Yak Cast 2 “Over 59 Minutes of Oozing Vanilla”
DDO Update1
- Can now buy 32 point builds, is it worth the cost. (1495 Favor, 1500 points = 18.99 or VIP’s can use 3 months of points you get with subscription.)
- Various fixes to UI who cares, etc.
What Yakster would have liked to see in DDO update 1.
- Items that are equipped don’t stay in the same bags.
- Reincarnation delayed WTF?
- Veteran status delayed from being purchased.
Posts from DDO forums
- Vet Status.
- Justified to leave groups.
- Play your class role people.
- PVE risk VS. reward grouping in pugs.
- Tardic Troll Awards. (TTA)
- Multi Classing = Bad Idea for new players.
MISC
- Xfire contest/ broccoli of the beholder contest.
- Drow Race is very cool.
- Bard Stuff.
- I made my first Pally.
- Ryan maybe playing DDO, don’t hold your breath.
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#3 written by Seneca Windforge 3 years ago
In Cabal for One out in Gianthold, there is a trap there that is kind of nasty on elite…an at-level rogue really needs to be specced for traps to hit it, but given that the cap is no longer 14 you can make up the difference with levels. The trap is guarding an optional chest that contains no special loot and is completely skippable.
The traps in the Inspired Quarter are also really hard to get — you need low 60′s Search/Disable (don’t remember exactly, it’s posted on the DDOcast forums somewhere). They aren’t skippable, but on normal at least most just suck them up by springing them for the party. Rogues can often take no damage or at least survivable damage from them, though they do also Disjunct you. There are shrines nearby to fix that, though. This is possibly a hint that traps are going to get worse in new content, but that’s anyone’s guess. Many people actually think that the DCs on these are too high on Normal, out of balance compared to other quests in the same-ish level range — many pure rogues can’t get them!
Most everywhere else, maxed rogue skills, up to date Search/Disable items (which can include +1 or +2 from luck items like the Rabbit Gloves), +5 tools, and maybe buffs like greater heroism (especially for elite) are all you need, provided you aren’t running an elite quest several levels above you. With 2 levels of rogue, you can also take Rogue Skill Boost I for another +2 and the first level of the Search/Disable enhancements for another +1. Some rogues even carry Find Trap scrolls for another +1 to search and Prayer scrolls for +1 to all skills, though I think that’s going overboard most of the time.
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#4 written by Jerry 3 years ago
It’s been great to be able to listen to someone talking DDO on a podcast that I am in no way connected to!
Nice work so far.
I don’t think there are any traps in the game that – require – a pure rogue to disable or find, although if there is it would be the new Path of Inspiration traps with their 60+ requirement. Cabal of One is otherwise the “big” rogue-skills-needed trap in the game, but that’s like 36, which can be done with a splash with effort.
My FvS-Rogue build is doing great so far, not a single trap-chest-door I’ve been unable to find and disable and unlock:
Character Plan by DDO Character Planner Version 3.10
DDO Character Planner Home PageMockduckthre
Level 20 Chaotic Neutral Drow Male
(2 Rogue / 18 Favored Soul)
Hit Points: 176
Spell Points: 1604BAB: 14/14/19/24
Fortitude: 11
Reflex: 18
Will: 17Starting Ending Feat/Enhancement
Base Stats Base Stats Modified Stats
Abilities (Level 1) (Level 20) (Level 20)
Strength 10 10 10
Dexterity 16 16 19
Constitution 10 10 10
Intelligence 16 16 16
Wisdom 16 20 22
Charisma 10 12 15Tomes Used
+1 Tome of Charisma used at level 3Starting Ending Feat/Enhancement
Base Skills Base Skills Modified Skills
Skills (Level 1) (Level 20) (Level 20)
Balance 7 8 8
Bluff 0 2 2
Concentration 2 10 10
Diplomacy 0 2 2
Disable Device 7 26 29
Haggle 4 6 6
Heal 3 6 6
Hide 7 8 8
Intimidate 0 2 2
Jump 4 4 4
Listen 3 6 8
Move Silently 7 8 8
Open Lock 7 12 15
Perform n/a n/a n/a
Repair 3 3 3
Search 7 26 33
Spot 7 20 24
Swim 0 0 0
Tumble 7 8 8
Use Magic Device n/a n/a n/aLevel 1 (Rogue)
Skill: Balance (+4)
Skill: Concentration (+2)
Skill: Disable Device (+4)
Skill: Haggle (+4)
Skill: Hide (+4)
Skill: Jump (+4)
Skill: Move Silently (+4)
Skill: Open Lock (+4)
Skill: Search (+4)
Skill: Spot (+4)
Skill: Tumble (+4)
Feat: (Selected) Nimble Fingers
Feat: (Automatic) Attack
Feat: (Automatic) Drow Spell Resistance
Feat: (Automatic) Elven Keen Senses
Feat: (Automatic) Enchantment Save Bonus
Feat: (Automatic) Exotic Weapon Proficiency: Shuriken
Feat: (Automatic) Heroic Durability
Feat: (Automatic) Immunity to Sleep
Feat: (Automatic) Light Armor Proficiency
Feat: (Automatic) Martial Weapon Proficiency: Rapier
Feat: (Automatic) Martial Weapon Proficiency: Shortsword
Feat: (Automatic) Martial Weapon Proficiency: Shortbow
Feat: (Automatic) Simple Weapon Proficiency
Feat: (Automatic) Sneak
Feat: (Automatic) Sneak Attack
Feat: (Automatic) Spell Save Bonus \par Feat: (Automatic) Trapfinding
Enhancement: Rogue Skill Boost I
Enhancement: Elven Perception I
Enhancement: Rogue Sneak Attack Training I
Enhancement: Rogue Disable Device ILevel 2 (Favored Soul)
Skill: Disable Device (+1)
Skill: Search (+1)
Skill: Spot (+0.5)
Feat: (Diety) Favored by Vulkoor
Feat: (Automatic) Magical Training
Feat: (Automatic) Medium Armor Proficiency
Feat: (Automatic) Shield Proficiency (General)
Spell (1): Command
Spell (1): Cure Light Wounds
Enhancement: Rogue Open Lock I
Enhancement: Rogue Search I
Enhancement: Favored Soul Life Magic I
Enhancement: Favored Soul Energy of the Scion ILevel 3 (Favored Soul)
Skill: Disable Device (+1)
Skill: Search (+1)
Skill: Spot (+0.5)
Feat: (Selected) Weapon Finesse
Spell (1): Remove Fear
Enhancement: Elven Dexterity I
Enhancement: Favored Soul Charisma ILevel 4 (Favored Soul)
Ability Raise: WIS
Skill: Concentration (+1)
Skill: Disable Device (+1)
Skill: Search (+1)
Feat: (Automatic) Child of Vulkoor
Spell (1): Divine Favor
Enhancement: Elven Perception II
Enhancement: Elven Keen Eyes I
Enhancement: Favored Soul Prayer of Life ILevel 5 (Favored Soul)
Skill: Concentration (+1)
Skill: Disable Device (+1)
Skill: Search (+1)
Spell (2): Cure Moderate Wounds
Enhancement: Favored Soul Life Magic II
Enhancement: Favored Soul Wisdom ILevel 6 (Favored Soul)
Skill: Concentration (+1)
Skill: Disable Device (+1)
Skill: Search (+1)
Feat: (Favored Soul Bonus) Energy Resistance: Acid
Feat: (Selected) Quicken Spell
Spell (2): Resist Energy
Enhancement: Rogue Spot I
Enhancement: Favored Soul Prayer of Incredible Life I
Enhancement: Favored Soul Spell Penetration ILevel 7 (Rogue)
Skill: Disable Device (+1)
Skill: Open Lock (+4)
Skill: Search (+1)
Skill: Spot (+5)
Feat: (Automatic) Defensive Fighting
Feat: (Automatic) Evasion
Enhancement: Favored Soul Energy of the Scion II
Enhancement: Rogue Dexterity ILevel 8 (Favored Soul)
Ability Raise: WIS
Skill: Concentration (+1)
Skill: Disable Device (+1)
Skill: Search (+1)
Spell (3): Cure Serious Wounds
Enhancement: Favored Soul Charisma IILevel 9 (Favored Soul)
Skill: Disable Device (+1)
Skill: Search (+1)
Skill: Spot (+0.5)
Feat: (Selected) Extend Spell
Spell (2): Find Traps
Spell (3): Searing Light
Enhancement: Elven Dexterity IILevel 10 (Favored Soul)
Skill: Disable Device (+1)
Skill: Search (+1)
Skill: Spot (+0.5)
Spell (4): Cure Critical Wounds
Enhancement: Favored Soul Wisdom IILevel 11 (Favored Soul)
Skill: Disable Device (+1)
Skkill: Search (+1)
Skill: Spot (+0.5)
Spell (2): Eagle’s Spendor
Enhancement: Favored Soul Prayer of Life IILevel 12 (Favored Soul)
Ability Raise: WIS
Skill: Disable Device (+1)
Skill: Search (+1)
Skill: Spot (+0.5)
Feat: (Favored Soul Bonus) Energy Resistance: Fire
Feat: (Selected) Heighten Spell
Spell (5): Raise Dead
Enhancement: Favored Soul Charisma IIILevel 13 (Favored Soul)
Skill: Concentration (+1)
Skill: Disable Device (+1)
Skill: Search (+1)
Spell (3): Remove Curse
Spell (4): Recitation
Spell (5): Greater Command
Enhancement: Favored Soul Prayer of Life IIILevel 14 (Favored Soul)
Skill: Disable Device (+1)
Skill: Search (+1)
Skill: Spot (+0.5)
Feat: (Automatic) Beloved of Vulkoor
Spell (6): Blade Barrier
Enhancement: Favored Soul Spell Penetration IILevel 15 (Favored Soul)
Skill: Disable Device (+1)
Skill: Search (+1)
Skill: Spot (+0.5)
Feat: (Selected) Maximize Spell
Spell (4): Restoration
Spell (5): Mass Cure Light Wounds
Spell (6): Heal
Enhancement: Favored Soul Prayer of Incredible Life II
Enhancement: Favored Soul Life Magic IIILevel 16 (Favored Soul)
Ability Raise: WIS
Skill: Concentration (+1)
Skill: Disable Device (+1)
Skill: Search (+1)
Spell (7): Destruction
Enhancement: Favored Soul Life Magic IVLevel 17 (Favored Soul)
Skill: Disable Device (+1)
Skill: Search (+1)
Skill: Spot (+0.5)
Feat: (Favored Soul Bonus) Energy Resistance: Electricity
Spell (5): Flame Strike
Spell (6): Mass Cure Moderate Wounds
Spell (7): Mass Cure Serious Wounds
Enhancement: Favored Soul Prayer of Incredible Life IIILevel 18 (Favored Soul)
Skill: Disable Device (+1)
Skill: Search (+1)
Skill: Spot (+0.5)
Feat: (Selected) Two Weapon Fighting
Spell (8): Mass Cure Critical Wounds
Enhancement: Elven Perception IIILevel 19 (Favored Soul)
Skill: Concentration (+1)
Skill: Disable Device (+1)
Skill: Search (+1)
Feat: (Automatic) Leap Of Faith
Enhancement: Favored Soul Spell Penetration IIILevel 20 (Favored Soul)
Ability Raise: WIS
Skill: Concentration (+1)
Skill: Disable Device (+1)
Skill: Search (+1)
Enhancement: Elven Perception IV -
I’ve been running a pen and paper Halfling Rogue in DDO and it’s not too bad.
From what I’ve experienced so far, Pure trap monkeys help a LOT on elite quests.
I’ve not had a problem disabling traps, but finding them can be a problem. I’m sure that’s down to the pen and paper to DDO conversion though.
A few more points in Int and I think the build will work great as I usually group with small PUGs (3 to 4 players).
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#8 written by Seneca Windforge 3 years ago
I guess it depends on how you define “pure trap monkey” but in general, I find that rogues who can’t fight their way out of a wet paper bag aren’t all that useful compared to ones who can fight well (I’ve seen some rogues that were almost entirely dead weight when not disabling traps). DPS and killing things are useful in almost all quests very frequently, while traps are only a small part of the obstacles you will deal with, and are almost entirely absent in some quests. Even on elite most traps aren’t all that hard — Jerry’s build up above is working for him and he’s only splashing rogue. I had a Rogard (Rog2/BrdX) who also handled them well.
I think one problem may be that these days there are probably a lot of new rogues running around who don’t know how to get their skills up and wind up blowing boxes…which gives the impression that traps are require more sacrifice than they actually do. I ran into a level 9 rogue once who was still toting a +3 Search item — it was no wonder they were having trouble finding the traps with that. If you keep your items up to date, use +4/+5 tools (available on the auction house), and get all the appropriate buffs (greater heroism at higher levels, Fox’s Cunning will do in a pinch at lower levels, and a bard song helps if you are really paranoid and have it handy), you can get traps just fine without actually spending precious feats or very many action points on trap enhancing stuff.
The way I see it: Fox’s Cunning wands/potions and such might cost money, but action points and feats can’t be bought for any price, so they’re a lot more valuable.
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#9 written by Jerry 3 years ago
@Ryan – The build was made using Ron’s Character Planner, available here: http://www.rjcyberware.com/DDO/
There’s a button on it that allows you to export the build for web forums and such.
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You definitely sound like you’ve played other mainstream MMOs.
One of the things that a lot of players to DDO need to realize is that in this game, class does not equal role. Rather, the various classes (multiclassing included) are paths to the various roles — but a class itself does not necessarily equate to a role.
One thing you’ve talked about are “weird” multiclass builds. I know that sometimes these are made by people who don’t know the game that well…but sometimes, it can be hard to tell a bad one from a good at a glance unless you yourself are well-versed in DDO character building. Some people might lump Rog2/Rgr6/Ftr12 into the bad category, but it’s actually a pretty good build.
To respond to your example of the bard with 12 charisma, that’s actually a good idea for some warchanter builds. A high casting stat gives you higher spell DCs, access to your spells (which for bards only an endscore of 16 is needed for all spells), and an insignificant amount of SP. Some warchanters take NO spells that require enemies to save, so a high charisma is a waste.
On rogues…you only really need 2 levels of rogue to get most traps in the game (there are just a handful of exceptions where the traps are hard, and as of right now they aren’t really worth building for). The key is being able to keep up your Search and Disable Device skills. A Rog2/RgrX or Rog2/WizX can do traps pretty much as well as a pure rogue can because of plentiful skill points. In fact, in the latter case the Rog/Wiz might even be better due to a massive Intelligence modifier! On the other hand, Rog2/FtrX might not be good with traps because the fighter levels don’t grant many skill points. In that case, the rogue levels might just be for evasion, which is important to have.
As for clerics and healing…a good cleric will heal at least some no matter what their build is. However, some clerics lean more towards fighting, and I just don’t get why people whine about this. If you ask for a cleric and don’t ask the guy what his build is…well, it’s your fault, isn’t it? Isn’t the onus on you to determine who you are inviting? Complaining and blaming the person because you were misled by the icon is silly. Not only that, but healing is sometimes the LEAST efficient way to spend your SP as a cleric. A Greater Command spell can knock a bunch of brutes on their ass so that you don’t have to heal up a bunch of damage. Blade Barrier is an awesome damage spell, and Cometfall combines damage with knockdown. Clerics are simply not just for healing. This is a hard thing for some to accept, but it’s very true in DDO.
Finally, on wizards and melee fighting. I actually found on my warforged wizard (starting Strength 12) that it was FAR more efficient to cast Bull’s Strength + Master’s Touch and wail away with a frost greataxe of pure good, using self-heals to keep myself alive. The wizard is level 7 so far and can actually melee pretty well (though this tactic will not be viable at higher levels).