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Thane Info
"So.. Ye wish ta be a Thane aye? whell, t'aint as easy as it looks!
'eres a few things ye might likes ta know afore ye commit yerself ta Thor!"
What is a Thane?
"Worshippers of Thor, the Norse god of thunder, lightning, and weather,
Thanes are a fighting class that is also given some ability to cast offensive
spells." -darkageofcamelot.com
Thanes are known as "hybrids", a combination of melee and caster. These
skills individually are not as strong as a "true" Fighter or Magic-User.
Their strength lies is using these combined abilities in battle.
Stats:
Primary: Strength
Secondary: Piety
Tertiary: Constitution
Level Abilities:
(10) Protect I
(12) Chain armor
(12) Medium Shield
(15) Intercept
(20) Protect II
Specializations: (X2 per level)
Stormcalling
Hammer, Axe or Sword
Shield
Parry
What is Stormcalling?
That's the Thane spell line, offensive-based, and it breaks down like
this (posted from camelotherald.com) with the spell damage range and levels:
Thor's Minor bolt -Thor's Full Lightning: direct damage spell with a
3 second casting time (4 -151 dmg) 1,3,6,9,13,17,23,29,38,48 Toothgrinders
Hoof - Toothgnashers Ram: direct damage spell, instant (15
-
114 dmg)
5,8,10,12,18,25,34,44
Thunder Shout - Greater Thunder Roar: Area of Effect spell, instant
(9 -
69dmg)
5,8,10,12,1825,34,44
Call Mjollnir - Command Mjollnir: (those Cool Flying Hammers) chain
castable Area of Effect spell, with a 4 second casting time (52 -
140dmg)
16,22,35,45
Thunder's Bash - Thunders Rend: self only damage add (1 - 9dps) 4,11,15,21,27,36,46
Thor's Vigor - Thors Potence: self only strength buff 2,7,14,20,30,41,50
Important note: currently the level 50 spell, Thor's Potence, offers
the same benefit as the level 41 strength buff and at a higher power cost
- for that reason it is not advisable to raise stormcall to 50
What race should I be?
A thane can be either a Dwarf, Norse, or Troll;
-----STR CON DEX QUI PIE
Dwarf 60_ 80_ 50_ 50_ 60
Norse 70_ 70_ 50_ 50_ 60
Troll 100_ 70_ 35_ 35_ 60
These races all make good thanes. I recommend choosing the race that
you'll enjoy playing as your first criteria. If you have no race preference,
certain races do work slightly better in certain "templates"
Note: vertically challenged races (dwarf) tend to have some issues casting
over ramparts in keep defense so I recommend the large model, but also
remember, small races also make small targets on the battlefield.
What exactly is a "template"?
A template is a guide on how to set your thane, (usually based on the
amount of points you'll have at level 50). It shows you where to place
your spec points to maximize the effectiveness of your character, based
on certain play styles and the experience of the thanes that have come
before you.
Where should I put my starting points?
To some extent this will be determined by your race and how you choose
to spec your thane. It's good to have an idea of your final template, so
you put the points where they'll be used best. I'll touch on starting points
in
the spec section. As a guideline, it costs 10 points for +10 to a stat
and 20 points to add +15, so most of my recommendations will be +10
to 3 stats.
How should I Specialize my thane?
This is debated daily in the thane community, there are many templates,
and everyone seems to have a personal preference as to which is "best",
so I'll show several of the more common templates out there, with an example
of the play style associated with it.
Shield Thane:
44 Weapon (Hammer, Axe, or Sword)
42 Shield
46 Stormcalling
03 Parry
Best races: Dwarf, Norse
Starting points : Str +10 Con +10 Dex +10
This is the arguably most common thane template out there. The reasons
for this are, 46 stormcalling is the level of the highest damage add spell,
42 shield gives you good blocking ability and a 9 second stun style called
"slam" which is very useful in melee situations. With this template, you
will be able to play a defensive style, protecting casters and healers,
but still be able to be strong offensively, stunning your enemies and then
switching to a 2 handed weapon to do nice damage. Overall a well-rounded
template, good if you plan to solo as well as group. (a lesser used variant
of this is to go 29 shield, then the remaining points in parry)
2 Hand (or Offensive) Thane:
50 Weapon (Hammer, Axe, or Sword)
08 Shield
48 Stormcalling
31 Parry
Best Race: Troll, Norse
Starting points: Str +10 Con +10 Dex+10 (or Troll Con+10 Dex+15)
This template is also common, designed to do high damage as quickly
as possible. 50 Weapon gives you the highest style available and more melee
damage, while 48 Stormcalling gives you the best direct damage spell in
the sc line. You do give up shield utility, but 30 parry will give you
decent protection. Nice for the player that prefers to rush into battle
and ask questions later. This is a nice template for grouping, especially
if you have skald for speed and a warrior who can guard you.
Melee Thane:
50 Weapon (Hammer, Axe, or Sword)
42 Shield
38 Stormcalling
11 Parry
Best race Norse, Dwarf, Troll
Starting points: Str +10 Con +10 Dex+10 (or Troll Con+10 Dex+15)
This is a newer template, giving the advantage of 42 shield and 50 Weapon,
but trading off the several levels of damage from the sc line. Good for
the player who likes to go toe to toe, not sit back and cast spells, played
very much like a straight warrior, but using instant spells during melee.
Good combination of defense and close combat offense.
There's a few others templates out there, (there are two other templates
based on 48 SC, with either 42 in shield and 41 in weapon, or 50 weapon
with remaining points split between shield/parry), but this is a good cross
section.. I will link a good info site for those wishing to experiment
with creating a different template.
*Tip: It is generally best to raise stormcalling up so it is 1 below
level, weapon 1 or 2 below level, and remaining in shield or parry as you
move up in experience.
Hammer, Axe, or Sword?
This is asked a lot, the answer is pretty easy though, play the weapon
you like. If your worried about which one is "best", there isn't one that's
better than the others. The thing to remember when choosing your weapon
is:
Hammers do crush damage
Axe/Sword both do slash damage
This will be more important as you start competing in RvR, Albion plate
mail is vulnerable to crush, Hibernian scale is vulnerable to slash. I
will link the weapon damage vs. the type of armor at the bottom as well,
so you can compare the other armor types for yourself.
*Tip: As you do level, try to use yellow or orange con gear/weapons
(if you can afford them) this will greatly improve your survivability (avoid
using red/purple, as it will degrade very
quickly)
How does parry work?
Parry has a 5% base chance, plus .5% per spec point. For example, with
30 in parry, you'll have a 20% chance to parry.
Shields, and why we use them.
Shields are one of the most under utilized ability in our arsenal,
understanding what they can do for you and your group will make you a better
player and help you to become a great thane...
Thanes can use medium shields, this allows you to block up to two attacks
or opponents at a time (small shields block only 1, while large can handle
3). Shield ability gives you a base chance of 5% to block melee attacks
and a 30% chance to block arrows, (modified by your level vs. the attackers
level, and shield quality), each point you put into this ability adds an
additional .5% chance to block. As you go up in skill, you receive shield
styles that come in very handy in disabling your opponents, the most used
one being granted at 42 spec. This style (Slam) can be used from any position
(front, side or rear) of an enemy, and when landed, will stun an enemy
for 9 seconds, allowing you to attack unchallenged, generally you can get
about 2 swings in before the stun wears off, very useful in pve and rvr.
Additionally you receive other skills as your thane goes up in level,
I will go into each one and at what level they're granted, knowing how
these work and when to use them will greatly improve how you play and how
effective you can be. These skills show up in your specialization sheet,
you'll need to make a hotbar key to use.
Guard: This is granted as soon as you can spec shield (I believe) at
(5). This skill allows you to block attacks against another member of your
group. You must be near the person you are guarding for this skill to work
and you can only be guarded by one person . This is normally used on the
main damage dealer (tank) to give him added protection against mobs. This
is a great skill, and used right, can give all melee in a group great protection
(if you have a thane and warrior in group, warrior guards thane, thane
guards warrior, for twice the protection) if you have a large number of
melee, create a "guard circle" where melee A guards melee B, B guards melee
C, and C guards melee A. (note: berserkers truly enjoy it when you are
guarding them)
Protect: Thanes get level 1(10) replaced by level 2 (20), not shield
based, but another useful skill as it will "distract" a mob from the person
you are protecting, best used to protect your healers or damage dealing
casters. Protect works by keeping aggression (aggro) away from whoever
your protecting. Large heals or high damage spells to a monster will draw
aggro away from your tanks and onto your healer/caster, use this skill
to keep your healer safe and sound.
*Tip: when you first join a group, decide who you will guard and protect,
then state it; "/g I've got [zerker name] on guard and [healer name] on
protect" It not only reminds the other shield users to put up their guard/protects
on the others in your party, it also lets your healer know that you're
watching out for them.
Engage: this is a shield skill granted at spec level 7. When activated
against an enemy, it puts you in a defensive stance, you will not be able
to attack, but increases your chance to block up to 85%. The enemy cant
have been in melee combat recently, and it will lower your endurance slightly
with each shot you block, but very useful vs. archer and archer mobs. This
is useful in pve, if your group pulls 2 mobs at once, you can engage one,
allowing your group to kill off the other while you keep that one occupied.
This skill really shines in rvr, if an archer has you targeted and shoots,
use "/face" (turning you to face the enemy archer) then engage, then sprint
towards him, allowing you to close to melee range with little or no damage.
You'll notice all templates have at least 7 in shield just for this purpose.
Intercept: You get this skill at (15) This is also a non-shield related
skill. What Intercept allows you to do is to take the full damage of a
single shot directed at the player your intercepting for. Basically throwing
yourself in front of the attack. This skill is on a one minute timer, but
it is instant. If used right, it might save a party member who is near
death, while he is waiting for the healer to get to him, or if the monster
is near death. Thanes hit points are fairly low, so use this one with caution...
What Realm abilities should I get?
Well the first question is do I want Ignore Pain or not? This is an
expensive RA that gives you an instant full heal, at the cost of 23 points
(9 points to get the prerequisite First Aid 2 and 14 points for IP) If
you want that RA, id suggest getting that first, as your first 30 realm
points will come very quickly, after that realm ranks come quite a bit
slower.
Purge - this is a great RA that lets you cure all negative spell effects,
including mez, debuffs, disease, and even rez sickness for 10 points, many
thanes choose either IP or Purge as their first RA.
Passive RA's;
Augment Dexterity 2 would be a good choice, it's the prerequisite for
3 other RA's (Mastery of Blocking, Pain and Parry), mastery of pain and
mastery of blocking are very nice, depending on your template (2 hand or
shield thane, respectively)
Avoidance of Magic is nice to increase those resistances, a defense
against all those casters out there
Augment Con 1 and Aug Toughness 1 are both nice, for 2 points it will
give you a very nice hit point boost
Longwind 1 and Tireless 1 are great for an increased length sprint,
also very nice with the new shaman end regen, as it gives you almost a
permanent sprint ability.
Most thanes avoid the other active RA's because of the timers, and limited
usability, but the Rain of XXX line of spells are not bad, as it will stack
on top of your damage add (but not cumulative, only 1 rain will work at
a
time)
At this time, I do not recommend the thane unique RA, Static Tempest.
Many thanes have tried it, and all that I know have respecced out of it
as soon as they could, due to its ineffectiveness
Thane Combat Tips:
Firstly, always keep your self buffs up, any time you see the icons
blink (or even if you get a minute of downtime), refresh them.
Secondly, experiment. Sometimes a good hotbar setup will save you, having
your spells/abilities organized in a way thats best for you is very important
to a thane. try different setups untill you find the one that fits your
playstyle best.
Solo fighting in pve is fairly straight forward: find a camp of monsters
with plenty of open space around them, and that is clear of lower con creatures,
stand at max range and cast single target full lightning to "pull", then
cast aoe hammer as the target clears away from any other close monsters,
(or if mob is archer or caster, use instant dd here as an interrupt), another
hammer spell, then into melee styles. Use aoe shout if safe do do so. The
main thing to remember is to watch your power, anything below 50% in power
or health takes a lot longer to regenerate, increasing down time. Be careful
to watch for added monsters, and don't be afraid to sprint away if it looks
like your below 50% health, and the mob is 75% or more.
Group combat (pve) is more complicated, use protect and guard (if you
have
it) all the time. Generally at lower levels, you will be utilized a
lot as the main puller and possibly the main tank, as you'll have aggro
from all that spell damage, or you will be the "peeler" the player designated
to move to any mob that goes to attack your healer/caster. At higher levels,
a healer/runie/shaman tend to pull better with mez/long range bolt/root,
so youll become primarily secondary tank/peeler. Once again... No AoE,
unless its completely safe to do so. Dungeon settings are very dangerous
to aoe in, I tend to remove aoe spells from my hotbar in dungeon crawls.
Watch your surroundings carefully.
RvR: You, as a thane, do not hit as hard offensively as many, and combined
with the "mez breaker" misnomer, some groups would rather choose members
other than a thane. Depending on how well you've played at lower levels
and how many friends you've made, will determine how easy or hard you will
get a group in rvr. By being a smart player, you will be useful to any
rvr group, as a caster and archer killer (instant casts work great as an
interrupt), a keep defender or as a healer/caster protector, you will do
well. Learn to use what you have, and when to use your spells.
I hear thanes are gimp. Is that true?
This question is asked a lot too, and much tougher to answer, I need
to break the answer into two parts;
Player vs. Environment - pve or pvm (mob); Thanes are very good at pve,
the ranged attacks, blocking ability, and instants all combined, make a
thane good at killing computer creatures. You'll find you can routinely
kill yellow con creatures and can level with relative ease. In groups,
you work very well as a puller and a tank. The one thing to note though,
learn when (and when not) to use area of effect spells (aoe) when in a
group, other classes have many forms of Crowd Control (mez, root, stun)
to handle multiple enemies. A hammer spell thrown at the wrong time will
unmezz a bunch of mobs, and likely kill your whole party. Giving you and
thanes in general a label of "mez breaker", a few of those mistakes and
it will be a lot harder to get into a group, just a word of caution..
Realm vs. Relam - rvr or pvp; This is more challenging for a thane,
I once heard it described as playing this game on the hard setting, and
I agree. All those things that make you great in pve don't translate as
well in pvp combat. In pve, you tend to stand stationary and bring the
mobs to you, but in pvp its much more fluid and many times you do not have
the time to stop for a 3 second cast, so you tend to rely on your instants.
There are several situations where you remain stationary in pve, and thanes
do pretty well in those instances, (such as keep defense). The evolution
of rvr has made the thane a tough class to compete with, low hitpoints,
higher enemy resists, lack of defense against casters, mez and stun spells,
and no speed, all make rvr challenging. The best rvr thanes I know, work
in well coordinated groups, where the skills they do have can be used to
their fullest... And the word of caution about aoe spells, this goes the
same with pvp, only more so!! Be very careful with those hammers, it wi
ll make or break your reputation. .
So, the short answer is, no we are not "gimp". That suggests we are
totally useless, which isn't the case, but we are in need of some fixes
to make us more competitive in rvr.
"Good Luck! And may Thor guide ye!"
Baldaran
Thane of Percival
Champions of Haggerfel
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