|
Traits
Jun 16, 2008 1:06:50 GMT
Post by Blain20 on Jun 16, 2008 1:06:50 GMT
Do any of you folks want to make any suggestions on Traits for various race/class/sub-class combos?
Me personally, I've been trying to think about my dorf ranger. His playing style is intended to be Dualing axes or 2ha basher with eno wolf. The only trait that catches my eye for this style is +1 dex to counteract his dorfness and let him bash a little better. However, 130 points seems a long way off.
|
|
|
Traits
Jun 16, 2008 4:41:10 GMT
Post by sinister on Jun 16, 2008 4:41:10 GMT
No.
keeping traits (secrets) to myself
|
|
|
Traits
Jun 16, 2008 6:54:47 GMT
Post by sixclaw on Jun 16, 2008 6:54:47 GMT
Honestly, the way I view traits is.. take what will benefit your character.. doesn't necessarily have to be by class. That is.. a paladin isn't exactly going to benefit from Innate Evil but.. that's just given.. why would you have a paladin that is innately evil to begin with? Some common sense does apply.
A lot of people stress over traits because they're essentially not getting the most bang for their buck (hence a lot of frustration on the suggestions board about wanting to unlearn traits, etc). You have 15 different traits you can get so if you want to eventually get those nice, shiny exceptional stats traits.. reserve 5 slots (or 4.. or 3.. however many of them you want to get) and then spend those other 10 (or however many) other slots. The earliest you'll be able to get an exceptional stat trait isn't until level 25 or 26.. if you don't spend any traits at all.. and for the average player, that's a long ways off.
Having said all that.. what do you do with your character? Do you eat a lot of food? Glutton might be a good choice. Drink a lot of alcohol? Try drunkard. Kill a lot of humans specifically(there are a LOT of humans around the MUD)? Get racial hate human. See where I'm going with that?
Now, for you specifically, Blain.. you say you want to dual wield axes.. getting skill focus two weapon might be a good idea. Weapon expert in axe might be good too.. I know rangers always have a ton of food on hand so glutton may be good. If you use potions, at least one point in clean spirit goes a long way.. if you sit around and idle a lot, it'll clean you up pretty fast. If you use bows, +archery could help.. same with throwing weapons and the +thrown trait. Reduced breakage on throwing weapons helps rangers with bolas too I imagine. Now, I've heard that smoking and being bound keeps your sps pretty much full in regards to strike, so relaxed mind may not be worth your time, but healthy might. These are just some examples.
In conclusion: Choose what will benefit your -character-, not necessarily your class.
|
|
|
Traits
Jun 16, 2008 13:05:37 GMT
Post by Blain20 on Jun 16, 2008 13:05:37 GMT
Sini: Well, I wasn't really asking for "secrets". ;) Just opinions of what people have found to work well versus what traits are utter crap. =)
Sixclaw: Thanks for the advice. Some of what you said seems to boil down to getting traits based on your playing style. If you're not going to use potions, forget the tolerance trait, and so on. I like the idea of skill focus for TW!
My problem is a bit more rare than usual. I only get one character, and I really don't want to mess up with traits and have to start the character over. Traits aren't important enough to force me to decide to suicide and restart my character, but are important enough that I would fear picking the wrong ones and losing out on good ones that I didn't notice as being best for my playing style.
I also asked for the benefit of our other readers, though.
|
|
gyn
Stableboy
Posts: 25
|
Traits
Jun 16, 2008 13:20:51 GMT
Post by gyn on Jun 16, 2008 13:20:51 GMT
What sixclaw said I could say pure soul is the greatest trait ever, then you could take it and never die during the entire lifespan of your character. There are no must-haves. However, I would always take a point in weapon expert and skill focus in your desired skill, regardless of character. Specifically in your case though, if you're allowed on testmud you could make a character and test out the traits you're unsure about there.
|
|
|
Traits
Jun 16, 2008 15:30:07 GMT
Post by Blain20 on Jun 16, 2008 15:30:07 GMT
Specifically in your case though, if you're allowed on testmud you could make a character and test out the traits you're unsure about there. Bah. That requires me getting off my ass and getting an area into the queues! =)~
|
|
|
Traits
Jun 16, 2008 16:13:53 GMT
Post by nine on Jun 16, 2008 16:13:53 GMT
Well, im going to take the opposite tack and tell you all the ones to avoid, or I have found next to useless, from experience. Packmule - like 1 extra bottle per trait, frigging expensive imo, and if your that desperate for carry room, many other cheaper options to free up alot more space! Sturdy - accidently took this one thinking it was hard skinned *doh*, seriously though, who needs an extra 10 hp, when you get +4 with every new level anyway. I mean I spent like 6 years tanking all the hardest kills in this game with just 162 hp. Even an elf mage will have 154 hp by the time hes lvl 23. 162 by lvl 25. Fast Talker - even more useless then it appears, only possible time it comes in handy is when your claiming burnham tunnels (why I originally took it, but fuck do I want that trait slot back ) Innate good/evil / true good/evil - The first evil one may be useful for a necro not sure, but I've regretted the good ones on my paladin, I almost never have alignment probs with my pally so the tiny difference I get from the traits, go almost entirely unnoticed. One thing we need though is a blocker trait. God damnit I want my blocker trait, if theres a dodger trait there should be a blocker trait for fuck sake. Before you retort "well not everyone can block, so those that can shouldn't get their own trait" I would just like to point out a few traits... archer/marksman/deft hands - all completely useless to a paladin, innate good/evil/ true good/evil, the 2 of those 4 are completely useless to 2 whole classes... strongarm is basically useless to all the race/class combos who have 16 str or more.... weapon expert is pretty much useless to a fighter (with how quickly they can achieve 100) and I'm sure theres more examples! And while we're at it, throw in a parryer trait for the fighters/rogues!
|
|
|
Traits
Jun 16, 2008 18:02:10 GMT
Post by Blain20 on Jun 16, 2008 18:02:10 GMT
I vant zeh riposte trait for my svashbuckl'r!
|
|
|
Traits
Jun 17, 2008 2:59:29 GMT
Post by sinister on Jun 17, 2008 2:59:29 GMT
Picked up fast talker.... *cackle*
|
|
|
Traits
Jun 17, 2008 13:05:52 GMT
Post by Blain20 on Jun 17, 2008 13:05:52 GMT
And now the slave reflects the master!
|
|
|
Traits
Nov 13, 2008 19:44:58 GMT
Post by shin00bi on Nov 13, 2008 19:44:58 GMT
Of the useless traits Nine named, I would have to say at least three of them are quite useful. Innate Evil probably needs more than one point to be noticeable, but it certainly helps your Necromancers. Innate good is good for the Paladin Tank, but it's probably not as useful as innate evil is to the necromancer (who can start attacking any npc regardless of alignment). I'd imagine at 5 Innate Evil, you are able to go with any kill route you can think of with much regard for your alignment, which would be nice.
True Evil/Good is pointless, I would agree. The biggest problem as a necromancer is when you are "neutral" and rarely, will it ever get any worse than that. How many necros go "oops, I'm good! Better fix that." No, they are on it the moment they hit "nasty" and no later than "neutral" from the obvious messages.
Sturdy! I think this is probably the best cost-efficient "stay-alive" trait. I think it should take priority over the likes of Hard Skinned and the resistances. Every bit of HP is precious, especially considering the severity of death in this game. It baffles me that some people will take on Pure Soul (Which is highly recommended you max this out first, among all) and then ignore things like Sturdy and Exceptional Con. With the cost of exceptional stats, I can understand investing in STR/Int/Dex first, class-depending, but at least leave yourself room for the con.
In the words of Queen, keep yourself alive.
|
|
|
Traits
Nov 14, 2008 3:52:51 GMT
Post by sinister on Nov 14, 2008 3:52:51 GMT
I have innate evil 2, and I only an unpreventable neutral in one situations if I hit an undead and then Aurelgmir.
I'll go to neutral in preventable situations in Steading or if I hit a bunch of little dragons in a role.
I imagine at innate evil 3, I'll never have to worry about alignment. I guess I could test this theory by plowing through Chaos Tower before I set up with Kresh or Nepeth.
|
|
|
Traits
Nov 14, 2008 13:48:45 GMT
Post by CalviN on Nov 14, 2008 13:48:45 GMT
I thought I chimed in on this thread, but looking back over it, it must've been on a different one. Packmule.....expensive? Well, yeah, if you're level 19 or 20, it's pretty dang expensive. Especially considering that you get 1/2 bottle carry capacity per level above 19. But.... when you get into higher levels, think about how much it takes to get 1 bottle additional carry at say, lvl 30.... 2 levels? 30-32 is 60 million exp. (That's 300 points) Sturdy is 4 points for 1 carry. Another 12 points for 2nd carry. 16 points, 3.2mill exp.... for 2 carry? versus 300 points, 60mill exp for 1 carry?
Yeah, taken in perspective that way, it's not that expensive. * wiggle Calvin's Packmule 2 *
|
|
|
Traits
Nov 14, 2008 13:57:30 GMT
Post by tehlung on Nov 14, 2008 13:57:30 GMT
i always thought an intelligent kill route could make up for the alignment traits for most necros. those points could be better spent elsewhere. the only way i could see them being useful is to an efficiency character, since your kill selection is more limited. if i could get rid of mine, i would.
|
|
|
Traits
Nov 14, 2008 14:26:10 GMT
Post by sinister on Nov 14, 2008 14:26:10 GMT
Hrm, I'm going to have agree on that point. The original reason I picked up innate evil was primarily because for some reason I thought I was going to party more often.
|
|