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AC is very good for twinking, HP is fairly useless at low levels since as Gbaji pointed out it is not how much you have, rather how fast you are regenerating. Get Chloroplast on a level 10 character and he can run through yellow cons without coming off 100% health.
I agree, in a perfect twinking world Chloroplast would make leveling so much easier and pretty much reduce downtime to next to nothing. I, however, would rather not spend my time every 20 minutes (more if extended) looking for some one to cast it on myself. So I would prefer to just have more hit points overall.
This has the added benefit of meaning that after a few battles, it will take more bind wounds attempts for me to get back to at least 50%. More attempts = more chances for skills ups = less worrying about it at higher levels.
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Skill-ups, for me, are much harder on casters than melees it is fairly easy to keep a melees skills up, most just go up through fighting.
What I was referring to was more of a "favorite weapon" twinking.
Here's what I see in what I feel is a bad twinking situation: Player buys a good 1HS weapon for their character (for example centi shortsword). They use that weapon and level pretty quickly. Levels are flying by for them. These "bad twinks" don't ever stop to use any 2HS, 1HB, etc. weapons because they have this really good 1HS weapon that kills mobs fast.
Eventually, when they grow out of it there's two options -
1. Stick with 1HS weapons and miss out possibly on some other really good weapons.
2. Buy the really good weapon thats not 1HS then spend lots of money training that weapon skill at the GM or use that weapon in combat, missing alot due to the current lack of skill.
Now some people really don't want to use other than that one class of weapons they like. But for some people (especially brand new players) they may not realizie what they are doing.
True, casters have a harder time of skill ups, the INT ones in particular because of the lower hit points. For them leveling up quickly with weapons that do a lot of damage will hurt them. They won't get the increases in offense or defense they need, nor will they get the skill ups.
Your skill will be lower, but when you do hit you'll hit for a lot more.
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Are all of your shamans spell skill maxed????? Alteration is easy, but to keep evocation, and conjuration up is quite difficult.
Alteration is easy for a shaman, but I don't really understand how evocation and conjuration are hard to keep up. I have a harder time keeping my Abjuration and Divination up.
Evocation is my cold line of spells, which I use when I'm soloing and rooting/nuking or want the mob dead now.
Conjuration is not only my summon food/water (which I use to practice) but also my poison/disease spells. Again very important for soloing. It also is my pet spells.
But abjuration is only a couple of spells - most of the time in groups I can't even cast them because they don't stack with the spells the players already have from clerics. Divination is my vision spells which I rarely use except for some fun.
But to answer your question, no my skills aren't 100% maxed. Alteration, conjuration, and evocation are. Abjuration is about 25 pts shy, and divination is about halfway there (I've had nothing else to do while fishing).