All "regular" monsters are ez pz with any "build". But let's talk about the optimal build for taking on real big bad monsters. Im going to assume stats definitely have strength as top priority, with your race arguably being a dwarf to really get good strength.
What about stat prioritisation after that point, and, more importantly what about weapons of choice? Do monsters have more stun than normal meaning bludgeoning isn't optimal? Is shield use a must to curb BIG HITs or is two handed the way to go because fights will have less victim dodges and this must be capitalised to end it quick?
Are breeds worth a damn in the wild or is their lore just flavor sprinkles.
I'm going to argue the advantages of a breed or high-agility human in this situation. A dwarf with high-end endurance has what ... 130-140 hp max? That's 1-2 big monster hits. You might survive one more hit than someone else, but you've sacrificed a lot of your ability to avoid getting hit.
Plus, even with your higher strength, fights go a lot longer because you swing so slow.
I'd think you'd want to have max parry, max shield and be using said shield even going into the fight. But I've also noticed that a high skill in two-handed seems to give you defensive abilities that anecdotally feel better than using a shield ... so I'm at a bit of a loss there.
But my bottom line is that you simply don't want to get hit. At all. No matter what your uber-stump strength is ... you're not going to be a match for a mekillot.
High agility is a significant advantage until you get very unlucky and take a reeling blow. Given how simplistic the combat system is, all it takes is one very unlucky roll and even a high-skilled, high-agility character can be hit by practically anything. That being said, if you're rolling a dwarf, prioritize agility. Your race has good enough strength to wear heavy armor anyway, so you may as well be both heavy and somewhat dodgey. If you're rolling a human or half-elf I'd prioritize strength first, agility second.
High endurance and HP does not make much of a difference. You want to avoid any sort of damage at all - extra HP simply provides extra cushioning for mistakes and bad rolls. As long as you don't bite off more than you can chew, it doesn't really matter if you have 80 HP or 140 HP.
Bludgeoning weapons are fine. Animals don't have more stun than normal, and knocking out an animal ensures your next blow is a kill. I'd use a one-handed bludgeoning weapon and a shield if you can, but keep a two-handed bludgeon handy for easy fights you want to end quickly.
If you have karma access to magic, take something helpful. If you can play a mul, play around Luir's so you have an easy access to thodeliv for keeping random mul rage at bay. The last thing you want as a mul ranger is to get into an unavoidable fight with your mount.
Post by signifyinmonkey on Jul 3, 2019 16:39:04 GMT -5
Climb, and/or sneak and/or pilot.
Ride or HG with maxxed bash.
At least two of the big game critters absolutely require magick to kill or survive.
Armor helps get to big game, but if a big critter can hit you more than once, armor wont really matter anyway.
Magic can help with the screwy edge cases, but probably wont negate the need for a thousand hours of playtime on the character, minimum. Two thousand is better if your pc has low wisdom, or you dont compulsively train effectively.
They don't? I've labored all this time under the impression they got 2 extra points and -1 strength.
Afaik they don't. No worries though they still get the -1 to str LOL,
This is as per the code details thread. I can probably backcheck this eventually if I roll enough breeds and the thread on character attribute percentages-descriptor relation is legit, given the possibility of knowing your exact agility with carry items
Halfgiant raider would be the most optimal. That's 2 karma. The most optimal no karma option would be dwarf raider. For subclass, since you've PVE focused, you should strongly consider going for a subclass with skin. Unless you're going Byn, then pick a money making subclass.
Never do this, you are missing the point that dwarves have a very small range of agility choice. On a dwarf, you should get strength max, because their strength range is extremely high. Similarly, for elves toll agility first. This is almost regardless of guild
For the sake of simplicity, let's assume you have strength and agility and below figures may not be correct but probably close Dwarves roll range for strength: 11-24 Dwarves roll range for agility: 5-11 Elves roll range for strength: 5-10 Elves roll range for agility: 9-24
Now lets assume a guy that rolls gets AI on first poor on second Dwarf, choosing strength agility will get 24 and 5 Dwarf choosing agility strength will get 11 - 11 Elf choosing strength agility will get 10 - 9 Elf choosing agility strength will get 24 - 5
And summing those will be a good indicator of total VALUE, high strenght dwarf is having a 29 point, winner (instead of 22) Also elf rolling agility first is having 29, winner (instead of 19)
I believe some of the subguilds give strength bonuses ...
So raider/enforcer/fighter gives you +2 strength, and then you pair that with a subguild that gives you +1 strength, like forester or thug (some others do too but I don't know what they are), and you've got a lot of strength out of the gate. Enough that you COULD, on a human, prioritize agility if you really wanted.
Or go with strength first if you want to be Conan.
The reality is, once you master shield and parry, you're a PVE beast no matter what else happens. Just stay away from scripted poison critters (kryl) and megafauna (mek and met).
sneazy: Started playing with ArmSolo again. Mapping the zones against newer maps and chasm area mostly looks good. If anyone else is using it, I will make a thread and post results. Else, I'll keep doing my own thang.
May 24, 2019 6:47:54 GMT -5
mehtastic: Hi everyone. Back for a bit to catch up on how things have been and talk about Arm with a less angry and more mellow voice. Hope y'all have been doing well.
Jun 25, 2019 16:29:23 GMT -5
delerak: gonna hijack your thread to start a fight..
Jun 26, 2019 2:06:50 GMT -5
mehtastic: Haha. We actually agree more than we disagree, but I'm down to discuss the benefits and drawbacks of multiplaying in general.
Jun 26, 2019 6:05:09 GMT -5
thesandlady: Are the days of 250 unique logins a week long gone, or is there a chance Arm could get back to it's old numbers?
Jul 12, 2019 13:05:29 GMT -5
mehtastic: thesandlady I think those days are long gone at this point. People will say it's because MUDs in general are on the decline, but there are a few text based games that see slight growth. Arm's problems hold it back from player recruitment and retention.
Jul 13, 2019 13:23:07 GMT -5
delerak: arm can get the numbers back up. you need good leaders running clans for one which it seems arm is lacking right now.
Jul 24, 2019 11:52:44 GMT -5
mehtastic: Well, that's partly why I said Armageddon can't get back the 250+ weekly logins days that it used to have: because Armageddon lacks good leaders. I would argue that staff actively suppress leadership and don't give players ways to grow into such roles.
Jul 24, 2019 13:36:11 GMT -5
dunebum: Armageddon needs strong storytellers aka Dungeon Masters. Without them breathing life into the world and not just responding to fucking character reports, the game is static and boring. Player led storylines suck ass.
Aug 21, 2019 22:16:51 GMT -5
dunebum: Would you want to play a game of D&D where the Dungeon Master sat back and let the players do all the work? Fuck no. The admins have forgotten the face of their fathers.
Aug 21, 2019 22:17:39 GMT -5
Jeshin: The Gunslinger reference got me.
Aug 22, 2019 14:24:53 GMT -5