Difference between revisions of "Flare"

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'''Flares''' are a common property that many weapons throughout Elanthia possess. They can do from 1 to 60 damage, averaging about 20 damage per flare, depending upon a random selection.
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'''Flares''' are a common attribute that [[armor]], [[shield]]s, and [[weapon]]s throughout [[Elanthia]] possess. They can cause between 1 to 60 damage, averaging about 20 damage per flare. Common flares have a standard rate of 1 per 5 (20%) for weapons and 1 per 8 (12.5%) for [[runestaff]]s.
  
== Types of Flares ==
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==Types of Flares==
Flares are often categorized into three groups: common elemental flares, uncommon flares, and special or rare flares. Special flares are typically only offered through special merchant services, rather than through the treasure system. Flares can be determined empirically or through a bard [[Loresinging#Weapon.2FArmor_Abilities|loresong]]
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Flares are often categorized into three groups: common, uncommon, and rare flares. Rare flares are typically only offered through special [[merchant]] services, rather than through the [[treasure system]]. Flares can be determined empirically or through a bard [[Loresinging#Weapon.2FArmor_Abilities|loresong]].
=== Common Flares ===
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:*[[Acid critical table|Acid flares]] - The most widely effective of the common flares.
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===Common Flares===
:*[[Cold critical table|Cold flares]] - aka "water" or "ice" flares. Effective on fire-type creatures.
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:*[[Acuity flares]] 1x-4x - Runestaff-only flares that give temporary bonuses of 5 [[AS]]/3 [[CS]] per X (up to 10X) upon triggering.
:*[[Fire critical table|Fire flares]] - Effective on cold-type or water-type creatures, as well as trolls and most undead. Most forms of trolls take double damage.
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:*[[Cold critical table|Cold flares]] - Also known as "ice" flares, these flares are effective on fire-type creatures.
:*[[Impact critical table|Vibration flares]] - aka "earth" flares. Effective on earth-type creatures, such as pyrothags.
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:*[[Fire critical table|Fire flares]] - Effective on cold-type or water-type creatures, as well as [[troll]]s and most [[undead]]. Most forms of trolls take double damage.
 
:*[[Lightning critical table|Lightning flares]] - Effective on most creatures, but when used in water-filled rooms, may conduct back to the user.
 
:*[[Lightning critical table|Lightning flares]] - Effective on most creatures, but when used in water-filled rooms, may conduct back to the user.
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:*[[Mana flare]]s +1-+2 - Runestaff-only flares that return a specific amount of [[mana]] (from 1-5) depending on how potent the flares are. Mana-flaring runestaves will flare regardless of the type of spell cast (i.e., defensive spells may beget flares).
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:*[[Vacuum critical table|Vacuum flares]] - Also known as "void" or "air" flares, these flares are found on [[coraesine]] weapons.
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:*[[Impact critical table|Vibration flares]] - Also known as "earth" flares, these flares are effective on earth-type creatures, such as [[pyrothag family creatures|pyrothag]]s.
  
=== Uncommon Flares ===
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===Uncommon Flares===
:*[[Runestaff_(saved_post)#Runestaff_Update_I|Acuity flares]] - Runestaff only flares give temporary bonuses of 5 AS/3 CS  per X (up to 10X) upon triggering.
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:*[[Acid critical table|Acid flares]]
:*[[Disruption critical table|Disruption flares]] - Can be found in the Seen on Tsanah's [[black ora]] weapons
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:*Acuity flares 5x-6x
:*Holy Water flares - Available only through [[Holy Blade]] and behaves as [[Acid critical table|Acid]] on undead and (harmless but visible) water on living creatures.
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:*[[Impact critical table|Air Flares]] - Can be found naturally on the [[Bard]] spell [[Sonic Weapon Song (1012)]], alone, or as a part of [[Coraesine]] weapon flares (however coraesine weapons have been seen with other critical tables as well, including the [[Slash critical table]]).
:*Mana flares - Runestaff only and will flare a specific amount of mana (from 1-5) depending on how potent the flares are.  Special [[merchant|merchants]] can increase the potency of mana flares to up to 5 mana per flare.  Mana flaring runestaves will flare regardless of the type of spell cast (i.e., defensive spells may beget flares).
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:*[[Disintegration critical table|Disintegration flares]] - Similar to the [[Sorcerer]] spell [[Disintegrate (705)]].
:*[[Plasma critical table|Plasma flares]] - Effective on undead. Also, sanctify bestows plasma flares on non-flaring non-[[weighting|weighted]] weapons.
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:*[[Disruption critical table|Disruption flares]] - Can be found in [[black ora]] weapons.
:*[[Steam critical table|Steam flares]] - Not heavily sought after due to an overall inferior critical table.
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:*Holy Water flares - Available only through [[Bless (304)]], these flares behave as acid on undead and (harmless but visible) water on living creatures.
:*[[Vacuum critical table|Vacuum flares]] - Often referred to as void flares or "air" flares. These are found on [[coraesine]] weapons.
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:*Mana flares +3-+4
:*[[Disintegration critical table|Disintegration flares]] - Similar to Sorcerer spell [[Disintegrate|Disintegrate - 705]].
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:*[[Plasma critical table|Plasma flares]] - Effective on undead. Also, [[Consecrate (1604)]] bestows plasma flares called [[Consecrate (1604)#Holy Weapons (Guiding Light)|Guiding Light flares]] on non-flaring non-[[weighting|weighted]] weapons.
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:*[[Steam critical table|Steam flares]] - Not heavily sought after due to an overall inferior critical table. Effective on undead.
  
=== Special Flares ===
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===Rare Flares===
:*[[Bubble flares|Bubble flares]] - Provide the wielder with temporary [[Padding#Damage_Padding|damage padding]] for approximately one minute. [[Padding]] levels range from heavy to phenomenal.
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:*Acuity flares 7x-10x
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:*[[Banshee flare]] - Bestows added target defense (TD) and bolt defensive strength (DS) to the wielder when the flare is activated, usually an amount ranging between 10 and 50. It can be applied to shields.
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:*[[Blink weapon]] - Allows the wielder to infuse a spell they are capable of learning into the weapon. Flares cast the spell for no mana.
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:*[[Briar flare]]s -  [[Grapple critical table|Grapple]]-based flares that grow in strength based on influence and weapon tier
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:*[[Bubble flares]] - Provide the wielder with temporary [[Padding#Damage_Padding|damage padding]] for approximately one minute. Padding levels range from heavy to phenomenal.
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:*[[Chronomage flares]]
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:*[[Death]] flares from weapons forged from the rare metal [[Xazkruvrixis]]
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:*[[Ethereal weapon/saved posts|Ethereal Flares]] - [[Puncture critical table|piercing]]-based flares found only on [[Ethereal weapon/saved posts|Ethereal Weapons]] from [[Reim]]
 
:*[[Grapple critical table|Grapple flares]] - Have a high potential to knockdown/stun targets with very little likelihood of fatal criticals.
 
:*[[Grapple critical table|Grapple flares]] - Have a high potential to knockdown/stun targets with very little likelihood of fatal criticals.
:*Jovn's mechanical flares - These do [[Slash critical table|slashing]], [[Puncture critical table|piercing]], and [[Crush critical table|crushing]] damage, depending on if they're blades, spikes, or rods, respectively.
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:*[[Greater elemental flare]]s - Script, adds a chance for an additional double-flare to certain types of flaring weapons. Weapon has the chance to flare naturally, flare the special scripted double-flare, or both at once.  Also a few flashy verb traps and can change eye color temporarily for an hour with a two-hour cooldown.
:*[[Knockout_flare|Knockout]] flare - Can only be added to crushing weapons. Triggers with a very high likelihood but only against the head, and only against creatures one can learn from, and not too far above level.
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:*[[Ironwright's holy flares]] - Ironwright's script gives holy flares when an item is blessed (no matter the profession) as well as a selection of two or three other flares (for example, acid/impact/web). The other flares are activated by casting a related spell at the weapon after it has been blessed (e.g. Hurl Boulder for impact). The flares last until the bless wears off. This flare occupies the script slot, not the flare slot.
:*Rotating flares - Special merhcant flares which can change. They exist in a variety of combinations. Depending upon the item, they flares may change based on realm, or by a selection [[Script|script]].
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:*[[Knockout flare]]s - {{#section:knockout flare|intro}}
:*[[Runestaff_(saved_post)#Runestaff_Update_I|Mana vial flares]] - The caster regains a small amount of mana when triggered. Particularly powerful when combined with the [[Rapid Fire]] and [[Minor Shock]] spells. Similar "health vial" and "spirit vial" variants have been released as well [http://www.krakiipedia.org/wiki/Convocation_of_Coraesine_Field#Mana_Vial_flares].
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:*Mana flares +5
:*[[Poisoned|Poison flares]] - Temporary poison flares, which flare occasionally, and the kind of poison flares that flare every hit. Also, there are serpent flares that can have special effects when poisoning the target.
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:*Mechanical flares - These flares do [[Slash critical table|slashing]], [[Puncture critical table|piercing]], and [[Crush critical table|crushing]] damage, depending on if they are blades, spikes, or rods, respectively.
:*[[ShadowDeath_weapons|Shadowdeath flares]] - These do only blood-loss type damage.  No wounds. Only found on "black alloy" weapons.
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:*[[Parasitic Weapon|Parasitic Weapon Flares]] - Specialized [[Slash critical table|Slash flares]] that drain the blood of the wielder and can occur more frequently than the standard flare rate based on the tier of the weapon and the affinity with the user.
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:*[[Poisoned|Poison flares]] - Temporary poison flares, which flare occasionally, and the kind of poison flares that flare every hit. Also, there are serpent flares that can have special effects when poisoning the target.
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:*[[Polearm rebalancing flares]] - Also known a "poleaxe flares." They inflict a critical from the crush table as damage when they flare, and have the potential for a second "flare" which trips the target.  If you have 50 ranks of MOC and the flare activates, you have a 33% chance of also doing the second "flare".  If you have 100 ranks of MOC and the flare activates, you have a 66% chance of also doing the second "flare".  It is possible to [[bless]] weapons with this flare (that would be blessable without it).
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:*[[Realm flare]]s - Special merchant flares that change based on where the wielder is hunting.
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:*Rotating flares - Special merchant flares that give the wielder a choice of whatever flares are built into the weapon.
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:*[[Rotflares]]
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:*[[ShadowDeath_weapons|Shadowdeath flares]] - These flares do only blood-loss type damage, no wounds. Only found on "black alloy" weapons.
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:*Terror flares - Special merchant flares that terrorize living opponents into immobilization and forces them to drop their held equipment
 
:*[[Unbalance_critical_table|Unbalance flares]] - Have a very high likelihood of knocking down a target.
 
:*[[Unbalance_critical_table|Unbalance flares]] - Have a very high likelihood of knocking down a target.
:*[[Polearm rebalancing flares]] - Also known a "poleaxe flares."  They inflict a critical from the same table as the main attack (crush, pierce, slash), and have the potential for a second "flare" which trips the target.  It is possible to bless weapons with this flare (that would be blessable without it).
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:*[[Crush_critical_table|Water flares]] - Deals water themed crush damage to a target.
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:*[[Convocation_of_Coraesine_Field#Mana_Vial_flares|Vial flares]] - Produces a vial that returns a small amount of mana, [[health]], or [[spirit]] (depending on the type) when triggered.
  
=== Feras Weapons ===
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===Feras Weapons===
 
{{main|Feras}}
 
{{main|Feras}}
Often found on various creatures throughout [[Elanthia]], feras weapons are often deadly weapons that almost always flare when striking. The flares are [[Lightning critical table|Lightning]] based and generally start at very high damage and degrade after each use. A feras weapon has several levels of flares and the user can tell what level the weapon is on when the weapon is used.
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Often found on various creatures throughout Elanthia, feras weapons are often deadly weapons that almost always flare when striking. The flares are lightning based and generally start at very high damage and degrade after each use. A feras weapon has several levels of flares and the user can tell what level the weapon is on when the weapon is used.
  
== Methods of Obtaining Flares ==
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==Methods of Obtaining Flares==
Flares can be added to weapons that do not previously have flares by a variety of methods.  There are some methods that do not require a merchant, such as the paladin spell, [[Sanctify (1625)|Sanctify]]; the cleric spell, [[Holy Blade (304)|Holy Blade]] (when cast by a cleric with 40 or more ranks in the Cleric Circle); or the minor elemental spell, [[Elemental Blade (411)|Elemental Blade]]. Each of these spells have restrictions on which weapons they can be cast on and still add the flares. To add flares to a weapon that is magical or non-blessable, one would require the services of a special [[merchant]]. A merchant might add standard flares (which would be heat, cold, vibration, lightning, or acid flares). Very rarely will they add other, non-standard flares.
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Flares can be added to weapons that do not previously have flares by a variety of methods.  There are some methods that do not require a merchant, such as the paladin spell Sanctify (1625), the cleric spell Bless (304) (when cast by a cleric with 40 or more ranks in the [[Cleric Base]]), or the minor elemental spell [[Elemental Blade (411)]]. Each of these spells have restrictions on which weapons they can be cast on and still add the flares. To add flares to a weapon that is magical or non-blessable, one would require the services of a special merchant. A merchant might add standard flares (which would be heat, cold, vibration, lightning, or acid flares). Very rarely will they add other, non-standard flares.
  
[[Premium subscription|Premium subscribers]] can add one standard flare from awarded [[Premium point]]s at a cost of 300 points + 300 points per item enchant. For example, the cost to add acid flares to a 5x (+25) longsword would be 300 + (300 * 5 ) = 1800 premium points.
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[[Premium subscription|Premium subscribers]] can add one standard flare from awarded [[Premium point]]s at a cost of 300 points + 300 points per item enchant. For example, the cost to add acid flares to a 5x (+25) [[longsword]] would be 300 + (300 * 5 ) = 1800 premium points.
  
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==Armor Flares==
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Flares can be added to armor, often referred to as reactive flares. Generally, these flares are considered defensive in nature, as they only react when the character is struck by an attacker.  However, certain [[combat maneuver]]s will implement these flares in an offensive manner, such as [[sweep]], [[bearhug]], and [[Shield Bash|shield bash]].  Reactive flares can be added to full armor, shields, and piece armor (leg greaves, helmets, etc.). It is believed that all armor flares are both reactive and offensive in nature, in that they may flare when the wearer of flared armor is struck, and they may flare when a combat maneuver that can use armor flares is used.  Piece armors will only flare when the body part they cover is struck or the combat maneuver makes contact with the covered body part -- for example, when a character uses [[Sweep]], the legs make contact with the enemy, and therefore if the character is wearing flaring leg greaves, it has a chance to flare.
  
== Armor flares ==
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Flares can be added to shields and armor, but not piece armor, through the [[Premium points]] system.
Flares can be added to armor, often referred to as reactive flares.  Generally, these flares are considered defensive in nature, as they only react when the character is struck by an attacker.  However, certain combat [[maneuver]]s will implement these flares in an offensive manner, such as [[sweep]], [[bearhug]], and [[Shield Bash|shield bash]].  Reactive flares can be added to full armor, shields, and piece armor (leg greaves, helmets, etcetera).  It is believed that all armor flares are both reactive and offensive in nature, in that they may flare when the wearer of flared armor is struck, and they may flare when a combat maneuver that can use armor flares is used.  Piece armors will only flare when the body part they cover is struck or the combat maneuver makes contact with the covered body part -- for example, when a character uses [[Sweep]], the legs make contact with the enemy, and therefore if the character is wearing flaring leg greaves, it has a chance to flare.
 
  
Reactive flares can be added to shields and armor, but not piece armor, through the [[Premium points]] system.
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Flares added to shields will trigger when used offensively; e.g, shield bash, shield strike, etc.  They may also flare when an attack is blocked in an aggressive stance (anything forward or higher).
  
==See Also==
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An offensive shield maneuver with a spiked + flared shield can trigger the spike, flare, or both simultaneously.
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A character with a spiked + flared shield and knowledge of the [[Shield Spike Mastery]] shield maneuver will see the spikes active on a defensive block, but flares will not activate.
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Warriors with [[Shield Riposte]] [[Martial Stance]] will see shield flares trigger as this is an offensive maneuver (shield bash). It adds the offensive RT and requires the warrior to be hit for [[Shield Riposte]] to activate.
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==Resources==
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*[[Item properties]]
 
*[[Armor and Weapon Moods (saved post)]]
 
*[[Armor and Weapon Moods (saved post)]]
 
*[[Snake flare]]
 
*[[Snake flare]]
 
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*[[Runestaff/saved posts|Runestaff saved posts]]
==External Links==
 
 
* [http://forum.gsplayers.com/showthread.php?t=57362 Briar flares info on Players' Corner]
 
* [http://forum.gsplayers.com/showthread.php?t=57362 Briar flares info on Players' Corner]
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*[https://docs.google.com/spreadsheets/d/18WUtegCdx7HpO2LZzfzMlfStRczC7-nAcPIUnLY35AU/edit#gid=0 Tykus's Flare Research]
  
[[Category:Weapon Enhancements]] [[Category:Armor Enhancements]] [[Category:Premium]]
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[[Category:Weapon Enhancements]] [[Category:Armor Enhancements]] [[category:Merchant Services]]

Latest revision as of 08:19, 3 February 2021

Flares are a common attribute that armor, shields, and weapons throughout Elanthia possess. They can cause between 1 to 60 damage, averaging about 20 damage per flare. Common flares have a standard rate of 1 per 5 (20%) for weapons and 1 per 8 (12.5%) for runestaffs.

Types of Flares

Flares are often categorized into three groups: common, uncommon, and rare flares. Rare flares are typically only offered through special merchant services, rather than through the treasure system. Flares can be determined empirically or through a bard loresong.

Common Flares

  • Acuity flares 1x-4x - Runestaff-only flares that give temporary bonuses of 5 AS/3 CS per X (up to 10X) upon triggering.
  • Cold flares - Also known as "ice" flares, these flares are effective on fire-type creatures.
  • Fire flares - Effective on cold-type or water-type creatures, as well as trolls and most undead. Most forms of trolls take double damage.
  • Lightning flares - Effective on most creatures, but when used in water-filled rooms, may conduct back to the user.
  • Mana flares +1-+2 - Runestaff-only flares that return a specific amount of mana (from 1-5) depending on how potent the flares are. Mana-flaring runestaves will flare regardless of the type of spell cast (i.e., defensive spells may beget flares).
  • Vacuum flares - Also known as "void" or "air" flares, these flares are found on coraesine weapons.
  • Vibration flares - Also known as "earth" flares, these flares are effective on earth-type creatures, such as pyrothags.

Uncommon Flares

Rare Flares

  • Acuity flares 7x-10x
  • Banshee flare - Bestows added target defense (TD) and bolt defensive strength (DS) to the wielder when the flare is activated, usually an amount ranging between 10 and 50. It can be applied to shields.
  • Blink weapon - Allows the wielder to infuse a spell they are capable of learning into the weapon. Flares cast the spell for no mana.
  • Briar flares - Grapple-based flares that grow in strength based on influence and weapon tier
  • Bubble flares - Provide the wielder with temporary damage padding for approximately one minute. Padding levels range from heavy to phenomenal.
  • Chronomage flares
  • Death flares from weapons forged from the rare metal Xazkruvrixis
  • Ethereal Flares - piercing-based flares found only on Ethereal Weapons from Reim
  • Grapple flares - Have a high potential to knockdown/stun targets with very little likelihood of fatal criticals.
  • Greater elemental flares - Script, adds a chance for an additional double-flare to certain types of flaring weapons. Weapon has the chance to flare naturally, flare the special scripted double-flare, or both at once. Also a few flashy verb traps and can change eye color temporarily for an hour with a two-hour cooldown.
  • Ironwright's holy flares - Ironwright's script gives holy flares when an item is blessed (no matter the profession) as well as a selection of two or three other flares (for example, acid/impact/web). The other flares are activated by casting a related spell at the weapon after it has been blessed (e.g. Hurl Boulder for impact). The flares last until the bless wears off. This flare occupies the script slot, not the flare slot.
  • Knockout flares - rare specialty flare which can be placed on weapons that primarily do crushing damage, such as maces, handaxes, and mauls, as well as UCS gloves and boots. The flares always targets the victim's head. If the head is sufficiently wounded the crush damage from the flare may be applied to the chest. Any part of the body may be hit for the flares to activate. Besides the crush damage applied to the targets head, the flare can also impart a status effect on the target, such as the rooted condition or the prone condition.
  • Mana flares +5
  • Mechanical flares - These flares do slashing, piercing, and crushing damage, depending on if they are blades, spikes, or rods, respectively.
  • Parasitic Weapon Flares - Specialized Slash flares that drain the blood of the wielder and can occur more frequently than the standard flare rate based on the tier of the weapon and the affinity with the user.
  • Poison flares - Temporary poison flares, which flare occasionally, and the kind of poison flares that flare every hit. Also, there are serpent flares that can have special effects when poisoning the target.
  • Polearm rebalancing flares - Also known a "poleaxe flares." They inflict a critical from the crush table as damage when they flare, and have the potential for a second "flare" which trips the target. If you have 50 ranks of MOC and the flare activates, you have a 33% chance of also doing the second "flare". If you have 100 ranks of MOC and the flare activates, you have a 66% chance of also doing the second "flare". It is possible to bless weapons with this flare (that would be blessable without it).
  • Realm flares - Special merchant flares that change based on where the wielder is hunting.
  • Rotating flares - Special merchant flares that give the wielder a choice of whatever flares are built into the weapon.
  • Rotflares
  • Shadowdeath flares - These flares do only blood-loss type damage, no wounds. Only found on "black alloy" weapons.
  • Terror flares - Special merchant flares that terrorize living opponents into immobilization and forces them to drop their held equipment
  • Unbalance flares - Have a very high likelihood of knocking down a target.
  • Water flares - Deals water themed crush damage to a target.
  • Vial flares - Produces a vial that returns a small amount of mana, health, or spirit (depending on the type) when triggered.

Feras Weapons

Main article: Feras

Often found on various creatures throughout Elanthia, feras weapons are often deadly weapons that almost always flare when striking. The flares are lightning based and generally start at very high damage and degrade after each use. A feras weapon has several levels of flares and the user can tell what level the weapon is on when the weapon is used.

Methods of Obtaining Flares

Flares can be added to weapons that do not previously have flares by a variety of methods. There are some methods that do not require a merchant, such as the paladin spell Sanctify (1625), the cleric spell Bless (304) (when cast by a cleric with 40 or more ranks in the Cleric Base), or the minor elemental spell Elemental Blade (411). Each of these spells have restrictions on which weapons they can be cast on and still add the flares. To add flares to a weapon that is magical or non-blessable, one would require the services of a special merchant. A merchant might add standard flares (which would be heat, cold, vibration, lightning, or acid flares). Very rarely will they add other, non-standard flares.

Premium subscribers can add one standard flare from awarded Premium points at a cost of 300 points + 300 points per item enchant. For example, the cost to add acid flares to a 5x (+25) longsword would be 300 + (300 * 5 ) = 1800 premium points.

Armor Flares

Flares can be added to armor, often referred to as reactive flares. Generally, these flares are considered defensive in nature, as they only react when the character is struck by an attacker. However, certain combat maneuvers will implement these flares in an offensive manner, such as sweep, bearhug, and shield bash. Reactive flares can be added to full armor, shields, and piece armor (leg greaves, helmets, etc.). It is believed that all armor flares are both reactive and offensive in nature, in that they may flare when the wearer of flared armor is struck, and they may flare when a combat maneuver that can use armor flares is used. Piece armors will only flare when the body part they cover is struck or the combat maneuver makes contact with the covered body part -- for example, when a character uses Sweep, the legs make contact with the enemy, and therefore if the character is wearing flaring leg greaves, it has a chance to flare.

Flares can be added to shields and armor, but not piece armor, through the Premium points system.

Flares added to shields will trigger when used offensively; e.g, shield bash, shield strike, etc. They may also flare when an attack is blocked in an aggressive stance (anything forward or higher).

An offensive shield maneuver with a spiked + flared shield can trigger the spike, flare, or both simultaneously.

A character with a spiked + flared shield and knowledge of the Shield Spike Mastery shield maneuver will see the spikes active on a defensive block, but flares will not activate.

Warriors with Shield Riposte Martial Stance will see shield flares trigger as this is an offensive maneuver (shield bash). It adds the offensive RT and requires the warrior to be hit for Shield Riposte to activate.

Resources