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| Episode 220 Chat | |
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| Tweet Topic Started: Jun 8 2011, 04:27 PM (311 Views) | |
| AnneTrent | Jun 8 2011, 04:27 PM Post #1 |
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Elite Member
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What do you think of Dungeon Alert? Have you tried Daggerdale? Did you see the Neverwinter trailer video? Has anyone tried crafting unbound items and shards yet? let us know what you think of this week's episode! No DDOcast Next Week! We will not be broadcast live this Sat, June 11th! We’ll be working PaizoCon from June 10-12, 2011,Coast Bellevue Hotel in Bellevue, WA. If you live in Seattle Area, visit PaizoCon for some fun gaming(More info at paizo.com/paizocon).We'll resume with Episode 221, Live on June 18th 2011 @ 3PM Eastern (Noon Pacific)! Please tune on our UStream then!! |
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Thelanis: Anne | Theris | Annala | Anastazie | Torzion | Sofondof | |
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| Jerry | Jun 9 2011, 08:44 AM Post #2 |
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The Host Of DDOcast.
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Loved Skaggy's rap! Good tip on the Blade Barrier as well. |
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I now work for Turbine! | |
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| AnneTrent | Jun 9 2011, 03:37 PM Post #3 |
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Elite Member
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I like the BB talk. It was nice of Eladrin to come on board to confirm our speculations about it Props to Eladrin this week!
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Thelanis: Anne | Theris | Annala | Anastazie | Torzion | Sofondof | |
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| The Onyx Blade | Jun 10 2011, 04:36 PM Post #4 |
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Newbie
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Hello. I’ve enjoyed your show and Sigs advice has been very helpful. However, I wanted to make some comments on the Pimp My Gimp segment. Wisdom: I feel that a base wisdom score above 12 is waste since paladins receive Owl’s Wisdom at their second spell level. As long as a paladin can self-cast Owl’s Wisdom, they shouldn’t have to worry about slotting gear just to cast their 4th level spells. Even with a base score of 10, they should be able to “boot-strap” themselves with potions or buffs. Charisma: How high your character’s base charisma is should probably depend on how much you want to invest into Divine Might. That enhancement line does require between 14 and 20 base charisma. Still, taking two levels worth of charisma beats spending six points at creation and a tome can fill in the gab should you start at 16 and still want DM IV. Armor Boost: DoS only requires Paladin Armor boost I and the two AP for the Armor Boost II doesn’t seem like a good investment for a very short boost that burns away your stance uses. Humans and Half-Elves get a boost line that gives you five options for the cost of one and can play very nicely with class boosts. Tanking Skills: Tumble may not be very useful for most characters, but it can be handy to have on some SD/DoS tanks. The movement penalty from your defensive stance doesn’t apply to tumbling, so a decent tumble score can help you chase down mobs without having to leave your stance. Class Dipping: I Just wanted to add a quick overview of common class dips and their advantages and pitfalls vs a pure class paladin. -By class dipping, a paladin loses access to the capstone(1d6 sacred damage and easy good DR breaking), Divine Might IV, takes a slight hit to LoH healing, and around a 4-8 loss of smite damage. -Two fighter levels gives you free tower-shield proficiency, two combat feat slots, access to a haste boost that plays nicely with the HV boosts, and a another strength enhancement for 2 AP. -Two rogue levels gives you more skill points, a raised cap for many skills, 1d6 sneak damage to help regain lost aggro, access to a haste boost that plays nicely with the HV boosts, Evasion when wearing light or no armor, and a lower BAB. -Two levels of monk gives you slightly more skill points, a raised cap for some skills, two martial feat slots, an extra intim enhancement, a wisdom enhancement for 2 AP, Evasion when wearing light or no armor, and a lower BAB. Deneith Mark: Even though DoS II gives you a Shield of Faith clicky, it uses turn attempts to cast. The Mark Sentinel gives you a deflection bonus earlier and doesn’t cost you a potential Divine Righteousness/Divine Might to use. It has a lot more going for it than Bull’s Might, but wouldn’t consider it essential either. Enhancements: I noticed some confusion about the names of certain paladin enhancements. -Divine Light is an A.O.E. attack that deals light damage against undead. -Divine Sacrifice adds light damage to an attack and increases its critical multiplier. -Divine Might adds sacred damage to your attacks for one minute. -Divine Righteousness gives you a 100% bonus to threat for one minute. Thanks guys for all the great work. I’ll be looking forward to whenever the next show comes out. |
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2:21 AM Jul 11
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Props to Eladrin this week!
2:21 AM Jul 11
