DDO Tips
Posted: August 17th, 2010, 4:02
Here are some tips from stuff I found and current players (mostly Sheriff) have mentioned, which might be handy for characters starting out.
Controls
I find the default to be the most amenable, but with A and D set to Strafe left and right, rather than turn. Auto-run on \ is handy, but it's very easy to run off cliffs while using it. Holding the middle mouse button lets you look at something other than your own arse.
Pressing T by mistake reverses the mouse-look RMB action, so your cursor disappears, press it again to return to sanity.
Toolbars and windows
They're all movable if you put the mouse on the edge of them and it changes to a move cursor. Not sure how to lock them, as I've thrown them around by mistake a few times during furious clicking.
The toolbars (aka action bars) have a couple of icons on them, one to rotate 90 degrees, the other to pop out a new toolbar. I had a bit of trouble with this, as the silver-edged toolbar is the one that maps to the number keys, but it kept changing when I made new toolbars. The trick to remember is that you set the number on the dial first to the number you want the new toolbar to be, then click the pop-out button to make a new gold one, then set the silver one back to #1.
When you die
A big window pops up (which can be moved, because it's in an annoying position). If you click it, you'll be back at the last tavern you spirit-bound to with next to no health. While you will regenerate health slowly in town, you have a five minute time limit to get back to the instance before it resets. It's a good idea to visit the barkeep, get repaired and grab some cheap food (which can only be eaten in the tavern) before legging it back.
If you're with other people though, it's worth not clicking OK, and hanging around. Some classes (including mine, weirdly) can use a healing kit on you to revive you, but that only works if you're incapacitated, not dead and they can select your body on the ground.
Even if dead though, once that big window's out of the way you'll see you're a ghost. If you're within about 5 seconds of a Resurrection shrine you can spook over to it and use it. If you're not that close, another party member can pick up your Soul Stone and carry it in their inventory until you are next to a Res stone - your ghost will rubber-band after them, then you can activate it when you get there. The game seems a bit picky about things like this, so often you have to hard-select the stone (RMB), then use it (LMB/E).
I have no friends
Poor you. Luckily Hirelings exist for sad fucks like myself that play all through the small hours.
They're actually rather good if used well, can do quite a number of things and can work out cheaper than health potions, if like me you need a bit of healing now and then. While they only last an hour real-time, they can be resummoned as much as you want during that hour, although on free accounts only at the start of a dungeon. Visiting towns only dispels them, not destroys them, you can use them again in as many dungeons you can do in that hour. The timer doesn't start until you summon them, so you can even buy a few duplicates in advance.
The cheapest L1 clerics are around 2pp, which considering the cheapest heal potions are 6pp for a measly 2-9HP (1d8+1) healing, are a bargain even if they only heal you once per hour. The dwarf one has Remove Fear, which is handy for those Kobold Shamen.
They have their own toolbar, which roughly from left-to-right includes:
Follow/Stay toggle - default is follow, which is usually okay but can be a problem with big bunches of mobs - it's best to stop them getting surrounded
Get here now! - makes them come to you as best they can, teleporting if blocked
Active - makes they do whatever they think is helpful, attacking, casting buffs and running off in random directions - they need keeping an eye on
Defensive - the default and most useful, they will heal you and attack anything hitting them, their heals don't generate threat so much as in other games
Passive - won't do anything, probably only useful as a diversion where you don't want to kill mob X, defensive should cover most scenarios
Use/Activate - a picture of some cogs, used to make them interact with something
Their spells - you can cast them manually as you see fit
They can use Rest Shrines, like you. Select the shrine and click their Use button. Their health and mana regens, which is handy.
They drop Soul Stones when dying, like you do. You can pick them up and their ghost will haunt you all the way to the Res shrine. Select the shrine and click their Use button. This can take a few goes.
They even can (theorectically) raise you. If you select your Soul Stone and their Use button, they should pick it up. I don't think they will follow your ghost, but if you set them to Active should run to the next Res shrine with your stone where you can res yourself. Hopefully they'll pick a route that's been cleared.
Please add anything you've found, which might be helpful.
Controls
I find the default to be the most amenable, but with A and D set to Strafe left and right, rather than turn. Auto-run on \ is handy, but it's very easy to run off cliffs while using it. Holding the middle mouse button lets you look at something other than your own arse.
Pressing T by mistake reverses the mouse-look RMB action, so your cursor disappears, press it again to return to sanity.
Toolbars and windows
They're all movable if you put the mouse on the edge of them and it changes to a move cursor. Not sure how to lock them, as I've thrown them around by mistake a few times during furious clicking.
The toolbars (aka action bars) have a couple of icons on them, one to rotate 90 degrees, the other to pop out a new toolbar. I had a bit of trouble with this, as the silver-edged toolbar is the one that maps to the number keys, but it kept changing when I made new toolbars. The trick to remember is that you set the number on the dial first to the number you want the new toolbar to be, then click the pop-out button to make a new gold one, then set the silver one back to #1.
When you die
A big window pops up (which can be moved, because it's in an annoying position). If you click it, you'll be back at the last tavern you spirit-bound to with next to no health. While you will regenerate health slowly in town, you have a five minute time limit to get back to the instance before it resets. It's a good idea to visit the barkeep, get repaired and grab some cheap food (which can only be eaten in the tavern) before legging it back.
If you're with other people though, it's worth not clicking OK, and hanging around. Some classes (including mine, weirdly) can use a healing kit on you to revive you, but that only works if you're incapacitated, not dead and they can select your body on the ground.
Even if dead though, once that big window's out of the way you'll see you're a ghost. If you're within about 5 seconds of a Resurrection shrine you can spook over to it and use it. If you're not that close, another party member can pick up your Soul Stone and carry it in their inventory until you are next to a Res stone - your ghost will rubber-band after them, then you can activate it when you get there. The game seems a bit picky about things like this, so often you have to hard-select the stone (RMB), then use it (LMB/E).
I have no friends
Poor you. Luckily Hirelings exist for sad fucks like myself that play all through the small hours.
They're actually rather good if used well, can do quite a number of things and can work out cheaper than health potions, if like me you need a bit of healing now and then. While they only last an hour real-time, they can be resummoned as much as you want during that hour, although on free accounts only at the start of a dungeon. Visiting towns only dispels them, not destroys them, you can use them again in as many dungeons you can do in that hour. The timer doesn't start until you summon them, so you can even buy a few duplicates in advance.
The cheapest L1 clerics are around 2pp, which considering the cheapest heal potions are 6pp for a measly 2-9HP (1d8+1) healing, are a bargain even if they only heal you once per hour. The dwarf one has Remove Fear, which is handy for those Kobold Shamen.
They have their own toolbar, which roughly from left-to-right includes:
Follow/Stay toggle - default is follow, which is usually okay but can be a problem with big bunches of mobs - it's best to stop them getting surrounded
Get here now! - makes them come to you as best they can, teleporting if blocked
Active - makes they do whatever they think is helpful, attacking, casting buffs and running off in random directions - they need keeping an eye on
Defensive - the default and most useful, they will heal you and attack anything hitting them, their heals don't generate threat so much as in other games
Passive - won't do anything, probably only useful as a diversion where you don't want to kill mob X, defensive should cover most scenarios
Use/Activate - a picture of some cogs, used to make them interact with something
Their spells - you can cast them manually as you see fit
They can use Rest Shrines, like you. Select the shrine and click their Use button. Their health and mana regens, which is handy.
They drop Soul Stones when dying, like you do. You can pick them up and their ghost will haunt you all the way to the Res shrine. Select the shrine and click their Use button. This can take a few goes.
They even can (theorectically) raise you. If you select your Soul Stone and their Use button, they should pick it up. I don't think they will follow your ghost, but if you set them to Active should run to the next Res shrine with your stone where you can res yourself. Hopefully they'll pick a route that's been cleared.
Please add anything you've found, which might be helpful.