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A few questions from a new player [Archive] - Ryzom

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ken4lyfe
January 21st, 2005, 02:23 AM
Hello everyone,
I've been playing Ryzom for about a week and I am thoroughly enjoying it. I've got a couple questions though that I'm sure one of you many kind people can help me with.
1. Is there a way to transfer equipment between characters? I have 2 other characters that are fully equipped with weapons, armor, and jewelry. I'd like to be able to switch it over to the character I decided to play as my main so he (Snarl) will be better off.
2. What spells are good to use in a fight other then spells that cause damage? I got blind, but is seems that it breaks as soon as I engage my target in melee combat.
3. I've decided to use 2 daggers to fight with, is this a good choice? I enjoy the super fast damage they deal, but I've also played around with 2h weapons and seen how fast they destroy monsters. Also, can anyone offer suggestions on how to compose my actions to best suit the use of two daggers?
Thanks.

aylwyne
January 21st, 2005, 02:37 AM
1. Is there a way to transfer equipment between characters? I have 2 other characters that are fully equipped with weapons, armor, and jewelry. I'd like to be able to switch it over to the character I decided to play as my main so he (Snarl) will be better off.

No, there is no direct way to transfer items between characters on the same account. You'll need someone you trust to help you by holding the items and transferring them back when you log the second character.


2. What spells are good to use in a fight other then spells that cause damage? I got blind, but is seems that it breaks as soon as I engage my target in melee combat.

One of my personal favorites is madness. It causes mobs to cause damage to themselves and can be very potent on the carnivores as they do high damage. I also like stun and fear. Fear can be very useful when soloing. You can alternate fear and cold/acid to kill the mob without taking a lot of hits.

3. I've decided to use 2 daggers to fight with, is this a good choice? I enjoy the super fast damage they deal, but I've also played around with 2h weapons and seen how fast they destroy monsters.
Thanks.

My main thing is not melee so I'm sure there's others more qualified to answer this one. However, in my experience, dual wielding daggers is not as effective as other forms because you'll use the same stamina per action but you perform the actions a lot quicker so you'll go right through your stamina bar. I haven't extensively compared overall damage/time output other than a few spot checks but the couple of times I did check, the daggers were a lower overall damage/time even with the higher swing rate.

This isn't to say that you can't be completely effective with 2 daggers (and probably light armor to stick with the dodge/quickness thing). But you probably won't be able to kill a mob as quick.

bodywand
January 21st, 2005, 02:39 AM
1. The only way is to have another player assist you in transferring items by holding them while you switch between toons.

2. As far as afflictions, Stun and Madness are my favorites. Stun causes the mob to stop attacking, and not dodge attacks. Madness causes it to attack itself. If afflicting, you will probably be support in a group. Afflicting/Melee doesn't really work.

3.Close combat isn't a very strong tree. 1h and 2h weapons do a lot more damage. Personally, I use 1h and CC. I like them a lot in PvP because the higher rate of attack = more disruptions of my opponets spells. If you want to use daggers, I'd suggest leveling it as a secondary skill, or going sword/dagger.

josephm
January 21st, 2005, 03:21 AM
1. blah

2. All the afflictions rock. Even root! Root rocks when you have no tanks. Like stun but the distance buys you time on link failures, and if the mob is targeted on the mage, they can keep scooting away.

3. CC i have high hopes for. Higher than firearms anyways! If DAOC could manage a backstab location on mobiles, then no reason Nevrax shouldn't! Of course given the nature of Ryzom stanzas the only balanced thing would be to mean cc backstabs are extremely high accuracy. Damage can be made up for with max damage stanzas.

Some interesting Stanzas have become available. They may not be in the order we want them, but I've heard of some crazy things. Go ahead and see how you fair with CC if that's your choice and keep an eye on our forums, or player forums for some direction...

BUT keep in mind that if you are level 70 cc with full strength you are going to be able to wield Q80 daggers assuming that it is your highest skill. You will also be able to wield Q80 2h if your skill in 2h is 50. So you can level 2h faster because you will be doing more damage. In your head just attribute it to general combat knowledge and the ability to adapt to a new form with ease once mastery was attained in an other.

sidusar
January 21st, 2005, 09:36 AM
1. I've once transfered an item between characters using the following method: Character A put the item up for sale at the merchant for a price that was way above what the item was worth. Character B bought the item, then put a piece of material up for sale for the same price, which was bought again by character A, thus giving B her money back. This would only work if both characters are in the same area and have enough money in the first place.

ken4lyfe
January 21st, 2005, 10:49 AM
Thanks to all of you. I must say this is one of the best MMO communities I've ever been a part of.

thewarcc
January 21st, 2005, 12:54 PM
Thanks to all of you. I must say this is one of the best MMO communities I've ever been a part of.
We know..!
Btw Fear as an spell is handy too, it scares the mob, and he runs off

iphdrunk
January 21st, 2005, 01:32 PM
Hello,

I'm bored at work, so bear with me :). As a mid level afflictioner (170 offensive and 140 deffensive), I have been using afflictions since the beginning (yes, even blind prepatch, although I tried to use the highest blind available -- offtopic --) and I think they do add a great amount of variety and gameplay. From my experinces, let me just add my 2 cents:

* You are useful :D (yes, yes, I know, but I've seen comments like "we don't need afflictioners, we need nukers"). When trying to maximize the XP per time unit with a med/large team, you need to track down mobs that are several levels above your teammates max skill. This level delta will make it hard for teammates to hit and misses and resists will be commonplace. An afflicted target will resist far less to hits, and will dodge less.

* With the exception of madness, you can't solo afflictions.

* Team homogeneity: the best way to raise your afflictions without a continous flow of resists, spell spams in the quest for a link and no xp frustrations is to team up with players not way higher than your level. Other branches are not affected by this (e.g. healing)

* Part of the fauna lore is to know which mobs are resitant to which spells and which mobs are easily afflicted, given a certain mob level.

* A combination of direct damage spell and an offensive affliction (you'll get this at lvl 100 iirc) is very useful in duels, soloing and against certain mobs (blind+elemental for cutes, root+elemental for yelks, etc.) Again, the best way to tune is to experiment :D

* Some players have posted that adding concentration to afflictions increases the rate of links. I must admit I have no formal/empirical evidence to support this, and the stanza description seems to apply to interruption probability only. Still, i do use concentration when the mob is on me.

* Don't fear the mob the tank is hitting :D



I do have a few remarks and request for enhancements tho:

* All spells in these trees are link based, and there is a clear lack of diversity (e.g. stun, fear, sleep ). Compared to Elementalists, newer stanzas would be nice. To add injury to infamy, for reasons that I will not go into, most of the commonly hunted mobs resist one or two afflictions, meaning that sometimes an afflictioner will hit 999999999 and hope that it lands.

* it is still unclear to me why some of these spells qualify as offensive and others as deffensive (root offensive?, diff between stun and blind?, etc.)

* Right now, I see no use for sleep (basically mesmerizes the target until you mess with him again). In groups, it means that if you land, the next hit that the mob takes will wake him up. This spell would be *awesome* if you could use it as a means to lose aggro, or even as a means to avoid it. You see a mob, you sleep him and move. Right now, as soon as the effects of the spell are off, it will come back.

In any way, welcome to the wicked world of Atysian afflictioners :)

Regards,
Ani.

jackmor
January 21st, 2005, 04:33 PM
These guys got your questions covered. So, I just throw this up just so its there. Close combat draws aggro in team battle more than other forms of fighting. :)

philu
January 21st, 2005, 05:12 PM
* Some players have posted that adding concentration to afflictions increases the rate of links. I must admit I have no formal/empirical evidence to support this, and the stanza description seems to apply to interruption probability only. Still, i do use concentration when the mob is on me.


I added concentration to my blind and stun spells when I was getting a lot of resists. When I then used them on the same mob, I definately got less resists/broken links.

So I, for one, would recommend investing in concentration when you have some spare SP.



In any way, welcome to the wicked world of Atysian afflictioners :)


I second that! :)

animd
January 21st, 2005, 05:55 PM
In regards to the duel wielding of daggers it seems most people have skipped the information about where daggers fall in the skill tree, which a new player needs to know. The daggers obviously are melee weapons, but all melee attacks fall under the same skill tree, melee fight, until you reach level 50. Once you hit level 51 it splits into Close Combat, 1 handed melee and 2 handed melee. The daggers fall under Close Combat from this point forward. Punching with your fists or with a magic amp equiped also falls under close combat.

Daggers definately have a higher rate of attack and deal less damage per attack. You can offset the lower damage per attack by using an Increase Damage stanza when you attack. When you are duel wielding daggers or 1H sword and dagger you are doing 2 attacks at once. If you use an increase damage stanza and you will use twice the stamina per attack. This is something you need to keep in mind while duel wielding.

Daggers are fun especially because you attack so quickly but if you are interested in leveling quickly it comes down to damage per minute. That is where 1H and 2H melee has an advantage. In general they deal more damage faster than daggers, which in turn kills the mob faster. This will keep you alive longer early on especially against carnivores that hit hard and have lots of HP.

I would recommend using a 2h weapon to get to level 51 faster and then using the daggers for close combat XP once you get there. Incidentally if you duel wield a 1H sword and a dagger you will get both 1H melee XP and Close Combat XP. Very cool way to level both trees, albeit kinda slow.

All of that being said.... It is really up to you. How do you want to play? If you really like the daggers use them. There is plenty of room for variety in Ryzom, I would like to see more people using daggers and I will use them eventually. I have not spoken to any high level close combat people to accurately discuss the advantages and disadvantages at higher levels so I have to leave a big ?

I hope this helps,

AnimD
Out Of Cavern

sidusar
January 22nd, 2005, 02:19 AM
So I, for one, would recommend investing in concentration when you have some spare SP.
Spare SP? Very funny.

aylwyne
January 22nd, 2005, 02:27 AM
Spare SP? Very funny.

That's a real situation when you get higher in magic. I've got 273 extra SP to spend and only a couple of spell lines I don't have (damage over time and a couple of afflictions). If you work on the different branches of the tree, you'll end up with a lot of points to spend.

sidusar
January 22nd, 2005, 03:28 AM
That's a real situation when you get higher in magic. I've got 273 extra SP to spend and only a couple of spell lines I don't have (damage over time and a couple of afflictions). If you work on the different branches of the tree, you'll end up with a lot of points to spend.
I wouldn't know what happens at the higher level. I only know that at the lower level I'm having a hard time deciding what to spent my SP on.

But good to know it won't always be like that

aylwyne
January 22nd, 2005, 03:36 AM
I wouldn't know what happens at the higher level. I only know that at the lower level I'm having a hard time deciding what to spent my SP on.

In my opinion, just pick one or two spells to work on at first. Like maybe cold and heal or something. Don't try to master everything at first. If you have cold, you don't really need rot and acid too. They're more "nice to haves".

Then, as the tree branches out, get a spell for each branch at first. Like I made sure and had one offensive afflction, one offensive elemental, etc. All you need is one spell to get xp for that branch of the tree. Once you get to L51 where it splits 4 ways, the points start coming a lot faster.

sidusar
January 22nd, 2005, 04:06 AM
I guess you would have more SP left to spent if you already know not to learn useless spells like blind, madness and rot damage... (and before anybody counters that they're not useless at the higher levels, or when you're hunting in teams, I'm only talking about when you're just starting the game and moslty fighting solo)

plarfman
January 22nd, 2005, 04:26 AM
I guess you would have more SP left to spent if you already know not to learn useless spells like blind, madness and rot damage... (and before anybody counters that they're not useless at the higher levels, or when you're hunting in teams, I'm only talking about when you're just starting the game and moslty fighting solo)

Knowing what to get and not to get has nothing to do with it when you get to the higher lvls in magic you will accumalte alot of sp to spend. I usualy have about 100-50 I never use.