Post by Morreion on Aug 10, 2010 18:18:05 GMT -5
I figured I'd post occasionally about my character and what he's doing.
I picked a Warden for group play because the Warden is a jack-of-all-trades utility support class in Hibernia, and I'm drawn to those kind of classes. Hibernia is known as the magic realm in DAoC, as many of their classes are imbued with magic, even the melee types. Hibernia is strong in healers for this reason. He's a melee character that uses a one-handed weapon and shield, but as a Naturalist base class he can also heal (and eventually res), buff, and- the Warden's specialty- do group chants (a modest runspeed, a damage add, and the famous pulsing bladeturn). I played one as my main character years ago in DAoC This time around, he's a Celt (with the almost-mandatory beard and a nifty face tattoo) and he will specialize in blunt weapons (I used blades back in the day, and wanted a bit of variety).
At character creation, you get 30 points to add to your attributes as you see fit. I put extra points in Empathy (main stat for healing classes), Strength (melee damage & carrying weight), and Dexterity (evading).
Here's how he looked shortly after awaking in Mag Mell:
I spent his 5 levels as a Naturalist in the area around Mag Mell, Ardee and in the neighborhood of the capital city of Tir na Nog. Once he hit 5 he went and trained as a Warden.
Training in DAoC is a blast- if you're a geek like me, you can spend lots of time researching your training spec. I found some Warden guides online that helped refresh my memories on the options available. The DAoC Catacombs Character Builder 2.0 is a very helpful aid as well. This tool still uses the classic DAoC builds.
With a Warden, there are 3 (ultimately 4 when you add Parry later on) spec lines- Nurture (buffing and the Warden's unique group chants), Regrowth (the Naturalist base class healing and rezzing), and a weapon spec- either Blades or Blunts. Even though there are usually more blades to be found as drops, I went Blunt weapons for variety and to see how it differs from Blades.
At level 5, I put all of my training points into Nurture. This granted me a few Nuture chant treats- a self Bladeturn spell that negates 1 attack, a self melee speed buff, a minor group runspeed chant, and a minor group melee damage add chant that adds almost 50% extra damage to my weapon hits at this early level- very handy. Only one chant can run at a time.
When I hit level 6, I put 1 point into Regrowth to get a self endurance regeneration buff and 2 points into Blunts to bolster my weapon damage, and to gain my first attack style- Contusions, a move causing extra damage but in doing so eats up a decent amount of your endurance.
So, at level 6, I have the following spec:
Nurture 5
Blunt 3
Regrowth 2
I have a small heal and a not-so-small heal from the base regrowth line, although these heals vary in their amounts because I have little training points in Regrowth; I have 3 buffs as well- buffs that increase armor class, strength (melee damage and amount of loot you can carry), and constitution (hit points).
As you can see, a Warden has a lot of things to do, and brings lots of utility to a group. It's a fun class for those who like doing several things, even with the disadvantage of the Warden being pretty moderate in dishing out damage.
The last thing I did before logging him out in Tir na Nog at level 6 was to upgrade his shield and weapon. The leather armor he picked up as loot was decent enough to wear at this low level, but a good weapon (and shield) is worth spending coin on. He had somewhere around 50 silver to spend, and spent about 37 of it on a nice kite shield, an improved club, a plain cloak, and 3 vials of light green dye- you can see the results below.
Taranon can now rest, knowing he looks better than he did as a ragged newbie, and having some decent skills he can bring to a fight. He looks forward to meeting his friends soon!
Coming soon: a backstory and some roleplay fleshing-out.
I picked a Warden for group play because the Warden is a jack-of-all-trades utility support class in Hibernia, and I'm drawn to those kind of classes. Hibernia is known as the magic realm in DAoC, as many of their classes are imbued with magic, even the melee types. Hibernia is strong in healers for this reason. He's a melee character that uses a one-handed weapon and shield, but as a Naturalist base class he can also heal (and eventually res), buff, and- the Warden's specialty- do group chants (a modest runspeed, a damage add, and the famous pulsing bladeturn). I played one as my main character years ago in DAoC This time around, he's a Celt (with the almost-mandatory beard and a nifty face tattoo) and he will specialize in blunt weapons (I used blades back in the day, and wanted a bit of variety).
At character creation, you get 30 points to add to your attributes as you see fit. I put extra points in Empathy (main stat for healing classes), Strength (melee damage & carrying weight), and Dexterity (evading).
Here's how he looked shortly after awaking in Mag Mell:
I spent his 5 levels as a Naturalist in the area around Mag Mell, Ardee and in the neighborhood of the capital city of Tir na Nog. Once he hit 5 he went and trained as a Warden.
A crazy Spraggonite does cartwheels while fighting outside of Tir Na Nog. Die you crazy screeching thing!
Training in DAoC is a blast- if you're a geek like me, you can spend lots of time researching your training spec. I found some Warden guides online that helped refresh my memories on the options available. The DAoC Catacombs Character Builder 2.0 is a very helpful aid as well. This tool still uses the classic DAoC builds.
With a Warden, there are 3 (ultimately 4 when you add Parry later on) spec lines- Nurture (buffing and the Warden's unique group chants), Regrowth (the Naturalist base class healing and rezzing), and a weapon spec- either Blades or Blunts. Even though there are usually more blades to be found as drops, I went Blunt weapons for variety and to see how it differs from Blades.
At level 5, I put all of my training points into Nurture. This granted me a few Nuture chant treats- a self Bladeturn spell that negates 1 attack, a self melee speed buff, a minor group runspeed chant, and a minor group melee damage add chant that adds almost 50% extra damage to my weapon hits at this early level- very handy. Only one chant can run at a time.
When I hit level 6, I put 1 point into Regrowth to get a self endurance regeneration buff and 2 points into Blunts to bolster my weapon damage, and to gain my first attack style- Contusions, a move causing extra damage but in doing so eats up a decent amount of your endurance.
So, at level 6, I have the following spec:
Nurture 5
Blunt 3
Regrowth 2
I have a small heal and a not-so-small heal from the base regrowth line, although these heals vary in their amounts because I have little training points in Regrowth; I have 3 buffs as well- buffs that increase armor class, strength (melee damage and amount of loot you can carry), and constitution (hit points).
As you can see, a Warden has a lot of things to do, and brings lots of utility to a group. It's a fun class for those who like doing several things, even with the disadvantage of the Warden being pretty moderate in dishing out damage.
The last thing I did before logging him out in Tir na Nog at level 6 was to upgrade his shield and weapon. The leather armor he picked up as loot was decent enough to wear at this low level, but a good weapon (and shield) is worth spending coin on. He had somewhere around 50 silver to spend, and spent about 37 of it on a nice kite shield, an improved club, a plain cloak, and 3 vials of light green dye- you can see the results below.
Taranon can now rest, knowing he looks better than he did as a ragged newbie, and having some decent skills he can bring to a fight. He looks forward to meeting his friends soon!
Coming soon: a backstory and some roleplay fleshing-out.