Skill levels...when is it enough??

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Re: Skill levels...when is it enough??

Postby thechop96 » Wed Nov 07, 2012 3:47 am

drevnyy wrote:if you need good perc only for foraging best thing you can do is buying monocle it's cheap and gives over 50 perc

but if your hunting/killing people with ranged things theres a endless need for it. and the monocle is still good for that.
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Re: Skill levels...when is it enough??

Postby Xcom » Wed Nov 07, 2012 4:29 pm

A regular base needs these stats on its members

Explorer hunter
64 exploration
100 marksman
100 perception

Miner
200 STR
90 Con

Crafter farmer (farming skill and rest of crafting can be split up on 2 chars)
200 sew
100 cooking
185 carp
100 smithing
300 survival
300 farming and more
200 psy
200 dex
100 pers

Combat toons
infinit UA or MC
300 marksmanship
infinit Agi Str Con
200 perc


All these stats are before any item boosts. I think any one person should have more then 1 explorer and at least 1 farmer. Crafters are probebly the most useful chars so making them is expensive but very useful. You also raillery lose them unless you get raided so its well worth spending more LP on them then other chars.
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Re: Skill levels...when is it enough??

Postby Cranny » Wed Nov 07, 2012 6:35 pm

Xcom wrote:.....


I like very much they way you post. Thx, I learn from you.

Would you be so kind to post about what you think of the sliders?. Nature / industry and tradition / change I have clear, but the others no.
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Re: Skill levels...when is it enough??

Postby Eemerald » Wed Nov 07, 2012 7:50 pm

good post xcom

i would add the only time you'd need more in terms of stats is when the quality of your items is high. Atm although my psy and dex is over 200, because of the current materials we use, i cap a lot of the curios and some crafted items i make. Still good, but at the same time, you'd want to be above what it would take to cap anything you can make.
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Re: Skill levels...when is it enough??

Postby thechop96 » Wed Nov 07, 2012 11:29 pm

Eemerald wrote:good post xcom

i would add the only time you'd need more in terms of stats is when the quality of your items is high. Atm although my psy and dex is over 200, because of the current materials we use, i cap a lot of the curios and some crafted items i make. Still good, but at the same time, you'd want to be above what it would take to cap anything you can make.

i agree to both of your statements. thanks xcom for making such a well thought out post.
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Re: Skill levels...when is it enough??

Postby Xcom » Thu Nov 08, 2012 2:59 am

Cranny wrote:
Xcom wrote:.....


I like very much they way you post. Thx, I learn from you.

Would you be so kind to post about what you think of the sliders?. Nature / industry and tradition / change I have clear, but the others no.



This might be going a bit offtopic but here it goes.

Every type of character should have Life regardless. I don't think death life slider is even used for anything but boosting life.

Explorer hunter
Full Civil
Full Industry
Full Peace / Marsh
Full Change / Tradition
Go from full change to full tradition as soon as the 64 exp and 100 MM. In death makes your explorer easier to recover. Full industry helps with feldspar and gray clay and no point having nature on explorers. You could before doing full Tradition pump Marshal to hunt easier but its honestly a luxury that you have to decide on your own if you feel confident about not losing your explorer.

Miner
Fulll Barb
Full Industry
Full Peace
Full Tradition
I can't confirm this but I hear that 60 UA on your miner is just enough to withstand one troll hit with armor so upps the survivability of your miner. But as soon as you have your 60 UA and maybe 20 smithing (no more smith as rings can boost enough) you should hit full tradition asap. In fact I make this a requirement before going down to lvl 5. Obviously full industry is needed before doing any ore mining and full barb helps with str and con.

Crafter farmer (farming skill and rest of crafting can be split up on 2 chars)
Full Civl
Full Nature
Full Peace
Full Change
Both the crafter and naturally the farmer should have full nature, farming and silk both need full nature.

Combat toons
Combat toons can be a bit tricky and subject to variation depending on the skill setup or situation your facing.
Death / Life
Death might be a option here as you can get more HHP dmg. But I have to little knowledge of pvp to pass good judgment on this slider in pvp scenarios and more Life is always good so might be the safer bet to go life if you don't know what your doing.
Day / Night
Draning hunger with a day or night slider is always a good way to FEP. I suggest putting your crafter on Night and Combat toon on day so can variate on who to pump and always have one guy getting the boost.
Civil / Barb
This ones tricky as you have to either choose less learning points and lose allot of INT for stealthing VS more CON and STR for more combat power.
Marsh / Peace
This ones a bit dependent on the way you pvp I guess. If your Melee Combat you probably want this one on full Marshal or you wont do enough sting dmg. UAC pvp setups probebly don't need extra dmg and can afford full peace or at least mid range.
Tradition / Change
Always go Change in Peaceful times and try getting in as meny Tradition points when war is brewing I guess.
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Re: Skill levels...when is it enough??

Postby drevnyy » Thu Nov 08, 2012 1:27 pm

about barb/civil slider on combat:
on this stage of world is much better to have full barb if you have acces to stuff like merch/necro robe, merch rings and wine - you can pump this way over 60 INT
about stealth.... i don't think you'll ever be able to be invisible cause good ranger should have infinite perc. and because it is very easy skill many ppl have 200+ perc so you propably should make good HV rather than bthering with being invisible if you want to scent.
You could also use LS hat to make more INT but you may have problems when you'll toon will die (wich may happen), better solution is to make crafter LS cause it takes over 12.000.000 lp to make him really useful.

I didn't wrote positive sides of having full barb cause it's kinda obvious (str-high dmg; con - more HP, bigger swimming range (useful when running away from killer)).
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Re: Skill levels...when is it enough??

Postby Cranny » Thu Nov 08, 2012 10:39 pm

Thx so very much X-Com and to Eem and Drevnyy too. :D
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Re: Skill levels...when is it enough??

Postby DDDsDD999 » Fri Nov 09, 2012 1:27 am

Xcom wrote:Miner
200 STR
90 Con

I usually just have full trad ~500 STR miner alts and no CON

Xcom wrote:Crafter farmer (farming skill and rest of crafting can be split up on 2 chars)
185 carp

I'd go closer to at least 200 carp if your trees are decent.

Xcom wrote:Combat toons
infinit UA or MC
300 marksmanship
infinit Agi Str Con
200 perc

Fighters should be split between melee/ranged (ranged on alts, assuming your melees aren't alts too), mixing MM with UA/MC is just wasted LP that would be better spent for a character specified for archery with infinite PER and decent UA.

drevnyy wrote:about barb/civil slider on combat:
on this stage of world is much better to have full barb if you have acces to stuff like merch/necro robe, merch rings and wine - you can pump this way over 60 INT


Merchant rings are useless, Occults give far more INT & PER

Xcom wrote:Death / Life
Death might be a option here as you can get more HHP dmg. But I have to little knowledge of pvp to pass good judgment on this slider in pvp scenarios and more Life is always good so might be the safer bet to go life if you don't know what your doing.

Life is far better, death is pretty useless. The only time I've found it to be useful is if you manage to sting someone while a group was ganking you, it would probablly instantly kill them depending on your strength, instead of just koing them and you having to choose between risking getting killed just so you can take one of them down and running.
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