Classes in Lusternia

by Daved

Back to Combat Guide.

Daved2009-02-09 21:57:11
So I've been playing Aetolia and Imperian for quite some time, I've been deeply involved in pk in both, but I'm looking for something new. I was told Lusternia's classes were pretty different and unique as compared to the IRE's I've been playing in.

Being entirely new to combat in Lusternia, I'd like to know if Ur'guard is a good class to be starting out as, or if there's another class I might attain mastery over more quickly.
Unknown2009-02-09 22:11:32
Hey, welcome to Lusternia. smile.gif

Combat here, to me anyway, is more complex than the other IRE's, as well as being 'different'. I'm not sure that I would say that any class is easier or harder to play, or learn. One thing to consider about warrior guilds is that they are probably the most expensive archetypes to play. They actually "require" artifacts to be viable for top tier fighting, where other classes don't so much.

Warriors here are quite a bit different than knights elsewhere. Not everything revolves around dsl, and we have a wound system where you have to build up wounds on somone's body parts and go for the kill. Wounds are treated by applying health potion, which consumes health elixer balance. So you have to choose between sipping health or applying it.

One thing you'll notice quickly about Lusternia is that artifacts don't make as huge an impact on combat as they do in other IRE's, although there are quite a bit more skill requirements.

I would go with whatever you think looks most fun to play.
Daganev2009-02-09 22:12:33
Ur'guard or any warrior guild is great.

However, the cost for combat as a warrior is about 3Xs that of any other class.

edit: as a warrior, doesn't -EVERYTHING- revolve around "dsl"? ( tongue.gif )
Kiradawea2009-02-09 22:44:56
Ha. No it ain't about applying venoms and swinging twice. You have to choose between various methods of swinging, thinking very carefully about what body part to try to hit and when, and what affliction combinations you should aim for.
Llandros2009-02-09 22:45:46
It's also important to keep in mind that even guilds within the same archtype don't necessarily share the same skills. For example the Ur'Guard are the only knight guild that can take up necromancy.
Xavius2009-02-10 03:19:57
As to your initial question: warrior is probably not the best first character for a PvP-oriented player if you aren't willing to invest in credits again. Better choices would be monk or wiccan. Both are perfectly capable combat classes that allow flexibility in your approach and do not require major (sometimes less than tri-trans) investments to get up and running with the second-tier fighters.

EDIT: But if you are willing to invest in credits again, nothing arti-whores out quite like a warrior.
Shiri2009-02-10 03:26:07
What? Wiccans are expensive. Try bards.
Xavius2009-02-10 03:41:11
Don't try bards until they're rebalanced. tongue.gif
Tael2009-02-10 04:41:19
QUOTE (Daved @ Feb 9 2009, 04:57 PM) <{POST_SNAPBACK}>
So I've been playing Aetolia and Imperian for quite some time, I've been deeply involved in pk in both, but I'm looking for something new. I was told Lusternia's classes were pretty different and unique as compared to the IRE's I've been playing in.

Being entirely new to combat in Lusternia, I'd like to know if Ur'guard is a good class to be starting out as, or if there's another class I might attain mastery over more quickly.


Welcome to Lusternia as well,

Warrior is an expensive class to take, but it's great at later levels. Bashing, PK, it's all very intuitive. It's very unlike Wardancer, Templar, Diavlous, or whatever you're used to in Imperian. It involves developing wounds on different limbs and unleashing a variety of debilitating effects on those limbs. It's a very fun and engaging class and I love it 200% more than I did Wiccan.

If you're looking to go Ur'guard, expect to Forge. Forging here is incredibly more tedious and boring compared to Smithing in Impy, so be expected to spend some long hours, days, weeks, and possibly months at the forge in trying to achieve perfection. However, Ur'guard is great because Necromancy Lich is simply godly. The physical resistance you get from Putrefaction, coupled with Masterarmour, along with Archlich's ability to possibly resist mental afflictions thanks to the Crypt, and the fact that most of the time you will -never- pray.. Unless you get Inquisitioned. Anyway..

If you're looking to join Magnagora and want to be a fighter, they'll accept you with open arms. Thoros is a notable Ur'guard warrior who can show you the ropes if you need, and Ceren is a good wealth of information as he is an Ur'guard gone Geomancer.

However, if you don't feel like spending the credits on Warrior. The Cacophony are sub par for Bards, but are decent. Geomancers make for good Mages if you're kind-of used to how Arboreals are in Imp. Nihilist is picking up these days as an affliction class, and so forth.

If you have any questions transitioning here, the forums is generally a good source of information if you can ignore the occasional Forum RP. Cheers, and again: Welcome to Lusternia!
Daved2009-02-10 13:52:05
Woh thanks for all the responses guys, seems like there's quite the forum community here smile.gif


What is it about warriors that requires artifacts and how many credits are we talking here?
Unknown2009-02-10 14:20:20
QUOTE
-------------------
OFFENSIVE ARTIFACTS
-------------------

NOTE ON WEAPON GREAT RUNES: Any weapon may have Great Runes placed upon them.
Each one-handed weapon can have one Stat Modifier, one Wounding, and one
Damage Modifier. Two-handed weapons can have two of each.

Once a weapon has any one of these runes, that weapon will be made permanent
and reset within your inventory. Once one rune has been placed upon it, that
weapon will not accept any other rune of that type if it is one-handed. For
example, if you place a Puissant Knight (stat modifier) great rune on a
longsword, you cannot place any other stat modifier rune upon that sword ever
again (either Puissant Knight, Cosmic Knight or Vernal Knight). However you
could place a wounding rune or damage type modifier rune upon it. Two-handed
weapons are able to take two of each type of rune.
Syntax: ATTACH TO

*SPECIAL NOTE* Except when noted below, all weapon related runes will attach
to any weapon used in Kata specializations. For weapons used in Knighthood
specializations, the following restrictions apply. No great rune will attach
to any Knighthood one-handed weapon that has a total of its three stats
(damage, speed, precision) of over 463. For two-handed Knighthood weapons,
you must divide damage in half and divide precision by 2.2. Add those two
results with speed and that must not be over 463.

Great Runes - Stat Mods Damage Precision Speed Cost
Puissant Knight +5 +5 +5 100 credits
Cosmic Knight +10 +10 +10 275 credits
Vernal Knight +15 +15 +15 600 credits
NOTE: One rune of this type per one-handed weapon only. Two-handed weapons can
have two. On two-handed Knighthood weapons, the stats above will be modified
as follows: speed will be divided in half for each rune, precision will have a
10% boost to each rune, and damage will be the same for each rune.

Great Runes - Wounding
Puissant Champion +5% wounding 100 credits
Cosmic Champion +10% wounding 275 credits
Vernal Champion +15% wounding 600 credits
NOTE: One rune of this type per one-handed weapon only. Two-handed weapons can
have two. The exception is Kata weapons; this rune will not attach to a Kata
weapon.
Type MORE to continue reading. (74% shown)
4938h, 4890m, 4380e, 10p, 19950en, 21225w ex-more

Great Runes - Damage Type Mods
Arcane Soldier Magic Damage 250 credits
Elemental Fires Fire Damage 250 credits
Freezing Heart Cold Damage 250 credits
Serpent's Kiss Poison Damage 250 credits
Jagged Lightning Electrical Damage 250 credits
NOTE: Damage type modifier runes will change 1/3 the damage type of that
weapon to the indicated damage for one-handed weapons. The other
2/3 will be normal. (For two-handed weapons, it will modify 1/6 of
the damage, though you can place two damage type mod runes on it.)
One rune of this type per one-handed weapon. Two-handed weapons
can have two.

Great Rune of Bleeding (125 credits)
- Increases bleeding on cutting weapon. Adds bleeding to blunt
weapons.
NOTE: One-handed weapons can have one. Two-handed weapons can have two.


That is a list of weapon runes and their prices. An actual warrior or someone more knowledgeable about their weapons than I will need to tell you what is 'required'.
Unknown2009-02-10 15:30:18
Moreso than the Great Runes, you'll have the requirement to buy or forge armour and weapons. Many warriors (not quite all) feel the need to go for the best possible stats, and that takes days, weeks, even months of forging to achieve. So, either you spend a pretty penny to have someone else do it for you or you go insane trying to do it for yourself. On the other end of the spectrum, you have all the magic users who just summon a weapon, wield it, and go about the rest of their day. biggrin.gif
Daved2009-02-10 16:12:53
Well that's not too much of an issue, I'm sure I can script up something to forge a weapon, weaponprobe it, and reforge it if the stats are inferior. My Ur'Guard is a bonecrusher, and what I've gathered thus far is that precision affects wounding, and wounding determines what afflictions I'll be outputting. That said my pvp weapon of choice should be the morningstar? What race is best? I'm a krokani currently because of that natural affinity for one-handed bludgeons.
Narsrim2009-02-10 16:16:52
In the case of Bonecrusher, I've always found hammers to be the most effective since they get low wounding stuns.
Enero2009-02-10 16:17:51
QUOTE (Daved @ Feb 10 2009, 05:12 PM) <{POST_SNAPBACK}>
Well that's not too much of an issue, I'm sure I can script up something to forge a weapon, weaponprobe it, and reforge it if the stats are inferior. My Ur'Guard is a bonecrusher, and what I've gathered thus far is that precision affects wounding, and wounding determines what afflictions I'll be outputting. That said my pvp weapon of choice should be the morningstar?



You're weapon of choice most likely will be hammers, with as much speed and precision as possible and when Zarquan said it can take weeks and months, he wasn't kidding (he did leave out a manse where to forge and a mallet of forging).
Kiradawea2009-02-10 18:01:08
Runes stop decaying right? That's another reason to get runes and attach them to your weapon.

Also, I'm not 100% sure on this since I haven't done it myself, but it is possible to upgrade artifacts to the next level without having to trade in the artifact, and only pay the cost between. For example, you can purchase a rune of Puissant knight and later only pay 175 credits to upgrade it into a Cosmic knight. Now as I said I'm not sure if you can do this with weapon runes, someone else should confirm this.
Everiine2009-02-10 18:12:29
QUOTE (Daved @ Feb 10 2009, 11:12 AM) <{POST_SNAPBACK}>
Well that's not too much of an issue, I'm sure I can script up something to forge a weapon, weaponprobe it, and reforge it if the stats are inferior. My Ur'Guard is a bonecrusher, and what I've gathered thus far is that precision affects wounding, and wounding determines what afflictions I'll be outputting. That said my pvp weapon of choice should be the morningstar? What race is best? I'm a krokani currently because of that natural affinity for one-handed bludgeons.


The actual forging and scripting isn't the problem-- the problem, as was mentioned, is that you can forge and reforge hundreds of times and not get the stats you are looking for. If you are truly dedicated to getting the best possible stats for your weapons, be prepared to play the game for few RL months before you actually have those weapons.

As for what race is "best", that's a hard question. As an RPer, I say go for what makes you happy. If you like the idea of a big one-eyed Krokani swinging hammers into battle, go for it!
Chade2009-02-10 19:15:38
I'm a warrior in Lust, I don't own a single rune and I'm ok(ish) certainly not top tier though.

In my opinion warriors are by far the best class as they're adaptable, fun and maybe slightly more challenging (still not sure that they're harder to play) - I say this having been Nihilist, Shadowdancer (twice), ur'Guard, Ninjakari, Nekotai and Ebonguard. Weapon runes aren't required, Melville is a good example of that, but they certainly help - Demigod is pretty much a prerequisite though for top tier warrior combat - I can't think of any non-Demi knight who's considered top tier.

Stay Krokani, the intelligence sucks but the extra int you gain from Lich helps balance that a hell of a lot - the weapon aura is nice and the resistances are fantastic. If you get master armour, trans resilience and putrefaction you'll be damn near immune to anything which deals blunt physical damage.

PS: Go for max speed (280) hammers - they're the weapon of choice for bashing and PK right now, precision and damage don't have anywhere near as much impact as they used too, it's mainly based on your strength stat at the moment.
Celina2009-02-10 20:26:57
There once was this warrior named Ceren who didn't have a single rune and proceeded to pwn and plunder all the artied warriors of the Basin.

Moral of the story: anyone who says warriors must have runes is a filthy liar.

Really, any spec with a fast weapon will out pace a cloth wearer. (Maybe not PB, I've fought like 1 since I started playing so I don't know)

If you are going Mag...Ninjakari are probably the most OP at the moment with Cacophony being the most gimped. Ur'guard, Geomancer, and Nihilist all fall in between and are, in my opinion, fairly balanced. Nihilists got some very nice changes recently that pulled them up from the gimpy category.

Enero2009-02-10 20:30:37
QUOTE (Celina @ Feb 10 2009, 09:26 PM) <{POST_SNAPBACK}>
There once was this warrior named Ceren who didn't have a single rune and proceeded to pwn and plunder all the artied warriors of the Basin.

Moral of the story: anyone who says warriors must have runes is a filthy liar.

Really, any spec with a fast weapon will out pace a cloth wearer. (Maybe not PB, I've fought like 1 since I started playing so I don't know)

If you are going Mag...Ninjakari are probably the most OP at the moment with Cacophony being the most gimped. Ur'guard, Geomancer, and Nihilist all fall in between and are, in my opinion, fairly balanced. Nihilists got some very nice changes recently that pulled them up from the gimpy category.



There once was Nihilist named Thoros who proceeded to pwn and plunder all the Basin.

Moral of the story: anyone who says Nihilists were/are gimpy is a filthy liar.