Dumb question time! (about clerics)


Pathfinder Online

Goblin Squad Member

They say you remember 10% of what you hear but forget 10% of what you do. So in that spirit, I spent the weekend trying to figure out the game through a combination of trial-and-error and skimming guides, as opposed to asking anyone. I think I got it all figured out but what thing.

It's my understanding that the six hex slots about my on- and off-hand slots are for things I can do with a holy symbol. But where do I get a holy symbol and the powers I would slot with it? My class pack gave me a focus, but I don't think it gave me a holy symbol.

In other news, Ryan, if I send you some Icelandic chocolate or something, can we get mounts? Moving a main account, secondary account, and DT across the lands was quite an undertaking.

Goblin Squad Member

The six big slots are for Orisons. Orisons are the clerical equivalent of a wizard's Cantrips; they are slotted into a Focus weapon and cast using Stamina. Orisons are trained at the Seminary.

A Holy Symbol is the clerical equivalent of a wizard's Spellbook; they take Expendables (i.e. "spells") which are found as drops, and consume Power to cast. They're slotted into the small hexes just above the big ones where the orisons go.

Goblin Squad Member

Holy symbols can be made, or are loot drops. Unfortunately, the spells that go in them are also loot drops, that must be learned (by right clicking on them in inventory) and are in very short supply. I haven't seen any yet.

Goblin Squad Member

holy symbols are created by Iconographer. I have been told the Iconographer gets those recipes at 1st and 3rd level. The spells that are used are dropped as loot from combats(just like crafting recipes, but much lower percentage). The higher the challenge, the high the spells.

Mounts are quite a way down the line. The reason TEO is offering bounty on coal and ?? (yew?) is the time it takes to transport all the way down SE.

Goblin Squad Member

Some general info:

Attacks (including Cantrips and Orisons) go in the bottom bar. Primary Attacks are surrounded by a white border, and go in slots 1-3. Secondary Attacks are surrounded by a black border, and go in slots 4-6.

Expendables (Spells and Maneuvers) go in the top bar. You must equip an appropriate Implement to slot them. Fighters use a Trophy Charm, Rogues use a Rogue Kit, Clerics use a Holy Symbol, and Wizards use a Spellbook. Expendables require XP to learn, so be careful when you right-click them if you're trying to save your XP.


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Sandboxes have to be careful about speedy travel. The PLAYERS create the most meaningful content in a sandbox game, and speedy travel lessens players encountering each other in a guard free environment where the best #PFOcontent is created.

This is unlikely to be like a theme park game where people can zip around between towns and quest locations while being ignored by their fellow players.

Many of us are clamoring for ways to assure you aren't ignored in your travels. ;-)

Goblin Squad Member

Thanks for the information! It was my understanding they were drops/recipes, but I just wanted to be sure of that.

As for mounts, I have no interest in a true "fast travel" option. I've always felt like it took something away from an MMO to just pop from one place to another. Though I suppose it made sense in games like WoW, since there wasn't any compelling reason to interact with the stuff along the way. I just want something faster than running.


Dan,

Check out the spell "Energetic field" for Wizards, or the Cleric orison equivalent blessing of movement or something? I forget the name, they give a good boost to running speed.

Goblin Squad Member

If it's there, I've got it. I trained everything available at the temple and seminary. I also got the four gathering skills to help my company, but obviously that's irrelevant to the point at hand. Looks like the servers are down, otherwise I'd login and see what the exact orison is and confirm that I have it.


What might make sense is for foot speed to be increased on roads ONCE THE CC EFFECTS ON OUR FEATS MAKE IT POSSIBLE TO INTERDICT PEOPLE.

Then you get to decide if going faster is worth staying on known roads, or if going slower through wilderness is safer.

Goblin Squad Member

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The fast Travel option will be more like the old scripted ponyrides you had in DAOoC, or Lotro.

Some important quotes from Stephen:

Quote:

I should have clarified what was meant by Fast Travel. We'll basically have two stages of Fast Travel.

Whenever we get the minimum implementation of the system online, you'll pick up a horse at a stable building that connects along roads to some other stable building. It'll work similarly to speeders in SW:TOR; you'll go fast along the ground (not sure how fast at this point). Unlike TOR, it will be possible to knock you off of your horse if someone can catch you (and then you have to walk the rest of the way); one way to do that will be with Blinds.

Eventually, when players have mounts they can drive precisely, there will still be various incentives for following roads as far as speed, so a Blind that knocks people off their personal horse will still be useful. Unlike stable-based travel, you'll probably be able to get back on a personal mount and resume fast movement once you're done with the bandit encounter.

Quote:

Quote:

Also, in regards to fast travel. Is that something that will only be available on roads or can you fast travel through any hex?
The early "talk to a stablemaster to get a horse to a specific point" fast travel will probably exclusively use roads to traverse those points. Once we have player-controllable mounts, you'll almost certainly be able to ride them anywhere at faster than you could walk, but they may achieve their best possible speed on roads.

About teleporting to your bindpoint:

Quote:

Ryan Dancey wrote:

You will log in at a Shrine of Pharasma you have soulbound to, not the point where you logged out.
What are you doing to keep people from using this as a 'teleport home' ability?
I think, on the whole, we're more worried about Trojan Horse tactics than free teleports, but will ideally develop a compromise that handles both reasonably well. As Ryan mentioned, we will probably try to set it up so you're likely to log back in "at a bind point nearby but not deep within enemy lines," and gradually improve on how we determine that location.

It also may take a while of being logged out before you get reset to a bind point. We don't want to split someone from his or her group just because of a brief disconnect. One of the major things we want to prevent is people sneaking into a location that will be vulnerable much later, logging out, and then appearing out of nowhere when the location is vulnerable, and that means we don't have to reset you quickly, just after you've been logged out a while.

As mentioned further up, logouts are unlikely to be instant, so you can't just disconnect and be safe from your pursuers. The amount of time we actually leave you in will likely be heavily influenced by how long programming thinks is reasonable to have all your data active in the world when you're not actually connected.

I can't wait for Fast Travel to make it into the game.


Here you go:

Agile Feet Standard 1 Quickened (2 Rounds) to Target
Agile Feet Restriction 1 Beneficial

Energetic Field Standard 1 Burst to Self
Energetic Field Standard 2 Hasted (2 Rounds) to Self
Energetic Field Standard 3 Dodging (2 Rounds) to Self
Energetic Field Restriction 1 Provokes Opportunity
Energetic Field Restriction 2 Stationary
Energetic Field Restriction 3 Beneficial

Goblin Squad Member

<Kabal> Dan Repperger wrote:
Looks like the servers are down, otherwise I'd login and see what the exact orison is and confirm that I have it.

It is the daily maintanance time, the activity on the board is never as high as under this hour... Sometimes they are early back again ... Not today tho ... why, I just now, not that I have clicked every minute or so for the last ..... quarter or so....


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Every time somebody clicks the Log In button it resets the server availability by 5 minutes.

:p jk

Goblin Squad Member

Doc || Allegiant Gemstone Co. wrote:

Every time somebody clicks the Log In button it resets the server availability by 5 minutes.

Caaaaaant be true because then the server woulnd been up since like october when I started play and until something like year 40536 ....

Scarab Sages Goblin Squad Member

Savage Grace wrote:

What might make sense is for foot speed to be increased on roads ONCE THE CC EFFECTS ON OUR FEATS MAKE IT POSSIBLE TO INTERDICT PEOPLE.

Then you get to decide if going faster is worth staying on known roads, or if going slower through wilderness is safer.

You do realize that the same fast travel effects are available to predators and prey alike, right? (Like cheetahs.) Also, we already have effects that slow PCs (Apprentice's Tangle Bomb being a great example). So far, the reputation system is the only thing gives travelers any advantage over bandits.


KarlBob wrote:
You do realize that the same fast travel effects are available to predators and prey alike, right? (Like cheetahs.)

Yes, but even when both prey and predator are going faster, the prey is going to reach Thornguards sooner.

KarlBob wrote:
Also, we already have effects that slow PCs (Apprentice's Tangle Bomb being a great example). So far, the reputation system is the only thing gives travelers any advantage over bandits.

I had only played 6 hours before New Year's Eve and spent most of that time battling The Desynch Monster. What are the effects of the Tangle Bomb? Do they currently work properly?

I've had other players suggest that getting slow5 on someone isn't even as good as having quick2 (Agile Feat) on yourself. I haven't experimented with it yet. I was also under the impression that many player caused effects (like knockback) weren't working (though maybe updates have changed my old "knowledge").

Goblin Squad Member

Knockback and 'down and that ilk only works at PC currently.

Slow do not only affect movement but also the rate of attack according to another formula that I frankly havent grokked yet...

Goblin Squad Member

Schedim wrote:

Knockback and 'down and that ilk only works at PC currently.

Yah same for the cleric hold person spell.

Which is a shame cos whacking "hold person" on the purple boss monster would change fights completely :D

Scarab Sages Goblin Squad Member

I'll post the stats for the Tangle Bomb once I get home. It does work on PCs now, but it doesn't work on NPCs.

I don't understand the scales for slow and speed effects yet, so I don't know about Quick 2 vs Slow 5. I just know that chucking a couple of Tangle Bombs at Commander Nefarious made him much easier to catch.

Scarab Sages Goblin Squad Member

Item Description Text wrote:

Apprentice's Tangle Bomb

Requires Dexterity 10; Throws a Tier 1 grenade with damage factor 0, standard effects: Physical Damage, Splash, Slowed 60 to All, restrictions: Provokes Opportunity

As far as I can tell, "Damage factor 0" means it doesn't do any hit point damage, and "Physical Damage" means that it has a physical effect (countered by Freedom), as opposed to a mental effect (countered by Mind Blank).

Goblinworks Game Designer

Physical Damage on something that has a 0 damage factor just means that the stacking debuff is further decreased by physical resistance, rather than an energy resistance type. A Tangle Bomb will usually be less effective against someone in heavier armor. Meanwhile, something like Concealing Mist, which does Acid Damage for its 0 DF and stacking effects, will tend to apply a larger portion of its stack because it's targeting a generally lower resistance type.

Goblin Squad Member

Karl I can tell you through very frustrating personal experience that it is almost impossible to actually catch anyone in this game right now if they have any situation awareness. I have actually taken multiple rep penalties form hitting someone only to have them run away. If charge actually worked 100% of the time it wouldn't be a problem. But until it does the only people you have to fight are people you want to fight.

Or people how catch ou while you are stunned by ogres.

Scarab Sages Goblin Squad Member

Stephen Cheney wrote:
Physical Damage on something that has a 0 damage factor just means that the stacking debuff is further decreased by physical resistance, rather than an energy resistance type. A Tangle Bomb will usually be less effective against someone in heavier armor. Meanwhile, something like Concealing Mist, which does Acid Damage for its 0 DF and stacking effects, will tend to apply a larger portion of its stack because it's targeting a generally lower resistance type.

Interesting. I had wondered about the Acid/0 damage issue.

Goblin Squad Member

Another question about holy symbol powers! I know they're drops, but are there particular monsters they drop from? Or don't drop from? I'd like to focus my killing on the off-chance of getting something I want.

Goblin Squad Member

Dan, I have some cleric spells that have been picked up. Mumble me tonight and I will give you them.

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Goblin Squad Member

Woo hoo! I'll definitely hop on and do that. I can be on by 7:00pm Central. Just let me know when you'll be around, and I'll be sure to be there.

Though should I decide to try my hand at farming more, is there a particular monster that's more likely (or not likely at all) to drop such things? Or can they drop from anything?

Goblin Squad Member

<Kabal> Dan Repperger wrote:
Another question about holy symbol powers! I know they're drops, but are there particular monsters they drop from? Or don't drop from? I'd like to focus my killing on the off-chance of getting something I want.

Stephen recently said he very specifically avoided having certain mob types be more reliable sources of things like Expendables (Spells) and Recipes. You'll get a higher chance of a drop off of higher level mobs though, so if you can take 'em, reds and yellows are a good way to go. Once you get into Purple, you're more likely to get Tier 2 Recipes and Spells, I think.

Goblin Squad Member

The basic gear is mainly seeded in the starter monsters I believe. If you are after a battleaxe kill low levels.

Higher level and escalation monsters seem to drop more of the "good stuff" like recipes and spells but take longer to kill obviously.

If you are after spells as a low level new character you are better playing the numbers game and slaughtering the local gobbo/recruit/omega populations rather than taking 5 minutes to kite one ogre lout and risk death while your at it.

However once your combat skills get up to the point that you can kill higher levels safely and almost as fast as lows there will be a point where crossing over to killing the harder mobs makes more sense.


and everything is easier in a group. Well, a smart group, anyway.

Goblin Squad Member

Neadenil Edam wrote:
The basic gear is mainly seeded in the starter monsters I believe. If you are after a battleaxe kill low levels...

Or, us fellow Kaballers could load him up next time we're all on :)

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