View Full Version : In Grungi's name, we need more RP info!
Lacking some majooorr content updates for RPs. Could we get some new info up in here? I mean comeon... 4 threads!? YIKES! Someone beg EAMythic for some new RP content FAST!
dutch_gamer
11-29-2007, 02:22 PM
You probably know, but I will just point it out anyway, you only see 4 threads because your display options are set to only showing the threads of last month (stickies don't count).
Not sure what you really mean with more RP info, they haven't given us more RP info about other careers either. Of course, you know more about, for example Hammerers but that is only because they are mentioned in the lore outside of the game. There may have had Runepriest miniatures but they no longer do; they are now Anvil Guards. But you can always look into Runesmiths and Runelords lore. I honestly don't think Mythic will release more "RP" info, you will find all you need in the game when it is out.
You probably know, but I will just point it out anyway, you only see 4 threads because your display options are set to only showing the threads of last month (stickies don't count).
Not sure what you really mean with more RP info, they haven't given us more RP info about other careers either. Of course, you know more about, for example Hammerers but that is only because they are mentioned in the lore outside of the game. There may have had Runepriest miniatures but they no longer do; they are now Anvil Guards. But you can always look into Runesmiths and Runelords lore. I honestly don't think Mythic will release more "RP" info, you will find all you need in the game when it is out.
Thanks for the tip on the post filter - haha. But still, 2 pages? Yikes.
As a side note, you come off as pretty arrogant in your last sentence. Has it ever occured to you that some of us really look forward to new content? Maybe it hasn't because you're too busy telling fans to wait for the game to come out. Lighten up man!
Amoracchius
11-29-2007, 04:32 PM
*EDIT* im an idiot and didn't pay attention to which forum i was in, my post was completely unfounded *EDIT*
Swarm
11-29-2007, 10:24 PM
By "RP info", does the OP mean Roleplaying (lore) info or Rune Priest info? It seems like that is causing some confusion.
Gemini
11-29-2007, 10:34 PM
By "RP info", does the OP mean Roleplaying (lore) info or Rune Priest info? It seems like that is causing some confusion.
I think the subforum it's in should give you a pretty good hint.
Swarm
11-30-2007, 12:49 AM
I think the subforum it's in should give you a pretty good hint.
Oh I'm aware of what he meant. The other posters seem to be answering a question of lore, however.
Dracohouston
11-30-2007, 01:00 AM
We have a lot more than the rest of the classes. I wouldn't mind some more up to date ability lists though. Also, the one pic of the female ones we have it ooolllld, full bright and the textures are unpolished D: ONE SCREENSHOT D:
And I don't see many good videos of them, I wish someone with a little skill and knowledge of the class would play one at a gamesday and tape it. Most of the ones I saw are all like
RUNE OF STRIKING
RUNE OF STRIKING
RUNE OF STRIKING
RUNE OF STRIKING
RUNE OF STRIKING
RUNE OF STRIKING
RUNE OF STRIKING
*die*
Being one of the early classes to get info, we won't get much new info until open beta phase and all the RP players in beta can spill the beans :D
Mutters
11-30-2007, 01:37 AM
From what info I have seen, RP's seem to be ranged healer/dps with emphasis on what runes are up on your target, and what runes they have broken and you need to recast. In general, each healer type has their "system"
-Goblin Shamans have a Waaaugh system where they build healing power through spell DPS
-Warrior Priests do much of the same, though it is Righteous Fury and its Melee DPS
-Archmages are assumed to have some sort of energy leech powers, perhaps their healing system is more of an energy redirection? Not much info on these guys yet. Possibly a system of Heal over Times?
-Runepriests seem to have no "system" to their healing, though I believe that the way the class works could propose something that their healing power is strengthened through buffs on a character (much like a WoW paladin's Seal of Light buff increased healing, my apologies for mentioning that other game, but the system is a workable reference.) OR Runepriests could create a rune circle on the ground which increases healing for those within the circle's influence (which would play to the Dwarf racial strength of being the awesome defenders we have theorized)
-Chaos Zealots heal through his "harbingers" will do something much like a WoW shadow priest's vampiric embrace, where the damage leeches into group heals or specific heals.
-Not much is known on the Dark Elven side, though I theorize something like the EQ1 necromancer, where the character could leech life, and sacrifice hitpoints to another character (possibly a zealot healing system instead)
What you have to realize, is that each healer will have a different "feel" to them and a different system (some similar, like WP or Sham, but WP is melee and Sham is caster) Which also plays into the racial archetype settings. Next post will explain more.
Mutters
Dracohouston
11-30-2007, 01:54 AM
the gimmick IS the runes.
http://www.waaaghpedia.com/index.php?title=Runepriest#Abilities.2C_Tactics_an d_Morale
I collected a bunch of them from various sites. There's no waaagh stuff there. They're pretty much all about the runes.
There's minor runes you just throw up on people. They're either an instant effect, or something like roots, dots or hots
"Rune of Regeneration
Heals your target over 10 seconds (amount unknown)."
Theres oath runes that are buffs for your team, they can be 'broken' to set off an effect. only one can be active on one character.
"Oath Rune of Fortune
Your target regains 5 more Action Points per second. The bearer of the rune gains the ability to instantly restore some of their Action Points. A player can only hold a single Oath Rune at a time."
Then there are master runes that are placed on the ground like a zealot ritual, these buff any teammates nearby.
"Master Rune of Smiting
Carve a rune on the ground which lasts for 2 minutes. Increases Intelligence and Willpower for all groupmates who stay within 65 feet of that spot."
Mutters
11-30-2007, 01:56 AM
Ok, here's the interesting Theoryhammer that I've been toying with the past few days:
Dwarfs:
Theorized as great land defenders for a few reasons:
Grudge system of Ironbreakers makes them a great long term physical tank, more than likely, the best physical tank in the game. If you want some dudes to hold a castle keep or tower door while getting beat on by a crapton of defenders, hire a bunch of these guys. ;)
Hammerers will gain in destructive power as they continue to do battle. With Ironbreakers being so hard to take down, it'll give hammerers all the time they need to windmill up and kick some butt.
But here's the real power behind the dwarf defending power:
Engineers have Immobile Turrets and Land mines, as well as some of the nastiest AoE in the game. This stuff takes some planning and work to set up, therefore will be ultimately more powerful in defense than in offense.
Runepriests gain master runes, these powerful runes have powerful area effects, but with a cooldown or a high AP cost/reagent. This lends itself to the overall idea that dwarfs will be a little more difficult to attack with, but once they're set up, they'll be near impossible to get out. I should probably do a whole set of these for race/class pairings. Here's a spoiler - The Witch hunter had to be made a ranged hybrid b/c the WP is a melee hybrid. 2 ranged, 2 melee classes for each race, though empire is full of hybrids.
Mutters
Mutters
11-30-2007, 02:20 AM
Not sure if this is the right place to put it, but its the logical progression of my theoryhammer in the racial cohesion realm:
Empire is quite weird in what they do. Every single class of theirs is a mangled pile of oddball abilities that seem to break the molds in classes. This fits quite solidly with their Lore, in being a desperate race for a desperate time. I'll start from the simple and to go the complex:
The Bright Wizard is a pretty solid ranged DPS class. He's your simple and plain caster. My only hope is that there is no specific resists in the game (a.k.a. - WoW) that you can pour loads of stats into and completely mitigate his damage, he is Fire. Its a pretty safe concept that people can grasp that he is a wizard and he casts damage spells.
The Warrior Priest does take a bit of a side path from the normal healer. He gets right into Melee and builds Fury, then Blasts off some spells. He's a tough cookie, and he'll be hell to bring down. Though, because of his front line presence, I bet we'll be seeing a lot of zerging on him.
The Witch Hunter is a hybrid DPS class, probably the most dangerous (Order Side), what the Engineer has is a pretty obvious setup, you know where he is and how to avoid him, the Shadow Warrior is deadly from range, this guy is deadly from anywhere, and he'll jump out from bushes and trees and whatnot to get his positional damage. I think one reason for going with the bright wizard is that all that fire catches the eye and is distracting so the witch hunter runs in and sticks a rapier in your back. class synergy ftw.
Lastly we have the Knight of the Blazing Sun. People don't understand this tank archetype very well b/c it could be twisting, it could be passive or targeted auras, we really don't know yet. The weird thing for me is that his whole "battlefield commander" thing is a weird operation for a tank. When your concentrating on putting yourself between some destruction persons I believe its counter intuitive to be trying to target an aura or twisting some effect simultaneously. The interesting thing to see is if the KotBS has an taunt aura (30-50% mitigation on a person) we very well may see Empire become a game of "Who's got the button" for Chaos players. Having to switch their attack around from KotBS to Warrior Priest and having a Witch Hunter jump in and stab them while they're pointed in the other direction.
Nevertheless, I see Empire as being a more mobile offensive model than Dwarfs setup and defend model. Not that I'm saying Dwarfs cannot attack or Empire defend, I just see patterns in the class pairings and what they do well and attribute it to battlefield functions.
I would hate to see a bunch of Ironbreakers packed in a keep with Warrior Priests.
Mutters
Gretha
12-03-2007, 05:04 PM
By "RP info", does the OP mean Roleplaying (lore) info or Rune Priest info? It seems like that is causing some confusion.
Hows about RealmPoints?
vehemoth
12-15-2007, 06:56 PM
We have a lot more than the rest of the classes. I wouldn't mind some more up to date ability lists though. Also, the one pic of the female ones we have it ooolllld, full bright and the textures are unpolished D: ONE SCREENSHOT D:
And I don't see many good videos of them, I wish someone with a little skill and knowledge of the class would play one at a gamesday and tape it. Most of the ones I saw are all like
RUNE OF STRIKING
RUNE OF STRIKING
RUNE OF STRIKING
RUNE OF STRIKING
RUNE OF STRIKING
RUNE OF STRIKING
RUNE OF STRIKING
*die*
Being one of the early classes to get info, we won't get much new info until open beta phase and all the RP players in beta can spill the beans :D
haha Oh man that cracked me up. Yeah, so far all of the videos I have seen have been "Rune of striking, rune of striking, rune of mending, oath rune of fury, rune of striking, (break oath of fury), rune of mending, rune of striking, [dead]"
The goodnews is I saw someone use Rune of Sundering once hoping it was a nuke but being sorely dissapointed. Oh my!!!!
Runeprists are fortunate because they have a lot of info released on thier skills, tactics, and morale abilities.
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