Ddo when do you get feats




















Any clarification would be much appreciated. This repeats until you either get bored or manage to unlock Completionist, in which case you've literally won DDO. You get a free also known as "passive" past life feat every time you TR, stacking up to 3 per class. Since there are 14 classes, you can stack a total of 3 x 14 if you really feel like starting that grind at this point in history. You never lose them. They do, however, gain bonuses from their devotion to a specific deity as Clerics do.

Paladins also gain divine blessings, such as the highest potential saving throws and the ability to Smite Evil, and immunities to the debilitating effects of fear and disease. Paladins can heal through their Lay on Hands ability and spells later on too. Because of their passive auras, they also give their party members bonuses for being within their presence.

Paladins are probably the best suited tanks in DDO, being able to heal themselves and having damage reduction benefits from their chosen deity. Their Aura of Courage passively boosts their allies as well against evil creatures. Paladins can also commit to damage dealing, as they can match the damage output of Barbarians and Fighters alike, especially with the Knight of the Chalice enhancement tree. Paladins do have the drawback of having to spread their stats thin. While Strength and Constitution are key abilities, some points should be allocated to Charisma and, to a lesser extent, Wisdom.

Skill points are also a problem, as Paladins are one of the classes with the lowest number and, due to the already spread out attributes, will have little to spare on Intelligence. Another point to consider is that a Paladin must have a Lawful Good alignment.

Thus, it cannot multiclass to classes like Bard or Druid. The DDO version of the Ranger follows this tradition, but also expands their specialization in either dual weapons or archery. A Ranger gains bonus feats at certain levels that boost its ranged combat abilities and the ability to use two weapon fighting. Normally, these feats have requirements, but the Ranger receives and can use these feats as soon as the required level is achieved. Furthermore, Rangers gain bonuses against Favored Enemies at 1 st level and every 5 levels after.

These bonuses stack, thus making the Ranger more effective against their chosen enemies. As undead are some of the most numerous enemies in the game, it should be chosen as early as possible. Note that because these are cumulative, Favored Enemy feats gained from other sources count, thus a Ranger can deal very high damage when all the Favored Enemy damage bonuses are calculated.

The Ranger is also multiclass friendly, as it has a high number of skillpoints and has 9 class skills. Rogues, Paladins, Monks, Clerics, and Druids are very good choices for multiclassing with the Ranger.

Even without splashing points into Intelligence, 6 skill points per level will allow the Ranger to maintain pace with its class skills. A few caveats when playing a Ranger is that it starts out with only Light Armor proficiency. Plus, although you can gain Medium and Heavy Armor proficiencies through feats or by multiclassing, you might want to reconsider, as Evasion is one of the later Ranger abilities does not work when wearing armor heavier than light.

Another point is that the Ranger does not gain spells until level 4. Even then, it does not have access to a healing spell until level 8. This keeps the Ranger from being truly self-sufficient until that stage. The first version of the Rogue was called the Thief class and was introduced in a Greyhawk supplement back in For DDO, the Rogue serves as the go-to class for dealing with environmental challenges.

By that, we are referring to the plethora of traps to be disabled, locks to be opened, and hidden things, such as secret rooms and enemies hiding in stealth.

With the Rogue possessing the highest number of skill points of any class, one can maximize its effectiveness, while also providing a lot of options for multiclassing. With the Use Magic Device Device being a class skill, Rogues can even be back up spellcasters through the use of wands and scrolls, even if remaining a pure class. Rogues are also very good at dealing damage. Thanks to the Sneak Attack bonuses, a well-built Rogue can take down problem enemies fast if they can flank or attack from behind.

Then with enhancement trees like Assassin and Mechanic, the Rogue can really shine in either close or ranged combat. Rogues can also create traps and other devices such as grenades and land mines, providing other options for area of effect damage or crowd control.

The drawbacks to consider when playing a Rogue are that it cannot wade into the middle of battle due to having a low hit point average and a limited choice of armor. On that note, a Rogue will need to keep enough gold on hand for their devices and traps, wands, and spell scrolls, particularly when solo questing. Unlike other spellcasters, they are born with their ability to use magic.

In game terms, they can spontaneously cast arcane magic and deal enormous elemental damage, but they cannot take a lot of damage themselves nor be as versatile as the Wizard, due to a limited number of spells that they can learn. With DDO, the Sorcerer has the largest spell point of any arcane spellcasting class and are able to cast spells at noticeably faster intervals than Wizards. Because they have enhancement trees for all four of the elemental types Air, Water, Fire, and Earth , a Sorcerer can exploit the weaknesses that are inherent in a lot of enemies in the game.

With such high damage potential and a large spellpoint pool, the Sorcerer is arguably the most popular arcane spellcasting class in DDO for its solo ability, even at high epic levels.

The caveat with Sorcerers is their mediocre hit points. Constitution is pretty much a required secondary priority for allocating stats. Sorcerers also do not have a lot of weapon proficiencies, having only Simple Weapon Proficiency available. They have no armor proficiencies, which means only cloth robes and suits can be worn, though this can be somewhat mitigated by the Eldritch Knight enhancements. However, wearing heavier armor leads to possible Arcane Spell Failure.

Sorcerers also have a very small number of class skills, with only Concentration, Spellcraft, and Bluff. Although the Sorcerer can maintain the ranks for these class skills appropriate for their levels, this also gives multiclassing Sorcerers tough choices in which cross class skills to put points in to, unless they add a few points to Intelligence. Sorcerers also do not get a lot of other abilities beyond their spells not even bonus feats.

You know the drill: they read books and scrolls, casts a wide range of magic, and probably carries a staff and wears robes. And many will be sporting goatees or a graying beard, too. For the DDO version, whereas the Sorcerer is best suited as the nuker, the Wizard is more like a scalpel. Wizards can learn every spell on their list in the game, provided they can find the scrolls to use Inscribe Scroll for their spellbook.

They can also learn the most powerful arcane spells in the game. Level 9 spells like Meteor Swarm, Thunderstroke, and Hold Monster, Mass are all extremely devastating and deal with swarms easily.

Although they cannot spam spells - the effect of having a lower spellpoint total compared to Sorcerers- Wizards can swap out their memorized spells by resting in taverns or at Rest Shrines. This gives Wizards more available selections as they progress through dungeons and quests, swapping out less useful spells for more effective ones, depending on the threats they face. Wizards also get bonus spellcasting feats at 1 st level and at 5 th , 10 th , 15 th , and 20 th levels.

Along with the Archmage and Palemaster enhancements, a Wizard can enhance their spells even further. The Wizard has access to the Eldritch Knight tree too, the same with the Sorcerer, providing some melee and survivability options. Palemaster is of particular note, as it allows the Wizard to summon an Undead Bone Knight, which is a powerful Fighter and lets the Wizard take an Undead Shroud, which can heal using Negative Energy.

On the other hand, the drawbacks of Wizards are significant. They have even less hit points on average than the Sorcerer. It is not uncommon for a Wizard to get dropped by a single critical hit, even when their Constitution is relatively high. Finally, they share the limitation of only wearing cloth protection, sharing the possibility of arcane spell failure if they wear armor.

Skills are also a problem, as the Wizard class only has Concentration, Spellcraft, and Repair as class skills. Although this can be mitigated a little bit due to the key attribute for Wizards is Intelligence, which provides bonus skillpoints. But this means multiclassing Wizards should carefully consider which skills to rank up. The Alchemist is a spellcaster, but it presents a unique way of utilizing their spells. Historically, alchemy is the precursor of modern day chemistry.

Alchemists create mixtures and potions that produce magical effects. Each of their spells has a Primer Crimsonite, Ceruleite, and Gildleaf. Depending on the last Primer used, the Alchemist produces a Reaction that changes their status Orchidium, Pyrite, and Verdanite.

Spells have three times their normal cooldown when this mode is active. Combat Expertise dispels and wards against all rage effects. Intelligence Ranged Bow Attack: Expend one charge to Fire three arrows in quick succession. Each of these shots can Doubleshot. This feat gives 3 charges, you regain 1 charge every 12 seconds you don't use Manyshot Requires a Longbow or Shortbow to use.

Passive: You gain Doubleshot equal to 1. Multitude of Missiles. Shares a cooldown with Manyshot. Cooldown: 2 minutes. Ten Thousand Stars.

This ability puts Manyshot on a 30 second cooldown. Cooldown: one minute. Level 6: Monk Dexterity Reduces your hit bonus by 5, or your Base Attack Bonus , whichever is lower. Then your successful attacks will have their damage increased by the same amount.

Two-handed weapons get twice that damage bonus. Strength Improved Precise Shot. Your ranged attacks will now pass through friends and foes to damage all foes in your path, until they strike your intended target.

Cannot be used while raged. You automatically stabilize when incapacitated. Dexterity Spring Attack. Passive: Character suffers no penalty to their attack roll when meleeing and moving. Active: Charge attack causes you to leap forward, striking a target and all those around them.

Requires that you are holding a melee weapon. Improved Critical. Adds 1, 2, or 3 to critical threat range based on the weapon type's unmodified threat range. This feat is taken for a certain weapon type Bludgeoning , Piercing , Ranged , Slashing or Thrown , and can be taken multiple times, though each time must be for a different type. Power Critical.

This feat can be taken multiple times, so that the effects stack. Weapon Finesse. This feat allows the character to apply their dexterity modifier to hit instead of the strength modifier when making melee attacks with light weapons and rapiers. The strength modifier is still used as a bonus to the damage roll. Knight's Training. You have undergone rigorous military training with the traditional weapons of war.

These weapons receive one of the following morale bonuses in your hands. Long Swords critical multiplier is increased by 1. Battle Axes critical threat range is increased by 1.

Increased by 2 if you have Improved Critical : Slashing. Swords to Plowshares. You are an expert with the usage of traditionally nonviolent weapons in impressive ways. Shield Mastery. You are skilled with the use of a shield, and your Physical Resistance Rating is increased by 3 when using a buckler or small shield, 5 when using a large shield, or 10 when using a tower shield.

Does not function in animal forms. Shield Proficiency: General. Improved Shield Mastery. You are exceptionally skilled with the use of a shield, and your Physical Resistance Rating is increased by 5 when using a buckler or small shield, 10 when using a large shield, or 15 when using a tower shield.

Greater Shield Mastery. You are exceptionally skilled with the use of a shield, and your Physical Resistance Rating is increased by 10 when using a buckler or small shield, 15 when using a large shield, or 20 when using a tower shield.

Improved Shield Bash. Shield Deflection. When actively blocking with any type of Shield you are proficient with, you gain a Competence bonus based on the type of shield to completely ignore Acid, Cold, Electric and Fire damage. Single Weapon Fighting. Note: Actually increases base number of attacks per second from 1. Please verify it! Improved Single Weapon Fighting.

Note: Further increases base number of attacks per second from 1. Greater Single Weapon Fighting. Offhand Versatility. You gain special bonuses for fighting with specific things in your offhand while Single Weapon Fighting. Two Handed Fighting. Mutually exclusive with Single-Weapon Fighting. Improved Two Handed Fighting. Greater Two Handed Fighting. Two Weapon Fighting. Reduces the to-hit penalty when using two weapons at the same time. Oversized Two Weapon Fighting. When wielding a one handed weapon in your off-hand, you take penalties for fighting with two weapons as if you were wielding a light weapon on your offhand.

Two Weapon Fighting Strength Two Weapon Defense. In DDO, this is not implemented as a shield bonus and stacks with the Shield spell. Two Weapon Blocking. Increases amount of damage you can block when defending with two weapons.

Improved Two Weapon Fighting. Greater Two Weapon Fighting. Weapon Focus. It can be taken multiple times, once for each of the different types. Greater Weapon Focus.

This feat stacks with Weapon Focus. Superior Weapon Focus. Weapon Specialization. This feat can be taken multiple times, once for each weapon type. Level 4: Fighter Weapon Focus in same weapon type. Greater Weapon Specialization. This bonus stacks with the Weapon Specialization feat. Tactical Training. Level 4: Fighter.



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