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Xeraphin wrote on 2016-07-07 22:49
SO eventually, I would like to take on the job as Gunner. It is my understanding, that to be a decent Gunner, you need to have decent amounts of STR and INT. I was curious as to how much of each would I need, round abouts, to be decent at the job set? Also, would greater in one make it sorta even where the other Stat lacks? For instance, right now I have 5xx STR and 1xx INT. Thank you for your time!
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Rydian wrote on 2016-07-07 23:10
It's recommended to have stats first because Gunner gives crap stats (unlike other skillsets). People recommend 1500 total before you start doing serious damage, since guns don't stun well and you want to kill immediately. You could train the skills at any point but you won't get much benefit out of it compared to other skills until you're like at least 1000 total stats. Because at 500 STR and 500 Int, you'll do more damage safer with melee/magic instead.
It's basically half of both stats added together, so yeah an imbalance works. Int is a lot easier to get anyways, musical skills can give a lot and magic skills are plentiful.
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Xeraphin wrote on 2016-07-08 06:06
Is there a job "class" that uses STR and WILL? I am looking for a more unique "talent" to play that isn't just the standard (ie. Warrior, Mage, Archer ect). I know the Gunners Use STR and INT, But what about puppeteers, brawlers, things like that?
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Lyni wrote on 2016-07-08 18:10
Gunslinger max damage scales with (STR+INT)/5, so it doesn't matter which stat is higher.
(TIP) If you use these skills now, then make sure to fully rank Counterattack, Crisis Escape, Defense, Windmill, and Assault Slash. You can still use those while wielding guns.
(TIP) Since you'll have reasonable INT, Snapcast + Firebolt (or lightning) is a good momentary knockdown or group stun. A combo like that can help in the middle of cooldown hell. You could also carry a wand/staff in your off-slot and snap-cast something more explosive...
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Yanm wrote on 2016-07-08 18:18
Puppets use Str and Dex, Fighters (Brawlers) is strictly from Will. Str and Will is Ninja.
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Lukshad wrote on 2016-07-09 00:10
What Lyni said about magic is good advice. I used to combo guns and magic and it worked well. Thunder is nice to Snapcast after a shooting rush; it gives you plenty of stun time to help with cool downs. Not to mention you'll have access to Shockwave, which is a really nice and quick aoe skill if you need to shove back the mobs. You could use guns as one setup, and a wand+rebid as another. You'd be able to show in Shock also, which at rank 1 gives a 1.5 second stun to enemies in a nice range, and reapplies every 2.0 seconds. Crowd control heaven.
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callback wrote on 2016-07-12 15:17
Ninja not only uses Str and Will, but it also GIVES tons of STR for a fairly cheap AP cost. Even in close combat, only combat mastery and windmill (and I guess stomp if you're a giant) beat out the better ninja skills for fast str gain. Of course life skills (mining and carpentry) always give the best stats per AP, but they require a bit of time investment (not much of one for mining, but carpentry takes a lot of work). Str is of course also for close combat, guns, puppets, and lances (elves can't use lances).
Ninja also averages out about on par with fighter for will gain. I think the fast stat growth is the reason it's listed as a recommended beginner talent on the talents page. And don't forget to rank windmill and critical hit. They give good will in addition to being incredibly important skills no matter which talent you are currently using. And as always, look into life skills (hoeing, harvesting, etc.) if you want to supplement your stats.
Int is easy to raise quickly if you do want to use guns. Get composing and music knowledge up, then focus on your basic magic and healing skills. Bolts and both healings first, then go get fireball and lightning rod (you will need to learn thunder but no need to rank past F yet.) Fireball and lightning rod are not only really useful if fighting as a staff mage (fireball especially as a snap cast spell), but after the fundamentals they give the best int gain. And, of course, look into life skills. (potions, herbalism, mushrooms, etc.)
But keep in mind that magic doesn't scale off int alone. There are a ton of passive mastery skills (more than other talents have) that work together to really amp up the damage. Start with your fundamentals for int gain, and if you decide you want to go further down the magic path, start picking up all the masteries.
And then there's dex. If you want to do puppets it's important, and it's the main stat for archery (giants can't use archery). Don't worry too much about balance, just do what you like best. Dex has the most relevant life skills that give more than what its combat talents will give, so look into that. Playing instrument and singing actually give a sudden burst of 10 dex each when you rank them to 1, despite being slow growth up to that point. Other than that you would want to focus on your archery. Humans gain a ton quickly through the basic ranged attack skill, while elves have more race-specific skills that give a bigger total gain over a longer more spread-out period of training. Puppets give dex, but less than archery does. You probably want at least a good str foundation before going into that.
Alchemy is weird. It used to have no scaling. Now it has different scalings for each skill, either your health, mana, or stamina. These scalings are based on your remaining value, not your max (except life drain which is based on your missing health), so stay topped up if you do alchemy. It's also like magic in that it has extra masteries that stack together to amp up the damage, and further amps it up by specializing into elemental cylinders which increase one element's damage while reducing others. Even with all this, alchemy falls into more of a utility role having a lot of neat tricks it can do to help control the flow of combat.
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Honey wrote on 2016-07-12 21:21
in my opinion, i dont think gunslinger is something to start on yet if you are lacking in str and int. the reason for this is because like what other people have said, the skills itself does not give a good amount of str OR int. heck, it doesn't even give a decent amount to achieve at least decent damage. if you still want to do guns though (which u might later on), i would recommend doing mage/mushroom gathering for the int, and ninja/warrior/carpentry/mining/lance for str.
since you want to do str + will, i think a fighter, warrior and ninja combo would be nice for you. :)
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Rydian wrote on 2016-07-13 21:31
Ninja was removed from the newbie talent page.
I wonder if how grindy the skills are was putting off new players, making them think everything was as stupid as that.
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Honey wrote on 2016-07-14 02:21
^wouldn't be surprised if that was the case... :sigh:
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Konrad wrote on 2016-07-14 11:08
Quote from Rydian;1296772:
Ninja was removed from the newbie talent page.
I wonder if how grindy the skills are was putting off new players, making them think everything was as stupid as that.
To be fair, the rest isn't much better, if not worse (except Magic and Close Combat).
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Rydian wrote on 2016-07-16 17:17
Looks like Fighter is where things started to get grindy?
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Honey wrote on 2016-07-16 18:22
Quote from Rydian;1296829:
Looks like Fighter is where things started to get grindy?
I think we're forgetting how grindy windmill is. It's a lot easier than before but still pretty grindy for newbies.