Valewalker

Note: This is from the view of a Celt Valewalker

STATS:

The three races available to become Valewalkers are the Celt, Sylvan, and Firbolg. Depending on what kind of fighting you plan to do (Defensive, Casting, Offensive), you should pick the race accordingly.

Celt:With average scores, the Celt makes for the best defensive Valewalker around. The good Dex and Quik (compared to the other available races) means more Evade and Parry, plus a slightly faster swing time.

Sylvan:The Sylvan is strong and intelligent, but suffers from a lower Dex and Quik (compared to the Celt). The high intelligence makes the Sylvan a good choice for being a casting Valewalker, with a larger power pool than the others.

Firbolg:As typical of the large races, the Firbolg is about strength, suffering from a lack of speed and grace. But the Firbolg will dish out the damage while being able to withstand a good amount as well.

SPELLS:

As a Forester at first level, you have a simple self-shield. Its not bad, and is rather helpful for its level. You get an upgraded shield at 3rd, and then again at 5th.

At second, you get one of the basic Lifetap spells. This becomes the pull spell of choice, as you can hurt the enemy greatly, and possibly recover a good amount of life from it. This gives little downtime to the Valewalker, with a true need only for an Endurance regen. You get a more powerful version at 4th.

Once you gain the Spec line of Arborial (Valewalker), you start getting a good selection of both buff and damage spells. Your first three will be ones you will deal with all the time: Shout DOT, Shout Haste, and casted Snare.

The DOT is not very powerful, but acts similar to a damage add, and since it can be recast every 30 seconds, you can keep the enemy dotted almost the whole fight. The Shout Haste is handy, considering the fact you wield a slow weapon, and since some of your styles are based off Evade or Parry, the extra speed once in a while does help. The Haste lasts for 30 seconds, and can only be recast every 120 seconds. I normally see it used in moments of desperation, rather than day to day fighting. The castable Snare is exactly that, and slows the enemy by 35%. It is best used with archers or spell casters to allow them another shot/spell at the target.

At 7th, you pick a Damage shield, which can be cast on others, and at 5th Arboreal Path you pick up a Damage Absorption spell. The Damage shield is comparable to other shields at your level, and rather handy to have. The Absorption spell allows you to brush off some damage, and at the highest level is just as good as the plate mail that Albion wears. This allows you to tank a little more effectively, although you still should not be a main line, but a good support line.

TRAINING:

Valewalkers receive 1.5 times there level in points. Given you only have 3 things to train in, this is an abundant amount of points. I decided not to max a skill, but rather evenly spend the points to most help me survive without help from groups as much. The following is a reccomendation, and example, of my skill point expenditure.

5th: Scythe 4, Arboreal 3, Parry 1

6th: Scythe 5, Arboreal 3, Parry 2

7th: Scythe 6, Arboreal 3, Parry 3

8th: Scythe 7, Arboreal 4, Parry 4

9th: Scythe 8, Arboreal 5, Parry 4

Etc, etc.

By the time you reach 50, the spec would be similar to this: Scythe 50, Arboreal 39, Parry 18. If you want a little more Parry, drop Arboreal by 1 point, and raise Parry by 2. This gives you a good maxium damage with the Scythe, plus all possible styles, and a good chance to parry the shots coming at you in order to use those styles. (One downside that is noticed by all of the Shrouded Isles classes is that none of them have a good Any Time Use style with a +To Hit. Some are hoping this will be looked at and fixed soon.)

HUNTING AREA:

Given you have the single choice of Domnann in HyBrasil, hunt around this area. There are plenty of named guards within the Domnann area (two at the town gates, 3 at the first tower, 2 at the second tower) who will give you kill tasks that you can use in order to gain plenty of experience fast, plsu some extra coin to upkeep your weapons and armor. Of course, if you dont like hunting in the new lands, you can always go back to the old world, via the portal (which will take you to Shannon Estuary/Connla area) or the scroll merchant (which will take you to Druim Ligen/Connacht area). Suggested hunting areas are:

  • 1-5: Domnann surrounding area of town
  • 6-10: Beetle shore by Ardee, Further down the road from Domnann township, area between Connla/Howth
  • 11-15: Sheevra camp across the river of Howth, Muires Tomb in Connacht, Siabras in Connacht, the fields behind Tir na mBeo
  • 16-20: Parthanons in Lough Derg, Bri Leith Valley, BG0 (aka Abermenai)

As a Valewalker, you will be welcomed into groups for both your magical ability (self healing, combat spells) and your massive damage (melee with the scythe).

Hunting Tips:

The first 5 levels of your life will be tough. As a cloth wearer, you will take alot of damage due to not having the absorption that the other armors provide, plus having half the armor factor they naturally carry. Likewise, you cant train your weapon skill yet, as you dont have one. You get to wield a staff, and just pray you hit and do enough damage. Given you do get your lifetaps starting st second level, most fights will start out the same; Buff, lifetap, lifetap, lifetap, beat on victim with stick, look for a grey, lifetap to full health, repeat. This will be a standard for you when you hunt solo, even after you become a Valewalker.

At 5 and higher, your fights become a bit easier because now you wield a big weapon, your spells should have some training, and you get the spec line of spells for the Valewalker class. Now, you start out with lifetaps as normal, and by the time the creature gets to you, its life is half gone, and then you start swinging away with the scythe, while casting your shout DOT, and styling when you can. Most fights will last just long enough for the DOT to do its work and your scythe killing the creature at about the same time.

At 7th level, you gain a Damage shield that is castable on anyone, and is rather nice. It last for a short time (compared to your armor buff), so recasting it will be your biggest hassle. After you gain 7 points in Arboreal, you gain a weapon proc self buff that casts a Disease, lowering the targets movement and strength. At 13 points in Arboreal, you gain a self only Ablative Armor buff proc, which will help you survive that extra hot or two from MOBs.

Group Tactics:

Grouping with a Valewalker isnt unlike grouping with another hybrid fighter/mage, like the Champion. The only difference that really gets noticed is the fact that the Vale doesnt have heavier armor. They make up for this through higher Evasion, plus the Absorption buff giving them a reduction in damage taken. Most times, it is better to just buff the Valkewalker with strength, dex, and armor, and then letting them do thier thing. The roles for the Valewalker in a group are limited, but the excel in those positions.

Puller:With thier ranged spells, the Valewalker can easily bring a mob or two to the group. And since they have a good range for thier castings, the group can expect to stay safely out of harms way until thier target reaches them. The snare spell would be best choice for pulling, however, as this gives the main tank in the group a good amount of time to get ready for thier swing.

Secondary Tank:The Vale is better suited as a secondary tank, using the positional styles they get to do thier damage. If they get aggro, thier defensive fighting style can save them, and also allow them to get off some of thier more exotic styles that cause some nasty effects (Armor debuff, flame damage, AOE flame damage, cold damage, stun, etc).

RVR:

The Valewalker in RVR serves best as a caster killer, or even assists in another fight. While they can fight healers types, they have little way of defending themselves versus long distance spells or archers, and with thier cloth armor, it doesnt take long for them to fall dead at assassins feet. The best thing for a Valewalker to do is charge the caster, DOT it, and keep it busy long enough for the tanks to drop the healer.