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Post by legendary on Jun 5, 2014 18:09:13 GMT -5
The right way is the way that takes you longer to hit the middle ground.
You will train to proficiency in the T'zai Byn in about three game years of regular sparring on their daily agenda. This will stunt your later growth when you move towards upper advanced and mastery, but given that most warriors never break past journeyman and are still considered some of the best in the game, there is very little point on being concerned about it.
If your PC lives 10 or more in game years, then you can start to consider the grind to advanced weapon skills, with the forewarning that the odds of your success are based on how hard you can suffer grinding the same few NPCs for game years on end. In the deep later stages, it won't be enough to just get into the same room as an auto-flee stilt lizard and spend an half an hour of your life fighting it, with the slim hope of missing enough for a skill gain.
You will need to do that, plus hope the stilt lizard spawned at the high end of it's agility range because even stilt lizards and turaal will be cut to pieces far before you're enjoying your razoring weapon skill. When the moons align, the stilt lizard has a maximum agility roll and you're able to get into the same room with it, you still have to contend with the fickle God of RNG.
I hope you didn't use wisdom as your dump stat.
You will have a much better rate of progression by having your warrior start as and live as a hunter, with a preference for hunting high speed game. You will raise your weapon skills at a better rate without your offense skill out pacing it and stunting your grown. This is a good way to raise your kick and bash skill, too, but disarm will be something you have no choice but to neglect for the most part.
Gith make decent targets for disarm training, but if you drop your weapon, they'll take it and there is virtually no way to recover it without overwhelming force, since they will "disappear" once their health becomes critical.
When it comes time to train disarm, the easiest route is a year in the T'zai Byn. It should be no problem to raise disarm to journeyman in that time, and you can start work on one of your neglected weapon styles at the same time. My advice is that you sell or store your suit of by now impressive armor and weapons, adopt a chalton boots persona and wait for Trooper Journeyman Slashing to challenge you to your first round in the circle.
Don't be worried, he'll go easy on you, newbie, so, go ahead destroy him, completely. You can still get away with playing it off as luck, for now.
Once you've become competent at disarm, the alleys of Red Storm make for a solid place to raise it all the way to master. They make for passable sparring partners for your weapon style skills, as well, but be careful not to get caught by the elemental PCs who farm them for coins. They can farm you just as easily.
Other things of note: You can jump start your progression towards weapon mastery by using the extended skill bump application, but this will save you only a month or two of time grinding your skills. The better option is to select an extended sub that will give you the benefit of outdoor sneak or climb, in order to access stilt lizards and turaal, respectively. Outdoorsman is an incredible counterpart to the warrior guild, so if you plan to special application your future-maxed warrior, that is the best choice of the bunch, in my opinion.
If you aren't interested in bending over for a special application, I'd suggest the hunter sub, since it has the highest cap for desert sneak.
Both of those will allow you to live almost completely off the grid while you raise your character to be the next God of War.
The final piece of advice is simple.
You're now the embodiment of death and destruction, you could walk into any city in the game and kill the Templar of your choice in seconds and come out the other side untouched. Now keep it to yourself. No showing off in duals or showboating in front of Fme McBreastsinsdesc for some apartment rodeo time. I wouldn't advise even wearing your new weapons on your belt if you can find a suitable sheath to hide them in.
It only takes one assassin with upper range sap to end you, or one magicker with minor branching to kill you without your ever having drawn your weapon.
Advanced weapon skills make you a target for players who want to brag about killing your character.
Keep a low profile, use your standard weapons unless it's a life or death situation and train your advanced skills as secretly as possible.
Just like being a sorcerer, a psionicist or half-elemental, having an any form of high end power won't make you safer, but have the opposite effect, so be discreet.
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Post by sitbackandchillout on Jun 5, 2014 18:40:24 GMT -5
The right way is the way that takes you longer to hit the middle ground. You will train to proficiency in the T'zai Byn in about three game years of regular sparring on their daily agenda. This will stunt your later growth when you move towards upper advanced and mastery, but given that most warriors never break past journeyman and are still considered some of the best in the game, there is very little point on being concerned about it. If your PC lives 10 or more in game years, then you can start to consider the grind to advanced weapon skills, with the forewarning that the odds of your success are based on how hard you can suffer grinding the same few NPCs for game years on end. In the deep later stages, it won't be enough to just get into the same room as an auto-flee stilt lizard and spend an half an hour of your life fighting it, with the slim hope of missing enough for a skill gain. You will need to do that, plus hope the stilt lizard spawned at the high end of it's agility range because even stilt lizards and turaal will be cut to pieces far before you're enjoying your razoring weapon skill. When the moons align, the stilt lizard has a maximum agility roll and you're able to get into the same room with it, you still have to contend with the fickle God of RNG. I hope you didn't use wisdom as your dump stat. You will have a much better rate of progression by having your warrior start as and live as a hunter, with a preference for hunting high speed game. You will raise your weapon skills at a better rate without your offense skill out pacing it and stunting your grown. This is a good way to raise your kick and bash skill, too, but disarm will be something you have no choice but to neglect for the most part. Gith make decent targets for disarm training, but if you drop your weapon, they'll take it and there is virtually no way to recover it without overwhelming force, since they will "disappear" once their health becomes critical. When it comes time to train disarm, the easiest route is a year in the T'zai Byn. It should be no problem to raise disarm to journeyman in that time, and you can start work on one of your neglected weapon styles at the same time. My advice is that you sell or store your suit of by now impressive armor and weapons, adopt a chalton boots persona and wait for Trooper Journeyman Slashing to challenge you to your first round in the circle. Don't be worried, he'll go easy on you, newbie, so, go ahead destroy him, completely. You can still get away with playing it off as luck, for now. Once you've become competent at disarm, the alleys of Red Storm make for a solid place to raise it all the way to master. They make for passable sparring partners for your weapon style skills, as well, but be careful not to get caught by the elemental PCs who farm them for coins. They can farm you just as easily. Other things of note: You can jump start your progression towards weapon mastery by using the extended skill bump application, but this will save you only a month or two of time grinding your skills. The better option is to select an extended sub that will give you the benefit of outdoor sneak or climb, in order to access stilt lizards and turaal, respectively. Outdoorsman is an incredible counterpart to the warrior guild, so if you plan to special application your future-maxed warrior, that is the best choice of the bunch, in my opinion. If you aren't interested in bending over for a special application, I'd suggest the hunter sub, since it has the highest cap for desert sneak. Both of those will allow you to live almost completely off the grid while you raise your character to be the next God of War. The final piece of advice is simple. You're now the embodiment of death and destruction, you could walk into any city in the game and kill the Templar of your choice in seconds and come out the other side untouched. Now keep it to yourself. No showing off in duals or showboating in front of Fme McBreastsinsdesc for some apartment rodeo time. I wouldn't advise even wearing your new weapons on your belt if you can find a suitable sheath to hide them in. It only takes one assassin with upper range sap to end you, or one magicker with minor branching to kill you without your ever having drawn your weapon. Advanced weapon skills make you a target for players who want to brag about killing your character. Keep a low profile, use your standard weapons unless it's a life or death situation and train your advanced skills as secretly as possible. Just like being a sorcerer, a psionicist or half-elemental, having an any form of high end power won't make you safer, but have the opposite effect, so be discreet. Wow, thank you for posting this. Presumably it's a similar story for branching parry as an assassin/ranger?
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Warriors
Jun 5, 2014 18:49:11 GMT -5
via mobile
Post by lyse on Jun 5, 2014 18:49:11 GMT -5
Gee Legendary, you got a guide like that for an assassin or a ranger?
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Post by sitbackandchillout on Jun 5, 2014 19:12:54 GMT -5
Also, what is RNG? you still have to contend with the fickle God of RNG.
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t2thej
staff puppet account
Posts: 44
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Post by t2thej on Jun 5, 2014 19:46:46 GMT -5
Also, what is RNG? you still have to contend with the fickle God of RNG. I assume he simply means the odds of gaining points towards a skill being rolled. So, after all the things you do have some control over (like fighting the right mobs under the right circumstances) you still have this thing that is out of your control. At least this is not as bad as earning the upper levels of skills on Atonement/Parallel and possibly the new SoI, which required something like multiple enemies attacking you and if I remember, also be injured, before you even had a chance. I believe they even added a partial gain system similar to Arm, or there was a separate accounting of a skill hidden from players and most if not all staff.
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grumble
GDB Superstar
toxic shithead
Destroyer of Worlds
Posts: 1,619
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Post by grumble on Jun 5, 2014 19:56:04 GMT -5
all u nede is hi agi hi def warriar 4 spar sillies. no use 2 handed.
RNG is randm # ginerater.
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Post by gloryhound on Jun 5, 2014 20:23:32 GMT -5
with the slim hope of missing enough for a skill gain. What is meant by "missing enough"? Quality or quantity? You will raise your weapon skills at a better rate without your offense skill out pacing it and stunting your grown. How does offense skill outpace for someone sparring away on a schedule vs someone hunting? Do you mean by hand-to-hand?
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t2thej
staff puppet account
Posts: 44
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Post by t2thej on Jun 5, 2014 21:18:01 GMT -5
with the slim hope of missing enough for a skill gain. What is meant by "missing enough"? Quality or quantity? Probably quantity. You need multiple fails in order to gain a point worth of improvement. But I personally don't think this is something worth worrying about doing each sessions. Getting fails is what is important. I don't think the game keeps track of how many fails you've had within a time-period and resets them if you don't make it in one session. Well, hand-to-hand would definitely raise your offense fast. Thing about sparring is those sparring weapons cap skill gains, but not offense gains. This is probably what he means.
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Post by mekillot on Jun 6, 2014 2:59:16 GMT -5
The right way is the way that takes you longer to hit the middle ground. You will train to proficiency in the T'zai Byn in about three game years of regular sparring on their daily agenda. This will stunt your later growth when you move towards upper advanced and mastery, but given that most warriors never break past journeyman and are still considered some of the best in the game, there is very little point on being concerned about it. Three years IG is enough if you play two hours a RL day. One year is enough in a fat Byn with 8 hours a day. I've done both. It doesn't stunt any growth later, but it does delay you if you are looking to raise weapon skills after the sparring cap. My rule of thumb is max out disarm, and everything else can be handled somewhere else. Maxing out disarm also puts you at master parry/shield use or so. At least branching from parry. If your PC lives 10 or more in game years, then you can start to consider the grind to advanced weapon skills, with the forewarning that the odds of your success are based on how hard you can suffer grinding the same few NPCs for game years on end. In the deep later stages, it won't be enough to just get into the same room as an auto-flee stilt lizard and spend an half an hour of your life fighting it, with the slim hope of missing enough for a skill gain. If you want to branch weapon skills, then consider the grind from the start. It takes way to long otherwise. In fact, if you start at min age, then you have the best chance in the character's life to branch. Lowest strength score means lowest bonus to hit/lowest damage. You will need to do that, plus hope the stilt lizard spawned at the high end of it's agility range because even stilt lizards and turaal will be cut to pieces far before you're enjoying your razoring weapon skill. When the moons align, the stilt lizard has a maximum agility roll and you're able to get into the same room with it, you still have to contend with the fickle God of RNG. You will also need to maximize all penalties you can. Go get the plague and dehydrate.I hope you didn't use wisdom as your dump stat. All the other stats are too important for wisdom not to be the dumb stat.You will have a much better rate of progression by having your warrior start as and live as a hunter, with a preference for hunting high speed game. You will raise your weapon skills at a better rate without your offense skill out pacing it and stunting your grown. This is a good way to raise your kick and bash skill, too, but disarm will be something you have no choice but to neglect for the most part. Out of the box I'd say Byn and Hunting are nearly equal. After a few days play, then hunting is better. Offense is separate for every target type. Kick and bash just need time and combat. Hunting or not you can get it.Gith make decent targets for disarm training, but if you drop your weapon, they'll take it and there is virtually no way to recover it without overwhelming force, since they will "disappear" once their health becomes critical. Gith are good for disarm, and dropping the weapon sucks ass. They will kill you until you have maxed out parry though. A problem with gith is that you won't find enough unless Kurac is deadish.When it comes time to train disarm, the easiest route is a year in the T'zai Byn. It should be no problem to raise disarm to journeyman in that time, and you can start work on one of your neglected weapon styles at the same time. My advice is that you sell or store your suit of by now impressive armor and weapons, adopt a chalton boots persona and wait for Trooper Journeyman Slashing to challenge you to your first round in the circle. Don't be worried, he'll go easy on you, newbie, so, go ahead destroy him, completely. You can still get away with playing it off as luck, for now. Byn really is the easiest way for disarm. There isn't a whole lot of reason to store you're armor, and try to pretend to be lucky. Unless that's the character's thing. In the IG year, the others you spar constantly will figure it out.Once you've become competent at disarm, the alleys of Red Storm make for a solid place to raise it all the way to master. They make for passable sparring partners for your weapon style skills, as well, but be careful not to get caught by the elemental PCs who farm them for coins. They can farm you just as easily. This I agree with.Other things of note: You can jump start your progression towards weapon mastery by using the extended skill bump application, but this will save you only a month or two of time grinding your skills. The better option is to select an extended sub that will give you the benefit of outdoor sneak or climb, in order to access stilt lizards and turaal, respectively. Outdoorsman is an incredible counterpart to the warrior guild, so if you plan to special application your future-maxed warrior, that is the best choice of the bunch, in my opinion. Pretty good advice. Outdoorsman is also just plain powerful.If you aren't interested in bending over for a special application, I'd suggest the hunter sub, since it has the highest cap for desert sneak. Both of those will allow you to live almost completely off the grid while you raise your character to be the next God of War. The final piece of advice is simple. You're now the embodiment of death and destruction, you could walk into any city in the game and kill the Templar of your choice in seconds and come out the other side untouched. Now keep it to yourself. No showing off in duals or showboating in front of Fme McBreastsinsdesc for some apartment rodeo time. I wouldn't advise even wearing your new weapons on your belt if you can find a suitable sheath to hide them in. The one templar skill sheet I saw started with very high skills. Northern male. They're just given advanced chopping to branch polearms from the start. Otherwise though, yes you can take on just about any PC in melee.It only takes one assassin with upper range sap to end you, or one magicker with minor branching to kill you without your ever having drawn your weapon. Advanced weapon skills make you a target for players who want to brag about killing your character. Keep a low profile, use your standard weapons unless it's a life or death situation and train your advanced skills as secretly as possible. Just like being a sorcerer, a psionicist or half-elemental, having an any form of high end power won't make you safer, but have the opposite effect, so be discreet. Any powerful character just needs to meet another to be taken out; I agree with that. Being secretive has pros and cons. Caution is something I tend to side with though.A critique in bold.
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Post by legendary on Jun 6, 2014 5:55:40 GMT -5
Gee Legendary, you got a guide like that for an assassin or a ranger? I suppose I could, when I have the time. Random Number Generator, or the roll of the dice that decides if you succeed or fail in your attempt to skill up. all u nede is hi agi hi def warriar 4 spar sillies. The problem with this is that by the time your character is powerful enough to be comparable to a stilt lizard, you've aged your high agility score down to mediocre at best. In order for a PC to perform as well as the best 'training' NPCs, they would need some incredible stat rolls, as well as the time to grind them up (necessitating the need to do exactly what I've outlined earlier) quickly enough to be used for other high skilled PCs to train on. The other problem is that if you're depending on another PC for your skill gains, you're held back based on their availability. When you set yourself to the task of branching into advanced weapon skills, that is completely impractical. With NPCs, they are available 'on demand' and will fight with you based around your time table, not to mention that you aren't left mired in a stagnant sparring pool if one of them is killed by someone else, as they'll be back again in an hour for more. While Sujaal made for an amazing sparring partner, even he could only die once. 1: What is meant by "missing enough"? Quality or quantity? 2: How does offense skill outpace for someone sparring away on a schedule vs someone hunting? Do you mean by hand-to-hand? 1: Weapon skills aren't gained on a 1:1 ratio, like kick or bash. The more you miss, the better, as it takes at least a few to accumulate one point of weapon skill. 2: Offense gains on a 1:1, like kick and bash, but is subject to harsher odds and a longer 'lock out' timer, I believe. If your offense becomes too high, too soon, it will all but remove misses from the table before your weapon skill of choice is where it 'should' be. This will severely increase the time needed to raise your weapon skill to mastery and from how I've seen it scale, it is possible to create a deficit you could never escape from in a normal characters life span. An example would be raising all of your weapon skills to journeyman before starting work on raising one towards mastery. There is a very good chance your offense will be at or near maxed by that point, meaning that the chances of your missing are so low against anything but a stilt lizard, turaal or Gaj (good luck), that you would have no chance of branching into an advanced weapon skill before your character was reduced to an age-induced stat cripple, or force retired because they're a hundred years old. The process of producing a legendary warrior without staff assistance is one of the most difficult and time intensive tasks in the game, for something that can immediately be ruined by a no-name Whirian throwing you into the silt sea for having too flowery a description. It's nice to do once, to say you've done it, but the effort vs reward of the mythical maxed warrior is too skewed to be worthwhile.
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jkarr
GDB Superstar
Posts: 2,070
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Post by jkarr on Jun 6, 2014 8:02:25 GMT -5
If your offense becomes too high, too soon, it will all but remove misses from the table before your weapon skill of choice is where it 'should' be. This will severely increase the time needed to raise your weapon skill to mastery and from how I've seen it scale, it is possible to create a deficit you could never escape from in a normal characters life span. An example would be raising all of your weapon skills to journeyman before starting work on raising one towards mastery. none of that applies if ur training ur weapon skills inside the lockout timer for offense, and doubly so if ur statements about 'harsher penalties' and a 'longer lock out timer' for offense are accurate
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Post by gloryhound on Jun 6, 2014 8:09:47 GMT -5
Well, hand-to-hand would definitely raise your offense fast. Thing about sparring is those sparring weapons cap skill gains, but not offense gains. This is probably what he means. Has this been confirmed, that sparring weapons put a hard limit on weapon skills so that there are no increases beyond a certain skill level? Are sparring clan members all just beating each other bloody for no reason after they've been around for a couple years?
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jkarr
GDB Superstar
Posts: 2,070
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Post by jkarr on Jun 6, 2014 9:28:17 GMT -5
um if there is a hard cap its pretty damn high, i remember someone saying they got their weapon skills to advanced using sparring weapons, so the cap could just as easily be a myth
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Warriors
Jun 6, 2014 11:28:50 GMT -5
via mobile
Post by lyse on Jun 6, 2014 11:28:50 GMT -5
um if there is a hard cap its pretty damn high, i remember someone saying they got their weapon skills to advanced using sparring weapons, so the cap could just as easily be a myth I think it's a real cap, if you notice really fighty higher ups use " heavy" sparring weapons to train. I'm thinking heavy sparring weapons have a higher cap.
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jkarr
GDB Superstar
Posts: 2,070
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Post by jkarr on Jun 6, 2014 13:38:32 GMT -5
don't think the ones mentioned were heavy tho, just regular ones
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