Allods Online

Allods Online

wmtyrance Jun 5, 2016 @ 4:22pm
New player ?
What are the best starting classes for someone new to the game.?
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Showing 1-12 of 12 comments
Luxurias Jun 5, 2016 @ 5:07pm 
is you choice ,the class you prefer play ,like more
RopeDrink Jun 5, 2016 @ 5:19pm 
Hey Wmtyrancz,

7.0 New Order has revamped all classes so that most can now choose between assault (damage), healing, and support (control) roles -- and in a lot of cases, most role/class combinations can level quite comfortably. It basically boils down to checking out the races/classes and seeing which one appeals to you the most.

Summoners are a good example of a 'comfortable' class. They use undead pets for various tasks (one for tanking and damage, one for support and healing, and another that provides AoE -- you get to choose which one you prefer). They have good single target damage and decent AoE, have very strong healing if you decide to heal in end-game, as well as a number of control spells to keep you safe if you need them.

All other classes have their own pros and cons - it's just a matter of figuring out which one catches your attention, or has a playstyle you prefer.

If you want more specific information, you can check out the Archetype // Class Forums[allods.my.com] on our website for guides, tips and builds - or simply ask players what they think of X class.

Have fun in-game!


Last edited by RopeDrink; Jun 5, 2016 @ 5:20pm
WeissRook Jun 5, 2016 @ 10:43pm 
Originally posted by RopeDrink:
Hey Wmtyrancz,

7.0 New Order has revamped all classes so that most can now choose between assault (damage), healing, and support (control) roles -- and in a lot of cases, most role/class combinations can level quite comfortably. It basically boils down to checking out the races/classes and seeing which one appeals to you the most.

Summoners are a good example of a 'comfortable' class. They use undead pets for various tasks (one for tanking and damage, one for support and healing, and another that provides AoE -- you get to choose which one you prefer). They have good single target damage and decent AoE, have very strong healing if you decide to heal in end-game, as well as a number of control spells to keep you safe if you need them.

All other classes have their own pros and cons - it's just a matter of figuring out which one catches your attention, or has a playstyle you prefer.

If you want more specific information, you can check out the Archetype // Class Forums[allods.my.com] on our website for guides, tips and builds - or simply ask players what they think of X class.

Have fun in-game!
Speaking of revamped classes: is the healer class still the end all be all of everything? I remember a healer being able to solo specific endgame raids.
RopeDrink Jun 6, 2016 @ 4:18am 
Hey WeissRook,

I can't speak for every class given I personally don't play them all and the fact they've all drastically changed since the expansion - but it is safe to assume that where some were buffed, some were likely nerfed to some degree. The goal of 7.0 was to ensure each class had more than one purpose and to achieve a better overall balance between them all. Judging by feedback thus far, this was achieved to a satisfactory level.

All spells (and even some of their animations), rubies, talents, and statistics have been completely changed, alongside the updated stat-system and gearing system, so it would be hard to tell just how similar/disimilar X class is to their older version unless you give it a try and see end-game for yourself.

As a Summoner player, I can tell you my Summoner was absolutely nothing like the old version at all, taking a while to re-adapt to. They are much more versatile than the older version (even if some aspects were changed, such as lesser AoE capability, but more increased single-target damage -- which is the reverse of old version where their AoE was simply too-good and single target was pretty OK). I'm sure Healers have also been given more flexibility at a normalized level. Give them a try!

Regards,
Ropey

Last edited by RopeDrink; Jun 6, 2016 @ 4:21am
wmtyrance Jun 6, 2016 @ 7:12am 
Well it seems this update was for the high level players and not newbies. I tried out five classes so far and they all were really weak. I saw another new player that was an archer. We were on the same quest and talked. It took him 6 bow shorts to kill a freaking snake. I had a quest where i had to kill 10 rats and they could have killed me if i wasn't careful. I never played and mmo were the newbie quest could kill you quickly. A newbies damage out put is a joke. I can't even think about playing this game anymore.
RopeDrink Jun 6, 2016 @ 7:30am 
Hello Wmtyrancz,

Various player broadcasts and personal tests would say otherwise. Having watched some of the new players trying classes, most would kill normal mobs in a few hits.

Naturally this is dependant on your gear/stats and how you handle your characters talents as you level up. Things also get progressively easier when you have hotbars full of options at higher levels, as opposed to early game where you have only a few spells and starter gear to work with while improving your talents.

Either way, we wish you good fortune on your next adventure.
Last edited by RopeDrink; Jun 6, 2016 @ 7:31am
wmtyrance Jun 6, 2016 @ 9:39am 
Originally posted by RopeDrink:
Hello Wmtyrancz,

Various player broadcasts and personal tests would say otherwise. Having watched some of the new players trying classes, most would kill normal mobs in a few hits.

Naturally this is dependant on your gear/stats and how you handle your characters talents as you level up. Things also get progressively easier when you have hotbars full of options at higher levels, as opposed to early game where you have only a few spells and starter gear to work with while improving your talents.

Either way, we wish you good fortune on your next adventure.

Your joking right? I have been playing mmo's since the Anarchy online beta/release. Please explain how what i said is not true? I was talking to other new players and they felt the same as i did. If i was doing something wrong then i would admit it. I love the game world and want to enjoy it. But getting quest to kill a boss that kills me in 5 hits and i don't hardly do any damage seems off to me. Maybe you should create a new character your self and see how it plays.
Eldrin Jun 6, 2016 @ 10:22am 
wmtyrancz LOL...
virpyre Jun 6, 2016 @ 2:51pm 
Look at the monsters ring around it's portrait...
  • No ring is just a normal monster.

  • Gold ring with a crown is a slightly stronger versions of the normal monsters in the area.

  • Skull with a yellowish ring is special monster for quests that can be soloed.

  • Skull with a teal blue ring is a very powerful monster that usually requires a small group of players to kill.

  • Skull with a red ring is a world boss monster.

RopeDrink Jun 6, 2016 @ 4:27pm 
Your joking right? I have been playing mmo's since the Anarchy online beta/release. Please explain how what i said is not true? I was talking to other new players and they felt the same as i did.

So have I, and many other visitors to the forum. I can name many games that have far worse power disparities between players & NPC's, but it is not my place to name or shame. The simple fact is that every game does things differently, Allods is no exception. What I can say is that there are a number of factors in AO that will contribute to your overall power / feeling of weakness - moreso on F2P than P2P given P2P provides all you need from the start, or through quests, whereas F2P requires crystals (free or purchased).

Here's some examples:

- Role
- Gear
- Stats
- Buffs
- Patronage
- Enemy Type
- Consumables
- Talent Choices
- Level of Runes

For example, if you level up enough to reach your capital city, all players can activate their patron blessing for free every day and also gain a Damage + Defensive potion buff with a 2hr duration. This will not fade if you die and provides a respectable damage/survivability boost for those moments in a day where you want to get things done with a little added power. This can also be complimented with food-buffs, which can be purchased by quite a few NPC's around the world. Patronage buffs, depending on your Rune Level, gives a flat +% increase to all offensive & defensive capabilities and reduces the effect of some control effects (typically PvP related). These come as standard on P2P, but are not free on F2P beyond the first few rune levels.

Enemies are also considerably easier when they are lower level than you. It is good practice to clear zones entirely before moving to new ones, as you gain the most experience overall this way and have an easier time killing them, and stay ahead of enemy levels in the next area. Enemies equal or higher level than you are less succeptible to critical strikes and damage, compared to those that are lower, which take more damage and bigger crits.

Talent choices are also important. Players who do not esearch before selecting abilities may end up with relatively weak builds compared to other potential options when it comes to levelling up. It is good to research before applying points, as respec's cost crystals on F2P, if you feel you've taken a bad ability.

Stats also need to be researched as most classes favour X or Y and gain little from Z, though this can change depending on the role you choose to play as. Regarding roles, simply choosing assault immediately increases damage input by a percentage per level of Assault Aspect.

There is a lot to consider when discussing overall power. Granted, some of these won't apply much during early game (as most enemies die in very few hits, and some features won't be available to you at certain levels), and others won't apply until you reach your capital city and/or discover certain vendors or features, but overall, any experienced player will not have issues with early game mobs. This will come to you, too, in time -- but for now, having already taken a lower level character earlier today just to experiment on the steam client, I can't say I had any issues of note.

Regards,
Ropey
Last edited by RopeDrink; Jun 6, 2016 @ 4:31pm
wmtyrance Jun 6, 2016 @ 5:31pm 
Originally posted by RopeDrink:
Your joking right? I have been playing mmo's since the Anarchy online beta/release. Please explain how what i said is not true? I was talking to other new players and they felt the same as i did.

So have I, and many other visitors to the forum. I can name many games that have far worse power disparities between players & NPC's, but it is not my place to name or shame. The simple fact is that every game does things differently, Allods is no exception. What I can say is that there are a number of factors in AO that will contribute to your overall power / feeling of weakness - moreso on F2P than P2P given P2P provides all you need from the start, or through quests, whereas F2P requires crystals (free or purchased).

Here's some examples:

- Role
- Gear
- Stats
- Buffs
- Patronage
- Enemy Type
- Consumables
- Talent Choices
- Level of Runes

For example, if you level up enough to reach your capital city, all players can activate their patron blessing for free every day and also gain a Damage + Defensive potion buff with a 2hr duration. This will not fade if you die and provides a respectable damage/survivability boost for those moments in a day where you want to get things done with a little added power. This can also be complimented with food-buffs, which can be purchased by quite a few NPC's around the world. Patronage buffs, depending on your Rune Level, gives a flat +% increase to all offensive & defensive capabilities and reduces the effect of some control effects (typically PvP related). These come as standard on P2P, but are not free on F2P beyond the first few rune levels.

Enemies are also considerably easier when they are lower level than you. It is good practice to clear zones entirely before moving to new ones, as you gain the most experience overall this way and have an easier time killing them, and stay ahead of enemy levels in the next area. Enemies equal or higher level than you are less succeptible to critical strikes and damage, compared to those that are lower, which take more damage and bigger crits.

Talent choices are also important. Players who do not esearch before selecting abilities may end up with relatively weak builds compared to other potential options when it comes to levelling up. It is good to research before applying points, as respec's cost crystals on F2P, if you feel you've taken a bad ability.

Stats also need to be researched as most classes favour X or Y and gain little from Z, though this can change depending on the role you choose to play as. Regarding roles, simply choosing assault immediately increases damage input by a percentage per level of Assault Aspect.

There is a lot to consider when discussing overall power. Granted, some of these won't apply much during early game (as most enemies die in very few hits, and some features won't be available to you at certain levels), and others won't apply until you reach your capital city and/or discover certain vendors or features, but overall, any experienced player will not have issues with early game mobs. This will come to you, too, in time -- but for now, having already taken a lower level character earlier today just to experiment on the steam client, I can't say I had any issues of note.

Regards,
Ropey

Ok this is good info you posted. I didn't know about most of it. Thank you for posting and trying to help me with info.
RopeDrink Jun 6, 2016 @ 6:39pm 
No problem, that's my job :)

Aside from the above info, just stick with it! The thing about games (in general) is that they ALL become easier with practice and experience. If you find yourself in really deep water, don't hesitate to ask for advice, especially on the Archetype/Class forums on our website.

There are many players who could give more class-specific tips or tricks to help out in the early game.

Good luck!
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Date Posted: Jun 5, 2016 @ 4:22pm
Posts: 12