A Wette Henne's Guild to Building a Witch
So, you've decided to make a witch. Now that you've joined a guild, what are you going to advance?
There are several ways to go about building a witch. Do what feels comfortable to you. I'm going to outline a build that will make it easier to advance and gain more xp as you go.
1. Newbie Area Combat.
While in the newbie area, be sure to get the TMs from the combat area (don't forget to buy a weapon). You'll get at least 5 levels in a weapon skill, dodge, and parry. Popular weapon types for witches are dagger, sword, and polearm. However, you aren't limited to those. You may like other weapon types better.
- Dagger uses mainly dex, just as many of a witches primaries do (though many spells also use non-primaries). Daggers attack fast, but not very hard. They will also be easier to use at lower levels.
- Sword also uses dex, but to a lesser degree. Swords don't attack quite as fast as daggers, but can hit a lot harder, thus making them harder to use at low levels.
- Polearm is popular since a witches main mode of transportation is a broom. However, polearms are slow attacking, but they do hit hard. They are much better at high levels, than at low levels.
After joining the witches guild, put some xp into magic.items.held.broom (150-200 bonus) and other.direction (guild max). You'll need to advance magic to 5, before you can advance magic.items to 10, then magic.items.held to 15, to get to broom.
This will allow you to get around faster, as well as give you the basic magic skills to learn Mother Twinter's Yarrow Enchantment and Hag's Blessing (light spell), since you'll need to advance more of the magic tree to get to the broom skill.
Now that you have the ability to get around easier, it's time to get some xp. At this level, you're not going to get much from hunting, and your couple of spells won't gain you much xp either. So, go out and do some quests! :) Check out "help quests" for some hints.
4. Fighting or Magic.
With the xp from a couple quests, you can advance quite a bit. Now, do you put it into fighting skills or magic skills?
It's entirely up to you. My recommendation is splitting your xp between magic and fighting. Put some into your magic skills so you can learn Household Guard, Insect Shield and a few other useful spells, or improve your current spells and commands.
Also, make sure you put some xp into a fighting.melee.** skill, a fighting.defensive.** skill, and fighting.special.tactics.
Be sure to guild max ot.health so you have the hp to survive enough to run away. 25 levels should give you about 1300 hp.
Get 15 levels of fighting.special.weapons and you can learn lots of fighting commands that will tm nicely when you use them.
With some other.perception, you can deter most npc thieves (not Ilik), and you'll auto-assist sooner in groups.
5. More XP.
Such a vicious cycle. Get xp, spend xp, need more xp. So, now that you have advanced a bit, you want to advance more.
If you have gotten some fighting skills, you can take a break from questing and hunt a bit. You won't need to kill rats or cockroaches for xp anymore.
Without those fighting skills, you'll either have to use spell and command xp, or do more quests for xp.
It's also a good idea to start grouping for xp. You'll get a chance to talk with friend and meet new people, as well as get more xp than you would soloing. As a witch, you have the ability to mock, which allows you to boost the skills of a fellow group member, making them a better fighter temporarily.
It's important to set goals for your character. Figure out what you want to do with your witch and work towards it. Try not to jump too much between goals, or you'll never reach a goal and will always be working on something else.
There are certain skills which I consider key to playing any character that will help you in the long run.
Fi.de.** is the first. Work on getting a 300 bonus in this and you'll survive long enough to get your Utensil floating again. Or, if you get this high enough, you can forget the floater all together. Floaters eat tactics horribly, but are useful if you only want to cast behind it (see below).
Ma.sp.defensive will be cheaper to get to a 300 bonus than fi.de.**, so you may want to get that up as well. It will help to make your floater swoop more and block more hits. It will also help with your insect shield, giving you a better defense.
Fi.me.** is another useful skill. With a 300 bonus in this, you'll be able to hunt effectively for xp. I wouldn't recommend trying to take on really tough npcs (like Shades, Medina, Snail, noblemans, etc.) with this bonus, but you'll be able to mow through smaller stuff fast enough.
Fi.sp.tactics will allow you to attack and defend a lot more during combat and against multiple npcs. A 300 bonus is usually enough for any situation. You probably wouldn't need any more than that, though if you keep using a floating shield, you'll want more.
2000 hp is highly recommended for a normal player. You'll be able to survive spells and specials enough to get out of the room to heal.
The weapon you use is very important. If you use a weapon that is too hard for your bonus in that skill, it won't be very effective for you. So trying to use a weapon that judges excellent when you only have a 150 bonus won't work well for you. You won't TM with it. You won't hit very hard with it. You might not even hit at all. Most excellent weapons are better with a 300 bonus. Others are better at a 400+ bonus. So stick with the lower weapons until you get the skills to use it.
What does the fi.sp.tactics skill actually do?
Everything you do in combat uses actions (commonly called AP - action points). Some more than others. If you are attacking, defending, using specials, casting spells, fighting multiple opponents, or any number of other thing, they will use some AP.
Fi.sp.tactics will reduce the cost of these actions as you get that skill higher. Thus, the skill will allow you to attack and defend more during a fight.
This skill is key in combat. Without it, you won't get a chance to attack much, especially against multiple opponents.
9. Floater vs. Dodge/Parry
A floating shield is great to use while casting. It allows you to cast behind the shield without getting hit (unless it fails to swoop or gets knocked out). However, floating shields use up a lot of tactics, so you won't melee much, especially against multiple opponents. Also, burden doesn't affect your shield (unless you get a stat drop from burden being over 50%).
If you would prefer to melee during a fight, I would recommend focusing on your fi.de.** skill. You won't be able to defend as well while casting in a fight, but you won't use as much tactics either.
The insect shield is a great defense when combined with either the floater or dodge/parry. But don't rely on it too heavily. If it breaks, you could end up dead without any other defensive skills. It's useful as a secondary defense to your floater, dodge, or parry. If you fail the skillcheck in one of those, the shield will pick it up and protect you.
It's not possible to parry while casting a spell, as you will be using your hands to cast. However, you don't need to keep your burden very low, only below like 30%.
You can dodge while casting, but it's a lot harder to dodge since you are concentrating on the spell, so you may get hit while casting. You also have to keep your burden below 15% to dodge effectively.
Use the defensive skill that works best for you and your playing style. However, it's important to have a backup skill if you are going to use a floating shield. This will allow you more time to get away and refloat without dying.