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Tenks
01-18-2007, 08:19 AM
Cleric - my vote goes with halfling. The racial is nearly OP for healers in the fact that if things are going bad in your group simply drop all combat, rez and redo. The stat allocation does not exactly lend well to a cleric but I can't see anything better than saving your entire party from a corpse run.

Bloodmage - my vote goes to high elves. Good stat allocation and good racial. Either high elf or dark elf; but the high elf's racial seems to lend itself better to a bloodmage. On a side note I'll probally be a gnome bloodmage in release simply because I hate elves.

Disciple - my vote goes to Raki. Good vitality increase, their racial is borderline overpowered (not exactly for a healer but -25% magical damage is -25% magical damage.)

Shaman - I don't know enough to say.


So vote for your favorite race!

Nikkoli
01-18-2007, 09:19 AM
Cleric - my vote goes with halfling. The racial is nearly OP for healers in the fact that if things are going bad in your group simply drop all combat, rez and redo. The stat allocation does not exactly lend well to a cleric but I can't see anything better than saving your entire party from a corpse run.

Bloodmage - my vote goes to high elves. Good stat allocation and good racial. Either high elf or dark elf; but the high elf's racial seems to lend itself better to a bloodmage. On a side note I'll probally be a gnome bloodmage in release simply because I hate elves.

Disciple - my vote goes to Raki. Good vitality increase, their racial is borderline overpowered (not exactly for a healer but -25% magical damage is -25% magical damage.)

Shaman - I don't know enough to say.


So vote for your favorite race!

The racial for dark elf bloodmages is pretty nice... your pet by level 14 has a buff he casts on you that gives +10% healing. ( not sure what else he does at higher levels)

Jeters
01-18-2007, 02:07 PM
updated Racial stat spreadsheet:

RACE STR CON DEX VIT WIS INT POINTS
BarbarianQalia 2 1 0 0 1 0 10
Barbarian Thestra 2 1 0 0 1 0 10
Dwarf 0 3 0 0 1 0 10
Dark Elf 0 0 1 0 1 2 10
High Elf 0 0 0 0 3 1 10
Wood Elf 0 0 2 2 0 0 10
Gnome 0 1 0 1 0 2 10
Goblin 0 0 1 0 0 3 10
Half Elf 0 0 2 1 1 0 10
Lesser Giant 3 1 0 0 0 0 10
Halfling 0 0 3 0 1 0 10
Human Kojan 0 0 0 0 0 0 14
Human Mordebi 0 0 0 0 0 0 14
Human Qalia 0 0 0 0 0 0 14
Human Thestra 0 0 0 0 0 0 14
Kurashasa 0 1 0 0 1 2 10
Orc 2 0 0 2 0 0 10
Raki 0 0 0 2 2 0 10
Vulmane 0 1 1 0 2 0 10

Tenks
01-18-2007, 02:25 PM
updated Racial stat spreadsheet:

RACE STR CON DEX VIT WIS INT POINTS
BarbarianQalia 2 1 0 0 1 0 10
Barbarian Thestra 2 1 0 0 1 0 10
Dwarf 0 3 0 0 1 0 10
Dark Elf 0 0 1 0 1 2 10
High Elf 0 0 0 0 3 1 10
Wood Elf 0 0 2 2 0 0 10
Gnome 0 1 0 1 0 2 10
Goblin 0 0 1 0 0 3 10
Half Elf 0 0 2 1 1 0 10
Lesser Giant 3 1 0 0 0 0 10
Halfling 0 0 3 0 1 0 10
Human Kojan 0 0 0 0 0 0 14
Human Mordebi 0 0 0 0 0 0 14
Human Qalia 0 0 0 0 0 0 14
Human Thestra 0 0 0 0 0 0 14
Kurashasa 0 1 0 0 1 2 10
Orc 2 0 0 2 0 0 10
Raki 0 0 0 2 2 0 10
Vulmane 0 1 1 0 2 0 10

Very interesting, thank you for this information.

This puts gnomes up there in the elite status of blood magi.

Raki are still retardedly good healers for only having disciple avaliable to them.

Jeters
01-18-2007, 03:04 PM
And the post that goes with it...
With these changes, it looks like Kojani human might be a really good choice for a bloodmage (extra points to customize, stat bonuses across the board, and a really good racial)




Originally Posted by db0t
Hopefully I will be able to clear up some of the confusion.

I would like to start off with why we made this change. For a long time we have been trying out the idea that players should be able to max out or hit their “cap” in multiple attributes. We have finally decided this just doesn’t accomplish what we want and dramatically diminishes the potential significance of items. As an item-centric game this was not acceptable to us.

The change to caps means that now someone will only be able to reach the soft cap of 18 under the most extreme conditions. So extreme that it will likely not be possible at release. There is now breathing room for increases in player power (which is important to us).

Attribute growth and racial attributes:

Attribute allocation works basically the same as it always has. However, we do have new racial attribute growth coming in a patch. This accounts for the value of 6 in Jerrith’s post earlier.

All characters start with attributes based on their class. Attribute growth is controlled by race (when the new racial attributes go in the class will no longer be a factor). The attribute pool is still 20 points per level starting at level 10.

For those of you familiar with the attribute growth in Vanguard there is two primary components. Attribute “caps” from race and automatic allocation from race. It is important to understand that the caps from your race don’t have a direct relationship to the old cap of 11 points per level or the new soft cap of 18 points per level. The race caps on attribute reflect how many points can go into the attribute per level.

What does this do? With the cap of 11 it means that you reach your maximum with less gear, earlier. In some ways this is a bonus and in others it is a penalty. With the harder to reach soft cap of 18 these racial bonuses carry more weight. We want them to be a more significant choice.

The second part of the equation is automatic allocation. All characters in the world of Vanguard earn a global pool of 20 point per level as a mentioned earlier. Of this global pool every attribute always gains 1 point when you level. This leaves 14 points for customization. In concert with the racial caps points are usually automatically allocated to fill in the cap bonus for the race. For example, in the old racial bonuses a Halfing had a dexterity cap bonus of 2 points per level. They also had 2 points per level automatically allocated to dexterity. This allows races to grown in their own special ways while still giving players room to customize most of their attribute growth.

For the new attribute cap bonuses we are intending:


STR CON DEX VIT WIS INT
2 1 0 0 1 0 BarbarianQalia
2 1 0 0 1 0 Barbarian
0 3 0 0 1 0 Thestra Dwarf
0 0 1 0 1 2 ElfDark
0 0 0 0 3 1 ElfHigh
0 0 2 2 0 0 ElfWood
0 1 0 1 0 2 Gnome
0 0 1 0 0 3 Goblin
0 0 2 1 1 0 HalfElf
3 1 0 0 0 0 HalfGiant
0 0 3 0 1 0 Halfling
1 1 1 1 1 1 HumanKojan
1 1 1 1 1 1 HumanMordebi
1 1 1 1 1 1 HumanQalia
1 1 1 1 1 1 HumanThestra
0 1 0 0 1 2 Kurashasa
2 0 0 2 0 0 Orc
0 0 2 2 0 0 Raki
0 1 1 0 2 0 Vulmane

The attribute cap in pointer per level can be found by adding 5 to the value in the above table.

The new automatic allocation and customization points we are intending:

STR CON DEX VIT WIS INT Points to Spend
2 1 0 0 1 0 +10 BarbarianQalia
2 1 0 0 1 0 +10 BarbarianThestra
0 3 0 0 1 0 +10 Dwarf
0 0 1 0 1 2 +10 ElfDark
0 0 0 0 3 1 +10 ElfHigh
0 0 2 2 0 0 +10 ElfWood
0 1 0 1 0 2 +10 Gnome
0 0 1 0 0 3 +10 Goblin
0 0 2 1 1 0 +10 HalfElf
3 1 0 0 0 0 +10 HalfGiant
0 0 3 0 1 0 +10 Halfling
0 0 0 0 0 0 +14 HumanKojan
0 0 0 0 0 0 +14 HumanMordebi
0 0 0 0 0 0 +14 HumanQalia
0 0 0 0 0 0 +14 HumanThestra
0 1 0 0 1 2 +10 Kurashasa
2 0 0 2 0 0 +10 Orc
0 0 2 2 0 0 +10 Raki
0 1 1 0 2 0 +10 Vulmane

You may spend points in an attribute until you have reached your racial cap.

Buffs:

The next portion of player attributes comes from buffs. The portion coming from buffs has not been altered. They will continue to be a very significant reward that is basically free and in many cases a bonus to be in a group with others.

Items:

Items now have the potential to do more. Players have more flexibility with the items they want to use. We thought that allowing items to relatively quickly bring players to their caps would make them want to diversify (“max” more than one attribute). This worked well for some people. However for others it was forced. Many people would get a new item that buffed their favorite attribute and it wouldn’t feel much of an effect because they had already hit their intended max on that particular attribute.

Players now have the option of taking a more extreme route and focuses on one or two attributes. However, the cost in other areas of trying to “max out” a single attribute is high. We feel that the rewards granted for every class across multiple attributes will mean the best players will have some diversification. Ultimately, this more open ended approach will give us each more control as we play.

Several people have voiced some concern regarding changes in the current state of their character. Many people had their character maxed out in multiple ways at level 40. Fortunately, you are no longer maxed out. However, the bonuses you get from high attribute points to things like damage have not remained exactly the same.

Along with increasing the intended cap for attributes we have made a soft cap the standard if one does reach it. We have also increased the amount of contribution attributes can have across the board. Of course, this makes sense since there is a lot more ground that can be covered. The attribute bonus increase factors are based on the previous contribution of the attribute and the desired contribute of the attribute. In most cases this will not leave you with the exact same bonus that you had prior to the changes.

Not everything has been rescaled yet but will be in the next few days as we prepare for release. For example, the maximum size for energy pools has not changed. So in this area people will likely feel like they have significantly less energy than previously. All of the combat attribute contributions were adjusted with the cap changes patch.

Please remember we are doing a lot of intense balance work now as well. Adjusting things like damage, mitigation and evasion is a big part of that. We will be continuing these types of changes we wrap up the pre-release class and archetype balancing and get our solo and group combat experience nailed down.

Thanks everyone for all of your dedication as beta testers. By pushing the limits of Vanguard you have been a huge factor in making the game as great as it has become. These dramatic improvements are just one example of that process. Please continue pushing us as beta comes to a close and we get ready to go live.
__________________
David Forrest
Senior Programmer
Sigil Games Online, Inc

Tenks
01-18-2007, 03:25 PM
Kojani Human are indeed the best blood mages since their racial is very powerful and their stat allocation is 100% custom. But I could never play a human :)

Sunrock
01-20-2007, 10:18 AM
The racial for dark elf bloodmages is pretty nice... your pet by level 14 has a buff he casts on you that gives +10% healing. ( not sure what else he does at higher levels)

Think the higher lv you are the longer the buff stays on. At lv 38 it's 15 min and I rolled a new Dark elf to test it and at lv 10 it won't even get the buff. Not sure if that is a bug though or if Im to low lv.

Telka
01-24-2007, 04:35 AM
Honestly as a item centric game eventually it will come down to who has the best gear then the best skill then the best race lastly

Piety
01-29-2007, 10:17 PM
I've got a Mordebi Human Cleric, this choice was based on the desire for my family to be able to play together.
We have one Psionicist, one Sorcerer and of course a Cleric.
We wanted to start together, and avoid Suicide runs so Mordebi was the best choice because it offered all three classes in the same race.

That being said I'm very pleased with my Mordebi.
The racial attribute is very helpful, and the balance of stats I like as well.

This may be effected by the fact that I like to get into the fray and melee as much as I can.

When choosing your race, as well as gear you need to keep in mind what kind of healer you are going to be.

If you intend to get into the fray and be able to take a hit then you will need to concentrate on your hitpoints and defense. If you intend to stand in the back and mostly cast, then you will need to put more effort towards you energy.

Jeters
01-29-2007, 11:57 PM
I went Dark Elf.

+2 int +1 Wis naturally + 2% mana reduction + 10% spell damage buff = win

Kolorean
01-31-2007, 10:33 AM
I went Kojani Human, 14 points to allocate so I am doing 4 wis 4 int 4 vit and 2 con. His racial ability rocks, and of course, in raids, I can see me saving a fight or two when the MT is out of stam/power plus a heal to boot!

I think I would go Fighter if I re-rolled though, since there seems like there are none around.

Aglemar
01-31-2007, 10:49 AM
I went Kojani Human, 14 points to allocate so I am doing 4 wis 4 int 4 vit and 2 con. His racial ability rocks, and of course, in raids, I can see me saving a fight or two when the MT is out of stam/power plus a heal to boot!

I think I would go Fighter if I re-rolled though, since there seems like there are none around.

In a knock out drag out fight in the skelie room in the Rift, I actually used the Kojani ability once to restore a sorcs mana. I hadnt ever thought i would need to use it that way.

Dalenu
02-01-2007, 01:12 PM
I went with a Dark Elf Disciple because... er, I like to heal, kick stuff, and have blue skin... Ok, I admit it! I didn't put a lot of deep thought into my decision. :)

AsheMan
02-01-2007, 03:33 PM
I went with High-Elf for my cleric. I wanted a huge mana pool.

The racial has actually come in handy as well.