although the look sky command IS useful, it dont reallt help if you dont know how to get anywhere from where you are.
knowing where you are dont make you any less lost, cuz you gotta know where you're going, and how to get there.
although the look sky command IS useful, it dont reallt help if you dont know how to get anywhere from where you are.
knowing where you are dont make you any less lost, cuz you gotta know where you're going, and how to get there.
You're right. Knowing where you are doesn't make you anyless lost. But it will tell you where you are so when you stumble into or out of that area again, the plotted point will be put into your brain. Sooner or later, you'll walk into a room, see the room name and note where you are, what the general area layout is, and what's there.
Learning is wonderful.
Lol! I remember when my first 50 hours of play was intense death all over! I'd run into the wackiest creatures out there to meet if you were unfamiliar with the lands. I've been ===ANNIHILATED=== by devil hunters, minotaurs, hell hounds, evil specters, sharks, etc....players were no exceptions as I found out the hard way. Exploring is not neccessary for first time players, but you can do it and learn the hard way like me
, or you can read the help files, library tomes, and maps.![]()
Or make a healer.
As a healer, with your spells up, there is no mob who can kill you before you can escape that you can "accidently" run into. More than likely, anyone you can actually "accidently" run into you can kill at 50.
Make a cleric. Thats the best way to explore, especially with a homie warrior.
Definately don't make a healer. Too many newbies make healers and they forget they are supposed to be exploring the lands not just gating somewhere.
Definately don't make a healer. Too many newbies make healers and they forget they are supposed to be exploring the lands not just gating somewhere.
That would be my advice against making a healer to explore the Lands.
Nonsense.
My first char was a healer, and by the time I condied, I knew every area in the game but two by heart. The ability to gate only moves you between areas, and its good to help people to explore....I would do gate to like a letter combo like ra or ma and see where I came out, then explore...find out my way around the area...and walk til I was in trouble.
Also, while I understand the protective nature of healers, not every "trouble" area can be gated or recalled out of or walked out of, especially if gate is how you got there to begin with.
The vast majority of areas you can gate into you can gate out of, though.
Or make a healer.
As a healer, with your spells up, there is no mob who can kill you before you can escape that you can "accidently" run into. More than likely, anyone you can actually "accidently" run into you can kill at 50.
Was in Desolation, walked down into the weresharks, and they almost one rounded me. Right away they disarmed/shield disarmed me, and hit me for MUTILATES through sanc and protection. IT SUCKED. Thank god for HEAL, and two rangers and a berserker to jump in and rage.
Best Evil Group: DK and two Zerks.
Best Neut Group: Ranger and two Zerks.
Best Good Group: Paladin and two Zerks.
The vast majority of areas you can gate into you can gate out of' date=' though.[/quote']
While you might be able to gate in, once you start exploring, you may not be able to gate out/word out when you reach a place where the fit hits the shan.
Best Evil Group: DK and two Zerks.
Best Neut Group: Ranger and two Zerks.
Best Good Group: Paladin and two Zerks.
not a bad group... best group is bmg, shaman and vamp
Hmm...bmage, healer, warrior is pretty good
A good tank does not need a healer, and shamans aren't that great in a group imho. And yes you could swap vamp for dk, and sader for pali, but I left out q-classes. Higher in lvl you could swap in bmage for a tank, sub 32 bmages are deadweight.
34+ though Bmage Ranger Zerk is good.
Healers are nice for the additional defense and food/water they bring along removing the need to sleep. Bmages are nice for haste.
Shamans are great for taking down the really big mobs with a ton of mals then healing. Bmage is great for hasting the vamp, as well as possibly being the tank as well if needbe, and can toss a good deal of damage. Vamps... everyone knows vamps are badass.
A good tank only need the three hours or less of sleep that it takes the area to respawn.
And even lvling to 50 you don't really need more than dirt kick for mals on a mob. If you know where to rank. Not sure what would crank out more damage, vamp/sader/rngr+bmge or vamp/sader/rngr+zerk...Giant zerks by 35 can hit for obliterate on normal hits alone dual wielding thats six a round, rage doesn't really make a difference because of the bloody hr/dr cap...sub 34 or whenever they get haste I would definitly go with the 2 zerks over bmage zerk, post 34 its a toss up.
What you are forgetting is the healer's are the best tanks when in the hands of experienced players. ![]()
Best group: Healer(tanking), Invoker(Doing what they do best, damage in all caps), and a ranger(PETS ROCK!!!).
That my opinion on the ultimate group.
Constant damage from the ranger, burts of damage from the invoker, and no mob can touch a healer when he has those two behind him, not even adeptus.