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Message started by WonderfulFoppyBint on Dec 31st, 2016 at 11:51pm

Title: Magic Turtle /// Reaper Tank from Skull 10 Lamma
Post by WonderfulFoppyBint on Dec 31st, 2016 at 11:51pm
This is not my build. It is Seagryn's. Some of the gear may be wrong because its constantly getting shuffled. Close enough. It is a realistically max'd AC build. I played it and felt it was awesome even though I was missing some of the gear. Cheers to this guy. This is a great build.

---
---

Level      Fighter 14 / Paladin 5 / Wizard 1
Race      Human



Feats

Heroic      
1      Toughness
3      Past Life: Barbarian | Completionist
6      Empower Healing
9      Skill Focus: Intimidate
12      Toughness
15      Dragonmark of Sentinel
18      Past Life: Fighter
Bonus      
1H      Toughness
1W      Quicken Spell
     
1F      Dodge
2F      Shield Mastery
4F      Mobility
6F      Improved Shield Mastery
8F      Combat Expertise
10F      Heavy Armor Master
12F      Spring Attack
14F      Heavy Armor Champion
Epic      
21      Toughness
24      Epic Toughness
27      Epic Reflexes
30      Toughness
Destiny      
26D      ESF: Intimidate
28D      Elusive Target
29D      Fount of Life
Legend      
30L      Scion of Celestia
Earned      
     Draconic Vigor
     Coin Lord Training

Slot      Setup Augments
Head      Legendary Hardened Hide Helmet      Elemental Victory swap      
Neck      LGS            
Eyes      LGS            
Body      Platemail of the Celestial Sage            MDB +2, Power 250
Trinket      Legendary Planar Compass            
Back      Legendary Slavemaster's Cloak      Spell Absorb Swap      
Wrists      LGS            
Hands      LGS            
Waist      SLC            
Ring      SLC            
Ring      CC      DEX,      
Feet      Boots of Blessed Travels            
                 
Mainhand      LGS - Positive      Devotion, Amp, Amp      
Offhand      CC      Devotion, False Life, INS Intimidate      

ac      368
Imp Mage Armor      31
CE      31
aura      6
base      10
armor      41
extra armor      53
shield      25
extra shield      33
ship      9
dex      19
natural armor      22
protection      14
rituals      2
insightful      7
epl      45
ap      6
hardened      15

CON      70
base      16
levelups      7
tome      6
stance      6
item      17
goib      1
ap      2
insightful      7
yugo      2
ship      2
quality      4

hp      3505
stance      412
lgs opposition      619
strength of vitality      412.4
base      198
epic      100
feats      176
durability      35
vitality      20
false life      57
CON      900
ship      20
yugo      20
ap      51
scion      150
pl      135
destiny      200

prr      291
sheltering      38
mythic      4
insightful      17
ap      25
stance      25
feats      21
ce      20
blitz      30
epl      36
shield mastery      25
shield      10
heavy armor      38
tome      2

intim      140
base      23
epic      10
feats      17
item      22
quality      5
insight      11
luck      2
twist of fate      6
CHA      16
ap      15
gh      4
spider mask      1
tome      5
ePL      3


MDB      21
base armor      6
ship buff      2
fighter      3
paladin      3
boots      2
pl feat      1
augment      2
mobility      2

dodge      20
item      12
feats      5
iPL      3

Title: Re: Magic Turtle /// Reaper Tank from Skull 10 Lamma
Post by Alex DeLarge on Jan 1st, 2017 at 2:15am
0 soloability, 0 dps :D. Strictly for party play.

Title: Re: Magic Turtle /// Reaper Tank from Skull 10 Lamma
Post by Lelouch on Jan 1st, 2017 at 8:15am
Are lays also nerfed on reaper?
Didnt try em, entirely forgot to test

Title: Re: Magic Turtle /// Reaper Tank from Skull 10 Lamma
Post by Asheras on Jan 1st, 2017 at 8:34am
Is it possible to do dwarf instead?   You lose a feat and the hamp but could gain the 4% hp and the prr action boost and the throw your weight around for some damage.   I didn't see stats but it looked like a lot of points in con and cha.   Strength is probably mid 50's ish? 

I also wonder about dropping the stalwart defender stuff and doing some Kensai for the power surge and +8 to all stats.  That would help the hp and the intim as well as make it a bit more capable in dealing damage. Given the diminishing returns on ac and prr at the highest levels I'm not sure you are giving up much defensively. 

Title: Re: Magic Turtle /// Reaper Tank from Skull 10 Lamma
Post by Asheras on Jan 1st, 2017 at 8:40am
Also. What about helf for race instead of human.  To get the second intim?  Since your dps is shit you need to use that to hold Aggro.   Just keep your helmet on to hide that face

Title: Re: Magic Turtle /// Reaper Tank from Skull 10 Lamma
Post by WonderfulFoppyBint on Jan 1st, 2017 at 11:00am

Alex DeLarge wrote on Jan 1st, 2017 at 2:15am:
0 soloability, 0 dps :D. Strictly for party play.


ya lol


Lelouch wrote on Jan 1st, 2017 at 8:15am:
Are lays also nerfed on reaper?
Didnt try em, entirely forgot to test


Yes.
Take a look at Light the Dark. Massive heals for people with lay on hands.


Asheras wrote on Jan 1st, 2017 at 8:34am:
Is it possible to do dwarf instead?   You lose a feat and the hamp but could gain the 4% hp and the prr action boost and the throw your weight around for some damage.   I didn't see stats but it looked like a lot of points in con and cha.   Strength is probably mid 50's ish? 


Lets look and see if dwarf would be better. Keep in mind though that I don't have access to Seagryn's AC spreadsheets.

If you want to do damage and tank then I would go with a monk tank---it can get about 75% of the defensive effectiveness of this with 120 melee power and TWF khopeshes. My front number on this MagicTurtlePig was single digits in reaper, and I didn't feel like I had a lot of time to be doing damage anyway. There are scenarios where you could but throwing renewal on others is more useful.

Before we look at dwarf...
dwarven PRR boost causes -50% movement speed and has a long cooldown

HUMAN
1 feat
1.6 healing amp multiplier

DWARF
4 con
15% shield AC
Radiant Forcefield Dragonmark with only 1min cooldown
4% HP

H-ELF
Diplomatic Impunity (Activate: Reduce physical damage you take by 25% for 15 seconds or until you attack. Until you rest you have -2 Diplomacy (stacks up to 100 times). On a shared cooldown with Half-Elven Social Graces, and your total Diplomacy score must be positive to use this ability. (Cooldown: 1 minute).

CONCLUSION
You could go dwarf for flavor, but you'll make the healer work harder. The marginal increase in health for a substantial increase in healing amp is apples to oranges. I would go with healing amp. Again this build is kinda above my pay grade. I focus on DPS builds. This guy has been making tanks since TOD came out.


Asheras wrote on Jan 1st, 2017 at 8:34am:
I also wonder about dropping the stalwart defender stuff and doing some Kensai for the power surge and +8 to all stats.  That would help the hp and the intim as well as make it a bit more capable in dealing damage. Given the diminishing returns on ac and prr at the highest levels I'm not sure you are giving up much defensively. 


A tank with less than optimal defensive set-up might work fine for you.
This is a concept build of the most powerful tank available. (I'm pretty sure AC can't go higher.)
It only took 3 swings from a trash mob in SKULL 10 to kill the Turtle, but it got hit so seldom as to be comedic. We won't know the reaper meta until the rewards hit but this thing is solid.

Title: Re: Magic Turtle /// Reaper Tank from Skull 10 Lamma
Post by Asheras on Jan 1st, 2017 at 11:33am

WonderfulFoppyBint wrote on Jan 1st, 2017 at 11:00am:


ya lol


Yes.
Take a look at Light the Dark. Massive heals for people with lay on hands.


Lets look and see if dwarf would be better. Keep in mind though that I don't have access to Seagryn's AC spreadsheets.

If you want to do damage and tank then I would go with a monk tank---it can get about 75% of the defensive effectiveness of this with 120 melee power and TWF khopeshes. My front number on this MagicTurtlePig was single digits in reaper, and I didn't feel like I had a lot of time to be doing damage anyway. There are scenarios where you could but throwing renewal on others is more useful.

Before we look at dwarf...
dwarven PRR boost causes -50% movement speed and has a long cooldown

HUMAN
1 feat
1.6 healing amp multiplier

DWARF
4 con
15% shield AC
Radiant Forcefield Dragonmark with only 1min cooldown
4% HP

H-ELF
Diplomatic Impunity (Activate: Reduce physical damage you take by 25% for 15 seconds or until you attack. Until you rest you have -2 Diplomacy (stacks up to 100 times). On a shared cooldown with Half-Elven Social Graces, and your total Diplomacy score must be positive to use this ability. (Cooldown: 1 minute).

CONCLUSION
You could go dwarf for flavor, but you'll make the healer work harder. The marginal increase in health for a substantial increase in healing amp is apples to oranges. I would go with healing amp. Again this build is kinda above my pay grade. I focus on DPS builds. This guy has been making tanks since TOD came out.


A tank with less than optimal defensive set-up might work fine for you.
This is a concept build of the most powerful tank available. (I'm pretty sure AC can't go higher.)
It only took 3 swings from a trash mob in SKULL 10 to kill the Turtle, but it got hit so seldom as to be comedic. We won't know the reaper meta until the rewards hit but this thing is solid.


The dwarf is probably a nonstarter.   The helf seems more viable, depending on whether you are having trouble holding Aggro.  You don't give up much defense for better Aggro management.   I've not seen any videos of this guy though.  Was he having trouble holding Aggro when intim was on timer?   What is the play style?  Shield block and intim? 

Title: Re: Magic Turtle /// Reaper Tank from Skull 10 Lamma
Post by Asheras on Jan 1st, 2017 at 11:44am
The kensai is bringing a lot of hp to the table with the power surges.  120 before multipliers.  At that prr that's a solid boost.  You are losing what looks like about 28 ac or so.  I'm not sure what the diff is on 340 vs 368.  If it is worth it to get an extra 150 hp or so.  And +4 on the Intim and the saves boost. 

I'd imagine it needs some play testing.  Reaper is unknown and ac in those ranges is kinda rarely tested.  There is a sweet spot in just not sure where it is.  I am wary of builds that just go full retard/overkill without analysis tho as the game has programmed in heavily diminishing returns.

I'm not saying that work hasn't been done. Just that I'm not seeing it yet so I'm still looking at all the variables.   

Title: Re: Magic Turtle /// Reaper Tank from Skull 10 Lamma
Post by WonderfulFoppyBint on Jan 1st, 2017 at 12:11pm

Asheras wrote on Jan 1st, 2017 at 11:33am:


The dwarf is probably a nonstarter.   The helf seems more viable, depending on whether you are having trouble holding Aggro.  You don't give up much defense for better Aggro management.   I've not seen any videos of this guy though.  Was he having trouble holding Aggro when intim was on timer?   What is the play style?  Shield block and intim? 


let me find the vids

https://www.youtube.com/watch?v=9v3YyXRlq1w

this was from the last Lamma iteration,
I've been too lazy to upload the other ones we did

Title: Re: Magic Turtle /// Reaper Tank from Skull 10 Lamma
Post by WonderfulFoppyBint on Jan 1st, 2017 at 12:12pm

Asheras wrote on Jan 1st, 2017 at 11:44am:

I'd imagine it needs some play testing.  Reaper is unknown and ac in those ranges is kinda rarely tested.  There is a sweet spot in just not sure where it is.  I am wary of builds that just go full retard/overkill without analysis tho as the game has programmed in heavily diminishing returns.



+1

Title: Re: Magic Turtle /// Reaper Tank from Skull 10 Lamma
Post by WonderfulFoppyBint on Jan 1st, 2017 at 12:13pm
defense is not like the size of titties

Title: Re: Magic Turtle /// Reaper Tank from Skull 10 Lamma
Post by Grand on Jan 2nd, 2017 at 8:16am

WonderfulFoppyBint wrote on Jan 1st, 2017 at 12:13pm:
defense is not like the size of titties



Personally I prefer a Perky defense.

Title: Re: Magic Turtle /// Reaper Tank from Skull 10 Lamma
Post by 5 Foot Step on Jan 2nd, 2017 at 12:00pm

WonderfulFoppyBint wrote on Jan 1st, 2017 at 11:00am:
DWARF
4 con
15% shield AC
Radiant Forcefield Dragonmark with only 1min cooldown
4% HP


Dwarf also has racial armor mastery for a stacking +3 dodge and +6 AC (3 for increased max dex, and 3 straight up. Dwarf Fortress adds another stacking untyped 3 AC if you can fit that in.

Title: Re: Magic Turtle /// Reaper Tank from Skull 10 Lamma
Post by 5 Foot Step on Jan 2nd, 2017 at 12:11pm
Also, have they added relevant anti kiting effects to reaper yet? Otherwise, it'll just be a dps fest and still not getting hit.

Title: Re: Magic Turtle /// Reaper Tank from Skull 10 Lamma
Post by Fred Astaire on Jan 2nd, 2017 at 12:12pm
It looks a lot like a tweaked version of The Eleven Steel Maiden build on the forums

https://www.ddo.com/forums/showthread.php/476148-The-Elven-Steel-Maiden-(-AC-Fighter-)

from what I've been told by someone using the steel maiden build, reaper 10 demolishes it. 

Title: Re: Magic Turtle /// Reaper Tank from Skull 10 Lamma
Post by Asheras on Jan 2nd, 2017 at 1:15pm

Fred Astaire wrote on Jan 2nd, 2017 at 12:12pm:
It looks a lot like a tweaked version of The Eleven Steel Maiden build on the forums

https://www.ddo.com/forums/showthread.php/476148-The-Elven-Steel-Maiden-(-AC-Fighter-)

from what I've been told by someone using the steel maiden build, reaper 10 demolishes it. 


The major differences I see in a quick scan between the Steel Maiden and the Turtle are:

1)  Steel Maiden is a STR build.  level ups in STR.  And stats split between Int, Con, Dex, Cha and Str.  The Turtle seems to focus more on Con (Tough to say since the turtle doesn't really give a stat breakdown besides Con).  It isn't starting at a 14, though (the elf is part of what is killing that).  And I think the Cha is higher on Turtle as well.  This results in +5 to the intim, although that is probably also coming from somewhere else.

2)  Steel Maiden  has 1/2 the HP.  That's because the Steel Maiden is trying to do some DPS and tactics.  There is no 5 piece HP LGS Set killing your gear.  There are no multiple toughness feats being taken.  That HP amount (1800-ish) is going to lead to 1 or 2 shotting in 10 skull.  That loss of almost 2k HP is probably a big part of the issue.

3)  The PRR is probably off a little.  But not significantly.  And the Heal amp is probably off by 60 or so. 

I will say that the AC looks like it is on par. 

It looks like Reaper 10 skull is going to require a bit more commitment to defense than Steel Maiden is giving.  Mainly in the area of HP.  I still don't think you need to go full bore like the Turtle did, but this is a bit too far of a swing towards tactics and DPS. 

Just a quick scan.  I do like the thought about the elf and the dragonmark for displacement.  But there are definitely trade offs to that racial choice. 

Title: Re: Magic Turtle /// Reaper Tank from Skull 10 Lamma
Post by Wipe on Jan 2nd, 2017 at 1:38pm
I wanted to try the pally/fighter stacking ac concept since the Steel Maiden thread was posted.
Capped 2 wiz version ( for prr clicky ), epic prr, deific ward, earth scion of this before xmas.
Already regret it, it's the most fucking boring build ever.
Thing had like 240 ac and prr at 20 ( the plan was to try see ac works at level while levelling ) but respecced to kensei after two hours.

Someone convinced me that Emp Hjeal ( and self hjealing ) is a waste in Reaper anyway ( haven't played myself, cuz why the heck would I ), sorc instead of wiz for 6 intim is an option.

Title: Re: Magic Turtle /// Reaper Tank from Skull 10 Lamma
Post by 5 Foot Step on Jan 2nd, 2017 at 6:11pm

5 Foot Step wrote on Jan 2nd, 2017 at 12:11pm:
Also, have they added relevant anti kiting effects to reaper yet? Otherwise, it'll just be a dps fest and still not getting hit.


LFM of the future:

10S, ranged DPS only, BYOH, be able to raise (All classes deselected except ranger, monk, and rogue)

Title: Re: Magic Turtle /// Reaper Tank from Skull 10 Lamma
Post by Bigjunk on Jan 3rd, 2017 at 3:17pm

5 Foot Step wrote on Jan 2nd, 2017 at 6:11pm:


LFM of the future:

10S, ranged DPS only, BYOH, be able to raise (All classes deselected except ranger, monk, and rogue)


If it goes live anyway like what we saw on Lamania BYOH is impossible.

Title: Re: Magic Turtle /// Reaper Tank from Skull 10 Lamma
Post by WonderfulFoppyBint on Jan 3rd, 2017 at 3:22pm

5 Foot Step wrote on Jan 2nd, 2017 at 6:11pm:


LFM of the future:

10S, ranged DPS only, BYOH, be able to raise (All classes deselected except ranger, monk, and rogue)


people keep saying this but honestly I don't see it
the power of a well built tank, 2 high quality CCers and DOD aoe dps is insane

fear reapers are a bitch
and the slowing ones suck as well

Title: Re: Magic Turtle /// Reaper Tank from Skull 10 Lamma
Post by Digimonk on Jan 3rd, 2017 at 3:31pm
If SSG gave reaper mobs 2x max player runspeed and auto-teleporting to the player after 5-10s of being unable to reach them via normal pathing = kiting and platform cheesing fixed.

Of course, it would be glorious to see the mass outrage on the motherboards from all the ranged and caster players who have no idea how to manage their aggro.  Which also happens to be exactly why it will likely never happen.

Everquest used a system like this to prevent kiting.  The only mobs that were kite-able were the ones that they specifically intended by tweaking their abilities.

Title: Re: Magic Turtle /// Reaper Tank from Skull 10 Lamma
Post by Bigjunk on Jan 3rd, 2017 at 3:36pm

Digimonk wrote on Jan 3rd, 2017 at 3:31pm:
If SSG gave reaper mobs 2x max player runspeed and auto-teleporting to the player after 5-10s of being unable to reach them via normal pathing = kiting and platform cheesing fixed.

Of course, it would be glorious to see the mass outrage on the motherboards from all the ranged and caster players who have no idea how to manage their aggro.  Which also happens to be exactly why it will likely never happen.



All great ideas, or simply make it so we run backwards at half-speed.
Everquest used a system like this to prevent kiting.  The only mobs that were kite-able were the ones that they specifically intended by tweaking their abilities.

Title: Re: Magic Turtle /// Reaper Tank from Skull 10 Lamma
Post by WonderfulFoppyBint on Jan 3rd, 2017 at 3:39pm

Digimonk wrote on Jan 3rd, 2017 at 3:31pm:
If SSG gave reaper mobs 2x max player runspeed and auto-teleporting to the player after 5-10s of being unable to reach them via normal pathing = kiting and platform cheesing fixed.

Of course, it would be glorious to see the mass outrage on the motherboards from all the ranged and caster players who have no idea how to manage their aggro.  Which also happens to be exactly why it will likely never happen.

Everquest used a system like this to prevent kiting.  The only mobs that were kite-able were the ones that they specifically intended by tweaking their abilities.


+1

I have never tried everquest. Still worth it?

Title: Re: Magic Turtle /// Reaper Tank from Skull 10 Lamma
Post by 5 Foot Step on Jan 3rd, 2017 at 5:48pm

Bigjunk wrote on Jan 3rd, 2017 at 3:17pm:
If it goes live anyway like what we saw on Lamania BYOH is impossible.


Everyone brings cocoon so they can tag each other with it.


WonderfulFoppyBint wrote on Jan 3rd, 2017 at 3:22pm:
people keep saying this but honestly I don't see it
the power of a well built tank, 2 high quality CCers and DOD aoe dps is insane


You think people are going to sit around waiting for a perfect party with 4 slots dedicated to archetypes that no one plays anymore? Screw that. Ain't nobody got time.

Title: Re: Magic Turtle /// Reaper Tank from Skull 10 Lamma
Post by Digimonk on Jan 3rd, 2017 at 8:54pm

WonderfulFoppyBint wrote on Jan 3rd, 2017 at 3:39pm:


+1

I have never tried everquest. Still worth it?

No idea what it's like these days to be honest. 

I played it for about 11 years from beta on until the end-game raiding guild I was in retired.   Didn't feel like joining any other guilds so I retired, too, and haven't logged back into it in about 4 years.

Loved the game back then, but it definitely required more of a serious commitment and time investment to be end-game than DDO does.


Title: Re: Magic Turtle /// Reaper Tank from Skull 10 Lamma
Post by WonderfulFoppyBint on Jan 3rd, 2017 at 9:48pm

5 Foot Step wrote on Jan 3rd, 2017 at 5:48pm:

You think people are going to sit around waiting for a perfect party with 4 slots dedicated to archetypes that no one plays anymore? Screw that. Ain't nobody got time.


maybe you need a better guild,
=p
^^
we have tanks, healers, dedicated CC
all sorts of silliness

Title: Re: Magic Turtle /// Reaper Tank from Skull 10 Lamma
Post by Revaulting on Jan 4th, 2017 at 5:18am
How well does this interact with Warlock temp HP cheese? Was wondering if could be made more boring.

Title: Re: Magic Turtle /// Reaper Tank from Skull 10 Lamma
Post by crunch on Jan 4th, 2017 at 8:40am
temporary hit points are not nerfed.
but they are less useful when mobs usually oneshot you anyway.

they definitely make low-skull completions easy/possible because the healing penalty does not bother you.

Title: Re: Magic Turtle /// Reaper Tank from Skull 10 Lamma
Post by Kazama on Jan 4th, 2017 at 8:56am

WonderfulFoppyBint wrote on Jan 3rd, 2017 at 3:22pm:
people keep saying this but honestly I don't see it


Because 1 : they are clueless morons and/or 2 : they haven't tryed it.  ;)

Title: Re: Magic Turtle /// Reaper Tank from Skull 10 Lamma
Post by RemRemi on Jan 4th, 2017 at 8:56am

WonderfulFoppyBint wrote on Jan 3rd, 2017 at 9:48pm:


5 Foot Step wrote on Jan 3rd, 2017 at 5:48pm:

You think people are going to sit around waiting for a perfect party with 4 slots dedicated to archetypes that no one plays anymore? Screw that. Ain't nobody got time.

maybe you need a better guild,
=p
^^
we have tanks, healers, dedicated CC
all sorts of silliness



Eeeeeeeeeeeeeeeeeeexactly! Hell it's the best part of having a tight guild or crew that identify challenges and adjust accordingly as a group, doesn't anyone remember when casters were taking the bullet and respec'ing into Transmuters for epic Orchard? or all the respec'ing done to make FOT completeable? It was great. 

I'm surprise 5FS isn't in to it, customizing groups is like the gold standard of building. ::) ::) ::)

Title: Re: Magic Turtle /// Reaper Tank from Skull 10 Lamma
Post by Kazama on Jan 4th, 2017 at 9:01am

Digimonk wrote on Jan 3rd, 2017 at 3:31pm:
If SSG gave reaper mobs 2x max player runspeed and auto-teleporting to the player after 5-10s of being unable to reach them via normal pathing = kiting and platform cheesing fixed.Of course, it would be glorious to see the mass outrage on the motherboards from all the ranged and caster players who have no idea how to manage their aggro.  Which also happens to be exactly why it will likely never happen.


That would  make ranged builds unplayable on reaper. If you can't kite what's the point on building a low PRR ranged toon who can't  take 1 hit and will be doing less damage than any well build melee

Title: Re: Magic Turtle /// Reaper Tank from Skull 10 Lamma
Post by Alex DeLarge on Jan 4th, 2017 at 9:28am

WonderfulFoppyBint wrote on Jan 3rd, 2017 at 9:48pm:
all sorts of silliness


one would not need a better guild for all sorts of silliness, when one can be all silly by himself.

Title: Re: Magic Turtle /// Reaper Tank from Skull 10 Lamma
Post by davenot on Jan 4th, 2017 at 11:39am
This build looks so boring for the poor guy stuck playing it.

Title: Re: Magic Turtle /// Reaper Tank from Skull 10 Lamma
Post by Bigjunk on Jan 4th, 2017 at 12:21pm

5 Foot Step wrote on Jan 3rd, 2017 at 5:48pm:


Everyone brings cocoon so they can tag each other with it.



That's not healing yourself :)

Title: Re: Magic Turtle /// Reaper Tank from Skull 10 Lamma
Post by Bigjunk on Jan 4th, 2017 at 12:22pm

5 Foot Step wrote on Jan 3rd, 2017 at 5:48pm:


You think people are going to sit around waiting for a perfect party with 4 slots dedicated to archetypes that no one plays anymore? Screw that. Ain't nobody got time.


I wouldn't have to, I tell my minions "get your cleric" and they get their cleric.

Keep your pimp-hand strong.

Title: Re: Magic Turtle /// Reaper Tank from Skull 10 Lamma
Post by Bigjunk on Jan 4th, 2017 at 12:25pm

wrote on Jan 4th, 2017 at 11:39am:
This build looks so boring for the poor guy stuck playing it.


While leveling it will fucking suck (just don't, LR into it) actually playing it in 10 skulls like how playing a tank in Epic LOB used to be.   Since the whole quest kinda revolves around you there's fun to be there.

We've got some "5 Skull" tanks in the works that aren't this boring, still need a trial by fire before we know they're more than just theory-craft.

Title: Re: Magic Turtle /// Reaper Tank from Skull 10 Lamma
Post by Fred Astaire on Jan 4th, 2017 at 1:57pm
/question

wouldn't half elf make more sense for a Zero deps door stop tank build?

if I recall correctly (and i could be mistaken), half elf can intim twice.

It seems like you'd want one intim to grab aggro and then the other in case someone lets loose with lot of dps or large crit.


Title: Re: Magic Turtle /// Reaper Tank from Skull 10 Lamma
Post by Asheras on Jan 4th, 2017 at 2:54pm

Fred Astaire wrote on Jan 4th, 2017 at 1:57pm:
/question

wouldn't half elf make more sense for a Zero deps door stop tank build?

if I recall correctly (and i could be mistaken), half elf can intim twice.

It seems like you'd want one intim to grab aggro and then the other in case someone lets loose with lot of dps or large crit.



Posts 4, 5 and 6 of this thread discuss that.  I agree with you.  I think the double intims would be more valuable than the slight defense/hamp boost you get from human. 

Title: Re: Magic Turtle /// Reaper Tank from Skull 10 Lamma
Post by Jakeelala on Jan 4th, 2017 at 5:20pm
So what you're saying is I need to build a 250AC 350AC Thrower?

Sounds like fun

Title: Re: Magic Turtle /// Reaper Tank from Skull 10 Lamma
Post by WonderfulFoppyBint on Jan 4th, 2017 at 9:01pm

harharharhar wrote on Jan 4th, 2017 at 5:20pm:
So what you're saying is I need to build a 250AC 350AC Thrower?

Sounds like fun


they can get 200?

calcs look like getting 170 is kinda the point where it becomes more useful.
Sweetspot is prolly 250

Title: Re: Magic Turtle /// Reaper Tank from Skull 10 Lamma
Post by WonderfulFoppyBint on Jan 4th, 2017 at 9:02pm
Monster's chance to hit: (Monster's Attack Bonus + 10.5) / (Target's Armor Class * 2)
Note: from testing, monster's Attack Bonus is typically 2.5*CR.



~~~ http://ddowiki.com/page/Armor_Class

Title: Re: Magic Turtle /// Reaper Tank from Skull 10 Lamma
Post by Jakeelala on Jan 5th, 2017 at 2:18pm
I hit like 220 without really trying at all in Mountain Stance on my Terror Arrow life (lots of wis and lots of Dex). Far from maximized. I think 275 is doable, breaking 300 will be hard without a shield, but we'll see.

Title: Re: Magic Turtle /// Reaper Tank from Skull 10 Lamma
Post by WonderfulFoppyBint on Jan 5th, 2017 at 4:11pm
when you maximize that shit post it up dude!

Title: Re: Magic Turtle /// Reaper Tank from Skull 10 Lamma
Post by Frank on Jan 6th, 2017 at 4:11am

Digimonk wrote on Jan 3rd, 2017 at 3:31pm:
If SSG gave reaper mobs 2x max player runspeed and auto-teleporting to the player after 5-10s of being unable to reach them via normal pathing = kiting and platform cheesing fixed.

Of course, it would be glorious to see the mass outrage on the motherboards from all the ranged and caster players who have no idea how to manage their aggro.  Which also happens to be exactly why it will likely never happen.


Yeah, this is just a misinformed opinion.

When my caster starts his rotation by using a 95% hate reduction ability (Imperceptible Casting) and still pulls aggro because mobs that couldn't even see him when he was casting were triggered to him as a threat, or better yet when the melee opens a door and starts cleaving/swinging/intimidating and yet the mobs stream past him and attack my caster who hasn't thrown a single spell yet, there are issues with the aggo mechanics in the game.  This is not to be dismissed as players not understanding how to manage their aggro.  That is the refuge of an idiot who doesn't understand how the game is played.

U33.2 changed the aggro mechanics for the worse.  And I say that as someone who has mostly profited from the change, since they have made it easier for me to group up masses of mobs for AOE destruction.

Being hit by enemy casters through rock walls is BS though, and needs to be fixed.  If they can cast on me I should be able to cast on them...

Title: Re: Magic Turtle /// Reaper Tank from Skull 10 Lamma
Post by Fred Astaire on Jan 6th, 2017 at 9:18am

Frank wrote on Jan 6th, 2017 at 4:11am:

U33.2 changed the aggro mechanics for the worse.  .

Being hit by enemy casters through rock walls is BS though, and needs to be fixed.  If they can cast on me I should be able to cast on them...


agreed

Title: Re: Magic Turtle /// Reaper Tank from Skull 10 Lamma
Post by Digimonk on Jan 6th, 2017 at 12:34pm

Frank wrote on Jan 6th, 2017 at 4:11am:


Yeah, this is just a misinformed opinion.

When my caster starts his rotation by using a 95% hate reduction ability (Imperceptible Casting) and still pulls aggro because mobs that couldn't even see him when he was casting were triggered to him as a threat, or better yet when the melee opens a door and starts cleaving/swinging/intimidating and yet the mobs stream past him and attack my caster who hasn't thrown a single spell yet, there are issues with the aggo mechanics in the game.  This is not to be dismissed as players not understanding how to manage their aggro.  That is the refuge of an idiot who doesn't understand how the game is played.

U33.2 changed the aggro mechanics for the worse.  And I say that as someone who has mostly profited from the change, since they have made it easier for me to group up masses of mobs for AOE destruction.

Being hit by enemy casters through rock walls is BS though, and needs to be fixed.  If they can cast on me I should be able to cast on them...

Based on past experience, I expect that about two weeks from now you'll find out that this past week SSG acknowledged there are issues with the current aggro coding due to the recent changes and are working to fix them. 

I assumed that people already knew this and it was a given that my prior statement on kiting was based on the new problems/bugs with the recent aggro changes being resolved.  I suppose I should have known better.  As they say, there's always one...

Additionally, while the aggro system currently has a higher than normal level of stupid in it, even for Turbine/SSG, it's not unmanageable if you have a decent build, play well, and have a good group.  The video WFB posted is proof that it can be done, even in Reaper.

Granted, it requires ranged and casters to not immediately go full-retard DPS as soon as line-of-sight on mobs is acquired.  It also requires that the ranged and casters do not run/kite half way across the mission map in a blind panic to get away from the scary mobs and subsequently the tank who is trying to catch up and pull aggro.  Smart ranged/casters will be glued to their tank's backside as they know who's keeping them alive in the long run.  Obviously, those two requirements put said aggro management handily out of reach from a vast majority of DDO's current player pool.

Title: Re: Magic Turtle /// Reaper Tank from Skull 10 Lamma
Post by Wipe on Jan 6th, 2017 at 12:48pm
So what's the Intim needed for today's game, Sorjek, Xyzzy, Kitty, Mitanu, Devil ?
And is that 130+ necessary for incoming Reaper ?

Title: Re: Magic Turtle /// Reaper Tank from Skull 10 Lamma
Post by WonderfulFoppyBint on Jan 6th, 2017 at 2:13pm
137 Xyzzy no fail give or take 2
she's the highest I'm aware of

some of the shroud pt2 bosses are only 110 or something no fail

Title: Re: Magic Turtle /// Reaper Tank from Skull 10 Lamma
Post by 5 Foot Step on Jan 6th, 2017 at 3:11pm

WonderfulFoppyBint wrote on Jan 4th, 2017 at 9:01pm:


they can get 200?

calcs look like getting 170 is kinda the point where it becomes more useful.
Sweetspot is prolly 250


I've got just under 200 on my balls-out DPS thrower without really trying. Clicking over to Mountain Stance would add 20% to that...

Title: Re: Magic Turtle /// Reaper Tank from Skull 10 Lamma
Post by Revaulting on Jan 7th, 2017 at 3:20am

Digimonk wrote on Jan 6th, 2017 at 12:34pm:
SSG acknowledged there are issues with the current aggro coding due to the recent changes and are working to fix them. 

Since it's their work to fix the old aggro "problem" that caused the current aggro problem, confidence is low. SSG has yet to prove they can say things that correspond more than 10% - 20% with what actually happens in-game. i.e., the Turbine ceiling.


Digimonk wrote on Jan 6th, 2017 at 12:34pm:
my prior statement on kiting was based on the new problems/bugs with the recent aggro changes being resolved.

I think you're being um, admirably? optimistic.


Digimonk wrote on Jan 6th, 2017 at 12:34pm:
Smart ranged/casters will be glued to their tank's backside as they know who's keeping them alive in the long run.  Obviously, those two requirements put said aggro management handily out of reach from a vast majority of DDO's current player pool.

Spot on.


All things considered, I'd like to congratulate you and Frank both on keeping it civil-ish. This has been a refreshing aggro change of its own.

Title: Re: Magic Turtle /// Reaper Tank from Skull 10 Lamma
Post by Frank on Jan 7th, 2017 at 6:42am

Digimonk wrote on Jan 6th, 2017 at 12:34pm:

Based on past experience, I expect that about two weeks from now you'll find out that this past week SSG acknowledged there are issues with the current aggro coding due to the recent changes and are working to fix them.

Source?

Because here are the dev posts I've seen on the subject:
https://www.ddo.com/forums/showthread.php/481789-U33-2-aggro-mechanic?p=5915808&viewfull=1#post5915808

Quote:
Could you quote me what I said that has you doubting any of the above, because outside of some edge cases were trying to run down, isn't the system doing all of the above?

This referring to, well, nothing that is relevant.
https://www.ddo.com/forums/showthread.php/481789-U33-2-aggro-mechanic?p=5915795&viewfull=1#post5915795

Quote:
Bluff difficulty does not increase with each attempt. The wiki appears to be incorrect. I couldn't find evidence of it working this way for a long time either, though it's possible it may of many years back.

Character skills that have bluff like effects do not solo pull currently. Ranger distracting shot, etc, feature the sneak attack vul and turn around distract elements, but the solo pull is exclusive to the skill proper. These enhancement skills don't overtly say they allow for solo pulling but do refer to themselves as "bluff" effects which is naturally confusing. We'll likely touch up their text soon.

Bluff skill has little to do with anything, either.
https://www.ddo.com/forums/showthread.php/481789-U33-2-aggro-mechanic?p=5915515&viewfull=1#post5915515

Quote:
0> That is the plan. There is still a bit to do here and we'll actively be making changes until we feel both systems are working well.

1> So I was hoping to get feedback on bluff difficulty. I can easily believe bluff resistant may be a little to aggressive, but we are trying account for itemization and encourage players to many throw a few enhancement points bluffs way. Madness... I know... given this has been free beer for so long. The formula for bluff resistant is the creatures level + (1 * quest level). Hard multiplies this # by 1.25, and elite 1.5. This may seem a bit much but our thinking is currently that "solo pulling" is a pretty powerful ability so we're trying to calibrate how much of a commitment a player needs to give to do it reliably.

2> All the stuff that exposed creatures to sneak attack damage should still work the same. If that's not the case please post or pm me an example of it failing to do so and we'll try to get it fixed ASAP.

3> Rogue traps haven't been touched in to long. /agreed. Can't give you a time frame on this yet, to busy with stealth/aggro stuff plus reaper and unannounced "stuff", but it's on my list.

4> We are currently testing monsters ignoring aggro share if their friend was "quick" killed by a stealth-ed player while their not facing them. It's looking good so far.

5> So I'd love some more details here. Is this dungeon alert you have an issue with or monster perception in general even when no alert is present? The issue I've currently been investigating is outside the dungeon alert system, and it seems that sometimes monsters looking for me while I'm stealth-ed will sometimes get a position update on me that seems....illogically accurate. Seems to happen more often if I actually move far away to which is counter intuitive as well. I'll figure it out eventually but if you know a location that this happens 100% let me know.

6> Assassinate was original designed for unaggro'd monsters. Still, looking at this from two situations....

A> Using assassinate in active combat with my party: Might be a big power boost? Shrug. Assassinate was originally meant to be a reward for sneaking up on a monster clean. Using it as a general combat skill is worth looking at but would have to be reviewed in the general combat dps track, so it's a bit muddier. Still worth a look.

B> Monsters are hunting me in stealth but aren't actively on me (red eye) or anyone else: This might be more what your hoping to see addressed and effects solo stealth play more. I think part of the problem is the bug, finger of god thing mentioned above?

Some General Comments:

-The aggro assist radius will be shrinking soon to cut down on some "interesting" monster chain reactions. Other steps may be taken, we'll see how it goes.

-We will be taking a look at stealth character game play and trying to find a balance. This will take time (sorry), but it's a complex system, and globally effects content. This will probably take a few iterations to nail it down over several patches, but we intent to steadily punch away at it. I hope to get the "clean kills on monsters if their friends not looking" in pretty soon. We got a lot more know how back on the team since the new company, so expect things to change, even if little by little.

- Please post feedback on bluff difficulty, what's you think a fair bluff score vs target is... hows the duration, etc.

-Torc

And here only 0 addresses the issue, answering the question:

Quote:
0) Keep the pack aggro mechanic but continue tweaks to make assassins/stealth playable again.


So please, if I'm "two weeks behind the curve" then feel free to enlighten me.  I'm sure you'd love nothing better than to be able to point out a "failing" of mine.  Not being able to be or even interested in keeping up with all the disjointed news from Turbine SSG about how they have fucked up yet again being the top of the list of these "failings."

So again, source?  Put up or shut up, Mookie.  Either way I win.  You either give me information which I lack or you admit failure and slink off to do whatever it is you do when you slink off.


Title: Re: Magic Turtle /// Reaper Tank from Skull 10 Lamma
Post by Digimonk on Jan 7th, 2017 at 12:30pm

Frank wrote on Jan 7th, 2017 at 6:42am:

hd

LOL

Title: Re: Magic Turtle /// Reaper Tank from Skull 10 Lamma
Post by Frank on Jan 8th, 2017 at 12:17am

Digimonk wrote on Jan 7th, 2017 at 12:30pm:

LOL

I see you've chosen the third option:  Realizing that your foot was in your mouth, as usual.

Title: Re: Magic Turtle /// Reaper Tank from Skull 10 Lamma
Post by Digimonk on Jan 8th, 2017 at 1:38am

Frank wrote on Jan 8th, 2017 at 12:17am:

FAIL.


Title: Re: Magic Turtle /// Reaper Tank from Skull 10 Lamma
Post by eighnuss on Jan 8th, 2017 at 11:45am
i didnt read the thread that i can remember, but i hope on day 1 theres 50 of these magic sentinel builds all tanking the same mob in the first room and them all debating who to kick from the party to make room to invite a dps toon

Title: Re: Magic Turtle /// Reaper Tank from Skull 10 Lamma
Post by Digimonk on Jan 9th, 2017 at 1:13am

eighnuss wrote on Jan 8th, 2017 at 11:45am:
i didnt read the thread that i can remember, but i hope on day 1 theres 50 of these magic sentinel builds all tanking the same mob in the first room and them all debating who to kick from the party to make room to invite a dps toon

It's going to be entertaining to see the return to the days of the "Full group - Just need a cleric/tank/cc" sitting in the LFM window for hours.

This is going to further fragment what is already a low, somewhat unhealthy population.  The powergamers on each server will likely run Reaper almost exclusively to chase those +3s.  The non-powergamers won't be able to cut it in high-level Reaper even if they wanted to.  There will be even less people to fill LFMs on both sides of the spectrum.

Title: Re: Magic Turtle /// Reaper Tank from Skull 10 Lamma
Post by Jakeelala on Jan 9th, 2017 at 1:37am

Digimonk wrote on Jan 9th, 2017 at 1:13am:

It's going to be entertaining to see the return to the days of the "Full group - Just need a cleric/tank/cc" sitting in the LFM window for hours.

This is going to further fragment what is already a low, somewhat unhealthy population.  The powergamers on each server will likely run Reaper almost exclusively to chase those +3s.  The non-powergamers won't be able to cut it in high-level Reaper even if they wanted to.  There will be even less people to fill LFMs on both sides of the spectrum.


Please explain to me what you would do to get everyone to play together?

There isn't anything. People have different ways to play this game. For flower sniffers and non-pro's there's more content than they could ever want.

The only thing really lagging is a serious and challenging end game.

The only people who get this backward are the ones who are scared to play in Reaper. I don't understand it.

Title: Re: Magic Turtle /// Reaper Tank from Skull 10 Lamma
Post by Digimonk on Jan 9th, 2017 at 10:39am

harharharhar wrote on Jan 9th, 2017 at 1:37am:


Please explain to me what you would do to get everyone to play together?

There isn't anything. People have different ways to play this game. For flower sniffers and non-pro's there's more content than they could ever want.

The only thing really lagging is a serious and challenging end game.

The only people who get this backward are the ones who are scared to play in Reaper. I don't understand it.

I think you missed my point.  I am not talking about a content or challenge problem.  I am talking about an "enough people to fill the group" problem.

The power gamers will migrate to Reaper.  Some of the more skilled flower sniffers may, too.  If Reaper lives up to its hype though, there won't be room for the power gamers to carry potatoes running flavor builds.

This increased segregation of the power gamers from the potatoes will increase the wait times for the potato LFMs to fill, thus increasing their frustration with the game.  If it continues, they will quit, further increasing the remaining non-reaper players' frustration.  It becomes a self-reinforcing cycle that will hurt the already low server populations.

They should have done some server mergers before releasing reaper.

Then again, who knows.  Merging servers would probably put additional load on the VMs and make lag worse than it already is.

Title: Re: Magic Turtle /// Reaper Tank from Skull 10 Lamma
Post by Jakeelala on Jan 9th, 2017 at 3:19pm
If reaper is done right, any additional DPS, even from potatoes, will be preferable to solo'ing.

That means more potatoes experiencing true end game, which is the only way people go from potato to end gamer.

That IS the cycle. It always has been.

I repeat, reaper is the only chance this game has. If it's successful, then yes lots of new content and marketing would be the next step.

Step one is getting people playing together again, and somewhere for people to stay at end game.

Title: Re: Magic Turtle /// Reaper Tank from Skull 10 Lamma
Post by Digimonk on Jan 9th, 2017 at 4:24pm

harharharhar wrote on Jan 9th, 2017 at 3:19pm:
If reaper is done right, any additional DPS, even from potatoes, will be preferable to solo'ing.

That means more potatoes experiencing true end game, which is the only way people go from potato to end gamer.

That IS the cycle. It always has been.

I repeat, reaper is the only chance this game has. If it's successful, then yes lots of new content and marketing would be the next step.

Step one is getting people playing together again, and somewhere for people to stay at end game.

Heh, ok.  Not sure what game you've been playing but I run missions with guildies, in-game friends from other guilds and random people who join the LFMs on pretty much a daily basis.  Not sure how reaper will make that any better.  In fact, it will ostracize the lower skilled pubs and flavor builds.

I know I'm going to a lot more picky on who joins a high skulls reaper mission than I am an LE Slavers run that I can carry a random, first-lifer turn undead cleric through without risking the mission.

You have fun dragging scrubs through reaper though.  =P


Title: Re: Magic Turtle /// Reaper Tank from Skull 10 Lamma
Post by Jakeelala on Jan 9th, 2017 at 6:19pm
I drag everyone through everything and I'm tired of it.

I want a fucking challenge

Title: Re: Magic Turtle /// Reaper Tank from Skull 10 Lamma
Post by Digimonk on Jan 10th, 2017 at 2:00am

harharharhar wrote on Jan 9th, 2017 at 6:19pm:
I drag everyone through everything and I'm tired of it.

I want a fucking challenge

Must be hard being that awesome.   :P

Title: Re: Magic Turtle /// Reaper Tank from Skull 10 Lamma
Post by Frank on Jan 10th, 2017 at 2:25am

Digimonk wrote on Jan 8th, 2017 at 1:38am:
FAIL

I thought you'd sworn off trolling and had promised to be a good boy going forward?

I guess once a troll always a troll.  It's almost funny how you FAIL at trying not to be a troll.

Title: Re: Magic Turtle /// Reaper Tank from Skull 10 Lamma
Post by Lelouch on Jan 10th, 2017 at 3:41am

harharharhar wrote on Jan 9th, 2017 at 6:19pm:
I drag everyone through everything and I'm tired of it.

I want a fucking challenge


How are throwers with red alert and aggro change?
Seems to me that compared to aoe trash builds they cant carry themself to proper completition times atm.
You swap to your shiradi caster now and parke your thrower til they change the aggro?
(killing with impr precise seems so awfully slow for my taste with aggro change since you cant mass them up kill in 2-3 buttons and move on and killing every mob while moving is also tiring)

Title: Re: Magic Turtle /// Reaper Tank from Skull 10 Lamma
Post by DoRayEgon on Jan 10th, 2017 at 10:34am
Can any DPS melee toons be successful in Reaper?  Can they survive long enough to be of any use?

Title: Re: Magic Turtle /// Reaper Tank from Skull 10 Lamma
Post by WonderfulFoppyBint on Jan 10th, 2017 at 12:19pm

DoRayEgon wrote on Jan 10th, 2017 at 10:34am:
Can any DPS melee toons be successful in Reaper?  Can they survive long enough to be of any use?


tank + holdbot + 3 DOD tempests + healer = fun imo we had a good time of it

Title: Re: Magic Turtle /// Reaper Tank from Skull 10 Lamma
Post by Jakeelala on Jan 10th, 2017 at 12:42pm

Lelouch wrote on Jan 10th, 2017 at 3:41am:


How are throwers with red alert and aggro change?
Seems to me that compared to aoe trash builds they cant carry themself to proper completition times atm.
You swap to your shiradi caster now and parke your thrower til they change the aggro?
(killing with impr precise seems so awfully slow for my taste with aggro change since you cant mass them up kill in 2-3 buttons and move on and killing every mob while moving is also tiring)


Full disclosure:

I have not played DDO in a little over a month, previous to the latest aggro changes I think. So I'd be lying if I said it doesn't affect thrower builds, I have no idea.

I would probably just throw up para arrows if it's that bad though, and twist pin.

Title: Re: Magic Turtle /// Reaper Tank from Skull 10 Lamma
Post by WonderfulFoppyBint on Jan 10th, 2017 at 1:08pm

harharharhar wrote on Jan 9th, 2017 at 6:19pm:
I drag everyone through everything and I'm tired of it.

I want a fucking challenge


Come to G-land. If you're not dying, you're not zerging hard enough.

Title: Re: Magic Turtle /// Reaper Tank from Skull 10 Lamma
Post by Jakeelala on Jan 10th, 2017 at 2:10pm
I can solo everything on LE already, and I am not alone on Khyber in that regard.

I am excited for Reaper, though with work and homesearching right now not sure when I can come back to game.

Title: Re: Magic Turtle /// Reaper Tank from Skull 10 Lamma
Post by Digimonk on Jan 10th, 2017 at 5:19pm

Frank wrote on Jan 10th, 2017 at 2:25am:

I thought you'd sworn off trolling and had promised to be a good boy going forward?

I guess once a troll always a troll.  It's almost funny how you FAIL at trying not to be a troll.

I'm not trolling you anymore.  Trolling is an intentional effort to elicit a reaction, usually a negative one, from the target.  At this point, I could not care less whether or not you respond.  Now I'm just laughing at your stupid fails.

However, if all it takes to "troll" you is the word FAIL, that's kind of sad and pathetic.  If so, you really should take a few moments to internally reflect upon what's really important in life.

Title: Re: Magic Turtle /// Reaper Tank from Skull 10 Lamma
Post by SpaceGoat on Jan 10th, 2017 at 10:03pm

harharharhar wrote on Jan 10th, 2017 at 2:10pm:
I can solo everything on LE already, and I am not alone on Khyber in that regard.

I am excited for Reaper, though with work and homesearching right now not sure when I can come back to game.


Who are you on Khyber? Can PM

Title: Re: Magic Turtle /// Reaper Tank from Skull 10 Lamma
Post by vageta31 on Jan 10th, 2017 at 11:22pm

WonderfulFoppyBint wrote on Jan 3rd, 2017 at 3:39pm:


+1

I have never tried everquest. Still worth it?


Not current Everquest, it's a shadow of it's former self and all that made it stand out in it's time has been lost in order to cash in on the WoW phenomenon.

I can't speak for more recent changes to everquest, but kiting was handled in two different ways in classic EQ. One was to reduce DoT damage(one of the primary ways to kill monsters while kiting) anytime the mob was actively attempting to engage you. If it was standing still(rooted or aggro'd on tank) or running away(low health/feared) then you would do full damage.

The more heavy handed way they handled it specifically for higher level, rare/named/boss type mobs was simply allowing them to summon you at will. If you were at the top of the hate list from the mob and attempted to run out of melee range then you would see a /shout in the zone of the monsters saying "soandso, you will not escape me.." as you were teleported to them instantly. And they could do it at will.

Also remember that part of the issue with DDO kiting is that once you kill a mob in most instances, they stay dead. Which gives you room to kite freely backwards from areas you've already cleared. EQ wasn't instanced back in the day and all dungeons and open world areas had respawns. Trying to kite anything in a dungeon was a death sentence for you and anyone else caught in the mayhem.

EQ dungeons were absolute death traps that one feared. Kiting was simply out of the question regardless. That was something druids and other DoT casters did in outdoor zones with room to run.

Title: Re: Magic Turtle /// Reaper Tank from Skull 10 Lamma
Post by Digimonk on Jan 10th, 2017 at 11:58pm

Frank wrote on Jan 6th, 2017 at 4:11am:

...
When my caster starts his rotation by using a 95% hate reduction ability (Imperceptible Casting) and still pulls aggro because mobs that couldn't even see him when he was casting were triggered to him as a threat, or better yet when the melee opens a door and starts cleaving/swinging/intimidating and yet the mobs stream past him and attack my caster who hasn't thrown a single spell yet, there are issues with the aggo mechanics in the game.  This is not to be dismissed as players not understanding how to manage their aggro.  That is the refuge of an idiot who doesn't understand how the game is played.

U33.2 changed the aggro mechanics for the worse.


Digimonk wrote on Jan 6th, 2017 at 12:34pm:

Based on past experience, I expect that about two weeks from now you'll find out that this past week SSG acknowledged there are issues with the current aggro coding due to the recent changes and are working to fix them. 


Frank wrote on Jan 7th, 2017 at 6:42am:

...
So please, if I'm "two weeks behind the curve" then feel free to enlighten me.  ...blah blah blah...

So again, source?  Put up or shut up, Mookie.



Grand wrote on Jan 10th, 2017 at 8:01pm:
Default Lamannia Release Notes (Last Updated 1-10-17)
Lamannia Update 34 Release Notes
...
Monster assist range has been reduced....

You'll catch up one day.

Title: Re: Magic Turtle /// Reaper Tank from Skull 10 Lamma
Post by Digimonk on Jan 11th, 2017 at 12:01am

vageta31 wrote on Jan 10th, 2017 at 11:22pm:

Also remember that part of the issue with DDO kiting is that once you kill a mob in most instances, they stay dead. Which gives you room to kite freely backwards from areas you've already cleared. EQ wasn't instanced back in the day and all dungeons and open world areas had respawns. Trying to kite anything in a dungeon was a death sentence for you and anyone else caught in the mayhem.

EQ dungeons were absolute death traps that one feared. Kiting was simply out of the question regardless. That was something druids and other DoT casters did in outdoor zones with room to run.

TRAIN TO EXECUTIONER!   LOL


Crap, you're right.  I was mistaken about the anti-kiting mechanic in Everquest.  It's been a while.  The mob summoned you, not teleported to you like I said.  Guess I've spent too much time fighting devils in DDO.  =)

Here's a good writeup of the early days in EQ.
http://afkgamer.com/archives/category/everquest-i-journal/

In it's early days, that game really did get the grouping thing right.  Soloing was possible on a few classes, but tough even for those.  Even for good groups, at-level content was a challenge.  Oddly enough, very few non-raid mobs could one-shot players.  Even casters could usually take a few hits before dropping.  The mobs were a challenge because they had enough HPs to not die in 2s and the AI and pathing were much better than DDO.  The good, named loot was pretty rare and generally required a group effort to camp/farm it even for just one or two people.

Lots of nostalgia and fond memories from that game.

Title: Re: Magic Turtle /// Reaper Tank from Skull 10 Lamma
Post by 5 Foot Step on Jan 11th, 2017 at 12:25pm

Digimonk wrote on Jan 9th, 2017 at 1:13am:

It's going to be entertaining to see the return to the days of the "Full group - Just need a cleric/tank/cc" sitting in the LFM window for hours.


Some people still have a hard on for the "glory days" of their old triad MMO and this is the closest they are going to get in today's DDO.

They can have fun their way, but it's not going to be the only way to do it.

Title: Re: Magic Turtle /// Reaper Tank from Skull 10 Lamma
Post by Jakeelala on Jan 11th, 2017 at 12:38pm
Yeah I mean it will never be so hard people won't figure it out. There are more players than devs, which means eventually dev work will get cracked. Moreover, devs have competing priotirties to balance, stumping the 4chan exploiter kiddies or the wildly talented semi-pro's just isn't the only thing they have to worry about.

The question is if it will be fun to play, not if it will be unbeatable. 50% completion success like old Epic dragon raids were fun, but not unbeatable.

Title: Re: Magic Turtle /// Reaper Tank from Skull 10 Lamma
Post by vageta31 on Jan 11th, 2017 at 7:57pm

Digimonk wrote on Jan 11th, 2017 at 12:01am:

TRAIN TO EXECUTIONER!   LOL


Crap, you're right.  I was mistaken about the anti-kiting mechanic in Everquest.  It's been a while.  The mob summoned you, not teleported to you like I said.  Guess I've spent too much time fighting devils in DDO.  =)

Here's a good writeup of the early days in EQ.
http://afkgamer.com/archives/category/everquest-i-journal/

In it's early days, that game really did get the grouping thing right.  Soloing was possible on a few classes, but tough even for those.  Even for good groups, at-level content was a challenge.  Oddly enough, very few non-raid mobs could one-shot players.  Even casters could usually take a few hits before dropping.  The mobs were a challenge because they had enough HPs to not die in 2s and the AI and pathing were much better than DDO.  The good, named loot was pretty rare and generally required a group effort to camp/farm it even for just one or two people.

Lots of nostalgia and fond memories from that game.


Yeah, classic Everquest was something special that probably won't ever be matched again. Not just because they got so much right(mostly by accident I'm sure), but also because MMOs were something new that most people hadn't experienced before so there was a huge learning curve. I still play on classic emulators off and on to get my EQ fix when it flares up and I will probably play EQ off and on until the day I die. Nothing has really ever captured that same feeling, as nowadays the instant gratification crowd has taken over.

That said I really enjoy DDO and only got into it a couple years ago, and like EQ I tend to come and go depending on how burnt out I get. While it's deviated heavily from the 3.5 system it's based upon, the combat is truly fun and addicting to me. What I've found over time though is I tend to have more fun rolling a fresh guy with no past lives and going through the game running elite quests at level and actually struggling through some of them. When I play my multiple PL characters and steamroll content I find myself burning out much quicker as it just becomes an exercise in efficiency(how do I get the absolute max xp per hour).

I am skeptically optimistic of Pantheon: Rise of the Fallen as it seems to promise a more classic MMO(specifically EQ) type of gameplay wrapped in a more modern client. Only time will tell but I'm hoping that it will at least be a move in the right direction.

Title: Re: Magic Turtle /// Reaper Tank from Skull 10 Lamma
Post by WonderfulFoppyBint on Jan 11th, 2017 at 8:13pm

harharharhar wrote on Jan 11th, 2017 at 12:38pm:
Yeah I mean it will never be so hard people won't figure it out. There are more players than devs, which means eventually dev work will get cracked. Moreover, devs have competing priotirties to balance, stumping the 4chan exploiter kiddies or the wildly talented semi-pro's just isn't the only thing they have to worry about.

The question is if it will be fun to play, not if it will be unbeatable. 50% completion success like old Epic dragon raids were fun, but not unbeatable.


+1

Skull 5 is fun IMO. After that everything but a tank is 1 shot and self healing becomes more and more useless.

Title: Re: Magic Turtle /// Reaper Tank from Skull 10 Lamma
Post by Grand on Jan 11th, 2017 at 10:51pm

harharharhar wrote on Jan 9th, 2017 at 6:19pm:
I drag everyone through everything and I'm tired of it.


::)

Title: Re: Magic Turtle /// Reaper Tank from Skull 10 Lamma
Post by Lelouch on Jan 11th, 2017 at 11:31pm
Its doable even solo, did some higher level Epic elites today.
But since most if not all of my feedback is ignored by devs in totally turned off to test further.
Devs recognize and respond to feedback of 2-3 skull players more then 10 skull players.
Actually they had a discussion with a dude who soloed a 10skull as a caped toon (harbor quest) and listend to his feedback more then mine (was soloing some epics on 10 skull as melee and was presenting some issues with reaper), it struck me wildly that they even didnt respond to obvious bugs i found and asked what the point is, some gear drops etc.

Dont know, put effort to test more or go with the flow, ignore whole lama bshit and just tr main to a thrower or some kind cc tank bshit (like that terrible sentinel druid which actually might be good now)?
Idk if i should put effort into further tests, really no idea why devs dont listen to a endgamer doing endgame difficulty but to casuals attempting endgame diff.
They said reaper 10 will be unsoloable, and i disproved that fact with some minor effort / i didnt push my limits or whatever like in some games like wow/forge/angels and devils/ff14 etc etc.

With current proposal reaper isnt what i expected it to be, it was fun, lotsa fun, but it really punishes specific few builds, and mostly punishes melee dps toons.
If plan is to group, then  6 ranged kiters or 5 ranged with 1 tank.
(possibly some tank with guards)

Title: Re: Magic Turtle /// Reaper Tank from Skull 10 Lamma
Post by Jakeelala on Jan 12th, 2017 at 12:21am

Grand wrote on Jan 11th, 2017 at 10:51pm:


::)


Group up with me and see for yourself

Title: Re: Magic Turtle /// Reaper Tank from Skull 10 Lamma
Post by Asheras on Jan 12th, 2017 at 9:53am

Lelouch wrote on Jan 11th, 2017 at 11:31pm:
Its doable even solo, did some higher level Epic elites today.
But since most if not all of my feedback is ignored by devs in totally turned off to test further.
Devs recognize and respond to feedback of 2-3 skull players more then 10 skull players.
Actually they had a discussion with a dude who soloed a 10skull as a caped toon (harbor quest) and listend to his feedback more then mine (was soloing some epics on 10 skull as melee and was presenting some issues with reaper), it struck me wildly that they even didnt respond to obvious bugs i found and asked what the point is, some gear drops etc.

Dont know, put effort to test more or go with the flow, ignore whole lama bshit and just tr main to a thrower or some kind cc tank bshit (like that terrible sentinel druid which actually might be good now)?
Idk if i should put effort into further tests, really no idea why devs dont listen to a endgamer doing endgame difficulty but to casuals attempting endgame diff.
They said reaper 10 will be unsoloable, and i disproved that fact with some minor effort / i didnt push my limits or whatever like in some games like wow/forge/angels and devils/ff14 etc etc.

With current proposal reaper isnt what i expected it to be, it was fun, lotsa fun, but it really punishes specific few builds, and mostly punishes melee dps toons.
If plan is to group, then  6 ranged kiters or 5 ranged with 1 tank.
(possibly some tank with guards)


Which epic quests were you soloing on 10 skull using a melee and what was the build?


Title: Re: Magic Turtle /// Reaper Tank from Skull 10 Lamma
Post by Digimonk on Jan 12th, 2017 at 11:50am

harharharhar wrote on Jan 12th, 2017 at 12:21am:


Group up with me and see for yourself


Title: Re: Magic Turtle /// Reaper Tank from Skull 10 Lamma
Post by Jakeelala on Jan 12th, 2017 at 12:22pm

Digimonk wrote on Jan 12th, 2017 at 11:50am:



All builds are OP when I play them

Title: Re: Magic Turtle /// Reaper Tank from Skull 10 Lamma
Post by Lelouch on Jan 12th, 2017 at 1:43pm

Asheras wrote on Jan 12th, 2017 at 9:53am:


Which epic quests were you soloing on 10 skull using a melee and what was the build?



Did lod, fathom, von2, some motus (fast ones) on a custom tree thing.
Didnt really post the build anywhere nor do i plan to.
Was a challenge, had deaths, but completed with help of monk revive and jibbers, later on deaths were kept to minimum after i adapted to some mechanics. (lotsa 1 shot stuff that you arent prepared for)
IT wasnt easy solo, with a dedicated tank  (or support healer, smthn like druid )i can see tree builds wrack havoc in 10 skulls, blitzing is mostly dead, fury might make a comeback on some melees.
No idea how it will work out in grouping tbh since i assume that most will play hp spoonge tank warlocks for 10 skull or shiradi giberish, also couple other ideas come to mind but none consists of the tank/cc/dps trinity.
Most other melee builds are utterly destroyed by some mechanics (i tried on couple other builds since my main task was to solo and disprove fact that you cant do it and i choose melee to even further prove my point).
You could solo most on some kind of ranged char tho if you are careful with pulls without any specific difficulty (but some 1 shots are unavoidable)

Title: Re: Magic Turtle /// Reaper Tank from Skull 10 Lamma
Post by Asheras on Jan 12th, 2017 at 1:51pm

Lelouch wrote on Jan 12th, 2017 at 1:43pm:


Did lod, fathom, von2, some motus (fast ones) on a custom tree thing.
Didnt really post the build anywhere nor do i plan to.
Was a challenge, had deaths, but completed with help of monk revive and jibbers, later on deaths were kept to minimum after i adapted to some mechanics. (lotsa 1 shot stuff that you arent prepared for)
IT wasnt easy solo, with a dedicated tank  (or support healer, smthn like druid )i can see tree builds wrack havoc in 10 skulls, blitzing is mostly dead, fury might make a comeback on some melees.
No idea how it will work out in grouping tbh since i assume that most will play hp spoonge tank warlocks for 10 skull or shiradi giberish, also couple other ideas come to mind but none consists of the tank/cc/dps trinity.
Most other melee builds are utterly destroyed by some mechanics (i tried on couple other builds since my main task was to solo and disprove fact that you cant do it and i choose melee to even further prove my point).
You could solo most on some kind of ranged char tho if you are careful with pulls without any specific difficulty (but some 1 shots are unavoidable)


Thanks! 

Title: Re: Magic Turtle /// Reaper Tank from Skull 10 Lamma
Post by Digimonk on Jan 13th, 2017 at 11:58am

harharharhar wrote on Jan 12th, 2017 at 12:22pm:


All builds are OP when I play them

Since you apparently only play shuri builds, I cannot find fault in that statement.   ;)

Title: Re: Magic Turtle /// Reaper Tank from Skull 10 Lamma
Post by Grand on Jan 13th, 2017 at 2:29pm

harharharhar wrote on Jan 12th, 2017 at 12:21am:


Group up with me and see for yourself



Dude, we've covered this before. I have grouped with you multiple times before and after I found out you were the attention whore from the Mobos. In every case you failed to impress with anything other than your ability to quest and simultaneously post in chat how amazing your build is or explanations for why you weren't leading in kills because your build is 'so amazing'.  In none of those instances did you rise above the others in notice much less 'drag' anyone through the quest. More telling (from your point of view) no one else ever mentioned how great you were playing or looked to you for guidance or help in the quest. Basically it was same old Khyber questing, nothing of note.

Should I bookmark this quote for you so I don't have to keep reminding you every time you get so full of yourself that you need to try and claim how much better you are than everyone you play with?



Title: Re: Magic Turtle /// Reaper Tank from Skull 10 Lamma
Post by Bigjunk on Jan 13th, 2017 at 4:16pm
If your not a melee, you're a fag.   It is that simple.

Title: Re: Magic Turtle /// Reaper Tank from Skull 10 Lamma
Post by Jakeelala on Jan 13th, 2017 at 4:57pm

Bigjunk wrote on Jan 13th, 2017 at 4:16pm:
If your not a melee, you're a fag.   It is that simple.




I played melees for a long time, probably the first 5-6 years this game was out. I quickly realized how intellectually disabled it was to keep playing them however once ED's and specifically Adrenaline became a thing.

I'm sorry you're too stupid to do math like that.

Title: Re: Magic Turtle /// Reaper Tank from Skull 10 Lamma
Post by Jakeelala on Jan 13th, 2017 at 5:02pm

Grand wrote on Jan 13th, 2017 at 2:29pm:



Dude, we've covered this before. I have grouped with you multiple times before and after I found out you were the attention whore from the Mobos. In every case you failed to impress with anything other than your ability to quest and simultaneously post in chat how amazing your build is or explanations for why you weren't leading in kills because your build is 'so amazing'.  In none of those instances did you rise above the others in notice much less 'drag' anyone through the quest. More telling (from your point of view) no one else ever mentioned how great you were playing or looked to you for guidance or help in the quest. Basically it was same old Khyber questing, nothing of note.

Should I bookmark this quote for you so I don't have to keep reminding you every time you get so full of yourself that you need to try and claim how much better you are than everyone you play with?




You can bookmark whatever you want. If you play on Khyber, identify yourself, group with me, and lets see who's full of shit.

My offer stands, as it has for close to a year now.

Poor little Grand needs more attention.




Title: Re: Magic Turtle /// Reaper Tank from Skull 10 Lamma
Post by Bigjunk on Jan 13th, 2017 at 7:07pm

harharharhar wrote on Jan 13th, 2017 at 4:57pm:



I'm sorry you're too stupid to do math like that.


Math is for fags.

(and Asians)

Title: Re: Magic Turtle /// Reaper Tank from Skull 10 Lamma
Post by Grand on Jan 13th, 2017 at 8:51pm

harharharhar wrote on Jan 13th, 2017 at 5:02pm:


You can bookmark whatever you want. If you play on Khyber, identify yourself, group with me, and lets see who's full of shit.

My offer stands, as it has for close to a year now.

Poor little Grand needs more attention.




No need to worry about me Sobby, I can get attention whenever I need it. For instance with just a post I can yank your chain and make you squeal. Too easy.

You want to know my name? get in line  ;)

Like I would trust some like you with that info? But much more importantly I love running anonymously with attention whores like yourself (and I'm not the only one), When you don't know were there you tend to go full asshat and say the stupidest shit in the world.

As for seeing 'who is full of shit'? Well Sobby, the funny part is I've never made stupid claims here or on the Mobos about how great I am or claiming I hate having to 'drag people through quests' like yourself, so it's pretty easy to see you're definitely more full of shit and self promotion. But if it makes you feel better I've raised you multiple times, and given you named loot from the chest so...... you're welcome.

The lesson to be learned here Sobby? stop trying to big-note yourself, and just play. If you play well and make good builds people will give you credit, if you try to give it to yourself you sound like..Jakelala and end up losing the builder of the year title to 5fs.  ;D

Title: Re: Magic Turtle /// Reaper Tank from Skull 10 Lamma
Post by Grand on Jan 13th, 2017 at 8:54pm

Bigjunk wrote on Jan 13th, 2017 at 7:07pm:


Math is for fags.

(and Asians)



Asians are entitled to fags?

Title: Re: Magic Turtle /// Reaper Tank from Skull 10 Lamma
Post by WonderfulFoppyBint on Jan 13th, 2017 at 9:11pm

Grand wrote on Jan 13th, 2017 at 8:51pm:

...end up losing the builder of the year title to 5fs.  ;D


I am so much better.

Title: Re: Magic Turtle /// Reaper Tank from Skull 10 Lamma
Post by Jakeelala on Jan 13th, 2017 at 11:44pm
Look if people like to roll and play FFS SD/LD build, more power to them. I hope they enjoy it. For a non burst/FoTW build, it's as good as it gets. Having started with throwers and going through the 4 levels of thrower build enlightenment (Shiradi->SD->LD->Fury), I feel like I have significant enough experience with all of them to say that Fury is just out and out superior in basically all situations (Raids, LE, zerg, Long slog, w/e).

However, as FFS has said himself, he isn't trying to use a bow/manyshot, which is a huge hit to burst DPS for a Fury build. I still think Fury is a better destiny even without a bow, especially with x3 crit now on shurikens.

But in any case, I have no beef with his builds that don't suck. This one espcially for someone who doesn't want to make a monkcher or a furyshuri their main, the steady state, less active style of just throwing shurikens in a non-Fury destiny is a good way to play a tosser and contribute well.

I also really liked his Cleric Terror Arrow DC build. That was nice. If I didn't need to farm 10 hours of slavers for a full caster 5 piece set, I would totally do it.

Title: Re: Magic Turtle /// Reaper Tank from Skull 10 Lamma
Post by Jakeelala on Jan 14th, 2017 at 12:11am

Bigjunk wrote on Jan 13th, 2017 at 7:07pm:


Math is for fags.

(and Asians)


I have a few guildies who are melees and they absolutely crush it. But I see the majority of melees just being subpar. It is what it is, player is just as important as the build.

Lot of bad ranged players running around too.

Title: Re: Magic Turtle /// Reaper Tank from Skull 10 Lamma
Post by nagus on Jan 14th, 2017 at 12:33am

harharharhar wrote on Jan 13th, 2017 at 11:44pm:
It's an honor just to be nominated.... Oh god those fuckers! those god dam fuckers! I'm the builder of the year! me! I am!.... oh god please kill me....



jk

Title: Re: Magic Turtle /// Reaper Tank from Skull 10 Lamma
Post by Grand on Jan 14th, 2017 at 1:33pm

wrote on Jan 14th, 2017 at 12:33am:



jk



Well done padawan, you show much promise  ;)

Title: Re: Magic Turtle /// Reaper Tank from Skull 10 Lamma
Post by WonderfulFoppyBint on Mar 20th, 2017 at 2:27am
Ath Posted his version of this on MOBOs.
He gives a very detailed build sequence and it looks great:

https://www.ddo.com/forums/showthread.php/485081-Ath-s-Reaper-Tank-Build-Thread

Title: Re: Magic Turtle /// Reaper Tank from Skull 10 Lamma
Post by Vaultaccount on Mar 25th, 2017 at 6:10pm
LOL I missed this thread. This last page drama is funny, thanks for bump

Edit: also funny to read old posts and see who was right after it hit live

Title: Re: Magic Turtle /// Reaper Tank from Skull 10 Lamma
Post by Frank on Aug 3rd, 2018 at 5:32pm

Vaultaccount wrote on Mar 25th, 2017 at 6:10pm:
LOL I missed this thread. This last page drama is funny, thanks for bump

Edit: also funny to read old posts and see who was right after it hit live



I just gave it another read also.  And yes, it is funny to see the predictions and match them up with the realities.


Digimonk wrote on Jan 6th, 2017 at 12:34pm:

Based on past experience, I expect that about two weeks from now you'll find out that this past week SSG acknowledged there are issues with the current aggro coding due to the recent changes and are working to fix them. 


Let's see: Jan, 2017 to Aug, 2018, and aggro is still broken.  Me being 2 weeks behind the ssg propaganda news curve because I don't haunt their forums looks trivial compared to that span of time.

Some people got it:

Revaulting wrote on Jan 7th, 2017 at 3:20am:

I think you're being um, admirably? optimistic.


Title: Re: Magic Turtle /// Reaper Tank from Skull 10 Lamma
Post by Digimonk on Aug 4th, 2018 at 1:55pm

Frank wrote on Aug 3rd, 2018 at 5:32pm:

I just gave it another read also.  And yes, it is funny to see the predictions and match them up with the realities.


Digimonk wrote on Jan 6th, 2017 at 12:34pm:

Based on past experience, I expect that about two weeks from now you'll find out that this past week SSG acknowledged there are issues with the current aggro coding due to the recent changes and are working to fix them.

Let's see: Jan, 2017 to Aug, 2018, and aggro is still broken.  Me being 2 weeks behind the ssg propaganda news curve because I don't haunt their forums looks trivial compared to that span of time.

Never go full retard, Fran(k).  Everyone except you seems to know that.  Do you try to fail this badly or does it just come naturally?

Patch that broke aggro: - December 21st, 2017- http://ddowiki.com/page/Update_33_Patch_2_Release_Notes

1.5 months later, they start working to fix the aggro issues.  I was 1 month off.  Oh boy, you got me there.  My bad.  Note that I said they would "be working on it" which is very different from "fix it".  You appear to have trouble differentiating the two due to your usual kindergarten level reading comprehension.

I may have been a month off, but my prediction that they would have to work on fixing the aggro due to their changes was correct.  They worked on it for about two months before hitting their usual, pathetic, "fuck it, good enough" standard and promptly moving on.

For reference, these are the ones I could find in 5 minutes of skimming the wiki:
     February 2nd, 2017 - http://ddowiki.com/page/Update_34_Release_Notes
           Monster assist range has been reduced. Monsters will not share aggro if a player in stealth kills them, unless their friends are actually looking at them.

     February 21st, 2017 - http://ddowiki.com/page/Update_34_Patch_2_Release_Notes
           Bluff's threat reduction has been increased from 25% to 40%
           Improved Feint has had its cooldown reduced to six seconds. Threat reduction has been increased to 40%      

     March 16th, 2017 - http://ddowiki.com/page/Update_35_Release_Notes
           Monsters killed by instant death effects will now share their aggro normally to their allies.
     
     March 23rd, 2017 - http://ddowiki.com/page/Update_35_Patch_1_Release_Notes
           Fixed an issue with Feint to work properly now

     May 3rd, 2017 - http://ddowiki.com/page/Update_35_Patch_4_Release_Notes
           Tower of Frost - It is now somewhat less likely to trigger Dungeon Alert in the hedge maze on higher difficulties.
           Fear Reapers will now do a line-of-sight check before they start screaming.

Do you even bother to think about the idiotic stuff you post before banging on the submit button while foaming at the mouth and jerking it with 2 fingers?  Or do post stupid on purpose because you have some sort of perverse, sadistic need that gets filled by continually receiving intelletual beatdowns?



Title: Re: Magic Turtle /// Reaper Tank from Skull 10 Lamma
Post by Frank on Aug 5th, 2018 at 8:14am

Digimonk wrote on Aug 4th, 2018 at 1:55pm:


I may have been a month off, but my prediction that they would have to work on fixing the aggro due to their changes was correct.  They worked on it for about two months before hitting their usual, pathetic, "fuck it, good enough" standard and promptly moving on.


You weren't 'a month off.' you idiot.  You were and still are 'off' by forever, because aggro still isn't fixed.

Son, I know you desperately want to prove that you can do at least one thing better than me even if it is just a video game, but words have meanings and context has meaning.  You don't get to define what words and context means, that has been reserved for Donald Trump.

You can't jump down my throat after I point out the issues with aggro by pointing out that ssg said they'll be working on it, and then try to skate out of your failure to pick a winner by trying to hang with the cool kids and disparage ssg's ability to do exactly what you thought they could do so well that it was supposed to make me look like a fool.  They fooled you.  But that's not hard, is it?

No one here falls for your smoke screens and goal post moves because no one here is as stupid as you.  You're trying to Trump but you're not the president.  Trump can and has gotten away with a lot of crap because he is in a position of power, but you're just a whiny little bitch who will never hold a position of responsibility or dignity.

Title: Re: Magic Turtle /// Reaper Tank from Skull 10 Lamma
Post by 5 Foot Step on Aug 5th, 2018 at 11:01am
Oh you two...

Title: Re: Magic Turtle /// Reaper Tank from Skull 10 Lamma
Post by ZooperDooper on Aug 5th, 2018 at 11:12am
I get the feeling both of them sit @ their computers masturbating while they respond to each others posts..

Maybe we should take up a collection & get them a room so they can get it over with?

Title: Re: Magic Turtle /// Reaper Tank from Skull 10 Lamma
Post by Digimonk on Aug 5th, 2018 at 3:56pm

Frank wrote on Aug 5th, 2018 at 8:14am:


You weren't 'a month off.' you idiot.  You were and still are 'off' by forever, because aggro still isn't fixed.

Odd. 

After they fixed the "mob aggros on the person farthest away from them" thing and those other things I listed, all the people I run the daily 7-skull plus missions and do end-game reaper raids with seem to have no problems with aggro.

Granted, when we open those runs up to the public, we invariably get some stupid pug players that don't know how to manage aggro and die over and over.

You're the dipshit that pulls the mounds away from the melee and runs around like a little bitch and finally dies in a corner after causing the raid to get the HP debuff, aren't you, Fran(k)?

Title: Re: Magic Turtle /// Reaper Tank from Skull 10 Lamma
Post by acidpickachu on Aug 6th, 2018 at 12:37pm

Digimonk wrote on Aug 5th, 2018 at 3:56pm:

You're the dipshit that pulls the mounds away from the melee and runs around like a little bitch and finally dies in a corner after causing the raid to get the HP debuff, aren't you, Fran(k)?


Idiots like those are what Kormors Belt are tailor made for.

Title: Re: Magic Turtle /// Reaper Tank from Skull 10 Lamma
Post by KNN on Aug 6th, 2018 at 5:35pm
























A$$hole is so bent out of shape he is trotting out all his socks today so it must have been humiliating. Or it's just another attempt to divert attention.  Either way same ineffective shit different day.

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