Pros and Cons of Faction?

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johnthebest1234
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Pros and Cons of Faction?

Post by johnthebest1234 »

I will be starting NS4 tonight, so I was wondering if people might want to post the pros and cons of the factions they have played in so far?


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yea yea!

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sep caldessian
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Post by sep caldessian »

yeah i will be starting this evening too. i think ive narrowed my choices down to cleric, bard/harper, pally, ranger, rogue, wizard, or sorc.

LadyCheron
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Post by LadyCheron »

All factions have their strengths and their weaknesses. If you select Last Alliance, there will be more people to join up with, but fewer things for everyone to kill as each area spawns the same number of creatures no matter if one person or 10 entets.

If you select Ragnar's Kin, there are fewer players, so you have more of a chance to kill things. There is less chance of someone being close enough to heal you before you bleed to death. ( And you have to play a Dwarf. This is a good thing. :) )

Read the faction intros, pick a faction that allows you to play the class and race you want to play.
Berronar Truesilver, The Revered Mother
Domains: Good, Healing, Law, Protection

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johnthebest1234
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Post by johnthebest1234 »

I've read all the faction info, and will join ragnar's kin, but I wanted to hear from some people who've tried out the other factions, see which ones would be good secondary choices?
yea yea!

Pros
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Post by Pros »

Well I'm Pros, who's Con?
Pros
Gzemnid - God of Trickery
Pelor - God of Sun, the shining one

DM Clang
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Post by DM Clang »

im Clang but that isnt really close to Con.

My tank has a high Con, does that count?
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johnthebest1234
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Post by johnthebest1234 »

Man you guys are helpful! :roll:
yea yea!

Psycho Dordt
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Post by Psycho Dordt »

I play in MA: pro's i did not meet any other cleric, lots of mages, fair amout of tanks, quit some rogues, cons, they allow dorfs :P
I don’t really see much point in intelligence anyway, even at very high levels of intelligence, wizards still don’t realize it would have been smarter to be a sorcerer.

Billiard
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Post by Billiard »

I play on LA. Once the initial wave of 1st levels passed, the main newby leveling area got better. People began to spread out some and find a couple more areas to level. I think once the levels of people are more distributed on the server that respawn time won't be an issue.
Last edited by Billiard on Fri Apr 23, 2004 12:41 am, edited 1 time in total.

Alatar_Locke
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Post by Alatar_Locke »

I started out with LA, but decided I'd rather try The Circle.

I've played a Druid up to 4 there, and I was working on an Animal/Plant domain cleric before it went down.

TC still lacks some of the things that I'm sure will be implemented later, but I sure do like roaming the forests. Considering I do a lot of outdoor hiking in real life, it's probably not a suprise :D

Kurth
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Post by Kurth »

The NC:
Pros:
1. Pally and Cleric can own most of the undead at lvl 4/3 with there Turn Undead
2. There are lost of Pally Cleric spell boost items in the shops, you just need to find them
3. Losts of healers.. (see cons)
4. All the shops are in one spot with the single vender outside
5. There are lots of outpost near hot lvling spots to bind to
6. The Crafting cost of the metal items is very decent, leather a little less decent but still good. (i.e. able to make a proffit to sell crafted items to other players, I made close to 500 gp a real time hour when I did this
Example: crafted Iron Helm: 72 xp 144 gp to create
+1 protection +1 spot +1 liste
/|\ Sell for 160gp - 180gp
Example: crafted Iron Large Shield: 58xp 117gp to create
+1 protect 5% immunity to bludgened or piercing
/|\ sell for 130gp - 150gp

the Dorean Smithie sell item close to this quality for 200-1000 + so you are actually helping new players and anyone you see in the fray with equipment

Cons:
1. No Jobs yet...
2. No Quests yet...
3. it is not clear where to go when you just start for lvling (I sugest going to east to the Mountains and then woods)
4. *healers don't realise that the point of a cleric is also to heal others not just attack (I don't mean to offend any players, just a tactic point out to those that don't realise the tactical advantage of this)
5. Aasimars, like it says in the Race Info get the XP and GP penalty every time they die and are brought back to life, except natural healing (i.e. less than -10 hp and are healed not razed) they don't get that great of a inate skill, I don't mind that it took me until server went down to get to lvl 4, almost played strait the last few days, and did a lot of crafting and got killed by axon a lot (he/she is really good, watch out from him/her) but they need something more to make it better, their +2 CHA and +2 WIS aren't even inate bonuses, they still need 15 in both catagories for it to be concidered adequate for certan feats, spells, and lvling prosses. Maybe make it so Aasimars have to go past -20 for them to be unhealable from death? but the planer creatures need something more.
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Am I really as ugly as Father Kurth? %#$&

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