How do you

Rst

Fledgling Freddie
Joined
Mar 16, 2006
Messages
44
Hi,
Im new to daoc game Ive watched some of the rvr movies on Freddyshouse. My question is how do you guys know what classes to target when your playing in rvr.I know that on Hibernia its pretty easy to spot some classes like the Elf as Eldritch Enchanter & mentalist because they can only be mages excluding nightshades and rangers & they wouldnt be group chars.

So how do you guys spot classes so quickley do they come up on your screens as for example Innocu-Sorcerer, Kobold-Spritmaster etc etc or is there something else you look for ?

Thanks in advance.
 

Nuxtobatns

Can't get enough of FH
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in a skill earned through experience really. u will get the hang of it in time.
 

Elrandhir

Fledgling Freddie
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Jan 28, 2004
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na, more based on Experience, what races usually are mage/tank/etc and what they do ofc ;D

you will never get the class name, like you said Iconnu-sorcerer, will only be Iconnu.
 

Neffneff

Fledgling Freddie
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Oct 22, 2004
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Rst said:
I know that on Hibernia its pretty easy to spot some classes like the Elf as Eldritch Enchanter & mentalist because they can only be mages excluding nightshades and rangers & they wouldnt be group chars.
.

elfs can also be champons and blademasters.

but basically telling the classes apart comes down to experience.
 

MesS°

One of Freddy's beloved
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Killing the once waving there arms with pretty colours is a good start. :D
 

Gamah

Banned
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Also with experiance you get to know names of players and what class the play. I know for example when the enemy MA sees rejecta he knows its a Bainshee (When in dog mode) and wont get the fuck off me :)
 

Ging

Part of the furniture
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tis easy, most caster are convokers and will have brittle guards up, check for pets following closely, alb casters are normally saracen, inconnu or avalonian - u also get some briton theurgs. Mid - kobolds and Frostalfs are the dex/int based classes and Hib Elf and luri's. U will ofc get some tanks taking those forms (luri heros are teh funny).
 

Himse

FH is my second home
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Ging said:
tis easy, most caster are convokers and will have brittle guards up, check for pets following closely, alb casters are normally saracen, inconnu or avalonian - u also get some briton theurgs. Mid - kobolds and Frostalfs are the dex/int based classes and Hib Elf and luri's. U will ofc get some tanks taking those forms (luri heros are teh funny).

elph champs /bms :O
 

Jjuraa

Banned
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Nuxtobatns said:
in a skill earned through experience really. u will get the hang of it in time.

I dunno, Nolby Pride have been here since dinosaurs created DAOC but they still dont know how to target properly xD (apologies if its not genuine NP people playing last night etc)
 

Zebolt

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Things like, What race are they? what armor type do they have? do they have a shield? What size shield? What type of weapon? Where are they standing? What are they doing (ie casting spells/healing/melee bashing)? Do they have a pet? What type of pet? You can allso spot different spells by the effect and can see what class it is from that and stuff like that.

As ppl said, you will learn over time..
 

Zebolt

Can't get enough of FH
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Gamah said:
Also with experiance you get to know names of players and what class the play. I know for example when the enemy MA sees rejecta he knows its a Bainshee (When in dog mode) and wont get the fuck off me :)
The cone and shout is kinda a give away aswell :p
 

Dwali

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or to summon it up.. u know what class they are when they hit u for 600+ dmg every 2:nd sec :)
 

Edlina

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Jjuraa said:
I dunno, Nolby Pride have been here since dinosaurs created DAOC but they still dont know how to target properly xD (apologies if its not genuine NP people playing last night etc)

Considering it's based a lot on names and current experience, you can't really expect someone who hasn't played for over a year to instantly recognise everyone after just playing for a week, based on name or appearance both really.

anyway, experience, you get to know it after a while
 

Shike

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experience! all it takes..

and remember, tortoises dies fast to machineguns
 

illu

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4 years(?) down the road and I still don't know some of the classes I attack :> When a cloth robe wearing staff wielding looks-like-a-caster starts beating on you with their stick, you learn to look out for friars :>

A ton of information here:
http://www.camelotherald.com/article.php?id=146

I've stuck some little notes in brackets at the end of each description. I wouldn't be surprised if I have some of these things wrong so feel free to correct :>

Albion
Armsman - Tank. The Armsman is a basic fighter who specializes in all weapon and armor types, including the polearm and crossbow. The armsman does not have magic skills, but does have quite a number of special combat styles and can provide special protection for other characters in group combat. (Beware of people called Kagato).

Mercenary - Tank. Mercenaries are skilled in the use of many weapons, and can dual wield (a weapon in each hand) and use short bows. More of a finesse fighter, they rely on speed and dexterity as opposed to force. (Very tough, almost unbeatable 1on1 when they are over RR5. Usually Half-Ogre).

Paladin - Hybrid/Tank. Paladins are holy fighters who have great prowess with weapons, but also have certain magic abilities that can be used to help protect and enhance the effectiveness of groups. Ultimately, Paladins also gain the ability to resurrect fallen comrades. (Look out for Theodon. These guys seem to have huge shields, generally some sort of cup thing over their heads while they are fighting, and they are pretty damn tough).

Reaver- Hybrid/Tank. Reavers are skilled fighters, though they are limited to chain armor. They can specialize in several weapon types, including the new flexible weapons such as morningstars. They have powerful magic for stealing life energy and directly damaging foes. (Usually small-ish toons, with a pulsing red circle under them. They will try and stun you and attack you from behind. Be ready to purge and keep them off your back. I think they use whips).

Scout - Stealth. Scouts specialize in remaining unseen and using their powerful longbow to damage unsuspecting enemies or using sneak attacks on enemies. They can fight at close quarters, but not nearly as effectively as pure tank characters. (Slamming FZing little buggers that are usually grouped with another stealther or they are near keeps. They have bows and arrows :>).

Minstrel - Stealth/Hybrid. Minstrels are average fighters, but they do have special songs that can be very valuable in groups as well as special shouts that can do instant direct damage to enemies. They can also mesmerize enemies or even control them using their songs. Minstrels have a speed song that allows them (and members of their groups) to travel more quickly than usual on foot. (Fast moving when out of stealth, can see them miles away when they are in stealth. Usually have a stealth buddy close. They mezz stun and run when they are in trouble. With the right tools up, they are very hard to kill).

Infiltrator
- Stealth. Infiltrators are the master spies of Albion. Their backstab attack is very strong, but they are not particularly powerful fighters in close. They can remain unseen, however, and help a group spy on the enemy. (Stealther that hits hard.)

Theurgist - Caster/Pet Class. Theurgists master the elements and have a great variety of spells. They can summon elemental spirits to fight for them, and can also cast special spells to enhance the abilities of other members of their groups. (These guys in robes spam thousands of mostly grey or blue pets at people in battles).

Wizard- Caster. Like the Theurgist, Wizards use elemental magic and can cast spells that do massive damage to enemies, or that slow or stop them in their tracks. Wizards can also cast enhancement spells on themselves and on group members. (These guys in dresses launch massive fireballs.)

Sorcerer - Caster/Pet Class. Sorcerers use powerful spells to damage or control enemies. They can also capture creatures and use them to fight for them. Sorcerers can be effective as solo hunters, using their pets and spells, or as support members of a group, where they often specialize in their mez (mesmerize) and debuff spells. (Evil class. Usually have a pet that with ML9 ability can go massive, and millions of brittle guards. If you get past the brittles and the pet has gone awol, you need to get past the MoCcing ability :/)

Cabalist- Caster/Pet Class. Cabalists have a unique set of spells based in spirit magic and can summon creatures to fight for them. Their damage and control spells are based in body and matter magic. Cabalists are good both solo and in groups. (These guys have big rock looking simulcrums? golem type things running behind them.)

Necromancer - Caster/Pet Class. Necromancers can summon up the spirits of the dead to fight for them, becoming a "shade" that cannot be harmed or affected by any physical or magical attack. They also have a number of spells that they can cast directly on enemies or through their summoned pet. Necromancers are very effective solo characters. (Low RR they aren't too bad, High RR forget it. They have a ghost form that walks around that is invincible until you kill the abomination pet. Once the pet is killed (easier said than done, the necro aappears at 10% and is pretty buggered. Usually an archer shoots the necro after you have done all the hard work and gets all the RPs.)

Cleric - Healer. Clerics are the pure healers of Albion, and specialize in healing and protection spells. Clerics can also resurrect dead players, which is a very useful and valued skill. Although Clerics have some spells to directly damage enemies they are not very effective as solo players, but they are invaluable in groups and can almost always find a welcome any time. (No idea what these look like).

Friar - Healer/Tank. The friar has many of the Cleric's abilities, but is a pretty effective fighter as well. Although they aren't nearly as effective as the pure fighter classes, they can hold their own and are popular as both solo and group characters. (These look like casters with a staff - but they hit you with it and are pretty tough :>).

Heretic - Hybrid/Healer/Caster Heretics are very versatile, with access to damage spells, healing spells, protection spells and melee styles/attacks. Their damage spells are unique in that they increase in damage as they are maintained for longer durations. They are restricted to wearing cloth but can use shields. (These are usually little stocky class that shoot pulsing spells continuously at you, and then they are tough buggers to kill.)

Midgard
Warrior - Tank. Warriors are pure fighters, much like the Midgard equivalent of Albion's Armsman. Warriors have no magic abilities, but can master all weapons and armor and can use powerful fighting styles to vanquish enemies. (Mainly human or troll with massive shield. Occasional small kobbies are warriors.)

Thane- Hybrid. A basic fighter, the Thane can also use weather spells against enemies. Thanks use hammer weapons and can train in a spell line that gives them area of effect and buff spells. (Usually human or troll? again, looks like a warrior but has lightning and massive hammers that break the perfect mezz that healers do :>).

Skald - Hybrid. Skalds are fighters, but not good tanks. They have a fast travel song, which makes them great for exploration and covering ground quickly, as well as some good direct damage shouts. Their defensive abilities are lower than other tanks, and they don't get chain armor until level 20. Skalds can be great group members, and decent solo players. (Usually human, running around bloody fast and wielding 2 handers, mezzing people and zipping all over the place.)

Berserker- Damage machine. Berserkers are technically good tanks, although they don't really take damage well. However, they have the highest damage output in Midgard and so can be very effective at killing opponents quickly. They are best in groups. Soloing with berserkers can be challenging, although dealing out tons of damage or transforming into the berserker's bear mode can be lots of fun. (Usually human form then they turn into massive bear-vendo mode going crazy killing all.)

Savage- Hybrid. Savages can specialize in hand-to-hand fighting with both hands, using special weapons. At higher levels, they may gain the ability to attack more than once in a round and also to damage multiple enemies in the same round. They can gain special abilities that allow them to trade their own health for endurance or other enhancements. Savages do not wear heavy armor, and so are susceptible to taking damage from strong enemies. (Usually kobbies, sometimes trolls, sometimes humans, with spiky things on their hands. They continuously have self buffs zipping around their toon.)

Valkyrie- Hybrid Mystical warrior women, Valkyries rely equally on their skills with weapons and the magic of Odin for their damage. Valkyries have unique abilities with the spear, and spells that damage enemies in an area of effect immediately in front of them. (Rare breed. Shield and usually some sort of helm with wings coming out of it. Big red pulsing cone coming out of the front).

Runemaster- Caster. Runemasters are the heavy-duty damage casters of Midgard and can deal out death from long range. In a group, with a tank in front, a runemaster can make short work of the enemy. They can also cast damage add buffs and increase group speed. Their bladeturn and other protection spells can significantly aid a group. Runemasters can solo effectively, though they are extremely fragile in melee and should avoid direct confrontations at all costs, and they are always welcome in groups. (Usually a little kobbie or dwarf? Has a staff and does bladeturn ball spells on them selves and bolt people).

Spiritmaster- Pet class. Like all pet classes, the Spiritmaster can use the pet to draw aggro and can also cast some good damage spells. Spiritmasters can be very effective as solo players, and, depending on how they specialize their skills, can also provide debuffs, mez and root spells, or do a lot of direct damage. Playing solo, they can use strong offensive spells, pet enhancements and
lifetaps to be very effective. Like other casting classes, they are weak in melee and should avoid drawing aggro or engaging in physical combat. (Evil class to fight, pet is a spirit champion and they can lifetap and give you big problems 1on1.)

Bonedancer- Pet class. The bonedancer is truly a pet class, with the ultimate ability, at high levels, of having four pets at a time. In addition, depending on which specializations they choose, bonedancers can create a variety of different types of pets - melee, healer, buffer, debuffer and ranged (archer). Bonedancers also get some direct damage and debuff spells of their own. Playing solo, some bonedancers become nukers and rely mostly on their DD spells. Others use
pets extensixely. In groups, bonedancers are most likely to be support nukers since pets steal xp, and most groups would rather get maximum xp than lose it to pets. But the pets make good backups, and a tank in trouble may very well tell the bonedancer, "Use pets!" (Usually a troll or kobbie, sometimes valk, has a small army behind him that heals him constantly.)

Warlock- Caster. The Warlock class is based around a careful planning, high damage, and long casting time. Warlock primary spells take about twice as long to cast as regular spells in the game - however, anytime the Warlock casts a primary spell they can (at no cost) add in a secondary spell that will land at the same time as the primary. Warlocks also have the ability to "chamber" spells, keeping spells in reserve to be cast instantly later. (3 balls spinning around his head means impending doom.)

Shaman- Healer/Caster. Shamans can buff, heal and rez others and can solo fairly effectively using buffs and a cautious approach. However, shamans don't survive long in melee combat, they lack any instant spells, and rely pretty much entirely on magic. They are popular additions to groups, where they can buff, heal, res, cast DoTs and root adds, however, and should not have a hard time
finding others to adventure with. (Shammies are usually trolls or kobbies. They sprint quite a bit and do occasional bolts and poisons and diseases on the enemy and shear their buffs).

Healer- Healer/Caster. Healers are very popular in groups and have a very hard time playing solo. Definitely a support class, they can heal, cure, buff, rez, root, stun and mez. Hunter - Stealth/Pet class. Hunters can charm animals and can use bows for long-range attacks, spears up close, and various nature-based spells. They do not take damage well, however, and need to do massive damage to an enemy before engaging in melee. Hunters can be effective both solo and in groups. (Usually human or dwarf with a medium round shield. This will be the toon doing healing :>).

Shadowblade- Stealth. Shadowblades are masters of stealth and can be very effective in RvR combat due to the ability they can gain to climb walls as well as their stealth abilities. Not an easy class to play, especially since they aren't generally seen as useful in groups outside of RvR. Challenging and rewarding, nonetheless, Shadowblades make excellent assassins and fascinating characters to play. (Usually human or kobbie. Stealther.)
 

illu

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Hibernia
Hero - Tank. The hero is the ultimate Hibernian tank. Lacking magic of any kind, her oes rely on strength and weapon abilities, the ability to take the hits and the ability to dish out the damage. Like all pure tanks, they can solo, but must find ways to pull enemy creatures out of a group without getting overwhelmed. In groups, the hero's role is clearly to be the tank and to stand in
front, keeping aggro while the casters do their work. (Usually quite big, but sometimes luri's are heros which is funny as they can turn into mooses :>).

Champion- Hybrid. Champions are versatile fighter/mages that take some thought to play effectively. A challenging class, the champion is also a very rewarding one. Champions can become more offensive or defensive minded, depending on how the specialize. They are not terribly effective melee fighters - average at best - but can combine melee with nuke and snare spells, making
them a true mix of fighter and mage. In groups, champions can deal out considerable damage, and occasionally be the tank (with good healing support), but probably their best role is defensive, and if they have spec'd in defensive skills, they can help protect other group members while supporting the tanks in doing damage. (No idea.)

Blademaster- Tank. Agile and quick, blademasters master the art of cutting up their enemies while avoiding their attacks. As with some other character types, blademasters can choose specialization paths that emphasize damage or defense. In any case, their primary role is to dish out a lot of damage in the front lines, and, lacking any magic ability, they suffer from the same challenges as other pure fighters, although they can learn to use a bow and use that to pull enemies. Ultimately, they can swagger their way through enemy attacks as long as they keep their equipment repaired and up to date. (Usually human? Firby? Lots of spinning and dual wielding I think.)

Vampiir - Tank. The Vampiir is a self-sufficient hybrid fighter. Vampiirs gain magical power from the damage they deal to enemies and are able to use that power to cast offensive spells and self-only enhancement spells. If a Vampiir goes too long without damaging an enemy their power will wane and they will become unable to cast spells. As they possess natural self buffs Vampiirs cannot be the target of most other buff spells. (Class that zooms around shooting green balls at people, then when it gets to you, you will be fumble debuffed and a red claw goes mad on you. Floats over the ground and sometimes has a small shield.)

Warden- Hybrid. Wardens are the ultimate character for those who want variety. They can fill many roles, and combine healing, buffing, melee and range attacks. Wardens can be effective as solo players and are also great in groups, though they generally take more of a "floating" role, filling in where needed. Their pbt (pulsing bladeturn) is always welcome in group situations. (No idea).

Bard- Caster (music based). Bards are one of the ultimate Hibernian support classes. They can fulfill a number of roles, including the ability to mez enemies, heal and res, and speed up power and endurance regeneration. In general, bards are one of the most popular classes for groups, and are not generally recommended as solo characters. (I believe they have guitars :>).

Druid- Healer/Pet class. Druids are by far the premier healers in Hibernia, and are therefore in demand for groups, but, unlike most healer types, they can solo effectively, especially by using a pet to help hold aggro. Since they can specialize in weapons and use a shield, druids can fight in melee, although that isn't their best position. An intriguing and fun class to play… (No idea :>).

Mentalist- Caster/Pet Class. This versatile caster class just about encompasses every type of magic ability, including DD, AOE, mez, heal, regeneration and DoTs. They can even charm another creature to use as a temporary pet. Smart mentalists can also solo very high mobs or make significant contributions to groups. (No idea).

Eldritch- Caster. The eldritch is a pure damage caster, although there are several paths to take that determine how that damage is dished out. The eldritch is an almost necessary addition to a group as the primary damage caster; however, with the high damage output, eldritch can also solo very effectively. Picking the eldritch spec path requires some forethought, as there are several
paths to choose from. (No idea.)

Bainshee- Caster. These ghostly women have the power to do damage across large areas using the power of their voices. While they can cast single target damage spells they focus on spells that damage anyone within an area of effect. Their specialty is a distinctive cone AOE that damages a swath of enemies in front of them. (Takes the form of a white ghost woman and you can't miss them :> Red pulse stuff coming out of the toon, they are nasty).

Enchanter- Pet class. Enchanters have a variety of choices to make that will determine their future paths. They can concentrate more on being a pet user, which is useful for solo play. Or they can concentrate more on buffs or nukes -useful also in groups. Like other casting classes, enchanters can't stand up to any serious melee situation; however, they are very popular in groups for a
variety of reasons, and, with tank support, can use AOE spells to waste a battalion of enemies. Or, they can solo effectively with strong pets and nukes. (No idea.)

Ranger- Stealth/Hybrid. Rangers make great solo characters. They can hide, use ranged weapons and fight effectively in melee. Other than their ability to pull mobs using their bows, they have limited usefulness in groups, however, and are not generally desired by groups. One exception is other rangers, who can work together to be very effective. (Stealther with bow, but a lot of them go melee ranger route, so they kick your butt without the bow :>).

Nightshade- Stealth. A complex class, the nightshade is ideal for players who like to be assassins and stealthy killers. However, choosing the appropriate specializations requires some forethought, as a nightshade can develop along different paths, specializing more in melee or scouting or assassin skills. Not generally popular in groups. Probably not the best first character, but a challenging and interesting one. (Stealther that is tough, after rr6/7 with remedy up, they are pretty much unkillable by other assassins. They are the stealther warlock.)

Valewalker- Hybrid. Valewalkers are specialized mage/tanks who wear only cloth armor, but have a variety of armor enhancements. They also wield a very big stick - the scythe - which can do considerable melee damage, and their attack styles often have proc additions for extra effect. Even though they wear only cloth armor, their self-buffs allow them to be an effective melee class. (Big guy with a scythe).

Animist- Pet class. Animists are a pure spellcasting pet class with a wide variety of pet options. Animist pets are different from those of most pet classes. There are "bomber" pets that go out and explode on a target, and there are stationary pets that can fulfill a variety of roles, from direct damage and aoe to healing. The animist, like most casters, has very little defense, and
must rely on the pets or tanks for survival. (Millions of mushrooms and turns into a mushroom when scared.)

Hmmmm better get back to work, getting lots of "do some work" looks :>

Oli - Illu
 

Roteca

Can't get enough of FH
Joined
Dec 24, 2003
Messages
1,077
race, equip, style/cast animations, if they have pet or not, and so on... some ppl you just learn to rmbr how they look like and you know that name = that guy...

also stuff like positioning can tell stuff about what class they are...
 

Vladamir

FH is my second home
Joined
Dec 28, 2003
Messages
15,105
Gamah said:
Also with experiance you get to know names of players and what class the play. I know for example when the enemy MA sees rejecta he knows its a Bainshee (When in dog mode) and wont get the fuck off me :)

Lies you have no experience fagface :(

On a more constructive note you'll get there in the end, we all had to do it once :)
 

Vodkafairy

Fledgling Freddie
Joined
Dec 23, 2003
Messages
7,805
you are very bored at work i see illu. :p

i guess one of my strong points in daoc is recognising groups/classes/specs very fast, usually i goes instantly and from very long range. it comes with experience i guess, used to be terrible at it. am still terrible at things like learning my quickbars quick (just look at my ns vid, when i just started again i couldnt even hit anytime + reactionary with keyboard until i got used to it :p)
 

Dafft

One of Freddy's beloved
Joined
Jan 28, 2004
Messages
297
after a fashion you learn the names of people who play specific classes.

some things are dead give aways, as illu summed it up.
 

Bistrup666

Loyal Freddie
Joined
Oct 11, 2004
Messages
441
Ging said:
tis easy, most caster are convokers and will have brittle guards up, check for pets following closely, alb casters are normally saracen, inconnu or avalonian - u also get some briton theurgs. Mid - kobolds and Frostalfs are the dex/int based classes and Hib Elf and luri's. U will ofc get some tanks taking those forms (luri heros are teh funny).

Just for the annoyance ging, kob and frosties yes casters but not dex /int class as mids have no use for int but pie ;)

But I think he knows what ppl is saying :cheers:
 

Gamah

Banned
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Dec 22, 2003
Messages
13,042
Vladamir said:
Lies you have no experience fagface :(

On a more constructive note you'll get there in the end, we all had to do it once :)

I have had a homoerotic experiance..when you got on the webcam :p
 

Ethild

Fledgling Freddie
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Dec 29, 2003
Messages
499
Due to my complete lack of proper resists, I go on IRC and look up all their names before mezz runs out.
 

Kagato

Fledgling Freddie
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illu said:
Armsman - Tank. The Armsman is a basic fighter who specializes in all weapon and armor types, including the polearm and crossbow. The armsman does not have magic skills, but does have quite a number of special combat styles and can provide special protection for other characters in group combat. (Beware of people called Kagato).

*hugs*

Im soft and cuddly really :fluffle:
 

Matmardigan

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MesS° said:
Killing the once waving there arms with pretty colours is a good start. :D

like he said.

and if it fails, just target the smallest first :)
 

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