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{{Box/Class Page Header
{{classbox
 
|realm=mid
+
|realm = Midgard
 
|text = The Savage is a studded-armor wearing fighter who disdains normal weapons in favor of hand-to-hand combat. Savages aren't interested in mastering the art of complicated weapons - instead they affix simple sharp or bladed weapons to their hands and swing away.
|image=Savage.jpg
 
|type=Melee
 
|profession=House of Kelgor
 
|races=[[Norseman]]<br/>[[Troll]]<br/>[[Dwarf]]<br/>[[Kobold]]<br/>[[Valkyn]]
 
}}
 
 
{{stub}}
 
 
The Savage is a studded-armor wearing fighter who disdains normal weapons in favor of hand-to-hand combat. Savages aren't interested in mastering the art of complicated weapons - instead they affix simple sharp or bladed weapons to their hands and swing away.
 
   
 
Savages follow the Valkyn god of war, Kelgor, who represents bloodlust and the battlefield. Kelgor has been adopted by the Norse gods, especially Modi and Odin, as a brother-in-arms so long as the Valkyn continue assisting the Norse in their fight against the Morvaltar.
 
Savages follow the Valkyn god of war, Kelgor, who represents bloodlust and the battlefield. Kelgor has been adopted by the Norse gods, especially Modi and Odin, as a brother-in-arms so long as the Valkyn continue assisting the Norse in their fight against the Morvaltar.
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The Savage receives a weapon skill called "Hand to Hand". In general, the Savage's hand to hand weapons attach to his hands and can deal out slashing or thrusting damage. H2H is a dual-weapon skill, in that it allows the Savage to wield two weapons at the same time. However, it is set up differently from the dual wield/left axe skills that are currently in the game. H2H will always attack with the right hand by default. When the skill "fires", then the Savage will hit with both hands in that round. Please note that at higher levels, Savages have the chance of hitting more than twice per round.
 
The Savage receives a weapon skill called "Hand to Hand". In general, the Savage's hand to hand weapons attach to his hands and can deal out slashing or thrusting damage. H2H is a dual-weapon skill, in that it allows the Savage to wield two weapons at the same time. However, it is set up differently from the dual wield/left axe skills that are currently in the game. H2H will always attack with the right hand by default. When the skill "fires", then the Savage will hit with both hands in that round. Please note that at higher levels, Savages have the chance of hitting more than twice per round.
   
In addition to a number of different weapon types, the Savage can learn special H2H combat styles as he specs up in the H2H spec - some of these combat styles allow the Savage to attack more than one enemy in the same round. The Savage also can specialize in a set of combat abilities called "Savagery", which allow the Savage to modify his combat chances, such as chance to evade, parry, buff attack speed or DPS, and also convert hit points to endurance. Most Savagery abilities take a percentage of your base hitpoints when they wear off or are refreshed.
+
In addition to a number of different weapon types, the Savage can learn special H2H combat styles as he specs up in the H2H spec - some of these combat styles allow the Savage to attack more than one enemy in the same round. The Savage also can specialize in a set of combat abilities called "Savagery", which allow the Savage to modify his combat chances, such as chance to evade, parry, buff attack speed or DPS, and also convert hit points to endurance. Most Savagery abilities take a percentage of your base hitpoints when they wear off or are refreshed.
 
}}
 
 
== Attributes & Races ==
==Basic Theory==
 
  +
{{Box/Attributes
Savages are offensive damage powerhouses, but this damage comes with a price, Savage buffs cost health, a lot of it.
 
  +
|Primary = Dexterity
 
  +
|Secondary = Quickness
At low realm rank, be prepared to melt vs casters and archers.
 
  +
|Tertiary = Strength
 
  +
|Norse = true
As more RA points open up, you will fare better against casters by using charge / Empty Mind / Avoidance of Magic.
 
  +
|Troll = true
 
  +
|Dwarf = true
 
  +
|Kobold = true
 
  +
|Valkyn = true
Don't ever expect to fare well against an archer(s) who know(s) what they are doing. The best option would be LoS them While you are super low on health so they get greedy and try and finish you off melee (which won't end well for them)
 
  +
}}
 
A surprise First-aid/HealPot/IP when they are closing in for the kill does wonders :)
 
 
-Tainerif
 
==Races==
 
 
 
'''Troll'''
 
   
 
'''Troll'''<br />
 
Trolls have the highest Weapon Skill(WS) no matter what weapon they choose to specialize in. This results in greater defence penetration. Their high strength also results in them having the highest damage per hit of any race. The negative side of trolls is their low dexterity and quickness, this is most noticable at lower levels but with a decent template and savagery buffs this can help to be negated. Another aspect of the troll that could be considered negative is their large size, they are easily targeted by other players and can also make it difficult for your allies to select a target if you're standing near them.
 
Trolls have the highest Weapon Skill(WS) no matter what weapon they choose to specialize in. This results in greater defence penetration. Their high strength also results in them having the highest damage per hit of any race. The negative side of trolls is their low dexterity and quickness, this is most noticable at lower levels but with a decent template and savagery buffs this can help to be negated. Another aspect of the troll that could be considered negative is their large size, they are easily targeted by other players and can also make it difficult for your allies to select a target if you're standing near them.
   
  +
'''Norse'''<br />
 
 
'''Norseman'''
 
 
 
The norse are fairly well balanced in their statistics distribution. They don't really shine in any one area but they also don't have any glaring weaknesses. Since norse are also able to be a wide variety of other classes, enemy players won't know right away what class they are fighting, especially if you're going 2h spec.
 
The norse are fairly well balanced in their statistics distribution. They don't really shine in any one area but they also don't have any glaring weaknesses. Since norse are also able to be a wide variety of other classes, enemy players won't know right away what class they are fighting, especially if you're going 2h spec.
   
 
'''Kobold'''<br />
 
 
'''Kobold'''
 
 
 
Kobolds are a popular choice for savages due to their small size and high dexterity and quickness. Their high dex/qui results in higher base evasion and can help to compensate for their low hitpoints. Their small size also makes them more easily overlooked in realm vs realm combat.
 
Kobolds are a popular choice for savages due to their small size and high dexterity and quickness. Their high dex/qui results in higher base evasion and can help to compensate for their low hitpoints. Their small size also makes them more easily overlooked in realm vs realm combat.
   
 
'''Valkyn'''<br />
 
 
'''Valkyn'''
 
 
 
Valkyns are another good choice for savage, their average strength combine with their high dexterity and quickness make them hit hard and evade/parry at rates similar to a kobold. Valkyns also have the added benefit of an extra 5% racial resist compared to the other races. The only downside of the valkyn is their low base con, but this can be easily countered with a decent template.
 
Valkyns are another good choice for savage, their average strength combine with their high dexterity and quickness make them hit hard and evade/parry at rates similar to a kobold. Valkyns also have the added benefit of an extra 5% racial resist compared to the other races. The only downside of the valkyn is their low base con, but this can be easily countered with a decent template.
   
 
'''Dwarf'''<br />
 
 
'''Dwarf'''
 
 
 
Dwarves don't have much going for them as savages, their low dexterity and quickness results in lowered defensive capabilities, their high base con results more base hit points which increases the hp cost associated with savagery buffs and their strength is only average.
 
Dwarves don't have much going for them as savages, their low dexterity and quickness results in lowered defensive capabilities, their high base con results more base hit points which increases the hp cost associated with savagery buffs and their strength is only average.
   
 
== Abilities & Specialization ==
==Attributes==
 
 
{{Box/Abilities
 
  +
|Specialization Points = 1.5
 
  +
|Realm = Midgard
== Abilities ==
 
  +
|Base Class = Viking
 
  +
|Warlord = true
 
  +
|Battlemaster = true
==[[Auto Train]]==
 
  +
|Sprint = true
  +
|Irreverent Gesture = true
  +
|Protect I = 15
  +
|Evade I = 5
  +
|Evade II = 10
  +
|Evade III = 20
  +
|Evade IV = 30
  +
|Tireless = 15
  +
|Stoicism = true
  +
|Enhanced Evade = true
  +
|Cloth = true
  +
|Leather = true
  +
|Studded = true
  +
|Swords = true
  +
|Axes = true
  +
|Hammers = true
  +
|Combat 1 = Hand to Hand
  +
|Combat 2 = Axes
  +
|Combat 3 = Swords
  +
|Combat 4 = Hammers
  +
|Combat 5 = Parry
  +
|Magic 1 = Savagery}}
   
  +
Battlemaster is the better overall master level for grouping and small man, especially with healer support. The ability to spam power leak and essence shatter chain allows for point blank interupts as well as shearing capabilities. Using essence flames in conjunction with hand-to-hand weapons allows for a higher chance the essence DD proc fires, giving a greater burst damage capability.
   
==Specialization Options==
 
   
   
 
44 weapon 49 savagery
 
44 weapon 49 savagery
 
 
   
 
(this is becoming more popular with the recent changes to dw, as the higher evade and parry buffs help offset the defensive penalty when fighting DW classes
 
(this is becoming more popular with the recent changes to dw, as the higher evade and parry buffs help offset the defensive penalty when fighting DW classes
   
 
or
   
 
50 weapon 39 savagery 18 parry
   
 
Higher ws = greater defense penetration (also with this spec the savage buffs only cost 4% of total health each, rather then 5% @ the 49 spec
or
 
   
 
==Tactics==
 
Savages are offensive damage powerhouses, but this damage comes with a price, Savage buffs cost health, a lot of it.
   
 
At low realm rank, be prepared to melt vs casters and archers.
   
 
As more RA points open up, you will fare better against casters by using charge / Empty Mind / Avoidance of Magic.
50 weapon 39 savagery 18 parry
 
   
Higher ws = greater defense penetration (also with this spec the savage buffs only cost 4% of total health each, rather then 5% @ the 49 spec
 
   
   
 
Don't ever expect to fare well against an archer(s) who know(s) what they are doing. The best option would be LoS them While you are super low on health so they get greedy and try and finish you off melee (which won't end well for them)
   
 
A surprise First-aid/HealPot/IP when they are closing in for the kill does wonders :)
-Tainerif
 
   
==Tactics==
 
 
===PVE===
 
===PVE===
   
Line 110: Line 108:
 
Basically if a fight lasts longer then 1 minute, you will die unless you have healers with you.
 
Basically if a fight lasts longer then 1 minute, you will die unless you have healers with you.
   
-Tainerif
 
   
==Realm Abilities==
+
== Realm Abilities ==
 
{{Box/Realm Abilities
 
 
|Class = Savage
=== {{pro}} Useful Realm Abilities ===
 
*Augmented Dexterity
+
|Augmented Constitution = 0
*Augmented Strength
+
|Augmented Dexterity = +
*Augmented Quickness
+
|Augmented Quickness = 0
 
|Augmented Strength = +
*Mastery of Pain
 
 
|Avoidance of Magic = 0
*Mastery of Parrying
 
 
|Determination = +
*Toughness
 
 
|Ethereal Bond = -
 
 
|Lifter = -
=== {{neutral}} Neutral Realm Abilities ===
 
 
|Long Wind = 0
*Augmented Constitution
 
  +
|Mastery of Focus = -
*Avoidance of Magic
 
 
|Mastery of Pain = +
*Charge
 
 
|Mastery of Parrying = 0
*Purge
 
 
|Serenity = -
*Ignore Pain
 
 
|Toughness = 0
 
 
|Veil Recovery = -
=== {{con}} Useless Realm Abilities ===
 
 
|Wild Power = -
*Determination
 
 
|Charge = +
*Ethereal Bond
 
 
|First Aid = 0
*Lifter
 
 
|Ignore Pain = +
*Long Wind
 
*Mastery of Focus
+
|Mastery of Concentration = -
 
|Purge = +
*Mastery of Magery
 
 
|Strike Prediction = -
*Serenity
 
 
|The Empty Mind = 0
*Veil Recovery
 
  +
}}
*Wild Power
 
*First Aid
 
*Mastery of Concentration
 
*MCL
 
*Raging Power
 
*Second Wind
 
*Strike Prediction
 
*The Empty Mind
 
   
 
=== Realm Rank 5 Ability ===
 
=== Realm Rank 5 Ability ===
  +
{| border="1" cellpadding="1" cellspacing="1" style="width: 500px;"
It currently is broken, returns considerably less then delved.
 
  +
|'''Name'''
 
  +
|Fueled by Rage
There are a few classes it doesnt work with as well (necros for one)
 
  +
|-
 
  +
|'''Reuse'''
Overall it is pretty solid, can help vs the LOLCasters when combined with Emptymind / high AoM
 
  +
|10 Minutes
 
  +
|-
-Tainerif
 
  +
|Effect
 
  +
|Reduces all damage that the Savage takes for the next 30 seconds by 20%. Additionally, half of the damage that this ability reduces will be returned to the Savage as healing.
==Master Level Paths==
 
  +
|}
Warlord for solo/smallman
 
 
Battlemaster for Bodyguard / powerleak
 
 
-Tainerif
 
   
 
==Useful Artifacts==
 
==Useful Artifacts==
Line 171: Line 157:
   
 
Battler
 
Battler
  +
  +
Spear of Kings
   
   
Line 178: Line 166:
   
 
Shades of mist (solo/smallman, often ml10 cloak is better)
 
Shades of mist (solo/smallman, often ml10 cloak is better)
  +
  +
Harpy Feather Cloak (if the savage is in a Bodyguard/Peel role, this is an amazing cloak. Because of hand-to-hand's multi-hit rates, the disarm proc can fire quite often)
   
   
 
'''Jewelry'''<br />
 
'''Jewelry'''<br />
  +
  +
Band of Stars (a useful interupt for closing in on opponents)
   
 
EDS
 
EDS
 
-Tainerif
 
   
 
==Other Useful Items==
 
==Other Useful Items==
 
'''Weapons'''
 
'''Weapons'''
 
H2H:
 
 
ML10 Mephitic fangs
 
 
Dragonclaw/fang
 
 
The One
 
 
 
 
2H:
 
 
Dragonstorm/fury
 
 
Astral Kinetic Hammer
 
 
Astral Divine Light
 
 
   
 
'''Jewelry'''
 
'''Jewelry'''
 
MoH
 
 
   
 
'''Mythirian'''<br />
 
'''Mythirian'''<br />
 
Health / Endurance / safe fall
 
   
 
{{Classes}}
 
{{Classes}}

Revision as of 16:21, 7 October 2011

Savage
Savage class icon
The Savage is a studded-armor wearing fighter who disdains normal weapons in favor of hand-to-hand combat. Savages aren't interested in mastering the art of complicated weapons - instead they affix simple sharp or bladed weapons to their hands and swing away.

Savages follow the Valkyn god of war, Kelgor, who represents bloodlust and the battlefield. Kelgor has been adopted by the Norse gods, especially Modi and Odin, as a brother-in-arms so long as the Valkyn continue assisting the Norse in their fight against the Morvaltar.

The Savage receives a weapon skill called "Hand to Hand". In general, the Savage's hand to hand weapons attach to his hands and can deal out slashing or thrusting damage. H2H is a dual-weapon skill, in that it allows the Savage to wield two weapons at the same time. However, it is set up differently from the dual wield/left axe skills that are currently in the game. H2H will always attack with the right hand by default. When the skill "fires", then the Savage will hit with both hands in that round. Please note that at higher levels, Savages have the chance of hitting more than twice per round.

In addition to a number of different weapon types, the Savage can learn special H2H combat styles as he specs up in the H2H spec - some of these combat styles allow the Savage to attack more than one enemy in the same round. The Savage also can specialize in a set of combat abilities called "Savagery", which allow the Savage to modify his combat chances, such as chance to evade, parry, buff attack speed or DPS, and also convert hit points to endurance. Most Savagery abilities take a percentage of your base hitpoints when they wear off or are refreshed.

Attributes & Races

Norse 50 + 45 50 + 23 70 + 15 70606060602% Crush3% Slash5% Cold
Troll 35 + 45 35 + 23 100 + 15 70606060603% Slash2% Thrust5% Matter
Dwarf 50 + 45 50 + 23 60 + 15 80606060602% Slash3% Thrust5% Body
Kobold 70 + 45 70 + 23 50 + 15 50606060605% Crush5% Energy
Valkyn 65 + 45 75 + 23 55 + 15 45606060603% Slash2% Thrust5% Cold5% Body

Troll
Trolls have the highest Weapon Skill(WS) no matter what weapon they choose to specialize in. This results in greater defence penetration. Their high strength also results in them having the highest damage per hit of any race. The negative side of trolls is their low dexterity and quickness, this is most noticable at lower levels but with a decent template and savagery buffs this can help to be negated. Another aspect of the troll that could be considered negative is their large size, they are easily targeted by other players and can also make it difficult for your allies to select a target if you're standing near them.

Norse
The norse are fairly well balanced in their statistics distribution. They don't really shine in any one area but they also don't have any glaring weaknesses. Since norse are also able to be a wide variety of other classes, enemy players won't know right away what class they are fighting, especially if you're going 2h spec.

Kobold
Kobolds are a popular choice for savages due to their small size and high dexterity and quickness. Their high dex/qui results in higher base evasion and can help to compensate for their low hitpoints. Their small size also makes them more easily overlooked in realm vs realm combat.

Valkyn
Valkyns are another good choice for savage, their average strength combine with their high dexterity and quickness make them hit hard and evade/parry at rates similar to a kobold. Valkyns also have the added benefit of an extra 5% racial resist compared to the other races. The only downside of the valkyn is their low base con, but this can be easily countered with a decent template.

Dwarf
Dwarves don't have much going for them as savages, their low dexterity and quickness results in lowered defensive capabilities, their high base con results more base hit points which increases the hp cost associated with savagery buffs and their strength is only average.

Abilities & Specialization

409s Sprint
1585s Irreverent Gesture
411s Protect I (15)
Abilitys Evade I (5)
Abilitys Evade II (10)
Abilitys Evade III (20)
Abilitys Evade IV (30)
Abilitys Tireless (15)
Abilitys Stoicism (35)
Abilitys Enhanced Evade (35)

Combat
Hand to Hand
Axes
Swords
Hammers
Parry

Magic
Savagery

Armor
104s Cloth
105s Leather
163s Studded

Weapon
202s Swords
217s Axes
214s Hammers

Master Levels
2616s Battlemaster
2706s Warlord

Sub Classes
0s Mystic
0s Rogue
0s Seer

496s Alchemy
498s Armorcraft
485s Basic Crafting
489s Fletching
488s Spellcrafting
492s Tailoring
499s Weaponcraft
497s Siegecraft

Battlemaster is the better overall master level for grouping and small man, especially with healer support. The ability to spam power leak and essence shatter chain allows for point blank interupts as well as shearing capabilities. Using essence flames in conjunction with hand-to-hand weapons allows for a higher chance the essence DD proc fires, giving a greater burst damage capability.


44 weapon 49 savagery

(this is becoming more popular with the recent changes to dw, as the higher evade and parry buffs help offset the defensive penalty when fighting DW classes

or

50 weapon 39 savagery 18 parry

Higher ws = greater defense penetration (also with this spec the savage buffs only cost 4% of total health each, rather then 5% @ the 49 spec

Tactics

Savages are offensive damage powerhouses, but this damage comes with a price, Savage buffs cost health, a lot of it.

At low realm rank, be prepared to melt vs casters and archers.

As more RA points open up, you will fare better against casters by using charge / Empty Mind / Avoidance of Magic.


Don't ever expect to fare well against an archer(s) who know(s) what they are doing. The best option would be LoS them While you are super low on health so they get greedy and try and finish you off melee (which won't end well for them)

A surprise First-aid/HealPot/IP when they are closing in for the kill does wonders :)

PVE

RVR

The savage's abilities are extremely costly Learn when to use them and when to keep them to a minimum.


Figure you will do about 20% of your own health every 30 seconds as a savage (excluding BI)


Basically if a fight lasts longer then 1 minute, you will die unless you have healers with you.


Realm Abilities

Symbol vote yes2 Primary Realm Abilities Symbol vote yes2 Neutral Secondary Realm Abilities Neutral Symbol vote no2 Useless Realm Abilities Symbol vote no2

Ras Augmented Dexterity
Ras Augmented Strength
Ras Determination
Ras Mastery of Pain

Ras Augmented Constitution
Ras Augmented Quickness
Ras Avoidance of Magic
Ras Long Wind
Ras Mastery of Parrying
Ras Toughness

Ras Ethereal Bond
Ras Lifter
Ras Mastery of Focus
Ras Serenity
Ras Veil Recovery
Ras Wild Power

3034s Charge
3003s Ignore Pain
3010s Purge

3000s First Aid
3007s The Empty Mind

3002s Second Wind
3036s Strike Prediction

Realm Rank 5 Ability

Name Fueled by Rage
Reuse 10 Minutes
Effect Reduces all damage that the Savage takes for the next 30 seconds by 20%. Additionally, half of the damage that this ability reduces will be returned to the Savage as healing.

Useful Artifacts

Weapon

for the /use:

Snakecharmers

Battler

Spear of Kings


Armor

Winged Helm (solo/smallman)

Shades of mist (solo/smallman, often ml10 cloak is better)

Harpy Feather Cloak (if the savage is in a Bodyguard/Peel role, this is an amazing cloak. Because of hand-to-hand's multi-hit rates, the disarm proc can fire quite often)


Jewelry

Band of Stars (a useful interupt for closing in on opponents)

EDS

Other Useful Items

Weapons

Jewelry

Mythirian