Introduction to Warrior Combat

by Zalandrus

Back to Combat Guide.

Unknown2010-04-23 16:59:18
QUOTE (Zalandrus Meyedsun @ Apr 22 2010, 06:35 AM) <{POST_SNAPBACK}>
pingleg sleep? Envenom swords with the sleep poison, then pingleg them then...what? I never really understood the sleep approach for warriors, since you'd wake them up whenever you caused damage.


Well Tarion already said it but rending doesn't cause any damage but can still apply poisons, my friend. Meaning you hit with pinleg and apply sleep, dropping insomnia then rend and apply it again, stripping kafe.
Murphy2010-04-27 22:17:43
In my day I used the f-keys for macroes, with alt shift ctrl as modifier. I didn't like the keypad idea because I use the keypad to move rooms, especially when chasing people.

f11 and f12 = lleg and rleg respectively for your baseline jab, alt key mod to swing, ctrl key mod for a crush/lunge power move.
f9 & f10 = larm and rarm
f8 chest
f7 gut
f6 one set of head envenom attack combos
f5 head jab with usual mods

just dont macro alt-f4, :censor: is funny.


Also make yourself a tracker for rebounding, IE if your target gets rebounding, trigger to raze instead of attack, same with shield. make sure you trigger when someone else razes, or they drop the shield for whatever reason.
Lendren2010-04-27 22:29:24
In zMUD at least, you can make macros on Alt-numpad and Ctrl-numpad, and keep the main numpad for walking. I use that for directional things like backflip, gust, squint, and icewall, while I use the f-keys with alt shift ctrl for non-direction-based things.
Sylphas2010-04-27 23:18:45
QUOTE (Lendren @ Apr 27 2010, 06:29 PM) <{POST_SNAPBACK}>
In zMUD at least, you can make macros on Alt-numpad and Ctrl-numpad, and keep the main numpad for walking. I use that for directional things like backflip, gust, squint, and icewall, while I use the f-keys with alt shift ctrl for non-direction-based things.


I used daisy chain macros with the numpad to move. F1 put sprint in the command line, F2 was swim, F3 was leap, F4 was roll. Then numpad sent the directions. Made it really easy, and I really wish I could do it in MUSH. I've had to use up my control and alt numpad combos with sprint and leap. sad.gif
Eldanien2010-04-28 04:53:33
I use numpad for movement, aethership pilot/glide, psymet gliding, squinting, tumble and polevault. In MUSHclient.

It's not that tough, Sylphas. Look into Accelerators, and consider using aliases that check variables to determine modes.


Alternatively, scripting can accomplish the same thing as what you're used to. Though that feels clunky to me... I suppose it's a personal preference thing.
Sylphas2010-04-28 05:12:09
QUOTE (Eldanien @ Apr 28 2010, 12:53 AM) <{POST_SNAPBACK}>
I use numpad for movement, aethership pilot/glide, psymet gliding, squinting, tumble and polevault. In MUSHclient.

It's not that tough, Sylphas. Look into Accelerators, and consider using aliases that check variables to determine modes.


Alternatively, scripting can accomplish the same thing as what you're used to. Though that feels clunky to me... I suppose it's a personal preference thing.


I could, yeah, I just haven't bothered for various reasons.
Unknown2010-04-29 18:18:21
So... I've really been drawing a blank when it comes to warrior combat, as a tae'dae. I've thought of a number of different ways to handle doing the attacks client side, but with damage knights not viable, I'm not sure how to get anywhere with a tae'dae knight. As an aside, I'm not complaining about the damage thing here, in my opinion damage as a strategy is never balanced in an IRE game anyway so I like that Lusternia seems to have given up on it, at least in the traditional sense of X damage hits and they'll die.

Far as I can tell, with a max speed and the rest in precision katana, Winnae (with 8 dex) still does less wounding than someone wearing robes can heal with one healing apply, and it takes him 3.6 seconds per swing.
I've tried tweaking the stats and not going for full speed, but he gets up to 4.5 seconds easy and beats a robes' healing (not splendour robes) by maybe 50 wounds. When you add in the stances etc., I'm really at a loss how to kill somebody like this sad.gif A fast balance race would probably be more like 2.5 seconds per attack and get in two slashes per healing apply with a bit of luck, but the way the slow speed interacts with aura, opponent's possible hindering and stance changes, my tae'dae seems to be looking at an average of 1 hit per healing apply unless I dump really large amounts of power (at which point, he'd still be doing quite a bit less wounding than other characters with more dex, I'm pretty sure).
I've also tried averaging damage and wounding, hoping to make them sip instead of apply, but most people don't need to sip even when hit with a max damage/speed weapon that has no precision to start with.

Is there any advice people have for a way I can make Winnae a strong combat character, outside of teams? (Since pit trap/decap works even when you're a tae'dae smile.gif)
Murphy2010-04-30 04:55:05
Yeah don't be a f'ing tae'dae. Screw your RP or make it work around what you want to get out of the game. I have never seen a decent tae'dae fighting character. You're just too big, too slow and you don't hit hard enough to compensate for it. Tae'daes should really get extra str/wounding because of the way stat scaling works, the bears just get screwed.

Really tae'dae are so strong and massive, let them dual wield 2 handers. Double katana slash on a 4.5 second balance wouldn't be awful given their significant disadvantages
Shaddus2010-04-30 05:01:26
QUOTE (Murphy @ Apr 29 2010, 11:55 PM) <{POST_SNAPBACK}>
Really tae'dae are so strong and massive, let them dual wield 2 handers. Double katana slash on a 4.5 second balance wouldn't be awful given their significant disadvantages

This. Dual wielding katanas for pandarens tae'dae!
Unknown2010-04-30 05:13:41
That would be pretty f'in sweet smile.gif

I'm confused as to what the reasoning for strength not giving warriors wounding bonuses is, since warriors are generally about strength whereas monks are about dexterity. It probably made more sense when damage knights were a thing.
Xenthos2010-04-30 11:34:32
QUOTE (Jello @ Apr 30 2010, 01:13 AM) <{POST_SNAPBACK}>
That would be pretty f'in sweet smile.gif

I'm confused as to what the reasoning for strength not giving warriors wounding bonuses is, since warriors are generally about strength whereas monks are about dexterity. It probably made more sense when damage knights were a thing.

Except it does. More so than dex does. Dex helps fire afflictions more often (with a minor impact on wounding), strength helps build up wounds faster (and also damage).

There is, however, a curve on how much effect strength has; so the higher it gets, the less return there is per point. This is actually a good thing on the whole.

Max-speed is no longer the be-all end-all for warrior combat either, so you really don't want max speed here. Precision was made to have more of an effect. If you're too slow with a x/max/230ish, you can try working around this in other ways. 1) Get Drawdown / Nightkiss. 2) Forging runes. 3) Artifact runes. The main goal is to bump up the speed while allowing you to put more into precision.

Honestly, the only way to tell how effective it would be is to actually try it. They essentially halved the balance penalty that tae'dae have so it might be effective to some small degree, but with the strength curving it likely won't be anywhere near top of the pile. And, frankly, with that kind of dexterity you're not going to have much luck with firing off wounds either even if you do get the wounds built up. You'll have to get much higher wounding totals to get a good shot at the WarriorRNG.

Tae'dae are not built to be wounders.
Unknown2010-04-30 19:10:35
Being required to join certain orgs/get certain skills and/or arties is not a good design sad.gif Since tae'dae can only be knights really, and damage knights have been phased out apparently for awhile, perhaps the wounding formula needs to receive another look by the envoys or admin. People shouldn't be required to get artifacts or certain skillsets to surpass wound healing rate.
Xavius2010-05-02 03:01:29
That's more a tae'dae problem (or a beginning knight vs. tankrace demigod forger knight problem) than an overall design problem. They aren't freakishly bad anymore, but that doesn't mean they're great.