View Full Version : Coming back
Sledge65
04-18-2006, 09:21 PM
I bought the new expansion and never installed it. Why?
I played WoW. Fun game until you hit 60. Then It became EQ's little sister.
If I remeber right, there were never any 40+ raids in AC nor was it a loot race(unless you count stuff like the giant manoga(sp*) at the end of beta). These memories are from when AC first came out and up to Dark Majesty.
Plus you could solo better in AC. Great character development too.
I only have one question. Are pure melee, non-magic using builds viable these days?
Thanks for any info. Nice to see a game that's 12.95 instead of 15 bucks too (though it's only 2 bucks, but hey it's cheaper than WoW).
Thadda Al-Munik
04-18-2006, 10:25 PM
This month's patch has weapons that cast gossamer flesh on creatures. it has a spellcraft of 400, so it can land on a lot of baddies. Use that and whip out your rend weapon if appropriate and you own. They are called princely runed weapons, and can be found in steel chests thus far as I know of. They have no wield requirement as of now, so come now when the getting is good
Come to SC and look up Fenix reborn or Gaffman. We'll set you up, plus I have a nice set of armor and items to give away to a vassal :) School ends soon so I'll be on like everyday after may 10th
An Adventurer
04-19-2006, 12:33 AM
I only have one question. Are pure melee, non-magic using builds viable these days?
Its hard, but it is possible to play with no magic. Its much easier to play using only item magic.
If you want to play no magic, here's two templates you could try:
1) 100 strength, coord, quickness. Specialize Arcane lore, melee defense, and whatever weapon you want to use. Train healing. Later, train and then specialize missile defense. Also later, train cooking and lockpick.
With spec'd melee and missile defense and the stats to back them up, you will be able to use some pretty good covenant armor. Arcane lore will be how you buff (by activating spells on equipment), and the high melee and missile defense will help with activation requirements. Healing is obvious. Cooking and lockpick are optional, but they can help. Cooking has new food called rations. There are regular and elaborate. Elaborate rations heal 100 stamina, and they can be spiced to restore health or mana as well (70 or 75 points when its health or mana). Lockpick will help if you are into stealing stuff :D
2) 100 strength, coord, and focus. Specialize arcane lore, melee defense, weapon. Train healing. Later specialize magic defense. Also later train cooking, missile defense, lockpick, and weapon tinkering. If the 64 credit allows it, also specialize missile defense.
With 10 quickness your melee and missile defense will be lower. However, the 100 focus will mean maximum arcane lore. It will also help with magic defense. 100 coord/focus will mean maximum healing, lockpick, and cooking. 100 strength/focus will mean maximum weapon tinkering. So with this template you will take more damage (because you evade less) but you will resist magic more, heal more easily, activate higher level spells sooner, and have better crafting skills.
There are two main problems with no-magic characters
1) no item magic. While the lack of portal spells only means slightly longer runs, the lack of weapon enchantments and banes can be very bad. Its possible to find a weapon with blood drinker, heart seeker, and defender (speed doesnt matter as 1 oak tinker will reduce speed by 50), but it could take months to get a full set of self-buffing weapons, and then attempt to imbue them. no item magic also means no banes. At lower levels its not a problem, but there comes a point where banes are no longer an option.
2) no life magic. This means you can vuln or imperil creatures. While you can get the same effect of a vuln in the form of a resistance render imbue, and imperil with an armor render imbue, you can't have both imbues on one weapon. This means there will be some creatures you can't kill that 3-school melees can.
Thadda Al-Munik
04-19-2006, 02:56 AM
In the long run, augments play a huge role. In my opinion of templates, try to near max your stats, which leaves some room for the others that will "aid" you. For example, I play a melee with specd melee, life, and axe. I have 95str, 10 end, 90 coord, 80 quick 25 foc, 30 self. I plan on revisiting this soon actually, but basically with augments, you can make an extremely versatile character.
Lancelore
04-19-2006, 06:56 AM
Hello Sledge,
Welcome back !!!!
Yes you can play a pure melee now that we have VII spells on all kind of weapons, armor and jewelery. However, consider to take item magic for the traveling and banes.
Good luck in building your char and have fun with the game.
Sledge65
04-20-2006, 12:24 AM
I made a item/dagger character, so far so good.
Stayed on TD, was my old server.
Been fighting in the Green Mire dungeon. Fought my way all the way down to what I remeber being the room with the cuirass. Opened the chest and no GMC, just a damn crown. =(
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