Hello!
I have played and enjoyed my time on some other IRE muds, but there is something about Lusternia that keeps trying to pull me in. I have made several characters trying to poke around a bit and get a feel for things and I am getting to the point where I am feeling like I would enjoy if I took the plunge and came over full time. Before I do I have a few questions that are sort of awkward to ask in the game. So I am hoping you guys can help me out here!
Just as an aside, I am someone who enjoys combat and I know there is a certain level of buy in to be capable.
For some of these questions I know the game is very complex, and opinions, classes, city, etc matter. I am really just looking for base line, general feel type of thing (I hope that made sense).
Combat Questions
- I know probably most of the skills being Trans is a must, but as far as artifacts go what kind of buy in would I be looking at to not just get run over in fights?
- Is most combat that happens done in groups or 1v1 or is there a nice mix?
- I have been drawn to the guardian/wiccan mage/druid archtypes and I was wondering how viable a mage that takes the meld branch (it looks like a more solo looking branch is available for some) is at 1 on 1? (this might not matter much if the answer above is 'groups')
- Coming from another IRE mud I am wondering why not all equil based classes aren't running around as mugwump? It seems to me like level 3 faster equil is crazy. I've noticed several who are in a race that doesn't even have a equil bonus. What am I missing?
- What does group combat look like? By this I mean, does a group just sit in a mages little power area and try to pull the other group in while they are doing the same? Is it a ranged fight? What role to the melded areas actually play? Is it just a 'who can put out the most dps' kind of fight, or is there more strategy and working together that goes into it?
- What are fights usually over? Do they happen frequently?
- What are people expecting to see with the overhaul that's happening?
Non-Combat Questions
- The role play here seems great. There is a lot written on the lore, the guilds and cities seem to be focused and in game you really feel like you are being immersed in a different universe. How much does this fade as you get higher level and more involved in guild/cities/combat?
- Are there any cities/forests or professions that you would not recommend to a new person?
- Cities/forest or professions you would recommend?
- Is the population pretty evenly distributed or are there 'dead pockets'?
- How do people usually 'hunt'? By killing things or influencing things? Or by influencing then killing things?
- How common is it for players to change cities or guilds? Do people do it out of boredom or they want to try x-y-z profession or because role play led them to it?
I'm sure I have others, but I can't think of them right now and I feel like this post is already a lot longer than I intended! Any other tidbits or advice anyone would like to share would be welcome as well!
Thanks in advance!
Comments
Combat2: Groups mostly, that I've noticed. Most 1v1 fighting tends to be in the arena. (EDIT1: There are always exceptions)
Combat3: Mages can be quite viable 1v1 (though melder v. melder can be hilariously mindnumbing).
Combat4: RP, other races have various advantages (high survivability, high charisma for psionics, balance bonus for Illuminati and runist mages).
Combat5: Group combat ranges from "meld and pull" to "spam damage, hinder if you can't" depending on the situation. Generally, everybody focusing the same target will get that target killed. Melds are heavy-afflicting and can be timed to drop all their effects on somebody at once (which is generally done), providing a huge amount of hindrance every 8 seconds and some damage in some cases while the mage is free to attack further.
Combat6: Territory, people raiding and defending, people generally hating each other.
Combat7: Refraining from comment.
Non1: RP happens as you want it to happen, generally. Level doesn't make much of a difference, and involvement can only increase it.
Non2: I wouldn't recommend warrior unless you know what you're getting into beforehand, but otherwise no.
Non3: Bard is actually fairly easy for new players, but play what you think you'll have fun with.
Non4: The latter, honestly.
Non5: Generally, killing or influencing. I'm sure you could do both, but it's really faster and more reliable just to do one or the other. At the moment, Influencing (if you can stack it well enough) is considered the fastest form of experience gain, and unless you're a 90+ warrior with knowledge of bashing areas, likely gold as well.
Non6: Common enough. Might get you ostracised by your old city/commune, might not. Some do it out of boredom, some RP it. It's up to the player, really.
EDIT1: I should probably say something other than just quick answers. Honestly, it all comes down to "do what you want to do" for the most part (within reason). It's a game, make choices based on whether you'll have fun with them. Generally, somebody familiar with a class will field questions if you have more specific ones, Most people really are more than willing to try to recruit you or bring you to their side, so while I do recommend asking if you have questions, take anything with a grain of salt. And... I realise this paragraph is extremely disjointed, as are many of my answers, and I apologise for that.
But yeah, welcome to Lusternia!
1. Depends on class. A greater meld rune is useful for a mage, but not a must, must have. Of course, if you plan to be a primary melder, then it really becomes a must.
2. Almost all combat happens in groups. 1v1 fights are a rarity and usually only happen in the arena/when agreed upon by both sides.
3. There really isn't a 'solo' mage branch. The regular melding is group oriented and so is the chemantics spec with their power-skills hitting everyone on the enemy list.
4. Survivability. A primary melder needs to be hardy. A mugwump with the fire weakness and low con is just a walking target. More often than not I'm actually playing a race that's not a terribly high int either only for the reason of being able to take a larger beating. A melder will be a primary target in a fight. You don't want to be falling over as soon as someone looks at you.
5. A lot of fighting does devolve to groups sitting in adjacent rooms and trying to pull important targets in (melders, heavy enemy hitters, etc) Melds are quite important to a fight. Have seen a group devolving as soon as the meld war shifts.
6. Revolts, domoths, some raiding usually. Random skirmishes here and there.
7. Don't know, personally. It's supposed to simplify combat to a point where it's more accessible. Some of the changes that have happened so far seem to be making things rather more complicated in my personal opinion and making it necessary to alter class tactics, up to and including changing the whole way a class used to work up to this point.
Non-combat questions:
1. Depends on you for the most part. How much do you feel like wanting to be immersed? Some people just fight, others roleplay to a higher or lesser extent.
2. No
3. That's a matter of personal choice. I personally love playing a melder more than any other class.
4. Certain organizations do have a lower population than others. Currently, Glomdoring is experiencing a low volume. Hallifax is usually pretty low on numbers, too.
5. Depends on the person. Lately it's mostly been a case of big groups bashing astral. There's multitudes of other options, of course. Influencing is a good way to solo gain experience with little to no risk involved. There's always the possibility of manning an aethership and going dragon/whatever hunting too.
6. Yet again depends on the person. Some jump ship quite often, others have been known to pick a guild and stick with it.
Forgiveness is the fragrance that the violet sheds on the heel that has crushed it.
Forgiveness is the fragrance that the violet sheds on the heel that has crushed it.
2. You'll never really find true 1v1 combat, you'll always fight in groups. HOWEVER, you have to be able to survive long enough 1v1 till your allies come. Sometimes, you just can't win, as a Nihilist, it could be impossible for me to kill anyone with Trueheal.
3. Mages and Druids are amazing at 1v1, don't let anybody tell you different. No one is using TK to get a heartburst and no one has used TP to get a mindburst since you can't debate while in combat anymore. By just attacking everytime you recover your psionic balances, and upkeeping phantoms/claws, you can most likely damage out 90% of the population.
4. Mugwumps are amazing (for now). Some people like tankiness, but I don't see why. If you die in a group(99.9% of combat), your race's Con or racial weaknesses probably wouldn't have had an impact anyways, there was just too much hindering or too much damage to save you. However, that level 3 eq recovery can be the difference between you getting killed by Revan 99 times out of 100 (as a Viscanti Nihilist) versus him not being able to survive in 30 seconds (Mugwump Nihilist). Or the difference between a 2/3 kill/death ratio versus 6/1.5 kill/death ratio (200/300 k/d while a Viscanti, 630/141 since going Mugwump with some Dwarf Bard thrown in). Which is probably why it'll be getting nerfed (and should be).
5. "By this I mean, does a group just sit in a mages little power area and
try to pull the other group in while they are doing the same?" that is exactly how a lot of combat works. It can really really really really really really suck sometimes. I doubt it'll ever be changed. When it doesn't devolve into a rad/beckon fight, it could be pretty great, unfortunately that gets more and more rare.
6. Fights are pretty rare, nowadays, they happen only over village revolts and domoths.
7. Refrain from commenting.
I'll echo Silvanus's comments about tankiness: What really matters is escape and crowd control abilities*, like dodge/timeslip, starleaper, empress, flight and so on. Mitigating damage is close to useless for combat, unless you're negating a flat and massive number, and only then if you are mitigating until you can use some escape ability. Don't be afraid to eat a damage malus, you're going to insta-die if targeted by damage anyways.
They did deserve it though. They were really good at bashing, pvp and influencing. Back in those days their bonus equilibrium applied to ego battles, so they could influence incredibly well despite their lack of charisma. These days they could maybe stand to get a small buff. :P
EDIT: That said, considering racial overhaul and everything, I am hoping that +eq/bal will go away altogether.
Forgiveness is the fragrance that the violet sheds on the heel that has crushed it.