Thanks to everyone for the responses. I can't resist saying that if I couldn't see the words on screen I'd see an optician as I'm not sure what an optition is (sorry helbreat - I often get my mucking furds wuddled as well). Anyway, better a pedant than a pederast!!!
Thanks again everyone
Fighters feint option
Re: Fighters feint option
my skill doesnt dissapear if i dont click it in the time it takes for 1 turn, it stays open for me till i actually land a hit with it, or after about 10 misses it will dissapear till i dodge again lolozric wrote:No, if you dont take the opening in time then it will grey out again and you will lose it.
My text is yellow also.
i usually attack with default if im on low stam and whack with attack after dodge when i dodge or the other way if you have alot of stam is to go all out with inc dmg and just click the skill as it lights up saving stam/hp each time you dodge
Re: Fighters feint option
Feint is good at low stamina, as people have said. When you drop to low stamina I double click Feint attack and use this as my default attack. I then have a feint triggered attack next to it, this turns on every even attack and I click on it. Your sequence becomes Feint-Attack with feint-feint-attack with feint etc etc.
At the same time you can have Attack after Dodge (or Parry) and Attack after Critical, which will become active and can also be chosen. This usually results in 3 out of 4 attacks being actual damage dealing attacks.
If you are fighting with circular attack it is worth having a set of Circular Attacks after Dodge/Parry/Feint as well because this sucks up stamina fast.
The draw back to all of this is the number of buttons you end up with... especially if you want to have a spell button, self heal button, invulnerable/aura button etc etc....
If they really wanted to help players they should bring in 30 button trays...
At the same time you can have Attack after Dodge (or Parry) and Attack after Critical, which will become active and can also be chosen. This usually results in 3 out of 4 attacks being actual damage dealing attacks.
If you are fighting with circular attack it is worth having a set of Circular Attacks after Dodge/Parry/Feint as well because this sucks up stamina fast.
The draw back to all of this is the number of buttons you end up with... especially if you want to have a spell button, self heal button, invulnerable/aura button etc etc....
If they really wanted to help players they should bring in 30 button trays...
Serend
Matis Fighter/Healer/Mage
Matis Fighter/Healer/Mage
Re: Fighters feint option
The Dodge or Parry indicator word is Yellow for you and Pink for the mob. If you are seeing pink more than yellow, u are in trouble!helbreat wrote:pink? you didnt put female on your acc details did you? ;P its clearly yellow on my screen heh maybe you got a dirty monitor or my gamma/brightness are messed up but either way if you cant see the words you need an optition
Re: Fighters feint option
Here is an explanation on how to work the Feint option, in case someone doesn't know.
When you buy this from the trainer, you actually get two stanzas:
- Feint
- Opening after Feint
You use the first stanza by adding it to one of your attack actions, at no cost. This makes that action a Feint. If you use that action, it will do everything that action would normally do, except that it will not actually do any damage.
You use the second stanza by adding it to one of your actions as a credit option, instead of the usual stamina and/or Hp credits. You will notice that this action is initially greyed out.
What you then do is you use the first action in combat. It will not actually do any damage, but it will enable you to use the second action.
Tip: Any action whatsoever can be used with the Feint stanza and could be your first action, and are equally effective at enabling the second action. I often simply add Feint to the Default Attack action. This makes the first action, which does no damage anyway, not consume any stamina or Hp.
As far as I know, your first action doesn't even have to successfully hit the oponent for the second action to be enabled.
Edit: I was contradicting myself.
When you buy this from the trainer, you actually get two stanzas:
- Feint
- Opening after Feint
You use the first stanza by adding it to one of your attack actions, at no cost. This makes that action a Feint. If you use that action, it will do everything that action would normally do, except that it will not actually do any damage.
You use the second stanza by adding it to one of your actions as a credit option, instead of the usual stamina and/or Hp credits. You will notice that this action is initially greyed out.
What you then do is you use the first action in combat. It will not actually do any damage, but it will enable you to use the second action.
Tip: Any action whatsoever can be used with the Feint stanza and could be your first action, and are equally effective at enabling the second action. I often simply add Feint to the Default Attack action. This makes the first action, which does no damage anyway, not consume any stamina or Hp.
As far as I know, your first action doesn't even have to successfully hit the oponent for the second action to be enabled.
Edit: I was contradicting myself.
Last edited by lorgerol on Mon Dec 06, 2004 4:49 pm, edited 1 time in total.
Lorger
Proud Tryker, Forager Aspirant, Elder of Atys
Evolution Guild Member
Arispotle
Proud Tryker, Forager Aspirant, Elder of Atys
Evolution Guild Member
Arispotle
Re: Fighters feint option
How much credit does the opening after feint give you?