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<  Game Play  ~  Combat styles comparisons

Swampy
Posted: Thu Jan 24, 2008 3:46 pm Reply with quote
Member Joined: 22 Dec 2007 Posts: 247
This thread is designed for people to post their combat styles and compare their advantadges and weaknesses to other people's styles. Write to what you know.

Because i play a barbarian/mage combo, most of the styles i write will be based around these classes, and their tactics as a 2 man team.


Last edited by Swampy on Thu Jan 24, 2008 4:33 pm; edited 2 times in total

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Swampy
Posted: Thu Jan 24, 2008 3:54 pm Reply with quote
Member Joined: 22 Dec 2007 Posts: 247
Circle/casting

Suggested characters: Barbarian/Fighter and a mage/cleric/druid/alchemist.

Circle casting involves one of your characters circling a monster while your caster unleashes a steady stream of offensive spells against it.

Strengths: mana efficant, mana is not lost to stunning, allows caster to gain exp quickly, works well with a high level/high dex circler, useful against monsters that resist-stun but not magic. Because the barbarian is not hitting, there is a good chance he will be able to get in another circle before he gets hit by the monster if he fails a circle, as opposed to him circle hitting with the mage casting. armour/weapon conservative.

Weaknesses: monster must be able to circled effectivly, must must not be magic resistant, barbarian gains little exp, mana must be regenerated

difficulty to use: 2
risk: low(in right situations)


Last edited by Swampy on Thu Jan 24, 2008 4:34 pm; edited 1 time in total

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Swampy
Posted: Thu Jan 24, 2008 4:01 pm Reply with quote
Member Joined: 22 Dec 2007 Posts: 247
stun/hitting

suggested characters any-fighters/barbarians/assassins/thieves.

This tactic can be performed by a solo character such as a ranger, or by two characters, such as a achemist and an assassin. It involves one character stunning a monster and then either one or both characters hitting the monster.

Strengths: mana efficant, hitters gain exp, conservers armour/health extremely well, allows characters to fight monsters significantly above their level with low risks.

Weaknesses: must have stun, monster must be stunnable, requires that the stunner have a decent amount of mp, stunners do not gain exp unless they hit as well.

difficulty 2
risk low

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Swampy
Posted: Thu Jan 24, 2008 4:06 pm Reply with quote
Member Joined: 22 Dec 2007 Posts: 247
The following are varients of the above and have been summarised.

Circle/hit and casting.

Same as circle casting, but with the circler alternating hits as well.
Advantages: damage is done faster, circler gains more exp
disadvantages: higher risk, if you fail a circle you will certainly get hit, slightly more finger dexterity required.

diffuculty 2.5
risk low-medium

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Swampy
Posted: Thu Jan 24, 2008 4:09 pm Reply with quote
Member Joined: 22 Dec 2007 Posts: 247
stun/casting and hitting

same as stun hitting but with the stunner casting as well.
advantadges: does a lot of damage in a short time, stunner gains exp
disadvantages: mana expensive, slightly more finger dexterity required, casts need to be well co-ordinated with stuns.

difficulty 2.5
risk low

(It should be noted that there are minor varients on all of these, for instances high barbarians should consider using their mp for a offensive cast during their circling, or even a stun.)

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Swampy
Posted: Thu Jan 24, 2008 4:22 pm Reply with quote
Member Joined: 22 Dec 2007 Posts: 247
ALternate styles

Solo styles.

Barbarians. circle hitting./casting.
(varient: use a caster, to heal the barbarian to increase his longevity in the fight.)
Mages stun casting/hitting.

Crit hit style.
Suggested characters: any character with the ability to hit something with a weapon.

This style involves harvesting critical hit weapons, enchanting them and then sending in a hitting, or 2, or possibly a hitter/healer against a monster. The hitter then hits the monster with his auto-crit weapon, doing massive damage a hit. Because of the problems of harvesting crit weapons, this is usually reserved for non stun/non circleable monsters and used by classes who can't hit/vig well. (ie barbarian mage combos.)

Advantages: MASSIVE damage output in a very short space of time, drastically reduces the length of fights, and therefore the amount of damage taken.
Disadvantadges: most crit weapons take a long time to harvest, therefore this tactic is best and usually reserved for especially difficult fights.

difficulty 2.5
risk high/medium. (due to the type of combat this is usually used in.)

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Swampy
Posted: Thu Jan 24, 2008 4:32 pm Reply with quote
Member Joined: 22 Dec 2007 Posts: 247
***Pkill only***

Bash casting
This is a pvp tactic only in which the barbarian bashes his prey and the mage casts on it, against one character it is virutally unstoppable. It does however leave the second character a free hand. Stops the character under attack from escaping, and does large amounts of damage reasonbly quickly. (Note, in pvp bash can be used again and again and again and again...)

crit casting
Once again pvp, but with a barbarian with one crit weapon, and a mage casting one offensive spell. (high offensive spell) One massive burst of damage, but you only get one chance, otherwise your target will mearly move away.

circling and hitting are all dramitically reduced in effectiveness in pvp, due to their very long cooldown. with a barb mage combo against 2 characters, i would recommend stunning one, and bash casting the weakest one to death, then switching targets.

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