OK I need to make a decision that will affect the ORG. I need to decide on what my main character will be and spend time concentrating on level that to higher levels.
Right now I have the following characters:
Adrianmgx - Soldier 40th Level
Lucatus - Agent 25th Level
Jarodrah - Enforcer - 44th Level (Atrox)
Xortaprime - Soldier 11th level (Atrox)
Tamil - Adventurer 23rd Level
Shalela - 17th level shade
I like having different level characters cause I can play with new players etc.. but I need to concentrate 1 character to acsend as my main character that I will use in alien invasions etc....
Only think I havent enjoyed playing is the agent, but he has his uses.
The soldiers to me are solid grunts but not sure how much help to the org they are.
The 3 that I really enjoy playing are the Enforcer, Adventurer and Shade
The Enforcer is a good tank, but he needs a supporting cast to be good (i.e. a DOC)
The Adventurer is probably the best all around character I have so far, becuase not only can she invlict decent damage, but also can heal almost as well as a doc.
The Shade, well she is just a wicked fighter, but she is difficult to play - very interesting to play though.
With that said I am probably leaning toward either the Adventurer or Enforcer as my main.
So where I need help is which one of these would most benefit the ORG the most. Do we need more TANKS? or do we need a healer who can also kick some ass?
I need help making a decision.
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I'd say the enforcer - he's the highest already, and so requires the least work.
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"If it's not fun..."
Play what trips your trigger. Play the one that is the most fun.
Play what trips your trigger. Play the one that is the most fun.
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First of all, you're right in forgetting Lucatus - The agent count is already double the number of any other profession in the org.
Second, I'd forget the soldiers as well. We have three in the org so far (Adrianmgx isn't in the org though ) - Your soldier Xortaprime, BD's & mine. That's then two dedicated AR specialists which when fully levelled & equipped with Twice-Augmented Hellspinner Shock Cannons can provide some serious firepower to the org. We could always do with more soldiers to specialise in heavy firepower and shotguns, but with our current size two soldiers is plenty.
With that in mind, we have three remaining. The Adventurer is a case of 'Jack of all trades, master of none' - A decent profession to stand on your own two feet, but with team play not as powerful. The one unique trait that I can think of being useful is that only Adventurers can use SL maps further than Elysium (buggers).
We also have another two decent Enforcers (though one looks like an alt), but a third won't hurt especially as extra tanks won't hurt. It's true that the Atrox Enforcer would need a doctor to be great at the tank, but the fact is that without one the AE will be standing a lot longer than a lot of others.
However, my wish would be to continue with the Shade. It is so dependant that even it's signature move needs someone else fighting a mob, but having a powerful Shade would be a lot more rewarding to the org. But it'll also be hard as hell to level - AO's shade is almost an similar antichrist to WoW's rogue in that it requires a special taste in the profession to be any good.
In shorter terms, it depends on what style you want to play. The shade would be the most interesting profession, but it's whether you want to play in its way. The enforcer is good to have if you want to tank for others, and the adventure is good if you don't want to rely on others much (although you'll never really excel) and/or you want to be the map reader.
Second, I'd forget the soldiers as well. We have three in the org so far (Adrianmgx isn't in the org though ) - Your soldier Xortaprime, BD's & mine. That's then two dedicated AR specialists which when fully levelled & equipped with Twice-Augmented Hellspinner Shock Cannons can provide some serious firepower to the org. We could always do with more soldiers to specialise in heavy firepower and shotguns, but with our current size two soldiers is plenty.
With that in mind, we have three remaining. The Adventurer is a case of 'Jack of all trades, master of none' - A decent profession to stand on your own two feet, but with team play not as powerful. The one unique trait that I can think of being useful is that only Adventurers can use SL maps further than Elysium (buggers).
We also have another two decent Enforcers (though one looks like an alt), but a third won't hurt especially as extra tanks won't hurt. It's true that the Atrox Enforcer would need a doctor to be great at the tank, but the fact is that without one the AE will be standing a lot longer than a lot of others.
However, my wish would be to continue with the Shade. It is so dependant that even it's signature move needs someone else fighting a mob, but having a powerful Shade would be a lot more rewarding to the org. But it'll also be hard as hell to level - AO's shade is almost an similar antichrist to WoW's rogue in that it requires a special taste in the profession to be any good.
In shorter terms, it depends on what style you want to play. The shade would be the most interesting profession, but it's whether you want to play in its way. The enforcer is good to have if you want to tank for others, and the adventure is good if you don't want to rely on others much (although you'll never really excel) and/or you want to be the map reader.
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Adventurer.
_The_ most useful one out of the pack there.
With your expansions, I'm kind of surprised you didn't roll a Keeper.
_The_ most useful one out of the pack there.
With your expansions, I'm kind of surprised you didn't roll a Keeper.
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He rolled a Shade insteadBlackDove wrote:With your expansions, I'm kind of surprised you didn't roll a Keeper.
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Must admit I am thoroughly enjoying my Keeper, hits as hard as an enforcer but has the healing perks and nanos to allow you to solo mobs much higher than yourself...
As for your choice I would be torn between Keeper/Enforcer or Adventurer. The higher level morphs Adventurers have access to rock and the healing benefits of having an adventurer around are second only to a doc... overall though I'd say tanks of any kind are the most useful to org, we need to deal damage to take cities and they're the best at it..
As for your choice I would be torn between Keeper/Enforcer or Adventurer. The higher level morphs Adventurers have access to rock and the healing benefits of having an adventurer around are second only to a doc... overall though I'd say tanks of any kind are the most useful to org, we need to deal damage to take cities and they're the best at it..
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Mainly you need to play what is fun to you. The Adventurer offers the most options for you but you need to pick what area you want to concentrate on, for example healing vs. damage.
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Wish i could afford the exp keepers just look so cool and with the healing and nano regen looks great for soloing and teaming.