Always found Outlander restrictions to be quite intimidating. Looking for some tips on how to approach...
1) Key prep spots for the basics (particularly: protection/flight)? Any other must-know shoppies for basic Outlander survival?
2) How do you view group mates grabbing coins? Is that like quaffing a potion in presence of a villager?
3) Which merchants are okay to use and which aren
I will preface this by stating it’s probably a bad idea, for any number of reasons. But given the dwindling numbers, why not a thought experiment...?
What if there was a temporary window where players could revive a previously deleted character? Perhaps even an age dead or con dead character.
Would it bring people back? Would you want to try it?
I for one haven’t played in a long while,
Depends hugely on your style of course, so many options.
I liked felar maran thug...with cheapshot, scrolls, weapontrip. Get at least third attack in the thug path, then take whatever other utility options you prefer. Once maran you've got your fire vuln covered. It's a deadly build with some sneaky tricky options if you can roll with being a goodie.
Whatever you do, do not even t
To claim that Chomsky's knowledge is "superficial" and not in line with the hard/quantitative sciences would suggest to me that you are perhaps not well aware of his revolutionary contributions to the field of linguistics, which is effectively a philosophical and mathematical approach to understanding language (and thus the mind's structure) itself.
His academic work is fou
The best offense is a good defense, right?
The tougher areas are going to be impossible to explore solo no matter what forms you get...may as well build something that can tank just about anything anywhere with the right group.
You'll want porcupine. You can get a lot of mileage out of porcupine and pachyderm/tortoise/armadillo. Throw in a regen form along the way, something like hare
I'd echo that paths like poisoner or trapper can deter assassins quite effectively. And yes, knife is a 1-round initiation that does pretty good damage. Gouge can only be done during a fight and doesn't do a lot of damage. Backstab only works when they are near full health, whereas you can knife them any time. Surprise attacks are your bread and butter as a thief. If you time your knife
Gentle walk also helps limit your risk and gives options when in areas you can't hide. Knife is ciritical for soloing a thief.
Once you get into the mid to upper ranks there are some fairly easily obtained aura and stone skin scrolls, among others. Along with protection, if you can farm gold to get healing potions, you can do pretty well.
Depends a lot on your build, would need more info to get into specifics. Ranking non-tanky builds is pretty slow going these days (unless you get lucky and match times with some ideal combos)...
You have to experiment. There are areas that you can farm exp from 1 or 2 mobs that are not always well known. Not real speedy but usually there are some options out there.
Option A: just roll with
Any enchanter class yet, or quests underway or new skills/spells introduced that anyone has seen?
One of my favorite experiences in CF has been participating in global quests. If beta testing can take the form of some cool IMMteractions and storyline that slowly introduces the new class then even better IMO.
Sure helps narrow your focus when you have only a couple seconds to sort through a loot pile for the bling.
Also gives you a sense as to whether an unfamiliar item may be worth some additional attention, when exploring or otherwise.
I find the skill to be quite useful, have come to rely on it.
One thing I dislike about starting a new character is not having Legendary Awareness. I find it to be a challenge to reach the required level of exp, wondering if I'm missing some key areas...
How do y'all work through areas to hit the target...15k, IIRC?
What are the must hit areas, at various rank tiers?
Looking for some inspiration.
Can a giant 1v1 with simple burst damage, perhaps build around sword spec and Cry?
Any other proven options or is it just not happening with current mechanics balance (or supposed lack thereof)? Realizing giants are not en vogue.
I haven't played in quite a while, never played a giant with any seriousness, but kinda toying with some ideas for a comebac
Looks like #6 with certain builds/match-ups/situations that fall within comfort zone, but often looks like #2 or #3 at best when matched up against other less familiar builds or when surprised (panics and does stupid stuff often).
A lot depends on which areas you want to explore and with whom, but you can cover a lot of interesting ground solo as a transmuter or thief. These aren't your tanky options and both have their limitations, but who needs to tank if you can avoid the fights entirely...?
Muter-- Cruise duo through a lot of cool areas that no one else can. You can gather wands and other preps easily that are
You pretty well sum up my experience with monks. They have a hard time killing you but can be a major annoyance.
Yet are they worse than assassins? Seriously: Stealth, hide everywhere, see anything (mark), various very useful utility (vanish, darts, etc.), strong defense, reliable maledict/weapon drop (kans/kot, nerve, caltraps), high damage output with minimal gear, kicks, extreme lag moves a
I'm curious what hitroll most people are comfortable rolling with for melee classes at hero and whether that depends at all on build, specs, particular skills in play...?
For example, let's say your running around with a hitroll of 10 and a damage roll of 60...all else being equal gear-wise, are there circumstances would you start to gear for hitroll instead of adding more damage?
Haven't played an assassin to hero and don't really want to...
How long does one have to be stalked, or does that really matter? Does it matter if you can see them nearby while being stalked?
What are the actual affects of the trance? Clearly they melee like crazy.
Is there a warm-up time before it kicks in, and if so how long? How long does it last? How long until it can be us
I'm no warrior expert, but found it to be fairly noticeable against mobs and lower dex races. Far less useful against dexy melee classes, which could often -dex you while avoiding/evading some of your maledicts.... made it difficult to maintain the +dex gap without uber gear.
Forget hide and assassinate. I'm interested in how/when/what warrior builds can out-melee assassins. It seems to me a stacked warriors with top tier gear should be able to whoop up on an assassin, yet this rarely feels to be the case for me and in fact it's usually not even close.
As melee class, I tend to have big problems with assassins. Can't seem to hit them well at all, can't keep pace with their maledicts. Within a few rounds all busted up, can't use all your weapon skills, dex/str dropped close to null. Throw in ground control on top of that (which also drops like -8 dex) and it does not go well. And it's usually not even close.
What's th
Upsides:
duo for exploring and unrivaled stealth (combined with autosneak), easy ABS wand gathering
engage pk whenever you want, be unseen whenever you want.
can locate gear to build an uber set over time, making you very hard to kill
wield a staff, high dex, makes for solid melee combined with slowing enemy etc.
madelicts, hit and run with mobs, run and duo while you heal up (plus slow)...c
I'm pretty sure you need Imm exp to get devious versatility (even once), I think it used to be 1500 immxp-- though perhaps that's changed with all the edge point changes (?). Some graveyard searching might give you an answer.
Regardless it's a very expensive edge, probably difficult to get more than once with current edge points being harder to come by. Plus some of the other th
I don't know all the mechanics details, but I've played 3-4 thieves, a few hundred hours at hero range...
Honestly not sure about the knock-out influence of strength. One would assume STR (and size) would play a role, but probably not as much as you'd like. My last thief attempt was a duergar binder. Garrotte was still very unreliable, even when enlarged. Side note: don't t
Do light armors, clothing, weapons, shields, etc. that are -AC all impact the damage reduction (up to 25%)?
Plus stone skin, I've gathered. Any other notable preps that boost impact?
How much -AC is necessary for full effect?