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Hydra
07-23-2014, 11:52 AM
So, I'm looking to have my character (level 7 right now) join a society and I have some questions.

As a Forest Gnome two-handed weapon Warrior is there a society that stands out as a clear choice?

Concerning Guardians of Sunfist, some of the older post seemed to talk about there being an issue with warcamp ownership and trouble finding "unclaimed" warcamps. Is this still an issue?

I get the impression that CoL wouldn't be a bad choice because of the Spirit Regen we have.

I get the impression that Voln is geared towards UAC. Is that correct?

Thanks in advance.

Warriorbird
07-23-2014, 11:54 AM
I tend to like any choice that isn't Voln. Other people's results may vary.

Buckwheet
07-23-2014, 12:17 PM
If you are interested in Sunfist, which I think is the best overall society, do it early and young as the camps become more difficult as you move on. I have never had an issue with warcamp ownership.

Demgar
07-23-2014, 01:12 PM
do it early and young as the camps become more difficult as you move on.

And definitely get to rank 5 before level 20 so you don't have to visit Teras on your world tour!

I've run into a couple people working on the same warcamp before. Normally it hasn't been a problem. If I leave a camp unattended for a day, I totally expect that someone else might come finish it off. If I'm actively working on it, I'll definitely bump into whomever has located the same one. If you locate them in level-appropriate areas, you can probably just join forces. I've found Sunfist is fun to level, where the others are a chore.

Voln takes forever to master, and blesses will be a constant source of pain. Can't reccomend unless UAC or you really want to fight undeads all the time.

COL, I wouldn't really worry about the spirit regen much. Given 8+ spirit, once you get to late 20's or so, you should be able to keep the AS & DS symbols up a fairly long hunt without getting drained and suffering penalties.

Jace Solo
07-23-2014, 01:29 PM
I think, especially early on, if you don't have fun toys, GoS is better for the weighting and padding as well as the ability to ignore wounds, casting, skinning, etc with rank 2's or 3's, and your oh shit button...Sigil of Escape.

Oh and Sigil of mending where all herbs have 3s RT and Sigil of Concentration for mana Regen.

Archigeek
07-23-2014, 01:30 PM
Voln is pretty great once you master.

Johnny Five
07-23-2014, 01:45 PM
Symbol of seeking(Voln) is by far the greatest thing ever end game wise. No swimming to the temple. Straight up instant teleport into and out of the rift.

Dendum
07-23-2014, 02:00 PM
Society often comes to two choices that are equally helpful depending on class and race, or sometimes all three are equal.
As a warrior you are going to have mana issues at the lower areas, but you should have no problem keeping stamina pretty high with Forest Gnome racial bonus and, I am assuming, a lot of PF anyway. Just don't go into it thinking you can keep all the sigils up 100% of the time, sigil of offense and sigil of defense are easy to keep up...and when you get a bit higher in level sigil of major prot and/or bane helps....but again at the lower end your mana is going to be the biggest problem there.

Voln offers a great choice as Mana isn't an issue, you will have to fight undead but thankfully it gives you all the tools you need to do so...and honestly even if you are just bounty hunting you are probably going to end up fighting undead somewhere along the way...self bless is a nice feature, and the others really stand out against undead opponents if you keep the favor up....far into the future you may decide to pick up UAC for other reasons anyway, most capped warriors have it. Voln fog is better than sigil of escape unless you are stunned...and voln armor tends to negate even that. Symbol of dreams is nice for recovery, symbol preservation is nice, symbol return and seeking are a warriors best bet for moving a group.

I don't know a lot about CoL, last time I had a character in CoL it was the only society, Spirit isn't a huge problem for us forest gnomes...but we are not the top of the list when it comes to spirit regen. CoL seems to get less nifty items than Voln, and isn't as easy to incorporate into your character's outward personality if that is something you care about. CoL really seems to be all about the wrack and that isn't something a warrior has to have, every other benefit it gives can be received in the other societies. Sign of Madness could be used for a crazy bezerk rampage I suppose.

Tisket
07-23-2014, 02:09 PM
This is embarrassing but I've never had a character (that I raised myself) in any society but Voln. Mostly because I can master it with my eyes closed. Are there online step by step guides for Sunfist?

Tisket
07-23-2014, 02:13 PM
Found one. Guess I might give it a whirl.

Khariz
07-23-2014, 02:16 PM
This is embarrassing but I've never had a character (that I raised myself) in any society but Voln. Mostly because I can master it with my eyes closed. Are there online step by step guides for Sunfist?

It doesn't really work that way. You just do tasks for the taskmasters. Theres only like 4 "special" things you have to do, and they are explained here http://www.krakiipedia.org/wiki/Guardians_of_Sunfist

I think GoS is the most "fun" society. It keeps you on your toes and the powers are really great. Granted though that, post overhaul, Voln is pretty freaking sweet too.

Whirlin
07-23-2014, 02:27 PM
Found one. Guess I might give it a whirl.

Hey now

kutter
07-23-2014, 03:04 PM
I am going to just put this out, chose what is best for your character RP wise, then incorporate those skills into your character. I have alts that have mastered all societies, CoL is the easiest followed by Voln, then lastly GoS, but to be fair, my Voin are casters and my GoS is a Paladin, so that might be why. GoS as a solo hunting swinger was a real challenge.

If you do not want to incorporate your society into your RP much, then CoL probably makes the most sense since you just will not talk about it, unless you are like my bard who mocks the assassins all the time all but daring them to come find him. Each has their advantages so pick what you want, all of them will aid you in your efforts in about the same amount. The difference in AS/DS is minimal, especially as you get older, and most other skills all have similarities.

Dendum
07-23-2014, 03:11 PM
I will say for semi's, who already have a good mana pool and can use almost all the abilities, GoS wins hands down.
It acts as a mana battery with sigil of power, helps in recovery and self spell ups with concentration, the AS DS boosts apply to almost any attack style. I never run out of mana before my head is at must rest with GoS and just an adventures guild badge set up with stamina recovery bonus. And when you do run into a hated enemy in a bounty those above and beyond powers that work only on Sunfist mobs really do shine.

From an RP perspective it is also pretty easy to play the roll of "orc killer" in addition to whatever else you do.

That being said I would take a warrior/rogue into voln, I just couldn't see myself dealing with the mana issues and they lack other methods of dealing with undead outside of blessed weapons.

Gelston
07-23-2014, 03:11 PM
Go no society. Be a rebel without a cause.

Archigeek
07-23-2014, 03:33 PM
I would agree that the best answer is to do what suits you RP wise. Come up with a back story and connect it to your society if you like, or don't. But do RP your societal choice. Make sure you're comfortable with it, or able to roleplay the discomfort, or it just won't be fun, and fun is the main point at the end of the day.

Khariz
07-23-2014, 03:43 PM
That being said I would take a warrior/rogue into voln, I just couldn't see myself dealing with the mana issues and they lack other methods of dealing with undead outside of blessed weapons.


I guess the reason mana never bothered me as a warrior, is that I'm way post cap, and I tossed as many points at harness power as I needed to just to have 100 mana for giggles. But I guess that is impractical for low level folks.

But I also disagree with the dude above you that Voln and CoL are easier than GoS. CoL requires all those BS skinning tasks, which unless you bother to train in those skills can be quite annoying (I hate skinning and survival based stuff and refuse to train in it). Voln steps? It's like a million years to get the amount of favor you need.

GoS tasks are fun, you get like-level learning at all times, and you earn enough points for a rank in 1-2 days of easy play, which for me always seems to come faster than voln step favor (which I think has something to do with the fact that you don't use up any of your GoS points as you use your society abilities during ranking, like you do with favor).

I just realized that perhaps I've underestimated how difficult it is to Raze camps for people. I had raised 250 camps before I even converted to GoS because I'm a berserking warrior. I suppose razing tasks might be a bigger deal than I'm giving them credit for.

Buckwheet
07-23-2014, 04:13 PM
I guess the reason mana never bothered me as a warrior, is that I'm way post cap, and I tossed as many points at harness power as I needed to just to have 100 mana for giggles. But I guess that is impractical for low level folks.

But I also disagree with the dude above you that Voln and CoL are easier than GoS. CoL requires all those BS skinning tasks, which unless you bother to train in those skills can be quite annoying (I hate skinning and survival based stuff and refuse to train in it). Voln steps? It's like a million years to get the amount of favor you need.

GoS tasks are fun, you get like-level learning at all times, and you earn enough points for a rank in 1-2 days of easy play, which for me always seems to come faster than voln step favor (which I think has something to do with the fact that you don't use up any of your GoS points as you use your society abilities during ranking, like you do with favor).

I just realized that perhaps I've underestimated how difficult it is to Raze camps for people. I had raised 250 camps before I even converted to GoS because I'm a berserking warrior. I suppose razing tasks might be a bigger deal than I'm giving them credit for.

Hey Solomon! Add society task vouchers in the simucoin store!

Neovik1
07-23-2014, 04:23 PM
With CoL you could always buy skins in shops. I think I managed to complete COL in a few days. For Voln it took two weeks. Never did GoS though, doubt I will.

Larch
07-23-2014, 04:44 PM
But I also disagree with the dude above you that Voln and CoL are easier than GoS. CoL requires all those BS skinning tasks, which unless you bother to train in those skills can be quite annoying (I hate skinning and survival based stuff and refuse to train in it).

CoL is definitely the easiest. It's an absolute breeze if you skin and if you don't it's still relatively simple to get a friend/hire a skinner/buy skins in a shop to get the dirty work done. Takes like 30 hours, 50 at the absolute you-got-screwed-by-the-task-timer worst.


...which for me always seems to come faster than voln step favor (which I think has something to do with the fact that you don't use up any of your GoS points as you use your society abilities during ranking, like you do with favor).

This is no longer true. The pools for favor used for symbols and favor earned for advancing to the next step are separate.

Khariz
07-23-2014, 05:10 PM
This is no longer true. The pools for favor used for symbols and favor earned for advancing to the next step are separate.

That is freaking awesome.

Hydra
07-23-2014, 07:19 PM
So I think I'm going to go Voln. The idea of not being able to talk about CoL without negative effects sounds annoying. And, correct me if I'm wrong if you have visible spirit regen in front of someone that counts? If so that sucks.

GoS warcamps sound like they'd be fun, but they also sound like they could be tedious. Maybe This will something I'll switch to after I get more levels.

So, question, do I have to go to the Landing to initiate the process? Krakiipedia says to talk to the grizzled old warrior there.

Thanks

Riltus
07-23-2014, 07:57 PM
So I think I'm going to go Voln. The idea of not being able to talk about CoL without negative effects sounds annoying. And, correct me if I'm wrong if you have visible spirit regen in front of someone that counts? If so that sucks.

GoS warcamps sound like they'd be fun, but they also sound like they could be tedious. Maybe This will something I'll switch to after I get more levels.

So, question, do I have to go to the Landing to initiate the process? Krakiipedia says to talk to the grizzled old warrior there.

Thanks

It's not necessary to talk to the NPC. Any voln master can invite your character into the order. The only requirement is that the character is level 3 or above.

In addition to KP here's another good voln resource with detailed information on completing each task in either the Landing or Ta'Vaalor.

https://sites.google.com/site/loresinging/voln-for-dummies/voln-landing

Mark

Larch
07-23-2014, 09:29 PM
If you don't happen to know a voln master then the grizzled warrior is your best bet probably.

Also, if you use lich download the sexual-favors script and add it to your favorites. It'll keep track of all your favor and let you know what you're earning per kill.

Anebriated
07-23-2014, 09:32 PM
my warrior is currently GoS(but has done both Voln and CoL twice each...). my biggest issue with GoS is the fact that you cant get legit bounties for them. Also now that hes capped I kind of wish I was still Voln for the new seeking, that wasn't there for my previous stints in the society.

Khariz
07-23-2014, 09:35 PM
my warrior is currently GoS(but has done both Voln and CoL twice each...). my biggest issue with GoS is the fact that you cant get legit bounties for them. Also now that hes capped I kind of wish I was still Voln for the new seeking, that wasn't there for my previous stints in the society.

I could see how "legit bounties" could be a big deal. I'm saturated just as often with GoS tasks. I guess all you really lose out on is bounty points.

Thondalar
07-23-2014, 09:36 PM
Just throwing in my two cents...

Personally, I use CoL to make the lower levels easier, then switch to Voln closer to cap. I will honestly say I haven't had much experience with GoS personally, although I can certainly understand the mechanical advantages to a lot of their granted abilities. My opinion basically comes from the idea that by cap you should know your character well enough that you can get by quite easily without padding or weighting, but those would be goals to work towards on your own without needing to use society powers, as they certainly help in those "oops" situations that we all have from time to time. Voln offers more abilities that make life easier as a post-cap, although the caveat to that is warcamps are kinda nice.

Khariz
07-23-2014, 09:56 PM
Just throwing in my two cents...

Personally, I use CoL to make the lower levels easier, then switch to Voln closer to cap. I will honestly say I haven't had much experience with GoS personally, although I can certainly understand the mechanical advantages to a lot of their granted abilities. My opinion basically comes from the idea that by cap you should know your character well enough that you can get by quite easily without padding or weighting, but those would be goals to work towards on your own without needing to use society powers, as they certainly help in those "oops" situations that we all have from time to time. Voln offers more abilities that make life easier as a post-cap, although the caveat to that is warcamps are kinda nice.

My biggest reason for switching to GoS post-cap was to have capped hunting areas in the Landing. If the Landing every gets permanent capped hunting, and if that includes undead, I'll likely switch to Voln.

Whirlin
07-24-2014, 09:54 AM
Late to the party, but in response to your latest question... Visible Spirit loss is only when you are below 75% of your max spirit (rounded up). So, if you drop from 7 to 6 spirit when you have a max of 10, it'll be visible. For a race like a gnome, this will likely NEVER be an issue, unless you just burned sign of darkness, in which case, rest at a table, not in TSC!


In regards to the overall societal debate:

COL offers the highest AS/DS boosts. For a warrior, I'm actually going to argue that these are irrelevant. You'll be relying heavilly on Redux and heavy armor for DS, and the difference isn't material for the AS boost... you'd likely be looking at a 1 damage difference post DF calculation. CoL has the lowest upkeep costs of societal bonuses. You gain 10s/level on CoL signs. At cap, these things easily last a full hunt, for all of maybe 10 MP, and eventually a little spirit drain.

Voln, as highlighted in this thread, is most amazing due to symbol is seeking. Undead is also typically easier to hunt while leveling versus the living counterparts. However, this'll also mean that you'll need a blessable weapon, and due to warrior bonding, this could reduce the quality of weapon in use against living critters. Voln's favor system really isn't a huge deal anymore, but still worth keeping tabs on. Since you will always have blesses available, and since undead is easier, it just makes sense to be leveling up hunting undead, and gaining your favor pool as you master the society.

GoS likely has the highest benefit, highest costs. The padding, paired with a comparable DS increase, will provide more protection than CoL and Voln for a warrior, who'se more likely to get hit more often! Weighting is conditional based on mobs your fighting, but as a melee, you'll get to use it (I don't think it applies to ranged attacks)! The get-out-of-jail-free card with sigil of escape may have some overlap with warrior's berserk for getting out of rough spots. The biggest problems with GoS is that it's likely the hardest to master, and sigils do not scale with level. You're looking at a straight stamina/mana usage on a periodic basis, which you likely will not be able to support fully until 60/70. As a square, your next best stamina-expenditure is the strongest versus dedicating the stamina towards sigil upkeep. For Semis/Pures, stamina is going to waste a lot more often. Warcamps can be fun. However, you unlock warcamps using a level 3 alt.

There is no numerical 'best'. The decision becomes subjective based on your own vision of your character.

Khariz
07-24-2014, 11:25 AM
My only question is: wait, GoS has a stun breaker? Clue me in.

Whirlin
07-24-2014, 12:27 PM
My only question is: wait, GoS has a stun breaker? Clue me in.

Not really a stun breaker, just an get out of jail free card with Sigil of escape... editted.

Buckwheet
07-24-2014, 12:27 PM
My only question is: wait, GoS has a stun breaker? Clue me in.

Probably means sigil of escape which is able to remove you from a stunned situation. Its probably the largest advantage GoS has over COL in my humble opinion.

Khariz
07-24-2014, 12:37 PM
Probably means sigil of escape which is able to remove you from a stunned situation. Its probably the largest advantage GoS has over COL in my humble opinion.

I agree with that, but I've never seen it as being redundant with berserk. If I'm merely stunned, bound, and/or webbed, I'd never use sigil of escape, but the problem is that the current situation in warcamps is that those are no longer the most dangerous things that can happen. Now 1/3 of the mobs can stack you in copious amounts of roundtime (and then while you are in the roundtime, you ALSO get stunned, bound, and/or webbed).

The best think about the sigil of escape is that you can disregard the roundtime (by design) and fog on outta there. I can't berserk out of stacked up roundtime.

Whirlin
07-24-2014, 12:40 PM
I agree with that, but I've never seen it as being redundant with berserk. If I'm merely stunned, bound, and/or webbed, I'd never use sigil of escape, but the problem is that the current situation in warcamps is that those are no longer the most dangerous things that can happen. Now 1/3 of the mobs can stack you in copious amounts of roundtime (and then while you are in the roundtime, you ALSO get stunned, bound, and/or webbed).

The best think about the sigil of escape is that you can disregard the roundtime (by design) and fog on outta there. I can't berserk out of stacked up roundtime.

So when do you use berserk?

Silvean
07-24-2014, 12:41 PM
I didn't know they could do that. I would never die!

6822

Khariz
07-24-2014, 12:47 PM
So when do you use berserk?

You can easily figure that out from my second sentence:) I use berserk for stuns, binds, or webs when I'm NOT in roundtime. In that past, that was almost always, as the grimswarm only knew tackle and feint, and one or two other minor combat manuevers, so my odds of being in roundtime for more than a few seconds overlapping with a status effect was nil.

But now...good luck if a hunter, scout, ranger, warrior, zealot or any square of semi class is on the screen. If you have three or more squares or semis, you'll be in RT lock in a couple of seconds. Particularly from dirt clods being tossed in your case. It's not uncommon for 30 seconds of roundtime to build up on me in 10 seconds. I MUST use sigil of escape in those scenarios because I can't begin a berserk to break out of any subsequent status effects.

Sigil of Escape is much more useful in camps now than it was for years after grimswarm first arrived. The camps used to be non-dangerous to me at all until all this RT stacking stuff happened. Now I just try to get into berserk BEFORE the RT stacking starts, because it doesn't affect me when I'm in berserk. But again...if a status effect hits me, I'll berserk out, but usually I'll still have 30 seconds of roundtime stuffed on there too, and if I calculate that I might die, sigil of escape for the win.

Maybe I'm not a great example to use here. I can stand on the screen for a couple of minutes getting plinked on before I die. The only exception to that is gas clouds or lucky major ewaves.

Whirlin
07-24-2014, 12:56 PM
By design, Sigil of escape will get you out of jams that you find yourself in from being Stunned, Bound, Webbed, and/or in Roundtime.
Berserk gets you out of Stunned or Webbed.

I'm not sure where the debate is. There is overlap in the conditions that Sigil of Escape helps you... escape from. Thus reducing the use/value of Sigil of Escape, and creating overlap with ways to deal with being stunned or webbed...

Bards have 1040, Paladins have 1635, Rogues of Stun Maneuvers, warriors have berserk. Other classes do not have ways to deal with being stunned/webbed besides Sigil of Escape.

Khariz
07-24-2014, 01:12 PM
By design, Sigil of escape will get you out of jams that you find yourself in from being Stunned, Bound, Webbed, and/or in Roundtime.
Berserk gets you out of Stunned or Webbed.

I'm not sure where the debate is. There is overlap in the conditions that Sigil of Escape helps you... escape from. Thus reducing the use/value of Sigil of Escape, and creating overlap with ways to deal with being stunned or webbed...

Bards have 1040, Paladins have 1635, Rogues of Stun Maneuvers, warriors have berserk. Other classes do not have ways to deal with being stunned/webbed besides Sigil of Escape.

Okay...here's the point. Nobody in their right mind uses the SIGIL OF ESCAPE CONFIRM flavor of sigil of escape for the purposes of merely getting out of a stun/bind/web (unless they are in imminent danger of death) because you can only do that once every 24 hours. Many classes have status effect removers as you pointed out. Even if you are of a class that doesn't have status effect removers, wasting your once in a 24 hour ability is a tough call to make. It's not for routine status effect help. That's why I disagree on the overlap.

SIGIL OF ESCAPE CONFIRM is one of the only things in the game that can transport you while you are in roundtime and regardless of how many status effects are on you. It's only got two or three things that you can't use it during (rooted in place by ice, immolation, maybe the stone hand).

So I guess I disagree with what sigil of escape is most likely to be used for. I say its for escaping horrible conditions while you are stuck in roundtime and have no other choices. That utility is equal for all classes. All classes likely think twice before using it willy nilly if they are only under the effect of a single status condition.

I'd also point out that sigil of escape, when you aren't in danger, will portal you to the nearest Sunfist outpost, and can be used just like Symbol of Return and Sign of Darkness to do things like portal to pinefar from the Rift, etc.

Whirlin
07-24-2014, 01:36 PM
That's an incredibly warrior-specific perspective on Sigil of Escape.

Webs and Binds are pretty much guaranteed deaths for pures, especially CS Pures due to the negating of Parry defense. Furthermore, clothies, may not survive one hit depending on the hunting ground.

Khariz
07-24-2014, 01:43 PM
That's an incredibly warrior-specific perspective on Sigil of Escape.

Webs and Binds are pretty much guaranteed deaths for pures, especially CS Pures due to the negating of Parry defense. Furthermore, clothies, may not survive one hit depending on the hunting ground.

I agree with you. The only part that I'm having trouble with agreeing with is the idea that sigil of escape (and I think we are really only discussing the emergency confirmable flavor) is less useful to classes with status removers. It's only useful to ANY class once every 24 hours. I personally find it more disturbing to be plinked to death over the course of 95 seconds of roundtime than I do to die instantly to an attack. I can see how a pure would jump and use it while webbed or bound, but then they'll still be without it on every hunt for the rest of the day.

I just about get stuck in RT lock where it's useful at least once a day too. I try not to, but that's all pretty random. I feel like it has the same level of utility, but perhaps for slightly different reasons, or in slightly different circumstances (but with the same general frequency, being once per day).

I also appreciate the fact that we just had this discussion without calling each other names. That's rare these days.

Whirlin
07-24-2014, 03:28 PM
I agree with you. The only part that I'm having trouble with agreeing with is the idea that sigil of escape (and I think we are really only discussing the emergency confirmable flavor) is less useful to classes with status removers.
I'll ask it a different way then... There has ever been a time that Berserk has saved your life? Because if Berserk has ever saved you once, then that's a potential that you have, that some other classes would have needed to rely on Sigil of Escape for.



It's only useful to ANY class once every 24 hours. I personally find it more disturbing to be plinked to death over the course of 95 seconds of roundtime than I do to die instantly to an attack. I can see how a pure would jump and use it while webbed or bound, but then they'll still be without it on every hunt for the rest of the day.
This is heavily subjective on your own playstyle. The impact of the 24 hour cooldown is heavily dependent on playstyle, hours/day played, etc. If I only hunt 1 hour a day, the impact is substantially less.

Khariz
07-24-2014, 03:35 PM
Touché. Not everyone plays 8 hours a day at the expense of sleep. And yes, berserk saves my life 10 times a day in camps. My point is that maximum benefit that emergency sigil of escape can confer is the same across the board. The respective utility to different classes vis a vis your points is clearer to me now.

Aluvius
07-24-2014, 03:42 PM
That's all well and good, but do any of the societies have a combo breaker?

Whirlin
07-24-2014, 03:46 PM
That's all well and good, but do any of the societies have a combo breaker?

Only the Aluvius society.

Methais
07-24-2014, 04:17 PM
Symbol of seeking(Voln) is by far the greatest thing ever end game wise. No swimming to the temple. Straight up instant teleport into and out of the rift.

^ This.

All it needs is something for OTF, except OTF is gay and has no undead.

For a warrior, COL is probably the least useful. GoS has some handy utility uses, and free heavy padding/weighting is awesome too, but for any profession that doesn't have mana issues, which is basically pures below 30 or so, I'd say Voln > GoS > COL. However, this also happens to also be the order of most annoying to least annoying to master for a low level character.

Warcamps are insanely fun though, but you don't need to be in GoS to use them. If anything, just roll up an alt, get him into Sunfist and have him open warcamps for you. That's what I've been doing ever since I switched back to Voln.

Demgar
07-24-2014, 04:59 PM
Once a day!

http://www.krakiipedia.org/wiki/Sigil_of_Escape

Khariz
07-24-2014, 05:02 PM
Once a day!

http://www.krakiipedia.org/wiki/Sigil_of_Escape

We already beat the dead horse on this topic I think. Haha.

Demgar
07-24-2014, 05:04 PM
Yeah... I replied before I read the whole thread. I'm ashamed.

Khelbaen
07-28-2014, 12:20 PM
Symbol of seeking(Voln) is by far the greatest thing ever end game wise. No swimming to the temple. Straight up instant teleport into and out of the rift.

Pardon my ignorance, but I thought Seeking only worked from a voln monastery into a hunting ground...it can be used to teleport out if the rift?

Khariz
07-28-2014, 01:15 PM
I'm sure they are talking about Symbol of Return being used in conjunction with Symbol of Seeking

Larkan
07-29-2014, 07:28 AM
Just throwing in my two cents...

Personally, I use CoL to make the lower levels easier, then switch to Voln closer to cap. I will honestly say I haven't had much experience with GoS personally, although I can certainly understand the mechanical advantages to a lot of their granted abilities. My opinion basically comes from the idea that by cap you should know your character well enough that you can get by quite easily without padding or weighting, but those would be goals to work towards on your own without needing to use society powers, as they certainly help in those "oops" situations that we all have from time to time. Voln offers more abilities that make life easier as a post-cap, although the caveat to that is warcamps are kinda nice.

This makes a lot of sense to me. I am not near the cap and I am a CoL master but looking towards the rift, I don't see how you can hunt effectively without Voln... A purified bless doesn't last that long when you start berserking.... I guess if your ultra rich you can buy a decent permablessed weapon but seriously for everyone else.... how you gonna hunt?

I guess you can not hunt in undead areas but that must restrict your hunting diet significantly...

Methais
07-29-2014, 08:43 AM
although the caveat to that is warcamps are kinda nice.

The thing about that is warcamps aren't exactly GoS exclusive. Opening them up is GoS exclusive, but hunting in them isn't, except for the tasks of course.

i.e. If you like another society better but like doing warcamps, put a low level alt in GoS just for the purpose of opening warcamps.