So this is how it works.
Your first step in a game like DDO is to walk places. Then fall. Like not having feather fall on fall. Which hurts. Then you get stuck on stuff walking. Be it a step, stone or just something. So you jump. Then you realize that jumping makes things go faster. So you jump like a monkey anywhere. Because you don’t want to get stuck. Especially when you cast. Because if you cast spells and get stuck on something where the animation turns from stop to a slight climb the casting animation stops. Which if you cast an important spell – say mass heal – is bad.
So you either stand still and cast, or jump and cast. Especially where there are obstructions or ‘steps’. So eventually it becomes a orchestrated dance of running, jumping, half-way turning in midair and such and even jumping over enemies to get to others executing tactical things like say trip as you come down from the jump. Sometimes missing, other times brilliant perfect jump, trip, slash maneuvers.
I’m there after so many years.
Jumping, running, walking, turning, executing tactical features and attacking is one chaotic and destructive dance for me.
And I’m good at it. Despite all that fancy footwork my fighter often lead in kill count. Party because what I do is always a way to approve above and beyond efficiency. Before I’ve talked about how being a fighter today isn’t just a matter of ‘smacking things’ – that what used to be a fairly uncomplicated thing – say axe -> target -> conquer. You swing until it’s down. Now I’m more a ninja flying great axe wielding sun blocking massive hulk of tripping death.
And it works. I use 5 separate buttons. (those are 1-5) and then of course I click on stuff too (like attack speed boost and moah strength for a minute). One is momentum swing, 2 is cleave, 3 is greater cleave, 4 is improved trip and 5 is lay waste.
2 and 3 resets 1 with a 50% chance to do so. That means that I will hit momentum swing as much as I can, while cycling through the different cleaves. And when I have a chance I will use lay waste because it knocks stuff down. I always use trips as much as possible, especially against big targets and casters. See casters can make your life miserable. They do so by spamming feat, hold, command, cometfall etc removing you out of the game for as long as possible. That’s why hitting them before they can do all those things is important.
My best way of doing so is by using trip. Which means I’ll leap over fighter stuff, executes trips as the casters run towards you and then see the caster slide around on the ground until they come to stop where they were running. Then I hack ’em. If I miss I use lay waste as a backup.
With the whole barrage of advancing blows building up together with all those cleaves and such, most fights are a relatively short things. Which is good. Because if they take longer there’s a risk that the healer hireling goes derp.
Like standing there while you die, then instead of healing you decide to start fighting something.
My wife is now going through the ‘finger dexterity move and jump’ coordination phase. Where she first went ‘I CANT DO THIS’ to ‘wait a minute!’ to monkey jumping. That is instead of getting surrounded and slapped to death, she’ll jump out of the fray and ‘ARGH THEY’RE HITTING ME’. And slowly but surely she’s now learning how to run backwards and shooting. Yes – I am proud of her. She even heals herself now and then.
I still find her standing face into a wall looking through her bar for the one thing she wants to do and she still drops blade barriers and stand in the middle of it not realizing that once the critters get hit, they wont get hit again unless she kites them.
She also likes to agro everything. That is we see critter, she targets them first before I have a chance to get agro and then they dart past me to attack her. The cool thing about having bought (yes – that’s what plats are for) the seal out of the auction house – that ring from the Drow city quest – this one with vertigo – is that I can now trip earth elementals.
We ran epic a small problem and normally I just get grabbed all the time (something about the earth elementals not liking my big axe and all) and this time I simply tripped them and then turned them into boulders. I wasn’t even on my full Fighter destiny, grinding XP to unlock Shiradi – yet that didn’t stop me from twisting the destiny enhancement from the Legendary that adds +6 to tactical feats. And with the +10 vertigo I was a tripping machine. To her credit my wife tchackad through endless thousands of bolts and the air hissed with her green acid runearm death.
Also, the very nice thing about having a arti along is that once more we can buff up and she can always buff hirelings and other summons. Plus buff anyone (of us) that dies. So when we ran out of buffs trecking through underdark (or dying) she buffed us like a trooper and we soldiered on.
I have a funny story I’m going to write about – I’ll call it ‘Reality meets high fantasy’ and I’m going to add a page or two over the next week or so and break it down into several episodes. There is some hilarity in there, stuff I really don’t want to give away now.
Meanwhile I did get my GS necklace. Greater acid resist and 15+20 HP. The purple knight armor comes with superior false life so I now have a lil’ more and the full purple knight set. All in all it’s no big difference in armor or functionality and I can’t really tell if there’s a difference in damage output due to the set bonus but I did notice that the heal amp on the gloves doesn’t work. It should be 30% but that’s not happening. Plus healing spring is not working as advertized. It should be proccing every 20 secs but it’s more like 30-45 seconds and not all that useful. I assume that will be fixed in the next patch.