Ddo which packs to buy
These quests are very easy on normal, and somewhat mean at-level on elite. The environments are interesting, but the bank robbery is quite implausible. The weapons are great at level, but are very quickly outlevelled. The non-weapon item drops are frustrating -. Ease of getting a group: Not so easy, especially for the quest that pretty much requires trapsmithing skills on elite.
Overall: Interesting quests, but may be too short to be worth your money. If you are playing on a tight budget pass this one. Phiarlan Carnival is a single quest chain of four quests, all of which are both level 5 and epic. The enemies are quite varied,. The first quest in the chain is the least popular by far, but after.
The only real strike against this pack is that it could. It seems the harder the difficulty the less help he needs. The second and final quests have. Some of the traps are un-evadable due to being. Carnival has some of the easiest epics, which means that a lot of people know the ins and outs of making the runs easy. Definitely a better grouping experience than solo.
If you like to make your first run in new content a solo experience, be sure you. Antique Greataxe. A worthy purchase, this one should be high on your list. Note that Carnival is one of the four packs that come with the. Description: Several short to medium quests in House P that surround a troupe of tiefling circus actor wannabes.
The first quest has low XP and can be easily failed. Later quests don't make up for this. A cabal of fiends seeking to infiltrate Stormreach makes sense - but why would they disguise themselves as.
The Epic items are mostly mediocre and outclassed by Shroud items, and the pre-epic versions aren't anything.
The Epic Antique Greataxe is the only real exception, and it's a smidgen ahead of similar Shroud weapons that you. Worst feature: Pre-epic, competes with a lot of other quests at its level. Epic, some of the fights are just tedious, particularly. Crateos and Malicia, both of whom take forever to kill but don't really ever seriously threaten the party.
I think a few factors play into this disagreement. Epics worked differently. They are still outclassed and obsolete now as. Back in , min2 greensteel weapons were top notch endgame weapons, and this is what he was. Nowadays min2s are generally considered tr twink weapons at best, and even if you make one an. Also, he wrote this within a few months of Carnival being introduced, so it may not have been as ubiquitous as it is now in. Another strike against Carnival back in is that epic xp didn't exist and wasn't needed.
In today's game, with millions of epic xp needed to hit cap, Carnival is quite nice to have. I think he was largely correct when he wrote this -- except that I find the quests quite fun -- but changes to the game have. All four Necropolis packs are pretty much all undead all the time.
They all share a few defining characteristics: great XP,. Necropolis 1 is all of that except. The standard Necropolis setup is a five-quest chain, with four flagging quests of a given level and the final quest one level. The flagging in Necropolis 1 is awkward and easy to mess up, so be sure to read the Necropolis 1 wiki page to. The four flagging quests here are really lacking compared to the other necro packs. They're missing the hallmark innovative.
I'm unusually fond of Necropolis packs and. Soloing is problematic due to a combination of hard-hitting traps in some of them, anti-solo mechanics eg: stand on four. There is no gear of note worth having from Necropolis 1.
The only thing remotely interesting is the Silver Flame necklace,. Instead, wait until. Buying all. Description: Five undead-themed quests, chock full of skeletons, wights, zombies and others. Each time you want to run the. Fun factor: Not particularly high, save for The Bloody Crypt which has a cool final room cool the first time you see it , with. Best feature: The fight with Brother Salazzo or whatever his name is the vampire at the end of the chain.
Worst feature: Reflagging every time you want to run The Bloody Crypt, also the fact that one of the quests requires 4. Also, see. Edit: It's worth pointing out that I've had a couple of PMs from people that liked this chain quite a bit. In particular, if you. Can someone please check if that is still the. Only difficulty really is making it to the next shrine without running out of SP, and surviving elite traps.
Ease of getting a group: Moderately tough. This quest chain has a bad reputation, due to being in the same area and being. Three-Barrel Cove is a pirate-themed pack of nine quests set in a massive wilderness area. The pirates are mostly hobgoblins,. The wilderness area is the most.
The designers swung for the fences in. There are a few minor traps here and there but on the whole this pack is easily soloed. Which is fortunate because almost no.
Getting groups out to 3BC is a herculean task so most of the value of the. A much-needed loot overhaul gave Three-Barrel Cove some interesting gear for new players, but it still falls somewhat short. Scorching Wraps are nice for new monks, though,. The loot is marginally useful at best, and is immediately outleveled. The quests have some design problems, there is plenty of. Even doing a one-and-done elite streak is tedious due to all the running; probably 15 solid minutes of sprinting.
Note: I've never played through most of these quests at a level where they are still challenging; I'd appreciate feedback on this. Description: A pirate island with several non-chain quests loosely themed around pirates, with a cool wilderness area second. Fun factor: The explorer area is fun to play around in, but some of the quests are pretty frustrating.
Best feature: The variety. The quests here have more variety than any other adventure packs save some of the best endgame. Worst feature: Two of the quests are extremely frustrating. The ladder jumping is horrible, and hard even for high level.
Ease of getting a group: Pretty hard to get a group at times - VIPs that focus on powerlevelling don't go out to Three-Barrel at. Overall: Worth buying if and only if you prefer low-level play to high-level for example, if you like permadeath play. Some of these can be tough - but possibly in a frustrating way "this is the seventeenth time I've missed that. It's all random loot generator stuff, and less chests than several F2P quests in the level range have.
There's something about pirates that just doesn't fit some of the quests out there. Ease of getting a group: Pretty hard to get a group as VIPs that focus on powerlevelling don't go out to Three-Barrel at all,. Overall: Not recommended. This pack really needs a major overhaul - I'd recommend adding two unbound named items one. It consists of four quests in a. The story arc is narrated by Gary Gygax, who along with Dave.
The chain quests are well constructed dungeon crawls, full of traps, undead and wraiths jumping out at you. The flagging. There are enough hard-hitting traps that soloing the chain on a non-trapper can be problematic, and the second quest requires.
Grouping is easy since this is one of the more popular packs thanks to great xp and great loot, and most. There is a fair amount of quality gear to be had from the chain reward.
The most iconic is Voice of the Master, which grants. Many a quest will have someone say "voices" a few seconds before completing to allow. Not far behind voice is Carnifex, the best THF melee weapon for low levels. In pretty much every other respect this pack. Description: A series of four undead-themed quests where you investigate mysterious disappearances from a graveyard, then. Lots of traps, lots of skeletons to kill, plus a tense atmosphere.
This adventure. Fun factor: Fun for the first ten or so times. There is a LOT to explore in one of these quests if you want to do so. I'm personally burned out on this chain as I've run it so often, so I don't enjoy it much, but most people do.
The Golden Cartouche is another item. Ease of getting a group: Very easy. Overall: Recommended unless you are on a tight budget. Highly recommended if you prefer high-level play to low-level -.
Buy this immediately upon hitting level 5, or just before the Voice of the Master requires. The quest XP on its own would warrant a 9. Great storyline, interesting dialogue, and the characters of Hargo Grimmare and Delara Omaren are well.
The Voice of the Master will be used until you hit level 20 on every character, and is always available as an end.
The Golden. Worst feature: Some of the foes are dull to fight - Skeleton Archers in particular. These archers aren't dangerous, but just take. In addition, it is easy to stuff up the quest progression and miss out on an end reward. The first chain pits you against ogres and trolls, while the second is.
Combining the repetitive nature of Tangleroot with the excessively long runs to get to quests of Three-Barrel Cove,. Sorrowdusk has a lot going against it.
There are only 5 total dungeons in the pack, all of which are repeated twice in a row,. The first chain is on rails, but the three. The xp from a oneand-done. Soloing can be hard for a new player due to a couple nasty traps and one particular tough but awesome! Not many premiums buy this pack but VIPs may do. One thing going for Sorrowdusk is that unlike Tangleroot's single chain, Sorrowdusk is broken.
This makes it easier to group for, but your LFM may still languish for far too long with no takers. The Quicksilver Cassok is a remarkably nice melee robe, which sounds funny but check it out. The old-school loot of interest. The rest of the chain reward loot. The primary value of Sorrowdusk is that it gives quite a bit of favor for the price. The Mystical Dried. Fish is the least interesting of the "Mystical" crafting ingredients so not even crafters will find much of value here.
Overall it. Just not soon. Description: Two chain quests and an explorer area. The chain quests first set you against ogres and trolls, then in the second.
The first chain is short, easy and has four quests with little variance - the second chain is longer, harder, more. The House Deneith favor is highly important to anyone wanting to use a bow at high level, as it lets you. Best feature: The variety of the Co6 chain, and the near perfect difficulty one quest requires tactical play to beat. Ease of getting a group: This chain is pretty popular amongst VIPs, most play it times on each character.
Recommended level range: normal ; hard ; elite for the first chain Grey Moon and normal ; Some of the quests are downright mean on Elite, although all of them are zergable if you know exactly. Would be lower, except that the only non-epic featherfall trinket in the game drops here with a good drop rate it. The storyline here is fantastic, especially the way that the true villains are slowly revealed.
The 'it doesn't. Best feature: The variety of the Co6 chain, and the near perfect difficulty assuming you don't have foreknowledge of the. Worst feature: The loot is disappointing by modern standards.
Perhaps the end reward list could be a good place for some. Sentinels of Stormreach is another pirate-themed pack similar to Three-Barrel Cove, with lots of hobgoblins, minotaurs and. There are four quests in the main chain, with a fifth side quest that can be run independently. This makes saving.
One quest the only non-epic one gives you three choices how and where you start, with the choice being based on the. Sentinels gets high marks for this kind of innovative thinking, but since it only happens in the.
Soloing can be tricky thanks to dangerous trap areas in multiple quests. The side quest in particular is a rough solo. Where do I go next? The primary non-epic gear of note is Jidz-Tet'ka. Assassin rogues will want to consider Epic Midnight Greetings, which offers the only. Epic Elyd Edge is a very nice rapier for melee bards, and true tanks might. Sentinels is a good buy when you reach level 20 and want as much epic content to run as possible. If you have one of those niche builds that can use the gear Sentinels becomes an easy pick, but even.
Description: Several medium-length quests in House Deneith or the Searing Heights, that revolve around trying to stop a. Fun factor: Pretty good, although one of the quests is very much like The Pit, requiring precision jumping, trap dodging and. Pretty solid loot once you upgrade it for the level range, but the rewards for. Worst feature: Competes with a lot of other quests at its level. Downright poor loot on Epic despite not being easy to.
Ease of getting a group: Can be a tad hard - few lowbies own the pack, noone runs it on Epic more than once now. Overall: Cool quests, but just not enough in-game rewards to expect that you'll be running them much. Recommended level range: normal ; hard ; elite ; 20 and partially Shroud-geared epic. I like that in moderation; some people hate it like the plague. That quest is completely optional, however - if. Challenge: 7. On Epic, however, they are easier than.
The zombie pirate meme would fit in well in a game like World of Warcraft, where the world has less of a. Downright poor loot on Epic. Just like. Necropolis Part 1 we have four flagging quests to run the fifth final quest one level higher, and again the same flagging issues. They really swung for the fences with the quest design in necropolis 2, but grounded out at first.
You can see the care and. The end result, however, is four painfully long, unfun, and sometimes. Many players would gladly sign up for a root canal over running the necro2 flags.
Shadow Crypt also has a pretty cool puzzle design unique in all of DDO , where the entire quest is one. This is not a solo-friendly pack in any way. Traps abound in a couple of the quests, and the ones without traps are confusing. Many TRs will keep an "opener" alt to open up Shadow Crypt, allowing them to skip the flagging. Your best bet for grouping is to get into a bravery group blasting through the chain on elite. Short of that, this. Gear is lacking, with the Silver Flame Pendant for beholder fights as the only generalized gear worth getting.
If you built with silver flame potions in mind, this pack is worth it for the favor. If you have a third-life TR, this pack is worth. As with all Necropolis packs, the best. The overall grade would be a D- or an F except for the. Description: We go from a shining star to a steaming turd. This consists of five quests, choc full of incorporeal undead that.
Fun factor: Non-existant, except for the final quest, The Shadow Crypt, which has an interesting puzzle. At least I like it.
In an experienced group, the XP. Loot is poor except for two items, of which one can also be. Worst features: Incorporeal undead everywhere, endless boring swimming, fights that are ridiculously difficult unless you. Ease of getting a group: Not counting elite 'once only for favor' runs, I've seen LFMs looking for more postings up for these. Under no circumstances should this be purchased, except maybe by former VIPs that know The.
However, that requires extreme foreknowledge of the quest - without that knowledge, the puzzles in. The main challenge is not falling asleep while doing the swimming quest, or completing the final quest. Worst features: Incorporeal undead everywhere, endless boring swimming, irritating flagging mechanics, fights that are. This chain. The Ruins of Threnal includes three quest chains of three quests each in a single unifying story arc, set inside a wildernesslike. The mini-quests are actually kind of.
There are many types of mobs to fight; at one point I think the kitchen sink takes a swipe at you. Threnal is the first place in. Quest design is bad. Very bad. And then they repeat three times, since each chain has only a single dungeon that you run. The primary mechanic in Threnal is babysitting and. The culmination of this badness is the iconically bad "protect Coyle for 15 minutes" quest of please kill me now. Fully self-sufficient characters can drag.
For those, kill all mobs before moving the NPCs forward. Grouping is a pipe dream. A few of. Much of the final chain reward gear got a decent boost from the recent low level loot overhaul. The best of them remains. Nobody should ever buy Threnal except in two circumstances: You own every other pack and you want to own them all, or.
I feel I should repeat. This quest has changed since I last ran it. My advice here is based on my experiences with old Threnal. Description: About ten quests set in three or four large dungeons involving a series of attacks on House Deneith and House. Fun factor: Great the first few times, but quest difficulties vary enormously within the chain - some quests are so easy as to.
One particularly annoying quest was difficult to beat on Elite even with capped characters,. Apparently that quest remains frustrating, but not obnoxiously so. Loot is nice for its level, but quickly surpassed,. Ease of getting a group: Not hard in peak times, can be very tough in off-peak. Groups seldom do the whole chain at once,. Overall: Not really recommended, but not an 'avoid at all costs' either. Don't buy if you are on a tight budget, consider it if. This just makes the chain frustrating, especially if your group is good enough to stomp.
XP: 6. Parts of this chain offer very good XP, but one part Protect Coyle brings the whole pack down. One part of this Protect Coyle is extremely difficult for its level, but in a frustrating way "what? AGAIN because that idiot woke up and aggroed a whole pack of mobs?
The rest of the chain would be a pretty standard This pack has the best low-to-mid level one-handed weapon in the game Retribution, a min level 6 longsword ,. The other items here could do with a bit of. You might come back here for the Worldshaper Mantle or favor; you won't enjoy doing so. Best feature: Flesh Renders are great foes, and provide an introduction to the concept of DR damage reduction.
Worst feature: There are two. Suicidal Coyle, and the absolutely horrible quest chain flagging, where you can very easily. Overall: This pack really, really needs an overhaul - balancing the XP awards, totally rewriting the flagging mechanics, and. Once that happens, I'll. The Vault of Night is an iconic DDO pack, with one of the original endgame raids and some classic quests. While there are. The first two quests offer a variety of enemy mob. VON quest design is unrivaled. The quests are quite fun, long enough to be satisfying, sufficiently challenging without being.
VON3 in particular is one of the best xp farms in the game. The pre-raid VON5 can. VON3 has a couple trapped doors,. VON4 is thick with traps; wait for or be a trapper before. As both a great pack and an epic pack, VON is quite popular and very easy to find groups for.
The gear is both great and bad. The Sword of Shadow, both in its heroic and epic forms, has such an impressive crit profile. Flawless Red Dragon Scales -- awarded from completing both raids -- are both valuable for trading and also used to make. The Vault of Night is a great pack you should rank high on your list.
Description: A chain of six and a half quests, culminating in a raid where you enter House Kundarak's vault and battle Velah,. The quests are extremely varied, very tough for their levels, and mostly long. Once you complete the Velah. If in a. Worst feature: VON6 is easy to fail due to minor mistakes a player moving too far forward at the wrong time, for instance.
Overall: Worth buying if you have level 20 characters. Worth considering for lower level characters but by no means. Recommended level range: normal ; hard ; elite - characters will only be running VON here ;. Description: A chain of four quests and two raids, culminating in a raid battle against Velah, the red dragon.
Fun factor: These quests are a blast at level 10 or so, and again at 20 on Epic. They are highly varied. Be warned - it's a quest. VON5 can be great XP too, but it is hard to find a raid group for atlevel. On Epic, 1, 2 and 6 are all easier than. Why does Velah not fly? Why don't.
And so on. For level 20s, this has the best weapon in the game Epic Sword of Shadows , the best AC armor in the game. Epic Red Dragonscale, which is also the second-best non-docent armor and best docent for enhancing melee DPS , the best. While some of the non-epic loot is excellent at mid levels too, you need to be very lucky to acquire it before you. Best feature: Probably the first time you look over the side in VON6 and realise just where you are. While it's a very. Overall: 9. Highly recommended to anyone with level 20 characters; worth considering for anyone else.
Recommended level range: normal ; hard ; elite. The Red Fens puts you in the middle of a conflict between drow slaves and their sahaugin oppressors.
Most of the enemies. This is a welcome change from the non-threatening lower level wilderness areas. The quest design is stellar, with the only exception being the first quest in the story arc. The other two quests both have their own unique water-related quest mechanics, one of. The final quest is just wonderfully crafted from start to finish. Red Fens is one of the more soloable packs in the game. No sections require even a hireling to pull levers, though you may. The final quest is particularly satisfying to.
As an epic pack many premiums will rank this highly so there are plenty of people to run with. The only. The named item sets are the signature gear from Red Fens. These can be wonderful for equipping new players, especially the. The epic versions of the. Before the first expansion pack was introduced with its high-value package deal, I recommended Red Fens as the first pack. There is plenty of free content from level 1 through 12 except for level 9, and Red Fens fills that gap.
Everything you could want in a first purchase. As an. Description: Four quests and a wilderness area centred on the war between Sahaugin and Drow in a marsh. Fun factor: These quests are very varied, with one stealth-based quest, one hack-and-slash with an exploration feel, one. Nothing much here. The wilderness area has OK XP, but none of the quests offer overl much. Most of this pack isn't overly difficult, but the final quest is. The major optional in Into the Deep is.
Immersion: 8. Good storyline. The final revelation of just who or what has been the main antagonist is well set-up. This pack has excellent items for a variety of low-level builds, and the Epic upgrades, whilst varied, contain some.
Best feature: DM voiceovers. Worst feature: 'Underwater' combat that feels like fighting with your Haste dispelled and a Slow spell cast on you.
Overall: A reasonable choice for medium-level characters, and something to get for sure once you are level 20, although it.
One quest is chock full of them, and the pre-raid and raid. The wilderness is the largest so far, going by level, and is broken into three sections each with their own.
Of the ten quests six are walkups, three are flagging quests for the raid, and one is a pre-raid quest that must be. Getting 12 people together for a raid, then breaking them up into. The six walkups are generally geometrical, small, kind of boring, and do not have epic versions.
The flagging quests are long. The pre-raid is. The raid is a classic one-room boss beatdown, and as far as raid bosses go Lailat is more. Some of the quests are excellent xp farms if in self-sufficient groups who can split up to handle. There are no traps in any of the walkups or the raid, but the flagging quests are trap-heavy. This makes most of the pack. The raid is the only easily-soloed raid in the game, and is a nice proving ground for caster builds to see if they're up.
Grouping is pretty easy as Demon Sands is a common pack most premiums will buy early, but mostly the groups. Quests by Named Loot : Newer packs tend to have better loot, and some packs offer their own crafting system. But some older packs have classic items. Fun and variety : Do you need a change of pace from what you currently run?
Sagas : Some packs include a Saga , some don't, some are only part of one. Timing : It's generally better to buy a pack just over your current level, so you can get full experience from it, instead of waiting until you reincarnate. This may not be true if you're just buying a pack for Favor. Not all weekly sales contain sales on Adventure Packs. Sales are announced in the forums, here.
So, a pack that costs twice as much as another may or may not give twice as much total favor, and so on. Almost all packs give favor for only one patron , as listed below. Notes re individual packs are listed below table. Namespaces Page Discussion. Views Read Edit Page history. This page was last modified , October 6, Update Based on work by others.
Attribution-ShareAlike 2. Sinister Secret of Saltmarsh. The Gatekeepers. The Lost Gatekeepers. Keep on the Borderlands.
The Catacombs. The Silver Flame. Fables of the Feywild. The Summer Court. The Seal of Shan-To-Kor. The Coin Lords. Tangleroot Gorge. House Phiarlan. The Sharn Syndicate.
Vaults of the Artificers 1. House Cannith. Reply With Quote. Originally Posted by axel Originally Posted by zehnvhex. Warlock is basically a ghetto Shiradi Sorc.
You gives up some of the damage and self sustain for the ability to just hold down left click and yolo blast your way to victory. Originally Posted by Lynnabel.
Originally Posted by Valerianus. Also, opinions on the worst choices of adventure packs for a beginner to buy would be useful as well. Last edited by C-Dog; at PM. The epic ones are good for xp as well. And everyone wants a jibbers blade.
Don't see too many people running lfgs on heroic but they're good. The loot is old-style epic so ::shrug Gianthold - Lots and lots of quests, heroic and epic.
The loot is decent if you don't have ravenloft, it's great just bc of the sheer size really. Ravenloft - not sure I count this a an adventure pack, can you even get it for TP? Either way, it's one of if not the best, easy to get groups tons of awesome loot, and most of the quests are interesting as well.
Axel, I got to tell you that I always am wary of these type of guides as I have been burned by recommendations before because of play style differences. Most guides and there are a couple of in famous guides on this forum that every old timer knows about make one-size-fits-all recommendations that seem to assume that everyone buys a pack for the same reasons or plays the same.
Problem for me was - I didnt play them for years after I bought them because: 1. First few years in this game I never got over level 10 because I started over a lot - either to "fix" my broken build or I got bored or wanted to try different builds - etc.
I only solo - buying grouper recommended packs or buying packs because of the raid was of no value to me and when I was new I didn't really understand that limitation. I was a flower sniffer , still am with new content but at first there was so many flowers to sniff that XP, loot, grouping etc all took a back seat to being awed and exploring. Difficulty and quests mechanics - as a new player these packs seem impossibly difficult and some seemed to have obstacles that I didn't know how to overcome.
As a result I had purchased many packs that I really didn't play for quite a few years - or I tried them and became tremendously frustrated - and all because guides from people that many players seemed to respect for their knowledge recommended these as "Must Haves" for new players To be useful to a wider variety of play styles and to set your guide apart from what others have done I think you should break it down to categories like "Best packs for flower sniffers" or "for soloing" or "for groupers" or "for the TR Train" - etc.
There are many strokes for many folks in this game of ours. I know its tempting to list every pack in the game and rate them from best to worst on a generic set of criteria that seems to fit the majority - but isn't there already enough of these type of reviews? What value do you think another version of the same stuff will really have for new players - and that is who your target is because vets already know.
So in that vein I will say that I think the first pack a new player would be happy with their purchase would be a lower level pack that has tons of flowers, flavor and fun but not impossible quests - with cool loot that is easily soloable and has grouper appeal: 3BC.
Aias Iceforge.
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