|
Post by shakes on May 6, 2019 19:24:59 GMT -5
Would love a miscreant guide.
But also would like to see a stalker guide. That class seems like it should be the wilderness counterpart of miscreant, but just doesn't seem to shine quite the same for me.
|
|
|
Post by lechuck on May 6, 2019 19:49:06 GMT -5
It's gonna be kinda long. Do you want it in chapters? I can't finish it tonight.
|
|
|
Post by shakes on May 6, 2019 19:59:29 GMT -5
Everything's always a work in progress. Put up what you can. You won't be graded on completeness.
|
|
|
Post by shakes on May 6, 2019 22:48:26 GMT -5
My god, that was MEATY. I've been playing sneakies for years now and there were MANY things you listed that I didn't know.
Very cool. I can't wait to see the rest. I think this is best served up being pulled out of this post and set aside as a sticky of its own eventually.
|
|
|
Post by shakes on May 6, 2019 23:08:21 GMT -5
One thing I'd mention is that the forage skill is semi-useful if you get stuck on a rooftop waiting out a crimcode timer and don't have food and water on you. There are multiple rooftops that can be foraged from southside.
|
|
kannot
Clueless newb
Posts: 126
|
Post by kannot on May 7, 2019 3:49:30 GMT -5
Makes me want to play a celf for once. Good job.
They seem to have the penultimate dicking around potential.
|
|
punished ppurg
GDB Superstar
Why are we still here? Just to suffer?
Posts: 1,026
|
Post by punished ppurg on May 7, 2019 9:58:40 GMT -5
This guide is fantastic lechuck . Can you get jcarter to split it into its own thread?
|
|
|
Post by shakes on May 7, 2019 11:43:24 GMT -5
Ah, it finished just as good as it started. Thanks, man. That's beautiful. Not only does it help miscreants, but I think it'll be useful to anyone playing any sort of sneaky.
Can you explain this a little further?
"...because miscreants have poor offense gain coefficients so you'll be able to leapfrog your offense to get weapon gains on basic 'rinth thugs."
|
|
jkarr
GDB Superstar
Posts: 2,027
|
Post by jkarr on May 7, 2019 11:48:31 GMT -5
Can you explain this a little further? "...because miscreants have poor offense gain coefficients so you'll be able to leapfrog your offense to get weapon gains on basic 'rinth thugs." ur off wont raise fast enough to block ur weapon gains
|
|
|
Post by shakes on May 7, 2019 12:11:46 GMT -5
Is that why some characters, even right out of the gate, end up not being able to miss except when sparring someone very skilled?
|
|
Deleted
Deleted Member
Posts: 0
|
Post by Deleted on May 7, 2019 12:18:15 GMT -5
Do your comments about picking difficulty hold true for outdoor locks? I'm thinking about the ancient platforms in the north and south and the Isatep-key door in the red pillar south of Tuluk. Do the warehouses west of Allanak have locks?
How about argosy doors?
|
|
jkarr
GDB Superstar
Posts: 2,027
|
Post by jkarr on May 7, 2019 12:18:24 GMT -5
Is that why some characters, even right out of the gate, end up not being able to miss except when sparring someone very skilled? winner winner erdlu dinner plus their starting off is higher
|
|
Deleted
Deleted Member
Posts: 0
|
Post by Deleted on May 7, 2019 12:20:24 GMT -5
Is that why some characters, even right out of the gate, end up not being able to miss except when sparring someone very skilled? No. Its much more likely that you are facing a character a tier or two "lower" on the class chart. Tier 1 combat pcs roll tier 3 pcs even with good agi.
|
|
|
Post by Amos's Boots on May 7, 2019 14:38:37 GMT -5
Do your comments about picking difficulty hold true for outdoor locks? I'm thinking about the ancient platforms in the north and south and the Isatep-key door in the red pillar south of Tuluk. Do the warehouses west of Allanak have locks?
How about argosy doors?
There are a lot of 'outdoor' locks that simply haven't been fucked with because people are too scared. All wagons and argosies have "locks" that can be picked. All estate gates (GMH and Noble) have pickable locks. If an NPC uses a key or has a key on their person, chances are the door they are protecting are pickable because of coded locks. Locked doors in the wilderness can be lockpicked. A few of them really shouldn't be attempted, being that they are super sekrit forgotten plot locations, but they can be.
|
|
|
Post by shakes on May 7, 2019 14:44:49 GMT -5
Most wagons and argosies though have a ton of guards inside. I've tried to get past them when shadowing someone and always failed. I'm not sure what staff is going to do if they see you trying to pick one of those locks.
|
|