So apparently nearly everything in Reim is a Warrior or Rogue, because they love them some CMans.
As I described in an email the other day:
"I got hit with one of the little mini-swarms (4 of them popped, with the happy little "Now you get 3s of free RT!" [just like the Imperials give 5s when they spawn])...
...and just as the last second counted down, one of them War Cried (~8s)...
...and just as the last second counted down, one of them Groin Kicked (parry 0, ~6s)...
...and just as the last second counted down, one of them Feinted (~3s [I've got 5 ranks in Feint])...
...and just as the last second counted down, one of them Tackled (~5s)...
...and all throughout one or more of them was being a jackass standing back there with a bow...
...and along about the time I died the new one spawned (because that adds up to almost 30s for the next cycle of creatures to happen)...
Hell, I haven't been THAT excited to be out hunting since EWave was still guaranteed to be 20s if you failed against it, in the krolvin warfarer mine.
<mutter, grumble, swear, kick puppy>"
.
I have not actually parsed out any analysis, but it feels like they tend to do:
Cheap Shot [they ThroatChop on a regualar basis],
Dirtkick [this is what I probably get the most, but the RTs are usually small],
Shield Bash [I think this is second-most, but the RTs are a LOT longer (11-20 seconds)],
Hamstring [maybe twice or three times per run, usually]
and Sweep [I would say 2-4 times per run].
And of course the Big Mac Daddy: War Cry for frequently in the 15-20s range. But those five I can train in (for defense), and War Cry I cannot.
.
So how can I pick up some defense against these?
I am (now) capped, in Supported armor with "best" Encumbrance, Elf with DEX 97/+28 and AGI 100/+40 wearing Mobility, Mass Blur, and Mirrors to all contribute ranks, and LuckSong/1006 for whatever it may give. I some times have access to Prayer, when I find a scroll.
Since I'm wearing full-coverge armor, the greathelm does not (further) negatively affect my BardSongs... but neither does it appear to help much against HeadButt (first one gives a minor, second one gives a rank2 and stops spellPREPing; I believe that I can still 'renew' Songs [but I do not, because that verb does not trigger runestaff flares]).
I am also wearing leg greaves (over full-coverage armor), but again: Hamstring still gives minors.
(Both of those, and the arm greaves & aventail, are Enhancive, which is why I'm willing to wear them.)
Now, if "minors" IS the "better result" provided by armor coverage--when a 'normal' result would be a rank2 or rank3 wound--then I'll complain less. But just curious with those.
And War Cry is completely unstoppable/no defense. (Hidden roll, too, not even [SMR] display.)
Do higher stats help? I have 'boost enhance' available, but never used any of them. (And they will eventually run out/not be available every run/multiple times per run [two hour entry time].)
Does the cube help? I have a few available, but they cannot be Charged/517, cannot be Duplicated/918, and last five whole minutes (out of a two-hour entry time), so in practice I use them--when I remember--in combat with the Imperial Pair and nowhere else.
Does anything ELSE help? Nuadjha--my guide into Reim a couple of weeks ago--suggested boosting CM ranks, which I can work on, but that takes a WHILE when converting points.
Apparently I missed my chance to kneel down and be immune to the ShieldMans, since Naijin just posted about fixing that.
Okay, then: "Guild-skills/CMans and YOU!" on 09/10/2019 03:11 PM CDT
Re: Okay, then: "Guild-skills/CMans and YOU!" on 09/10/2019 05:41 PM CDT
Here's what I'm talking about.
Seriously: just WHAT THE (#&@*$^&%@#&^ IS SOMEBODY SUPPOSED TO DO WITH THIS?!?!?
(I had hit the "out" command to walk outside of the Tavern in the first area. That's what the first "wait 1 second" is
>[Reim Settlement, Tavern]
You also see the Your disk.
Obvious exits: out
Haunting laughter fills the air as you are rushed by a group of villagers!
Roundtime: 3 sec.
Glaring menacingly, an ethereal peasant rushes toward you!
Glaring menacingly, an ethereal traveller strides toward you!
An ethereal townsman leaps toward you!
An ethereal peasant rushes toward you!
Glowing with ethereal energy, an ethereal villager strides toward you!
>...wait 1 seconds.
>You are now targeting an ethereal villager.
>
[Reim Settlement, Tavern]
You also see an ethereal villager, an ethereal peasant, an ethereal townsman, an ethereal traveller, an ethereal peasant and the Your disk.
Obvious exits: out
>
...wait 1 seconds.
>[Roll result: 147 (open d100: 78)]
An ethereal peasant rushes towards you and connects with a shoulder check!
The ethereal peasant manages to knock you flat on your back!
Roundtime: 6 sec.
>
[Roll result: 178 (open d100: 81)]
An ethereal villager manages to kick a large clump of dust at you!
Crud! Direct hit to your face!
Your eyes burn with pain!
Roundtime: 6 sec.
>
...wait 12 seconds.
>...wait 12 seconds.
>
You are now targeting an ethereal peasant.
>
An ethereal peasant cocks her light crossbow and loads it with a plain wooden bolt.
An ethereal peasant fires a plain wooden bolt at you!
AS: +459 vs DS: +386 with AvD: +28 + d100 roll: +62 = +163
... and hits for 20 points of damage!
Minor puncture to the right arm.
The wooden bolt breaks apart and crumbles away.
>
An ethereal traveller swings a claidhmore at you!
AS: +443 vs DS: +395 with AvD: +32 + d100 roll: +62 = +142
... and hits for 76 points of damage!
Bloody slash to your side!
Instant death, due to lack of intestines.
Your breathing becomes more shallow.
The powerful look leaves you.
The light blue glow leaves you.
You lose your extra internal fortitude.
The deep blue glow leaves you.
The misty halo fades from you.
You feel your forehead pulse as your mind relaxes.
Like sand through an hourglass, your visions of the future slip away and fade from your mind.
The glowing specks of energy surrounding you suddenly shoot off in all directions, then quickly fade away.
You feel your extra strength departing.
You become solid again.
The tingling sensation and sense of security leaves you.
You feel less confident than before.
The brilliant luminescence fades from around you.
The bright luminescence fades from around you.
The silvery luminescence fades from around you.
The air about you stops shimmering.
The dim aura fades from around you.
You no longer feel so dextrous.
You return to normal color.
You notice your blood flow go back to normal.
Your heightened attunement to the flows of mana begins to fade.
It seems you have died, my friend.
Free three seconds when they gen.
NOW with extra six seconds. (~75% chance of being affected.)
NOW with extra six seconds (~90% chance of being affected.)
Even with a maxed out Tonis running--mine had dropped, because 35 mana is not always to be had--that would be 7 seconds (each effect is minimized; while the Imperial Pair's 5s is NOT affected by Tonis, this littler guys' one is).
Hint: the next two killed me in less than seven seconds.
Okay, I just realized that I forgot to run Airwall/Spirit Barrier--after losing it from getting whacked last night--so that's on me.
Hell, the townsman never even got the CHANCE to do anything to me!
Seriously: just WHAT THE (#&@*$^&%@#&^ IS SOMEBODY SUPPOSED TO DO WITH THIS?!?!?
(I had hit the "out" command to walk outside of the Tavern in the first area. That's what the first "wait 1 second" is
>[Reim Settlement, Tavern]
You also see the Your disk.
Obvious exits: out
Haunting laughter fills the air as you are rushed by a group of villagers!
Roundtime: 3 sec.
Glaring menacingly, an ethereal peasant rushes toward you!
Glaring menacingly, an ethereal traveller strides toward you!
An ethereal townsman leaps toward you!
An ethereal peasant rushes toward you!
Glowing with ethereal energy, an ethereal villager strides toward you!
>...wait 1 seconds.
>You are now targeting an ethereal villager.
>
[Reim Settlement, Tavern]
You also see an ethereal villager, an ethereal peasant, an ethereal townsman, an ethereal traveller, an ethereal peasant and the Your disk.
Obvious exits: out
>
...wait 1 seconds.
>[Roll result: 147 (open d100: 78)]
An ethereal peasant rushes towards you and connects with a shoulder check!
The ethereal peasant manages to knock you flat on your back!
Roundtime: 6 sec.
>
[Roll result: 178 (open d100: 81)]
An ethereal villager manages to kick a large clump of dust at you!
Crud! Direct hit to your face!
Your eyes burn with pain!
Roundtime: 6 sec.
>
...wait 12 seconds.
>...wait 12 seconds.
>
You are now targeting an ethereal peasant.
>
An ethereal peasant cocks her light crossbow and loads it with a plain wooden bolt.
An ethereal peasant fires a plain wooden bolt at you!
AS: +459 vs DS: +386 with AvD: +28 + d100 roll: +62 = +163
... and hits for 20 points of damage!
Minor puncture to the right arm.
The wooden bolt breaks apart and crumbles away.
>
An ethereal traveller swings a claidhmore at you!
AS: +443 vs DS: +395 with AvD: +32 + d100 roll: +62 = +142
... and hits for 76 points of damage!
Bloody slash to your side!
Instant death, due to lack of intestines.
Your breathing becomes more shallow.
The powerful look leaves you.
The light blue glow leaves you.
You lose your extra internal fortitude.
The deep blue glow leaves you.
The misty halo fades from you.
You feel your forehead pulse as your mind relaxes.
Like sand through an hourglass, your visions of the future slip away and fade from your mind.
The glowing specks of energy surrounding you suddenly shoot off in all directions, then quickly fade away.
You feel your extra strength departing.
You become solid again.
The tingling sensation and sense of security leaves you.
You feel less confident than before.
The brilliant luminescence fades from around you.
The bright luminescence fades from around you.
The silvery luminescence fades from around you.
The air about you stops shimmering.
The dim aura fades from around you.
You no longer feel so dextrous.
You return to normal color.
You notice your blood flow go back to normal.
Your heightened attunement to the flows of mana begins to fade.
It seems you have died, my friend.
Free three seconds when they gen.
NOW with extra six seconds. (~75% chance of being affected.)
NOW with extra six seconds (~90% chance of being affected.)
Even with a maxed out Tonis running--mine had dropped, because 35 mana is not always to be had--that would be 7 seconds (each effect is minimized; while the Imperial Pair's 5s is NOT affected by Tonis, this littler guys' one is).
Hint: the next two killed me in less than seven seconds.
Okay, I just realized that I forgot to run Airwall/Spirit Barrier--after losing it from getting whacked last night--so that's on me.
Hell, the townsman never even got the CHANCE to do anything to me!
Re: Okay, then: "Guild-skills/CMans and YOU!" on 09/10/2019 06:41 PM CDT
Cmans are definitely limited in what you can do.
Cunning Defense gives you +15 CML across the board, but there's little else you can do aside from training in the skill yourself (Which clearly you can't do, if your class has no access to it.). Obviously +CM skill helps, but I can't say to what extent - I've heard many people report that it does very little (Maybe it has a "soft cap" much like I discovered with SMR2.). You can also use cubes, which will give you another +10.
I plan to do some extensive testing on CML, and how stats + CM ranks affect it. What little testing I have done, made it clear to me that stance plays a large part, much like SMR2 (Defensive being best.). Maybe if work calms down this week, I'll have some time to do some good testing, in which case I will be sure to report my findings.
Honestly, after being utterly disgusted about what I found out about SMR2, I've been dragging my heels on testing CML.
Outside of those things I mentioned, there's not really anything you can do to improve your CML further, outside of certain isolated cases where armor, shield, etc., can have an impact. What it seems to come down to, is that unless you can train in the skill, you will be vulnerable to the CM, no matter what you do. Even with over 2x CM ranks, Rank 5 Cunning Defense, Rank 5 Deflection Mastery, and 1 rank in the skill, I still get consistently hit by it.
As for Warcries, I literally just asked about defending against them on Discord earlier today! I know +INF helps a warcrier have more success, but does +INF help you defend against them better? I would love an answer on this, as it really seems like the ONLY way to possibly improve your defense against it, but I'd rather not make the same mistake I did with SMR2, and waste a bunch of money buying enchancives that don't actually help (Or help so little it's a joke, in the case of SMR2.).
Cunning Defense gives you +15 CML across the board, but there's little else you can do aside from training in the skill yourself (Which clearly you can't do, if your class has no access to it.). Obviously +CM skill helps, but I can't say to what extent - I've heard many people report that it does very little (Maybe it has a "soft cap" much like I discovered with SMR2.). You can also use cubes, which will give you another +10.
I plan to do some extensive testing on CML, and how stats + CM ranks affect it. What little testing I have done, made it clear to me that stance plays a large part, much like SMR2 (Defensive being best.). Maybe if work calms down this week, I'll have some time to do some good testing, in which case I will be sure to report my findings.
Honestly, after being utterly disgusted about what I found out about SMR2, I've been dragging my heels on testing CML.
Outside of those things I mentioned, there's not really anything you can do to improve your CML further, outside of certain isolated cases where armor, shield, etc., can have an impact. What it seems to come down to, is that unless you can train in the skill, you will be vulnerable to the CM, no matter what you do. Even with over 2x CM ranks, Rank 5 Cunning Defense, Rank 5 Deflection Mastery, and 1 rank in the skill, I still get consistently hit by it.
As for Warcries, I literally just asked about defending against them on Discord earlier today! I know +INF helps a warcrier have more success, but does +INF help you defend against them better? I would love an answer on this, as it really seems like the ONLY way to possibly improve your defense against it, but I'd rather not make the same mistake I did with SMR2, and waste a bunch of money buying enchancives that don't actually help (Or help so little it's a joke, in the case of SMR2.).
Re: Okay, then: "Guild-skills/CMans and YOU!" on 09/10/2019 09:01 PM CDT
Oh boy oh boy.
Cman defense is my biggest gripe in the whole game. Basically the only way to get any relief is to train in the exact skill being used against you to about 3ish ranks. Even then, you'll just start noticing how everything suddenly gets nothing but open rolls.
Stats don't matter. Dodge ranks don't matter. Encumbrance doesn't matter. Armor doesn't matter.
At cap if you're not trained in the EXACT skill being used against you they literally need a 5 to hit you.
Mastered in subdue? It would be a shame if... everything used subdual strike instead! TOTALLY DIFFERENT SKILL LOLOLOLOL
TOTALLY
DIFFERENT
Mastered in Cheap Shots? CHEAP SHOTS?! Well TOO BAD! Take this groin kick!
That's totally NOT a cheap shot, amiright!?
303 dodge ranks with enhancives? Wearing robes? Wow you must be really good at getting out of the way of things!
BUT NOT THIS CHARGE/TACKLE/ETC
Ironically enough if you're in full plate it seems to mitigate more maneuvers than it doesn't.
(ノಠ益ಠ)ノ彡┻━┻
::drives off in his salt truck, a few moonstone cubes bouncing in his wake::
.jaired
>LIKE A BOSS
Please rephrase that command.
Cman defense is my biggest gripe in the whole game. Basically the only way to get any relief is to train in the exact skill being used against you to about 3ish ranks. Even then, you'll just start noticing how everything suddenly gets nothing but open rolls.
Stats don't matter. Dodge ranks don't matter. Encumbrance doesn't matter. Armor doesn't matter.
At cap if you're not trained in the EXACT skill being used against you they literally need a 5 to hit you.
Mastered in subdue? It would be a shame if... everything used subdual strike instead! TOTALLY DIFFERENT SKILL LOLOLOLOL
TOTALLY
DIFFERENT
Mastered in Cheap Shots? CHEAP SHOTS?! Well TOO BAD! Take this groin kick!
That's totally NOT a cheap shot, amiright!?
303 dodge ranks with enhancives? Wearing robes? Wow you must be really good at getting out of the way of things!
BUT NOT THIS CHARGE/TACKLE/ETC
Ironically enough if you're in full plate it seems to mitigate more maneuvers than it doesn't.
(ノಠ益ಠ)ノ彡┻━┻
::drives off in his salt truck, a few moonstone cubes bouncing in his wake::
.jaired
>LIKE A BOSS
Please rephrase that command.
Re: Okay, then: "Guild-skills/CMans and YOU!" on 09/10/2019 09:39 PM CDT
In the initial version of war cries, when you could see the numbers, DIS I believe helped defend against it.
INF was and still is the stat aiding pull it off. Likely levels & ranks are the other factors. Might be more.
Warcry yowlp was changed later on to now include defense against warcries like griffins (SMAN), so a warrior can add that to a group.
INF was and still is the stat aiding pull it off. Likely levels & ranks are the other factors. Might be more.
Warcry yowlp was changed later on to now include defense against warcries like griffins (SMAN), so a warrior can add that to a group.
Re: Okay, then: "Guild-skills/CMans and YOU!" on 09/10/2019 09:41 PM CDT
Re: Okay, then: "Guild-skills/CMans and YOU!" on 09/10/2019 10:53 PM CDT
You are supposed to wear more spells.
Reim assumes you are really, REALLY tanked. You can use post cap training and uber gear to reduce the amount of outside spells you wear, but one way or another you ought to have had the DS to make those swings miss.
You are a bard, and a Krakii, and you think you need scrolls to have access to 313 ?!
Pay attention to cube descriptions, they come in multiple versions, and one of them is chargeable.
That swarm triggered off your move. If you choose to move without Tonis, thats a risk you take.
Reim assumes you are really, REALLY tanked. You can use post cap training and uber gear to reduce the amount of outside spells you wear, but one way or another you ought to have had the DS to make those swings miss.
You are a bard, and a Krakii, and you think you need scrolls to have access to 313 ?!
Pay attention to cube descriptions, they come in multiple versions, and one of them is chargeable.
That swarm triggered off your move. If you choose to move without Tonis, thats a risk you take.
Re: Okay, then: "Guild-skills/CMans and YOU!" on 09/11/2019 08:25 AM CDT
In many ways, I like how the CML system works, at least as a rogue. It adds a bit more depth and strategy to my character, since I have to make hard choices about what cmans I learn.
It also gives pures/semis a weakness, in the event they can't blast the room to oblivion before critters can do anything. Halflings are also weak against certain cmans, and any negative that overpowered race can get, is a good thing for game balance IMO (though halflings are not even close to being balanced.).
I do wish there was a way to raise defense against it just a littttle more though, for those who are especially inclined to do so.
It also gives pures/semis a weakness, in the event they can't blast the room to oblivion before critters can do anything. Halflings are also weak against certain cmans, and any negative that overpowered race can get, is a good thing for game balance IMO (though halflings are not even close to being balanced.).
I do wish there was a way to raise defense against it just a littttle more though, for those who are especially inclined to do so.
Re: Okay, then: "Guild-skills/CMans and YOU!" on 09/11/2019 09:45 AM CDT
Cid, thanks for the answers!
- Cunning Defense was the first thing I thought of (Nuadjha's advice agreed with my thinking), so I burned a (wooo, 50% off!) FixSkills to get the last three ranks of that (I already had 2). As you can see, that managed to bring me all the way to up to only 75% [against one maneuver] and 90% [against the other] chance OF being hit by them. Yaaay, color me pleased as hell to have sunk those points in. <snort>
- I'm going to come right out and state that, NO, influence is NOT any kind of defense against War Cries. (Character in question is a Bard with a 100/+35 in INFluence even before the stupid number of Enhancives that he wears for hunting [to increase duration of medley, and to boost Lullabye]. I think his 'combat load' puts him as high as 134/+52 in some cases.)
- I would be perfectly willing to believe that discipline is the defense stat against them, though, which is just ducky for me. (<cough> ELF, so you know: sucky discipline. 100/+10. Sigh.)
- Let me know if you need help with any testing. We could meet on the Test Server... :)
Afallace, thanks for confirming my feelings on how they work! :)
- What you said about armor makes me think that the HP/rank effect (normally for melee combat results) may be applied on CMans, too. (I remember seeing <some warding spell effect> about which I commented, and it seemed to be applied there as well, which torqued me off because the benefit of the armor comes in faux-TD [change in CvA], and warding spells were never mentioned as adhering to the HP/rank results.)
Rathboner, I believe I'm picking up on what you're talking about: Holy Receptacle/325? (This is another spell with which I have never bothered to play, but having now (re-)read through it on the GSWiki I recall why I have Krakii trained up to those Lore ranks that she's got.) Thanks for the tip!
- Heh. From the article, it looks like even Living Spell/208 is able to be put into a Receptacle, so he could even 'wave' those to steal self-cast spells.
- As far as tanking is concerned, it sounds like the self-cast spells is what he needs to concentrate on. (All of me already trade all of the regular "cast at someone else" spells with others of me.)
- So that means Deflection & Bias (507 & 508), Self Control (613), Cloak of Shadows (712), the aforementioned Clerical goodies (Prayer [both plain and 'of Protection'], and Warding Sphere)... Sadly, Cloak cannot be imbedded, and Paladins don't appear to have a way of passing their stuff around. :(
.
For any: Is Patron's Blessing/1611 worth tracking down--scrolls, or Spellbound items for X/day--or does the last sentence of the GSWiki description make it not worthwhile? (Emphasis mine.)
"This spell also increases the paladin's defense against standard maneuver roll attacks (both original maneuvers and SMRv2). The bonus ranks in Combat Maneuvers granted by this spell are also taken into account by the old SMR. This benefit is paladin only."
- Cunning Defense was the first thing I thought of (Nuadjha's advice agreed with my thinking), so I burned a (wooo, 50% off!) FixSkills to get the last three ranks of that (I already had 2). As you can see, that managed to bring me all the way to up to only 75% [against one maneuver] and 90% [against the other] chance OF being hit by them. Yaaay, color me pleased as hell to have sunk those points in. <snort>
- I'm going to come right out and state that, NO, influence is NOT any kind of defense against War Cries. (Character in question is a Bard with a 100/+35 in INFluence even before the stupid number of Enhancives that he wears for hunting [to increase duration of medley, and to boost Lullabye]. I think his 'combat load' puts him as high as 134/+52 in some cases.)
- I would be perfectly willing to believe that discipline is the defense stat against them, though, which is just ducky for me. (<cough> ELF, so you know: sucky discipline. 100/+10. Sigh.)
- Let me know if you need help with any testing. We could meet on the Test Server... :)
Afallace, thanks for confirming my feelings on how they work! :)
- What you said about armor makes me think that the HP/rank effect (normally for melee combat results) may be applied on CMans, too. (I remember seeing <some warding spell effect> about which I commented, and it seemed to be applied there as well, which torqued me off because the benefit of the armor comes in faux-TD [change in CvA], and warding spells were never mentioned as adhering to the HP/rank results.)
Rathboner, I believe I'm picking up on what you're talking about: Holy Receptacle/325? (This is another spell with which I have never bothered to play, but having now (re-)read through it on the GSWiki I recall why I have Krakii trained up to those Lore ranks that she's got.) Thanks for the tip!
- Heh. From the article, it looks like even Living Spell/208 is able to be put into a Receptacle, so he could even 'wave' those to steal self-cast spells.
- As far as tanking is concerned, it sounds like the self-cast spells is what he needs to concentrate on. (All of me already trade all of the regular "cast at someone else" spells with others of me.)
- So that means Deflection & Bias (507 & 508), Self Control (613), Cloak of Shadows (712), the aforementioned Clerical goodies (Prayer [both plain and 'of Protection'], and Warding Sphere)... Sadly, Cloak cannot be imbedded, and Paladins don't appear to have a way of passing their stuff around. :(
.
For any: Is Patron's Blessing/1611 worth tracking down--scrolls, or Spellbound items for X/day--or does the last sentence of the GSWiki description make it not worthwhile? (Emphasis mine.)
"This spell also increases the paladin's defense against standard maneuver roll attacks (both original maneuvers and SMRv2). The bonus ranks in Combat Maneuvers granted by this spell are also taken into account by the old SMR. This benefit is paladin only."
Re: Okay, then: "Guild-skills/CMans and YOU!" on 09/11/2019 01:59 PM CDT
>- Heh. From the article, it looks like even Living Spell/208 is able to be put into a Receptacle, so he could even 'wave' those to steal self-cast spells.
This is true, but with no access to Minor Spiritual you won't be getting much. Here are some examples of spell steal difficulties of harder to find spells (assuming you have no other outside spells at the time you use the 208 gem):
Cloak of Shadows (712) - 29
Empathic Focus (1109) - 19
Patron's Blessing (1611) - 25
Self Control (613) - 31
Respectively you'd need 200, 100, 160, and 220 ranks of Arcane Symbols to get those (again, talking in the context of a bard... thus no Minor Spiritual ranks).
>- So that means Deflection & Bias (507 & 508), Self Control (613), Cloak of Shadows (712), the aforementioned Clerical goodies (Prayer [both plain and 'of Protection'], and Warding Sphere)... Sadly, Cloak cannot be imbedded, and Paladins don't appear to have a way of passing their stuff around. :(
120 from sorcerers and 307 from clerics also help.
>For any: Is Patron's Blessing/1611 worth tracking down--scrolls, or Spellbound items for X/day--or does the last sentence of the GSWiki description make it not worthwhile?
I don't know the answer for how 1611 on a non-paladin interacts with the SMR, but it might be immaterial if your problem is about combat maneuvers, since those aren't the same thing as SMR.
But if you do have a separate issue with SMR, then... the answer is probably still immaterial, because 1611 doesn't appear on scrolls and was only in Spellbound once--at a high enough price (for the time) that I suspect anyone who bought it did so for personal use, especially since it's one of the only AS boosts in the game. I can't say it's a 0% chance you'd find it, but it's a small one and it is a 0% chance you'd get it for cheap. :P
https://gswiki.play.net/Leafiara - latest updates: new vignettes and "director's commentary" on the December 2017-October 2018 vignettes
This is true, but with no access to Minor Spiritual you won't be getting much. Here are some examples of spell steal difficulties of harder to find spells (assuming you have no other outside spells at the time you use the 208 gem):
Cloak of Shadows (712) - 29
Empathic Focus (1109) - 19
Patron's Blessing (1611) - 25
Self Control (613) - 31
Respectively you'd need 200, 100, 160, and 220 ranks of Arcane Symbols to get those (again, talking in the context of a bard... thus no Minor Spiritual ranks).
>- So that means Deflection & Bias (507 & 508), Self Control (613), Cloak of Shadows (712), the aforementioned Clerical goodies (Prayer [both plain and 'of Protection'], and Warding Sphere)... Sadly, Cloak cannot be imbedded, and Paladins don't appear to have a way of passing their stuff around. :(
120 from sorcerers and 307 from clerics also help.
>For any: Is Patron's Blessing/1611 worth tracking down--scrolls, or Spellbound items for X/day--or does the last sentence of the GSWiki description make it not worthwhile?
I don't know the answer for how 1611 on a non-paladin interacts with the SMR, but it might be immaterial if your problem is about combat maneuvers, since those aren't the same thing as SMR.
But if you do have a separate issue with SMR, then... the answer is probably still immaterial, because 1611 doesn't appear on scrolls and was only in Spellbound once--at a high enough price (for the time) that I suspect anyone who bought it did so for personal use, especially since it's one of the only AS boosts in the game. I can't say it's a 0% chance you'd find it, but it's a small one and it is a 0% chance you'd get it for cheap. :P
https://gswiki.play.net/Leafiara - latest updates: new vignettes and "director's commentary" on the December 2017-October 2018 vignettes
Re: Okay, then: "Guild-skills/CMans and YOU!" on 09/11/2019 05:47 PM CDT
>- So that means Deflection & Bias (507 & 508), Self Control (613), Cloak of Shadows (712), the aforementioned Clerical goodies (Prayer [both plain and 'of Protection'], and Warding Sphere)... Sadly, Cloak cannot be imbedded, and Paladins don't appear to have a way of passing their stuff around. :(
Clerics do 100s and 200s as well. You'll likely get more uses in a ranger rod than a cleric gem, so sorc (or rogue or warrior) for 120 is probably preferable to cleric. If you happen to be sitting on a stash of ancient heroism rechargeables you should be using that as well as 211 gems.
712 scrolls and items aren't that uncommon, but I generally reserve mine for the Emps (I neither need it elsewhere in Reim nor find enough to use it regularly everywhere). 613 OTOH I've hardly ever seen. You might not need Bias (except as dispel fodder) but you should definitely use deflection if you aren't using a shield.
My observation is that warcries hit an elf rather harder than a giant, and I rather suspect its DIS that is the reason why.
Clerics do 100s and 200s as well. You'll likely get more uses in a ranger rod than a cleric gem, so sorc (or rogue or warrior) for 120 is probably preferable to cleric. If you happen to be sitting on a stash of ancient heroism rechargeables you should be using that as well as 211 gems.
712 scrolls and items aren't that uncommon, but I generally reserve mine for the Emps (I neither need it elsewhere in Reim nor find enough to use it regularly everywhere). 613 OTOH I've hardly ever seen. You might not need Bias (except as dispel fodder) but you should definitely use deflection if you aren't using a shield.
My observation is that warcries hit an elf rather harder than a giant, and I rather suspect its DIS that is the reason why.