Post:What's unique to each guild? - 03/10/2015 - 10:04

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Re: What's unique to each guild? · on 03/10/2015 10:04 AM CDT 3161
>>* Weapon skills are painful initially due to the fatigue and RT. This is especially true for low level characters and very heavy or unwieldily weapons.


I'm not sure how true this is in practice. Lately I've been playing several noob characters, one with a giant claymore straight at 1st circle. RT is an issue, but I'm finding the kills-over-time in rats to be roughly the same as my characters with smaller weapons. Fatigue can be an issue, but is less so when you're sitting there for 9 sec. between each swing.

>>* Astrology is tough because you can accidentally debuff yourself in a skill you only have a few ranks in.

Astrology buffs/debuffs are percentages instead of absolute ranks (this is why nooblers always predict "cold"), and have been for many many years now. You can't zap yourself with obscene knowledge or crippling penalties anymore.

>>* Thievery is very punishing when you fail.

Sort of. I think PCs in general need to be taught to go slow with Thievery. Punishments accumulate based on your rep sheet, but your priors are forgotten over time. With a clean sheet, even up to 10th circle my Thief was getting sent to the stocks instead of having to pay fines.

This message was originally posted in Abilities, Skills and Magic \ General Discussions, by DR-ARMIFER on the play.net forums.