General Strat Discussion (in General)


dversouri February 12 2008 2:30 PM EST

Hi there... i guess I'm out of touch with how the game is currently intended to be played, so looking for some advice.

In the old days (if my addled memory serves me correctly) a single minion (usually tank or archer) team was very effective until around 100kpr based on its non-diluted xp vs the common lowbie 4minion teams.

my overall current strategy (given 2 non supporter char slots) was create a 4 minion eemm (modded to emme) to farm up some fast cash without being reliant on nw, then use said cash for gear/forging/upgrades on what would become my main team.

in cb1 i ran a rather successful archer/tank team that was very powerful well into the 300kpr range, then added 2 enchanters to bring it well into end game competition range.

i thought id dabble a bit with the 2 char team since i had a modest amount of cash at my disposal, and rented a couple items for it. in the days of cb1, you could rent some decent items and lay waste to the newbie teams much higher than your own until you ran into a wall where pr overpowered nw. as soon as i started fighting with my rented weapons, i saw that i was getting zero xp and a -99% bonus because the weapons were far too powerful in nw for my character(store bought compound was even too good).

so i tried buying base/barely upgraded items (longbow and base arrows) from the store and ran into virtually the same issue of either losing all battles or gaining ridiculously low xp (1xp per fight).

are 1-2 minion teams supposed to be non viable at low end? is the only way i can viably and quickly bring up a eeta team to make a 4 mage no gear farm, bring it up to 100kpr with zero nw then un-train and spec to my desired team layout? if so that seems a little... well... retarded.

i guess my questions boil down to: is there something that I'm overlooking? is there some way to have a new character with any sort of net worth at all and still be able to gain xp?

Ulord[NK] February 12 2008 2:38 PM EST

Note that enchantment is very cheap to retrain, getting you 98% of exp back. Same goes for skills and dd. Only trained stats suffer 5% penalty when retrained. So it's not unreasonable to get yourself up to 100k and then rebuild. Also, 100k MPR takes like a week to get to with the nub nowadays if not sooner. What you are running into is weapon allowance. If you use weapons with nw above your allowance, the excess gets added to your PR, which reduces your reward. If you want to bring a tank up fast, use UC and rent a GI for the flat boost. Then you can focus on HP, STR, DEX as you go and retrain to archery if you want an archer. Remember to use a tattoo that is coherent to your strategy. The weapon allowance problem goes away pretty quickly. In fact, it's so high at later levels that even the usd spenders won't hit the limit. I recommend picking a strategy compatible with RoE to maximize growth. Do not waste your nub dithering about. Spend every bit of it on a character you want to use. Money is not really an issue.

dversouri February 12 2008 7:09 PM EST

ah. i wasnt aware of this 'weapon allowance.' does it exist for armor as well? just want to make sure before i go rent a gi and end up wasting the cash on that too.

Cube February 12 2008 7:13 PM EST

Armor increases your pr by a percentage so you'll be safer with a Gi

Ulord[NK] February 12 2008 7:20 PM EST

Basically, all equipment NW is factored into your PR for reward purposes. Weapons get special treatment as they are exempt from the PR increase as long as you fall under the allowance. The unique thing about GI is that it gives a fixed bonus to Unarmed combat, even when unupgraded.

My suggestion would be run a mage/enchanter team up to 30k mpr or something, then go tank. That should take like 2 days and the untrain cost is insignificant.
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