Thoughts on Sub-classing...

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Gandelf
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Thoughts on Sub-classing...

Post by Gandelf »

Is sub-classing really that good? Yes, I appreciate that it's better to have the extra abilities than not at all, but in a lot of instances, some of the buffs don't stack with similar buffs that certain classes already get. So if you're in an opted group and you've got all those purple buffs from other players etc, the sub-class abilities are useless. What's more, some of the nice buffs are further along the chain and to get them you have to purchase (in some cases) an ability that is totally useless, as your class already gets it in a more powerful form.

Also, for all the effort involved in getting to CL5 (which I recently did), some of the final buffs are a bit pathetic. For example, in the Naturalist sub-classing tree, there is a route which gets you 10% magic resists, all lasting 10 minutes each, but the last buff "Shield of War" only gives you 5% melee resists for 1 minute and it has a 5 minute timer... totally ridiculous for the effort of getting to CL5.

Anyone else think that they need to be improved?

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Post by <ankh> »

They are quite nice as your not always in a group and you don't really need to buy every skill :)

Edit: correct me if im wrong, but the subskills arent really supposed to be uber - they are more ment to make your char a little bit better.

Edit: And thats the good thing about the skills btw...they do improve your char, but it doesnt make the ones who don't have DR totally worthless opponents. Your not supposed to be a "one man army" :)

/Ankh

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Gandelf
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Post by Gandelf »

<ankh> wrote:They are quite nice as your not always in a group and you don't really need to buy every skill :)

Edit: correct me if im wrong, but the subskills arent really supposed to be uber - they are more ment to make your char a little bit better.

Edit: And thats the good thing about the skills btw...they do improve your char, but it doesnt make the ones who don't have DR totally worthless opponents. Your not supposed to be a "one man army" :)

/Ankh

Yes, when you put it like that, I suppose you're right. What I'd like to see though (considering that the abilities aren't "uber") is to be able to pick any ability from any point in a tree, without having to train in the lower levels of that particular tree first. That way, you could skip any abilities that are of no use to you.

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Post by <ankh> »

That would be good I guess :)

/Ankh

Nored
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Post by Nored »

Gandelf wrote:Yes, when you put it like that, I suppose you're right.
This is the way Mythic once presented Darkness Rising, so I think they did well and desined the abilities just as they were ment to be.
And about the point you make in your first post, CL5 hard to get to, I do not agree at all. You just continue what you were doing prior to Darkness Rising, and give it some time and you'll hit CL5. If you think this takes to long, you have the option to do the champion quests, which fill about 3 champion level in total. "Easy meat"
Nored, 50 Champ <Green Peacekeepers>

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Maeloch
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Post by Maeloch »

If you're not grped with a naturalist, the crappy heals and resist buffs are really pretty handy...saves alot of downtime.

Most of that stuff is fluff, but odd things have their occasional uses even with long cast time (bards/droods being able to pbaoe BoZ pets or disease...ment being able to str/con debuff or snare...stealthers self-healing between fights, etc).
Mael, 50th ment.

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Kesxex
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Post by Kesxex »

I am glad that the CL abilities are not like TOA artifacts. The intention of Mythic was to give level 50s something to do, gain some abilities to round out but not in an overpowering way.

Sure, we all could play the level 100 mage-tank-healer-superperson that has all RAs, every artifact and so many slots that every skill, every stat and every resist and every bonus is overmaxxed. The graphical display is then a rolling dark grey ball as the shields and the rest of abilities make it impossible to see the character. Fights are over in 2 seconds flat.

Not interested? Then maybe making a choice what to get is what makes DAOC interesting.

And besides: +5% melee resists on top of normal resists IS good.

Overall the CL abilities provide some low level rounding abilities (pull spell for tanks, small heals, buffs for soloing) or one or two quite useful abilities (like a reduced damage fall, melee resists increase, pbaoe).
"If you are not living on the edge, you occupy too much space!"

Alexandrinus
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Post by Alexandrinus »

sub skills are sub skills...like the name says,they are for soloing in a FG they nearly worthless

Arkaon / Karak-Norn
and plenty of other chars between 10 and 30

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Cromcruaich
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Post by Cromcruaich »

Agree with the general consensus, they got it about right.

The resist and heal stuff is actually really good, and I do use the aoe damage and snare stuff in fg/fg for as mael says, minion killing amoung other things.


And ive got cl5 on 2 chars, one through solo rvr, the other through fg rvr, it came with no effort.
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Luz
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Post by Luz »

agreed, since its so little effort to get it (I also got thru fg RvR, PuG and a little guildgrps).. they should not be very powerfull

Tho I think the 10%/10% resists buff is overpowered, just think about how much you struggle to get every 1% resist in your template, now you add in 10% more with no effort
Bah. Lv50s.
Animist, Bard, Druid, Enchanter, Nightshade, Vampiir

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