Hi I'm a new player to lusternia, i've played some of the other Iron realms games in the past and I'm looking for something new.
I've read up on the wiki and a few guides but most of them are either very light on information or quite out of date.
I wanted to get up to date opinions and advice about the guild and classes today. Ideally I'm just looking for an active community with good roleplay and a fun class to play. In terms of roleplay I quite like quite structured and strict organisations(not necessarily militarist but something like that) as they tend to give amazing roleplay opportunities, from what i've read about lusternia all the cities/orgs seem to have this to some extent, more so than other IRE games with the power tieing you into a group and their rules.
In terms of class abilities and fun I really like fairly mobile and flexible classes with a lot of tricks and utility, I may be wrong as i'm just basing this on the quick old guides i've read but seems like druids/mages would be a bit of a turn off for me due having to lug around your demesne. Warriors and monks seem more of the smash you face in class where you've got to stay on the enemy and build up momentum and wounds to eventually overpower them which seems ok. Wiccans and guardians seem a bit more up my street with various afflictions and instakills. If someone could give me a bit of a run down on the guilds based on this I'd really appreciate it.
Lusternia looks like a fairly attractive option but I was a bit worried about the numbers in it, does it have enough of an active community for good scale conflict? I've trial run a few characters on the other IRE games and some of them seem near dead with only a handful of people on and not much in the way of conflict or interesting events going on, how does Lusternia stand up in that regards at the moment?
Thanks for your time and any replies guys!
Comments
Warrior's aren't so bad. They're one of the best classes for bashing and I don't think they're bad for PVP either. My most recent death (15 minutes ago, was by a warrior). @demartel could probably tell you some of the pros and cons of the warrior class, since he's pretty good at it.
The class I main is Shadowdancer in Glomdoring. It's of the Guardian/Wiccan archtype. I really love the class. The guild is doing well and PK with Shadowdancer is probably the most fun I've had in a while. The Institute is Hallifax's equivalent of that. Shadowdancers use "shadowbound" fae to attack their enemies, and the Institute uses uses empowered gems that float around their body (to my knowledge). The warriors of Glomdoring and Hallifax are called the Ebonguard and Sentinels. The help files do a pretty good job of describing them, I think.
Event-wise, Lusternia probably has the deepest lore and most fun and frequent events out of any of the IREs. And for that, I really love it. There are plenty of opportunities for PvP (especially during the weekend) and even more for RP. There are lots of avenues for conflict. I'd say that 6pm US Central time to 1pm US Central Time, is usually pretty active. Much more than you'd think. There will also few changes coming to our guild systems so I think it will bring a little more activity, as well.
Edit: @falmiis is a good Hallifax resource, and I think @lerad is a great Glomdoring resource. So they could also kind of help shape what I'm trying to say. I'm typing this on my phone so I'm not as wordy as I could be.
People usually only think of Hallifax being so bureaucratic that it becomes joke, but really I don't see that at all. It's likely an attitude from how Hallifax is portrayed in the histories and possibly from what the city was like when it first came out but since I've started playing it feels very different to what I have otherwise been told. Ultimately it is very structured but even the strictness of the city is overstated. For the most part, it's really no more strict than what you'll find elsewhere. At the end of the day we're just here to have fun and I think the leadership understands that. The aspect of the city that is often ignored is the Higher Emotion/"trill" side. To me there is an interesting symbiosis between the scientific, structured "lucidian" and the artistic, expressive "trill" aspects of the city's culture. Without either Hallifax wouldn't be what it is.
You'd be saying the same about any other class you play.
Again, 1vs1 Warriors are struggling but that will change, 2handers struggle more than 1handers, but both will improve in the next little while.
Bonecrushers for instance can knockdown, wind, blackout, command denial through damaged head all while building up wounds and damage. Because they are 1 handers, they can do most of those on demand. In groups BC are amazing.
Blademasters are amazing against pet classes [Shadowdaner/Moondancer/Illuminati] because they can deliver disloyalty on demand through sliced ear. They are also the best of the warrior specs for using poisons, meaning once you get some wounds built up you can deliver poisons pretty consistently.
Both of the above specs can also deliver two poisons + two affs or one aff and wounds. With a beast you can achieve 5 afflictions.
Purebade are great in groups. Decapitate is very good if you have a group that listens to your call outs. Twist is great damage if you are fighting with a group that can buildup your bleeding for you.
Axelord is one of the only specs to not have any real changes since the overhaul, because it is a pretty solid spec already. Damage, chest wounds, and knockdowns are your bread and butter. The more wounds you do the more damage you do. Not really my favourite of the specs, because IMHO it does not have the flair of other specs.
Cavalier is basically pin charging your groups target and building up wounds for impales. It is one of the harder specs to learn, and most people just strike gut to get impales or pin charge. The instakill IMO is not easy to get to currently, but hoping that will change soon.
As far as spars go, you can ask on market for spars and usually someone will offer themselves. There are occasionally bouts of FFA's and Wargames going on. They come and go depending on people's mood though. You can always market that too, to ask people to join queue. Sometimes all it takes is someone urging others to do it.
PVP usually takes place on Ethereal, Nil, or Celestia.
Others can answer the bard/wiccan/guardian questions more in depth than I can. I am a wiccan and druid as well, via classflexing, but I play them a lot less.
== Professional Girl Gamer ==
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Yes I'm a girl
get over it
Each rune, or pair of runes, adds an enhancement slot to your weapon which forgers can then give your weapon buffs. All weapons come with 1 - 2 slots free.
If you choose warrior ignore the help file part about speed and precision runes they are apparently only for monks, but will become obsolete once the monk overhaul is done.
When overhaul hit, monks were affected but not really included. For example, forging modifications don't work on kata weapons at all. Two-handed kata weapons (I assume, this is certainly true for tahto) have only one modification slot, rather than the two I would expect.
Things like that.
That said, don't look at this as a reason to avoid monk. There's a lot to be said for them still, and new and exciting (YMMV) things are expected for them soon...er or later.
Weapons do not have stats, they all function at the same level and warriors are balanced around their particular attacks. The wounds, afflictions, and speed of the warrior's attacks are largely skillset based with the ability to be modulated with 'upgrade' slots into a weapon. The weapons themselves don't do anything.
== Professional Girl Gamer ==
Yes I play games
Yes I'm a girl
get over it
== Professional Girl Gamer ==
Yes I play games
Yes I'm a girl
get over it
Also, as a note, the weapon artifacts allow you to double up on a given enhancement. Ordinarily, you couldn't. So for example, a forger with the Hammer of Clangorum's Mastery can enhance a weapon to do partial damage of another type (divinus for example). With the Great Rune of the Elite Weaponsmith, you could double up on this enhancement, converting an even larger amount of damage to the other type.
All chain/scale/plate are equivalent in stats with the exception of Master Plate, which can only be forged by a transcendent Forger and the benefits only apply when worn by that forger. Master plate has a little more physical damage reduction, and additional enhancement slot.
Leather armor is only of use to acrobats. It offers no damage resistance, only the opportunity for enhancement slot(s).
Shields come in two tiers. Warriors tend not to use shields, period - either they use a two-handed weapon, or two one-handers. Shields are more often used by the other (non-monk) archetypes. It's rare that you'll see the lower tier sold at all. Likewise with lower tier weapons. Except for purposes of 'gifting' to newbies, lower tier weapons and shields almost never get crafted, and even then people tend to gift the higher quality versions.