New Player

by Unknown

Back to Common Grounds.

Lehki2011-06-05 17:06:20
Don't. Typo, bah.

Those rainbows wouldn't be so bad if it wasn't for the giggling and censor.gif when you use them. They're more current events then history, anyway.
Sylphas2011-06-05 17:29:11
I'd love to push for a more hard ass stance on things, but Glomdoring's release took a lot of the "let's make Seren a bit less happy-go-luck" momentum away. It's harder to argue that we're too bright and cheery when the answer a lot is "go to Glom then."
Jayden2011-06-05 17:38:52

Cantors arent as bad as everyone is making them out to be, but it does take patience to kill as one.
Unknown2011-06-05 18:08:29
Yes, the patience to wait until the guild gets viable skills. <.<

Sorry, whether or not it's true, the joke had to be made.
Lehki2011-06-05 18:09:18
QUOTE (Sylphas @ Jun 5 2011, 01:29 PM) <{POST_SNAPBACK}>
I'd love to push for a more hard ass stance on things, but Glomdoring's release took a lot of the "let's make Seren a bit less happy-go-luck" momentum away. It's harder to argue that we're too bright and cheery when the answer a lot is "go to Glom then."

What? That is such nonsense. D:
Unknown2011-06-06 00:19:30
QUOTE (Alacardael! @ Jun 5 2011, 05:19 PM) <{POST_SNAPBACK}>
From what I heard and have seen about Cantors, it's just because its Bard specialty, Starhymn, has no real tangible focus, unlike the others. Spiritsingers' Wildarrane has its eq-loss songs, Cacophony's Necroscream is centered around plague afflictions, and Harbingers' Shadowbeat revolves around mana-drain support. Thankfully, though, the Cantor's Envoy seems to be pushing for changes to the skill to make it on par with the other three.

I'll speak for Shadowdancers.

Skill-wise, we have Wicca for fae and Night. The special nightfae are barghest (paralyse), redcap (bleeding), and slaugh (skin afflictions). Since paralyse is cured by FOCUS BODY and bleeding by CLOT (both of which use mana), they are excellent in supporting a Wiccan's "instant kill" - Toadcurse, which, when a person is below 50% mana, turns that person into a toad which someone can then STOMP TOAD to kill. As for Night, it contains what is perhaps the most notorious ability in Lusternia - NIGHT CHOKE. It's aeon, and its cure is by moving away from the caster. Other nice Night abilities involve covens, groups of people who can call down buffs such as Penumbra (+charisma, gives your character age 18, ego regeneration), or combat support such as Gloomtide (removes you from personal enemy lists, and thus makes you a bit safer from enemy demesnes or bard songs) and Drink (passive healing and curing).

Our tertiaries are Healing, Hexes, and Astrology. Healing is, hands down, the best defensive skill in the game. You can cure yourself freely (without eq-loss), or others. You can radiate healing auras which will cure you passively. Hexes, on the other hand, is more offense-focused. Astrology is random, since its buffs and/or maluses depends on the star and planetary positions. At times it's weak, or formidable to the point of ridiculous - all depending on the stars.

RP-wise, we're the spiritual leaders of the Glomdoring Commune, following Mother Night. She is beautiful, manipulative, ruthless. Out of all the Glomdoring guilds (and maybe even out of all Lusternian guilds), we're probably the strictest when it comes to titles and hierarchy. We primarily hate Moon, the Moondancers, and Serenwilde by extension - the conflict I'll advise you to find out in-game, because it's fairly deep and very interesting.



You really made me lean towards Shadowdancers. Are they good at group combat at all? Do they have ents that follow them and help them attack? Are they considered an overpowered annoying class that everybody hates because of the choke? Thanks again!
Xiel2011-06-06 00:27:48
QUOTE (Xyas @ Jun 5 2011, 08:40 AM) <{POST_SNAPBACK}>
Alright well I'm starting to lean towards the following:
Shadowdancers
Cantors
Harbingers
Cacophony
Nihilists
Celestines.

Anyone mind going over the major differences between these? I'm still having a hard time narrowing it down. I know the cantors are bad....but what makes them bad? Which ones are good for group combat and which ones better at 1v1? Just getting an idea on these and looking into the cities and such to also help make my decision. Thanks again for all the input!


Well, I suppose you'll want to split them up by archetype if you want to go through a simple comparison first of all and maybe even dabble into some more specifics under each category. For skills though, there are a lot of ins and outs that would be kinda hard to be detailed all in one go here, so once you've decided on one thing, maybe people can accommodate you then.

Wiccans:
Combatively, in general, mana killers both in group and solo. Strong focus on sticking aeon/choke to achieve it with varying degrees of utility both outside and in combat depending on tertiary support. Hexes seems to be the norm for the offensive type while the defensive player usually likes Healing. Astrology is the in-between, though all three are viable for good combat, really.

-Pros: Solo viability, great defense, good support
-Cons: Power heavy, slow basher, disloyalty victim.

Guardians:
Rough guesstimation (since I haven't seriously played a guardian, but dabbled) makes me think they lean towards more of an Inquisition/Sacrifice kill than a mana kill solo. In groups, they have mana kills to augment the team plus their utility skills like beckon and the like offered in their tertiaries. Celestines can see more of a defensive spread to their skills whereas the Nihilists have a much more diversified offense, though both are quite capable combatively.

-Pros: Solo viability, great utility, good support
-Cons: Power heavy, slow basher, disloyalty victim.

Bards:
Definitely a group-oriented class, though capable of tossing out their own remarkable levels of damage on their own. Unlike the other two classes outlined above, bards boil down to damage kills or timed instakills rather than manakills (wiccan Toadcurse, Celestine absolve, Nihilist wrack) or status conditions (Nihilist sacrifice). I'd personally lean towards Glamours as the offensive tertiary while Ecology and Tarot can lend themselves more to the defensive/utility based players.

-Pros: Group support, fast basher, great timed instakill.
-Cons: Not going to kill anyone with high health solo, love potion victim.

That's a VERY VERY boiled down response since complete details would probably warrant threads of their own (wonder if I should make a book? Hmm, or maybe a link..), but hope that gives you a bit more of an oversight!
Xiel2011-06-06 00:32:34
Oh, double post, but yes, Choke will always be brought into any discussion regarding the guilds who have access to the Night spec. Choke in itself is a great tool, though double edged. I won't lie - it's great in both solo combat and groups, but it can easily be used to screw the caster over. Sticking disloyalty on someone dependent on loyals in retardation (which is what choke is, albeit confined to two people) means you turn their own passives against them, but likewise, a solid Night-user will try and avoid this.

Wiccans are good support in group combat, yes, considering both can just lay on the aeon/choke while the rest of the group kills people, and their manakill is another thing victims will have to worry about instead of being damaged out.

And yes, they're ent-based like Occultists in Achaea. Different ents depending on the guild, of course, but not completely different. About 4/13 differ across the forests.
Unknown2011-06-06 00:34:03
That was very helpful! I forgot to ask this earlier, but is there a class that's more of a money making class than other classes? For example, in Achaea, the forestals - druids sentinels and sylvans that have harvesting are awesome at making gold quickly. Any class like that here or not really? Thanks again!
Xiel2011-06-06 00:38:05
Money making can come through a number of methods really, but I personally found that a mix of learning Herbs (to harvest and sell, well, herbs) as well as active gold bashing/gold influencing could turn yields over quickly to the determined person. Mind, only Low Magic users can learn Herbs, so you'll want to be aware of that in regards to class choice made.

I'd then toss up Alchemy/Enchantment as a close second to money-making trade skills with maybe Cooking as a close third. I personally think gold bashing/gold influencing are more dependable as gold sources than trade skills, but that's just me.
Arel2011-06-06 00:40:41
QUOTE (Xyas @ Jun 5 2011, 07:34 PM) <{POST_SNAPBACK}>
That was very helpful! I forgot to ask this earlier, but is there a class that's more of a money making class than other classes? For example, in Achaea, the forestals - druids sentinels and sylvans that have harvesting are awesome at making gold quickly. Any class like that here or not really? Thanks again!

Anyone can take herbs (which is similar to concoctions in that you can go around harvesting herbs) if they take low magic, which is pretty much everyone except guardians and mages. Wiccans and druids also have the option of taking alchemy, which is is like concoctions in that they can make potions/salves/etc.
Xiel2011-06-06 00:41:56
Don't forget that bards can take a variant of both alchemy/enchantment!

(Yes, we do have a considerable amount of cross over and specs even there, so each question will probably open up a whole new can of worms. Yay.)
Unknown2011-06-06 00:43:29
What does it mean when you say, "power heavy"?
Xiel2011-06-06 00:50:23
Unlike Achaea which only has the basic health/mana stats you consume for using skills, Lusternia also has ego (for influencing and some skills) and power. Power, unlike the first three, is always capped at 10 on your prompt and your reserves (which can be up to 120% which roughly translates to 240 prompt power) which is used for the more powerful skills. Consuming power takes time to have them regen back, unlike hme which you can sip vials to regenerate for.

A basic guesstimation of how powerful an ability is comes from the power cost. 1p skills are usually just everyday utility things, but then there are also the 10p babies that are (usually) well worth their cost for their effects (like the wiccan Nightkiss/Drawdown aura).
Unknown2011-06-06 00:55:09
Awesome, thanks! Now...I think I'm going to end up narrowing it down to Wiccans and Bards. Now my question...what stats are important for each of these classes? I know CHA is important for Bards which is appealing to me because I like this whole influence system, but what about wiccans and the other skills? Thanks again!
Arel2011-06-06 00:55:18
QUOTE (Xiel @ Jun 5 2011, 07:50 PM) <{POST_SNAPBACK}>
Unlike Achaea which only has the basic health/mana stats you consume for using skills, Lusternia also has ego (for influencing and some skills) and power. Power, unlike the first three, is always capped at 10 on your prompt and your reserves (which can be up to 120% which roughly translates to 240 prompt power) which is used for the more powerful skills. Consuming power takes time to have them regen back, unlike hme which you can sip vials to regenerate for.

A basic guesstimation of how powerful an ability is comes from the power cost. 1p skills are usually just everyday utility things, but then there are also the 10p babies that are (usually) well worth their cost for their effects (like the wiccan Nightkiss/Drawdown aura).

Here's an example of a skill that uses power:

AEONICS - TIMEQUAKE

Syntax: TIMECHANT TIMEQUAKE
TIMECHANT TIMEQUAKE
Power: 10 (Matrix) (If untargetted)
8 (Matrix) (If targetted)
By setting forth a timequake, you will kill all enemies in your location
who are massively time warped. Enemies suffering from a lesser timewarp
will survive but will also be subject to time echoes.


INT and CHA affect how much damage bard skills do. INT affects the damage on wiccan skills. CON is health, so obviously important as well.
Xiel2011-06-06 01:04:43
QUOTE (Xyas @ Jun 5 2011, 05:55 PM) <{POST_SNAPBACK}>
Awesome, thanks! Now...I think I'm going to end up narrowing it down to Wiccans and Bards. Now my question...what stats are important for each of these classes? I know CHA is important for Bards which is appealing to me because I like this whole influence system, but what about wiccans and the other skills? Thanks again!


CON is important to all classes, really, considering they all want to live, but you'll find that casters will probably have INT and CHA tied to them both. Both wiccans and bards depend on high INT to deal damage, but bards also depend on a portion of CHA for their damage as well as song duration.

Also might want to be aware that casters depend on equilibrium moreso than balance, so races with an equilibrium malus aren't popular for combatant casters, more often than not.

Edit: Also, just to address this now before I forget - if you see something like the above 'Power: 10 (Matrix)', that means you need to have access to an org's nexus to be able to use those skills. We're heavy into the org dependancy in these parts, so you won't see a lot of rogues considering a lot of their skills become inaccessible if they quit the org from which they got their class in the first place.

And no, joining another org won't cover this lack. If your skills are specifically tied to the Matrix, you need to be a member of Hallifax. One cannot just learn the skills of a Hallifax guild and move over to say, Celest and expect to be able to use them. Neat little catch for jumpers really, almost like devotion and excommunication in Achaea.
Unknown2011-06-06 01:26:32
Was looking at races, the ones that looked like they would be good for either wiccan or bard would be elfen, faeling, merian, and trill. Any thoughts and recommendations on any of these races? Advantages, disadvantages...am I going to get my ass handed to me...heheh. Thanks again!
Arel2011-06-06 01:30:35
You should look into the specialization races for where you're going. For instance, a Harbinger faeling would get a nice stat set because they become shadowsinger faelings with a CHA boost.
Xiel2011-06-06 01:30:36
The advantages are pretty much self explanatory, but you'll just want to be aware of certain elemental weaknesses. Electric and fire damage run rampant among melee combatants cause of the artie runes they attach to their weapons. Compounding this with naturally low con makes certain races virtual paper bags unless you have a skill to offset this weakness or bypass the low health.