Wondering about the mephits in Co6

Earlier this week, another guildie (Lilbitblue) and I took on the terrors of Sorrowdusk Isle and the Cult of the Six.   I brought on Charlock, a dual wielding bastard sword fighter to help Lilbitblue.  One of things that kind of occurred to me when we were fighting our way through the Temple of the Six concerned the mephits, particularly those in the quest Quench the Flames.  The primary objective of Quench the Flames in the Cult of Six story arc is to destroy the summoning fires.

Mephits and more mephits photo Mephitsandmoremephits_zps9ec28603.jpg
Charlock and Lilbitblue taking on the fire mephits from Fernia and the air mephits from…Lamannia?

When we enter this portion of the story arc, we are told that he need to destroy the summoning circles that are being used to bring fire mephits from Fernia to Sorrowdusk Isle.  If we don’t hurry, the island will be overrun with these fiery beasts.  However, nothing is ever mentioned about the air mephits, which seem to be just as numerous, and in many ways more dangerous thanks to their lightning attacks, are coming from.  It appears that these mephits are also being spawned from the summoning circles but these circles are supposed to be a link to Fernia only, how then are the air mephits involved?  Is it possible that the summoning circles are more powerful than previously intended and are also allowing mephits from Lamannia to invade Sorrowdusk as well? 

My thinking is just that.  The summoning circles themselves do look like they are fire pits, but what does it take to feed the flames…air.  There most likely is a link between the power of these circles and these two different species of outsiders.  Its a good thing we are sent in to deal with them…whether fire or air, Sorrowdusk already has enough issues besides being overrun with mephits .

Thanks for reading everybody and get back to clearing out Sorrowdusk and protecting Stormreach!!  Happy Hunting!!

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Wolves vs. Worgs in Splinterskull

I currently have a number of characters who are advancing through the Assault on Splinterskull Quest Chain in Tangleroot Gorge.  One of the things I never really paid attention to was to the other enemies found within the fortress, I mean besides all of the hobgoblins and Whisperdoom, what else is there to really worry about?  Ok, ok, there is Blood-drinker, Whisperdoom’s daughters, the various ogres, etc but I was more referring to the wolves and worges. 

When you first start harassing Yarkuch and his clan in Splinterskull, the hobgoblins are frequently followed by your typical grey wolf.  However, as you progress further into the chain, and the quests rise in level, these wolves seem to transition to worgs.  Now there is a caveat here, if you decide to proceed deeper into the fortress during the early quests of the chain you will encounter worgs eventually.  However, the worgs eventually replace the wolves as you move deeper into the quest chain or as you move deeper into Splinterskull itself.

It makes me wonder why there aren’t more of a mix of wolves and worgs throughout the quest chain.  I don’t know much about worgs but I’m assuming they are just typically more powerful than your common wolf.  I wonder if Zulkash is somehow using his twisted magic to turn the wolves of Tangleroot Gorge into the worgs of Splinterskull to serve the hobgoblins and their ruthless leader. 

Stoorage exploring the halls of Splinterskull photo StoorageexploringthehallsofSplinterskull_zpsed55799d.jpg
Stoorage fighting some hobgoblins and worgs in Splinterskull.

In any case, it was just something I was noticing the other day and was trying to figure out a way logistical way from the transition of wolves to worgs.  Thanks for reading everybody, now get into Tangleroot and slay you some hobgoblins!!  Happy Hunting!!

Erdrique’s Next Life-Druid

Well, Erdrique has now started out his Druid life.  This is kind of an experiment to be honest.  I haven’t tried a Druid out yet and I tend to favor more melee oriented type builds than caster builds.  My main attempt here is to have a decent amount of melee strength to supplement my spell casting ability.  I thought about dual wielding but I didn’t want to take the two weapon feats because I’m trying to reuse the weapons I already own, a plethora of khopeshes.

In any case, this is what I’m thinking about:

Character Plan by DDO Character Planner Version 04.19.03
DDO Character Planner Home Page

Erdrique Hauksness
Level 20 Neutral Good Human Male
(20 Druid)
Hit Points: 312
Spell Points: 1546

BAB: 15/15/20/25/25
Fortitude: 17
Reflex: 9
Will: 22

Starting    Feat/Enhancement
Abilities    Base Stats    Modified Stats
(36 Point)    (Level 1)      (Level 20)
Strength           16                23
Dexterity          10                16
Constitution       14                20
Intelligence       10                15
Wisdom             18                31
Charisma            8                13

Tomes Used
+1 Tome of Strength used at level 2
+1 Tome of Dexterity used at level 2
+1 Tome of Constitution used at level 2
+1 Tome of Intelligence used at level 2
+1 Tome of Wisdom used at level 2
+1 Tome of Charisma used at level 2
+2 Tome of Strength used at level 6
+2 Tome of Dexterity used at level 6
+2 Tome of Constitution used at level 6
+2 Tome of Intelligence used at level 6
+2 Tome of Wisdom used at level 6
+2 Tome of Charisma used at level 6
+3 Tome of Strength used at level 10
+3 Tome of Dexterity used at level 10
+3 Tome of Constitution used at level 10
+3 Tome of Intelligence used at level 10
+3 Tome of Wisdom used at level 10
+3 Tome of Charisma used at level 10
+4 Tome of Strength used at level 14
+4 Tome of Dexterity used at level 14
+4 Tome of Constitution used at level 14
+4 Tome of Intelligence used at level 14
+4 Tome of Wisdom used at level 14
+4 Tome of Charisma used at level 14
+5 Tome of Strength used at level 18
+5 Tome of Dexterity used at level 18
+5 Tome of Constitution used at level 18
+5 Tome of Intelligence used at level 18
+5 Tome of Wisdom used at level 18
+5 Tome of Charisma used at level 18

Starting      Feat/Enhancement
Base Skills  Modified Skills
Skills       (Level 1)      (Level 20)
Balance            0              6
Bluff               -1             3
Concentration      4              26
Diplomacy          -1             22
Disable Device     n/a            n/a
Haggle             -1             1
Heal               8              33
Hide               0              3
Intimidate         -1             3
Jump               4              10
Listen             4              10
Move Silently      0              3
Open Lock          n/a            n/a
Perform            n/a            n/a
Repair             0              2
Search             0              2
Spellcraft         4              25
Spot               8              33
Swim               3              9
Tumble             n/a            n/a
Use Magic Device   1              12

Level 1 (Druid)
Skill: Concentration (+2)
Skill: Heal (+4)
Skill: Jump (+1)
Skill: Spellcraft (+4)
Skill: Spot (+4)
Skill: Use Magic Device (+2)

Feat: (Past Life) Past Life: Barbarian
Feat: (Past Life) Past Life: Cleric
Feat: (Past Life) Past Life: Fighter
Feat: (Past Life) Past Life: Paladin
Feat: (Past Life) Past Life: Ranger
Feat: (Selected) Spell Focus: Evocation
Feat: (Human Boonus) Toughness
Feat: (Automatic) Attack
Feat: (Automatic) Call Wolf Companion
Feat: (Automatic) Dismiss Charm
Feat: (Automatic) Druidic Oath
Feat: (Automatic) Druidic Spontaneous Casting
Feat: (Automatic) Heroic Durability
Feat: (Automatic) Light Armor Proficiency
Feat: (Automatic) Magical Training
Feat: (Automatic) Martial Weapon Proficiency: Scimitar
Feat: (Automatic) Medium Armor Proficiency
Feat: (Automatic) Shield Proficiency (General)
Feat: (Automatic) Simple Weapon Proficiency
Feat: (Automatic) Sneak
Feat: (Automatic) Wild Empathy

Enhancement: Nature’s Warrior (Drd) – Nature’s Warrior (Rank 1)
Enhancement: Nature’s Warrior (Drd) – Shifting Rake (Rank 1)
Enhancement: Nature’s Warrior (Drd) – Shifting Rake (Rank 2)
Enhancement: Nature’s Warrior (Drd) – Athletic (Rank 1)

Level 2 (Druid)
Skill: Concentration (+1)
Skill: Heal (+1)
Skill: Spellcraft (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+0.5)

Feat: (Druid Wild Shape) Wild Shape: Wolf
Feat: (Automatic) Defensive Fighting
Feat: (Automatic) Goodberry
Feat: (Automatic) Sunder
Feat: (Automatic) Trip

Enhancement: Nature’s Warrior (Drd) – Athletic (Rank 2)
Enhancement: Nature’s Warrior (Drd) – Flight (Rank 1)
Enhancement: Nature’s Warrior (Drd) – Vengeful Hunter (Rank 1)
Enhancement: Nature’s Warrior (Drd) – Hide of the Crocodile (Rank 1)

Level 3 (Druid)
Skill: Concentration (+1)
Skill: Heal (+1)
Skill: Spellcraft (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+0.5)

Feat: (Selected) Exotic Weapon Proficiency: Khopesh
Enhancement: Nature’s Warrior (Drd) – Instinctive Fighting (Rank 1)
Enhancement: Nature’s Warrior (Drd) – Flight (Rank 2)
Enhancement: Nature’s Warrior (Drd) – Vengeful Hunter (Rank 2)
Enhancement: Nature’s Warrior (Drd) – Action Boost: Double Strike (Rank 1)

Level 4 (Druid)
Ability Raise: WIS
Skill: Concentration (+1)
Skill: Heal (+1)
Skill: Spellcraft (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+0.5)

Enhancement: Nature’s Warrior (Drd) – Shifting Rake (Rank 3)
Enhancement: Nature’s Warrior (Drd) – Athletic (Rank 3)
Enhancement: Nature’s Warrior (Drd) – Nature’s Warrior Wisdom (Rank 1)

Level 5 (Druid)
Skill: Concentration (+1)
Skill: Heal (+1)
Skill: Spellcraft (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+0.5)

Feat: (Druid Wild Shape) Wild Shape: Bear
Feat: (Automatic) Improved Heroic Durability

Enhancement: Nature’s Warrior (Drd) – Extra Wild Empathy (Rank 1)
Enhancement: Nature’s Warrior (Drd) – Extra Wild Empathy (Rank 2)
Enhancement: Nature’s Warrior (Drd) – Flight (Rank 3)
Enhancement: Nature’s Warrior (Drd) – Vengeful Hunter (Rank 3)

Level 6 (Druid)
Skill: Concentration (+1)
Skill: Heal (+1)
Skill: Spellcraft (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+0.5)

Feat: (Selected) Power Attack
Enhhancement: Nature’s Warrior (Drd) – Instinctive Fighting (Rank 1)
Enhancement: Nature’s Warrior (Drd) – Action Boost: Double Strike (Rank 2)
Enhancement: Nature’s Warrior (Drd) – Fight (Rank 1)
Enhancement: Nature’s Warrior (Drd) – Fatal Harrier (Rank 1)

Level 7 (Druid)
Skill: Concentration (+1)
Skill: Diplomacy (+1)
Skill: Heal (+1)
Skill: Spellcraft (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+0.5)

Feat: (Automatic) Improved Wild Empathy
Enhancement: Nature’s Warrior (Drd) – Fight (Rank 2)
Enhancement: Nature’s Warrior (Drd) – Reaving Roar (Rank 1)
Enhancement: Nature’s Warrior (Drd) – Fatal Harrier (Rank 2)
Enhancement: Nature’s Warrior (Drd) – Fatal Harrier (Rank 3)

Level 8 (Druid)
Ability Raise: WIS
Skill: Concentration (+1)
Skill: Diplomacy (+1)
Skill: Heal (+1)
Skill: Spellcraft (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+0.5)

Feat: (Druid Wild Shape) Wild Shape: Winter Wolf
Enhancement: Human – Human Versatility: Damage Boost (Rank 1)
Enhancement: Nature’s Warrior (Drd) – Action Boost: Double Strike (Rank 3)
Enhancement: Nature’s Warrior (Drd) – Fight (Rank 3)
Enhancement: Nature’s Warrior (Drd) – Reaving Roar (Rank 2)

Level 9 (Druid)
Skill: Concentration (+1)
Skill: Diplomacy (+1)
Skill: Heal (+1)
Skill: Spellcraft (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+0.5)

Feat: (Selected) Maximize Spell
Feat: (Automatic) Poison Immunity

Enhancement: Nature’s Warrior (Drd) – Essence of the Turtle (Rank 1)
Enhancement: Nature’s Warrior (Drd) – Essence of the Shrike (Rank 1)
Enhancement: Nature’s Warrior (Drd) – Nature’s Warrior Wisdom (Rank 1)

Level 10 (Druid)
Skill: Concentration (+1)
Skill: Diplomacy (+1)
Skill: Heal (+1)
Skill: Spellcraft (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+0.5)

Enhancement: Nature’s Warrior (Drd) – Reaving Roar (Rank 3)
Enhancement: Nature’s Warrior (Drd) – Essence of the Turtle (Rank 2)
Enhancement: Nature’s Warrior (Drd) – Essence of the Shrike (Rank 2)
Enhancement: Season’s Herald (Drd) – Seasoned (Rank 1)

Level 11 (Druid)
Skill: Concentration (+1)
Skill: Diplomacy (+1)
Skill: Heal (+1)
Skill: Spellcraft (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+0.5)

Feat: (Druid Wild Shape) Wild Shape: Dire Bear
Enhancement: Nature’s Warrior (Drd) – Hide of the Crocodile (Rank 2)
Enhancement: Nature’s Warrior (Drd) – Hide of the Crocodile (Rank 3)
Enhancement: Season’s Herald (Drd) – Wand and Scroll Mastery (Rank 1)
Enhancement: Season’s Herald (Drd) – Negotiator (Rank 1)

Level 12 (Druid)
Ability Raise: WIS

Skill: Concentration (+1)
Skill: Diplomacy (+1)
Skill: Heal (+1)
Skill: Spellcraft (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+0.5)

Feat: (Selected) Empower Spell
Enhancement: Nature’s Warrior (Drd) – Instinctive Fighting (Rank 1)
Enhanceement: Nature’s Warrior (Drd) – Alpha Strike (Rank 1)
Enhancement: Nature’s Warrior (Drd) – Wild Healing (Rank 1)
Enhancement: Nature’s Warrior (Drd) – Natural Adept (Rank 1)

Level 13 (Druid)
Skill: Concentration (+1)
Skill: Diplomacy (+1)
Skill: Heal (+1)
Skill: Spellcraft (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+0.5)

Feat: (Druid Wild Shape) Wild Shape: Fire Elemental
Feat: (Automatic) Thousand Faces

Enhancement: Nature’s Warrior (Drd) – Alpha Strike (Rank 2)
Enhancement: Nature’s Warrior (Drd) – Wild Healing (Rank 2)
Enhancement: Nature’s Warrior (Drd) – Celerity (Rank 1)
Enhancement: Nature’s Warrior (Drd) – Celerity (Rank 2)

Level 14 (Druid)
Skill: Concentration (+1)
Skill: Diplomacy (+1)
Skill: Heal (+1)
Skill: Spellcraft (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+0.5)

Enhancement: Human – Human Adaptability: Strength (Rank 1)
Enhancement: Nature’s Warrior (Drd) – Alpha Strike (Rank 3)
Enhancement: Nature’s Warrior (Drd) – Celerity (Rank 3)

Level 15 (Druid)
Skill: Concentration (+1)
Skill: Diplomacy (+2)
Skill: Heal (+1)
Skill: Spellcraft (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+0.5)

Feat: (Selected) Weapon Focus: Slashing Weapons
Feat: (Automatic) Timeless Body

Enhancement: Season’s Herald (Drd) – Wand and Scroll Mastery (Rank 2)
Enhancement: Season’s Herald (Drd) – Wand and Scroll Mastery (Rank 3)
Enhancement: Season’s Herald (Drd) – Negotiator (Rank 2)
Enhancement: Season’s Herald (Drd) – Negotiator (Rank 3)

Level 16 (Druid)
Ability Raise: WIS
Skill: Concentration (+1)
Skill: Diplomacy (+2)
Skill: Heal (+1)
Skill: Spellcraft (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+0.5)

Enhancement: Season’s Herald (Drd) – Time (Rank 1)
Enhancement: Season’s Herald (Drd) – Season’s Greetings: Winter (Rank 1)
Enhancement: Season’s Herald (Drd) – Beguile (Rank 1)
Enhancement: Season’s Herald (Drd) – Beguile (Rank 2)

Level 17 (Druid)
Skill: Concentration (+1)
Skill: Diplomacy (+2)
Skill: Heal (+1)
Skill: Spellcraft (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+0.5)

Feat: (Druid Wild Shape) Wild Shape: Water Elemental
Enhancement: Season’s Herald (Drd) – Wax and Wane (Rank 1)
Enhancement: Season’s Herald (Drd) – Improved Metamagic: Empower (Rank 1)

Level 18 (Druid)
Skill: Concentration (+1)
Skill: Diplomacy (+2)
Skill: Heal (+1)
Skill: Spellcraft (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+0.5)

Feat: (Selected) Greater Spell Focus: Evocation
Enhancement: Human – Human Versatility: Spell Power Boost (Rank 1)
Enhancement: Nature’s Warrior (Drd) – Instinctive Fighting (Rank 1)
Enhancement: Season’s Herald (Drd) – Wax and Wane (Rank 1)

Level 19 (Druid)
Skill: Concentration (+1)
Skill: Diplomacy (+2)
Skill: Heal (+1)
Skill: Spellcraft (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+0.5)

Enhancement: Human – Human Adaptability: Wisdom (Rank 1)
Enhancement: Season’s Herald (Drd) – Improved Metamagic: Empower (Rank 2)

Level 20 (Druid)
Ability Raise: WIS
Skill: Concentration (+1)
Skill: Diplomacy (+3)
Skill: Heal (+1)
Skill: Spellcraft (+1)
Skill: Spot (+1)

Enhancement: Nature’s Warrior (Drd) – Beast Form Mastery (Rank 1)
Enhancement: Season’s Herald (Drd) – Season’s Greetings: Winter (Rank 2)
Enhancement: Season’s Herald (Drd) – Season’s Greetings: Winter (Rank 3)
Enhancement: Season’s Herald (Drd) – Beguile (Rank 3)
Enhancement: Human – Human Adaptability: Wisdom (Rank 1)
Enhancement: Season’s Herald (Drd) – Improved Metamagic: Empower (Rank 2)

I’m looking forward to this experiment as I still plan on making another Druid character.

Erdrique and Okhamel in the Cannith Crystal photo ErdriqueandOkhamelintheCannithCrystal_zpsd3f1c12e.jpg
Erdrique as a druid grouped with a few Crypt Crawlers in the early quests in Korthos.

Thanks for reading everybody and happy questing!!

Who Would Be On the FBI’s Most Wanted List?

The other day, I wrote up a blog asking what NPCs would you like to meet?  Well, now I’m wondering which of our notorious enemies would be on the FBI’s most wanted list?  Now I’m not considering the raid bosses or mini-bosses as they would obviously be on the most wanted list, but what other bosses do you think would wind up being put on the FBI’s most wanted list?

Here are some of my thoughts for the top five enemy bosses that I would think would be on that list:

1).  Yaulthoon

Yaulthoon photo 350px-Yaulthoon_zpsc5701cf8.jpg

This powerful mindflayer would definitely be on the FBI’s most wanted list.  He is responsible for gruesome and grievous crimes ranging from kidnapping, murder, and necromancy (or whatever you would call it to form the Taken).  He is ruthless and powerful and has considerable resources at his expense and is obviously the leader of a number of dangerous villains including Pykyzl, Morley Blode, Mahlurat, and Z’miizith.

2).  Sora Katra

Sora Katra photo 350px-Sora_Katra_zpsd0ebea4e.jpg

The green hag, Sora Katra, and her two other sisters, known as the Daughters of Sora Kell, would also be on the FBI’s most wanted list.  Sora Katra would be wanted for espionage, murder, terrorism, and countless other crimes.  Sora Katra and her sisters are powerful beings who are currently control the monster kingdom of Droaam and their recent attempts at taking over Stormreach and invading Xen’drick would put them high on the FBI’s most wanted list.

3).  Gnomen

Gnomon photo 350px-Gnomon_zps94fd09ae.jpg

I would be remiss if I didn’t include the treachorous Gnomen in this list.  He would be on this list for his espionage, murder, terrorism, and just down right meanness.  Gnomen was always known to have evil intentions from the time he asks us to clear out the Hidden Chappel of the Emerald Claw worshippers.  He true intentions come out while we move through the Lords of Dust and he moves to eliminate us.  Not sure of anybody could be more “dark” than Gnomen.

4).  Captain Tew

Captain Michael Tew photo Captain_Michael_Tew_zps49ec393c.jpg

I can’t forget the pirates that are known to cause problems in Stormreach and perhaps the most notorious of these would be Captain Tew.  He would be wanted for slavery, murder, kidnapping, terrorism, and many other crimes.  Captain Tew is ruthless and cunning with the ability and the resources to even attack the House Deneith Ward of Stormreach with his the airship, the Crimson Moon.

5).  Hazadill and Talon Darsin

Talon Darsin photo 350px-Talon_Darsin_zpscb8d77a6.jpg

I couldn’t decide on the last of the top five so I’m putting Hazadill and Talon Darsin as number five on the FBI’s most wanted list.  These two underworld crime bosses are known for their involvement in organized crime and work on smuggling, bribery, corruption, murder, and other crimes to further their agendas.  Although not as “powerful” as the other members on the list, these two are still a considerable force to deal with who most likely have ties to the other bosses in one way or another.

All of the pictures I posted here were from the DDOWiki, currently one isn’t available for Hazadill.  There are a number of other potential enemies that could be put on this list but who would you think would make the top 5 for the FBI’s most wanted?

Thanks for reading everybody!!  Not get back to defending Stormreach and take these bosses out and happy questing!!

Tactical Fun

I tend to play a lot of melee oriented characters in DDO.  One of the more fun aspects of playing a melee character is using some of the “tactical” feats and abilities.  These include a variety of attacks that can be gained from feats and ehancements including such things as sunder, trip, stunning blow, stunning fist, ear smash, and many others.  By using these specialized feats, enhancements, and attacks it gives some “flavor” to melee characters and give us something else to do besides mashing down the attack button (or just setting your attack to auto-attack) and running to the next monster.  These attacks are also very effective if you use them correctly.

Hammy stunning a trog in Depths of Despair photo HammystunningatroginDepthsofDespair_zps8bbb61df.jpgHamllin hitting a troglodyte with stunning blow.   

The variety of the tactical attacks allow melee oriented characters to help with crowd control, make monsters more vulnerable to other melee attacks and spell attacks, and help to maintain aggro when necessary.  For most of my melee characters, I tend to spam across trip, sunder, and stunning blow as well as the various enhancements that I might have.  When Erdrique was running through his barbarian life, I took the majority of the Frenzied Beserker enhandements but also took a few of the Ravager and Occult slayer enhancements including cracking attack, exhausting blow, ear smash, and cruel cut.  These all deal damage as well as stat damage, lowering AC, or causing a small amount of crowd control.  These abilities were fun to play around with and augmented my use of stunning blow and trip quite well.

Stoorage trying to kill some spiders photo Stooragetryingtokillsomespiders_zpsddc590e4.jpg
Stoorage hitting a spider prince with improved sunder.

Perhaps the most important aspect of using the tactical feats and abilities is determining when to use them.  I typically tend to use the abilities that require a fortitude save (such as stunning blow) on the various casters in the game or the ranged type monsters, for the most part.  I also tend to try to use trip on casters and on the regular armored monsters we encounter.  Most of the time it tends to work as well, as I typically find casters stunned or sitting on their buts which allows me to take them out before they can get another spell off. 

Hamllin tripping a hobgoblin caster photo Hamllintrippingahobgoblincaster_zps28a51ce2.jpg
Hamllin knocking a hobgoblin caster on his rump.

In any case, if you are playing a melee character and have a high strength I would recommend to try these feats and abilities.  I find them fun to play around with and very effective.  Plus, I always like to taunt the monsters that I’m fighting as they are sitting on their backside and standing there staring at stars floating around their head.  Just makes it that much more fun .

Thanks for reading all.  Happy Hunting!!

Anybody Ever Notice the Giants Statues in Gianthold?

The other day, I was leading a group through the Gianthold Slayer area during Erdrique’s barbarian life and somebody had mentioned something about the giants crystallized in the area.  All of the giants appear to be storm giants.  There aren’t any fire giants, ice giants, cloud giants, or hill giants represented in the area in terms of crystallized giants.

Notice the storm giants in GH photo NoticetheStormgiantshere_zps1a8cc52c.jpg Erdrique taking a look at the giants that are crystallized in Gianthold.

I found this interesting because the only storm giants we come across currently in DDO is the Stormreaver and Sor’jek.  So I was wondering where are the other giants?  I was always under the impression that giants fought the quori and the dragons as a mixed group, in other words hill giants, fire giants, storm giants, etc took on those forces together.  If that is so, where are the other races of giants?  Why is it only the storm giants frozen in time?  Now I admit, I haven’t done much of the epic versions of the Gianthold area, so some of this might be answered in those storylines, but I just found this a little interesting. 

I don’t really have any strong logic for why this would be.  Thanks for reading all and get back to exploring and questing in Gianthold!!  Happy hunting!!

Some Thoughts On the Recent Changes to Experience Needed to Heroic True Reincarnate

Over the past weekend, I hit level 20 with Erdrique.  I couldn’t help notice how the changes in the experience curve allowed Erdrique to reach that plateau more quickly than before.  When I typically run through a heroic true reincarnation, I tend to run all the quests on elite in chronological order.  Now this isn’t the fastest way to move through a heroic life but I don’t like to skip quests and I like to gain the favor as well as the extra Turbine Points from that earned favor.  When I had moved through Erdrique’s previous life as a cleric, I noticed that he had made it up to the Vale of Twilight and Reign of Madness quests before he hit the heroic level cap.  I also tend to complete the explorer areas as best as I can as well.  During my last life, I had a hard time staying on top of the explorer zones and only made it as far as the Red Fens (although I did earn a lot of experience in the other explorer zones, I just didn’t get them capped out).

During this life, with the changes to the slayer boosts, I was able to max out all the explorer areas from Korthos Island to the Ruins of Gianthold.  The only explorer zone I didn’t get to max out completely was the Restless Isles, I was missing one rare encounter in that zone.  With the help of maxing them all out and with the changes to experience needed to reach level 20 I noticed that I had completed all the quests up to Gianthold.  I didn’t complete Prison of the Planes or Madstone Crater and I had just started to on the Harbinger of Madness chain.  So I was able to reach level 20, without doing some of the quests that give the highest amount experience. 

Prepping for a Cabal for One photo PreppingforACabalforOne_zps64e68413.jpg
Erdrique and Khamel prepping to run A Cabal for One, the last quest Erdrique ran before hitting level 20.

During Erdrique’s cleric life I had run a number of quests on elite and then on hard before I was able to reach level 20.  The changes were quite evident and it does show how much experience is in the game.  In either case, I like this change as it gives us a lot of different options to reach the same goal, without having to run the same old quests. 

The other changes to quest experience, daily experience bonus, the daily dice rolls, and other changes were also evident.  All of which I think are good!!

Well, just figured I would write about my experience and wondered how others felt and saw.  Time to get Erd through his next life!!  Thanks for ready everybody and happy questing!!