Ilvane
09-28-2003, 05:08 PM
This is a pretty comprehensive look at the CM list, posted by Porcell, and reposted recently on the official boards.
Whatcha all think?
~~
Alright, here's all the info I got from Simucon that I originally posted on the rogue boards.
Combat Movement: +2 DS of all types for every 1 rank in the skill, so a total of +10 to DS if you go for all 5 ranks for mastery. This is available to all professions.
Combat Focus: +2 TD of all types for every 1 rank in the skill, so a total of +10 to TD if you go for all 5 ranks for mastery. This is available to all professions.
Combat Press: Perform the maneuver to get in closer to the monster. This will give penalties to both parties for using ranged weapons and large weapons, and give bonuses to smaller weapons and short range spells (Like Mana Disrupt). Do not combat press a sorcerer! It also reduces the maneuver defenses of the target being pressed. A good situation would be if you are using a dagger and the foe is using a claid. Combat press and they will have a harder time hitting you while you have a bonus to your attacks. Warriors, Rogues, Paladins.
Armor Specialization: Slightly reduces penalties such as action penalty, spell hinderances, maneuver mods. This only works on armor you are over trained for (i.e. you can't pick this up at level 5 and specialize in plate). Available to Warriors and Paladins.
Shield Bash: Uses shield use skill for successes, modified by shield type (small shields easier for success, less damage; large shields the opposite). Causes stuns, RT, possibly knockdowns on high success. Available to all professions but monk.
Shield Charge: Like bash but causes knockdowns and more damage. If you fail the maneuver it will definately suck though. You must have training in Charge CM skill and Shield Bash skill to use. Warriors and Paladins only.
Charge: Idea is for using a weapon to charge forward, mainly a polearm concept; run up and stab your foe. Warriors, Rogues, Paladins.
Weapon Specialization: Specific weapon type, like dagger, falchion, axe, mace... gives AS bonus up to +10 (+2 per rank), also added bonus for weapon type maneuver attacks, i.e. +10 to your disarming MS if you use your specialized weapon. Warriors, Rogues, Paladins, perhaps semis.
Weapon Bonding: Like weapon specialization, but a single weapon; think Excalibur. AS bonuses, you get used to the weapon. A quest of some type would probably be reuired. Warriors only.
Side By Side: Bonus to group that has multiple members of the group who know this ability. Increased AS and DS, maneuver help, easier force on force, etc. Open to all professions.
Mighty Blow: Increased RT, fatigue (in addition to FPs, like Mstrike, can't do it constantly). Reduces the foe's parry, increases DF of the weapon attack. Warrior only.
Subdual Strike: Rogue Guild Subdue, things will be tweaked a little. All professions.
Bear Hug: Race a factor, gives RT to both parties, Warrior and Monk only.
Hammer Fist: Double handed fist blow, brawling skill, Warrior Only.
Stun Maneuvers: RG Stunman. Warrior and Monk.
Headbutt: Stun, RT, Minimal Damage. Warrior and Monk.
Cheapshot: RG Cheapshot. Bards and Monks.
Coup De Grace: Similiar to sorcerer Sacrifice in it is limited per hour. Bonuses not really clear yet. All Professions.
Garrote: If you have ever seen the Gremlocks take out a rope or wire and garrote a target. Really neat skill. This is for Rogues, Rangers, and Monks (Hey look, no warriors).
Hamstring: Slash to the back of the leg or back of the ankle, cutting tendons. This will put the target into a kneeling or prone position. Of course it would be modified by weapon type. Used by Rogues, Rangers, and Bards (Again, no warriors).
Sunder Shield: Break a target's shield. Useable only on non-magic shields (to prevent abuse, since all PCs have magic shields). Not really all that useful, since it would only drop DS by 20 against critters. Anyway, it's warrior only (GASP).
Shadow Mastery: Negative RT to hiding and sneaking. Most likely be a -1 at the first couple of ranks and -2 at the last couple of ranks. Gives a bonus to staying in hiding, sneaking and not being seen, success when getting into hiding. Gives a bonus to remaining hidden when trying to snipe, either with a bow/crossbow or with thrown weapons. Gives a bonus to helping you stalk. Basically anything you can think about with getting, staying, and acting in hiding. I asked, this skill will provide no added bonus to stealing (Although with the new system you already get a bonus when stealing from hiding, and this skill would help you get there). This skill is for.... grr, I didn't write it down. I'm pretty sure it is Rogue, Ranger, and [possibly] Monks only.
Quick Strike: Less RT, Less DF and AS, reduces parry defense of target. Warrior, Rogue, Monk.
Sucker Punch.: Less damage, stun, less rt, brawling skill (one hand open), possibly reduces parry for that attack. Rogue only (There you go).
MFire: Mstrike for arrows. Used on bows only. Will max out at 3 arrows. Get 3 Arrow from Cloak, MFire. Most likely will have unfocused and focused options like MStrike. All Professions.
Haymaker: Brawling strong attack. At this point warrior only (these profession assignments are not final, don't complain).
Stance Perfection: Like warrior trick skill. Will have only 2 ranks. Rank 1 will let you adjust by 10% steps and the second rank will adjust by 5% steps. All Professions.
Disarm: Warrior skill. All professions.
Feint: Warrior skill. All professions.
Weapon Precision: Call the crit. Waraxe does slash and crush, so you could Slash Zombie to call the slash crit. Will add probably 3 seconds RT like ambush, which will be trainable off with RE and DE bonus. Weapon Precision is not useable with the Ambush or Aiming skills. All professions.
Dust Kick: Add RT, Blind (negative to perception), penalty to AS and DS of foe. All professions but Paladin.
I think I must have lost a page of notes somewhere, because I know there were some more he talked about.
-Porcell
Whatcha all think?
~~
Alright, here's all the info I got from Simucon that I originally posted on the rogue boards.
Combat Movement: +2 DS of all types for every 1 rank in the skill, so a total of +10 to DS if you go for all 5 ranks for mastery. This is available to all professions.
Combat Focus: +2 TD of all types for every 1 rank in the skill, so a total of +10 to TD if you go for all 5 ranks for mastery. This is available to all professions.
Combat Press: Perform the maneuver to get in closer to the monster. This will give penalties to both parties for using ranged weapons and large weapons, and give bonuses to smaller weapons and short range spells (Like Mana Disrupt). Do not combat press a sorcerer! It also reduces the maneuver defenses of the target being pressed. A good situation would be if you are using a dagger and the foe is using a claid. Combat press and they will have a harder time hitting you while you have a bonus to your attacks. Warriors, Rogues, Paladins.
Armor Specialization: Slightly reduces penalties such as action penalty, spell hinderances, maneuver mods. This only works on armor you are over trained for (i.e. you can't pick this up at level 5 and specialize in plate). Available to Warriors and Paladins.
Shield Bash: Uses shield use skill for successes, modified by shield type (small shields easier for success, less damage; large shields the opposite). Causes stuns, RT, possibly knockdowns on high success. Available to all professions but monk.
Shield Charge: Like bash but causes knockdowns and more damage. If you fail the maneuver it will definately suck though. You must have training in Charge CM skill and Shield Bash skill to use. Warriors and Paladins only.
Charge: Idea is for using a weapon to charge forward, mainly a polearm concept; run up and stab your foe. Warriors, Rogues, Paladins.
Weapon Specialization: Specific weapon type, like dagger, falchion, axe, mace... gives AS bonus up to +10 (+2 per rank), also added bonus for weapon type maneuver attacks, i.e. +10 to your disarming MS if you use your specialized weapon. Warriors, Rogues, Paladins, perhaps semis.
Weapon Bonding: Like weapon specialization, but a single weapon; think Excalibur. AS bonuses, you get used to the weapon. A quest of some type would probably be reuired. Warriors only.
Side By Side: Bonus to group that has multiple members of the group who know this ability. Increased AS and DS, maneuver help, easier force on force, etc. Open to all professions.
Mighty Blow: Increased RT, fatigue (in addition to FPs, like Mstrike, can't do it constantly). Reduces the foe's parry, increases DF of the weapon attack. Warrior only.
Subdual Strike: Rogue Guild Subdue, things will be tweaked a little. All professions.
Bear Hug: Race a factor, gives RT to both parties, Warrior and Monk only.
Hammer Fist: Double handed fist blow, brawling skill, Warrior Only.
Stun Maneuvers: RG Stunman. Warrior and Monk.
Headbutt: Stun, RT, Minimal Damage. Warrior and Monk.
Cheapshot: RG Cheapshot. Bards and Monks.
Coup De Grace: Similiar to sorcerer Sacrifice in it is limited per hour. Bonuses not really clear yet. All Professions.
Garrote: If you have ever seen the Gremlocks take out a rope or wire and garrote a target. Really neat skill. This is for Rogues, Rangers, and Monks (Hey look, no warriors).
Hamstring: Slash to the back of the leg or back of the ankle, cutting tendons. This will put the target into a kneeling or prone position. Of course it would be modified by weapon type. Used by Rogues, Rangers, and Bards (Again, no warriors).
Sunder Shield: Break a target's shield. Useable only on non-magic shields (to prevent abuse, since all PCs have magic shields). Not really all that useful, since it would only drop DS by 20 against critters. Anyway, it's warrior only (GASP).
Shadow Mastery: Negative RT to hiding and sneaking. Most likely be a -1 at the first couple of ranks and -2 at the last couple of ranks. Gives a bonus to staying in hiding, sneaking and not being seen, success when getting into hiding. Gives a bonus to remaining hidden when trying to snipe, either with a bow/crossbow or with thrown weapons. Gives a bonus to helping you stalk. Basically anything you can think about with getting, staying, and acting in hiding. I asked, this skill will provide no added bonus to stealing (Although with the new system you already get a bonus when stealing from hiding, and this skill would help you get there). This skill is for.... grr, I didn't write it down. I'm pretty sure it is Rogue, Ranger, and [possibly] Monks only.
Quick Strike: Less RT, Less DF and AS, reduces parry defense of target. Warrior, Rogue, Monk.
Sucker Punch.: Less damage, stun, less rt, brawling skill (one hand open), possibly reduces parry for that attack. Rogue only (There you go).
MFire: Mstrike for arrows. Used on bows only. Will max out at 3 arrows. Get 3 Arrow from Cloak, MFire. Most likely will have unfocused and focused options like MStrike. All Professions.
Haymaker: Brawling strong attack. At this point warrior only (these profession assignments are not final, don't complain).
Stance Perfection: Like warrior trick skill. Will have only 2 ranks. Rank 1 will let you adjust by 10% steps and the second rank will adjust by 5% steps. All Professions.
Disarm: Warrior skill. All professions.
Feint: Warrior skill. All professions.
Weapon Precision: Call the crit. Waraxe does slash and crush, so you could Slash Zombie to call the slash crit. Will add probably 3 seconds RT like ambush, which will be trainable off with RE and DE bonus. Weapon Precision is not useable with the Ambush or Aiming skills. All professions.
Dust Kick: Add RT, Blind (negative to perception), penalty to AS and DS of foe. All professions but Paladin.
I think I must have lost a page of notes somewhere, because I know there were some more he talked about.
-Porcell