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Update 11 Release Notes Highlights (with Commentary)

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Update 11 Release Notes Highlights (with Commentary)

Post  Arcangela on Mon Sep 12, 2011 1:13 pm

Update 11 is live!
I've been looking forward to this one as DDO pulls the game closer to its D&D steampunk roots with the Artificer class.

The complete notes are available
at this link. I will summarize a few important things to note about this update in general as well as some notes I thought intriguing, although they may or may not apply to your characters.

* On the new Artificer class (Rogue meets spellcaster, baby!)
Artificers use a mix of magic and technology to augment items and blast foes. Wielding rapid-fire crossbows and magical "rune arms," they have a fighting style unlike any other class. They also can build their own Iron Defender, a customizable pet that aids them in battle. Artificers are a blend of Rogue and Arcane classes, and can also play a supporting role as a party healer. For more detail on the Artificer, see the Release Notes below. NOTE: For a limited time, all Artificers will need to start at level 1, and play through all levels of the class. Players can True Reincarnate into an Artificer if they have the Artificer class unlocked, but players cannot swap non-Artificer levels for Artificer levels using Lesser or Greater Reincarnations, and cannot take Artificer levels from the Veteran Status boat.

Note above. For now, Artificers must be pure (no multiclassing to or from it). You can make a 32-point character but you must play it at level 1 for the time being.

* Crossbow reload speed and Rapid Shot has been significantly tweaked! Crossbows auto-reload when used and that reload isn't part of the animation/firing process. Your BAB plays more into a crossbow's power, and great crossbows now have the ability to cause a knockdown on vorpal strikes.

* Cannith Crafting is LIVE and the beta is over. Many, many adjustments to this area, including trapmaking, crafted arrows, desperately needed fixes to crafted handwraps (still won't trust it myself for now) and bane recipes.

* Guilds with an AWOL leader can be usurped by officers after 60 days or if a successor is inactive for that same time. (Good thing Paks's sabbatical was brief...)

* Hirelings no longer go all postal and attack when they were told not to earlier. (I've noticed the hirelings become too aggressive, so this is the fix, thankfully).

* Gianthold: BIG CHANGES TO ARMOR CRAFTING. The Gianthold armor quests have been removed from the game, and replaced with barter shops. The cost of regular Dragonscale armors have been reduced to 20 scales. The cost of Dragoncrafted, Elfcrafted, and Giantcrafted armors have been reduced to 10 relics.

* Epic treasure from the Phiarlan Carnival and Sentinels of Stormreach adventure packs have been upgraded greatly.

* Ghost touch effects on handwraps now work again (I personally experienced this annoyance, including on the unique Eternal Rest wraps).

* Slayer count boost pause while in a dungeon (Excellent!).

* Beholders summoned with the Shard of Xoriat won't use telekinesis anymore. It was bugging a few quests. (They STILL TOTALLY OWN the quest they're summoned on, however.)

* Bug fix to the Sustaining Symbiont, for those who have it (like Pynthetica).

* RAID BOSSES are now stronger. Upgrades include: True Seeing, some metamagic feats, and improved fortification on critical hits. Don't assume the same behavior of our bosses in future raids; we'll need to carefully test this and listen to other's experiences.

* Improvements in quests for more XP when running a quest consecutively on Hard and Elite, with better rewards for first time entries in these quests.

* People who TR can open quests on Hard, regardless of account type.

* You'll regenerate HP a bit more in public areas.

* Several bug fixes to many quests. One important one is "The Weapons Shipment" where guildies often farm for Boots of Anchoring ingredients. Good news: More chests, a change in the pattern of enemies, and you need only protect Liella ("Little Miss Spellcasting Badass") d'Orien to the planesgate, but don't need to protect her once there. Bad news: If the whole party dies in that quest, you automatically fail it (So keep your "Surien Maneuvers" in check! Very Happy )

* Point Blank Shot has been tweaked for more damage.

* Leap of Faith (Favored Souls) and Wind Dance (Air Savants) have their abilities slowed a bit to a 15 second cooldown. The Monk's similar ability, Abundant Step, has NOT been changed per the devs, since the ki cost is more significant there.

* Although you can't yet multiclass Artificers, Half-Elf Dilettante abilities for Artificers ARE available.

* Very significant and numerous changes to the Paladin Prestige Enhancements!

UI Changes

* Shortcut bars remember when an item is exhausted, making it easier for you to know.

* Better looking party portraits appear in party bars if you want.

* You can show your goggles on your characters if you want!

Still parsing through the Known Issues not fixed or introduced. Play carefully!



The Glasender Clan: Arcangela (Cleric) (retired) - Pynthetica (AA Ranger) - Syncletica (Harmonious Monk) - Ryncletica (Dominion Monk) -Lynncletica (Harmonious Monk) - Allysen (Rogue) -Arcammedes (Artificer) - Gwencletica (Monk/Cleric)

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Re: Update 11 Release Notes Highlights (with Commentary)

Post  Commodore on Mon Sep 12, 2011 1:41 pm

Great job Syn!


Aandre (Fighter) - Mississippee (Spellsinger Bard) - Gharrick (Warchanter Bard) - Dogfaced (Intimitank) - Comodore (Ranger) - Joltin (Ranger) - Loca (Rogue) - Frobozz (CC Wizard) - RicFlair (Cleric) Pappalardi (KotC Paladin).

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Re: Update 11 Release Notes Highlights (with Commentary)

Post  Surien on Mon Sep 12, 2011 10:01 pm


Some Surien Notes to Supplement Syn's fine work:

Point Blank shot now generates double base damage dice when used at appropriate ranges
"Point Blank Shot has been changed to, "You gain +1 bonus to hit with ranged attacks within 45 feet, and your ranged weapons deal deals +1(Base Weapon Damage). (A weapon that deals 1d6 damage per hit will deal 2d6 damage per hit instead, while a weapon that deals 2d8 damage per hit will deal 4d8 damage instead. This affects the base dice associated with a weapon any time they are rolled, including critical hits.)""

Metamagics are now available on a per-spell basis
"Metamagic feats can now be applied to specific spells. Players can select a spell on a toolbar, click the right mouse button, and set the metamagic feats that apply to that spell."

Surien's Commentary: ABSOLUTELY Awesome. Now you can toggle Max/Extend/Empower/etc. on just the Spell or SLA that might need it. As an example a Radiant Servant can Max all heal bursts w/o having to stop and toggle Maximize off and on and/or burning through Spell Points like Lindsey Lohan going through parked cars on Coke-Fueled DWI bender.

On Test I made a normal Nuke Bar and a F-You! Nuke Bar with Max and Heighten Toggled. Good times. One of the Best changes in the last few years.

Paladin Defender of Siberys
As Syn Mentioned DoS got a major re-tooling. DoS now grants +25/50/75% percent threat and +10/15/20% Bonus HP while in stance.
The movement penalty has gone from punishing to nearly non-existent (-10% vs. -75%). It is a GREAT time to be a Paladin!

Rogues -- /e is a Sad Panda
There is a REALLY NASTY Rogue nerf-by-proxy in the form of Raid mobs having HUGE fort bonuses, negating tons of sneak attack damage. Not sure why this is there. This Update really kicks rogues in the Wedding Tackle. Not only are they less effective in Raids, the FoTM Artificers get the Rogue Class Skills (Trap, Lock, UMD) as base, full-rate skills.

Closing Thoughts
This looks to be an ok update. The Paladin and Metamagic changes are pure, unadulterated WIN. I am totally out on Game Genies...er.... Artificers. And I am glad I don't have a Raid-level rogue as they just got got hammered.




Tyrs Officer and Integration Consultant

  • All my characters are urien to expedite recognization (Surien, Turien, Talurien, etc.)
  • If you need help please hit me up. I will always go out of my way to help a guilder that is willing to help themselves.
  • I mostly game at night. If you see me on during the day I am working from home and may not group up because of the flakiness of my day. Do not take this personally.
  • Imogen has her own Website! - http://www.dropbox.com/gallery/5886/1/Imogen?h=0297cd


Surien 20 Cleric - Turien 19 Monk
Xurien 20 Sorc - Talurien 15 Paladin
Malurien 13 FvS - Katurien 13 Artificer
Kiturien 11 Assassin -- SurienKai 7 Cleric
Free societies aren't meant to be safe. They are meant to be free.

Make the choice to not be a victim and learn to defend yourself.

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Re: Update 11 Release Notes Highlights (with Commentary)

Post  pms on Tue Sep 13, 2011 4:05 pm

Yes, I have been monitoring this (rogue nerfs) and agree that in some aspects it was needed. When the rogue 'assasin' is taking out more than the frontline fighters there is an imbalance. I expect a fix will be put into place before long as the artificer will bring its own imbalances...I played with one recently and, built competently, can open up a bottle of whoop-@ss even at level 1.

Pms is an acrobat that kicks butt (and avoids damage where possible) - so the way she rolls won't change much.

But I don't need both replicas...Oops is the male counterpart to Pms - though a construct specialist. Rikitiki, also an acrobat - but a halfling 32pt build, already uses a repeating light crossbow and is fairly versatile at range, not strong melee.

Hate to do it, but Oops will likely be remade as an artificer (so I will have a low level toon on Ghallanda again - albeit EVERY new toon seems to be an artificer...oh well).

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