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ZombieGandhi last won the day on February 15 2019

ZombieGandhi had the most liked content!

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  1. What you describe for your vessel section is pretty much literally what happens when a new vessel is created: you fire it up, and it needs to be leveled; thus the exp being reset. While I kinda see where you're coming from with it, I think it fits the lore a bit more the way it is. The player is the Spirit Crow--essentially, we're ghost birds. We use dead flesh and stitch it together to battle one another for purposes and reasons that can be as selfish to the individual, to the most pragmatic of theological service. While I don't hate the idea of slapping on a more beefy brawny hard-slapping battle-arm, if we hop away from mechanics, and more to the lore--I think the current system (and the more long term idea of a slow creeping build up of power) makes more sense if you look at it from a years-from-now perspective. It might be a tall mountain to climb, but if you chose that path, by the time you get there, you're high above the others. Similar to how EVE functioned before they borked it to all kinds of hell. Your other points i agree with/feel no reason to point out. I hope you keep enjoying the game. Crowfall has a strange way of getting its hooks into, and having you spent more hours than you ought with, "What if..".
  2. To chime in, I do highly suggest utilizing general chat for some questions. The players here--no matter how salty they may seem--want the game to do well. In this, they also want new players to understand a lot of the more front-loaded knowledge of the game. The more people who stick around, are more players who people can fight against. Use your general chat, and if the game strikes you as you something you really want to sink your teeth into--find a guild that suits your gameplay desires. Even a super-small group can do a lot, and the knowledge people can provide can save you a lot of headaches.
  3. Going to take more than what showed up to stop us.
  4. With Scarlett's brains, and my beefy brawn, the two of us found a way to infiltrate into a Balance keep with them none the wiser. The stage was set; all we needed was for Chaos to apply good pressure elsewhere to ensure the keep we were in, would receive no support--after all, what could two Order folks do? Sadly, the Cinderella story did not end the way we wish, but our craftiness did culminate in a fun video.
  5. Spirit Whip (the minor discipline) does not seem to still be created equal depending on class. On some classes, it seems to work as it should--along with spreading any debuffs and the like. Others, such as the Myrmidon, it does not; nor does it whip as the others. I'm unsure if this is only on the Myrmidon, to where it's working in some manner as intended, or if it's funky on other melee classes as well. The Myrm's first three attacks do whip correctly, even though it doesn't spread any bleeds, nor debuffs of the disciplines. After the first three attacks, it only procs the whip on the third consecutive attack--sometimes. Showing a similar setup on the duelist, you'll see it whips on every attack, and does spread the debuff correctly. It also whips correctly on Assassins, and does spread their poisons. I don't have enough character slots to test every melee, so I don't know if it's just the Myrm who can't whip, or nae-nae correctly.
  6. Sounds like you're looking for a Minotaur. I cannot recommend them enough.
  7. 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.
  8. 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.
  9. I'll flail my Minotaur arms at people regardless of the scoring mechanics.
  10. 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.
  11. 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.
  12. 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.
  13. ZombieGandhi


    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.
  14. 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.
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