Anyone know if there is a cursed/undead monster out there that teaches around the same range as assassins do? If not I think there should be! I get all my thuergy in combat and not being able to gain devotion while hunting is really gonna hamper my theurgy! I know there's other ways to go about doing it, but if a thief can learn backstab on any biped creature and there are some higher up then on the same token maybe clerics/pallys can have something higher up that would work their devotion levels. Not sure if that makes sense. It's 4 am and i'm at work o.O but it makes sense to me at this point in time :p
Cursed/Undead on 09/03/2013 03:47 AM CDT
Re: Cursed/Undead on 09/03/2013 08:47 AM CDT
IIRC the closest thing to Assassin range in an undead flavour is going to be Head-splitters, Misenseor Resuscitants, Tuskies, and Malshyvean Hierophants. All of which unfortunately cap far lower than assassins for defense and weapon training, however, depending on the ranks you're looking at they may be usable. The Hierophants are semi-tailored for Clerics, or at least they were prior to the 3.0 changes. They used to be skinnable once upon a time however I think that may have changed, and the magic they used was easily mitigated by Clerics buffing prowess. The biggest issue I have with them is the fact its a royal pain to get to their area beneath zulfang swamp, the spawn is fairly poor, and there are only about a dozen (or less) rooms to hunt for them in. Apart from that they "should" teach into the mid 800's efficiently (or at least as efficiently as a poor spwaning creature can).
- Anuind Lyndon
When naming your holy weapon consider the following: Everyone has a Holy Avenger or a Divine Vengeance. Why not go with something your foes will never accept the shame of being smote by, "The Fuzzy Kitten".
- Anuind Lyndon
When naming your holy weapon consider the following: Everyone has a Holy Avenger or a Divine Vengeance. Why not go with something your foes will never accept the shame of being smote by, "The Fuzzy Kitten".
Re: Cursed/Undead on 09/03/2013 09:15 AM CDT
Re: Cursed/Undead on 09/03/2013 09:20 AM CDT
>I didn't think Theurgy was a skill that was intended to be trainable entirely in combat?
Not sure how you came to that conclusion, but Communes are the primary driver for Theurgy experience. They have a pretty long EXP re-use timer on them and one of the communes increases your chance to hit undead.
Not sure how you came to that conclusion, but Communes are the primary driver for Theurgy experience. They have a pretty long EXP re-use timer on them and one of the communes increases your chance to hit undead.
Re: Cursed/Undead on 09/03/2013 09:28 AM CDT
>>I didn't think Theurgy was a skill that was intended to be trainable entirely in combat?
>Not sure how you came to that conclusion, but Communes are the primary driver for Theurgy experience. They have a pretty long EXP re-use timer on them and one of the communes increases your chance to hit undead.
Yes, but I thought the idea was that you had to do rituals to increase your devotion, and that the in-combat devotions wouldn't raise your level enough to power the big communes. I've not played a cleric in 3.0 so I don't have first hand experience, but from reading the posts and talking to others about the system that's the impression I got.
>Not sure how you came to that conclusion, but Communes are the primary driver for Theurgy experience. They have a pretty long EXP re-use timer on them and one of the communes increases your chance to hit undead.
Yes, but I thought the idea was that you had to do rituals to increase your devotion, and that the in-combat devotions wouldn't raise your level enough to power the big communes. I've not played a cleric in 3.0 so I don't have first hand experience, but from reading the posts and talking to others about the system that's the impression I got.
Re: Cursed/Undead on 09/03/2013 09:34 AM CDT
>Yes, but I thought the idea was that you had to do rituals to increase your devotion, and that the in-combat devotions wouldn't raise your level enough to power the big communes. I've not played a cleric in 3.0 so I don't have first hand experience, but from reading the posts and talking to others about the system that's the impression I got.
Some of our rituals require Holy ground to perform, like recite/dance/last rites to name a few. Since Meraud's commune can be used in most rooms (not sure if there is a room where you can't use Merauds) you can perform those rituals along with others in a hunting ground and maintain your devotion levels.
Some of our rituals require Holy ground to perform, like recite/dance/last rites to name a few. Since Meraud's commune can be used in most rooms (not sure if there is a room where you can't use Merauds) you can perform those rituals along with others in a hunting ground and maintain your devotion levels.
Re: Cursed/Undead on 09/03/2013 12:30 PM CDT
>>Yes, but I thought the idea was that you had to do rituals to increase your devotion, and that the in-combat devotions wouldn't raise your level enough to power the big communes. I've not played a cleric in 3.0 so I don't have first hand experience, but from reading the posts and talking to others about the system that's the impression I got.
Meraud's + Tamsine's on cooldown are enough to keep Theurgy moving. I don't have issues keeping devotion at 10 or 11 in combat with Pray, Dance, recite, and pray corpse using those two communes. I don't know if it's worse at higher or lower levels or if people are trying to keep devotion higher than me.
Meraud's + Tamsine's on cooldown are enough to keep Theurgy moving. I don't have issues keeping devotion at 10 or 11 in combat with Pray, Dance, recite, and pray corpse using those two communes. I don't know if it's worse at higher or lower levels or if people are trying to keep devotion higher than me.
Re: Cursed/Undead on 09/03/2013 04:24 PM CDT
Now don't misunderstand, I do realize there are other ways to train theurgy, even outside of combat and via merauds.. etc. But being a follower of Kuniyo I like to get my devotion killing undead, and it allows me to use truffenyi's constantly in combat so I never have to worry about theurgy training as long as I fight. Resusicants are my current home, head splitters don't teach me tm and heirophants only teach to a little past 800. What happens after that? There are no more undead that we can hunt for devotion, or even use our most powerful spell (harm horde) on. I'm just saying, it'd be nice to get something in assassins range that is undead. We are clerics after all and are most powerful when fighting the undead minions of elanthia. I'm just at the cusp of assassins range, i'm not entirely there yet, but I'm just thinking about what's in store for me after resusicants and i'm not seeing much in the way of those undead.
Re: Cursed/Undead on 09/03/2013 07:43 PM CDT
FWIW I'd like to see more undead. At the high end and to fill some of the gaps. Theurgy is certainly intended to be trained in combat. Clerics even have a ritual that converts a dead creature into devotion via last rites. Can only be done in combat. Meraud's was redesigned so it could be used in combat and Tasmine's was redesigned for combat.
The vast majority of ways to refill the commune pool are not in combat, but it is possible get by without them.
The vast majority of ways to refill the commune pool are not in combat, but it is possible get by without them.
Re: Cursed/Undead on 09/03/2013 09:46 PM CDT
Tortured Souls in the Abbey, flex.
That was the answer when I emailed support asking about this three months ago.
And of course my post about this in complaints got zero replies.
I'd like to hope that someone is working on a higher level undead anything... but it would be nice if a staff member would say so.
Re: Cursed/Undead on 09/04/2013 06:02 PM CDT