Nefchast’s Gaming Blog

Mostly about Video Games, but boredom often breeds endless creations…

Archive for April, 2009

That tabletop feelin’.

Posted by nefchast on April 10, 2009

Computer gaming is my primary hobby and entertainment source, it has been since my early childhood, but every once in awhile I get the urge to visit some of the roots of gaming — the tabletop games. These are those wonderful games that involve boards, cards, miniature figures and tons of player generated content and entertainment. These are the types of games that influenced the creation of our own console and PC games. If you’ve never really looked into, tried or cared about them — give them a try, in many ways these games are far more advanced than their electronic cousins likely ever will be.

I’ve probably hit on this topic before, but the biggest appeal these games have for me is their open-endedness. You can change, modify, add, remove rules as you see fit for your game — no programming required.

Imagination is key and a little of it can go a long way to the creation of entire worlds, civilizations, history — the rise and fall of empires and leaders. This is storytelling as a game. Even with war games, even with streamlined RPGs like DnD’s 4th edition. It’s all about the story and the social experience.

Cost is another factor of tabletop gaming that I like — for most of the games. Pen and paper RPGs take very little to get going, a core rulebook and you’re set. (usually) This can be quite cheap, 10-20 bucks for a PDF from sites like RPGDriveThru, to more expensive print copies ranging from 25-40 bucks. (depending on size, company, hardcover/softcover, etc) Sourcebooks are generally where things can get expensive, these are supplements to the core rules that are essentially ‘expansion packs’ — you don’t need them to play but they do add to the experience. Games like Dungeons and Dragons can easily have a sourcebook coming out every month and if their core books don’t change over a few years these can pile up. In some ways its really nice, though. Being an MMO gamer I know how important content is — especially new content. If I could get a new expansion every month I’d be overjoyed. These sourcebooks (DnD’s at least) tend to range around 20 bucks, so they’re not even that far from the standard MMO subscriptions — well worth the cost to me. The other thing to remember about these purchases is they last for as long as you have the book — you can play these games till the day you die, even if new rules are released and your current edition is no longer supported. You can create your own new content and rules.

One of the biggest reasons to play tabletop games is also one of the ones that keeps me from playing — you need a group of people. Small town, small population, no gaming stores in at least 30 miles = little to no playerbase. But, with the wonderful internet, this is changing. These days it’s not impossible to do tabletop gaming online — even with war games. Sites like RPTools have open source programs that allow players the world over to interact with each other and play their favorite games online.

There really is no excuse anymore to not play these games. Think of a genre you like and look it up — there’s likey a tabletop game out there that will fit it.

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Dave Arneson

Posted by nefchast on April 9, 2009

For anyone that hasn’t checked the news recently (this morning, I guess) co-creator of Dungeons and Dragons, Dave Arneson, passed away Tuesday night. Along with Gary Gygax he created the first published RPG.

It’s sad to see one of your heroes pass on, but I’m eternally grateful to all that he and Gygax did. We wouldn’t be playing the games we are today and I know I wouldn’t have the friends I would today without them.

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Age of Conan. (trial)

Posted by nefchast on April 9, 2009

For a late night post I’ll cover what I did this evening — try out Age of Conan via the free trial. I passed this game up when it first launched mainly due to the system requirements — my last computer was already several years old when it came out. With my computer now I can easily run it on high and still pull smooth frames. So, now that the game is stable and runs very well for me — how was the one evening test?

The first thing you notice about AoC is the graphics — with high settings they’re pretty damn good, better than most if not all other MMOs on the market currently. The second thing, I noticed, was the sound — it is also good. The character voices and the music is well done.

The third part, game play, is where it just got fairly boring. AoC is no different from any of the traditional MMORPGs in this department. You go through quest after boring quest to get XP and level. You fight mobs by standing around mashing hotkeys. The biggest difference, I found, in the standard combat system was the removal of an auto-attack in favor of three basic melee attack skills — these are < ^ > (left, up, right). When you face off against an enemy they have three arrows around their models, these arrows depict their defenses. You want to use the melee attack that hits the side with the least arrows. Simple. I found the combat just plain and boring — of course this could be due to my recent exposure to The Chronicles of Spellborn and its faster paced, action-y combat.

Storyline-wise, I guess it’s there. I only got around level 10 in one evening and I didn’t really care about the characters or story. It likely gets better on. (I’d hope)

tl;dr version: AoC is a traditional MMO with a shiny coating. If you like pretty graphics and topless female avatars this will likely be for you. If you want something original and niche — give the trial a shot but I’d look elsewhere.

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Betas.

Posted by nefchast on April 8, 2009

It’s hard to tell if this year will be a good one for gaming, or at least MMOs in particular. There’s several games on the horizon (Chapions Online, Jumpgate Evolution, Fallen Earth, Free Realms, etc.) and many of them are holding my interest. So, what do I do in times like these? Sign up for as many beta opportunities as possible!

MMO competition is going to be getting even more fierce in the next few years as more MMOs of genres other than fantasy begin pouring into the market. One of the few reasons City of Heroes is still on my list of games to resub to (besides being fun) is that it is the only superhero based MMO on the market currently. Now we have Champions Online, DC Universe and even a Marvel MMO in the works. Just based on the sheer number of betas I’ve been signing up for recently it seems like the superheros genre is not the only one that is going to face this kind of expansion. (looking at you post-apocalyptic genre)

*May have a second post later today, I’m busy falling back in love with pen and paper RPGs and trying to decide how I should take the Siofra story further…*

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The Adventures of Siofra… part 2

Posted by nefchast on April 7, 2009

 

Journal Entry 1: The start of a new journey, Contd.

I stepped out onto the deck of the Mercantile for the first time since boarding. The deck was largely empty save for a few crates and some scraps of paper fluttering about. The shardship was rocking gently, making its way through the deadspell storm — trying to avoid the rocky debris that littered this space. The Captain was standing at the wheel high above the deck and as soon as she noticed me she called out. “Hey Siofra, I see you’re up — finally.”

“Good morning, Captain.” I tried to be polite, though Stuvyan had soured my mood just moments ago. Surely the Captain would be fine with me enjoying the rest of the trip.

“Siofra, would you kindly help me with a slight problem?”

“What?”

“I said, would you kindly help me with a small problem? I dropped my navigational charts and cannot leave the wheel — pick them up for me if you can!”

The Captain had a slight grin on her face. I cannot explain why I had the urge to follow through with her task, but I went about it without complaint. It seems the bits of paper I saw fluttering about the deck before were the dropped charts, running them down was simple enough.

It was when I reached down to pick up the last chart that I saw something peculiuar in the storm. Something large was headed this way, was it another rock?

 

Something wicked this way comes...
Something wicked this way comes…

 I could hear the flap of wings and soon the enormous shadow emerged on the starboard side towards the bow, with an deafening shriek it attacked our ship.

 

*Skreeeee!*
*Skreeeee!*

“Get up here!” The Captain was shouting at me. I barely dodged a swipe of the beast’s wings before running up to the captain’s platform.

“What is that thing?!” I asked, in as calm a manner as possible.

“It’s just some ancient enemy, from before the Great Collapse. Look, I have to try and keep us away from that thing as much as possible — you have to get down there and fight off any attacks.”

“WHAT?! Do you see how big that is? I’m barely a recruit!” Calm had left the shardship by now.

The Captain looked me in the eyes then, I could see a trace of fear in them. “We have no options. YOU are the only person on board equipped to fight, if you don’t do it we WILL die.” The Captains words were true, I knew it but I still did not like it.

“Fine. I’ll get down there, but you BETTER keep this ship going — if I get thrown off into the storm I’m going to haunt you forever!” I tried to sound as threatening as possible, but the Captain could not help but laugh. I guess I should work on my intimidation skills.

Back on deck the beast was still trying to attack us, the ship sailing easily around the floating debris while dodging. I readied my sabre for what was to come. It seems what was to come was not what I had planned — the beast did not decide to face me directly.

Before I knew what was happening the beast was spawning odd creatures — winged horrors that carried blades in both hands. “Scythehands!” I heard the Captain shout, “you have to take them out!”

“Easier said then done…” I mumbled to myself. I’ve never fought creatures like these — though I have heard tales of them. Many people have died to their blades in the past.

 

Wave after wave appeared...
Wave after wave appeared…

The first few scythehands went down easy, they were young still — inexperienced. Wave after wave of them appeared from within the beast and I cut them all down, fighting for survival. Before long the adult scythehands were sent to face me — larger and more experienced than the young, I had a real fight now. The steel of our weapons crashed upon each other, my light clothing working to my advantage to help me nimbly dodge their incoming attacks. They could not hit me now, I would not let them. The blood of scythehands soon made the deck slick, almost slipping caused an opening for their attacks and I felt the blade catch my left shoulder — cutting deep to the bone.

I stifled a scream, instead turning it into a shout of anger as I cut down the last two scythehands with a single sweep — their wings shearing off in a spurt of blood and shrieks. It seems I had won.

I looked up at the Captain, to show a smile that I was alright when I noticed a look of terror on her face. “GET OFF THE DECK!” She shouted, but she was too late. I turned around just in time to see the green, nauseous gas being spewed by the beast — covering the deck and myself. I blacked out.

******

“Hey, she’s coming to.” The words were a whisper as I slowly opened my eyes, my head was killing me. “You took quite a hit there, I wasn’t sure anyone could live through an attack like that. You’re either amazingly lucky or just amazingly resilient.” The Captain was standing over me as I weakly rose from the bed.

“What happened? I remember the beast attacked, the scythehands… then something…” I realized now that it was not just my head that hurt, but my whole body — a shock of pain from my shoulder shook any haze of sleep left in me.

“You were poisoned by that beast, nearly died too. If it wasn’t for the help that arrived you would be dead.”

“Help? That ship you were looking for?”

“Aye, they took that beast down and brought some medicine for you. We’ve already finished supplying them and we’ll be heading into Hawksmouth soon. You were out for a few days there.” The Captain smiled and patted me on my good shoulder. “You should come up on deck and see them off. It’s quite a sight to see a shardship of their class.”

I was still a bit shaky, but I made the walk to the deck easily enough. It was well worth it.

 

A thank you to our saviours...
A thank you to our saviours…

 ”We’re approaching Hawksmouth, get ready to dock!” The Captain shouted, relief echoed in her voice.

Parliament came into view in front of us, it would only be a few minutes till we docked.

“Hawksmouth… Finally, my adventures can begin!”

 

 

 

 

 

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D2′s Median XL.

Posted by nefchast on April 6, 2009

With all the time I’ve spent with MMO’s lately, I decided it was time to get my hands on some single-player action. Diablo 2 is one of those games that every gamer has and has played [repeatedly]. I’m no exception. I haven’t played D2 in years, long before I knew of any mods like Median XL. So, I figured this was an excellent opportunity to revist an old classic.

Diablo 2 is a 2D game, or 2.5D as some might say. To me it still looks good. The art and ‘lighting’ all add to an immersive, dark and gritty world where demons and undead roam the countryside devouring any human stupid enough to venture outside. The combat is fast and full of button mashing goodness.

Median XL changes a lot in the game, but all the changes are quite nice and well thought out. In a way the game is now new yet old. There’s plenty of nostalgia left, but new experiences. If you’ve loved Diablo 2 in the past and thought about re-playing it sometime — check a mod or two out, there’s plenty of em out there. To make things even better, private servers exist so you can get that closed BNET experience with mods. Good times.

*More Siofra story to come, lazy posting at work*

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The Adventures of Siofra…

Posted by nefchast on April 4, 2009

Going to be trying something a little different here. Usually I like writing about games, the mechanics and how they are. But today and in the future I’ll try to be a bit creative with it, starting with a Rogue I created in The Chronicles of Spellborn named Siofra. This is the tale of her time in the world of TCoS and the adventures and quests she goes on.

*****

Journal Entry 1: The start of a new journey.

A solitray ship, traveling in the deadspell storm...

A solitray ship, traveling in the deadspell storm...

I awoke this morning on-board the shard ship Mercantile headed towards Hawksmouth on the shard called Parliament. I missed the vessel the other recruits had taken due to some… personal problems. Now, I could only go about the deck and wait for the arrival.

That is, if I could get on the deck…

You expect me to do *what*?

You expect me to do *what*?

The door to the deck was locked and standing in front of it was the ship’s only deckhand — Stuvyan. “On your way up top, eh?” he asked. “Mind helping me out first?”

“Help? No thanks, I just want onto the deck.”

“Well, that’s alright I guess. Just have to find my key… Hey, what do you know — I’ve lost it!” Stuvyan held his hands up in a shrug, it was clear to see he had not lost it by accident. “I tell ya what, you help me and I’ll get this door open.”

I wanted to smack him, but I needed to get on deck. “Fine, what do you want me to do?”

Stuvyan smiled a bit now, motioning behind himself. “There’s some ‘menacing-looking dummies’ back there that need to be taken care of. You should also find the key in the haypiles near them.”

“Dummies? You want me to take care of…Anyway, whatever.” With only the slightest bit of a shove I headed to face the ‘menacing-looking dummies’ near the hay piles. A few quick strikes later they were reduced to rubbish and I was searching through the piles for a key.

It did not take as long as I thought it would, but still quite the annoyance. Bringing the key back to Stuvyan I noticed another smirk on his face. “Excellent work there, Siofra. You should be known as the ‘Scourge of Straw’!”

“Cut it Stuvyan. Now, can I get on to the deck or am I going to have to use you for practice next?”

“Easy there! Sure, sure — you can get on the deck now… after I finish unlocking the door. It’s quite rusted and old you see, might take a few minutes… Say! This gives me a great idea!”

Rolling my eyes I could not help but ask, “What now?”

“You see these crates lying around? They’re terribly placed and I keep stubbing my toes on them — why not take some of them out for me? I should be done by the time you get five of them broken down.” A very audible chuckle escaped his lips as he went about ‘unlocking’ the door.

“Alright, but this is the last bit of work I’m doing for you. If that door isn’t unlocked by the time I get back… well, let’s just say the Captain won’t have much use for you… not like she already does.”

Needless to say, the door was well open by the time I got back.

*To Be Continued! Preview Image:*

Looking off into the deep... purple... spell-sea?

Looking off into the deep... purple... spell-sea?

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MMO Competition.

Posted by nefchast on April 3, 2009

Without a doubt the MMO market is competetive. Every year sees the release of new games seeking our monthly subscriptions. MMOGchart.com is an excellent source for information (up to 2008) on MMO’s and their subscriber bases. The information also reveals current trends in the market and its consumers.

Over time the industry has grown, from what was once an MMO launched fairly rarely to several launching each year. The number of consumers of MMO games has also grown considerably — with no shortage of help from Blizzard’s World of Warcraft.  With an increase in MMOs launched and consumer we can begin seeing some trends.

Early in the MMO industry, with few titles around, consumers were far more forgiving. From the past numbers you can see that Ultima Online and EverQuest both had rising/steady subscription bases till 2004 — the year World of Warcraft launched. I would add EverQuest 2 as part of the reason for a drop in EQ1 subscription base, but the subscriber base dropped off fairly quickly on it — having yet to come close to its previous launch base.

Starting with Anarchy Online it’s possible to see a trend that has become more and more standard — large launch base with quick drop in subscribers. There are very few MMOs that have gone against this trend, or come back from it. EVE Online is an example of this. Starting in 2003 EVE had a small launch base and has grown steadily since. World of Warcraft has also seen steady, albeit massive, growth. The questions to ask while looking at these charts and numbers is — why and what? Why are these MMOs different? What makes them successful? and What determines success?

WoW is not very different from other MMOs, modern and old. You quest, kill mobs, raid, PvP. All standard parts of a traditional MMO and all pioneered years before it. There are a few reasons, I think, that WoW took off so wildly. The first is Blizzard. Blizzard has a substantial fan base — even before WoW. They have well known IPs around the world and had plenty of lore to draw from. People knew WoW before they played it, they knew the world and the characters — it was already familiar. While drawing from existing IPs, Blizzard also drew from existing MMOs. Everything in WoW has pretty much been done before. They simply took the existing information and polished the hell out of it. Using existing elements in a better form was a wonderful move — business-wise — as the players would be familiar with the game instantly. Toning down the new player experience to be as minimally challenging or confusing as possible helped bring in new players not familiar to MMOs. WoW was seen as not being ‘hardcore’ and that opened its doors to casual gamers — a huge market that was untapped at the time by MMOs. To further attract casual gamers WoW used low graphics and supplemented them with greater art. Catering to a low performance system opened the market up further — something EQ2 failed to do and paid the price for using higher end graphics. Probably the biggest breakthrough WoW achieved was its success in the eastern markets — no other western MMO has done that. The9 is the company that’s marketing and holds the licence for WoW in China (or, they did as of my last bit of research) and have done some amazing work selling the game. From the charts in 2008 Asia made up over 5 million subs, more than North America and Europe.

Having a polished and enjoyable game is needed for success. Bugs, lack of content, broken or neglected features and promises all drive consumers away. This can be seen in many previous games. Vanguard, Tabula Rasa, Auto Assault — the list goes on of games that launched with a lack of content, broken content, promised features missing and all of them show a similar trend of having a sharp decline after launch — in the case of Tabula Rasa and Auto Assault, they no longer exist today. Rebounding after a significant loss of subscribers is extremely difficult, nearly impossible it seems. Vanguard is trying and they may be making some head-way.

For me, an MMO’s success is not in the total numbers. They don’t have to gain over 12 million subscribers to be successful. (though it helps) What makes a successful MMO is having player retention and steady gain — as long as the game is growing and improving (community and content-wise) I find it successful.

What are the pitfalls to growth? Lack of updates, lack of fixes, lack of balance, lack of… see a trend? To keep people paying and playing they have to have content to experience. What I find is most MMOs will come out with an expansion every year or two where they can charge more money and increase the content (usually) significantly, while providing ‘free’ content patches every once in awhile to keep the playerbase from dropping like a rock. EVE is a great success, not because of its ease of use or tons of static content, but because of the frequent free expansions that tend to add as much or more than paid expansions. (also, the player generated content in places such as 0.0) I view EVE as the most ‘successful’ MMO currently because it has been able to not only keep players, but grow while adding in tons of content over the years just from subscription costs. EVE is very different from when it launched in 2003, nearly 6 years ago. It is the only MMO that has truly evolved to such a degree.

While EVE is a success, I’d view Warhammer Online as a failure. WAR had many promises early on and many of those were broken. The ‘new’ classes they launched in the past few months were supposed to be in at launch, but they couldn’t get them to ‘feel’ right. That I could see with the dwarf and orc melee classes — as far as I know they completely re-did them. But the Blackguard and Knight that came out last December? Those ‘new’ classes were pretty much the same as their counterparts that already existed. Something else that I felt jipped about. There’s really only half of the classes claimed in the game since each has a ‘twin’ on the other side. While there are minor differences, they’re not much. Apart from the usual lacking the problems were shown literally in the fast drop off of players. If I remember correctly (this isn’t on the charts) WAR launched with roughly 700-750k players, as of early this year that number dropped to roughly 300k. Certainly, 300k is nothing to laugh at — it’s more than my ‘successful’ choice EVE has — but it’s still a drop in over 50% of the subscriber base. Over half of the people that bought WAR stopped playing it. I’m hoping the game will improve itself in the future — and there is plenty of plans for it to do so — but it will take a lot of work to make it ‘successful’. 

MMO competition will continue to grow as more companies seek to overthrow the ‘king’ of the subscriber hill. Innovation may take a backseat to familiarity and what has ‘worked’, but that can only last so long. Players will decide what is worth playing, and if they can get that same experience elsewhere, at a better quality, they will. This is something that developers and producers need to understand if the industry is going to improve. Seek not to compete, but to be ‘successful’.

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Low Sec PvP

Posted by nefchast on April 2, 2009

EVE Online is a game of player conflicts on multiple levels. One such level is open world PvP in the form of low/null sec. If you’ve never ventured into EVE before, the game is made up of thousands of solar systems. These solar systems have security ratings that give their level of ‘PvP’ protection. High security space is 0.5 to 1.0 and has Concord protection so players that do get ganked can know that their gankers are getting ganked by Concord. 0.4 to 0.1 is low sec — it’s still ‘Empire’ space but there is no Concord protection, save gate guns. Then null sec (0.0) which is largely player owned and no gate guns or NPC protection at all.

So, what does all this mean for PvP? It means there is PvP in all three areas, but that PvP tends to differ. Right now, I’ll got into a bit (emphasis on the bit) on Low Sec PvP.

Low sec is probably the emptiest part of EVE. Currently the rewards simply do not outweigh the risks involved, so targets can be a little scarce — at least easy targets. From my few trips around and OPs and solo play in low sec, I’ve found the majority of people out there are looking for PvP as well. Small gangs tend to roam long distances looking for it. Occaisonal gate camps exist (with larger ships to tank the gate guns) and carebears run and hide — if there are any around in the first place. Most of what I’ve been into in low sec has been frig/cruiser gangs that are built for speed and/or gank. Speed really is everything in this part of space. There are no bubbles so no easy gate camps, if you want to kill something you have to catch it first. If you don’t get caught yourself. Cat and mouse games are what really define low sec, from my experience. Does it make for a fun time? Like most EVE PvP there tends to be a lot of downtime, a lot of boring tasks to get to that burst of fun Pew Pew. But, it does provide smaller gang PvP that’s not gate camping and that can be very fun when the targets are plentiful.

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The Skinshifter.

Posted by nefchast on April 1, 2009

Few truly know of the Skinshifters, as Skinshifters are rarely seen… or at least recognized. In TCoS the SS is the Rogue class that can truly be stealthy. Using various forms they traverse the shards, scouting and assassinating those that oppose the Enclave and High Houses. 

All classes in The Chronicles of Spellborn have six sets of skills. The first is the basic set that is shared for the overall class type. After that each set has three shared skills and three class specific skills. The rogue class typically alternates between close range and long range attacks, a focus on dodging to ‘tank’ damage, manipulating the Concentration state with some Physique manipulation as well, and positional attacks — backstabbing. The Skinshifter is primarily a single-target melee DPS class with plenty of backstabs and Concentration manipulation to take advantage of all the shared Calculated attacks (Calculated: increased damage if the target has lower Concentration than the skill user) that rogues get.

The class’ special body slot ability is the Crystal Maze which allows the user to take on various forms. These forms allow the Skinshifter to blend in with different types of enemies, as to not attract attention, and to gain different short term buffs. The buffs are usually pretty nice, but the Skinshifter does have to stay in the form for 5 seconds before acquiring the buff and they typically only last 30 seconds. So, they’re not always great to use in combat, or possible to use. I’ve found the only real way to use the buffs in PvE is to do it before charging in, and hoping that one buff time will be enough. Haven’t tried it in PvP, or really given PvP a shot yet anyway, but I suspect it will be even harder as everyone has a ranged weapon — unless they just don’t take advantage of it or don’t know — you’ll likely be popped out of the form before you can get the buff applied. Tactical terrain use will likely be the biggest chance for getting these off in PvP.

The Chronicles of Spellborn is a fast paced game — combat-wise. Anyone that’s played a third-person action game that’s hack n’ slash will be somewhat familiar with the controls. The skill deck does change a lot of this. Using the skill deck you set up columns of skills to use in a ‘combo’ fashion and you can cycle through the columns during any row — often this is necessary as the flow of combat changes. The combat of TCoS, itself, is not too complicated. You run around the enemy, sweeping into and out of range, actively dodging attacks and using the combos you have lined up while shifting between them as the need arises. The true ‘strategic’ part comes while setting up your deck. A poorly constructed deck can turn even the best player into rubbish while a well thought out deck can turn your average player into a great one. Knowing how your abilities relate to your other abilities is key. For my Skinshifter that comes into play with manipulating Concentration. I tend to start with a combo string that lowers the enemy’s Concentration while increasing mine. Afterwards I use a string that has several Calculated attacks that increase in damage when I have higher Concentration. This is a pretty basic setup, since I’m still fairly low level, but it works very well. In fact, when I got a new row for more abilities in my deck at level 15 (or 14? I can’t remember now) and tried fitting it with some abilities that I had used elsewhere (saving up for the next set of abilities at 16, so I had some skill gaps) my deck completely fell apart — I couldn’t kill nearly as well with ‘more’ skills on the deck in a poorer setup than with fewer skills in a better one. Setting up the deck properly is absolutely key to doing well.

So, how does a fight go as a Skinshifter? I typically start with a buff from a shift (currently I like the physical resistance buff from the Arionite form) then I use Slither Back to teleport behind an opponent — this also applies a couple debuffs that increase my damage. Once behind the target I use a backstab and Side Step, which lowers their Concentration and applies another melee debuff. (same one as Slither Back though, so I think it just refreshes it) After that short chain I move on to my next which starts with Exterminate to further remove any Concentration and another backstab attack with Gash as a DoT. At this point I’m usually near full Concentration and my target is completely drained, so I start up my Calculated chain opening with Quick Strike and ending with Dance of Blades. Once I finish out the last bit of 15 and hit 16 I’ll be capping the chain with Moulinet as a finisher and moving Liquidate in as the opener. During the entire round of combat I’ll be moving — this game has no set parry/dodge/block stats, you have to dodge actively. Learning to do so can be the difference between victory and defeat. At the same time I use Slither Back to catch ranged mobs, run behind cover to get shifts in and buff (usually running around trying to avoid any damage for 5 seconds so it applies) and taking down enemies one at a time. Mob AI isn’t too shabby in TCoS, they use various skills to manipulate your states, apply debuffs, stay at range (if they’re ranged), retreat, etc. This can make for some pretty fun fights. But it can also make for some pretty deadly fights. When a Skinshifter find itself in a bad way and need of escape, the forms can come to their rescue — provided they don’t have a DoT effect that will take it off, or hit the wrong form at the wrong time. Being able to think on your feet is the best way to stay alive.

Lastly, there’s grouping. Groups in TCoS are small, only four people, so team work is usually needed. The fast paced combat that often turns chaotic makes this very challenging, especially to a class who’s primary focus is solo’ing. Yup, the Skinshifter is a wonderful solo’er, but it lacks a bit in groups. I think the SS has the poorest ranged ability of all the Rogues, and it certainly has the poorest AoE. Single targets are where we accel. This makes us pretty effective against named bosses, especially if a tank is around to hold the aggro. Being in a group does give us the benefit of easier shifting during combat — this is often where I do the most to get different buffs as needed. (like the plant form’s heal buff) What SS’ can bring to a party, apart from high single target DPS, is debuffs and some heals. (something most classes have, I think, but more is always good) In fact, looking at the spellborn wiki it seems — for the Rogue class — the SS has the most ‘group heals’. Using the plant form’s buff and various sigils, it seems the SS could be a competent healer. At least for melee classes.

The Skinshifter is a different breed of Rogue and this is simply a brief overview of the class. More to come when I’m higher level.

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