kratos84 wrote:This is a very good point, there is already a serious lack of healers in game. Obviously making them less powerful and virtually disallowing players to team up with healers lower than their level isn't going to help with the situation. What's ironic is that it is usually the melee who's looking for healers, so who knows, maybe when the 250 melee players who PvP are rejoicing, the aspiring swordsmen will live in agony. I disagree that dying a lot will make combats more interesting though. To me the lack of 'spice' comes not from how easy the hunt is but the limited options of actions. I am not sure if Nevrax had really thought about all the consequences when they again affect PvE by trying to balance PvP. In the long term I think the best way to solve both problems is to give melee, and the mobs, more specific actions and thus more scenarios and more strategic choices. Unfortunately it appears that Nevrax hasn't committed itself to doing that.
I am currently playing another game, which has loads of 'different' spells, however - after 3 days play I have reduce the huge list to the following...
Highest level summoned beastie. (all party members summon to increase dmg and give the tank a bit of space to breath)
Highest level heal, that doesn't drain the healer of mana - even tho I effectively have unlimited health and mana due to town potal+potions.
A tank is there to take the hits, not to deal the dmg.
Magic users to deal the damage and kill the mobs.
Everyone of the party is a healer just to keep the potion consumption reduced and they are on AUTOCAST!
A huge number of spell/combat action will always (by an effective game player) to the a 'perfect set of '!
Sorry for being cynical ..... but in ryzom I use Poison - almost exclusively - why becuase an with an elem+heal +/- 500 dmg makes little to no difference.
The lack of large teams makes the need for affliction almost redunant - 2 vs lvl x mob > XP than 3 vs lvl x+1 mob, kill time in most cases is reduced and therefore teams tend to only use the 'other skills' if the 'other skill' user brings something else, like high level heals for between round healing or high level resists for 'risk free plant hunting' or very high HPs to tank mobs that can't land a hit.
Edit: info for Da Bax!
Harvest:
Level
0-50 - anywhere
50-100 - Winds of Muse (just avoid the cloppers, loads of good clear spots for most mat types)
100-150 - Fount Karavan tp
150-200 - Kami tp EI
200+ Loria ponds - you will need you inv+spd or a sneaking powers to get there.
But being cynical again why spend time digging 'good mats' to grind, if you can grind with junk and make with really good stuff.
Hunting - Elem
Level
0-120 - Stingas, region and star progression as the xp drops
120-170 - Brain thingies in Zoria
170-210 - Onyx/jugs in Grove of confusion
210-230 - Onyx/jugs in Grove of confusion (slightly harder)
230+ - if you can be bothered as the time to level > the benefit Jugs and named mobs
Melee - find a nice friendly elem to leach your XP off
Range - see Elem, but I suggest you get elem+melee+harvest to high levels and craft and shoot self made ammo.
Craft -
Well you have to do something with all the mats you dug or ninja looted
