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NS customizations???

Posted: Wed Jan 25, 2006 2:35 pm
by Seriouslynow_ns3
I'd like to play here but before I invest the few game hours I've got to play build that won't work I'd like to know what customizations to spells, feat, classes, etc are used here.

I have read a decent amount here in the forums but haven't found a thread stating all the specific changes/fixes used in NS for spells, feats, classes etc. Can somebody direct me to the right spot please? Thank you.

Oh, when I say play here I mean most likely the pacific server.

Posted: Wed Jan 25, 2006 3:25 pm
by DM ex Machina_ns3
there is no comprehensive list of changes, customizations, and tweaks. it's something you sort of slowly learn as you play. NS has been developed by a number of people over a number of years, and the customizations are just too far-reaching to list.

Hello and welome to the BEST Server (s) around!

Posted: Wed Jan 25, 2006 3:31 pm
by allaKAZAAM_ns3
Hello!

To answer your question...

My advice is to loggin to Pacific (since that is where you stated you 'd be playing), and in the Journal entries are SPECIFIC entries concerning these matters.

Off the top of my head here are a few I know of:

Devistating Critical is Banned

Pale Masters must...MUST get 10 lvls in either Wizard or Sorcerer to be playable

I usually do not play spellcasters (will be soon!), so as to what spells are adjusted...I cannot say...

There are alot of areas to venture into, and a huge amount of items made by the Dev team.

The NS servers are magic oriented (as in lost of gear with magic abilities and other additives...lol!).

There is no best suited ton to the NS servers, I have seen Multiclass: Shifters, Clerics, Fighters...etc.
Personally I like my Bards the best!

They have fixed classes also to make them more stable (from what I have seen and understand).

I play only on West, and enjoy the way it is run...and the players on it...GREAT COMMUNITY!!!!!!

Peadur Bloodmoorn :lol:

Re: Hello and welome to the BEST Server (s) around!

Posted: Wed Jan 25, 2006 4:37 pm
by Jerick Kronos_ns3
allaKAZAAM wrote:Pale Masters must...MUST get 10 lvls in either Wizard or Sorcerer to be playable
Also your first level of Pale Master must be Pre-Epic/before level 21 :)

Posted: Wed Jan 25, 2006 5:05 pm
by Charon_ns3
Spells in NS are fairly uber--Epic Spells like Hellball and GR regularly do damage in the 400-500 range, but the other offensive Epic Spells aren't as useful. Negative Burst is also pretty useful (most sorcs are over 400 when Maximized when critters fail their save). However the DC for spells tends to be woefully low after about level 30 unless you put a LOT of effort into raising them, so don't expect to blind something you are fighting if you are level 36 unless they roll a 1. Many creatures also have immunity to Death Magic and Mind-Affecting Spells as well as others, so generally you are left bludgeoning them to death with IGMS, Ice Storm and Neg Burst.

Implosion is not affected by Immunity to Death Magic and Stunning Fist is not affected by Immunity to Mind-Affecting Spells.

Weapon Specializations are pretty much useless as the Tritons (best weapons in the game) have an extra umpteen-d-whatever damage added to them.

Some of the top shelf monsters have around 10K HP's, but low AC's to balance that--prepare yourself for some long battles on occasion...

Many monsters are Crit Immune (which includes Sneak Immune), but large crit ranges are still very useful.

Damage Reduction is useful on a DD Tank, but Energy Resists are (generally) not due to the amount of damage being soaked up by your gear.

Lets see...what else...

Nearly everything has True Seeing (including a lot of gear) so Move Silently and Hide in Shadows are pretty much useless in the post-epic levels.

Don't take Epic Shadow Lord...he won't last very long...nor do any summons for that matter with the unique exception of the new Starfall area item summon.

Open Locks comes in handy as does Disable Trap.

Bard Song is buffed...read in the forums for an exact table, but the long and short of it is an effective +11AC/+10AB to the party for a toon with at least 32 lvls of bard and a perform of 100.

It has been a long day at work and I needed a distraction...;)

Alignment changes are possible, de-leveling is not, under *any* circumstances, unless you're toon gets bugged for some reason, then you might be able to de-level if you ask very nicely.

Feats and Classes have been left alone for the most part (other than what's already been stated)--at least that's been my experience.

For shifters, Iron Golem and Risen Lord tend to be the most popular, although Rakshasa (sp) is useful too. Some items merge into your form, but I don't have that list off the top of my head.

With the addition of the new AA/Ranger arrows, archers now pwn.

If you play on Pacific, be forewarned, they haven't updated to all the new areas yet, but I hear a solution is in the works.

Persuade, Intimidate, Bluff, Appraise, etc. aren't useful. Taunt is in some cases. UMD is if you're not a magic user.

For me the magic numbers seem to be around ~800 HPs, 80 AC and 60 AB for a level 40, fully-equipped toon--if you can get there (and there's room for improvement, most certainly) then you'll do ok pretty much wherever you go, although some areas require a party no matter how uber you are. The dojo is pretty good at testing these stats for your build because Zing has most of the actual gear that you'll find in-game.

I'd start with a Dex-based Fighter of some sort for your first toon. They work well in almost every situation and will make it easier for you to learn the mod. Then it will be easier for you to build a sorc, bard or shifter, especially if you decide to gear the new character up--Warning: some gear is level retricted...Lost Paradise stuff is 18+, Enchanted City gear is 23+ and Tritons are 25+.

Unrestricted PvP action can only be found on Midwest. I highly recommend it once you've gotten a handle on things. Before then, it could just be frustrating, although I and many others have started our NS experience there.

There are TONS of stuff I'm leaving out, but I need to stop now before someone catches me...:) I'm sure others will add to/disagree with what I've said, so check back for more info...

Posted: Wed Jan 25, 2006 6:00 pm
by Seriouslynow_ns3
Awesome, thank you for the great replies. I am coming from a server where balance is good but PM's run the show so I'm glad to see the restrictions there... especially since I was thinking of a 22bard/2SD/16PM with all the prestige class lvls post-epic. Glad I didn't try that. :wink:

Dev crit disabled! You guys rock.
Lot's of sneak immune monsters in the post-epic setting... *sniffle, sniffle... blows nose* (sneak immunity shouldn't have been just a yes/no immunity, should have been sneak immunity 25%, 50%, 75%, etc. Afterall, a well placed hit is a well placed hit. Personal issue with the game in general, not you guys.)
A reason to ever take a bard past lvl21-22, compelling. *group hug with devs*
A server that cares about shifters enough to try and make them good so they're fun, priceless.

cy'all in game

Posted: Wed Jan 25, 2006 7:31 pm
by DM White_ns3
ic u didnt read the others post very well! a 22bard/2SD/16PM will not work, so lol read them BETTER

Posted: Wed Jan 25, 2006 7:40 pm
by Charon_ns3
DM White wrote:ic u didnt read the others post very well! a 22bard/2SD/16PM will not work, so lol read them BETTER
See: Irony.

:)

Posted: Thu Jan 26, 2006 4:51 pm
by Forge_ns3
DM White wrote:ic u didnt read the others post very well! a 22bard/2SD/16PM will not work, so lol read them BETTER
This gets my vote for "Funniest Post.. but not for reasons the poster intended" award :D



A quick word about shifters: they are quite good on this server as tanks. Their AB tends to be too low to be offensive powerhouses, but they can take abuse like none other. As of this writing, Iron Golem and Risen Lord tend to be the most common forms (as Charon pointed out). Currently, dragon form is inferior to both of these forms (IMHO). There is a tweak in the works that is intended to make the dragon form useful again. I don't know exactly what this tweak will accomplish, but I have been told dragon form will have a purpose. So, if you pursue a shifter, keep this in mind.

Posted: Thu Jan 26, 2006 6:28 pm
by Jerick Kronos_ns3
Um... a little note for you all he said I'm glad I didn't try 22bard/2sd/16pm. So from what i've read he did read it right.

Posted: Thu Jan 26, 2006 7:34 pm
by DM Xero_ns3
Jerick Kronos wrote:Um... a little note for you all he said I'm glad I didn't try 22bard/2sd/16pm. So from what i've read he did read it right.
Which is probably why Forge and Charon are poking fun at White? :oops:

Posted: Thu Jan 26, 2006 7:45 pm
by Charon_ns3
This thread has turned into a comedy of errors...:shock:

Posted: Thu Jan 26, 2006 9:37 pm
by DrakhanValane_ns3
Charon wrote:Implosion is not affected by Immunity to Death Magic and Stunning Fist is not affected by Immunity to Mind-Affecting Spells.
Not a customization.

Posted: Thu Jan 26, 2006 10:25 pm
by Charon_ns3
DrakhanValane wrote:
Charon wrote:Implosion is not affected by Immunity to Death Magic and Stunning Fist is not affected by Immunity to Mind-Affecting Spells.
Not a customization.
Ah, my fault...guess it just used to be broken...more errors...sheesh...

Posted: Thu Jan 26, 2006 10:56 pm
by DrakhanValane_ns3
It was fixed in the last patch. ^_^