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#1 Baldrek

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Posted 17 April 2007 - 04:02 PM

There seem to be a lot of new people starting up DAOC for the first time, or coming back to DAOC after a long haitus.  Here are some tips/information about new features, or changed features that, playing on Hibernia/Gareth, may, or may not, be of some use to you (and yes, I am that bored):  


Hibernia Classes:  
You can find very good info about Hibernia Classes here:  http://www.camelothe...ticle.php?id=47  

Here are some of my own opinions about some Hibernia Classes:  

Vampiirs - Everone has one.  Even players that don't play Vamps as their main, have a Vamp alt.  They are everywhere.  When it comes to RvR, they are neither shunned or well-accepted, but somewhere in-between.  In the BGs, it seems easy enough to get an invite as a Vamp, but in NF it's a bit more difficult.  Vamps can't hit as hard as a caster and can't take damage like a tank, so some of the "uber" RvR-groups want nothing to do with them.  The lack of ranged DPS also generally hurt Vamps.  
When it comes to PvE, there is no better class at soloing.  Some prefer Maulers, when it comes to soloing, but I have not played one myself.  All I can say is that Vamps are *very* solid at soloing, and because the way they generate mana (they gain power when they hit with a melee weapon), they can go non-stop.  
Vamps are also a *very* strong "anti-stleath" class.  In 1v1 situations, they can handle an even-con stealther, even if the stealther strikes first.  

Animists - Since a recent patch, Animists have pretty much been nerfed to uselessness.  They're not even very good at keep defense anymore.  The DPS for Animists is lower than any other casting class, and even some melee classes.  Furthermore, many of the Animist spells take very long to cast, making them less desirable for roaming RvR groups.  

Nightshades - Also nerfed to near uselessness in the most recent patch.  Archers got a tremendous upgrade, while the Assassin classes got nothing.  RvR groups generally want nothing to do with them, and they are forced to form stealth groups, or solo.  

Rangers - The Ranger "Recurve Bow" and "Pathfinding" spec lines were both removed completely, and combined into a somewhat uber "Archery" spec-line.  Rangers (and Hunters in Mid, Scouts in Alb) are the "class of the month" and have been very popular recently.  Since this change, Rangers have had an easier time getting groups in RvR, but they are still not as desirable as a pure caster or a pure tank.  

Heros - The main Tank class for Hibernia, Heros can do some things that they couldn't do before.  They can climb walls, buff group-mates absorb rate, group purge, AE taunt ... they have some nice abilities these days, in addition to their high armor and hit points.  

Wardens - They do a little bit of everything.  They can buff, heal, fight, tank.  One thing they can NOT do, is DPS.  In PvE, a Warden's defensive abilities allow him to solo several (3-5) even-con mobs at a time, but in RvR they are absolutely no threat offensively.  A Warden's strength is in making his group better.  Every group generally wants one Warden.  Some groups want two.  



Now on to the more interesting stuff...

BattleGrounds (BG)
The two most popular BGs on Gareth are Thidraki (lvl 20-24) and Molvik (lvl 35-39).  Both are constantly crowded.  
A few things to keep in mind, regarding battle grounds:  
- The very first BG to award "Realm Points" for enemy kills is Killaloe (lvl 15-19).  In every BG lower than Killaloe, no RPs are awarded for kills.  
- There are NO bounty points awarded in ANY BG.  Bounty points are only awarded in New Fronteirs (NF).  
- Believe it or not, RvR is actually a very good way to obtain money, experience and champion-level experience.  In fact, the BGs not named Thidraki or Molvik are very good places to level-up a toon - even the drops from NPC mobs are pretty good.  

Blackfang Brotherhood have a number of characters that are committed to Thidraki and Molvik.  If you ever hear anyone mention "Project H" that is the code-name for our Thidraki stealth zerg.  Most players in BB have at least one stealther type character, with a name that begins with the letter H.  The intention is that these stealthers will *never* leave Thid.  You can read more about that here:  http://www.blackfang...?showtopic=2814  

Furthermore, several of us have "Molvik toons".  Some of them are characters that will never leave Molvik and others are just characters that are "passing through" (ie trying to hit RR 3 before leaving).  
(On a side-note, at the time of this writing, Molvik is basically owned by the Mids and is crawling with Archers - hence the "Archer Death Squad" discussions)  

We, as a guild, usually have a "Molvik night" or "Thid night" once per week, to play these characters.  



Items

In DAOC, there are generally five ways to get gear:  
1. Farm interesting areas to get interesting items.  
2. Farm aurulite and purchase aurulite gear.  
3. RvR a lot and use bounty-points to purchase uber gear.  
4. Complete your class-specific quests for "epic armor".  
5. Have Hols make you stuff.  

1. Farm interesting areas to get interesting gear:  
This is pretty standard.  At lower levels you can go to places like Muire Tomb for item drops.  At higher levels you can go to places like Darkspire or the Labyrinth for item drops.  You can also do several quests that result in armor, weapons, items.  

2. Farm aurulite and purchase aurulite gear.  
Every "Original Content" (OC) dungeon has two aurulite-only instanced dungeons.  That is, every dungeon that shipped with the original game has two sub-dungeons, which are instanced, and which drop only money and aurulite.  The amount of aurulite dropped is dependant on the size of the dungeon and also the level of the dungeon.  
Once you obtain aurlite, you can use that aurulite to purchase aurulite gear.  This gear is generally pretty solid.  It's significantly better than the Darkness Falls gear, and of course your realm doesn't have to own more keeps than other realms to purchase it.  
As a guild, we have "aurulite runs" every now and then, and are always willing to give/loan aurulite to a player in need of decent gear.  One very important thing to note about aurulite armor is that it has NO resists.  The armor and items have very nice stat buffs, but zero resists.  For this reason, some people prefer crafted armor for the BGs, rather than a set of aurulite armor.  

3. RvR a lot and use bounty-points to purchase uber gear.  
This was just introduced.  Basically, there is a merchant that sells some very, very nice gear - but you can only buy these items with "Bounty Points" - which can only be obtained by RvRing in NF.  Due to that, this is really only an option for characters in the lvl 48-50 range.  

4. Complete your class-specific quests for "epic armor".  
This is nothing new.  Every 5 levels your trainer gives you a quest that results in a pretty nice item.  At level 45, the quest results in a full suit of armor - better than the aurulite stuff.  

5. Have Hols make you stuff.  
In some ways, crafted armor is better than the class-specific epic armor.  In some ways, it's not.  The class-specific epic armor, for instance, will never degrade.  Also, the epic armor has a nice mix of stats, and since it's class-specific, it has no stats that you can't use.  The crafted stuff, however, can be tailored to whatever you want, so you can pick *exactly* what stats you want, or don't want.  

6. Hit the vault  
I guess another way to gain decent gear is to hit-up the guild vault and take whatever you need.  



Champion levels  
The first step to gaining Champion Levels (CL) is you have to be level 50.  You cannot start CLs until you are 50.  Secondly, you must have the Darkness Rising (DR) expansion in order to obtain Champion levels at all, and up to level 5.  In order to obtain Champion Levels 6-10, you must have the Labyrinth of the Minotaur (LOTM) expansion.  

Champion Levels basically work as follows.  Once you hit level 50, in addition to "normal" experience that you get for killing things, completing quests, etc - you also get something called "Champion Level Experience".  This, obviously, is what  you need to gain Champion Levels.  Every time you gain a CL, you talk to the King, in the TNN throne room, and he grants you your CL.  When you obtain a CL, you get extra hit points and one Champion Level "Point".  At CL 5 you have 5 points, at CL 6 you have 6 points, and so on.  

What you spend these points on are abilities from any base classes other than your own.  For example, all Heros start out as "Guardians" - so a Hero with Champion Levels could use his CL points to train in abilities from any of the other "base" classes (Naturalists, Foresters, Mages, Stealthers).  Thus, if our Hero trained in some "Naturalist" abilities, he could do things like heal and buff.  If he trained in "Mage" abilties, he could cast nukes and DoTs.  

Most (all) of the abilities gained by training with CL points are useful, but not overpowered.  Going back to our Hero, he could reduce down-time by healing himself and others, but if he tried to heal during combat, his heals would be too minor to make any difference in the outcome.  That's not to say none of the abilities aren't useful in RvR - some of them are - but they are not overpowering.  



Free Levels  
First of all, let me explain how a free level is calculated:

Free level does not actually give you a free "level" - what it does is give you a fixed amount of experience points. The amount of experience points is calculated only on one factor: Your current level when all requirements are met. It does not factor in whether you are .1 or .5 or .9 into a level. It only counts two things:
1.  Have the requirements been met?
2.  If yes - what is the player's level?

That's it. There is no difference in the xp you will be get if you are 45.99 or 45.01.

So, if you use a free level to go from lvl 43.5 to 44.5, for your next free level, you don't need to get to 45.5 - you just need to get to 45.

Example One:
You are level 40.
You have 3 days and 1 level needed for your free level.
You gain one level. You are now level 41.
3 days then go by.
The moment the clock strikes 0 (for your freebie), the amount of xp you will receive is calculated. In this case, it's exactly the amount it would take for you to go from 0xp in 41 to 0xp in 42. THIS AMOUNT DOES NOT CHANGE.

Sub-Example:
Say that, you went to lvl 41.8 in the three days (see above), the xp reward is still the same. But because it takes more xp to go from 42 to 43 than it does to go from 41 to 42, you would not be leveled to 42.8. It would be closer to 42.7.

Example Two:
You are level 40
You have 3 days and 1 level needed for your free level.
3 days go by.
After 4 days, you get in a PL group and level to 41, continue playing and then level to 45.
The moment you hit lvl 41, because the "time" (hours and days) has expired, your xp is calculated. You *still* get the amount it would take to go from 0xp in 41 to 0xp in 42. That xp amount would be awarded to you when you visit your trainer.  

Example Three.
You are level 44.99
You have 3 days and 0 levels needed for your free level.
3 days go by.
You level from 44.9 to 45.89 with your "free level".
You go through a TD and level from 45.89 to 46.0.
You are now elligible for another free level once the time requirement has expired. You have MET the "1 level" requirement.

Edited by Baldrek, 18 April 2007 - 12:08 AM.

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#2 Tergon

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Posted 17 April 2007 - 04:16 PM

You must be really, really bored.

Surprised you didn't write up Bards and Druids.
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#3 Baldrek

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Posted 17 April 2007 - 04:17 PM

I may add something about Bards ... I don't really know enough about Druids.  I still have to add info about port-stones and mounts, but will do that later.
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#4 Tergon

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Posted 17 April 2007 - 04:31 PM

I know what you can add about Druids...

"If you've ever played a Midgard healer, don't play a Druid. It will just depress you."
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#5 Baldrek

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Posted 17 April 2007 - 04:39 PM

Just for Tergon....

Druids can do two things that Midgard Healers are not able to do:  
1. Buffs  
2. Spell damage  

Hibernia Druids cannot, as Tergon is so eager to point out, mez or stun.  They can, however, root, do damage, own pets and can buff.  So if you like hurting things, and pet classes, a Druid might be a lot more fun than a Mid Healer.  

Basically, both classes can do up to 2 things well.  Tergon will tell you that the Midgard Healer is uber because you can have a primary healer and primary mezzer all in one class.  What he will NOT tell you is that, if you want buffs, you have to bring a Shaman - whereas with a Druid, he can handle heals and spec buffs, but if you want mezzing, you have to bring a Bard.  

And then there is speed ... Bards also can handle that.  In Midgard you have to add a Skald.   Soo....

For Speed, Mez, Buffs and Heals you need
Midgard: 3 toons (Healer, Shaman, Skald)
Hibernia: 2 toons (Druid, Bard)

:D

Edited by Baldrek, 17 April 2007 - 04:51 PM.

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#6 Gunn

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Posted 17 April 2007 - 04:48 PM

My take on druids.  Keep in mind my experience is limited to RR2l8 in molvik.

Druids

Druids are the primary healers in Hibernia, they have 3 spec lines that are useful and provide many useful variations.  The spec lines are Regrowth: heals, insta heals and spread heals.  Nurture: attack speed, Str/con, and Dex/Qui buffs and Nature, pets, roots and dots.  Pets are currently bugged and randomly reset to passive mode making their usefulness somewhat limited.  Regrowth and Nurture are always wanted in groups for the heals and the buffs. Nature provides a way to help protect other healers and casters in your group. High Nature spec can also make the druid a decent pve soloer

In general a druid will have one primary and one secondary spec line and sacrifice the third.

Playing a druid in RVR is concentration intensive.  To be effective you have to be aware of all your group mates, your relative position to the enemy as well as the local environment.
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#7 Gunn

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Posted 17 April 2007 - 04:53 PM

View PostBaldrek, on Apr 17 2007, 02:39 PM, said:

For Speed, Mez, Buffs and Heals you need
Midgard: 3 toons (Healer, Shaman, Skald)
Hibernia: 2 toons (Druid, Bard)

:D

We are still short AE stun though.
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#8 Tergon

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Posted 17 April 2007 - 05:09 PM

And insta AE stun  :rolleyes:

Edit: oh, and you forgot about the healer's purity of mind.

I admit it, I think they're the uber healing/cc class.

I like to think of it this way....when forming a group, would you rather have

a) a toon with all the heals, who can also either root and insta root things OR give you spec buffs and baseline buffs, or

B) a toon with all the heals, who can also mez (insta, aoe insta), stun (insta, aoe insta), baseline buffs, and Purity of mind (not to mention the single target root they also have)

edit: how in the hells do you make a "b" followed by a close parenthesis???

Edited by Tergon, 17 April 2007 - 05:14 PM.

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#9 Baldrek

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Posted 17 April 2007 - 05:19 PM

View PostTergon, on Apr 17 2007, 03:09 PM, said:

edit: how in the hells do you make a "b" followed by a close parenthesis???

I put a space between the "b" and the ")"  

Also ... in a group I would rather have ALL of those things!!  :D
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#10 Hols

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Posted 17 April 2007 - 10:16 PM

Baldrek, thats a great write up.

2 things
  • Frist Battleground that you can gain rps is Killaloe, levels 15-19, 1-150ish
  • Second Maulers can be better than Vamps in PvE depending on the situation

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#11 Baldrek

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Posted 18 April 2007 - 12:10 AM

View PostHols, on Apr 17 2007, 08:16 PM, said:

Baldrek, thats a great write up.

2 things
  • Frist Battleground that you can gain rps is Killaloe, levels 15-19, 1-150ish
  • Second Maulers can be better than Vamps in PvE depending on the situation

Thanks, Hols - edited and updated.
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#12 Biarnen

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Posted 20 June 2007 - 02:30 AM

Valewalkers:  Very solid PvE characters, can also solo well and make generous contributions to the group.  Amazing damage, castable aoe disease, disease proc, side and rear stuns, lifetap, two instants to interrupt, access to group anti-magic RA and mastery of concentration make a nice anti-caster character.  Not the sturdiest fighter, they are very flexible and interesting to play.  Nice rr5 ability as well (500 point, 50% group ablative; ten minute duration/ten minute recast).

Mentalist:  Two specs (effectively), mana and light.  Light gives a strong spec nuke, strong aoe nuke, excellent pet charming ability.  Mana gives power regen, DoT spells (a stackable spec and baseline version), and area DoT spells.  The 'RvR' spec (feel free to debate this, or just ask Nymeria which spec she likes more :P ) is 46 light/28 mentalism.  The mentalism gives you a single-target mezz of decent duration, a demezz (very handy for your busy bard to have a backup demezzer), and a 300-odd point heal that costs practically no power.  They also have access to static tempest.

Blademasters:  Light tank of Hibernia, with strong damage output and decent survivability.  No fury (Hero magic damage reducing shout) means casters can cook you easily, but a good suit can let you break 3k hit points with a solid nurture druid behind you.  Charge gives you the ability to stay on a target, keeping the interrupts up and demanding heals from a healer (since you can't be dealt with by mez/root/stun/snare).  Triple-wield lets you spike damage pretty well, flurry isn't 'that' much extra but every bit helps.  The rear snare style (which should be spammed, not used as the first in your rear chain) helps keep targets in range even if you're diseased and they're not.  Spearos like blademaster buddies.  

Eldritch:  The uber caster.  No, seriously.  Light/mana spec (46/28) gives you- red nearsight, strong spec nuke, aoe dex/qui and str/con insta debuffs, single/aoe disease, single/aoe snare nuke, short-duration aoe mez (the 'oh *&^#!' mez <grin>), and a pbaoe that will clear pets reasonably well.  Mana/light spec (50/20) gives you- red aoe str/con debuff (ouch for enemy tanks), single/aoe disease (larger radius than the light/mana spec), single/aoe snare nuke that actually does appreciable damage!, green nearsight (used mostly as a long-range interrupt), single target dex/qui debuff, and an absolutely brutal pbaoe.  Void, while not 'my' favorite, can frontload damage pretty well on enemy casters and just-rezzed people, has an aoe nuke and gtaoe for keep situations or clumped enemy casters, and can get either the blue nearsight and 21 second aoe mez (from light subspec) or the same single/aoe snare nuke and disease options the light/mana eld gets.   This guy is packed with utility AND damage, so much so that you can always find different things to do or ways to fight with him.  (or her, for fairness!)  

Bard:  Ask Hols about barding. :P

p.s.  aoe stun to be used almost exclusively for bomb groups and the insta version of it to set up for a hard mez if your instamez is down on inc.

#13 Mort

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Posted 12 July 2007 - 12:15 PM

Enchanters: Good for powerleveling and they are GREAT at locating archers since they always shoot at the guy with the pet first :P

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