The Existential Gamer

I’m away from DDO during the season of Lent. This is a saved post I’ve compiled while I’m away. This post may or may not contain sensitive subject matter unsuitable for some minds (specifically, religion).

Reader discretion advised.

~~~

One mob? One quarterstaff, then.

This is a spoon.

We all know of many veteran DDO players that have completed mighty deeds. They’ve beaten almost everything in the game, and on the highest difficulties or with some clever tricks.

But once you’ve made yourself the best killing machine you can be in DDO and have conquered all, what else is there?

Maybe a week of being away from DDO is making me stir-crazy, but I don’t think so.

Going Deeper

Games are escapism, yes. But what if it becomes too real to your mind?

We know of the story in The Matrix, a near-perfect virtual reality of the world, built to placate humanity. But, as the story unfolds, we learn that the Matrix works like any advanced operating system. You can’t leave it up forever before errors accrue and the system must be restarted. And the stabilizing element of the Matrix, the ability to choice, ultimately causes the system’s slow degradation. An Anomaly appears, who becomes Choice Incarnate, that destabilizes the system even more. That’s Neo. And he wasn’t the only One, as the story goes.

For those who choose reality, you may wake up and challenge the unreality.

A similar notion is found in the film Inception, where some people go to sleep for hours because they accept the dream as their permanent reality now. In that story, some go to sleep to wake up.)

But the dreamers in Inception can’t take anything back from their experience. And the escapees from The Matrix are fighting a cyclical battle they have been fated to lose, definitively, five times before. And only One man knows the secret and can break the cycle. Else, mankind  is locked in a continuous state of imprisonment. The people of Zion don’t realize that the Machines has always kept them under a form of control and have destroyed them each time the Matrix had to be restarted.

For many that escaped, the real world is so frightening that they regret leaving that virtual cage, that virtual life. They felt they could accomplish or feel more safe — or at least seem to feel more accomplished and safe — in the Matrix than in the real world.

The Search for…Something

I connected this notion to the easily found complaints on the DDO forums about the quality of the game.

  • When is there going to be an “end-game” battle?
  • I should be able to solo any raid.
  • This game is too easy.
  • Why are they nerfing (insert item here)
  • It’s time to (insert appallingly tough suggestion/monster/quest here)

Now, I’m neither the worse nor best player in the game. But I question about the ultimate motivations of some players. I’ve toyed with these motivation before with a player character type test.

If you are trying to attain “ultimate power” in a game, being able to crush any challenge you find (by yourself or with compatriots), then what is left for you to do?

These players are asking for their world to expand with them. But is this a natural way to think about life?

Game worlds aren’t true worlds. Even if you had the combined intellects of Einstein, Leonardo, Hawking, Sun-Tzu, Eisenhower and Alexander the Great in a perfect fighter amalgamation of Hercules, Legolas and Aragorn, Luke Skywalker and Steven Strange, combined with the wealth and equipment of Bruce Wayne, Tony Stark, Bill Gates, Warren Buffet and Reed Richards, you could not possibly find and beat every challenge that the real world can present to you.

The real world is an infinite battle because it continually evolves, whether you want it or not, or whether you’re ready for it to do so.

A game world has a start and an end. There is repetition and respawning and reincarnation to simulate a cycle of life. But life in DDO, WoW and every other MMO can only present a static bubble of a world in need. A game, by definition, is a form of simulation. Ultimately, you can predict its behavior, and anticipate most events. An experienced gamer becomes quasi-omniscient. That’s why many players become bored, especially if they have a one-track mind in terms of playing only one tactical avenue of a MMO.

And even if a game could better simulate reality, there are plenty of new, confused and disoriented players in the game that strongly implies that games should have a limit in size. Else, the game world would be just as terrifying as trying to make your way in the real world, and would discourage you from coming back.

For this and more logical reasons of coding and server size and bandwidth, there are a finite series of challenges to a game. There are difficulties to turn up the challenge level of these quests and raids, but it is quite possible to beat every single one of them. Doing that gains you a +6 tome of your choice. Sir Geoff of Hanna and Gamer Girl pulled this off recently.

But…after you vanquish everything and at the highest level of play, what is there left to do?

Maybe a better question for the Gamer That Beats Everything is “What are you searching for?”

Meditation

I’m not going to be so arrogant as to presume that I know the psychology of these people who ask for more from DDO on the forums. So, I’m not going to try to answer what these players are truly seeking as they play.

But I can ask myself this question.

During this time away from the game during the season of Lent, I’m asking myself why I played DDO in the first place. Is this the only place where I feel like I “accomplish” something, especially if my work or home chores don’t yield a real, genuine accomplishment that I get paid actual money for completing?

Have I become some kind of attention-whore with this blog and compiling the guides?

As I said, it’s important to know the real world from the game world, and not to put too much energy into the unreal if it doesn’t benefit the Real.

I know one reason why I play, and it leaves a little chill in me when I contemplate it.

The real world is scary. The real world is harder than any adventure any game can dream. The game worlds are safer. Yet I have the power to avoid things I don’t want to encounter while inside that world.

But while the game worlds provide a little adrenaline and satisfaction in puzzle solving or strategy, it’s still ultimately unsatisfying because game worlds cannot come close to reaching the level of complexity and difficulty that the labors of the real world throw at us everyday. I don’t have to worry about mundane things such as eating, or sleeping, or shelter, or taxes.

But then, the game world doesn’t leave you with soul-crushing events that can persist until you die and/or are penniless.

The game world, if used improperly, can be a temptation that makes you try to avoid the “game” of the real world. Temptations rarely lead us to fortunate results.

Nietzsche said “That which does not kill us makes us stronger.”  Is that really true in the game world? Generally, yes. Dying requires you to examine your strategy and gear, and to adjust them to fight and win the next time. But the real world often doesn’t provide a second chance. It’s a true “permadeath” challenge. No wiki. No “developer” or “game master” to call up when you’re stuck.

(Or is there a Game Master? For me, yes, there is. But like Turbine’s GMs, I don’t always get a direct answer with Him, and what answers I might here back may be quite cryptic.)

If you win at objectives in the real world, satisfaction is certainly more fulfilling, I think. It’s the difficulty levels we often can’t handle. There’s some training you might get in the quest “Changing the Diaper of Despair” if you had younger siblings or cousins. And there are guides to buy for many of life’s challenges, and some may get you by.

But who wants to get into an Epic Elite version of “Divorce Dungeon”? How can you train for that? I did that once. I barely came out of it with much of anything. Certainly didn’t feel victorious. French-kissing a kobold would’ve been more pleasurable than that experience.

Gamers place themselves in a strange existence. Game worlds may be ultimately too easy, while the challenges of the real world are ultimately too hard. And game worlds can provide an unhealthy realm of escapism. Human weakness tends to pick the path of least resistance.

Do we choose to live in the Matrix? Do we choose to go deeper in the dream? Do we prefer the worlds of the simulacrum? And at what expense?

While I believe in the Resurrection of the Body and an after-life, as a living person today, this belief sometimes presents only a hollow and terrifying consolation. That’s a natural, human reaction. We are conditioned to seek a foundation, an assurance, a result whereby our reason can feel pleased. I simultaneously reject the reality of the unreal, the simulacra, while trying to enjoy the panacea while inside it.

In the case of the after-life, I think I’m only freaked out because I think I’ve not studied my “class” game manuals sufficiently or listened to enough advice from veteran players in the Game of Life.

The real world does have similar broad objectives that parallel game themes.

  1. Enter the world.
  2. Learn how the world works.
  3. Help others as you would like to be helped.
  4. Don’t let fear stop you from doing what you can.
  5. Die well with a list of things accomplished.

But the real world adds one objective that the game world won’t do.

  • Don’t expect to take any accomplishments or worth with you as you go to the next world, or even think that your efforts gained you “points” in the next life.

I think this Lenten season, of being away from the game worlds and playing the game of Reality alone, is training me more horrifying well than I imagined.

There is a spoon, in reality. We only fake not having a spoon as gamers. You haven’t chosen the red pill, as Neo did. You’re choosing to stay in the virtual world, where all you accomplish disappears when the last servers are powered down, someday.

We’re far from superhuman in the real world. Yet we have to face every encounter with ratty gear (if we’re lucky), limited skill, expensive alternatives, limited praise, staggering odds, and sometimes only one shot at success.

I submit that my Diety gives me power and strength as I level up. But anyone with faith can tell you that you’re often given skills and gifts for which you can’t immediately identify, much less have any idea how to wield.

I choose Lent to force me to take the red pill.

The Mighty Bow of Artemis

ScreenShot01561

Careful study of the targets on Thunder Peak prior to Misty unleashing her brand of hell.

 

I’m away from DDO during the season of Lent. This is a post I’ve prepared during my absence. This post may or may not contain sensitive subject matter unsuitable for some minds (specifically, religion).

Reader discretion advised.

~~~

I named Artemistika partially after the Greek goddess Artemis, a huntress, protector of woodlands and superior wielder of the bow. Quite appropriate choice for a Ranger or Druid.

There’s been an increased clamor on the DDO forums on how ranged damage/power is gimpy unless you’re a Monkcher. I guess it depends on what kind of damage you’re looking for.

While Melee Power as introduced to improve general damage for Epic players with swords and other handed weaponry, the Ranged Power element has not been implemented yet, as of Update 24, and won’t be till a later update, per Severlin, Executive Producer.

As noted before, I’m sticking to specific behavior–standing still–to generate the cumulative damage that Archer’s Focus does with DWS training, and having only one stat for damage and to-hit helps a great deal.

I love this class. Deepwood Stalkers really pack a punch if you do what they must do: Stand still and build their attack power. It’s critical to have powerful friends as well as a powerful bow. You cannot be a one-man army–but you might get by nicely as a three- or four-man version.

And may the gods favor my Ranger should Ranged Power come to the world and the decimation that update will add to what’s already there.

Misty’s completed her first high-level raids (“Fire on Thunder Peak” and “Caught in the Web”) and has trained two Primal Epic Destinies to qualify for the Doubleshot Epic Destiny feat at level 28, and took Blinding Speed at level 26. With Shadowdancer trained as well as Shiradi Champion and Primal Avatar, I’ll try to somehow grind through Grandmaster of Flowers to gain access to Unyielding Sentinel and the much-desired Brace for Impact ability to maximum her fortification at 200% for the toughest Epic Elite quests.

With only 60 AC but over 155% fortification, Blurry and Ghostly or 25% Incorporeality in Shadow Form, Misty takes a surprisingly low amount of damage in the event she loses aggro control and her targets come to chase her.

Misty’s first Thunder Peak had a few serious hiccups. Our raid party had problems keeping the trash at bay long enough to sustain damage on the dragons. Eventually I was getting chased about the field by mobs that hadn’t anything else to chase due to numerous deaths. I took only one death myself after kiting myself too closely to a dragon’s fire breath. Once we did conquer both dragons, there were only three or so of us left alive and I found myself keeping all the trash at bay for a time before a resurrection solution worked to revive the party. All fun, all in all, and tested Misty’s emergency tactics (Improved Precise Shot, Displacement and the like).

One amazing thing, in the stealth department, are Misty’s Hide/Move Silently scores. Unbuffed, she’ll sit around 80. I’ve pushed it to 110. I could sneak Misty off the server with numbers like that. Deepwood Stalkers appear to be the clear winners in the DDO Hide and Seek game. I’ve got lots of documenting to do on the Stormreach Shadows guide for the Ranger.

I plan to train Misty’s destinies and stay as an Epic fighter for as long as it’s fun and until I get my Green Steel bows built. I’ve got one quest left for my Yugoloth potions, and a Pinion bow is still a goal. Enough “Thunder Peak” raids and I could get her Thunder-Forged bow a tier 2 upgrade. There are a few other trinkets and goals, such as 375 PDK favor for melding a Hide of the Goristro to my Woodsman’s Guile set.

In other news, the second effort to make the Zen Archer build work, after my first try wasn’t quite there, is now in progress. Stay tuned.

Into Great Silence

Not all Monks know kung-fu. But their robes are spectacular, and, properly aligned, their Deity gives great power. (Thank you and blessings to Mepkin Abbey, S. Carolina)

Not all Monks know kung-fu. But their robes are spectacular, and, properly aligned, their Deity gives great power. (Thank you and blessings to Mepkin Abbey, S. Carolina)

Enlightenment within the confines of DDO for my Monks is a pleasant story. But it’s only a story.

There’s enlightenment that comes only from the truth found in reality. I’m giving up DDO for Lent.

During this Lenten season, from February 18 through April 5, I’ll be taking a break from DDO itself to devote attention to where genuine attentions are due. Lots of things such as time with my family, a boatload of space models eager to come alive, lots of spring cleaning and even work on some meditation and contemplation to honor my inner monk.

This year marks my 10th anniversary on entering the faith, so I feel obligated to mark the occasion with at least one profound gesture, especially for my wife, who, among Others, puts up with my gaming but deserves more time from me.

While I’m away from the game, I won’t be away from the blog. I’ll be posting from a stockpile of saved stories during these 40-ish days for your reading pleasure. I may also jump on the DDO forums to keep track of news and events and report on it as best I can in the few minutes I might take to do so.

So, look forward in the coming weeks to stories on another insane solo raid idea, Syncletica’s continued vow of poverty trials, Lynncletica’s tanker training, and Misty’s completion of many EDs for Ranger happiness and her first high-level raids.

As my guild’s rules note, “real life comes first.” See you in the Spring.

Zen and the Art of Tranquil Resignation

Looking good as an archer and being a viable one are two different things. (Publicity still from the 2011 film, Your Highness, copyright Universal Pictures)

Looking good as an archer and being a viable one are two different things. (Publicity still of actress Natalie Portman from the 2011 film, Your Highness, copyright Universal Pictures)

Pynthetica the Zen Archer reached level 20 not very long ago, after an expected struggle with this trial build.

She dealt decent damage as a Half-Elf pure Monk archer with Arcane Archer flavoring throughout her Heroic level adventures. A Monk with a bow, remember? Not a “monkcher?”

I planned to train her through Shiradi Champion and several other destinies to build her defenses and tactics. Just because Pyn’s a pure Monk didn’t mean she couldn’t utilize the burst damage that monkchers have enjoyed.

But there’s a greater problem that overrides what Epic Destinies to pick and train. The problem’s so great that I must resign Pyn to another life to try again, with a greater hope for the future to make a Zen Archer the strongest it can be, through Heroic levels and beyond.

As it stands now, continuing with Pyn in this current build would be folly.

Damage

Shortly after Pyn hit 20, I rolled up Artemistika, an elven Deepwood Stalker. I’ve been playing it to death. Next to Monks, archers get much love from me.

I’m officially concerned for Pyn now because of lessons learned with Misty. In particular, bow damage.

All Rangers gain the Bow Strength feat, applying STR modifier to bow damage. Elves can adjust this with the Aerenal Grace racial enhancement to make DEX as the sole stat for to-hit and damage.

Misty’s level 22 damage to an unfortified training dummy with a strong non-Epic bow showed 120-190 damage per normal hit, with criticals in the 400s and beyond.

But Pyn is not a Ranger right now, nor a full Elf. She gained a “Lesser Bow Strength” from her Half-Elf Ranger dilettante. So she has to apply the STR modifier, but only gets credit for a percentage of that modifier.

Zen Archery simply changed the to-hit bonus from DEX to WIS, which was why I had began pumping up WIS.

But this makes Pyn in her second life not too different from her first life as a Ranger where I neglected her STR and pumped up her DEX in my ignorance.

The result is that Pyn is woefully under powered as a Half Elf with bow damage. I did anticipate this, but not on the order of magnitude that Misty illustrated for me.

Perhaps in the next life, going Elf would give Pyn the Aerenal Grace ability with Zen Archery providing the centering factor for using the bow only. Then life would be in better balance since she was specced for higher DEX with tomes in life 1.

It’s too bad that I can’t easily train in Deepwood Stalker as you can do so in adding an Arcane Archer tree to any Elven character. An Elven Monk Pyn with DWS would make a superior archer with her monastic powers. Multiclassing for now isn’t an option for me.

Additional elven longbow competence training from the racial tree would also work in her favor as well as that Shadow Dragonmark that adds Displacement, among other things.

So for now, I’m too challenged to make Pyn work as effectively as she can be with this handicap. Hindsight is a poor way to build a character. But, this Monk-with-a-bow build was experimental. At least through Misty I have an answer for Pyn to make her build much more dynamic later.

As a result, I will shorten Pyn’s adventures yet again, having never trained past level 22 in the first life as a Ranger, reincarnated as an Elf.

Back to the Drawing Board

There was a lot of  work with in destiny-land. There was a lot of grinding to do. I’m sure training in Grandmaster of Flowers, Shiradi Champion, Shadowdancer and many other EDs would make a Zen Archer a very formidable foe.

But even I know that DDO requires damage. However creatively you apply it, as I do with characters like Ryncletica, your damage must be sufficient.

In this instance, Pyn’s archery-fu is insufficient.

All the aggro management I have on Misty (combined with substantial hireling/summon stat boosts) would not work for Pyn, even if she could train them, as she simply can’t pull off the better bow damage right now, no matter the ED.

At least Pyn has a never-used Pinion bow ready to try when she’s back in business. And getting a Thunder-Forged bow isn’t a bad thing as well.

Pyn 3.0 will come shortly. While I have a lot of projects now–Syncletica’s life as a hermit, Lynncletica’s desire to be a better tank and with other non-Monk flavors I’m enjoying, where will I find the time?

Monks get priority for me, so Misty’s growing collection of Tokens of the Twelve are going to her. Misty blew away an Epic Normal run of “Devil Assault” and farms Tokens just fine. I want the Zen Archer working the way I know it can be.

 

Schrodinger’s DDO and You

What's inside Dungeons & Dragons Online? Only that which you take with you, I believe.

What’s inside Dungeons & Dragons Online?
Only that which you take with you, I believe.

“DDO is dying!” some forum member may exclaim in a poorly written thread that clearly shows that the forum has rolled a 1 in mastering their own mother tongue.

“DDO is alive!” retorts another forum member in reply.

“DoOOOOOoooom!” says another.

We’ve all seen these threads. The phrase has almost become a meme.

Some have tried to document the volume of players per server to prove their point, often pleading the devs to merge servers. This post isn’t going there. I’m going to talk more about the behavior of players, no matter how few or how many, on any server. Nor am I dealing with sexism in gaming that could foster such issues. I’ve written poorly enough on that before.

Too often, a look at the Group LFMs show “BYOH”, short for “bring your own healing”–that is, be self-sufficient in case you’re damaged. That’s different from “bring your own healer” as many PuGs don’t want a hireling to take up a player slot nor cause them to have to expend resources on keeping it alive, much less waiting for a player to keep up while tending to the hireling’s errant behavior.

And once invited into said group, most players just do what they want.  A scant few might go off on their own. Many may surge ahead–even if you’re not actually in the quest yet.

I feel this behaviors reflect my hypothesis that most players do not play DDO with a D&D game style. Either they aren’t aware of the game’s synergistic use of classes and have never played that tabletop or similar games before. Perhaps they also don’t care to know. Or, they’ve come from another game that fosters parties for convenience only, and less by tradition or necessity.

There’s also a psychological factor with the nature of the modern gamer.

There are occasional LFMs with “All optionals” in the comments. It may also still say, “BYOH.” That party leader is going to see everything in the quest. They still might not wait for you to see or read what they saw.

I’m not omniscient and cannot prove much of what I cite here, but only note what I’ve read and seen as anecdotal evidence. You can fill in your own to draw a conclusion.

I don’t see the game itself as the problem, but the manner in which many players tackle it. I break down the issue in two ways. These might seem familiar.

Too Many “Heroes”

D&D offers you to create a character, give it a class, and then have it join in with other characters on adventurers. If you win, great. You (and perhaps your party) are hero for the day. Tomorrow may be different.

But a live combat MMO such as DDO tries to combine this party role gaming system with the nature of modern MMO gaming, which allows and even encourages character builds that are more self-sufficient and more solitary. You can play most of DDO as if the world’s fate literally revolves around you, never grouping with anyone. As GamerGeoff opined earlier today, the fact that your sole character can face down a dragon–nay, dragonsleaving mounds of dead wyrms behind you, is a bit anticlimactic.

This isn’t necessarily the fault of the game itself. DDO offers raids and other adventures with mechanics or objectives that absolutely require a party, which infers a certain level of cooperation within it for the team to complete their goal.

However, the mindset of many typical gamers today seems to contradict a cooperative nature. In fact, it seems that many powerful players gravitate towards being the most heavily geared, the most lives lived, or the most powerful. Such achievements do not necessarily require a party. And if they do, it’s less a matter of having friends than of using your friends wisely. In short, players are less communal but still less akin to mercenaries, even if affiliated with a guild.

The tabletop camaraderie isn’t an etched-in-stone requirement. Such player characters might not want to be permanently affiliated with a party as part of their role-play shtick. Emphasis on the tactical use of the word “role” here, not the fantasy behavior.

So what happens when many, many players are “lone wolves?”

Too Little Role Play

As I said, I see most players in DDO have a very low RPG background. This may be by choice in that they may have played some tabletop games before but are here to slay, slay, slay. It may also be that they know nothing of D&D cooperative gaming but to kill for fortune and glory.

Some of DDO’s versions of the D&D character classes are better at going at things alone than not. All have a specific synchronicity for many quest types. None of them were meant to work completely alone. Why is this?

The answer is simple. D&D melds you (as your character) into a story, along with other players. You’re not only a character in a game, you’re a character in a story.

Be it a mystery or other quest, your personal interactions with the world–and even each other as player characters–are both non-combat and combat. DDO mimics a bit of the conversational. “A Study in Sable” comes close to this mechanic, where a bit of exploration yields a hidden secret that will prove helpful at the quest’s end. The start of “The Crucible” requires strong non-combat skills to make your combat (and XP) more rewarding.

So does it make sense that only you become the sole protagonist in a large story? No more so that seeing a movie where Luke Skywalker or Riddick or Indiana Jones are simply interacting with objects. A story is about people, not a person. D&D doesn’t try to portray adventurers as superheroes, but heroes. Heroes do the job despite limits. Their true power is bravery, not gear or brawn.

MMO gaming allows a solo player to emulate a party in some ways for convenience, of course. We can’t all find someone living to group up with at certain times. In DDO, hirelings can fill this out, but they are generally automated combat drones. They cannot interact with other NPCs and the dialogues they show the player character.

So, what’s up with the player psyche nowadays? Why is there a perception or reality that no one wants to group with others anymore? Are the quests a “one-and-done” thing where, once played, the story doesn’t matter to some? Does the story even matter to the modern online player? Does the fate and loot of other players matter to today’s typical player?

There’s some fact to my personal observations–and perhaps your own. Let’s give props to an early gamer that begin to study gamers before gaming was less cool than it is now.

The Bartle Test

Back in 1996, Richard Bartle, a scientist and creator of the very first multi-user dungeon, or MUD (the progenitor of today’s massive multiplayer online role-playing games such as DDO) wrote a paper that studied how a player tends to play inside a MUD/MMO.

Two other scientists built an online test based on this paper. The test’s questions were based on Bartle’s work on character theory. In the case of gaming, how does a player tend to play their character? Bartle broke it down into four categories.

  • Achievers (preferred to gain “points,” levels, equipment and other concrete measurements of succeeding in a game)
  • Explorers (preferred to be discovering areas, creating maps and learning about hidden places)
  • Socializers (preferred to be interacting with other players, and on some occasions, computer-controlled characters with personality)
  • Killers (preferred to depart from the norm of being “the good guy” who comes to save the day and play on the side of evil or conquest)

Now, while there are only four categories, this is actually a wider dichotomy that’s commonly classified by DDO players as “zergers” and “flower-sniffers.” To me, the Bartle character theory breaks down the gamer psyche to a finer nuance. The theory may still not satisfy for those who believe Bartle’s characterizations are still too narrow (creating a false dichotomy). For purposes of my discussion, however. this test is a good start to study the DDO player today.

What better way to examine the test, still available at GamingDNA, than to try it out?

Thus, I did. For long-time readers, the results shouldn’t surprise you.

Bartle Test of Gamer Psychology   Explorer

I tend to explore while gaming. That’s not to be confused with “flower sniffing” but to learn what in the world offers or opposes me. Since the DDO world is generally out to get you outside of public areas, knowledge is key to completing a quest without trial and error in the brutish “let’s kill stuff to see what happens” way that others do.

One subcategory in the text probably fits me perfectly. I’m the “Explorer Socializer.” It says: “Explorer Socializers are the glue of the online world. Not only do they like to delve in to find all the cool stuff, but they also enjoy sharing that knowledge with others. Explorer socializers power the wikis, maps, forums and theory craft sites of the gamer world.”

(You’re welcome.)

Now, what kind of gamer are you? I wonder if more people play DDO because there are more people who want cooperative play rather than individual play with very limited and self-serving cooperative means (“I’d rather play alone but we need a healer.”) Perhaps there’s also the breadth of versatility in the DDO game mechanics that allow full use of many D&D traits that other games may not offer that make cooperative play more fortuitous than burdensome.

I see nearly 40% of today’s DDO players as Achiever-types. About 35% are Explorer-types. But I feel Achievers as opportunistic. If some new update drops some complex loot, that percentage rises as some players feel more like an Achiever to get that new stuff.

Thankfully, there’s always a few people who enjoy exploring. They don’t say no to loot, either, but completion, even creatively doing so by stealth, unusual combat or other non-combat skills or abilities, is their priority.

I can’t really say if Explorers are necessarily the party-type, either. I know that I don’t tend to find groups willing to get on  sneaky runs into the Underdark or the Storm Horns. And perhaps the Achievers are moving too fast and with too strong a drive for some players to follow along.

Makes me wonder how good (or bad) does DDO have it in terms of cooperative play versus other MMOs?

Take the Bartle Test of Gamer Psychology at this link and share your results here or on the Fansite thread for this blog post. If enough people post their results, I’ll compile them for review later. Or, talk about your experiences. Do you notice some guilds favor one of the four Bartle characterizations? (Don’t name names, please). In what way do you foster a particular game style?

Epilogue

I did additional research with one presumption: That players are offered MMO worlds which deliver a poor RPG environment from the outset. How can you learn RPG synergy if the games you play don’t bother to try to illustrate the advantages? If everyone can pick a lock, who needs the Rogue? If everyone can help themselves, why add the Cleric to the party?

The recently released Neverwinter world by Cryptic always smelled funny to me for this reason. My guild has an affiliate presence there and it satisfied the young and curious in the guild with lots of shinies. But now, I hear very little talk about it.

Reviews from reputable gaming websites and magazine slam Neverwinter for a design that concentrates more on player power (often by monetization) and less on the storyline. With just a bare five D&D classes offered, none of them the Monk class, I’ve never bothered to try it.

If games such as these don’t encourage other facets of RPG gaming other than slaying (which is a valid component, but not the only one), how will RPG gaming endure, I wonder? Is the Millennial generation’s isolated individualism being reflected in RPG play? Since human interaction seems to be less direct than indirect (electronically), how can RPG as a whole survive?

Despite the individualistic challenges of society that are becoming more reflected in general gameplay as a more isolated entertainment form, there’s still hope. The nature of the guild forces introverted folks like me to work with others and be sociable. DDO itself, through its D&D roots, provides the framework.

Is DDO alive or dead? Look inside the box. The answer you’ll get depends on what you expect to see there.

As a wise man once said, “When we cease expecting, we receive all things.”

Stand and Deliver

ScreenShot01509

I’ve enjoyed my new Deepwood Stalker to the point where I’ve “hyper-leveled” her with all the holiday bonus XP, VIP and play-through bonuses over the last few weeks.

Artemistika (or Misty, as one guildie calls her) has everything trained for best tactics and damage with her bows.

Once I corrected a bad feat choice, choosing Improved Critical: Piercing and not IC: Ranged, and once Aerenal Grace (DEX to damage) was added in, Misty’s DPS began to rise. With Improved Archer’s Focus in the mix and one special ability, the damage is absolutely astounding.

Others disagree on using Aerenal Grace, as noted in this recent thread. They recommend certain gear but also a multiclass format. The only thing they all agree on is getting a Silver Longbow–the one bow that Misty didn’t have at hand in her Heroic life, having acquired one just recently.

I disagree with the thread’s conclusions. I suspect they aren’t taking advantage of the class role and playing it as DPS build, ignoring that managing aggro is the key to the Deepwood Stalker build. This Ranger is as challenged to deliver powerful attacks as an Assassin if they cannot position themselves without attention from the enemy.

That thread on an Elven build also noted the addition of Ten Thousand Stars as a secondary DPS option to go with Manyshot. In short, the posters essentially recommend a monkcher build. I don’t think that’s necessary.

The Deepwood Stalker is meant to stand still and create cumulatively powerful sustained damage with plenty of skills. I had no problems with this build in Heroic once I understood this point, especially after aggro-management training I gained through another Sneak Attack-enabled character, my Assassin, Sukitetica.

I’m having great success with my Elven Ranger because I train hirelings to help me master the art of ranged aggro control.

A Quick Heroic Life

Around level 16, I decided to whip up a Black Dragonscale Robe, rather than it’s light armor counterpart, on the suggestion of a commenter to help balance Misty’s AC with her ever-growing DEX in Heroic. It also allows me to consider a Zen Archer or Shuricannon 2.0 track for her later, using that robe.

Black Dragonscale armors are known for their Haste Guard and armor-piercing qualities that reduce enemy fortification. My understanding is that, generally, this effect stacks with other fortification-reducing effects. I wore this through level 22, noted below.

I trained in much of the good stuff from the Stalker tree, including Heavy Draw, Improved Archer’s Focus, Killer, and Leg Shot. I might tweak these a bit to get the last special shot, Head Shot, but it seemed a bit random to be successful based on the description.

At Level 20 and Above

Misty’s now at level 23. She’s trained two-thirds of Shiradi Champion, a bit of Primal Avatar for Rejuvenation Cocoon, reached enough training to open the martial ED trees and used a Key of Destiny to immediately open up my second preferred ED, Shadowdancer. I want to have this trained by the time I hit my first Epic raid for greater defenses and Sneak Attack damage, with dominating a high-CR enemy for a powerful aggro management option.

At 45 DEX in Shiradi, Misty is not to be underestimated but still has room to grow that ability. If I could afford a +5 DEX tome, I’d add that in, too, but that will have to come some other time. A tome with only +3 is the best I can do right now. Getting Yugo potions to boost this up will have to wait. Attempts to start this are challenging due to aggro management overload (see below).

I still need Unyielding Sentinel’s Brace for Impact trained in to survive an EE strike with higher fortification, and have a small collection of Fortifying items for adding in Exceptional Fortification. With more training, I want 180% or higher fortification to survive while not moving. Since my AC is practically meaningless at 53, fortification and miss-chance effects are priority, next to tweaking my hirelings for the best aggro solution.

The nicest gift came through a visit to the Magma Forge by Szyncletica: A tier-0 Thunder-Forged Longbow. It’s my standard weapon now. After a run through a few Storm Horns quests on Heroic Elite, I was blessed by the guild master with a +5 Anarchic Longbow of Disruption. Being of the Neutral persuasion (after being so used to being Lawful as a Monk), I can equip it without any neg-level issues. It’ll have to do while I work on getting a Green Steel triple-positive bow.

Some very, very hard grinding, through three tours of the “Druid’s Deep” chain and hunts through the King’s Forest and the High Road netted enough Commendations of various types to buy the three items that form the Woodsman’s Guile set from the Druid trader.

But there’s something more to Misty’s success than mere ED training and new gear.

Badass Hirelings

Yes, I said “badass” and “hireling” in the same phrase.

Since level 20, when not with other guildmates, I’m accompanied by two specific hirelings: Albus Gladwin, a level 20 Favored Soul with Death Ward, and my level 20 Onyx Panther.

Now, that doesn’t sound like much until you add in two important bits of training I’ve added in, and mentioned before.

  • Augment Summoning feat: Your summoned creatures, charmed minions, and hirelings have +4 to all ability scores, increased health (amount equal to what the toughness feat would grant: Total hit dice +2), and increased fortification (+50%).
  • Harper Leadership: Your hirelings, summoned, and charmed creatures gain [+2/+3/+4] to all ability scores.

So my hirelings have +8 to all abilities, more fortification and HP. Combined with Ranger buffs to protect them against the usual elemental damage, Albus and the Panther make for an excellent, resilient and controllable aggro team. I can boost both up a bit more for crunch times using:

  • Heroic Companion (Harper tree): Action Boost: Grants an ally +0.25/+0.5/+1[W], +2/+4/+6 to hit and saving throws, 0/+2%/+4% Dodge and 0/0/+10 Physical Resistance Rating. (Cooldown: 30 seconds).
  • Animal Growth (Ranger spell): Grants an Animal, Magical Beast, or Vermin a +4 size Bonus to Strength, a +4 Size Bonus to Constitution, and a -2 penalty to Dexterity.

Albus gets the Heroic Companion buff while the Panther enjoys the Animal Growth buff, boosting STR and CON stats it can change for a +12 ability score buff for the cat.

And when I need a wild-weasel aggro magnet that always protects me (at the cost of attracting some aggro), I have a Shard of Xoriat to summon a squishy Taken, illitid, Evil Eye or beholder. These summons also gain the benefits of my Augment Summoning/Harper Leadership powers and any buffs I give them, making them far stronger and durable.

The result? A very durable team for me to stand and deliver punishing damage as Archer’s Focus increases and critical damage of 200, 400, 600 and even some 1200 hits fly from my bow.

Sure, DPS is important. But DPS in combination with keeping enemies at bay while you deliver the damage means sustained DPS. That is, the ability to continually shoot and shoot without any retaliation from enemies because of strong aggro management and being interrupted. For a Stalker, the Archer’s Focus magnifies my competence bonuses to attack, up to 25 times.

Aggro management beats high DPS. Even if you’re using a masterwork bow, a strong aggro solution keeps the enemies off you, no matter how terrible your DPS may be. That’s not only a resource saver but a life saver.

On the contrary, when (not if) your high DPS isn’t high enough without aggro management, something will turn on you fast for generating damage on them. And that something obviously had higher HP than your bow could remove. That also means that the monster likely has higher attack potential than you can withstand, and you’re a dead adventurer.

Attack so hard that the enemy can’t turn on you until it’s too late, and stay far away, and you got the gist of Misty’s fight strategy.

Misty manages crowd control so well that I use Manyshot only on occasion. I’ll kick it on with a solitary boss that my team has locked down (more on that team in a moment) or in a crisis where a lot of trash appears and it’s important they are dispatched before the aggro team and I are overwhelmed.

Without Manyshot, I can take down a training dummy with 150+ normal damage per shot once I debuff it with a Deepwood Stalker core enhancement:

  • Mark of the Hunted: Expend a use of Animal Empathy. Your currently selected enemy receive -10% Fortification, -10 Armor Class, -10 Spell Resistance, and suffers a -4 penalty to all ability scores for 3 minutes.

As noted before, a Deepwoodsman generates more and more damage as their Archer’s Focus builds up. Add in the debuffing effects of being Marked and the damage becomes very severe. When I activate this ability against anything, my damage skyrockets, especially if I’m got my posse in the right place to keep aggro on the targets.

The Mark lasts for three minutes, more than long enough to destroy just about anything I target, even a boss, although I’m sure some red-names won’t be as damaged by getting Marked.

Aggro Management, Woodsman Style

This process isn’t very different from how I’ve applied hirelings with Sukitetica, except that Misty is trying to stay still and continually fire on enemies kept under aggro by the hirelings.

Here’s my usual attack plan:

  • I’m sneaking at all times when scouting. Hireling party is buffed, including Freedom of Movement.
  • I send in the hireling attack team against a mob.
  • For larger and stronger mobs, I tell the Panther to Intimidate them, which works very well in keeping the mob’s attention. The hireling’s buffed nature makes them durable even when surrounded against small to medium mobs of CR 25-30.
  • I begin to pick off the weakest enemies, letting my Archer’s Focus build to 25, where my damage becomes powerful, with 75-100 damage per normal strike and more with critical hits and special attacks. If all is going well, I never move. I move the hirelings so I keep my damage primed while standing still, the hallmark of the Stalker build.
  • I back off attack until the hirelings start attacking on an enemy and then join in so that I limit the enemy’s chance to turn aggro on me before it’s too late for them. The farther I’m away, the better.
  • Should any enemies come at me, they get hit by a Sniper Shot to bluff them about, a Leg Shot to cripple them, or I move briefly into the mob and tell the Panther to Intimidate my attackers to pull them back into the attack fold.
  • I’ll refocus the hireling’s attack to Champions last, or next to last if there is an orange- or red-named boss in the mix.
  • Champions and named monsters get Marked to debuff them, increasing my damage to them by about 20-30%. I’ll also use the Pin ability to hold enemies in place briefly.

The results in many fights are impressive on Heroic Elite to most Epic Hard fights. The hirelings last a terribly long time, even when surrounded, while I pick off enemies with near-impunity. The key is to wait for the right moment: an important quality as a good hunter. Once the hirelings have aggro, I’m open to shooting.

The hirelings are beginning to strain now against the Drow in Epic Hard, however, as these guys hit hard with fortification-reducing attacks, Drow poison and more.

Aggro management is also difficult against fast-moving or teleporting enemies, such as devils and demons, some of which also are harder for any ally to Intimidate. I can’t easily keep aggro in the many quests in the Devil Battlefield as yet, so I’ll have to go in over-level and with a larger party to make those happen on Elite difficulty to get my Yugo favor.

I like Albus for his Death Ward, but on level 24 I may look to another Epic hireling that can heal himself and a fellow aggro-magnet while still dishing out damage.

When in a live party, Misty is more formidable because I’m often exploiting the fact that most players just go HULK SMASH on everything, generating aggro so strongly that I just sit back and shoot.

To improve my hireling’s survival as I reach into Epic Hard, a bit more Primal Avatar training is in order. There’s the following abilities I’ll want to Twist into Misty while in Shiradi mode. The second of the three is most appealing.

  • Friends of Nature (Tier 1): You call forth a small nature animal, providing a bonus to nearby allies. Duration: 3 minutes. Cooldown: 3 minutes. (I choose the Frog for +2 PRR to my NPC minions)
  • Natural Shielding (Tier 2): Your summoned and charmed pets, hirelings, and monsters gain +[30/60/100] maximum HP and +[10/20/30] PRR. Rank 3: Natural Creatures also gain evasion: When they make a successful Reflex save to avoid damage, they suffer no damage instead of half damage. (Natural Creatures include: Animals, Elementals, Magical Beasts, Plants, & Vermin)
  • Summer Smoke (Tier 3): Toggle: Nearby allies have a small chance to deal [5/10/15]d20 extra fire damage with their attacks.

The last two require a crapload of Twist of Fate unlocking that may not be likely, so I would have to have Primal Avatar as the active destiny and Twist any other abilities over. I might buy a Twist of Fate tome to get that second slot unlocked as soon as possible for a tier 1 while using two earned points for upgrade the tier 1 slot to use Shiradi as dominant–preferred since I have a lot of extra DEX from it.

Extra credit if using Primal Avatar could come from:

  • Autumn Harvest (Tier 4): You and nearby allies have a 5% chance to heal [10/15/20]d10 when nearby enemies die. Not affected by spell power.
  • Summon Dryad Elder (Tier 4): Summon a Dryad Elder. She uses her magic for damage spells as well as support and healing (Regenerate on self, Death Ward on group, Mass Cure Critical Wounds on others – heals enemies as well.)

Fury of the Wild has one ability I could Twist as well:

  • Primal Scream (Tier 1): Nearby allies are raged gaining +[3/4/5] morale bonus to Strength and Constitution, and suffer a -2 penalty to armor class. Nearby enemies take up to [10/20/30]d20 sonic damage. [3/4/5] uses per rest. Duration 3 minutes per use.

So, with that Fury ability, the hirelings get a +13 minimum boost to STR and CON. The Panther sees a +17 to STR and CON. That’s a tough little kitty.

There might even be an Epic Bard hireling that could pump up the numbers further. Doesn’t seem practical for me to look into Fatesinger abilities. I’d lose on the DEX abilities as I would with hanging around in Primal Avatar.

I’m not optimistic, but if these abilities can help an Epic hireling or summoned creature stay healthy and fighting long enough at Epic Hard or harder in combination with my Heroic stuff, I might have something. I still need to research any other EDs or feats that might add to allies. Suggestions welcome.

In any case, I need to fully train both Shiradi and Primal Avatar to qualify for the Epic Destiny feat, Doubleshot, by level 28.

More Invisible than Invisibility

What’s also notable are Misty’s stealth skills. I’ve added skill points to Hide and Move Silently throughout Heroic training, and she gained a few more points to this through her enhancement trees and some Shiradi training.

The result is astounding. With ship buffs and the Woodsman’s Guile set equipped, Misty sits at about 75 Hide/Move Silently. about 10 points better than any of my ninjas. She can boost both to 85 or so with the spells Camouflage and Pass Without Trace.

And as a Ranger, Misty has the Hide in Plain Sight feat that adds more H/MS and reduces slows Spot bonus, so she can move much closer to enemies before their Spot bonus can lock on. That’s helpful since Misty’s sneaking speed is only two-thirds that of any of my ninjas, despite training in Faster Sneaking and wearing Striding gear.

Generally, once you get any skill to 75 or more, I think you’re good for Epic Elite stuff that involves that skill.

But I don’t know if Misty or the hirelings will cut it at that level just yet. Hide/Move Silently are tactical, not defensive skills. Short of the Panther’s Intimidate, Misty has very few ways to shake off or escape enemies that come at her before she can kill them.

The skill of my little hunting party has made for the fastest explorer completion of the Underdark. It took perhaps under 2 hours to complete my map with these two hirelings at my side. The downside to Misty is that she has no way to save any collared slaves. None of her skills allow a safe removal of collars in wilderness and quest areas.

Misty also tends to take spell wards completely in the face without a Rogue in party. The ordinary Evasion feat with only a 30 or so Reflex save won’t do it against saving from harsh damage from any spell ward.

Pushing the Limits in “What Goes Up”

Trying to keep a streak, I sent Misty and friends into the Heroic Elite “What Goes Up.”

Mind you, I wasn’t very optimistic on this attempt. I took the highly formidable Szyncletica in there at level 25 and got hammered despite her skill. In this quest, you’re besieged by an army. Even with a full party, it hurts. But I love this adventure: the music, the setting, the stakes, the challenges–everything.

At the start, aggro management became a bother. When there are more than ten or so enemies, keeping aggro with a small team becomes very challenging because some enemies tend to split off, especially in tight places. I had to time my exit from stealth very, very carefully or aggro control was lost. Thankfully, the hirelings were durable and, with some close calls, we made it out of the orc and frost giant zones.

The damned Shadar-kai are my team’s worst problem to-date. You can easily guess why. When some start spinning with that Spiked Chain Attack, the low-DEX hirelings get debilitated quickly. Misty can avoid that damage thanks to her high DEX modifier, but needs to relocate the hirelings fast if chains get zipped about. Only when I can cripple one do I have a chance to put many holes in them while my aggro team is forced into disarray.

Because of the Shadar-kai reinforcements, completing the second level where Orphaun was held took more care. With an adjustment to strategy, we did clear away much of the control rooms, found Orphaun and eliminated the mage and his minions that were activating the mythallar.

ScreenShot01511Our party met its Waterloo at the top of the glacier. It was a valiant fight, but the zerg rush of orcs with supporting battle healers were far too many to keep in an aggro check.

Perhaps if I could max out the party with a high-DPS Rogue and Paladin, we might have stood a chance. But Albus had quickly drained his mana after the 2nd wave from the battlements near the glacier entrance.

I began battle healing both hirelings myself while picking off what I could before we lost aggro control completely. I’ll have my hands full by creating two aggro teams that way. With several Gold Seals (if I can’t convince guildmates to join me) it’s also a bit of an expensive challenge.

I am not finished yet. Short of a live party, Misty is going to dial in those Netherese and meet this challenge. Just as with Szyn, playing “What Goes Up” feels like an epic adventure and dares you to challenge it. The Netherese must fall.

A Little Update: My level 98 guild also possesses two other ship buffs that give a total additional +5 to summoned/hireling abilities. Misty’s now training Primal Avatar to add in more protections and a Dryad summon I look forward to seeing in action.

Netheril Here Nor There

Walking into Mordor: Not recommended without the monastic art.

Walking into Mordor: Not recommended without the monastic arts.

“Hi. My name is Syn, and I’m an alti-holic.”

(Hi, Syn!)

Since time is very limited for me with concentrating on a number of real-life tasks, I’m going to steer the blog back to its primary focus: The Monk class and what can be done with them. I will get back to the adventurers of Ranger Artemistika, Assassin Sukitetica and Swashbuckler Flynncletica soon. These characters not only round out my work in defining the sneak-happy classes to better document the Stormreach Shadows stealth guide, but are damned fun to play under the right conditions, especially Misty.

By “right conditions,” I mean that they tend to die a lot easier than the weakest of my Monks when in the wrong conditions.

I’ve actually missed being able to dance through the deadliest traps in the game like a drunken elf prancing through a meadow of flowers in springtime. It’s been a bit since I can stare down any enemy that tries something as mundane as a Fear spell or since I could take several Meteor Swarms to the face without issue and return the favor in a flurry of elemental strikes.

For even my most versatile non-Monk characters, one does not simply walk into Mordor. And DDO presents a lot of “Mordors” for unwitting players to enter unprepared.

But for my best Monks, they sometimes make a habit of daily runs into the Mordor de jour, punching and kicking and puncturing and poisoning seven shades of piss out of anything in their way.

This blog is primarily about Monks, so when time is at a crunch, that’s where the focus must be.

Let’s catch up on Ryncletica, the Poison Master and a little bit on Lynncletica, the Little Mountain tanker.

My Favorite Enemy

The Netherese have had a special place in my gamer heart since my old Neverwinter Nights days in trying to stop some loony from reactivating old Netheril magitek. My appreciation of the DDO Netherese is quite happy with three adventure chains: “The High Road” (get back a Nether Scroll), “Wheloon Prison” (get back yet another Nether Scroll) and the super-epic Storm Horns adventures, which left Szyncletica in awe.

Yet, I’ve not completed any of these adventures as often as I’d like, and so Ryncletica is starting to work on this. She’s completed all of her missions in the prison-turned Netherese outpost, and is after the Shade leader in “Through a Mirror Darkly.”

Ryncletica sits on level 16 now with increasingly strong DPS and durability that allow solo Elite missions most of the time. I could use a bit more DEX for damage/to-hit. I’m being cautious and only putting her through Hard difficulties as I make a more thorough study of each quest before returning to them on Elite difficulty. I’ve also desired to complete the Explorer locations in this forsaken place.

None of the Wheloon Prison quests allow for complete stealth. “Friends in Low Places” is all-combat, as is “A Lesson in Deception” and especially “Thrill of the Hunt” and those irritating Howlers. “Army of Shadow” does allow a bit of stealth ops to bypass or control much of the fighting.

Remembering long-ago travels in the overshadowed Oldstone Hall, I hoped to use shadow against shadow with Ryncletica’s strong ninja powers.

The many Shadow creatures that appear often don’t if you are stealthy enough, which helped a bit while making my way through “Thrill” and “Army.”

Ryncletica’s now able to use two Envenomed Blades, but chooses to hold only one of those blades in the main hand and her trust Tiefling Assassin’s Blade in the off-hand. The Wounding effect weakens from it while the advanced Poison and paralysis of the Envenomed Blade make a potent two-handed attack posture. Two Envenomed Blades weren’t bad but, lacking the Wounding effect reduces the chance for better use of the dark finishing moves.

She’s also trained Shadow Double for a doublestrike DPS burst for tougher enemies, and Quivering Palm makes for quick-kills as I make my way through otherwise-empty halls.

A Build Change for Ryn

I abandoned the use of the Harper tree to build up melee power for now. The AP cost didn’t reflect any significant advantages in damage at this time. Further, that AP has helped both Drow and Ninja Spy trees to boost their damage or defenses. Ambidexterity from the Drow tree, or Sneak Attack or completing the Ninjutsu training (right up to Touch of Death) is back on the table.

I’ll certainly revisit melee power boosts as Ryn returns to Epic levels, specifically with Shadowdancer and Epic leveling’s boosts to melee power. She’ll need to get Primal Avatar trained enough for Rejuvenation Cocoon for greater healing options.

In Oldstone Hall

The mission went pretty well. With one hireling, the lovely-rendered Favored Soul Althea as passive backup and parked for 90% of the mission, I sneaked through the light and dark sides of the hall. The narrow halls made it a challenge to avoid what few patrols existed. Despite this, I was able to obtain two or three of the orbs without combat by way of ninja stealth.

On the final fight, I took a tip from the wiki: Don’t follow the shade continually back and forth from the light and dark sides. I concentrated on delivering Ninja Poison DoTs on the boss, which left him still taking damage while he phased out and I concentrated on mopping up any Shadar-Kai or other minions that materialized.

As a quest chain, I enjoy Wheloon Prison, but it is probably my least favorite of the three Netherese missions. The High Road quests take second (I love its wilderness and the respawn rate that can let you hunt there for hours), but the Storm Horns remain the pinnacle of the Netherese missions and, in my opinion, the most beautiful and well-designed and story-immersive story lines in the game. I’m looking forward to getting Ryn to the Storm Horns, but not without a party. You don’t solo those quests without a lot of firepower.

Lynncletica’s Heeljing

I couldn’t end this quick post without geeking out about Update 24’s adjustment in healing amplification.

No one appears to be complaining a bit on the forums with the change. The new formula has dramatically improved the vampiric healing of Fists of Light for Lynn. In Earth Stance with the Jidz-Tet’ka bracers on (no amp in that stance) and with 3 Shintao cores, I’m seeing 2-4 HP per strike. Kick on Fire Stance and it jumps to 2-6, if not more.

Lynn needs the new format. I’ve been pushing her through early quests on Elite. Like her first life, early levels are a bloody mess for her, easily taking punishing damage with weak saves for what miss-chance effects are up for her. At level 9, Lynn is fit and fighting but has to manage aggro oh so carefully.

Previous Older Entries

Follow

Get every new post delivered to your Inbox.

Join 52 other followers