Unknown2009-01-22 16:04:06
QUOTE (Desitrus @ Jan 22 2009, 10:56 AM) <{POST_SNAPBACK}>
Hi. Paladins are nothing like other IRE. Take it from me, I've always played melees (with short stints as noctu/bloodborn/malignist/apostate/occy/etc) and it is nothing like the other muds. One of the main reasons I stayed with Lusternia. Parrying and stancing are both "fluid" systems, wounds on arms/legs are an actual numerical value, and warrior "afflictions" are based off of that. It is healed by applying health rather than sipping it.
Toxin locks aren't like other places, they are typically based on wounds and there is no "true lock" here unless it's an oversight or a bug, there's a power-based skill to cure anything.
Our combat balancing occurs once a month, rather than once a year.
Celest/Mag is where you want to be for conflict if you want to fight all the time, but cost of entry is high for any guild, don't let this odd debate lead you in the wrong direction. Don't be an Aquamancer if you want to fight, that's pretty simple. It requires a good sized power budget, you're useless if another one is there during a raid, and they can be seriously not fun to play if you're not a veteran people won't scream at because they think they know how to be a melder.
I would honestly recommend paladin, even though the gear cost is higher, it is also the best basher out of the three and survival rate is higher once you have some skills/curing. Second to that would be tarot Celestine, but it's not the world of aeon fling/slash toxin as you really can't combo toxins as a caster here.
Toxin locks aren't like other places, they are typically based on wounds and there is no "true lock" here unless it's an oversight or a bug, there's a power-based skill to cure anything.
Our combat balancing occurs once a month, rather than once a year.
Celest/Mag is where you want to be for conflict if you want to fight all the time, but cost of entry is high for any guild, don't let this odd debate lead you in the wrong direction. Don't be an Aquamancer if you want to fight, that's pretty simple. It requires a good sized power budget, you're useless if another one is there during a raid, and they can be seriously not fun to play if you're not a veteran people won't scream at because they think they know how to be a melder.
I would honestly recommend paladin, even though the gear cost is higher, it is also the best basher out of the three and survival rate is higher once you have some skills/curing. Second to that would be tarot Celestine, but it's not the world of aeon fling/slash toxin as you really can't combo toxins as a caster here.
Ehh, Telepaths, Telekinetics, and on some RARE occasions Dreamweavers have plenty of use outside of melding. And I'm of the opinion that if you have a meld, and somebody that ISN'T a mage/druid screams at you about it, you just dissolve the 'mesne and walk away.
Desitrus2009-01-22 16:20:03
QUOTE (Kialkarkea @ Jan 22 2009, 10:04 AM) <{POST_SNAPBACK}>
Ehh, Telepaths, Telekinetics, and on some RARE occasions Dreamweavers have plenty of use outside of melding. And I'm of the opinion that if you have a meld, and somebody that ISN'T a mage/druid screams at you about it, you just dissolve the 'mesne and walk away.
1. They don't. In real fights, if you are team vamping, sure. This person doesn't exactly sound like they are interested in being someone else's 30% ego assist train. Telekinetics can barrier. I'm talking about top tier group combat, I guess. More mages means mostly wasted slots, although if you get 5+ you can do some funny things with instapreserve or staffing. Still, mostly gimmick-town.
2. Leave everyone on your side to die and let them all down because one person goes off at the mouth? I'm not sure what to say to that, honestly.
Unknown2009-01-22 16:52:51
QUOTE (Desitrus @ Jan 22 2009, 11:20 AM) <{POST_SNAPBACK}>
1. They don't. In real fights, if you are team vamping, sure. This person doesn't exactly sound like they are interested in being someone else's 30% ego assist train. Telekinetics can barrier. I'm talking about top tier group combat, I guess. More mages means mostly wasted slots, although if you get 5+ you can do some funny things with instapreserve or staffing. Still, mostly gimmick-town.
2. Leave everyone on your side to die and let them all down because one person goes off at the mouth? I'm not sure what to say to that, honestly.
2. Leave everyone on your side to die and let them all down because one person goes off at the mouth? I'm not sure what to say to that, honestly.
1. So you don't like more hindering then you can shake a stick at, or clogging the hell out of a Diag? Psionic mages synergize well with most classes, and it's not as if this person sounds like they want to spend $1000+ on making super weapons. If you can't figure out how to make a mage work in group-combat for anything other then their Demesne, you're obviously not trying hard enough.
2. I certainly won't sit and let the other person think that they'll get away with it. If I'm going to be asked to do something, then you had damn well better either let me do it my way, or ask me to do it how you want to. Sure, if there are other people that are going to have problems because of it, I'll announce to them that I'm out before I go, but unless theres a reason for me to waste my time being bothered by said person(s) I'm just going to walk off and find something enjoyable to do, because Lusternia is a game. It's supposed to be fun, not a pain in the .
Morhgor2009-01-22 17:01:25
You forgot that all of are weapons aren't dully described clones of each other! We get nice shiny ones.
Xavius2009-01-22 17:09:14
As illustrated above, if you aren't up for the task of being the most important but unappreciated person in a group and the abuse that comes from it, you shouldn't be a combatant Aquamancer.
Desitrus2009-01-22 17:10:14
QUOTE (Kialkarkea @ Jan 22 2009, 10:52 AM) <{POST_SNAPBACK}>
1. So you don't like more hindering then you can shake a stick at, or clogging the hell out of a Diag? Psionic mages synergize well with most classes, and it's not as if this person sounds like they want to spend $1000+ on making super weapons. If you can't figure out how to make a mage work in group-combat for anything other then their Demesne, you're obviously not trying hard enough.
2. I certainly won't sit and let the other person think that they'll get away with it. If I'm going to be asked to do something, then you had damn well better either let me do it my way, or ask me to do it how you want to. Sure, if there are other people that are going to have problems because of it, I'll announce to them that I'm out before I go, but unless theres a reason for me to waste my time being bothered by said person(s) I'm just going to walk off and find something enjoyable to do, because Lusternia is a game. It's supposed to be fun, not a pain in the .
2. I certainly won't sit and let the other person think that they'll get away with it. If I'm going to be asked to do something, then you had damn well better either let me do it my way, or ask me to do it how you want to. Sure, if there are other people that are going to have problems because of it, I'll announce to them that I'm out before I go, but unless theres a reason for me to waste my time being bothered by said person(s) I'm just going to walk off and find something enjoyable to do, because Lusternia is a game. It's supposed to be fun, not a pain in the .
1. More hindering than you can shake a stick at? Mages are easily handled. The pool of afflictions for psionics isn't exactly endless. TK's can drop barrier and assist in ganks, some can throw up instakills behind it. I assume you spar tiny people who can't cure, because there is literally nothing you will give someone they can't handle outside of a group fight where another class could have contributed more, aside of psyvamp assist trains or debating. It almost sounds like you think you can take me as a mage, which would be a very rude awakening for you. I don't think they are weak, but if you think that non-melding psionics brings more to the table than a solid knight in a group scenerio... wow. Similarly, you don't have to spend $1000 to make super weapons. You don't even need super weapons, as most people can attest to, I was killing with unruned bashing weapons at level 82 before the golden era stance changes. Knight classes allow good players to shine, and punish poor players. I've burst some top tiers out of meld, what in the world have you ever done?
2. Basically you'll let one hothead sink your team because you have ego issues, got it.
2a. You'd actually have to fight to even understand the concept. I have never once seen you engage in anything other than throwing your body at a Supernal creche on the off-chance it's being raided and we're notified in time. A demesne is crucial to a team fight. This is actually on the list of why Nydekion or I had to bite the bullet and go Aqua, which is kind of sad.
This is exactly why I recommended that they not go Aqua. You can either be group support and do your job while having some criticism float your way (it's easy to blame the demesne holder), or you can just up and quit anytime someone looks at you, then have everyone despise you or refuse to fight with you. You (original poster) seem very interested in combat/conflict, thus my recommendation to stay away from demesne holders.
Lawliet2009-01-22 17:50:17
QUOTE (Desitrus @ Jan 22 2009, 05:10 PM) <{POST_SNAPBACK}>
Stuff
Can you not just TASTE the contempt here?
Desitrus2009-01-22 17:52:24
QUOTE (Lawliet @ Jan 22 2009, 11:50 AM) <{POST_SNAPBACK}>
Can you not just TASTE the contempt here?
It's true, mostly due to this:
QUOTE
If you can't figure out how to make a mage work in group-combat for anything other then their Demesne, you're obviously not trying hard enough.
Armchair quarterbacks need not make assessments of value on things they never actually experience.
Morhgor2009-01-22 17:52:49
QUOTE (Lawliet @ Jan 22 2009, 12:50 PM) <{POST_SNAPBACK}>
Can you not just TASTE the contempt here?
Who needs Magdoring? Celest will kill itself if we let it get too bored.
Jonas2009-01-22 18:04:00
QUOTE
Who needs Magdoring?
QFT.
Everiine2009-01-22 18:14:29
No fighting in front of the kids!
Desitrus2009-01-22 18:29:08
Oh I almost forgot, whatever you choose, don't go Merian.
Everiine2009-01-22 18:38:20
QUOTE (Desitrus @ Jan 22 2009, 01:29 PM) <{POST_SNAPBACK}>
Oh I almost forgot, whatever you choose, don't go Merian.
A sad truth. Merian are one of the RP races that was nerfed in the rebalance and is said to be one of the worst spec races available.
Acrune2009-01-22 22:41:09
QUOTE (Desitrus @ Jan 22 2009, 12:52 PM) <{POST_SNAPBACK}>
Armchair quarterbacks need not make assessments of value on things they never actually experience.
I agree with him though. Sure, mages aren't usually as useful as knights in group fights, but every spec has something to offer. Runes is nice for rad and uh... well... hmmm... yeah, rad was nice. They can also be used to add a few afflictions from a safer location if the mage doesn't hold up too well. Dreamweaving is probably the most useless of the 4 specs in groups if you're not the melder, best I can think of is that you can be annoying with it from relative safety while the demiknights take the abuse (does anyone hit dreamforms in group combat?). Telepaths can be great support, because you can do things like deaden/paralyze to slow down an attacker while mindblasting or vamping to work towards a damage kill or mindburst, or helping a Celestine absolve. Telekinetics, as you've already said, have barrier, and could probably heartburst pretty quick if there are 2 or more in the group.
Edit: Not to mention its always nice to have spare mages.
Kiradawea2009-01-22 23:08:04
Right, I don't think this has been clarified, but I might've missed it. Anyway, in Lusternia, each class does not have three skills, and that's that. The guilds have two certain guild skills (Celestialism and Sacraments, Aquamancy and Phantasms, and Weapon specs and Athletics). But all guilds have a choice between two or three skills that supplement their other abilities. Celestines can choose between Healing, Tarot and Astrology. Aquamancers can choose between Dreamweaving, Runes and Psionics which then again evolves into Telepathy or Telekinesis, and Paladins can choose between Rituals and later Sacraments, or Hunting and later Tracking.
Speaking as an Astrologer, I'd say that it can be pretty fun and frustrating to fight as one. Their biggest benefit though lies in spheres, which one person alone can usually keep covered, at least with positive spheres since they last so long.
Speaking as an Astrologer, I'd say that it can be pretty fun and frustrating to fight as one. Their biggest benefit though lies in spheres, which one person alone can usually keep covered, at least with positive spheres since they last so long.
Unknown2009-01-23 00:36:27
Holy crud! I've obviously already screwed up. I made a Merian Aquamancer. I was thinking water = water-type race. Back to the drawing board. Sorry, Dysolis!
Unknown2009-01-23 00:43:35
There's still that free reincarnation.
Kiradawea2009-01-23 00:49:52
If she's just starting though, it might be better to just suicide and recreate the character to keep that free reincarnation.
Unknown2009-01-23 01:16:19
QUOTE (julie @ Jan 22 2009, 07:36 PM) <{POST_SNAPBACK}>
Holy crud! I've obviously already screwed up. I made a Merian Aquamancer. I was thinking water = water-type race. Back to the drawing board. Sorry, Dysolis!
You would think that, wouldn't you?
Admin, read this thread and look at how you are misleading newbies! Make Merian good.
Thanks,
Des
Desitrus2009-01-23 01:32:15
QUOTE (Deschain @ Jan 22 2009, 07:16 PM) <{POST_SNAPBACK}>
You would think that, wouldn't you?
Admin, read this thread and look at how you are misleading newbies! Make Merian good.
Thanks,
Des
Admin, read this thread and look at how you are misleading newbies! Make Merian good.
Thanks,
Des
Whoa whoa, add a c to that.
Signed,
The real Des