Temuair
Subpath Guides
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An Intro to Subpathing |
The achievement of the
99th insight is the most critical moment in a Aisling's
life. It is at that time, one must decide whether to
continue on the same path and Master, or to adventure
to a new one. Many feel the question isn't whether to
master or Subpath, but what to Sub to. With so many
options available, it's difficult to assess which avenue
will prove to be not only the most successful, but also
the most enjoyable. The most successful Subs are those
who choose a path that they themselves will enjoy and
that other Aislings will want to hunt with as well.
Some Subpaths actually become weaker hunters by abandoning
their former class, yet may still thrive because of
endless Role Playing opportunities. This guide is a
point blank approach to all advantages and disadvantages
of making a Subpath character. I will not hide aspects
of what a class allows because it may not be politically
correct. If a character is going to require you a month
of training, I will let you know, as well as let you
know the best way to go about it.
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Planning Ahead |
For
the best character development, it is vital that you decide
what exactly you would like to make, the moment the character
is created. Planning ahead will help you avoid common
pitfalls, such as lack of HP/MP to Subpath. In any character
development it is important to build your WIS and CON
before any stat. Ideally you want to plan to make your
97 armor at 99, so you can Subpath without the delay of
an extra 50mil experience to hunt between 98 and 99. Ascension
calculators are widely available so you can find the best
option for you. Almost every character made will need
to ascend some before they can Subpath. As long as your
HP/MP levels require less than 40mil in ascending to reach
Subpath requirements, you will be able to Sub without
extra hunting. |
Requirements |
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Make 97
armor. This is required if you need to ascend to
achieve HP/MP requirements. But, even if you have
the HP/MP levels to sub, make sure you make the
armor. You have lots of free experience, and to
make armor in your next path would be wasting experience
you could be using to buy stats. You will need to
be a Respected Citizen or Tagor Citizen to make
this armor. |
-> |
10
Ard Ioc deums |
-> |
HP/MP
levels as outlined for your current class |
-> |
60 million
experience |
-> |
Armor
and gear to help you in your next class. (Not required,
but a bit silly to Sub naked.) |
|
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To
Subpath or not to Subpath
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P
R O S
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C
O N S
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If you enjoy Hunting,
Arena, and quests that require strength and endurance,
more than likely a Subpath character is going
to allow you to compete in these areas far better
than a Pure would. There are of course exceptions.
For the most part you will be able to obtain all
the non master skills/spells of your current class,
plus both the master and non-master skills/spells
of your next class. You will be able to advance
from 1-99 again in your second class with ease,
not to mention with much enjoyment. Personally
I think there is nothing that compares to the
fun you can have hunting a sub from 1-80. In most
cases, you will have up to an additional 19 stats
above your current counterparts and double the
skills/spells. If you make a Great Sub, you will
be the strongest possible class available and
have several advantages over pures and weaker
subs, including the ability to hunt 2-man anywhere
in the game. More experience/kill will allow for
faster Stat maxing and higher HP/MP.
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You
will have to hunt from 1-99 all over again, while
those who choose to Master will be off buying HP/MP/Stats.
Any skill/spell leveling you completed previously
will be lost, and you will need to level these spells/skills
all over again. In short, you will spend countless
hours reaching the point to where you can Master.
Pure Masters will have better Armor/Gear than you
can obtain, and also Skills/Spells that are not
available to you. (This is negating Medenian Paths.)
In some cases, you will no longer be able to use
certain skills/spells or other advantages of your
previous class. This is especially true for Rogue
and Priest. If you make a Great Sub, you will not
be unique, and it will be difficult to stand out
amongst your peers. With the introduction of Pure
only skills/spells/gear, you may actually become
weaker and limited than if you were to have stayed
Pure, resulting in a waste of considerable amount
of time rebuilding, when you could be Mastered and
maxing Stats. By passing over the opportunity to
make a Great Subpath, you will actually spend more
time looking for a hunt and obtain less experience/hour
while hunting. In short, your advancement in the
game will be limited as far as Stats, HP, and MP
are concerned. |
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Subbing
Classifications |
This is a
table I devised from my own experience and opinion.
I have divided the Subpaths into categories of Great,
Grand, Fine, and Good. These categories are only used
to determine how successful your character will be in
hunting and arena. Any character can be used for Role
Playing and other non-combat/skill challenges, so that
will hold no baring. A Sub that is in the Fine category
holds relatively the same chance of success as a Pure
Path. Those who are in the Good category are weaker
than a Pure Path.
Great |
Wizard/Priest, Warrior/Monk,
Monk/Warrior |
Grand |
Priest/Wizard, Monk/Rogue,
Priest/Monk, Wizard/Monk |
Fine |
Monk/Wizard,
Monk/Priest, Priest/Warrior, Priest/Rogue, Rogue/Monk,
Rogue/Warrior, Rogue/Priest, Warrior/Rogue, Wizard/Rogue,
Wizard/Warrior |
Good |
Rogue/Wizard, Warrior/Priest,
Warrior/Wizard |
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