This would have been my answer. Plus: relatively easy to get prog-healing sword.
Everyone mentioning rangers aren't considering the terms of the original question: "any terrain".
Other contender is LG conjurer, but only after they get archons so that fails the "1 to 51" requirement.
Arial (or felar if you're willing to sacrifice a bit of tankiness for som
True. If he's going to be exploring *anyway* then going Outlander would attach additional "rewards" to it. Still, as a returning player, there's a high probability he never fully "powers up" that power. Which is okay.
> Welf Bard
Outlander or Battle (Defender). Trouble with Outlander is that one of the most useful cabal powers requires you to find a lot of easter-eggy items, which isn't well suited to a returning player.
> Storm Giant Warrior
Fort.
> Human Assassin
Empire or Fort, but probably Empire. My thinking: empire enemies are less dangerous than fort enemies, easier to get
I'd do human or felar.
Human - no vulns, low exp penalty, can hit a vuln with both wield positions, can use spike-toed boots.
Felar - more hp, can wield staff/spear (nice for fighting some classes), nice felar-only gear, catnip, can use front-claw extensions, fire vuln relatively easy to cover
Two ideas:
1. Empire Assassin.
2. Fort Paladin (probably Monk or Champion)
If you do paladin, pick a deity that's frequently online. Others can chime in w/ who that might be.
I may have answered the question incorrectly. I don't think dagger, disarm and poison smoke are "useless". I definitely practice them when I play those classes. They just seem "not as useful" as some other skills those classes get.
> Disarm is great at low ranks if you time a dirt kick right before your opponent lags themselves for two rounds, and at mid ranks for repo-ing high level weapons from tough mobs, and situationally at hero although sure there's often a better choice.
It has its uses, but as someone who spends most of his time at hero, I find myself mainly using it to take weapons off mobs.
> Parr
Disarm. Great on paper, but I find I almost always have something better to do in combat.
Poison smoke for assassins. Same as above.
Kick and the other non-class-specific combat skills (elbow, etc.) There's a niche for kick, but for lots of classes it's pretty useless.
Beseech.
Pen, if you don't also get the scrolls skill.
Dagger for rangers. Various other weapons for othe
Thanks for the answers!
> Ice gets juiced cause it is the only path with multi hit iceshards and iceneedles. Air tends to get juiced cause a lot of invokers are arials and they naturally get a buff to air.
Does more affinity points lead to more damage, or just make the skill percentages go up faster?
> I would personally not recommend dropping any path. Invokers have a spell for
Took a look at the top invokers by PKW and noticed some trends. Can any of you invoker experts provide some insight?
First off, the vast majority of them were 7 path. Only Volker, Rhone, Onya and Yanni were 6 path.
Of the ones who dropped a path, two dropped Water (Volker and Yanni) and two dropped Earth (Rhone and Onya). Why are those two paths considered the most drop-worthy?
The mo
> I could form no lasting bonds with anyone because they would rank so much faster than I could
Once you get to hero that's not as much of a problem. Just sayin'.
Is Staff of Medius one-handed? Ditto on the axe? Wonder if any of those weapons from the Hamsah Docks qualify. What about the pureblood priestesses in Whistlewood? Forgot what they wield.
Holy attack axe/dagger/flail/exotics usable by good_aligned characters, avg 20+, one-handed: Go.
Please don't include area name, mob name or stats; just weapon name. All I can think of are heartseeker and the silver thurible (or is that a whip?)
It should be possible to come up with an exact formula for how much XP it takes to gain each rank for a given character. That's just a math exercise.
It's never going to be possible to come up with an exact formula for mob xp because there are too many variables, and because so much information is not available to us. Some things that matter:
* Mob level
* Whether the mob is a
If you could cast a magic and somehow get accurate stats, which 2nd and 3rd tier forms (in each each focus) do you think level 47+ shifters spend the most time in?
Basically, which ones still get used at hero?
Assuming its the ones with danger sense, detects, stealth and regen?
I guess the question then becomes: which final air forms will really want to avoid high-altitude fights against which other air forms.
This is complicated by the fact that some air forms are *neither* predator *nor* prey. Unless the info on the wiki is just outdated.
Predators: Golden Eagle, Falcon, Vulture
Neither: Great Horned Owl, Vampire Bat
Prey: Tiny Hummingbird, Giant Wasp
So
Ah, didn't realize it had changed. So every predator should chase the same, and every non-predator chase (or, flee) the same?
Do you know which final-tier air forms are flagged as predators? Seems like hummingbird should *not* be flagged predator, which means it should have trouble fleeing high-altitude now?
Can anyone state definitively what the speed hierarchy is w/ these forms (plus condor)? Is it just a dex check? My mental ordering (backed up by zero data) has always been roughly:
Hummingbird
Falcon
Golden Eagle
Vulture
But I've no idea where vampire bat, wasp, owl, and condor fit into that list. If it truly is just a dex check, then (absent condor) it should be:
Hummingbird