IOW, you're spending a lot of feats on pumping up Dex and on skill focus for hide. You say that's a tight build, which of course makes it trickier for RK since there's no humans for that one extra feat. It might be good at hiding, but maybe not at anything else. Plus it's a smurf so you got that lovely ECL 3 to work with.Alkapwn wrote:131 hide (in theory) you would need a 56 buffed dex in theory, svirf with 20 starting dex +10dex feats +10grdex feats and a +4 book + hide feats. thats a pretty tight build Not to mention on your method of maxing hide
I probably wouldn't go out of my way to build this one. The overspecialization feels crippling to me, because you'd probably need to frequently party to level it efficiently, and I often prefer to work alone.
I have to wonder just why TC was given monk. I'm pretty sure it didn't have monk in the past because of the AC bonus when mixed with druid builds to preserve balance.Ogami wrote: In the ages factions gained and lost stuff, lets do a brief summary if it:
tc got monks it didn't have in the beginning, ma got travel domain, nc got trickery domain, nc gained a 2nd prc.
Ancient Ones faction lost paladin... I cant remember exactly when. Probably at that time there were a lot of noobs ( i remember a sl guy of a certain guild crying "how did you blind me?!?!" probably people had never seen word of faith before when i had 4 removed blindness I never used...), and they got really scared of paladin / rdd with the (omg!) divine shield.
Paladin fits perfectly with rdd, and it doesn't make an OP class, saves and feats are lower than a cot, ac isn't higher and there are no $%$# immunities like shifter or palemaster.
That second PrC was added to NC because it was added in 1.69. It's the first new PrC to be added outside haks since HotU, and NS4 had already taken all the PrCs into account.
The paladins were removed around 5 years ago because of both balance and flavor. First people were making paladin/rdd builds that were pretty damn powerful in pvp, and they just dipped a single level of sorcerer to get it. The 1 level dipping for several classes (like monk AC bonuses, pally save bonuses, SD HiPS, melee RDDs) was why the 5 level minimum was added, and I think it was around the same time. Even if it's weaker than CoT, at the time NC wasn't played much, so we didn't see a lot of CoTs around. The other reason was flavor; AO isn't an outright evil faction, but it was also seen as a faction that was questionable for a paladin to serve because of the rampant slavery.
Well dwarves and gnomes makes sense within the world itself; AO is about enslaving everyone else, but RK is their ally so they don't enslave their races. Have no idea why the other stuff was removed, particularly the wizards, since good aligned wizards can't go anywhere now unless they're dwarves or gnomes.Nothing was touched in ao for years but when LA players had to move to AO look what happened:
- removed wizards (la players had a lot of wizard type builds)
- removed earth genasi clerics (another popular build of la players)
- removed dwarfs (azer is nice isn't it?) r
- removed gnomes (those smurfs are the best spotters aren't they?)
- REMOVED SD!!! (you really hate those people huh?).
[/quote]Eldaquen wrote:I started this thread with a simple idea that RK could use another ecl 3 race. I do not play there, for I prefer not to play dwarves or gnomes.
I fail to see why it's necessary, though. Any ECL 3 race added to RK would be theoretically open to the other factions except AO. And why would you be interested in seeing another ECL character added to a faction you prefer not to play? Many of the RK/AO players I've talked to since I've returned to NS4 seem to feel the rest of the server is against them, and getting for something like this would probably be viewed by many of them as another attack on them. Assuming these players are still around, because most of the time when I log on anymore, the rest of player list says "Dislike".
If anything needs to be added to RK, it needs to be something that makes the faction appealing to potential players. The whole lack of class restrictions isn't drawing people to the faction. The only 1 ECL 3 race isn't doing it either. It's like I said, a lot of players don't want to play the RK races. Nor does it help when the player base has declined quite a bit, there are fewer new players than there were in the past, most players seem to be well-established. So perhaps that should be addressed, the whole matter of making the server more appealing to players rather than apparently just nerfing whatever happens to be unpopular with the majority of pvpers atm instead.
Because the real problem is that there is almost no one playing RK these days besides me and a few people in RR (and from what I understand, they're Australian and play during completely different hours from everyone else). Same with AO, which is strange because that was a very popular faction in the past, though it really didn't appeal to me. Teamwork is pretty important around here, and things can be brutal if you solo unprepared. You could ask for a party on shout, but getting a match when there's only 5-10 people isn't guaranteed. Guilds make teaming easier, but guild activity in RK and AO hasn't been pretty heavy lately.Rufio wrote: If anything, this thread should be everyone else complaining that they don't have as much as RK and AO.