Current thread: Mythic forums > Strategy & Advice > Pointers for new players from my experience
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4/28/2011 5:33:56 PM | I want to share a few pointers that I recently came across while semi-simultaneously experimenting with 4 logins.
First, as a brand new player, use at least a few logins. You will need to experiment with all the differents elements to get used to the game structure, making mistakes with one login and carrying what you learned to the other, etc. It is not efficient to simply wait until everyone is dead on one login to start over, that is why you need several.
For your first clan just get in and annhiliate your dudes. That will teach you the basic format of the information and the game progression.
This is what I did:
Once I started to feel comfortable and had a few 'doh' moments, I started another two logins and made them with two different starting plans: One was a cleric/healer centered clan as some of these threads suggest, using the cleric as a quick way to heal every day shift and in battle. I found this to be ineffective for several reasons. Sadly (if you believe in equality) this game is based upon the principle of racial superiority. Ok actually I just mean their stats, but you get the idea. You must get rid of anything but the most amazing heroes for your starting group. Even healers can't keep up with the damage they will incur from their poor performance. It is possible that you can mix extremely selective recruitment with healers, but I haven't tried it.
The other clan I made was built around the deadliest recruit I could find WITH THE HIGHEST LEADERSHIP. This is very important. Cycle through the recruits dismissing anything that is not a superhero stud that ALSO has the leadership skill and a decent charisma. Once you find him, you must take the risk of adventuring with him a few times until you have some good gear. What this creates is a very deadly soldier that is unlikely to lose battles, and unlikely to even take damage. You must take advantage of the purchasable items that manupilate stats for attack, defense, speed, and damage to create a scenario where he hits fast and often (you don't need much damage as a newbie, d5 is fine if he has a 50% to hit). Then once you can create money, you start recruiting people that align well with him and are also super-studs. Then bring that second guy with you until he is well equipped and making a steady profit and recruit a third. By this time your 1st guy is reaching level 2 and able to increase his leadership ability. The reason you must do this slowly is because it will take a lot of money to recruit so selectively. You will have to dismiss many good recruits because they don't align or are just not exceptional enough. But following this method I have 5 pretty badass guys that work well in the same party with room for 1 more and the leader well on his way to level 3 for even more room in the party.
Just remember, you're trying to create the first clan member into a superhero that won't need much healing in the easy adventures as he gains $$. Don't tank your guy out with anything that gives negative attack stats! You don't want a tank, you want a squirrely guy! Tanks have to be healed, shifty heroes don't even get hit. As George E. Russell said to Thimblerig as they waited for the coming assault on the Alamo, "Nobody'z gunna hit you. Yur too shifty!" |
5/8/2011 8:07:39 AM | From my personal experience, having at least 1 cleric in the clan, and with the group, has been invaluable. Having a shaman in the mix was also a huge benefit, though I did not get to play around with the different spell paths as much before he died.
I did not use as detailed a selection process as Mike has, but I made sure that I could fit at least 4 people in my group, and was pretty anal about leveling all members at the same pace. Once I was able to fit 5 guys in a party (lvl 2) I roll over almost everything at the "normal" setting of adventures. My core group has at least 1 cleric/shaman, 1-2 wizards and the ballance being grunt/fighter types.
Growing a cleric early will save you alot of frustration once you start running into Fuzzy Spiders and Wells that can poison you, as well as providing that little bit of healing to save you. By keeping an eye on your stats when sellecting your cleric, you CAN get one with heal ability and decent HP's, and they dont HAVE to be the "perfect" character type. I have found my wizards and healers to be such a huge benefit to my groups that after losing one of each, I am putting my core group on hold until I can level up at least one or two more to rotate in on adventures.
There have been times in the longer adventures that the only thing keeping me alive and able to finish has been spell casters still hitting in the long battles and my healer managing to drop 4-6 points of health on those in dire straits.
Just my .02 cents about what has been working for me 8-) |
3/4/2012 7:42:39 AM | how do you get leadership immediately? what attributes usually come with leadership? Is it a specific class? |
Legion 3/4/2012 9:19:21 AM | The game has changed somewhat since Mike Force's post. Very few classes have the option of leadership right out of the gate. The cleric, elven cleric, and mystic all have very small chances of initial leadership options. Only the paladin (which is an extremely rare starting character) has a reasonable chance of starting with leadership.
However all characters have a chance (varying by class) of starting with mental aptitude as a selection option. This is the most common path to the leadership skill, as every point of mental aptitude has a chance of unlocking leadership. Increasing charisma may also unlock leadership, tho this is a less common path.
The way the game has evolved, it is unusual to uncover the true strength of a character at level 1. There are so many skills now, and most must be "unlocked" by selecting general skills first. Virtually every character will find skills he/she really excels in, but it might not be until higher level that you happen across an unusually cheap skill. |