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Experiences as a solo Muse


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#1 Kitt

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Posted 15 June 2013 - 05:54 PM

Level 34 Muse (using a wand, so the plan is to go Cleric using a somewhat battle capable skill build if possible)

Stats
STR 15
DEX 30
INT 80
CON 15
CHA 62
SEN 10

In the Common Tab, knowing roughly what sort of skill build I wanted to test for this solo Muse run, I took Spell Power (3) which adds skill power to all offensive spells, and Mental Focus (2) which is a self buff that enhances the damage from the spells.

In the Offensive Tab (and it might be helpful to note here that even though the skills on the top of the tab are for Staves, the non-AoE version of the elemental attack spells can be used by staff wielders and wand wielders alike) I've taken Voltage Bolt (1) at this point.

In the Supportive Tab I've taken Summon Training (2) and Summon: Phantom Sword (2), Sleep (1), Wallop Charm (1), Blessed Body Charm (1), and Resilience Charm (1). Similar to the Offensive Tab Skills, the single target buff skills can be used by any Muse whether using a wand or a staff. All of the Chant Skills (the AoE party skills) require a wand, as do Sleep, Soul Revive, and the two party heals.

Okay for those doing the math, I have 6 skill points remaining. I was going to put them all into Cure all at once, but I'm in the same quandry I was during the primary test phase with this -- it's not worth it. At level one, even with my Charm pumped insanely high (as Charm seems to affect only Cure spells) I go through an animation where I stop and let monsters close with me to heal all of 48 Hit Points. (Just for grins while writing this, I went ahead and allocated the skill points into Cure. At level five, with my Charm boosted as high as it is -- sacrificing HP from adding to Strength, Dodge from Dexterity, etc -- I get all of 178 HP. To help put this in perspective, a Kiwi, which one can use at level 26, restores 435 HP with no animation. A Woopie Glutton, which is blue to me, does 65 or so HP with a normal hit. To be fair, Cure (5) does have 1 Debuffs on it. Perhaps it is a weak skill at low levels and meant to be more effective when used by higher level characters.)

There's a 2 second cooldown, which doesn't seem long, but coupled with the animation -- two hits from a monster (faster ones get three) take away all the points you just healed and you hadn't done any damage to it. It's -- novel to be a Muse who doesn't even have the most basic cure and who relies on food, but it seems a shame that one of the core skills for this class is rather -- underwhelming. Honestly, with how many points I've pumped into Charm, the one stat that raises the effectiveness of Cure (and nothing else of a discernable combat or survivability nature) I don't think I'd ever bother to take the skill if this is how it will be in the live game. Food and ultimately potions are far superior in both the number of HP regenerated, and the fact that there is no animation -- you can even snag food on the run if it's in a hot-key. It's been the only thing that's saved me a few times today while waiting for the cooldown timer on Sleep to count down so I can get a monster to stop chasing me.

I have a simliar quandry with adding more points to the Charm (single buff) skills, too. Right now, Wallop Charm (1) gives me AP 10% +9. If I burn a skill point to take it to Wallop Charm (2) it would give me AP 10% +18. Using a skill point when you get only one per level to gain 9 AP seems rather dear, especially when I consider that if I add that point to Voltage Bolt it goes from skill power 126% +60 to 132% +80. Or there is Wand Mastery which has a more compelling AP 5% +5 at level one, then AP 10% +10 at level two. It seems that maxing out an attack spell, or maybe a few would serve better early on instead of maxing out the buffs. Resilience Charm is curiously weak in the same way -- level one is Defense Up 10% +18, level 2 is Defense Up 10% +37. One or two refines on one or two pieces of armor would give the same effect and then some without having to use a rare Skill Point (at low levels) and MP to cast the spell each time.

It was possible, barely, to go to level 30 with this build, using an intiguing combination of skills I'll detail in a minute, but then I hit a wall -- hard. I'm still in Breezy Hills, and have to be very careful wandering near the more aggressive Flanaes, even though they are green to me. If I have more than one Old Flanae attacking at a time, I'm in trouble (thankfully I can run away, but it's hard to level if you never kill any monsters). I can manage some of the monsters in the first part of the El Verloon Desert, Rackies, Turtles and such, but again, any sort of aggressive mob action is certain death as I'm not fast enough to run away from mobile monsters and the highly aggressive bee monsters and ranged attack monsters in the second part of the desert are absolutely deadly.

I do have to mention that I love~Love~LOVE the new Sleep spell. It has a long cooldown at 25 seconds for level 1 (and if the progression is steady taking it to level five would reduce the cooldown to 15 seconds) but it has an awesome effect. It's a 100% success spell that lasts for 5 seconds. I don't believe it has anything of a dreaded 'stun' effect to give PvP players any grief, but it's perfect for PvM. When a monster is hit with it, it goes to sleep (there are even little zzz's near its head :p_love: ) which immediately stops any attack, and seemingly, any urge toward a hostile action after the spell wears off. As long as you don't re-trigger the monster (wander too close to a highly aggressive monster, or attack it) it forgets you are there, and to help with this, you immediately stop any sort of attack after you cast Sleep, so you can run away if you need. The monster doesn't follow you all over the place trying to kill you.

And there's a really nifty combo you can pull with Sleep. I've been playing with the Phantom Swords. I can summon two of them, and buff them with Wallop Charm. What I discovered completely by accident is that Sleep will trigger the Swords to go and attack -- so it's almost a way to command the Swords to go into battle without the player being the primary target. I can stand 25m away (the casting distance for Sleep) and just watch as the Swords attack the monster. Now, their attacks are weak (I noticed no difference from Summon; Phantom Sword (1) and (2) in terms of their attack power or speed, and they cost more MP to summon) and it takes forever for them to beat down a monster (or they get killed and the monster wanders off again) so that's why I have Voltage Bolt to help speed things along. Interestingly enough, if I cast Sleep, and let the Swords deal some damage to the monster first, often it will concentrate on one of them, instead of coming after me, even if I start attacking directly. I think this little trick is the only way I was able to level this far on my own.

Spoiler


So, my conclusion is that it's not going to be possible for me to level at any sort of reasonable pace (I gained 30 levels last night, and only 4 today) with a solo Muse who's destined for the Cleric tree and this combination of skills. I might reskill and see if a more attack-oriented style (perhaps no summons and Sleep requires a wand so either no AoE, or I'll stay with killing monsters one at a time) can still level at other than a glacial pace, but I fear that Muses might be too weak and slow in PvM to solo play well under the new skill system.
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#2 Bendersmom

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Posted 15 June 2013 - 06:09 PM

So far, leveling with other classes, a lot of them have better, stronger buffs than a cleric. And they are party buffs, where mine are single. I think it is great that other classes have party buffs. As you said, the little bit of increase you get per level buff is not worth the SP. And the heals at low levels are horrible. My build is mostly int with con to my level to hit things and the rest in charm mostly. Will probably change it around tomorrow.
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#3 Leonis

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Posted 17 June 2013 - 10:34 AM

So far, leveling with other classes, a lot of them have better, stronger buffs than a cleric. And they are party buffs, where mine are single. I think it is great that other classes have party buffs. As you said, the little bit of increase you get per level buff is not worth the SP. And the heals at low levels are horrible. My build is mostly int with con to my level to hit things and the rest in charm mostly. Will probably change it around tomorrow.

Did you notice the skills under the buffs were the party versions and you didn't need SP to learn them along with the single target version?

I hope you tried different builds, that what the skill/stat reset books were for. To freely let you try different builds and see what difference they made.

Also, explore the skill trees. The offense tree holds skills you can use to fight with as a support muse. The only real restrictions that came were where each class design would shine. Meaning, party buff skills rely on wands, while aoe skills for the offense rely on staffs. Aside from that, you have access to both sides of the tree for the sake of progression. This is a new learning curve, in the sense you don't need to stick in one tree because of aiming to be one type of 2nd class over another.

If you stick to the support tree, you're sacrificing the ability to fight, which to me, I would hope means you have a party to fight for you that you're supporting. However, if you intend to solo, you will need a form of combat, whether you choose to use active skills or support summons to do your bidding, is up to you, but that is the choice you have to make. The 'omni-able' class is not something I want to see anymore. If you want to build a hybrid, fine, but you're going to be a master of no full tree in the end either. Sacrifices will be made and this, is intended. Figure out the build that works for you, what you want to do or the role you intend to take as a player. You can't be everything, that's unfair.
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#4 Bendersmom

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Posted 17 June 2013 - 11:19 AM

I did not know the party buffs did not need sp until someone told me. So I was putting my sp in other things like heals and an attack and stuff and figured I would get party heals later on. Then when I was told I made all my buffs party buffs too!! I like that.

And I did do different builds and added all different stats and skills. Tried a lot of different things out and will try more at second job.
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#5 Leonis

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Posted 18 June 2013 - 03:45 PM

Sounds good Bendersmom :)

There's a good deal of flexibility I put within the Muse class to try and cater to a lot of style of builds that have been talked about over the years. But again, as I mentioned, there was an overall design intention not to let any class be omni-build. I'm hoping that the options given are worthwhile to try different builds where each are effective in their own way, but not without a weakness or drawback another build/class could exploit once discovered (PvP). But it also applies to PvM situations too, where we may begin to make more intelligent Ai for kings and dungeon runs that will make one build more effective than another too. :)
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#6 GilGrissom

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Posted 22 June 2013 - 12:48 AM

As I am a solo muse atm, I am testing the dex muse build with katars. The stats i am using are dex, con and a bit of cha for higher heals. Beside using katars I am using the summon swords. At level 30 I have 72 dex and enough dodge to survive alot of monsters. Even ones that are a couple of levels higher than my self. With the katars on me I can use the healing skills and solo buffs. I can't use the party buffs/heals or I have to switch to a wand. But as solo muse I don't need these party skills.

But the extra dex/dodge gives some good attack power and survivability. And the katars are faster then a wand. What I do miss on the katar is the extra base a-speed.
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#7 Leonis

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Posted 28 June 2013 - 12:51 PM

As I am a solo muse atm, I am testing the dex muse build with katars. The stats i am using are dex, con and a bit of cha for higher heals. Beside using katars I am using the summon swords. At level 30 I have 72 dex and enough dodge to survive alot of monsters. Even ones that are a couple of levels higher than my self. With the katars on me I can use the healing skills and solo buffs. I can't use the party buffs/heals or I have to switch to a wand. But as solo muse I don't need these party skills.

But the extra dex/dodge gives some good attack power and survivability. And the katars are faster then a wand. What I do miss on the katar is the extra base a-speed.

Once you reach Cleric, you will gain access to the attack speed buff, which might help with that situation. :) I'm glad to see you've created a build style that I've had a lot of people ask to see make a com back.
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