Most powerful guilds

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-Here are my entries: 
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-Top 10 
-*1.) ELF - Ranked at the top due to their ability to dish out extreme amounts of damage, for the ability to Yog directly to the highest xp yields, for meaty followers like the gogtzulu and abominations, amorphism from Abhoth, instant knowledge and identification for Tsathogghua, tons of learning from the various gods, the ability to immobilize entire armies with Ygelleth, +30 luck from Fortuna, life-protection, buffs galore, and a tendency to have more wild talents than just about any other guild out there. You can also string together invocations to completely rip through an army before they can get the first counterattack in. If you know how to use the invocations, there's not much this guild doesn't get. 
-*2.) Ringwielders - Upper end RW are brutally efficient at destroying things. Once you pass the point of focussing on just a singular path, you can stack damage types. The area attacks are particularly nasty, considering you can get DoT fire, DoT radiation, life stealing entropic, and item shattering force. you can also get single attack runes that do damages that are rarely resisted, like acid, alkaline, and poison. Invisibility is also nice, as are the defensive runes, allowing you to build up resistance to almost anything in the game. There are also runes that enhance your defenses in other ways. Multiple teleport runes and a flight rune make travel much easier. Stat buff runes, identification runes, and domination runes round things out to provide an almost complete package of abilities for the guild. Even if you make a build that has no direct combat abilities, you can still get fairly far in the game just off of dominated goblinoids. 
-*3.) Shapeshifters - Shapeshifters are a test bed for new abilities and races. Just the abilities of the shoggothim form grants them a wide range of powers. The Bezhuldaar form, depending upon your beam set, can be immensely destructive in combat, but also has the potential for some nice buffs. Each of the different shapes has something nice about it, but one incredibly overlooked power is the parakeet 'peep'. The very nature of the guild means it has the potential to grow ever more powerful with each new powerful creature released. If the unicorn racial abilities ever get activated, I'm willing to bet Shapeshifters will get a unicorn form to play around with the active defense abilities. 
-*4.) Kazarak - One of the guilds I had a lot of difficulties figuring out. Once you get past the energy maintenance learning curve, you have the ability to become pretty much invulnerable, instantly rebuild your body, debuff your opponent, and amplify your own abilities, all depending on your charges. 
-*5.) Brutes - They get a nice package of abilities for a really low overhead cost. So long as they stay drunk and have both hands, they can maintain most of their abilities and efficiency in combat. They may not have a wide range of powers, but very few can argue that dismember isn't one of the nicer abilities in the game. A self buff of pump up, the ability to think about beer, and their own natural regen rates keeps them at the front lines for quite a long time. The guild neutrality also means that they lack a lot of restrictions found in the more extremely aligned guilds, so they can make use of whatever armour is the most appropriate for the situation. They also have some of the best unarmed attacks in the game. 
-*6.) OZM - Essence of the Wind is an insane spells. Add in a small army of damage sponges and some fairly powerful attack spells, and you have the potential to take down just about anything in the game. The buffs and healing spells are an excellent addition to group combat, and nice to have overall, especially Zephyr. Overall, a very well-rounded caster guild. 
-*7.) OIA - Extremely good at blowing things apart, including themselves and anyone around them. They have a wide range of powers so long as they are at least tangentially associated with heat or fire, but they are lacking in certain areas. They have almost no summons, and by the time you can call the one summons that is effective in combat and protecting you, you probably don't need him. The guild is also spec heavy, and equipment intensive. They are also extremely light on healing spells, and those few they do have tend to do almost as much damage as they heal, depending upon your heat tolerance. Still, they have a nice selection of offensive abilities, and can conjure sized weapons and armour. The spell interrupt thing can get annoying, since the more powerful spells tend to take multiple rounds, and more rounds means more chances of an interrupt. One of the prime advantages this guild has is the DoT on a variety of spells and damage types. 
-*8.) Ordo Maleficus - while lacking in overt power, OM have a series of debuffs that make them highly useful in a grouping situation, and they are non-competitive for resources. They can be compared to reapers, but reapers rarely fare well in groups, and require all of the groups corpses to fuel their powers. OM just need to drain some blood and then another group member can use the corpse for their own purposes. Their ability to heal is phenomenal, bordering on nerf-worthy. They also get a few self-buffs, can fly, and turn invisible. 
-*9.) Reapers - One on one, there is not that can stand up to a reaper. At maxed potential, they get a primal weapon that dishes out impressive amounts of damage consistently. Malform and malign can make all but the toughest of opponents soft and squishy. Oddly enough, they also get a turn undead ability by invoking Thanatos. That same invocation can be used to enchant items with an evil aura, or as a massive debuff that causes opponents to flee in terror. The main downside is their elan requirements, which means they must make use of every single corpse that they make. This makes them less useful in a grouping situation with certain other guilds, such as Kazarak. They also lack the ability to heal themselves, though Thanatos does make sure to regenerate their HP for them. Basically, Reapers are a very selfish guild, granting powers that only affect the reaper, aside from abilities that make it easier for that reaper to kill something else. A very focused guild. 
-*10.) Coven/Zetasai/VV - These depend largely upon the familiar chosen. The main differences between the guilds are access and familiar options. The Coven may have fewer options for familiars, but they have much better skill access, and they have that dress which offers phenomenal protection. An Owl coven is WAY better than an owl VV. VV get a wider selection of terrestrial familiars, so the options of powers are entirely up to the players. Zetasai get access to metaterra familiars, which by their very nature have some odd abilities. While the scope of power for these guilds is rather extensive, no one player will manage to acquire all of the powers at once. Developing the bond and seeing how it grows is a nice feature, and constantly draws players back time and time again. 
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-Bottom 10 - Most of this list is either guilds that are highly utility based or predominantly physical fighters. 
-*1.) Hawkmen - Basic fighter guild with some access to maneuvers found nowhere else. Aviar wings are rather fragile, and once you lose your flight, you lose a lot of your advantage in combat. Physical combat without additional combat abilities is underpowered right now. 
-*2.) Justicars - Basic fighter guild that can craft their own armour. They get their own version of a buff, but they cannot buff others. While their weapons and armour are quite good, that is essentially all they have. 
-*3.) Nizari - They get poison and a handful of boons. They do have access to combat med, but essentially, they are a physical combat guild that can apply poison to their weapons. They feel like they are just asking for further development, whether it is the ability to work their own poisons, stealth abilities, outside story arcs...something. Even if there were a wider variety of poisons available... The mark system is nice, but it is a small pool to choose from, and is basically useless if there is a more powerful Nizari on that can get to the marks faster. The guild wasn't built to support 20+ Nizari on at the same time. Too much competition for limited resources. 
-*4.) Sentinels - Nice concept, but a bit outdated. It is a nice newbie guild, since you get your armour, and that is about it. Charge straight into combat. You get self flight, an aura, and an attack beam. You can also augment your unarmed attacks, but the choice seems to be permanent and the items required for it are growing more and more rare with each passing day. Once upon a time, they had a single guild skill, so you could min/max and munchkinize like crazy, but that day has passed. 
-*5.) Battleragers 
-*6.) Lupines 
-*7.) Aligned 
-*8.) Clerics 
-*9.) Travelers 
-*10.) Knights 
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- WIP, more to come later. 
[[Category: Polls]] [[Category: Polls]]

Current revision

Basic poll time. I had asked this over the channels last night, and got limited responses. At least here, people should be able to think over their answers and make arguments for their case. This isn't an indication of what guild are in need of dev attention, just something more interactive than the Locations and Landmarks page. if this works out well and has a lot of input, I may end up doing more polls in the future.

Question:

What are the top 10 most powerful and bottom 10 least powerful guilds?

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