Expertise skill: Difference between revisions
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{{RTOC}}'''Expertise''' is the [[guild association is::Barbarian]]-only [[page type is::skill]]. This skill represents the ultimate combat mastery that barbs have. |
{{RTOC}}'''Expertise''' is the [[guild association is::Barbarian]]-only [[page type is::skill]]. This skill represents the ultimate combat mastery that barbs have. |
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==Spells and abilities that boost Expertise== |
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==Training== |
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{{#ask:[[Boosts::Expertise skill]] |
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Expertise is learn from both using basic {{com|maneuver}}s and by using special Barbarian combos, known as self analyzes. |
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==Spells and abilities that decrease Expertise== |
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==Self Analyze== |
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{{#ask:[[Debuffs::Expertise skill]] |
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Barbarians now have a unique form of Tactical Combat that uses Expertise instead of the Tactics skill. These combos are self-only, cannot be refreshed and give a selective bonus when finished. Each form of ANALYZE unlocks with more Expertise skill. |
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==Training== |
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:{{com|ANALYZE}} <type> |
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Expertise is learned from either using [[Combat Maneuvers#Advanced Combat_Maneuvers|Advanced Combat Maneuvers]] (ACM), which will train Expertise no matter the level of the critter you are hunting, or Barbarian Combat Maneuvers (BCM), known as self analyzes, which will only train Expertise if the critter will train the weapon you are using.<br/> |
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:Barbarians can analyze themselves to begin a self combo. These work very similar to enemy combos, except they use Expertise skill and can only be advanced by the Barbarian while engaged. Self combos do not have a strength, and subsequent ANALYZE attempts will be wasted. It is also possible to ANALYZE FLAME, ACCURACY, DAMAGE, INTIMIDATION, FATIGUE, BALANCE, VITALITY, RAGE or CALM. |
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ACM attacks are now instantaneous and no longer have a charge up time. |
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==Barbarian Combat Maneuvers== |
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:* {{tt|Flame}} gives an IF boost when successfully completed. |
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Barbarians now have a unique form of Tactical Combat that uses Expertise instead of the Tactics skill. These BCMs are self-only, cannot be refreshed and give a selective bonus when finished. Each form of ANALYZE unlocks with more Expertise skill. |
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:* {{tt|Accuracy}} should be straight-forward. - Unlocks at 50 ranks in Expertise. |
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:* {{tt|Damage}} should be straight-forward. - Unlocks at 140 ranks in Expertise |
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:* {{tt|Intimidation}} prevents retreating for a short period of time. - Unlocks at 200 ranks in Expertise |
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:* {{tt|Fatigue}} reduces the amount by which weapon attack fatigue you (will be expanded to include other sources of fatigue in time)(unlocks <534) |
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:* {{tt|Balance}} reduces balance lost from combat. (unlocks >534) |
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:* {{tt|Vitality}} recovers some lost vitality in combat. |
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:* {{tt|Rage}} allows the next Berserk to be started at reduced initial IF cost. |
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:* {{tt|Calm}} allows the next meditation to be used at reduced IF cost. |
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:{{com|ANALYZE}} <type> |
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Choices available will be based on how much Expertise skill is known. |
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:Barbarians can analyze the specific type (listed below) to begin a self combo. If you forget the combination required, you can ANALYZE <Your Name> to see what attacks are still required to complete the combo. These combinations work very similar to Tactics-based analyze combat maneuvers, except they use Expertise skill and do not require hitting your target to complete the combo. BCMs do not have a strength, and subsequent ANALYZE attempts will be wasted. It is possible to ANALYZE FLAME, ACCURACY, DAMAGE, INTIMIDATION, FATIGUE, BALANCE, VITALITY, RAGE or CALM.<br/><br/> |
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End Messaging if you do not complete the combo in time: "The battle shifts away from you, ruining any tactical openings you were attempting to exploit."<br/> |
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{| class="wikitable" |
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==Charged Maneuvers== |
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|- |
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Expertise can also be trained by utilizing charged [[Combat Maneuvers]], such as powershot, or palmstrike. |
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! Type |
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! Expertise |
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! End message |
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! Duration |
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! Effect |
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|- |
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| Flame |
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| 0 |
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| n/a |
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| Instantaneous |
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| Regenerates a small amount of Inner Fire. |
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|- |
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| Accuracy |
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| 50 |
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| You sense your combat accuracy decrease as the battle shifts before you. |
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| ~ 6 to 7 minutes |
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| Increases your combat accuracy to hit with weapons. |
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|- |
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| Damage |
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| 125 |
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| You sense your ability to land deadly blows decrease as the battle shifts before you. |
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| ~ 6 to 7 minutes |
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| Increases your combat damage. |
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|- |
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| Intimidation |
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| 200 |
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| n/a |
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| ~15 seconds |
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| Prevents opponent from retreating for a short period of time and generates roundtime for them. |
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|- |
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| Fatigue |
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| 350 |
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| The moment of respite brought by your attack combination is lost as the battle shifts. |
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| 1.5 minutes |
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| Reduces the amount of fatigue from attacking (will be expanded to include other sources of fatigue in time) |
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|- |
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| Balance |
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| 600 |
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| Your enhanced balance escapes as the battle shifts before you. |
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| 2 minutes |
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| Reduces balance lost from combat. |
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|- |
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| Vitality |
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| 900 |
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| The invigoration brought by your attack combination diminishes. |
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| ~ 3 to 4 minutes |
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| Recovers some lost vitality in combat. |
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|- |
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| Rage |
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| 1200 |
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| The rage enhancing your movements diminishes. |
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| 1.5 minutes |
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| Allows the next Berserk to be started at reduced initial IF cost. |
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|- |
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| Calm |
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| 1600 |
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| The calm strengthening your resolve slips away. |
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| 6.75 minutes |
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| Allows the next meditation to be started at no IF cost. (confirmed 1/6/2020) |
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|} |
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{{RefAl}} |
{{RefAl}} |
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{{Cat|Guild |
{{Cat|Guild skills,Weapon skillset,Experience 3.0 skills,Skills}}[[page type is::skill| ]] |
Latest revision as of 22:47, 7 April 2022
Expertise is the Barbarian-only skill. This skill represents the ultimate combat mastery that barbs have.
Spells and abilities that boost Expertise
None
Spells and abilities that decrease Expertise
None
Training
Expertise is learned from either using Advanced Combat Maneuvers (ACM), which will train Expertise no matter the level of the critter you are hunting, or Barbarian Combat Maneuvers (BCM), known as self analyzes, which will only train Expertise if the critter will train the weapon you are using.
ACM attacks are now instantaneous and no longer have a charge up time.
Barbarian Combat Maneuvers
Barbarians now have a unique form of Tactical Combat that uses Expertise instead of the Tactics skill. These BCMs are self-only, cannot be refreshed and give a selective bonus when finished. Each form of ANALYZE unlocks with more Expertise skill.
- ANALYZE <type>
- Barbarians can analyze the specific type (listed below) to begin a self combo. If you forget the combination required, you can ANALYZE <Your Name> to see what attacks are still required to complete the combo. These combinations work very similar to Tactics-based analyze combat maneuvers, except they use Expertise skill and do not require hitting your target to complete the combo. BCMs do not have a strength, and subsequent ANALYZE attempts will be wasted. It is possible to ANALYZE FLAME, ACCURACY, DAMAGE, INTIMIDATION, FATIGUE, BALANCE, VITALITY, RAGE or CALM.
End Messaging if you do not complete the combo in time: "The battle shifts away from you, ruining any tactical openings you were attempting to exploit."
Type | Expertise | End message | Duration | Effect |
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Flame | 0 | n/a | Instantaneous | Regenerates a small amount of Inner Fire. |
Accuracy | 50 | You sense your combat accuracy decrease as the battle shifts before you. | ~ 6 to 7 minutes | Increases your combat accuracy to hit with weapons. |
Damage | 125 | You sense your ability to land deadly blows decrease as the battle shifts before you. | ~ 6 to 7 minutes | Increases your combat damage. |
Intimidation | 200 | n/a | ~15 seconds | Prevents opponent from retreating for a short period of time and generates roundtime for them. |
Fatigue | 350 | The moment of respite brought by your attack combination is lost as the battle shifts. | 1.5 minutes | Reduces the amount of fatigue from attacking (will be expanded to include other sources of fatigue in time) |
Balance | 600 | Your enhanced balance escapes as the battle shifts before you. | 2 minutes | Reduces balance lost from combat. |
Vitality | 900 | The invigoration brought by your attack combination diminishes. | ~ 3 to 4 minutes | Recovers some lost vitality in combat. |
Rage | 1200 | The rage enhancing your movements diminishes. | 1.5 minutes | Allows the next Berserk to be started at reduced initial IF cost. |
Calm | 1600 | The calm strengthening your resolve slips away. | 6.75 minutes | Allows the next meditation to be started at no IF cost. (confirmed 1/6/2020) |