TC jobs - flaws, improvements etc.
I'm having a heck of a time finding more than 7 as well. I've tried every direction possible, turning around only when I come across a map without one. I've also checked Clan Glork Cave and Niragawa Tower. Minimally, the Boar should give better hints. I've been to every map that I've found a rune at least 4 times looking for other exits. I've no idea where else to look. Giving up til I get hints from someone.Kirg wrote:Hm, only found 7 so far. Travelled to Ancient Road and Melencia Pass but I didn't find any there.
I found the last two. Thanks everyone who helped.
Last edited by Myrdyr on Mon Jan 08, 2007 12:33 pm, edited 2 times in total.
SPOILER ahead for granted items:
Last warning SPOILER
I didn't get any stat bonuses from the Advocate job, and the journal entry doesn't mention any.
Empath job: temp. 20% concealment from Vine Pipes 2x/day; +4 listen, hide and move silently
Advocate job: + random elem. dmg from 1d4, 1d6 or 1d8 depending upon level from Forest Eye 2x per day; +4 spot, search and +3 AC vs goblinoids
Liberator job: +1 dex, +1 wis; +3? to disc, heal, lore, open locks, taunt, and tumble
Last warning SPOILER
I didn't get any stat bonuses from the Advocate job, and the journal entry doesn't mention any.
Empath job: temp. 20% concealment from Vine Pipes 2x/day; +4 listen, hide and move silently
Advocate job: + random elem. dmg from 1d4, 1d6 or 1d8 depending upon level from Forest Eye 2x per day; +4 spot, search and +3 AC vs goblinoids
Liberator job: +1 dex, +1 wis; +3? to disc, heal, lore, open locks, taunt, and tumble
I haven't finished the Liberator job, so I'm only guessing there.Zing wrote:Close...All info should be included in the journal.
Speaking of which, the Liberator job #1 is probably impossible for my lvl 7 pure monk. After two narrow escapes and dying once, all very quickly and painfully, I'm giving up until I have lvl 9 equipment. I don't recall a more difficult job anywhere and this is just #1 of what I'm guessing is at least 2 tasks.
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I think all factions will get a look once all factions have jobs, and since NC already has two that are pretty nice after reaching Master level, I would guess the devs will save us for last.
I think most factions are probably set up for plenty of job potential, maybe even some in mind...like in the first conversation about NC jobs, you are offered the option to "use your magic" to aid the coalition. As far as I know, that option doesn't go anywhere...but has all kinds of potential. Would be a good reason to bring Sanctum Arcanum into focus, eh?
I am glad to see TC has jobs AND rogues now. Congrats to all and thanks to Zing!
I think most factions are probably set up for plenty of job potential, maybe even some in mind...like in the first conversation about NC jobs, you are offered the option to "use your magic" to aid the coalition. As far as I know, that option doesn't go anywhere...but has all kinds of potential. Would be a good reason to bring Sanctum Arcanum into focus, eh?

I am glad to see TC has jobs AND rogues now. Congrats to all and thanks to Zing!
frogofpeace wrote:And we like to think of the FoN guildhall as cozy - perfect for cuddling up in our snuggies with a hot toddy after a long day of smiting.
Empath Job 1: Should "animals" be "forest creatures", since Dryads, Nymphs, Grig, etc also apply?
Empath Job 2: Is restricted to level 3 and above. Why not lower it since Empath 1 can be done fairly quickly and easily? The didgeridoo has same item description as the Crystal Dust from job 1.
Empath Job 3: Is restricted to level 5 and above. Again, why not lower this?
Advocate 2: This job should probably have a level restriction of 4 or so. Because the Advocate job can be started before the Empath job, a player that starts Advocate at level 1 will be in a world of hurt trying to kill bugbears.
Advocate 3: This should probably have a level restriction of 6 or so. I managed to complete it at level 7 thanks to a large number of buffing potions and items, lots of luck, and being able to separate groups into 1 or 2 at a time.
Liberator 1:A level restriction is definitely appropriate for this job.
Empath Job 2: Is restricted to level 3 and above. Why not lower it since Empath 1 can be done fairly quickly and easily? The didgeridoo has same item description as the Crystal Dust from job 1.
Empath Job 3: Is restricted to level 5 and above. Again, why not lower this?
Advocate 2: This job should probably have a level restriction of 4 or so. Because the Advocate job can be started before the Empath job, a player that starts Advocate at level 1 will be in a world of hurt trying to kill bugbears.
Advocate 3: This should probably have a level restriction of 6 or so. I managed to complete it at level 7 thanks to a large number of buffing potions and items, lots of luck, and being able to separate groups into 1 or 2 at a time.
Liberator 1:A level restriction is definitely appropriate for this job.
Last edited by Myrdyr on Tue Jan 09, 2007 12:42 pm, edited 1 time in total.
empath job 2: forest creatures again, as you can bring a grig, pixie, nymph or dryad home too.Myrdyr wrote:Empath Job 1: Should "animals" be "forest creatures", since Dryads, Nymphs, Grig, etc also apply?
Empath Job 2: Is restricted to level 3 and above. Why not lower it since Empath 1 can be done fairly quickly and easily? The didgeridoo has same item description as the Crystal Dust from job 1. Note that in this case "animals" is correct for the didgeridoo.
Empath Job 3: Is restricted to level 5 and above. Again, why not lower this?
Advocate 2: This job should probably have a level restriction of 4 or so. Because the Advocate job can be started before the Empath job, a player that starts Advocate at level 1 will be in a world of hurt trying to kill bugbears.
Advocate 3: This should probably have a level restriction of 6 or so. I managed to complete it at level 7 thanks to a large number of buffing potions and items, lots of luck, and being able to separate groups into 1 or 2 at a time.
Liberator 1:A level restriction is definitely appropriate for this job.
The Empath job is restricted because the didgeridoo can capture creatures that are more powerful than you otherwise, which is just silly. There's no way you lot can be trusted to just do the jobs
you'd all use the didgerdoo to lazy-level.
I thought it was obvious and self-apparent that the Advocate and Liberator jobs are self-level restricted by their very nature.

I thought it was obvious and self-apparent that the Advocate and Liberator jobs are self-level restricted by their very nature.
Talos - God of Rebellion.
...zing broke you didnt he...ITS ZINGS EVIL THAT HAS BROUGHT THIS DAY....
-mgrjebbo
...zing broke you didnt he...ITS ZINGS EVIL THAT HAS BROUGHT THIS DAY....
-mgrjebbo
I'm still trying to figure out what level to start the Liberator job, so that one isn't apparent. I'm just suggesting putting level restrictions in a couple of places since it's done elsewhere and would help guide players in the right direction. I've already encountered one player, new to NS4, that started with the Advocate job at level 1.Zing wrote:I thought it was obvious and self-apparent that the Advocate and Liberator jobs are self-level restricted by their very nature.