The Dreaming Delirium

It struck me while working on an update to Tholgrin’s (Unnecessarily Long) Guide to Adventure Packs – for me, some of the most memorable and fun environments to quest in are the ones with the “weirdest” surroundings.

ScreenShot00803

Like the Demonweb.  Or the Dreaming Dark.  Or Xoriat.

So what were to happen if, say, the Devourer of Dreams (who, as a Quori, isn’t “killed” per-se when defeated, but rather reborn within the dream realm once again) were to take up a little partnership with Belashyrra with the express intent of forming a rift within Eberron, whereby the insanity of the Plane of Madness and the terror of the Plane of Nightmares could spill in, uncontested.

And, of course, only something on the scale of a raid could contain the level of mind-bendy-ness that I’ve been envisioning.

What we would have is a multi-level, gravity-altering disasterpiece of previously unseen proportions.  Built with the general environmental effects of The Dreaming Dark with the “partially subjective” gravitational sourcing of the Demonweb, leaping off a platform to another floating chunk of icky-I-don’t-really-want-to-think-about-what-this-is-or-was Xoriat “architecture” might result in a directional rotation, whereby you are then “standing” on what was the “wall.”  So everyone else who hasn’t jumped yet is looking at you sideways.

Which will, of course, make exploring this terrain for the first time a group effort of leaps of faith and, on occasion, manually altering which direction is “down” via the use of Mystical Object Of Immense Importance To This Arc Which (Unsurprisingly) Appears Nowhere Else In The Game.

Think, if you will, H.R. Giger meets Super Mario Galaxy with a healthy dose of M.C. Escher and Labyrinth swirled in for good measure.

Not to mention the complete and utter chaos of the (envisioned) end fight – an extraplanar aberration of near-deity power, the Devourer of Madness – a multi-limbed fusion of the Devourer of Dreams’ form incorporated into the avatar of Belashyrra’s body in a horrifying mockery of Da Vinci’s Vitruvian Man, hereafter referred to only with the placeholder title “The Big Ugly.” Armed with the chaos of Xoriat beholders, illithids, Quori and Living Nightmares, the fight would be a tenuous balance between keeping the heat on The Big Ugly and limiting the volume of trash, all while trying to keep out of nightmare-fueled pounce attacks which leave folks in its wake suffering unblockable psionic damage and being stunned.. just before gravity flips and those stunned are unable to float to icky chunks of tenuous safety, instead plummeting into a pit of “dream spikes” until they can make their way out.

Sideways, of course.  Or, if they stay put long enough, they’ll eventually just fall out once more as the cube-shaped final chamber rolls and various permutations morph the terrain.

The only way to “destroy” The Big Ugly would be to deal enough damage to weaken it and survive while the Mystical Object of Immense Importance Etc. charges up – at which point, the party will attempt to have The Big Ugly travel through the Mystical Ring it creates, suspended in the center of the final fight chamber.  (Of course, if any of the parts of the Mystical Object are damaged too much from trash on the floating islands in the center, they’ll have to be killed and the Object Parts repaired.)  Once The Big Ugly flies/falls/is flung through the Mystical Ring, it will then split back into Belashyrra and the Devourer of Dreams, who can then be weakened and killed simultaneously.  Failure to do so will result in the one who was “downed” being reabsorbed by the other rushing over to their aid, thereby “reassembling” themselves back into The Big Ugly… and then the Mystical Object will need to be powered up again.

This is not intended to be an easy raid, but rather one which would require several people to perform multiple jobs – protect the Mystical Object parts, keep trash down, keep heat on The Big Ugly, then split into teams to work together to break the two individuals down once they’re no longer fused.   

I don’t expect to see this in game, in truth, ever.  I’ve made a half-hearted attempt at a content pitch before, and if I recall correctly, the official stance (even then) is that original player-based submissions are not being considered for  development.  But it’s still fun to think about.  ^_^

 

A New Direction for Madfinger

During the course of the weekend, a couple of fun things happened.

First and foremost, the one-and-only Uncle Tubbs, on his journey to finish Heroic Completionist, hit cap on his Deep Gnome Rogue Mechanic life.  This leaves only Ranger and Fighter left!  The plan, for the moment, at least, is to leave him at cap for raids whilst other toons go about their business.

After all, he’s got more than enough “lives” to have made it.  They just stop counting after three for each class.  Which, unfortunately, means that no less than fourteen of his monk lives don’t count.  (Yes, I did a berserk number of “pointless” lives while accompanying a friend through his Heroic Completionist journey.  And no, I didn’t have any intention of actually gathering an HC at the time.  Funny how things change..)

Might as well get the actual feat at this point, eh?

Before reaching level, I had Tubbs join in on a few raids.. and, as luck would have it, scored the Outfit of the Celestial Avenger that he was looking to wear when he went back to his “real” build.  Or, as we call it in our rag-tag circle, his “final final” life.  Which isn’t really final at all, since several of us have reincarnated our “final-final” lives on multiple occasions.  Let me figure out a way to squeeze another use of the word final into this paragraph.

Now if only I could get the Leathers of the Celestial Archer to drop for Orsyn the Rogue Mechanic.. oh, well.  Only another hundred or so Xorian Runes and he’ll be able to order one up.  Problem sorted.

While marking a few Items of Interest off, there was some other progress made on my personal Checklist for the year.  As I previously rambled about, I decided I was going to delay Bholgrin the Romunkadin’s quest for Epic Completionist (because why stop at two toons with EC’s on the account?) by one life, so that I could spend some time with my artificer.

And I did.  After Uncle Tubbs hit cap, I did my “park routine” –

  •         Go through Ingredients bags and put “shared-ey” stuff in the Crafting Storage Bank (such as Sigils, Tokens of the Twelve, Marks, Essences – although Tubbs the Master Crafter keeps his – dragon scales, Thunder-Forged Ingots, Scrolls, Seals, Shards, you get the idea) so that other toons can use them
  •         Go through Collectibles bags and dump them into my “shared” Collectibles Bag (yes, I know I can put them into the Crafting Bank, but I’ve already got 600+ slots taken without any collectibles)
  •         Put any Green Steel ingredients in their own “shared” Ingredients Bag (because the GS Altars can be wonky pulling directly from the bank at times)
  •         Organize toon bank space
  •         Turn in Commendations of Valor for any Heart Seeds, as needed
  •         Top-up any stocks of potions and/or spell components
  •         There’s probably a couple of steps I’m forgetting

– the reasoning behind this is that the toon is “hot ‘n ready” to go, like a Little Caesar’s Pizza  in the event that I need the toon for a raid or loot run in the future.  Switch ‘n go.  No worries about the toon’s viability in nearly any environment, thanks in part to the Minimum Acceptable Standards I keep for my own toons.

Anyhoo, so rambling aside, Tubbs got parked.  Then Madfinger Runewarden, Artificer of Moderate Disappointment, logged on and pulled out some Scroll/Seal/Shard combinations from the Crafting Shared Bank (see, there was a point to mentioning my “park routine” earlier.  –Ed.) to whip himself up an Epic Hellfire Crossbow and an Epic Templar’s Retribution in honor of his fresh new start as a “melee-ficer.”  Which also means he got to scratch “Wings” off his Checklist entry, in the process.

The idea behind the melee-ficer is to mold the hybrid melee/ranged playstyle which I previously dubbed “DDO May Cry” in honor of the classic game series Devil May Cry, which was renowned for its sword-slinging and gun-blasting action – frequently switching between the two with reckless abandon at blinding speeds.  I honed the DDO version of the playstyle – which I started with Aapex Predator’s first life as an artificer, altered it somewhat with Orsyn Burr’s Palificer Artadin 1.0 build, and refined it with Felldar’s Palificer Artadin 2.0 – and decided to come full-circle and bring Madfinger into the fold.

That, and I was really saddened by Madfinger’s previous performances as a pure gunner.

ScreenShot01361

Madfinger the Meleeficer enjoying a sunset in the Harbor.

So here he stands, now at level 21, an INT-based dwarf full-construct (permanently immune to negative levels, immune to poison, disease, sleep, nausea, fatigue, exhaustion, paralysis, +10 Racial bonuses to diseases and poisons that specifically target toasters, immune to drowning, full health from Repair spells, and only -25% to Positive Energy, as opposed to “real” toasters’ -50%) and rolling in the best of all worlds.  His primary focus is using Greater Single Weapon Fighting with Haste Boosts and bastard swords – currently the Epic Templar’s Retribution – but switches to the Epic Hellfire Crossbow in a blink to gun hostiles down while closing the gap.  And while I hear readers musing to themselves – “so do a lot of toons, that’s not special” – you haven’t seen the speed with which artificers swap from weapon+rune arm to crossbow+rune arm.  You can literally jump, switch to the bow, shoot them six times in the face, and land with a Great Cleave coming across their cheek.  With a Jump of 12 and no feather fall.

Now, don’t get me wrong, he’s not perfect at this point, not by a long shot.  Part of the problem he’s suffering from now is that his gear is whack.  Well, it was before he Epic Reincarnated, too.  I went through his gear while getting ready to reincarnate, and was reminded why I had written the following on my character log:

omgwtf this kit is a hot mess

As of right now, he’s got a few pieces of redeeming note – the aforementioned weapons, the Construct’s Mantle on his back, and nearly every rune arm in the game.  (No, seriously, I went a little Pokemon on his first life;  the only ones he is missing are The Disciplinator from VON6, Titan’s Fist from Titan (obv), and Knives Eternal from Mark of Death.)  There are other pieces of gear that are solid, but they won’t come into play for quite some time – a Manual of Stealthy Pilfering and Epic Death’s Rampart for 26 and 27, respectively – but that won’t help him get there.  So he’s at an odd crossroads – do I just simply grind through the early Epics and go with it, or work to gear him up and make him a more valuable addition to the party as a whole?

Ahh, gearholes, my old nemesis.  We meet again.

On top of that, I’m doing what has been come to be called, amongst my motley squad of misfits on Orien, as “keeping things interesting.”

  •         Keeping Things Interesting (colloq. v.) – intentionally performing something of questionable or downright low intelligence, with the express purpose of increasing tension and/or difficulty.

Normally, this is said when “making friends,” i.e., pulling large groups of mobs that didn’t necessarily need to be pulled, just to make fights crazier and – as one might imagine – more interesting.  In this case, I’m doing that with the whole “Epic Destiny” bit.

When one is looking to increase survivability, Unyielding Sentinel is likely the first Destiny to come to mind.  However, I’ve done that before.  And Madfinger doesn’t have that Destiny unlocked, yet.  So, as a crazy compromise – and after poking about a bit with Shadowdancer to unlock Technician rank 3 – I slapped him into Legendary Dreadnaught.  Probably not the smartest of moves, but, whatever.

That’s right, ladies and gents – what we have here is a pure arti with Momentum Swing (who actually uses it).  With nine Haste Boosts (+30% Action Boost bonus to attack speed for 20 seconds) per rest on top of the five-minute Armor of Speed and +30% Combat Style bonus to attack speed from Greater Single Weapon Fighting and 10% Melee and Ranged Alacrity.  For those following along at home, that’s standing 40% Attack Speed bonus, buffed to 55% and bursting at 85%.  That sword is nothing but a blur.  

Bet you were expecting that when the rune arm symbol showed up in the character list, eh?

Now if I could just find him some shoes….

 

32 Raids in 24 Hours

This past weekend was a holiday one in the United States, and I would like to think I took good advantage of that fact.  Let’s start at the end and go backwards.  Why?  Because I can.

The final thing that happened before I logged off was the acquisition of the one and only Hellpuppy, the Monster Manual creature companion for slaughtering a metric butt-ton of Hellhounds.  When shrunken down to such small dimensions, he kind of looks more like a disfigured chihuahua, but I suppose that adds to the charm in its own way.

ScreenShot01355

Ain’t he adorable?  I named him Roger.  Because, reasons.

Immediately prior to that was the completion of a completely berserk number of raids in a single day.  Because of course I couldn’t just leave last years’ 20 Shrouds in 24 Hours stunt alone, now, could I?  Of course not.  That would be silly, and while I am silly, I don’t do silly things.  Often.  I’m lying.  Frequently.  But that’s all beside the point.

Let’s take a quick gander at what transpired on Holiday Monday alone:

  •         Twenty runs (in a row!) of Fire on Thunder Peak (resulting in the Dragon Masque for Whong Fei-Hung the Halfling Shuricannon and Mini-Pimp, which trumps his previously meh helmet (that offered almost nothing), adding Negative Energy each star (which he throws at the rate of 1.2 billion per millisecond), adding Deception (yet another per-star proc), Insightful Sneak Attack (to a Ninja Spy’s already per-star sneak attack), and Deadly XI.  Okay, the Deadly XI is already on the Epic Dawnbringer, but now it’s not star-specific.)  Oh, and (((excessive parentheses))).  I may or may not have proposed marriage to Tharaxata the Dragon while we were having alone time.  Folks that were present in the raid may or may not have heard me bellowing “Why won’t you love me?!?” while flinging my halfling monk at her chest.  It was the bouquet of flowers in his off-hand she was so enamored with, I’m positive of it.  None of that makes sense.  But, then again, none of the whole day made sense.
  •         Three runs of Legendary Shroud, on various toons (Wally the Ghost Archer, Whong the Shuricannon, and Orsyn the Ghost Mechanic).  Lots of materials for Legendary Green Steel, which puts me that much closer to finishing off Tholgrin’s LGS Great Axe.  Also started up an LGS Great Crossbow for Orsyn, and an LGS Shuriken for Fei-Hung.
  •         Two runs of Legendary Hound of Xoriat (two successful, that is, there were actually four, but the puppies glitched out on two runs and had to be restarted) on Fei-Hung and Orsyn.
  •         Four runs of Legendary Tempest’s Spine which resulted in not a single set of the Leathers of the Celestial Archer which Orsyn has been drooling over since they came out.  At least they can be purchased for Xorian Runes, once I acquire enough of them – which in no way led to me running LHoX.  Where the Leathers also have a chance to drop.  Nope, not related at all.  For honests.  I’m lying.  It seems I’m doing that a lot, today.
  •         One run of The Mark of Death on Bholgrin Stoneforge the Romunkadin Favormaster (12 Pal/7 Mnk/1 Rog) which resulted in everybody getting skunked (except for Masterwork Tapestry Shreds).  Sadface.
  •         Two runs of Defiler of the Just on my primary Paladins, Tholgrin Stoneforge (Knight of the Chalice brute) and Mattok Shalefinder (Vanguard hate-tank), which resulted in someone getting lucky and pulling the Boots of Blessed Travels and Mattok still not having a Fellblade. Meh.  I can’t get too greedy, though, as Mat pulled Ultimatum on Friday.  Woohoo!

For those of you keeping track at home, that is thirty-two raids in a single day, with a lot of toon-switching and a lot of bypass timers.  Well, a lot more than is demonstrated above, because as we go back in time, the weekend was still rolling.

Okay, not rolling nearly as quickly as the weekend ended, that’s for sure.  Monday was off-the-wall insane.  There were a number of raids pulled from Friday through Sunday, though, which I’m sure was bolstered by the +5% per-party-member Buddy Weekend Bonus.  (After all, a full raid party then nets +55% XP.)  I won’t bore you with the details of the other three days, as they’re nothing compared to what you just read.

As for an update on the rest of the toons – Uncle Tubbs is now sitting tight at 28 on his “rogue” life, wherein he’s essentially a carbon copy of Orsyn Burr’s build, just with a wizard level that I couldn’t be arsed to Lesser Reincarnate out.  The goal being to rack up Tubbs’ first Deep Gnome past life, as well as score a Heroic Rogue past life, as well.  After that, it’s only Fighter and Ranger left to strike up a Heroic Completionist.

Aapex Predator the Paladin pulled his Jack Jibbers’ blade over the weekend, and Khail Ironfist the Shintao Monk finished his Green Steel Weave Boots, getting both of them marked off the Checklist.  In addition, even though he was “excluded” from the ‘List for Ioun Stones, I went ahead and unsuppressed his.  Now that’s the 20th Unsuppressed Ioun Stone on this account, and I can finally put the Dreaming Dark to rest.  For good.

I’ve come to the conclusion that my pure Artificer, Madfinger Runewarden, is currently a hot bloody mess.  Note I am not stating the class is a mess, just that toon – I did several runs with him whilst trying to get his Jack’s blade, and each one made me feel the need to ingest the contents of a box of dishwasher detergent.  Rather than finish up his farming amidst screaming fits of hateful pseudo-teenage angst, I have decided that Bholgrin’s quest for Epic Completionist (that’d be EC #3 for the account) will be delayed by one Epic Career, during which point I will repurpose Madfinger into a hybrid melee-ranged artificer in much the same theory as made the Palificer Artadin a delight to play.  The only further inquiry is whether to go Bastard Sword or Dwarven Axe for the melee part – there are still a few minor details to iron out.

Hopefully, that will make the rotund engineer more enjoyable to play.  Plus, his skills currently are shot, and “repairing” his build at this point would require a reincarnation to begin with.  Might as well check him off for “wings” and get an Epic Past Life in the process, right?  Right.

Anyhoo, I’m out of time for this lunch break update.  More to come in the future.

Oh, and P.S. – I had no less than eight random people inform me that I probably need to seek professional help.  I also may or may not have been having debates with myself in three different voices at the time.  (It takes a special kind of “speshul” to lose your own argument with yourself. –Ed.)  Oh, well…

Random Things From the Past Two Months

Just a few random things to share, for no reason at all.  In fact, don’t look at them.  Keep moving along.

ScreenShot01340

The Cleric doing his thing, with a seated audience.

ScreenShot01336

The Rebellious Hireling.. he’s with us, just not in the party.  Lovely!

ScreenShot01320

Apparently, “ramps” are a difficult concept for kobolds.

ScreenShot01323

The altar celebration dance from the first #OperationPinkShroud.  You can see Uncletubbs Stole An Elf Body (barely) under Gamer Geoff’s armpit.  Also involved were @JudyeNazareth (a.k.a. Geek Mom), @EvenNote (a.k.a. EvenNote), and @BonnieBew (a.k.a. BonnieBew).

ScreenShot01312

Gorruk Boulderbreaker, dwarfing it up and comparing… hammer sizes with the Duergar King.

ScreenShot01310

What’s the first thing you do when you max out your crafting levels?  Why, make the longest-named-object you can, without actually expending effort.

Tholgrin’s Guide to Minimum Acceptable Standards

Minimum Acceptable Standards

We all gotta start somewhere…

As one with a severe case of alt-itis, I often find myself switching to toons I haven’t played in quite a long time.  Back when I was freely bouncing between them frequently and not caring a whim about my performance, the little inconsistencies between each toon’s loadout didn’t bother me;  as a more seasoned player, they drive me berserk to the point I won’t even play with the toon until he (or she) meets what I have since dubbed “Minimum Acceptable Standards.”

Now, before you get into a ruckus or all riled up and assume I’m calling your build something, keep in mind that what I’m referring to are what I believe to be universal standards as apply to all of my toons.  Every single one of them.  I’m not applying them to you or your toons, although they may serve as a guideline for some less-experienced players who are wondering “what the hell do I need to keep and/or get?” when looking at the mind-boggling array of items available in the game.  While the “Big Four” (blindness, curse, resto, disease) may be second-nature to more veteran players, I recall from personal experience when that wasn’t the case for myself, back when I first started.

So, without further ado, I present to you Tholgrin’s Guide to Minimum Acceptable Standards, in no particular order – since they all have to be met, anyway!  And keep in mind, when reading this, that these are what I consider to be ”universal,” in the sense that I believe every toon should have these resources available, regardless of class, build, or race, and not a checklist to make an “uber” toon.

  •         Some form of self-healing, however rudimentary.  Whether it’s natively-cast spells, scrolled with UMD, chugged from potions, or some other means, literally every character needs to restore hit points in some fashion or another.  Ideally, it is combat-capable – and by that, I mean something that can be pulled off in the middle of a right-proper fuster of clucks.  However, that’s not always the case, but downing half-a-dozen Cure Serious Wounds pots is better than absolutely nothing, if that’s your only option.  Higher level toons may consider stocking up on Silver Flame pots – while they’re not ideal, thanks to the “side effects” (-50% move speed, -10 all ability scores, -4 saves for 30 seconds), it’s more efficient than lugging about thousands of smaller potions.  Of course, potions are a last resort, but again, these are “minimum” acceptable standards, not ideal!
  •         A Remove Blindness solution.  Most commonly achieved with the cheap and readily available Potion of Remove Blindness sold by the adorable Guild Potion vendor in House K, it can also be achieved through Blindness Ward effects (at low or very high levels) or cast natively by a number of divine classes.  Green Steel clickies with Panacea also work, however, the limited number of charges make this a “less than ideal” solution, particularly in drow-heavy areas (they do seem to love their blindness, don’t they?).  However, it’s still better than nothing.  If you happen to not be in a guild, you can pick these up from Feather’s Fall Apothecary in House J, or the Potion Vendor under the red tent in the Marketplace.  Also found in the Portable Hole and other vendors.  Divines can cast this natively, and Shintao monks also have this as one of their toggles for Healing Ki.
  •         A Remove Curse solution.  Also easily acquired via the Guild Potion Vendor in House K (as are all the “Big Four”), Remove Curse is absolutely critical in certain areas, at least, if you want to have any real chance of survival.  Notable areas include The Haunted Library, most of the Demon Sands of Menechtarun, and walking into Caught in the Web without a huge stack of them is a recipe for being turned into drider facepaste.  While divines can cast this natively, it should be noted that just because a character has a healing spell does not mean they can remove curses.  Druids, for example, can heal and remove disease, but must find some other means of curse removal, while Bards are the opposite.  Shintao monks have access to this as a toggle for their Healing Ki, as they do for all of the “Big Four.”  If you only get one or two Healing Ki toggles, it’s a hard toss up between Remove Curse and Lesser Restoration;  resto is more widely valued, but when you need a curse removed, it is 100% invaluable.  If you don’t have access to the guild potion vendor, you can pick them up at the vendor in the Marketplace, or also in Feather’s Fall Apothecary in House J.
  •         A Restoration solution (multiple tiers).  Lesser Restoration potions, like the rest of the “Big Four,,” are readily available from the House K guild potion vendor.  If you don’t have access to him yet, for whatever reason, you can also find them at the Potion Vendor under the red tent in the Marketplace.  Plain Restoration potions exist, but are extremely rare in lootgen;  savor these, as they also restore one Negative Level each chug in addition to more ability score damage than the Lesser version (duh).  Greater Restoration cures all negative levels and all stat damage, but (to my knowledge) does not exist in any form of potion format.  It can, however, be scrolled (Guild Divine Scroll vendor in House K, or House of Wizardry in House J) if you can summon up the 44 UMD difficulty.  Shintao monks, once again, have Lesser Restoration available as a toggle from their Healing Ki finisher, Clerics in the Warpriest line can score an area Lesser Restoration with the Ameliorating Strike enhancement, and most Divine casters (including Druids, this time) can mimic most of the effect via the Heal or Regenerate spells – sans negative levels, of course.  For those with some Medium Eberron Dragonshards to spare, one can also acquire a Shard Trinket of Greater Restoration from Clarice Roden in the Marketplace, which has 20 charges of Greater Restoration and no minimum level.
  •         A Remove Disease solution.  Diseases may not seem like a scary thing to many young adventurers.  That is, until they watch in horror as that one failed roll rapidly turns into two, and then the debilitation escalates into crippling, character-destroying effect if left unchecked.  Many veteran toons have the saving throws necessary to avoid much of the effects of disease, but it is not always something you want to leave to chance – especially on a young toon’s life or when venturing into mummy territory, where Pernicious/Virulent Mummy Rot can really mess with your hair day.  Readily available from the Guild Potion Vendor in House K (notice he’s “the place” to go for the Big Four?), as well as the potion vendor in the Marketplace and Feather’s Fall Apothecary in House J.  Divine casters can cast the spell natively – although Bards cannot, even though they can Remove Curse.  Once again, Shintao Monks have this available as one of their Healing Ki toggles, and many classes become immune to “natural” disease – although most of the nastier afflictions you’ll come across will be magical in nature, and this is not entirely something you want to rely upon.
  •         Deathblock (after level 7).  At low levels, instant-death effects aren’t very common, so this isn’t something of concern to most young toons.  After approximately character level 7, however – the exact point also depends upon what content you are running – you should have a Deathblock effect on or available at all times.  Readily available from lootgen  items, as well as many named items (Bloodplate Armor is a wonderful solution for heavies, for example, able to tie in Deathblock and Fortification via a Blue Augment Slot), it should not be difficult to acquire, but is dang-near required for survival, particularly in beholder- or caster-heavy areas.
  •         Fortification (100% by level 8).  Ideally, you’ll start seeking Fortification immediately, but the ones available below level 8 are… less than ideal.  Still, 75% is better than 0%, given the option, but the earliest level you can reliably get 100% fortification is level 8.  For those at home wondering “what’s fortification,” you’re probably also wondering why your characters seem to suddenly get wrecked by absolutely massive hits completely out of the blue.  Those are enemy critical hits, and they are just as shredding to player characters as ours are to hostile mobs.  Some ranged and casters can get away without having a whole lot of fortification, but as a front-liner, it’s bloody mandatory for survival.  Unless you like the level 2 ogre Bloodknuckles hitting you for 184 bludgeoning damage in a single swing, that is.  In Epic levels, some mobs have Fortification Bypass, and some Heroic champs do, as well;  as such, going over 100% is not “wasted effort.”  If you don’t have Fortification on your melee toon, trust me and put it on – you will see an instant reduction in the time spent as a swirling rock.
  •         Stuff Bags.  While it probably seems so second-nature to veteran players, getting your threebies of bags as soon as humanly possible is definitely a minimum.  Otherwise, these “baggable” items will bloat your inventory and make adventuring quite a bit more annoying than it really needs to be;  set the bags to auto-gather and breathe a sigh of relief.  You can acquire the following bags for free on all toons with no access restrictions (yes, there are more available, but these are free):

o    Small Gem Bag from Fitzpat the Fence (Harbor)

o    Small Collectibles Bag from Baudry Cartamon (Harbor)

o    Tiny Ingredients Bag from Felix d’Cannith (Harbor), Maker (Cannith Crafting Hall), or Vertigo (Marketplace)

o    Small Ingredients Bag from Jeanselme Brutecius (Tower of the Twelve); note he will try and give you one at 40 Favor for The Twelve, so if you want a second, leave the first in your bank, as they’re exclusive.

  •         A Fire Resistance solution.  Be it an item with a permanent enchantment, an augment, spell, or potions, Fire is the one element that you will come across almost universally in your travels.  Of course, there are situations where other elements come up in abundance (except perhaps Sonic), but virtually every hostile arcane and divine will cast some form of Fire-based spell at you, lava exists with alarming frequency (if one were to apply real physics, that is), and fire traps or exploding barrels are bloody everywhere.  If you only have one Elemental Resistance solution for all time, it should be fire, and should be in such abundance as to either be permanent (item) or in quantities where it might as well be permanent (stacks of 100 Fire Resistance potions).  My personal preference is an item for Fire, and the remainder can be done however needs-be;  but Fire is one that is, in my experience, a non-negotiable for every toon, front-line or not, and at every level.  The good news is that they’re readily available and relatively easy to craft, even at moderate to low crafting levels.  Obviously, just one resist isn’t going to cover every base, and while you’re out stocking up on Fire resist pots, you might as well grab Cold, Acid, and Electricity while you’re at it, unless you can cast the spell natively… but get Fire as an absolute minimum.

It should also be noted that there are wands readily available for “The Big Four.”  These, while somewhat more restrictive in use than potions, have the distinct advantage of being able to be used on other players.  (Several of the potion descriptions state they have a “funnel” and can be used on other players, but the actual execution of such a feat is… unreliable, at best.)  If you can use wands, they are notably cheaper than an equivalent stack of potions, if platinum is actually of concern in your budget.  On the other hand, wands also have the nasty tendency to break in combat, and require the user to switch weapons to the wand and then back to the weapon to use – which can be rather annoying in a heated battle.  The same goes for Cure Wands.. and don’t get me started on the Eternal Wand of Cure Minor Wounds (a.k.a. “the annoying thwip-stick”).

What follows are a few optional, but most definitely desired, things to have checked off.  They aren’t considered to be “minimum” standards, however, but if you can mark these as done, they will most certainly pay off in the long run.

  •         Death Ward (after level 7).  Not to be confused with its cousin Deathblock, above, Death Ward serves a different purpose.  Yes, Death Ward prevents instant death effects like its cousin, but it also prevents 100% of Negative Energy damage (Necrotic Ray, Cause Wounds, Harm, etc.) and makes the recipient immune to Negative Levels by the same regard.  Anyone who has watched their awesome toon get neg-leveled into oblivion knows full well the difference between a Death Ward clicky (Visor of the Flesh Render Guards, Eternal Flask of Death Ward) or spell being the difference between having your character (and blue bar) minced to pieces and waltzing away carelessly.  If you have the faction coms to spare for the Clerics of Eveningstar, you can trade one com in for an unbound Potion of Death Ward.  Not a bad exchange for toons whose coms are otherwise gathering dust.
  •         An XP Booster (multiple items).  Almost every veteran character has at least one of these items available, somewhere.  The entire group of these are casually referred to in PUGs as a “Voice,” the statement of which acts as a reminder to put one’s XP booster item on before the completion of the quest – that stacking 5% adds up over time!  There are several different versions, as outlined below:

o    Voice of the Master – Delera’s Tomb

o    Mantle of the Worldhspaer – Ruins of Threnal

o    Pale Green Ioun Stone – Shadow of a Doubt

o    The Master’s Gift – made from a Voice, a Mantle, and 5 Greater Tokens of the Twelve

And, as Gamer Geoff caught, I missed the easy-to-acquire Experienced Evil from the Temple of Elemental Evil turn-in for both quests!

  •         A Raise Dead solution.  While some put this in their “minimum” acceptable standards, I file it away as optional, mostly since some builds (i.e. pure fighter or barbarian) probably won’t have the snuff to reliably make it happen.  There are scrolls available for Raise Dead, Resurrection, and True Resurrection from the Guild Divine Scroll Vendor in House K, as well as Raise Dead scrolls being found in the House of Wizardry in House J, all starting at 36 UMD difficulty and going up from there.  You can craft Green Steel triple positive items with a single shot of Raise Dead as a clicky, and the unbound and not exclusive (!!) Ring of the Ancestors, which can be farmed from the Slavers of the Shrieking Mines quest in the Restless Isles.  The Ring requires a Good alignment, however, and also only comes with one charge per rest – as such, I wouldn’t refer to them as “solutions,” but rather, “better than the alternative.”  The same goes with the elven divine racial Undying Call ability, which allows a 6th level elven divine to resurrect an ally, albeit with a pretty brutal cooldown.

Well, there you have it!  A little (srsly?  Little?  –Ed.) list of the things which I consider to be mandatory across every toon, and must-haves where available for the majority of the rest.  I should point out that this has no relation to the items which are on my “Checklist” of things I want to get my army of characters for 2016 – that’s tracked in a spreadsheet and something entirely different!

Happy Slaying!

 

Death to the Hiatus

Hello, there, interwebz!

It’s been quite some time since I’ve posted anything at all on this blog.  Even longer if one were to count actual content that wasn’t a half-doped ramble about medical things, or just a bunch of pictures.  Rejoice, for I have returned!

Well, sort of.  I never left, in the first place, unless you’re counting – oh, sod it, you know what I meant.

Things have been quite blended as of late.  I had a crazy idea (isn’t this where everyone rolls there eyes and anticipates things going badly? –Ed.) to have my pure-fighter get a Cleric past life for the explicit purpose of being able to take the Healing Word past life feat.  So Gorruk Boulderbreaker ER/TR’ed into a Cleric.  With six levels of Fighter for some added punch.  No, he wasn’t an end-game optimized build, but it was fun nonetheless and he made it to 20 without any major problems.  Other than me being overly eager to be completed with the life, that is.

A few moments later, and he was reborn back into his pure Fighter Kensei (with a touch of Stalwart Defender) role and proceeded to lay waste.  Provided, that is, he was within arms’ reach of a healer – the Healing Word and Past Life: Fast Healing perks helped, but in no way did they cover the kind of damage he was taking, even with Devotion and Healing Amplification.  Ahh, well.  He’s finally mallet-ed his way back to Epics, or at least, the gateway thereof, and has equipped his Epic Fury of the Flame slotted with a Ruby of the Vampire Slayer.  Currently, his DPS is off-the-charts crazy, particularly with the pass to Kensei enhancements that happened partway through his Heroic career;  at twenty, with only limited selections for Twists of Fate (primarily from Fury of the Wild and Legendary Dreadnaught, but that’s about it) his regular, unboosted swings are hitting for 220-260 base weapon damage.  Which, for a fresh twenty, is bloody nuts.  Deadly Strikes clock in around 1,800 and Adrenalized shots clock in the five digits.  At twenty.  I can’t wait to see what sort of chaos he gets into with a T-forged Maul.

I still need to figure something out for his self-healing, though.  Bottled Silver Flame pots are quite annoying, and only stack up to 10.  Fmeh.

Folks who follow me on Twitter (@TholgrinDDO) – and regular readers of the blog – may recall my rather whimsical entry into the Deep Gnome community with an alarmingly serious toon by the name of Smishy the Unfluffed, dual-wielder of the Unepic Brooms of Justice to sweep away evil.  His intent was to be a radiant Divine Disciple and go crazy with the light damage, and that was tolerable until he made his way into Epics… at which point playing him made me want to claw my eyeballs out and drink shots of bleach.

ScreenShot01328

Smishy the Unfluffed, dual wielding his Unepic Brooms of Justice.  This was while he was still a Cleric.

I tried.  I honestly did.  I gave him more than his fair share, getting to twenty – he had his highs and lows – and then, when we got into Epics, I told myself that I would tough it out until he finished Exalted Angel.  But when the party chat log looks like this:

[Party] Your party member, Smishy, has died.

[Party] Your party member, Smishy, has died.

[Party] Your party member, Smishy, has died.

[Party] Your party member, Smishy, has died.

[Party] Your party member, Smishy, has died.

..and I got so flustered with it that I started copying the combat log for everything that killed the Smishmeister into his bio.  Some of the lines were quite funny, particularly when the entry was obviously incomplete.

[Combat] You were killed by .

Yup.  I was killed by space.  In a fantasy game, the cold, hard vacuum of space is still inescapable.  Granted, that’s a completely different kind of space, but hush it.

I finally threw in the towel when +20 Hearts of Wood went on sale, and turned him into a druid.  Because that’s totally a logical thing to do.  In fact, it’s the first (and only) time I’ve used a +20 with the explicit intent to repurpose a character from one direction to another.  I’m enjoying him infinitely more as a druid caster, and he’s been on the front lines in quite a few Epic Elites, makin’ a mess with the trademark druid AOE DOTs that just wreck shop on everything.

ScreenShot01333

Smishy Remixed, makin’ a mess in the Demonweb.

Wait, what?  I just implied that I’m “enjoying” a caster?  Yes, ladies and gents, you read that properly.  Good ol’ me, after all these years (all three of them.  –Ed.), has finally found a caster that I actually like.  And I’m not counting warlocks as casters.  Because they aren’t, at least, not in the traditional ‘blue-bar reliant’ sense.

A while ago, I ER’ed Uldwin Skyreaver, my original Dire Bear Hate Tank, just to get him his wings.  And because I’d been musing over why it is that I wasn’t playing more druids;  after all, they’ve got all the right notes for my playstyle, don’t they?  Divine casting, some of the best (if not the best) self-heals in the game – once you get the hang of how “HOTs” (healing over time) work, that is – more DOTs than you can shake a stick at, burst damage, able to front-line if need be with melee – why wasn’t I playing more of them?

Of course, the Dire Bear Hate Tank worked beautifully for his intent, but was simply too slow to solo with – at least, with my sanity intact.  So I started puttering around with some ideas, and came up with a “wish list” of things I wanted Uldwin 2.0 to do:

  •         I wanted him to use a khopesh
  •         Definitely wanted a shield for defense
  •         Spells had to have punch, but also able to scrap while the DOTs were working
  •         I wanted him to not “look” like a druid
  •         Most Importantly, must not be crippled when out of “blue joose”
ScreenShot01329

Uldwin Skyreaver 2.0, the Radioactive Druid.  Looking nothing at all like a druid.. because, reasons.

After some hemming and hawing, and some modifications to the point allocations to fine tune things while grabbing an Epic Elemental Khopesh of Water to start off the career with, I wound up with what would be the basis for what I dubbed the “Radioactive Druid.”

Inspired by Gingerspyce’s druid build I found on the forums, but with a few tweaks here and there – notably, Ginger’s druid gathers large groups of enemies, casts a load of spells, and then chills while the spells work, whilst I do the same thing except get down and bloody and hack and cleave and shield bash their half-conscious faces in.  Granted, Ginger’s spells are doing more damage, and that’s perfectly acceptable (and more desirable for the min/max players), I tend to prefer a more…. hands-on approach to combat.   The final result being a hybrid melee-caster with self-heals, AOE DOTs, crowd control in the form of Earthquake, and one hell of a damage aura.  While slitting your throat and knocking the head off with his shield afterwards.

Needless to say, Uldwin streaked to 30 and frontlined more than his fair share of EEs with (at the time) some pretty whack equipment.  Riding that particular high was what led me to repurpose Smishy into a a druid as well – but a “pure caster” version, much closer to Ginger’s posted build.  I’ll post a link to it around here somewhere.  How about here.  Don’t let the post date fool you, it’s been updated to include content as recent as Update 30, so it’s current content in spite of being originally posted in 2013.

Now what I’m about to say is nothing negative about Ginger’s build… just that Smishy (my “tribute” of sorts) to try out his version… well, it didn’t appeal to my playstyle as much as Uldwin’s Radioactive Druid.  It all boils down to what works for each individual, and while Smishy is by no means a bad build as he stands (he’s still completely viable in EE now, in spite of having absolutely wank gear at 27), he just doesn’t fit with me quite the same way.  I know exactly why I’m standing there shield blocking, but I’d much rather be extracting a weapon from a drow’s spleen while Creeping Cold crystallizes him from inside than staring over the top of my shield while the same Creeping Cold et cetera, et cetera.  It just feels more active, that’s all.

But, the fact remains, I’d still play Smishy the Unfluffed Caster Druid again over any wizard or sorcerer  build I’ve come across.  Given the choice of being a caster class, I’ll pick Druid again in a heartbeat.

Bit of a shock, eh?  Trust me, I don’t think anyone’s mind was more blown than my own.  Except Wreist’s.  We had a complete role-reversal with him playing the melee (he’s normally a caster) and me playing the caster (who’s almost always the front-liner) and that was pretty trippy.

One silver lining of not feeling particularly well is that becomes a perfect time for mindless grinding.  In the past few months, in addition to grinding up Uncle Tubbs’ crafting levels to 150 across the board (woot woot!), I’ve made some pretty significant progress on what I’ve dubbed my “Checklist.”

I introduced it, briefly, in a previous post;  here’s a little more detail about what I wanted to accomplish.

The Checklist

Folks who know me also know that I am absolutely abhorrent when it comes to preparing a character to TR.  My typical TR cycle looks like the following:

  •         11:04pm – Ooh, hey, I should turn Orsyn the Original Palificer who gets no play time any more into a Rogue Mechanic, since he’s got crossbows and tools and Felldar the Palificer 2.0 is totally destroying him!
  •         11:05pm – Hello, Lahar!  Here’s my 20 Tokens, may I have a Heart of Wood, please?
  •         11:09pm – D$#@ IT, JEETS!  SHUT UP WHILE I GET MY U.I. SORTED!!
  •         11:11pm – I probably should have finished that Green Steel crossbow, first.
  •         12:18pm – (acid trap hissing in background) You know, a Jack Jibbers’ Blade would’ve been nice about now..

So I started making a list of things that I wanted – outside my Minimum Acceptable Play Standards (see next post), that is – of things that I wanted a character to have before they TR’ed.  Originally, that was just Green Steel.  Then, when the Temple of Elemental Evil dropped, it expanded to include an “optional” ToEE weapon – either crafted from the mushrooms, or one of the drops (the Spinal Tap is an extremely brutal weapon at level 7, for instance).  Then that grew to include an Ioun Stone, Jack Jibbers’ blade, Mysterious Bauble (for blue-bar types), and just plain wings themselves.

I should clarify a few things for this checklist – Ioun Stones must be unsuppressed (i.e. upgraded inside The Dreaming Dark)  to qualify.  Aapex has a question mark next to his name for this one, as he’s exclusively Bladeforged Paladin at the moment, and has no intention of going back down to level five.  Felldar, on the other hand, may actually run a Heroic career as a regular warforged, although that’s not on the books at the moment.  The marker for ToEE Weapon counts for either a crafted, mushroom-based weapon, or a named item from a chest drop – and in some cases, such as Varjek’s, it counts as both, with a +3 Combustion Scorched Short Sword of Fire Lore III and a Golden Orb of Death to pack at level 7.   There has only been one exception to this rule, and that was with Tholgrin’s own greataxe affectionately named “Betty,” which is a +1 Holy Icy Burst Great Axe of Lacerating Force Damage, with a minimum level of 6 (!!) and that does absurd amounts of damage all the way through until 18.  Only Riftmaker can give Betty a run for her money in Heroics, and only situationally in DR-breaking circumstances.

Green Steel is pretty self-explanatory, and counts for either weapons or accessories.  Some of the markers for multiples count for both – for example, Bholgrin has a pair of Green Steel longswords as well as a Green Steel Shuriken, Uncle Tubbs has a pair of Cleansed Green Steel boots to match with his Green Steel belt, yadda, yadda, yadda.  No further explanation needed.

The Cursed Blade of Jack Jibbers, often referred to as simply “Jacks” or “blade,” and quite humorously referred to as “Jacking up” or “Jacking off” when in use, is one of those super-ultra-rare items which is super-ultra-useful to literally every toon ever.  Instantly placing itself on a list with the Voice of the Master in terms of universal utility, it is a complete game-changer, allowing its bearer to resurrect themselves from the dead as a wraith for one minute.  While that doesn’t sound like much, a minute is usually all that is needed to toss a few raises, grab stones and run to a shrine, or otherwise turn a TPK event around.  The best part?  It’s reusable, once every fifteen minutes (and a rest at a shrine, but you were probably going to do that anyway, if the feces collided with the air circulator hard enough to require its use in the first place).

Finally, the Mysterious Bauble is an item desired by pretty much every toon with a blue bar.  Similar in effect to the Epic Ring of Spell Storing, but significantly easier to acquire (and at two levels lower), it provides a rechargable jolt of Major Mnemonic Enhancement to juice your blue bar back up with anywhere from 105 to 600 SP – usually in the 300-400 range.  In a crunch, another three hundred spell points can change things mightily, without having to rely on loot “blue juice” (which can get destroyed in explosions) or DDO Store ones (which cost Turbine Points).  A free shot every rest from levels 18+ is usually more than enough to keep going under most circumstances, thereby keeping the consumption of blue juice in Epics (and the last push of Heroics) to a minimum.  Of course, like the Jack Jibbers’ blade, it’s a pretty bloody rare drop from that most-favorite of quests, The Weapons Shipment.  Plan on a few runs if you’re going to farm for it alone.

So, without further ado, here’s my current progress on what has taken the place of the 2015 Thol’s Goals list.. my aim is to have it completed by the end of 2016.

Checklist as of 05-24-2016

Checklist progress as of 05/24/2016 (before playing for the day).  Immano is excluded from many items as he is kept at 20 indefinitely, with no plans to TR.

Crazy?  Probably.  Impossible?  I don’t think so.  I’ve made some pretty good progress on it, thus far.  Extreme?  Well, that’s for you to decide.  But it certainly one-ups the list I had last year – and the result will be a veritable army of toons that are all stocked to the teeth.

So, that’s about it for things that mostly catch you, dear reader, up to where things are now.  I promise to try and not leave this space unattended for so long again in the future, but the actuality of that is a little beyond my control.  I can promise a concerted effort, however!

Happy Slaying!

 

More Days Meh

In spite of the absolute lack of content on the blog, I’m still alive and kicking.

Sort of.

Those who follow it regularly might recall my (rather loopy) post-operation post with some details about the hemicolectomy to remove a cancerous tumor on my right colon.  Since then, I’ve had surgery twice more to open up my leg and remove infected tissue – which is still being treated with an open wound with packing changed daily.

Sufficiently grossed out yet?  Hey, feel better – at least you’re not here, looking down at said open wound and the drainage.  Now that’s gross.

Some days are better than others, but we’re slowly getting to the stage where more days are “meh” than bad.  I won’t go so far as to say we’re having “good” days, yet, since being so much as a few minutes late on prescription pain pills results in a lot of bad mojo.  I’ll start saying we’re having good days when I can get off those and dwarf up a bit more.

Since I haven’t been working, though, I’ve had some time to spend in-game when I’m not comatose in bed.  And while I haven’t come up with a “challenge” list to top Thol’s Goals for 2015, I have established something equally crazy which I dub “The Checklist.”

Do not confuse that with Teh Czeqqcklysst, which is something completely different.

Checklist as of 03-19-2016

The Checklist evolved from the first goal I had for the year, which was simply to get wings for everybody.  Then I thought about how I’m notorious for TRing folks before they’re ready, and this time I was going to make sure they had an Ioun Stone before I TR’ed them.

Then that became an Ioun Stone and Green Steel.  Then Temple crafting was added on.  Then… you get the idea, until it grew into its current (psycho) iteration.

The idea is to ensure that every “regularly played” (i.e. not silly toons, such as Smishy the Unfluffed which followers of @TholgrinDDO on Twitter have been introduced to already) toon is not only prepared for the next life, but prepared, stacked, and 100% fully pimped out nerd-style.

I’ve done a bunch of work on it already, but as is clear, there’s still quite a bit of road to go.  Several toons are already “Ready For Wings,” in that everything else is checked off except for having a past life, but they’re temporarily being pre-empted by Gorruk’s current side trip;  I’ve made him take on a Cleric life (currently level 12) for the sole purpose of having the Healing Word past life feat, that he may use that and his Past Life Fast Healing (a.k.a. “regeneration”) to keep kickin’ around as a full-fighter without any blue bar whatsoever.  Because that’s obviously a logical solution to being a full fighter with no blue bar, duh.

Sheesh, get with the program.

And since I don’t feel like typing a whole bunch of new content, here’s some pictures and captions of recent shenanigans in no particular order.  I’m lying, since I posted them as I scrolled backwards, so they’re in reverse chronological order.  As if you cared.

ScreenShot01292

Gorruk the “Cleric” Pseudo-Fighter with his purdy new maul

ScreenShot01281

Mattok showing Harry who’s boss in the Temple of Elemental Evil

ScreenShot01275

Smishy the Unfluffed, obligatory gnome extraordinaire, dual-wielder of the Awesome Broom of Exquisite Pain (left) and Ultimate Sweeper of Death (right)

ScreenShot01262

Soloing The Dreaming Dark, Zoo-Style (and as EvenNote pointed out, the wolf interloper brought Funyuns)

ScreenShot01246

Holy Crapola!  Look at all the people!

ScreenShot01245

For those of you scared of the Epic Temple, it’s totally worth it.  These are some of the optionals on NORMAL.

ScreenShot01234

I introduced Esh, Vonn, and Wreist to Caught in the Web.. so of course we 4-manned it.  Booyah!

ScreenShot01229

+5 CON Tome on my first Temple of the Deathwyrm run?  Don’t mind if I do!

ScreenShot01218

Celebrating Wreist’s first Shroud run.. of course, two-manned, and with a naked victory dance on the altar at the end!  Who needs a full group to learn?  (Wreist’s nerves might tell a different tale..)

ScreenShot01205

Giant… that’s just gross.  Seriously, bro.  Toilet paper.  Just… EW.  Even Mini-Harry won’t look at it.

ScreenShot01203

The Four Musketeers, in increasing order of height and decreasing order of sneakiness.  From left to right, Orsyn (me), Socks, Esh, and Vonn.

ScreenShot01187

Advanced Boss Mocking:  Leave your Pocket Harry juggling fireballs the entire fight.

ScreenShot01169

The Generation Gap:  Wreist’s first melee life, playing as a copy of Tholgrin’s KotC build.  These two were utterly *terrifying* when side-by-side.

ScreenShot01163

The most secret of Dangerous Artifacts kept under tight (?) security in The Twelve’s secret storage facility.

ScreenShot01135

Thol’s collection of vorpal weapons, pulled from end reward lists in the Harbor over fifteen minutes.  Because it will totally remain a rare effect when it is extended to level 1 for availability…….. (that’s sarcasm)

And that’s all the photos I feel like posting for now!  The meds are starting to kick in, and I feel the need to go put peanut butter on a graham cracker and eat it.  And if you haven’t tried it, yes, it’s bloody delicious.  Go do it.  Now!

Get to the choppah!  The choppah of graham crackers!


 

I was going to put some stuff about the medical condition here, but apparently WordPress doesn’t want me to, because it’s wiped it twice.  So pfft.  I might type it up later, but at the moment I’m feeling more of the “sod it” variety.  Happy Saturday!