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Neparr
03-18-2011, 12:22 PM
Well after being away since 1999 I have decided to try my hand at GS again. It looks as though quite a few things have changed while i was away. The first of which is warriors and training patterns. I have another couple weeks on my 30 days and wanted to make sure i was getting the right idea. At the moment i am playing around with training and moving it at my whim.

My warrior is actually the last character I played before I left. He was a mere 16 when I left but had been rerolled in his 20’s.

At the time I wanted him to become a 2 Hander swinger instead of sword and board only. I also wanted him to work at Voln Fu since I enjoy watching things die from kicking crits.

Currently I train:
Armor 2x
Shield 2x
Brawling 2x
Two Handed Weapons 2x
Combat Maneuvers 2x
Physical Training 2x
Perception 2x
Dodging 2x
And I throw in some climbing and swimming as I can. I think I got that all correct.

I would still like to pursue the two hander and voln fu path. I can always fix skills later in life when undead become more scarce.

I believe I can migrate my stats as well during this time period. Although I did a lot of research at the time and spend several days with an automated rolling system to get a number high enough. So I am hoping that will all still work out. I can post those later when I have access to the launcher.

Is this path still viable or do I need to make some changes?

Any advice is greatly appreciated.

Fallen
03-18-2011, 12:25 PM
Only thing that seems out of place there is the shield training. Drop that. You'll need Brawling for Voln Fu.

RichardCranium
03-18-2011, 12:40 PM
3x armor

Neparr
03-18-2011, 02:10 PM
My thought with the shield training i that later on if need be i had the opportunity to also fall back on a brawling weapon such as a fist scythe and the shield. In effect making something of a sword and board. I didnt know if i would need it but threw it in there just in case.

I had planned on using the shield while Voln Fu'ing since it is only -2 MB i think for having a shield in one hand with the other empty. Is this just a waste though?

Fallen
03-18-2011, 02:17 PM
It depends on if you can think of a much better use of the points. Going 3x armor would be a good one, as getting into plate is a very high priority for a warrior. Do you have points for brawling? If you don't there is no point in getting shield training if you don't have the space for brawling training as well.

Anebriated
03-18-2011, 02:22 PM
just keep your THW out when you fu. I do the same but with a polearm. Here is the basic plan

Armor Use..........................| 250 150
Combat Maneuvers...................| 248 148
Polearm Weapons....................| 248 148
Brawling...........................| 248 148
Multi Opponent Combat..............| 170 70
Physical Fitness...................| 249 149
Dodging............................| 248 148
Arcane Symbols.....................| 120 30
Magic Item Use.....................| 120 30
Perception.........................| 174 74
Climbing...........................| 120 30
Swimming...........................| 50 10

Neparr
03-18-2011, 02:44 PM
For some reason i thought i remembered reading somewhere that your suffer a penalty for having a two-hander out while FU'ing?

Maybe i am getting that confused with having both hands full.

Anebriated
03-18-2011, 02:52 PM
If there is a penalty its small enough that it doesnt matter for anyone who can 2x in brawling. My warrior hunted from 40-70 almost entirely with fu.

Neparr
03-18-2011, 03:01 PM
Sorry to ask the super basics but on the plan you mentioned the first and second row of numbers are...?

Anebriated
03-18-2011, 03:03 PM
The first is the skill bonus and the second is the skill ranks.

Neparr
03-18-2011, 03:07 PM
At what level did you start branching out into MIU and AS?

I notice you single train in perception. Did you notice a problem with FU since i know perception is directly accounted for in the roll?

Anebriated
03-18-2011, 03:27 PM
I started to branch out when i had points to spare that werent being used for the major skills i was focusing on. I cant really tell you what level as it was years ago.

As far as the perception I never noticed a problem with my fu ever. If its possible for it to get even stronger then thats scary. I know Ive heard that the extra perception helps but I never found it necessary.

Neparr
03-18-2011, 03:36 PM
I was basing my information from this.

Voln Fu MB Formula

Throw MB = Brawling Skill * 20/17 (rounded) + Perception Skill/20 + Agility Bonus/2
+ Dexterity Bonus/2 + Strength Bonus/5

The Throw MB formula assumes:

* Offensive stance
* Both hands empty
* No encumbrance penalties
* No MB armor penalties
* No MB spell bonuses or penalties
* Normal room lighting conditions


Punch MB = Throw MB + # of Completed Voln Steps

Kick MB = Throw MB + # of Completed Voln Steps

Anebriated
03-18-2011, 04:29 PM
If that is correct then going from 1x-2x perception is going to show very minimal returns being divided by 20. If you have the points and dont want to spend them elsewhere(3x Armor till 150 or 3x PF would be better choices IMO) then go for it.

Riltus
03-18-2011, 07:05 PM
You can't throw or punch with both hands full but you can kick. However, with both hands full while using kick there is a 50% penalty to the modified roll. This is much more severe than a simple 50% penalty to total damage, since it will often cause you to not be able to hit the target, and even if you can connect it will usually be for much less than 50% of the normal damage.

This is an example of the damage difference with the the same d100 roll.

With one empty hand -

You attempt to kick a lesser mummy!
MB: 194 vs MB: 38 = 156 -- Gain advantage!
What you are holding makes this more difficult.
Expert maneuver! Perfect position.
THT 72, d100 roll: 42, modified: 198 and hits for 42 points of damage!
Roundtime: 4 sec.

With both hands full -

You attempt to kick a lesser mummy!
MB: 194 vs MB: 38 = 156 -- Gain advantage!
What you are holding makes this more difficult.
Expert maneuver! Perfect position.
THT 72, d100 roll: 42, modified: 99 and hits for 9 points of damage!
Roundtime: 4 sec.

The modified roll is the attacker's MB - defender's MB + d100 roll.

Damage calculation is (modified roll - THT) * damage factor. In the above example the kick damage factor is .333

Mark

Neparr
03-18-2011, 07:10 PM
At lvl 16 my current skills look like this:

Neparr (at level 16), your current skill bonuses and ranks (including all modifiers) are:
Skill Name | Current Current
| Bonus Ranks
Armor Use..........................| 140 40
Combat Maneuvers...................| 132 36
Two-Handed Weapons.................| 132 36
Brawling...........................| 132 36
Multi Opponent Combat..............| 78 17
Physical Fitness...................| 132 36
Dodging............................| 132 36
Perception.........................| 78 17
Climbing...........................| 10 2
Swimming...........................| 5 1

Latrinsorm
03-18-2011, 07:12 PM
As others have said, drop shield. Brawling weapons are so terrible, especially compared to THW.

I really like 3xing armor until 80 ranks. MBP is a dramatic upgrade to everything else. Full plate is a definite upgrade over MBP, but it's not dramatic, so after you get to 80 relax down to 2x. I also like 3xing PF. It's by far the most important factor in stamina (used in performing your own Combat Maneuvers, including guild skills but not including Voln-Fu), and plays a significant role in maneuver defense and redux. As Ralph Kiner once said, triplers drive Cadillacs.

Riltus
03-18-2011, 07:32 PM
As Ralph Kiner once said, triplers drive Cadillacs.

We finished last with you, we can finish last without you, Ralph. - Edsel Ford

Mark

Loyrl
03-20-2011, 03:14 PM
How is voln fu at cap in Nelemar or the Rift?

Roblar
03-20-2011, 07:54 PM
Depends on the critter, but it works just fine. I've kicked defenders in the temple & the same to fallen crusaders in the Rift.

Neparr
03-21-2011, 11:20 AM
Question on stats. I am still within my 30 days and i believe i can move my stats around if i so choose at this point. Is this stat placement still acceptable as it was 10 years ago when i rolled this character?

Race: Giantman Profession: Warrior
Gender: Male Age: 38 Expr: 318164 Level: 16
Normal (Bonus) ... Enhanced (Bonus)
Strength (STR): 98 (39) ... 98 (39)
Constitution (CON): 95 (32) ... 90 (30)
Dexterity (DEX): 95 (17) ... 95 (17)
Agility (AGI): 95 (17) ... 95 (17)
Discipline (DIS): 75 (12) ... 75 (12)
Aura (AUR): 74 (7) ... 74 (7)
Logic (LOG): 53 (-4) ... 53 (-4)
Intuition (INT): 50 (0) ... 50 (0)
Wisdom (WIS): 55 (2) ... 55 (2)
Influence (INF): 36 (-2) ... 36 (-2)

emo hero james
03-22-2011, 10:43 AM
I guess that thar depends on if you're placing your stats for growth (everything 100 or very close at cap, which you can fix with bounty points these days post-cap), TPs for moar skills, or .. as they are right now, killin' shit and having fun.

However, I'm going to suggest a decrease in str, con, dex and agi, and an increase in everything else, though. Moar logic for moar exps, moar intuition for a little bit of dodging, and don't tank influence too badly if you intend to train warcries through the guild.

Drakefang
03-22-2011, 01:04 PM
^^^^^

I support ehj's advice.

Anebriated
03-22-2011, 01:10 PM
i would definitely add some more points to LOG and INT for learning and some into WIS because it adds to TD. INF as EHJ said if you plan on doing guildwork.