new shard challenge -- design a fresh-start set of characters on a new shard
Design a new shard cooperative of 6 characters on one account. State the goal of your set of characters, and how their differing abilities would work together. Mentioning a second account is okay -- for example, a big reason you have a spellweaver on this account might be to support your spellweaver on the other account with Arcane Circle.
Rock (formerly Imperterritus VXt, Baja)
Comments
Let's start with my two dedicated craftsmen. Note that only four GM+ BODding professions are covered. They do, however also offer full-power Imbuing and Mining.
#1: Gargoyle, because of enhanced Imbuing
- - - - - -
120: Imbuing
100: Carpentry, Arms Lore
80: Magery, Blacksmith
75: Tailoring, Tinkering
45: Music, Eval Int
+MR, +Eval Int
Note: 2nd source of high end BODs for Blacksmith, Tailoring, and Tinkering
#2: Elf, because of more colored ores and ingredients from mining
- - - -
120: Blacksmithing, Tailoring
100: Arms Lore, Mining, Tinkering
70: Carpentry, Magery
20: Eval Int, Meditation
+MR, +Eval Int
Note: 2nd source of high end BODs for Carpentry
#3: Elf, because more colored woods and ingredients from lumberjacking
- - - -
120: Swords, Tactics, Parry
100: Lumberjacking
100: Healing, Anatomy
60: Chivalry
+MR, +SR, +Chivalry
Note: Chivalry basically included as QoL feature, but good for battle as well. The Lumberjacking skill not only allows for gathering wood and other resources, it buffs damage done by an axe.
#4: Human, because of greater carry capasity, JOAT, and +2 HPR
- - - - -
120: Archery, Tactics
100: Bowcraft, Arms Lore
100: Alchemy, Focus
80: Chivalry
+MR, +Potion
Note: Using potions is a little awkward with bow, but can set up macro to handle disarming, use potion, and re-arming.
#5: Elf, becuase of 20 extra mana
- - - -
120: Magery, Eval Int
100: Meditation, Inscription, Anatomy, Cooking
80: Spellweaving
+MR, +Spellweaving
Note: Someone's gotta cook, right? The Spellweaving provides some nice benefits such as Nature's Fury (up to 5 pets that seek out, distract, and damage foes).
#6: Human, because of greater carry capasity, JOAT, and +2 HPR
- - - - -
120: Fencing, Tactics
120: Necromancy, Spirit Speak
100: Meditation, Poisoning
40: Anatomy
+DI, +Anatomy
1. Mage - Mystic/Mage/Weaver or Necro/Mage/Weaver. Quick and easy and can do a reasonable amount of farming with the bare minimum of a 100 LRC suit. Used to gather SSI jewelry for a sampire/thrower and imbuing mats. I would use this character to grab a couple of Tangles from Navery early on.
2. Mule - Blacksmith, Tailor, Arms Lore, Imbuing. Rest of the skills trained as needed. Mainly for Imbuing because it's neat, and useful for the mage and the warrior. Reforging will take a bit to work effectively, but you can imbue some decent stuff from the start, modifying pieces as you get higher. I don't like to craft, so I would probably just stick to the bare minimum to get by.
3. Sampire/thrower - main soloer. Built for spawns/peerless/bosses to gather artifacts and high end mats. Start off with a basic imbued suit from character 2, then gradually work up to higher end things. Initial suit would probably have Stam, HP, Mana/LMC. Jewels would be looted SSI and imbue some HCI on them. I would save appropriate slayers, farm SA for slayer mats that I want, and just hope EoO is enough to get by until then.
4. Skill holder - for skills not useful all the time, like Mining, Lumberjacking, Alchemy. Not really used for much, just to hold skills. This is assuming we have access to a soulstone.
That's as self-sufficient as I would make it. The last 2 would be just for fun characters that don't really go along with anyone else.
5-6. Tamer, Treasure Hunter, Archer, Bard, Stealther/Thief. Those are just on the fun side, but each are nice to have in their own right.