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Posted: Mon Jul 21, 2008 10:07 pm
[Intro] Ookay, in my boring spare time... I kind of had a flash back to when I first began playing on the guild; and I suddenly realized how long it took me to figure out my character. So, to help any people who've seen the guild, and either didn't join because they didn't understand the system, or people who know about the guild, and would join if they could figure out a character, I shall ((And have if you're reading this)) post a guide to help with the character visualization.
Please note that this WILL not tell you how to create your character down to the last CP, nor will it tell you EVERYTHING about your character you need to know. Once you go through your first dungeon, you'll probably understand what direction to take your character, and any unique attributes you may give it.*Updated: July 22/08* Added organizations. Thank you to Van for reminding me. *Updated: July 22/08* I forgot special attack based characters *Updated: July 24/08* Added examples to character styles. Thank you to Vincent for giving me the idea. *Updated: July 25/08* Thanks to Perrian for telling me of what seems to be my worst typo/mistake I've typed ((Yet)). The Angelic Choir's info-mini-paragraph is now fixed and should be correct.
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Posted: Mon Jul 21, 2008 11:07 pm
[Character Types]
Although there are no official 'Classes', due to the RPS system being itself, you have seven generic roles. While there are many variations... Most people fit into these seven catagories. Please don't hesitate to tell me if there's more or less.
[-Striker-]
The striker is a character who rely on actions, attack, and combat dice. These people can dish out really good damage, especially with team-up. Besides having a mix of the two stats, there have been three main variations. High attack builds, which have high attack and little to no combat dice; this gives static damage, but great for smashes and team-ups. The high combat dice build allows the character to have overly high attack, but also act as a secondary tank. However, a enemy with high defense will cut your attack power down considerably. Also, due to the sporatic-ness of the dice, you need to put a lot of your CP into combat dice to keep getting high enough numbers. The multiple hit striker uses the Fury abillity to deal damage. They won't have as a strong smash, or a strong defensive abillity, but can attack multiple enemies, and having multiple attacks in a round usually benifits ALL strikers in the end. Just make sure you have alteast 4-6 attack before you put points into Fury.
-Good damage. Good in team-ups. Lower CP spendage; gets to put some points into defensive measures.
-Has alot of things that decrease damage. Cannot deal AOE easily. Actions do not have as much versitility.
-Examples include: Vincent Valentine ((High attack)) , Firu ((Mixed attack & combat)), Darksun ((High CD)), Van ((Multiple attacks))
[-Mage-]
The mage is one who relies on magic, magic, and magic. Mages can deal EXTREME ammounts of damage. However, due to the need for fast caster, skilled caster, and speedy caster, it can leave some mages with little to no defensive power. There are two types of mage. The first is the high magic stat build. This mage pumps CP into the magic stat, with some points to be placed in the caster series. Their spells are powerful, but a stun will stop most, if not all, the damage you can do. The second type of mage is one which utilizes a magority of their CP to allow them to cast two or more spells a turn. They can survive the affects of the stun somewhat, but with the extra CP usage, they usually have less survivabillity.
-Awsome damage. Little affects stop magic damage. Versatile. Stunning spells also do damage.
-Can be a CP sink. Little to no use in team-attack. Usually have less defensive measures. Stuns stop a LOT of damage.
-Examples include: Gerbo ((Multi-spell)), Arch-mage Lazarus ((High Magic))
[-Tank-]
The tank is a classic symbol of RPG and MMOs everywhere ((And mabye some FPS)). Its a shame there are not that many in the guild. The tank relies on either combat dice, Defense, resistance, regeneration, vindictive, or status undead to help make sure the nukers don't die. They have the most survivalbillity, and would be a good compliment to healers and mages everywhere. A tank which utilizes combat dice can also double as a striker, but can lack magic defenses. Defense based tanks are more balanced than combat dice based ones, however they generally deal less damage, and can sometimes lack the defensive power of the combat dice. Resistance, regeneration, and vindictive, and status undead are good additions to the tank, as they help keep damage down, allows you to regenerate any HP, deal more damage to people trying to kill you, and allow you to live after you've been dealt more than enough damage to kill you. However, with resistance, be warned that while it is better on single opponents, defense is better when dealing with multiple strikers. A good abillity for a tank to take is magic shield. Magic shield protects ALL allies against magical attacks, taking a large load of off you, and the healer. Another idea is to add on a special attack to your tank. Not only is special damage harder to block, but it takes less CP than magic, and has no AP cost.
-Great survivalbilllity. Damage is usually hard to block. Help keeps the weaker players ((Who do more damage)) alive.
-Less damage done to opponents. Relies heavlily on AP and actions. Little abillities decrease damage from magic.
-Examples include: Miss Vindicator ((Abillity Focus))
[-Healer-]
The healer types utilize the abillity heal, along with healing magicks, to keep the party on the ball. These are one of the most needed characters, and are not always the low offensive capabillity character people think of them. There are two main ways of creating a healer. An angelic 'pure' healer is one who foregoes damage for abillities that can mean life or death for all the party-members. To make one, it is best to ask somebody like Perrian to show you the 'Angellic choir' organization. Although they cannot deal damage, they have a lot of special abillities to make the trade worthwhile. The second kind, are the cleric-ish kind. This one CAN deal damage, and is like a mage with points from magic put into the healing abillity instead. While their abillities are not as powerful, they can still deal damage. And if they join the 'Divine Mother' organization, their spells can deal double damage to undead; making them as strong as other mages when it comes to the ghasts and ghouls.
-Helps party greatly. Some can deal uber damage to undead. Some have uber healing/buffing/special abillities. In demand
-Angellic path cannot deal damage without hurting themselves. Won't have as good damage as a mage. Must be dedicated. There is a lack of tanks to keep you safe.
-Examples include: Perrian ((Angelic))
[-Leader-]
The Leader path is one of deep planing, and large battle posts. A leader character utilizes its CP to have a maximum number summons, pets, and tokens allowed. It is a wise choice to put your remaining CP into something which will balance and compliment your summons, tokens, or pets. This path is one of obscurity, and can be very rewarding of done correctly. It is wise to join either the Beast Masters organization ((Pets)), or The Creators ((Tokens)). Summons can be more powerfull than either pets or tokens, but cannot use AP/MP. Pets can use AP/MP, but are not really powerful; doing the individual tournament is advisable, it gives you a custom pet, a tamer abillity potion, and an item which can give your pet 2 more CP. Tokens are easier to aquire, and can be stronger than pets usually are. However, tokens can be destroyed permanently, and the rechargable permanent ones are hard to find.
-Uber team-up. Great damage potential. Pets and tokens can survive without owner ((Summons fade away)). Great Versitillity.
-Slow start up. Hard to aquire high CP pet. Summons cannot have AP/MP ((Pets and tokens do)). Tokens are destroyed when used; charge tokens rare. Long battle posts.
-Examples include: Nuku ((Striker/Pets))
[-SAer-]
With the lack of a better word, this is what I call characters which specialize in the special attack abillity. Due to the fact that special attacks are cheap CP wise, many of SAers have enough points to place into other catagories, making this build very versitile. However, a SAer will never be as strong as a purist. There are many possible combinations of SA and other stats, but there are four I remember the best. A SA-healer is like the normal combat healer, but instead of magic, uses SA to deal damage. This build won't be as strong as a healer as pure healers, nor can it do the ammount of magic damage done to undead by clerical healers, but its strength is in its simplicity. With SA, you don't have to put lots of points into things like fast-caster, making your SA either really strong, or allowing you to put some extra points into heal. Another one, is the SA-striker. The SA-striker is one who puts their extra points into stats like attack or combat dice. These people can act as secondary damage dealers and secondary tanks. However, remember that you still won't be as good as purists. The third one is the SA-mage. This build gives a great deal of versitillity, but you're going to have to choose between pumping your magic, getting another caster abillity, or putting points into your SA. The last SA style is simply one who places a high number of CP into SA. This means great damage against single enemies, bu they would have a hard time coping with multiple enemies. A good idea for pure SAers is to get a summon or pet with SA too!
-Great damage. CP spendage is low. Versitile. Has enough points for some defensive abillity.
-Pure have hard time againsts mutliple. hybrid designs are not as strong as pure ones. NO actions/spells go with SA.
-Examples include: Fury ((SA-Hybrid)), 4 Co ((SA-magic)), Karythelia ((Magic-SA)), Djanni ((SA-Pure))
[-Spellsword Hybrid-]
The hybrid class is not one to trifle with. If you really want to go hybrid, you must have patience, determination, and quite a bit of funding. When I say hybrid; I mean attack and magic. This makes a hybrid character a HUGE CP sink. Having a high equip and getting most of your attack and magic from there is a good idea, as it allows a great deal of diversity. You should have atleast 3 points in both magic and attack to utilize the spell 'Flamestrike'. Flamestrike, when used correctly, can make a Hybrid match ANY mage. The abillity Fightermage, is probably the most usefull thing a hybrid can find. This allows you to use an attack, an action, AND a spell in one turn. However, it is not avalible in any store, and must be purchased. The three obvious kinds would be magic focused ones, attack-based ones with magic as a side, and ones who try to balance to two.
-Great damage potential. Versitile. Can deal quite a bit of stuns. Versitility makes it a great counter againsts striker, mage, and tank.
-CP costly. Begining can be slow. Leaves little room for defensive measures. Relies heavily on good AP/MP planning.
-Examples include: Bellamin ((Balanced w/Summon)), Anasii ((Attack Orientated))
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Posted: Mon Jul 21, 2008 11:13 pm
[-Organizations-]Organizations are exactly like what they sound. Like a proffesion guild in a MMORPG, a organization gives you special abillities, items, and a chance to create specially designed ((Ie. submited by you)) items, actions, and spells for your character. It is wise to join an organization to get the benifits from character creation. It is alright to place points from the starting 24 CP into an 'org' abillity. There are eleven organizations. Nine are open to everyone, while the two most restricted are only to people who know the Dragon Lounge special location. The Illuminati, this favors mages. Gives spell specialization, and special a summon. Item allows you to gain unknown spells. Makes spells The Elites, this favors people with good team-ups. Gives extra team-up damage, and allows you to resist team-ups and make getting one easier. Item allows you to resist team-attacks. Makes actions The Crypt, this favors survivabillity with the price paid by others. Gives abillities which allow you to survive easier, others to heal you, and raise the dead. Item gives you the abillity to switch charges for AP and MP and vise versa. Makes charge items. The Lancers, this favors self sufficient survivalbillity. Gives abillities which absorb, negate , and reflect damage. Item doubles your combat dice under certain circumstances. Makes 'offensive items'. The Beast Masters, this favors pets and followers. Abillities give you more pets, make your pets stronger, gives you followers, and allows you to 'transform'. Item gives you 1 extra point in tamer. Makes pets. The Thieves Guild, this favors people who rely on stats. Abillities allow you to relocate CP, use other people's actions and spells, steal items, and find a bit more chips. Item allows you to take 2 points in any stat; but life, from an opponent, and give it to yourself for the remainder of combat. Makes 'leech items'. The Church of the Divine Mother, this favors healers who still want to do damage. Abillities buff allies, protect them, remove harmful effects, and increase health gain. Item makes your spells deal double damage against undead. Makes potions. The Council, this favors tanks. Abillities give you more potion-belt space, allow you to protect somebody without getting hit, and allow you to use potions on others. Item nulifies one attack aimed at you each round. Makes defense items. The Creators, this favors leaders who focus on tokens. Gives abillities which duplicate tokens, sacrifice AP/MP to save a token, sacrifice a token to gain AP/MP, create more tokens, allow your tokens to protect you, and allow you to create normal tokens out of defeated monsters. Item is a die charge token with 3 charges. Makes/upgrades tokens The Children of the Demon, this favors high damagers. Abillities give you extra damage, and regenerate health depending on the damage ammounts. You cannot be healed, and lose health every round. Item gives you 1 HP in regeneration for every 5 damage done. Makes cursed items and can remove forcibly equiped cursed items. **You need to be taken to the Dragon Lounge to join. The Angelic Choir, this favors pure healers. Abillities give you extra healing power, allow you to regenerate for healing, and allow you to sacrifice your life to stop ALL damage from ANY source to your allies. You lose health every round. Item gives you 1 HP in regenration for every 5 HP healed. Makes blessed items and can remove forcibly equiped blessed items. **You need to be taken to the Dragon Lounge to join. [-Last Minute Tips-]Some basic tips that can help any character; through creation and beyond, are as followed below. -Specialization in character creation is good. As every character fills a role, this makes it easier for you to do your job. However, do not underestimate hybrids. They are more versitile and can pick up slack left by others. -JOIN AN ORGANIZATION. These are a good way to make your character even more powerful. -There are few 'special locations' out there. These are places that you need to have the 'Special location: *Name*' in your character sheet to post it. Other people can give you the location, or a DM can give you it as part of a sub-plot. -A good equip score allows you to have more versitillity. Having even a little bit of equip to get a +1 bonus in a stat is still useful. -Team attacks are powerful. Not only will they add your attack stats together and give everybody the increased ammount, but the bonus also carry over to actions also. -If you want to get into a dungeon quick: be a healer. -Although it is not required in battle posts, RP is appreciated and DMs really play on this. -Items and spells don't have to be exactly what they are. Even though it is called a b*****d sword, RP a rapier! Or a spear! And a fire-ball doesn't have to be a flaming explosion, try a wave of frost! Or a burst of negative energies! -Post in the Waterfall Dojo in the mini-game/PvP forum if you need help to understand the battle system, or if you just want to try your character out. -Remeber, a character can only be in ONE dungeon. But as many RP threads, events, engagements, PvP threads, and mini-game threads as you wish. [-Starting up and Getting into a Party-]After your character is submitted and approved, a good idea is to post in the 'looking for party' thread. However, if you cannot find a party, dungeon, or DM, another good idea is to do the Individual tournament. This tourney can help you get to know your character's strengths and weaknesses, allow you to gain some usefull loot, and to simply spend time doing something productive until a dungeon gets together. Also, tourneys usually lead into dungeon plots, and/or the occasional special location. Another good idea is to post in threads in the Adventurer's Tavern and other threads like this. Not only will this initiate your joining of the community, but events are regularly held. These events can give you chips, powerful items, CP, or a combination of the three. And make sure to submit any floaty ideas in the OOC forum suggestion thread, or the organization formula threads. This is a good way to contribute to guild growth... While also having the chance to gain a useful item for yourself. Just remember that certain organizations can only make certain items. Hope this helps! -Bellamin and Whisp.
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Posted: Fri Oct 10, 2008 7:42 pm
This thread moved under the authority of Heirophant of the Broken, Minor DM, RPS Guild of Gaia.
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Heirophant_of_the_Broken Crew
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