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I'm looking for a short list of "things you should know". I am a complete newb to the game and don't even remember my AD&D days enough to be faintly familiar with the new ruleset. I keep learning little things that I am sure people take for granted, but it sure would be nice to know sooner.
Little things like: Don't use your good metal hammer on slimes because they will destroy it before the end of the quest, you can set up weapon / shield quickbar icons, you can do a quest solo (on solo setting) and then repeat it later on normal, hard, and elite settings and still gain excellent experience even in a group, just go back and get the quest again, take off your armor and shield to swim underwater if you aren't sure if you can make it all the way, etc, etc...
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Bare fists or 1cp Clubs work great on slimes. When possible run Dirks Has A Secret until you can obtain a Muckbane, one of the few weapons that is still usefull from level 2 to cap.
Don't be afraid to start a group.
Enable voice chat even if you do not use it, many do.
Always remember this is a team/party based game.
Let the Rogue get the trap unless you are prepared to heal yourself afterwards.
Most classes have the capability to heal in some way; Every class can use potions. Ranger, Paladins, Bards & Clerics can use Cure xx Wounds Wands. It only takes one level of that class & a total charcater levels equal to the minimum level on the wand & providing that level of Cure spell is on that classes spell list. If you are Warforged it only takes 1 level of Wizard or Sorceror to gain access to Repair wands.
Don't be afraid to try out a race not particularly suited for a particular class (stat-wise) you may find yourself pleasently suprised, i.e. Warforged Sorcerer.
Repair items before they get too badly damaged.
Keep a club or a muckbane (or everbright weapon) handy for Rust Monsters later.
Don't be afraid to try out something new just because it is not the FOTM or generally accepted "tactic" for handling that encounter.
You don't need the "perfect" party to run any of the content. Don't be afraid to work with any other classes, often the most fun quests are the ones that require you to improvise.
Have fun, if it is starting to feel like a job take a break, the main point of any game is to have fun.
Unless quest tells you not to, break everything you see. You don't have to pick up the stuff that drops, but you will get a bonus to exp if you reach "ransack" at the end of the quest.
Also even if the trap is little and doesn't hurt you let the rogue still disable the trap. You also get a bonus exp at the end of the quest for the number of traps disabled.
Trust me you'll get those levels where you need "this much" to level and ever single bit helps.
Yes, a muckbane in my opinion is very valuable to have. Others may disagree, but that thing has come in so handy.
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Promote what you love instead of bashing what you hate.
i got a muckbain out of pure newb luck my first time on that quest solo yesterday. Any other suggestions? How about like character development tips? Like, don't invest your AP in XXX, or if you want to dual wield make sure you do XXX, etc?
Really without knowing more about your character it is a little hard to go more into detail.
I can comment regarding Dual Weapon Fighting. Get the feats, don;t equip 2 weapons till at least level 6. My argument for this is, the minus to hit will hurt you more at lower levels where every little +1 can be a big deal. Secondly, TWF feats are not (IMO) effective until you at least pick up the Improved Two Weapon Fighting feat, this is where you really start noticing more attacks & where the feat line begins to shine.
This is comming from a player of 5 Rogues, 4 of which are Two Weapon Fighting styled.
Experiement with your action points. It doesn't cost that much to completely re-do them if you don't like what you're doing. Look at the ones that aren't available to you until later and if you really want it, start working on the prerequisites for that ability.
Actually, you gave me what I was looking for in this thread. I meant this to be a general newb knowledge thread, not specific to my toon. The problem is, being a true newb, I don't know what questions to ask, so basically any little lessons you have learned over time are helpful. I wanted to prop this thread up here for people (like me) that are on the trial and cannot post in the official forums. Most of the newb info is buried so far back in the official forums you have to dig a ton to get it and most of the stuff you find with search is more recent and beyond what I was looking for.
EDIT: And the newb guides on the official forums are nearly useless now due to broken links.
1. Being a new player you might want to sell that muck and get yourself 50,000 gold that will get you moving and you can always go back for another. Mucks are great but not a necessaty but a nice to have at first. The gold will do you much much more upfront. In short time you'll have another or two...
2. Make sure you drop auto-attack, please for the love of god do it and send me a $5 thank you later.
3. To just get in the game the easiest. Make a good fighter with one level pally lets say. Fighter plays out easy and is fast and furious action. Closest thing to Diablo in the MMO world. The one level of pally is so you can use a bunch of wand, mainly healing wands. That will make you nearly self-sufficient on heals and helps the healers out a ton.
4. Go into the knowledge base in-game and type in TIP. It will give you a list of like 250 DDO in-game tips. Put that in word and use it as a reference, it's basically what you asked for.
5. If you want to go for a real all-arounder... Good Fighter... 1 level Pally... 1 level Rouge. Give your self like 12 INT. When you are a rouge max out the Open Lock and Disable Traps and then for the other levels get spot/search/intimidate. Now you can kill like a machine, heal when needed and find and disable traps and unlock door. Basically you would be the man.
6. With this build dont' worry on dual-wield look for a nice great axe.
Thanks for the info on TIP.
I haven't really used wands much yet. Why use them over pots? Don't you have to re-equip your weapon after? Are they cheaper, have a chance to not be consumed or something?
Oh, btw, I decided to try out a WF Battlemage build. Not sure if I will keep him, but he seems pretty cheap and easy to play for a newb. Originally I made a cleric, but that just didn't work out well for me. I was having to solo mostly because I couldn't afford to heal my groups effectively. I understand later in life a cleric might be awesome for soloing, but I really don't want to be a cleric and never be able to group.
Yes, roughly 3 1/2 times cheaper per use, that's the only reason.
Your just learning the game that's all. You will find out many healers won't touch WF's because they only heal half as well as a squishy.
The clerics in this game are awesome, my first and main is a Battle Cleric. Never had a problem healing, just make sure you use all the feats/skills etc to add in as much Spell Points as possible. When I'm not babysitting I have a nice greataxe that can deal the pain.