Hello.
My friend and I are considering moving from one IRE to another with a hefty chunk of retire credits. Currently, we're torn on which one to pick. We've played Lusternia a very long time ago, and I just wanted to check with the community on some things before we make up our mind on where to go.
1) Last time I played, EMOTE-ing was a rarity, at least in the orgs I was in. How is the RP community in Lusternia these days? What org(s) should we check out if we're looking for RP?
2) In general, are there any orgs the community would consider to be especially 'healthy' for a newish player?
3) I don't intend on being a legendary duelist, but I would like to bash and be viable in group PVP, which I hear is great in Lusternia. I'm an amateur Lua programmer and have made/maintained systems before, but I don't want to start from the ground up again here. Are there systems with basic offenses available, or for sale?
4) What are the 'must have' artifacts for someone looking to bash effectively and dip their toes in PVP, how much will it run me credit-wise? For example, I remember arti pipes and the bar of soap being important when I played last.
5) How effective are Warrior (cavalier spec) and Monk (any spec) classes at PVE and group PVP these days?
6) How necessary are wonderitems and how hard are they to get?
7) Lastly, can someone explain stat buffs to me like I'm five? I think I understand the help file, but I don't understand the various sources where you can earn these buffs. Do you have to buy 11 Great Rune of Speed (500cr per) to have good balance speed or do you get +balspeed naturally from some other source? In the other IREs, balance speed is pretty important. Having a 24% balance buff seems strong/necessary.
I know these are a lot of questions, sorry. I would be very grateful for any replies or information, no matter how verbose or succinct they are.
Comments
For example, my empowering influencing buff is 13/13.
I get that from...
The trans influencing skill 3/10
A demigod perk 3/10
A wondermask 2/7
An artifact 5/13
There's some tradeskill options, a beastmastery thing, some curios (assembled artifacts) that could contribute to getting to cap instead of some of those but I don't really need them?
I could also skip the demigod perk if I went down a different route for example and free up points.
Don't want to overwhelm, it's the sort of thing players can guide you on.
2. I think any org can be fine for a new player. I play in one of the darker orgs, and we don't jump down newbie's throats. Some orgs have a bit more of an active playerbase depending on timezone than others.
3. Server side curing pretty much beats any player-made autocuring system. There are various free modules available for mudlet especially that add extra utility.
4. As answered above, scent for pk, gnome weapon + 9 gearboxes (probably divinus as the damage type) for bashing. The health runes are pretty important too. You can get 20 credits a day for free, so anything is in reach sooner or later.
5. I'll let somebody else answer who plays the class.
6. Leveling to level 100 demigod gives you enough wondercrystals to build an item that can randomly give you more crystals every month. You can also buy more using xp after level 100, or from other players (generally at 50 credits each).
7. The speed artifacts are generally considered not high priority. In general getting a buff close to 10/10 can be doable without artifacts depending on your class getting to 13/13 usually requires artifacts. The first number represents your actual buff value. The second number represents the max buff that you're capable of getting.
1) I checked POLITICS in game and it seems like one of the alliances I've heard about has an advantage over the other. Is this just a player number imbalance thing, or was this latest string of conflicts just unlucky? Sorry I don't really remember how these work! I'm asking because if it's a numbers thing, I would likely prefer to assist the underdog rather than contribute to any ongoing imbalances.
2) I am SO TORN on what class to pick. Right now I'm focusing mostly on Monks, likely Nekotai or Ninjakari. If you have the patience, could you tell me the basic mechanical differences between Nekotai and Ninjakari? The classes seem rather complex mechanically, enough that I can't really catch the gist of how they operate just by reading ABs.
3) I also wouldn't mind a summary of what it's like to play a druid/mage (the other class I'm considering since they seem invaluable in groups). What do you do if a different kind of melder is present in your group?
4) I appreciate greatly the advice on things I didn't think to ask about, like daily credits. Is there anything else I should know before I dive in here?
Thanks again.
Then they both have a choice between acrobatics and psionics/psychometabolism(monk only specialization of psionics). Acrobatics is dodging and such, moving faster, being harder to knock down, standing up without being on balance, faster writhe and tumble alternatives, and some acrobatic maneuvers for jumping from room to room, attacking that way, and such. It is very much about retaining mobility. Which is useful on a monk, as shutting down mobility(rendering limbs unusable, paralysis, being knocked down and so on) is a way to stop our stance progression, which can hurt our offense.
Psychometabolism is more defensive in nature. See, you get 3 psionic channels, super, sub, and id. And certain abilities in psionics and psychometabolism use one or more of those channels, and can be used to set up defenses. Such as gliding, which lets you glide along water(waterwalk), as well as GLIDE in a direction to pass through a bunch of rooms quickly(sprinting). Further, more powerful defenses need to be locked, which makes that defense active, but means you can't use the channel for anything else while it's locked. A couple examples of this are bloodboil, which makes it so you don't bleed, but it instead costs you ego when you would bleed, or bonedensity, which gives you a chance to not have your bones break when they otherwise would. Useful stuff. I, personally, prefer psychometabolism, but both it and acrobatics are quite good.
Nekotai use 2 claws, ninjakari use 1 chain weapon. This does not mean a ninjakari cannot make two arm attacks in a form. They can. A nekotai will cause bleeding, a ninjakari will cause brusising. Bleeding causes damage over time unless clotted, while bruising causes damage on movement unless clotted. A nekotai tends to focus on this bleeding, and can cause a lot of ice(a curative) wounds. Further, one of our kicks can increase the balance on using curatives, with which curative is affecting being determined by where we kick.