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Rayyvn
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Posts : 241
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Minstrel tips for new minstrels - general collection |
10/20/05 2:01 PM |
Disclaimer: I am not the the know-it-all of Dark Age or Minstrels, although I have played for a few years and used to know bards extremely well. This is merely a list of stuff I was keeping for myself and decided to keep it here in hopes it would be helpful to others and because it makes it very easy for me to access. Hope it's helpful. Oh, and there's no focus on ToA since I have no interest in it. FYI - I've been doing a little cleaning up, reorganizing and even adding a bit of content including to my reply to this post that discusses quickbar setups. Rayy
GENERAL MINSTREL RESOURCES Minstrel abilities as defined by Mythic (basic definitions). http://www.camelotherald.com/article.php?id=5 More detailed description of stealther class abilities. Says Shadowblade but the first part applies to all stealthers and the rest applies to all primary rogues. If you're an expert it won't be helpful but if you want to cover the basics, it will help you along. http://www.daocspoilers.com/shadowblade.php Minstrel pet charming guide: http://p197.ezboard.com/fbardsofcamelotfrm13.showMessage?topicID=764.topic Great post about the power of minstrels: http://daoc.catacombs.com/forum.cfm?ThreadKey=10855&DefMessage=1119597&forum=7. Especially look for abmoore's post a few down. Really extols the virtues of a minstrel. If you're thinking of playing one but not sure about if it's fun or not, his is a great post to read. Good overall discussion from highly experienced mistrels: http://daoc.catacombs.com/forum.cfm?ThreadKey=10855&DefMessage=1264058&forum=7. Especially if your question is "never run a minstrel, what's with this stealth and slash v thrust thing?"
PETS Charming pets - a FORUM dedicated to pet charming discussion! Sweet! http://www.enygma.net/charm/forum/
Charming pets - formula for what level pets we can charm: 1) http://daoc.catacombs.com/forum.cfm?ThreadKey=10855&DefMessage=1191883&forum=7 2) http://daoc.catacombs.com/forum.cfm?ThreadKey=10855&DefMessage=946985&forum=7 Charming pets - what types of pets can we charm at what level: From: http://daoc.nisrv.com/modules.php?name=Content&pa=showpage&pid=22 Level: 6 - Name: Captivating Melodies. Ability: Charms Humanoids. Level: 13 - Name: Enchanting Melodies. Ability: Charms Humanoids and Animals. Level: 20 - Name: Attracting Melodies. Ability: Charms Humanoids, Animals and Insects. Level: 27 - Name: Pleasurable Melodies. Ability: Charms Humanoids, Animals, Insects and Magical Creatures. Level: 34 - Name: Enticing Melodies. Ability: Charms Humanoids, Animals, Insects and Magical Creatures. Level: 41 - Name: Alluring Melodies. Ability: Charms Humanoids, Animals, Insects and Magical Creatures. One thing to note is that we cannot charm "ghost" type creatures. Hope this helped you understand the Minstrel charm ability. Charming pets - general thread with lots of good detail: http://b27.ezboard.com/fbardsofcamelotfrm13.showMessage?topicID=764.topic Holy cow! Awesome thread! Charming pets - pet list: Albion homeland – non-expansion: http://charm.enygma.net/albguide-classic.html Albion homeland – SI: http://charm.enygma.net/albguide-si.html Overall pet guide: http://charm.enygma.net/petguide.html By DrOctober, post: http://daoc.catacombs.com/forum.cfm?ThreadKey=10855&DefMessage=823315&forum=7 Charming pets - pet list by level: - Just under 30 - Salibury Plains - Mercenary tomb raiders - 22-27 - Llyn Barfog - Bwgan elders/fishermen, and I think the elders cast - 23-27 - Cornwall - Cornwall hunter, use bows (although they are bad at it) - 27-31 - Moor boogeys, make good tanks Charming pets - formula for what levels we can charm: From gustan, post: http://daoc.catacombs.com/forum.cfm?ThreadKey=10855&DefMessage=946985&forum=7 1.) ((charlvl*2)+(speclvl+items+RRbonus))/3 2.) (charlvl+.66)+((speclvl+items+RRbonus)*.33) From Ericca on the same thread: Just for interest, this formula is much simpler when your instrument spec equals your level. It then becomes: --> safe charm lvl = char lvl + (total bonuses / 3) Charming pets - Level 50 (player) Pet List courtesy of Shaquil from post: http://daoc.catacombs.com/forum.cfm?ThreadKey=10855&DefMessage=1218648&forum=7 New Frontiers - Frost Stallion - hands down best pet in the game in terms of usefullness, can pl artifacts using the pet like a salamander at the padfoot camps outside PoC ents - Bloodletter - comedy yellow con that can hide a few chars inside, also procs a nice bleed and found in hibland (as you boat to beno theres some on the spit close by the shoreline) - Mind Worm - doesn't hit overly hard but constantly procs a 9s stun, large white worm thing found in albion NF (any locs on these would be great :)) - Eyll Sages / warriors - Sages cast for silly amounts and kinda look like luris- again comedy value - Templars - Found in HW, staple pet of a sorc and a good choice for a min, especially if you can find an oj one - iso Mercs - hard hitting high yellow con, roam around HW in hotspots so good in a bind if you get popped close by villa - Grovewoods - comedy pet found in alb nf q close to CS- buffed up can take quite a beating, great for 'rupts and scare factor From the same thread, by doeridid: - For those in Catacombs zones, the Gargoyles proc a NASTY DD with fair regularity and have moderate ABS even unbuffed. They can be found from about level 25 up depending on the zone you're in. Very fast killers, and decently durable. - Once you're into the U.Forest, grab the Terracite (sp?) Shamans. They DoT, root and heal themselves after the fight. Not big hitters, but very effective overall. Click-by-click "How to twist speed and pet" by Snuffleupagus - awesome detail, great post!: http://daoc.catacombs.com/forum.cfm?ThreadKey=10855&DefMessage=821515&forum=7 More importantly, learn how to TWIST. The REAL respect goes out to a minstrel who can twist songs, like speed and pet, but slightly more tricky than that is to twist pet AND damage shield in combat. Minstrels are a very tricky multi-task toon to play. Not being able to twist chants means you spend too much time in AC getting PLed and have not learned the full extent of your class abilities and cannot therefore use the full extent of your power. Minstrels have the power to charm the highest level pets in the game, and people are always ranting about this ability in PvE (can we say Sally Art Farmer, anyone?), so why waste it in RvR? Here is an easy guideline to practice in PvE: 1) Charm a pet. Run at normal pace until the charm notes animation is over (means u have established full charm and it will cycle once every 6-10 seconds. 2) Hit your speed song..as soon as the animation of the drum playing is over, count to 3. 3) Making sure you have your pet targetted, hit the charm spell again. Count to three. 4) Hit charm again. Repeat Ad Nauseaum. The reason for the 3-count is that I have practiced with Yellow/OJ con pets and this seems to be a quaranteed safe timer for twisting. The overlap WILL last longer, but play it safe until you get the hang of it. Now, anything you run during combat is slightly more difficult, due to the fact that you need to keep your pet targetted to re-establish the charm. The easiest thing to do (in order to keep from having to drag your mouse down to the pet window or actually click on your pet) is to set up a pet-target macro. This is simple and effective: 1) Charm a pet. 2) Shift-Left Click on your pet's name in the pet window...this will bring up a pet hotkey icon that you can drag onto your quickbar. The cool thing about this is, you only need to make it ONCE and it will work the same for any future pet you charm. 3) Drag icon onto a convenient spot on your quickbar. Now, you can practice changing targets. Click on a door. Or a Grave, or a mob. Whatever...now click the nifty little pet button on your quickbar. Easy, huh? You can even /qbind this key to your keyboard if that suits you. Now, once you have this down to a science, you can practice twisting in combat. I suggest starting on with a green pet on blue mobs (green mobs wont last long enough to practice, and if you pull a yellow and mess up, you will find yourself soloing TWO mobs). Now, charm your pet and sick it on the mob. Now, once your pet has good aggro, hit your damage shield song. Wait for the icon to appear up on your screen and use the same 3-Count method to twist your charm and DS. Now, since the damage shield AND charm both do not require an instrument, it means you can keep your weapon equipment at the same time, and eventually with enough practice, you can work in a few Ammy Slash's when you get your timing down to a science.
MISC. General Dark Age formulas from Tirone's Infiltrator guide - this information is in the lower half of the original post - definitely worth reading: http://daoc.catacombs.com/forum.cfm?ThreadKey=10838&DefMessage=975408&forum=6f Templates - some info on how to get started if you're new to templates From Wisby on thread: http://daoc.catacombs.com/forum.cfm?ThreadKey=10855&DefMessage=1247380&forum=7 http://www.syntheticrealms.com/Loki/Tutorial1/index.html" Thats a link to Loki's you can download it and get 20 free try's it has a tutorial if you read it. The way I start out is I use other ppl's templete's and modify them to what I want or use allakzam to find the items I would need to complete the stats I want when I first made a attamt at building templete's my buddy's advice was 1. Use high utility items only 2. Use you jewelry slots to get your resist up 3. Take a few hours and just play with Loki's to figure it all out I found this top be pretty good advice You can also download a database of items from (I can't remeber the website now) maybe someone else can help you out there. Also Loki's doesn't autoarrange items from the database to max your stats you have to load each item in to loki's it will auto craft the piece's of armor for you to max whatever stats you put at high importance. List of trophy mobs: http://daoc-trophy-mobs.com/misc/sizes.html. Really great tool. Includes pictures of relative sizes of the different types of trophy mobs side by side. Not sure how often it's updated but still worth a peek. Buffbots on classic servers: http://daoc.catacombs.com/forum.cfm?ThreadKey=10855&DefMessage=1119250&forum=7 Classic servers - brief definition: - All expansions except ToA. - Concentration buffs can only be cast on members of your group and only work within a certain range. - There is no /level 20. Battlegrounds: 1-4 Proving Grounds 5-9 The Lions Den 10-14 The Hills of Claret 15-19 Killaloe 20-24 Thidranki 25-29 Braemar 30-34 Wilton 35-39 Molvik 40-44 Leirvik And that's all folks. Immunity timers & stuns: From thread: http://daoc.catacombs.com/forum.cfm?ThreadKey=511&DefMessage=1222476&forum=DAOCMainForum By Mageslayer: For melee stuns it's 5 times the duration of the stun. So for shield slam it's 45 seconds of immunity for a 9 sec stun. For castable stuns it's 1 minute of immunity regardless of duration. By Sumsing: Also caster stuns are affected by resists. Melee stuns are a long 9 second stun. You get hit with a melee stun, pray to god your healers are worth a damn or the people you're fighting can't assist. From thread: http://daoc.catacombs.com/forum.cfm?ThreadKey=10855&DefMessage=1271406&forum=7 Good answers to key cc & related immunity/timer questions. Very short thread packed w/info. Aurulite, general info: http://daoc.catacombs.com/forum.cfm?ThreadKey=10855&DefMessage=1097582&forum=7 Resists: From Jervyer, post: http://daoc.catacombs.com/forum.cfm?ThreadKey=10855&DefMessage=987410&forum=7 Honestly, anything above 20% is pretty damn good. However, there are a few resists that are important to try to get capped. -Body (for mezzes, stealther poisons, etc.) -Matter (for the upcoming Warlock threat) -Heat (for Hib's castable stun and some of their class' DD's) -Thrust (since your armor is weak to it) Resisting our spells/instants, MoF, how resists work: Solid discussion on the Mastery of Focus RA, how resists to our spells/stuns work/don't work: http://daoc.catacombs.com/forum.cfm?ThreadKey=10855&DefMessage=970690&forum=7. Definitely worth a read if you're not sure how they work. Remember, spell level vs target's level. NOT your level vs target's level. From MACDER in this post: http://daoc.catacombs.com/forum.cfm?ThreadKey=10855&DefMessage=1251125&forum=7 It has already been in a Grab Bag in the past. Since MoF affects the SPELL level and the minstrel charm works with the CASTER level, MoF has no effect on the charm. MoF for a minstrel has an effect on pretty much every other offensive spells in the Inst line, except off course the spells already level 50. Tradeskills: Alchemy: http://www.midnightsojourn.com/faq.html
WEAPONS & SHOUTS Why 29 slash: http://daoc.catacombs.com/forum.cfm?ThreadKey=10855&DefMessage=1045996&forum=7 Weapon speed calculator (very nice): http://daoc.nisrv.com/modules.php?name=Weapon_Speed_Calc Hit, miss, weapon skill & styles - how they work: From doeridid, post: http://daoc.catacombs.com/forum.cfm?ThreadKey=10855&DefMessage=1045996&forum=7 Just to clear something up here... Weaponskill (of which Minstrels get precious little) doesn't determine hit/miss but rather how well you bypass your opponent's passive defense (block/parry/evade). Versus an opponent with high defense, the ONLY way to increase your hit ratio is by boosting your spec or pertinent stat(s). The 'To-Hit bonus' that you get from weapon styles affects the final hit/miss check, which occurs after all of the defensive checks. This means that versus a high defense opponent, Amy'Slash doesn't help much beyond having a decent growth rate (the amount of bonus damage it does). Where Amy'Slash REALLY shines is in high level PvE. When everyone else is whiffing on that level 65 mob, your Amy'Slash will land fairly consistantly (for something insane like 4(-8) damage. That's really the reason that Paladins get so much mileage out of it too... When you're MA on a big PvE raid, you NEED your hits to land. Interesting side note, regarding straight up damage... The Enrage>SaphireSlash combo has the exact same growth rates as Amy'>Dia'Slash but lower To-Hit bonuses. In RvR, the Enrage>Saphire will show just about the exact same performance with a significant point savings... DD shouts From: Ylistra, thread http://daoc.catacombs.com/forum.cfm?ThreadKey=10855&DefMessage=612303&forum=7 [Your DD shouts are based on] charisma and modified by target's spirit resist.
GROUP COMBAT Assist macros From: beetlefeet: http://daoc.catacombs.com/forum.cfm?ThreadKey=10855&DefMessage=830130&forum=7 I've got one more tip: The "Make-Assist-Macro" Macro. try making a macro like this: " /macro MakeAss /macro Assist /assist %t " That looks like a typo, but it's right. what this will do is give you a macro button that you can put on a hotbar. Now when you click this button it will give you another button that will assist whoever you had targetted when you clicked the first button. It's confusing but it makes sense if you think it through. It's really handy to quickly change your main assist. I have the MakeAss macro on a unused hotbar and the Assist macro it makes goes on my primary hotbar. RvR tactics for new minstrels: http://daoc.catacombs.com/forum.cfm?ThreadKey=10855&DefMessage=1022580&forum=7
MEDIA Minstrel movies and movie sources: Headstrong (fun): http://vnfiles.ign.com/camelot/videos/6-18-2003/headstrong.wmv The Gray Gankers, Part I: http://vnfiles.ign.com/camelot/videos/2004-2/GG-part1.wmv Good 1 minstrel v 2 opponents video! http://vnfiles.ign.com/camelot/videos/9-10-2003/Igive.wmv Ganked: http://rydogg707.phpwebhosting.com/videos/ganked.wmv
QUICKBARS, BINDS, TWISTING Multiple Quickbar Support: From Patch Notes version 1.75: http://support.darkageofcamelot.com/kb/article.php?id=780 To allow players to use an ever-increasing amount of abilities, we have added multiple onscreen quickbars. - These quickbars are fully independant from other quickbars on your screen, enabling players access to up to 300 seperate quickbar ability slots, with 30 onscreen at once. - You may activate multiple quickbars by opening your Options Menu (via the button on the Character Stats page). - Optionally, you may toggle quickbars with the command '/quickbar Qbar# 1/0' (for example, to enable quickbar 2, use /quickbar 2 1) - To access abilities on second and third quickbars, you may use the Alt (2nd Quickbar) and Control (3rd Quickbar) keys, plus the corresponding number. You may only use these shortcuts if you have 'Ctrl Modifier' and 'Alt Modifier' turned on in the keyboard configuration. - To switch between quickbar pages on the second and third quickbars, you can use Alt-Shift-# and Ctrl-Shift-# - The /qbind command has been updated to take a quickbar as an additional argument (example: /qbind 1 2 2 will bind a key to Quickbar Page 1, Slot 2, QuickBar 2) Quickbar binds to keys other than number keys: http://daoc.catacombs.com/forum.cfm?ThreadKey=10855&DefMessage=948462&forum=7 Brief: From Oli: /qbind qbar position key /qbind 1 1 A will bind the first think in ur quickbar to the key "A" From Mentu: As oli said, but let me explain further. Type /qbind It then asks for number of qbar 1-10. It then ask for specific number on that qbar After your choise, it asks to press a "free" button of your choice. I always use f1-f3 for most important stuff. For an mins, I guess insta dd, insta stun and amethyst perhaps. Up to you. /qbind 1 then 1 then press f1. And whatever you had on qbar number 1, on first place (1), will now also be availble by pressing F1. By /qbinding your most important skills, whatver it might be, everything can be /qbind. You can keep yourself to only ONE qbar at all times, unless you have 20 skills your using:-) Also, for movement, unless you use mouse, I would suggeds AWDS for forward,backward strafe left-right. Q&E for turn left and right. Works for me, and now your hand is close to your qbar and with a lift of a finger you can fire off whatever you want, and leave twisting to your right hand, or just use right hand for mouse. Learn to move with mouse though, when I press right button im back to normal, and can move pointer. Quite nice. And, you can turn 180 degrees in 0.1 sec instead of 2 secs for you:-) From beetlefeet: http://daoc.catacombs.com/forum.cfm?ThreadKey=10855&DefMessage=830130&forum=7 I thought I'd write a bit of a guide on /qbind and how useful it is. basically the way it goes is: 1. Setup a button on a hotbar that is out of the way, ie hotbar 5 or whatever. 2. Type "/qbind " then it will ask you to push a key. The key you press will from then on activate the button, just as it you clicked it, even if the hotbar it is on is not the currently visible hotbar. I have one bar for my weapon styles, assist and confuse, EVERYTHING else is on other hotbars and qbound to other keys for instant access. instruments, weapon, songs, charm, target pet, pet commands, dd's, stun, abalative are all one press away. it makes playing a minst so much more relaxing imo. Go to keyboard options and unset everything you can, and use the freed up keys for things you need quick access to. QUICKBARS & TWISTING TIPS: http://daoc.catacombs.com/forum.cfm?ThreadKey=10855&DefMessage=838544&forum=7 Twisting stealth and charm: http://daoc.catacombs.com/forum.cfm?ThreadKey=10855&DefMessage=1050624&forum=7
CROWD CONTROL (CC) - MEZZ, STUN, SPEED OF SOUND, ETC. Speed of Sound - SoS: Three important points about Speed of Sound (a.k.a., how to get the enemy to break their own crowd control!): 1) If you cast it when group members are already mezzed/stunned/rooted, they will stay that way (meaning they will not be able to cast, fight, etc.)....BUT... 2) The WILL be able to move, AND... 3) Enemies often won't realize this and will attack you, effectively breaking the crowd controls spells they just put in place, most of which would have outlasted the SoS. Mezzing, resists, etc. From this post - no definitive answers but some thoughts to start us off - anyone with solid info please speak up: http://forums.freddyshouse.com/archive/index.php/t-18691.html SevenSins1st June 2004, 06:56 AM Your completely right as you use the flute to "play/cast" it, and the animation for that is roughly 3 seconds. What Morthomme said, though, +Duration works on Mezzes (minstrels too). For durations on Minstrels mezz there's a funky formula, it includes many factors. Con of Instrument used, Instrument spec and +bonus, and Charisma/+duration bonusses. SevenSins6th June 2004, 03:19 AM 99% will do. Aslong as it's a last tier (yellow) flute. +Duration doesn't just help with Single Mezz/Ae Mezz, also helps with Charm pulse, etc. Succi6th June 2004, 02:14 PM Con of Instrument used, Instrument spec and +bonus, and Charisma/+duration bonusses. You sure all of those affect ? Danyan7th June 2004, 01:19 PM No, they don't. It's material of flute, level of mezz song and any TOA duration bonuses. Enchanting your flute makes no difference, neither does quality (other than more imbue points on higher qual). This goes for durations and resist rates. Additionally level of flute makes no difference to resist rates - that's only affected by the level of the mezz song. Charisma also makes no difference, though it does affect damage on DDs. Roughly speaking, the bonus to mez from a flute is that a yellow flute doubles your mez duration, if you have maxes instruments. I used to have a table for every material, but I'm not sure I still have it. Also, orange-con and higher flutes are no better than yellow.
STEALTH Mezz from stealth You won't be visible until the spell lands. Stealth levels and benefits Taken from: http://daoc.catacombs.com/forum.cfm?ThreadKey=10855&DefMessage=601641&forum=7 Danger sense (from Camelot Herald): This ability notifies the player when they and their party are being watch by scout mobs. Passive ability. Infiltrator, Minstrel, Nightshade, Shadowblade. http://www.camelotherald.com/article.php?id=5 Minstrel abilities as defined by Mythic (basic definitions). From Eutari, same thread: 5 stealth - Distractions 8 stealth - Danger sense 10 stealth - Safe fall 1 16 stealth - Detect Hidden 20 stealth - Safe fall 2 25 stealth - Climb walls - Note: You have to have an ACTUAL spec of 25 stealth. 20+5 won't cut it. 30 stealth - Safe fall 3 40 stealth - Safe fall 4 50 stealth - Safe fall 5 From Theodoxus, same thread: Distractions is a ground target effect. Set up the GT, stealth, then sneak close to your intended kill. Use distraction from the hotbar, and the mob will turn toward the GT marker. You can then stab him in the back. :) Of course, this ability works better for assassins than minstrels, but with a few back styles in both Slash and Thrust, I can see the usefulness of the ability - though I prefer the 'shoutx2, stun, move to the back and backstab' method... but at least it gives you options :) Twisting stealth and charm: http://daoc.catacombs.com/forum.cfm?ThreadKey=10855&DefMessage=1050624&forum=7
LEVELLING TIPS These were pulled from other posts and mixed together here. * Of course Darkness Falls is a great place for any lvl if you have it. * Barrows (Cave Goblin Shaman heals you) 19-25= Keltoi Fogou 23-27/8 you can go to corn wall and get hunters, anything with range is good. 25-30= Catacombs of Caroda near west cornwall 32-43= Barrows at entrance and move deeper as they start to con to you 44-50= Avalon City stick with entrance start there at 44 if you have good gear Lyonese also has some good spots. |
abmoore
(Registered)
Posts : 1912
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RE: Minstrel tips for new minstrels - general collection |
10/20/05 3:33 PM |
very nice compilation of threads that answer abou t99% of posts people add each day. I know there are a couple threads out there for charming a pet while stealthed. Other than that it would stop a whole lot of posts to have this sort of thing sticky, for use as a table of contents for minstrel forums. -Netchel of Dark Auspices, Albion Guinevere (and a ton of alts) |
Rayyvn
(Registered)
Posts : 241
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RE: Minstrel tips for new minstrels - general collection |
10/24/05 3:13 PM |
HOT BAR SETUPS 1) by Segfault: http://daoc.catacombs.com/forum.cfm?ThreadKey=10855&DefMessage=542233&forum=7 sprint and 1h weapon slot can both be bound to the keyboard and do not need to be hotbarred. lord knows minstrels have little enough hotbar space as it is. mine: 1: stealth 2: ammy slash 3: dd 4: dd 5: stun 6: aoe mez 7: ablative 8: speed 9: flute mez 0: endo potion / RAs (haven't decided for sure what I want here yet) put keyboard binds near the numbers you use, for example i: ranged slot (flute) - its right under 9, so i-9 is flute mez u: 2h slot (drum) right under speed y: 1h slot (sword) right under ablative 0: use - right under endo potion WSAD to move, sprint is R, targt nearest enemy is F, stick is spacebar
1) by Oli: Post: http://daoc.catacombs.com/forum.cfm?ThreadKey=10855&DefMessage=948462&forum=7 my qbar setup: (just fyi ^_^) f1 - confusion f2 - rr5 ability pet mez f3 - AM f4 - IP f5 - set groundtarget 800 f6 - zephyr f7 - phase shift f8 - demez (f9 and f10 are in the options set to target nearest loot and grab) j - assist my duo partner k - groundassist duo partner l - set groundtarget 0 k and l are for stealther groups just an example set it as u like :)
By Banedor. Post: http://daoc.catacombs.com/forum.cfm?ThreadKey=10855&DefMessage=836107&forum=7 1. Stun DD DD Ablative Weapon Style Style Cure Mez RA Sprint 2. Flute Single Mez DD DD macro AE Mez Drum Speed RA RA 3. Stun macro Cure Mez macro RA RA Confusion Charm Pet Speed Stealth 10. Macro Macro Macro Flute Heal Song Drum Speed Pow Song Ablative Stealth I tend to start sing mez and right before i finish it, I smack the goober with 2 DDs which is why I have the DDs cluttered with the mez song and flute.
By Riddek. Post: http://daoc.catacombs.com/forum.cfm?ThreadKey=10855&DefMessage=836107&forum=7 Not bad but i wouldn't put sprint on the first bar myself since pressing "v" it faster for me. keeping it simple like drum next to a song and a flute next to a mezz is really good since you just just 1,2 to switch to it and hit the song in a hurry. i have 1. weapon style shout shout stun charm drum speed single mezz flute seems to work great for me as a bar one. can't remember the other bars since i change them alot depending on weither or not i'm soloing or grouping and who needs what song. although on bar 2. i have the #0 spot as flute/lute and the #9 as heal so you can just switch instruments in your inventory and the hot bar will change accordingly so you can still do the 0,9 hit for heal if lute is equiped or 0,9 for the mezz if flute is equiped. keeps confusion down all you need to remember is what instrument you have active.
By Shintacki. Post: http://daoc.catacombs.com/forum.cfm?ThreadKey=10855&DefMessage=836107&forum=7 1.DD DD stun weapon style ablative flute single mez stealth SoS Rayy's setup (my Minstrel) Picture and some notes of my quickbar & interface setup. http://rayyvn.com/rayyinterface.htm |
Shaquil
(Registered)
Posts : 2035
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RE: Minstrel tips for new minstrels - general collection |
11/01/05 5:42 PM |
not enough space on hotbar for anything but ml abilites, styles and charges imo, and i run 2 hotbars every single spell and chant is qb'd and i cant think how you could succeed as a mini w/o doing so :S that'd be my hint to a new minstrel, get use to your keyboard layout cus in rvr as a solo'er you gotta be on ya toes :) |
Piscus
(Registered)
Posts : 1052
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RE: Minstrel tips for new minstrels - general collection |
12/03/05 11:28 AM |
i don't know forum rules, but is there anyway to make this sticky? I find myself refering other people to this all the time... |
Talzar
(Luv'n 4E)
Posts : 32412
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RE: Minstrel tips for new minstrels - general collection |
12/15/05 7:18 PM |
Done. |
Rayyvn
(Registered)
Posts : 241
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RE: Minstrel tips for new minstrels - general collection |
12/22/05 12:10 PM |
OMG - this got stickied? But it was all a joke. :P Heh. Very cool. Well since I've started playing my minstrel again (my fire wizzy made it to 50 waaaaay ahead of my minstrel who is a certified Thid junkee) I will probably be adding more. If anyone sees anything they would like added into the original post in the appropriate place, please reply and I will gladly add it in. I might not be in here daily but will be in here at least a few times a week. |
Londroval
(Registered)
Posts : 56
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RE: Minstrel tips for new minstrels - general collection |
12/22/05 1:03 PM |
I can't find where it says how your flute mezz resists are determined. I'm assuming flute quality/condition and possible the level of the flute but I want to be sure. Basically, if a grey flute %95 quality (aurulite) will have the same chance of landing as a yellow one... that's what I want to know. So... is it flute quality condition or level That determines the chance to hit/resist of your mezz, or is it non/all of the above? |
Rayyvn
(Registered)
Posts : 241
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RE: Minstrel tips for new minstrels - general collection |
12/22/05 1:17 PM |
Just added a little of what I found but will take a look for more/better info. |
Shaquil
(Registered)
Posts : 2035
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RE: Minstrel tips for new minstrels - general collection |
02/06/07 12:06 PM |
flute mezz resists doesnt have anything to do with items and stats- it works as a spell so spell lvl vs target in the case of minstrel with 50 inst, top flute mezz is 42 not sure of the exact formula but its something like: 15% (base chance of resist) + 2.5% * (target lvl - spell lvl) mastery of focus is the only way to lower spell resists, mof2 will add 9 lvls to the spell, and this caps at 50, so we now have the best effective lvl possibly with mof2 :) duration of mezz is linked to item quality and stats (and obv +duration) but iv yet to see a definitive formula for this one usually a 1min mezz when using harp + w/e duration is on the toon at the time then factor in det/stoic |
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