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Leafiara (prime)/Mechanical Musings/Combat Maneuver Choices: Difference between revisions
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=Ranger= |
=Ranger= |
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Azuryn, your Combat Maneuvers are as follows: |
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Skill Mnemonic Ranks Category Subcategory |
Skill Mnemonic Ranks Category Subcategory |
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=Warrior= |
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Skill Mnemonic Ranks Category Subcategory |
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Berserk berserk 6/6 Warrior Guild |
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Combat Focus focus 5/5 |
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Combat Mobility mobility 1/1 |
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Combat Movement cmovement 2/5 |
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Disarm Weapon disarm 5/5 Warrior Guild |
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Evade Specialization evadespec 3/3 |
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Feint feint 6/6 Warrior Guild |
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Kick Specialization kickspec 5/5 |
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Side by Side sidebyside 5/5 |
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Spin Attack sattack 6/6 Warrior Guild |
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Stance Perfection stance 2/2 Warrior Guild |
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Surge of Strength surge 5/5 |
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Tackle tackle 5/5 Warrior Guild |
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True Strike truestrike 2/5 |
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Weapon Specialization wspec 5/5 |
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Whirling Dervish dervish 3/3 |
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Available Combat Maneuvers Points: 1 |
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<div class="mw-customtoggle-warrior" style="overflow:auto;color:#0000FF">Click here for explanations!</div> |
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<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-warrior"> |
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==Context== |
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My warrior uses a lance as her bonded weapon, unarmed combat as backup, and ranged as even further backup. She wears robes for even more evasion to trigger Radial Sweep and Spin Kick more often. |
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==Explanation== |
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Warriors have an extraordinary variety of combat maneuvers, which results in plenty of challenging, interesting decisions. I honestly believe that players' maneuver choices for warriors will be more about playing into their intended character concepts than just looking for the mechanical best option, which might or might not even be a thing that exists now. I'll explain that more as I review my choices of what I trained and what I didn't. |
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My character concept before the changes had been to wield a lance, the hardest-hitting weapon base in the game, and use Berserk to negate its normal RT disadvantages. However, those disadvantages can now also be negated by area of effect weapon techniques, rendering Berserk no longer necessary and pushing me toward a multi-weapon build. From that choice, the maneuvers emerged... |
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* '''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. (I do plan to learn Elemental Barrier and Lesser Shroud for her, but at that point we're talking years down the line.) |
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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. |
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* '''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. |
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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 are more manageable with unarmed combat than a lance, and in those places Spin Kick shines. |
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* '''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. |
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* '''Stance Perfection''': Free from the guild, but I definitely wouldn't train it otherwise. That's me specifically, though, only because the order of evasion, blocking, and parrying is already exactly as I want it by default. |
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* '''Surge of Strength''': Too classic an AS booster for me to forego, even though brawling and ranged don't need it. I do think that Surge is the kind of maneuver that demands either five ranks or none, as the recovery period is too long even at four ranks. |
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* '''Tackle''': Free from the guild. I'd still consider training it otherwise, for defense against patchwork flesh monstrosities if nothing else, but it's not especially amazing offensively coming from an elf. |
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* '''True Strike''': A forward-thinking choice. I don't think it's especially useful in the current game as it competes with weapon techniques for stamina usage, but it could be strong for hitting overleveled enemies in Ascension grounds. |
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* '''Weapon Specialization''': Give me all the AS. |
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* '''Whirling Dervish''': I used to prefer Executioner's Stance of the two, but heavy use of assaults is much less killer on stamina than heavy use of mstrikes. A multi-weapon build also plays better with Dervish. |
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==Additional Considerations== |
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Practically everything. |
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Coup de Grace was in the running and was the last cut I made. There's a non-zero chance it'll find its way back into my choices since it gives more AS than Seanette's Shout. Trip and Vault Kick were also in the running. If I end up taking any of these, it'll probably happen because amazing custom maneuver messaging was released for one of them and I'll want it at the expense of some combination of one or two ranks of Combat Focus, one or two ranks of Side by Side, one or two ranks of True Strike, and any number of ranks of Whirling Dervish. |
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Lances and unarmed combat (and even ranged, to a lesser extent) prefer Evade Specialization to get their reactions going, and along with that goes Kick Specialization. |
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I like Precision a lot for one-handed weapons, but that's not my warrior. Staggering Blow, Spell Cleave, and Tainted Bond are less useful to a warrior who has multiple weapons trained. Acrobat's Leap and Leap Attack are nice, but unnecessary for a warrior who also uses ranged. |
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Griffin's Voice was my preferred martial stance before the changes so I could consistently keep up Horland's Holler, but that's no longer necessary. Some other warriors feel the opposite and now want Griffin's Voice after overlooking it before. I think that comes down to a playstyle difference; I'd almost never use Carn's Cry, for example, since I want the enemy attacking me so I can evade and react. By the same logic, I ''am'' interested in Horland's Holler, but even with max Griffin's Voice, the stamina cost is a bit too much to justify using it more than once in a while. |
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Bearhug's Strength bonus is great, but the maneuver on its own is better for larger races, and in any case it's not how I picture my character battling. Bull Rush is better for larger races and, despite being one of the best maneuvers in the game, is a bit redundant for lightly armored polearm warriors, who already have Radial Sweep for area of effect knockdowns. Combat Toughness is likewise a great consideration for plate warriors, but less useful to robe warriors. |
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Headbutt would be useful, but isn't how I picture my character battling. Haymaker would be even more useful and ''is'' how I picture my character battling, but I still thought I had better options like Trip and Vault Kick. |
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</div> |
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(coming later: rogue |
(coming later: rogue) |
Revision as of 16:52, 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 Warrior Guild Groin Kick gkick 4/5 Precision precision 1/2 Side by Side sidebyside 5/5 Sweep sweep 5/5 Rogue Guild True Strike truestrike 5/5 Vault Kick vaultkick 1/5 Available Combat Maneuver 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 4/5 Precision precision 2/2 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 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 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!
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 5/5 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 5/5 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!
(coming later: rogue)