Author Topic: The Newbie Checklist  (Read 2985 times)

Polatrite

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The Newbie Checklist
« on: 19:25:23 - 03/29/10 »
Attention newbies: unfinished guide, work in progress!

I am a new player, and I have been trying to assimilate the wealth of information that is Estiah. I have 4 different characters all going for a different focus - Assassin, Summoner, Deathknight, Pyromaniac.

It seems like a lot of the work in Estiah is planning how you will progress your character and ensuring you properly spend your stat points in the right places. Unfortunately this methodology, while fun once you know the system, is not entirely intuitive to new players (and potentially unforgiving in the endgame). With that in mind, I'd like to create a brief "newbie checklist" that will help players get off the ground - specifically covering important things they need to know in the first 20 or so levels (until they pick the first class, I suppose). Once I have some items for the checklist, I'll edit this original post and include those here.

Doing stuff
Estiah is based around action points. Every couple hours you receive a few action points to continue playing. You gain 20 action points every 2 hours, up until you have 320. After  that, the amount slowly decreases (not that much) so you'll get 19, then 18, etc.  it's still very generous though, and not playing for a weekend can give you well over 900 points to play with.

Charms and gear and things
Charms = gear = equipment = items that you wear. If you've played other online RPGs, charms function very similar to equipment. Instead of the gear providing a passive benefit to your stats, though, instead the gear is chosen like a card from a deck of shuffled cards. Your gear is played out randomly, and your job is to equip gear to synergize and make it work. As you level up, you will find that new cards provide new effects and bonuses - as you discover more of these, you will be able to see more and more combos that you can play together to achieve interesting gear setups. It gets more fun as you go.

You can equip a maximum of 5 of any given charm. Each charm played usually will boost up the skill that is displayed in the tooltip as well - this is how you raise skills (which is also how you raise your stats in addition to your daily job).

Preparing for a class
Each job you work, and every skill you increase will boost various stats by a specific amount. These stats are necessary for equipping certain gear, as well as unlocking the ability to select certain classes. As you start your character, you should see what stats are required for your particular class by clicking Classes on the top menu bar, and finding your class.

It's a good idea to look through the progression of classes, as you learn one particular class then move on to specialize yourself in additional classes at higher levels. Scout -> Rogue -> Assassin is one potential class route, but really you can make many combinations work as long as you properly allocate your stats. You don't really need to worry about allocating stats until around level ____ though - so don't stress too much in the early levels.



Unanswered questions

1) I've seen it recommended that people wait till 10+ to try their gathering skills - why is that?

2) My characters are just arriving at level 10, and I've leveled almost exclusively on PVP due to the cheap cost of fights (only 10 AP instead of 12 or 15). Should dungeons always be run every day, or is it rather inconsequential in the beginning?

3) What should a new player be aware of when picking jobs/work and allocating stats in the beginning - is it good to focus on every possible skill, or just learn the ones tailored to your goals/future class?

4) If the above answer is "every possible skill" at what point do you stop trying to max out every skill and just focus on specific things? Ever?

5) Any handy money-making tricks for newbies? I personally like selling Soul Dust in Aleas, I usually net 400+ gold a day with my AP.

6) I'm sure every newbie has figured out you the basic ways of getting new gear - markets, crafting, and dungeons. What other ways are there? I've seen several players with gear I've never seen or heard of, such as the Captain's Hat and some 12 melee/5 armor-break knuckles. Where do these come from?

7) Should you hold on to certain items or reagents for future crafting, or are things generally level specific? (e.g. I kill level 30 creatures to get materials for level 30~ crafts, I don't need Bloodsucking Fleas at level 15, etc.)

8) What all could be considered a permanent and irreversible part of character development? Are there pitfalls where you can severely reduce the effectiveness of doing, or not doing, certain things?

9) When and why is it appropriate to travel to new cities? What all differs with new cities besides markets, market rates, dungeons, and safe-status? (In addition, are you limited to traveling once per day?)

10) When raising your gathering skills, do you typically raise all gathering skills with each character, or specialize characters in a particular route? This is similar to the above question on raising all skills in general.

11) Are there guides around for raising specific hard-to-increase skills, such as Survival or Cheat Death? (I've seen a thread about Survival recently, but that's about it)

12) Anything else you think newbies should know? ;D

If you only have time/desire to answer one question out of the bunch - I (and many newbies) will certainly appreciate it. One answer is better than none! Thanks in advance for feedback and help on this. =)
« Last Edit: 19:43:26 - 03/29/10 by Polatrite »

Powerpet

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Re: The Newbie Checklist
« Reply #1 on: 20:28:37 - 03/29/10 »
Unanswered questions
2) My characters are just arriving at level 10, and I've leveled almost exclusively on PVP due to the cheap cost of fights (only 10 AP instead of 12 or 15). Should dungeons always be run every day, or is it rather inconsequential in the beginning?
I'd say you should run dungeons every day, because there are so many of them, it's usually worthwhile, and you can only do each dungeon twice per day. However, if you don't need the rewards, feel free to spend the AP smarter.

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3) What should a new player be aware of when picking jobs/work and allocating stats in the beginning - is it good to focus on every possible skill, or just learn the ones tailored to your goals/future class?
There are a few job-taught skills that you will eventually want to learn, and it takes some time to learn them. So if you know your future class, you should look at the skill and stat requirements for it, and choose work that teaches you those skills or teaches you skills that you need to get better work for the stats later on. That said, job-related skills don't really come up before level 30 or so, so feel free to focus on what stats you want now.

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4) If the above answer is "every possible skill" at what point do you stop trying to max out every skill and just focus on specific things? Ever?
You focus on specific things whenever you need specific things. That's generally in the levels that round up to a ten.

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6) I'm sure every newbie has figured out you the basic ways of getting new gear - markets, crafting, and dungeons. What other ways are there? I've seen several players with gear I've never seen or heard of, such as the Captain's Hat and some 12 melee/5 armor-break knuckles. Where do these come from?
Crafting, dungeons, markets, guilds and auctions, in decreasing order of usefulness. Captain's Hat is a dungeon drop from River's Edge at Inachis and the knuckles are a soul dust craft, also obtainable at Inachis. There are also hidden shops that can be found while gathering.

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7) Should you hold on to certain items or reagents for future crafting, or are things generally level specific? (e.g. I kill level 30 creatures to get materials for level 30~ crafts, I don't need Bloodsucking Fleas at level 15, etc.)
Yes and no. Things are mostly level-appropriate, but there are a few that you need to wait 5 or more levels to use – at which point you might just go and redo the dungeon a few times. Perhaps more importantly, many of the reagents come from gathering, and it can be very difficult to maintain an appropriate gathering skill level.

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8) What all could be considered a permanent and irreversible part of character development? Are there pitfalls where you can severely reduce the effectiveness of doing, or not doing, certain things?
Only two choices things are permanent: Choosing a class and raising your eventual class's stats. That said, one pitfall is not raising certain weapon skills when you can – you'll eventually need to be at least handy with most weapons, and raising them at that point is character-building in the unappreciated sense. Similarly, you might end up regretting you skipped certain dungeon rewards when you find enemies that don't just keel over to a good bashin'. Some people also consider it a handicap if you don't hoard all the hp you can get from certain skills.

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9) When and why is it appropriate to travel to new cities? What all differs with new cities besides markets, market rates, dungeons, and safe-status? (In addition, are you limited to traveling once per day?)
You should travel to new cities when you have spare ap to spend there (that way you can clear two or more dungeons a day). The final difference is new people, if you're really into PvP. One travel per day, but after level 10, you can use your job to travel.

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12) Anything else you think newbies should know? ;D
I had some trouble with the concept of willpower at first. It's basically to spirit attacks what armor is to melee. Spirit attacks, once you encounter them, remove random charms from your gear for the duration of the fight.
The minimum level you can try a dungeon is 5 below recommended.

Sparky

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Re: The Newbie Checklist
« Reply #2 on: 20:56:14 - 03/29/10 »
Answers (my opinion only):

1) The reason behind this is you want to gather also to get Extreme Gathering skills. Before lvl 10, you're likely to be quite weak and therefore to lose most ambushes you have to face while gathering, meaning you'll waste some aps and will not get the Extreme Gathering skills either.

2) Dungeons are always cool. Not only do they provide items, charms, crafting materials and some gold, but also (and even more so at early levels) they're like tutorials about what can happen in fights and the global strategies there can be. Focus, protect, shortdeck even, extra actions, +next boosts.... are the mechanics you'll witness in those early dungeons, making you acquainted with them. So I wouldn't skip them, besides doing as many dungeons a day as you can is a good habit to have.

3) Rank 1 battle skills are always good to have, you'll want to master everything eventually. Being focused a little is not bad of course, as if your stats are too spread you won't be able to use the best charms of your favourite rune, but you don't necessarily have to aim at being able to use them as soon as you hit the right lvl.
Anyway, I wouldn't worry much about which combat skills to level till lvl 20, you can lvl 'em all. As for jobs, doing those is definitely not necessary and it would make your char lvl up quickly, especially while you're still in the low lvls, making you growing up faster than you can do the dungeons around. My point is, no need to try to pick the jobs providing the more skill points in order to lvl up as fast as you can, neither is it necessary to try to focus too much on your main stats too early. You might just end up with only 2 main stats and 2 dump stats, limiting you a lot in the strategies you can use.

4) Up to your opinion, regarding the way you planned things etc... Basically I started leaving the "dump" battle skills on my alts around lvl 20, when they were already at least R1 or R2, and I'll probably master their higher ranks in the 30s or 40s. I used jobs to make up for it in the 25 to 30 and 35 to 40, once I had mastered about all the hps + battle skills I wanted in those tiers (takes usually from lvl 20 to 25 for R3, and from 30 to 35 for R4, depending on how much you focus on it. Then again, I wouldn't use jobs during that process, so it may be different according to how you do it)

5) I wouldn't sell souls ! Unless you already got everything crafted from the PvP shop they're linked to (the lvl 7 Battle PvP crafts for soul dusts). Those PvP charms are basically the skeleton of your gear, being upgraded versions of the weak vendor's charms. Doing Inachis Sewers 5 times earns you 500 gold, then selling the items got in dungeons, Arena-ing a bit (even though I agree PvPing can be less expensive, esp against players of higher lvls, and eventually you can afford selling souls if you got a lot I guess), gathering too and Treasure Hunting (events discovered through gathering) are good ways to get gold. In the late 20s and all along the 30s, if you farm dungeons enough to get all the interesting charms from them and the crafted charms related, you'll find yourself rich before you knew, thanks to all the useless items you'll have been able to autosell... even more so if you've farmed the extreme gathering skills of each tier.

6) Vendor's charms are easy to get, but weak. Then the green charms (Treasured) come from dungeons. They're better than vendor's but not always that good, sometimes they have some odd effects instead of being powerful in terms of damage. Then come the crafted and the Rare charms, crafted being crafted and Rare coming from the boss of a dungeon (there's at least 1 rare in every dungeon, except Inahcis Sewers. Captain's Hat comes from Inachis's River's Edge Boss). Starting lvl 20 you'll also meet class charms, only available for one specific class to use.

7) Usually materials you get at lvl 10 will be used within the range of that lvl. There are probably a few exceptions but basically if an item is dungeon/event-exclusive you'll get to use it for craftings that are of the same range of lvl as the dungeon/event. So no need to hold on that kind of stuff usually, especially when it's a blue item from the last fight of a dungeon, in which case all the craftables from it are usually in the same city and of the lvl of the dungeon, and won't be of any other use (except maybe guild buildings). The wiki can help about it, if you're lazy I also suggest you have a look at the Greasemonkey Scripts for Estiah, there's one allowing you to click the item's name to have its wiki entry opening in a new tab automatically.

8') You can always make up for your previous mistakes, it might take long and be boring though, but there's no real way to totally mess up a character unless you really try to do that. My thought about it would be not to work too often and to take the time to do dungeons, farm skills of your lvl, etc... taking time is longer (ok it was obviously obvious -_-) but allows you to do things at your pace and steadily get a better understanding of the game, your plans, etc... this way you can almost not screw your character (or else, consider playing pong instead  :P)

9) Dungeons, events, special shops (crafting shops) are the main reason to travel. Starting lvl 10 you can use your daily job to travel, and once Horse Riding is mastered you can travel up to 2 cities away from where you are. When you don't do jobs to level up, it's usually cool to run 2 dungeons at once this way, eg you do Inachis's battle tournament, move to Eclis for thunderock canyon, then after dungeon reset you do it again, then move (thanks to job) back to Inachis (for the tournament again) or even to Aleas if you got Horse Riding mastered (so that you run Rogue Colossus), then the daily move/job/etc reset and you can do it again. Farming dungeons is a very important part of the game, don't forget the events you've discovered in each city either.

10) Specializing in one route is useless. You want to farm them all. It's not like a game where in your guild you're the expert logger or expert woodcrafter, fisher, cook, etc... you want to gather anything you need as no one else can do it for you anyway and you'll need Master Gathering-related items for future crafts. Your char is to be good at everything, from gathering and pet raising to fighting. Specialisation isn't what Estiah is about.

11) There are threads, you can also ask on forums. Some guilds even have some guides they made for their clannies.

12) Reading the forums definitely help, don't hesitate asking either, there are a lot of experienced people always willing to help newcomers. Also don't neglect your charm collection and always try to update it and improve it. Doing coliseums even if you have no chance to win is also a good way to see the strategies available around your lvl. Don't give up because your char seems so weak compared to others, you can always make up for it and you'll have fun eventually.
And above all, have fun :)
[15:57]   <Evangeline88>   nah, Slyguy is exceptional ... he can deal with everyone easily?

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Sarge

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Re: The Newbie Checklist
« Reply #3 on: 20:57:19 - 03/29/10 »
A quick try at answering those questions (be warned, I'm no big expert. And my english may or may not suck) :

1/ A bad start for me, actually : I'm not sure. If you're looking at not-so-recent advice, there was a time where gathering was mostly useless and better left for later. Nowadays, with the related skills and the wonderful charms from the secret shops, its seems worth it (to me). Not much to do before lv10, admittedly, but a couple more hp are always welcome, and the 2-3 shops in that level range hold worthy charms. Not as necessary as it could be later on, clearly. Your choice.

2/ Dungeons are interesting, because most of the interesting charms come from there, be they dropped as is, or crafted from the other loot. Some skills are easier to level up in Dungeons, some simply cannot be developped in PvP. Heroism comes to mind. (works the other way : there are many PvP only skills).
So yeah : run dungeons. They're good for you, and some are pretty challenging.

3/  Overspecializing is bad. You'll need more than just the charms directly dependent on your strong stats. Since many charms have skill requirements, keeping your skills at a decent level helps.
Also, don't level up too fast. Jobs are nice and all, they help you soar through the levels, but if your charm collection and your skills aren't up to par you'll end up running into serious problems. Nothing irreversible, but might as well avoid it.

4/ Never :p No need to hurry, though, you have all the endgame, post 900/900 max growth, to level up those you still miss.

5/ Seems (to me) like a bad use of Soul Dust, but if you have all the interesting PvP craft for your level range, well : why not. Selling loot (according to the local price rates) and arena fights are other ways. You can play the markets too, if that's your thing : buying where it's cheap, selling where it's not, and so on.

6/ No other way. Sidenote : the charms from the basic shop are, give or take, the least interesting things possible at their levels.
Charms dropped from the dungeons, charms crafted form looted stuff, that's what you'll want. The PvP crafts too, to use all those soul dust/shards/gems/etc.
For example, Pirate Hats come from the River's Edge dungeon, in Inachis.

7/ Depends, really. The wiki helps (me) a lot for that. Once in a while, check what the possible uses for what you have are, see which one interests you (sell the rest if you want :p).
By the way, in case you haven't noticed, items with gray names (like the fleas) are useless. At best you can use them to feed your pets. Color-named items are useful either as craft components or as guild building material.

8/ It's actually pretty hard to screw up a character earlier in the game. Correcting your stats is never all that hard until you reach a higher level. Class choice is irreversible though, so make sure you pick the right one. Other than that, missing important charms or being unable to use the one you need is the worst that could happen, and as horribly frustrating as that can be (and it is), there's always room to correct. May take some time, but still.

9/ When you can and it's worth it ?
Most dungeons are worth doing at least a few times, that's one reason to go where they are. Besides, Dungeons attract people in their level range, so if you're looking for some Pvp, you're sure to find people to fight there.

10/ You should have more than enough time to raise most of them, so why limit yourself to only one of the four ? Making the ones that suits your stats needs a priority is one thing, totally ignoring the other is something else, and a mistake too : explorer, the extreme gathering skills, and the related treasure hunter are some of those rare Hp-giving skills, and you cannot have too much Hp. Never :]

11/ There's a topic in Strategy. Most are fairly obvious though. Once again, the wiki has some interesting info and valuable hints too,