Lizzie
Clueless newb
Posts: 199
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Post by Lizzie on May 14, 2014 1:43:39 GMT -5
Continuing the mage discussion: Which advanced subguilds would you guys think is awesome with which magic guilds?
I know someone suggested drovian/aggressor because their magic weapon is a slashing item, but what other cool combinations have opened up to those who can play nice with the staff enough to get to play magickers with advanced subguilds?
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Post by mekillot on May 14, 2014 2:28:37 GMT -5
Depends on what the character would be doing. Can't go wrong with grebber or protector though. Crafting subguilds are money makers, but old characters end up not having problems with money. They're most important with leader characters. So they can support their minions better.
One of them with hide/sneak would also be great for krathi and decent for the others. Only bad with the Whirans. Maybe subpar with a Drovian.
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Deleted
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Post by Deleted on May 14, 2014 6:03:31 GMT -5
I really like a custom crafting sub, because then you could ostensibly get hired on by a gmh and even help do designs before manifesting, and after manifesting, could make custom swag.
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Post by BitterFlashback on May 14, 2014 8:22:58 GMT -5
I'd love to see a Nilazi slipknife but I think it might exceed the staff's allow-formula. That combo would be NAAAAAAAAAAAAAASTY. even ignoring their wormhole-type spells, that'd be nasty. Want to frame someone? Kill them, possess their corpse, then backstab your mark in that body. Need to practice raise dead? guess what! You can combine that with a lot of other skills you need to practice. Sap didn't quite knock your mark the fuck out? Follw up with that stun-damage spell. Someone found out you're a top notch Nilazisassin? Let them know your rates for capturing/killing rogue elementalists.
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Post by nyrocrisy on May 14, 2014 9:23:47 GMT -5
I am actually a big fan of scavenger on most if not all my elementalist (big fan of climb). I also like running hunter or outdoorsman on my vivaduans. Throwing down some mon poison on my arrows? Mmmmmm.
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Post by magickermarco on May 16, 2014 17:06:13 GMT -5
I am actually a big fan of scavenger on most if not all my elementalist (big fan of climb). I also like running hunter or outdoorsman on my vivaduans. Throwing down some mon poison on my arrows? Mmmmmm. Wait, what? You can poison Arrows with the poison spell. What is the duration of Mon Viv poison and is it perma if you log out and log in.... I am starting to see a Viv/Slipknife with throwing daggers if this is the case. Also, what is the damage per tic and what poison is it? I also heard it was not cureable without magical means.
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MartenBroadcloak
Displaced Tuluki
It's not a shit post if you spell check (tm)
Posts: 370
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Post by MartenBroadcloak on May 16, 2014 17:23:59 GMT -5
I think it wears off like all spells do (except boss enchanted shit) But that being said ..Mon level poison is super painful. If I'm not mistaken its like.. christ, what, 30-50 a tick or some crazy shit like that?
Also yes there is no Mon Level Gicker Taint Tablet to my knowledge. You either get cured by a mage or you're screwed.
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Deleted
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Post by Deleted on May 16, 2014 20:09:28 GMT -5
Mon poison acts the same way as wek poison, or any other blood burn. A 0-5 hp damage per tick. Only difference is that sul and mon poisons also drain strength. I might be off, but I believe the strength drain is much greater then rukkian's weaken strength. I wouldnt say it's incurable by mundane means. It's curable. Just very difficult to do it. It also stacks. So casting poison again, doesnt just extend the duration of the spell, it applies the effect again. So say if you cast 4 sul poisons on someone. Congrats, he's going to get 4 blood burn echoes each tick, and each echo will drain 0-5 hp. His strength will also be at 0, so he'll be too busy concentrating on the expansion and contraction of his lungs, then causing any kind of harm to you.
I do not have strong knowledge of the poison effects when it's applied on a weapon. But my best semi-educated guess, it works like a mundane blood burn.
You can also do fun things with poison. Like for example, poison thorn walls. I never did that one myself though.
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Post by yaznokumf on May 16, 2014 21:31:58 GMT -5
Mon poison acts the same way as wek poison, or any other blood burn. A 0-5 hp damage per tick. Only difference is that sul and mon poisons also drain strength. I might be off, but I believe the strength drain is much greater then rukkian's weaken strength. I wouldnt say it's incurable by mundane means. It's curable. Just very difficult to do it. It also stacks. So casting poison again, doesnt just extend the duration of the spell, it applies the effect again. So say if you cast 4 sul poisons on someone. Congrats, he's going to get 4 blood burn echoes each tick, and each echo will drain 0-5 hp. His strength will also be at 0, so he'll be too busy concentrating on the expansion and contraction of his lungs, then causing any kind of harm to you. I do not have strong knowledge of the poison effects when it's applied on a weapon. But my best semi-educated guess, it works like a mundane blood burn. You can also do fun things with poison. Like for example, poison thorn walls. I never did that one myself though. The higher power level just means it lasts longer, correct? I wonder if it affect how long it would say on a weapon or if it would affect how long the poison would last....hmm. Definately sounds interesting.
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Deleted
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Post by Deleted on May 16, 2014 21:47:04 GMT -5
It definitely affects the weakness partion. I dont remember details. It's only really noticeable at sul/mon levels, but at sul/mon levels it is VERY noticeable. After two sul poisons, you cannot take an item out of your pack that weighs less then one stone, for example.
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Post by sitbackandchillout on Jun 1, 2014 5:07:42 GMT -5
What are people thoughts of a Ranger-slipknife as a (predominantly) city-based role? Assassin-outdoorsman? Thoughts on which is better?
For instance... the sneak/hide of rangers is lower than that of assassins (80 instead of 90/95), is this going to make a big difference? Could I still achieve a sneak/hide level incapable of being scanned (other than crits)? Is the lack of city scan going to be heavily detrimental? What do people know about the slipknife/outdoorsman subguilds, they any good? I've not had a chance to play around with either of these so far, thoughts? Why were Whiran-outdoorsman so OP?
These are just some questions, any discussion about these combinations or others is great!
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Post by sitbackandchillout on Jun 1, 2014 7:05:15 GMT -5
Assassin / Hunter isn't a bad combo for this, but I think Ranger/Thug or Ranger/Slipknife are better combos. Better sneak/hide in your given environment, coupled with the ability to log out wherever (live off the land better), bandage, archery, and the rest of the essential ranger survivability gammut. I think Ranger/Slipknife is probably the most PK-apt class combo in the game. I shudder to think what a griefer could do with that (especially if they allow it on D-Elves.) I'd do Assassin/Hunter just for the sapping. I'm not big on PKilling and I don't recall if rangers get bludgeoning weapons. It's just more fun to strip people naked and drag them into a cave. Assassin gets higher cap on fighting skills. Archery doesn't seem so useful if you're planning on using either sap or backstab, and hunter gets archery too. But good point on log out wherever and food scavenging. Logging out anywhere would be good for hit and run attacks and evading law enforcement. Rangers do get bludgeoning and their weapon skills cap the same as assassins but rangers get a higher dual-wield and parry (which is a double edged sword as-it-were, parry becomes *way* harder to branch w/ ranger). Also, thoughts on my previous post?
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Deleted
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Post by Deleted on Jun 1, 2014 19:11:34 GMT -5
I like the idea of ranger/slipknife for rogues. In reality, that subguild is partially wasted since a lot of skills it gives is duplicated. But having city/sneak hide and at the same time sap, adds a nice little edge to a ranger. Though I am a fan of ranger/thieves to begin with.
I dont believe there is such a thing as city/wilderness scan. And I recall correctly, ranger's scan is higher then assassins, so rangers actually scan better. At the same time there 'is' wilderness/city hunt. So as a ranger/slipknife, your tracking in the city will be horrible.
Generally. I like the idea of giving up assassin's extreme killing power for survivability and defense of a ranger. So they get a weak backstab/sap, but they're no longer glass cannons who can be killed by a rentarri after 40 days played.
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Post by nobodyatall on Jun 1, 2014 19:29:04 GMT -5
The issue with an ESG for city or wilderness sneak/hide is that there are actual subguilds that grant those, I'm pretty sure.
Also, can you confirm that you need both city/wilderness sneak AND hide, or is the flag just general 'city' and 'wilderness'? For example, can a ranger take a subg with city sneak, and also get city hide?
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Post by sitbackandchillout on Jun 1, 2014 19:42:55 GMT -5
The issue with an ESG for city or wilderness sneak/hide is that there are actual subguilds that grant those, I'm pretty sure. Also, can you confirm that you need both city/wilderness sneak AND hide, or is the flag just general 'city' and 'wilderness'? For example, can a ranger take a subg with city sneak, and also get city hide? This is a thing I've always wondered too actually, would change how I'd play a lot of concepts ^.^
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