Observations

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kaceyr
Posts: 4
Joined: Thu Oct 26, 2006 1:01 am

Observations

Post by kaceyr »

Ok, so I have been playing for about a week, and I have learned a few things that to me seem true but may not actually be. Let me run them by the community and see if this is right, I started a new character and got him to 25ish in everything and was thinking of taking him to the mainland until I watch another player fight a mob. This type of mob had given me some problems solo and I had assumed that this was just the case with this beast. Well anyway, I watch this player drop the mob is record time (for me anyway). This lead me to try making another character and seeing what I was doing wrong. This time I made her a fighter and focused all the other classes in a direction of a fighter instead. Basically assuming that each class was NOT mutually exclusive but rather a part of a whole. This was interesting as I was able to kill mobs faster then before, but here was the catch. It seemed that I am now going to be hurting for skill points in other areas (crafting ...) Can anyone help me with this idea, it is such a new concept to me that I am finding my self a little lost. So here is the recap. Do I assume that each class is more like a sub-class and not exclusive? Do I continue with a mind set that each one has very little to do with the other?
Thanks,
stheno2
Posts: 54
Joined: Sun Apr 09, 2006 7:05 am

Re: Observations

Post by stheno2 »

You can max out all skills and basically pick what you want to be in any given situation. In fact it is highly encouraged to be everything. In combat skills, melee effects magic more than magic effects melee.

You will want high melee compared to magic. As you get higher spells start costing a ton of credits. You will end up useing hp credits plenty. and a high melee skill with maxed constitution gives a caster much more room for ease of staying alive while casting their life away and much more success in taking a mob down within the given hp pool.

Also the only way I can atm think of how magic helps any other skill is in nuking. If you have a high nuke and you get into trouble. nuking and/or affliction can clear your danger faster than melee easily.

As you level different skills you get "skill points" to spend at trainers (you probably know this already) now say you want to get a new melee attack or upgrade that is available. But you want other stuff from melee trainer also and dont have the skill points. Sometimes certain things can be bought from other trainers so you can spread out the costs and upgrade specifically in one area faster.
chessack
Posts: 208
Joined: Fri Jun 16, 2006 4:25 am

Re: Observations

Post by chessack »

The thing about Ryzom that is so great is, you can do it either way, or any other way -- however you like it.

The most common thing for people to do is pick one branch or line from each parent skill -- for instance, going with 2H melee fighting in Fight, Defensive Afflictions in magic, Armor crafting in Craft, and Forest Foraging in Harvest. Then they work those up pretty heavily, with occasional diversions into other skills as they desire. After capping out those first skills, then they go back and branch further out in one or more skills (e.g., going into weapon crafting once you are done with armor).

Doing it that way, my experience at least to the low 100s is you would always be slightly hurting for skill points. That's because for every 5 levels (50 skill points), there are for most skill branches, 3-4 upgrades. That means about 35 of every 50 Skill Points goes into things like upping focus, or the like, rather than learning new actual skills. Fight is the most extreme example of this... needing 4 stat upgrades (HP, stamina, and the two regens) every 5 levels, more or less. If you just level one fight skill, that gives you only 10 points every 5 levels to buy things like "Accurate Attack."

My preferred method, therefore, is doing 2 lines per skill. I find if I do that, it works out better for my play style (note: I only can speak to MY style, not anyone else's). For Fight this was easy -- I just dual wield. I use the Sword skill points to buy upgrades, which consumes most of them, but the close/dagger skill points can then be used to buy things like Attack After Parry and so forth. For Harvest, similarly, I have levelled both Desert and Forest foraging, with desert ahead a bit (121 vs. 112 or something)... I use the higher one to get the "upgrades" like counterpart and focus, and the lower one to branch out and get specializations like "Zun Amber Prospecting."

The advantage of the second way is that you have plenty of skill points for your level. However, the DIS-advantage is, it takes longer to level. I am 108 in both 1H slashing and Close Combat (dagger) skill, but if I had used say a shield and just worked 1H slashing, I'd probably be approaching level 200 in that, since the XP is being split between 'em. And in the same vein, I'd probably be nearing 200 desert forage instead of being back at 120, if I hadn't spent half my time foraging in the forest. However, although I'd have all the improvements, I'd have half as many stanzas (or less) in those skills as I do now.

So, it all depends on play style and what you like to do. I like to have variety, so I go for more branching earlier. Some people like to specialize more.

Hopefully that was more helpful than confusing. ;)

C
Sandaara
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sehracii
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Joined: Sun Feb 20, 2005 11:00 am

Re: Observations

Post by sehracii »

Good advice in general so will jsut throw in a little tidbit-

It's highly advised to ONLY use crafting skill points on craft plans and bonuses. Craft will foreverr be short on points so its best to be very stingy with them.

Harvest is next most scarce for points, so mostly use those for harvest skills as well. I would get all your focus and will upgrades here though isntead of from craft.

Fight and magic, while there seems to be not nearly enough at first, will open up pretty quick. Most people have extra here before anywhere else, so feel free to experiment and not worry too much about where they go.


Enjoy your stay on Atys :)
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naratuul
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Re: Observations

Post by naratuul »

sehracii wrote:Good advice in general so will jsut throw in a little tidbit-

It's highly advised to ONLY use crafting skill points on craft plans and bonuses. Craft will foreverr be short on points so its best to be very stingy with them.

Harvest is next most scarce for points, so mostly use those for harvest skills as well. I would get all your focus and will upgrades here though isntead of from craft.

Fight and magic, while there seems to be not nearly enough at first, will open up pretty quick. Most people have extra here before anywhere else, so feel free to experiment and not worry too much about where they go.


Enjoy your stay on Atys :)
good advice sehr, but I slightly disagree with the harvest points, by the time i'm done i'll have over 5000 harvest points with absolutely nothing to buy with them :) I already have almost 500 and the harvest trainer is dead to me... (even including what probably is near 1000 points wasted on stupid duplicate skills like find armor clip...)
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sehracii
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Re: Observations

Post by sehracii »

naratuul wrote:good advice sehr, but I slightly disagree with the harvest points, by the time i'm done i'll have over 5000 harvest points with absolutely nothing to buy with them :) I already have almost 500 and the harvest trainer is dead to me... (even including what probably is near 1000 points wasted on stupid duplicate skills like find armor clip...)
Very forage-oriented people might get extra in harvest first, but I think most people get them in the combats. Lots of people do 2 magics or 2 fights before 2 harvests.

Its kind of a moot point, as after a while you have all the skills you want from all 3, even if the trainers aren't empty.

Personally, my excess magic and harvest points are about equal, with waaay too many fight points. All three trainers are empty.

Currently sitting on 600 craft points too, but I could easily spend them in 30 seconds on things I want :p
Sehraci Antodera [Medium Armor & Accessories Boutique]
Master of Illusion and Torment
"True power is not destruction, but control"

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naratuul
Posts: 232
Joined: Fri Feb 03, 2006 2:42 am

Re: Observations

Post by naratuul »

now if we could turn in escess points from the *completely* empty trainers and turn them into craft points I would be tickled!
Naratuul- of The New Hope
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"I judge all homins by their actions, not their faction."
--
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vguerin
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Re: Observations

Post by vguerin »

naratuul wrote:now if we could turn in escess points from the *completely* empty trainers and turn them into craft points I would be tickled!
Man, this might even make me happy... and I am a grumpy old homin ! It would make the game fun for me again... not hopeless in a major game area.
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naratuul
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Re: Observations

Post by naratuul »

vguerin wrote:Man, this might even make me happy... and I am a grumpy old homin ! It would make the game fun for me again... not hopeless in a major game area.
*chuckles* You may be old and grumpy but i rapidly find myself becoming middleaged and grumpy. I am starting to see a lot of the stuff you and some of the oldtimers have been saying, yet I still hold out hope for some nice changes in the future.

The whole kitin invasion threads have started to get on my nerves- if it keeps up I'll find myself putting my forum pvp tag on and being reviled by all hehe.
Naratuul- of The New Hope
"Nothing to see here, move along..."
"I judge all homins by their actions, not their faction."
--
Master of Forest and Prime Roots Foraging, Crafter of Shinies and Smashies
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