Howdy, Stranger!

It looks like you're new here. If you want to get involved, click one of these buttons!

MMORPG.com will be down for maintenance beginning at midnight EST on Tuesday, August 30. Downtime is expected to last only a couple of hours.

Thinking of buying this game? Read here

RasereiRaserei webster, MAPosts: 1,022Member Uncommon

I will try and overview what this game is like. I love the game so it might sound a bit biased.

 

The game is massive, a large open environment for you to explore, kill mysterious creatures, find random things such as quests (There are many kinds of quests), loot (Random loot system with tons of stuff to find), find out about the lore of the land. In a nutshell, Asheron's Call 2 leaves off after the first game where the world literally was wiped out, which is why the game is very barren in AC2.

 

Classes:

 

First, you choose your race. One of the races you have to unlock via quest in-game. Each races has a primary skill tree and a secondary skill tree FOR EACH of the following: Melee, Missile, and Magic. Experience is used as a currency to level up skills and you need "skill credits" to unlock skills to start putting experience into them. It is very open ended and you can make a bunch of unique builds that fit your playstyle.

 

You can see the skill trees for all the classes/races in this calculator:  http://ac2vault.ign.com/races/xpcalc.html?human-records.js

 

Quests:

 

Quests don't hold your hand in this game. You need to talk to NPC's to see if they have a quest for you and then they either give you coordinates or they give you a direction or something neither. The thing is, questing is a bonus, you go out and explore and if you complete the quest in the time limit, you get a nice experience bonus.

 

Another type of quest is called an "Incursion Quest".... These are started by killing monsters with a green name. Once killed, you will get a quest to kill X amount of monsters. There are solo incursion quests and group incursion quests. One of the fastest ways to level up is grouping up with 9 players and doing group incursion quests on higher level monsters.

 

Loot and crafting:

 

Loot in this game is very random. Weapons have a damage range and a combat delay. Armor has an armor value and a combat delay. Combat delay determines your attack speed. Since all gear is randomized, you will want gear that has high damage or high armor with a low combat delay.

 

On top of this, items can spawn with random enchantments on them. As you level up, the loot system gets better and better because you will find some ridiculous enchantments. 

 

On top of that, you can add a "harmonic" effect on your items later in the game which is like a 3rd enchantment effect. 

 

The loot system in this game is very fun and being a fan of Diablo 2, I can really appreciate that in a MMO.

 

While loot can be obtained from monsters and treasure chests (Order Caches), crafted gear is better than gear that is found. There are no limitations to crafting but it isn't easy. It's time consuming, but you will be rewarded in the long run.

 

Misc. :

 

1.) Monsters have a chance to drop keys called "Emblems of Order" which are used to open "Order Caches" inside of dungeons. They contain powerful loot that scales to your level.

 

2.) Dungeons in this game are scattered around the world and can be located on your map. Dungeons aren't instanced and can be explored by anybody. They all contain an order cache deep inside.

 

3.) Vaults are similar to dungeons but are instanced and require a Glyph to enter them. They are the main storyline of the game which give you a nice cutscene at the end revealing what is going on in the world. It makes you really want to continue leveling.

 

4.) Everything in the game uses an examine system. If you wanna see the stats of an item or a monster, you must examine them.

 

5.) When examined there are color codes for monsters:  Orange Monsters = Group Monsters (More HP, but tons of XP)     Blue Monsters = Rare Spawn (Bonus loot)    Green Monsters = Incursion Quest Starter     White Monsters = Normal

 

6.) The game has a semi-steep learning curve. From figuring out how to customize controls, UI, chat, navigating the world, portal system, crafting.... It took me a few hours of really looking at everything to understand but it was well worth it. Helped me see how great this game is.

 

7.) There is PvP in this game but it depends on the server ruleset. 3 types: Normal, KvK, and Open PK. Currently the beta server is Normal but even on normal servers there are FFA arenas you can enter. People are requesting the server be changed to KvK (Kingdom vs Kingdom) which is probably the best system. You align yourself with one of three kingdoms and the other kingdoms will be KoS. You can also be neutral if you don't want to PvP.

 

8.) There is much loot in this game. Not just gear, but random potions, item enchantments, tokens for quests/items, dyes, musical instruments which each have a set of songs.... It makes killing monsters really fun because you never know what you could find next.

 

Overall, if you can get past the fact that it was made in 2002, slightly dated graphics, clunky UI but manageable, strange movement (The game has an acceleration system when you move), you will see that the game is really amazing. One vast open world where you are free to do what you want. Experience is a currency used to train skills so pretty much all monsters are valueable. ALL monsters have a static XP value. So if you are stuck and can't kill level 30 monsters at level 30, you can just kill stuff thats lower with no penalty.

 

For a game made in 2002 and re-released in 2012, I have to give this game an 8/10... B+   It is better than a lot of the current MMO's but everyone has there own taste in games. 

«1

Comments

  • KenFisherKenFisher Northwest, INPosts: 5,035Member Uncommon
    Originally posted by Raserei
    I will try and overview what this game is like. I love the game so it might sound a bit biased.
    2.) Dungeons in this game are scattered around the world and can be located on your map. Dungeons aren't instanced and can be explored by anybody. They all contain an order cache deep inside.  

     

    Are the public dungeons solo or group oriented?

     

    Great review!  Very nicely presented.


    Ken Fisher - Semi retired old fart Network Administrator, now working in Network Security.  I don't Forum PVP.  If you feel I've attacked you, it was probably by accident.  When I don't understand, I ask.  Such is not intended as criticism.
  • RasereiRaserei webster, MAPosts: 1,022Member Uncommon
    From the ones I have been in, most of the monsters are solo. This might change later, not sure yet, only level 21.
  • SenanSenan Tuscaloosa, ALPosts: 784Member Uncommon

    Hmm, are you sure the crafted items are ultimately better than the looted items? That's kind of a bummer if it's true, for me anyway. That's what I loved so much about the first AC - it was all about treasure hunting. Don't get me wrong, I love a robust crafting system as much as the next guy, I was just hoping the stuff you found on mobs would at least be equal to the stuff you can make.

    Great write-up btw :)

    image
  • cronius77cronius77 Fairfax, VAPosts: 1,611Member Uncommon
    im also a lover of AC2 and actually went out and bought AC1 just to play AC2 again. But I would say one thing before sending new players to the game who havent played.  Lets get some information from Turbine in regards to what they are doing with it first because if they do not retool the interface and do some things with animation and DX9 graphics etc it might turn off a lot of players who didnt play it back when it was ahead of its time. The game is so good though but it is dated in terms of graphics and UI but if you can go in without sweating the small stuff the game is a lot of fun.
  • RasereiRaserei webster, MAPosts: 1,022Member Uncommon
    Originally posted by Seillan
    Hmm, are you sure the crafted items are ultimately better than the looted items? That's kind of a bummer if it's true, for me anyway. That's what I loved so much about the first AC - it was all about treasure hunting. Don't get me wrong, I love a robust crafting system as much as the next guy, I was just hoping the stuff you found on mobs would at least be equal to the stuff you can make. Great write-up btw :)

     

    Looted items can be great also... As of level 21 and being a level 35 weaponsmith, I can tell crafted items have an edge because they have 2 enchantment slots open, harmoic slot open, damage is usually higher than same level drops, AND crafted gear can have a critical success which makes them even better.

     

    I'm the same as you, I love finding loot, and so far, I have found some good weapons. Found a bow at level 16 that I used for 4 levels that glowed red lie it was on fire. That was a drop.

  • BiskopBiskop AvalonPosts: 709Member Uncommon
    Great review! AC2 really has a lot going for it that newer MMOs lack. I think many people who are tired of today's generic AAA themeparks and shallow, instanced crap will enjoy this game for its openness and lack of handholding.

    As for the graphics and UI, I actually think the art style and the designs are so good that the lack of "bling bling" graphics doesn't bother me at all. Sure it looks a bit primitive but it's also very stylish and the world has a great atmosphere. Besides, if AC1 can hold a few subs with its 90's graphics, AC2 has nothing to worry about in that department.

    What they should focus on is the UI and the default keybindings. There's a reason we don't use num pad to rotate the camera anymore, and it's pretty annoying that you can't have the map and the examine window (an archaic thing in itself, tooltips are better) open at the same time.

  • KanethKaneth Posts: 2,095Member Uncommon
    Originally posted by Seillan
    Hmm, are you sure the crafted items are ultimately better than the looted items? That's kind of a bummer if it's true, for me anyway. That's what I loved so much about the first AC - it was all about treasure hunting. Don't get me wrong, I love a robust crafting system as much as the next guy, I was just hoping the stuff you found on mobs would at least be equal to the stuff you can make. Great write-up btw :)

    Crafted items can be ultimately better, but require a great deal of work to make. You have more control over the types of stats you want on weapons and armor, like lower vigor cost, tighter damage variance, etc. The random loot can still be completely superior if you get lucky. Crafting and Looting are both completely legitimate options to gear yourself.

     

  • KanethKaneth Posts: 2,095Member Uncommon
    Originally posted by XAPGames
    Originally posted by Raserei
    I will try and overview what this game is like. I love the game so it might sound a bit biased.
    2.) Dungeons in this game are scattered around the world and can be located on your map. Dungeons aren't instanced and can be explored by anybody. They all contain an order cache deep inside.  

     

    Are the public dungeons solo or group oriented?

     

    Great review!  Very nicely presented.

    Dungeons can contain both solo and group oriented mobs, typically the lower level dungeons are more solo oriented, but you can easily get swarmed by packs of mobs. Skilled players can effectively solo if they come prepared, you can also just wait until you out level it a bit.

    In the higher levels, there are some "raid" type bosses that require a small group of skilled or a large number of folks. However, no dungeons are completely private.

  • LoktofeitLoktofeit Stone Mountain, GAPosts: 14,247Member Rare
    Great overview! Thanks for posting this. A lot of that stuff I had completely forgotten about. :)

    There isn't a "right" or "wrong" way to play, if you want to use a screwdriver to put nails into wood, have at it, simply don't complain when the guy next to you with the hammer is doing it much better and easier. - Allein
    "Graphics are often supplied by Engines that (some) MMORPG's are built in" - Spuffyre

  • PhryPhry OxfordshirePosts: 7,754Member Rare
    Has this game changed a lot since its first release, as thats my only knowledge of the game, i was under the impression it had even been shut down ?? so has the game been remodelled/remade as was the case with FF XIV, if it has then i'd definitely be interested in checking it out again, AC2 may have bombed when it first released, but it did have a lot of potential.image
  • MardukkMardukk Posts: 1,969Member Uncommon

    Great helpful write up OP!  Much needed info and there isn't a lot out there.

    The UI is really rough.  Also skill descriptions aren't great or descriptions of the skill trees, maybe I missed something with those.  My initial combat impressions are stand still and hope you win.  Hopefully there is the ability to kite or something later on in the game.

     

    Not sure I could pay a sub for this until they update the UI and descriptions.  The graphics are fine for a game that's this old, they aren't a deal breaker at all. 

  • EverketEverket MiddenheimPosts: 242Member Uncommon
    Thank you writing this, sounds intriging for sure. I will have to check this game out over the christmas vacation. One the few old mmorpgs I have not tried yet.
  • akiira69akiira69 San Diego, CAPosts: 590Member Uncommon
    Originally posted by XAPGames
    Originally posted by Raserei
    I will try and overview what this game is like. I love the game so it might sound a bit biased.
    2.) Dungeons in this game are scattered around the world and can be located on your map. Dungeons aren't instanced and can be explored by anybody. They all contain an order cache deep inside.  

     

    Are the public dungeons solo or group oriented?

     

    Great review!  Very nicely presented.

    neither public dungeons are just that public there is no set way to do them.

    "Possibly we humans can exist without actually having to fight. But many of us have chosen to fight. For what reason? To protect something? Protect what? Ourselves? The future? If we kill people to protect ourselves and this future, then what sort of future is it, and what will we have become? There is no future for those who have died. And what of those who did the killing? Is happiness to be found in a future that is grasped with blood stained hands? Is that the truth?"

  • RasereiRaserei webster, MAPosts: 1,022Member Uncommon
    Level 42 and I'm still having a blast. Starting to really get into crafting, so much fun.
  • AustinvnAustinvn North Miami Beach, FLPosts: 1Member
    Originally posted by Mardukk
    Great helpful write up OP!  Much needed info and there isn't a lot out there. The UI is really rough.  Also skill descriptions aren't great or descriptions of the skill trees, maybe I missed something with those.  My initial combat impressions are stand still and hope you win.  Hopefully there is the ability to kite or something later on in the game.   Not sure I could pay a sub for this until they update the UI and descriptions.  The graphics are fine for a game that's this old, they aren't a deal breaker at all. 

    If you select a skill on the skill tree and bring up the examine panel, it gives you a very detailed breakdown of what it does - almost every effect is quantified for a range of levels, i.e. it'll say that an attack does 10 (level 1) to 100 (level 50) damage. Not to mention cooldown, range, cost, and so on. Admittedly there are a few things that don't show up - one is the animation time, some skills are relatively slow to cast, some very quick, and unfortunately you have to try them out to see. Details on pet stats can be a little sketchy as well, it'll tell you your pet's damage/health/armor at various levels, but your pet's abilities if it has any are usually just a description (i.e. this pet increases your combat speed) without numbers.

    Anyway, 90% of the info you'd want there. It's a little harder to get a general description of one of the trees, there's no handy summary (feral is a tank, zerker is a dps, sorc is a debuffer, etc.) - your best bet there is asking general chat, or just looking at the skills and figuring it out, it's usually pretty obvious (feral's first ability is a large armor and health buff, you can tell they're tanks). Part of the reason is that it's not always so simple as "feral = tank" though, I mean ferals can also get pets, or can do decent dps depending on your skill choices. Many classes don't fit neatly into the tank/dps/healer trinity, instead they're flexible and can be played in different ways.

    More importantly, the combat - it's the best feature of the game in my opinion, at higher levels it's dynamic and very dependent on player skill. The lower levels aren't a great showcase of it, but by about level 30 it starts to get interesting, by 50 you simply won't use auto attack anymore, you'll just use one skill after another. And since every skill has a cooldown (usually short, 1-10 seconds), you can never just spam one thing over and over, so you have to weave your various skills together into fairly complicated .. call them 'sequences' of skills. I avoid the word 'rotation' because it never becomes predictable and repetitive. The animations and cooldowns and costs and effects of different skills vary greatly, so you have to choose between them on the fly depending on which cooldowns are up, if you're low on vigor, if you have a combat speed buff or debuff, if you're trying to survive vs. controlling enemies vs. just doing as much damage as possible, and so on.

    Managing your cooldowns, health and vigor, CC abilities, etc. is an intricate balancing act that few players master, the proof is the dramatic difference between the performance of good players and great ones. In WoW if you really master your rotation, you might squeeze out an extra 10% dps vs. a decently skilled player, but you'll never compare to someone a tier or two of gear ahead of you. In AC2 if you thoroughly master the skill/combat system, you'll be easily beating decent players 5 levels above you with correspondingly higher gear and skill levels. It's a system where good players stand out and become well known for their skill, not their gear.

  • SenanSenan Tuscaloosa, ALPosts: 784Member Uncommon
    Originally posted by Austinvn
    Originally posted by Mardukk
    Great helpful write up OP!  Much needed info and there isn't a lot out there. The UI is really rough.  Also skill descriptions aren't great or descriptions of the skill trees, maybe I missed something with those.  My initial combat impressions are stand still and hope you win.  Hopefully there is the ability to kite or something later on in the game.   Not sure I could pay a sub for this until they update the UI and descriptions.  The graphics are fine for a game that's this old, they aren't a deal breaker at all. 

    If you select a skill on the skill tree and bring up the examine panel, it gives you a very detailed breakdown of what it does - almost every effect is quantified for a range of levels, i.e. it'll say that an attack does 10 (level 1) to 100 (level 50) damage. Not to mention cooldown, range, cost, and so on. Admittedly there are a few things that don't show up - one is the animation time, some skills are relatively slow to cast, some very quick, and unfortunately you have to try them out to see. Details on pet stats can be a little sketchy as well, it'll tell you your pet's damage/health/armor at various levels, but your pet's abilities if it has any are usually just a description (i.e. this pet increases your combat speed) without numbers.

    Anyway, 90% of the info you'd want there. It's a little harder to get a general description of one of the trees, there's no handy summary (feral is a tank, zerker is a dps, sorc is a debuffer, etc.) - your best bet there is asking general chat, or just looking at the skills and figuring it out, it's usually pretty obvious (feral's first ability is a large armor and health buff, you can tell they're tanks). Part of the reason is that it's not always so simple as "feral = tank" though, I mean ferals can also get pets, or can do decent dps depending on your skill choices. Many classes don't fit neatly into the tank/dps/healer trinity, instead they're flexible and can be played in different ways.

    More importantly, the combat - it's the best feature of the game in my opinion, at higher levels it's dynamic and very dependent on player skill. The lower levels aren't a great showcase of it, but by about level 30 it starts to get interesting, by 50 you simply won't use auto attack anymore, you'll just use one skill after another. And since every skill has a cooldown (usually short, 1-10 seconds), you can never just spam one thing over and over, so you have to weave your various skills together into fairly complicated .. call them 'sequences' of skills. I avoid the word 'rotation' because it never becomes predictable and repetitive. The animations and cooldowns and costs and effects of different skills vary greatly, so you have to choose between them on the fly depending on which cooldowns are up, if you're low on vigor, if you have a combat speed buff or debuff, if you're trying to survive vs. controlling enemies vs. just doing as much damage as possible, and so on.

    Managing your cooldowns, health and vigor, CC abilities, etc. is an intricate balancing act that few players master, the proof is the dramatic difference between the performance of good players and great ones. In WoW if you really master your rotation, you might squeeze out an extra 10% dps vs. a decently skilled player, but you'll never compare to someone a tier or two of gear ahead of you. In AC2 if you thoroughly master the skill/combat system, you'll be easily beating decent players 5 levels above you with correspondingly higher gear and skill levels. It's a system where good players stand out and become well known for their skill, not their gear.

    Man, thanks a ton for thie write-up! I haven't had the free time lately to get to the higher levels yet, but you basically just validated all of the hopes I had for AC2's combat system. Just from the early levels (and a bunch of theory crafting), I had a feeling the combat system in AC2 was going to be a good deal more complex than most other mmorpgs using a skill bar system, and your post reassured those thoughts. I hate the word "rotation" with a freaking passion, so I'm glad to hear that the combat system in this game is as dynamic as I imagined.

    It's nice to finally see another mmo where practiced players are able to come out on top, despite the gear they might be up against.

    image
  • RingsideRingside joliette, QCPosts: 244Member Uncommon
    nice boost of motivation tks :)
  • RingsideRingside joliette, QCPosts: 244Member Uncommon

    omg its 7h45am and server is full :(

    they realy need to create a Queue system

  • SevenwindSevenwind Somewhereville, TXPosts: 2,182Member Uncommon
    Originally posted by Ringside
    omg its 7h45am and server is full :( they realy need to create a Queue system

    That's not full. The server crashed, again. Check the official forums and you'll see many threads on this.

    http://forums.ac.turbine.com/forumdisplay.php?f=58

    They expect to get that fixed after the holidays when they get back to a regular staff schedule.

    .. .... .- - . - .-. --- .-.. .-.. ... .-- .... --- .-. . .--. --- .-. - .-.-.-

    --------------------------------------------------------
    Promote what you love instead of bashing what you hate.

  • ClassicstarClassicstar rotjeknorPosts: 2,660Member Uncommon

    Games is great but i have also say a little thing about it.

    The mentality and the rush rush also enter the game with a vengance its not what it use to be 8 years ago.

    People are so fixated with xp they only grind grind grind AC2 is perfect for this but 8-9years it was alot more different then these days it seems like work to many even oldtime players:(

    I rememeber always getting felllows for quests no real hustle about what class you where most time you could join.

    Also many seems to have problem with 9/9 fellows reason no time rush rush.

    Many times you wait for fellow hours on end.

    High lvls dont realy help anymore they all grinding and grinding if there lifes depend on it.

    So many dual-triple-quatroboxing i see players with 3-4 on follow lol.

    So if you have np with this and wanne buy ac1 for 9.99 and sub of 13$ s month go for it game it self is great.

    All who argue about old UI(nothing wrong with it its old skool) or graphics is rediculous game looks good enough (most old ac2 players are playing now and dont give damn about graphics)

    Game still the same but community is not even close from what it was 8 years ago.

    MB:Asus V De Luxe z77
    CPU:Intell Icore7 3770k
    GPU:MSI 2x AMD 290X(waiting for BIG VEGA 11 HBM2)
    MEMORY:Corsair PLAT.DDR3 1866MHZ 16GB
    PSU:Corsair AX1200i
    OS:Windows 10 64bit

  • RasereiRaserei webster, MAPosts: 1,022Member Uncommon
    Level 46 and still enjoying the game. I'm mixing up exploring, crafting, grouping, grinding, and questing together. I'm still learning about new things at level 46. So many "mini-mechanics" , it's great!
  • SenanSenan Tuscaloosa, ALPosts: 784Member Uncommon
    Originally posted by Raserei
    Level 46 and still enjoying the game. I'm mixing up exploring, crafting, grouping, grinding, and questing together. I'm still learning about new things at level 46. So many "mini-mechanics" , it's great!

    I've been messing around with different classes to find one that fits. I was initially doing a melee/sage hybrid, but was disappointed to hear about how gimp they apparently are later on, due to not having an adept skill. I didn't realize how important it was at first. I really hope Turbine eventually adds an adept skill for the base trees themselves, or something to that extent. There's quite a bit of room for some potentially interesting hybrid builds, but until they address the accuracy issues with them, it doesn't seem like they would be able to compete against specialized classes with adept trained, at least in the upper level content.

    For now, I think I'll probably go with a Defender as my main. I'll likely be soloing a lot and I figured they were a good choice for it.

    image
  • KanethKaneth Posts: 2,095Member Uncommon
    Originally posted by Seillan
    Originally posted by Raserei
    Level 46 and still enjoying the game. I'm mixing up exploring, crafting, grouping, grinding, and questing together. I'm still learning about new things at level 46. So many "mini-mechanics" , it's great!

    I've been messing around with different classes to find one that fits. I was initially doing a melee/sage hybrid, but was disappointed to hear about how gimp they apparently are later on, due to not having an adept skill. I didn't realize how important it was at first. I really hope Turbine eventually adds an adept skill for the base trees themselves, or something to that extent. There's quite a bit of room for some potentially interesting hybrid builds, but until they address the accuracy issues with them, it doesn't seem like they would be able to compete against specialized classes with adept trained, at least in the upper level content.

    For now, I think I'll probably go with a Defender as my main. I'll likely be soloing a lot and I figured they were a good choice for it.

    Honestly, Adept is only important for certain classes, such as classes that really need to hit with their abilities each time (such as a Sorcerer). Adept only affects your chance to hit with the abilities in your tree that require a hit check, and maybe 1-2 skills in the base trees. Pets aren't affected by the adept hit chance (at least as far as I can remember), and skills such as heals and buffs don't require a "to-hit" check. Adept is a fine defensive tool in pvp, but your defense is only increased vs. the skills that your adept affects.

    What killed hybirds (like the melee/sage), is that the base skills don't typically scale past 50, save a few abilities. So, a melee/sage will be able to heal himself in battle, but at some point your base attacks aren't going to hit for a lot of damage and you're going to be stuck in a fight where you and the mob can't kill each other. Level 1-50 the base skills are pretty great and you can scale in power pretty rapidly. You will need to specialize once the hero quest is fixed and we're able to level beyond level 50.

     

  • SenanSenan Tuscaloosa, ALPosts: 784Member Uncommon
    Originally posted by Kaneth
    Originally posted by Seillan
    Originally posted by Raserei
    Level 46 and still enjoying the game. I'm mixing up exploring, crafting, grouping, grinding, and questing together. I'm still learning about new things at level 46. So many "mini-mechanics" , it's great!

    I've been messing around with different classes to find one that fits. I was initially doing a melee/sage hybrid, but was disappointed to hear about how gimp they apparently are later on, due to not having an adept skill. I didn't realize how important it was at first. I really hope Turbine eventually adds an adept skill for the base trees themselves, or something to that extent. There's quite a bit of room for some potentially interesting hybrid builds, but until they address the accuracy issues with them, it doesn't seem like they would be able to compete against specialized classes with adept trained, at least in the upper level content.

    For now, I think I'll probably go with a Defender as my main. I'll likely be soloing a lot and I figured they were a good choice for it.

    Honestly, Adept is only important for certain classes, such as classes that really need to hit with their abilities each time (such as a Sorcerer). Adept only affects your chance to hit with the abilities in your tree that require a hit check, and maybe 1-2 skills in the base trees. Pets aren't affected by the adept hit chance (at least as far as I can remember), and skills such as heals and buffs don't require a "to-hit" check. Adept is a fine defensive tool in pvp, but your defense is only increased vs. the skills that your adept affects.

    What killed hybirds (like the melee/sage), is that the base skills don't typically scale past 50, save a few abilities. So, a melee/sage will be able to heal himself in battle, but at some point your base attacks aren't going to hit for a lot of damage and you're going to be stuck in a fight where you and the mob can't kill each other. Level 1-50 the base skills are pretty great and you can scale in power pretty rapidly. You will need to specialize once the hero quest is fixed and we're able to level beyond level 50.

     

    Ah, well, I figured the accuracy boost that is gained through adept (and the skills that benefit from it) would make them hit quite a bit more often in the later levels - it was mainly just speculation on my part. I had also heard that adept affected accuracy for your melee auto-attack, but I guess that isn't true? I also wasn't aware that the evasion boost only worked on skills that they affect, so thanks for the info.

    As for the skills not scaling, I was surprised to see that 5 of the lugian base melee skills actually do scale to 150, and they happen to be the better moves available in the tree. That includes Reap Essence, which is a life/vigor stealing attack. Compared to the Defender build that I've also been messing around with, it's only about two less attack skills that go to 150.

    The sage/melee build actually seems like it would be viable, as far as skills go, I was just afraid that I'd be lacking a lot of accuracy, compared to someone playing a specialized class with the adept skill trained. I'm planning to level it up anyway though, so I guess I'll see how it plays out. If nothing else, I'm hoping that it can be more of an "endurance" character - maybe not so fast at killing, but can possibly survive for awhile with the heals and vigor-maintaining potential.

     

    Edit: Just to be clear, when you say "scale", do you mean that certain skills automatically scale past level 50 as you get higher level, or were you referring to the skill levels for each skill (some being capped at 50, while others can be raised to 100 or 150)? There's still a lot I don't know about the game, so I wanted to make sure I wasn't missing something heh.

    image
  • KanethKaneth Posts: 2,095Member Uncommon
    Originally posted by Seillan
    Originally posted by Kaneth
    Originally posted by Seillan
    Originally posted by Raserei
    Level 46 and still enjoying the game. I'm mixing up exploring, crafting, grouping, grinding, and questing together. I'm still learning about new things at level 46. So many "mini-mechanics" , it's great!

    I've been messing around with different classes to find one that fits. I was initially doing a melee/sage hybrid, but was disappointed to hear about how gimp they apparently are later on, due to not having an adept skill. I didn't realize how important it was at first. I really hope Turbine eventually adds an adept skill for the base trees themselves, or something to that extent. There's quite a bit of room for some potentially interesting hybrid builds, but until they address the accuracy issues with them, it doesn't seem like they would be able to compete against specialized classes with adept trained, at least in the upper level content.

    For now, I think I'll probably go with a Defender as my main. I'll likely be soloing a lot and I figured they were a good choice for it.

    Honestly, Adept is only important for certain classes, such as classes that really need to hit with their abilities each time (such as a Sorcerer). Adept only affects your chance to hit with the abilities in your tree that require a hit check, and maybe 1-2 skills in the base trees. Pets aren't affected by the adept hit chance (at least as far as I can remember), and skills such as heals and buffs don't require a "to-hit" check. Adept is a fine defensive tool in pvp, but your defense is only increased vs. the skills that your adept affects.

    What killed hybirds (like the melee/sage), is that the base skills don't typically scale past 50, save a few abilities. So, a melee/sage will be able to heal himself in battle, but at some point your base attacks aren't going to hit for a lot of damage and you're going to be stuck in a fight where you and the mob can't kill each other. Level 1-50 the base skills are pretty great and you can scale in power pretty rapidly. You will need to specialize once the hero quest is fixed and we're able to level beyond level 50.

     

    Ah, well, I figured the accuracy boost that is gained through adept (and the skills that benefit from it) would make them hit quite a bit more often in the later levels - it was mainly just speculation on my part. I had also heard that adept affected accuracy for your melee auto-attack, but I guess that isn't true? I also wasn't aware that the evasion boost only worked on skills that they affect, so thanks for the info.

    As for the skills not scaling, I was surprised to see that 5 of the lugian base melee skills actually do scale to 150, and they happen to be the better moves available in the tree. That includes Reap Essence, which is a life/vigor stealing attack. Compared to the Defender build that I've also been messing around with, it's only about two less attack skills that go to 150.

    The sage/melee build actually seems like it would be viable, as far as skills go, I was just afraid that I'd be lacking a lot of accuracy, compared to someone playing a specialized class with the adept skill trained. I'm planning to level it up anyway though, so I guess I'll see how it plays out. If nothing else, I'm hoping that it can be more of an "endurance" character - maybe not so fast at killing, but can possibly survive for awhile with the heals and vigor-maintaining potential.

     

    Edit: Just to be clear, when you say "scale", do you mean that certain skills automatically scale past level 50 as you get higher level, or were you referring to the skill levels for each skill (some being capped at 50, while others can be raised to 100 or 150)? There's still a lot I don't know about the game, so I wanted to make sure I wasn't missing something heh.

    For scaling, I was referring to skills that don't go past skill level 50.

    The other thing you'll wind up lacking in your Melee/Sage build later on is proper defense. Defenders and FIs which are the tank classes, get personal armor buffs, which is something hybrid melee/healers lack. So you're going to wind up taking damage like a DPS class, but without the glass canon to back it up. Hybrids were pretty much killed off once the hero patch went in, which made me a sad panda.

    As for getting evades. Once your GM and Paragon are maxed, the evades are less and less. Additonally, at the higher levels there are +accuracy items/enchants that can help with miss rate as well. The lower levels are mired with "evade, evade, evade" over and over, but that only lasts so long.

«1
Sign In or Register to comment.