Questions about Guilds
Posted: 23 Sep 2022 17:10
As I get started on my character, imagining future guild/story ideas I wondered if I could ask some more technical questions here. Mostly related to comfortable playability. I just want to make sure I don't put myself in a situation where my combination of guilds results in something severely underpowered and reliant on a team to enjoy combat. I love team combat, and a few larger players have been kind enough to take me on short hunting trips already, but it looks like I'm mostly asleep during peak hours.
I've read a bit here and there and as I'm not interested in PvP it looks like my neutral occupational options are:
Wizards of High Sorcery, School of High Magic, Mercenaries, Gladiators, and Order of the Dragon?
I wasn't sure about the Archers and Fire Knives. And I don't think I'll be a dwarf or a kender.
Layman options are:
Elemental Worshipers, Minstrels, Tricksters, Blademasters and Pirates? I wasn't sure about quite a few of the others. I know D&D warlocks are not necessarily evil, and I thought I read in a post somewhere that they technically are neutral, but I can't seem to find it.
Right now my character is a human enrolled in the Academy for starter mages in Gelan. The magic is kinda cool, but for the moment underwhelming? I'm still doing most of my damage with layman sword skills compared to layman or above layman magic skills. I'll stick with it for now to see how it feels when I can pay for higher than layman in all the spell types.
I've always liked the idea of hybrid characters in a game that doesn't allow instant class transitions (I play FFXIV so I'm spoiled in this regard). Would a hybrid character like say, a School of High Magic and layman Order of the Dragon monk or layman Archer function? Or is it the case that just because of the combat system you'd be left feeling underpowered?
I certainly don't intend to min-max and seek only the cutting edge of performance, but it would be nice to be comfy in a group or alone. And to have enough guild mates around to find those groups!
Thanks in advance for your thoughts or ideas!
I've read a bit here and there and as I'm not interested in PvP it looks like my neutral occupational options are:
Wizards of High Sorcery, School of High Magic, Mercenaries, Gladiators, and Order of the Dragon?
I wasn't sure about the Archers and Fire Knives. And I don't think I'll be a dwarf or a kender.
Layman options are:
Elemental Worshipers, Minstrels, Tricksters, Blademasters and Pirates? I wasn't sure about quite a few of the others. I know D&D warlocks are not necessarily evil, and I thought I read in a post somewhere that they technically are neutral, but I can't seem to find it.
Right now my character is a human enrolled in the Academy for starter mages in Gelan. The magic is kinda cool, but for the moment underwhelming? I'm still doing most of my damage with layman sword skills compared to layman or above layman magic skills. I'll stick with it for now to see how it feels when I can pay for higher than layman in all the spell types.
I've always liked the idea of hybrid characters in a game that doesn't allow instant class transitions (I play FFXIV so I'm spoiled in this regard). Would a hybrid character like say, a School of High Magic and layman Order of the Dragon monk or layman Archer function? Or is it the case that just because of the combat system you'd be left feeling underpowered?
I certainly don't intend to min-max and seek only the cutting edge of performance, but it would be nice to be comfy in a group or alone. And to have enough guild mates around to find those groups!
Thanks in advance for your thoughts or ideas!