Okay, let's take a look at a couple of similar characters.
Carijisdun - elf spear/dagger flow/fluid 225 hours 14 pks, 35 deaths, pre dex changes
Kyraea - elf axe/dagger striking/dance 125 hours 20 pks, 35 deaths, post dex changes, role contest skill
I was a lot more inexperienced with Carijisdun than I was with Kyraea. I rarely prepped with Cari and had crap for gear, prepped all the
If they did, then the imms would be on that like a bum on a bologna sandwich. Two good pincers, one good flurry, a good drum, a whomp that connects, good use of flail spec skills, pummel all do sufficient damage to scare STSF warrriors. "murder bob" "drum" doesn't take very long to pull off in combat. Seriously, the problem isn't as bad as you think, else they'd
How about basic tactics like dirt/disarm? APs with iceball can be nasty. Umm.. shaman. Hell, if you have to, rot and run. Necromancers that get sleep off. Binder thieves. A bard that gets off grand nocturne. Paladins. Assassins. Rangers. Druids.. Pretty much anyone with a little bit of prepping, except maybe orcs and fire giants. Of course, you'll complain that "nuh-uh! They'll.. t
So, everyone thinks STSF is overpowered, right? People that shouldn't win fights are winning fights, so on and so forth. See, I've played both sides of the fence on this issue, fighting people who had it and having it myself. I just can't agree with it being incredibly overpowered. Now, before you get worked up into a tizzy, hear me out.
Let's agree, for the most part, that
I'm aware that you tank a lot better with exotics. Are there any fringe benefits that I'm missing? Once you have the legacy, you can dual wield them too, right? What are people's thoughts on this relatively unused legacy?
Bows not on the list:
Bow of arcing lightning - I've been told it was in Emerald, but I've never seen it in
Shivering shortbow of ivory - cold attack, in Emerald Forest. There are several of these, avg 20 or 22, I think
Bow of runed magic - wood-elf ranger near the ruined keep, avg 18, I think
Heavy Crossbow - 50lbs, the storm giants keep, no clue on avg
Longbow (can't remem
You also get chameleon much later than everyone else. I've heard of one assassin that joined Outlander that got stalk back so they could make use of martial trance.
While Bedouin gets rid of entangle and snare, the only thing that I can think that makes up for it even a little bit is dervish dance. VERY useful when raiding Trib and Empire.
Edit: Let me also point out that Bedouins and Mariners really aren't that strong in their terrain in comparison to some of the other terrains. I mean, I get why bedouin wouldn't be stronger: They don't wa
I like the idea though. I always thought that the rune you trace on someone as an invoker with immolation could have been expanded into a whole nother class.
Oh. Meant for the runes to be absorbable by the wand, but only certain wands can take certain runes. Like, a mid-grade wand could take the invoker fire path up to a certain point, certain transmuter spells, and maybe a necromancer spell or two, but a totally different wand could take on other spells.
I hate the easter egg thing too.
So, I'm kinda bored and wanted to create a class for CF (though I know it would never happen). So, here it is. Feel free to add a class you'd like to see or just flame mine. Eh, gives me something to do.
Runic Channeler
Basically this would be a mage with parry and dodge, second attack. They would have the ability to wield one-handed weapons except for flails and whips. In their o
If anyone plays, I'm on the Illier server and have the Nightreaver clan. Always looking for new members (especially CFers). Couldn't resist putting a CF reference in somewhere.
Avoiding the lameness of WoW, I've been shopping around for some interesting RPGs. I tried Rappelz, Cor-something, and a few others that were pretty much all equally lame.
Then I came across Sword of the New World. It came out about 6 months ago and was originally a pay-to-play game, but they decided to make it free instead. It's similar to all the other games in that you go on quest
Bleh. Wanted some open discussion, but the subject was moved right away to the Long Term Projects category. Anyway, anyone feel free to comment on what they do and don't like about any of these edges.
Backstab – Chance to add some bleeding damage if strength is high enough (for svirf, human, and duergar thieves)
Steal – upon a successful steal of an item, you’ll have a chance to ta
Who would be what?
It's already been pointed out that Dick Cheney is a low-dex hunter.
George Bush seems like he'd be a bumbling puppet Emperor controlled by his sect leaders.
Is Angelina Jolie a wood-elf bard with delusions of grandeur?
Just bored and felt like doing something fun.
I just keep playing until I realize that I'm not really having fun. I try to avoid characters that aren't much fun.
As far as longevity goes, I try to set some goals for myself:
#1 Get to hero. This can take anywhere from 40-150 hours typically. Getting there can be fun, but tedious.
#2 Have an RP goal to accomplish on your own. Typically, I think of mine by level 20 or so and do
I'd go steal a barrel from Mortorn, empty that nasty dwarven ale, and then go steal all the wine I could hold in it from Tir Tilath.
Also, if you're evil, go kill wood-elves for their wine skins.
Ah, meant on the last one while retrieving, was warranted for them being thrown out of the room by a buffet.
Another one was as soon as the captain fell, they were still fighting me, they warranted me right away without really having the chance to flee (50% to flee into the spire after the captain falls, which I've also gotten warranted for)
I remember a few times when my character was warranted for some dubious actions, like:
Spelling/Singing/Supping up an Outlander/criminal before they went into the city to kick some butt
Once, getting caught ranking with a warranted person
Getting warranted just after falling to the executioner in the Spire
Getting warranted for a buffet that threw the trib outside of the spire (the damage h
Not arguing that they're the deadliest (though it does appear that I am). They're not the weakest, though. I think if a power-player played one, they could do nasty things. As for me, I tried animist. I liked it. Made it to hero, but the current cabal dynamic was lame at the moment.
>>Animists overall: Lack a LOT of power outside of the wilds. They were, however, severely overpowered in the wilds. You have POWERFUL damage over time spells (wasps/vengeance) that would make it impossible to stay in the wilds and survive. You have the heightened ability to heal yourself and others as an offensive non-empowered melee class. You also have great tracking abilities.<<