Daeya
(Registered)
Posts : 208



RE: Armsman Guide 1.0 10/10/03 2:12 PM
Don't take paladins for granted, Raffe. There may be a lot of them around but some of them don't know what they're doing. And some of them are just self-serving (sorry, I won't go off into my pally rant). Just sayin' you need to be careful what kinda pally you group with if you're depending on one. With a guild group, fine, but if you're going with pick-up groups... you may be in for a nasty surprise.

BTW, nice guide... I would prolly like it more if I had an armsman :D

Daeya Arylah - 50 ice wizard
Ciliryn Betrayd - 50 Castrator Paladin
Eyriana - 50 Mind Sorc
Feythe - 45 Cleric
Decimaeya - 41 infiltrator

kparton
(Registered)
Posts : 15



RE: Armsman Guide 1.0 10/19/03 5:29 AM
Im sorry but I must be missin sommat here, All the polearm weapons that I have found and used are 2-handed...doesnt this mean we must put points onto TwoHanded aswell??? This also means I cant use a shield since both hands are being used for Pole.

I was going to stick with Polearm/slash weapons so was only gonna spec obviously:

Polearm
Slash
Parry
TwoHanded

is this right??

Albion - Prydwen
----------------
Naevu (Ice Wizard)
Morthos (PoleArmsman)
Aarrel (Cleric)
Jekiri (Spirit Cabalist)

LegendsCafe
(Moderator)
Posts : 1639



RE: Armsman Guide 1.0 10/19/03 4:34 PM
kparton: you don't need to spec 2handed and Pole, they are completely different lines. You only need to spec in 2handed or Pole and a base weapon (crush/thrust/or slash).

2handed or Pole, either raise your maximuim damage with that type of weapon.
Crush/thrust/slash will raise your minimuim damage.

You can have both a shield and 2handed weapon equiped, but only one can be in use. You can make a qbar icon to quickly switch between 1h/shield and pole/2h.

--------------

Currently retired from daoc...
Hexhammer, 50th seasoned Paladin of Lancelot.
Easywins, 50th seasoned Necromancer of Lancelot.
New to the class? Check my: Paladin Guide and FAQ

RaffeDastarr26
(Veteran Armsman)
Posts : 264



RE: Armsman Guide 1.0 10/25/03 6:32 PM
heh, what he said kparton

Yeah daeya I know what you mean, in AC when I was still leveling with my s/s before I got the chance to respec, I would go around to each thing in the group of monsters we had just pulled and slam all of them. Of course this would leave me without endurance before the fight was half over, but I would have to wait for the pally to get his endurance all the way down before I could style again. However they seem to understand the dilemna quickly when it was pointed out, and learn quickly. Don't be afraid to make suggestions in groups if it helps everyone out, I learn things every day from the things people remind me about and suggest when I play.

Raffe Dastarr
50 Armsman
Nimue
Raffe's Armsman Guide for the Perfect Armsman
Questions? Email me at DAoCaddict26@yahoo.com
"Stop Rhyming Fezzek, I mean it!" "Anybody want a peanut?" - Viscilli and Fezzek

Small-Running-Water
(Registered)
Posts : 26



RE: Armsman Guide 1.0 10/28/03 2:43 PM
Firstly your spec, it doesnt appear to be a hybird to me, it appears to be pole armsman with slam, sorta like the trend in heros.

Secondly your RAs, personal peference but I only took det to lvl 4, and Soldier's Barricade doesnt seem worth it unless you do group vs group alot, which doesnt happen on my server its mainly zerg vs zerg. As mentioned by someone else I would look at getting MoP and/or MoA a lvl or 2.

Lastly your resistance, Body is a bit far down IMO all mez/poisons/lifetaps are body based so I would put it on top or 2nd, I agree with Crush but think you should also move the other melee resistance up as well. I just skim read but you should also mention that all resistances should be capped(maybe leave 1 or 2 a lil under if needed).

Deathsword
(Registered)
Posts : 86



RE: Armsman Guide 1.0 10/28/03 4:49 PM
Hmm i think i read that 2 handed weapon have 2x the base chance 2 parry somewhere (maybe wrong)
I now i have read this 2 handed has a hit bonus agaist duel weilding classes (maybe because parry chanced is decreased)
And why r u dossing S/S armsmans they r good about the same as a pally.
IMO they r better than a pally realy.
**edit Raffe i ment two handed weapons inc poles and two handed weapons**

Deathsword lvl 10+ inf
and others
Euro Servers

Growth
(Registered)
Posts : 2



RE: Armsman Guide 1.0 10/30/03 12:39 PM
Here you go,, Its not that polearm / 2 handed is 2x beter than 1 hand parry. It is infact that 1 hand weapons have a 50% penalty to parry. I heard this from an armsman team leader in game, I dont have proof or snapshot of the conversation , however it did take place and is true. NOW,, Raffe 'O Raffe.....:) I find your shield spec intreiging. However you are paying for that shield!. Now with the new changes it seems to make polearm a litle beter, However I find 2hand thrust Superior to it or atleast of equal effectiveness. with 34 in slash you will not be doing your max dmg probly 50% of the time :( and you arent gonna parry very much and 2x less with a 1h slashing weapon.but you do have 42 sheild that you have to whip out to use and then change yet again to go back to your 50 pole 34 slash and 20 parry. You might want to concider trying my spec. 50 2hand 42 thrust 37 parry. With the new changes made to 2 hand , it makes it suerior by far.
Totaly awsome in PVE grps and even cooler in rvr. And yes I PWN PALLYS!!!!
You strike my intrest cause of you love of the stunn, and 2h is all about it.
in pve you will have 3 mobs stuned all at once after coppleting 2 styles on each mob, and then recyle through them to keep them stunned and to do great dmg on them all while doing this. In rvr you can take this even further to be the ninja armsman on the batlefield stunning and terorising everything in your path. Note that I said 42 thrust , simply because it is the fastest!! Thus giving you that needed edge to rule all in your path!! Muahahah! Keep in mind there is a dragon drop mattock 2h thrust "Shimering Dark Crystal war mattock" wich has a speed of 3.7!!! and since not many 2h thrust out there, I bought 3 of these of player merchants for 150-200 g each!!!!!! Thus being you serect weapon! With this mattock I connect with styles 99% of the time. as compared to other weapons where you will not.
And quickness bufs help!!!Like OMG!!! Not only makes you faster but it does seem to make it moreso that you will style and connect. Oh yeah and I said I PWN pallys. This is true. and you know I have no shield or face to face stun styles , unless i manage to get an onslought of somewhere on the side of target. But most of the time this is 90% imposible therefor meaning I beat pallys straight up face to face with the 1,2,3 combo and 1,2 pary combo!
I have been playing this game since april '02 and this armsman was my first and only charachter 'till SI cam out. So I do Know what I am talking about.

Growth Ninja Armsman - Bors

RaffeDastarr26
(Veteran Armsman)
Posts : 264



RE: Armsman Guide 1.0 10/30/03 3:37 PM
Growth: Which TL? He doesn't play on bors, he plays on galahad. The 42 shield is worth it, slam is a dream come true. The new changes were against us, we have our anytime style taken away, defender's revenge (6 second stun) take out an put into phalanx, where phalanx has had its damage lowered. You'll never do your max damage no matter what, just you don't want to spend too many points on slash since with items you can put slash up. You don't exactly need the styles there. As i said in the guide you don't parry in rvr unless you are hitting a tank, and you don't want to hit a tank, you wanna whomp the casters. Armsman will never win against pallies lol. Pallies block/parry every blow and with heal chant/unlimited end they are a total package. Just get ready for a really long and boring fight... *sigh*. The stun from twohanded is only 4 seconds, enough for one extra hit. I don't find that enough to be going around to each mob and hitting him with it. If you're going to stun everything in your path you want shield, faster and 1 hit rather than 2, and stun is twice as long. With styles how do you not connect with other weapons? connection is based on weapon skill, which is the same with twohanded and polearm.
Are the pallies you are fighting twohanded? you might have a chance there, but that's the gimp pally spec. Try beating a pally that's 48 chants, 42 shield, 29 sword, rest in parry. Now that's what i'm talking about =). You need to actually play with the spec stated... things change at level 50. BG is different from real rvr. You might be able to pull some of that stuff off in the battlegrounds but in bigboy rvr everyone runs around like crazy, mids with unlimited endurance so you can't catch them, pbt flooding the place, zergs. You need to really try what you say instead of assuming that it might work. That's what prima did with their original DAoC guide, and that's why half the stuff in there was inaccurate. I disagree with what you say, and it makes me mad that you can say that when you haven't even used it where it counts. When you say you know what you're talking about, you don't until you've experienced it all, and you need to get to 50 to experience it in the fullest, though 48 where you are is pretty close.

Deathsword: Yeah 2handed gets 2x base chance to parry, but so does polearm. I think it's all twohanded weapons get that modifier. Same with the hit bonus on the dual wielding class you said, but i think that it's not every dual wield class, it's classes that depend on evade, such as inf/SB/NS.
As for s/s armsman, not they aren't the same as pally (be warned i'm sensitive on this subject =)), s/s armsman will do more damage while they have endurance because they have more points to put into slash since pallies need to use some on chants. After they run out of endurance they are horrible. Pallies, however, get infinite endurance so they can continue to use styles = more damage, while the armsman wacks the thing styleless after about 20 seconds. Also pallies get self heal, which helps a TON. If an armsman duels a pally the pally will end the fight possibly without a dent on him because of the combat heal. Pallies also get the damage add chant which puts them up to the point where they can do almost as much if not equal damage to the armsman using styles. Only when an s/s pally is grouped with an s/s armsman does the armsman do better than the pally, however a hybrid armsman with an s/s pally can do miracles.

Small-Running-Water: This is a hybrid spec, the definition of a hybrid in DAoC is not what someone would think from commonsense, it's sorta a tradition. A hybrid in DAoC is: Someone who has skill in both a two-hands-required weapon and a shield. The real hybrid has shield up to 42, no question. When you hear hybrid think, "oh, he has a twohanded weapon and 42 in shield", because that's almost for sure what their spec is built around. As for det 4, that could be a choice for you, but looking at the alternate RAs, it's worth it to add another 15% to your timer on negative effects, the difference between 60% and 75% is more than it seems, and det is one of the RAs armsman get that is AWESOME. I remember mentioning somewhere in my guide that you should max all resistances, one sec lemme check... yeah i have it in my intro to resists... for lifetaps you won't be getting any lifetaps nailed on you because the only class that gets one that actually hurts is sorceror, and that's in alb. Resistance to mez is ove , in a fight you will get mezzed no matter what, this has been thought over and a 50 healer/bard/sorceror will cast the mez three times at the beginning of a fight, and your chances of resisting all 3 are very slim. Plus in mid combat of mid-length to longer fights the mez is cast again. You want to get mezzed in the beginning of the fight for this reason, because your immunity timer will start up and you can't be hit for another I think it's 2 minutes. I tested MoA on pendragon, got MoA3, it does practically nothing I was very disappointed with it. I don't know about MoP but i'd be more willing to get that versus the other options. Soldier's Barricade is worth it no matter what the situation, if you're zerging you're going to get a lot of guys on your back, and the SoB can help your healers a lot. However i'm used to running with a guild gank group, and in that situation (I based some of my guide on that) you need to have SoB, it's a life saver.
K hands hurting a lot, l8tr

Raffe Dastarr
50 Armsman
Nimue
Raffe's Armsman Guide for the Perfect Armsman
Questions? Email me at DAoCaddict26@yahoo.com
"Stop Rhyming Fezzek, I mean it!" "Anybody want a peanut?" - Viscilli and Fezzek

Smazher
(Registered)
Posts : 6



RE: Armsman Guide 1.0 10/30/03 6:06 PM
well not to mention... in rvr ure always in grps, its not exacly like thidranki u run around and meet a lonely warrior perfect to test ure skills on... if a grp versus grp meets in rvr u prolly got a lot of palas/arms with sheild that will do that slamming for you, and takin ure dmg lower and aswell gimping ure parry a bit isnt really worth it... id say its better to do a lot of dmg the few seconds ure actually alive

Smazher 50 Berserker
Smasher 50 2Hand Savage

Of course Troll ownz!

Growth
(Registered)
Posts : 2



RE: Armsman Guide 1.0 10/31/03 4:25 AM
I agree with both of you in your points.Shield is good to have to stunn an anemy from the front and with 1 action. But if your going to stunn them, why not just get behind them and do a pole style or two and stunn them, and leave the shield slaming to the pallys/reavers/s/s armsmen. If your going after casters, You sure as hell arent going to need to stunn them if you got a freaking polearm in your hands.Unless you like to see hibs/mids casters crap theier pants, then its all good. but im sure you not out there fighting casters only,lol. And if 2h stunn id only 4 sec , it sure does seem like allot longer, I dunno maybe cause i swing so fast, but anyways I am experianced in the pve chaos of Avalon City where In grps with an ice wizzy and pally and we were chaining double pulls with full grp.Needles to say someone had to be stunning 6 red/purple mobs inc and let the wiz aoe.And with the armsman endurance problem , sheild styles would be less than an improvement. But your salvation lyes in endo regen potions. Yes , these litle puppys keep that green flowing.And would probly be in your best intrest.I find my 2h armsman often being the most efective tank in grps even with pallys. Im usualy the one doing the stunning for the s/s pally, lol. And when you have all the tanks and even pallys folowing your every move, you already know you are the shiznit at 48 in groups of 50's.
Thats all I was trying to say about 2h Thrust.Not to put down your spec, because its all prefrence. Although some people may not know what they are doing with thier spec pts.Oh and as far as realm abilitys go, Get toa.Some drops have stats that are equal to a level 3 ra! among other very cool stats like plus to stat caps and other cool stuff.

RaffeDastarr26
(Veteran Armsman)
Posts : 264



RE: Armsman Guide 1.0 10/31/03 3:13 PM
there are 8 people when you do group vs. group, but you'll also experience zerg combat. Even so, in 8v8 you will be (with base rvr guild group structure)
1 merc
1 pally
1 armsman
1 reaver OR friar
2 clerics
1 sorc
1 minstrel
so half the time you'll run with reaver, otherwise it's friar. Also half the reavers don't get slam, and i don't blame them. In fact I prefer a reaver more partial to the weapon/soulrending line. We'll still say half a person for that. So then you have the pally, obviously s/s, and the armsman, hybrid. You have 2.5 people in a group of 8 who can slam. Now if you plan on going around to all of the 8 people and slamming them, it's going to be hard, since each slammer will have to hit 2-3 people with their shield. On the caster thing, yeah you definitely need to slam them, the middies get an infinite end spell on them that will get them away from you quickly enough (they may have a bubble, giving them time to react), as well as they may quickcast a root/mez/stun on you. If you can slam them, they don't have either of those options at their disposal, and you have 2 shots with your polearm, and that will bring them down. The twohanded stun is off a chain, and that's less valuable right there. First off you have to land both hits, and on a purple mob that doesn't happen all the time. Also if you say your polearm is 3.7 SPD then you can only get in one extra hit off that stun, as opposed to if you slammed where you would get 2 hits in plus be half way into your next hit. Also polearm just does more damage. It's the only weapon that armsman only can use, so use it. Also in two styles of twohanded you're using as much endurance as a slam. There is no endurance problem if you have a good group, because no group is great without a pally. I have never used and endurance potion and probably never will. Also it was a shield that was stunning those red/purp mobs, and if you have a hybrid helping out it's all the more quicker. You don't know how effective the others are being if you haven't even played any other character besides your armsman and SI classes. You have no idea how effective pallies are. Or the stealth classes. Or the casting classes. You can't say you are the most effective when you don't know the other people's performance in your group. A level 50 is going to be performing better than you, or anyone who doesn't have lvl 51 crafted, SCed, and procced armor and weapons.

Heh i'm not getting toa, a rip off imho, i'm pretty angry with mythic about the master levels, and how only those who pay the company $40 will get better. They're going to start charging you 10 dollars for each level you get lol.

Raffe Dastarr
50 Armsman
Nimue
Raffe's Armsman Guide for the Perfect Armsman
Questions? Email me at DAoCaddict26@yahoo.com
"Stop Rhyming Fezzek, I mean it!" "Anybody want a peanut?" - Viscilli and Fezzek

Caradawe
(Registered)
Posts : 28



RE: Armsman Guide 1.0 11/04/03 11:34 AM
Growth: I just started a half ogre 2hand arms. I find your spec just about what i was thinking of. Raffe I like you spec too but already did that with my Hero. Growth, I would like to have an idea of your lvl progression. Also I started in crush, with the intent to PvE with it till 40 the respec to thrust, is that a good thought?

My thanks

RaffeDastarr26
(Veteran Armsman)
Posts : 264



RE: Armsman Guide 1.0 11/04/03 5:08 PM
why would u do twohanded when u have a better weapon: the polearm? o well i guess u DO have an excuse, i'd never make a hero with the same spec as this arms.

Raffe Dastarr
50 Armsman
Nimue
Raffe's Armsman Guide for the Perfect Armsman
Questions? Email me at DAoCaddict26@yahoo.com
"Stop Rhyming Fezzek, I mean it!" "Anybody want a peanut?" - Viscilli and Fezzek

Deathsword
(Registered)
Posts : 86



RE: Armsman Guide 1.0 11/06/03 2:48 PM
Raffe they do the same DAMAGE if DPS and SPD stats r the same non styeing when styeing depends on your main stye damage bonus.

Deathsword lvl 10+ inf
and others
Euro Servers

RaffeDastarr26
(Veteran Armsman)
Posts : 264



RE: Armsman Guide 1.0 11/06/03 2:57 PM
No, DPS is damage over time, not damage in one hit... polearms with less DPS may do more damage in one hit than a twohander, just the SPD may affect the DPS.
In real rvr (and maybe in BGs, not as much though) the combat is very quick. You can't get in more than 2 hits on your target with a twohanded weapon before they, or you, die. This means that you want one or two really great hits instead of one or two slightly less damaging hits, at the start. The main fight is over very quickly as well, so the DPS factor wouldn't take effect. That's why a weapon with less SPD does more damage than one that's faster in rvr. In PvE, the twohanders even out with the polearmsmen because the targets take longer to die, but that isn't a great enough advantage for twohanded to overcome their losses in rvr compared to a polearm.
ALSO their stats aren't the same... twohanded is almost always faster than polearm.

Raffe Dastarr
50 Armsman
Nimue
Raffe's Armsman Guide for the Perfect Armsman
Questions? Email me at DAoCaddict26@yahoo.com
"Stop Rhyming Fezzek, I mean it!" "Anybody want a peanut?" - Viscilli and Fezzek

Odiseo
(Registered)
Posts : 1



RE: Armsman Guide 1.0 11/12/03 5:53 AM
Raffe, just 2 questions:

1) Wouldn’t you drop PURGE once you get DET V? That way you get 4 extra rps and probably (I don’t know for sure) there’s hardly any difference in the mezzed down time.

2) Wouldn't you recommend to spec on Crush while developing your char (because armsmen get autotrain in Slash and Thrust) till level 50, and then respec all those autotrained extra points?

Thx

RaffeDastarr26
(Veteran Armsman)
Posts : 264



RE: Armsman Guide 1.0 11/13/03 6:32 PM
Yea that's definitely something I have been debating. I'm considering dropping it once i get det 5, because like you said, the difference in time isn't major. However sometimes it's very useful, such as if you have almost no health and get a dot nailed on you, if you have quick reflexes you can nail purge before det 5 could save you. The times that you'll be in a situation like that however seem to be less valuable than the RA's you could purchase instead with those 4 rsps. Still, it's a long road to det 5, so keep it until then.
This is based on what your personal preference is. Crush seems to be less valuable in most cases. It would make more sense to choose either slash or thrust (the one you don't like more), and spec in that one, so that at 50 you can switch to the one you really want. Auto-training is a very painful process though, but if you can take the agony than go for it.

Raffe Dastarr
50 Armsman
Nimue
Raffe's Armsman Guide for the Perfect Armsman
Questions? Email me at DAoCaddict26@yahoo.com
"Stop Rhyming Fezzek, I mean it!" "Anybody want a peanut?" - Viscilli and Fezzek

doctorofstyle
(Registered)
Posts : 13



RE: Armsman Guide 1.0 11/14/03 2:49 PM
I really dont know what I am talking about with Armsmen, so I will just give you an observation I made. I personally dont find your quickbar menu to be too efficient. I personally like to be able to go 1-2-3-4...ect for my set ups. This being the case I would have my quick bar set up in 2 different pieces:

The first would have your Crippling blow, then Mangle, as you said that is one chain you set up.

The next would be this:

1) Slash weapon slot.
2) Slam
3) Polearm weapon slot
4) /macro face /face (one click face command)
5) Phalanx
6) Defenders Aegis

Depending on what you normally open with, I would start that in slot 1. For PvE, I would probably start this 6 chain from 1-6, then follow with the Cripple/Mangle, followed by any others that you want. Dont put sprint in your Quickbar, though, simply reassign the key to something more efficient, then its available in any quick menu you have open the same way without taking 10 slots, you have an extra opening for that one random style you like to use and its probably more convienient to press in the end anyway.

Doctor of Style

RaffeDastarr26
(Veteran Armsman)
Posts : 264



RE: Armsman Guide 1.0 11/19/03 6:45 PM
Yours is better than mine i think, i have just been plagued by not being able to change now because I have slowly adapted myself to that arrangement, since the only way I could change the set up was as I was leveling, so the styles would come a different times. However after a while I can move just as quickly/as quick as needed with my setup.
With sprint, personally I would keep it on the first quickbar i use. If you need to sprint you want it as quickly as possible. THAT is when you need ever .001 second you can get.

Raffe Dastarr
50 Armsman
Nimue
Raffe's Armsman Guide for the Perfect Armsman
Questions? Email me at DAoCaddict26@yahoo.com
"Stop Rhyming Fezzek, I mean it!" "Anybody want a peanut?" - Viscilli and Fezzek