Don't forget: You can log in with your Play.net account
Leafiara (prime)/Mechanical Musings/Combat Maneuver Choices: Difference between revisions
Jump to navigation
Jump to search
mNo edit summary |
mNo edit summary |
||
Line 6: | Line 6: | ||
=Bard= |
=Bard= |
||
Skill Mnemonic Ranks Category Subcategory |
Skill Mnemonic Ranks Category Subcategory |
||
-------------------------------------------------------------------------------- |
-------------------------------------------------------------------------------- |
||
Cheapshots cheapshots 5/5 Rogue Guild |
|||
⚫ | |||
Combat Movement cmovement 2/5 |
Combat Movement cmovement 2/5 |
||
Dirtkick dirtkick |
Dirtkick dirtkick 3/5 |
||
Eyepoke eyepoke 5/5 Rogue Guild |
|||
Feint feint 4/5 Warrior Guild |
|||
Footstomp footstomp 5/5 Rogue Guild |
|||
Groin Kick gkick 4/5 |
Groin Kick gkick 4/5 |
||
Hamstring hamstring 3/5 |
|||
Kneebash kneebash 5/5 Rogue Guild |
|||
Nosetweak nosetweak 5/5 Rogue Guild |
|||
Side by Side sidebyside 5/5 |
Side by Side sidebyside 5/5 |
||
Sweep sweep |
Sweep sweep 4/5 Rogue Guild |
||
Swiftkick swiftkick 5/5 Rogue Guild |
|||
Templeshot templeshot 5/5 Rogue Guild |
|||
Throatchop throatchop 5/5 Rogue Guild |
|||
True Strike truestrike 4/5 |
|||
Vault Kick vaultkick 1/5 |
Vault Kick vaultkick 1/5 |
||
Available Combat |
Available Combat Maneuvers Points: 1 |
||
<div class="mw-customtoggle-bard" style="overflow:auto;color:#0000FF">Click here for explanations!</div> |
<div class="mw-customtoggle-bard" style="overflow:auto;color:#0000FF">Click here for explanations!</div> |
||
Line 27: | Line 36: | ||
==Context== |
==Context== |
||
My bard uses a lance, has fully trained 2x spells, and wears either robes or torso chain mail depending on whether what she's hunting would leave her better suited with more DS or better CvA. |
My bard uses a lance, has fully trained 2x spells, and wears either robes or torso chain mail depending on whether what she's hunting would leave her better suited with more DS or better CvA. She's working toward being able to use dual short swords. |
||
==Explanation== |
==Explanation== |
||
Line 33: | Line 42: | ||
Bards are pretty scant on maneuver options, so many of her picks are there for lack of anything better to do. Many of the setup maneuvers are mostly or entirely for defensive purposes since bards have better magical setups or, at higher levels, can forego setting up and jump straight to offense. |
Bards are pretty scant on maneuver options, so many of her picks are there for lack of anything better to do. Many of the setup maneuvers are mostly or entirely for defensive purposes since bards have better magical setups or, at higher levels, can forego setting up and jump straight to offense. |
||
* '''Cheapshots''': Offensively I don't need any of these, though Swiftkick could be argued as better than Feint in some situations, but improved defense against nearly the entire suite of bandit maneuvers for thirty points is very compelling. |
|||
* '''Combat Focus''': Almost a gimme since bards' one weakness is TD. I'd recommend this to every bard unless they hunt bandits 100% of the time. |
* '''Combat Focus''': Almost a gimme since bards' one weakness is TD. I'd recommend this to every bard unless they hunt bandits 100% of the time. |
||
* '''Combat Movement''': Mandatory prerequisite to Side by Side, but nearly useless on its own. |
* '''Combat Movement''': Mandatory prerequisite to Side by Side, but nearly useless on its own. |
||
* '''Dirtkick''': Somewhat filler, but out of bards' available maneuver options, this seemed to be one of the most likely to be valuable at least in very niche situations, including future Ascension-based hunting grounds. |
* '''Dirtkick''': Somewhat filler, but out of bards' available maneuver options, this seemed to be one of the most likely to be valuable at least in very niche situations, including future Ascension-based hunting grounds. |
||
* '''Feint''': Staple setup maneuver for many professions. Melee bards are no exception! |
* '''Feint''': Staple setup maneuver for many professions. Melee bards are no exception! I still prefer this over Swiftkick for inflicting RT. |
||
* '''Groin Kick''': Another somewhat filler maneuver. I think Dirtkick is easily the better of the two for offense, but training this one does help defend against bandits. |
* '''Groin Kick''': Another somewhat filler maneuver. I think Dirtkick is easily the better of the two for offense, but training this one does help defend against bandits. |
||
* '''Hamstring''': Trained for defense against what's now a very dangerous maneuver. When she gets up to speed with dual short swords, it might be offensively useful too, but that'll probably depend on what happens in the bard review. |
|||
* '''Precision''': Can provide extra versatility for situations where one damage type is more useful than others. I don't feel strongly enough about it to train both ranks, but there aren't many better ways to spend four points than the first rank. |
|||
* '''Side by Side''': Staple booster for AS and DS in groups. |
* '''Side by Side''': Staple booster for AS and DS in groups. |
||
* '''Sweep''': Probably my favorite setup maneuver available to bards. Applying Vulnerable is among the best status effects you could hope for! |
* '''Sweep''': Probably my favorite setup maneuver available to bards. Applying Vulnerable is among the best status effects you could hope for! |
||
Line 46: | Line 56: | ||
==Additional Considerations== |
==Additional Considerations== |
||
I originally had one rank of Precision on her list since it can provide extra versatility for situations where one damage type is more useful than others and it's hard to find much more value for four points. That said, her being able to wield dual short swords (which can use any damage type) is still a few million experience away and lances don't especially care about damage type, so I'm leaving it be for now. If I want it back in the future, the points will probably come from some combination of Dirtkick, Groin Kick, and Vault Kick. |
|||
I thought about Cheapshots for defensive purposes, as it's helpful against bandits. I still might drop some amount of Dirtkick, Groin Kick, or True Strike for Cheapshots, but it would only be for defense. Dropping any of those and picking up Hamstring for defense is another option. (I say "for defense" even though I intend for my bard to eventually learn to use two edged weapons, because even in that scenario I think bards almost always have better things to do offensively than Hamstring.) |
|||
Spin Attack is another option, but I feel it's generally unnecessary for bards since the main selling point is its low RT and they're already getting that through Song of Tonis. Expressed another way, I think 1-second True Strike is better than 1-second Spin Attack. |
Spin Attack is another option, but I feel it's generally unnecessary for bards since the main selling point is its low RT and they're already getting that through Song of Tonis. Expressed another way, I think 1-second True Strike is better than 1-second Spin Attack. |
||
Line 59: | Line 69: | ||
Dirtkick dirtkick 2/5 |
Dirtkick dirtkick 2/5 |
||
Feint feint 5/5 Warrior Guild |
Feint feint 5/5 Warrior Guild |
||
Groin Kick gkick |
Groin Kick gkick 5/5 |
||
⚫ | |||
Side by Side sidebyside 5/5 |
Side by Side sidebyside 5/5 |
||
Line 84: | Line 93: | ||
If pures eventually have the ability to learn weapon techniques through Ascension, I'll either drop a rank of Dirtkick to take a rank of Precision or drop a rank of Groin Kick to take both ranks of Precision. The added versatility isn't to be overlooked. |
If pures eventually have the ability to learn weapon techniques through Ascension, I'll either drop a rank of Dirtkick to take a rank of Precision or drop a rank of Groin Kick to take both ranks of Precision. The added versatility isn't to be overlooked. |
||
Cunning Defense |
I can see Cunning Defense as worthwhile for a cleric who has no Combat Maneuvers nor Dodging nor 2x Perception, but it becomes unnecessary overkill with diminishing returns after a while. By the end, the full five ranks are only giving around +2 defense against maneuver rolls. |
||
</div> |
</div> |
||
Line 113: | Line 122: | ||
* '''Combat Movement''': Mandatory prerequisite to Side by Side, but nearly useless on its own. |
* '''Combat Movement''': Mandatory prerequisite to Side by Side, but nearly useless on its own. |
||
* '''Cunning Defense''': I don't think this is the optimal mechanical choice since the math works out that it's giving a whopping - |
* '''Cunning Defense''': I don't think this is the optimal mechanical choice since the math works out that it's giving a whopping -2 or so to enemies' maneuver rolls, at least in the post-cap range. That said, since empaths have 3x Physical Fitness, I figured I'd go all in on accentuating one of their strengths by pushing maneuver defense to the utmost. |
||
* '''Dirtkick''': One of the few maneuvers that works just as effectively in more defensive stances, but empaths have better things to do. Still fun, though. |
* '''Dirtkick''': One of the few maneuvers that works just as effectively in more defensive stances, but empaths have better things to do. Still fun, though. |
||
* '''Feint''': Staple setup maneuver that's extremely useful both offensively and defensively. If there's one maneuver to train on every empath, this is it. |
* '''Feint''': Staple setup maneuver that's extremely useful both offensively and defensively. If there's one maneuver to train on every empath, this is it. |
||
Line 131: | Line 140: | ||
Skill Mnemonic Ranks Category Subcategory |
Skill Mnemonic Ranks Category Subcategory |
||
-------------------------------------------------------------------------------- |
-------------------------------------------------------------------------------- |
||
Burst of Swiftness burst |
Burst of Swiftness burst 3/5 |
||
Combat Focus focus |
Combat Focus focus 3/5 |
||
Combat Mobility mobility 1/1 |
Combat Mobility mobility 1/1 |
||
Combat Movement cmovement 2/5 |
Combat Movement cmovement 2/5 |
||
Coup de Grace coupdegrace 5/5 |
Coup de Grace coupdegrace 5/5 |
||
Evade Specialization evadespec 3/3 |
Evade Specialization evadespec 3/3 |
||
Ki Focus kifocus 3/3 |
|||
Kick Specialization kickspec 5/5 |
Kick Specialization kickspec 5/5 |
||
Rolling Krynch Stance krynch 3/3 |
Rolling Krynch Stance krynch 3/3 |
||
Side by Side sidebyside 5/5 |
Side by Side sidebyside 5/5 |
||
Surge of Strength surge 3/5 |
|||
Available Combat Maneuvers Points: 1 |
|||
<div class="mw-customtoggle-monk" style="overflow:auto;color:#0000FF">Click here for explanations!</div> |
<div class="mw-customtoggle-monk" style="overflow:auto;color:#0000FF">Click here for explanations!</div> |
||
Line 158: | Line 169: | ||
* '''Burst of Swiftness''': Strengthens the Major Bleed damage from Slashing Strikes. Also has other benefits like slightly increasing evasion rate or slightly reducing RT and slightly increasing UAF when using kick-heavy Fury or kick-heavy mstrikes, but I think those are very secondary to the Slashing Strikes benefit. |
* '''Burst of Swiftness''': Strengthens the Major Bleed damage from Slashing Strikes. Also has other benefits like slightly increasing evasion rate or slightly reducing RT and slightly increasing UAF when using kick-heavy Fury or kick-heavy mstrikes, but I think those are very secondary to the Slashing Strikes benefit. |
||
* '''Combat Focus''': Virtually a gimme for a monk, whose main weakness is TD. |
* '''Combat Focus''': Virtually a gimme for a monk, whose main weakness is TD. |
||
* '''Combat Mobility''': Before |
* '''Combat Mobility''': Before PSM3, I considered this very solid for monks, but not a must-have since they're great at avoiding attacks even while prone. Now I consider it a must-have on a Spin Kick build since they need to be standing to use it. |
||
* '''Combat Movement''': Mandatory prerequisite to Side by Side, but nearly useless on its own. |
* '''Combat Movement''': Mandatory prerequisite to Side by Side, but nearly useless on its own. |
||
* '''Coup de Grace''': I'm not willing to forego Vertigo to have Martial Mastery, which means monk AS isn't great. Coup serves a dual purpose of raising AS and finishing off enemies that fell short of being killed, which should happen fairly often when attacking with katars or AoE. For the other squares, I think two or three ranks are fine, but because of monks' diminished AS, I want a full five ranks to keep this active as frequently as possible. |
* '''Coup de Grace''': I'm not willing to forego Vertigo to have Martial Mastery, which means monk AS isn't great. Coup serves a dual purpose of raising AS and finishing off enemies that fell short of being killed, which should happen fairly often when attacking with katars or AoE. For the other squares, I think two or three ranks are fine, but because of monks' diminished AS, I want a full five ranks to keep this active as frequently as possible. |
||
* '''Evade Specialization''': Half of the linchpin of the Spin Kick build since you get an additional 10% chance to dodge and react. |
* '''Evade Specialization''': Half of the linchpin of the Spin Kick build since you get an additional 10% chance to dodge and react. |
||
* '''Ki Focus''': With enough lore investment (for Mind Over Body), Physical Fitness, and potentially Stamina Regeneration from Ascension, you can use this near constantly. |
|||
* '''Kick Specialization'''': The other half of the linchpin. What's even better than obliterating enemies in five seconds, which monks do with focused mstrikes, is obliterating them in two seconds, which monks do with five ranks of Kick Specialization. |
* '''Kick Specialization'''': The other half of the linchpin of Spin Kick builds. What's even better than obliterating enemies in five seconds, which monks do with focused mstrikes, is obliterating them in two seconds, which monks do with five ranks of Kick Specialization. |
||
* '''Rolling Krynch Stance''': What used to be a staple is more niche ''if'' the monk has an alternative weapon style trained. Since mstrikes lock out weapon techniques, it's a matter of picking one or the other and I almost always side with weapon techniques. That said, unarmed combat is drastically more viable than AS-based attacks against heavily turtled enemies with Wall of Force up, so it has its place. |
* '''Rolling Krynch Stance''': What used to be a staple is more niche ''if'' the monk has an alternative weapon style trained. Since mstrikes lock out weapon techniques, it's a matter of picking one or the other and I almost always side with weapon techniques. That said, unarmed combat is drastically more viable than AS-based attacks against heavily turtled enemies with Wall of Force up, so it has its place. |
||
* '''Side by Side''': Staple booster for AS and DS in groups. The AS is really helpful for monks who use weapons but don't have Martial Mastery, since they otherwise fall way short of other squares (and paladins). |
* '''Side by Side''': Staple booster for AS and DS in groups. The AS is really helpful for monks who use weapons but don't have Martial Mastery, since they otherwise fall way short of other squares (and paladins). |
||
* '''Surge of Strength''': Additional AS for a weapon-wielding build for when Side by Side and Coup de Grace aren't enough. The stamina cost is less severe for monks than others due to Mind Over Body. |
|||
==Additional Considerations== |
==Additional Considerations== |
||
There's a strong case to be made for Slippery Mind to have better defense against warding attacks. I usually prefer stronger offense, but my monk and her project weapons are still too far off from me being able to judge whether Rolling Krynch with unarmed combat is or isn't stronger than double katars. If katars win out, then Slippery Mind it'll be. |
|||
Surge of Strength is a very reasonable idea, especially on a weapon-wielding monk, but I felt that Side by Side and Coup de Grace were enough, where the former is passive and the latter has a lower stamina cost than Surge. If I end up discovering that Rolling Krynch isn't necessary, I'll most likely take a few ranks of Surge. |
|||
There's a case to be made for Duck and Weave for its synergy with Evade Specialization, but I think Rolling Krynch wins out |
There's also a case to be made for Duck and Weave for its synergy with Evade Specialization, but I think Rolling Krynch usually wins out there--though it depends on the area. It works best in places where the enemies are hard hitting yet squishy. |
||
There's a question of why my monk has Combat Focus instead of training any of her disabling options--Headbutt, Sweep, Cheapshots--in an attempt to stop enemies from casting at all. I don't think it's reasonable to assume you can hit first 100% of the time, but even if you could, I'd say you can accomplish the goal of stopping them with weapon techniques alone. |
|||
A Martial Mastery monk who primarily battles with edged, blunt, or two-handed weapons is the use case for taking Parry Specialization over Evade Specialization, since their reaction techniques trigger from parries, but at that point you also need to take two ranks of Stance Perfection to prioritize parrying over evading. I don't like the point sink. |
A Martial Mastery monk who primarily battles with edged, blunt, or two-handed weapons is the use case for taking Parry Specialization over Evade Specialization, since their reaction techniques trigger from parries, but at that point you also need to take two ranks of Stance Perfection to prioritize parrying over evading. I don't like the point sink. |
||
Line 292: | Line 305: | ||
Combat Mobility mobility 1/1 |
Combat Mobility mobility 1/1 |
||
Combat Movement cmovement 2/5 |
Combat Movement cmovement 2/5 |
||
Coup de Grace coupdegrace |
Coup de Grace coupdegrace 4/5 |
||
Dirtkick dirtkick 1/5 |
|||
Evade Specialization evadespec 3/3 |
Evade Specialization evadespec 3/3 |
||
Eyepoke eyepoke 6/6 Rogue Guild |
Eyepoke eyepoke 6/6 Rogue Guild |
||
Footstomp footstomp 6/6 Rogue Guild |
Footstomp footstomp 6/6 Rogue Guild |
||
Groin Kick gkick 1/5 |
|||
Hamstring hamstring 3/5 |
Hamstring hamstring 3/5 |
||
Kick Specialization kickspec 5/5 |
Kick Specialization kickspec 5/5 |
||
Kneebash kneebash 6/6 Rogue Guild |
Kneebash kneebash 6/6 Rogue Guild |
||
Mug mug |
Mug mug 2/5 |
||
Nosetweak nosetweak 6/6 Rogue Guild |
Nosetweak nosetweak 6/6 Rogue Guild |
||
Side by Side sidebyside 5/5 |
Side by Side sidebyside 5/5 |
||
Stun Maneuvers stunman |
Stun Maneuvers stunman 1/5 Rogue Guild |
||
Subdue subdue |
Subdue subdue 1/5 Rogue Guild |
||
Surge of Strength surge 5/5 |
Surge of Strength surge 5/5 |
||
Sweep sweep 6/6 Rogue Guild |
Sweep sweep 6/6 Rogue Guild |
||
Line 328: | Line 343: | ||
* '''Combat Focus''': This is my only character whose Combat Focus I intend to have a rank other than 0 or 5. I still like some TD protection, but it's not as crucial for a build that uses edged weapons and Evade Specialization. Both can trigger Evasiveness, which works around enemy spells. On top of that, rogues have Throatchop and various ways to inflict Staggered. |
* '''Combat Focus''': This is my only character whose Combat Focus I intend to have a rank other than 0 or 5. I still like some TD protection, but it's not as crucial for a build that uses edged weapons and Evade Specialization. Both can trigger Evasiveness, which works around enemy spells. On top of that, rogues have Throatchop and various ways to inflict Staggered. |
||
* '''Combat Mobility''': Crucial to survival for an open combat rogue. |
* '''Combat Mobility''': Crucial to survival for an open combat rogue. |
||
* '''Coup de Grace''': Weapon Specialization doesn't work on hybrid weapons like katars, so getting extra AS in some other fashion is valuable. |
* '''Coup de Grace''': Weapon Specialization doesn't work on hybrid weapons like katars, so getting extra AS in some other fashion is valuable. Four ranks are usually enough to meet the conditions, as a rogue with edged and ranged trained gets a lot of damage over time going with Slashing Strikes and Volley pulling enemies into the right health range; the latter even adds stun for you most of the time. |
||
* '''Dirtkick''': Only one rank because it's the desperation option against enemies where all else fails. Working in defensive stance gives it a niche. |
|||
* '''Groin Kick''': Here for defensive purposes. |
|||
* '''Hamstring''': Works well with two weapons. |
* '''Hamstring''': Works well with two weapons. |
||
* '''Evade Specialization''': Always half the cornerstone of Spin Kick builds. |
* '''Evade Specialization''': Always half the cornerstone of Spin Kick builds. |
||
* '''Kick Specialization''': Always the other half. |
* '''Kick Specialization''': Always the other half. |
||
* '''Mug''': I want extra treasure |
* '''Mug''': I want extra treasure! That said, Mug is the type of maneuver that only cares whether your endroll is 101 or higher, so I didn't feel a need for more than two ranks. Even two might be a bit much, but four spare points wouldn't have done much anywhere else either. |
||
* '''Side by Side''': Staple booster for AS and DS in groups. |
* '''Side by Side''': Staple booster for AS and DS in groups. |
||
* '''Surge of Strength''': AS booster to make up for the relatively low power of edged weapons. |
* '''Surge of Strength''': AS booster to make up for the relatively low power of edged weapons. |
||
Line 339: | Line 356: | ||
==Other Considerations== |
==Other Considerations== |
||
Slippery Mind would make enough sense on an Evade Specialization rogue in robes who has ''one'' weapon that I theorycrafted the whole thing out and will present that soon enough too, but on a two weapon rogue I just don't see foregoing Whirling Dervish for more offensive power. In any case, it's arguably a better use of points than the last two ranks of Combat Focus would have been--not that I trained those either, of course! |
|||
If I went down to one rank of Mug, the spare points would probably go to one rank each of Feint and True Strike. Feint is offensively redundant with a rogue's other tools, but always a consideration for defense against an RT-inducing maneuver if nothing else. True Strike has its niche against very evasive enemies. |
|||
In a vacuum, Slippery Mind is arguably a better use of points than the last two ranks of Combat Focus would have been (not that I trained those), but once again I can't justify it when Whirling Dervish exists. |
|||
I'll look into Spell Thieve if I find that I like going to spell sever hunting grounds on a rogue, but at that point the whole build would probably need to be reconsidered. |
I'll look into Spell Thieve if I find that I like going to spell sever hunting grounds on a rogue, but at that point the whole build would probably need to be reconsidered. |
||
Feint is always at least a consideration, but seems redundant with Swiftkick also present. |
|||
</div> |
</div> |
Revision as of 17:06, 3 August 2021
Preamble
After testing Phase 3 of the Player System Manager for five weeks, I figured that I'd experienced enough to settle on plans for which combat maneuvers I'd learn on each of my characters when the changes went live. Below is my thought process for each one in case others find it helpful!
Bard
Skill Mnemonic Ranks Category Subcategory -------------------------------------------------------------------------------- Cheapshots cheapshots 5/5 Rogue Guild Combat Focus focus 5/5 Combat Movement cmovement 2/5 Dirtkick dirtkick 3/5 Eyepoke eyepoke 5/5 Rogue Guild Feint feint 4/5 Warrior Guild Footstomp footstomp 5/5 Rogue Guild Groin Kick gkick 4/5 Hamstring hamstring 3/5 Kneebash kneebash 5/5 Rogue Guild Nosetweak nosetweak 5/5 Rogue Guild Side by Side sidebyside 5/5 Sweep sweep 4/5 Rogue Guild Swiftkick swiftkick 5/5 Rogue Guild Templeshot templeshot 5/5 Rogue Guild Throatchop throatchop 5/5 Rogue Guild True Strike truestrike 4/5 Vault Kick vaultkick 1/5 Available Combat Maneuvers Points: 1
Cleric
Skill Mnemonic Ranks Category Subcategory -------------------------------------------------------------------------------- Combat Movement cmovement 2/5 Dirtkick dirtkick 2/5 Feint feint 5/5 Warrior Guild Groin Kick gkick 5/5 Side by Side sidebyside 5/5
Click here for explanations!
Empath
Skill Mnemonic Ranks Category Subcategory -------------------------------------------------------------------------------- Combat Movement cmovement 2/5 Cunning Defense cdefense 5/5 Dirtkick dirtkick 3/5 Feint feint 5/5 Warrior Guild Groin Kick gkick 1/5 Side by Side sidebyside 5/5 Available Combat Maneuver Points: 2
Click here for explanations!
Monk
Skill Mnemonic Ranks Category Subcategory -------------------------------------------------------------------------------- Burst of Swiftness burst 3/5 Combat Focus focus 3/5 Combat Mobility mobility 1/1 Combat Movement cmovement 2/5 Coup de Grace coupdegrace 5/5 Evade Specialization evadespec 3/3 Ki Focus kifocus 3/3 Kick Specialization kickspec 5/5 Rolling Krynch Stance krynch 3/3 Side by Side sidebyside 5/5 Surge of Strength surge 3/5
Available Combat Maneuvers Points: 1
Click here for explanations!
Paladin
Skill Mnemonic Ranks Category Subcategory -------------------------------------------------------------------------------- Combat Focus focus 5/5 Combat Movement cmovement 2/5 Combat Toughness toughness 1/3 Feint feint 5/5 Warrior Guild Precision precision 2/2 Side by Side sidebyside 5/5 Spin Attack sattack 5/5 Warrior Guild Surge of Strength surge 5/5 Weapon Specialization wspec 5/5 Available Combat Maneuvers Points: 1
Click here for explanations!
Ranger
Skill Mnemonic Ranks Category Subcategory -------------------------------------------------------------------------------- Combat Focus focus 5/5 Combat Movement cmovement 2/5 Dirtkick dirtkick 5/5 Disarm Weapon disarm 1/5 Warrior Guild Feint feint 5/5 Warrior Guild Groin Kick gkick 4/5 Hamstring hamstring 3/5 Shield Bash sbash 3/5 Side by Side sidebyside 5/5 Sweep sweep 5/5 Rogue Guild Available Combat Maneuvers Points: 1
Click here for explanations!
Rogue
Option 1: Open Combat With Dual Katars
Skill Mnemonic Ranks Category Subcategory -------------------------------------------------------------------------------- Cheapshots cheapshots 6/6 Rogue Guild Combat Focus focus 3/5 Combat Mobility mobility 1/1 Combat Movement cmovement 2/5 Coup de Grace coupdegrace 4/5 Dirtkick dirtkick 1/5 Evade Specialization evadespec 3/3 Eyepoke eyepoke 6/6 Rogue Guild Footstomp footstomp 6/6 Rogue Guild Groin Kick gkick 1/5 Hamstring hamstring 3/5 Kick Specialization kickspec 5/5 Kneebash kneebash 6/6 Rogue Guild Mug mug 2/5 Nosetweak nosetweak 6/6 Rogue Guild Side by Side sidebyside 5/5 Stun Maneuvers stunman 1/5 Rogue Guild Subdue subdue 1/5 Rogue Guild Surge of Strength surge 5/5 Sweep sweep 6/6 Rogue Guild Swiftkick swiftkick 6/6 Rogue Guild Templeshot templeshot 6/6 Rogue Guild Throatchop throatchop 6/6 Rogue Guild Whirling Dervish dervish 3/3 Available Combat Maneuvers Points: 1
Click here for explanations!
Warrior
Skill Mnemonic Ranks Category Subcategory -------------------------------------------------------------------------------- Berserk berserk 6/6 Warrior Guild Combat Focus focus 5/5 Combat Mobility mobility 1/1 Combat Movement cmovement 2/5 Disarm Weapon disarm 6/6 Warrior Guild Evade Specialization evadespec 3/3 Feint feint 6/6 Warrior Guild Kick Specialization kickspec 5/5 Side by Side sidebyside 5/5 Spin Attack sattack 6/6 Warrior Guild Stance Perfection stance 2/2 Warrior Guild Surge of Strength surge 5/5 Tackle tackle 6/6 Warrior Guild True Strike truestrike 2/5 Weapon Specialization wspec 5/5 Whirling Dervish dervish 3/3 Available Combat Maneuvers Points: 1
Click here for explanations!