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DDOcast segment show notes; Here are show notes from various DDOcast episode segments!
Topic Started: Aug 23 2008, 10:00 PM (3,176 Views)
Jerry
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Episode 16

Hello everyone and welcome to another episode of the Caster Corner. Today is a longer episode then normal, we are going to look at endgame loot that you should have, pretty much what are the best items you can have for your caster.

So first off we have the Head slot. For this it is recommended we have the Minos Legen helm. You can get this helm from turning in the 20 Tapestries in the Necropolis. Currently it gives you the feat Toughness and Heavy Fortification, but It will be changed soon to give you just 20 hit points. You can also use the item Beacon of Tira. Now this item can only be acquired when you turn in a completed Silver Flame Trinket out in the necropolis. This item gives you Superior Benevolence VI, Superior Devotion VI, Superior Combustion VI, increasing your level 6 Good, Healing and Fire spells by 50%, pretty good item.

Next we have the Necklace slot. For this slot you want to have a maxed out Silver Flame necklace. The necklace, when fully completed gives you Negative Energy Absorption (10/rest), Deathblock, Protection From Evil. Pretty good to have, mostly for the passive deathblock and protection from evil.

Up next we have the Trinket slot. Here we want to have the famous Head of Good Fortune. The head can be found in the Raid chest in the Reaver raid. It gives +2 to Good Luck and Moderate Fortification.

The Cloak slot is next. In this slot we want to have the Stormreaver’s Napkin. This item can also be found in the Reaver raid in the raid chest. It gives Intelligence +6 and Spell Focus Master +1. Okay so it isn’t that good for Sorcerers but its great for Wizards.

Next we have the Belt slot. In this slot you wanna put a Greater False Life item.

Next Ring slot 1. Here you wanna have a Con +6 item.

Now we come to Ring slot 2. For this slot we want to swap slot for all the random items that we have like Water Breathing and Feather Falling.

Onto Boots. In this slot we want to store a Shroud SpellPoint Item. You may not be into crafting and all of that, but if you wanna have the best gear you’re gonna need a SpellPoint item from the shroud. The shroud item, if you go for all spellpoints will give you Wizadry 6, +150 exceptional spell points, and other stuff including a True Rez clicky on it. So altogether +300 SpellPoints and other stuff, pretty cool.

Up next we have Gloves of the Glacier, the glacial Gloves from Vision of Destruction. These gloves are pretty cool, they give you Glacial Assault, Efficient Metamagic - Maximize II, Efficient Metamagic - Extend II. Pretty much your Maxmize costs 4 spell points less, and your extend costs 2 spell points less.

Also from Vision of Destruction are the Bracers of the Glacier. These bracers give Glacial Assault, Spell Penetration VIII, Archmagi, Fire Shield(Cold). So they give a +2 to die roll against spell penetration when casting a spell level 8 or lower, they give +200 Spell Points from Archmagi, There’s a 10% chance that you will get The cold version of Fire shield, which reduces fire damage by half.

Next we have Armor. For this theres a couple, I personally like the Dragon scale armor from gianthold, but you can also use the Dragontouched armor and find good things on it.

Next we have Main-weapon slot. In this slot we want to hold a Superior Potency 6 item which increase the damage of all level 6 and lower spells.

And finally we have out off-hand weapon. In this slot we want to craft the Shroud Exceptional Int or Chr item. It will give you 3 extra points of Int or Chr which will in turn increase all your abilities that rely on your main stat.

So obviously all the items don’t have to be in the exact slot I specified, this is just a way to lead you down the right path, but remember that the named items can only be in that specific slot.

So that does it for this lesson with the Caster Corner. If you have any questions, comments or concerns please reach me in-game, on the forums or send an email to DDOcast@gmail.com. So to all my caster brothers and sisters I bid farewell and thanks for the buffs.

Music: “Let’s Go To the Market” by: Turbine

I now work for Turbine!
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Jerry
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Top Ten Ways to Tell Your Party Hates You, Mr. Sorcerer.



You find enjoyment in the smallest of things, like when a barbarian uses their rage, runs screaming at a mob and then drops crestfallen as you Finger it just before the first swing lands.
A boss mob with 15,000 hp and massive regen waits at the end of the dungeon, but you wasted all your mana PKing all the trash mobs on the way.
There is total silence over party chat leading you to suspect your party created a userchannel to talk about how much they hate you behind your back.
When you finally run out of sp on that last empowered, heightened, and maximized firewall the rest of your group stands around and watches you collect all the aggro and die. I guess you should have saved some sp for extend!
You cut and paste the damage of your firewall into partychat.
You have more kills than all other players combined!
The cleric keeps passing their DVs to the bard and ranger.
You keep getting ambushed in the pvp arena. The developers should really do something about that!
You keep having to switch guilds because everyone else is so rude.
You put both PK and Finger of Death in your hotbar because you just can't wait for a 6 second cooldown.



Didn't make the cut
Someone in your group has already complained that you are stealing their kills.
That mob in your focus orb, you know the one you just tab selected, is engaged in melee combat and is about to die. You launch a Finger of Death anyway.
There are only one or two mobs in the encounter but you PK the first and finger of death the second without batting an eye.
You have more kills than any other player.
You are nearly out of sp, and no where near a shrine yet you continue to PK and Finger everything in sight.
the intimitank brings all their aggro into your firewalls and when his intimidate runs out, lets them all beat you to death.
You find soloing to be the most rewarding experience in the game. Who needs tanks anyway?
All the melee toons stop attacking mobs, they just stand around and watch.
I now work for Turbine!
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Jerry
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Episode 17

Hello everyone and welcome to another episode of the Caster Corner. So today we are continuing our conversation about end game loot, looking a little more specific into each item. I’ll split up the items into 3 parts over the next couple of weeks, so lets begin.

So first I want to say that you don’t have to have all these items to be a good caster. I am just recommending these items for casters that want to better there character, which in turns makes the lives of the party easier.

So let’s begin with the head slot. In this slot we could use the named item Minos Legen. This helm gives 20 additional hit points in the new mod, and Heavy Fortification. It’s always nice to have extra hit points. Heavy fortification is nice to have because you take no extra damage from critical hits or sneak attack, so you save yourself a lot of damage taken. You can get the Minos Legen helm in the Necropolis when turning in 20 tapestry pieces to the collector out by the wagon, somewhere out there.

Next we have the necklace slot. In this slot we can have the Silver Flame Necklace. The necklace when fully completed gives Negative absorption 10 per rest, Deathblock, and Protection from Evil. So this necklace protects you from negative energy, it gives you deathblock which is nice if there isn’t a cleric in the group to give you one, and it gives you protection from evil which bumps you AC, which is always good.

After that we come to the Trinket slot. In this slot I would recommend having the Head of Good Fortune. The head can be found in the Raid chest in the Reaver raid. It gives +2 to Good Luck and Moderate Fortification. The good luck gives a +2 stackable bonus to skill checks and saves, always handy when making saves. The moderate fortification gives to a 75% chance to evade critical hits and back stab attacks. Also good to evade as much damage as possible.

Lastly for this week we come to the cloak slot. In this slot we can have the Stormreaver’s Napkin. This item can also be found in the Reaver raid in the raid chest. It gives Intelligence +6 and Spell Focus Master +1. The Spell Focus mastery increases your DC for your spells to be resisted by 1, which means that the DC for like saves is increased.

So that does it for this lesson with the Caster Corner. If you have any questions, comments or concerns please reach me in-game, on the forums or send an email to DDOcast@gmail.com. So to all my caster brothers and sisters I bid farewell and thanks for the buffs.

Music: “Let’s Go To the Market” by: Turbine

I now work for Turbine!
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Jerry
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Greetings Citizens and brave adventures of Stormreach!

It’s that time again, Broadcasting live, from deep within the City of Stormreach, The Antique Road Show is proud to present, “Definitive Collectables.” I’m your host and master collector, Steiner Davion.

During our last conversation we talked about the all important Bind and Attuning Ritual and Adamantine Crafting Rituals and where to farm for Adamantine Ore. This week we turn to two of my favorite crafting rituals, Force Damage and Force Critical. Now some of you may be wondering why these two rituals are my favorite, when there are a couple of others that could be argued far superior and rightfully so. My reason is quite simple, every character can benefit from one or the other. In DDO there are tons of weapons that bind on acquire or bind on equip. Retribution is a classic example. It is a solid weapon all throughout the game for the average player, that is assuming you are Lawful Good or have a high UMD score. The point being though is that there is no reason not to upgrade these bound weapons if you have the requisite crafting materials, as you are not hindering yourself by binding and attuning the weapon to your character anyway, since you cannot hand it down to an Alt to begin with. So why not make it a bit more useful?

So first let’s talk about these two crafting rituals and the pros and cons of each, and when each one is appropriate or worthwhile. Force Damage grants your weapons damage an additional 1 point of Force Type damage with each hit, while Force Critical deals an additional 1d4 points of Force Type damage with each successful critical hit. In my opinion both are equally hard to gather the necessary components. But, Force Damage is the way to go in most circumstances. The exception being 1 of 2 things:

1) You have the appropriate Improved Critical feat for the weapon in Question or
2) You have a Keen or Impact Weapon

Exception #2 is a bit more tricky because when it comes to blunt weapons because of their small Critical Threat Range compared to edged weapons. But if you have a Keen Rapier or Scimitar, or Improved Critical Piercing or Slashing and use those weapons, Force Critical is the way to go in those cases. Otherwise it is just best to go with Force Damage.

So Force Damage requires you to collect 3 Luminescent Dusts, and 9 Fragrant Drowshood Mushrooms.

Luminescent Dust is almost exclusively found from either Adventure Packs or Alchemy Tables. Some great farming locations include: Tomb of the Crimson Heart, don't waste your time anywhere else if you need dusts; Catacombs Part 1, two bookshelves behind doors, near each shrine; Catacombs Part 3, three bookshelves total, but these drop a lot of junk; STK Part 2, alchemy table near entrance; Redfang the Unruled , go in the pull switch and open the door, a cabinet is at far end of the room and finally Enemy Within, some rooms in this quest have many alchemy tables which drops pigments close to 80% of time, not sure if it worth the effort of clearing mobs though.

Fragrant Drowshood Mushrooms can be found from any Purple Mushroom, but most profitably and efficiently from two quests in House Deneith, that don’t offer much other than Favor; Depth of Darkness - 2 near entrance, detect the secret door and take right, and from Depth of Despair – with its total of 3 mushrooms in the entrance area.

Force Critical requires you to collect 6 Sparkling Dusts, and 12 Deadly Feverblanch Mushrooms.

Sparkling Dust is almost exclusively found from either Adventure Packs or Alchemy Tables. Farming locations are the same for Luminescent Dust as mentioned previously , but include: Tomb of the Crimson Heart, Catacombs Parts 1 and 3, STK Part 2, Redfang the Unruled and Enemy Within.

Deadly Feverblanch can be found in just about any Harbor or Marketplace quest that has a Red Mushroom, which is to say just about, if not all of those quests. Some of the more profitable ones include: Bonebite Hideout ; Clan Gnashtooth (Water Works parts 3 and 4); The Butcher's Path; and The Kidnapper's Refuge.

Well that is all the time we have this week. Stay tuned, next time for our installment regarding crafting and collectables. As always if you have any questions or comments feel free to post them in the New & Improved Definitive Collectable List thread on the DDO.com forums (http://forums.ddo.com/showthread.php?t=155251) or Email Jerry at ddocast@gmail.com, who will pass it along to me.

This is Steiner Davion, reminding you to keep collecting and don’t forget to turn them in, and as always be safe and keep your head down.
I now work for Turbine!
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Jerry
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Greetings Citizens and brave adventures of Stormreach!
It’s that time again, Broadcasting live, from deep within the City of Stormreach, The Antique Road Show is proud to present, “Definitive Collectables.” I’m your host and master collector, Steiner Davion.

During our last conversation we talked about both the two Force Damage and Force Critical drafting rituals. This week we continue our crafting and collectable discussion with the Stone of Change’s Alchemical Armor Ritual. In my opinion this is probably the easiest ritual to collect the request collectables for.

The Alchemical Armor ritual only requires 15 Strings of Prayer Beads and 5 Vials of Pure Water. If you make any effort what so ever to collect any collectables at all during your time in the Harbor, you should have all the necessary ingredients. That is assuming, you do more than just farming Water Works for XP in an effort to power level. So what does this ritual do you ask? The Alchemical Armor Ritual provides a +1 Dodge bonus to AC, which stacks if I am not mistaken, since it is really an Alchemical bonus.

The 15 Strings of Prayer beads literally take no effort other than killing Kobolds or Troglodytes to collect. In fact relatively recently I have been seeing them drop from both wolves and some oozes as well, but not nearly as frequently. So where to farm for Strings of Prayer beads? I think the more apt question is where do you go to NOT find them. They can be found in just about every quest in the Harbor. But some more fruitful places to go for large copious amounts of Prayer Beads are the Water Works Explorer Zone, The Kobold's Den: Clan Gnashtooth (WW 1), The Kobold's Den: Rescuing Arlos (WW 2), Venn’s Trail: Clan Tunnel Worm (WW 3), Venn’s Trail:: Venn’s Fate (WW 4), Walk the Butcher’s Path, Durk’s Got a Secret, Kobold Assault, with its 200 plus Kobolds (not friendly for low level soloing) and Freshen the Air in the Marketplace.

5 Vials of Pure Water will be a bit more tricky to come across compared to the Strings of Prayer Beads, but should still be pretty easy to find from any Bookshelf or Alchemy Table in the Harbor or Marketplace. So good places to look are: All four parts of Water Works: The Kobold's Den: Clan Gnashtooth, The Kobold's Den: Rescuing Arlos, Venn’s Trail: Clan Tunnel Worm, Venn’s Trail: Venn’s Fate, Recovering the Lost Tome, Garrison’s Missing Pack and Walk the Butcher’s Path, The Halls of Shan-to-Kor, and Missing in Action.
Well that is all the time we have this week. Stay tuned, next time for our fourth installment regarding crafting rituals and collectables. As always if you have any questions or comments feel free to post them in the New & Improved Definitive Collectable List thread on the DDO.com forums (http://forums.ddo.com/showthread.php?t=155251) or Email Jerry at ddocast@gmail.com, who will pass it along to me.
This is Steiner Davion, reminding you to keep collecting and don’t forget to turn them in, and as always be safe and keep your head down.
I now work for Turbine!
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Jerry
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Greetings Citizens and brave adventures of Stormreach!
It’s that time again, Broadcasting live, from deep within the City of Stormreach, The Antique Road Show is proud to present, “Definitive Collectables.” I’m your host and master collector, Steiner Davion.

During our last conversation we talked about the differences and levels of usefulness of two of my favorite crafting rituals, Force Damage and Force Critical. This week we turn our discussions to the highly sought after Resistance Ritual for Jewelry, which will give you your piece of Jewelry an +1 alchemical Resistance bonus to all your saving throws. And remember these items first have to be bound and attuned to your character first using that Stone of Change Ritual.

I also wanted offer up a few quick tips for our new player regarding Collectables.

First off, if you are still on Korthos Island, you are probably wondering what the heck Collectables are. Well, that is perfectly normal. There are absolutely no collectables to worry about let alone find on the Island of Korthos. But to answer you question, Collectables are stackable items that you may see drop in Treasure Bags from Dead Monsters or may find in various objects as you explore the dungeons and tombs around Stormreach, and the continent of Xen’drik.

Secondly, if you acquire a nice piece of equipment that automatically binds to your character when you equip it, I highly suggest you follow the Stone of Change Ritual to “Bind and Attune” it to your Character, to prevent it form being permanently damaged when you attempt to have it be repaired. Most items like this will come as either an end reward from some quest chains or as Raid Loot. For those of you who are new to the game or have come back after a long break and are not sure how to do this the process is extremely simple. It requires you to place the item you are trying to “Bind and Attune” into the Stone of Change, next to the Marketplace Bank, along with a number of Khyber Dragonshard Fragments equal to the minimum level of the item squared, or 144 fragments if the item has no minimum level.

Huge Bags: The new Huge Bags that are available from the new DDO Store are great for Collectables, as a single huge bag can hold every single type of Collectable currently in the game. However, these bags are not necessarily cheap either at around 700 Turbine points when they were not on sale. And do to the recent change released with this week’s patch; all bags from the DDO Store are bound to Character now, instead of bound to Account. This I think is a terrible idea, but not the worst one from the hot fix patch. But despite this change, I would recommend purchasing one for each server you play on and just mail or otherwise transfer all your collectables to that character, since you get the same rewards no matter what level class or race you are.

Healing Collectables: Aside from collectables that might be used in Stone of Change Crafting Rituals, collectables that give you Healing or Repair Potions are a must have and must turn in. These include: Sweet White Caps, Cryptmoss, Cryptmoss Worm Larvae, Duskbrood Trumpet, Fragrant Drowshods, Bruised and Intact Spore Pods, House Sealed Letters, and anything from Tangleroot Gorge (Lily Petals, Woodblossom Nectar, or Crimson Nightshades).
Ok, so now it is time to talk about the Resistance Ritual. The Resistance Ritual requires 22 Funerary Tokens and 4 of the ultra-Rare Lightning-Split Soarwood.

Funerary Tokens are pretty easy to come by, as they drop from undead everywhere you find them. And of the collectables that undead Drop they are the most common and easiest to find. Good Quests to Farm for them include anything with Undead, but most notably: The Grave Robber in House Jorasco, and the Catacombs Series, in particular part 4, The Crypt of Gerard Dryden. The Necropolis and Orchard of the Macabre are also good places as well.

Now, finding four pieces of Lightning-Split Soarwood on the other hand can be quite tricky and extremely time consuming. Lightning-Split Soarwood can be found by searching Alchemy Tables, Crude Altars, Adventure Packs, and Piles of Rubble. Some good quests to check out include the Haunted Library, which has 2 good sots for it. The Chamber of Insanity, the Lair of Summoning, the Ruined Halls which has 2 good spots in one room, Xorian Cipher. But probably the best Quest Series to find it in is: Assault on Splinterskull out in Tangleroot Gorge, since you have to re-run the first section of it for each chapter, and there are 7 chapters total. And it is even possible to re-run the first part of Chapter 6 over and over, since technically you complete it. Just do not go into the Inner-Fortress. This quest is also great for a couple of other sought after Stone of change ritual Ingredients as well, including the Silverflame Hymnal and the Fragrant Drowshod.

If you have already added your Resistance Ritual to your jewelry, or are not interested in it or just want to make some fast cash, selling Lightning-Split Soarwood on the Auction House is a great idea. Be sure to check out the local market for them though by examining the Collectables section of your Server’s Auction House to see what the general asking/selling price is first. As long as you are reasonable, someone will buy it, almost no matter what you are asking for.




Well that is all the time we have this week. Stay tuned, next time for our fourth installment regarding crafting and collectables. As always if you have any questions or comments feel free to post them in the New & Improved Definitive Collectable List thread on the DDO.com forums (http://forums.ddo.com/showthread.php?t=155251) or Email Jerry at ddocast@gmail.com, who will pass it along to me.

This is Steiner Davion, reminding you to keep collecting and don’t forget to turn them in, and as always be safe and keep your head down.
I now work for Turbine!
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Jerry
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Greetings Citizens and brave adventures of Stormreach!
It’s that time again, Broadcasting live, from deep within the City of Stormreach, The Antique Road Show is proud to present, “Definitive Collectables.” I’m your host and master collector, Steiner Davion.

During our last conversation we talked about some new player tips regarding Collectables, and the Resistance Ritual for Jewelry. This week we will look at the ritual to boost the Armor class bonus for your Shield.

The Stone of Change Shield Ritual adds a +1 Alchemical Armor Bonus to your favorite Bound and Attuned Shield. Like all other Stone of Change Rituals, with the exception of the Adamantine Ritual it can only be applied once to any one shield. The Shield Ritual requires 2 Tome: Prophecies of Khyber and 6 Silver Flame Hymnals.

The Tome: Prophecies of Khyber are usually found in adventure packs, bookcases and cabinets throughout the Harbor. Tangleroot Gorge’s Assault on Splinter Skull is a good one, with lots of Cabinets through out all the parts. The First Part of the Baudry Cartamon series is a good one, since it is quick to reset it, especially if you let the Kobolds destroy the box on Elite. And the Gambler’s Den is a good place to farm for them as well. There is an adventure pack by the Dog Pen, and a Cabinet and Alchemy table in the Room unlocked by the Intelligence Rune.

The 6 required Silver Flame Hymnals usually drop from cabinets and bookshelves found in any of the House Quests. Good Farming locations include the following quests: Tangleroot Gorge’s Assault on Splinterskull, part 1 in the bookcase, past the spiders and hobgoblins. Mirra’s Sleepless Nights, to the right of the first room. Next is the Caged Trolls, alchemy Table in the first room and the bookshelf on the way to the vault room. This actually seems to be better than Tangleroot. And finally, in The Lair of Summoning there is a cabinet in front of the Shrine, and there are several other collectables to be found on the way there.

Once you have your 2 Tomes: Prophecies of Khyber and 6 Silver Flame Hymnals place them in the Stone of Change along with your Shield and activate the stone of change.

Finally I wanted to point out that over the last few days of playing DDO this week, it seems to me that some collectables are now dropping from monsters that previously didn’t and that some collectables that used to only drop from monsters are now being found in random collectable nodes. Additionally, I’m still looking for information about the locations of Eberron Dragon Shards of all sizes and where you have found them. So far though it looks like that they can appear from any collectable source.

Well that is all the time we have this week. Stay tuned, next time for our fourth installment regarding crafting and collectables. As always if you have any questions or comments feel free to post them in the New & Improved Definitive Collectable List thread on the DDO.com forums (http://forums.ddo.com/showthread.php?t=155251) or Email Jerry at ddocast@gmail.com, who will pass it along to me.

This is Steiner Davion, reminding you to keep collecting and don’t forget to turn them in, and as always be safe and keep your head down.
I now work for Turbine!
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Jerry
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Top Ten level 6-9 Loot


10. Mummified Bat
Cult of the Six End Reward

9. Iron Manacles
Return to Delera's Tomb end reward

8. Spectacular Optics
The Abandoned Excavation End Reward, Threnal South

7. Firestorm Greeves
Firebrand Area in the Sands of Menechtarun (Commander Errulf's chest)

6. Golden Cartouche
Return to Delera's Tombend reward

5. Giant Stalker's Knife
Gwylan's Stand (Suropox's chest)


4. Beholder Optic Nerve
Invaders! beholder end chest

3. Chattering Ring
The Titan Awakes

2. Bloodstone
Undead area of the Sands of Menechtarun (Thirsty One or Pulmak's chest)

1. Planar Gird
Xorian Cipher


Runners up

Silver Longbow
The Church and the Cult

Phase Hammer
Shadow Crypt (chest room)

Flame's Gift
And the Dead Shall Rise

Link to Google Doc, with hyperlinks: http://docs.google.com/Doc?docid=0AZ2hr6dE0wAMZGdxcWc5NHdfMjQ2aHF2ZG1kZ2M&hl=en
Edited by Jerry, Nov 7 2009, 06:05 PM.
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Jerry
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Greetings Citizens and brave adventures of Stormreach!

It’s that time again, Broadcasting live, from deep within the City of Stormreach, The Antique Road Show is proud to present, “Definitive Collectables.” I’m your host and master collector, Steiner Davion.

During our last conversation we talked about some new player tips regarding Collectables, and the Shield Ritual for the Stone of Change. This week we will look at the ritual to boost the Armor class bonus of your Favorite Bound and attuned Armor.

The Stone of Change Armor Ritual adds a +1 Alchemical Armor Bonus to your favorite Bound and Attuned Armor. Like all other Stone of Change Rituals, with the exception of the Adamantine Ritual it can only be applied once to any one piece of Armor. The Armor Ritual requires 5 Vials of Pure Water and 15 Strings of Prayer Beads.

The 15 Strings of Prayer beads literally take no effort other than killing Kobolds or Troglodytes to collect. So where to farm for Strings of Prayer beads? I think the more apt question is where do you go to NOT find them. They can be found in just about every quest in the Harbor. But some more fruitful places to go for large copious amounts of Prayer Beads are the Water Works Explorer Zone, The Kobold's Den: Clan Gnashtooth (WW 1), The Kobold's Den: Rescuing Arlos (WW 2), Venn’s Trail: Clan Tunnel Worm (WW 3), Venn’s Trail:: Venn’s Fate (WW 4), Walk the Butcher’s Path, Durk’s Got a Secret, Kobold Assault, with its 200 plus Kobolds (not friendly for low level soloing) and Freshen the Air in the Marketplace for lots of Troglodytes. In addition to these two types of Monsters, I have seen Oozes and Wolves drop them as well, but not with enough regularity to say that they are good sources for them as well. If Harbor and Marketplace quests are too beneath you, I believe Enter the Kobold in the Reaver’s Refuge series is a good high level quest for them.
5 Vials of Pure Water will be a bit more tricky to come across compared to the Strings of Prayer Beads, but should still be pretty easy to find from any Bookshelf or Alchemy Table in the Harbor or Marketplace. So good places to look are: All four parts of Water Works: The Kobold's Den: Clan Gnashtooth, The Kobold's Den: Rescuing Arlos, Venn’s Trail: Clan Tunnel Worm, Venn’s Trail: Venn’s Fate, Recovering the Lost Tome, Garrison’s Missing Pack and Walk the Butcher’s Path, The Halls of Shan-to-Kor, and Missing in Action.
Once you have your 5 Vials of Pure Water and 15 Strings of Prayer Beads place them in the Stone of Change along with your bound and attuned piece of Armor and activate the stone of change.

Finally I wanted to put out another call for information on rewards for the Eberron Dragon Shards and especially the rewards you get for helping to complete the formulas.

Well that is all the time we have this week. As always if you have any questions or comments feel free to post them in the New & Improved Definitive Collectable List thread on the DDO.com forums (http://forums.ddo.com/showthread.php?t=155251) or Email Jerry at ddocast@gmail.com, who will pass it along to me.

This is Steiner Davion, reminding you to keep collecting and don’t forget to turn them in, and as always be safe and keep your head down.
I now work for Turbine!
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Jerry
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Top Ten best parts of upcoming Update 3 or The month of Monk and Wizard Lovin'

10. Lesser and Greater Reincarnation (+1 and +3!)

9. Solvable Monastery Puzzles!

8. Arcane Archer: Imbue Slaying Arrows

* Cost: 1 Action Point
* Prerequisite: Elf or Ranger Arcane Archer V, Arcane Archer: Imbue Force Arrows, Acid Arrows, Explosive Arrows, and Terror Arrows, 66 (or 74 for Elves) Action Points Spent
* Effect: Imbues all missiles that you fire with incredible power, granting them the Slaying ability, which will deal massive damage to a living target on what would be a vorpal attack (natural 20 followed by critical confirmation). This ability costs 50 spell points to activate, and triggers a lengthy cooldown of the Finger of Death spell. Only one Arcane Archer Imbue ability may be active at any time.


7. Monk Changes

* get first tier of elemental stances for free
* Touch of Death
o Prerequisite: Path of Inevitable Dominion, Static Charge, Porous Soul, Winter's Touch, All-Consuming Flame, Level 9 Monk
o Cost: 4 AP, 50 Ki to use
o You strike your opponent down with twisted ki, dealing 500 additional damage.



6. The Pit Fiend in Part 4 should finally stop staring off into space.

5. The Prisoner quest no longer fails players for falling off the platform. Players who fall will be teleported... elsewhere.

4. Wizard Pale Master

* Wizard Pale Master I
* Prerequisite: Spell Focus: Necromancy, Wizard Energy of the Scholar I, Wizard Intelligence I, Level 6 Wizard
* Cost: 4 AP
* You are a devoted student of the necromantic arts. You gain 5 hit points as your flesh toughens, deal 25% additional damage with negative energy spells, and have a 3% chance for negative energy spells to generate a critical result for 1.5 times the normal damage amount. (Base spell critical chance is 0% and base critical damage multiplier is 1.5.). You can produce a touch-ranged negative energy effect at will, and can animate skeletons for a small cost.
o Necrotic Touch (Free with Pale Master I)
+ You sheath your hand in crackling black flames, dealing 1d6 hit points of negative energy damage per caster level to a living creature. A successful Fortitude save reduces the damage by half. Undead allies can be healed by this effect.
o Summon Skeleton (Free with Pale Master I)
+ Creates a skeleton to attack your enemies. This ability costs 5 hit points and 1 spell point to activate. You can have only one skeletal minion active at one time, creating another will destroy your old pet.

* Wizard Pale Master II
* Prerequisite: Wizard Pale Master I, Greater Spell Focus: Necromancy, Wizard Energy of the Scholar II, Wizard Intelligence II, Level 12 Wizard
* Cost: 2 AP
* You are adept at the necromantic arts. You gain 5 additional hit points as your flesh toughens (for a total of +10 hit points), deal 10% additional damage with negative energy spells (for a total of +35%), and increase your chance to generate a critical result with negative energy spells by 3% (Your base spell critical chance is now 6% and base critical damage multiplier is 1.5.).
o Form of the Lich
+ Prerequisite: Wizard Pale Master II, Toughness
+ Cost: 2 AP
+ You are able to assume many traits of a lich.

o Form of the Wraith
+ Prerequisite: Wizard Pale Master II, Mental Toughness
+ Cost: 2 AP
+ You are able to assume many traits of a wraith.

* III - Wizard Pale Master III
* Prerequisite: Wizard Pale Master II, Wizard Energy of the Scholar III, Wizard Intelligence III, Level 18 Wizard
* Cost: 2 AP
* You are a master of the necromantic arts. You gain 10 additional hit points as your flesh toughens (for a total of +20 hit points), deal 10% additional damage with negative energy spells (for a total of +45%), and increase your chance to generate a critical result with negative energy spells by 3% (Your base spell critical chance is now 9% and base critical damage multiplier is 1.5.).


3. Wall of Fire and Blade Barrier, when cast by monsters, now have a different appearance from "friendly" Walls of Fire and Blade Barriers. In PvP, Team 2 uses these monster FX.

2. The following spells/effects now have a diminished duration against players:

* hold animal


1. Heroic Surge
This new effect provides a brief period of immunity from crowd control once you escape. When a target is crowd controlled, a counter will increment for each second that they cannot act. Once the counter reaches the critical point (i.e. you've been made helpless too long) the crowd controlling effect will be dispelled. This allows players the opportunity to break free and defend themselves before the next onslaught rather than being completely helpless while monsters spam them with effects repeatedly. During a heroic surge, you are protected from being crowd controlled. The duration of the heroic surge is random. Once the heroic surge has ended, you will once again be subjected to the monsters' crowd control effects. Monsters are also able to have heroic surges, but the criteria is more difficult for the monster, and is scaled based on quest difficulty (the tougher the difficulty, the more opportunity the Monster will have for a heroic surge).



Honorable Mentions

Epic Vault of Night - Epic Velah....I am scared!

Epic spike traps - Ouchy!

Stormreach at night! - Oooh, pretty lights...

New dungeon difficulty: Casual! - for those of you who thought normal was too hard, now we have Casual!

Summoned Monster changes - Summoners are still just a pale dream

* Summon Monster spells no longer have exceptionally long cooldown timers.
* Summoned creatures now persist for 10 minutes and will teleport to their master if they are not currently in combat and their master is distant from them.
* Summoning a second creature will banish your first creature back to its home plane.


4 new quests! - meh, still haven't done the dreaming dark quests...

shorter hierling summon times - sweet...just what I wanted for chirstmas!


I now work for Turbine!
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