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.
A few questions from a new player
Re: A few questions from a new player
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.ken4lyfe wrote: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.
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.ken4lyfe wrote: 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.
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.ken4lyfe wrote: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.
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.
Oshido - Tryker
Aylwyne - Matis
Cenwulf - Fyros
Kazutoyo - Zoraï
Aripostle server
High officer of Ballistic Mystix
Maps / Encyclopedia / MOBs / Crafting Resources / Atystrology / Armor Gallery
Aylwyne - Matis
Cenwulf - Fyros
Kazutoyo - Zoraï
Aripostle server
High officer of Ballistic Mystix
Maps / Encyclopedia / MOBs / Crafting Resources / Atystrology / Armor Gallery
Re: A few questions from a new player
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.
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.
Fist
Re: A few questions from a new player
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.
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.
Re: A few questions from a new player
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.
Re: A few questions from a new player
Thanks to all of you. I must say this is one of the best MMO communities I've ever been a part of.
Re: A few questions from a new player
We know..!ken4lyfe wrote:Thanks to all of you. I must say this is one of the best MMO communities I've ever been a part of.
Btw Fear as an spell is handy too, it scares the mob, and he runs off
Ranged fighter
Re: A few questions from a new player
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
(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
* 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
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.
I'm bored at work, so bear with me

* You are useful

* 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

* 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

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.
Re: A few questions from a new player
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. 

Re: A few questions from a new player
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.iphdrunk wrote: * 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.
So I, for one, would recommend investing in concentration when you have some spare SP.
I second that!iphdrunk wrote:
In any way, welcome to the wicked world of Atysian afflictioners![]()
