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PostPosted: Thu Dec 01, 2005 9:07 am 
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Muktar wrote:
I don't agree with bard it should be: Cha, Dex, Int, Hp, art


I haven't played a bard since I gm'd one as soon as they came out. If Int affects their ability to land a persuade, then I am all for it. If not, then there is no reason to get it really.


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PostPosted: Thu Dec 01, 2005 9:11 am 
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Int affects whether or not you can sing a song and about a half-a-dozen skills that are very bardy. No, it does not affect Persuade, that is cha. That is also why I placed it first.


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PostPosted: Thu Dec 01, 2005 9:14 am 
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One more addition, scout need int. It affects whether they find an herb or not.


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PostPosted: Thu Dec 01, 2005 9:14 am 
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Location: Pyrgos, Greece
I don't agree much with Algon. +40 HPs won't save a sorc from a voodoo or a backstab, so he might as well spare the trains and give them to art or attribute points(not mana though). Warlocks fall in the same category, shamans and priests should not bother with HP trains. Only necros need to train HP for buffed animates. After all don't forget, each item that mods your attributes just takes away a slot from a phat lewt scripted item or an uberly enchanted one.

As a general advice, any warrior should have max STR/DEX/CON/HP naturally(if this can't be done like in barbarians, have a little less CON, STR/DEX should be naturally maxed so you can mod CON to max).

Only classes that should give mana are shamans and priests if they want a big pool for endless healing.

Bards need a lot of INT as well, more than they need CON or STR.

Hellions/paladins that practically need all stats high should distribute them carefully while they consider how easily they can mod each stat to max.

Last, I'd suggest max CHA naturally for any class that relies on order(warlocks, sorcs, necros, scouts etc). Sure there is a ton of +great CHA mods in SK, but there are for almost any other attribute as well. And max natural CHA speeds up levelling, which generally is a good thing.


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PostPosted: Thu Dec 01, 2005 9:23 am 
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Gilgon wrote:
Fepel Veiled wrote:
Sorcs need to max charisma? :o

Bah. What a waste of mods/trains. I run with Max STR/CON/INT/WIS with 10 art trains and 4 hp trains. And have EQ slots for nearly 50 willpower for dispels/sleeps/summons. Except when people don't follow in my party I seem to do fine with my sociable charisma.


A: You only need str if you are a horder.
B: When I make lists about statistics, I assume people will want to player kill. There is no reason to care about stats unless you are player killing, because you can kill NPCs with 4's on all of your stats nearly as well.
C: Sorcs max cha if they know how to pk. How many wands/staves of animate dead/control undead as well as having charm and the ability to buy pets and the ability to make spiders do you need to realize that sorcs can be absolutely devastating completely solo and with high cha?

Thanks anyways.


Animates and controls only work for evil sorcs or greys who play with evil, which I don't. As for pets/charms, I do fine with what I have and I keep a few + greater cha mods for when I work with that, but not to keep up all the time. Those are situational things and there is much more to SK than PK where other stats are useful.


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PostPosted: Thu Dec 01, 2005 9:35 am 
Muktar wrote:
One more addition, scout need int. It affects whether they find an herb or not.


What?


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PostPosted: Thu Dec 01, 2005 9:37 am 
Fepel Veiled wrote:
Sorcs need to max charisma? :o

Bah. What a waste of mods/trains. I run with Max STR/CON/INT/WIS with 10 art trains and 4 hp trains. And have EQ slots for nearly 50 willpower for dispels/sleeps/summons. Except when people don't follow in my party I seem to do fine with my sociable charisma.


Nice that you leave yourself open to necromancers.


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PostPosted: Thu Dec 01, 2005 10:07 am 
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Ardith wrote:
Muktar wrote:
One more addition, scout need int. It affects whether they find an herb or not.


What?


I might be mistaken but I am pretty sure int affects Herbalism, it might be wis though.


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PostPosted: Thu Dec 01, 2005 10:40 am 
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That is no reason to train it though, you can just fly through 3-4 more rooms and find the same. There is no reason to waste stats on that.

I wouldn't do hp on priests/shamans/warlocks/sorcs except if they were spare points (read: After int, wis, con and art)

Except for that (and bards, which you got all wrong) I completely agree with you Gilgon.


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PostPosted: Thu Dec 01, 2005 12:55 pm 
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SK Character: Aritha
Gilgon wrote:
All the stats listed below need to either be maxed naturally or maxed via eq for the respective class.

Barb: str, con, dex, hp
Merc: str, con, dex, hp
Swash: str, con, dex, cha, hp
Rogue: str, con, dex, art, hp
Scout: str, con, dex, hp
Bard: str, con, dex, art, hp
Paladin: str, con, dex, int, art, hp
Hellion: str, con, dex, int, cha, art, hp
Shaman: con, int, wis, art, hp
Priest: con, int, wis, art, hp
Warlock: con, int, wis, cha, art, hp
Sorceror: con, int, wis, cha, art, hp
Necromancer: con, int, wis, cha, art, hp

That's my take on things generally. On my original merc and my current merc, I have maxed str, con, dex, and then just focused on hp. The exact same would go for a barb. The only difficult decisions come in when playing a paladin or hellion, and to some lesser extent necro/sorc.


I take the same approach to character building as Algon. Always max con no matter what class, and I would add cha and int to bards, but I certainly wouldn't take anything from them that he suggested. Personally, I like adding the hp to casters. Every little bit helps there. I would probably have a few pieces of equipment to boost my hp further, and I would make sure I had lots of MP and spells like shield up all the time. It's already hard enough for a non magical resistant race to survive voodoo. Everything else seems pretty basic.


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