|
|
Posted: Fri Oct 24, 2008 3:43 pm
Rings:
Attack Rings: This ring choice dictates how you are going to be doing your damage in the game until you find something new. More than likely it will become your most used ring.
Mantis- One of the three possible choices as a starter attack ring, which summons a katana to quickly strike your foe. Currently, the ring with a fastest cool down and lowest stamina cost.
Hot Foot- One of the three possible starter attack rings. Creates an area of hot steam under a monster. It seems to do more damage than the other starter rings, but does so slowly over time.
Solar Rays- One of the three possible starter attack rings. Shoots a burst of sunlight at your foe for damage. This ring is ranged, but seems to do less damage than the Mantis Ring in a single hit.
Healing Rings: This is the ring choice that will keep you in the battle. This ring dictates how you will face combat. This ring will be important to you, but not as much as your attack ring.
Bandages- One of the three possible starter healing rings. Heals your target slowly over time. More charges yield more hp restored per "tick." Restores more overall hp than diagnosis per use.
Meat- One of the three possible starter healing rings. Restores a large chunk of health and adds to your max HP. Has a lengthy cool down.
Diagnosis- One of the three starter healing rings. Heals yourself and everybody around you (they don't even have to be in your crew!) for a minor amount of hp. More charges increases the amount of HP restored, which still isn't very much.
Support Rings: This is the ring choice that will let you interact with others better. This ring dictates how your friends will benefit from having you around. Unless you plan on playing with a crew as soon as you start the game, this will be one of the last rings you upgrade. Honestly, this early in the game, the support rings are not so important that they will be added to the character ring recommendations, so it's all your preference what you choose.
Improbability Sphere- One of the three possible starter buff rings. Said to deflect attacks aimed at your allies on a success rate. It's also an infamous reference to "The Hitchhiker's Guide to the Galaxy" As a Note, this is the best ring to use to support a mage. Because it reflects damage, the mage won't be hit as often and can spend less time worrying about running away to heal themselves if they get in a jam.
Knife Sharpen- One of the three possible starter rings. It increases an ally's accuracy stat. This is the best support ring to buff a tank. With a higher accuracy, a tank will have a higher chance of hitting the enemy, meaning it kills even faster.
Rock Armor- One of the three possible starter rings. In increases an ally's defensive power. Can't use it on yourself. This is the best possible ring to choose if you are crewing with a healer. This will keep the healer from taking heavy hits and keep them alive longer to keep you alive longer.
Builds:
Tank: This is the character that is concerned with doing as much damage as possible, which means staying alive as long as he or she possible can. The Tank gets in the enemy's face and make sure he or she is the center of attention and source of death. A good Tank will be able to solo whenever he or she wants, as I said earlier, they are capable of keeping themself from being stunned for a long time. Always needed for a crew of two or more, and honestly, my favorite class to play.
Ring Recommendations: -Attack: Mantis --Why: Mantis attacks very quickly, having little to no recharge time, and being melee range.
-Healing: Meat --Why: Meat heals for the highest amount of any of the healing rings, and not only that gives you a bonus to HP if the healing amount is more than you need. EX: You have 80 out of 100 HP total, you use meat and gain 30 HP from it, you will have 110 of 100 HP. The biggest draw back to this ring, it takes a long time recharge, but it's well worth the HP bonus especially at higher rage and charge levels.
Healer: While not as combat oriented as other classes, a healer is always a must have, and can always find a group that wants them. It is the healer's job to keep everyone else alive and well. A healer wants to stay way from the thick of combat, but still be close enought to help others.
Ring Reccommendations:
-Attack: Solar Ray --Why: Because of the range of the ring, you don't have to get close to your target to help kill it.
-Healing: Diagnosis --Why: As a healer you want to make sure everyone in your crew is in good health, so what better than a ring that heals everyone around you at once. It may not be the strongest of heal, but at this point in the game, all your crew mates have healing rings too, so you just need to keep them healthy as best you can.
Mage: At the start of the game Mages don't exactly fill their sterotypical roll, but still are fun to play. With the rings available to start with, the Mage is all about damage over time (D.O.T.) while still staying comfortably way from his or her opponant. Later on a Mage should invest in area of effect (AOE) rings. Very useful to have in a group, and strong enough to play on their own.
Ring Recommendations:
-Attack: Hot Foot --Why: This ring slowly does a constant stream of damage to your oppnants, and although it may not kill them very quickly, it will be very useful in a crew or later along in the game. Just use it on an enemy and then use an AOE ring and they won't know what hit them. It also releive the stress on your crew's tank, by helping him or her kill the enemy faster, so they can move on to the next kill.
-Healing: Bandages --Why: As a Mage, you probably will not be on the front lines against an enemy, but you'll still want to be able to take care of yourself. Bandage might not be an instant heal, but keeping it in effect as constantly as you can should keep you in good health with no worry of being stunned often. A healer around will all but make sure you'll won't be stunned.
TO everyone that has already played please post what rings you have and if you like them or not
|
 |
 |
|
|
|