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翻訳の問題を報告
A game as complex as DDO with builds way more complicated than any other game in the genre, people joining/returning to DDO got used to indepth character creators from other games, but not anything comparably indepth when it comes to builds. Now, even simple up to date stuff to just get going is hard to find. The game itself isn't of much help either. Casuals got used to mindless button smashing and dps chasing like there is no tomorrow, straight copying what works best for others (meta). But here, you can't just make a rogue and go to town like in WoW or GW2. At least not without a well-prepared build and game experience.
We all know DDO isn't made for the simple-minded casual gamer. But it still tries to cater to that audience. Without a good build you won't get anywhere. Build availability and accessability remains to be a problem though. It was a problem back then and it still is a decade later. Some of us might just make their own builds, indeed. The usual gamer on the other side is neither experienced nor interested enough to study D&D rulebooks and DDO tweaks to theorycraft the first character. People making their own builds are the exception, but not the rule.
The rest just wants to play, smash buttons and be viable in end game. Not that easy when every info needed to get there is spread all over the place.
PS: Updating/revamping a build isn't a big deal. Especially if you have a community that also cares. And with a community as nice as the DDO one? This isn't even worth mentioning.
Can't disagree with a single point. And the 'Path' builds are terrible. At the VERY least, those should be updated, preferably regularly as the game changes with updates.
I wasn't describing how the game should be, only how it is. Builds get out of date pretty fast. Not every build every year, but every year at least some carefully-laid-out builds lose relevance. They may well still be playable, but they'll no longer be optimum.
There's a discussion over on the official forums that's debating this exact point (or maybe it's two discussions, idr): The high bar to entry for newbies and the woeful state of the path builds. If you have suggestions in either of those areas, that'd be the place to make them: somewhere a Dev might actually see them.
NUMBER TWO, Martial classes struggle with killing Undead. Undead have high physical resistances, are healed by negative energy, are immune to poison damage, bleeding, and have insane Fortification, making every zombie nearly immune to both Sneak Attack and Crit Damage. So either you A: Start thinking early about how your gonna kill them. B: Play a caster. or C: You better have SO MUCH HEALING that you can just punch them for ten minutes without breaking a sweat.
Number THREE, Traps. They kill you. Theres I think TWO classes that can see them and turn them off? Rogue or Dark Hunter.
So, my suggestion. Is pull up StrimToms Season 8 Hardcore builds. Grab the Dark Hunter. And Tweak the build a little bit. I would go to hunter level 3, then take 3 levels Wizard, Il explain why shortly.
Skill order is gonna be:
Shield of Whirling Steel
Bleed the Weak, Dark Wolf
Whirling Blades, Improved Defense, TEMPEST
Empathetic Healing 2/2, Improved Weapon finesse (These are in DeepWood Stalker)
THEN my change to Strimtoms build is Take three levels Wizard. You want Pale Masters Vampire Shroud, Color Spray, and Death Aura. Youl still take Whirlwind Attack as soon as possible, because with only a few levels in a caster class, your spells wont do any damage. You arent taking wizard levels so you can cast Blazing Bolt, were after a whole host of other things.
The Vampire shroud gives you Stats, Immunitty to a ♥♥♥♥ load of effects including Poison, Instant Death Spells, all negative energy damage, Charm, Fear, Fear based debuffs such as slows or attack penalties, Bleeding? It makes you nearly immune to Crits and Sneak Attacks, gives you healing when you damage enemies with weapons or cast Death Aura, it gives you the Magical training Feat, so youl always regen to 12 Mana, and if you get a weapon that gives you Temp Mana on crit, this allows you to recast buffs or Death Aura to heal even when you have no access to rest shrines
If you decide that killing undead is taking WAY too long, you can reset the Deepwood stalker skills and go for the Eldritch knight Imbue, which converts your physical damage into elemental so that they dont resist it.
AFTER THIS, you would follow Strimtoms build again, and bee line for either Dance of Death, or If your struggling with Traps, Lupine Instincts.
Keep in mind that Eldritch knights Mage Armor and Shield buffs wont stack with many other sources of AC
But most importantly, you only get to change his name ONCE. Give the man something dignified. Hes your Lifeline after all.
Yes and no, but mostly no.
Yes, builds made for soloing are flexible. And that flexibility is ideal.. IF you intend to solo.
Caster that can self-heal is still squishy and very likely to die. And at low levels, many experienced players playing casters run around with a great big two-handed weapon because spellcasting at low levels is painfully ineffective with a severe dearth of AoE spells. There's a reason why most casters (possible exception of Cleric) have their solo potential listed as 'difficult'. The other big risk with a caster is running out of Spell Points, which if you're soloing is rather likely.
Most martial classes have some kind of self-heal. Light Monks have attacks that heal them as well as damage enemies. Barbarians can get 150 on-demand temp HP. Fighters have Second Wind. And at lower levels, potions are quite decent self-heal.
Martial classes do not struggle with killing undead. Not even a little. Yes, they may find it necessary (particularly at low levels) to carry a secondary weapon to bypass the DR (Damage Reduction) of either Skeletons (hard to harm with Slashing or Piercing) or Zombies (hard to damage with Blunt). Other than the necessity to learn how weapon sets work, martials have no problem killing undead quickly. Yes, undead have certain immunities, but those affect casters, too. Cold doesn't harm quite a few undead. Blackbone skeletons are immune to Fire. And, of course, whether caster or martial, the best damage type to use on undead is Good.
The one class that has consistent/persistent problems with undead is the Rogue. Their go-to weapons are crossbows and daggers (piercing damage). They are the most likely to depend on bleeds and poisons. And the fortification of undead makes them almost completely immune to sneak attacks and the like.
Halt Undead pretty much stops 90% of the undead you encounter as a caster.
Or Artificer, if one has it.
Here's the problem: Trapping skills are complex. They require more knowledge of the game than do builds without them. And they come with compromises in other areas to balance the strength of being able to do traps. Rogues have low HP and are (as noted above) weak against undead. Of the three saving throws, the ONLY good one they get is Reflex. Which makes them susceptible to poisons, diseases, negative leveling, crowd control, etc, etc. Artificers are better at combat potential, at the expense of being worse at traps (they get the bad Reflex save progression and cannot gain Evasion). Dark Hunter also doesn't get Evasion, trading it for the ability to wear Medium armor. That means if the trap box is on the other side, they essentially have to tank the trap. However, they do get pretty decent self-heal with Curative Admixtures.
Probably of the three, Dark Hunter is the most all-around survivable, though. Two good saving throw progressions, heavier armor, ability to deal with traps, and more HP.
The tradeoff in this case is that they don't tend to be Int-based, which will impact their trapping abilities directly AND their skill points to keep them up as they level. To make a one-stat Dark Hunter, you'd need the Harper Enhancement Tree to use Int for to-hit and damage (You'll still need 14 Wis to cast the highest level spells, but gear counts.). Otherwise you need Int AND a combat stat.
Sure. YOu still have to kill them, though. So now you have to use SP on them twice... or bash them to death while they're halted. Or zerg by and hope they don't follow.
Yes, and most casters even first lifers can not only use halt on them, they can kill them all too. Its not difficult. And if you have ingame money you can just scroll it anyway as the vast majority of undead don't get saves vs it.
Save a very few number of quests, solo casters can reliably clear every quest in the game up to reaper 1 with little to no difficulty.
If you take 1 level rogue, and have enough int for 4 skill points per level, then any class can do 99% of the traps in the game with relative ease.
This is a pretty good build idea.. but not for a beginner. There are a lot of ideas in here that most newbies won't have a clue about. But worst of all, Pale Master is not a panacea. You take double damage from Light spells. And a newbie is unlikely to have any clue where they're going to encounter those. Not having looked at Strimtom's build, I'm also not sure what you give up from that build for the Wizard levels. But multiclassing (even with a laid-out build) is still not a beginner-level skill.
Experienced solo casters. I reiterate: Casters are squishy. They have limited SP. Newbies are MUCH likelier than experienced casters to not keep track of their SP appropriately. Which is why casters are listed as difficult to solo. And even that assumes that they maxed out their primary stat so things aren't saving against their spells too often.
Why are you posting advanced concepts in a thread asking about beginner builds?