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Old 01-15-2007, 11:47 PM   #1 (permalink)
Khurve
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Last Online: 01-19-2007 08:43 AM
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Soon to be DreadKnight

Just downloaded the beta, and trying to fix an issue with Amazon (apparently they aren't participating in the open beta for pre-ordering, so I'm trying to get a code outta them).

Anyway, beta or 30 Jan, I will be building a Kurashasa DreadKnight.

I've been playing DDO since April, WoW for a month, and EQII for a month, so I have a fair background in MMOs (not extensive, but fair). Anyway, in case this beta issue doesn't get resolved, I'd take any tips on initial build and strategy (up through 10 - I can figure it out from there). Been browsing this forum, and the official one, and taking notes. Just looking for any lessons you guys have learned already.

I like playing specialized damage dealers - took a Paladin, Fighter, and Paladin/Rogue/Fighter to level cap in DDO, Paladin to 20 in WoW, and a Verran ShadowKnight to 20 in EQII. I'd appreciate any "veteran" advice before I build this cat. BTW, I'm only gonna level 1 character, so I want to get it right the first time (way too many rerolls in my past), Thanks.
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Old 01-16-2007, 12:04 AM   #2 (permalink)
XeroKill
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Well you want specific tips up until level 10... unfortunately levels 1 - 10 are all the same. At level 10 you start earning attribute points that can be put into Strength, Constitution, Dexterity, Vitality, Intelligence, and Wisdom. There are posts around here that break those down and what they do, as well as what you will start with, what your caps are, and best ways to spend them. Prior to level 10, it is just doing quests, getting used to the game, and buying all your abilities as they come. They come at 2 level increments so every even level grants an ability. Some times it is just one, other times it is as many as 10 abilities.
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Old 01-16-2007, 10:04 AM   #3 (permalink)
Maskoz
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Xero,

What do you think about buying a horse as soon as possible. Should we be focusing more on weapons, I htink at the end of lvl 9 I had upgraded my weapons x2 and a shild x1. But had no more money for a horse.
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Old 01-16-2007, 10:15 AM   #4 (permalink)
Khurve
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Thanks for the reply Xero.
Looks like spend money on top armor and weapons (I plan on 2handers mainly, with sword and shield for tougn mobs), and a focus on health and power (I'm guessing a CON/STR build). What attribute most affects special abilities/spells? I'm guessing WIS since they are somewhat paladin abilities.
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Old 01-16-2007, 10:38 AM   #5 (permalink)
Khurve
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The above may have been a premature post. Thought I saw INT tagged with special abilities in another post.
After sleeping on it, I have a couple more quetions. Unfortunately, my high DDO experience and limited EQ experience has clouded my judgement. DDO was much more target and kill, with little thought for chaining, bridging, and using defenses. So I am learning all of this as I go. Guess what I need help with is understanding when best to use special abilities/spells. Here's my take - please critique as harshly as necessary to get the point across to me
1. Precombat buffs - pick which stance and special abilities I want to have keyed up for the duration
2. Initial attack - debuff or AOE to grab aggro.
3. Move about the mob to ensure I have aggro and protect the "squishies" in the back. Specifically target any monster that seems to be doing the most damage.
4. During combat use debuffs, AOE, and chained attacks (this one I'm still fuzzy on, and will hope for a steep learning curve in-game) to do the most DPS.
5. Post combat - save money for best armor/weapons I can get.
What I'm gonna need help is what abilities/spells I should focus on - debuffs, CC, AOE damage, or specific target damage?
I know my noobishness is coming across loud and clear, but I really enjoyed EQII so much more than DDO that I want to jump into Vanguard with both feet. I'll get the intricacies eventually, I just need a quick primer. If one has already been created, just post a link here. Thanks in advance.
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Old 01-16-2007, 11:17 AM   #6 (permalink)
Eclipse
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Seriously...don't worry about buying equipment before level 10...the quests are so linear and led, you don't need anything.

Resist the urge to buy that Sword you will just sell next level.
Wait until it really matters, and you can jump a good 6 or 7 DPS for a weapon, and a nice rare shield. anything before it, isn't worth upgrading.

Also, I'm less high on mounts than most. Early on, everything is close enough together, that mounts to me - are a fun luxury, not a need. At level 15, it begins to hassle without a mount.

Personally, I am saving not for a mount - but for a housing plot. I want it by lvl 15 or 16.

-Eclipse
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Old 01-17-2007, 06:22 AM   #7 (permalink)
XeroKill
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Quote:
Originally Posted by Maskoz
Xero,

What do you think about buying a horse as soon as possible. Should we be focusing more on weapons, I htink at the end of lvl 9 I had upgraded my weapons x2 and a shild x1. But had no more money for a horse.
Me personally, I hate the travel in beta. They described it as being fun and adventurous to travel in this game, but thus far there is nothing but empty expanses between cities. Most of the mobs and such are located relatively close to their quest givers and such, but I HIGHLY recommend getting a horse ASAP. I would also get the cheap upgrades like the Tack and Horse Shoes. That will put you up to 144% run speed and it makes a HUGE difference. I waited till level 12 to get my horse and I regret it greatly. As for getting armor and such, the quests give pretty good rewards early on and the vendors really only offer upgrades to AC. That is good, but in the early levels it just doesn't matter. I only buy stuff if it is a significant upgrade and I don't have a quest that will offer something better.

The main things to focus on for me is a 1h weapon and a shield. I will worry about getting a nice 2her later on, around 15+ or so when the game goes live. The damage difference in the early levels is minuscule between 1her and 2her.
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Old 01-17-2007, 06:35 AM   #8 (permalink)
XeroKill
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Quote:
Originally Posted by Khurve
The above may have been a premature post. Thought I saw INT tagged with special abilities in another post.
After sleeping on it, I have a couple more quetions. Unfortunately, my high DDO experience and limited EQ experience has clouded my judgement. DDO was much more target and kill, with little thought for chaining, bridging, and using defenses. So I am learning all of this as I go. Guess what I need help with is understanding when best to use special abilities/spells. Here's my take - please critique as harshly as necessary to get the point across to me
1. Precombat buffs - pick which stance and special abilities I want to have keyed up for the duration
2. Initial attack - debuff or AOE to grab aggro.
3. Move about the mob to ensure I have aggro and protect the "squishies" in the back. Specifically target any monster that seems to be doing the most damage.
4. During combat use debuffs, AOE, and chained attacks (this one I'm still fuzzy on, and will hope for a steep learning curve in-game) to do the most DPS.
5. Post combat - save money for best armor/weapons I can get.
What I'm gonna need help is what abilities/spells I should focus on - debuffs, CC, AOE damage, or specific target damage?
I know my noobishness is coming across loud and clear, but I really enjoyed EQII so much more than DDO that I want to jump into Vanguard with both feet. I'll get the intricacies eventually, I just need a quick primer. If one has already been created, just post a link here. Thanks in advance.
The pre-combat stuff is good to go. As for pulling, I always pull with Devour Strength and Torture, then meet them with Provoke when they get right to me. I use DS first because it has a cast time. So I cast it first (which means the cast time isn't wasted on the mobs travel time to you) and as soon as Torture comes up from the global cool down I hit it(usually soon after DS hits because the global cool down works the second after the spell is hit, thus cooling down during the cast time). The mob has usually taken 2 or 3 steps before Torture lands.

If you want to see why you should use Devour Strength before Torture on a pull, do the following:

Stand at max range from a solo mob. Start the first pull by hitting Devour Strength, and then hit Torture as soon as it is available. Then, wait for that same mob to re-spawn and reverse the order. In the first example (DS then Torture) you will have both spells on the mob before it gets half way to you, and the global will be done before it reaches you. The second time (Torture then DS) the mob will be in your face before DS is finished casting, and it could interrupt you, and you still have the rest of your abilities on global cool down. Just the simple knowledge of that can make pulling more productive for you because in one case the mob is debuffed and taking damage/gaining hate before it even gets to you, as well as having Provoke up and ready to go, and in the other you are not even done casting your debuff before it gets to take a swing and Provoke is still on global.

After that I start laying in with Vexing Strike and Malice to build some DC. I tend to use Vexing Strike more than Malice because Malice has a long animation time which seems to interrupt normal melee damage. I have not fully tested this, but for some reason I just don't like Malice unless I am using a 2her for the added damage.

As for using AOEs, that is something that will be vastly different from most other MMO games. You will need serious situational awareness to use them effectively. You don't want to start slinging around AOE damage if some one is mezzing the adds. In our case we will be stun mezzing adds ourselves, and if you hit them it will break it. In most cases if a Psion is mezzing something, his mezz will generate more agro than your AOE and as such will cause the mob to turn on the Psion. So do be careful with your AOEs, this game will be much like EQ in regards to that. In other games you can throw them around with out a care in the world, but here it can become an instant wipe if misused.

Chains have been simplified. Now any melee ability (not normal melee) that scores a critical opens your chains up. So if Vexing Strike scores a critical, Wrack becomes available to use. If you activate ANY other ability (spell or melee) when it is available it will be lost, so put the chain box some where that you can see it easily or learn to listen for the "chain dragging" sound that is made when it activates. Hearing it can be difficult if you don't have sound on, have a poor sound card, or if you are in a large group where a lot of sounds are going off all at once.
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Old 01-17-2007, 11:23 AM   #9 (permalink)
Khurve
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That's exactly the info I was looking fro Xero - thanks a ton! Gonna bookmark and print this one for future reference.
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