Post by fightclub on Nov 9, 2014 21:41:07 GMT -5
INDOOR SPARRING:
This is the most common, and most widespread means to train in the south.
1.WHEN SKILLING OFFENSE:
-Skilling offense/weapon skills is the most difficult thing in the game, for combat character, besides -- well, living. Low agility races such as dwarf/half-giant should be avoided when you train these. Warriors should be on the end spectrum for training as well, as they innately have parry/block. Furthermore, any character that uses shields in spars is another no-go, especially low agi shield uses. Your optimal setup for training offense is a non warrior guild celf, delf, half-elf, or high agi human.
2.TAKING BIG HITS:
-Getting the shit knocked out of you has its advantages. 1. Defense. 2. Reel resistance. But the harder you get hit the more it is likely that your armor will suffer for it. As a natural counter for this, you might want to either train without wearing armor, or train with crap armor that you don't care about. Furthermore, when sparring with particularly powerful dwarves, or halfgiants you should strongly regulate how often you get hit, and the weapons/styles they use again you.
EX: I only spar a half-giant that is not using a club, they cannot dual wield, or etwo their weapons. Shields are fine, because when you're training against a half-giant it definitely isn't for offensive gains, they can't dodge for shit.
3.IF YOUR OPPONENT IS SUPERIOR TO YOU:
-If your opponent is a superior fighter, then having them disengage at the start of the fight, to allow you to acquire misses is extremely helpful. Furthermore you can have them weight train, which is more heavily covered below.
4.WEIGHT TRAINING:
-This is amazing. If you're hitting every swing, try setting your encumbrace to Unbelievably Heavy, and see what happens? You will notice the difference immediately. Loading bags full of rocks in your training area is the best way to do this, have the person grab all of the bags they can, and fight. This works especially well if the bags are engineered to where the person can wield training weapons, grab the bags, and not lift anything else.
5.GROUP FIGHTS:
-Having multiple people attacking you works wonders, around 3-4 and you will start getting hit by opponents that wouldn't have stood a chance otherwise, this coupled with sit fighting (covered below) or weighted training can make a huge impact on your failures.
6.FORCE SITTING:
-Intentionally sitting during a fight, or intentionally failing a bash can be damning, or extremely helpful. This will help gain misses, and being hit. This coupled with weight, or multiple attacks can also do wonders. Be cautious however, as you cannot signal to disengage, or flee while seated, plan accordingly.
7.COUNT YOUR MISSES:
-I personally view 13 misses as my golden number, when I am counting misses I want 13 primary misses, and 13 secondary misses if dual wielding. Misses or fails are only gained by a character that dodges. The number thirteen was a number that I felt confident that even the lowest wisdom character could still get a bump off of, so I use it for most all of my characters now. I separate primary, and secondary misses due to the fact that it has been mentioned in other threads that your secondary is governed by dual wield, and not your actual weapon skill, meaning training is separate for that. For enhanced effect color code dodges into your client to help you count them.
8.WATCH YOUR OPPONENT:
-Watch your opponent, and have them watch you, every time they assess you, it checks your watch, and vice versa. This is the easiest way to level it.
9. TAKE THE MOUNT:
-Yep. Mounted combat is an excellent way to train ride, and combat, your abilities are typically weaker while mounted, plus you'll often find yourself flat on your back during the early stages. Couple this with multiple combatants, and weight training and you're about to have a good time. This is significantly easier if you're in a House that possesses a yard for mounted training.
OUTDOOR SPARRING:
By far the most effective means to train, and by far the easiest way to get caught twinking.
1. FIGHT VERRIN HAWK (north easy), JOZHAL (south easy), or STILT LIZARD (north hard):
-Fighting hawks is easy, you can do this mounted or dismounted, just walk up to them and attack.
-Fighting Jozhal requires you to sneak into the room where they are, and fight, they will be spooked by mounts.
-Fighting Stilt Lizard requires you to sneak into the room where they are, and fight, they will be spooked by mounts.
2.LEARN TO SNEAK:
-When training outdoors it is almost essential for you to sneak, if you do not have a main guild that allows you to do it, then you will need to take a subguild that offers it. Otherwise, for the more capable training mobs, you're going to have to run them down, until they exhaust their stamina, and brave whatever direction they decide to take you.
3.DITCH THE MOUNT:
-While it might be outside most peoples comfort zones to go outdoors without a mount, it is almost necessary if you are planning to train this way. Many of the ideal training pets are spooked by intruders, be these approaching PC's to help, or your mount, this will cause them to flee. Furthermore, most of the enterable locations close to cities cannot holds mounts, abandoning your mount for 10-15 minutes at a time is only an invitation for it to be stole.
4.TAKE SHIT WEAPONS:
-When sparring animals, it is ideal for you to bring the least damaging weapons you can find. Agafari knives, feathered tomahawks, wooden swords, and foraged white smooth stones are ideal in the north. When you achieve a point at which the animals are quickly getting hurt, start bringing weight to train with. Never did much animal sparring in the south, so I can't really comment on what's ideal there.
5.FIND A CAMP:
-Finding a location, and luring your training pet to that location to fight can be extremely helpful for resting, and repeat training without the threat of hostile wildlife intervening. Furthermore you do not need to watch your movement as hard as you would previously.
6.BRING A WATCH:
-If you're religious about your timers, and sparring with stilt lizards you can easily cap out your weapon skills, and branch parry around five days, seven to ten if you're just doing it normally. Expect the IMMs to watch, and expect them to fuck you, if you carry this routine for long, as I've seen rangers with parry in a few days played, and warriors with advanced weapons in the same. So beware.
-Timers are 60 min -Wisdom. So setting a 60 minute timer after you end your last session will always work.
7.GIVE THE ANIMALS WEAPONS:
-Lastly, and use this on sparingly, you can hand these animals weapons, which they will wield, and attempt to use against you. As they have no skill with the weapons they will frequently miss you, or do 1-3 points of damage. This is ideal for training defense, or defensive styles, or training an hunter/assassin/burgler which tend to be crippled in fights during their early days. Theoretically you could do this to a bahamet or mekillot, and render the same results, crippling their damage, but I'm not even twinky enough to give that a go. Ideal weapons for this are the foraged white smooth stones in the north, the agafari knives, feathered tomahawks. When these animals go unconscious, they will drop the weapons, allowing you to move on, or erase the evidence.
8.FUCK YOURSELF:
-Yup you heard that, fuck yourself. Sit in fights, carry weighted bags, engage multiple training mobs at once, forcefully give yourself a disadvantage in a fight, so you can get those fails.
RINTH SPARRING:
-Don't kill, unless you need to. This has been covered in some of the other playing a rinther characters threads, but when it comes to NPC's it seems a viable choice in you can 'spar' npc's, and not kill them.
-To initiate a spar wear armor/or weapons that are above the value rating, and are exposed for the muggers to take notice of.
-Weight/Sitting just like above, this would also work here, but it might be more dangerous to pull off than in other areas.
More to come...
This is the most common, and most widespread means to train in the south.
1.WHEN SKILLING OFFENSE:
-Skilling offense/weapon skills is the most difficult thing in the game, for combat character, besides -- well, living. Low agility races such as dwarf/half-giant should be avoided when you train these. Warriors should be on the end spectrum for training as well, as they innately have parry/block. Furthermore, any character that uses shields in spars is another no-go, especially low agi shield uses. Your optimal setup for training offense is a non warrior guild celf, delf, half-elf, or high agi human.
2.TAKING BIG HITS:
-Getting the shit knocked out of you has its advantages. 1. Defense. 2. Reel resistance. But the harder you get hit the more it is likely that your armor will suffer for it. As a natural counter for this, you might want to either train without wearing armor, or train with crap armor that you don't care about. Furthermore, when sparring with particularly powerful dwarves, or halfgiants you should strongly regulate how often you get hit, and the weapons/styles they use again you.
EX: I only spar a half-giant that is not using a club, they cannot dual wield, or etwo their weapons. Shields are fine, because when you're training against a half-giant it definitely isn't for offensive gains, they can't dodge for shit.
3.IF YOUR OPPONENT IS SUPERIOR TO YOU:
-If your opponent is a superior fighter, then having them disengage at the start of the fight, to allow you to acquire misses is extremely helpful. Furthermore you can have them weight train, which is more heavily covered below.
4.WEIGHT TRAINING:
-This is amazing. If you're hitting every swing, try setting your encumbrace to Unbelievably Heavy, and see what happens? You will notice the difference immediately. Loading bags full of rocks in your training area is the best way to do this, have the person grab all of the bags they can, and fight. This works especially well if the bags are engineered to where the person can wield training weapons, grab the bags, and not lift anything else.
5.GROUP FIGHTS:
-Having multiple people attacking you works wonders, around 3-4 and you will start getting hit by opponents that wouldn't have stood a chance otherwise, this coupled with sit fighting (covered below) or weighted training can make a huge impact on your failures.
6.FORCE SITTING:
-Intentionally sitting during a fight, or intentionally failing a bash can be damning, or extremely helpful. This will help gain misses, and being hit. This coupled with weight, or multiple attacks can also do wonders. Be cautious however, as you cannot signal to disengage, or flee while seated, plan accordingly.
7.COUNT YOUR MISSES:
-I personally view 13 misses as my golden number, when I am counting misses I want 13 primary misses, and 13 secondary misses if dual wielding. Misses or fails are only gained by a character that dodges. The number thirteen was a number that I felt confident that even the lowest wisdom character could still get a bump off of, so I use it for most all of my characters now. I separate primary, and secondary misses due to the fact that it has been mentioned in other threads that your secondary is governed by dual wield, and not your actual weapon skill, meaning training is separate for that. For enhanced effect color code dodges into your client to help you count them.
8.WATCH YOUR OPPONENT:
-Watch your opponent, and have them watch you, every time they assess you, it checks your watch, and vice versa. This is the easiest way to level it.
9. TAKE THE MOUNT:
-Yep. Mounted combat is an excellent way to train ride, and combat, your abilities are typically weaker while mounted, plus you'll often find yourself flat on your back during the early stages. Couple this with multiple combatants, and weight training and you're about to have a good time. This is significantly easier if you're in a House that possesses a yard for mounted training.
OUTDOOR SPARRING:
By far the most effective means to train, and by far the easiest way to get caught twinking.
1. FIGHT VERRIN HAWK (north easy), JOZHAL (south easy), or STILT LIZARD (north hard):
-Fighting hawks is easy, you can do this mounted or dismounted, just walk up to them and attack.
-Fighting Jozhal requires you to sneak into the room where they are, and fight, they will be spooked by mounts.
-Fighting Stilt Lizard requires you to sneak into the room where they are, and fight, they will be spooked by mounts.
2.LEARN TO SNEAK:
-When training outdoors it is almost essential for you to sneak, if you do not have a main guild that allows you to do it, then you will need to take a subguild that offers it. Otherwise, for the more capable training mobs, you're going to have to run them down, until they exhaust their stamina, and brave whatever direction they decide to take you.
3.DITCH THE MOUNT:
-While it might be outside most peoples comfort zones to go outdoors without a mount, it is almost necessary if you are planning to train this way. Many of the ideal training pets are spooked by intruders, be these approaching PC's to help, or your mount, this will cause them to flee. Furthermore, most of the enterable locations close to cities cannot holds mounts, abandoning your mount for 10-15 minutes at a time is only an invitation for it to be stole.
4.TAKE SHIT WEAPONS:
-When sparring animals, it is ideal for you to bring the least damaging weapons you can find. Agafari knives, feathered tomahawks, wooden swords, and foraged white smooth stones are ideal in the north. When you achieve a point at which the animals are quickly getting hurt, start bringing weight to train with. Never did much animal sparring in the south, so I can't really comment on what's ideal there.
5.FIND A CAMP:
-Finding a location, and luring your training pet to that location to fight can be extremely helpful for resting, and repeat training without the threat of hostile wildlife intervening. Furthermore you do not need to watch your movement as hard as you would previously.
6.BRING A WATCH:
-If you're religious about your timers, and sparring with stilt lizards you can easily cap out your weapon skills, and branch parry around five days, seven to ten if you're just doing it normally. Expect the IMMs to watch, and expect them to fuck you, if you carry this routine for long, as I've seen rangers with parry in a few days played, and warriors with advanced weapons in the same. So beware.
-Timers are 60 min -Wisdom. So setting a 60 minute timer after you end your last session will always work.
7.GIVE THE ANIMALS WEAPONS:
-Lastly, and use this on sparingly, you can hand these animals weapons, which they will wield, and attempt to use against you. As they have no skill with the weapons they will frequently miss you, or do 1-3 points of damage. This is ideal for training defense, or defensive styles, or training an hunter/assassin/burgler which tend to be crippled in fights during their early days. Theoretically you could do this to a bahamet or mekillot, and render the same results, crippling their damage, but I'm not even twinky enough to give that a go. Ideal weapons for this are the foraged white smooth stones in the north, the agafari knives, feathered tomahawks. When these animals go unconscious, they will drop the weapons, allowing you to move on, or erase the evidence.
8.FUCK YOURSELF:
-Yup you heard that, fuck yourself. Sit in fights, carry weighted bags, engage multiple training mobs at once, forcefully give yourself a disadvantage in a fight, so you can get those fails.
RINTH SPARRING:
-Don't kill, unless you need to. This has been covered in some of the other playing a rinther characters threads, but when it comes to NPC's it seems a viable choice in you can 'spar' npc's, and not kill them.
-To initiate a spar wear armor/or weapons that are above the value rating, and are exposed for the muggers to take notice of.
-Weight/Sitting just like above, this would also work here, but it might be more dangerous to pull off than in other areas.
More to come...