Suggestions

by Unknown

Back to Common Grounds.

Unknown2006-01-27 19:08:17
Hello,

I have recently joined this game having had considerable experience with other IRE Muds.

I find myself in the following position currently:

Common Skills Rank Pool
------------- ------------ ------------
Combat Inept Melee
Resilience Inept Fitness
Discernment Apprentice Intellect
Magic Inept Arcana
Planar Apprentice Mysticism
Discipline Novice Willpower
Environment Inept Communion
Influence Inept Magnetism
Riding Inept Magnetism
Arts Inept Finearts
Highmagic Inept Arcana

Trade Skills Rank Pool
------------- ------------ ------------
Forging Inept Melee

Guild Skills Rank Pool
------------- ------------ ------------
Knighthood Capable Melee
Totems Capable Arcana
Athletics Novice Fitness

I have 5400 (660 credits, 1440 lessons) lessons, and am a Faeling Ebonguard. Anyone with experience like to point me in the right direction as to what skills I should invest my lessons into? I would imagine that a majority of my early time will be spent bashing primarily, but I would eventually like to move into PK primarily.

Thanks!
Xenthos2006-01-27 19:18:14
How much time do you have left until graduation? You're going to want to specialize knighthood and totems as soon as you can. Also, getting planar to adept is a VERY GOOD idea, as you will be able to teleport around.

Best places to start- get your weapon specialization high. Are you going to go for Night or Crow? Athletics to flex at least (as a faeling, you NEED the extra strength).
Unknown2006-01-27 19:21:27
thank you for the response. I will be going for Night.
Xenthos2006-01-27 19:23:06
QUOTE(Virgil @ Jan 27 2006, 03:21 PM)
thank you for the response. I will be going for Night.
251058



Blademaster or bonecrusher?
Unknown2006-01-27 19:23:53
Blademaster
Daganev2006-01-27 19:25:58
Trans Knighthood, and Totems
Get 50% Myth in Athletics
Divide the rest between resileence and combat after you have Teleport in planar.. or just get flex in athletics and put the rest in Discipline to get focus mind, you will need that.
Daganev2006-01-27 19:26:37
Some like to go pureblade when they have night, so they can better use choke.
Xenthos2006-01-27 19:33:51
To start, I'd get blademaster / night to trans (you could probably stop blademaster at 0% mythical if you want to save a few lessons). Get to flex in athletics. You'll still have a few lessons left to stick into planar (for teleport) and discernment (for potionlist).

That's a pretty good start right there. Eventually you'll want to spread out into other skills for PvP, but this will give you quite a good base.
Unknown2006-01-27 19:34:13
Thank you both, it's much appreciated.
Richter2006-01-27 19:36:14
As I'm not primarily a fighter, I'll only be of some small use, but I do know that there are certain ghelp files (type ghelp index to see them all) that tell you which to invest in where. With such a large number of credits, I suggest that you put most of them into guild skills, and work on various other skills, like getting teleport in planar, etc. It wouldn't be terrible either, if you threw 180 lessons into each skillset, that'd get you a fair number of skills.

If you need help on what does what, I'm in the Ebonguard as well, and I've learned every skill, and have chosen totems/night, bonecrusher, forging, and lowmagic as my skill choices.

Also, Xenthos, Serrin, and Kithan should be able to give you some more in-depth information.

Edit: Ninja'ed x8 tongue.gif I was on a long call!
Xenthos2006-01-27 19:38:11
QUOTE(Richter @ Jan 27 2006, 03:36 PM)
Edit: Ninja'ed x8 tongue.gif I was on a long call!
251067



Slowpoke. ninja.gif
Daganev2006-01-27 19:41:19
Actually, Richter Just reminded me... putting 180 lessons into each skillset is a REALLY good idea. You tend to get lots of skills early on, unlike in the other IRE games. (Totems for example gives you 6 skills afer just 15 lessons)
Xenthos2006-01-27 19:43:55
Noooooo, don't put lessons into riding! Noooooooooooo! Or arts! If you don't plan on influencing, avoid that too. Also, don't put 180 lessons into magic or resilience, it won't do a whole lot. Discipline, discernment, and planar? Sure, 180 in each, it'll do you some good. smile.gif
Unknown2006-01-27 22:54:01
What's the connection between Pureblade and using choke, Daganev? That's news to me...
Vix2006-01-27 23:00:10
QUOTE(David @ Jan 27 2006, 05:54 PM)
What's the connection between Pureblade and using choke, Daganev? That's news to me...
251117


Choke makes it so that only one action goes through like Aeon does. Since we don't have DSL here, you have to swing your swords twice which means one of them won't go through. With Pureblade, you only have one sword so it doesn't matter.
Verithrax2006-01-28 04:45:56
Putting 180 lessons into Planar is pointless. You'll want to spend 90 to get Teleport; from there on, Planar is mostly trans or bust, with the only really useful skills being Nexus and Conglutinate. Although Summon is marginally useful too, it's too easy to resist; you have to either be involved in a fight already, or AFK to get summoned.

Choosing Night over crow is good, too, since Wiccan skillsets are better; if Crow was as powerful as Night, Blacktalon druids would be overpowered, since combat capacity is mostly in Druidry for Druids, but is split evenly between Totems and Wicca for Wiccans.

Influence can be pretty useful at low levels with only 90 lessons in it, but you probably won't want to go very far in it, as the trans skill is only really useful for wiccans. If you plan on using influence to gain experience and a bit of gold, the learn at least up to supplication. Divert is very useful too, and wheedling is needed to influence begging with most powerful denizens. Faelings have high Charisma, even Shadowlord ones, so you could benefit a lot from Influence.

Lowmagic isn't nearly as useful as your guild skills, but you'll want to get Red (To avoid summons) and Orange (It's convenient, and it helps you survive Geomancer demesnes). Highmagic is somewhat more useful since you can get Malkuth (Which does the same as Red) and Yesod (Which shrouds you.) Void/Nullify are also extremely useful unless you want to haul sulphur with you.

Getting Discernment up to Potionlist is very useful and necessary; Discipline up to Insomnia is essential, but you'll want to get focus mind when you have the credits. Environment up to Perceive is very useful.

Arts and Riding are probably the last things you want to learn lessons in; arts lets you save some gold by making your own vials and pipes, and it lets you profit by selling those things. If you want to learn a tradeskill, I'd recommend you pick Forging for the full plate, since you're a faeling that won't be able to take much damage without good armour. Jewelry is good if you plan on influencing, bookbinding is good for roleplay and a lot of fun, but not very profitable. Artisan isn't very profitable either. Herbs and Poisons can save you a lot of gold, and help PvP a lot; poisonists are in high demand right now. Cooking is kind of useful, I guess. Tailoring is useless for warriors as the trans skill, Splendour robes, can't be worn at the same time as armour, and armour is better, even if it has less prestige.
ferlas2006-01-28 16:15:32
Getting Green or its high magic equivilant seems to be required for combat later on.
Saran2006-01-28 16:41:22
*chuckles* I need trans planar, influencing and near-trans arts... well ok not need... want.
Tints aren't much in the long run but i try to lower prices as much as possible, influencing does have it's benefits outside of trans, Especially if you want to help out with villages. But as a wiccan without trans influencing... well it's quite scary to be suddenly alone against an entourage of fae.
As for planar, well thats actually more for conglut. Go Astroglide, and ok the other skills in it mightn't be useful to a single person. But the etherwilde rifts are amazingly useful, though i'm still hoping for an ability allowing us to link manses to prime or each other