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Archive for the ‘PVP’ Category

Melee Healer PVP Video @ Level 26-27

with 15 comments

This is my second PVP video for Allods Online (AO). This video includes the following fights:

  • 26 Melee Healer vs 26 Warrior + 25 Healer
  • 26 Melee Healer vs 26 Caster Healer
  • 26 Melee Healer vs 26 Paladin
  • 27 Melee Healer vs 27 Warrior
  • 27 Melee Healer vs 27 Summoner

I’ve heard a lot of concern from players about fighting Paladins and Warriors, so I included several clips and talked about the matchup mechanics.

Level 26 Spec and Stats

http://allodsbase.com/en/talents#_2oxv3mc1xyc718a20nvy

My stats with green Asee-Teph rep gear

  • 8691 HP
  • Luck 89: 13.9% glancing
  • Intelligence 94: 15%
  • Perception 125: 16.5%
  • Faith 114: 22.9%
  • Wisdom 97

Level 27 Spec and Stats

http://allodsbase.com/en/talents#_2pxv3nc1xyc718a28nvy

My stats with blue Asee-Teph rep gear

  • 10380 HP
  • Luck 85: 17.8% glancing
  • Intelligence 101: 16.2%
  • Perception 153: 8.65%
  • Faith 136: 15.4%
  • Wisdom 122

Here are tips not mentioned in the video:

  • When fighting ranged DPS classes, you don’t have to conserve mana as there will be times when you are out of melee range and therefore regenerating mana

Based on my experience so far in Holy Land PVP, I am going to continue filling out the Verdict ruby tree. GettingĀ  3/3 Holy Avenger should provide an excellent boost to survivability – not only will I get crit less, but when I do get crit, I’ll get 3 Fanaticism stacks which equals burst healing to offset the damage taken.

Life in Asee-Teph has gotten much better since I hit level 26. I still get run over by ?? (high-level) players, but overall my survivability has gone up a lot compared to 25.

If you have any comments / feedback / questions please post ‘em.

Written by taugrim

2010 March 8 at 01:59

Melee Healer PVP Video @ Level 25

with 15 comments

This is my first PVP video for Allods Online (AO). I dinged level 25 today and captured footage of League players attempting to gank me 1v1 and a dynamic 1v4.

This video includes the following fights:

  • 26 Melee Healer vs 26 Mage
  • 26 Melee Healer vs 27 Summoner
  • 26 Melee Healer vs 4 opponents

Here is my current spec:

http://allodsbase.com/en/talents#_2oxv3mc1xyc718820nvy

  • I’ve earned 2 World Quest rubies in addition to the rubies available when leveling, so ignore the calculator saying this is a level 27 build
  • I picked up Divine Prayer 1 (DP) instead of Holy Rage. DP is an excellent instant-cast burst heal
  • I have 2/3 Condemnation, and this reduces the cooldowns for Blind Faith (disorient/snare) and Banished Words (ruby silence ability) to 24 seconds. Both are superb abilities in PVP, and BF is highly valuable in PVE. At level 26 I will take the 3rd Condemnation ruby to reduce their cooldowns to 21 seconds

Overall, I’m really enjoying the playability of the Melee Healer spec. The PVP mechanics in practice have matched or exceeded what I was hoping for when I wrote the Melee Healer Guide.

Here are some comments not mentioned in the video:

  • Always make sure to pre-cast Heavenly Smite. Having an instant-cast AOE knockdown rocks in PVP (and PVE)
  • I didn’t call out when I used DP, but I used it in each of the fights, and you can hear and see the spell animation (it looks like the green shimmer like Devoted Plea)
  • Don’t underestimate the power of the self-healing from 3/3 Brilliant Faith. I talked a lot about PH in the video but when you watch the footage you can see the Brilliant Faith heal procs as well
  • If you use the Kanian racial bubble and Holy Shield, after Holy Shield wears off you’ll still have the racial bubble up – so you have unbroken damage absorption. You can see that in the fight against the Summoner
  • My gear in the 1st fight was from Darkwater, which is two zones before Holy Lands (HL). Yes I know that’s pathetic. I skipped the Elf rep gear because I didn’t want to do the repeatable quest 18 times. That’s simply not my idea of fun. My gear sucked until I was able to acquire the green HL rep gear. In the last two fights I had the green HL rep gear. I haven’t been able to run the repeatable rep quest in HL due to the lack of level capping/balancing mechanics

The PVP action in Holy Lands has been fun at times. However, there is no mechanic to prevent or discourage higher level players from ganking lowbies. I have watched a single level high-level player wipe multiple groups of under-30 players with ease. A lot of players I’ve chatted with are very frustrated with getting 1 or 2-shotted and not having a fighting chance. AO will lose players if the game mechanics are not changed, because life in the Holy Lands in the mid 20s can be pretty rough. A simple level cap would suffice, e.g. Asee-Teph PVP is only for players level 30 and under. This design flaw exists in both Aion and Allods Online and I am surprised that game developers haven’t figured out that level capping/balancing mechanics make for a much more enjoyable and competitive PVP experience that will result in higher player retention.

I’m still playing AO because gPotato adjusted the Item Shop prices to reasonable levels and I wanted to experience the PVP system firsthand. I’m still waiting to see what gPotato does about the 1.0.07 patch, which contains a lot of negative changes and is rumored to have caused many Russian players to quit playing Russian AO. Hopefully gPotato can work with the game developer to not implement those changes in gPotato’s AO.

If you have any comments / feedback / questions please post ‘em.

Written by taugrim

2010 March 5 at 01:52

Guide to Allods Online’s Melee Healer Class Mechanics

with 104 comments

This is a guide for the Melee spec for the Healer class in Allods Online.

Revision History

  • 2010 March 12: added links to my narrated PVP videos
  • 2010 March 9: updated the ruby progression numbered chart, fixed some tooltip descriptions, and added section re: PVP
  • 2010 March 3: updated the ruby progression numbered chart to get Banished Words at 23 for Holy Lands PVPVE
  • 2010 February 27: added the ruby progression numbered chart and commented on Perpetual Healing
  • 2010 February 23: added more content to the tips for beginners
  • 2010 February 20: added tips for beginners
  • 2010 February 19: clarified that all our damage is affected by the same set of stats. Updated names of abilities and rubies to match to the in-game tooltips
  • 2010 February 17: updated names of talents and rubies and their descriptions per in-game tooltips and updates to allodsbase.com calculator. Also made 1 change to the filler ruby placement in the Cleansing Flame tree
  • 2010 February 12: posted original version

1. Melee Healer Class Mechanics

In AO, Melee Healers (MH) are viable because of 4 synergistic mechanics:

  1. Their two core melee abilities (Verdict and Holy Rage) have a chance to apply a stacking buff called Fanaticism, and each time the buff stacks it generates an AOE party heal and decreases the cast time of non-instant-cast spells by 0.5 sec
  2. They can deliver excellent melee burst damage with 2h weapons
  3. They have multiple ranged CC abilities (snare, knockdown, mez, and silence) which are great counters against kiters and runners
  4. They have very good survivability – thanks to plate armor, self-heals, a bubble, and a chance for Fanaticism buff to proc on crits received

The closest analogy to an AO MH is a WAR Warrior Priest (melee-based healing) blended with a WoW Retribution Paladin (plate armor + bubble + burst).

To give you an idea what a MH is capable of, check out this video of a level 40 MH:

Video of 40 Melee Healer (Russian AO) – not Taugrim

It’s important to note that unlike games such as WAR and Aion, AO does not have a consistent auto-face opponent mechanic. So in AO a skilled meleer can circle-strafe an opponent, just as the player in the video did.

Here are the downsides to the MH spec:

  1. The spec is incredibly mana-intensive
  2. It lacks the burst healing and sustained healing of a healing-centric Healer spec (duh!)
  3. It has limited nuke capability. Its damage mechanics require the MH to get up close and personal

The spec I’m going to describe below is a MH with strong DoT/HoT capability. Here is a link to the spec on a spec calculator:

http://allodsbase.com/en/talents#_2px1u3edulx0y8e7gcf28nvy8a7h8f

2. Talents

In AO, there are two ways you spec your character: via talents (abilities) and rubies (buffs and procs for talent abilities, new abilities, passive defenses, etc). Here is my endgame talent tree:

Specific abilities:

  • 1/3 Holy Blast: this is a caster DPS spell and you automatically have 1 point in it. No reason to invest more points in it
  • 3/3 Verdict: the first of our two core melee abilities
  • 3/3 Cleansing Flame: ranged (spammable) instant-cast DoT. I’ll go either 2/3 or 3/3. Some MH specs do not max this out
  • 0/3 Spiritual Focus: prevents debuffs that increase cast times. Most of the abilities an MH uses are instant-cast, so this provides little value
  • 0/3 Devoted Plea: this is the bread-and-butter cast-time heal, but most of this spec’s healing will be generated from melee abilities and instant-cast heals. It is worth investing 1 point in this ability at lower levels so that you have an on-demand heal but by end-game I’m planning on dropping it
  • 3/3 Blind Faith: ranged 5 sec snare and disorient, 21 sec cooldown with 3 points and rubies (see next section). Surprisingly useful in PVE
  • 1/3 Heavenly Smite: 1 point just to get this ability because it is a ranged AOE knockdown. It has a fixed 4.5 sec cast but with 9 stacks of Fanaticism buffs this becomes instant-cast
  • 3/3 Holy Shield: 12 sec invulnerability bubble on a 3 min cooldown with 3 points
  • 1/3 Calming Prayer: 1 point just to get this mana regen ability
  • 3/3 Perpetual Healing: maxed out (spammable) instant-cast HoT
  • 0/3 Resurrection: it’s not usable in combat, so that was a consideration in passing up this ability. I may end up taking this by lower Cleansing Flame to 2/3 or moving the point in Calming Prayer here
  • 3/3 Holy Rage (HR): the second of our two core melee abilities. What’s nasty about HR is that it creates a stacking buff which increases the ability’s damage by 10% and mana cost by 20%. This is what you see generating huge crits in MH videos
  • 3/3 Divine Prayer: maxed out emergency instant-cast heal. Very mana inefficient but it complements the mobile playstyle
  • 1/3 Purification: removes debuffs. Not sure how valuable this will be
  • 1/3 Holy Rejuvenation: 1 point to get the ability. This is a large burst heal with a fixed 6 sec cast time but remember that Fanaticism buffs reduce the cast time
  • 1/3 Binding Light: AFAIK, this is a mez ability. 1 point just to get the ability, to complement our arsenal. Should be very valuable in small-scale PVP and gapping an opponent

The most debatable parts of the spec are 3/3 Cleansing Flame and 0/3 Resurrection.

3. Rubies (0/25/13)

As discussed above, rubies are used to obtain buffs and procs for talent abilities, new abilities, passive defenses, etc.

Here is my endgame ruby spec (note I do not put any points in the Holy Blast tree):

Specific Fanaticism rubies:

  • 3/3 Holy Avenger: a received crit applies 3 Fanaticism buffs which generate AOE healing with this spec. Also reduces chance to be crit by 15%
  • 3/3 Blessed Steel: +30% to physical damage. Our two core melee abilities are physical
  • 2/3 Ray of Light: when health is < 50%, healing received is increased by 20%
  • 1/1 Banished Words: 6 sec silence ability, with a 21 sec cooldown with 3/3 Condemnation (see below)
  • 3/3 Power of Faith: reduces cooldown of our two core melee abilities by 20%
  • 2/2 Devout Servant: increases the chance for Verdict and HR to proc a Fanaticism buff by 20%
  • 3/3 Divine Instincts: increases Dodge by 100% with a 2h weapon
  • 3/3 Condemnation: reduces cooldowns for Blind Faith, Binding Light, and Banished Words by 30%
  • 3/3 Brilliant Faith: when Fanaticism buff procs, it generates a party heal

As you can see, Holy Avenger, Power of Faith, and Devout Servant synergize to increase the number of party heal procs with Brilliant Faith. That combination of rubies is what makes this build tick.

Specific Cleansing Flame rubies:

  • 3/3 Illuminated Mind: +15% to Wisdom which reduces the target’s armor and increases our mana pool and regen
  • 3/3 Enlightenment: +15% to Intelligence stat, which drives all our damage (both physical and light damage types)
  • 3/3 Surge of Faith: 45% increase to our DoT and HoT
  • 3/3 Divine Infusion: +150% chance to crit for ticks of DoTs and HoTs
  • 1/3 Ascension: 1 point to get the self-buff that increases our crit chance by 200% by 20% and reduces threat by 200%

I made the somewhat unusual choice of maxing out both Surge of Faith and Divine Infusion, to maximize the effects of our HoT (Perpetual Healing) and DoT (Cleansing Flame) talent abilities, which themselves are maxed out in the talent tree. I love instant-cast over-time abilities, as they support a fluid mobile playstyle, are mana efficient, and are spammable so you can put them on multiple allies and opponents.

Some MH specs invest points in the Holy Smite tree to get the ability Entreaty, which is an excellent instant-cast self-heal on a 30 sec cooldown. However, I don’t like like the 4 required rubies to get to Entreaty, and I feel that with the number of instant-cast healing and emergency abilities this spec already has, Entreaty is nice-to-have not must-have.

4. Melee Healer Stats

As a caster class, the following stats affect our damage:

  • Intelligence increases our damage
  • Luck affects our % to crit and % to have a glancing blow (i.e. an anti-crit)
  • Perception reduces our chance to miss and the target’s chance to dodge/block/parry
  • Wisdom reduces the target’s armor (mitigation)

Another important stat for Healers is Faith, which affects how much “wound complexity” our heals ignore. There is an excellent thread on the Allods Online forum that describes the mechanics of the these 5 stats.

It’s important to note that regardless what abilities you use (melee or ranged, physical vs spell damage, etc), the stat mechanics are the same. E.g. Intelligence increases our damage for melee abilities and for spells. I think this was a great design choice by the developer as it simplifies the game.

The conventional wisdom among Closed Beta testers is to keep stats balanced, so you don’t want to go overboard on stacking any one stat (e.g. Intelligence).

dchipeev, a veteran poster on the AO forums, recommends the following stats (excluding Luck):

Perception = Wisdom > Faith = Intelligence

miwacho points out that Wisdom and Luck are rare stats on Healer gear.

okokomo recommends the following rules of thumb:

Perception: 10% chance for dodge/block/parry

Intelligence: 10% for damage bonus

Luck: 10% chance for glancing blow chance

I’m planning on spending my stat points 75% on Wisdom and 25% on Luck. Your mileage may vary!

5. Ability Rotations

I would cast the HoT and DoT abilities before engaging in melee and refresh them as needed. Melee attack spam would be mostly HR and Verdict.

Use of CCs would be dictated by the situation. We can use our snare (Blind Faith) and silence (Banished Words) frequently due to their relatively short cooldowns against casters and kiters. Our AOE knockdown (Heavenly Smite) has no cooldown – it just has a long cast time of 4.5 sec but with enough Fanaticism buffs stacked that won’t matter. Keep in mind that Heavenly Smite can be “pre-casted” without a target so that when you cast it with a target it’s instant-cast. Our mez (Binding Light) is a great oh-crap CC against humanoids.

In tight situations we can use our bubble (Holy Shield) and / or instant-cast self-heal (Divine Prayer).

6. Other Game Mechanic Considerations

As you probably know, AO is a F2P (free-to-play) game with a CS (cash shop) from which players can buy in-game items with real money.

One of the CS items is a consumable called Perfume, which increases the player’s max HP for 30 minutes. Many players are unhappy that this item exists because the HP buff is regarded as essential for some endgame PVE encounters and makes a huge difference in survivability in PVP.

For PVP, classes that can meaningfully heal themselves, such as MHs, will probably be less impacted by not using Perfume than classes that can’t heal themselves. In most games healers stack enough HP to survive a reasonable amount of burst, then they focus on other stats. So if you are concerned about Perfume and don’t plan to quest for it or buy it from the CS, a healing class may be a wise choice for you.

7. Class Tips for Leveling

Stat Points Allocation

I recommend putting 75% into Wisdom and 25% into Luck, because those stats are rare on gear relative to Intelligence, Perception, and Faith.

Talent Progression

I recommend the following talent point progression through level 12, which enables you to kill quickly while still being able to heal in groups:

  • Verdict 2
  • Devoted Plea 1 – it’s worth taking this heal for leveling because without it you have no healing whatsoever until the upper teens
  • Verdict 3
  • Cleansing Flame 2
  • Cleansing Flame 3

After level 12, you have the option of taking Blind Faith, Heavenly Smite, or Holy Shield. I took Holy Shield 1 then Heavenly Smite 1. However BF has surprisingly strong utility in PVE so I would recommend getting BF 2 before obtaining either Holy Shield or Heavenly Smite. BF 2 has a 1 min cooldown but CC’s a mob for 10 or 15 seconds, which is a long time, and you can continue to DPS on that mob without breaking the effect. Definitely get BF3 by level 25 if you can for PVP in Holy Land.

Perpetual Healing is available as early as level 18 and it’s a very good HoT.

Ruby Progression

Here is the order of rubies I recommend taking:

  • Divine Instincts 1-3: the Dodge bonus is good so this is not a useless talent by any means
  • Power of Faith 1-3: the mana cost and cooldown reductions do work, even though the cooldown isn’t reflected in the tooltip; see my comment below to Kikiz
  • Brilliant Faith 1-3
  • Blessed Steel 1 in the upper-right hand corner
  • Devout Servant 1
  • Banished Words
  • Devout Servant 2
  • Blessed Steel 2
  • Condemnation 1-3: these rubies are key for lowering the cooldowns of our CC. You could take these before Blessed Steel 2. Depends whether you want more CC or more damage first
  • Ray of Hope 1-2
  • Blessed Steel 3
  • Holy Avenger 1-3: I haven’t gotten this far yet but reducing our chance to be crit and getting 3 Fanaticism stacks when we are crit is an excellent way to help offset burst damage taken

At level 23, you will have Banished Words for the silence which is key for PVP. I managed to get two World Mystery rubies (I think via clearing Dark Citadel and all but the last boss of Castle Blight) which enabled me to get Condemnation 3 by level 26.

Gear and Healing

It’s totally worth getting the blue reputation gear at level 10 and throughout the leveling process. What you can do is quest until you are close to hitting level 10, then do the rep repeatables (e.g. the flour quest on League side) to get to 25k rep. I had to run the flour quest 9 times to get to 25k rep and it took about 20 minutes – boring but well worth it. It’s easy to solo heal the first level 10 instance (e.g. Oreshek on League side) even as a Melee Healer so long as you have DP1 and the level 10 blue rep gear. With the level 10 blue rep gear you gain a massive improvement in your ability to heal, because the gear boosts your Faith into the upper 40s (or higher) which causes your heals to land more effectively.

For leveling 2h is the way to go. I tried alternating 1h and 2h on the same mobs and the difference in kill speed was very noticeable. Once you reach level 18 you can obtain the talent Perpetual Healing which tips the scales even more in favor of 2h as the HoT will keep your HP high.

8. PVP

Instead of writing out a detailed description of PVP, please watch the narrated PVP videos I have posted on this blog. If a picture is word a thousand words, a narrated video is worth a million :)

Melee Healer PVP Video @ Level 25

Melee Healer PVP Video @ Level 26-27

If you have feedback/comments/questions on my MH spec, please post ‘em!

Written by taugrim

2010 February 12 at 17:52

I’m Done with Aion

with 15 comments

I finally got back from a 3-week business trip overseas. I played Aion very sparsely in January, and the sad thing is I didn’t really miss it.

So after only 4.5 months of playing Aion, I’ve de-subbed.

The reasons are pretty simple:

  1. the leveling was boring and very time-consuming. Fundamentally Aion felt like work to play based on its design
  2. the main PVP zone, the Abyss, was largely empty. This was nothing like WAR, WoW, or LOTRO, where it was easy to find opponents to fight

The funny thing is my Chanter is only just over a level away from 42, which was my original target level for making PVP videos – Chanters get a ranged stun at 42. But the main thing is I simply don’t believe in Aion. I would not recommend Aion to a new player who is used to “Western” MMOs (e.g. WoW/LOTRO/WAR). So I figured it didn’t make sense for me to invest the time to level up and make videos.

I think some of the good qualities of WAR really set me up for disappointment with Aion. WAR was fun from level 1 all the way to 40, aside from the game instability issues. Aion was incredibly stable but consistently boring.

A YouTube subscriber sent me a PM back in September 2009 about Aion, and he was right about the game:

Not a big fan of aion, knowing the principle is Korean mentality based, it’s going to get old fast.

I myself been hooked in so many same type mentality game design and they all ending up a disappointment.

I work in the gaming industry, and I know how Aion is build as. [Aion] makes it more efficient for people who has time to waste, then instead of people who actually has the skills to show off. Quite imbalance approach, but then again, that’s their mentality of designing video games. (The american version is based off the asian version, same set of rules will apply.)

Hope you won’t spend too much time on Aion, you might setup yourself for a disappointment in the long run.

I’ve been following Keen’s posts about Allod’s Online so I might check that out.

Written by taugrim

2010 February 6 at 22:13

My First 7 Weeks Playing Aion

with 13 comments

It’s been 6 weeks since I’ve posted anything. I’ve been waiting til I had good PVP footage to post on YouTube before I wrote more articles here, and on top of that I’ve been very busy in real life, but I wanted to stop and post my experience with Aion so far.

TLDR version: Aion is a mixed bag.

OK, that out of the way, the longer version.

First, let me establish what I look for in an MMORPG:

  1. Challenging, reasonably balanced PVP between classes
  2. “Polish” of the game in terms of a low number of game-impacting bugs, high server stability, and solid responsiveness by the game-maker on game issues
  3. An interesting, non-grindy leveling experience

WAR, for example, met criteria #1 and #3 but failed miserably overall with #2. Aion definitely nails criteria #2, badly misses on #3, and is mixed in terms of #1.

There are several game design issues with Aion:

  1. it takes a crapton of time to level to end-game, so the journey to the level cap is a huge part of the game. I leveled to max in LOTRO and WAR in under 200 hours, but Aion is looking to be multiples of that. That in itself wouldn’t be bad, but…
  2. the PVE is boring and tedious. At points in the leveling process (e.g. levels 22-25 Asmodian side), I ran out of quests except for the non-repeatable quests, so I had no recourse but to grind repeatable quests, which is about as interesting as pounding sand
  3. the PVP seems badly imbalanced before end-game, which wouldn’t be an issue excerpt for the first point
  4. the PVP system doesn’t create any mechanism for close-level fighting. Once you step foot in the Abyss, you can and will be ganked by players of much higher level. This isn’t an issue if you play 8 hours a day and can level faster than the curve. But if you are a more casual player, it’s something you have to factor in

Let me stop there and say there are positive aspects to Aion, which include:

  • the game is incredibly stable and bug-free. There are bots which are annoying (and I detest gold farmers), but the game itself is rock solid
  • the animations are pretty sweet
  • the skill chains are cool
  • the ability to “invade” the other faction’s PVE lands via gates called “rifts” creates some entertaining fighting
  • most classes have a ton of different situational abilities with non-trivial cooldowns, so it is a challenge to figure out how to map all those abilities to your skill bars
  • the basic 8 flavors of classes have clear roles and are fun to play (I tried a couple in Beta and leveled 3 to 20+ in Live)

Let me stop with the opinions and talk a bit about what classes I’ve actually played since the game went live in late September. Here’s what I did:

  • leveled Chanter to 22. Right before the end of Open Beta, I had decided to roll an Assasin, but at the last minute, when the game servers were up, I went with my heart and rolled a Chanter. I’ve always enjoyed playing either tanks and / or classes with offhealing capability
  • switched to Cleric due to long-term concerns about Chanter, and leveled Cleric to 20. Cleric is an incredibly strong class in Aion, as it has great healing tools, ranged magic damage, and good CC abilities. But playing whack-a-mole in groups is just not my thing, so I decided to dust off my Chanter
  • leveled Chanter to 25. The main goal was to check out the Abyss. Chanter is a class that in my opinion has multiple design flaws, based on the class mechanics, and to a minor extent, gear mechanics. I’ve played “hybrid” classes in other games at times when those classes were considered “under-powered.” E.g. I played LOTRO Captain in Book 11-13 and was an active contributor to that class’s forums at a time when many veteran Captains were saying “don’t roll a Captain.” So I’m not new to hybrid classes and issues that they face. And I’ve played classes as my main when they were regarded as garbage; e.g. I rolled a WAR Swordmaster in November 2008, back when they were regarded as a crappy class. However, I think Chanter very much got the short end of the stick in Aion, moreso than hybrids and other under-powered classes I’ve played in other games. I didn’t want to risk investing hundreds of hours leveling a class to later regret the decision. So on a whim I decided to try a Sorceror
  • leveled Sorceror to 31. Sorc has been a blast, it’s a well-designed RDPS class with a lot of abilities and CC. It’s also incredibly fast (compared to other classes) for soloing in terms of time-to-kill. While the class can’t heal, it’s has great DPS and CC so downtime due to HP is usually not an issue. And I can kill fast enough to more than justify chugging MP pots and HP pots as needed

There is definitely a part of me that wishes I had the interest and willingness to gut out the boring leveling ride from 25 to 42 for Chanter, at which point the class gets the first of several tools that should help in PVP.

I’ve been waiting to get to a high enough level to start making narrated PVP videos again. I’ve been more focused on leveling my Sorc than PVP’ing with him, because in the 30s Sorcs get some key abilities (e.g. I recently got the Wind Cut Down I stigma, plus Inferno at 31). So I’m almost there.

One other thing I should mention: the Aion forums community has been a disappointment, coming from WAR. Here’s how I’d rank the communities of the games I’ve played:

LOTRO (phenomenal) > WAR (good) > Aion (crappy) > WoW (cesspoolish)

The main issue with the Aion forums is that people tend to criticize instead of help other players, and if you’re not level xx your thoughts and concerns aren’t considered valid, which to me is pretty inane, as a lot of class mechanics you can easily find out about by playing the class and reading the tooltips.

So there you have it. My first detailed take on Aion since it went Live.

I’m going to try leveling my Sorc and will hopefully get some narrated PVP videos posted on YouTube before end-of-year, but it may be challenging as I am working hard during the week (I recently joined a consulting firm full-time) and will be traveling overseas for work.

Ciao!

P.S. check out my +10 level 25 blue weapon. Yea, it cost a lot to get to +10, but I’ll use this weapon at least to 35, possibly all the way to 40. It’s sweet to have over 1k magic boost by level 30. Rawr!

Aion0009-plus-10-lvl-25-blue

Written by taugrim

2009 November 10 at 23:19

Posted in Aion, PVP

Tagged with , , , , , , ,