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Beluga Snail
Jul 26, 2013

UPDATE (11/17/15): Module 8: Underdark is here! If you're a big FR novel fan, this has got a new questline written by Bob Salvatore himself, but also contains a large swathe of QoL improvements (Trade Bar store is useful! AD gains upped! Costs of a lot of things down!) AND a very viable solo path to end-game. The new campaign provides an opportunity to pick up a set of really slick end-game gear without any involvement in the Stronghold (but we're still making progress with that!) and there are also a whole slew of new Artifact sets to choose from. The new questline and campaign are available from Level 60 on, so if you were really sick of that 60-70 grind, it's now a bit easier and somewhat more fun.

A WORD ABOUT XBONE: The Xbox version of the game is separate from the PC version. Most people here are PC players and have little knowledge of this version. Xbox players, please feel free to make your own thread or post in this one, as you please.

:yayclod:Guild info can be found at the bottom of this post!:yayclod:

:siren:IMPORTANT!:siren:
If your game is taking forever to load between zones and generally acting slow and stupid, look to make sure the "Disable On-Demand Patching" box is checked in your game launcher's settings. Checking that box will force the game to download the entirety of its content up front, which will in turn make sure it doesn't hold you for 5-10 minutes at a loading screen while it downloads textures. Keep in mind that the game is big and that it will download all at once this way, so it might be best to do it when you first install, while you're asleep, while you're at work, or some other time when you're not going to want to play immediately.



Welcome to Neverwinter Online! Module 8: Underdark is up and running, so here's a new thread for a new season of bugs and grind. Stronghold Specific Info can be found in the post below this one.

RETURNING PLAYERS READ THIS
If you're returning to the game there are a few important things to know:
  • The new level cap is 70.
  • You can now start the new storyline quest at level 60 - any of the guards in PE will give you a quest to go see a Captain who will send you on your way to meet your favorite Mary Sue characters!
  • Go see Minsc (yep that crazy hamster loving dude from the BG series) in PE and get the starter quests for Elemental Evil. Equip the gear he gives you. Trust me. Your old stuff is outclassed.
  • You'll still have access to any campaign areas you previously unlocked, but stay away from them until you are actually Level 70.
  • As of 09/15, Leadership is once again accessible via Gateway, however all AD rewards have been removed from normal tasks.

General Info
The basic story behind Neverwinter is that Cryptic Studios (mostly known as the guys behind City of Heroes/Villains, Champions Online and Star Trek Online) started developing the game for Atari as a single player experience with multiplayer elements several years ago. Since then, the project has been re-imagined as a much more multiplayer-focused affair. Neverwinter now seems to be patterned after Cryptic's work in COH/COV in that there are large, persistent adventure zones peppered with instanced quest areas and "dungeon delves" (five-player dungeon areas containing loot, mobs, and bosses). In general, players interact within adventure zones, dipping into instanced quest zones for story-driven solo content and small group activities. At the end of each zone's story arc, players can engage the aforementioned "delves", which make up the "raid-like" content of the game and provide the greatest rewards. The game is published by Perfect World Entertainment (who bought Cryptic and their rights to publish as Atari went down the shitter).

Two of the defining characteristics of the game are user-generated content and action-focused combat. The game has a robust toolset called "The Foundry" that allows players to construct their own adventures to share with the Neverwinter community. The toolset is available from within the Neverwinter client, and players can play and rate other player's creations from within the game. In fact, there is a daily quest for doing so. For anyone that liked the player-made quests in City of Heroes, this is very similar.

Taking a page from recent MMOs like Tera and Guild Wars 2, Neverwinter ditches traditional MMO control schemes in favor of "reactive" and "action-oriented" combat (to quote the devs). Tab-targeting is gone. Instead, players target NPC's on the fly using a reticle, as they would with a third-person action game. In deference to the 4E D&D rules, PC's can choose from two "at-will" powers that are mapped to the right/left mouse buttons. Players may then choose five additional abilities mapped to other keys: three "encounter" powers and two "daily" powers. Encounter powers are more powerful attacks or (in some cases) strong utility/CC abilities on a short cooldown. Daily powers represent players "ultimate skills" and charge up over time as players gain "action points" in combat. Finally, players must engage in active defense, using a "utility" power mapped to a dodge key (usually shift) to either avoid enemy attacks or to block using their shield (as with the Guardian Fighter class). Most people that I've talked to who have played throughout the beta think that the devs really nailed the feel of fun active combat here, and that the combat is the best draw for this game.

You can read more about Neverwinter's combat system here:
http://neverwinter.gamepedia.com/Combat

Classes
As previously mentioned, Neverwinter is based on 4th Edition D&D rules and lore. As such, it takes a number of cues from the 4E skill system (including things like feats - which largely act in the Neverwinter incarnation in the place of talents). It's important to note that 4E acts as an inspirational foundation for the game, and that Cryptic has pretty obviously modified a lot of things to fit the game into the action MMO model.

The game launched with five classes. There are now eight. Class holds little real importance in solo content, as players have ample access to health potions, healing companions, and lots of damage avoidance through active abilities. The harder, five-man "dungeon delves" require a bit more rigidity in party composition and a good balance between DPS types, control types, and healers. Please keep in mind that any build suggestions in this thread or anywhere else are subject to whatever nerf or buff Cryptic feels like handing out on any given day. To keep up with the latest good builds, we recommend you follow the official forums at http://nw-forum.perfectworld.com/forum.php

As of Module 7, the classes are as follows:

Guardian Fighter


As the name implies, this class primarily fulfills a tank role in group play. Wielding a one-handed weapon and shield, Guardians focus on defending their buddies, slamming monsters with powerful attacks, and generally keeping the attention on them. They are unique among the classes in that they have the ability to block attacks rather than being able to dodge them. They are at their best in PvP, although with recent buffs I am told they are decent in PvE as well.

Great-Weapon Fighter


Do you like being a tough guy/gal in heavy armor with a big :fuckoff: hammer or greatsword? Then the Great Weapon Fighter is for you. These guys form a DPS class with an AoE focus. When properly geared, they can both deal and take awesome amounts of damage and are pretty effective tanks. GWF's can hand out a pretty good beatdown in both PvE and PvP content.

Trickster Rogue


Trickster Rogues are the stealthy class in Neverwinter. They are a DPS class focused on dealing out large amounts of single-target damage and (of course) sneaking about. At the moment, this class is most useful in PvP content, as the stealth elements in the game aren't terribly well-implemented and rogues can be effectively replaced with another DPS class in dungeons and other PvE content. I'm told there are modifications coming up in the next module, however, so have faith.

Control Wizard


The famous OP class of Neverwinter Online. Not only do CW's provide a large amount of DPS (even after recent damage nerfs), they also are the one class that is largely focused on controlling enemies, which means they are very much needed in end-game PvE and PvP content. AoE, single target, control... these guys can do it all. Wizards are also absolutely essential for end-game dungeons, and the more the better.

Devoted Cleric


The healing specialists of Neverwinter, Devoted Clerics can use a variety of direct heals, AoE heals, and reactive heals (e.g. wards they place on mobs that heal damage dealers). Their wards can also grant temporary HP to keep their buddies alive. Clerics are also able to wield the holy fury of their gods to smite foes, lash them with divine fire, and control them with bonds of energy. The Devoted Cleric works in a more active role than healers in most other MMO's, which makes this class somewhat challenging and fun to play.

The (dated) DC build posted by Istar can be found here: http://forums.somethingawful.com/showthread.php?threadid=3565357&userid=0&perpage=40&pagenumber=32#post425680039

Hunter Ranger


A combined ranged/melee class. Tab is used to switch between ranged or melee, and dailies don't necessarily cost 100% of your AP, as they do with other classes. HR's are strikers focused on taking out enemies quickly. They cannot withstand much punishment from enemies, so strategy and tactics play a large role in the life of a Hunter Ranger. Play one if you like characters that attack from a distance using strategy.

Scourge Warlock


Warlocks can fill one of two roles in a group: they can dedicate themselves to the dark arts and decimate their foes by dealing necrotic damage and cursing foes, or they can perform a support role by tearing the souls from their foes to heal and empower their allies. At the moment, because of lifesteal changes, the temptation spec has fallen out of favor. Instead, spec into the soul puppet, which is amazing and for bonus points sometimes glitches out for millions of damage.

Oathbound Paladin


The newest class in the game, this hybrid tank/healer has the potential to be literally unkillable, which is somewhat useful in the new endgame encounters. Levelling is also a breeze early on as they can output a fair amount of damage in PvE. They also utilize auras, which are essentially class features they share with the group, damage mitigation and sharing, and some pretty cool looking blue glowbubble lasers to be everyone's best friend. Sadly, no alignment system means hardcore roleplay isn't required.

Races
The main reason to pick one race over another in Neverwinter is the ability bonuses (bonuses to STR, WIS, CON, etc.) and racial traits that accompany race selection. Although all classes are available to all races, certain races are naturally better suited to certain classes because of these bonuses. Since this and class selection are the most important aspects of character creation, I've attempted a brief rundown of the races and their traits below. Some of the races are locked behind a pay wall (I have marked these with :10bux: in their descriptions), but since they don't offer any real advantage bonus-wise over the free races, it's mostly a cosmetic purchase.

Human

  • Humans can apply a +2 bonus to any single ability they choose.
  • Their "Versatile Defense" trait gives them a 3% bonus to defense.
  • Their "Heroic Effort" trait grants them 3 extra feat points at levels 10, 15, and 20 respectively.

Drow

  • Drow get an ability bonus of +2 DEX and +2 to either CHA or WIS as selected by the player.
  • Their "Darkfire" racial trait means that Drow have a 5% chance when attacking to reduce an enemy's defense by 10% for 4 seconds.
  • Their "Trance" racial trait means that they recover HP and injuries twice as fast while sitting by a campfire.

Dwarf

  • Dwarves get an ability bonus of +2 CON and +2 to either STR or WIS as selected by the player.
  • They have an increased resistance to knockback and repel effects due to their "Stand Your Ground" racial trait.
  • They have an increased resistance to Damage over Time (DoT) effects due to their "Cast Iron Stomach" racial trait.

Half-Orc

  • Half-Orcs get an ability bonus of +2 DEX and +2 to either STR or CON as selected by the player.
  • Their critical hits do an additional 5% damage thanks to their "Furious Assault" racial trait.
  • They gain a 10% bonus to run speed upon entering combat thanks to their "Swift Charge" racial trait. This effect can only occur once every 20 seconds.

Halfling

  • Halflings get an ability bonus of +2 DEX and +2 to either CHA or CON as selected by the player.
  • Their "Nimble Reaction" racial trait means they have a +3% chance to deflect attacks.
  • Their "Bold" racial trait increases their resistance to crowd control effects by 10%.

Tiefling

  • Tieflings get an ability bonus of +2 CHA and +2 to either INT or CON as selected by the player.
  • Their "Bloodhunt" racial trait means they deal an additional 5% damage to enemies who are below 50% health.
  • Their "Infernal Wrath" racial trait means that whenever they are hit, they have a 10% chance to lower the power of their attacker by 5% for 5 seconds.

Half-Elf

  • Half-Elves get an ability bonus of +2 CON and +2 to either CHA or WIS as selected by the player.
  • Their "Dilettante" racial trait grants them a +1 bonus to a random, non-class stat after you have created your half-elf and entered the world.
  • Their "Knack for Success" racial trait gives them +1% Critical Severity, +1% Deflect, and +1% Gold find.

Sun Elf

  • Sun Elves get an ability bonus of +2 INT and +2 to either DEX or CHA as selected by the player.
  • Their "Inner Calm" racial trait means they have +2% action point gain.
  • Their "Sun Elf Grace" racial trait increases their resistance to crowd control effects by 10%.

Wood Elf

  • Wood Elves get an ability bonus of +2 DEX and +2 to either INT or WIS as selected by the player.
  • Their "Elven Accuracy" racial trait means they have +1% chance to crit.
  • Their "Wild Step" racial trait means that they have 10% resistance to slow .

Moon Elf :10bux: Requires Feywild Pack :10bux:

  • Wood Elves get an ability bonus of +2 INT and +2 to either DEX or CHA as selected by the player.
  • Their "Wanderlust" racial trait means they have +1% action point gain and +1% stamina gain.
  • Their "Moon Elf Resilience" racial trait increases their resistance to crowd control effects by 10%.

Menzoberranzan Renegade (a.k.a. special snowflake Drizzt Do'Urden Drow) :10bux: Requires Hero of the North Pack :10bux:

  • Renegades get an ability bonus of +2 DEX and +2 to either WIS or CHA as selected by the player. This is the same ability bonus as normal drow.
  • Their "Faerie Fire" racial trait means they have a 5% chance when attacking to lower an enemy's power and defense by 6% for 4 seconds.
  • Their "Trance" racial trait means that they recover HP and injuries twice as fast while sitting by a campfire. This trait is shared with normal drow.

The Dragonborn (a.k.a. Scalies) :10bux: Requires Dragonborn Legend Pack :10bux:

  • Dragonborn receive a +2 bonus to any two abilities.
  • Their "Dragonborn Fury" racial trait means that their Power and Critical Strike are increased by 3%.
  • Their "Draconic Heritage" racial trait means that they recieve 5% more healing from all spells and abilities.
Choosing a Religion and Backstory
While you are creating a character, you'll be given the option to choose a deity, hometown, and vague backstory for your shiny new adventurer. This whole screen and everything on it is entirely cosmetic. No matter which combination of things you choose here, you'll start in the same area, follow the same questline, and be given the same bonuses for invoking that everyone gets. With this in mind, go nuts and pick whatever you like. You will receive a cosmetic player "title" (selectable from the "History" tab on your character sheet) that denotes your city/region of origin, so I guess that's something to consider.

Leveling
Really the only things you need to worry about when leveling are:
  • Becoming familiar with how your chosen class works and what its best skills are, and filling out your feat and power trees accordingly.
  • Conserving your ID scrolls, which cost AD.
  • Saving up for a mount ASAP (or withdrawing 5g from the guild bank for a mount ASAP)
  • Checking the guild bank for supplies before buying from a vendor- we have all the gold you could ever need to buy anything you could want if we don't have it.
  • Most importantly, make sure you do the quest lines in the Blacklake and Neverdeath zones, as these reward you with bags that are essential for the inventory space they provide.
If there is anything about the grind to 70 that you need help with (defeating a lair boss, for example), don't be afraid to ask for help in chat. Additionally, once you hit 70, check the guild bank for gear.

Dungeons: How do They Work?


In Neverwinter, one of the many types of queued event is the dungeon. Generally 45 minutes long (sometimes longer for end-game, "epic" dungeons), these are separate instances with tough monsters and bosses that are meant for a 3-player team (standard) or a 5-player team (epic).

Sometimes there are lucrative or useful drops from mobs within the dungeon itself. As with all all party-based events in Neverwinter, the drops in a dungeon are distributed using the "Need, Greed, Pass" rolling system unless the party leader chooses otherwise. Guild loot etiquette is to Need on everything- drops from boss are now individual to players, so if you see a shiny pop out of the dragon, you're the only one who can pick it up. There is also a chest after the final boss that gives the player a chance to get rare gear. It will contain a piece of loot for your class plus a handful of currency seals. Everyone in the party gets one of these chests. It is locked and will require a dungeon key to open. Keys are available for free from the Dungeon Chest Keymaster in Protector's Enclave once per day. If you need to run dungeons more than once per day, you will need to purchase additional keys from the Keymaster's store or wait until Dungeon Delves. If you enter a dungeon during one of the hour-long Delve events, the chest will be unlocked even if you not have a key.

Goons love running end-game dungeons, and we'll even run lowbie dungeons sometimes. Make sure to ask in guild chat if you need people to run with you.

End-game Zones and Requirements
Once you reach 70 with any character, you will receive quests from Sgt. Knox and Lord Neverember that will point you in the direction of the end-game zones and associated content. All of the zones below can be accessed as soon as you hit the level cap, with the exception of Icewind Dale. Here's a quick rundown of them all.

Gauntlgrym


Gauntlgrym (GG) is an event area, most of which is only open during the Iron Tabernacle, Armories of Moradin, and Delzoun Crypts events. You can see what event is currently active by checking the notifications next to your minimap. The idea behind Gauntlgrym is that everyone's guild is on one of two sides in this event: the Delzoun Explorers or the Luskan Corsairs (our guild, Something Lawful, is allied with the Luskan Corsairs). These groups compete against each other in a three phase contest that includes two resource-gathering phases, a PvP phase, and a dungeon delving phase. In order to partake in the dungeon phase, you must have participated in at least one of the previous phases. In addition to loot from the dungeons and glory from the PvP phase, Gauntlgrym also gives out its own special currency, Grym Coins, that can be used to purchase gear at the Grym Coin merchant. This merchant is also located in Gauntlgrym. In addition, the stuff you do in Gauntlgrym PvP also counts toward your PvP campaign tree.

Sharandar


Sharandar is a pretty, sparkly enchanted forest zone that hosts all the tasks needed for the Sharandar end-game campaign. Access to the region is granted as part of the quest "To the Farthest Forest." Initially, fresh 70 characters will need to complete the quest "The Mystery of Sharandar" (given by Sgt. Knox), but once that's done they will enter New Sharandar and can then move directly between it and other map regions. Amongst other things, the Sharandar campaign tree grants the key to Malabog's Castle, an end-game dungeon.

There's some cool stuff to be found in Sharandar (not to mention how delightfully :sparkles: it is), but the main reason to visit the zone is to complete the dailies and progress in the campaign. In addition to doing your dailies, make sure to catch the weekly quest "The Arcane Reservoir," which gives a decent number of Feywild Sparks, a valuable campaign currency.

The Dread Ring


Similar to Sharandar, The Dread Ring is a campaign zone. Access to the zone is granted by completing the quest "Conquering Our Dread," given by Sgt. Knox. Once this quest is completed, your character will be able to move directly between the Dread Ring and other map regions. Amongst other things, the Dread Ring campaign tree grants the key to Valindra's Tower, an end-game dungeon.

Unlike with Sharandar, much of the dailies are skippable at Dread Ring, since the currency that you'll always be short of in its campaign is Thayan Ciphers, which are obtained by completing Dread Ring lairs. Thayan Scrolls and Vanguard Scrips, the other two campaign currencies, can be obtained by doing the Dread Ring Skirmish, which also nets you AD during skirm hour and is a lot less irritating than yet more dailies. General guild consensus is that if you do one of these lairs per day (making sure to take along a forged gauntlet obtained in camp so that you can get your loot from the chest inside), you will have performed your due diligence to the Dread Ring campaign.

Icewind Dale


Icewind Dale (IWD) requires both a Gear Score (GS) of 10,000 and 3 boons from either Sharandar or the Dread Ring. It's a zone with various PvP areas and quests, heroic encounters, and (of course) daily quests revolving around acquiring Black Ice, a valuable commodity used as a currency, as a means of maintaining high-end Black Ice Gear, and in the Black Ice Shaping profession. The thing that makes IWD unique among the game's zones is its open PvP element, which provides a bit of a different flavor of player combat.

When you first arrive in Icewind Dale (and each day when you come in to do your dailies), you'll be required to sign a temporary contract with one of the zone's two factions: the Ten-Towners or the Arcane Brotherhood. This choice is mainly important because it determines what side you'll be on when you're flagged for PvP. Aside from that, it's a campaign grind like every other zone. Just make sure you're aware when you're in a place where other players may be able to kill you.

There are several class artifacts that you can only get by completing a questline in this zone with characters of each class. These artifacts only need to be unlocked once in order to be available on your whole account. The quest to get said artifacts only appears if you have at least two characters who have arrived in Icewind Dale. Therefore, it can be worthwhile to level up a character that belongs to the class you want the artifact from alongside your main character. You can have a look at these artifacts before you even go to IWD by talking to the rewards claim agent in Protector's Enclave. That way you'll know which artifacts might be worth leveling an alt for (we suggest making the DC artifact a priority here).

Campaigns


There are several campaign trees in the game that give rewards in exchange for currencies and items obtained from doing dailies in the game's various adventure zones. These campaigns take a long time to complete, and they form the bulk of Neverwinter's gameplay at level cap. The campaigns reward things like rare items, dungeon unlocks, and boons (permanent stat buffs or abilities) as you progress through them. Generally speaking, each end-game zone in Neverwinter will have its own campaign tree.

In addition, Module 4 has introduced the first campaign that can be participated in by under-70 characters. The Tyranny of Dragons campaign can be started as early as level 26. To learn more about the game's campaign trees, visit the wiki here: http://neverwinter.gamepedia.com/Campaign

Code Giveaways and the Arc Client


From time to time, various large gaming sites like mmorpg.com and Gamespot will give out free codes for Neverwinter item packs, which sometimes contain cool stuff like a unique title or companion. Naturally, these sites usually require you to sign up in order to receive the code, so just give them an email you don't use and grab the pack. Each site will have its own instructions as to how to actually get the promo code, but once you have it, you'll now always need to enter it on the Arc client. The Arc client is Cryptic's lovely little Steam copycat, since apparently every publisher has to have one these days. It can be downloaded at http://www.arcgames.com/en/about/client. You will get a free in game gift for downloading it; more info on that can be found here: http://www.arcgames.com/en/games/neverwinter/news/detail/3030473-come-grab-your-free-arc-gifts!. The client is generally unwieldy and useless, and the only time I would recommend opening it up after receiving the aforementioned gifts for installing it would be if you want to redeem a promo code. You can do this by clicking on the icon in the upper left-hand corner of the screen and selecting "Redeem Key" from the dropdown menu there.

A (mostly) complete list of giveaways to date can be found at the wiki here: http://neverwinter.gamepedia.com/Promotional_Item_Giveaway_Codes. Thanks to Lemon King for providing the link.

The Auction House


Sometimes you'll come across an item or two that can net you a lot of AD if sold to other players using the in-game Auction House (AH). This can be a decent way of earning AD, which is the only currency used at the Auction House. When you acquire a unique item or piece of gear, whether you are leveling or at the level cap, it may be worth checking to see if it would sell well. The Auction House can now be accessed in most zones of the game by clicking its button on the toolbar at the top of your screen (the one with a picture of a gavel on it).

Crafting (a.k.a. Professions)


Professions open up at level 10. You will get a quest telling you when you can start them. Profession tasks operate using a Farmville-esque timer system, where you set something to craft and forget about it. You can open the professions menu from anywhere, even in the middle of a dungeon, so there's no need to go stand by an anvil. For anyone who played/plays STO and is familiar with the Duty Officer system, this will seem familiar. As you level up a specific profession, multiple profession slots will open, allowing you to have up to 9 "assets" (slaves) doing tasks at a time. Although most of the professions are at least somewhat useful, your main priority as a new player will be to level up Leadership. You will eventually want the Leadership profession at level 20 (maximum) for all of your characters, since this profession pumps out a steady stream of AD at top level.

The Neverwinter Gateway


You can access the Neverwinter Gateway here: http://gateway.playneverwinter.com
This site will let you do profession stuff (except Leadership) even when you can't log in to the game (when you are on vacation or at work, for example). It will also let you check your in-game mail and stare longingly at your character sheet.

Sword Coast Adventures


Sword Coast Adventures is a fun, free little minigame that can be played on the Gateway. The gist of it is that you can organize your in-game companions into a 4-man squad and have them enter little dungeons to gain in-game loot, XP, and currency. When there is a special event or festival happening in game, there will sometimes be a corresponding SCA dungeon that gives you event items/currency as well.

SCA gameplay is simple and honestly pretty entertaining. As your companions explore their dungeon, new points will show up on the map representing obstacles, enemies, or puzzles. You roll dice to see if you succeed in killing/solving/removing the obstacle. I'm pretty bad at tutorials, but the gameplay's easy enough and it's worth playing at least occasionally. Learn more about how to play SCA here: http://neverwinter.gamepedia.com/Sword_Coast_Adventures

F.A.Q.
I didn't read your big post above. Why should I play this stupid game?
  • The action oriented combat is really good and engaging compared to most MMO's.
  • The Neverwinter goons are an accepting and fun group who will give you gifts and help you level. We will also do group content with you.
  • The Foundry guarantees a stream of new content, is fun to mess with, and will give you free stuff if you get good enough at messing with it.
  • The game itself is totally free. Free to download and free to play. There is a cash shop and Cryptic does REALLY want your money, but none of the zones are locked behind a paywall, and you can level all the way to 70 and get decently geared for end-game PvE without paying a dime.
  • There's a lot more end-game content now (compared to launch) that, while somewhat grindy and repetitive in spots, is fun to do in groups and will keep you busy and entertained for quite a while.

I didn't read your big post above, and I really like to nitpick things. Please give me a short list of things to bitch about even if I don't load up the game.
  • Some people think the character models are really ugly, and many wearable items look downright hilarious on some races due to everything being designed for an elf or drow.
  • Although the game is totally free to play, the cash grabs can be a little blatant at times. This is especially obvious with lockboxes and refining components used to augment item enchants and artifacts, although there are ways around the worst of it.
  • PvP is absolutely pay to win at present, assuming you want to win consistently. However, someone who hasn't invested money in the game can usually successfully do their PvP dailies and get AD for it, which is all the game really "requires" you to do. It's just not a pleasant experience currently. This pic from Istar about sums it up:

  • The voice acting is TERRIBLE. Some might say it is "grooooo-some." Just do yourself a favor and turn it off.

Random stat rolling? Do I have to sit here and reroll my stats a million times like I'm playing a Wizardry game?
Those aren't random stats; they just look that way at first. There is a small number of fixed arrays that you cycle through when you "reroll".

Wait, I have gold and astral diamonds and zen and unicorn seals and symbols of Lolth and why are there so many currencies OH GOD MY BRAIN!
Yes, it can be a little daunting at first. It helps once you notice that most of the currencies are just tokens that can be turned in at various places for various rewards. All you really need to know before you start is this: Gold is mostly used to buy consumables like potions and kits, although some things like companions can be bought for high amounts of gold. Zen is the real money currency, which can be used to buy things like bags, bank slots, mounts, pretty princess fashion, and companions in the Zen Store. Astral Diamonds (AD) are the in-between currency that is used for almost everything else, such as auction house purchases, campaign tasks, buying enchant refining components, and upgrading mounts and companions. If you are planning on not putting any money into the game, AD will be very important for you.

How do I make AD?
  • Praying: Rewards a small amount of AD per invoke, and you can invoke up to 6 times per character per day.
  • Dailies: You can pick up quests once per day that will award you 1-4k diamonds for doing stuff like PVP, foundries, skirmishes, etc. The campaign trees also have dailies associated with them. Don't forget to visit Rhix the kobold and Lord Neverember in Protector's Enclave once you hit 60 for even more dailies! Dailies for everyone! Dailies forever!
  • Crafting: Once leveled up, the leadership profession will provide a steady trickle of rough astral diamonds (RAD). The other professions have top-tier items that are always in demand in the auction house, but which require a very high initial investment in tools and materials to gain a profit from.
  • The Auction House: once you start running end-game dungeons you will sometimes receive epic (or "purple") gear from drops. Some of this gear may be quite valuable, so it's best to check the auction house. If it's worth more on the AH than you'd get from salvaging it (minus the auction house's cut), it might be worth it to sell.
  • Salvaging: Any purple items that you don't want any more and can't sell on the AH because they're bound/basically worthless can now be traded in to a guy in Protector's Enclave (the main "town" area) for RAD. Note you can ALSO donate them to the SH for Surplus Equipment points if you're already capped on RAD for a while.
  • Zen Exchange: It is possible to exchange AD for Zen and vice versa via the exchange button on your toolbar. Currently the value of Zen is and has been at its cap (500 AD per) for months. There is also a huge delay in processing AD-to-Zen orders (five days last I heard), so plan accordingly. It is still possible to exchange, though, and the backlog is going down, so hopefully this crucial feature will get less annoying in the future.

What level can I do various things at?
Most things that you hear people talk about in-game but don't currently have access to will be explicitly given to you via a quest at the appropriate level. This quest will likely be given by Sgt. Knox in Protector's Enclave, so if you meet the level requirement but are missing one of these, check with him. Here's a quick list:
  • Use a Mount: Level 4 (The moment you finish the tutorial)
  • Begin Professions: Level 10
  • Invoke Your Deity: Level 11
  • Receive Foundry Creation Access (there's no quest for this but I think you get an in-game mail): Level 15
  • Receive First Free Companion (pick the healer): Level 16
  • Receive quest for first free artifact: Level 21
  • Begin Tyranny of Dragons Campaign: Level 26
  • Paragon Path Choice: Level 30
  • Gauntlgrym, Dread Ring, Sharandar, Icewind Dale, class artifact quest, and other end-game content: Level 70
Give me some sweet PROTIPS.
  • You probably don't want to identify everything that drops, at least at very low levels. Identify scrolls do drop, but they cost AD if you run out. If you ID only your class stuff at first or things usable by anyone (rings, amulets, etc.), you will eventually be rolling in identify scrolls and can ID as much useless crap as you want.
  • It's worth always carrying around like 5 of the kits for the four out of five class skills (thievery, religion, dungeoneering, nature, arcane) that you don't have a skill for. They are cheap and the skill nodes drop copious crafting stuff.
  • Via Lawlicaust: Here's a little tip about companions. Companions get the exp you get for turning in quests. So if you have a max rank companion that you normally quest with (like the cleric), swap companions right before you turn a quest in and the new companion will get all the turn in experience. I've maxed out two other companions just from turn-ins alone without using them at all.
  • Via Thanatos: The first thing everyone should do is get two characters to 11. Even if you don't play one of them, just making the alt run Leadership and invoking with it will get it to 70 eventually, and give you access to the artifacts. Well worth it. It's a huge boost in the medium- and long-term and takes relatively little time.

These money-grubbing assholes want me to PAY to RESPEC? Along with my righteous indignation, I'm also now totally panicking about my power points and feat points and I haven't put any points in anything because oh my goooooooddd...
Calm down. First of all, you can respec Feats with Astral Diamonds, not Zen. The Zen respec token only applies to your Powers. Secondly, you get enough Power Points where you are probably going to take every power in the tree you even remotely want just to get to the next tier of powers, and the only real difference is what you end up maxing out. You may end up doing a respec at 70 when you know what you want your buildout to be and you're ready to be fully optimized, but if you've played that long, maybe you're ready to throw five bucks their way? Even if not, you'll get extra power points as "XP rewards" at 70, so that will help you max out useful powers that you may have missed. In short, don't stress about it. Cryptic will probably totally redo your class next module anyway.

Server Info
Neverwinter decided to merge servers a while ago, and now there is only one server. Its name is Dragon. Needless to say, we are on that server.

How to get into Something Lawful :rolldice:
If this game interests you and you'd like to join our guild, Something Lawful, the first thing you need to do is post in this thread with your in-game character name and @handle. Your @handle can be found at the top left-hand corner of the Neverwinter launcher before you enter the game. It should say something like "@gooberbreath." Once you've found it, just make a quick post in here saying something like "Halitosis@gooberbreath here looking to join the guild." One of us will then invite you.

If, for some reason, you wait a couple days without receiving an invite (or the sent invite isn't working/disappears due to a common and really annoying UI bug), try the following: launch the game, open your chat client, and enter channel_join dndgoons. You can then ask for an invite in that channel. If you are a real goon and have indeed posted your info in here, you should get invited quickly this way.

Keep in mind that the dndgoons channel is usually very quiet because we're all talking in guild chat, but we do keep an eye out for invite requests there. Don't be discouraged from asking for an invite if the channel seems empty when you enter it.

Chatting with Goons
Our guild doesn't really voice chat much. There is a Neverwinter channel on the Camping the Stairs (CTS) goon Mumble network, but there's never really anyone in it. If you absolutely, positively need to play with voice chat, I suggest you round up some people and hang out in there. More information about the CTS Mumble and how to use it can be found in this thread: http://forums.somethingawful.com/showthread.php?threadid=3521554

To be honest, though, you'll have better luck using the in-game (non-voice) chat client. Once you've asked for and been granted a guild invite, check your chat settings and make sure that the "Guild" chat channel is turned on in at least one of your chat tabs. This is where the bulk of Neverwinter goon communication takes place.

When chatting/playing with Something Lawful members, please avoid doing any of the following annoying/dumb things that may get you kicked from the guild:
  • Posting "hilarious" and "ironic" racism/sexism in chat or in the thread.
  • Harassing (openly antagonizing) other guild members for any reason.
  • Sulking, whining, or generally acting like a spoiled child for long periods of time.
  • Cleaning out the guild bank and selling/hoarding the contents.
  • Repeatedly rolling "Need" on gear during greed runs. Please abide by the loot rules your party agrees on and ask if you don't understand something.
  • Refusing to return the profession assets, enchants, or other possessions of another guild member when asked.
  • Bragging constantly about your build/class/character/favorite type of pie while belittling those of others.
  • Posting creepy, Archeage-style pedo crap in chat or in the thread. In fact, just don't post any weird sex stuff at all, ok?
  • Constantly complaining.
  • Doing other stupid poo poo and not stopping when we tell you to.
We will generally warn you/make fun of you about problem behavior many, many times before we eventually kick you from the guild, so don't be a huge jerk and you shouldn't have an issue.

Miscellaneous Guild Info
IMPORTANT: If you were part of the guild in the past (more than 3 months ago) and have recently logged in to find you are no longer a member, it's most likely because you have been culled. We only culls people in order to stay under the member cap, so if you find yourself booted and wish to get re-admitted into the guild, post in this thread, politely explain what happened, and you'll get back in.

Something Lawful is about evenly mixed between Americans and Europeans at this point (at least among active members). Numbers are down, but we're starting to branch out into recruiting outside of SA, provided they aren't totally asshats. If you have a friend you want to bring, more power too you.

One last thing: you may find it easier to turn on account names in chat options, since some of us have a lot of alts and it might be hard to tell who's saying what otherwise.

Thanks to Semisponge & Falented for the previous OP. As always, if I left something out of this OP or gave bad advice, I trust my fellow goons will let me know.

Beluga Snail fucked around with this message at 09:03 on Nov 18, 2015

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Beluga Snail
Jul 26, 2013

The following is everything you need to know about the new Module and what you can do to help with the Goonitarium, courtesy of Glazius. I'll keep this updated as we advance the guild targets.

Glazius posted:

8/27/2015 -- EDITED TO ADD: revamped influence costs, current stronghold target.

THE STRONGHOLD AND YOU

The stronghold won't be able to do anything for you until we get the marketplace up and running, so I'll post more about that when we get there. But here's what you can do for the stronghold.

WHAT WE NEED RIGHT NOW

Influence. See "The Stronghold Map" below.

WHAT WE NEED FOR LATER

Even if you only log in rarely, you can help efforts by using the gateway to grind up generic crafters from any profession. When you get a bunch of "Assistant" whatevers, log in and turn them in. And of course if you've got surplus stuff lying around, feed it into the guild coffers. They're not full yet! Well, except for gold and AD.

THE QUESTORS

After you've finished all the intro quests, the various NPCs gathered around the quest hub will give you daily quests to do.

The Ranger

Capped characters get a quest to complete 3 Heroic Encounters in the stronghold, about which more later. This awards 10 Adventurer's Shards. He also has an hourly to kill 100 enemies in the stronghold, which drops a chest with a random Rank 5 enchantment.

Uncapped characters get a quest to kill 50 enemies in zones appropriate for your level - the 4 that share a tens digit with you. This awards 2 Adventurer's Shards.

None of the Ranger's quests will stack from day to day.

The Master of Coin

Capped characters get a quest to win a PvP match. This awards 10 Conqueror's Shards. They also get a quest to do 3 quests in a particular campaign zone: Sharandar, the Dread Ring, Icewind Dale, or the Well of Dragons. (Icewind Dale includes the daily quest where you just pick up your rewards.) Completing this quest awards 10 Adventurer's Shards. All the campaign zone quests have different names, so you can stack them, and you can see what tomorrow's campaign zone will be, just greyed out.

Uncapped characters get a quest to complete 4 quests in zones that share a tens digit with you. This awards 2 Adventurer's Shards and does not stack unless you level up I guess?

The Builder

Capped characters get a quest to do a thing on the Stronghold map - challenge a particular miniboss or roust 15-25 enemies of a particular type out of one part of the map. Map is huge, by the way. This awards 10 Heroic Shards. The Builder also might offer another minor quest, same parameters, but it awards a voucher for some amount of resource that you can deposit in the guild vault whenever we need it. The Builder's quests are varied and they stack from day to day.

Uncapped characters get a quest to talk to a few NPCs in Protector's Enclave for recruitment. There's a little variation and you can probably hold 2 at once but no more. They award 2 Heroic Shards. There are also variant quests in this band but I haven't got one yet - the Builder also previews tomorrow's quests and they show up there for me.

The Cleric

Capped characters get two quests to complete a T1 and T2 dungeon. This awards 10 Dungeoneer Shards apiece, and stacks.

Uncapped characters get a quest to complete a non-epic dungeon. This awards 2 Dungeoneer Shards and does not stack.

So basically, grind up to 70 if you're close.

THE STRONGHOLD MAP

Map is huge, by the way. Have I mentioned that yet? Also it's covered in ruins. It will eventually be dotted with various production structures, that slowly fill up and need someone to drain them after 8 hours, but that's not an issue right now.

The map locks you to 70, and you will probably want to be 70 before you give it a try because it does not hold back.

So let's talk about heroic encounters.

Baby Heroic Encounters

One level 70 can solo these. They're a little hook icon on the minimap and have a 15 minute countdown. Generally they involve clearing off a few beasts/drakes/devils/spiders and then getting 4 ambush waves, or clearing off a bunch of orcs, looting 6 glowies they were guarding, and then getting 4 ambush waves.

All you need to know specially about the orcs are that they have shamans who act like Redcap Witherers and Eyes of Grummsh whose red zones will act like Redcap Powries. So slot some kind of interrupt, stun or knockdown. Also the really big dudes, the hill giant and the ogre, periodically spawn goblin sharpshooter backup, so if you have a power that gets stronger with more dudes around, hold off until then.

Baby heroic encounters will drop a tier 5 enchantment in addition to influence, which will be described later.

Heroic Heroic Encounters

One good tank and one good DPS will be able to get through these guys before the time limit is up, a diagonal slash on the minimap that lasts for about 20 minutes.

I've seen two varietes - gold-bordered orcs guarding hostages, and gold-bordered orcs skirmishing with auto-spawning NPC guards. Each has four groups to kill and a final ambush with a big dude in it.

Heroic Heroic encounters will drop a tier 5 enchantment and other goodies. I've seen resonance stones and purple companion equipment, which unlike the Sword Coast Adventures equipment you can salvage or stick in the guild chest.

Serious Heroic Encounters

These chufty bastards stick around for 30 minutes and are three vertical slashes on the minimap.

I would recommend a full team to try these guys out. They seem to be two big boss fights (pit fiends, undead giants) simultaneously. Dunno what rewards are for these.

Influence

In addition to giving you City of Heroes flashbacks, Influence is a campaign currency for the Stronghold campaign.

Influence drops from heroic encounters with diminishing returns, going 150/120/75/35/20/0. This resets at server rollover (3AM PST).

Influence is capped at 400 per day, and note that doing The Ranger's heroic encounter daily will get you about 90% of the available daily influence.

Miscellany

Sometimes a regular spawn of dudes will call in an ambush. Not as part of a heroic encounter or anything, and not sure why, but it seems to happen more often with the non-orc population. Sure helps you complete the Builder's kill tasks faster, though.

Instead of any kind of bounty item, enemies in the zone will randomly drop "stolen treasures" for one of the four other campaign types. I think it may happen more often outside heroic encounters, but the drop rate is variable enough that I can't say for sure. It's not limited to just the orcs, though.

FEEDING MR. DR. HIS HIGHNESS THE CHEST

Mr. Dr. His Highness The Chest (The Chest for short) has no presence on the map, but if you zone into the Stronghold and cross the bridge into the main plaza he's kind of further back and to the left. The Chest will eat your stuff and turn it into various guild currencies that sit in the vault behind him. The Chest does not acknowledge the concept of backsies, and you can feed him out of your personal bank, so be careful. Fortunately everything comes with a confirm dialog, unfortunately you'll be running on muscle memory at the time and probably not realize it. "Contribute" will generally pop up a list of things like the list of things you'd see if you clicked "fill refinement slot" when you're refining things.

What does the guild need right now?

I think our next three major construction projects are going to be finishing the farm, and then building a market and upgrading the guild hall.

THE FARM NEEDS: 70 gold, 27000 surplus equipment, 18000 gems, 22000 frozen treasures, 28000 fey trinkets, 34000 dark gifts, 1000/1500 adventurer shards

THE MARKET NEEDS: 100 gold, 22000 gems, 30000 frozen treasures, 29000 fey trinkets, 36000 dark gifts, 1300 heroic shards

THE GUILD HALL NEEDS: 300 KAD, 100 gold, 32000 influence, 15000 gems, 600 heroic shards, 600 adventurer shards

For the market, we're good on gems, but need the frozen/fey/dark in numbers, and the heroic shards too.

So how do we get that stuff?

Shards/Influence

Shards cash in directly. You can get 20 adventurer shards, 20 dungeoneer shards, 10 heroic shards, and 10 conqueror shards per day, assuming you're capped. You can get... 120 influence every 2 days? Every 24 hours? I'll try some more stuff tomorrow to see.

Gold/KAD

Gold is a direct donation. AD are in lots of 1000. Both are capped right now.

Labor

Labor is obtained by donating profession workers. The profession doesn't matter. Generic workers work as follows:

Rank 1: 5 points
Rank 2: 30 points
Rank 3: 150 points

No reason not to grind them up to rank 3 before you chuck them in.

Gems

Gems are converted from donated enchantments or runestones.

Rank 3 or 4: 5 gems
Rank 5: 10 gems
Rank 6 (including enchantment shards): 20 gems
Rank 7: 100 gems
Rank 8: 335 gems
...and probably more as you get higher, but I don't have a rank 9 anything to donate.

I would advise chucking your rank 3 and 4 drops into the guild coffers and saving rank 5s for your own use, if you want.

Surplus Equipment

Surplus equipment has to be at least level 60 required, and gives points based on its color:

Green: 5 points
Blue: 20 points
Purple: 810 points

So salvage your blue dungeon equipment and donate your purple. Also if you can handle the hassle, load up your bags with random trash greens and feed The Chest.

Treasures of Tyranny

Currency from the Tyranny of Dragons campaign cashes in as follows:

Dragon Hoard Coins: 5 points
Page of Arcane Lore: 95 points
Cult Secret: 90 points
Dragon Sigil: 100 points
Fallen Dragon Fang: 125 points

Just doing dailies at the Well of Dragons is 945 points a day, and Common Cause will add another 825 at least, more depending on the zone. Figure 1750 per dude per day.

Stolen Treasures of Tyranny cash in for 25 points per. Not really a blip on the radar at this point.

Frozen Treasures

Currency from the Icewind Dale campaign cashes in as follows:

Konig Coins: 15 points
Auril's Tear/Dwarf Gold: 90 points

Kessel's Sigils are worth 3 points each if you cash them in for Konig Coins.

Doing dailies for a fully-unlocked Icewind Dale is 690 points a day, with a few more from Kessel's Sigils.

Stolen Frozen Treasures cash in for 75 points per, so a tenth of the daily output. Not bad.

Fey Trinkets

Currency from the Sharandar Campaign cashes in as follows:

Gold Crescent: 5 points
Feywild Spark: 10 points
Vibrant Seedling/Abjuring Charm/Ilyanbrunen Blade: 50 points.

Fomorian Concoctions are worth 1 point each if you cash them in for Gold Crescents.

Doing all the dailies and lairs for one day of a fully-unlocked Sharandar is 675 points a day, with the vast majority of that coming from zone dailies, not lairs. Lairs can still drop purple equipment, though, so they may be worth a roll of the dice.

Stolen Fey Trinkets cash in for 50 points per, which is respectable.

Dark Gifts

Currency from the Dread Ring Campaign cashes in as follows:

Vanguard Scrip: 5 points
Thayan Scroll: 25 points
Thayan Cipher: 225 points

Onyx Fragments are worth 1 point each if you cash them in for Vanguard Scrip.

Doing the dailies and lair for one day of Dread Ring is worth 410 points, with a laughably vast majority coming from the lair. Daily quests, why did you even come here? (well, the artifact bag is nice)

Stolen Dark Gifts cash in for 25 points per, which is respectable.

SO WHAT SHOULD I BE DOING RIGHT NOW AGAIN?

If you're not planning to stick around, dump your extra campaign currency into The Chest and bot some generic profession workers on the gateway.

If you are planning to stick around, run the dailies from the stronghold quest-givers, and if you have time, trawl the Stronghold zone for stolen stuff or do dailies for the non-Tyranny of Dragons campaigns (that currency isn't needed for a few structures yet).

Hope this helps people navigate the daunting mountain that is the Stronghold.

Beluga Snail fucked around with this message at 19:06 on Sep 7, 2015

Glass of Milk
Dec 22, 2004
to forgive is divine
As of last night, we were about 5k influence away from where we need to be for the next upgrade. We've been pulling in around 2-4k influence each day, so we should hit target soon.

If you're between level 60-70, grab the missions from the stronghold- they're not much experience, but every little bit helps, plus you'll be gathering resources for the guild.

Kortel
Jan 7, 2008

Nothing to see here.
I'll be ingame again likely Monday, casual player. =/

Beluga Snail
Jul 26, 2013

Zasani and I managed to blitz through 4 HE's tonight in 10 minutes flat, with alt 70's geared between 1.7k - 2.k. Just a reminder that it doesn't take long to collect your influence for the day, especially if you can find a friend! Guild Hall upgrade should kick off tomorrow, and then Marketplace soon after.

Opposing Farce
Apr 1, 2010

Ever since our drop-off service, I never read a book.
There's always something else around, plus I owe the library nineteen bucks.
I haven't played this game since like module 2 and I'm completely lost but I guess I'll just start working to level 70 and burn this free respec once I relearn how to build a character. Can I get an invite back into the guild? Character is Trill Talen@OpFarce

Captainsalami
Apr 16, 2010

I told you you'd pay!
In game as Hail Satan, will be on tonight to hopefully snag an invite to actually try this game out

Beluga Snail
Jul 26, 2013

Opposing Farce posted:

I haven't played this game since like module 2 and I'm completely lost but I guess I'll just start working to level 70 and burn this free respec once I relearn how to build a character. Can I get an invite back into the guild? Character is Trill Talen@OpFarce

Yeah, the 60-70 grind isn't horribly fun, but it's at least shorter than it used to be. Just keep upgrading gear with random drops whenever you can and then the very last quest lines in Spinward Rise will give you a decent set of 70 blues from which to start your endgame. What class are you playing? Will get an invite out shortly!

Captainsalami posted:

In game as Hail Satan, will be on tonight to hopefully snag an invite to actually try this game out

What's the @handle on your account? Will get an invite out.

Opposing Farce
Apr 1, 2010

Ever since our drop-off service, I never read a book.
There's always something else around, plus I owe the library nineteen bucks.
My level 60 character is a rogue, though I've got a bunch of alts & I'll probably be leveling a warlock in the background at least for the time being. For now I'm just kind of rolling along with my old permastealth build and feat points specced into Executioner but I'll have to figure out what's changed and if I want to take advantage of the new skills they've added.

Opposing Farce fucked around with this message at 01:34 on Sep 6, 2015

John Dyne
Jul 3, 2005

Well, fuck. Really?



:iiam:

Can I get an invite into Something Lawful as Nagaw Hagaw, handle @crassian? Maybe that'll fix this weirdness; I haven't played since Janurary and I can see the guild chat for whatever drat reason.

Beluga Snail
Jul 26, 2013

John Dyne posted:




:iiam:

Can I get an invite into Something Lawful as Nagaw Hagaw, handle @crassian? Maybe that'll fix this weirdness; I haven't played since Janurary and I can see the guild chat for whatever drat reason.

Invite out, see if that fixes things!

Captainsalami
Apr 16, 2010

I told you you'd pay!
I'm Hail Satan@captainsalami86

Tamayachi
Sep 25, 2007

Did you think about it?


Yes. Yes you did.
Looking for an invite, but first help me decide between an Oathbound Paladin or a Hunter Ranger. I haven't played this game since like release, so I'm pretty much a fresh face babby

Beluga Snail
Jul 26, 2013

Tamayachi posted:

Looking for an invite, but first help me decide between an Oathbound Paladin or a Hunter Ranger. I haven't played this game since like release, so I'm pretty much a fresh face babby

Why not both? But if you had to pick, OP is a hybrid tank healer which means you'll spend your time right in the thick of things basically being invicible, whereas HR is a melee ranged hybrid that will have you jumping around like a deranged ferret and clicking at least 15 buttons per second while doing solid damage and rooting everything that moves.

As soon as you've rolled a char post your name and @ handle and I'll send through an invite!

Dark_Swordmaster
Oct 31, 2011
Haven't played since launch but the OP makes it sound even MORE grindy. Is this actually the case? It was one of the more horrific grinds I had seen when it launched and between that and the traditional not-ready-for-launch MMO servers, I dropped it pretty fast.

RobertDanger
Dec 4, 2003
Here comes danger!


I just got back on this and is there a way to automate leadership like before or no?

Captainsalami
Apr 16, 2010

I told you you'd pay!
So, question. Me and a buddy are playing together, but hes away for a few days. IS there some kinda level syncing thing in this game or should i stay around his level so we have more fun?

Glass of Milk
Dec 22, 2004
to forgive is divine

Dark_Swordmaster posted:

Haven't played since launch but the OP makes it sound even MORE grindy. Is this actually the case? It was one of the more horrific grinds I had seen when it launched and between that and the traditional not-ready-for-launch MMO servers, I dropped it pretty fast.

Leveling is still a grind. But with Strongholds and some of the dragon stuff you can start working on endgame equipment and points pretty early on.


RobertDanger posted:

I just got back on this and is there a way to automate leadership like before or no?

Nope, it's all ingame, which is a bitch.


Captainsalami posted:

So, question. Me and a buddy are playing together, but hes away for a few days. IS there some kinda level syncing thing in this game or should i stay around his level so we have more fun?

You scale to the level of the zone you're in if you're above that level, so the higher level person can join the lower level person.

Captainsalami
Apr 16, 2010

I told you you'd pay!
Sweet, so i can actually level by myself and not care.

Ripley
Jan 21, 2007
I'm giving this a shot and liking it more than I expected so far, could I grab an invitation to the guild please? Rafamyr@fitzquaid

Beluga Snail
Jul 26, 2013

Ripley posted:

I'm giving this a shot and liking it more than I expected so far, could I grab an invitation to the guild please? Rafamyr@fitzquaid

Done! Welcome to Something Lawful, purveyors of the finest RP experience in Faerun!

Glazius
Jul 22, 2007

Hail all those who are able,
any mouse can,
any mouse will,
but the Guard prevail.

Clapping Larry

Glass of Milk posted:

You scale to the level of the zone you're in if you're above that level, so the higher level person can join the lower level person.

This is true only in a couple of specific circumstances:

1) You're in a Tyranny of Dragons campaign area in an older zone (Neverdeath, Ebon Downs, Icespire Peak, Rothe Valley, Whispering Caverns).
2) You're in a new Elemental Evil zone (Drowned Shore, Reclamation Rock, Fiery Pit, Spinward Rise)

In both cases I think it's to make sure somebody who's doing that content faces a modicum of challenge and doesn't get drops that are a total joke.

Now, that said, you can share quests with your teammates by opening up your quest journal and clicking the quest path button, and in general the 1-70 PvE content might throw some tough fights at you but assumes you can take them alone, so unless your buddy's a tank or you get 20 levels on them there's no harm in going ahead a bit.

Or unless you're both in the 60s. Quest-sharing doesn't work with Vigilance Quests, which have hourly availability and a hard limit of 4 and oh god I'ma need to make a mechanics post about those too, aren't I?

Anyways, UPDATES TO EARLIER MECHANICS POST:

You do get 400 influence a day, 150/120/75/35/20 decaying, and it actually resets at rollover properly now.

Of course the next level of the stronghold needs 60,000 so... yeah, there's that.

Glazius fucked around with this message at 16:03 on Sep 7, 2015

Tamayachi
Sep 25, 2007

Did you think about it?


Yes. Yes you did.
Alright, rolling with Kaymina Leafshadow@Tamayachi1

Glazius
Jul 22, 2007

Hail all those who are able,
any mouse can,
any mouse will,
but the Guard prevail.

Clapping Larry

Glass of Milk posted:

Leveling is still a grind. But with Strongholds and some of the dragon stuff you can start working on endgame equipment and points pretty early on.

Okay, so here's the 60-70 DEATH MARCH FAQ, such as it is.

WHAT YOU DO FROM 60-70

Morningdawn -- Get your New Gear

There's a big tree north of the market in Protector's Enclave. Underneath it is Archdruid Morningdawn and Minsc. (Yes, "you point, I punch" Minsc. New VA, I think.) Morningdawn will have two missions for you - one in Ebon Downs against the earth and water cults, one in Pirates' Skyhold against the fire and air cults. Then Minsc will have a mission against all four in a big scrum back in Protector's Enclave. For all these missions Minsc joins you as a great-weapon fighter ally, which is pretty true to his general loadout in the games. By the end of it all you'll have a complete first-column equipment suit, everything but the off-hand, that will probably be a big upgrade to anything you had previously unless you're coming back from a much older mod where 60 was the level cap and you ground out ridiculous dungeon gear.

You get cut-down version of those missions as dailies afterwards, though they don't reward anything aside from a "sealed elemental container" that usually has a T5 enchantment or a refining stone.

The Cult Of Elemental Evil - Stay Vigilant

Mod 6 introduced "Vigilance Tasks", which are similar in principle to the quests you've been progressing through in leveling zones up until now. Every zone has multiple quest hubs in it, and you move from hub to hub picking up quests and completing them and getting sent to the next hub. Vigilance Tasks are more... explicit about this.

Every hub has a main quest, usually with "vigilance" in the name, that just says "complete 8 vigilance quests". Vigilance quests are distributed among several questgivers and rotate on the hour, generally there are about 7-9 of them available, and you can only hold 4 of them at any time, no matter what zone you picked them up in. They also can't be shared among your party. So you grab 4, do them, turn them in, then grab another 4, probably from a different selection, do them, turn them in, and move on. The main quests will have an equipment reward that'll keep you current, and when you've finished three hubs you'll get a quest to take an elemental seed and return it to the tree for a nicer piece of gear. The four zones overlap in level bands and often will nudge you from one to another as you go.

Does that seem like a bit of a grind?

Well, up until shortly after the release of mod 7, it was 16 quests per hub. Yeah, they cut it in half, and upped quest reward XP to compensate. ...mostly. Let's run down the zones.

Drowned Shore (61+, capped at 64)

Drowned Shore takes place on top of the Blackdagger Ruins, after the tide came in with a vengeance. Notable enemy groups include the lizardfolk from Pirates' Skyhold, sea hags and lacedons, sea trolls, Water Archons, and the Cult of the Crashing Wave.

Let's take it as a given that ELEMENT archons and the Cult of the BAD THING ELEMENT will show up in zones, so I'll mention other notables in the later writeups.

Notable equipment upgrades are your off-hand (first hub) your pants (second hub) and your shirt (seed).

Drowned Shore spreads out its questgivers deeper into the zone as you go on, and it's the only one of the zones that makes moving between hubs and grabbing the seed anything like a production, with every hub requiring a mini-dungeon to cap off and the seed having its own little quest line to go and grab. Many quests in later zones will talk about the mini-dungeons, happening in one lair per hub, as though you'd been there to do something, but only Drowned Shore actually forces you to go there.

If you're familiar with the quests from mod 6, one notable change is that any TARGET: quests, ones that mention a specific dude you have to off, no longer spawn that dude as a monster that anyone in the zone can kill and you have to wait for respawn on - you get a challenge symbol that you interact with, after which they show up.

Be careful around the sea in the third hub. Some rather sprawling heroic encounters show up there, and you may find yourself swarmed under by gold-bordered crabs or water archons if you're not careful.

Oh yeah, heroic encounters. They're not just for Icewind Dale anymore. Some of them are minor and just spawn normal enemies, others are more major and spawn harder-hitting more resilient gold-bordered versions, like you'd get in a dungeon. You'll usually get at least a sealed container from them with the same rewards as the ones from Morningdawn's dailies. So always take a moment to check enemy groups out before engaging.

Also! There's one Zhentarim Agent per hub, and they share a quest to kill 100 enemies in the zone. When you finish you can turn it in and any of them and immediately get another. Keep that bonus XP flowing.

Reclamation Rock (63+, capped at 66)

Reclamation Rock takes place on top of Helm's Hold, where reconstruction was interrupted halfway through by the Cult of the Black Earth showing up and being dicks to everybody.

Additional notable enemies include earth elementals inside the city and slaad, generally on the southern side of Helm's Hold (which is where you'd come in to do Helm's Hold normally - these zones get a lot of mileage from just playing a regular zone back to front).

Notable equipment upgrades are neck (first hub) boots (second hub) and armor (seed).

Grabbing the Earth Seed isn't as big a production number and it won't be from now on, but it does spawn in on top of an outsized spawn of Cult of the Black Earth fighters.

Get used to using the secret passages into and out of Helm's Hold. You'll see the most use out of the one between the cathedral basement and Scar Alley (which your quest path usually follows) and the entrance to the cathedral complex and the forest (which your quest path seldom if ever follows). The second hub may seem underpopulated - one dude who only gives lairs and one dude with three or four vigilance quests - but you actually have to leave the cathedral and go into Scar Alley to meet the questgiver who rounds out the second hub.

The Black Earth pull out some bulettes and gorgons to fight in the third hub, so if you want to step on a landshark you're probably better off holding your fire until then, rather than trying to take down the half-dozen that show up as a heroic encounter in the northeast forest.

Vigilant Paladins do the same thing as Zhent Agents here - one quest to mow down enemies in bunches, repeatable endlessly.

The Fiery Pit (65+, capped at 68)

This is not explicitly part of another zone, but notionally it's part of Gauntlgrym and someone who's actually been will have to say one way or another whether they lifted significant geometry from it or just the look.

Additional notable enemies include duergar, fire striders, hell hounds, and fire giants.

Notable equipment upgrades are weapon (first hub), neck (second hub), and helm (third hub).

All the questgivers stay in the entrance hallway for this one and just send you further and further afield, one pair per zone. Your briefing officer does double-duty as one of the questgivers for the third "hub", and the kill-100 requirement changes significantly to be split up per hub - visit three locations and kill 50 enemies in each of the hub's two main areas.

The lairs are actually a little neat. In the first hub you have to grab buckets of water and use them as items to keep the bigger enemies from getting back up or to effectively instakill smaller enemies. In the second hub you're knocking dudes away from activating something you want to keep snuffed. Third hub is just kind of a boss rush affair.

Spinward Rise (67+, uncapped)

This one, I believe, is a genuinely new zone. It shares the Skyhold's general "floating island" aesthetic, but the islands aren't caught in the branches of a great tree or anything jungly like that, they're just free in the breeze.

Additional notable enemies include kenku, axebeaks, owlbears, slaad, and cloud giants. Unlike the fire giants in the earlier zone, who were patrollers you could avoid, cloud giants are all over the place in the third hub, often with notable entourages or in groups of 2.

You can upgrade pretty much everything in this zone, and you'll want to follow it all the way to the end to get your level 70 artifact main-hand weapon, which only recently got supplanted by the Stronghold weapons that unlock at stronghold level 8, so if you're a goon you should be good for a couple years.

This zone only has four and a half questgivers - a kill-task giver, a birdperson, a stoner druid, a Harper, and a dwarf cleric who rarely participates in handing out tasks. Each of them will add new tasks for new hubs as you unlock them. The kill-100 repeating task here is specifically kill 100 cultists, with requirements to kill so many mid-level and high-level dudes in the cult.

The dwarf cleric does gate you a little bit in moving from hub to hub - you'll need to beat up cultists for rune pieces and then use the rune on four obelisks on your current island to charge the teleporter to take you higher.

One neat thing here is that the Harper will send you after various scrolls or tomes of air, which begin with an air vortex-lookin' thing on a high tower or stone structure that gives you the power of holding down the jump button for like 10 seconds at a time. You'll pull some serious Jumping Flash moves, assuming your connection doesn't leave you in a crumpled heap somewhere.

Okay, That Didn't Sound... TOO Grindy

Well, here's the other half of it. Quest XP almost compensates for having half the quests to do, but not entirely, so if you ground things out hardcore (with a minimum of daily invoke XP and invoke XP multipliers) you will be pretty high and dry.

Want to do, say, a skirmish or a dungeon for variety's sake? Well, tough. There are no new skirmishes in these new zones, no new dungeons attached to them. Just the ones that were attached to the old campaign zones, Sharandar and the Dread Ring and such, only scaled up to 70 now. Your gear might be able to handle it, but you're not going to feel like you're chipping in much if at all.

I suppose the only advice I really have is don't blitz to 70. The Stronghold wants you to kill 50 enemies and do 4 Vigilance quests a day. If you've got the time to invest beyond that, heck, roll an alt, learn how the other classes play.

Glazius fucked around with this message at 20:25 on Sep 7, 2015

PureRok
Mar 27, 2010

Good as new.
I'd like in on the guild. I have two characters I jump back and forth between.

Haelirin@purer0k and Morthos Fiendline@purer0k.

Chronbodi
Jun 15, 2010
Hey hey. Haven't played in quite awhile but the new updates look interesting. I'm reinstalling now and I'd love to join you guys. My connection isn't great so it will doubtless take a bit to download and patch.

edit: Ok. Got the game running again, I'm on Chronbodi@nicknamesrlameimo (my DC) and I have a TR at 60 too name Qronbodi, same acct. I may create one of the new classes too, there were no warlocks or paladins last time I played. Anyway, see you guys in game!

Chronbodi fucked around with this message at 03:22 on Sep 8, 2015

Beluga Snail
Jul 26, 2013

Everyone who posted for invites should have them!

Also, double RP weekend is coming up. If you're starting out and want RP to feed into your artifacts (which you should be picking up at level 21 as per the OP) send an in-game mail to me - Ellenan Xorlarrin@felixkelll - and I will shower you in stacks and stacks of enchants.

Falented
Sep 2, 2012

Thanks for the new thread. I've closed the old one.

Glad to see you guys are trying your best to keep the guild together. :unsmith:

Powerstone
May 30, 2010

What the fuck is this?
First time playing this, when you can please invite powerstone@powerstone666

Tamayachi
Sep 25, 2007

Did you think about it?


Yes. Yes you did.
Yeah, I rolled a Paladin too, Miyana Weiss@Tamayachi1

EDIT: And a TR because I'm a terrible person that can't decide. Miyaki De Lune@Tamayachi1

Tamayachi fucked around with this message at 06:57 on Sep 8, 2015

Mazreal
Oct 5, 2002

adjusts monocle
I play this sometimes, playing a paladin now. "Mazrel@oreostes1"

Glass of Milk
Dec 22, 2004
to forgive is divine

Glazius posted:

I suppose the only advice I really have is don't blitz to 70. The Stronghold wants you to kill 50 enemies and do 4 Vigilance quests a day. If you've got the time to invest beyond that, heck, roll an alt, learn how the other classes play.

My daily routine for my 68 character:

1. Get stronghold quests (50 enemies, 4 vigilance quests, recruit 5 saps in protector's enclave)
2. Run level 1 heroics in Stronghold zone for Influence- this is IMPORTANT for two reasons: a. Helps the guild, b. Influence is turned in at a 1:1 ratio for currency that helps you get stronghold gear, which makes it very valuable
3. Do vigilance quests and in doing so, kill enough enemies
4. Go to protector's enclave and recruit
5. Return to stronghold and turn everything in.

Also remember to Ctrl-I for your invocations. If you can get to the later ones, you'll earn around 20k experience (level-dependent) per day just for those. You need to give yourself enough time, because there's a 60 and 90 minute cooldown for the last two, so if you start playing in the evening you likely won't be able to get those.

PureRok
Mar 27, 2010

Good as new.
Any tips on making my Hunter Ranger feel as good as my Paladin? I mean, I enjoy mowing down hoards of mobs, but everything else just feels inferior to my "Haha, I'm immortal" Paladin.

Beluga Snail
Jul 26, 2013

PureRok posted:

Any tips on making my Hunter Ranger feel as good as my Paladin? I mean, I enjoy mowing down hoards of mobs, but everything else just feels inferior to my "Haha, I'm immortal" Paladin.

If you're specced into Trapper you can rotate through your encounters so fast that you are fairly invincible as well. Between having Fox's Cunning up every 2-3 seconds and all the immunity frames you're getting from Fox Shift you shouldn't be getting hit much at all, especially if you've got the class feature active that makes your roots daze.

Fog Tripper
Mar 3, 2008

by Smythe
Wow, I MUST be getting old and feebleminded. I must have downloaded this and played for a short while as I already have a L3 cleric. That said, how does one go about deleting a character? Are there multiple character slots, or is that a paywall thing?

Fog Tripper fucked around with this message at 04:31 on Sep 9, 2015

Beluga Snail
Jul 26, 2013

Fog Tripper posted:

Wow, I MUST be getting old and feebleminded. I must have downloaded this and played for a short while as I already have a L3 cleric. That said, how does one go about deleting a character? Are there multiple character slots, or is that a paywall thing?

Once you're logged in and at the character select screen there should be a delete character button right under New Character et al buttons. You do have to buy additional character slots with Zen, it's 500 (5$) for two but they used to go on sale fairly regularly for 30% off. You can exchange AD earned in game for Zen to buy more slots or just pay cash to buy Zen. A few of the packs also include extra slots as well, but I'm not certain which of those.

Mazreal posted:

I play this sometimes, playing a paladin now. "Mazrel@oreostes1"

Done!

Fog Tripper
Mar 3, 2008

by Smythe
Redid character as control wizard.
Invite Spookytooth@fogtripper at your leisure.
Christmas@fogtripper as well.

Fog Tripper fucked around with this message at 16:06 on Sep 9, 2015

Fog Tripper
Mar 3, 2008

by Smythe
Holy lag spikes. Is it on my end, or does all control stop on the server at times?

Beluga Snail
Jul 26, 2013

Fog Tripper posted:

Holy lag spikes. Is it on my end, or does all control stop on the server at times?

There is currently a huge connection issue with the ISP that provides service to a goodly chunk of New England, including apparently Cryptic servers. Been an ongoing thing that presents for people in no real predictable way - I've had days the past week or so where it's unplayable and other days it's entirely fine.

So in short, right now yes it does happen sometimes, but no it's not a usual thing. Also will get an invite out to you later today!

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Fog Tripper
Mar 3, 2008

by Smythe
Made it to L11 this AM on Christmas (1/2orc rogue). Enjoying melee a bit. I need to read up on builds and such before I spend points. Also, lolling at the lockboxes and obvious cash grab.


edit: Did a PvP domination match and had a 2:7 death:kill ratio, so there is that...

Fog Tripper fucked around with this message at 22:22 on Sep 9, 2015

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