So, reading the latest blogs by Samius has reminded me of something.
I have a level 20 artificer, Othala, who I think may actually be my favourite character. I know everyone says arties don’t do good damage, but I’m seeing decent numbers off him, and lots of them. I also seem to have picked up quite a few good rune arms. My most used are Glorious Obscenity and Lucid Dreams.
What I haven’t done is taken advantage of the crafting. So, while I will be researching this myself – does anybody out there have any suggestions of what’s best to add to a rune arm? As I understand it, once it’s on there, it cannot some off, so I guess I need to choose wisely!
I’m a member of a small guild (6 members) on Sarlona, Heros of the Dragon’s Wrath (yes, I know, it’s mispelled – don’t get me started!).
Due to the various times the members play, some of us have ended up with characters further ahead then other members. It’s made playing together a bit more problematic – which is annoying.
So I’ve suggested to the other guild members that we create a static group, we all agree to only play when everybody else is around and try and play at least once a week. So far everyone thinks it’s a good idea. The trouble is we’re having problems deciding what the class structure should be.
My initial thoughts were 1 dps, 1 healer, 1 caster, 1 rogue (all that xp for traps!) – but what about the other 2 spots? I’d be interested in hearing your thoughts!
So, this is my top guy on DDO at the moment. I’ve spent more time with him than any of my other chars and he’s nearly at level 20. I still have concerns about his build though. I’ve followed some guides I found online, made a few decisions along the way and now I’m not sure I should have gone with the Turn Undead enhancements….any experienced paladins out there care to comment? I have thrown 5 levels of fighter in – maybe this has impacted the Turn Undead performance?