Greetings all,
Could any of you more Elder community members assist with some advice on where to find a good list of actions that can be created. Is there a website or is this just a have a best guess environment ? I would love to create some useful ones yet I really am not having much luck with them.
Thanks in advance for responses and your patience.
Action Assistance.
Re: Action Assistance.
Hmm, this is a pretty open-ended question. There's just so many possibilities in the game. I had considered trying to document all of the actions on my wite but it would have been a pretty daunting task and besides, they keep changing things (adding new actions, changing existing ones, etc.).
I'll try to give some general tips though...
Combat:
There's a couple of key actions that I use for improving my attacks, Increased Damage and Accurate Attack. Other ones like Bleeding and Ignore Armor are good too, but are limited to certain weapon types.
To pay for the cost of melee actions, it's important not to use only stamina credit. First, you won't have a high enough credit to pay for an action that combines a lot of the above stanzas. Second, you'll run your stamina dry very fast and will have a lot more downtime. To help pay for actions, use the Attack after Dodge, Attack after Parry, Feint, and HP credit.
I personally chose to set my character to dodge mode (there's a button in the control panel in the bottom-right of the screen) so I use Attack after Dodge and not Attack after Parry. I'll probably start using the parry more now that I'm using heavy armor sometimes. Also, in Patch 2, they're revamping shields so Parry mode might be more interesting.
I usually create two actions for each type of attack, one that uses regular stamina and HP to pay for it and another that uses Attack after Dodge to pay for it. I then engage a mob with the first action and every time I dodge, I click the other action. This helps conserve stamina.
Magic:
When you're starting out, there's not much in the way of modifiers you can add to the basic spell. There is concentrate which will help keep you from getting your spell interruped while under attack. I've found it a bit too expensive for me to use a lot though. Pretty much, most of the customizing I've done to spells is just adjusting how they're paid for with the credit bricks.
For most of my spells, I put a pretty large range credit on them. As long as the range is 20M or better, I usually find I'm ok in combat. I then balance out the rest of the credit with HP and sap, favoring sap. I also tend to create one or two long range spells (no range credit) that can be useful for pulling a mob to you out of a pack or healing someone without getting right in the middle of whatever killed them.
As for what spells I use, I started by getting one spell of each of the 4 basic types (Offensive Elemental, Offensive Affliction, Heal, Defensive Affliction) so I could get experience in all 4 branches. One of my favorite spells is Madness. With mobs now having higher damage and lower hit points than when the game first came out, madness can be pretty potent. Fear is also a nice spell as you can combine this with a missile spell and repeatedly fear/attack a mob so it never gets close enough to attack you.
Harvest:
I tend to use all gentle extraction unless I don't have enough credit to pay for a specific combination. When constructing and extraction, make sure and use an appropriate quality stanza. Don't use a Q70 stanza on a source that only goes to Q50, it'll just cost more focus that you could use for rate/speed. Use terrain extraction specialization. It helps keep things from exploding and dying on you.
For prospecting, start with the range, angle, and grade (fine, choice, etc.) stanzas. I also like to add multi spot and knowledge on to that. It's nice to be able to pull up 4 spots and see what they are and then pick the one you want to extract. This is very handy when trying to find a specific material for crafting.
I'll try to give some general tips though...
Combat:
There's a couple of key actions that I use for improving my attacks, Increased Damage and Accurate Attack. Other ones like Bleeding and Ignore Armor are good too, but are limited to certain weapon types.
To pay for the cost of melee actions, it's important not to use only stamina credit. First, you won't have a high enough credit to pay for an action that combines a lot of the above stanzas. Second, you'll run your stamina dry very fast and will have a lot more downtime. To help pay for actions, use the Attack after Dodge, Attack after Parry, Feint, and HP credit.
I personally chose to set my character to dodge mode (there's a button in the control panel in the bottom-right of the screen) so I use Attack after Dodge and not Attack after Parry. I'll probably start using the parry more now that I'm using heavy armor sometimes. Also, in Patch 2, they're revamping shields so Parry mode might be more interesting.
I usually create two actions for each type of attack, one that uses regular stamina and HP to pay for it and another that uses Attack after Dodge to pay for it. I then engage a mob with the first action and every time I dodge, I click the other action. This helps conserve stamina.
Magic:
When you're starting out, there's not much in the way of modifiers you can add to the basic spell. There is concentrate which will help keep you from getting your spell interruped while under attack. I've found it a bit too expensive for me to use a lot though. Pretty much, most of the customizing I've done to spells is just adjusting how they're paid for with the credit bricks.
For most of my spells, I put a pretty large range credit on them. As long as the range is 20M or better, I usually find I'm ok in combat. I then balance out the rest of the credit with HP and sap, favoring sap. I also tend to create one or two long range spells (no range credit) that can be useful for pulling a mob to you out of a pack or healing someone without getting right in the middle of whatever killed them.
As for what spells I use, I started by getting one spell of each of the 4 basic types (Offensive Elemental, Offensive Affliction, Heal, Defensive Affliction) so I could get experience in all 4 branches. One of my favorite spells is Madness. With mobs now having higher damage and lower hit points than when the game first came out, madness can be pretty potent. Fear is also a nice spell as you can combine this with a missile spell and repeatedly fear/attack a mob so it never gets close enough to attack you.
Harvest:
I tend to use all gentle extraction unless I don't have enough credit to pay for a specific combination. When constructing and extraction, make sure and use an appropriate quality stanza. Don't use a Q70 stanza on a source that only goes to Q50, it'll just cost more focus that you could use for rate/speed. Use terrain extraction specialization. It helps keep things from exploding and dying on you.
For prospecting, start with the range, angle, and grade (fine, choice, etc.) stanzas. I also like to add multi spot and knowledge on to that. It's nice to be able to pull up 4 spots and see what they are and then pick the one you want to extract. This is very handy when trying to find a specific material for crafting.
Oshido - Tryker
Aylwyne - Matis
Cenwulf - Fyros
Kazutoyo - Zoraï
Aripostle server
High officer of Ballistic Mystix
Maps / Encyclopedia / MOBs / Crafting Resources / Atystrology / Armor Gallery
Aylwyne - Matis
Cenwulf - Fyros
Kazutoyo - Zoraï
Aripostle server
High officer of Ballistic Mystix
Maps / Encyclopedia / MOBs / Crafting Resources / Atystrology / Armor Gallery
Re: Action Assistance.
There are so many combinations, the best thing is just to play with them. A couple things I do:
For fight, I use a 200 pt action -- max inc. damage, max acc. attack, using 100pts of HP and 100pts of stamina. I made a backup, in case I'm out of stam -- a lesser acc. attack, and a lesser inc. damage, paid for with just the 100pt HP credit.
I do the same thing with magic too, having versions of my spells paid for entirely with sap, and versions paid for entirely in HP, so I can use whichever I need in different situations.
Everyone has a different play style and different tricks they like to use. Play with the system LOTS till you find ones you're real happy with :)
For fight, I use a 200 pt action -- max inc. damage, max acc. attack, using 100pts of HP and 100pts of stamina. I made a backup, in case I'm out of stam -- a lesser acc. attack, and a lesser inc. damage, paid for with just the 100pt HP credit.
I do the same thing with magic too, having versions of my spells paid for entirely with sap, and versions paid for entirely in HP, so I can use whichever I need in different situations.
Everyone has a different play style and different tricks they like to use. Play with the system LOTS till you find ones you're real happy with :)
Re: Action Assistance.
The trouble with using dodge is that on the ATS there are times you can SEE the dodge bonus vs the parry bonuses, PARRY is almost always higher, this goes for stuff I made, stuff I bought from RANDOM players off the merchants and random merchant NPC made stuff too.
Almost without exception I have yet to find ANYTHING with dodge over 10+, and HAVE found some with personal dodge ratings OVER 10in the NEGATIVE, meaning YOU dodge 10 less effective (whether that is % or times...heck if I know, but negative can NOT be good).
Almost without exception I have yet to find ANYTHING with dodge over 10+, and HAVE found some with personal dodge ratings OVER 10in the NEGATIVE, meaning YOU dodge 10 less effective (whether that is % or times...heck if I know, but negative can NOT be good).
Re: Action Assistance.
Thanks Aylwyne your information was really very helpful. Part of my reasoning was to have a better understanding of what skills to pick first for maximum usefulness.
Also the link to the new ballistics mystix database/website is awesome seems to me that was exactly whats is needed for Ryzom keep up the excellent work.
Thanks again for taking the time to reply to my post.
Also the link to the new ballistics mystix database/website is awesome seems to me that was exactly whats is needed for Ryzom keep up the excellent work.
Thanks again for taking the time to reply to my post.
aylwyne wrote:Hmm, this is a pretty open-ended question. There's just so many possibilities in the game. I had considered trying to document all of the actions on my wite but it would have been a pretty daunting task and besides, they keep changing things (adding new actions, changing existing ones, etc.).
I'll try to give some general tips though...
Combat:
There's a couple of key actions that I use for improving my attacks, Increased Damage and Accurate Attack. Other ones like Bleeding and Ignore Armor are good too, but are limited to certain weapon types.
To pay for the cost of melee actions, it's important not to use only stamina credit. First, you won't have a high enough credit to pay for an action that combines a lot of the above stanzas. Second, you'll run your stamina dry very fast and will have a lot more downtime. To help pay for actions, use the Attack after Dodge, Attack after Parry, Feint, and HP credit.
I personally chose to set my character to dodge mode (there's a button in the control panel in the bottom-right of the screen) so I use Attack after Dodge and not Attack after Parry. I'll probably start using the parry more now that I'm using heavy armor sometimes. Also, in Patch 2, they're revamping shields so Parry mode might be more interesting.
I usually create two actions for each type of attack, one that uses regular stamina and HP to pay for it and another that uses Attack after Dodge to pay for it. I then engage a mob with the first action and every time I dodge, I click the other action. This helps conserve stamina.
Magic:
When you're starting out, there's not much in the way of modifiers you can add to the basic spell. There is concentrate which will help keep you from getting your spell interruped while under attack. I've found it a bit too expensive for me to use a lot though. Pretty much, most of the customizing I've done to spells is just adjusting how they're paid for with the credit bricks.
For most of my spells, I put a pretty large range credit on them. As long as the range is 20M or better, I usually find I'm ok in combat. I then balance out the rest of the credit with HP and sap, favoring sap. I also tend to create one or two long range spells (no range credit) that can be useful for pulling a mob to you out of a pack or healing someone without getting right in the middle of whatever killed them.
As for what spells I use, I started by getting one spell of each of the 4 basic types (Offensive Elemental, Offensive Affliction, Heal, Defensive Affliction) so I could get experience in all 4 branches. One of my favorite spells is Madness. With mobs now having higher damage and lower hit points than when the game first came out, madness can be pretty potent. Fear is also a nice spell as you can combine this with a missile spell and repeatedly fear/attack a mob so it never gets close enough to attack you.
Harvest:
I tend to use all gentle extraction unless I don't have enough credit to pay for a specific combination. When constructing and extraction, make sure and use an appropriate quality stanza. Don't use a Q70 stanza on a source that only goes to Q50, it'll just cost more focus that you could use for rate/speed. Use terrain extraction specialization. It helps keep things from exploding and dying on you.
For prospecting, start with the range, angle, and grade (fine, choice, etc.) stanzas. I also like to add multi spot and knowledge on to that. It's nice to be able to pull up 4 spots and see what they are and then pick the one you want to extract. This is very handy when trying to find a specific material for crafting.
Re: Action Assistance.
Thank you for your assitance aelvana more information to help me grow in game thanks.
aelvana wrote:There are so many combinations, the best thing is just to play with them. A couple things I do:
For fight, I use a 200 pt action -- max inc. damage, max acc. attack, using 100pts of HP and 100pts of stamina. I made a backup, in case I'm out of stam -- a lesser acc. attack, and a lesser inc. damage, paid for with just the 100pt HP credit.
I do the same thing with magic too, having versions of my spells paid for entirely with sap, and versions paid for entirely in HP, so I can use whichever I need in different situations.
Everyone has a different play style and different tricks they like to use. Play with the system LOTS till you find ones you're real happy with![]()