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New Ideas for Combat

Posted: Mon Sep 18, 2006 9:17 pm
by zangan
Ok, I'm tired of people saying that Ryzom is only playable if your a 2h melee tank or a offensive magic user. Now, I'm pretty new to Ryzom myself, but I think there are MANY different routes you can take. Im starting this thread to hopefully motivate people to try new ideas. Here are a couple of my ideas.

Paladin
-uses all heavy armor, high parry (white with gold trims would be cool)
-uses a shield and 1h weapon (spear perferably but swords work to)
-fight skills like shielding and protection auras
-magic skills need healing as well as affliction skills
-needs create sap crystal
This character would mainly be a super protection tank. They would be useful mainly in larger groups when they can protect, heal, and cast affliction spells while they tank the monsters. This 'build' would mainly be for those who want to heal and tank.


Ninja
-light armor, high dodge (black with red trim)
-dual wields, will use both dagger+dagger, as well as sword+dagger
-fight skills are attack after dodge and whatever else
-magic skills need wide variety of affliction skills and a few nukes too
-get blind as it will make them miss more and let you use you Attack after dodge skills for often to reduce stamina and hp costs
-NEED create sap crystal
This character is dependent on his sap crystals. They need to carry quite a few daggers and 1h swords, each charged with different spells. They would switch through these weapons casting their instant spells and attacking with your hits constantly. This would be a very active 'melee' character. It would mainly consist of dodging, hitting, different affliction spells and nuking all together in combat.

*note I use classes to refer to what they would be called in other games*


There are just a few IDEAS. Please list your own here to, as the goal of this thread is to motivate new players.

Hoorah and Goodluck!!

Re: New Ideas for Combat

Posted: Mon Sep 18, 2006 10:01 pm
by sehracii
Love the ideas! People would do well to play out more alternate fightstyles


Ninja Alternative
-Medium armor, maybe helmet (mask)
-dual wields, must use two tekorn weapons (even Q50) for the +critical chance (sword works, but they're not intended to do damage so may as well use just daggers as its only one skill branch)
-fight skills are lots of Aim At body part stanzas, coupled with accuracy
- Combat Aura rite reward

This character is not a damage dealer, but a crippler, melee afflictor. Using two tekorn weapons increases critical chance to 25%, which basically means every other attack with dual wield. They cycle through appropriate body parts getting critical hits reducing their opponent to the combat equivalent of a yubo- forearm shots to slow attacks, legs to slow move, head shots to stun, hand shots are a general combat debuff, etc. Rest of the team easily beats the target to a pulp in its weakened state. Can also easily hold a creature at bay solo for a time. (especially if using Q50 weapons and cheap stanzas to conserve stamina)


Edit:
Sharpshooter
-Light armor
-Tekorn pistol or bowpistol
-fight skills are lots of Aim At body part stanzas, coupled with accuracy and increase firing rate
-Root or fear enchants to keep foes at a distance
-Create Sap Crystal

Same as above ninja, but with a tekorn pistol. Sixty hits per minute should be lots of criticals to incapacitate your foe. Excellent puller for a team, the creature is crippled by the time it gets to the group. Lower Q pistol then max is a necessity, can't afford the stamina on all three actions otherwise.



Do NOT think "aim head" stuns are all you need. The duration of the stun is very short, slow attack and combat debuffs last much longer and can keep the target at a constant disadvantage. Stuns are just a little bonus when you can fit them in. The whole idea is to use ALL the aim stanzas to completely cripple the target. Tekorn weapons are a must, critical hit chances are too small otherwise. (finding Q50 tekorn shouldn't be hard if you look)

Re: New Ideas for Combat

Posted: Mon Sep 18, 2006 10:32 pm
by zangan
Excellent!!

This is exactly what I'm trying to get people to do!
Keep them coming!!!


P.S.- as I said I'm pretty new so, umm, whats a tekorn weapon and can someone please craft me some? 2 daggers, send me a /tell in game

Re: New Ideas for Combat

Posted: Mon Sep 18, 2006 11:09 pm
by acridiel
While I can´t just now bring on a unique Idea, I think this is a very good Idea for getting to know the many different Versions of Comabt that SoR offers. :)

But as not to infuriate anyone, just call it "Styles" not "Classes" :D *giggles*

Acridiel

Edit: Ahyes, and why the dresscode? Isn´t it completely your own choice what color your Armor shall be? Ok, a Green and Blue Ninja might look rediculus, but hey... It´s a style, not a class :p And if he likes his Armor ;)

Re: New Ideas for Combat

Posted: Mon Sep 18, 2006 11:11 pm
by martl
zangan wrote:Ok, I'm tired of people saying that Ryzom is only playable if your a 2h melee tank or a offensive magic user. Now, I'm pretty new to Ryzom myself, but I think there are MANY different routes you can take. Im starting this thread to hopefully motivate people to try new ideas. Here are a couple of my ideas.
Ahem.... this game is eminently playable for a digger/crafter, too =)
or for a player who sucks at melee, maging, diggeing and crafting equally, im living proof :)
Paladin
-uses all heavy armor, high parry (white with gold trims would be cool)
Another ahem... there are already a good deal of Paladins around :D
(who said too many?????)

(although we wear black LA most of the time... guild uniform you know... with a few notable exceptions... our Gods of Sexiness Lexi and Vhailor come to mind... no idea why lol)

Re: New Ideas for Combat

Posted: Mon Sep 18, 2006 11:27 pm
by zangan
I'm sorry for upsetting anyone.

The reason I started the thread was to give people some ideas of other kinds of combat styles. (note the 'styles and for combat)


Please forgive my ignorance and continue posting ideas!

EDIT: realize I took things to harshly from th above posts, I have a tendency to do that. :)

Re: New Ideas for Combat

Posted: Mon Sep 18, 2006 11:34 pm
by sehracii
Magic Brute
-uses heavy armor (sans helmet), high parry desireable
-equips amps, preferably ones that look like boxing gloves
-taunt, increase damage, accurate attack
-training of some magic important to wear high Q amps, pick whichever magic you like as a backup skill.
-needs create sap crystal
This is a tank that uses hand-to-hand melee as default attack. But to spice it up, enchants the boxing gloves (amps) with elemental spells from a friend. Best amps would be high elemental power, good sap load. The brute rushes into the battle and gets the creatues attention and just punches its lights out. Hand-to-hand itself is poor damage, but that's where the enchants come in. Periodically strike the enchant for a special fire punch or poison strike. For added RP fun, connect it to a macro that shouts something like "Electric Fist!" as you fire your electric spell enchant

Notes: Don't have to raise elemental yourself, get a friend to make the enchants. They want to use max time credit and max range credit since you'll be firing it instantly in melee range. For amps, choice sha can give you 100% power, since choice is limitless dig a pile of it and have a crafter grind some out with a rubarn tool until it boosts to 118% power ;)
Edit: Wrong info, forget the sha business. You need critter eyes, lots of eyes!

Re: New Ideas for Combat

Posted: Mon Sep 18, 2006 11:39 pm
by iphdrunk
sehracii wrote: For amps, choice sha can give you 100% power, since choice is limitless dig a pile of it and have a crafter grind some out with a rubarn tool until it boosts to 118% power ;)
Sorry to nitpick :) (dare I say, again?) sha raises the speed :D using rubbarn you'd get a 113% fast amp, to be used in .. enchants?

Re: New Ideas for Combat

Posted: Mon Sep 18, 2006 11:41 pm
by sehracii
iphdrunk wrote:Sorry to nitpick :) (dare I say, again?) sha raises the speed :D using rubbarn you'd get a 113% fast amp, to be used in .. enchants?
LoL, sorry, you're right. I don't do amps (in particular I don't do elemental), but just looked quick and read it wrong. Would take more effort then to get good power, but effort is fun.

Re: New Ideas for Combat

Posted: Tue Sep 19, 2006 12:29 am
by acridiel
zangan wrote:I'm sorry for upsetting anyone.

The reason I started the thread was to give people some ideas of other kinds of combat styles. (note the 'styles and for combat)


Please forgive my ignorance and continue posting ideas!
Who´s upset? Certainly not me?
If it sounded like I was, I appologize once again, for english not being my native langauge and sometimes maybe missing its finer points and maybe not using smileys enough to indicate that I´m NOT upset :p

CU and keep it up!

Acridiel