Shattered Kingdoms

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PostPosted: Sat Aug 18, 2007 5:18 am 
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TheCannibal wrote:
You're judging the ability of a paladin NPC to kill a PC scout with a GM barbarian pet. Two classes that paladins aren't geared to fight.

Of all the lighty nations, Exile has the best NPCs hands down. The paladin NPCs rip through hellions and necromancers. Against other classes you should be utilizing them defensively. As in, use sanc/protection/heal spells, etc. Put them second row. Templars have a reach weapon and they will spam flamestrike and holy word from second row.

The hulking male human is a beastly tank and damage output and baltus was pretty elite too when I used to use him. I can't speak for yvette and lazeron but yvette is a swashi so I assume if you get her equipped she'd be fine.

As far as pc friendly spell lists go, Exile has the best.

Nerina has the worst NPCs. Their unique swashi is okay if you can get him with eq. The other NPCs are just balls. They have two good spellcasters but they wander the city and are soooo freaking hard to find when you actually need them. The dwarf gate guards are the only ones you want to ever depend on for any amount of tanking and they are annoying as hell to take out of the country since they yell in foreign nations when engaged in combat...not good for sneaking up on people.

Yeah the empire has a lot of NPCs but until recently they had no unique NPCs like the other countries had and only had access to the mercenary class and some low level hellions.

Sure you'll see a lot of legionnaires wandering around in clumps but they don't even report crimes at all. Also pretty much any fighter class with spells up can take 5 or 6 of them at once without difficulty. The captains are good tanks and bash, but they don't have much damage out put. The hellions are just good for casting rift..thats about it. They don't hellfire in combat and they are just low level and low damage output.

The only good NPC they have for damage out put is the giant legionnaire who doesn't auto assist so half the time if you aren't paying attention he isn't even doing jack. The centaur legionnaires are decent if you utilize them right but they are limited in number. Those are the best things to have in your group if you have the time to go grab them.

Sith a niel gets paladins, swashis, and barbs. A good spread of damage + protection and taunt.

I don't even know what all the con has since I only see their uber named NPCs, but those things rock face.

But every single tribunal NPC has the exact same exploit weakness which anyone with any form of ranged combat at all...oh look..thats only -every single class- can use to bring them out of formation...so its not like even having the NPCs with you is something you can plan on when you raid.



I agree with everything but the All classes have ranged combat. Necromancers do not have a ranged spell nor do they have a ranged weapon with reach. Slings that I have found are same room, there might have been a one room away sling but I don't remember. And Necromancers do not get Crossbow but it seems that all the idea logs in the world wont change that.

Cheers. And I agree with Cannibal he said most things I was thinking about while catching up.


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PostPosted: Sat Aug 18, 2007 5:28 am 
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Tribunal characters may be stronger than cabal characters when played by the less experienced, lazy, or averaged-skilled PKer. However, they don't offer any significant, unique advantage: you can have other PCs (or your trib friend) spell you up, you can find another PC to be your meat shield, and you can get pardons, turn yourself in, or not get caught doing crimes.

That said, I'm definitely lazy enough to prefer to play a tribunal character right now.


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PostPosted: Sat Aug 18, 2007 8:39 am 
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Eusd wrote:
or CoN because they have supernatural hides and are all near GM.

:lol: :lol: :lol:

Tell me you took the time to compare these NPCs to your GM char. Tell me that you even took the time to try to fight one with a fire elemental and see a spam of the word "unaffected". And because I won't just give you a number, I'll tell you the "near GM NPCs" are just mid level NPCs, they are not even master level. And if you even took the time to experiment with them a bit you'd see that it is incredibly easy to kill these NPCs with some things, but really hard with some other things. Problem is most of you choose to fight them with the other things. :P

Generally now, tribunals got their aggressive boost with the update. I didn't experience it, but from what I saw it's pretty neat to be able to take a NPC in another kingdom. But then they lost their main defensive boost, the ability to spam banish their enemies.

And on what tribunal is the best, based on what I saw when I played and what I heard the last months, I'd say GoA win right now because of the new improved bounty hunters and the Keepers are next in line because of the vast variety of law NPCs' types to play with and decent bounty hunters.


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PostPosted: Sat Aug 18, 2007 9:08 am 
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Tell me you took the time to compare these NPCs to your GM char.


I never did because usually when I saw them I lasted about four rounds when they were with a single person and two rounds when beethiok would have some undead and law NPCs.


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PostPosted: Sat Aug 18, 2007 9:56 am 
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About 5% dmg per round on my crappy HP shaman from many tests that I did show us that they are not that great.

They are good for one thing only. Tanking. And that only on some occassions. There are many ways to dispose of them within a few rounds.


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PostPosted: Sat Aug 18, 2007 10:44 am 
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Alright first of all if you are talking about Golg he wasn't crappy at all, Infact he was a freaking tank. And I bet it wasn't your first character either. Second when I am in pk mode I freak and in my mind law NPCs are worse then pcs because jail sucks so much, and they are so aggro.

But going back to law NPCs if any place needs better it is Sith'a'niel, Exile just needs some better tanks for going out to pk. I think the hulking guy is the only good one.


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PostPosted: Sat Aug 18, 2007 12:09 pm 
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Sith needs law NPCs? Hel-lo, seen any ELEMENTALS lately?


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PostPosted: Sat Aug 18, 2007 12:57 pm 
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Necromancers can use wands for ranged attacks, the game is even nice enough to start you out with one.


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PostPosted: Sat Aug 18, 2007 1:26 pm 
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Eusd, I think you're just seeing a skewed view of things. Exile NPCs are fine, the elementals in Sith are freaking crazy as are their bounty NPCs since they got boosted.

When Severa was running around with Tegus in Sith, Aelrean took out his CoN NPC out without a problem. Then took the two of us out solo. :P

Some NPCs need to be equiped properly before they reach their full potential. The problem with the three barb CoN NPCs is that you cannot equip them, so they aren't as strong as you think.

In my opinion Tribs are fine. I like it that now people have an incentive to actually join them. It makes things more interesting, more politics.


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PostPosted: Sat Aug 18, 2007 1:45 pm 
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There isn't anything vastly wrong with Tribunals as it stands.

Of the lighty side, I honestly thing Ayamao has some amazing guards for fighting. Zhensh has outstanding NPCs that cast all sorts of spells that will boost up any PC. Exile's in between.

Of the Darky side, I would say the Northern Wastes has the better NPCs for fighting and for boosting spells. As Cannibal said, sure, there are plenty of law NPCs in Menegroth. But I've only found one NPC so far that does any proper spell boosting and few of the NPCs assist in proper fighting when grouped up. But then, Empire can afford to have some of the worse law NPCs. Its a combined tribunal/cabal. They already have great perks.

In comparison to the cabals, I disagree with earlier posts that said tribunals get better armor. I've seen cabals that stash loads of really nice armor and very, very few tribunals do the same.


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