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Stanzas, which work? Which don't?
Posted: Sun Feb 13, 2005 3:54 pm
by jackmor
Casting stanzas are a mistery to me but, melee I know about. I have all but a few and none of the attack part of the body ones.
The ones I dont have I have tried pre p1 or have been told they stink.
Accurate attack - good to have a must.
Increase damg.- must have.
Ignore armore- take it or leave it. but some say you need it for the roots.
Bleed- It works good on some mobs but, even at its best in combo or alone it is a loser compared to acc att and inc damg combo.
Slow- Dispite the last patch notes its still not working at all.
Speed- great a must have.
Invulnerablity- Even though it says against magic attacks your have to get this one. It will save your butt. It works against any attack but, cannot be combined with anything else including speed. Use speed then when it runs out use invul.
Auras all of them- They didnt work that well before p1 and I haven't seen anything to change my mind.
Attack body part- Useless but, I never realy tryed this one after p1 or heard anthing about it.
Damg over time- They dont work that well but I have been told can be used in combo at higher levels.
Direct damg- best casting to get.
Please add to or make any corrections as you like this is only my opinion. I think a popular opinion is a better gauge to judge Stanzas
Re: Stanzas, which work? Which don't?
Posted: Sun Feb 13, 2005 3:58 pm
by figgybee
jackmor wrote:
Ignore armore- take it or leave it. but some say you need it for the roots.
It's handy at levels >100, if you want to level pike against mobs with piercing-protection armour.
I didn't get it until I reached 100.
Re: Stanzas, which work? Which don't?
Posted: Sun Feb 13, 2005 4:42 pm
by dguy1
I use the melee protection aura all the time. It does seem to be bugged if two people try to use it, but otherwise it works great. Can save your butt as well as invulnerability can.
I also use the After Dodge, After Parry, and After Critical credits.
They can give you a huge savings on stamina.
Melodie
Re: Stanzas, which work? Which don't?
Posted: Sun Feb 13, 2005 4:57 pm
by timberbe
I've also Got Feint, with After Feint 2 giving a 75+ Credit. It means you won't land a Hit on the Feint But, it's not bad to use if you have no stam / hp to spare and can't hit the Mob otherwise.
Could be other uses for it, but that is typicaly what it's doing on my Board at the Moment.
(one of the nice benefits of working all three pre 100 lines at about the same time, and ranged as well)
I also have Berserk 2, Nice Damage Add, not bad on the HP loss, But it's really only gravy, can't see it as being Meat and Potatoes. I think I can grab 3, if I remember right, smack me in the head with a tire iron and call me a Vermonter, but, can't check right now :-/
Re: Stanzas, which work? Which don't?
Posted: Sun Feb 13, 2005 5:35 pm
by vguerin
jackmor wrote:Attack body part- Useless but, I never realy tryed this one after p1 or heard anthing about it.
This info may help you a bit... though I have not checked since their claim that hands/arms are seperate areas now, all else should be accurate.
Melee "Aim" Stanza's
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Re: Stanzas, which work? Which don't?
Posted: Sun Feb 13, 2005 7:15 pm
by madnak
Aim is great for daggers. Protection auras are essential. Ignore armor is a must in PvP and extremely useful in other circumstances (an impaler 50 levels below me is often much more effective than I am versus mobs). Accurate attack is virtually useless for mobs under your level, and it's always a good idea to have at least one action with no accurate attack (it is, however, critical for mobs higher than you). Attack after parry or dodge, and attack after critical, are musts in PvP.
Re: Stanzas, which work? Which don't?
Posted: Sun Feb 13, 2005 8:49 pm
by jackmor
Nice info
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The "Aim" stanza's in the melee tree often go unused, but can be an effective tool to add additional capabilities to your arsenal. In a nutshell, the "aim" stanza's allow you to choose the "effect" you inflict on the enemy. Anytime you inflict a "Critical Strike" on a target an effect based on the random place you hit occurs. The additional effects are "Stun", "Stamina Loss", "Dodging Penalty" & "Slowed".
Your skills can be used against Humanoids (Cutes, Gibbai, Players).
Within each stanza tree is the individual specific skills allowing you to choose the dibilitation you inflict on your target.
Similar to other skills these stanza's must be used against mobs of a level within range of your skill for maximum effectiveness.
"Aim" for head will "stun" the enemy with each critical strike to the head.
***In a duel, this is the most common stanza I use, though removing the opponents stamina is also nice for making the opponent ineffective.
"Aim" for body will cause the enemy to "lose stamina" with each critical strike to the body.
"Aim" for front legs will "slow" the enemy with each critical strike to the front legs.
"Aim" for rear legs will cause the enemy to have a "dodge penalty" with each critical strike to the rear legs.
Being a dual wielder when I play a melee role, I have twice the chance of inflicting multiple critical strikes. Stanza's only effect the right hand weapon as always, but the left hand will still have a chance for a random additional effect. You have the ability to choose your "aim" point for the right hand, and have the additional random left hand hit. This can add a nice bonus to your choice to not use a shield/buckler.
Additional Info:
I have not seen an additional chance for a critical strike using the "aim" stanza's.
The "aim" stanza's can be very credit expensive, I typically must remove the "accurate attack" stanza from my bricks to fit it in with my credits.
The "upper legs" & "lower legs" stanza's are redundant (the hit just says front/rear leg with no upper/lower differential) currently and a waste of SP to get both. Maybe this will change eventually, but unless you have a surplus of SP it is a waste to get both.
Your "aim" type MUST be a match to the mob type. If using a "Kitin Aim" stanza on a quadraped, it has no effect and a random aim will occur resulting in a random effect.
Re: Stanzas, which work? Which don't?
Posted: Sun Feb 13, 2005 10:13 pm
by aelvana
Melee aura should be sought after as much as invuln and treated as just about the same. In practice, it protects you just as well as invuln almost all the time. Plus you can still cast while under it. Plus, you can use speed with it, turbo boost invuln 8)
Invuln, speed, melee aura are all godly IMO.
Re: Stanzas, which work? Which don't?
Posted: Sun Feb 13, 2005 11:13 pm
by dguy1
I forgot circular too, I use that a lot. Can be great with adds. Casters just need to keep a little distance and you can tank, two or three at a time.
Re: Stanzas, which work? Which don't?
Posted: Sun Feb 13, 2005 11:54 pm
by tetra
+hitrate... it only works with ranged weapons. You can greatly increase your hits per minute using the hitrate stanza, but only if you are using the max hitrate stanza. If you are at a level where you just got a new one, you can use the old one for another 10-20ql perhaps before it fades into a rather ineffective waste of stam. Unfortunately you will burn a lot more ammo this way, and in a group will be left with a choice between doing accecptable damage or virtually leeching so you can keep enough ammo to last a little while. With a decent rifle and max +hitrate, you can burn through a full inventory of ammo (~1500 shots or ~250 mats worth) in about 35-40 minutes or so. With the same rifle and no +hitrate you will have closer to 1-2 hours worth of ammo.
Bleed, Slow, and Ignore armor exist in the range tree, but newbies should stay away from them if they are playing with ranged. Reason being is that these only work with melee weapons. It's great if you have oh, 125+ range and the proper stanzas for that 130 pike you are using to goof off with your level 60 melee though
. I don't believe inc dmg is in the ranged tree, but it cannot be used with ranged weapons either.
I wish I could say more, but someone already described the accurate attack brick