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ZombieGandhi

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ZombieGandhi last won the day on February 15

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About ZombieGandhi

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  1. Sounds like you're looking for a Minotaur. I cannot recommend them enough.
  2. Without any specialized skill training, you can get 4 harvesting pips in Fall. Using Harvesting Potions (of the correct resource) and Harvesting Food, along with the harvesting discipline, will get you 4 pips in Fall. If you have the Command: Harvesting passive, and are in a group, welcome to 5 pips. Getting maxed out in a specific harvesting node as well, should gain one an extra pip. Combine all this with blue or better harvesting armor in the resource of your choice, and you'll be happily harvesting in pretty much all the seasons, and piling up shiny things.
  3. I think what we've seen in the Faction campaigns, in a way, is a Dregs-like campaign. Over time, guilds have slowly filtered away into being on two opposite sides. The difference right now, in a faction setting, versus the Dregs, is guild/player control over who gets to be under whatever shared banner. I think this factional campaign style shows how important Dregs will be for this sort of gameplay, and I think like many, I'm looking forward to it.
  4. I'll flail my Minotaur arms at people regardless of the scoring mechanics.
  5. I think there are several classes that would fit your desired bill. As already mentioned the Pit Fighter (Champion promotion class) is very tanky. It wears plate, and has options to self-heal. However, I would ask what small group composition you plan/are looking to fight with. In such a smaller group setting, classes that provide extra utility can be a huge benefit to the group. For example: a Myrmidon class has a Net Pull, on a very short cooldown, and I've used this a great many times to keep melee and other targets off my groups damage dealers. The Myrmidon can be self-sufficient in the Battle Rager promotion class (though its Berserk Crash can work against you), and it wears plate; as well as other promotion classes which wear mail (which can be pretty tanky once you skill into it), as there are options for self-healing with other skills besides Berserk. Mail armor is pretty tanky once you skill into it, and it allows you a decent final damage modifier. There are many classes and promotion classes that wear mail, or plate, so it really depends on what your group looks like. Duelist promotion class of Dirge, wears plate. Assassin promotion class of Blackguard wears mail, and has self-healing through life-leach of its poisons, and barriers, and other skills. Confessor promotion class (I can't remember which one) has access to plate, at the tradeoff of near melee range for attacks, but increased damage. Some Druid promotions get mail. Clerics get mail, and you have options of healing, DPS, or a hybrid of both. Knights wear plate, and are pretty slick for keeping control of where a battle takes place--plus the Swordsman promotion is capable of being no slouch on the damage aspect. Like the Cleric, it they a shield, which means they can block: huge damage mitigation, plus CC immunity. Templars wear plate, and their block can trigger an AoE knockdown. Templars have options to spec into healing, damage, or CC. It really comes down to WHERE you plan to fight, and with WHOM. There's a lot of small scale opportunity in Crowfall, which can often lead into larger battles as both sides call in their reinforcements. If you can answer the WHERE, and then the with WHOM (your group composition, and where best you will fit), I think will better answer your question of what you might want to play.
  6. It takes perhaps, literally a second to slurp up all those shiny things. Given how stamina is a factor, and must also be regained, this extremely brief break between crushing ones preferred harvesting node, is tantamount to insignificant.
  7. CleverlyWordedBump.mp4 STC is currently on Chaos--though as a faction neutral guild, this of course may change in the future--so if you want to fight against skilled enemies (those crafty Balance elves), while having an understood core guild focus, with excellent crafters so you can cudgel your enemies all the better, give us a pester.
  8. ZombieGandhi

    Bows

    A bow on a Champion is sort of like a tank going into Grozny: sure you can do it, but it's not a great idea. The strengths of a Champion are all in the melee scrum with its built in class talent abilities and passives. The further away you build from its strengths, the less useful it becomes: meleeing on an Archer, for example. If you're up against no geared/under-geared/poorly geared players, then it may seem to do alright--but it's not quite a fair comparison in overall viability or usefulness, then if you fought against players with decent to good to great gear. Some class builds that aren't a Ranger, might take a bow for various utility purposes. In smaller group settings, this may provide group utility that might be lacking. There's also the synergy of a bow focused discipline with +Piercing damage/penetration, that works with daggers, that might help alleviate some of the damage/utility loss due to the bow discipline taking up a spot. Again, this is perhaps more useful in small groups depending on class composition, but as the group size grows, this usefulness often decreases as there's a wider variety of classes on the field, and often this means more focused classes for specific things: CC, tanking, etc. I'm all for experimentation, and putting theory into combat practice (which I think is the best way to learn), but the bow-wielding Champion focuses on none of the class's strengths, and against half-way decently geared players, I think any damage dealt would be easily ignored.
  9. When people ask me about what class they should play, I often have a couple questions to ask in return: what's the group going to look like that you're in (who are you playing with and how many, and WHERE to you plan to fight? To a less but still important degree, WHO do you plan to fight? If you're part of a smaller guild, which means a smaller group, and you're trying to get the most bang for your buck, this may help determine what class you'll want to choose. If you're wanting a front line tankyboi, with some CC potential with pulls, and the ability to rely less on a healer--perhaps your healer is new and is still learning the ropes, or maybe you don't always have a healer around, or maybe there's no healer confidence--then a Battle Rager might be a solid choice. Where one plans to focus theirs fights is just as important as anything else, perhaps even more so. Some classes excel in open field mobile combat, where for others, that might be a weakness. Some are small group v. small group bruisers, where others might really show their shiny colors in larger keep fights. I plan on expanding my Myrmidon knowledge by playing the other promotion classes (I play a Titan right now), but from what I've played of the Battle Rager before, it seemed to shine in the smaller group activities. This doesn't mean you can't bring it to larger keep fight engagements, as you or your group might be doing something specific and not attached to the main force, but the big danger to Battle Rager (hard CC) ramps up as more people join the fight. The more people there are, the higher the odds that there's going to be some hard CC in the mix. The where one fights bleeds in a bit to who one fights. The Battle Rager's class mechanic is the Berserk, which if halted before preventing the crash, spells a bad time for the Battle Rager. If your opponents have played the game for a while, and are known to not only be game knowledgeable, but also good at communication, then it's likely they might call out for hard CC to find its way to you. If your opponents have a Templar or two in the mix, and you go whirlwinding in there, it's going to be a bad day for you. Asking and answering these questions can help decide on what class you might choose to play, and where and how you choose to play it. In the end, the best way to learn about a class is to play it. Roll up that poopy basic vessel, slap some decent advanced gear on it, and get yourself into some fights. Learn for yourself how it plays, where you find its strengths to be, and where it shines/doesn't shine.
  10. While I'm glad that gold is having itself a new important resource dump (with the new discipline change), I think it would open up the market game a little more if sellers had more options in what was constituted currency. To me, one of the interesting aspects of the game is the barter system: I have X, you have Y, let's trade. This only works when both players are online, and bartering cross-faction requires that extra step of EK-hopping--which in the future, depending on how embargo, campaign locking, etc functions, might be troublesome. I think having these barter options for payment would open up greatly player trade across factions, while making it easier for smaller guilds to keep geared--while still not taking away the power of a larger guild's numbers. For example: Player X puts a suit of armor on their stall for sale. Player X can offer several options for its payment: Y number of gold; Z number of Chaos Embers; or perhaps a set number and type of legendary ore. This could also function as an actual trade post. Player X puts up a stack of blue iron ore, and instead of asking for gold, Player X puts in for its price, as a set number of purple iron ore. While gold will still be important for keeping vendors up, and sale's tax, and of course for the option of discipline purchase, I think having the option of creating a trade post-like vendor would open up in game bartering, especially where time zones or factions don't align well.
  11. If you desire evil, Nazgal, I beseech you to look no further than the 420 Elf. In their hubris and vanity, their hollow beings of self, they shaped and built a form that filled the void of the people they once were--and subjugated it. Yet that selfishness and blindness of self could not stop the Minotaur--now a people--from rising up, and casting off the yoke of their oppressors. So vile and weak, so morally bankrupt, they remain as a vestige of what once was. Even their helms, shaped after in homage to the people they built, formed, the people they wished they yet were. How deep the cut must be, when the art one creates, as art is but a refection of the self, as the Minotaur, puts them under hoof. To be bent to the will of one's own inner wants and wishes made fleshy manifest. How truly sadly the Weed Elves are. Yet take pity of their evil vanity and vile narcissistic ways, Nazgal. For they will be ground under hoof as all those who suffer from the authoritarian complex do. They desire subjugation, and such will be delivered to them, by the creation of their own wanton design.
  12. I think a lot of people are waiting for the expected full wipe/6.0 to sink their time into the game again. I'm looking forward to such a wipe, as it'll allow a lot of the newer players (especially those who want to craft) to get on a level where they feel they're useful. Nothing makes one want to stop playing a game more, than if they feel useless.
  13. I think being able to respawn in a fort while it's being attacked/capped, is a bit silly. I think there needs to be some sort of conflict/exclusion zone around such objects, where one cannot respawn at said place, until X time of Y conflict in Z parcel has passed.
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