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  Starting Characters: Mains and Alts

by Rand

With an addition by Smed

 
 


Classes

Healer/Shaman
Healers and Shamans make an excellant class for starting characters and as a Main character. While they hold a lot of responsibility can be one of the more difficult classes to play in some ways they are both solid and required in everygood party.
They can always find parties many time much higher level parties allowing them to gain quickly and get much higher loot and betteer drops then what other characters of a similar level can get.
They have a huge impact on RVR and once again you can get in much higher level parties there and get a cut of others rp's although you may not make a lot of them on your own. Nevertheless they are much needed and desired on the battlefield and you will always be appreicated and welcomed to groups thats othere classes of simlar levels might not be.

Skalds
As welcome as the healer the greatest parties will always try to include a skald and much needed in rvr. This class you can go out and get your own rvr points with the best speed in the game you can run down the fleeing and evade the pursuing as well as instant mes your prey on the run.
Rated as the Biggest party helper with damage add and speed for all members is an excellant choice as a main or starting character also allowing you access to higher level parties.

Thanes
To me this is one of the best choices for fighting characters i chose a thane and i love it many have followed my footsteps but i can honestly say its a very tough descion between and a thane character for me. The thane to me is the best choice for primary tank they are much tougher and have higher hp's and damage then a skald does. he can hit as hard as a warrior and occaionally as well as a berserker but also has ranged attacks str buffs and damage adds that they do not. To me a thane is a far better choice then warrior or berserker mainly beacuase of ranged attacks and buffs.
A good Choice for a starting or main characters

Strengths- outstanding offensive damage with the use of spells and damage add they will normally outdamage a coomon warrior as well berserker in normal fights of shorter duration although they may in long fights after the loss of end or mana allow the bereserker to steal aggro.
- Great defense they can wear the best armor and weapons they are everything a warrior is and more. They wear better armor then the Bersekerand are far betere defensively can effectively tank at higher levels without being a mana eater on heals. They are not as good as a warrior defensively in the fact that they can use only up to medium sheilds where a warrior can use large. and will generally be specced lower n parry and sheild then warriors since there points will be invested in stormcalling instead of them. In my experience often times the increased defense a warrior has is a mute point if there is a thane in the party because often the thane will have the aggro making the warriors increased defense a mute point.

Weakness's - No speed buff you are slow you can not effectively run from combat if things go badly without the help of others mes or speed buff. Lots of time traveling to hunt.
- Recoup time gonna take some time to regenerate all them lost hp's between fights if you are soloing since you can't heal and have no rest song

Berserker

Awesome offensive capability by going into a serker rage you can out damage any othere warrior type class and pull aggro. Trouble is you can't do it all the time its on a timer and you have poor defensive capabilites being forced to where studded armor the worst among all othere warrior types. The thing is you can pull the aggro but you don't really want it.
An excellent add to most any party when out hunting and killing mobs adds a lot of damage but can get pounded very badly against the extreme high mobs at high levels.

Great to have in a party against mobs
Marginal at best often useless in large rvr battles where you are in a standoff situtaion with no ranged attacks and poor defense.

an ok choice as a main or starting character but not highly recomended

Warriors

Awesome Defense they can use large sheilds and have the best overall defense in midgard. but how come that thane and serker keep pulling aggro and they are 2 levels lower simple the serkere has higher damage output using 2 weapons if specced preoperly have not near the defensive capabilities.
the Thane is using lightning spells to throw a couple hundred damage before the fight starts on the mob and with his damage add and str buff does more damage and hits more consistently because of the higher str that he can generally hold the aggro in all but the most long and drawn out fights where he has run out of end or mana or nt used spells. A good tactic for the warrior is to play second tank but use his higher guard ability with sheild to block off the hits from the guy pulling aggro and can significantly drop the amount of damage done to the aggro puller. this tactic can also be used by thanes and such but is not normally done as effectively since they can only iuse a medium shield vs large and genrally have lower sheild spec's.

A great add to any party fighting mobs but a poor choice for rvr and no ranged or pulling capabilites worth speaking of.

an Ok choice for a main but not recomended and not great possibilities for rvr in the future

Hunter

a great choice for RVR a huge helper for scouting and taking out critical people in rvr. An ok party member and good puller. Having a hutner can allow you to solo in rvr more effectively then any othere class similar to that of a shadowblade and allows some of the best ranged attacks in the game for overall standoff situations in big rvr fights.

A Poor choice as a main highly discouraged. They do not make great party members only adequate and cost a lot of money for upkeep in making of or especially buying arrows not the class for begginers or as mains. Recomend making another character a main and finacing your hunter with him.

Shadowblade

Probably the worst choice for party members fighting mobs but one of the best in RVR simlar to the hiunter they cost money to keep you in poison. and without poison a shadow blade is a subpar fighter with low hp's low damage low defense and low life expectancy.

RVR one of the best they stealth better then anyone and can sneak right in the middle of a big group and take out the healer or bard and allow victory where otheres would be defeated. Solid RVR threat and one of the most frustrating opponents allows soloing in rvr where other classes do not.

Highly discouraged as a main you may get so frustrated with them they will never see RVR. High maintenace high cost low grouping opportuniities.

RuneMaster/Spiritmaster

These guys can be a great help to any party and can solo fairly well if specced that way both have a lot to add to a party can do a lot of damage and dbuff oponents vary effectively allowing more damage from the tanks and reducing the damage done to them.

Excellent oportunities in rvr can finish people quickly and have good running speed allowing them to get in range and cast on enemies.

Solidly recomended as alts for those not weak of heart.

Strengths - Extreme high damage second best running speed in midgard next to skalds and great dbufss to mention a few. SM also have pets and can mes both reaking havoc on casters in rvr as well as others.

Weakness- Worst defensive in midgard you are extremely fragile and have a short life expectancy if you are engaged at close range by eithere invader mob or pet. Its fairly coomon for my runecarver to kill 20 oranges in a row without having one so much as hit me only to have a green aggro me from behind and kill me at the wrong time

Rated as an excellant party member against mobs and in rvr
Rated as the most frustrating classes in midgard.

These classes are not for the meak of heart nor are they good as a starting character and main. You will die often with these classes but you can also kill very fast with them a great alt and solid choice for any party
Not Recomended as a starting class or Main.

Starting Main Characters

Healer 5 stars
Shaman 5 stars
Skald 5 stars
thane 4 stars
Bersker 3 stars
Warrior 3 stars
Spiritmaster 2 stars
Hunter 2 stars
Runemaster 1 star
Shadowblade 1 star

Overall combat effectiveness VS Mobs in groups

healer 5 stars
skald 5 stars
thane 5 stars
shaman 5 stars
Runemaster 4 stars
spiritmaster 4 stars
berserker 4 stars
warrior 4 stars
hunter 2 stars
shadowblade 1 star

Overall efectiveness in RVR

shadowblade 5 stars
Hunter 5 stars
Skald 5 stars
Runemaster 4 stars
spiritmaster 4 stars
Thane 4 stars
Healer 4 stars
Shaman 4 stars
Berseker 1 star
Warrior 1 star

Note: Healers and Shamans will not do that well on there own in rvr and wont generally earn a lot of rp's on there own although a shaman will more then a healer. the efectiveness of mes and stun of a healer however will allow those kills to be made by the party instead of them getting away and along with the skald are the biggest contributors of overall rvr success. and they can reap the fruits of some of the rp's of the group that they help to kill them.

Classes most needed in the guild to help overall guild performance and eventually RVR domination in the future

Skald 5 stars
healer 5 stars
shaman 5 stars
Runemaster 4 stars
spiritmaster 4 stars
shadow blade 4 stars
Hunter 3 stars
Thane 3 stars
berserker 1 star
warrior 1 star

I base these ratings on what i think we could use based on what we have in the guild currently and the up and commers we have going in the guild. For instance we could definitely use some high level hunters but there are a number of folks in the guild building these so I feel there is less need then i do say for skalds or healers that he have way to few of for mobs or rvr.
Healing types and skalds is what we currently have the highest need for getting exp as well as fighting RVR so lets get some out there and have an impact.

I hope this guide has helped soem of you out there.

Keep in mind the last rating will change as more members make different characters and rise in the levels if everyone went out and made a skald for instance the need might drops some but it never hurts to have 2 skalds in a party just extremely helpful to have at least one.
Berserkers:
The berserk ability, as well as significantly increasing damage output, also significantly decreases this character's defensive abilities, which aren't great to begin with.

However, in smaller scale RvR situations, the idea tends to be kill the other guys before they kill you. And with the berserk ability, this class has the highest damage output of ALL fighter classes in the game. As well, the relatively quick recycling time (maybe 7 minutes? I don't recall) allows the berserker to use this ability in just about every RvR situation he encounters.... as frontier-side RvR tends to be short bursts of actual combat, spaced out with a good bit of time for moving, positioning, ressing, etc.

Warriors:
This character can easily take and hold aggro, just that no warrior ever seems to want to, or in a significant number of cases, they just don't bother to learn how. Taking and holding aggro is simple: a FAST one hander and chaining TAUNT styles. If my Hero using sword and shield, effectively the lowest damage output of ALL popular fighter classes and templates across all realms, can hold aggro for FOUR eldritches and enchanters (the most damaging nukers in the game), and they're all chain casting, then there's absolutely no reason why a sword/shield warrior can't take and hold aggro from a similar level thane. Of course, with all the hp-heavy tanks that midgard has, taking and holding aggro is really not as much of a concern as in other realms.

Warriors at lvl 50 also end up with more hitpoints, possibly as much as 300 more, depending on template, equipment, etc. This seems reasonable, from what i know comparing heros to champions and armsmen to paladins. Also, having few enough lines to spec means this class can reach 42 shield without sacrificing weapon or parry. The 42 spec shield stun alone makes this class viable in RvR, with a significant duration, stackable with healer/caster stuns since it's effectively a "different kind of stun", uninterruptable, no timer beyond weapon delay, and does a chunk of damage in addition to the stun. Midgard game mechanics also allow classes to take advantage of both one and 2 handed weapons within 1 spec line, so you can stun and switch to 2h as appropriate to the situation.

For standoff situations, a warrior can also attempt to draw archer fire and caster bolts so that his engage ability might block (yes, shields can block bolts, at least partially), making it safer for the casters and archers on his own side to deal damage to the opposition.

A warrior can be an effective character in RvR as well as PvE, it merely requires a bit more "skill".

Hunters:
Just felt I needed to point out that, as effective as they are in recon and sniping, they're not the end all and be all of RvR as some people in game and on other boards would have you believe. Simply put, with stealth, they move slow, and as group members, they can't coordinate well for not being able to see each other. A group of hunters simply can't keep up with or control a fast moving battlefield situation at all, compared to a group of tanks, with skald speed, healer mez, and caster support.

-Smed, Scribe