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=Bard= |
=Bard= |
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'''Last updated 11/11/21''' |
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Skill Mnemonic Ranks Category Subcategory |
Skill Mnemonic Ranks Category Subcategory |
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Feint feint 4/5 Warrior Guild |
Feint feint 4/5 Warrior Guild |
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Footstomp footstomp 5/5 Rogue Guild |
Footstomp footstomp 5/5 Rogue Guild |
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Groin Kick gkick |
Groin Kick gkick 3/5 |
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Hamstring hamstring |
Hamstring hamstring 5/5 |
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Kneebash kneebash 5/5 Rogue Guild |
Kneebash kneebash 5/5 Rogue Guild |
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Nosetweak nosetweak 5/5 Rogue Guild |
Nosetweak nosetweak 5/5 Rogue Guild |
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Side by Side sidebyside 5/5 |
Side by Side sidebyside 5/5 |
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Sweep sweep |
Sweep sweep 5/5 Rogue Guild |
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Swiftkick swiftkick 5/5 Rogue Guild |
Swiftkick swiftkick 5/5 Rogue Guild |
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Templeshot templeshot 5/5 Rogue Guild |
Templeshot templeshot 5/5 Rogue Guild |
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Throatchop throatchop 5/5 Rogue Guild |
Throatchop throatchop 5/5 Rogue Guild |
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True Strike truestrike |
True Strike truestrike 1/5 |
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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 bard uses a lance in most settings, but dual short swords in the Hinterwilds. She has fully trained 2x spells and wears robes. |
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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. |
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==Explanation== |
==Explanation== |
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Bards are pretty scant on maneuver options, so many of her picks are there for lack of anything better to do. |
Bards are pretty scant on maneuver options that aren't outclassed in some way by their magical options, so many of her picks are there for lack of anything better to do. That said, the ones that are good are exceptional. |
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* '''Cheapshots''': Offensively |
* '''Cheapshots''': Offensively a bard doesn'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. |
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* '''Combat Focus''': Almost a gimme since bards' |
* '''Combat Focus''': Almost a gimme since bards' major weakness is TD. I'd recommend this to every bard unless they hunt bandits 100% of the time. |
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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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* '''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, |
* '''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. Pirates do occasionally use this, so ranks for defense are decent. |
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* '''Feint''': Staple setup maneuver for many professions. |
* '''Feint''': Staple setup maneuver for many professions. Bards are no exception! Better than Swiftkick at inflicting RT. |
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* '''Groin Kick''': Another somewhat filler maneuver. I think Dirtkick is easily the better of the two for offense, but training this one |
* '''Groin Kick''': Another somewhat filler maneuver. I think Dirtkick is easily the better of the two for offense, but training this one helps defend against bandits in addition to pirates. |
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* '''Hamstring''': |
* '''Hamstring''': Arguably the best offensive combat maneuver for bards, this tears through just about anything. I found that four ranks are enough to hit consistently even against level 115 Hinterwilds foes, but going all the way makes Major Bleed that much better. |
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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''': |
* '''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''': Fluff because nothing else seemed better with only 3 points remaining. I used to have more ranks because I expected the EBP reduction to help with hitting overleveled enemies in Ascension grounds, but the Hinterwilds quickly proved that Hamstring and Sweep are the better openers in that situation by a long shot. |
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* '''True Strike''': Another forward-thinking choice, like Dirtkick. 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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* '''Vault Kick''': Fluff because I had two spare points. |
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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, |
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 Dirtkick or Groin Kick. |
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Spin Attack is |
Taking Spin Attack is an option, but I feel that even 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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* '''Dirtkick''': One of the few maneuvers that works just as effectively in more defensive stances, but clerics have better things to do. I took it just for fun when helping lower level characters on their bounties. |
* '''Dirtkick''': One of the few maneuvers that works just as effectively in more defensive stances, but clerics have better things to do. I took it just for fun when helping lower level characters on their bounties. |
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* '''Feint''': Staple setup maneuver that's extremely useful both offensively and defensively. If there's one maneuver to train on every cleric, this is it. |
* '''Feint''': Staple setup maneuver that's extremely useful both offensively and defensively. If there's one maneuver to train on every cleric, this is it. |
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* '''Groin Kick''': Amusingly enough, this and Feint are a cleric's best ways to inflict RT on the enemy. Being hilarious is a bonus! ...as is getting extra defense against bandits. |
* '''Groin Kick''': Amusingly enough, this and Feint are a cleric's best ways to inflict RT on the enemy. Being hilarious is a bonus! ...as is getting extra defense against bandits. Now if only it worked with UAC shoes... |
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* '''Side by Side''': Staple booster for AS and DS in groups. The AS gains here are more necessary for running a war cleric than any other build, including even war sorcerers since the latter have access to a larger number of non-native AS boosters. |
* '''Side by Side''': Staple booster for AS and DS in groups. The AS gains here are more necessary for running a war cleric than any other build, including even war sorcerers since the latter have access to a larger number of non-native AS boosters. |
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==Additional Considerations== |
==Additional Considerations== |
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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 probably 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. |
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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. |
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. |
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=Ranger= |
=Ranger= |
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'''Last updated 11/11/21''' |
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Skill Mnemonic Ranks Category Subcategory |
Skill Mnemonic Ranks Category Subcategory |
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Combat Focus focus 5/5 |
Combat Focus focus 5/5 |
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Combat Movement cmovement 2/5 |
Combat Movement cmovement 2/5 |
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Dirtkick dirtkick |
Dirtkick dirtkick 4/5 |
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Disarm Weapon disarm 1/5 Warrior Guild |
Disarm Weapon disarm 1/5 Warrior Guild |
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Feint feint 5/5 Warrior Guild |
Feint feint 5/5 Warrior Guild |
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Side by Side sidebyside 5/5 |
Side by Side sidebyside 5/5 |
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Sweep sweep 5/5 Rogue Guild |
Sweep sweep 5/5 Rogue Guild |
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Sweep sweep 5/5 Rogue Guild |
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Available Combat Maneuvers Points: 1 |
Available Combat Maneuvers Points: 1 |
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* '''Combat Focus''': Pushing rangers' very solid combination of TD and CvA even higher. |
* '''Combat Focus''': Pushing rangers' very solid combination of TD and CvA even higher. |
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* '''Combat Movement''': Mandatory prerequisite to Side by Side, but nearly useless on its own. Even more useless for archer rangers than most other professions and builds since they have exceptional DS. |
* '''Combat Movement''': Mandatory prerequisite to Side by Side, but nearly useless on its own. Even more useless for archer rangers than most other professions and builds since they have exceptional DS. |
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* '''Dirtkick''': The most |
* '''Dirtkick''': The most thematic maneuver for an archer ranger since it deters enemies from evading or blocking their arrows. Do I ever use it? Nope. |
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* ''' |
* '''Feint''': Purely here for defensive purposes against many enemies. |
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* ''' |
* '''Groin Kick''': Purely here for defensive purposes against bandits and pirates. |
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* ''' |
* '''Hamstring''': Purely here for defensive purposes against bandits and pirates. |
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* ''' |
* '''Shield Bash''': Purely here for defensive purposes against various enemies. |
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* '''Side by Side''': Purely here for defensive purposes--and not even the ranger's own, since more DS isn't that needed, but more so aid to group members. The AS boost doesn't even apply to ranged. |
* '''Side by Side''': Purely here for defensive purposes--and not even the ranger's own, since more DS isn't that needed, but more so aid to group members. The AS boost doesn't even apply to ranged. |
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* '''Sweep''': |
* '''Sweep''': The one good thing here! Tangleweed is generally better, but Sweep does have its niche since it's faster, adds RT, adds Vulnerable, isn't subject to hindrance, and uses stamina, which has less competition than mana. |
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==Additional Considerations== |
==Additional Considerations== |
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Cunning Defense is probably good at lower levels, but extraneous at higher levels as rangers grow into exceptional maneuver defense. Dislodge exists and is meant for ranged, but I don't think rangers need it at all when they have spells. Retreat almost makes sense, but doesn't since it just breaks on your next offensive maneuver anyway. True Strike would be an option if it could aim, but it can't. |
Cunning Defense is probably good at lower levels, but extraneous at higher levels as rangers grow into exceptional maneuver defense. Dislodge exists and is meant for ranged, but I don't think rangers need it at all when they have spells. Retreat almost makes sense, but doesn't since it just breaks on your next offensive maneuver anyway. True Strike would be an option if it could aim, but it can't. Disarm Weapon will be an option if more capped hunting with disarming is added at some point. |
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</div> |
</div> |
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Nosetweak nosetweak 6/6 Rogue Guild |
Nosetweak nosetweak 6/6 Rogue Guild |
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Side by Side sidebyside 5/5 |
Side by Side sidebyside 5/5 |
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Stun Maneuvers stunman |
Stun Maneuvers stunman 5/5 Rogue Guild |
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Subdue subdue |
Subdue subdue 5/5 Rogue Guild |
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Surge of Strength surge 4/5 |
Surge of Strength surge 4/5 |
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Sweep sweep 6/6 Rogue Guild |
Sweep sweep 6/6 Rogue Guild |
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==Other Considerations== |
==Other Considerations== |
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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 |
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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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. |
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. |
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Combat Movement cmovement 2/5 |
Combat Movement cmovement 2/5 |
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Coup de Grace coupdegrace 3/5 |
Coup de Grace coupdegrace 3/5 |
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Disarm Weapon disarm |
Disarm Weapon disarm 6/6 Warrior Guild |
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Evade Specialization evadespec 3/3 |
Evade Specialization evadespec 3/3 |
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Feint feint 6/6 Warrior Guild |
Feint feint 6/6 Warrior Guild |
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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. |
* '''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. |
* '''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 and essentially the warrior version of Sweep. |
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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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* '''Weapon Specialization''': Give me all the AS. |
* '''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. |
* '''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 used to be. A multi-weapon build also plays better with Dervish. |
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==Additional Considerations== |
==Additional Considerations== |
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Practically everything. |
Practically everything. |
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True Strike |
True Strike and Trip were the last two cuts made. If I end up taking either, 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 a rank of Combat Focus, a rank of Coup de Grace, one or two ranks of Side by Side, and one or two ranks of Weapon Specialization. |
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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. |
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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Bearhug's Strength bonus is great for the group, but the individual warrior doesn't need it if she already has Surge, and in any case it's not how I picture my character battling. Bull Rush is one of the best maneuvers in the game, but lightly armored polearm warriors already have Radial Sweep and (eventually) Elemental Wave for area of effect knockdowns. Combat Toughness is likewise a great consideration for plate warriors who have legitimate worries about getting plinked to death, but less useful to robe warriors whose deaths are more likely to crits. |
Bearhug's Strength bonus is great for the group, but the individual warrior doesn't need it if she already has Surge, and in any case it's not how I picture my character battling. Bull Rush is one of the best maneuvers in the game, but lightly armored polearm warriors already have Radial Sweep and (eventually) Elemental Wave for area of effect knockdowns. Combat Toughness is likewise a great consideration for plate warriors who have legitimate worries about getting plinked to death, but less useful to robe warriors whose deaths are more likely to crits. |
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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. |
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. |
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</div> |
</div> |
Revision as of 22:45, 11 November 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
Last updated 11/11/21
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 3/5 Hamstring hamstring 5/5 Kneebash kneebash 5/5 Rogue Guild Nosetweak nosetweak 5/5 Rogue Guild Side by Side sidebyside 5/5 Sweep sweep 5/5 Rogue Guild Swiftkick swiftkick 5/5 Rogue Guild Templeshot templeshot 5/5 Rogue Guild Throatchop throatchop 5/5 Rogue Guild True Strike truestrike 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
Last updated 11/11/21
Skill Mnemonic Ranks Category Subcategory -------------------------------------------------------------------------------- Combat Focus focus 5/5 Combat Movement cmovement 2/5 Dirtkick dirtkick 4/5 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 Sweep sweep 5/5 Rogue Guild Trip trip 3/5 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 Divert divert 6/6 Rogue Guild Evade Specialization evadespec 3/3 Eyepoke eyepoke 6/6 Rogue Guild Footstomp footstomp 6/6 Rogue Guild Groin Kick gkick 1/5 Hamstring hamstring 1/5 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 5/5 Rogue Guild Subdue subdue 5/5 Rogue Guild Surge of Strength surge 4/5 Sweep sweep 6/6 Rogue Guild Swiftkick swiftkick 6/6 Rogue Guild Templeshot templeshot 6/6 Rogue Guild Throatchop throatchop 6/6 Rogue Guild Weapon Specialization wspec 4/5 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 3/5 Combat Mobility mobility 1/1 Combat Movement cmovement 2/5 Coup de Grace coupdegrace 3/5 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 Weapon Specialization wspec 5/5 Whirling Dervish dervish 3/3 Available Combat Maneuvers Points: 1
Click here for explanations!