My take on the human classes
Posted: 16 Oct 2017, 22:55
I was originally going to basically make a guide for new players or something, or people simply unfamiliar with it. But I realize that because I have no authority per say I might not be supposed to do that or anything. So for myself should I want to remember something, or for anyone who cares to read/discuss this, here's my take on the human classes:
Let's start with how I rank them Grid wise.
For easygoing, new, or moderate players:
Paladin
Blood thief
Sorcerer
For moderate to more active/experienced players:
Sorcerer/Blood thief
Paladin.
The reason I rank them like that is because of how they gain PXP. As this is used for powers, getting dual classes, and can also be used for experience.
For those that don't know, a paladin obtains pxp by simply having over 6 anima (or maybe it's 4), and anima can only be expended as far as I can see by using certain powers, most of which you won't be able to expend while using a paladin unless you actively combat other players or use certain enhancements or returning to blood (which uses anima). Which most of the time are only needed if you either have a rather high notoriety or attack/get attacked by other players a lot because of the threat that cops or players can cause to you (injuries and critical hits.) A newer or more combat relaxed player won't have this issue, because they neither have much notoriety starting out nor are likely to get it by attacking the wrong people or something. For relaxed players it has an extra advantage, as if you leave your character they should continue gaining pxp. This makes them easier to get into higher levels if you don't want to expend a lot of effort.
Blood thieves:
Their powers are simple, one side is how long they can maintain stolen powers, the other is what levels of powers they can obtain. Ridiculously simple. A blood thief can, at max without doubling up on blood thief, maintain 8 days of a vampires power they feed on. And as they gain pxp for each day they have vampire blood, they can be left for 8 days after a feeding and continue gaining that pxp. In addition, vampires can be reletively easy to find in the sewers.
Sorcerers:
Sorcerers get pxp basically opposite to paladins, they have to expend their anima to get pxp. Not all of it, simply to spend it. But this does mean, that out of the two classes, they are the only ones who have to be daily used in order to get daily pxp. Even worse is that they actually don't have much pxp to start off with, and thus it can be disastrous to get the wrong power. It's best to get a power that you can use directly to expend anima, such as rock skin.
However when used more actively and combatively and with other players this setup changes entirely, as sorcerers then can excel as their powers can be very helpful when interacting with player characters, and blood thieves can get better powers, but paladins end up at a disadvantage if they have to expend anima.
Short tidbits:
Paladins: Paladins are excellent and great to use, they're easy to level up and are very good at combat, thus giving them a head start on finding higher level npc's to fight and thus leveling up faster again. Now while I didn't experience it, the fact that their anima has to be over 6 can still be an issue for some who use the powers that require anima. In which case I'd advise increasing the arcane significantly, as it will give you more anima to work with and will recharge it faster as well. Of course upping things like intelligence is also a good idea, as it starts out rather low if you chose the class when you created the character and is a very important asset in numerous parts of the gameplay.
Blood thieves: I've been using one for a short while and they're very simple to figure out, but until you reach a high enough level (or ask the right people for help) you probably won't be getting as many nifty powers any time soon. That's of course because npc vampires, while you will always be able to feed on them if you're in the same square and have enough energy, don't have as many useful powers. It'd be best to level up a lot before you actually get powers from a players vampire, as it's easy for them to catch you, assuming you tried to sneak up on them or something.
Sorcerers:
I've had a sorcerer for awhile now, that would be Charles, he started out pureblood but eventually that wasn't cutting it and I made him a sorcerer as no other class really fit him at the time. IC it made perfect sense. Of course, that anima thing really screwed me over for quite some time, I didn't know about it until when I came back from a long break and before had basically been getting pxp, to me, seemingly as if by random chance (sometimes I'd use the powers, but most of the time I wouldn't). Now that I know however, it's pretty useful to be a sorcerer if you actually get on often enough. In addition, certain powers give you serious advantages in grid play as well as make for fantastic RP story wise.
Dual classing:
Let me just say, combining sorcerer or Paladin with blood thief results in a thrall (vampire or trayonetic wolf) which I found totally epic, and immediately considered the best possible combination. Doubling up on a class kind of seemed like a waste to me, especially for a blood thief who simply gets bridge powers of who they feed on. Compare that to:
Sorcerer/sorcerer: Getting to see the future when the power is used, even getting to see future threads/events.
Paladin/paladin: Increased dexterity and skirmish abilities (very useful if you get into fights or someone attacks you)
Paladin/sorcerer: Attack any vampire no matter where they are using a weapon (just can't cause critical hits)
As for as simply applying them to the story: Whichever suits you and your character. Keeping in mind how most of them are likely to act and function, paladins for instance (according to the wiki) are supposed to eventually be driven to disgust of vampires (although they are capable of resisting it it seems). And of course blood thieves tend to be considered untrustworthy by most humans (I don't know why, that's the wiki), and then sorcerers...actually don't seem to have any problems except maybe that they deal with the fae more often.
I like to view them as:
Paladin: Soldier (esque)
Blood thief: Rogue (Can sort of take any direction they want)
Sorcerer: Support class/multipurpose (Very possibly intelligent and knowledgable/crafty)
I considered doing the same thing with vampires, and I might, but I've only experienced Shadow and telepath, (and allurist on blood) I did however run over the wiki repeatedly about them, and will probably do so again. Necromancers and mystics look pretty dang cool, killers are too (and probably more useful to me if I wanted to simply get powerful) but I'm not quite to the point of doing anything like that yet and I don't want to turn any of my characters right now.
Let's start with how I rank them Grid wise.
For easygoing, new, or moderate players:
Paladin
Blood thief
Sorcerer
For moderate to more active/experienced players:
Sorcerer/Blood thief
Paladin.
The reason I rank them like that is because of how they gain PXP. As this is used for powers, getting dual classes, and can also be used for experience.
For those that don't know, a paladin obtains pxp by simply having over 6 anima (or maybe it's 4), and anima can only be expended as far as I can see by using certain powers, most of which you won't be able to expend while using a paladin unless you actively combat other players or use certain enhancements or returning to blood (which uses anima). Which most of the time are only needed if you either have a rather high notoriety or attack/get attacked by other players a lot because of the threat that cops or players can cause to you (injuries and critical hits.) A newer or more combat relaxed player won't have this issue, because they neither have much notoriety starting out nor are likely to get it by attacking the wrong people or something. For relaxed players it has an extra advantage, as if you leave your character they should continue gaining pxp. This makes them easier to get into higher levels if you don't want to expend a lot of effort.
Blood thieves:
Their powers are simple, one side is how long they can maintain stolen powers, the other is what levels of powers they can obtain. Ridiculously simple. A blood thief can, at max without doubling up on blood thief, maintain 8 days of a vampires power they feed on. And as they gain pxp for each day they have vampire blood, they can be left for 8 days after a feeding and continue gaining that pxp. In addition, vampires can be reletively easy to find in the sewers.
Sorcerers:
Sorcerers get pxp basically opposite to paladins, they have to expend their anima to get pxp. Not all of it, simply to spend it. But this does mean, that out of the two classes, they are the only ones who have to be daily used in order to get daily pxp. Even worse is that they actually don't have much pxp to start off with, and thus it can be disastrous to get the wrong power. It's best to get a power that you can use directly to expend anima, such as rock skin.
However when used more actively and combatively and with other players this setup changes entirely, as sorcerers then can excel as their powers can be very helpful when interacting with player characters, and blood thieves can get better powers, but paladins end up at a disadvantage if they have to expend anima.
Short tidbits:
Paladins: Paladins are excellent and great to use, they're easy to level up and are very good at combat, thus giving them a head start on finding higher level npc's to fight and thus leveling up faster again. Now while I didn't experience it, the fact that their anima has to be over 6 can still be an issue for some who use the powers that require anima. In which case I'd advise increasing the arcane significantly, as it will give you more anima to work with and will recharge it faster as well. Of course upping things like intelligence is also a good idea, as it starts out rather low if you chose the class when you created the character and is a very important asset in numerous parts of the gameplay.
Blood thieves: I've been using one for a short while and they're very simple to figure out, but until you reach a high enough level (or ask the right people for help) you probably won't be getting as many nifty powers any time soon. That's of course because npc vampires, while you will always be able to feed on them if you're in the same square and have enough energy, don't have as many useful powers. It'd be best to level up a lot before you actually get powers from a players vampire, as it's easy for them to catch you, assuming you tried to sneak up on them or something.
Sorcerers:
I've had a sorcerer for awhile now, that would be Charles, he started out pureblood but eventually that wasn't cutting it and I made him a sorcerer as no other class really fit him at the time. IC it made perfect sense. Of course, that anima thing really screwed me over for quite some time, I didn't know about it until when I came back from a long break and before had basically been getting pxp, to me, seemingly as if by random chance (sometimes I'd use the powers, but most of the time I wouldn't). Now that I know however, it's pretty useful to be a sorcerer if you actually get on often enough. In addition, certain powers give you serious advantages in grid play as well as make for fantastic RP story wise.
Dual classing:
Let me just say, combining sorcerer or Paladin with blood thief results in a thrall (vampire or trayonetic wolf) which I found totally epic, and immediately considered the best possible combination. Doubling up on a class kind of seemed like a waste to me, especially for a blood thief who simply gets bridge powers of who they feed on. Compare that to:
Sorcerer/sorcerer: Getting to see the future when the power is used, even getting to see future threads/events.
Paladin/paladin: Increased dexterity and skirmish abilities (very useful if you get into fights or someone attacks you)
Paladin/sorcerer: Attack any vampire no matter where they are using a weapon (just can't cause critical hits)
As for as simply applying them to the story: Whichever suits you and your character. Keeping in mind how most of them are likely to act and function, paladins for instance (according to the wiki) are supposed to eventually be driven to disgust of vampires (although they are capable of resisting it it seems). And of course blood thieves tend to be considered untrustworthy by most humans (I don't know why, that's the wiki), and then sorcerers...actually don't seem to have any problems except maybe that they deal with the fae more often.
I like to view them as:
Paladin: Soldier (esque)
Blood thief: Rogue (Can sort of take any direction they want)
Sorcerer: Support class/multipurpose (Very possibly intelligent and knowledgable/crafty)
I considered doing the same thing with vampires, and I might, but I've only experienced Shadow and telepath, (and allurist on blood) I did however run over the wiki repeatedly about them, and will probably do so again. Necromancers and mystics look pretty dang cool, killers are too (and probably more useful to me if I wanted to simply get powerful) but I'm not quite to the point of doing anything like that yet and I don't want to turn any of my characters right now.