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What's unique to each guild? 03/09/2015 03:50 PM CDT
With the upcoming F2P, it looks like I may be able to convince some friends to try out DR, and I'm going to start a newbie alt to level with them. To help their class selection, and mine, I'm trying to create a simple list of why to choose a guild. Here's my stab at it. Recommendations? (Keep in mind the audience isn't really thinking about 2 years down the line).



Barbarians
Selling points:
* Best single target offensive class.
* Strong defensive class.
* Answer to every single combat situation.

Reasons to avoid:
* More or less a solo class.
* Not a lot of reason to spend time in social situations.
* Multiple weapons are more or less redundant if you don't buy into the flavor messaging.
* Limited to no exposure to the scroll system.

Bards
Selling points:
* Best all around class (combat + social + group support + ) with a good mix of utilities to fit most situations.
* Strong crafting potential.
* Buffs to all aspects of the game available via abilities or scrolls.
* Relatively easy to level.
* Access to some warrior mage spells without sorcerous backlash.

Reasons to avoid:
* Many buffs and debufs conflict with each other.
* The best debuffs come much later in progression.
* Plays like a caster, but it has fewer spell slots.
* You'll train abilities that you'll never use except for leveling.

Clerics
Selling points:
* Excellent utility class with a unique support function (helping the dead, removing curses)
* Best combat class against undead, and very strong against the living.
* Unique buffs, solo resurrection, unique casting style
* Strong situational support abilities
* Mitigates several defensive penalties with spells
* Can use some paladin magic without risk (not much to choose from though)

Reasons to avoid:
* Devotion isn't a great skill to train early on, especially if you can't travel between provinces.
* Bad choice if you don't like quests or RP
* You'll suffer a penalty to 2-3 of your magic skills in exchange for a buff to two others (you pick).

Empaths (NOT F2P)
Selling points:
* Excellent support class with a unique ability (healing others).
* Can completely avoid combat and still excel in the game, if you're into that sort of thing.
* Can use some ranger magic without risk.

Reasons to avoid:
* Bad if you want to help others.
* Worst offensive capability of any class, and combat is very difficult to level.
* The best experience path still has you in combat.

MoonMages
Selling points:
* Magic is not room dependent (any room is as good as another)
* Strong support class with a unique ability (teleportation)
* Better survivalist abilities of most casters
* Unique ability to boost (enhance) or curse (weaken) certain skills
* Does not require combat to level, but has the option.
* Will eventually be able to use trader magic without risk.

Reasons to avoid:
* Some abilities are restricted by F2P (teleportation to other provinces, shadow servant for carrying goods)
* Magic is not room dependent. On a bad magic day, you're just going to have a bad day.
* Many spells are dependent on the moons or time of day.
* Fewest offensive and defensive boosts of all of the casters.

Necromancers (Not F2P)
This is not a beginner class.

Paladins
Selling points:
* Strongest defensive capability of any class.
* Tied or exceeds the barbarian in progression from one creature to another.
* Unique abilities to to aid others (glyphs - protect weapons and armor of the dead - including yourself with enough skill)
* Can use some cleric spells from scrolls without risk in addition to some defensive magics

Reasons to avoid:
* Some would say this is boring as you are greatly reducing your ability to die.
* If you aren't a law abiding citizen (such as training thievery)
* Spends a majority of time in combat situations.
* Not the strongest magic user.

Rangers
Selling points:
* Strong mixture of offensive and defensive abilities
* Animal companion (raccoon, later wolf) that can fetch and deliver items, or carry small messages.
* Eventually learns the ability to shoot bows from hiding.
* Uses some empath magic (not healing spells)

Reasons to avoid:
* Must spend a large amount of time in the wilds. Not a great social class.
* Many of the spells are designed to help bowmanship. You can choose not to use a bow, but it makes rangering less engaging IMO.
* Your hunting choices are primarily determined the ability to skin your foe.

Thieves
Selling points:
* Unique abilities that center around stealth.
* Can eventually snipe from hiding with a cross bow.
* Unique "magic" system focused primarily on passive self buffs.

Reasons to avoid:
* Not the most intuitive class.
* Your hunting is primarily determined by the availability of boxes to disarm.
* Some of the hardest skills for new players to trains (thievery)
* Not the most intuitive guild to find.

Traders (Not F2P)
Selling points:
* Unique money making system involving caravans, trading contracts, and commodities markets.
* Moderately strong defensive potential.
* Unique support function (selling gem pouches, running shops, eventually entering restricted stores)

Reasons to avoid:
* Not really a social guild as you're most likely either hunting or running the trade routes
* Magic system has not yet been implemented. Few active abilities until then.

Warrior Mages
Selling points:
* Best potential for AOE damage.
* Unique ability in familiars (summoned companions that can scout, talk, or carry things for you)
* Thematic spells that let you focus on an element (earth,fire,water,air) for RP purposes or flavor
* Can use some bard spells without penalty

Reasons to avoid:
* Not a high utility class.
* Limited defensive capabilities
* Not a great stealth, support, or defensive class.
* Lots of redundancy in the spell books (Several ways to kill the cat that matters more at high levels)
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Re: What's unique to each guild? 03/09/2015 04:13 PM CDT
I like this thread, I hope it can produce good discussion without turning into a pissing match.

You said this about Warrior Mages:

>> * Limited defensive capabilities
>>* Not a great stealth, support, or defensive class.

While it's true their skillset placement doesn't lead itself to defensive prowess, they are one of the few guilds that can buff every defense and reflex, which helps.

If it's a weakness for WMs, it's definitely a weakness for clerics which share the same skillsets.
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Re: What's unique to each guild? 03/09/2015 04:35 PM CDT
I agree with everything but the "solo class" thing for Barbs. IMO, pretty much every class these days is solo unless you want to interact with people. If anything (and I saw you did this, too), I'd focus more on which guilds are better at helping others if you're inclined for that.

(And while not part of the F2P model, I'd label Necros as the epitome of solo class because it pretty much forces/enables it. So maybe that's a pro and con? Hah.)



Uzmam! The Chairman will NOT be pleased to know you're trying to build outside of approved zones. I'd hate for you to be charged the taxes needed to have this place re-zoned. Head for the manor if you're feeling creative.
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Re: What's unique to each guild? 03/09/2015 04:36 PM CDT

> If it's a weakness for WMs, it's definitely a weakness for clerics which share the same skillsets.

Good call. This is the reason I wanted to send this to the community before I sent it to my friends. (Elanthipedia can be overwhelming to a first-time user).

So comparing the two, it looks like WMs have buffs to armor, TM resistance / reflect*, reflex, evasion, balance, parry, stamina recovery, strength, stamina, elemental resistance or nullification*, shield*, and agility*.

Clerics on the other hand have buffs to perception, balance, spirit, charisma, TM*, shield, evasion, defending, strength*, reflex, agility*, wisdom.

I was thinking of hex as a defensive ability since you debuff the offense of your foe, but maybe that isn't fair. Either way, you're definitely right. Warrior Mages are not defensively challenged.

*esoteric - not newbie friendly.
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Re: What's unique to each guild? 03/09/2015 04:39 PM CDT

> > IMO, pretty much every class these days is solo unless you want to interact with people.

I called a barb a solo class because they have little reason to interact with others via the skillset. Lores, for example, benefit heavily from classes. Magics (while trained better in combat) don't have to be. A young barbarian is highly encouraged to spend pretty much every waking moment in combat. It fits the class theme.
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Re: What's unique to each guild? 03/09/2015 04:41 PM CDT
>>I called a barb a solo class because they have little reason to interact with others via the skillset. Lores, for example, benefit heavily from classes. Magics (while trained better in combat) don't have to be. A young barbarian is highly encouraged to spend pretty much every waking moment in combat. It fits the class theme.

Yeah, but you can still go hunting with friends and stuff if you really want to. Maybe if instead of saying they're solo saying something about how they're highly encouraged to spend all their time in combat?



Uzmam! The Chairman will NOT be pleased to know you're trying to build outside of approved zones. I'd hate for you to be charged the taxes needed to have this place re-zoned. Head for the manor if you're feeling creative.
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Re: What's unique to each guild? 03/09/2015 04:44 PM CDT
<<Warrior Mages are not defensively challenged.

Correct, with the one exception being stat contests. They don't have any SvS spell barriers and end up relying on Lay Ward. But considering their whole defence suite, that's pretty much only a PvP issue and is a relatively minor gap. I think there was some preliminary talk about giving them an SvS barrier that was either fortitude or reflex based, but I think it got back-burnered due to attitude or something.



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Re: What's unique to each guild? 03/09/2015 05:09 PM CDT
Reason to avoid F2P Thieves: Must buy passports to access abilities that you will need to train your magic skills.

~Engineer Ascot Ryuzzaki, Tinkerer of Elanthia
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Re: What's unique to each guild? 03/09/2015 06:03 PM CDT
That's a pretty great list! If I may offer some opinion...

Moon mages DO pretty much need combat skills to level now due to magic requirements, unless you want to be bound to classes for leveling. We can only neglect one magic skill, which is generally going to be either sorcery, debilitation or TM... so at least one of the combat-only magic skills will be required.

Also I think on the selling points, moonies can be a great social class since we can find and talk to almost anyone anywhere eventually with the right spells and skills. (I don't believe locate, thoughtcast, and SHM will be restricted by F2P.)




I like to imagine that the popping sound of PD is kind of like the fire swamp.
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Re: What's unique to each guild? 03/09/2015 06:06 PM CDT
<<(I don't believe locate, thoughtcast, and SHM will be restricted by F2P.)

SHM will be, but only indirectly via needing a passport to do the quest.



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Re: What's unique to each guild? 03/09/2015 06:07 PM CDT
True but that's not a hard restriction like the astral travel quest (using astral guides).



I like to imagine that the popping sound of PD is kind of like the fire swamp.
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Re: What's unique to each guild? 03/09/2015 06:18 PM CDT


Can mostly speak to rangers.

Companions are't really a selling point, because...companions. But I get that it is something that sounds like a selling point. I don't think our spells are geared towards bow use. STW boosts ranged, not just bows. Grizzly maybe you have a case for because of knockback.

Jalika
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Re: What's unique to each guild? 03/09/2015 06:18 PM CDT
>>I think there was some preliminary talk about giving them an SvS barrier that was either fortitude or reflex based, but I think it got back-burnered due to attitude or something.

If/when you guys want to have a civilized thread about SvS barriers, I'll be there.

For future reference, things that quickly cause me to lose interest in threads:
1) Unfunny hyperbole
2) Direct insults
3) Smurfs

-Armifer
"In our days truth is taken to result from the effacing of the living man behind the mathematical structures that think themselves out in him, rather than he be thinking them." - Emmanuel Levinas
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Re: What's unique to each guild? 03/09/2015 06:20 PM CDT


> Jalika

Thanks for the feedback. I'll admit that I haven't played a ranger in years. What would you say are the selling points?
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Re: What's unique to each guild? 03/09/2015 06:29 PM CDT
<<For future reference, things that quickly cause me to lose interest in threads:
<<3. Smurfs

http://d2ws0xxnnorfdo.cloudfront.net/meme/5215.jpg



Elanthipedia - https://elanthipedia.play.net/mediawiki/index.php/Main_Page
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Re: What's unique to each guild? 03/09/2015 06:48 PM CDT
> Empaths (NOT F2P)
> Selling points:
> * Excellent support class with a unique ability (healing others).
> Reasons to avoid:
> * Bad if you want to help others.

<squints> You lost me.

-Aislynn
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Re: What's unique to each guild? 03/09/2015 07:50 PM CDT
>Reason to avoid F2P Thieves: Must buy passports to access abilities that you will need to train your magic skills.

Ya, I just looked it up, the crossing tree has 1 utility trainer in it, and it's Liberate (circle 35 and at the end of the tree).

If we discount ambush choke because it's less than useless as a training tool, that means you have access to guile as early as 20.

Which means on paper you should be able to level up. You don't 'need' a second magic until after 30th.

I mean, it's less than ideal, and I've railed on the structure of the khri spread for a while, as well as debilitation training.
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Re: What's unique to each guild? 03/09/2015 09:29 PM CDT


> * Bad if you don't want to help others.

Thanks. Fixed.
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Re: What's unique to each guild? 03/09/2015 11:08 PM CDT
To answer about Ranger selling points:

There really aren't any that stand out.

I can tell you Rangers are also in combat most of the time, like barbs. Several survivals are linked to combat.

They have some decent combat spell buffs and debuffs, but they've been nerfed so much it is hard to actually say magic is a selling point.

ONE selling point for sure is DUAL LOAD that thieves also get too. SNIPING is a selling point. I'd just simplify that as *Unique Bow Abilities*

The Ranger bonus to survival(being in the wild) fluctuates so fast up and down that this is not a selling point. And most of the true nature rooms are in combat zones.

Companions are definitely NOT a selling point. The Scouting system is definitely NOT a selling point.

I'd argue the only selling point for a Ranger is unique bow abilities, but those abilities do not even become an option until later in the game anyway.
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Re: What's unique to each guild? 03/10/2015 12:26 AM CDT
Pretty sure that Snipe by any guild is fine with any bow (crossbow or bow).

---
"I think anything that forces you to do something no sane adventurer would do just in order to train is ridiculous."
DR-SOCHARIS

---
Victory Over Lyras, on the 397th year and 156 days since the Victory of Lanival the Redeemer.
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Re: What's unique to each guild? 03/10/2015 12:41 AM CDT
I thought it went further and works with any loaded missile weapon, including the various slings?



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Re: What's unique to each guild? 03/10/2015 01:41 AM CDT
Epedia:

This ability is restricted to Survival-prime guilds (Ranger, Thief and Necromancer) of at least 40th circle.
Thieves and Rangers can make use of this ability with missile weapons.
Rangers may combine this ability with dual load to snipe a single target with two missiles simultaneously.
Necromancers use a Targeted Magic spell that allows them to effectively snipe with magic.
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Re: What's unique to each guild? 03/10/2015 02:39 AM CDT
Under Cleric you say:

>>You'll suffer a penalty to 2-3 of your magic skills in exchange for a buff to two others (you pick).

Can you expand on this? It's not something I'm aware of.
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Re: What's unique to each guild? 03/10/2015 05:04 AM CDT
>>Can you expand on this? It's not something I'm aware of.

From the Pedia: https://elanthipedia.play.net/mediawiki/index.php/Cleric_3.0

Alignment

Clerics can align themselves to a specific deity. Of five possible skills (Augmentation, Debilitation, Utility, Warding, Target Magic), each deity will bonus the two skills listed by 15%, and penalize the other three by 15%.
There is a 6 hour cooldown between aligning to a deity.

Samsaren
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Re: What's unique to each guild? 03/10/2015 06:47 AM CDT
Clerics:

Theurgy is a pain in the butt to train.

Thieves:

I'm pretty sure thieves can snipe with bows or crossbows, I'm not sure about slings.
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Re: What's unique to each guild? 03/10/2015 07:25 AM CDT
You can snipe with slings.
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Re: What's unique to each guild? 03/10/2015 07:27 AM CDT


I think it should be clarified that Empaths are fully capable of advancing without relying on healing others. Offensively they are certainly no Warrior Mages, but two manipulated critters and a GS with an Empath supporting is more than capable of killing at a reasonable clip. That, of course, requires some circling to attain, but all these perks do.

In terms of 'skills that are a pain to train', I truthfully think none of them are really that bad. Theurgy is a pain early on, but once you get Merauds Commune at 30th (I think?) everything is a breeze. Certainly this is information worth passing onto a new player, but it's not like it's going to be a perpetual painful grind. I also think Astrology is super tricky to move before 10th when you get event prediction, though even that's a fairly considerate time sink to keep it moving.

Honestly, I think the thematic feel of a guild is the biggest selling point. Barbarians and Paladins each have a high combat and high gear emphasis, but both thematically feel quite different. Clerics and Warmies have the same skill sets, and fairly similar in scope magical suites (one emphasizes defensive buffing, the other emphasizes offensive magics, but both have potent defensive buffs and potent offensive magics), but thematically feel quite different.

I think the OPs list is pretty on point, but I would emphasize in conversation with newbie Commoners who really have never played the game to 'go with their guts' on what sort of vibe they're after. Like the idea of an esoteric mage that explores and bends strange forces to their will, and aren't super interested in living in combat? Moonies might be for you! Want to beat stuff up with weapons and roar in fury? Barbarians! Huge armor clad tanky dude? Paladin!

Obviously there are balance issues or such that we as older players are going to have in mind when recommending things, but that's after more than a decade of game experience and reflection.
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Re: What's unique to each guild? 03/10/2015 09:29 AM CDT


> I'm pretty sure thieves can snipe with bows or crossbows, I'm not sure about slings.

Are there still restrictions on where you can snipe? Last I knew, rangers could only snipe out of town and thieves in town.
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Re: What's unique to each guild? 03/10/2015 09:39 AM CDT
> In terms of 'skills that are a pain to train', I truthfully think none of them are really that bad.

Here are my thoughts. Tell me where I'm wrong.

* Theurgy is going to be extremely difficult to someone who doesn't have coin for holy items, and doesn't have a password to get all of the altars.

* Thievery is very punishing when you fail.

* Locksmithing is always hard if you aren't killing box dropping creatures fast enough.

* Weapon skills are painful initially due to the fatigue and RT. This is especially true for low level characters and very heavy or unwieldily weapons.

* Astrology is tough because you can accidentally debuff yourself in a skill you only have a few ranks in.

These probably don't count since they're not FTP

* Empathy is difficult early on as you must find someone to heal. Classes are an option, but they teach poorly.

* Necro magic before you have the money and ability to pick up non-necro spells.

> I would emphasize in conversation with newbie Commoners who really have never played the game to 'go with their guts' on what sort of vibe they're after

This may be the best idea yet. In the end, most guilds are fairly similar and every guild can really do almost anything thanks to DR's design (My first character was a heavy plate wearing warrior mage who trained a dozen weapons). That's what makes DR great.
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Re: What's unique to each guild? 03/10/2015 10:04 AM CDT
>>* Weapon skills are painful initially due to the fatigue and RT. This is especially true for low level characters and very heavy or unwieldily weapons.

I'm not sure how true this is in practice. Lately I've been playing several noob characters, one with a giant claymore straight at 1st circle. RT is an issue, but I'm finding the kills-over-time in rats to be roughly the same as my characters with smaller weapons. Fatigue can be an issue, but is less so when you're sitting there for 9 sec. between each swing.

>>* Astrology is tough because you can accidentally debuff yourself in a skill you only have a few ranks in.

Astrology buffs/debuffs are percentages instead of absolute ranks (this is why nooblers always predict "cold"), and have been for many many years now. You can't zap yourself with obscene knowledge or crippling penalties anymore.

>>* Thievery is very punishing when you fail.

Sort of. I think PCs in general need to be taught to go slow with Thievery. Punishments accumulate based on your rep sheet, but your priors are forgotten over time. With a clean sheet, even up to 10th circle my Thief was getting sent to the stocks instead of having to pay fines.

-Armifer
"In our days truth is taken to result from the effacing of the living man behind the mathematical structures that think themselves out in him, rather than he be thinking them." - Emmanuel Levinas
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Re: What's unique to each guild? 03/10/2015 12:13 PM CDT


>Theurgy is going to be extremely difficult to someone who doesn't have coin for holy items

Eh, dance, pray, kiss, and clean (water being available with Eluneds at... 5th?) are all fine. You're also not really tanking your devotion much as a Cleric early on, and I believe COMMUNE SENSE teaches up to ~30 ranks or so.

>Empathy is difficult early on as you must find someone to heal. Classes are an option, but they teach poorly.

Powerwalking is a thing, and you can manipulate around 50 ranks of Empathy.

>Necro magic before you have the money and ability to pick up non-necro spells.

Necromancers should pick up MaF. Other than Warding, they can train all spells. They just have to be, not surprisingly sneaky about it. This is a fine thing. Warding is the only skill that is impossible for a Necromancer to easily train, though with MaF or GAF you're fine.

Everything else you linked isn't actually a guild skill. Yes, some guilds will have a harder time training them, and some can be tricky if you don't know what you're doing, but by in large nothings too unforgiving.

>This may be the best idea yet. In the end, most guilds are fairly similar and every guild can really do almost anything thanks to DR's design (My first character was a heavy plate wearing warrior mage who trained a dozen weapons). That's what makes DR great.

Agreed, though I think it should be emphasized that some guilds can do some things better than others. Plate wearing Warmies may have a harder time of things initially than cloth wearing Warmies. I don't think the point should be to discourage players from working towards whatever goals they may have, just providing information for how to reach those goals effectively, and what may prove difficult about it. For example, a new player that decides they want to RP a stealthy evil Paladin that grinds the bones of orphans and robs banks to give to the poor might have a hard time with things.
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Re: What's unique to each guild? 03/10/2015 12:21 PM CDT
>>Powerwalking is a thing, and you can manipulate around 50 ranks of Empathy.

Powerwalking for Empathy is infeasible until around 80 Attune/Empathy. For a noobler Empath, it really is class, heal, or bust. It's something I want to come back to and figure out how to "fix," because right now I consider Empaths the hardest, most unfun guild start in the game (and I'm logged into a Necromancer as I type this).

-Armifer
"Perinthia's astronomers are faced with a difficult choice. Either they must admit that all their calculations were wrong ... or else they must reveal that the order of the gods is reflected exactly in the city of monsters." - Calvino Italo
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Re: What's unique to each guild? 03/10/2015 12:40 PM CDT
>>Astrology buffs/debuffs are percentages instead of absolute ranks (this is why nooblers always predict "cold"), and have been for many many years now. >>You can't zap yourself with obscene knowledge or crippling penalties anymore.

I have fond memories of doing this in systems that were never really designed with negative ranks in mind...

Giving myself 28 RT percing planets.
Being unable to sense anything at all about mana.
Failing to climb stairs.

Good times. Good times. I should bring that stuff back...

-Raesh

"Ever notice that B.A.'s flavor text swells in direct proportion to how much one of our characters is getting screwed?" - Brian Van Hoose
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Re: What's unique to each guild? 03/10/2015 01:04 PM CDT
I find it easier to just tell people what each guild is generally about. The kind of people who enjoy DR will be people who like fantasy type games anyway, so they’ll have some familiarity with classes. It’s also tough to put guilds into a box because many of the guilds’ perceived weaknesses are offset by spells and abilities and/or desire to train the skill ranks for it.

There’s also the story element; DR is like an interactive novel. There’s a certain science to magic in DR explained through storytelling, and some guilds’ stories may be more intriguing to certain players than others. I like to think of it as…

Barbarians are literally smashmouths. They are weapon specialists of DR, and they loathe and don’t use magic (in the traditional sense, anyway). Spartacus was sort of like a barbarian and I wouldn’t wanna mess with him, would you? That's what I thought.

Bards are the traditional area damage/debuff/support class. They have strong ties to music and performance, although their magic is not directly powered by music or sound. How's that for a mind-you-know-what? They wield elemental magic like warrior mages but they’re more Earth, Wind & Fire than earth, wind and fire.

Clerics are the holy mage guild. They can’t heal like some of the clerics of other games, but they wield very powerful holy magic that’s especially powerful against the undead. They can also raise player characters, and everybody in the game who doesn’t play one hates them except when they’re being raised by them. Even then… Man, halo sucks.

Empaths are the healers of DR but they don’t heal in the traditional sense. They take peoples’ wounds onto themselves and use their life magic to heal those wounds. Because they’re so connected to life in this way, they can’t harm any living things. They’re also the plastic surgeons of DR; they can turn boys into girls and vice versa, among other things.

Moon mages are primarily support mages and fortunetellers. They have interesting spells, like teleportation and invisibility as well as abilities that allow them to increase or decrease peoples’ skills among other things. They can also summon a shadow butler to hold their things for them and a winged shadow kitty to assist with spellcasting. Think Sylvia Browne meets David Copperfield, but, you know… real in this world.

Paladins are the armor specialists of DR. They also wield holy magic, but it’s almost an incidental part of what they do and who they are. They can buff themselves with magic, but they’re no holy mages like clerics. They get to use the heaviest armor and shields in the game. Oh… Unmatched swagger if I may be so bold. Actually, that sounds like it could be a paladin spell, maybe?

Rangers are wilderness survivalists. Practically, they’re sort of a cross between barbarians and thieves, but they wield magic much like a paladin does; they’re no mages. Rangers are quite capable of hunting their prey from the shadows or out in the open. Hugging trees is required but long hair, loose clothing and beads aren’t. It sort of is for clerics, though.

Thieves are the rogue class of DR. They lie, cheat, steal and stab people in the back, not necessarily in that order. They’re most comfortable in an urban setting, where they can easily become just another face among the crowds. Caiser Soze in leather armor.

Traders are all about the provincial leaders printed on currency, or Benjamins, whichever you prefer.

Warrior mages are the elemental nuking mages of DR. They do lots of magic damage. They’re the captain planet of DR. That’s why Erixx wears tights.

You might tell a new player, “Training XYZ skill sucks” but that may not apply in the future as the game evolves. Plus, it’s not like he or she can’t reroll.
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Re: What's unique to each guild? 03/10/2015 01:20 PM CDT


>>> MoonMages
>>> * Does not require combat to level, but has the option.

While technically true, in practice Moon Mages have defacto combat requirements. It would be hard (but not impossible via classes) to level without ever entering combat. MM's need five survival skills to level. They could choose athletics, perception, outdoorsmanship, locksmithing and first aid but training the last two without entering combat would introduce a slight challenge. Moon Mages need to train all magics except one. This ultimately means that they can only forgo one of debilitation, targeted magic and sorcery (or train all three and skip another). This pretty much means classes or entering combat (and possibly risking sorcerous backlashes eventually).
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Re: What's unique to each guild? 03/10/2015 01:26 PM CDT


> Giving myself 28 RT percing planets.

Oh man, the memories. It's off topic, but once upon a time, I was exchanging money between two AOL accounts to try out a new guild. Always thief conscious, I decided to withdraw 20ish platinum in coppers. I went to a nice secluded spot, dropped the copper, swapped accounts, and picked them up. Everything was fine until I toppled over. I started trying to stand and accrued several hours of round time. That was a fun assist.
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Re: What's unique to each guild? 03/10/2015 01:34 PM CDT
>>Failing to climb stairs.

Fear not! With enough athleticism, you climb those scripted steps so fast you become too fatigued climb the next set of them.

Damn you, Aesry!



Uzmam! The Chairman will NOT be pleased to know you're trying to build outside of approved zones. I'd hate for you to be charged the taxes needed to have this place re-zoned. Head for the manor if you're feeling creative.
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Re: What's unique to each guild? 03/10/2015 02:39 PM CDT
>>Giving myself 28 RT percing planets.
>>Being unable to sense anything at all about mana.
>>Failing to climb stairs.

>>Good times. Good times. I should bring that stuff back...

I completely, wholeheartedly agree with this Raesh!
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Re: What's unique to each guild? 03/10/2015 04:07 PM CDT
Thieves
Selling points:
* Can eventually snipe from hiding with a cross bow.
As already stated you can snipe with any aimable weapon in any environment.


Reasons to avoid:
* Your hunting is primarily determined by the availability of boxes to disarm.
I didn't see this addressed yet, but Thieves no longer are required to train locksmithing. So this is not a reason to avoid them.

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Re: What's unique to each guild? 03/11/2015 10:54 AM CDT
>Powerwalking for Empathy is infeasible until around 80 Attune/Empathy. For a noobler Empath, it really is class, heal, or bust. It's something I want to come back to and figure out how to "fix," because right now I consider Empaths the hardest, most unfun guild start in the game (and I'm logged into a Necromancer as I type this).

Oh, fair enough. It's been ages since I've done the newbie Empath thing. I guess given how high the Empathy xp gain is set on healing patients, I don't really think of Empathy as a difficult to move skill. But yeah, if at first you can't really heal much of anything, and positively must wait for classes, that sounds pretty rough. Doesn't PERC CRITTER (or the like?) teach alright at lower ranges?

>they’re more Earth, Wind & Fire than earth, wind and fire.

I lolled.
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