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{{combat maneuver
By far the most difficult to master of all skills, this skill allows a player to perform certain maneuvers while stunned. There are eight stun maneuvers in all.
|available = [[Monk]]s, [[Rogue]]s, [[Warrior]]s
|cost = 15
|mnemonic = STUNMAN
|prereqs = Being [[stunned]]
|requirements = None
|roundtime=Variable
| sq1 = 2
| sq2 = 4
| sq3 = 6
| sq4 = 8
| sq5 = 10
| se1 = 3
| se2 = 6
| se3 = 9
| se4 = 12
| se5 = 15
| pu1 = -
}}


'''Stun Maneuvers''' is a [[Rogue Guild]] skill that was also released into the [[Combat Maneuvers]] system for use by [[Warrior]]s and [[Monk]]s. It allows the user to perform various actions while stunned.
:*Shield - The first stun maneuver. Allows a Rogue to move his shield from his inventory and into his left hand. If he is holding another item in his left hand, that item is stowed if possible, and dropped if not.
__TOC__


==The Different Maneuvers==
:*Weapon - Learned at rank 10. Allows a Rogue to move his weapon into his right hand.
The various maneuvers generally won't see too much use. The maneuvers that'll likely see the most use is STAND, MOVE, and STANCE2. MOVE is likely the most useful when stunned as it involves removing the character from a potentially fatal situation, where using STANCE2 won't help much. However, in a crowded hunting area, MOVE might put you in more danger you were originally in. STAND is required before the character is capable of moving, if she is not already standing. STANCE2 will be useful to characters not in a defensive stance already and where MOVE is not practical due to the crowding of the hunting area.


SHIELD and WEAPON are only useful if the character is stunned when she is unprepared for a fight (IE, no weapon or shield in her hands) and GET is useful if a creature stuns you and disarms you, which is a [[maneuver]] possessed by some canine type creatures. ATTACK can have its uses if you're stunned in an offensive stance and there is only one creature in the room, it gives the attacking character a chance to stun the creature present. However, the character will see a penalty to [[attack strength]] due to the fact that she is stunned, and she will also see increased [[roundtime]] as compared to a normal attack.
:*Get - Learned at rank 20. Allows a Rogue to pick up any item while stunned.
STANCE1 becomes obsolete once a character learns STANCE2.
==Training in Stun maneuvers==
Training in Stun maneuvers takes a number of completions of the following tasks, unless one simply chooses to train in the skill via the [[CMAN (verb)|CMAN]] verb.


{| Align=right border="1" cellpadding="2" cellspacing="0" style="margin: 1em 1em 1em 0; background: #f9f9f9; border: 1px #aaa solid; border-collapse: collapse; text-align: center; font-size: 95%;"
:*Stand - Learned at rank 32. Allows a Rogue to stand while stunned.
|-
! Maneuver ||Width=60| Rank Acquired || Description
|-
| SHIELD || 1 || Ready a worn shield
|-
| WEAPON || 10 || Ready a weapon
|-
| GET || 20 || Retrieve something
|-
| STAND || 32 || Stand from a prone position
|-
| STANCE1 || 40 || A 20% stance increase
|-
| ATTACK || 50 || Attack an opponent
|-
| STANCE2 || 60 || A 40% stance increase
|-
| MOVE || 63 || Move to an adjacent room
|}
===Spending CMAN Points ===
There are 5 ranks of training, like most other CMANs, when training using CMAN points. The first rank costs 2 CMAN points and gives you the SHIELD and WEAPON maneuvers. The second rank costs 4 points and gives you the GET maneuver. The third rank costs 6 points and gives you the STAND and STANCE1 maneuvers. The fourth rank costs 8 points and gives you the STANCE2 and ATTACK maneuvers. The final rank costs 10 points and gives you the MOVE maneuver.


===Rogue Guild Training===
:*Stance1 - Learned at rank 40. Allows a Rogue to increase his defensive stance by 20%.
Training in the Rogue Guild requires the trainee to be of the [[Rogue]] [[profession]]. Access to the Rogue Guild allows rogues to train in this skill without the use of CMAN points, leaving the points available for other Combat Maneuvers, such as [[Surge of Strength]] or [[Shadow Mastery]], two maneuvers that nearly any rogue would find useful, if they participate in combat.
<blockquote>
====Windows====
There are 5 windows in each guild, except Ta'Illistim's, which has 7. Rub them while carrying a soft rag from the tool rack, also located in each guild. When you're finished, put the rag back, get another task... or if you have more than 5 repetitions, wait ten minutes before you can rub the windows again.<br>This task gives 5 points.


====Sweep the guild====
:*Attack - Learned at rank 50. Allows a Rogue to attack opponents while stunned.
Probably the most time consuming of stun maneuvers tasks. You will receive anywhere from 4 to 12 repetitions. Take a broom and a bag from the tool rack and sweep the courtyard of whichever guild you're in. Hunt for that scattered dust and start [[PUSH (verb)|pushing]] your broom around to collect it into a pile. You can get 1 to 3 pushes of your broom into a pile for each room of dust. Then, when your bag is full, [[PUT (verb)|put]] it in the bin next to the tool rack. Repeat.<br>
This task gives 5 points.


====Slap Hands====
:*Stance2 - Learned at rank 60. Allows a Rogue to increase his defensive stance by 40%.
Rock, paper, scissors, with a slight twist. Instead, you [[SLAP (verb)|slap]], [[DUCK (verb)|duck]], or [[STOP (verb)|stop]]. Slap beats stop, stop beats duck, duck beats slap. All other combinations are ties. The footpads choose at random, so there is no pattern to them. However, if you keep using the same verb over and over, they'll catch on, and keep using the appropriate counter to that verb.<br>
This task gives 12 points.


====Dodge Arrows====
:*Move - Learned at Mastery. Allows a Rogue to move into an adjacent room while stunned.
They're blunt-tipped, so they don't do real damage, they'll just knock you over and cause roundtime. [[LEAN (verb)|Lean]] left, lean right, [[DUCK (verb)|duck]], or [[JUMP (verb)|jump]]. If they hit you, add another arrow to dodge. Don't try to dodge while you're laying down. That's another arrow you'll have to dodge and a painful one already in your face.<br>
This task gives 12 points.


====Self Stuns====
=Information from Midgar's Rogue Guild Erudition=
Take something that stuns you, stun yourself, and use your latest maneuver. Methods of self stun include stunning skulls (15 second stuns), skull-pommeled weapons (30 second stuns), stunning chokers (30 second stuns), or Guild Master's Special (random duration stun). The best one is a stunning choker, it is worn so you can do multiple reps for shield, weapon, and get. A close second is the stunning skulls, as you have the shortest wait before you can use the maneuver. A tip: Try to time the maneuver towards the end of the stun. The closer to the end of the stun, the higher your chances of succeeding in using the maneuver.<br>
[http://home.comcast.net/~cabri/stun.htm http://home.comcast.net/~cabri/stun.htm]
This task gives 10 points.

This skill used to be the hardest guild skill to train in, but thanks to many recent changes, it is now one of the easiest. This skill allows you to perform certain movements while stunned. There are 8 different stun maneuvers in all.

==Stun Maneuver Training==

;Sweeping the courtyard
:This task gives you 5 training points and 7 exp.
See [[Sweep]] tasks for details, because it's exactly the same.

;Slap hands
:This task gives you 12 training points and 18 exp.
This task is very similar to "rock, scissors, paper" except it is slap, duck, stop. It is exactly like the boxing game in FF7 if that helps. Slap beats stop, stop beats duck, and duck beats slap. Every time you beat him, you get a point. The first person to 5 points wins. If you get 5 points, then you get a rep. There is no trick to it, so don't even bother trying to find one. What I did when I played, was use a pattern the whole game. I would slap, then duck, then stop, and keep repeating it till I won or lost. The skilled masters are random in their choices, yet they are also smart. For example, if you do nothing but slap the whole game, he will quickly catch on and start ducking until you stop. This is why there are no tricks to it. Even the person who made it can't find any tricks to it. It is rather ingenious, but I'm sure when you are training in it you'll prolly feel like strangling the guy instead of praising him.

;Arrows
:This task gives you 12 training points and 18 exp.
With this task, a skilled master shoots arrows at you. The object is to dodge the arrows. Before he shoots an arrow, you must decide which way to dodge it - jump, lean right, duck, or lean left. However many reps you have is the amount of arrows you must dodge to get that rep. So if you get 6 reps, you must dodge 6 arrows to get a rep, then 5 for the next, then 4, and so on. The amount of arrows you must dodge never goes below 3. When you first go to the master, he will explain the task to you, then you must start dodging. Every arrow that hits you adds 1 to the amount you must dodge to get the rep. So if you are having a bad day, you can end up going backwards. The best advice I have for this task, is to be quick. Don't think, just do. Thinking is a waste of time!

;Self stun
:This task gives you 10 training points and 15 exp.
For this, you have to stun yourself and do the maneuvers. Most people use stunning rum, or a stunning skull, though there are other items out there, as well. I would recommend getting a skull, myself. The key to pulling off a stun maneuver is timing. The closer to the end of the stun you try it, the more chance you have of pulling it off. That is why I would recommend investing in a skull. The stuns from a skull last about 14 seconds, so it is very easy to time it. But with rum/guildmaster special, the stuns are very random, so it is very hard to time it well.

;Windows
:This task gives you 5 training points and 7 exp.
See [[Subdue]] guide. If you get 11 or more reps of this, I would recommend walking to another rogue's guild to wipe the windows there. 5 in Landing, 5 or 6 in another guild, then the last one or ones in Landing again. Either that, or just train in another skill during your downtime.

;Skilled masters
:This task gives 22 exp.
You only get this task when you have 15 or less points left till you rank, or when you first learn a new maneuver. This task is the same as self stun, except the skilled master stuns you. The stuns last about 30 seconds, so you can time it easily. You always get 8 reps with this task. It is worth 15 training points, or 25 when you learn a new maneuver. Sorry, unlike cheapshot, there's no freebie ranks with this skill when you learn a new maneuver.

*Note, if you don't have a stop watch to time your stuns, use your mana timer. Just infuse some mana to get it started if it isn't.


====Footpad-aided stuns====
As above, except the master stuns you for you. Expect numerous kicks to the groin, bottles/bricks over the head, knees to the stomach, and the like. Each time the master stuns you, it lasts for about 30 seconds.<br>
This task gives 14 points.
</blockquote>


==Penalties==
Stun Maneuvers effectiveness decreases if the user has a low [[Discipline]] stat, or if the character is severely stunned. An eight round stun is generally the threshold for severe reduction in success. High endrolls on stunning spells such as [[Mind Jolt]] also tend to rend Stun Maneuvers unusable.<br>


== See also ==
*[[Rogue guild]]
== External links ==
*[http://www.play.net/gs4/info/maneuvers/list.asp#stunmaneuvers Combat Maneuvers List: Stun Maneuvers], on Play.net
*[http://www.play.net/gs4/info/professions/rogue_guild.asp The Rogue Guild], on Play.net


[[Category:Guild Skills]]
[[Category:Guild Skills]]
[[Category:Rogue Guild Skills]]

Revision as of 12:06, 4 April 2016

Stun Maneuvers
Available To Monks, Rogues, Warriors
Mnemonic [STUNMAN]
Cost 15
Roundtime Variable
Requirements None
Prerequisites Being stunned
Rank Square Semi
1 2
2 4
3 6
4 8 12 
5 10 15

Stun Maneuvers is a Rogue Guild skill that was also released into the Combat Maneuvers system for use by Warriors and Monks. It allows the user to perform various actions while stunned.

The Different Maneuvers

The various maneuvers generally won't see too much use. The maneuvers that'll likely see the most use is STAND, MOVE, and STANCE2. MOVE is likely the most useful when stunned as it involves removing the character from a potentially fatal situation, where using STANCE2 won't help much. However, in a crowded hunting area, MOVE might put you in more danger you were originally in. STAND is required before the character is capable of moving, if she is not already standing. STANCE2 will be useful to characters not in a defensive stance already and where MOVE is not practical due to the crowding of the hunting area.

SHIELD and WEAPON are only useful if the character is stunned when she is unprepared for a fight (IE, no weapon or shield in her hands) and GET is useful if a creature stuns you and disarms you, which is a maneuver possessed by some canine type creatures. ATTACK can have its uses if you're stunned in an offensive stance and there is only one creature in the room, it gives the attacking character a chance to stun the creature present. However, the character will see a penalty to attack strength due to the fact that she is stunned, and she will also see increased roundtime as compared to a normal attack. STANCE1 becomes obsolete once a character learns STANCE2.

Training in Stun maneuvers

Training in Stun maneuvers takes a number of completions of the following tasks, unless one simply chooses to train in the skill via the CMAN verb.

Maneuver Rank Acquired Description
SHIELD 1 Ready a worn shield
WEAPON 10 Ready a weapon
GET 20 Retrieve something
STAND 32 Stand from a prone position
STANCE1 40 A 20% stance increase
ATTACK 50 Attack an opponent
STANCE2 60 A 40% stance increase
MOVE 63 Move to an adjacent room

Spending CMAN Points

There are 5 ranks of training, like most other CMANs, when training using CMAN points. The first rank costs 2 CMAN points and gives you the SHIELD and WEAPON maneuvers. The second rank costs 4 points and gives you the GET maneuver. The third rank costs 6 points and gives you the STAND and STANCE1 maneuvers. The fourth rank costs 8 points and gives you the STANCE2 and ATTACK maneuvers. The final rank costs 10 points and gives you the MOVE maneuver.

Rogue Guild Training

Training in the Rogue Guild requires the trainee to be of the Rogue profession. Access to the Rogue Guild allows rogues to train in this skill without the use of CMAN points, leaving the points available for other Combat Maneuvers, such as Surge of Strength or Shadow Mastery, two maneuvers that nearly any rogue would find useful, if they participate in combat.

Windows

There are 5 windows in each guild, except Ta'Illistim's, which has 7. Rub them while carrying a soft rag from the tool rack, also located in each guild. When you're finished, put the rag back, get another task... or if you have more than 5 repetitions, wait ten minutes before you can rub the windows again.
This task gives 5 points.

Sweep the guild

Probably the most time consuming of stun maneuvers tasks. You will receive anywhere from 4 to 12 repetitions. Take a broom and a bag from the tool rack and sweep the courtyard of whichever guild you're in. Hunt for that scattered dust and start pushing your broom around to collect it into a pile. You can get 1 to 3 pushes of your broom into a pile for each room of dust. Then, when your bag is full, put it in the bin next to the tool rack. Repeat.
This task gives 5 points.

Slap Hands

Rock, paper, scissors, with a slight twist. Instead, you slap, duck, or stop. Slap beats stop, stop beats duck, duck beats slap. All other combinations are ties. The footpads choose at random, so there is no pattern to them. However, if you keep using the same verb over and over, they'll catch on, and keep using the appropriate counter to that verb.
This task gives 12 points.

Dodge Arrows

They're blunt-tipped, so they don't do real damage, they'll just knock you over and cause roundtime. Lean left, lean right, duck, or jump. If they hit you, add another arrow to dodge. Don't try to dodge while you're laying down. That's another arrow you'll have to dodge and a painful one already in your face.
This task gives 12 points.

Self Stuns

Take something that stuns you, stun yourself, and use your latest maneuver. Methods of self stun include stunning skulls (15 second stuns), skull-pommeled weapons (30 second stuns), stunning chokers (30 second stuns), or Guild Master's Special (random duration stun). The best one is a stunning choker, it is worn so you can do multiple reps for shield, weapon, and get. A close second is the stunning skulls, as you have the shortest wait before you can use the maneuver. A tip: Try to time the maneuver towards the end of the stun. The closer to the end of the stun, the higher your chances of succeeding in using the maneuver.
This task gives 10 points.

Footpad-aided stuns

As above, except the master stuns you for you. Expect numerous kicks to the groin, bottles/bricks over the head, knees to the stomach, and the like. Each time the master stuns you, it lasts for about 30 seconds.
This task gives 14 points.

Penalties

Stun Maneuvers effectiveness decreases if the user has a low Discipline stat, or if the character is severely stunned. An eight round stun is generally the threshold for severe reduction in success. High endrolls on stunning spells such as Mind Jolt also tend to rend Stun Maneuvers unusable.

See also

External links