been forced to use a friend as fertilizer lately.
Read the First Post!
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