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Messages - s0ulz
I've been slowly allowing myself to be immersed into the game and I must say I'm enjoying a lot, especially since there is no timer clock mercilessly ticking away until the next monthly subscription payment.
Currently playing an Asuran Thief named Quillwind in Far Shiverpeaks, so if anyone's out there and interested, hit me up. The game is great and absolutely gargantuan.
Quote from: Dremora
I have been put off GW2 by the way it seems to have the same gameplay mechanics as AoR and WoW. The old Guild Wars was actually unique and now its kinda just gone away from that. So I didn't sign up for the beta, sorry soulz.
The targeting system is similar in the sense that you tab-lock and then just have to keep range while using abilities. Combat itself also incorporates dodging though, which isn't a part of WAR or WoW. It feels much more active and engaging than in many other MMOs. At the last BWE they made the screen much more reactive to what's happening in combat as well, so it feels very feral, not just circle-strafing a tab-locked target.
GW has taken world-combat and battlegrounds from WAR and WoW, but from what I've experienced they're nothing alike. The GW developers have really stepped up a notch and the beta is a great way to sample it. But to each his own, so no worries.
Yeah, this discussion never ends in consensus, so I guess common sense is the best answer.
Everybody has lured in their time, so it shouldn't be something that you get instantly crucified for, but I'd say as a general principle that as long as you don't abuse the perceptive range of individual targets within a group that hasn't diluted due to AI, you're fine.
Quote from: Alatriel
Please remember that luring and kiting are against server rules. Thanks!
Naturally I wasn't implying that anyone should abuse the AI. By luring I meant pulling packs, not separating foes one by one or abusing the fact that AI doesn't call for help. Pulling packs to a location more favorable for yourself (for example back to the wall or in a funnel) is perfectly fine in my opinion as long as you don't abuse the AI. I don't want start an arguement over that though, as it has been done so many times already.
By kiting I meant putting distance between yourself and your target. For example archers or weaker character should never be expected to stand there and get pummeled. Of course, once again, it should be done within reason (not pulling over area transitions etc) and without abusing the AI, but running in circles, shooting at the target with a bow shouldn't be considered abusive in my opinion.
Quote from: gilshem ironstone
S0ulz did not mention that you can stack Damage Resistance and Damage Reduction. So a Brawler's Belt combined with Gargoyle Boots' Stoneskin gives a really nice reduction on the damage taken.
Actually I did briefly mention that the three mitigation sources stack with one-another, but none-the-less, your suggestion is exactly what I was talking about. Static resistance with even a temporary reduction can boost survivability immensely in the short-term.
Regarding saves, I didn't go into these, because it's rather obvious that every character benefits from higher saves, some more than others, but there will come a point where you'll have to make a choice when gearing up as to what you want to stack or diversify. Meta-gaming helps here, but if you want to remain true to the cause, immunities are the most efficient and other than that it usually helps if you identify your weakest save and try and immunize most threats for that. Again though, this is very character and build dependant.
Having played a defensively built melee character myself but being inactive, I can't give you advice for specific items, but I can give you advice for the basics of focusing on defense.
For me, it has always come down to 5 basic elements of making a character more defensive/survivable. The order is arguably regressive - the higher up it is, the more it helps:
Prevention - This should include possible counter-measures, tactics and target selection you can employ in order to make the engagement more favorable for yourself. Some examples would include stealth, focus-fire, luring, kiting and most importantly for fighter types - knockdown. Basically whatever you can do to decrease the amount of hit rolls attempted by the target. Against magical effects, you should always try and get as many immunities as you can for yourself. Try and leave as little to the dice rolls as possible.
Concealment - For your target this is his % to miss you before AC calculation. It involves everything that increases the chance that once a hit roll is made it will be discarded pre-AC comparison. In game it is any type of concealment you can get like improved invisibility or actual concealment either through items, spells or feats. You can also look into concealment through reverse conditions such as blinding the target or using darkness.
Avoidance - This is where you have done everything you could to avoid being hit, but the hit attempt could not be prevented and it is now up to your AC to determine whether the hit roll was successful or not. When increasing AC you should be as efficient as possible - be mindful that some types of AC stack (especially dodge AC) and some don't (only the highest number gets added to your AC). Also be aware that the AC number on your character sheet is not the final number used on many occasions, so numbers from combat logs should be taken as a basis when considering what to upgrade. In general, boost that dodge AC, maximize every other type of AC and use AC boosting spells for those high AB foes to provide a defensive burst. For fighter types, never neglect base tumble, every rank of 5 boosts your AC no matter what armor you wear. But keep in mind, no matter how high your AC is , never underestimate the threat of natural 20s in a large bunch of foes - only concealment helps against that.
Mitigation - So you were like the wind but the foe still managed to hit you, boosting mitigation helps decrease the damage you actually take. When stacking mitigation, you should know that there are three types of mitigation - damage immunity, damage resistance and damage reduction. The three sources are applied to the damage you will suffer in that specific order and while mitigation within a source type does not generally stack (rare exceptions apply), the three sources themselves do stack.
Damage immunity removes a portion of damage from your damage taken roll as percentage of the sum of damage. Usually damage immunities are rare, but they still help because they are more common against magic damage which can spike very hard and at the worst, it removes 1 damage taken, so anything helps.
Damage resistance is a flat out number of damage you remove from the amount you would've initially taken, so naturally you'd want as many different types of resistance as possible and as high a number as possible, because it's a flat number is a very efficient way of mitigating damage that doesn't spike very hard as it is applied to every bit of damage taken (very helpful against particle spells and dual-wielders).
Damage reduction acts in a similar way to resistance, however it is dependant on the enhancement bonus of the weapon your target is hitting you with. Damage reduction, as a rule of thumb, gets outleveled very fast and mostly on helps with weaker foes, but once again, every little bit helps.
Health - After the previous four, you've done all you could to minimize the damage you take over time, so now you have to buy yourself time to finish your target. This comes through investing into health. This can be as simple as stacking constitution or buffering your HP through spells. Health restoration falls under this category as well, as it is in effect additional health. Having a high health pool is great, but you should try and keep it at a reasonable number as it is a very inefficient way of boosting survivability, especially against tougher foes or on bad dice roll days.
So, it's not too specific, I can help you with specifics if you want, but if you follow the above and try and maximize everything while working down the list, you should see significant improvement.
« on: November 22, 2011, 01:53:14 am »
Happy Birthday Pseudo! Hope you had a great one.
« on: September 28, 2011, 02:08:16 pm »
Freki put in chest Iron Mace, Scroll of Cone of Cold and Scroll of Elemental Shield. Not take anything in return right now.
« on: September 24, 2011, 12:37:12 pm »
*a note is leaved at the Angel's Guild Store*
Freki arrive late to auction, only see Daniel, who say Freki put donation slips in box and in Angel store chest for drop off. Promise 2000 true for each. Freki did this, please tell if credit good.
Also leave box of spider silk in crate. Credit please.
« on: September 20, 2011, 05:46:58 am »
Having never played a Ranger to Epic Levels my knowledge was lacking.
I'm guessing the general rule applies here that whenever a character qualifies for an epic bonus feat with a class that also has bonus feats pre-epic (fighter, rogue, ranger etc.), bonus feats may be taken instead of epic bonus feats at any time as well.
As an example, you can pick Knockdown, which is a Fighter bonus feat, but not a Fighter epic bonus feat, as an epic bonus feat at epic levels. The situation seems to be the same with Rangers - Favored Enemy, which is in fact a bonus feat, not an epic bonus feat, can be taken at epic levels instead of feats from the epic bonus feat list.
In that sense, yes, you can pick a Favored Enemy at 23, 26, 29 etc. However, LORE seems to be correct, as Favored Enemy is classified as a bonus feat in NWN and not an epic bonus feat. I guess NWN classifies feats as epic bonus feats if they require epic character levels.
« on: September 20, 2011, 02:15:21 am »
First of all, a rule of thumb, never trust NWN printed materials for reference. They're mostly always wrong when there's a dispute. The game has been patched far too many times for it to still be reliable.
Secondly, picking Favored Enemies is a special attribute of a Ranger that is represented in the game as picking a feat at certain levels. Mind you these levels do not follow the regular feat or epic feat distribution, so they're special.
Taking that into account, LORE: Ranger clearly states that you continue to get Favored Enemies every 5 levels into epic levels. This is in addition to Ranger Epic Bonus Feats that an epic ranger gets every 3 levels. These shouldn't be mixed up, even though picking Favored Enemies is essentially picking a feat from a list. To my knowledge you can not pick a new Favored Enemy at Ranger Epic Bonus Feat levels (23, 26, 29 etc.).