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Leafiara (prime)/Mechanical Musings/Combat Maneuver Choices: Difference between revisions
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==Additional Considerations== |
==Additional Considerations== |
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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 |
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.) |
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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. |
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==Explanation== |
==Explanation== |
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Monks have an excellent set of combat maneuvers available and can be extremely versatile |
Monks have an excellent set of combat maneuvers available and can be extremely versatile with them. I usually prefer versatility over min-maxing, but in this case I think it's better to min-max--or, in other words, to go deep into an idea rather than go wide. This can work with any of the unarmed combat specializations, but I'll explain mine and then make the case for the others. |
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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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* '''Combat Mobility''': Before the creation of Spin Kick, 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 the creation of Spin Kick, 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 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 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. |
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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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* '''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. 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. |
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Precision precision 2/2 |
Precision precision 2/2 |
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Side by Side sidebyside 5/5 |
Side by Side sidebyside 5/5 |
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Spin Attack sattack 5/5 |
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Surge of Strength surge 5/5 |
Surge of Strength surge 5/5 |
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True Strike truestrike 5/5 |
True Strike truestrike 5/5 |
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==Context== |
==Context== |
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My paladin uses two war hammers as her primary weapons and is now training to use two |
My paladin uses two war hammers as her primary weapons and is now training to use two broadswords as backup to keep a rotation of weapon techniques going, along with having fully trained 2x spells. She also wears metal breastplate instead of full plate. |
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==Explanation== |
==Explanation== |
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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 3-seconds-or-less option to the paladin toolkit is extraordinarily 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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⚫ | |||
* '''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. |
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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Tainted Bond is relatively less valuable to a build with multiple weapon types trained, or indeed even two weapons of the same type since it's not benefiting the offhand. |
Tainted Bond is relatively less valuable to a build with multiple weapon types trained, or indeed even two weapons of the same type since it's not benefiting the offhand. |
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==Elaborating on Spin Attack== |
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When paladins got Spin Attack, I overlooked it because I was used to overlooking it. Even now, I don't see it as especially valuable to warriors, rogues, monks, rangers, or bards. Warriors and rogues have better things to do with their stamina, monks and bards have better things to do with their RT, and on a ranger I'm more interested in power boosts--from effects like Camouflage, Tangleweed, or even Spirit Strike--than speed increases. |
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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. |
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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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Revision as of 15:21, 25 July 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 ---------------------------------------------------- Combat Focus focus 5/5 Combat Movement cmovement 2/5 Dirtkick dirtkick 4/5 Feint feint 5/5 Groin Kick gkick 4/5 Precision precision 1/2 Side by Side sidebyside 5/5 Sweep sweep 5/5 True Strike truestrike 5/5 Vault Kick vaultkick 1/5 Available Combat Maneuver Points: 1
Cleric
Skill Mnemonic Ranks ---------------------------------------------------- Combat Movement cmovement 2/5 Dirtkick dirtkick 2/5 Feint feint 5/5 Groin Kick gkick 5/5 Side by Side sidebyside 5/5
Click here for explanations!
Empath
Skill Mnemonic Ranks ---------------------------------------------------- Combat Movement cmovement 2/5 Cunning Defense cdefense 5/5 Dirtkick dirtkick 3/5 Feint feint 5/5 Groin Kick gkick 1/5 Side by Side sidebyside 5/5 Available Combat Maneuver Points: 2
Click here for explanations!
Monk
Skill Mnemonic Ranks ---------------------------------------------------- Burst of Swiftness burst 5/5 Combat Focus focus 5/5 Combat Mobility mobility 1/1 Combat Movement cmovement 2/5 Coup de Grace coupdegrace 5/5 Evade Specialization evadespec 3/3 Kick Specialization kickspec 5/5 Rolling Krynch Stance krynch 3/3 Side by Side sidebyside 5/5 Available Combat Maneuver Points: 1
Click here for explanations!
Paladin
Skill Mnemonic Ranks ---------------------------------------------------- Combat Focus focus 5/5 Combat Movement cmovement 2/5 Combat Toughness toughness 1/3 Feint feint 5/5 Precision precision 2/2 Side by Side sidebyside 5/5 Spin Attack sattack 5/5 Surge of Strength surge 5/5 True Strike truestrike 5/5 Weapon Specialization weaponspec 5/5 Available Combat Maneuver Points: 1
Click here for explanations!
Ranger
Skill Mnemonic Ranks ---------------------------------------------------- Combat Focus focus 5/5 Combat Movement cmovement 2/5 Dirtkick dirtkick 5/5 Disarm Weapon disarm 1/5 Feint feint 5/5 Groin Kick gkick 4/5 Hamstring hamstring 3/5 Shield Bash sbash 3/5 Side by Side sidebyside 5/5 Sweep sweep 5/5 Available Combat Maneuver Points: 1
Click here for explanations!
(coming later: rogue, warrior)