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SwordsmanChris
Vice Captain

PostPosted: Tue Nov 18, 2008 12:15 am


[Nothing is good or bad...]


Alright, people. We're a clan, and we've been assembled for the primary purpose of fighting. To that end, I want to use this topic for members to post their ideas on how to fight more effectively. This discussion thread is specifically for helping one another to be more knowledgeable about how to fight the best we can... and that kind of knowledge can be the difference between success and failure.

tl;dr:
-Talk about battle techniques 'n stuff here.

I'd like to open up this thread with a discussion on G'hi. A lot of people have trouble understanding this concept, so I'll lay it out for you all; G'hi is an energy that builds up passively when you're around other people - it grows faster when you're in a big crew, and fastest when you're in a civilized area (Barton Town). As you wander off on your own and fly solo, your G'hi slowly decreases until you hit zero.

Now, what is this energy for, you ask? Well, as you travel the world, you will gradually earn 'G'hi Abilities'... but this is a misnomer. They should actually be called 'G'hi Buffs'. G'hi buffs are passive, meaning you don't have to activate them; they are turn on and off all by themselves. These buffs make you stronger in different areas, and their strength depends on your G'hi energy. 0 G'hi... you're gonna get squat for buffs. 100 G'hi... your enemies better watch out!

What's so great about G'hi, anyways? We can fight okay without a few buffs, right? Well, that's true... I used to make it a point to fight on 0 G'hi all the time, getting by only on my own strength. However... one day my crew leader told me to go back to Barton Town to refill my G'hi tank, and as I looked at my stats, I was shocked to see the difference. My 0 G'hi went up to 100 G'hi... and my stats shot up a good 80 points in every area, and even moreso in max HP! This G'hi breathed so much life in me... it was like I'd jumped up a couple of CL levels! Let me tell you, I didn't know what I was missing. I hit harder, more surely, dodged attacks better and absorbed hits with no trouble at all.

So, whenever you get the chance, fill up your G'hi energy! It may seem like a pain, but it's definitely worth it. Work in crews, too, to keep that energy running hot! And any girls who want to raise their G'hi with me can drop me a PM sometime...

Um... anyways... sweatdrop

tl;dr:
-G'hi energy activates passive buffs that can make you much stronger.
-G'hi increases when you work with others or are in a town.
-G'hi decreases when you're by yourself.

And that's my little G'hi lecture. If you guys have advice you'd like to give as well - or if you'd just like to discuss certain battle-related elements - please post. Do not be intimidated by this wall of text. ninja The goal here is to learn... so that we can all be strong.


[...but thinking makes it so.]
PostPosted: Sat Nov 22, 2008 5:05 pm


Well, to go along with tactics, I made a list of archetypes within MMOs that seem to apply to zOMG! as well.

(I kinda... made up the archetype names. >>)

Fighter: Well... come on, that should be obvious. A fighter's job is to rush into a group of enemies, draw their attention and do as much damage as they can. A good fighter can draw enemies to them, either with attacks or crowd control, and attack multiple enemies at once. A good fighter can also absorb a lot of damage, so high HP and defense are key.

Mage: A simpler job than fighter or cleric, mages have one job: Sit in the back and cast AoE (Area of Effect) spells and long range spells. Debuffs would be good as well, but they don't seem to prevalent in zOMG! It's easy to be a mages, but of these three starting classes, Nukes are the least self-sufficient, as a rule of thumb. They typically don't carry healing or buff rings, so finding a good group is key to being able to nuke to your fullest potential.

Cleric: A cleric is a difficult job to run, but is probably the most appreciated by fellow players. A good cleric heals debuffs, keeps people's HP high and applies buffs. Clerics make a good addition to any crew and are hard to run well, but can make runs in higher level places easier.

Mixed classes: Mixed classes are good in that they're versatile, but their versatility comes at a price of specialization, as they cannot do a certain role as well as one "pure" class or another.

Fighter/Mage (Magic Swordsman): Simply, a mix of fighter and mage. Magic Swordsmen can deal the damage up front or sit back and rain death from the sky. Spamming attacks is key to this, so having some Cleric support really makes this class shine.

Fighter/Cleric (Paladin): A popular class, Paladins can charge into battle, dish out the damage, then clean up what's left of their crew. Healing and attacking are a good combination, so this class can really mesh with any crew.

Mage/Cleric (Sage): Sages are what you'd expect of any magic-user: they do it all. Buffs, debuffs, healing and nuking, Sages deal in anything "magic". While a powerful sage can be self-sufficient, the best Sages are parts of crews that can allow them to sit back and heal their crew while annihilating the opposition.

That's... kinda it. sweatdrop

Hopefulyl, if you're having trouble deciding what you want to do in zOMG!, this will help.

GuardianJohn
Captain

Seeker


Cheshire Trap

PostPosted: Thu Feb 12, 2009 12:17 am


At first, I was hesitant to place the following under this particular discussion, due in great part to the presence of a neatly defined "rings" content section set aside. However, I feel that, along the vein of making decisions of your archetype, each established beautifully in Chibi Scaleclaw's post above, it's essential to take into account the presence of Ring Sets. Shock, shock, right?

Now, this topic might be debatable. Because of the personal connection, it's a good idea to note that some choose to wander and progress based on their own choices of what rings they'll use. Examples are seen in the "What rings are YOU using?" discussion. Note that this is perfectly fine! Bonuses are not all the game's about, I shouldn't think. But some choose to follow their basic archetype, setting along a trail of events that suits them best. For all intents and purposes, let's assume that Joe Blow is one of those people.

Joe would humbly consult the following information, kindly linked to me by a fellow member earlier in the evening. Quoted directly from GenTrigger's handy little guide:

Quote:
Ninja: Mantis, Shuriken, Dervish, Ghost
Bonus: Increased accuracy

Pirate: Hack, Slash, Keen Eye, Shark attack
Bonus: Increase Speed

Chef: Teflon Spray, Meat, Knife Sharpen, Pot Lid
Bonus: Increased Defense

Medic: Adrenaline, Bandages, Diagnosis, Defibrillate
Bonus: Increased Health Regeneration

Demon: Hot Foot, Fire Rain, Iron Will, Scardy Cat
Bonus: Increased Stamina Regeneration

Angel: Wish, Divinity, Healing Halo, Hunters Bow
Bonus: Increased Luck

Space Marine: Guns Guns Guns, My Density, Improbability Sphere, Turtle
Bonus: Increased Weight (less chance of being knocked back)

Shaman: Hornet's Nest, Coyote Spirit, Rock Armor, Quicksand
Bonus: Increased Willpower

Prankster: Improbability Sphere, Gumshoe, Heavy Water Balloon, Duct Tape
Bonus: Increased Speed and Dodge Rate

Athlete: Fleet Feet, Taunt, Bump, Fitness
Bonus: Increased Max Health

Not too much to take in, but quite a bit of information put before you in one solid document. I strongly recommend reading the rest beneath the link aforementioned, but as it sits, Ring Sets are an excellent tool to take into consideration for the organized and unorganized alike.

I have also noted (little things fascinate the imagination) that it is possible to have not one, but two ringsets that would suit your attributes. It's quite possible to be an "ambiguous" character, such as the Paladin, the Sage, and the Magic Swordsman, without much difficulty. After all, ring sets are usually composed of four rings, it seems like, for the needed boost in stats. Take that as you may and will. This adds quite a variety to the loyal zOMG adventurer's fingertips, opening the door to preferences and, dare I say, even unheard of combinations? (I.e. Cleric/Prankster, etc.)

It's over now, I swear it. Now, that wasn't too unpleasant, was it?

With any luck, this was a good F.Y.I... sweatdrop
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Noble Symphonia

 
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