All classes require a fair bit of work put into them to be effective, especially if you plan to go into PvP. Warrior is not as complex as people make it out to be, but it probably is the one class that requires the most investment to play. Druids, and by extension mages, do require a fair bit of knowledge in the way meld mechanics work. It is not hard to learn, but it can be painful to master. Bards are yet another guild where it might be hard to master, but as far as initial investment is concerned, I'd recommend them over the other two. As far as the bard guilds are concerned, there's many choices, and there really isn't a wrong one.Kiskan said:I'm new to Lusternia, but I've played Achaea, and I love Imperian. Lusternia is really interesting, and I like what I see of my guild and city, but it sounds like knight is actually a fairly complex class, and I know my limitations, so I've been advised that Bard or Druid might be for me, and a switch of race to Mugwump or Aslaran. If I do switch professions, I'll have to switch guilds (which is unfortunate from what I've seen so far), and I may even have to switch cities (which is also unfortunate). I'd done my homework as best as I could, and Glomdoring seemed to have something of PKer population, and a relaxed atmosphere that didn't take itself too seriously, without being ridiculous snugglebunnies. Kind of perfect, really. Hallifax sounds like it could take itself really seriously, for example, because cities that are defined the way that one is generally can't help but be very intense, have people who take their e-rank incredibly seriously, and just generally tend to be offputting for all but a very particular kind of player (but I can't really know, of course). One of the other cities seemed to be a bit too snugglebunny (but again, I'm reading descriptions and snippets on forums). Anyway, what are the other cities and guilds I might think of joining if I have to move - both within Glomdoring (which does seem to have a bard and druid guild), and beyond? What do you think of those classes for someone who doesn't want to be overwhelmed by complexity?
Answers
That said, each city's guilds are also very different from each other, and there ARE different classes. Just a quick, brief overview, each city has 5 archetypes,
Warrior
Bard
Monk
Druid or Mage
Wiccan or Guardian
Druids and Mages serve the same combat purpose (aoe passive effects and room control) just as Wiccans and Guardians serve the same niche (entity based, single target, mana-kill orientated). Of course, even if they serve the same purpose, their skills are different enough that the strategies are entirely unique - two of the Guardian classes don't actually have a mana-kill.
Ultimately, as you play the game, you may find yourself drawn toward a very specific, single guild for their strategy/unique abilities, but if you're just looking at the general "archetype", you don't actually have to hop. (The two newest cities don't have monk guilds, though.)
With warrior you'd need to worry about rebounding, stance/parry, and wound distribution (and it'll get lonely real quick when you don't have other warrior/monk friends to help with wounding). Bards require some awareness or automation around earwort defense, and learning how to compose and maintain your song is somewhat annoying. I might also recommend looking at monks, because while it may be somewhat complex to set up kata forms, once you're set up it should be very repetitive (and pretty easy). I think Mages/Druids may be somewhat on the easier side but probably need a little bit of investment to not be squishy fodder, but I can't really comment very well on that.
Generally, once you're happy with your decision of guild/city, you should then seek advice about race from your peers, since it's not always a no-brainer choice.
Mages and druids might be a bit much for you. Like healers in some games, they can help make or break group combat, which means you'll have a lot of pressure to stay alive, act quickly, follow directions quickly. Still, usually someone may be willing to help you with basic scripts and set up. If you're really curious about this archetype, it may be a good choice for your second character.
I would also suggest you try bard first. Even a poor bard tends to give some benefit to their group. The other nice part about bards is they tend to put up defs pretty fast with Acrobatics' passives being pretty strong. I'm a fan of tarot which is only available to city bards, but all the terts are solid.
If you had your heart set more on knight, consider monks. In Lusternia monks can be viewed as closer to knights then other IRE games. They are weapon users and are less artifact reliant.
Familiarity with most locations where fights might occur is definitely helpful too in case you need to hunt down break points. Chances are you won't be a primary melder if you're just starting off, of course, but the fact is that there's more to learn and track there than you would need as a bard.
Forgiveness is the fragrance that the violet sheds on the heel that has crushed it.
That said, I'm pointing out what he might run into along the way later on, too.
Forgiveness is the fragrance that the violet sheds on the heel that has crushed it.
Elanorwen by following directions, I mean things like breaking melds, keeping up effects, that sort of thing. Perhaps the OP could better explain their limits and concerns.There's a level of management that really isn't required of other players. I was probably reading into the OP's post some limitation on dealing with triggers/coding that it looks isn't really there.
Though, you don't have to do a meld if you're the only one around. People will get annoyed with you, but, they can go jump. (It took me years and years to convince people that 'no, I'm not going to go meld somewhere just because I'm the only druid around' is a valid thing to say.)
There was also a time when we hung things from Belibi's trunk. That was fun!