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Phase I of Alpha Two testing will occur on weekends. Each weekend is scheduled to start on Fridays at 10 AM PT and end on Sundays at 10 PM PT. Find out more here.
Check out Alpha Two Announcements here to see the latest Alpha Two news and update notes.
Our quickest Alpha Two updates are in Discord. Testers with Alpha Two access can chat in Alpha Two channels by connecting your Discord and Intrepid accounts here.
Best class for this purpose?
ArchivedUser
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So I am just wondering what might be a great class to go berserk Red tag play style on. Killing innocents and anyone in your way kinda style. (I wana refrence undertale here).
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But a tank build might be more viable do to the fact that Steven said: after a while your character won't be able to survive against most attacks because of corruption backlashes.
I see what you mean by tank class.
For maximum damage
Mage/Archer or Archer/Mage.
The main reason you go with a subclass Archer is because mages specialize in dealing the highest damage in most fantasy MMOs, and an archer is the second highest DPS class. Therefore, it goes to saying Mage/Archer, or Archer/Mage would give you the highest amount of damage you can deal in ashes.
For maximum tankibility, uhh, tanking i guess
Tank/Cleric + a pocket Cleric/anything.
This means you main Tank with a subclass of a Cleric, and always have another cleric with you. That way you get to tank and heal yourself, and get healed by the cleric. Maybe you can do the following if that's not your type,
Tank/Fighter or Tank/Tank. But if you want to tank as much as you can, then a Tank/Cleric and a pocket cleric is the smart way to approach it.
For maximum damage and tankibility!!
Go with Fighter/Tank or Fighter/Rogue vice versa.
For being a useless weak cry baby, go with Rogue/Archer.
If you want to fight players why not just engage is the other pvp methods?
Sorry if my first question was a little loaded. I'm really more curious than anything.
I personally love OWPvP as a Mage, mostly because (in other games) you have to be on point to win as a mage versus a rogue-style player in 1v1 combat (especially where they can get the jump on you). There is a significant challenge aspect to that, but it can be incredibly rewarding if you are skillful and can catch players with a combo or big spell.
Ultimately, it's not going to matter how deep your health pool nor how high your damage output; it'll all be washed down the drain with the constant stat reduction you get each time you kill a non-combatant who refused to fight back. So it would seem to me that the fun obtained by doing this would be largely finite. You'd either have to rebuild yourself, stats at the least, or you'd have to do as @Dygz recommends and make characters whose only job is to kill until your corruption is too high, then delete & reroll. Thus, the "zombies" he mentions.
There are three states that a player can find themselves in: Non-Combatant (Green), Combatant (Purple), and Corrupt (Red). Everyone is a Non-Combatant by default. If a Non-Combatant attacks a Combatant or another non-combatant, then they become a Combatant for a period of time. Similarly, if a Non-Combatant enters a PVP zone (which includes things like Castles, City Sieges and Caravans) they are automatically flagged a Combatant while in the zone, and for a period of time after leaving that zone.
Players can kill Combatants without repercussions, and are encouraged to do so, since dying while a Combatant means you suffer reduced death penalties. Where this changes is when a Combatant kills a Non-Combatant. In this case, the Combatant is Corrupt, and acquires a Corruption Score (which is accrued based on a number of different parameters, including the level differential of their freshly slain victim). This Corruption Score can be worked off with effort through a few mechanics, but the primary means of getting rid of it is through death.
While a player is marked as Corrupt, they may be attacked by both Combatants and Non-Combatants. If a non-combatant attacks a corrupt player, the non-combatant will not flag as a combatant. We also have some other ideas that we haven’t formalized yet that will allow players to participate in what we feel could be a fun cat-and-mouse part of the game. As an example, the location of these corrupt players will be displayed on the map, if you have the Bounty Hunter title, which can be obtained through a quest available to a citizen from a Military zoned, Stage 4 (Town) Node. These are systems that we’re still working on, but Corruption is something we want to provide explicit gameplay opportunities for.
In any case, all this comes to a head via death penalties. A Non-Combatant who dies suffers normal penalties, which includes experience debt, durability loss, as well as dropping a portion of carried raw materials (which can then be looted). A Combatant who dies suffers these same penalties, but at half the Non-Combatant rate. A character who has a Corruption Score on the other hand, suffers penalties at three times the rate of a Non-Combatant, and has a chance to drop *any* carried/equiped items based on their current Corruption Score.
Gear dropped from corrupted is destroyed. That gear cannot be picked up.