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回報翻譯問題
Helpful? Try mandatory.
I'm far from first-life, have tomes and GH clickies, etc, and without gear, high level quests' traps are often impossible to spot and have a risk of blowing up. How good your gear needs to be may well vary depending on how many other bonuses you have, but gear is pretty much a must.
I'm running a mechanic rogue with lots of skill boosts. I'll still need high level gear to catch it all? How the heck do NON-mechanic rogues even cope? And how do toons with only a couple of levels in rogue do it?
A couple of rogue levels or a bunch make no real difference, so long as you're still putting skill points into the right skills. It costs more to do it cross-class, but it's still viable. Especially if you're using a high-Int build, or spacing your rogue levels out to dump a bunch of points in at once.
Wizards (and most casters) have access to a spell called Detect secret doors, which will reveal hidden areas from time to time. It scales with level quite nicely, however I could see it not working on higher difficulties in some areas. Never seen hidden doors too difficultly hidden.
Wizards also have a spell called Knock which will attempt to unlock doors/chests. I found this spell to be quite helpful on my Wizard. It also scales with level and will likely be less reliable than a highly trained rogue but it can still get the job done. Again with higher difficulties/levels it might not work as well.
You can increase your caster level through multiple outlets such as items and possibly skills/feats (im not very high level on my wizard)
As for hotkeys, you can rebind things. I have 2 side mouse buttons that I use.
Keep one hotbar with action spells such as damage/CC. Keep buffs that last a long time as far away as possible on another hotbar from the "action area" of hotbars.
Keep less commonly used but used in combat spells on a hotbar under your action spells.
I have an equipment bar to the right of my combat abilities for swapping between melee/ranged or using wands and swapping back to my weapons.
And in the bottom right I have things like sneak/search/hirlings and toggleable things.
EDIT: I also come from playing league of legends from way back when and Dota 2 as well. I'm used to using hotkeys like z,x,c. I havent had to use anything past 1-6 and my two side mouse buttons though.
EDIT AGAIN: Alternatively, you can multiclass into rogue. I'd see rogue/mage being a very good combo. It was what my first character WAS going to be, but I never got around to it.
Neither DSD (Detect Secret Doors) nor Knock scale well. At higher levels, they're pretty useless.
Knock, for example: "Unlocks locked doors and chests as if a Rogue with an Open Lock skill of caster level+casting ability modifier (Intelligence for Wizards, and Charisma for Sorcerers)"
At L20, my Int-based toons tend to have about 34-36 Int iirc, for about a +18 ability modifier. With that, your Knock would have a DC of 20+18 or 38. A Rogue would potentially have Open Lock 23, Tools+5, Dex +10-18 (depends on build), Item +17, in addition to whatever enhancements, etc. Which means the caster's 38 is competing with the Rogue's 55 (or more). Doesn't even really matter whether the caster's also getting the d20 roll.
Similarly, DSD: "Allows you to find secret and hidden doors with a DC 5 or less. This increases by 3 for every two caster levels." At L20, that means you can find doors with a DC of 35. Doesn't take much perusal of this page to see that that will have you missing quite a few on Elite:
http://ddowiki.com/page/DDO_information_project/Spot_and_Search/18
Wizard/Rogue is a classic, usually with an 18/2 split. Take the 1st level of Rogue at L1 (for the x4 skills bonus) and the 2nd whenever you want evasion and to top up skills. I usually go for L9 after getting Firewall. Wizard doesn't inherently get a ton of skill points, but they're a high-Int class, which makes up for it.
As long as you can hit the appropriate DCs, you're fine. If you don't know what they are, you risk coming up short, unexpectedly, on a trap that matters. DCs on DDOWiki are incomplete, but still give an idea:
http://ddowiki.com/page/DDO_information_project/Spot_and_Search
http://ddowiki.com/page/DDO_information_project/Traps_and_locks
In the latter, look for the "Guaranteed..." section for each level. That'd be the goal to aim for.
"High level gear" maybe not. But you'll probably find that gear is necessary at some point. At L20, a typical skill bonus item provides a +17 (to Spot/Search/Disable/Open Locks, for example). That's a lot to make up with just skill boosts and enhancements.
OTOH, if you have +6 in enhancements, and a +5 skill boost, a +6 or better item will make up the difference. So gear is probably mandatory. How good the gear needs to be may well depend on what other bonuses you bring to the table.
But it's always better to overengineer if you're going to err....
Here's a tip for anyone interested and who has Cannith Crafting abilities. Rogue gear can be tough to find on the AH. OTOH, you can craft a couple of pairs of goggles to cover everything.
Goggle#1: Spot & Search. At L10+, you can add Insightful Spot (since Spot is usually the Rogue's weak point due to a lack of investment in Wis).
Goggle #2: Disable & Open Lock. At L10+ you can add Insightful Disable. Disable's more critical than OL and OL gets to retry until it succeeds (or rolls a 20 and still fails).
I only have a few pairs. At L5, you get +7. (Prior you can hopefully get by without any gear).
At L10, +12 (+6 Insightful). At L15, +16 (+8 Insightful). That's enough to get you to Heroic Cap. Next pair would be at L21, but it's a tiny boost (+18/+9). And if you run at Epic cap, you'd make a L30 (+22/+11) pair).
Requires Cannith Crafting level 150 for the normal shards, 175 for the Insightful, and the epic items would require higher level to make the ML shards.
That is the 2/18 rogue wizard. that drow make just fine as a first life racial choice.
Max int, round out dex and con as decent 2ndary stats. maybe a touch in wis to just so its not a penalty.
A undead wizzie can self heal fairly reliably at higher lvls where incompetent hirelings start to not be something to put your life in the hands of.
With a focus on int you will have more skill points then you otherwise know what to do with if a pure wizzie but having the rogue skills to dump them in makes for a splash rogue that has had class purist QQing for a decade.
Get insightful reflexes to make evasion damn viable still especially in normie dif which as a new comer first lifer should be the only dif you really play on.
so to summarize, 2 rogue, 18 wizzie palemaster most run in wraith just cause they look cool.
You will self heal, have a meat shield skellie warrior, deal with traps with the best, be able to pick the right spells for the right job and look bad ass doing it.
Oh and the halloween mabar event has a robe that is pretty near best in slot for some level ranges for pale masters.
While I'll admit DDO has a steepish learning curve and a lot to learn, the sheer number of first-lifers I've been encountering lately is actually pretty encouraging.. some even at Epic Cap.
I did already mention the 18/2 Wizard/Rogue, but thanks for fleshing it out. I have a couple of quibbles with your suggestions, though. Palemaster is an iffy choice for a first-life newbie. Sure, it's got survivability in some quests, but the Light vulnerability's pretty major, and a newbie won't know in which quests they're likely to encounter Light casters. Also, the skeleton meat shield (like most summons) doesn't scale well to higher levels and/or difficulties. In addition, while you can self-heal, there's no 'burst' heal available, which is likely to again be challenging for new players. Add that to immunity to positive energy heals, and it's a recipe for disaster for a newbie. Then consider that a PM is generally a DC-based caster and that a first-lifer's DCs will be anemic and it gets even worse.
But I agree with most of the rest of your suggestions re. how to build one, and the nice thing about Enhancements is that you can respec them if you find you've made poor choices (albeit at a cost).
As for only playing on Normal, that rather flies in the face of both what LFMs are available and what a F2P player would need to do to earn the favor to unlock content. Not saying it won't happen, just that it's an iffy recommendation.
I never encourage new players to join pugs, especially elite and reaper pugs they are going to just feel like dead weight. They are way better off soloing, holoing, or seeking a static group of new players or at the least perma death first lifers.
PMs can be very viable users of more then necro insta kills. a first life drow wiz with a focus on int can reliably land pretty much any save based spell in normie dif, which again is all that a newbie should be playing on to learn content, farm easy to get named items etc.
Earning TP is not the domain of newbies, they should after a few weeks if enjoying the game subscribe on a month to month basis to explore and earn some decent twink gear while working towards their first TR.
Also several seasonal events are coming up. Crystal Cove with revamped gear should be coming soonish, Mabar in october, and then the winter holidays all will give a chance to get some handy gear that comes at various level teirs that is highly useful to especially a build like a pale trapper.
on normie dif a skelletal warrior is viable all through heroic. Charms will also be handy and make augment summoning a viable feat worth having to boost the minion, hireling, and charmed mobs.
Some gear like the revamped red fens gear is now bound to account and with decent stats and set bonuses that many vet players agree can be viable for most of a heroic life as well, and is easily farmed on normie dif during a month sub.
The hard truth is DDO is not a group friendly game for new comers. flower sniffer vs zerg, meta power player vs for fun RPbuilds etc create so much friction I cant encourage any new comer to try pugging.
Either get some steamfriends to join you, seek out a guild for static play on the offficial forums, or play alone to get the best dungeon crawl experience the game can offer.
Also dont bother with the steam forums. Use the official forums. Not many do but those that do know the game like their wank hand.
I get that everyone has a bias and yours is both clear and rather negative. Just because YOU think newbies should only run Normal, doesn't mean they will (or even that you're right.. running elite or Reaper with a group is often easier than soloing Normal).
Ditto for your elitist remark on subbing vs farming TP. Lots of people can't or won't subscribe. If your advice ignores those people, it's well-nigh useless.
And DDO is not only group-friendly, it's designed specifically for cooperative play (very much like the D&D on which it's based). Sure, there are groups where a newbie won't feel welcome. There are groups where *I* don't feel welcome sometimes. There are at least as many (or more) wherein if you let people know you're new or don't know the quest, they'll specifically go out of their way to be helpful.