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Fighting the character races.

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By Jim Bryan


Tactics 101

Looking for some advice on how to do better in Dungeons & Dragons Online: Eberron Unlimited? This little primer should help. In this section, we'll be going over how to fight the Character Races of the game (Dwarf, Drow, Elf, Halfling, Human, and Warforged). We'll look at the strengths and weaknesses of each, then suggest tactics to hit them with.

A word on "Weak Links." This is a relative term, a high level Dwarven sorcerer or bard can make you just as dead as anything else in the game. What it supposes, however; is that a Human Sorcerer of similar level would be more dangerous than a Dwarf Sorc, but less dangerous than a Drow Sorc.

The "Biggest Threats" and "Weak Links" sections are based solely on the racial advantages endemic to each race, which are not limited to Attributes, but can include free weapon proficiencies, additional spell points, magical resistances, etc.

Finally, this deals with what to look forward to when facing NPCs, not PCs. NPCs will have less variation, and once you discover a tactic that works, use it often. PCs tend to have more variation in equipment, tactics and make-up, though these basics will apply with more or less validity, depending on the player.


A quick look at each foe.

Screen Shot of Drow Female captured by Jim Bryan
Screen Shot of Drow Female captured by Jim Bryan

Fighting the masses.

Human - This is the baseline race by which all others should be compared to. Normal Maximum will be 18, though this can be buffed through items and other magic. No matter the class, the human is a threat because of their generalization. This will make more sense as we go.

Biggest Threats: All.

Weak Links: None.

Dwarf: The Dwarf is tough, and no matter their class will be hard to kill (higher constitution=higher hit points) and cast spells against. They will also be more likely thwart attacks that rely on saves versus Fortitude. They are difficult to Trip and Poison, so these tactics aren't going to work well, either. If you can attack versus their Charisma, you're off to a good start, if not, just keep hitting them, eventually they fall over.

Biggest Threats: Fighter, Barbarian, Paladin, Cleric.

Weak Links: Sorcerer, Bard.

Elf: The Elf is fast, but can't take the damage a dwarf can. Unless in heavy or Medium armor, they will likely be much harder to hit due to their Dexterity (careful, they are fond of Elven Chainmail, which is actually light Armor, not medium). They are immune to sleep effects, so don't bother with it. They are resistant against enchantments of all types, so keep that in mind when casting spells. Attack versus Fortitude whenever possible.

Biggest Threats: Wizard, Rogue, Ranger.

Weak Links: Paladin, Fighter, Barbarian.

Halfling: The Halfling is fast as well, but their stature limits their strength. Not only will they likely receive higher AC through Dexterity Bonus, they have a natural size bonus to due to AC as well. They may not hit as hard, but will hit more often, again because of their size. They also have an extra point added to each save, are resistant against magical fear effects, and are especially deadly with thrown weapons. Sunder and trip if you can.

Biggest Threats: Rogue, Ranger.

Weak Links: Fighter, Barbarian, Paladin.

Drow: The Drow is a very Lethal opponent. Though they share the basic strengths and weaknesses of all elves (see above), their dark creators have imbued them with greater Intelligence, Charisma, and 11 points of Spell Resistance (which can increase over time). They are one of the most dangerous, if not the most dangerous, of the character races. Hit them with Fortitude saves, then keep hitting.

Biggest Threats: Wizard, Rogue, Ranger, Sorcerer, Bard.

Weak Links: Paladin, Fighter, Barbarian.

Warforged: The Warforged are living constructs, which means while sentient, they aren't "alive" in the same sense as the other races, and while as stout as a dwarf, tend to have less Wisdom and Charisma. As constructs, they are immune to poison, sleep effects, paralysis, disease, nausea, fatigue, and exhaustion; spells and attacks which affect these won't work under any circumstance, so arm yourself accordingly. A full quarter of all sneak and critical attacks will be negated to regular damage (as will any attending affects of these), that coupled with a +2 Natural bonus on AC can make them murderous in melee. Try attacks that rely on Will or Charisma saves, if possible.

Biggest Threats: Fighter, Barbarian.

Weak Links: Sorcerer, Bard, Cleric.

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