Life after the cataclysm... Aka the world after patch 1

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zzeii
Posts: 537
Joined: Fri Sep 24, 2004 12:59 am

Life after the cataclysm... Aka the world after patch 1

Post by zzeii »

*DISCLAIMER*
I am starting this thread as a way of people sharing ideas and strategies on how to once again enjoy the game. It is not a flame, it is not for insulting. It is a way of sharing knowledge to others out there, from complete newcomers to the game, to those who played in beta. It is a new world out there, and until we either re-learn it, they undo the changes to combat, or Nevrax folds, we will have to strive to survive. And since it is an MMOG, lets try and help each other out in this time of strife and challenge.

*Guidelines*
-If you are posting an idea/strat, please be descriptive in what you were doing/your character info/region/etc.

-Do NOT insult another person/discredit their tactics just because they are lower level. Lower level people will be reading this as well, so this information might be of use to them as well.

-Be constructive and informative. Don't just be a nay-sayer. Say what isn't working with it.

-This is for post-patch, please keep pre-patch tactics at a minimum (preferably non-existant).
Now then... I'll take the lead, sharing what I've learned and what has helped me survive and level at a good clip, whether solo or in groups.

Useful Skills
1)Melee Protection Aura 1 (req skill: Fight 20, cost 50sp)
-This skill has saved me, and my groups both pre- and post-patch countless times. It has a rather short duration, but when the mob(s) hit hard, and die fast, that extra time of not getting beat on can and will save your life. Long downtime before re-use, but in group situations, multiple people with it, makes it a very nice lifesaver.

2)Invulnerability (req skill: Fight 0, cost 50sp)
-Another 'Oh @#$%' button. Again, doesn't last very long (increases duration and reduces recycle time at higher levels) but does allow you to get your bearings, put on the right gear (them picks aren't good at killing things, I tell you what), and get ready to spam that self heal button if you've taken alot of damage, and pick out your first victim. I've been able to switch from full LA+pick to Pike+HA in the duration with some hasty clicking on my equip page.

3)Speed-up 1(req skill: Any 20, cost 10sp)
-Sometimes, when you pop melee protection aura, you realize you are in over your head. And if you've planned it out, you may be near guards/water/portal. This will help you get there faster, and effectively prolong the duration of your mel.prot.aura (Some monsters can keep up, or dang near close to it, so it is not a failsafe). And with Speed-up 3(req level 100), I have outdistanced monsters that have aggroed me, far enough, and a bit after it wore off, they unaggroed. Doesn't always work, but it's better than certain death.

4)Taunt (req skill:fight 0, cost 10sp, needs to be upgraded to work on higher level mobs)
-I include this one, because it is an essential tool in getting single pulls at times. Hitting mob x with a spell or gunshot, while he is chattin it up with fellow mob y, will cause them both to come over and be disgruntled, and all the other mobs of that family who were eavesdropping. Taunting mob x in the same circumstances, just makes you seem like a big talker, and they are always a swift kill, right? Let's keep them thinking that way.

Your gear and you - Useless apart, powerful together.
Tips for gear:
-Keeping outfitted as best you can with gear at or slightly (10 or so) above your level. It allows you room to grow into the better stats. This is not always available though, so try doing the best you can. Asking around (not spamming mind you) in region can generally spur someone to possibly point you in the direction of a crafter (or the crafter themselves might contact ya).

-Unless you are digging in the dirt, get hp on every peice of gear that you can. It adds up. With a full set of q100 ha, jewelry, shield, 1h weapon with hp bonuses, that adds up to 900hp. And with max con at level 100 fight, You will only have 1150hp. This nearly doubles your hp. And if you are digging in the dirt, focus gear isn't half a bad idea while your earning your keep.

-Weapons, with the fact that critters have less hp, sometimes using a slightly less damaging weapon, with a much higher speed can help out considerably. It's not how much you can hit for, its how fast you can kill it, before it kills you. Dps(damage per second) is your friend.

Hunting - It's coming right at us!!! *BANG*
-Whether solo, in a small group, or a full team. Always consider where you set up. Does it have options for escape?(water/portal/guards) Will things spawn RIGHT here? Do mobs wander by here? All good things to find out.

-Risk vs Reward or Choosing the right mobs to fight.
I generally like to classify mobs into 4 types for risk/reward;
-Carnivore (cloppers, ragus, gingo, ocyx, cuttler, torbak, zerx, basically anything that considers you lunch). They are aggressive, drop lots of mats (comparatively), hit REALLY friggin hard (I remember getting nailed for 2400 by zerx in BB while tanking. PRE-PATCH). Ideally having a fuller party, with a nice HEAVY tank is essential for these. They generally give the most xp, the most mats, and dish out the most pain.

-Kitin (Kizoar, kiban, kipee, the crustaceans that don't want to eat you for lunch, but will if provoked). They are not aggressive, but they will help their friends out. So taunt is useful if they are cluttered up. In general, they do not hit as hard as the carnivores, but it'll still hurt. They also drop mats at the same rate as carnivores (to make up for them hitting harder I guess). Good for smaller teams lacking in the 'tank of the year' member.

-Herbivores (brodoc, yubo, yber, messab, capryni aka anything that gets attacked by the carnivores). They are not aggressive, but, like the kitin, help out their friends. Taunt, once again good use for pulling when cluttered. These generally hit the least hard of the creature types listed, give slightly less xp, and drop less mats. Good for solo/duo for fast killing en masse.

-And last, but not least, plants (Stinga, and err...those other things) Not aggressive, are social, but only if you attack one thats near another one. They don't move, resistant to most direct damage (except rot, which works well), and are generally left alone, by both players and mobs. (Typically in the more dangerous of places, where there is a patch of plants, its generally one of the least likely places to get aggroed, but not always). Beyond possible safe spots, I only bother with them for tasks.

That being said, it is important to keep these in mind when you plan on hunting in a group. Obviously killing the herbivores in a full team is not gonna get you far in a big hurry. And duo'ing/soloing on the carnivores generally seems to be a fast way to get back to your respawn. Not always the case though, for each region's inhabitants tend to vary a bit, as do the players hunting them. So sometimes it takes a little practice killing the low stuff in a region to figure out what you'll be spending the next 10-15+ levels killing.

Teaming - Know your friends, and their abilities.

-In general, the best xp groups I have been in, have consisted of 2-4 members. This doesn't require you to fight things drastically over your level to get good xp. And lets you have others to fall back on when a key member drops.

-Keep the skill levels used close together (within 10 levels preferably). This is important. For it allows the tanks to reliably hit what your are fighting, and the afflictioners/nukers to land their weapons of mass destruction. To big a gap between the mages and the mobs turns their WMD into WMA(weapons of minor annoyance), and they won't get xp some(or sometimes most) of the time. Having to big a difference between the tank and the mobs, and well, 1-hit kills suck.

-Make sure your healer is using a 100% cast speed, for healing magic, amp. With battles being 'The Fast and the Furious', you'll want your healer to be able to keep up.

-Healers should anticipate when the tank is going to get hit. It's better to cast a heal and have it heal none-very little, than to not cast it, and have the tank die.

-Know your limits. There is now a very fine line between 'getting good and fast xp' and 'certain death'. It's better to get less xp per kill, and get it fast. Than get more xp per kill, but have more downtime/whiping.

Soloing - the other white yubo meat
*this is not a flame, just a point I'd like to make*SoR is a MMOG(Massively Multiplayer Online Game) not a MSOG(Massively Singleplayer Online Game). Yes, I do realize that people do have RL(trademark) obligations, and this prevents them from being online for large periods of time. But, in chosing to play a MMOG, you do have to live with the consequences of your choice in gaming. (Yes, it was easy to do before, but I'd rather see them tailor the game to increase the benefits of grouping over the benefits of soloers, just my opinion. It's not that I don't like soloers, just its a basis of the genre of the game).*still not flaming, and I mean that*

That being said, solo is possible. It is slower, and it is a heck of alot more boring in comparison to going out with a bunch of fellow hunters and whoopin some arse.

Downtime should never be longer than how long it takes for your self heal to refresh. (At lvl 200 its about 5 minutes). If you have to have your self heal to kill 1 mob regularly, you may need to find a different target (not lesser, read below).

Melee - Whee! Time to kill yubos! (And other herbivores).

-Herbivores will, in general, be your bread and butter. They hit for less on average than carnivore's and kitins, so your armor will prove to be more effective per hit, than the bigger hitters.

-Experimentation and patience. If you are having trouble killing the 4-star yber in Dew Drops, it may be prudent to try a 1-star herbivore in the next region. As the stars increase, so does their potential damage. In an alarming rate for someone out braving the wilds by themselves.

-Raising off-fight skills will be key, especially as you near 100. Every 10 levels of fight, you have 2 con upgrades, 2 str upgrades, 2 metabolism upgrades, 2 balance upgrades, 1 self hp heal, and 1 sta heal to get. Thats 100sp right there. Which is what you will have earned in those 10 levels. So in order to get the other essentials (increased damage, accurate attack, ignore armor, bleed, invulnerability, warcry, berserk, attack after parry/dodge/crit, etc), you will need to raise other skills to have the sp available to purchase these. Without someone to support you, you have to support yourself by being the best, and having the best.

-Burn baby burn! Don't skimp on attack power. Hit them fast, hit them hard, hit them with everything you have. You within 1 hit of death? pop that self heal, or melee protection aura. Sooner you use it, the sooner it will be back. Use the improved damage/accurate attack that matches your weapon, and put more stamina than hp. Running out of sta may keep you from hitting all out, but the other outcome is much worse.

-Use them attack after XXXXX credits. They will help reduce your costs, and reduce your downtime.

-If you are having problems killing one kind of mob, try out others. Different types of critters are easier than others, irregardless of the star levels. A 1-star scary clopper in Dew Drops gives more xp than a 2-star malicious ragus. Yet the ragus will hit you harder.

-Carry a full arsenal. Just because ignore armor ignores all resistances. You can save yourself some hp/sta by just using the weapon type that the creature is weak against. Will take some time learning what to use on which creature. But it will make your hunting easier, and at 100+, you will have the opportunity to gain xp in each weapon type (slash/smash/pierce) getting you those much needed SP.

Mages - Lets get to the 'root' of the problem.

-Distance is your friend. Never, ever, start at anything less than maximum possible range. The bigger the range, the better your chances at compensating for resists/failed casts (or just running away). I use hp/sap to credit my spells. having a second set of nukers/afflictions with a shorter range may be a good idea for when they close in, to help reduce downtime.

-If it is available in your area, water/walls are your friend. Making them run farther to get to you (not saying to get them stuck on things, that is an exploit of land features), gives you even more breathing room.

-Root! Since the patch, root (when not resisted) will last a couple of seconds after you break the link (or the link was broken). Enough time for (with a 100% cast speed elemental amp) 1-2 nukes before they can move again. It also is less likely to be resisted than fear or stun (and it falls under the offensive affliction line wu~). I've found crystallizing the root, and putting it on your amp is great. Lets you cast it in an emergency, with 0 cast time, and without failing (it can still be resisted though). I haven't gotten experience when using it off the amp though.

-With Root, only the roots casted after the first damaging nuke will be counted towards dividing the xp. Keep this in mind so you don't let your offensive affliction fall behind.

-Balance out the casts of your affliction and elementals. You have to be extra careful to not let affliction slip. A good tactic is to alternate 1 nuke, 1 root, 1 nuke, etc, but then before the final nuke, cast 2 roots to balance the xp.

-With root, flyers and other root-immune mobs are not your friend. You have been warned, hunt at your own risk.

-In general, if its a plant, use rot. If it's shell is harder than leather, use cold. If it is softer, then use acid. Kinda like what melees have to do with their weapons.

-Use strategy, nuke/nuke/nuke/nuke may work at lower levels, but as you get higher, you'll need to learn more creative ways of killings things.

<edit add>
-(this goes for everyone, whether in a group, soloing, heading out to hunt, or returning)Become familiar with your area. Learn where mobs wander, how to avoid them, will help in the highest of mages/harvesters/crafters/melees from getting trounced by a group of wild gingo.

-Think about starting locations. I know for a fact, that Yrkanis has around its northern gate, the LARGEST pack of ragus and gingo that the world has ever witnessed. Leaving town from the south end is much safer. As is starting/respawning at other towns (Natae for example). Matis is just an example, this can easily be applied to any civ.
_____________________________

That wraps it up for now. I hope I haven't p@#$$d anyone off with this post. Just trying to offer what little help I can to my fellow gamers.

Qualifications-
105 1h pierce, 135 2h pierce, 119 Close combat 41 ranged fight
51 defensive affliction, 68 standard healing, 53 offensive affliction, 57 elemental magic (If anyone with a higher level in magic would like to add anything to the solo section from their experiences, I'd be much obliged, as would others).
Hunted in every land at varying levels (pre- and post- patch).
Last edited by zzeii on Mon Nov 08, 2004 10:16 am, edited 1 time in total.
Reason: Added a few things.
Poker of things, caster of sparklies, maker of stuff, digger of dirt, wanderer of paths....
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xenofur
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Re: Life after the cataclysm... Aka the world after patch 1

Post by xenofur »

just a little favourite mod of mine, doesn't help you much combat-wise, but makes for easy prospecting of the mob population in your surroundings. open the file client.cfg and ADD these two lines at the bottom:
CameraDistMin = -1000.0000000000;
CameraDistMax = 1000.0000000000;

Disclaimer: zooming forward might cause client instabilities in confined or unusual regions(guild house, oasis cliff)

very good post zzei :)
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loyats
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Re: Life after the cataclysm... Aka the world after patch 1

Post by loyats »

I agree with everything. I am getting used to the new game and am even leveling. Unfortunately now I can't find any crafters and am stuck with armor and weapons that are about to break.
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zzeii
Posts: 537
Joined: Fri Sep 24, 2004 12:59 am

Re: Life after the cataclysm... Aka the world after patch 1

Post by zzeii »

loyats wrote:I agree with everything. I am getting used to the new game and am even leveling. Unfortunately now I can't find any crafters and am stuck with armor and weapons that are about to break.
Well I can craft tryker MQ LA/MA pikes/long maces/1h maces/daggers/magic amps up to q90 at the moment (all with +hp). Send me a tell in game, and lets see if we can work something out to remedy this.

~Zzei
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keriann
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Re: Life after the cataclysm... Aka the world after patch 1

Post by keriann »

1)Melee Protection Aura 1 (req skill: Fight 20, cost 50sp)

interesting but sadly I cannot affond 50 sp and neither at the current state of the game I am able to get them.

2)Invulnerability (req skill: Fight 0, cost 50sp)

see above.

3)Speed-up 1(req skill: Any 20, cost 10sp)

I have it! at 3 even!! sadly the amount of lag I have and the fact that a scowling gingo kills me in 2 seconds makes this skill completely useless to me.

4)Taunt (req skill:fight 0, cost 10sp, needs to be upgraded to work on higher level mobs)

I do not have it, and neither I can get the sp necessary to get it in any way.

-Keeping outfitted as best you can with gear at or slightly (10 or so) above your level. It allows you room to grow into the better stats. This is not always available though, so try doing the best you can. Asking around (not spamming mind you) in region can generally spur someone to possibly point you in the direction of a crafter (or the crafter themselves might contact ya).

Sadly I am a crafter, but I cannot currently craft because of the backpack bug I cannot even get new materials (yes I've tried in all the ways that has been suggested, none worked.) also medium armor seems totally useless (and I can do only that) and finally I do not have money to buy myself decent heavy armor because it costs over 40k apiece on the market.

-Unless you are digging in the dirt, get hp on every peice of gear that you can. It adds up. With a full set of q100 ha, jewelry, shield, 1h weapon with hp bonuses, that adds up to 900hp. And with max con at level 100 fight, You will only have 1150hp. This nearly doubles your hp. And if you are digging in the dirt, focus gear isn't half a bad idea while your earning your keep.

I am digging in the dirt so much that I cannot affond even focus gear at the current state of the things.

-Weapons, with the fact that critters have less hp, sometimes using a slightly less damaging weapon, with a much higher speed can help out considerably. It's not how much you can hit for, its how fast you can kill it, before it kills you. Dps(damage per second) is your friend.

I have my self-crafted two hander sword. I am unable to craft any other weapon apart a dagger... and I cannot craft it without materials (see my current inventory problem.)

-Whether solo, in a small group, or a full team. Always consider where you set up. Does it have options for escape?(water/portal/guards) Will things spawn RIGHT here? Do mobs wander by here? All good things to find out.

that would be a good thing to do, but I cannot explore since I get slaughtered at 100 meters from the town.

-Carnivore (cloppers, ragus, gingo, ocyx, cuttler, torbak, zerx, basically anything that considers you lunch). They are aggressive, drop lots of mats (comparatively), hit REALLY friggin hard (I remember getting nailed for 2400 by zerx in BB while tanking. PRE-PATCH). Ideally having a fuller party, with a nice HEAVY tank is essential for these. They generally give the most xp, the most mats, and dish out the most pain.

tanks doesn't work anymore, see above for the lack of proper hitpoints and the constand dying the complaints of the healers that says are unable to heal people even in groups. Also, it's impossible to solo carnivores anymore. which is again, wrong.

-Herbivores (brodoc, yubo, yber, messab, capryni aka anything that gets attacked by the carnivores). They are not aggressive, but, like the kitin, help out their friends. Taunt, once again good use for pulling when cluttered. These generally hit the least hard of the creature types listed, give slightly less xp, and drop less mats. Good for solo/duo for fast killing en masse.

last time I tried the bodocs owned me. and the first time I tried the YUBOS almost owned me. mass = bad. also the 10-15 xp they are worth means too long and boring grinding.

-Teaming - Know your friends, and their abilities.

it can b fun but I don't want to do it all the time, some friends aren't around when I am, and also, recently all the friends I dragged in to ryzom quit.

-Make sure your healer is using a 100% cast speed, for healing magic, amp. With battles being 'The Fast and the Furious', you'll want your healer to be able to keep up.

battles are FAR too fast. even for speedy healers.

Soloing - the other white yubo meat
*this is not a flame, just a point I'd like to make*SoR is a MMOG(Massively Multiplayer Online Game) not a MSOG(Massively Singleplayer Online Game). Yes, I do realize that people do have RL(trademark) obligations, and this prevents them from being online for large periods of time. But, in chosing to play a MMOG, you do have to live with the consequences of your choice in gaming. (Yes, it was easy to do before, but I'd rather see them tailor the game to increase the benefits of grouping over the benefits of soloers, just my opinion. It's not that I don't like soloers, just its a basis of the genre of the game).*still not flaming, and I mean that*

you have no right to tell me how I should play the game. I did pay for it, I am allowed to play it as I want. if I want to solo I solo, there are other ways to interact with people apart make a big group and kill and destroy monsters to become stronger. Personally I find grinding in groups totally boring, I fight to get materials, or clear dp, or get a bit more hitpoints to avoid get killed by explosions while foraging. often I do it for all the three reasons, with my own choiches on what to kill and what to pursue for the crafting. in group this option is deined.

Melee - Whee! Time to kill yubos! (And other herbivores).

you need to ACTUALLY be able to reach the yubos whithout getting slaughtered by the gingos. the bigger yubos aren't near the city.

-If you are having problems killing one kind of mob, try out others. Different types of critters are easier than others, irregardless of the star levels. A 1-star scary clopper in Dew Drops gives more xp than a 2-star malicious ragus. Yet the ragus will hit you harder.

not always you really have a choiche on WHAT to kill more often the monsters chooses to kill YOU. add lag, with respawn points that wasn't there before and you have many fast dead players.

Mages.... I don't even want to bother to get in that. magic is broken.



I am not really flaming you I appreciate the fact you are trying to make a guide to help people that are totally stuck like me, but sadly nothing of what suggested is working for me, or can apply, or I agree with.
-Hell has no fury like an agry kitten.
grizlly
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Re: Life after the cataclysm... Aka the world after patch 1

Post by grizlly »

nothing to add myself just a general thankyou for attempting to move forwards in forums full of anger.
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aelvana
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Re: Life after the cataclysm... Aka the world after patch 1

Post by aelvana »

<3 Zzei

Great post at this time 8)
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borg9
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Re: Life after the cataclysm... Aka the world after patch 1

Post by borg9 »

On Sat night I went hunting with 2 friends of mine.... In Matis.

Floozie Lvl 20 Fight
Me Lvl 53 Fight and lvl 26 in magic.


This is what we found in Matis lands.

We left from the North gate of Yrk. We could safely travel all the way to the junction without picking up any gingos or ragus!

We started with suckling and timorous Bodoc. We look for groups of Timorous Bodoc upto Roaming and got reasonable XP 800-2500 each.

We travelled to ALL of the other three cities in Matis, without a single Aggro attack.

Floozie gained about 6-8 levels in fight.
I had a HUGE DP of around 455k from exploring the roots, but was having fun so didn't care that much.

Why are our experiences of Matis so different to many others.

I don't find that I get random spawning aggro. I find that in Majestic Gardens I can travel with ease. I find plenty of things to kill that don't instantly kill me.

I am wondering whether players are starting to think of themselves as 'Invincible' after a certain level.

I tend to approach every fight with a bit of fear. One thing that we did do was check the area around the creatures we were going to hunt first. Checking where the gingos were. Fighting in an open space where we had a clear view around. We picked our targets with care.

We also found small XP but at a fast rate is much better than large XP at a slow rate.


Tales of a Trkyer who visited his friend in Matis.

BTW I am a Harvester by trade - the new harvest system is much better.

I think extracting ql = lvl+10 (+20 at a real push) works very well and makes much more sense than the old 3k + max ql anywhere system.

Harmful extract is very much that (harmful to the extractor)
Harmful + terrain is almost as safe as gentle, but not quite.
Gentle is great.
Gentle + terrain is very safe.

The focus regain at the end of the extraction is nice but it does make Will a last choice rather than a first choice.

Care plans now have a use and balancing the use of them with you extraction is great fun.

Teaming is great. Not sure yet if its better than solo harvesting. But having 2 people (with Heal spell) is very very useful.

I hated Patch 1 with a passion. It killed all of my enjoyment (missions, harvesting, solo fighting, crafting). The last two patches have helped.

I still don't see the point in doing a low fame mission for a loss!


Has anyone else noticed that with the new 'name tags' on items that people will buy 'low stat' Dodge tagged armour in preference to 'very high stat' armour that has high dodge stats but is called 'Max peice protection'.

I had to laugh when I sold an item with dodge in the name (made with fine and choice mats) for 3 times the price of an item made from Excellent and Choice mats, without the 'dodge tag'.

Brand name your items !!!

Jewellery - is a bit of a pain. The whole game only need one or two jewellers making items with sap/focus/hp/stam. Jewellery doesn't seem to wear out. so you only need to change it when you can afford another Ql higher than the one you currently have.


Anyway back to work

I like patch1.2 (20), DP seems to take for ever to remove ... but that maybe because I die so much in the Roots.
Relocated to www.unnatural-selection.org
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vguerin
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Re: Life after the cataclysm... Aka the world after patch 1

Post by vguerin »

Excellent post Zzei, though we are much less effected by this being a large guild there are still plenty of people not happy and our soloers definately didn't like the changes.

If your Matis and need gear or want to find a hunt, you can usually give a yell to anyone from Melinoe and find either. We have recently relaxed our rules about including others in our hunts, and as long as there isn't a full team and a Melinoe waiting all are welcome. I believe our rates with as good as anyone can make if you have either the mats or a reasonable fee...

Personally I believe that risk vs. reward is not right yet, but the game is very playable and progression much slower until they get that balance right.

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neofuzz
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Re: Life after the cataclysm... Aka the world after patch 1

Post by neofuzz »

keriann wrote:1)Melee Protection Aura 1 (req skill: Fight 20, cost 50sp)

interesting but sadly I cannot affond 50 sp and neither at the current state of the game I am able to get them.

2)Invulnerability (req skill: Fight 0, cost 50sp)

see above.

3)Speed-up 1(req skill: Any 20, cost 10sp)

I have it! at 3 even!! sadly the amount of lag I have and the fact that a scowling gingo kills me in 2 seconds makes this skill completely useless to me.

4)Taunt (req skill:fight 0, cost 10sp, needs to be upgraded to work on higher level mobs)

I do not have it, and neither I can get the sp necessary to get it in any way.

-Keeping outfitted as best you can with gear at or slightly (10 or so) above your level. It allows you room to grow into the better stats. This is not always available though, so try doing the best you can. Asking around (not spamming mind you) in region can generally spur someone to possibly point you in the direction of a crafter (or the crafter themselves might contact ya).

Sadly I am a crafter, but I cannot currently craft because of the backpack bug I cannot even get new materials (yes I've tried in all the ways that has been suggested, none worked.) also medium armor seems totally useless (and I can do only that) and finally I do not have money to buy myself decent heavy armor because it costs over 40k apiece on the market.

-Unless you are digging in the dirt, get hp on every peice of gear that you can. It adds up. With a full set of q100 ha, jewelry, shield, 1h weapon with hp bonuses, that adds up to 900hp. And with max con at level 100 fight, You will only have 1150hp. This nearly doubles your hp. And if you are digging in the dirt, focus gear isn't half a bad idea while your earning your keep.

I am digging in the dirt so much that I cannot affond even focus gear at the current state of the things.

-Weapons, with the fact that critters have less hp, sometimes using a slightly less damaging weapon, with a much higher speed can help out considerably. It's not how much you can hit for, its how fast you can kill it, before it kills you. Dps(damage per second) is your friend.

I have my self-crafted two hander sword. I am unable to craft any other weapon apart a dagger... and I cannot craft it without materials (see my current inventory problem.)

-Whether solo, in a small group, or a full team. Always consider where you set up. Does it have options for escape?(water/portal/guards) Will things spawn RIGHT here? Do mobs wander by here? All good things to find out.

that would be a good thing to do, but I cannot explore since I get slaughtered at 100 meters from the town.

-Carnivore (cloppers, ragus, gingo, ocyx, cuttler, torbak, zerx, basically anything that considers you lunch). They are aggressive, drop lots of mats (comparatively), hit REALLY friggin hard (I remember getting nailed for 2400 by zerx in BB while tanking. PRE-PATCH). Ideally having a fuller party, with a nice HEAVY tank is essential for these. They generally give the most xp, the most mats, and dish out the most pain.

tanks doesn't work anymore, see above for the lack of proper hitpoints and the constand dying the complaints of the healers that says are unable to heal people even in groups. Also, it's impossible to solo carnivores anymore. which is again, wrong.

-Herbivores (brodoc, yubo, yber, messab, capryni aka anything that gets attacked by the carnivores). They are not aggressive, but, like the kitin, help out their friends. Taunt, once again good use for pulling when cluttered. These generally hit the least hard of the creature types listed, give slightly less xp, and drop less mats. Good for solo/duo for fast killing en masse.

last time I tried the bodocs owned me. and the first time I tried the YUBOS almost owned me. mass = bad. also the 10-15 xp they are worth means too long and boring grinding.

-Teaming - Know your friends, and their abilities.

it can b fun but I don't want to do it all the time, some friends aren't around when I am, and also, recently all the friends I dragged in to ryzom quit.

-Make sure your healer is using a 100% cast speed, for healing magic, amp. With battles being 'The Fast and the Furious', you'll want your healer to be able to keep up.

battles are FAR too fast. even for speedy healers.

Soloing - the other white yubo meat
*this is not a flame, just a point I'd like to make*SoR is a MMOG(Massively Multiplayer Online Game) not a MSOG(Massively Singleplayer Online Game). Yes, I do realize that people do have RL(trademark) obligations, and this prevents them from being online for large periods of time. But, in chosing to play a MMOG, you do have to live with the consequences of your choice in gaming. (Yes, it was easy to do before, but I'd rather see them tailor the game to increase the benefits of grouping over the benefits of soloers, just my opinion. It's not that I don't like soloers, just its a basis of the genre of the game).*still not flaming, and I mean that*

you have no right to tell me how I should play the game. I did pay for it, I am allowed to play it as I want. if I want to solo I solo, there are other ways to interact with people apart make a big group and kill and destroy monsters to become stronger. Personally I find grinding in groups totally boring, I fight to get materials, or clear dp, or get a bit more hitpoints to avoid get killed by explosions while foraging. often I do it for all the three reasons, with my own choiches on what to kill and what to pursue for the crafting. in group this option is deined.

Melee - Whee! Time to kill yubos! (And other herbivores).

you need to ACTUALLY be able to reach the yubos whithout getting slaughtered by the gingos. the bigger yubos aren't near the city.

-If you are having problems killing one kind of mob, try out others. Different types of critters are easier than others, irregardless of the star levels. A 1-star scary clopper in Dew Drops gives more xp than a 2-star malicious ragus. Yet the ragus will hit you harder.

not always you really have a choiche on WHAT to kill more often the monsters chooses to kill YOU. add lag, with respawn points that wasn't there before and you have many fast dead players.

Mages.... I don't even want to bother to get in that. magic is broken.



I am not really flaming you I appreciate the fact you are trying to make a guide to help people that are totally stuck like me, but sadly nothing of what suggested is working for me, or can apply, or I agree with.

LoL you must really suck badly if, as you say, you are incapable of accomplishing anything at all in the game. :eek:
Fuzz
Jungle Thug, Ninja Forager, The Kami Champion who took a -164 personal Kami fame hit thx to the Fleeting Gardens fame bug (and cancelled my Ryzom account in protest).
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