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Old 11-12-2012, 07:59 PM
ArumTP ArumTP is offline
Sarnak


Join Date: Feb 2012
Location: Cleveland
Posts: 402
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MY PERSONAL evaluation when it came to deity/race combo. Endgame is where it is at, starting stats won't matter, only what you can wear and racial abilities will matter.

INNATE ABILITIES
Hide COULD be useful. But to hide in a spot where you good as dead anyways isn't going to help. On the other hand you could hide in a good spot, wait for the mob to pass by and gate off. This mechanic is iffy at best given its level cap.
+1 for dark elves and halflings

Sneak would never be useful for any quests because your faction would generally good already good because you are halfling. If you were kos, the mob will turn and kill you after turn in anyways. There might be something that you want to be evil and do a turn in for.
+0 halflings

Night vision, with the client the way it is, it doesn't matter. If they were to come up with a way to adjust that, +1 to everyone but humans and erudites and an additional +1 dark elves. In live I had a ring of the frozen flame to offset this problem, so meh.

Tinkering +0 re-breathers for warriors is the only purpose for this mechanic in the era of this server.

Racial smithing/tailoring etc. AS A CLERIC. The dwarf stuff is pretty damn good, stat wise fall in-between planar and kunark armor sets. This stuff has demand to sell in EC regularly. High elf stuff, still pretty good, stats not as good as dwarf, pretty equivalent to planar. This stuff sells frequently in EC depending on how many people want bard twinks that day. Dark elf armor, stat wise close to planar armor and high elf, but with none of the saleability of high elf. Human armors, imbued sets are a mixed bag depending on the deity, the enchanted stuff is lackluster, the components are pain in ass to get, and it never sells in EC. Erudite armors are plagued with the same problems as humans, but it is so bad I literally have never seen any of it. Halflings make nothing that a cleric wants and needs, and gnomes will never get culture racial armors in the era of the server.
So maybe +2 Dwarfs +1 High elfs +1 Dark elfs + .5 Humans +.25 Erudites (yep that bad, but something they can use)
But then velious comes out, and none of those made armors are good anymore. Maybe dwarf stuff will still be good just because their stats are such an outlier compared to all others.

Starting faction is a grey area. Neutral race with evil gods will generally be less KOS than > neutral good god > good good god > evil evil god. This comes mostly into play when someone died hunting guards or hunting on OOT, or something of that nature. The more places you can freely walk around in, the more places you can rez and make some $$$. It breaks down to something like erudite CT clerics > human bertox = human inny > everyone else > dark elves, when it comes to innate freedom of movement.


GEAR
Gets grey because I don't offhand remember all the the gear options in velious, but here are a few key points outside of the culture gear.
Ivandyrs hoop. Solid WIS and AC. . Though many end up going black sapphire ears, it allows you to play around with slots and will do solid till you decide or not to get black sapphire ears.
+ 1 Humans +1 Erudite +1 Dark elf +1 Gnome.

"robe gear" I know velious has alot of that. Ele pointed out a few good ones.
+1 Humans + 1 Erudite +1 Dark elf +1 Gnome + 1 High elf

Belt of the cenobite. Its not and endgame belt, it can last a long time for you however. It falls in something like CT belt > draco belt > yael belt > wither leather > fear belt > belt of cenobite > other belts that have +wis.
So maybe + .5 to the small armored people.

Imbued Granite Spauldors. Aweome AC and resist set. But then if you got weight of the gods its less nice. MR is the primary resist stat they want, plus there is mana and wis with the weight of the gods. Imbued Granite Spauldors still proves good when you are in situations where you still need a spectrum of resists, and still is the best thing you can wear untill you get weight of the gods.
+1 to everyone that isn't tiny.

Dread forged shield, fright forged helm, and terror forged mask. The Shield is better than a charred guardian shield, debatable depending on current stats vs strathbone shell shield, and pretty much worse than any other High AC resist mana wis shield. The shield has its time and place. Fright forged helm, fixes night vision issues, worse than planar stats, but it might be a clickey? Terror forged mask. Like the Ivandyrs hoop it allows for playing around with stats. Likely in the endgame you have an enshrouded veil, torbins, gangrenous beetle or seb scale mask. The terror forged mask comes into play on raids for the +5 MR while still retaining WIS. I don't know offhand what velious has to offer in masks.
+1 humans +1 Erudite for the mask option, and the other items are meh but nice to pimp in.

PoG items. I can't remember what they are likely +1 High elf tunare and maybe +1 human tunare ( i think human tunare cleric is option?)

Imbued jewelry (aka my god is better than your god). Imbued black sapphire > Imbued diamond > + WIS Gems(at this point black sapphire ears are better, and likely you can get better rings to drop) > other junky ones. This gets back to the point of everyone wearing black sapphire jewelry in their ears and likely neck. 35 mana earrings become 40 mana earrings when imbued, and a 55 mana neck becomes a 75 mana neck. The Imbued diamond stuff is fun because it offers nearly the same stats as regular diamond jewelry but + wis. That being said some of this may or may not matter for rings and ears for a long time cause raiding in velious I recall has some insane stats on rings and ears.
+1 humans +1 gnomes.

If anyone has any other velious stuff they can remember offhand that may have some racial restrictions that may be relevant, please post.

Me personally I came to the only logical conclusion that Bertoxxulous Human clerics made for the best clerics.
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