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A few more questions from a new player.
Posted: Sun Jan 29, 2006 7:22 pm
by doczoid
Hi all, I've been playing about a week on Atys now, and I finally decided to stick with the game for a month or two. I have a few more questions now that I have decided to stick with it....I've read a bit about some of them, just hoping some people could shed more light on some things for me....
Biggest question is just recommendations on skills to train. I know the system lets me make my character any way I want, I'm not lookin for the whole "make yoiur character how you want" answer....I'm just looking for suggestions. I enjoy all aspects of the game, training slowly in all four main trees right now in Zorai starting island. I guess I'm mostly looking for what to train first as an offensive mage, and as harvester.
Related to that is another question, do lower level skills cost less to train if you have achieved a higher level in that field? So if I was a level 40 offensive magician and I never used a cold spell would it be cheaper then to train Ice 1, then when I first could have? I thought some of the training prices went down when I reached about level 15, but I'm not sure on this.
Last thing I wanted to ask for is some recomendations on Armor...I am planning on being mostly a mage, should I be going for medium armor, or light?
Though i will craft in game, most likely I will buy stuff because I wont be a full time crafter.
Ok, I'll stop rambling now...thanks in advance for any help
Doczoid in game...currently Zorai starter zone.
Re: A few more questions from a new player.
Posted: Sun Jan 29, 2006 7:46 pm
by fiach
doczoid wrote:Hi all, I've been playing about a week on Atys now, and I finally decided to stick with the game for a month or two. I have a few more questions now that I have decided to stick with it....I've read a bit about some of them, just hoping some people could shed more light on some things for me....
Biggest question is just recommendations on skills to train. I know the system lets me make my character any way I want, I'm not lookin for the whole "make yoiur character how you want" answer....I'm just looking for suggestions. I enjoy all aspects of the game, training slowly in all four main trees right now in Zorai starting island. I guess I'm mostly looking for what to train first as an offensive mage, and as harvester.
Related to that is another question, do lower level skills cost less to train if you have achieved a higher level in that field? So if I was a level 40 offensive magician and I never used a cold spell would it be cheaper then to train Ice 1, then when I first could have? I thought some of the training prices went down when I reached about level 15, but I'm not sure on this.
Last thing I wanted to ask for is some recomendations on Armor...I am planning on being mostly a mage, should I be going for medium armor, or light?
Though i will craft in game, most likely I will buy stuff because I wont be a full time crafter.
Ok, I'll stop rambling now...thanks in advance for any help
Doczoid in game...currently Zorai starter zone.
Not quite sure what your question is, you buy a spell, eg acid 1, then buy upgrades for that spell at prescripted future levels.
If you have never used Ice 1 and then at level 40 decide to buy the Ice spell for your equivalent level, then you can buy it as a pre made spell eg it would be called Ice 4 and is cheaper, but as to how much cheaper I dont know as all my spells are done as upgrades as I go along.
Light Armour is recommended for Mage, but the penalties for using Medium are slight enough for you to get the benefits conferrred by Medium, without too much hardship.
A few caveats regarding spells:
Damage over Time spells use Sap on a continual basis as the spell is working, so it will eat up your sap significantly.
Affliction is not a proffession that can be soloed
Acid is bloody boring to use and never gets any better.
Take care when creating stanzas, and the way you use credits, you might cause a ton of damage at the start of the fight, but wind up with either not enough HP/Sap to finish the fight. A way to compensate for this is to create two versions of the spell, the first cast have NO range credits, then subsequent casts use full range credit as the mob will be on top of you, so you can save on Sap/HP in the stanza.
Mage-ing is very powerful, I have a 170+ Elemental that can kill the crap out of mobs that my Melee 20 levels higher has problems with. But the fact that I have a high melee skill, gives me a ton of HP to use in credits and help me survive a major whacking from a mob.
Glad to hear you are enjoying the game, Good Hunting
Re: A few more questions from a new player.
Posted: Sun Jan 29, 2006 9:20 pm
by carpie
Well, on the spell thing, i might be able to help.
If you buy a complete spell from the trainer, you actually buy the spell plus the counterparts needed to pay for it. If you have bought a few higher level spells, chances are you already have the counterparts needed for that ice spell that is being sold at the trainer, thus decreasing the price.
To make it clear; just an example, numbers are not correct:
say you bought Acid 2, which includes the acid spell 2 building block, and the range 3 and sap 3 credits. the spell itself costing 10 sp, and let's say 5 extra per credit, putting it at 20.
Later on you decide to also buy a cold 1 spell, which is sold with the same credits. of course you already have those credits, thus you no longer need to pay for them. That's why your price there will be lower.
Now if u go higher up the magic tree doesn't matter, for that cold spell you will still have to buy certain stanzas, thus pay the full price for those blocks.
Re: A few more questions from a new player.
Posted: Mon Jan 30, 2006 12:41 am
by rushin
for offensive magic concentrate on training:
const/int upgrades
acid
cold
self heal hp/sap
all range/hp/sap credits
recommended to melee a bit as well for the hp. if you find yourself with some spare sp get speed and melee protection aura
Spells are only cheaper to train if you already have some of the stanzas (right click and edit spell from your hands bar to see what i mean)
harvesting, very tricky to do 'right' at the beginning there are so few sp available
but as a rough guide:
dex upgrades
self heal focus (dont need to max this but get a few)
always get gentle q as soon as its available (need to train the harmful version first), by level 10 you really want to have gentle extraction 20 and gentle speed 1.
to prospect get search upto fine, then choice asap dont worry about higher or the 'only' ones, then get range 1/2 and angle 1/2. you will need to get the counterparts also
as your levels increase you should be ok for sp if u dont train interesting looking but non-essential things xD when you think you have spare think about careplans and accelerated prospects, source time, etc. GAG is the easiest way to go until later on (gentle speed, aggressive rate, gentle q)
Harvesting is very slow and frustrating at the start, but becomes a lot of fun later honest! so stick with it.
Re: A few more questions from a new player.
Posted: Mon Jan 30, 2006 3:52 am
by yaten
Also, for harvesting, high-level people will welcome a careplanner for extra high-q mats and you'll welcome the XP from it.
Re: A few more questions from a new player.
Posted: Mon Jan 30, 2006 7:28 am
by doczoid
Another question I forgot to ask....How do I upgrade my magic amplifier?
Re: A few more questions from a new player.
Posted: Mon Jan 30, 2006 7:36 am
by turjake
doczoid wrote:Another question I forgot to ask....How do I upgrade my magic amplifier?
As magic amp is basically a 2h weapon you could check the 2h weapon vendors at your hometown. Of course asking if any amp crafter is available and willing to do you a new amp at region chat might do the trick as well - at least if you're polite about it and don't spam the region too badly
.
Amps work a bit different from the other fighting gear as you basically need a new amp every 20 levels until you hit ql200, after that you need ql230 and finally ql250 amps.
(edit)
If youre still at starter zone, new amps might or might not be available depending on if there are any amp crafters at the isle at the moment.(/edit)
Re: A few more questions from a new player.
Posted: Mon Jan 30, 2006 9:30 am
by kgrieve
I reccomend our recruits train up one melee branch and one magic branch. The melee branch provides HP that can be used to fuel spells and allows you to survive longer when things go wrong.
Once you have a high branch in each, it is much easier and safer to train up other branches.
Take the example of someone training up 2H Pike and heal. Once they hit the higher melee skills they can wear decent armour, have good hit-points and can use higher-level weapons in other branches, such as 2H Axe or Sword.
In magic there will be plenty of sap to power afflictions or elemental. Dodge will be high so you don't get hit so often and you can wear light or medium armour. The magic amps will be higher power so you can use double spells.
If you keep every magic branch at the same level there will be insufficient sap and HP to power all the spells to the maximum.
Re: A few more questions from a new player.
Posted: Mon Jan 30, 2006 10:17 am
by norvic
Whichever direction you decide to head I would take the time to try and get your healing ability upto around the 100 mark when you have the time and opportunity.
Re: A few more questions from a new player.
Posted: Mon Jan 30, 2006 3:11 pm
by ncrijns
My advice would be to make yourself a '100'.
What I mean with this is simply a minimum of 100 in the basic skills.
Fight - 1 branch - 2 handed are superior to 1 handed
Magic - Elemental and healing both
Forage - Your land spec - your wallet will love you
Optional additions
Craft - Anything - your wallet will love you a little less in the begining but lots more in the end
Magic - Elemental to 125 - for those lovely spells
Fight - 1 handed and 2 handed to 100 - more skillpoints to wasted on nice stuff
Feel free to change the leveling goals, change weapons, change lands, make your character yours! Oh and have fun!