Tactics skill: Difference between revisions

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'''Tactics''' is a new skill in the Lore skillset, introduced with [[DR3]] in early 2013. It is the skill of seeing your enemies' weaknesses and capitalizing on them. It is contested against an opponent's [[Defending skill]].
'''Tactics''' is a new skill in the Lore skillset, introduced with [[DR3]] in early 2013. It is the skill of seeing your enemies' weaknesses and capitalizing on them. It is contested against an opponent's [[Defending skill]].


It has three current uses: Applying multiple-opponent penalties to a target (useful for ganging up on people), using the latter non-damaging [[brawling]] moves, and the new combo system. The current way to train it is to use tactical maneuvers (like {{com|weave}} and {{com|bob}}) and using {{com|analyze}} and combos to apply debuffs to creatures. Tactics trains like a weapon skill, and in order to train should be contested against an opponent of suitable challenge.
It has three current uses: Applying multiple-opponent penalties to a target (useful for ganging up on people), using non-violent combat maneuvers, and the new combo system. The current way to train it is to use tactical maneuvers (like {{com|weave}} and {{com|bob}}) and using {{com|analyze}} to identify combos that apply debuffs to creatures. Tactics trains like a weapon skill, so it must be contested against an opponent of suitable challenge.


Notably, tactical maneuvers are favored by [[Empath]]s because they will not cause [[empathic shock]], and the skill is in their primary skillset.
Notably, tactical maneuvers are favored by [[Empath]]s because they will not cause [[empathic shock]], and the skill is in their primary skillset.

Revision as of 00:01, 28 March 2013

Tactics is a new skill in the Lore skillset, introduced with DR3 in early 2013. It is the skill of seeing your enemies' weaknesses and capitalizing on them. It is contested against an opponent's Defending skill.

It has three current uses: Applying multiple-opponent penalties to a target (useful for ganging up on people), using non-violent combat maneuvers, and the new combo system. The current way to train it is to use tactical maneuvers (like WEAVE and BOB) and using ANALYZE to identify combos that apply debuffs to creatures. Tactics trains like a weapon skill, so it must be contested against an opponent of suitable challenge.

Notably, tactical maneuvers are favored by Empaths because they will not cause empathic shock, and the skill is in their primary skillset.

Tactical Maneuvers

  • BOB regenerates fatigue
  • CIRCLE increases position and debuffs enemy balance; no fatigue cost
  • WEAVE temporarily debuffs an enemy's defense in exchange for a fairly high fatigue cost
  • GRAPPLE enables certain brawling moves (like butt) and prevents some kinds of attacks
  • SHOVE can knock opponents to the ground or to pole range

If you lack the skill, some maneuvers (not BOB) can backfire and decrease your balance/position.

Maneuver Table

verb fatigue balance speed accuracy least pen. def. most pen. def.
Weave 5 - extremely fatiguing 2 - unbalancing 3 - reasonably paced 2 - accurate as most evasion shield
Circle 3 - moderately fatiguing 4 - balance building 3 - reasonably paced 2 - accurate as most equal equal
Bob 1 - barely fatiguing 5 - very balance building 3 - reasonably paced 2 - accurate as most evasion parry/shield
Grapple 2 - somewhat fatiguing 0 - extremely unbalancing 3 - reasonably paced 3 - more accurate than most equal equal
Tackle 5 - extremely fatiguing 3 - balance neutral 1 - very quick 1 - less accurate than most equal equal
Shove 2 - somewhat fatiguing 2 - unbalancing 3 - reasonably paced 3 - more accurate than most evasion parry/shield


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