Stealthy Repossession is a matter of scouring the marketplace venders for an invisibility clicky. Ideally one with five casts, but three will do. You will lose invisibility every time you
open a door or pull a lever, but with good timing you can keep it up for ~3/4 of the run.
I tend to use one after pulling the first lever (there isn't enough aggro to be a problem before that), one after the second (with the option of killing the red named in that room and maybe a few of his friends before vanishing and fleeing) then the last one after pulling the two levers (with one at the top of the ladder). Combine that with Expeditious Retreat and maybe barbarian sprint boost (I save that to get away from being harried) and you can clear it on elite below level in good time. Admittedly probably dying before you can finish out after you trigger all the aggro with the last lever, but at that point you can kill anything you like so just start laying into them as they mob you.
If you have access to invisibility scrolls you can keep it up for the entire run no problem. Just burn another scroll after each door/lever and keep running.
You even get an XP boost for not killing anything. Even if you don't have invisibility, with enough speed and some good armour you can usually survive a normal mad dash and grab over 1k XP inside 3 minutes, then slaughter the kobolds flocking to you for the 25 kill optional bonus. It's a common one to farm for fast experience.
If you can't find any clickies for a good price, hit me up and I'll send you one over. I got lucky on Notsoth and found one at level 3 and I'm pretty sure I have some old ones lying around on Kosoth.
Rest of it, good points. I'll keep them in mind when I actually start seeing raids, six person parties, traps I can't get the hire out of, and more than one rust monster on a map. Maybe I should be annoyed that the earlier quests do jack-all to prepare you for the ones coming shortly thereafter?
The thing to remember about DDO is it doesn't scale smoothly.
They have changed how armour works now, but for a long time it was reflective of the philosophy of the game. The enemies rolled a number for their to-hit and compared it to your armour class. Above it, they hit. Below it, they missed. Their to-hit only varied by 20 points, so unless your AC was in a very narrow range for each level you would
always be hit or
always be missed.
The same goes for a range of mechanics that get introduced throughout the game. Either you have the gear and knowledge to survive or you wipe, except in a few marginal cases. Sometimes that means having weapons that can break a bosses DR, otherwise you will never do more than scratch them
1. Sometimes it means knowing to have fire or acid or cold resistances up to negate damage over time that would drain your cleric's mana faster than you could blink
2. Sometimes it means having curse removal potions to make it so your cleric can even heal you
3. Sometimes it means having a permanent deathblock item so that a Beholder can't dispel your death ward spell before insta-killing you
4. Sometimes it means knowing when damage causing guards can fail a quest. Right now it also seems to mean knowing your awesome divine spell can instagib any nearby pale masters during an endgame raid...
The thing is, being and acting prepared for these things tends to shift your playstyle a little. You start being more sensitive to things that potentially risk a wipe or that can cause serious problems or would be considered rude if you weren't so overpowered, even if they aren't so important in a give situation. It's forming habits and recognising social norms more than anything.
1 - I like crafted weapons here, given most DR breakers are designed to hit a certain type of enemy and so can be made with alignment and bane effects.
A few major DR types listed here.
2 - There is a vendor in The Twelve who sells resist 20 pots in all the flavours of the elemental damage chart. I'd try to carry a minimum of 10 of each, although do note you will be drinking the fire ones very often so a few extras there are worthwhile. Ignoring 20 damage can make some traps completely harmless, so even the rarer types (like sonic) can be worthwhile. Ideally you can get ship buffs that do the same thing, but those don't last through death so you still want to keep the pots around.
3 - Curse removal pots from the guild vendor in House K are the best. You can drink them while raged. These are most important in VoD, but I like to keep them on a quick access hotkey for anytime I'm cursed. No sense wasting cleric mana either removing the curse or burning heals that have no effect. Remove disease and potion are similarly useful, if less vital.
4 - Grab any cheap deathblock item before level 8 or so. Even a robe that means forgoing your main armour. Switch into it when there are Beholder's around. Hopefully your party can warn you. Permanent deathblock is nice later, but often hard to fit into your gear.