Friar FAQ V2.... Less Fun than a Mug of Ale.
I) Creating your Friar
1) What do the different stats do for Friars?
morgoth wrote:
Strength (STR): Increases encumbrance weight. Only important if you like to carry an entire ram at all times.
*
Dexterity (DEX): Affects weaponskill with staves, casting speed, and your chance to parry. Also contributes to your chance to evade.
*
Quickness (QUI): Affects melee combat speed and contributes to your chance to evade.
*
Constitution (CON): Determines your max hit points.
**
Piety (PIE): Affects power pool size.
Spary wrote:
Piety not only effects powerpoolsize, it also increases concentrationpool size (important if You wanna max out Your bufflimit in groups).
(You will need about 170 Piety to get off 20 red basebuffs, 5 each; same amount if You dont share any Base-AF)
Intelligence (INT): No use for friars. (Used by casters.)
Charisma (CHA): No use for friars. (Used by minstrels.)
Empathy (EMP): Not used in Albion.
* Most important for ALL friars.
** Important for balanced/healing friars, not as useful to battlefriars.
2) Hrm…what race?
Bear wrote:
Briton. Yep, that's it... just Briton. Unless, of course, you choose... Briton.
3) Where should I put my starting Stat Points?
Arador wrote:
Weaponskill for staff is dex based so its highly recommened to put points into dex. The most popular specs are 10 Dex, 10 Quick, 10 Cons or 15 Dex, 10 Cons, unless you want to be heal friar, then you should do something like 10 Dex, 10 Cons, 10 Piety. Dex also lets you cast faster and evade/parry more often.
4) Starting point, where to go?
Bear wrote:
There is currently only one starting point for new Albion characters in DAoC. All players start at Cotswold. I would like to recommend, however, that you seek the portal to the Shrouded Isles. Gothwaite Harbor in SI is a nice change of scenery for low level leveling.
5) What's teh UBAH specs!
Spec's are heavily covered in this Thread----->
New specs - what are folks thinking?As you will see in that thread, its extremly hard to completly gimp a Friar.
6) Where are the Friar trainers?
Praise wrote:
Classic
- Camelot - Brother Ethelbald
- Camelot - Brother Sterlyn
- Adribard's Retreat - Brother Caun
- Caer Ulfwych - Brother Spilr
- Swanton Keep - Brother Daniel
Shrouded Isle - Caer Gothwaite - Sister Evangeline
- Fort Gwyntell - Brother Upton
- Caer Diogel - Sister Gloria
Trials of Atlantis - Hall of Heroes - Brother Bedel
Catacombs - Inconnu Crypt - Brother Lyncent
7) What kind of crafters can Friars become?
Bear wrote:
Tailor, Alchemist or Fletcher (after patch 1.72).... well, actually you can be anything now (post patch 1.87)
8 ) What stat is the Staff skill based on? (and Why is Strength a Friar's tertiary stat?)
Qamar wrote:
Alright, time to get my Old Man hat out here.
The reason Str is the tertiary stat for friar is thus:
Way back before the game went live, all staff damage was factored by Strength. However just before the game went live, someone within Mythic decided this was screwing over the casters too much, and switched it so staff damage was Dex-based. Unfortunately, what wasn't caught was that Friar's stat, being a staff-slinging class, was still set to Strength as Tertiary. So that's why our Strength goes up.
However, when the game DID go live, Mythic insisted up and down that staff damage was still Strength based. Friars gathered, did numerous repeated tests conclusively proving beyond a doubt that staff damage was not in fact Strength Based, but was based off Dexterity. Mythic didn't believe us. At least, not till almost a year and a half later. Only then did they come out and admit it.
As for why they don't make the switch in stats, that's simple. They say it's impossible now, but at one point they admitted that they had done that for another class, the Bard. Unfortunately the Bards were so violently opposed to the idea that they swore to NEVER repeat that again, the backlash was that mighty. I'm willing to bet that since that point it has become a company policy to simply state that they can't do it, and nobody's bothered to check on it since.
Bear wrote:
Short and sweet.... STAFF WEAPON SKILL IS BASED ON DEX
9) You want me to CAP what?
Reylyn wrote:
I have just begun making my way into the Atlantean areas, and have been reading numerous threads here, and a few questions came to me that perhaps you all could help with.
Kaplin wrote:
I'll take a stab at some of this, but I'm sure someone will post before I get done posting =-).
Bear wrote:
... or the evil MOD will add the responce to the Friar FAQ... Beware!
1. Is there a be all/end all nicely laid out chart or something that explains all the various caps that can be gained (specifically for friar, but I'm sure it would be the same for all... ) I know the basic item caps from gear, but that's it. I see snippets everywhere, but wondered if there was a central location.
Kaplin & Krilek wrote:
1. Short answer... yes. Long answer below.
* all numbers are rounded down *
Buff Caps:(pets are not effected by buff caps)
Base Buffs: [your level] x 1.25 = 62 at level 50
Spec Buffs: [your level] x 1.875 = 93 at level 50
Base AF cap: ([Character Level] * 10 ) * ( 1 + ( [ABS of armor] / 100 ) ) [does not include spec AF]
Item Caps:
Standard stat caps from items: [your level] * 1.5 = +75 at level 50
Standard resist caps from items: ([your level] / 2 + 1) = +26% at level 50
Standard power cap from items: [your level] / 2 = +25 at level 50
Standard hit points cap from items: [your level] * 4 = +200 hit points at level 50
Standard skill points cap from items: ([your level] / 5 + 1) = +11 at level 50
Realm Rank
Extra +Skill from Realm Rank: ([Realm Rank] - 1)
Toa Item Caps:
Stat cap increase from items: ([your level] / 2 +1) = +26 at level 50
Hit points cap increase from items: [your level] * 4 = +200 at level 50
AF bonus increase, Power Cap increase from items: [your level] = +50 AF at level 50
Melee speed/damage/style, Casting Speed/Range/Damage/Resist Piercing, Archery speed/damage: [your level] / 5 = +10% at level 50
Healing/Buff effectiveness, Duration increase, Power Pool: [your level] / 2 = +25% at level 50
Power cap increase: [your level] = +50% at level 50
(note: Power cap increase effects both standard +Power and ToA Power Pool bonuses)
**Standard Disclaimer: Don't forget ToA_Cap_Increases do not increase the stat! You still need to add more +stat to get the benifit**
*Corrections added from Mydwynd
2. Do the items with the Atlantean bonuses (buff % increase, speed increase, healing increase, etc. etc. etc.) ONLY come from artifacts, or can they be found on quest items, drops, etc.?
Kaplin wrote:
2. Buff %/Heal %/Haste %/Spell Haste %/Power Pool % all can come from non-artifact non-celestial. Melee damage/magical damage/resist piercing all come from artifacts OR celestial stuff for it to affect players. (Master Level 10 Dungeon). You can find stuff with Melee damage to Animals/etc on RoGs/other items.
3. For a "balanced friar" (39s, 45e, 25r ish) what are the most important things to look for in items? Stat cap increases? Buff or healing or damage increases? Any and all?
Kaplin wrote:
3. Dex increase/Melee haste/Melee damage are nice for any friar. Try to find a shield/hammer with +healing/+buffing so you can easily hotbar it to switch for when you want to heal, and back to your staff when you want to beat =)
4. Folks say to max all stats, but is it necessary to max, say empathy or charisma? Or should I just worry about dex, quick, con, pie, hits, power, etc...
Kaplin wrote:
4. They mean max all relative stats. Like if your class doesnt use empathy(hibernians) or charisma (bard/minst/skald) then you don't need them. Such as armsmen don't need piety, but friars do.
5. Is there a list somewhere that lists (duh) all the things that are now bonuses? (cap increase, % increases, AF increases, speed, damage, etc. etc.)?
There seem to be about 14 billion Atlantean objects that all *sound* neat, but I'm not sure what priority they should be given. I know all this was probably hashed out frequently when Atlantis came, but for us who are just getting our feet wet, so to speak, there is little focused info. Most things I read assume we already have all the knowledge.
Any help you all can give would be obliged... pretty much any ugly staff from ToA you discuss would be better than mine!
Thanks!
Brother Reylyn Cushing
Knight of St. Crispin's League
Nimue
Kaplin wrote:
5.
http://www.visionofsages.net/toa/ has alot of good info if you look around on it.
Depending on how much time/money you want to spend, your priorities will be different. Some artifacts are low utility, making them harder to get everything out of your spell crafted template.
When I make a template the most important things for me are primary stats, in friars case:
Dex/Qui/Con/HP/Pie
Keep these at 74 minimum, and hits at 190 minimum (some people drop some pie (battlefriars))
Also, equally important are resists, of which I always try to max all of them or keep resists at 24 at the very least.
While adding artifacts you need to make sure you can keep those as close to max as possible.
10% melee damage/haste is nice, but not at the expense of losing resists/stats. (unless its bare minimum of stats lost)
Alot of it has to do with your judgement on it, and what you want. Also when choosing artifacts check and see how hard they are to level. Harpy cloak is a pain, but tarts gift is easy =)
Krilek wrote:
BEAR wrote:
an alternate opinion on SC importance....
Also, for importance in order of SCing, as far as stats go, for a friar, I'd go: Dex/HP/Con/Qui with resists nudging qui and some con down.
I place +hp over +con and +hp cap way over +con cap. While having +75 con gives a friar ~280 hp, that's 280 hp that can be lost to a debuff. +hp can never be stripped from your toon by any means, so it's kind of a toss up. The +hp cap though can net up to 200 more hp, while the +con cap will top out at just under 100 hp...so 200 non-debuffable hp or 100 debuffable hp...yup, +hp cap wins out.
BEAR wrote:
There are many differing views on how to SC for a Friar, please see the Dream Config thread for more information on SC templates.