Newbie needs some class selection help

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Newbie needs some class selection help

Postby Centinex » Sun Sep 10, 2006 11:02 pm

Hey!

I recently made a character on the game, but was dismayed to find out that it wasn't an optimal choice. I had picked mage/warrior/cleric/druid. By now I have somewhat of a basic grasp on the game and how to get started, etc.

I would like a character that could solo later on if I wanted to, but also a character that would be useful in groups too. I'm really only interested in creating one character and playing it all the time, so I want to get it right the first (or I guess in this case, second) time. :P

I'm a big fan of magic/casting in MUDs generally, so I guess I'd like to be a mage primary (or at least have mage somewhere in there). Are primary mages very useful in groups/solo situations? I don't care if I have to kick it back to secondary or whatever, as long as I can cast some spells. :P

It doesn't matter to me if a character is hard to start out with. I'm willing to put in the time and effort if it means the character will end up being good later on.
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Postby Akasha » Mon Sep 11, 2006 12:53 am

warrior/necro/mage/cleric seems a solid choice.

But depending on who responds, you'll get at least 50 different suggestions :)
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Postby Shyla » Mon Sep 11, 2006 2:11 am

why don't you take a look at some of the higher level characters with classos that might interest you and ask them about it what they like don't like...what they can solo , how they do in groups. for instance ryquald is a mage druid warrior cleric who is a level 40 avatar. ask him what he thinks of his character..why he really likes it. most if not all people won't mind answering questions for you. But what it all boils down to is what YOU like because it might seem like a strange classo to me but if you love it who cares :)
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Postby Diazz_Dizazter » Mon Sep 11, 2006 9:33 am

Im old school.

I'm a Wa/Ma/Th/Cl

If/when I make a noobie, it will be a cl/th/ma/wa

I do fairly well as a warrior mage, and I know a cleric thief will rock.

Basicaly you figure out what you wanna do, read skill tree's and help files,
and decide in which direction you want to take. Prime skills also can help
your decision.

This mud was built around the 4 standard classes, and thus those four class
type can do exceedingly well. The other four classes were added in recently,
and as such, the mud is still not prepared for necros and bards :)
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Postby Daisy » Mon Sep 11, 2006 10:09 am

lots of good advice before and I'm sure after this post, but heres my tuppence worth of wisdom:

classes fall into 2 categories, for want of better terms:

Blasters: Dr Ma Cl Ne
Tankers: Wa Mo Th Ba

in order to max your mana for casting the first 2 classes must be blasters, conversly to max your hp they must be tankers.

In order to group effectively you must have PROTECT skill that means at least one tanker in the mix.

Other essential/useful skills to consider:

Strength: put ma/cl in mix or buy orange potions

Sanctuary: very very useful, not so easy to get from potions and only available to Cl at lvl 17.

Fluidity: Stacks with Sanctuary and does a similar job only available to Dr.

Stone Skin: -3ac available to Ma and Cl, Bone armor is a Ne sort of equivalent.

Pets:
pets play a big part in soloing:

Supplication (cl): these pets are not always fight type pets, but notables are peri (lvl20) will heal you as you fight, eudaemon (lvl 40/33) does this better, xag/xeg are excellent fighters

Ne pets animate dead/summon undead/ jujus(ne prime only) all do huge damage, best fighting pets in the game.

Backstab: This is the fight opener that does the most damage in game and is only available to Th.

Aprt from these in my opinion most other stuff I can live without, although that said Dr shapeshifts can be enormously powerful for a single mob, but tend to not last long enough for a run.

As so much of the early game is all surrounded by the token hunt to get good stats, when choosing a classo you should also seriously consider your stato and what stats you can reasonably expect ...
Lots of Love,

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Postby Diazz_Dizazter » Mon Sep 11, 2006 10:28 am

[quote:2oe8z2yp]Fluidity: Stacks with Sanctuary and does a similar job only available to Dr.[/quote:2oe8z2yp]

coconuts of soothing draught are cool... (fluidity spell).

[quote:2oe8z2yp]Stone Skin: -3ac available to Ma and Cl, Bone armor is a Ne sort of equivalent. [/quote:2oe8z2yp]

Iron skin for avatar, unsurpassed as far as I know.

[quote:2oe8z2yp]Sanctuary: very very useful, not so easy to get from potions and only available to Cl at lvl 17. [/quote:2oe8z2yp]

Basicaly, you do not have a choice, cleric must fall someplace in your class
order. There is no class that can mimic clerics. Refresh, sanc, stone
skin, lloyds beacon, dark cloak, raise, heals, bless, curse, gate, word of
recall. Too much to list that makes cleric in class order essential. If
nothing else, put cleric in 4th. Clerics rock.

[quote:2oe8z2yp]pets play a big part in soloing: [/quote:2oe8z2yp]

handy, but not essential. though the peri is handi even for a cleric quad.

Actualy, the list can be broken down into:

casters: ma/cl/dr/necro.
tank: warriors are only tanks.
thief: thieves are only thieves.
hybrid: monk (th/wa), bard (ma/wa/th)


But yeah, cleric is going someplace in class order.
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Postby Leaf » Mon Sep 11, 2006 2:35 pm

Actually not every1 use Cleric in their class. I believe it's Zukt that doesn't
have Cleric but instead Necro. Necros has Wall of Bones (or something)
that is just like Sanc. However once u leave the room it goes bye bye.
At tard you can get a Golem that does the same thing and follows you. But
again this golem can only go like 5 rooms and then poof gone. Clerics
sancs are the best because they can last from 3-7 minutes.
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Postby Centinex » Mon Sep 11, 2006 3:27 pm

What I'm not entirely sure about is what difference it makes it makes depending on where you put the class. Say, what's the difference between 2nd Cleric and 4th Cleric, besides what you can supplicate?

What about this: Mage/Cleric/Necro/Druid

Is that any good at all? Or should I have them in a different order.

Or should I have warrior in there somewhere? Or Bard instead of Necro or Druid? Would a Mage/Cleric be viable for both healing or blasting depending on the group?

Sorry for the dumb questions, but I really want to get this right.
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Postby Akasha » Mon Sep 11, 2006 4:03 pm

Well, spellbonus caps are in a descending order, meaning, prime mages can do more damage with spells than 2nd mages, prime cleric healing is more powerful than 2nd clerics, etc, and this descends from 1st to 4th.

Necro primes get a JuJu, which is a nice follower that other positioned necros dont get.

A pure caster isnt going to have much solo power at all until avatar level (f any until then).

A pure tank (wa/mo/ba/th) isnt going to be much at all without a group.

It's all trial and error...
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Postby kjartan » Mon Sep 11, 2006 4:32 pm

ma/cl/ne/dr doesn't get protect, which is a very useful thing to have in groups. People have managed without it, but it's not a popular choice. The other four classes all get it, so if you have any one of those you will be ok as far as that goes.
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Postby Guinex » Mon Sep 11, 2006 4:38 pm

If you want to play a mage i suggest mage/cleric/warrior/necro, you will have some nice soloing abilities there and useful to a group. Suggesting warrior as the fighter for a mage prime, since mirrors (or atleast i belive) you can't use any initiating attacks such as backstab or grip. Druids only good use imho are for regen or killing pthieves in safe rooms.
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Postby Krok » Mon Sep 11, 2006 4:43 pm

quad druid is kind of useless, you only get +7mr points and, umm, rarely used shapeshifts...
From Russia with love.
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Postby Centinex » Mon Sep 11, 2006 4:56 pm

[quote="Guinex":276hxgrz]If you want to play a mage i suggest mage/cleric/warrior/necro, you will have some nice soloing abilities there and useful to a group. Suggesting warrior as the fighter for a mage prime, since mirrors (or atleast i belive) you can't use any initiating attacks such as backstab or grip. Druids only good use imho are for regen or killing pthieves in safe rooms.[/quote:276hxgrz]

Thanks for all the help and suggestions, people.

This ^^ is the kind of thing I was waiting for. I might actually go ahead and make a M/C/W/N, unless anyone thinks its a bad idea.

I just don't want to play for 3 months and then end up going "Gee, I wish I took bard instead of necro" or something like that. You know what I mean. :P

I don't have enough time to make a bunch of different characters. I just want to make one good character that will last me a while.
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Postby Akasha » Mon Sep 11, 2006 5:01 pm

This is the type thing we were saying:

m/c/w/n is good

but

m/c/b/n is also good, y?

Bards get almost as much AC eq as warriors, nice hp, and mana, plus they have songs that can help in soloing.
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Postby Guinex » Mon Sep 11, 2006 5:04 pm

Every classo can get -11 ac.
Last edited by Guinex on Mon Sep 11, 2006 5:11 pm, edited 1 time in total.
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