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{{player-guide |
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|title = Combat Maneuver Choices |
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|topic = Combat Maneuvers, Training |
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|author = Leafiara |
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|author-displayed = Leafiara |
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|date = 2021-07-11 |
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|updated = 2023-08-07 |
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}} |
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<div class="mw-customtoggle-bard mw-customtoggle-cleric mw-customtoggle-empath mw-customtoggle-monk mw-customtoggle-paladin mw-customtoggle-ranger mw-customtoggle-rogue mw-customtoggle-warrior" style="color:#0000FF">'''(click here to open all collapsed sections on this page)'''</div> |
<div class="mw-customtoggle-bard mw-customtoggle-cleric mw-customtoggle-empath mw-customtoggle-monk mw-customtoggle-paladin mw-customtoggle-ranger mw-customtoggle-rogue mw-customtoggle-warrior" style="color:#0000FF">'''(click here to open all collapsed sections on this page)'''</div> |
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=Preamble= |
=Preamble= |
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This page mostly assesses [[Combat Maneuvers|combat maneuvers]] from the perspective of post-cap characters, but even while leveling, there are often insights to be found from reading others' thought processes. Below is my process in case others find it helpful! |
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=Bard= |
=Bard= |
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'''Last updated |
'''Last updated August 7, 2023''' |
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Skill |
Skill Mnemonic Ranks Type Category Subcategory |
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-------------------------------------------------------------------------------- |
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Cheapshots |
Cheapshots cheapshots 5/5 Setup Rogue Guild |
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Combat Focus |
Combat Focus focus 3/5 Passive |
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Combat Movement |
Combat Movement cmovement 2/5 Passive |
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Dirtkick |
Dirtkick dirtkick 3/5 Setup |
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Eyepoke |
Eyepoke eyepoke 5/5 Setup Rogue Guild |
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Feint |
Feint feint 4/5 Setup Warrior Guild |
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Footstomp |
Footstomp footstomp 5/5 Setup Rogue Guild |
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Groin Kick |
Groin Kick gkick 3/5 Setup |
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Hamstring |
Hamstring hamstring 5/5 Setup |
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Kneebash |
Kneebash kneebash 5/5 Setup Rogue Guild |
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Nosetweak |
Nosetweak nosetweak 5/5 Setup Rogue Guild |
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Side by Side |
Side by Side sidebyside 5/5 Passive |
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Sweep |
Sweep sweep 5/5 Setup Rogue Guild |
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Swiftkick |
Swiftkick swiftkick 5/5 Setup Rogue Guild |
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Templeshot |
Templeshot templeshot 5/5 Setup Rogue Guild |
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Throatchop |
Throatchop throatchop 5/5 Setup Rogue Guild |
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True Strike |
True Strike truestrike 4/5 Attack |
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Available Combat Maneuvers Points: 1 |
Available Combat Maneuvers Points: 1 |
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<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> |
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==Context== |
==Context== |
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My bard uses a lance in most settings, but dual short swords in the Hinterwilds. She has fully trained 2x spells and wears robes. |
My bard uses a lance in most settings, but dual short swords in the Hinterwilds, and she might train for katars in the future. She has fully trained 2x spells and wears robes. |
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==Explanation== |
==Explanation== |
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* '''Side by Side''': Staple booster for AS and DS in groups. |
* '''Side by Side''': Staple booster for AS and DS in groups. |
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* '''Sweep''': The other arguable best offensive combat maneuver. Applying Vulnerable is among the best status effects you could hope for and Staggered probably ''is'' the single best status effect. |
* '''Sweep''': The other arguable best offensive combat maneuver. Applying Vulnerable is among the best status effects you could hope for and Staggered probably ''is'' the single best status effect. |
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* '''True Strike''': |
* '''True Strike''': My thought here is that the EBP reduction can really help with hitting overleveled creatures in Ascension grounds or turtling creatures anywhere, but the Hinterwilds have pretty well proven that Hamstring and Sweep are the best melee-based openers in those situations. Assault techniques are almost always a better followup than True Strike, but it's a reasonable option when they're on cooldown. |
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==Additional Considerations== |
==Additional Considerations== |
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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, lances and arguably even short swords don't care that much about damage type, so I've left it off for now. If I want it back in the future, the points will probably come from |
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, lances and arguably even short swords and katars don't care that much about damage type, so I've left it off for now. If I want it back in the future, the points will probably come from Groin Kick. |
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Taking Spin Attack is an option, but I feel that |
Taking Spin Attack is an option, but I feel that True Strike outweighs it, never mind the other available maneuvers and weapon techniques. Vault Kick is the sort of maneuver I want to like thematically, but I tried and it never delivered for me. |
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</div> |
</div> |
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=Cleric= |
=Cleric= |
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'''Last updated August 7, 2023''' |
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Skill Mnemonic Ranks Category Subcategory |
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-------------------------------------------------------------------------------- |
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Skill Mnemonic Ranks Type Category Subcategory |
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Dirtkick dirtkick 2/5 |
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Combat Movement cmovement 2/5 Passive |
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Dirtkick dirtkick 2/5 Setup |
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Feint feint 5/5 Setup Warrior Guild |
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Groin Kick gkick 5/5 Setup |
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Side by Side sidebyside 5/5 Passive |
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<div class="mw-customtoggle-cleric" style="overflow:auto;color:#0000FF">Click here for explanations!</div> |
<div class="mw-customtoggle-cleric" style="overflow:auto;color:#0000FF">Click here for explanations!</div> |
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=Empath= |
=Empath= |
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'''Last updated August 7, 2023''' |
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Skill Mnemonic Ranks Category Subcategory |
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-------------------------------------------------------------------------------- |
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Skill Mnemonic Ranks Type Category Subcategory |
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Cunning Defense cdefense 5/5 |
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Combat Movement cmovement 2/5 Passive |
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Cunning Defense cdefense 5/5 Passive |
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Dirtkick dirtkick 3/5 Setup |
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Feint feint 5/5 Setup Warrior Guild |
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Groin Kick gkick 1/5 Setup |
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Side by Side sidebyside 5/5 Passive |
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Available Combat Maneuver Points: 2 |
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Trip trip 1/5 Setup |
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<div class="mw-customtoggle-empath" style="overflow:auto;color:#0000FF">Click here for explanations!</div> |
<div class="mw-customtoggle-empath" style="overflow:auto;color:#0000FF">Click here for explanations!</div> |
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* '''Groin Kick''': Another pick just for fun and because spare points were there. Like clerics, empaths can't inflict RT on enemies without this or Feint; unlike clerics, however, empaths would never have a need to do that since almost nothing is immune to Sympathy. |
* '''Groin Kick''': Another pick just for fun and because spare points were there. Like clerics, empaths can't inflict RT on enemies without this or Feint; unlike clerics, however, empaths would never have a need to do that since almost nothing is immune to Sympathy. |
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* '''Side by Side''': Staple booster for AS and DS in groups. |
* '''Side by Side''': Staple booster for AS and DS in groups. |
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* '''Trip''': Two points remained and had to go somewhere. |
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==Additional Considerations== |
==Additional Considerations== |
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=Monk= |
=Monk= |
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'''Last updated August 7, 2023''' |
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Skill Mnemonic Ranks Category Subcategory |
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Burst of Swiftness burst 3/5 |
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Combat Focus focus 3/5 |
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Combat Mobility mobility 1/1 |
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Combat Movement cmovement 2/5 |
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Coup de Grace coupdegrace 5/5 |
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Evade Specialization evadespec 3/3 |
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Ki Focus kifocus 3/3 |
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Kick Specialization kickspec 5/5 |
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Rolling Krynch Stance krynch 3/3 |
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Side by Side sidebyside 5/5 |
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Surge of Strength surge 3/5 |
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Skill Mnemonic Ranks Type Category Subcategory |
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Available Combat Maneuvers Points: 1 |
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------------------------------------------------------------------------------------- |
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Burst of Swiftness burst 5/5 Buff |
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Combat Focus focus 2/5 Passive |
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Combat Mobility mobility 1/1 Passive |
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Combat Movement cmovement 2/5 Passive |
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Coup de Grace coupdegrace 5/5 Attack |
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Evade Specialization evadespec 3/3 Passive |
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Ki Focus kifocus 3/3 Buff |
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Kick Specialization kickspec 5/5 Passive |
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Rolling Krynch Stanc krynch 3/3 Martial Stance |
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Side by Side sidebyside 5/5 Passive |
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Available Combat Maneuvers Points: 1 |
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<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> |
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==Context== |
==Context== |
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My monk is primarily a brawler with a conventional build, but |
My monk is primarily a brawler with a conventional build, but can also use dual katars for the sake of having more AoE weapon techniques available against creatures with particularly low DS. |
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==Explanation== |
==Explanation== |
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The short of it is that Spin Kick with max Kick Specialization is by far the strongest single-target reaction technique and can often pick off enemies one by one more quickly than anything else you could be doing. |
The short of it is that Spin Kick with max Kick Specialization is by far the strongest single-target reaction technique and can often pick off enemies one by one more quickly than anything else you could be doing. |
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* '''Burst of Swiftness''': My monk is an elf, so having Perfect Self and maxed Burst of Swiftness in conjunction with ten Ascension ranks each of Agility and Dexterity puts her just over the highest Agidex threshold and really makes assault techniques or even mstrikes shine. Burst of Swiftness also has various other benefits like adding additional weighting, increasing Major Bleed damage from Slashing Strikes, slightly increasing evasion rate, and slightly increasing UAF. |
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* '''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. |
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* '''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. |
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* '''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 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. |
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* '''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. |
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* '''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 |
* '''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 isn't too uncommon when attacking with katars or AoE. For the other squares, I think two or three ranks are fine, but because of monks' comparatively lower AS, I like a full five ranks to keep this active as frequently as possible. |
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* '''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. |
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* '''Ki Focus''': With enough lore investment (for Mind Over Body), Physical Fitness, and potentially Stamina Regeneration from Ascension, you can use this near constantly. |
* '''Ki Focus''': With enough lore investment (for Mind Over Body), Physical Fitness, and potentially Stamina Regeneration from Ascension, you can use this near constantly. |
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* '''Kick Specialization'''': The other half of the linchpin of Spin Kick builds. |
* '''Kick Specialization'''': The other half of the linchpin of Spin Kick builds. There aren't many better feelings in the game than being stuck in RT lock from Elemental Wave or similar effects, but then standing up with Combat Mobility and kicking everything to death before the RT ends. |
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* '''Rolling Krynch Stance''': A staple of unarmed combat, especially if you don't mind fighting multiple creatures at once. |
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* '''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. |
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* '''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). |
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* '''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. |
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==Additional Considerations== |
==Additional Considerations== |
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I had Hamstring at one point. While I do believe it just might be the best combat maneuver in the game, I also believe it needs to go all in with five ranks to outshine alternatives like Twin Hammerfists to the degree it should. If I ever want it back, Coup de Grace is probably what will go, but Coup is pretty exceptional in its own right in the hands of a monk. They actually fill sort of similar roles, but in reverse: either lead off with Hamstring to get a ton of bleed damage going before letting UAC finish the job or lead off with UAC to get in the initial damage before letting Coup finish the job. |
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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. |
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Ultimately, monks are the only profession where I lean toward Coup (given a choice between the two) because of UAC being so capable of inflicting disablers while simultaneously dealing hard hits. It also helps that Coup works on undead while Hamstring doesn't. |
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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. |
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I also had Surge of Strength at one point since it can shore up AS, but I eventually decided that monks without Martial Mastery should only use weapons against creatures that naturally have low DS in the first place. |
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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. |
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There's a case to be made for Slippery Mind to have better defense against warding attacks, but as more and more overleveled Ascension creatures get released, Rolling Krynch's flat chance to preserve higher tiers of unarmed combat only gets progressively more valuable. Of course, the same could be said for Slippery Mind, but not every creature uses magic. |
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There's a case to be made for Duck and Weave for its synergy with Evade Specialization, but it's very dependent on the area. It works best in places where the enemies are hard hitting yet squishy. |
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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 with Twin Hammerfists and don't need to spend valuable CM points on it. |
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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. |
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=Paladin= |
=Paladin= |
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'''Last updated August 7, 2023''' |
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Skill Mnemonic Ranks Category Subcategory |
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-------------------------------------------------------------------------------- |
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Skill Mnemonic Ranks Type Category Subcategory |
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------------------------------------------------------------------------------------- |
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Combat Movement cmovement 2/5 |
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Combat |
Combat Focus focus 5/5 Passive |
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Combat Movement cmovement 2/5 Passive |
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Combat Toughness toughness 1/3 Passive |
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Feint feint 5/5 Setup Warrior Guild |
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Side by Side sidebyside 5/5 Passive |
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Spin Attack sattack 4/5 Attack Warrior Guild |
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Surge of Strength surge 5/5 Buff |
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True Strike truestrike 4/5 Attack |
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Weapon Specializatio wspec 5/5 Passive |
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Available Combat Maneuvers Points: 1 |
Available Combat Maneuvers Points: 1 |
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<div class="mw-customtoggle-paladin" style="overflow:auto;color:#0000FF">Click here for explanations!</div> |
<div class="mw-customtoggle-paladin" style="overflow:auto;color:#0000FF">Click here for explanations!</div> |
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==Context== |
==Context== |
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My paladin uses two war hammers as her primary weapons |
My paladin uses two war hammers as her primary weapons, has fully trained 2x spells, and wears metal breastplate instead of full plate. |
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==Explanation== |
==Explanation== |
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One "problem" with paladins is that they can reach overwhelming enough AS and CS advantages over enemy DS and TD that they don't need setups. Despite having many combat maneuver options, a number of them are redundant in light of either weapon techniques, their spells, or both, so I gravitated toward passive abilities. |
One "problem" with paladins is that they can reach overwhelming enough AS and CS advantages over enemy DS and TD that they don't need setups outside of really high end areas. Despite having many combat maneuver options, a number of them are redundant in light of either weapon techniques, their spells, or both, so I gravitated toward passive abilities. |
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* '''Combat Focus''': Pushing paladins' very solid combination of TD and CvA even higher. |
* '''Combat Focus''': Pushing paladins' very solid combination of TD and CvA even higher. |
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* '''Combat Movement''': Mandatory prerequisite to Side by Side. Very slightly less useless for a two weapon paladin than it is for |
* '''Combat Movement''': Mandatory prerequisite to Side by Side. Very slightly less useless for a two weapon paladin than it is for other professions and builds since their DS isn't exceptional. |
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* '''Combat Toughness''': The first rank is a very solid +15 health for its cost and can help against getting slowly poked to death. |
* '''Combat Toughness''': The first rank is a very solid +15 health for its cost and can help against getting slowly poked to death. |
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* '''Feint''': Staple setup maneuver for most professions... but eventually it's not necessary to paladins offensively, as Aura of the Arkati does its job better. Still extraordinarily valuable defensively to avoid RT lock, though. |
* '''Feint''': Staple setup maneuver for most professions... but eventually it's not necessary to paladins offensively, as Aura of the Arkati does its job better. Still extraordinarily valuable defensively to avoid RT lock, though. |
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* '''Precision''': Very useful when using war hammers--or morning stars, for that matter. I prefer war hammers since I'd much rather trade 0.025 DF for -1 RT on assault techniques than the other way around. (That's true in general, but especially true on a paladin due to high AS, Arm of the Arkati, and more flares from Holy Weapon and/or Fervor encouraging more swings per minute.) |
* '''Precision''': Very useful when using war hammers--or morning stars, for that matter. I prefer war hammers since I'd much rather trade 0.025 DF for -1 RT on assault techniques than the other way around. (That's true in general, but especially true on a paladin due to high AS, Arm of the Arkati, and more flares from Holy Weapon and/or Fervor encouraging more swings per minute.) |
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* '''Side by Side''': Staple booster for AS and DS in groups. Overkill AS. |
* '''Side by Side''': Staple booster for AS and DS in groups. Overkill AS. |
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* '''Spin Attack''': Dinaden and others alerted me to the incredible value here. Basically, anything that adds another |
* '''Spin Attack''': Dinaden and others alerted me to the incredible value here. Basically, anything that adds another 2-seconds-or-less option to the paladin toolkit is welcome. I'll say more about this in notes. |
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* '''Surge of Strength''': Even more overkill AS that also serves the purpose of buffing Concussive Blows. |
* '''Surge of Strength''': Even more overkill AS that also serves the purpose of buffing Concussive Blows. |
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* '''True Strike''': Mostly a forward-thinking choice that looks to continue hitting overleveled creatures in Ascension grounds or even the later rounds of Duskruin Arena. Even looking at it in the context of normal creatures, though, rank 4 True Strike is on average +25 to your endrolls. |
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* '''Weapon Specialization''': Still more overkill AS. |
* '''Weapon Specialization''': Still more overkill AS. |
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==Additional Considerations== |
==Additional Considerations== |
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I initially took True Strike over Spin Attack before others told me just how strong Spin Attack was. I still think True Strike is a very forward-thinking choice; I don't see it as especially useful in the current game as it competes with weapon techniques for stamina usage, but the world of hitting overleveled enemies in Ascension grounds or just while leveling is a different story. I might still find a way to fit it into her maneuvers if I end up liking Ascension ground. |
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I tinkered with the numbers to consider dropping some number of ranks between Combat Toughness and True Strike to take Groin Kick for defense against bandits, but just couldn't talk myself into it. Paladins have perfectly good maneuver defense, especially one like mine who's not in full plate, so I was only concerned with avoiding Feint since a wider variety of enemies use it. |
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Training Stance Perfection to move parrying ahead of evasion in the combat order of operations is something to consider for any build with blunt, edged, or two-handed weapons trained. That said, paladins have neither Parry Specialization nor the Combat Mastery feat, so their opportunities for Clobber, Riposte, or Reverse Strike will only be a third as common as warriors'. |
Training Stance Perfection to move parrying ahead of evasion in the combat order of operations is something to consider for any build with blunt, edged, or two-handed weapons trained. That said, paladins have neither Parry Specialization nor the Combat Mastery feat, so their opportunities for Clobber, Riposte, or Reverse Strike will only be a third as common as warriors'. |
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I don't see any of those reasons applying to paladins, though. Area of effect and assault weapon techniques are better uses of stamina, but have cooldowns. Divine Incarnation Smite is a better use of RT, but only has limited uses in a ten-minute window. Judgment is arguably a better use of RT, but only given a sufficient number of enemies--and, even then, still likely only in a context where the paladin's area of effect technique is on cooldown. |
I don't see any of those reasons applying to paladins, though. Area of effect and assault weapon techniques are better uses of stamina, but have cooldowns. Divine Incarnation Smite is a better use of RT, but only has limited uses in a ten-minute window. Judgment is arguably a better use of RT, but only given a sufficient number of enemies--and, even then, still likely only in a context where the paladin's area of effect technique is on cooldown. |
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So the real question is Spin Attack against True Strike. Obviously my answer is that both have their place, which is why my paladin has 4 ranks of each. Spin Attack should generally be the better option since it's a second faster--indeed, it's the fastest attack in her repertoire--but True Strike wins against creatures that are especially difficult to hit. |
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The bottom line is that a paladin can rotate between Spin Attack, Divine Incarnation Smite, Judgment, and assault techniques for pretty sustainable three-RT-or-less attacks throughout a hunt. |
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(Each does come with a caveat, though. Spin Attack needs to be backed by an infused spell in a bonded weapon to compensate for the lack of aiming. Smite needs to be backed by heavy training in Religion lore for power and/or Spiritual Mana Control for number of uses. Judgment needs to be backed by heavy Paladin Base ranks. Assault techniques need to be backed by Multi Opponent Combat ''and'' Combat Maneuvers.) |
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</div> |
</div> |
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=Ranger= |
=Ranger= |
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'''Last updated |
'''Last updated August 7, 2023''' |
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Skill |
Skill Mnemonic Ranks Type Category Subcategory |
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-------------------------------------------------------------------------------- |
------------------------------------------------------------------------------------- |
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Combat Focus |
Combat Focus focus 5/5 Passive |
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Combat Movement |
Combat Movement cmovement 2/5 Passive |
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Dirtkick |
Dirtkick dirtkick 4/5 Setup |
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Feint feint 5/5 Setup Warrior Guild |
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Groin Kick gkick 4/5 Setup |
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Hamstring hamstring 3/5 Setup |
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Shield Bash sbash 3/5 Setup |
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Side by Side sidebyside 5/5 Passive |
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Sweep sweep 5/5 Setup Rogue Guild |
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Trip trip 3/5 Setup |
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Trip trip 3/5 |
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Available Combat Maneuvers Points: 1 |
Available Combat Maneuvers Points: 1 |
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=Rogue= |
=Rogue= |
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'''Last updated August 7, 2023''' |
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==Option 1: Open Combat With Dual Katars== |
==Option 1: Open Combat With Dual Katars== |
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Skill |
Skill Mnemonic Ranks Type Category Subcategory |
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-------------------------------------------------------------------------------- |
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Cheapshots |
Cheapshots cheapshots 6/6 Setup Rogue Guild |
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Combat Focus |
Combat Focus focus 3/5 Passive |
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Combat Mobility |
Combat Mobility mobility 1/1 Passive |
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Combat Movement |
Combat Movement cmovement 2/5 Passive |
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Coup de Grace |
Coup de Grace coupdegrace 4/5 Attack |
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Divert divert 6/6 Setup Rogue Guild |
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Evade Specialization evadespec 3/3 Passive |
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Eyepoke eyepoke 6/6 Setup Rogue Guild |
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Footstomp footstomp 6/6 Setup Rogue Guild |
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Hamstring hamstring 2/5 Setup |
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Kick Specialization kickspec 5/5 Passive |
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Kneebash kneebash 6/6 Setup Rogue Guild |
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Mug mug 1/5 Attack |
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Nosetweak nosetweak 6/6 Setup Rogue Guild |
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Side by Side sidebyside 5/5 Passive |
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Stun Maneuvers stunman 6/6 Buff Rogue Guild |
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Subdue subdue 6/6 Setup Rogue Guild |
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Sweep sweep 6/6 Setup Rogue Guild |
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Swiftkick swiftkick 6/6 Setup Rogue Guild |
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Templeshot templeshot 6/6 Setup Rogue Guild |
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Throatchop throatchop 6/6 Setup Rogue Guild |
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Weapon Specializatio wspec 4/5 Passive |
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Whirling Dervish dervish 3/3 Martial Stance |
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Throatchop throatchop 6/6 Rogue Guild |
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Weapon Specialization wspec 4/5 |
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Whirling Dervish dervish 3/3 |
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Available Combat Maneuvers Points: 1 |
Available Combat Maneuvers Points: 1 |
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==Context== |
==Context== |
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My rogue wears robes and uses dual katars while having |
My rogue wears robes and uses dual katars while having ranged as a backup option used exclusively for Volley. ''She doesn't use stealth and Subdue is only there because it comes through the guild.'' |
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==Explanation== |
==Explanation== |
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For the sake of this not being excessively lengthy, I won't talk about any of the rogue guild maneuvers except to say that Kneebash, Sweep, Swiftkick, and Throatchop are all very useful. |
For the sake of this not being excessively lengthy, I won't talk about any of the rogue guild maneuvers except to say that Kneebash, Sweep, Swiftkick, and Throatchop are all very useful. |
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* '''Combat Focus''': |
* '''Combat Focus''': I 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. |
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* '''Combat Mobility''': Crucial to survival for an open combat rogue. |
* '''Combat Mobility''': Crucial to survival for an open combat rogue. |
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* '''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. |
* '''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. |
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* '''Hamstring''': With two weapons, it's one of the strongest combat maneuvers in the game, if not at the very top! |
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* '''Dirtkick''': Only one rank because it's the desperation option against enemies where all else fails. Working in defensive stance gives it a niche. |
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* '''Groin Kick''': Here for defensive purposes. |
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* '''Hamstring''': Works well with two weapons, but I didn't feel that having more than one rank was necessary when Cripple is right there. |
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* '''Evade Specialization''': Always half the cornerstone of Spin Kick builds. |
* '''Evade Specialization''': Always half the cornerstone of Spin Kick builds. |
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* '''Kick Specialization''': Always the other half. |
* '''Kick Specialization''': Always the other half. |
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* '''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 |
* '''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 one rank. |
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* '''Side by Side''': Staple booster for AS and DS in groups. |
* '''Side by Side''': Staple booster for AS and DS in groups. |
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* '''Surge of Strength''': AS booster to make up for the relatively low power of edged weapons. |
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* '''Weapon Specialization''': Another AS booster. |
* '''Weapon Specialization''': Another AS booster. |
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* '''Whirling Dervish''': I can't imagine going for anything other than this on a two weapon combat rogue. |
* '''Whirling Dervish''': I can't imagine going for anything other than this on a two weapon combat rogue. |
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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 maybe post that on this page at some point, 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! |
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 maybe post that on this page at some point, 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! |
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Feint is offensively redundant with a rogue's other tools, but always a consideration for defense against an RT-inducing maneuver if nothing else. |
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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. |
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</div> |
</div> |
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=Warrior= |
=Warrior= |
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'''Last updated August 7, 2023''' |
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Skill Mnemonic Ranks Category Subcategory |
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-------------------------------------------------------------------------------- |
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Skill Mnemonic Ranks Type Category Subcategory |
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------------------------------------------------------------------------------------- |
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Combat Focus focus 3/5 |
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Berserk berserk 6/6 Attack Warrior Guild |
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Combat |
Combat Focus focus 3/5 Passive |
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Combat Mobility mobility 1/1 Passive |
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Combat Movement cmovement 2/5 Passive |
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Coup de Grace coupdegrace 3/5 Attack |
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Disarm Weapon disarm 6/6 Setup Warrior Guild |
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Evade Specialization evadespec 3/3 Passive |
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Feint feint 6/6 Setup Warrior Guild |
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Kick Specialization kickspec 5/5 Passive |
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Side by Side sidebyside 5/5 Passive |
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Spin Attack sattack 6/6 Attack Warrior Guild |
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Stance Perfection stance 2/2 Passive Warrior Guild |
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Surge of Strength surge 5/5 Buff |
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Tackle tackle 6/6 Setup Warrior Guild |
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Weapon Specializatio wspec 5/5 Passive |
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Whirling Dervish dervish 3/3 Martial Stance |
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Available Combat Maneuvers Points: 1 |
Available Combat Maneuvers Points: 1 |
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* '''Berserk''': Now relegated to use in Duskruin Arena only. |
* '''Berserk''': Now relegated to use in Duskruin Arena only. |
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* '''Combat Focus''': A necessary step to bringing TD back in line for a warrior in robes |
* '''Combat Focus''': A necessary step to bringing TD back in line for a warrior in robes, even after the point of learning Elemental Barrier and Lesser Shroud, Five ranks are too much opportunity cost, so I decided to make up the rest and then some with +TD robes--which are much more readily available in playershops than people might think! You do have to give up the flare slot, though. |
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* '''Combat Mobility''': Even in plate I'd argue this is a very strong contender for anyone's maneuver points, but in any armor below chain I'd go further and call it a must-have. |
* '''Combat Mobility''': Even in plate I'd argue this is a very strong contender for anyone's maneuver points, but in any armor below chain I'd go further and call it a must-have. |
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* '''Combat Movement''': Basic prerequisite for Side by Side. |
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* '''Coup de Grace''': AS booster. I think three ranks are fine on a lance wielder since the weapon hits so hard it's likely to put enemies within range. |
* '''Coup de Grace''': AS booster. I think three ranks are fine on a lance wielder since the weapon hits so hard it's likely to put enemies within range. |
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* '''Disarm Weapon''': Here because it comes free from the guild, but I doubt I'd train it otherwise. |
* '''Disarm Weapon''': Here because it comes free from the guild, but I doubt I'd train it otherwise. |
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* '''Evade Specialization''': The key to my warrior's entire build since it fuels Radial Sweep and Spin Kick depending on what's in her hands. |
* '''Evade Specialization''': The key to my warrior's entire build since it fuels Radial Sweep and Spin Kick depending on what's in her hands. |
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* '''Feint''': Free from the guild, but I'm undecided on whether I'd train it otherwise. Warriors have numerous other disabling options. |
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* '''Feint''': Free from the guild, but I'm undecided on whether I'd train it otherwise. I'm overall not a fan of war cries moving to stamina, but Gerrelle's Growl being among them is definitely one of the upsides. It costs less stamina than Feint, but doesn't inflict RT. Normally that's a notable downside when comparing the two, but in a lot of cases I might prefer the enemy to attack since that means more opportunities at Radial Sweep and Spin Kick. |
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* '''Kick Specialization''': Some hunting grounds or individual enemies are more manageable with unarmed combat than a lance, |
* '''Kick Specialization''': Some hunting grounds or individual enemies are more manageable with unarmed combat than a lance, so Spin Kick shines in those situations. |
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* '''Side by Side''': Staple booster for AS and DS in groups. |
* '''Side by Side''': Staple booster for AS and DS in groups. |
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* '''Spin Attack''': Free from the guild. Despite giving a brief boost to Dodging, I definitely wouldn't train it otherwise. |
* '''Spin Attack''': Free from the guild. Despite giving a brief boost to Dodging, I definitely wouldn't train it otherwise. |
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</div> |
</div> |
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[[Category:Guides]] |
Latest revision as of 18:58, 26 November 2024
This is a guide, tutorial, or gameplay strategy written by one or more players to better assist others with their gameplay enjoyment. The information presented here may be subject to the personal opinion of the contributor(s), and may additionally require periodic updates to keep current as the game environment changes.
Title: Combat Maneuver Choices
Author: Leafiara
Date Published: 2021-07-11
Updated: 2023-08-07
Preamble
This page mostly assesses combat maneuvers from the perspective of post-cap characters, but even while leveling, there are often insights to be found from reading others' thought processes. Below is my process in case others find it helpful!
Bard
Last updated August 7, 2023
Skill Mnemonic Ranks Type Category Subcategory ------------------------------------------------------------------------------------- Cheapshots cheapshots 5/5 Setup Rogue Guild Combat Focus focus 3/5 Passive Combat Movement cmovement 2/5 Passive Dirtkick dirtkick 3/5 Setup Eyepoke eyepoke 5/5 Setup Rogue Guild Feint feint 4/5 Setup Warrior Guild Footstomp footstomp 5/5 Setup Rogue Guild Groin Kick gkick 3/5 Setup Hamstring hamstring 5/5 Setup Kneebash kneebash 5/5 Setup Rogue Guild Nosetweak nosetweak 5/5 Setup Rogue Guild Side by Side sidebyside 5/5 Passive Sweep sweep 5/5 Setup Rogue Guild Swiftkick swiftkick 5/5 Setup Rogue Guild Templeshot templeshot 5/5 Setup Rogue Guild Throatchop throatchop 5/5 Setup Rogue Guild True Strike truestrike 4/5 Attack Available Combat Maneuvers Points: 1
Cleric
Last updated August 7, 2023
Skill Mnemonic Ranks Type Category Subcategory ------------------------------------------------------------------------------------- Combat Movement cmovement 2/5 Passive Dirtkick dirtkick 2/5 Setup Feint feint 5/5 Setup Warrior Guild Groin Kick gkick 5/5 Setup Side by Side sidebyside 5/5 Passive
Click here for explanations!
Empath
Last updated August 7, 2023
Skill Mnemonic Ranks Type Category Subcategory ------------------------------------------------------------------------------------- Combat Movement cmovement 2/5 Passive Cunning Defense cdefense 5/5 Passive Dirtkick dirtkick 3/5 Setup Feint feint 5/5 Setup Warrior Guild Groin Kick gkick 1/5 Setup Side by Side sidebyside 5/5 Passive Trip trip 1/5 Setup
Click here for explanations!
Monk
Last updated August 7, 2023
Skill Mnemonic Ranks Type Category Subcategory ------------------------------------------------------------------------------------- Burst of Swiftness burst 5/5 Buff Combat Focus focus 2/5 Passive Combat Mobility mobility 1/1 Passive Combat Movement cmovement 2/5 Passive Coup de Grace coupdegrace 5/5 Attack Evade Specialization evadespec 3/3 Passive Ki Focus kifocus 3/3 Buff Kick Specialization kickspec 5/5 Passive Rolling Krynch Stanc krynch 3/3 Martial Stance Side by Side sidebyside 5/5 Passive Available Combat Maneuvers Points: 1
Click here for explanations!
Paladin
Last updated August 7, 2023
Skill Mnemonic Ranks Type Category Subcategory ------------------------------------------------------------------------------------- Combat Focus focus 5/5 Passive Combat Movement cmovement 2/5 Passive Combat Toughness toughness 1/3 Passive Feint feint 5/5 Setup Warrior Guild Side by Side sidebyside 5/5 Passive Spin Attack sattack 4/5 Attack Warrior Guild Surge of Strength surge 5/5 Buff True Strike truestrike 4/5 Attack Weapon Specializatio wspec 5/5 Passive Available Combat Maneuvers Points: 1
Click here for explanations!
Ranger
Last updated August 7, 2023
Skill Mnemonic Ranks Type Category Subcategory ------------------------------------------------------------------------------------- Combat Focus focus 5/5 Passive Combat Movement cmovement 2/5 Passive Dirtkick dirtkick 4/5 Setup Feint feint 5/5 Setup Warrior Guild Groin Kick gkick 4/5 Setup Hamstring hamstring 3/5 Setup Shield Bash sbash 3/5 Setup Side by Side sidebyside 5/5 Passive Sweep sweep 5/5 Setup Rogue Guild Trip trip 3/5 Setup Available Combat Maneuvers Points: 1
Click here for explanations!
Rogue
Last updated August 7, 2023
Option 1: Open Combat With Dual Katars
Skill Mnemonic Ranks Type Category Subcategory ------------------------------------------------------------------------------------- Cheapshots cheapshots 6/6 Setup Rogue Guild Combat Focus focus 3/5 Passive Combat Mobility mobility 1/1 Passive Combat Movement cmovement 2/5 Passive Coup de Grace coupdegrace 4/5 Attack Divert divert 6/6 Setup Rogue Guild Evade Specialization evadespec 3/3 Passive Eyepoke eyepoke 6/6 Setup Rogue Guild Footstomp footstomp 6/6 Setup Rogue Guild Hamstring hamstring 2/5 Setup Kick Specialization kickspec 5/5 Passive Kneebash kneebash 6/6 Setup Rogue Guild Mug mug 1/5 Attack Nosetweak nosetweak 6/6 Setup Rogue Guild Side by Side sidebyside 5/5 Passive Stun Maneuvers stunman 6/6 Buff Rogue Guild Subdue subdue 6/6 Setup Rogue Guild Sweep sweep 6/6 Setup Rogue Guild Swiftkick swiftkick 6/6 Setup Rogue Guild Templeshot templeshot 6/6 Setup Rogue Guild Throatchop throatchop 6/6 Setup Rogue Guild Weapon Specializatio wspec 4/5 Passive Whirling Dervish dervish 3/3 Martial Stance Available Combat Maneuvers Points: 1
Click here for explanations!
Warrior
Last updated August 7, 2023
Skill Mnemonic Ranks Type Category Subcategory ------------------------------------------------------------------------------------- Berserk berserk 6/6 Attack Warrior Guild Combat Focus focus 3/5 Passive Combat Mobility mobility 1/1 Passive Combat Movement cmovement 2/5 Passive Coup de Grace coupdegrace 3/5 Attack Disarm Weapon disarm 6/6 Setup Warrior Guild Evade Specialization evadespec 3/3 Passive Feint feint 6/6 Setup Warrior Guild Kick Specialization kickspec 5/5 Passive Side by Side sidebyside 5/5 Passive Spin Attack sattack 6/6 Attack Warrior Guild Stance Perfection stance 2/2 Passive Warrior Guild Surge of Strength surge 5/5 Buff Tackle tackle 6/6 Setup Warrior Guild Weapon Specializatio wspec 5/5 Passive Whirling Dervish dervish 3/3 Martial Stance Available Combat Maneuvers Points: 1
Click here for explanations!