Anyways, best way to sum up this game is half Diablo 2, half Magic the Gathering. Oddly enough.
See, how it works is you choose two classes, primary and secondary and then you get the skill pool of both those classes (Like 150 abilities total). These abilities are all baseline and scale based on your points in the different skill trees (Points in blood magic make blood spells stronger), making each spell more about different utility. There is only one fire direct damage nuke spell because that is all there needs to be, so other skills fill roles or are there to combo with other skills.
But, you can only use 8 skills at any given time, can change them freely (And respec) in towns for no cost but when running a mission, instance or questing you are locked in that set-up.
Which makes designing your character SO MUCH like designing a mtg deck it is silly. You have your basic, bread and butter spells then a few spells that combo in order for a greater effect, maybe a group buffing spell or two... maybe toss something from your secondary class in there, add some more utility.
For instance, just today, had a blast pvp'ing in the newbie arena (lvl 10 cap, 20 is limit, more on that later) with the most ghetto team ever... after 26 wins in a row, it proved a really effective ghetto team, heh
First off, new expansion class, assassins... stupidly popular... glass jaw pure offense melees with teleportation, combo style attacks (lead, offhand and dual attacks that chain) they hit like a TRUCK and everyone loves them. Well we didn't even have one (teams of 4 assassins are actually pretty common due to quantity), didn't even have a warrior!
One teammate was one of the best examples of class ingenuity I've seen so far, ranger/elementalist (mage)... he used a ranger spirit, brambles, whenever anyone is knocked down, they take damage and bleed (% based dot per second) over 13 seconds. Then with his elemental half he used meteor, aoe fire attack that knocks everyone down in the blast. He would hang back with his bow until enemies would pile up then bowl them over with his meteor, inflicting big damage and further damaging and bleeding everyone with Bramble.
But wait, it gets better, our Ritualist (Summons stationary spirits that all have some sort of effect) used Earthbind, spirit that increases the time someone spends knocked down to 3 seconds from 1, but every time it does this, it damages itself, it binds too many people and it self destructs.
Which meant everyone knocked down by the meteors were knocked down for 3 seconds instead of 1 and were then taking two extra seconds of bramble effects, the intiial damage was inflicted thrice and the bleed effect kept renewing, giving it two extra seconds.
And this was only a three skill combo that happened by chance, but it was INSANE together.
We were mowing down simple and boring pure assassin teams like it was nothing. God help them if they assist trained on me (Being a lifestealing necro I was what amounted to our tank), one time I watched the ranger meteor their entire team at once as they were around me, all get bleed by the brambles and earthbound for 3sec... it was crazy, their entire team took huge damage, will now bleed close to 20% of their hp away and are stunned for 3sec. Fight didn't last long.
Game is heavily based around skills and player skill, level cap is 20, I hit 10 in like 2 hours. But you only have a small initial pool of skills and as you quest and pve and even pvp you can unlock and buy more skills, giving you more variety.
In the pvp 26 win streak we had our entire team wasn't even lvl 10 (max for the arena), we had two 10s an 8 and a 6 (who became lvl 7 halfway)... and we were unstoppable. They even had bugged lvl 11s from time to time (go in at 10, almost 11, level in the arena, as long as you don't lose you stay in the queue and can keep playing past the max level.,.. lose though and you get locked out) and it didn't matter because we were operating together much better than they were.
Unlocking skills doesn't just give you them on that char, but your account. You can make PvP only characters at creation who start at lvl 20 and get a pre-selected pool of skills and gear to give you a basic idea of that character, so if you aren't sure if you want to be a Mesmer or something, make a PvP one and try it out. PvP chars cannot leave the pvp arena for obvious reasons. But if you unlock a necro skill while PvE'ing (Roleplaying char) you can then use it on any pvp chars you make. So you can make a PvE character, quest huge and unlock all sorts of stuff then make a PvP char, maybe fix a mistake or two and have access to everything you unlocked. Again the whole MTG reference, unlocking skills to then use or add utility reminds me so much of buying cards.
That and everything has a purpose or a counter, some skills are designed to counter someone else, the ritualist has a spirit that halves adrenaline (rage) for every enemy around it... useless against an assassin but crippling against a warrior for instance. Reminds me entirely too much of how if in MTG a deck gets too good another deck is created that 100% counters it.
The two class system is neat, everything is skill based so an elementalist/mesmer and a mesmer/elementalist will do the exact same damage with the same fireball if both have the same fire skill, no difference. What changes though is the bonus skill you get depending which class is your primary choice. The elemental primary will have more max energy, but the mesmer primary will cast faster.
Or for example, a warrior/assassin will have strength, makes your attacks penetrate a portion of your target's armor, while an assassin/warrior has increased crit chances and gains energy off crits. Both can pick the same skills and be 100% identical with those skills but their primary choices change a little bit how they function. Makes for a nice variety imo.
So, anyone else play this? I am freaking LOVING it so far, the huge win pvp win streak I just came out of was beyond a blast. 26 wins with a team I, at first, figured was destined to lose spectacularily, hehe.
The starting pvp arena is a simple 4v4 deathmatch type deal, randomly created teams, winning team stays together and stays to fight the next team, when they lose they get booted out and rejoin the queue as the new team that one stays. Nice king of the hill type deal, kept seeing people we fought before but always in a new set-up until eventually we lost to one hell of a good team.
Figured I might as well include a screenshot so they at least know wtf the game looks like (Resolution cut to save the thread). Took it during our awesome win streak, didn't get any awesome cool combat shots sadly
See the minimap? You can not only ping it (Ala warcraft 3) you can also draw on it like a sports replay, lines quickly fade but you can sketch lines to direct your group or circle incoming packs of mobs etc. Actually pretty useful, have yet to see anyone abuse it in groups scarily enough.
Skills along the bottom are your precious 8 slots... never changes, always the 8. In this case here I am all about the blood magic (omg your hp become mine), got my ranged nuke that deals double damage and drains if my target is over 50%, my signet (manaless ability with long cooldown) that takes 10% of my life to drain a chunk from my target, simple ranged lifedrain, lifedrain over time (they lose hp regen, I gain it) then an aoe mostly used for disrupting the enemy packs, animate a ranged skeleton, shatter hex (off-class ability, remove a debuff and make it explode, damaging all enemies around the allied cast on) and my rez signet, can only use once a battle but rezzes a teammate with full hp. Still low level, only on the newbie island so don't have a lot to choose from but I make do, hehe.
With everyone and their dog being assassins the durability the life draining gives me is solid gold though.
Bottom right is where weapon sets show, can cycle through them with the F1-4 keys, so a ranger can swap between bow and melee weapons on the fly and whatnot. Also rigged so the alternate sets don't provide more inventory spots, heh (Like you could do in D2)
Buffs/debuffs in upper left, including the handy counter that shows how many pets I have up atm
Btw, movement works as both click-to-move (D2) or normal WASD movement, actually works well combined, sometime the click to move gives you time to not focus on movement and instead deal with other threats on the run
I have a 18 Assassin/Ranger (which is fucking awesome), named Kyrn Shadowblade.
I'm still trying to figure out the best skills for what I want though. :/
Just add Falaanla Marr to your list, will get all my characters. Been levelling PvE style with henchies mostly. I like the assassin but it requires you play with real people due to the way henchies flee from battle if you do. And, being an assassin, I need to run in and out to stay alive. Falaanla Marr fucked around with this message on 05-04-2006 at 08:28 PM.
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Willias had this to say about (_|_):
Voragooooo, what's your character's name.I have a 18 Assassin/Ranger (which is fucking awesome), named Kyrn Shadowblade.
I'm still trying to figure out the best skills for what I want though. :/
My party window in the shot didn't tip you off? <_<
Vorago Erus, lvl 10 Necro (Soon to be ritualist, but actually completing the quests to GET it would have put me at lvl 11, heh)
Got like 4 chars to lvl 13-14 before really loving the necro, 99% sure staying with necro. Got a black dye at like lvl 2, bam, 7500g... must be fate.
Will add you both later, currently raiding in WoW, heh
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Dr. Gee had this to say about the Spice Girls:
I've got the original Guild Wars and I'm tempted to pick up the expansion. Not so much to play it right now, but to have it on hand if I can get my gaming group to try it out since we're all kind of burnt on WoW right now. The fact that there's no monthly fee is really nice.
If you have the original, Factions doesn't really add much to make it a "Must Have" expansion.
That's not saying it's bad or anything because it is indeed quite fun, as is the original, but there really isn't enough variation/additions to it.
Assassin's are a bit fun, but easy kills as they are made of glass, although the linking attack system is a whole lot deeper with them than previous classes which is a nice change. They also teleport and poison which is an insanely fun ability (I have a similar ability on my Necro which I just love. Necrotic Traversal, but I need a dead body to molest to use it. Assassins can just activate a skill thats on a 10 second timer.)Spiritualists are damn near pathetic in most respects, entirely too limited and situational. Although they can link into some insane situations, those situations are just far to rare and not to be expected too often, especially with how easy they are to kill.
I still stand by the assumption that Guild Wars is the most balanced, fun, and immersive PvP experience in a team MMO setting. Yeah there are your fluke builds or your invincibuilds, but even though they exist, they are boring as hell to use and most people dont. You rarely encounter them, so it's typically very balanced and fun.
The only really annoying factor as far as unbalanced combat, and it's a glaring one, is the fact that if you have the cash/connections, you can get end game gear and elite skills (Which fucking throw any semblance of balance out the window) at newb levels. So you will occasionally go against a team in the arena's that has 3 out of 4 people wit endgame skills and gear in the level 10 newb arena. (An example, IW at level 10 on a mesmer maxed does 36 damage to a target near every second, it ignores armor, can't be dodged, and lasts a good while. At that level an oppoent will have MAX 340HPs. It's near instant death, and thats assuming they ONLY use IW, when someone runs through with it) Needless to say they will be there till they get tired of it (Which they never seem to do) or another elite team comes along and beats them... which doesn't really solve the problem heh.
The one thing that factions adds back in, that was removed from the original after Beta was competitive missions. Those are insanely fun, and quite comparable to WoW's Battlegrounds if you need something to base it off of. There used to be a few of these in the original Guild Wars before release, but after release they mysteriously disspeared. Sucks. Factions brings em back though, and they rock. The Faction system in general is pretty cool.
I have the Original Guild Wars, tested Factions, I'm still an active player and I love the game in general. Although I probably wont get factions anytime in the near future as there is still plenty of fun to be had in just plain old Prophecies, and there is just not enough from Factions to make it viable (Although the competitive missions are a close one).
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Doomie was naked while typing this:
I've got Sylith Blackfeather, a 16 Ranger/Mesmer. I'm gonna friend everyone and keep a look out for em.
That is an insanely deadly combo. XD
Specially when you get Poison Arrow.
Another Particularly nasty one is a Curses Necro/Illusionist Mesmer. Degen hell. They can make any fight an eye gouging experience.
Btw how do elite skills work? Can you only have one equipped at a time or something?
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ACES! Another post by Vorago:
I really like the weapon buffs the Ritualist has. Our healer in that group was a ritualist/monk and it was crazy, three regen buffs at a time with 50% chance to block was so much solid gold against the assassin assist train, heh.Btw how do elite skills work? Can you only have one equipped at a time or something?
You can only have one from each class set equipped at a time, and you have to capture them from dead bosses with a Capture Signet in the endgame.
And yeah the Ritualist you described is one of those situational examples. Far to rare, and not nearly as usefull. Plus they are insanely easy to kill (Same Armor class as an Elementalist and highly mana dependant -especially a Monk hybrid) 30 second setup and they are entirely defenseless. They need some beefing up if they are to be viable for any length of time in the near future. The buffs are their main strongpoint. It would also help, even though slightly, if they summons were not anchored. Faelynn LeAndris fucked around with this message on 05-04-2006 at 09:13 PM.
Currently flipping through the skills on and off during WoW, not 100% sure on ritualist anymore, figure it couldn't hurt to get some thoughts from you all
Edit - Leaning towards mesmer atm for all of the utility, plus I do like the idea of double health degen between it and the necro, heh Vorago fucked around with this message on 05-04-2006 at 09:14 PM.
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Nobody really understood why Vorago wrote:
Oh and while I have all the people with experience in the game here, any suggestions as to a second class for my necro?Currently flipping through the skills on and off during WoW, not 100% sure on ritualist anymore, figure it couldn't hurt to get some thoughts from you all
Depends on where you want to go.
Necro is hands down the absolute, most versatile class in the game. Even though every class has different skill paths to choose and different ways to play, a Necro is fully 3 classes in one, and each plays entirely different.
What kind of play are you actually looking for?
Edit: If you go mesmer as a secondary, there really is no question, you will be a curses necro with supplemental blood. A mesmer secondary is degen hell, your primary role will be complete and total crippling of the opposition and degenerate death. Takes time, but good part is you can run them to death. It is a particularly nasty combination. The only really bad class combo for a necro is an elementalist secondary, and even that isn't so bad. You'll still be effective, but the limited mana pool + high cost and timing of elementalist spells leaves you way to open to being killed incredibly fast. Faelynn LeAndris fucked around with this message on 05-04-2006 at 09:23 PM.
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Faelynn LeAndris enlisted the help of an infinite number of monkeys to write:
Depends on where you want to go.
Dunno, think ultimately I am looking for the most options, most abilities to just switch things up, try something different to keep it interesting.
Like, as much as I like the assassin I pretty much know exactly what I am going to do from now until forever so that deters me a lot from playing one
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Vorago had this to say about Cuba:
Dunno, think ultimately I am looking for the most options, most abilities to just switch things up, try something different to keep it interesting.Like, as much as I like the assassin I pretty much know exactly what I am going to do from now until forever so that deters me a lot from playing one
Okay, well since Necro is my class of choice, a sorta breakdown since I have played most of the combos.
Necro/Warrior - Crippling Damage Dealer, you can't do much else here. You will bleed them and suck them dry, it's really your only course of action. It's a deadly combo, especially when you factor in elites such as life Xfer. There really aren't a whole lot of options here, you will be Blood for Vampric Attacks to keep yourself alive and damage the opponentl, while bleeding them with a sword. You can self heal, and self sustain, all while chasing enemies down. Whatever supplemental points you have left over you can pretty much spend wherever you want, it wont make much of a difference as you only have that one role.
Necro/Monk - Again, one role, due to limited mana supply, and skill functionality. You would almost have to be a self sufficient team healer. You can't do much else, although unlike the N/W combo your supplemental points can be spent in other areas and although not incredibly usefull, they can give you more options to play with.
Necro/Ranger - Soooooo much versatility here, because there are so many different ways this combo can be played. Self-Sufficient damage dealer, Degenerate Ranged Assault, Trapper-Crippler, Minion Master Ranged Damage dealer, it just goes on. This is the ultimate jack of all trades master of none category. You will never be the most effiencient killer, healer, degenerate, whatever, but you can and often are an invaluable assent for helping you team purely based of diversity. Key note though, people absolutely, positively HATE HATE HATE this combo, you will be Public Enemy #1 and usually the first target the other team picks out because you can cause so much mayhem and totally throw everything off next to your teams Monk.
Necro/Mesmer - Much like the N/R this class has a lot of versatility, only in a different way. You will almost always be curses (Its damn near nessesary) but since almost everything a mesmer does is some form of a hex, all your supplemental points can be thrown all over the place, and you will still be effective in a number of ways. Locking down Monks? Check. Making a Warrior Kill himself while bleeding him dry? Check. Degenerate hell? Check. You get to play a lot with supplementals, strategies, and builds with this one, while always being able to make your opponents life pure hell. Also like the N/R however, people HATE this class combo and will try to tear you apart any chance they get, often times completely ignoring your other party members until you are dead. The only class that has it worse as far as that goes than this combo does, is a Monk/Anything, or its counterpart the Mesmer/Necro.
Then there is always the option of picking a BS second class and going full on necro and ignoring the second class spending all the points in Necro Attributes. You can still use weakass secondary class skills, but your necro will be primary. That in itself is full on versatility. If you do that however, I recomend warrior for the Healing Signet, just because its a free manaless, self heal. Faelynn LeAndris fucked around with this message on 05-04-2006 at 09:51 PM.
Man, had a full death necro in one of my parties earlier, lvl 10 battleground... lvl 13 bone fiends and pairs of lvl 9 minions, was disturbingly effective, those things were juggernauts for that point. Good times
I like that the mesmer gives all those options... might not ever BE that, might be all death magic for uber pets or something, who knows, but I do like that the ability IS there if I want/need it Vorago fucked around with this message on 05-04-2006 at 09:52 PM.
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Everyone wondered WTF when Vorago wrote:
I would be the type that would pick Mesmer as my secondary and go full out necro just so I have the mesmer there for the future if I decide to become a more supplimental class, or maybe add some utility etc. I have no problems going all into something, just want there to be a lot of options, I get attached to characters real bad so want to plan ahead, heheMan, had a full death necro in one of my parties earlier, lvl 10 battleground... lvl 13 bone fiends and pairs of lvl 9 minions, was disturbingly effective, those things were juggernauts for that point. Good times
Keep one thing in mind, although Minion Masters can be very powerful, they are very very very limited and weak individually. If you fail to have enough bodies to raise minions you will be entirely and completely useless. Minion Masters are useless, damn near, in the arena for that very reason. By the time enough people die (If they die, cause you sure as hell wont be killing them, your party will) for you to get enough minions up, the match is over.
In Battlegrounds type settings they can be extremly powerfull, because you can not only raise a minion from a dead player, but also from the dead NPCs, and people die a LOT while the minions remain even if you are killed. Even so, an overzealous Minion Master can really really hurt his party by flooding the map with minions making it damn near impossible to target, move, or chase opponents into cramped quarters. That being said you can still usually pull it off by sheer numbers alone overpowering the other team unless they too have thier own Minion Master... When that happens the match is just a lesson in frustration because the players can't even play anymore, its a Minion Game... It gets really annoying, really fast.
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Vorago stopped staring at Deedlit long enough to write:
I like that the mesmer gives all those options... might not ever BE that, might be all death magic for uber pets or something, who knows, but I do like that the ability IS there if I want/need it
Mesmer does indeed have a lot of options.
That combos only real drawback is lack of defence and only one real way to escape.
Keynote, use terrain obstacles to your advantage, especially in there are a lot of Rangers about. You cant be hit by physical attacks while using the rock as a shield, but if they are close enough you can still cast spells on them.
Terrain defences are your only real defences.
I might go back, and just start up a PvP-Only character, but I don't have too many skills or upgrades unlocked yet. I'd probably end up just getting owned.
Maybe I just missed something, but it seemed kinda pointless to me.
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Everyone wondered WTF when Led wrote:
The only thing that kind of really bummed me out about that game was how worthless items seemed to be. I know, it is kinda silly to latch onto that... but when I can grind and grind and grind away at items only to make an armor piece with the exact same effect as the previous, but only have +10 armor... who cares? ;xMaybe I just missed something, but it seemed kinda pointless to me.
That's because the focus of Guild Wars isn't on finding uber items, but on making good decisions regarding your eight skills from your two classes, much like building a M:tG deck. It's certainly not for everyone, but at least you don't have to raid for hours and hours and hours just to be somewhat effective in PvP. So long as you have a build that works, you can kill things just as well.
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Skaw painfully thought these words up:
Haha, it uses the exact same chat system and window as Lineage II. gg NCSoft.
Too bad the two games were developed by two totally different teams. Nice try on bashing the game, though! Falaanla Marr fucked around with this message on 05-04-2006 at 11:15 PM.
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This one time, at Falaanla Marr camp:
Too bad the two games were developed by two totally different teams. Nice try on bashing the game, though!
Doesn't mean that they can't share code
So far, I really like the Assassin character. JUST found a build that I really like, allows me to go crazy on enemies and such pulling off incredibly powerful combos. Note for people who play or want to try assassins: Dual Strikes hit twice. It doesn't say this on the abilities, but Dual Strikes hit twice in a row. So if it says you get a damage bonus of +20, you get that twice, which makes Dual Strikes awesome.
Also, while Ritualists may be weak, I find them to be pretty crazy Minion Masters when combined with the Necro class. Since their primary attribute adds +4% health per rank, they get some REALLY tough pets. That, and with some Spawning abilities (for example, one that creates a buff that gives energy and health back for every creature you summon), you can make some awesome combos. (Example: The necro pet abilities that summon two pets. You get the energy and heal bonus from BOTH pets.)
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Kegwen attempted to be funny by writing:
Doesn't mean that they can't share code
They look similarly, but so do chat windows from other games. My post was more about the lame attempt to link the two games to the same developer, saying that because they have the same chat window, they were made by the same people and guild wars therefore sucks. They were PUBLISHED by the same people, not developed by the same
Falaanla Marr fucked around with this message on 05-04-2006 at 11:53 PM.
I'm curious as to if it actually is the same one...though that really isn't a reason to knock on the game.
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Led had this to say about Duck Tales:
This is true. I just like having more ways to differentiate myself I guess ;x
GW gives you plenty of ways to differentiate yourself, since most of the builds you can think of actually work and are balanced. Hell, even if you don't have (or don't use) skills that chain off each other, you can have skills that chain off of other people's skills (hypothetical example, sword warrior makes them bleed and hits them with a Deep Wound, then a hammer warrior hits them with Weakness and knocks them down). There's a huge number of possibilities for characters in Guild Wars. Ruvyen fucked around with this message on 05-05-2006 at 12:04 AM.
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A sleep deprived Ruvyen stammered:
That's because the focus of Guild Wars isn't on finding uber items, but on making good decisions regarding your eight skills from your two classes, much like building a M:tG deck. It's certainly not for everyone, but at least you don't have to raid for hours and hours and hours just to be somewhat effective in PvP. So long as you have a build that works, you can kill things just as well.
Hell. In theory, you can PVP from the start and be even. You won't have all the uber runes to add or the elite skills, but you'll still be able to do pretty damn well.
The regular game is simply for building up the runes and elite skills.
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Falaanla Marr spewed forth this undeniable truth:
Hell. In theory, you can PVP from the start and be even. You won't have all the uber runes to add or the elite skills, but you'll still be able to do pretty damn well.The regular game is simply for building up the runes and elite skills.
I'm pretty sure you can unlock the uber runes and elite skills with just PvP. They do, however, take boatloads of Balthazar faction. I think it's about 3,000 faction for ONE elite skill.
Caid '5 Fists' Berrit fucked around with this message on 05-05-2006 at 02:16 AM.
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Caid '5 Fists' Berrit impressed everyone with:
I'm gonna start playing again tonight, because hey..it's free. I'm going to play a ranger as my primary like I always do, but I've yet to find a secondary I enjoy with a ranger. I've tried necro and elementalist. Suggestions/info please?
I don't think Ranger/Elementalist is a very good class combos. Ranger class is ranged damage, and so is elementalist. You need to look for a secondary class that supports your main class, not one that does the same thing.
Ranger/Necro can work well, if you spec right. I'm thinking Curses would work well, if you use the right debuffs. Mark of Pain, Price of Failure, and Weaken Armor are some good basic Necromancer debuffs that would greatly help a Ranger.
Ranger/Mesmer can work well with all Mesmer specs. If Domination, Backfire, Empathy, and Diversion are good spells. If Illusion, Arcane Conundrum, Imagined Burden, and Conjure Phantasm. If Inspiration, Spirit Shackle, Spirit of Failure, and Energy Tap.
I'd avoid Ranger/Warrior.
Ranger/Monk can work well with Healing or Protection Prayers.
I wouldn't go Assassin or Ritualist though, they make pretty crappy Secondaries. Willias fucked around with this message on 05-05-2006 at 02:37 AM.
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Ruvyen was naked while typing this:
I'm pretty sure you can unlock the uber runes and elite skills with just PvP. They do, however, take boatloads of Balthazar faction. I think it's about 3,000 faction for ONE elite skill.
Runes yes, Items yes, Basic skills yes. Elite Skills, No.
You cannot unlock Elite Skills through PvP, nor can you use anything you have unlocked on a regular PvP character. The items, skills, and such that you unlock can only be used on PvP Only Characters.
The End Game arena's actually suck, balance and tactics take a backseat to zerging and horribly overpowered Elite Skills in the 20 Arena. Which is why it is so game breaking when people get a run and bring endgame gear and elite skills to the 15 and below arenas. While fun, Elite Skills, seriously beat the shit out of tactical combat for flair. It's not so bad in War type missions where there are 12 people per side, but in the arenas where it is 4v4 it's an entirely different story.
Also there is a 5 level gap between arena's at the 20 Arena. There is no Arena between Yaks (The 10 - 15) and the Islands (The 15 - 20) so you can't PvP at all for 5 levels, because if you try to PvP on the Islands and you aren't actually 20, your entire team will just quit on you before the match even starts.
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A sleep deprived Tarquinn stammered:
What's the difference between a Necromancer/Warrior, and a Warrior/Necromancer? Just the looks?
Necromancer gains energy every time something around it dies (Friend or foe) with the Soulreaping skill
Warrior can penetrate portions of the target's armor with his Strength ability
Soulreaping has advantages for both sides but Strength really only helps for melee style builds
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Vorago had this to say about pies:
Necromancer gains energy every time something around it dies (Friend or foe) with the Soulreaping skillWarrior can penetrate portions of the target's armor with his Strength ability
Soulreaping has advantages for both sides but Strength really only helps for melee style builds
Also, the W/N can wear warrior armor which has higher armor class and other abilities to benefit a warrior, while the necromancer warrior can only wear necromancer armor. Also, you can only use runes (items that you place on a piece of armor to boost your skills) for your main class.
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Willias's fortune cookie read:
Ranger/Elementalist blah blah blah
A ranger with an elemental damage bow can do some happy fun stuff with damage -- conjure (element) + the proper elemental bow string can make for some lol bow damage.
Ranger/Warrior can also be fun -- stuff like Frenzy increases your shooting speed, too -- I made a fun build of a R/W and used all sorts of speed enhancing skills. I was putting so many arrows downrange, it was great.
Ranger doesn't really need monk healing -- between troll unguent and a decent healer in group, you have all you need.
An assassin secondary is pretty neat, too -- getting access to the nice movement spells is a boon for most any ranged class -- being able to purt yourself around or shadow step away from trouble can be a major help. Falaanla Marr fucked around with this message on 05-05-2006 at 12:00 PM.
Falaanla Marr fucked around with this message on 05-05-2006 at 11:59 AM.