Talk:Ordo Ignis Aeternis

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Race Combos with the Guild

Amberite

The guild is really spec heavy, so the high attributes of the Amberites makes them a really good candidate for this guild. you can crank all available points into Evocation and Pyromancy to be devastating with a smaller variety of spells, or you can spread those many spec points over a wider variety of skills. The high con means they can access a lot more affinities, and their natural order affinity opens up several spells. Add them to Attuned for the chakras, and the boosts will give you access to even more spells.


Chaosborn

Fomor

Tuatha

Aethoss

Aethoss do not work well for this guild.

Orrid says: I have witnessed the struggle of an aspiring Aethoss OIA. They gave up. Not only do the Aethoss have a severe weakness to fire, they also have very significant reductions to spell ratings. If you insist on this race, I suggest finding a great ring of fire affinity with another incarno prior to the attempt, joining Agnihotri, wearing pyresigns, and gaining immolate/protection from elements as soon as possible. Yet I recommend you not waste your time, unless you're a masochist.--Adevna 09:11, 18 July 2011 (EDT)

Imp

Orrid says: I have not yet seen a serious attempt at an Imp OIA, yet this race has some very promising aspects. It is advised, however, that you focus on 3/4ths dodge-nuker, and 1/4th melee.--Adevna 09:14, 18 July 2011 (EDT)

Kedeth

Rachnei

Troll

Trolls start off really weak in this guild due to low int and low char. Once you get over this hurdle, the troll settles into a nice mage, able to dish out physical damage and nuke foes with spells. Also really important for the troll isthe limb regen, since losing a hand in this guild is worse than death in most cases, especially with Immolate going. Red claws combined with trollish strength is a good combo. The high Con also means you can go WoV and play with the affinities. Initial armour may be an issue, but the flamra gear either is unsized or sizes to the caster.

Zuth

Aviar

Kentaur

Advenus

Dracon

Orrid says: The Dracon are supposed to be quite good at manipulating fire; even more than the Phaethon in some areas, if rumor around the Guildhall can be trusted, and it usually can. I believe Dracons also gain bonuses to spell ratings, as well as numerous phlogiston-based spells, allowing their breath attacks to gain their full potential, or diminishing their opponent's.--Adevna 09:28, 18 July 2011 (EDT)

Drow

Duergar

Dana

Kielleth

Thond

Faerie

Flight, high speed, high dex, high cha, high int, and access to Magick Affinity. Not many spells are unlocked by the affinity, but it does some nice damage on the altered spells. The flight will make it easier to get to the wandering trainers. Faeries don't breathe, so they can make better use of the Smoke Bomb spell, since it seems to go off in the same room. Wait til the opponents are starting to panic and choke, then nuke them with your attacks spells.

Gnome

Goblin

Kobold

The high assim is a huge benefit, especially since the xp from Burnt Offerings is modified by assim. roam around the mud collecting exploration points and cleaning up the messes left by others, and you can rake in enough xp to easily make level 20, plus since you get xp from a lot of the quests (and quests are important to the guild), you can get a huge head start in the guild in passive mode, which will give you enough time and points to get your attributes up. The high assim also means you'll be getting a lot more per train, which unlocks more spells faster. Then it becomes a matter of hitting the target with a big spell, using one of the area attacks to clean out the lesser opponents, then hammering away with your preferred quick attack spell.

Orc

Normal orcs don't have too many advantages in this guild, but Hellwalkers have a ton of advantages. The raw physicallity nicely complements the nuke capacity of the guild, and the affinities open up a lot of new spells. Protection from Hellfire, Hellfire Gout, and Netherball all open up early to Hellwalkers.

Human

Invae

Suzumei

Suzumei are hard pressed in this guild. Their lack of unarmed attacks are not compensated for by Red Claws at all, and they are usually so big that they cannot fit through a lot of door, which means you miss out on a lot of the lower level teachers that are easily found. The main benefits is that they can fly, they can take some damage, and they get access to the venom based spells. Not much compensation for the assim penalty.

Erechthyion

Lothar

Minotaur

Nyloc

Nyloc in this guild gain many benefits. One of the first is fire affinity, since nylocs are so vulnerable to fire. There are also spells to help with dazzle and heliocausticity. Nylocs can also start with Eskaric Affinity and Water Affinity. Eskaric Affinity affects a lot of the base fire spells into a damage type that most things won't resist, and can poison the target. Flight is a welcome bonus, and the Flamra Armour adapts to nyloc anatomy.


Ogre

Phaethon

Quess

Sekh

Skaven

Slaan

Sleestak

Sleestak, despite starting with a low Int and Cha, can actually fare really well in this guild. They are just really slow to start up. Once they get going, they get all of the draconic spells, and are one of the few races that can make use of Tail Ember.

Svirfneblin

Dragon

Dragons completely pwn in this guild. All of the draconic buff spells stack on top of the dragons formidible natural abilities, making them really tough in physical combat. Enhance Phlogiston and Feed Inner Flame come in really handy. A dragon is a flying tank, ad in this guild, that tank gets an arsenal of attack types to dish out in addition to teeth, claws, wing buffets, tail slap (Tail Ember works), and breath attack. The same affinities that affect spells also affect breath attacks, so you can learn different techniques to tweak it how you want it.

Urln

Yeti

Bezhuldaar

Angel

Dakshin

Naga

Drochnei

Mantid

Mazikah

Oni

Powrie

Raktorak

Zenun

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