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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. Guild info can be found at the bottom of this post! IMPORTANT! 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:
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 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 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
Drow
Dwarf
Half-Orc
Halfling
Tiefling
Half-Elf
Sun Elf
Wood Elf
Moon Elf Requires Feywild Pack
Menzoberranzan Renegade (a.k.a. special snowflake Drizzt Do'Urden Drow) Requires Hero of the North Pack
The Dragonborn (a.k.a. Scalies) Requires Dragonborn Legend Pack
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:
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 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?
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.
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?
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:
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 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:
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 |
# ? Sep 4, 2015 22:01 |
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# ? Apr 23, 2024 09:07 |
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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. Beluga Snail fucked around with this message at 19:06 on Sep 7, 2015 |
# ? Sep 4, 2015 22:03 |
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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.
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# ? Sep 5, 2015 00:17 |
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I'll be ingame again likely Monday, casual player. =/
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# ? Sep 5, 2015 02:23 |
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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.
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# ? Sep 5, 2015 10:46 |
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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
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# ? Sep 5, 2015 16:37 |
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In game as Hail Satan, will be on tonight to hopefully snag an invite to actually try this game out
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# ? Sep 5, 2015 18:07 |
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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.
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# ? Sep 5, 2015 20:05 |
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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 |
# ? Sep 5, 2015 21:21 |
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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.
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# ? Sep 6, 2015 00:54 |
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John Dyne posted:
Invite out, see if that fixes things!
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# ? Sep 6, 2015 02:49 |
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I'm Hail Satan@captainsalami86
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# ? Sep 6, 2015 03:51 |
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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
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# ? Sep 7, 2015 00:59 |
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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!
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# ? Sep 7, 2015 02:21 |
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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.
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# ? Sep 7, 2015 03:43 |
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I just got back on this and is there a way to automate leadership like before or no?
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# ? Sep 7, 2015 04:24 |
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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?
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# ? Sep 7, 2015 04:26 |
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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.
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# ? Sep 7, 2015 04:32 |
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Sweet, so i can actually level by myself and not care.
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# ? Sep 7, 2015 04:55 |
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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
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# ? Sep 7, 2015 06:40 |
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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!
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# ? Sep 7, 2015 07:16 |
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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 |
# ? Sep 7, 2015 15:55 |
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Alright, rolling with Kaymina Leafshadow@Tamayachi1
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# ? Sep 7, 2015 20:18 |
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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 |
# ? Sep 7, 2015 20:23 |
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I'd like in on the guild. I have two characters I jump back and forth between. Haelirin@purer0k and Morthos Fiendline@purer0k.
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# ? Sep 7, 2015 22:00 |
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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 |
# ? Sep 7, 2015 23:08 |
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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.
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# ? Sep 8, 2015 00:00 |
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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.
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# ? Sep 8, 2015 02:07 |
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First time playing this, when you can please invite powerstone@powerstone666
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# ? Sep 8, 2015 04:41 |
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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 |
# ? Sep 8, 2015 05:09 |
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I play this sometimes, playing a paladin now. "Mazrel@oreostes1"
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# ? Sep 8, 2015 22:41 |
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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.
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# ? Sep 8, 2015 23:34 |
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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.
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# ? Sep 9, 2015 00:54 |
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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.
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# ? Sep 9, 2015 01:54 |
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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 |
# ? Sep 9, 2015 03:38 |
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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!
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# ? Sep 9, 2015 04:40 |
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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 |
# ? Sep 9, 2015 14:06 |
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Holy lag spikes. Is it on my end, or does all control stop on the server at times?
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# ? Sep 9, 2015 18:59 |
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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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# ? Sep 9, 2015 19:07 |
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# ? Apr 23, 2024 09:07 |
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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 |
# ? Sep 9, 2015 21:16 |