Mindflayer Posted August 27, 2007 Report Share Posted August 27, 2007 emp newb: My first berserker on this mud was Rothgal, a duergar gladiator. He rocked hard, made trusted in 2.0 Questioner: I killed your healer with my berserker Thorghull, you left him out Link to comment Share on other sites More sharing options...
Kyzarius Posted August 27, 2007 Report Share Posted August 27, 2007 Monk can cripple healers in short order. Link to comment Share on other sites More sharing options...
BigMac Posted August 27, 2007 Report Share Posted August 27, 2007 ^ Healer Killer. Link to comment Share on other sites More sharing options...
Questioner Posted August 27, 2007 Report Share Posted August 27, 2007 I don't remember Thorghull and Ecasio ever fighting, but if you say so, then you have a better memory than me. I have also died to Kyatha a lot before I figured out how to at least balance our battles. Link to comment Share on other sites More sharing options...
mya Posted September 1, 2007 Report Share Posted September 1, 2007 So why do your Healers even PK ? I mean if mine get attacked i just ignore them, talk a bit and leave. If its elite PKer i just flee the moment they initiate and gate away. Healer are a bit bad for newbies as you will get dependent on Gate to move around and when you move to another class you will notice this a lot. For example i run many of my characters almost hagard (no moves), because moves are not a problem to Paladins. Stay the cleric. You will have Ray, a powerful spell and Portal that allows you to escape PK with ease, if you are losing. Just remember, put portal on a remote place far away from your recall point. And get some MAL saves. At least -30 mal and -10 vs spell. So that you resist a bit of blasphemies. Good luck. Link to comment Share on other sites More sharing options...
Mindflayer Posted September 1, 2007 Report Share Posted September 1, 2007 Big Mac, that was classic. Link to comment Share on other sites More sharing options...
Chief Posted September 1, 2007 Report Share Posted September 1, 2007 not to mention the item that casts esuna . Im pretty sure Esuna doesn't heal blasphemy, though restore faith does, but it does not work in the first place if you are blasphemed. (Correct me if im wrong) Link to comment Share on other sites More sharing options...
Guest emp_newb Posted September 1, 2007 Report Share Posted September 1, 2007 Im not sure, I almost never play goodies, but I know on gogrash I would locate that thing, and if a mark had it, I would just groan, try to pay thieves to steal it Link to comment Share on other sites More sharing options...
Tantangel Posted September 1, 2007 Report Share Posted September 1, 2007 Im pretty sure Esuna doesn't heal blasphemy' date=' though restore faith does, but it does not work in the first place if you are blasphemed. (Correct me if im wrong)[/quote'] Esuna heals everything except like a few short things that don't matter much to a Healer anyways. Elloran had that thing all the time though usually when I needed it most, but it's easy to survive it if you're well prepared despite what lands on you. Link to comment Share on other sites More sharing options...
Questioner Posted September 3, 2007 Report Share Posted September 3, 2007 Im not sure' date=' I almost never play goodies, but I know on gogrash I would locate that thing, and if a mark had it, I would just groan, try to pay thieves to steal it [/quote'] Haha. Link to comment Share on other sites More sharing options...
'tarako Posted September 3, 2007 Author Report Share Posted September 3, 2007 'Ok y'all, I would appreciate a tad bit more help. I have 14 int. how much do i need to learn a move in 2 pracs? or should i just get moves to 50 and then train them the rest of the way? Link to comment Share on other sites More sharing options...
Dizz Posted September 3, 2007 Report Share Posted September 3, 2007 I think it's 17, but I am not sure. Link to comment Share on other sites More sharing options...
Pieman Posted September 3, 2007 Report Share Posted September 3, 2007 Ok, on the note of INT. Basically in game on your first roll always MAX Int, Wis, and Con. I don't care what class you play, max all three. After that decide on your dex and str until everything is maxed. Link to comment Share on other sites More sharing options...
corpsestomp Posted September 3, 2007 Report Share Posted September 3, 2007 If you have dagger, you can leave dex down 2, wis down 1 and con down 3 from max at level 1, with a few items you can get them maxed. Link to comment Share on other sites More sharing options...
Tantangel Posted September 4, 2007 Report Share Posted September 4, 2007 I don't know if I'm the only one who does this, but I'm usually basing it off of the actual stats. IE: -If my max int/wis is 20, then I'm only doing 18/17, then at least I'm getting 3 practices a rank and getting things to 75% in two practices. -If my dex is a max of 18, I'm bumping it to full no matter what. If it's 24, depending on my other stats, I may just leave it at 20 or so and bump it up with the 3 I get at startup. -If my max strength is 21, it depends on my roll, I may bump it to 19 or so depending on my class. I generally max strength, dex and go 2 below Con on just about anything. I never really worry about maxing out int/wis unless I'm a Gnome or some other race with extremely high intelligence/wisdom. Link to comment Share on other sites More sharing options...
Calron Posted September 4, 2007 Report Share Posted September 4, 2007 I would strongly (strongly) advise that anyone max INT/WIS/CON at creation, then put whatever is left into DEX and STR. Then use the 3 trains at startup to help with STR/DEX. Stats are not just about gaining mana and how many trains per level, Tantangel. Your stats aid in your saves versus spells, as well as in many many many skills. Your stats will literally add to your chance of saving, so you -do not- want to leave these below max. DEX is a factor in a ton of melee skills, as well as STR. I even train up my con(which of course is maxed from start) when I reach my fifth death, because it helps you heal faster and helps you save against spells. This isn't even classified stuff either, I think everything I've said is in the stats helpfile. To answer your question, max all of your stats. Link to comment Share on other sites More sharing options...
Ex-D&Der Posted September 4, 2007 Report Share Posted September 4, 2007 I even train up my con(which of course is maxed from start) when I reach my fifth death' date=' because it helps you heal faster and helps you save against spells.[/quote'] I used to do this, but now I'm thinking of dumping it all into HP instead. Link to comment Share on other sites More sharing options...
Tantangel Posted September 4, 2007 Report Share Posted September 4, 2007 Rather than go through every single one of them like this, I'll say more specifically what I mean. Lets say I'm playing an Elf 18, 25, 20, 23, 16 and those are the stats and I have a 55 roll. I'll max strength, con, bump intelligence to 23 (You can max things in one practice at 23 intelligence), but basically after I'm done with everything I'll have: 18, 23, 18, 23, 16 after I've used all my trains at lvl 1. Now I'll get 3 practices per lvl and gain 75% in one practice. That means a whole lot more practices to save at 50 to convert to trains. Now with all the +stat items you can get at low lvls you can keep them until 50 and have all stats maxed by just doing that. You wont need to max them with trains, and with various things that you COULD do with certain things you could max them out anyways at 50. I usually don't max stats completely, only get them to what I need them to be for what I'm playing. Link to comment Share on other sites More sharing options...
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