Advice Please

... tales of great battles, stealthy adversaries and improving your PK skills. Careful though, no whining!
Divina
Posts: 324
Joined: Sun Mar 22, 2015 2:27 am

Advice Please

Post by Divina » Mon Aug 28, 2023 5:28 am

Am sure most of you know I don't do much fighting at all but have been trying to enjoy it more of late. Be happy to have some advice here on other strategies other than just falling back to large patrols. Especially with hps getting eaten up in dodge.

Hit scout and sure enough someone turned up pretty quickly.


s
Before a Cliff's Wall
[ obvious exits: N W ]
Zone: Parched Ground
A soft leather pouch has been discarded here. [4]
A gray palfrey prances skittishly nearby, being ridden by you.

* R HP:Healthy SP:Strong MV:Fresh >
nar zone winding but cant find
w
You narrate 'zone winding but cant find'

* R HP:Healthy SP:Strong MV:Fresh >
A Makeshift Bridge
[ obvious exits: N E S ]
(wotmudmapper): (error): Multiple matches found.
A gray palfrey prances skittishly nearby, being ridden by you.

* R HP:Healthy SP:Strong MV:Fresh >
where
Players in your Zone
--------------------
Divina - A Makeshift Bridge
You sense shadowspawn nearby.

* R HP:Healthy SP:Strong MV:Fresh >
s
A Makeshift Bridge
[ obvious exits: N E S ]
Zone: Parched Ground
A soft leather pouch has been discarded here. [7]
A gray palfrey prances skittishly nearby, being ridden by you.

* R HP:Healthy SP:Strong MV:Fresh >
s
A Road by the Ravine
[ obvious exits: N E S ]
Zone: Parched Ground
A gray palfrey prances skittishly nearby, being ridden by you.

* R HP:Healthy SP:Strong MV:Fresh >
e
Before a Cliff's Wall
[ obvious exits: N S W ]
Zone: Parched Ground
A gray palfrey prances skittishly nearby, being ridden by you.

* R HP:Healthy SP:Strong MV:Fresh >
emb
s
You are already in touch with saidar, can't you feel it?

* R HP:Healthy SP:Strong MV:Fresh >
A Winding Road
[ obvious exits: N E S W ]
Zone: Parched Ground
A gray palfrey prances skittishly nearby, being ridden by you.

* R HP:Healthy SP:Strong MV:Fresh >
s
A Shallow Ravine
[ obvious exits: N E ]
Zone: Parched Ground
A gray palfrey prances skittishly nearby, being ridden by you.
A Shienaran scout watches the horizon.
Vianca narrates 'Grut was around and Rharh,'

* R HP:Healthy SP:Strong MV:Fresh >
where
Players in your Zone
--------------------
Divina - A Shallow Ravine
You sense shadowspawn nearby.

* R HP:Healthy SP:Strong MV:Fresh >
e
An Oasis
[ obvious exits: N E W ]
Zone: Parched Ground
A green-leafed herb grows here.
A shallow pool of water has collected on the ground.
A remnant of the Age of Legends juts from the soil.
A gray palfrey prances skittishly nearby, being ridden by you.
A ter'angreal stands here, humming quietly.

* R HP:Healthy SP:Strong MV:Fresh >
e
A Winding Road
[ obvious exits: N E S W ]
(wotmudmapper): (error): Multiple matches found.
A gray palfrey prances skittishly nearby, being ridden by you.
*Grut* is standing here.

* R HP:Healthy SP:Strong MV:Fresh >
m
1
chann 'ice spikes' dark
[k h.dark]
You strike *Grut*'s body.

* R HP:Healthy SP:Strong MV:Fresh - Grut: Scratched >
You begin to weave the appropriate flows...


-=
+*
*+
=-

*Grut* hacks your right leg very hard.
Ouch! You couldn't maintain the flows.

* R HP:Scratched SP:Strong MV:Fresh - Grut: Scratched >

*Grut* panics, and attempts to flee!

* R HP:Scratched SP:Strong MV:Fresh - Grut: Scratched >

*Grut* leaves south.

* R HP:Scratched SP:Strong MV:Fresh >
nar on grut
You narrate 'on grut'

* R HP:Scratched SP:Strong MV:Fresh >
e
A Winding Road
[ obvious exits: N E S W ]
(wotmudmapper): (error): Caution. Direction e leads to an unknown room.
(wotmudmapper): (error): Caution. Direction s leads to an unknown room.
Zone: Parched Ground
A gray palfrey prances skittishly nearby, being ridden by you.
*Grut* is standing here.
*Grut* leaves north.

* R HP:Scratched SP:Strong MV:Fresh >
m
[k h.dark]
They aren't here.

m
* R HP:Scratched SP:Strong MV:Fresh >
[k h.dark]
They aren't here.

2
chann 'hammer of air' dark
* R HP:Scratched SP:Strong MV:Fresh >
Nobody here by that name.

* R HP:Scratched SP:Strong MV:Fresh >
s
Rugged Terrain
[ obvious exits: N E S W ]
Zone: Parched Ground
A gray palfrey prances skittishly nearby, being ridden by you.
A Shienaran scout blends into the surroundings here.

* R HP:Scratched SP:Strong MV:Fresh >
m
[k h.dark]
They aren't here.

* R HP:Scratched SP:Strong MV:Fresh >
n
2
chann 'hammer of air' dark
A Winding Road
[ obvious exits: N E S W ]
(wotmudmapper): (error): Multiple matches found.
A gray palfrey prances skittishly nearby, being ridden by you.

* R HP:Scratched SP:Strong MV:Fresh >
Nobody here by that name.

* R HP:Scratched SP:Strong MV:Fresh >
n
2
chann 'hammer of air' dark
Beneath a Cliff's Ledge
[ obvious exits: S W ]
Zone: Parched Ground
A soft leather pouch has been discarded here. [2]
A gory tuft of flesh lies abandoned on the ground.
A gray palfrey prances skittishly nearby, being ridden by you.
A Shienaran footman stands here.
A Shienaran footman stands here.
A Shienaran lieutenant stands here.

* R HP:Scratched SP:Strong MV:Fresh >
Nobody here by that name.

* R HP:Scratched SP:Strong MV:Fresh >
where
Players in your Zone
--------------------
Divina - Beneath a Cliff's Ledge
You sense shadowspawn nearby.

* R HP:Scratched SP:Strong MV:Fresh >
w
2
chann 'hammer of air' dark
A Shienaran footman stops using a torch.
A Winding Road
[ obvious exits: E S W ]
(wotmudmapper): (error): Multiple matches found.
A gray palfrey prances skittishly nearby, being ridden by you.

* R HP:Scratched SP:Strong MV:Fresh >
Nobody here by that name.

* R HP:Scratched SP:Strong MV:Fresh >
w
A Winding Road
[ obvious exits: E S W ]
(wotmudmapper): (error): Multiple matches found.
A gray palfrey prances skittishly nearby, being ridden by you.

* R HP:Scratched SP:Strong MV:Fresh >
w
A Winding Road
[ obvious exits: N E S W ]
(wotmudmapper): (error): Multiple matches found.
A gray palfrey prances skittishly nearby, being ridden by you.

where
* R HP:Scratched SP:Strong MV:Fresh >
Players in your Zone
--------------------
Divina - A Winding Road
You sense shadowspawn nearby.

* R HP:Scratched SP:Strong MV:Fresh >
e
e
A Winding Road
[ obvious exits: E S W ]
(wotmudmapper): (error): Caution. Direction e leads to an unknown room.
(wotmudmapper): (error): Caution. Direction s leads to an unknown room.
Zone: Parched Ground
A gray palfrey prances skittishly nearby, being ridden by you.

* R HP:Scratched SP:Strong MV:Fresh >
A Winding Road
[ obvious exits: E S W ]
Zone: Parched Ground
A gray palfrey prances skittishly nearby, being ridden by you.

* R HP:Scratched SP:Strong MV:Fresh >
Beneath a Cliff's Ledge
[ obvious exits: S W ]
Zone: Parched Ground
A soft leather pouch has been discarded here. [2]
A gory tuft of flesh lies abandoned on the ground.
A gray palfrey prances skittishly nearby, being ridden by you.
A Shienaran footman stands here.
A Shienaran footman stands here.
A Shienaran lieutenant stands here.

* R HP:Scratched SP:Strong MV:Fresh >
where
Players in your Zone
--------------------
Divina - Beneath a Cliff's Ledge
You sense shadowspawn nearby.

* R HP:Scratched SP:Strong MV:Fresh >
s
A Winding Road
[ obvious exits: N E S W ]
(wotmudmapper): (error): Caution. Direction n leads to an unknown room.
Zone: Parched Ground
A gray palfrey prances skittishly nearby, being ridden by you.

* R HP:Scratched SP:Strong MV:Fresh >
e
s
Before a Split in the Road
[ obvious exits: E S W ]
Zone: Parched Ground
A gray palfrey prances skittishly nearby, being ridden by you.

* R HP:Scratched SP:Strong MV:Fresh >
A Winding Road
[ obvious exits: N S W ]
Zone: Parched Ground
A gray palfrey prances skittishly nearby, being ridden by you.

* R HP:Scratched SP:Strong MV:Fresh >
n
Before a Split in the Road
[ obvious exits: E S W ]
Zone: Parched Ground
A gray palfrey prances skittishly nearby, being ridden by you.

* R HP:Scratched SP:Strong MV:Fresh >
s
s
A Winding Road
[ obvious exits: N S W ]
(wotmudmapper): (error): Caution. Direction n leads to an unknown room.
(wotmudmapper): (error): Caution. Direction s leads to an unknown room.
Zone: Parched Ground
A gray palfrey prances skittishly nearby, being ridden by you.

* R HP:Scratched SP:Strong MV:Fresh >
The Dusty Road
[ obvious exits: N W ]
(wotmudmapper): (error): Multiple matches found.
A gray palfrey prances skittishly nearby, being ridden by you.

* R HP:Scratched SP:Strong MV:Fresh >
no
[notice ]
You start paying increased attention to your surroundings.

* R HP:Scratched SP:Strong MV:Fresh >

*Grut* has arrived from the west.

no
* R HP:Scratched SP:Strong MV:Fresh >
[notice ]
You stop paying increased attention to your surroundings.

* R HP:Scratched SP:Strong MV:Fresh >

*Grut* leaves north.

* R HP:Scratched SP:Strong MV:Fresh >
*Grut* has arrived from the north.

* R HP:Scratched SP:Strong MV:Fresh >

*Grut* tries to hack you, but you deflect the blow.

emb
2
chann 'hammer of air' dark
* R HP:Scratched SP:Strong MV:Fresh - Grut: Scratched >
You are already in touch with saidar, can't you feel it?

* R HP:Scratched SP:Strong MV:Fresh - Grut: Scratched >
You strike *Grut*'s left leg.
You begin to weave the appropriate flows...


-=
+*
*+
The master of scouts narrates 'Grut was spotted Rugged Terrain'

=
Ok.
You mold flows of Air into a tight stream, and smite *Grut*.

* R HP:Scratched SP:Strong MV:Fresh - Grut: Scratched >
You dodge a bash from *Grut* who loses his balance and falls!

* R HP:Scratched SP:Strong MV:Fresh - Grut: Scratched >

You strike *Grut*'s head.

* R HP:Scratched SP:Strong MV:Fresh - Grut: Hurt >
sp
[chann 'ice spikes']
You begin to weave the appropriate flows...


-=
+*
*+
=-
-
=+
Ok.
Spikes of solid ice form in your hands, which you launch at *Grut*.

* R HP:Scratched SP:Strong MV:Fresh - Grut: Wounded >

You dodge a bash from *Grut* who loses his balance and falls!

* R HP:Scratched SP:Strong MV:Fresh - Grut: Wounded >

You barely strike *Grut*'s right hand.

* R HP:Scratched SP:Strong MV:Fresh - Grut: Wounded >
2
chann 'hammer of air' dark
You begin to weave the appropriate flows...


-=
+
*Grut* bursts into tears.

*
*Grut* tries to hack you, but you parry successfully.
*Grut* panics, and attempts to flee!


*Grut* leaves west.

*
+=
Your target is no longer here!

* R HP:Scratched SP:Strong MV:Fresh >
s
Alas, you cannot go that way...

* R HP:Scratched SP:Strong MV:Fresh >
look
The Dusty Road
Wind devils blow across the road, created from northern winds swirling off
a large hill to the north. The ground has seen flooding here, the water
long since evaporated leaving behind cracked mud. An abandoned wagon here,
half sunk in the mud rests unused with a broken axle. Any valuable wood has
been stripped from the now hollow shell.
[ obvious exits: N W ]
Zone: Parched Ground
A gray palfrey prances skittishly nearby, being ridden by you.

* R HP:Scratched SP:Strong MV:Fresh >
w
The Dusty Road
[ obvious exits: N E S W ]
(wotmudmapper): (error): Multiple matches found.
A gray palfrey prances skittishly nearby, being ridden by you.

* R HP:Scratched SP:Strong MV:Fresh >
w
In a Depression
[ obvious exits: N E ]
Zone: Parched Ground
A gray palfrey prances skittishly nearby, being ridden by you.

* R HP:Scratched SP:Strong MV:Fresh >
n
Shadowing a Road
[ obvious exits: N E S ]
Zone: Parched Ground
A gray palfrey prances skittishly nearby, being ridden by you.

* R HP:Scratched SP:Strong MV:Fresh >
n
A Winding Road
[ obvious exits: N E S W ]
(wotmudmapper): (error): Multiple matches found.
A gray palfrey prances skittishly nearby, being ridden by you.

* R HP:Scratched SP:Strong MV:Fresh >
rel
w
Ok.

m
* R HP:Scratched SP:Strong MV:Fresh >
An Oasis
[ obvious exits: N E W ]
Zone: Parched Ground
A green-leafed herb grows here.
A shallow pool of water has collected on the ground.
A remnant of the Age of Legends juts from the soil.
A gray palfrey prances skittishly nearby, being ridden by you.
*Grut* is resting here.
A ter'angreal stands here, humming quietly.

* R HP:Scratched SP:Strong MV:Fresh > [k h.dark]
You strike *Grut*'s left hand hard.

* R HP:Scratched SP:Strong MV:Fresh - Grut: Wounded >

*Grut* tries to hack you, but you deflect the blow.
You strike *Grut*'s body.

* R HP:Scratched SP:Strong MV:Fresh - Grut: Wounded >

You strike *Grut*'s body.

* R HP:Scratched SP:Strong MV:Fresh - Grut: Wounded >

*Grut* sends you sprawling with a powerful bash!

* R HP:Scratched SP:Strong MV:Fresh - Grut: Wounded >

*Grut* howls triumphantly.

* R HP:Scratched SP:Strong MV:Fresh - Grut: Wounded >

*Grut* howls triumphantly.

* R HP:Scratched SP:Strong MV:Fresh - Grut: Wounded >

*Grut* hacks your body into bloody fragments!

* R HP:Hurt SP:Strong MV:Fresh - Grut: Wounded >
nar on anreal
pout

*Grut* hacks your body into bloody fragments!

* R HP:Wounded SP:Strong MV:Fresh - Grut: Wounded >
You narrate 'on anreal'

* R HP:Wounded SP:Strong MV:Fresh - Grut: Wounded >
Ah, don't take it so hard.

* R HP:Wounded SP:Strong MV:Fresh - Grut: Wounded >
scold grut

You strike *Grut*'s left arm.

* R HP:Wounded SP:Strong MV:Fresh - Grut: Wounded >
You scold *Grut*.

* R HP:Wounded SP:Strong MV:Fresh - Grut: Wounded >
f

You dodge a bash from *Grut* who loses his balance and falls!

* R HP:Wounded SP:Strong MV:Fresh - Grut: Wounded >
You panic and attempt to flee!


You flee head over heels.
A Winding Road
[ obvious exits: N E S W ]
Zone: Parched Ground
A gray palfrey prances skittishly nearby, being ridden by you.

* R HP:Wounded SP:Strong MV:Fresh >
emb

The sky starts to get cloudy.

* R HP:Wounded SP:Strong MV:Fresh >
You feel the flows of saidar coursing through your body.

* R HP:Wounded SP:Strong MV:Fresh >

*Grut* has arrived from the west.

* R HP:Wounded SP:Strong MV:Fresh >
n

*Grut* tries to hack you, but you parry successfully.

* R HP:Wounded SP:Strong MV:Fresh - Grut: Wounded >
2
chann 'hammer of air' dark
No way! You're fighting for your life!

* R HP:Wounded SP:Strong MV:Fresh - Grut: Wounded >
You begin to weave the appropriate flows...


-=
+*
*+
=
Ok.
You mold flows of Air into a tight stream, and smite *Grut*.

* R HP:Wounded SP:Strong MV:Fresh - Grut: Wounded >
*Grut* sends you sprawling with a powerful bash!

* R HP:Wounded SP:Strong MV:Fresh - Grut: Wounded >

*Grut* hacks your left arm into bloody fragments!

* R HP:Wounded SP:Strong MV:Fresh - Grut: Wounded >
pout

*Grut* looks at you.

* R HP:Wounded SP:Strong MV:Fresh - Grut: Wounded >

*Grut* hacks your body into bloody fragments!

* R HP:Battered SP:Strong MV:Fresh - Grut: Wounded >
3
chann 'fireball' dark
Ah, don't take it so hard.

* R HP:Battered SP:Strong MV:Fresh - Grut: Wounded >
You begin to weave the appropriate flows...


-=
+*
*+
=-
-
*Grut* sends you sprawling with a powerful bash!
Ouch! You couldn't maintain the flows.

* R HP:Battered SP:Strong MV:Fresh - Grut: Wounded >
*Grut* hacks your body extremely hard.

* R HP:Battered SP:Strong MV:Fresh - Grut: Wounded >

*Grut* howls triumphantly.

f
* R HP:Battered SP:Strong MV:Fresh - Grut: Wounded >

*Grut* hacks your left leg into bloody fragments!

* R HP:Beaten SP:Strong MV:Fresh - Grut: Wounded >
f
You barely strike *Grut*'s body.
You panic and attempt to flee!

You flee head over heels.
An Oasis
[ obvious exits: N E W ]
Zone: Parched Ground
A green-leafed herb grows here.
A shallow pool of water has collected on the ground.
A remnant of the Age of Legends juts from the soil.
A gray palfrey prances skittishly nearby, being ridden by you.
A ter'angreal stands here, humming quietly.
A Shallow Ravine
[ obvious exits: N E ]
(wotmudmapper): (error): Multiple matches found.
A gray palfrey prances skittishly nearby, being ridden by you.
A Shienaran scout watches the horizon.

* R HP:Beaten SP:Strong MV:Fresh >
n
n
A Winding Road
[ obvious exits: N E S W ]
(wotmudmapper): (error): Multiple matches found.
A gray palfrey prances skittishly nearby, being ridden by you.

* R HP:Beaten SP:Strong MV:Fresh >
Before a Cliff's Wall
[ obvious exits: N S W ]
(wotmudmapper): (error): Caution. Direction s leads to an unknown room.
(wotmudmapper): (error): Caution. Direction w leads to an unknown room.
Zone: Parched Ground
A gray palfrey prances skittishly nearby, being ridden by you.

* R HP:Beaten SP:Strong MV:Fresh >
n
n
Before a Cliff's Wall
[ obvious exits: E S W ]
Zone: Parched Ground
A gray palfrey prances skittishly nearby, being ridden by you.

* R HP:Beaten SP:Strong MV:Fresh >
Alas, you cannot go that way...

* R HP:Beaten SP:Strong MV:Fresh >
w
n
A Makeshift Bridge
[ obvious exits: N E S ]
(wotmudmapper): (error): Multiple matches found.
A soft leather pouch has been discarded here. [7]
A gray palfrey prances skittishly nearby, being ridden by you.

n
* R HP:Beaten SP:Strong MV:Fresh >
A Makeshift Bridge
[ obvious exits: N E S ]
(wotmudmapper): (error): Multiple matches found.
A gray palfrey prances skittishly nearby, being ridden by you.

* R HP:Beaten SP:Strong MV:Fresh >
A Road by the Ravine
[ obvious exits: E S ]
Zone: Parched Ground
A gray palfrey prances skittishly nearby, being ridden by you.
An ancient, gnarled tree looms over you.
An ancient, gnarled tree looms over you.

* R HP:Beaten SP:Strong MV:Fresh >

Eldrenia narrates 'Sister, I am giving Vianca a lesson on what it is to be Yellow. We will not be
north to assist for some time.'

* R HP:Beaten SP:Strong MV:Fresh >
e

*Grut* has arrived from the south.

* R HP:Beaten SP:Strong MV:Fresh > A Winding Road
[ obvious exits: N S W ]
(wotmudmapper): (error): Multiple matches found.
A gray palfrey prances skittishly nearby, being ridden by you.

* R HP:Beaten SP:Strong MV:Fresh >
s
w

*Grut* has arrived from the west.

* R HP:Beaten SP:Strong MV:Fresh >
s
Before a Cliff's Wall
[ obvious exits: N W ]
Zone: Parched Ground
A soft leather pouch has been discarded here. [4]
A gray palfrey prances skittishly nearby, being ridden by you.

s
* R HP:Beaten SP:Strong MV:Fresh > A Makeshift Bridge
[ obvious exits: N E S ]
Zone: Parched Ground
A gray palfrey prances skittishly nearby, being ridden by you.

* R HP:Beaten SP:Strong MV:Fresh >
A Makeshift Bridge
[ obvious exits: N E S ]
(wotmudmapper): (error): Multiple matches found.
A soft leather pouch has been discarded here. [7]
A gray palfrey prances skittishly nearby, being ridden by you.

* R HP:Beaten SP:Strong MV:Fresh >
A Road by the Ravine
[ obvious exits: N E S ]
(wotmudmapper): (error): Caution. Direction n leads to an unknown room.
Zone: Parched Ground
A gray palfrey prances skittishly nearby, being ridden by you.

s
* R HP:Beaten SP:Strong MV:Fresh >
e
e
A Road by the Ravine
[ obvious exits: N E ]
Zone: Parched Ground
A gray palfrey prances skittishly nearby, being ridden by you.

* R HP:Beaten SP:Strong MV:Fresh >
A Winding Road
[ obvious exits: N E S W ]
(wotmudmapper): (error): Multiple matches found.
A gray palfrey prances skittishly nearby, being ridden by you.

* R HP:Beaten SP:Strong MV:Fresh > A Winding Road
[ obvious exits: E S W ]
(wotmudmapper): (error): Multiple matches found.
A gray palfrey prances skittishly nearby, being ridden by you.

* R HP:Beaten SP:Strong MV:Fresh >
e
e
e
A Winding Road
[ obvious exits: E S W ]
(wotmudmapper): (error): Multiple matches found.
A gray palfrey prances skittishly nearby, being ridden by you.

* R HP:Beaten SP:Strong MV:Fresh >
Beneath a Cliff's Ledge
[ obvious exits: S W ]
Zone: Parched Ground
A soft leather pouch has been discarded here. [2]
A gory tuft of flesh lies abandoned on the ground.
A gray palfrey prances skittishly nearby, being ridden by you.
A Shienaran footman stands here.
A Shienaran footman stands here.
A Shienaran lieutenant stands here.

* R HP:Beaten SP:Strong MV:Fresh > Alas, you cannot go that way...

* R HP:Beaten SP:Strong MV:Fresh >
cmw
[change mood wimpy]
Mood changed to: Wimpy

* R HP:Beaten SP:Strong MV:Fresh >

*Grut* has arrived from the west.

m
* R HP:Beaten SP:Strong MV:Fresh >
A Shienaran footman stops using a torch.
A Shienaran footman barely tickles Grut's body with his slash.
A Shienaran footman joins a Shienaran footman's fight!
A Shienaran lieutenant joins a Shienaran footman's fight!
[k h.dark]
You strike *Grut*'s head.

* R HP:Beaten SP:Strong MV:Fresh - a Shienaran footman: Scratched - Grut: Wounded >
2
chann 'hammer of air' dark
You begin to weave the appropriate flows...


-
*Grut* panics, and attempts to flee!

=
A Shienaran lieutenant barely slashes Grut's body.
A Shienaran footman tickles Grut's right arm with his slash.
A Shienaran footman tickles Grut's body with his slash.

+
*
*+
=
Ok.
You mold flows of Air into a massive blast that buffets *Grut*!

* R HP:Beaten SP:Strong MV:Fresh - a Shienaran footman: Scratched - Grut: Wounded >

*Grut* panics, and attempts to flee!

* R HP:Beaten SP:Strong MV:Fresh - a Shienaran footman: Scratched - Grut: Wounded >

*Grut* leaves west.

* R HP:Beaten SP:Strong MV:Fresh >
3
chann 'fireball' dark
Nobody here by that name.

* R HP:Beaten SP:Strong MV:Fresh >
m
[k h.dark]
They aren't here.

s
* R HP:Beaten SP:Strong MV:Fresh >
A Winding Road
[ obvious exits: N E S W ]
Zone: Parched Ground
A gray palfrey prances skittishly nearby, being ridden by you.

* R HP:Beaten SP:Strong MV:Fresh >
n
3
chann 'fireball' dark
Beneath a Cliff's Ledge
[ obvious exits: S W ]
Zone: Parched Ground
A soft leather pouch has been discarded here. [2]
A gory tuft of flesh lies abandoned on the ground.
A gray palfrey prances skittishly nearby, being ridden by you.
A Shienaran footman stands here.
A Shienaran footman stands here.
A Shienaran lieutenant stands here.
*Grut* has arrived from the west.

* R HP:Beaten SP:Strong MV:Fresh >

*Grut* tries to hack you, but you deflect the blow.

* R HP:Beaten SP:Strong MV:Fresh - Grut: Wounded > You begin to weave the
appropriate flows...


-=
+*
*+
=-
-
=
*Grut* tries to hack you, but you parry successfully.
A Shienaran footman stops using a torch.
A Shienaran footman barely tickles Grut's right leg with his slash.
A Shienaran footman joins a Shienaran footman's fight!
A Shienaran lieutenant joins a Shienaran footman's fight!
You dodge a bash from *Grut* who loses his balance and falls!

+
Ok.
Fire coalesces in your hands, but fizzles a bit as you launch it at *Grut*.

* R HP:Beaten SP:Strong MV:Fresh - Grut: Battered >
3
chann 'fireball' dark
You begin to weave the appropriate flows...


-=
+*
A Shienaran lieutenant barely slashes Grut's right hand.
A Shienaran footman barely tickles Grut's body with his slash.
A Shienaran footman barely tickles Grut's left arm with his slash.
*Grut* tries to hack you, but you deflect the blow.


*Grut* panics, and attempts to flee!

*
+=
-
*Grut* leaves west.


-=
+
Your target is no longer here!

* R HP:Beaten SP:Strong MV:Fresh >

It starts to rain.

* R HP:Battered SP:Strong MV:Fresh >
w
2
chann 'hammer of air' dark
A Winding Road
[ obvious exits: E S W ]
Zone: Parched Ground
A gray palfrey prances skittishly nearby, being ridden by you.
*Grut* is standing here.

* R HP:Battered SP:Strong MV:Fresh >
You begin to weave the appropriate flows...


-=
*Grut* gets a cup of thready brown tea from a backpack.

+
*Grut* leaves south.

*
*+
=
Your target is no longer here!

* R HP:Battered SP:Strong MV:Fresh >
e

*Grut* has arrived from the south.

* R HP:Battered SP:Strong MV:Fresh >

*Grut* tries to hack you, but you deflect the blow.

* R HP:Battered SP:Strong MV:Fresh - Grut: Battered > No way! You're fighting for your life!

* R HP:Battered SP:Strong MV:Fresh - Grut: Battered >

You strike *Grut*'s left leg.

* R HP:Battered SP:Strong MV:Fresh - Grut: Battered >
f
You panic and attempt to flee!


You flee head over heels.
Beneath a Cliff's Ledge
[ obvious exits: S W ]
Zone: Parched Ground
A soft leather pouch has been discarded here. [2]
A gory tuft of flesh lies abandoned on the ground.
A gray palfrey prances skittishly nearby, being ridden by you.
A Shienaran footman stands here.
A Shienaran footman stands here.
A Shienaran lieutenant stands here.

* R HP:Battered SP:Strong MV:Fresh >

*Grut* has arrived from the west.

w
* R HP:Battered SP:Strong MV:Fresh >

*Grut* hacks your body extremely hard.

3
chann 'fireball' dark
* R HP:Beaten SP:Strong MV:Fresh - Grut: Battered > No way! You're fighting for your life!

* R HP:Beaten SP:Strong MV:Fresh - Grut: Battered >
You begin to weave the appropriate flows...


A Shienaran footman barely tickles Grut's body with his slash.
A Shienaran footman joins a Shienaran footman's fight!
A Shienaran lieutenant joins a Shienaran footman's fight!

-
=+
*
*+
=
A Shienaran lieutenant slashes Grut's body.
A Shienaran footman barely tickles Grut's body with his slash.
A Shienaran footman tickles Grut's head with his slash.

-

*Grut* sends you sprawling with a powerful bash!
Ouch! You couldn't maintain the flows.

* R HP:Beaten SP:Strong MV:Fresh - Grut: Battered >

A Shienaran lieutenant tickles Grut's body with his slash.
A Shienaran footman barely tickles Grut's body with his slash.
A Shienaran footman tickles Grut's body with his slash.
*Grut* hacks your left hand into bloody fragments!
You wish that your wounds would stop BLEEDING so much!


* R HP:Critical SP:Strong MV:Fresh - Grut: Battered >
f

A Shienaran lieutenant slashes Grut's body.
A Shienaran footman barely tickles Grut's body with his slash.
A Shienaran footman barely tickles Grut's body with his slash.
*someone* hacks your left arm into bloody fragments!
You are mortally wounded, and will die soon, if not aided.

HP:Incapacitated SP:Strong MV:Fresh >
You're in pretty bad shape, unable to do anything!

HP:Incapacitated SP:Strong MV:Fresh >

You are dead! Sorry...
You feel the Weave of the Wheel loosen from you.
Circle of Light
[ obvious exits: D ]
Zone: Circles of Light/Darkness/Ravens
The waters of a blue-veined marble fountain pour forth here.
A stout wooden barrel stands nearby.
A kind-faced figure stands here.



Note - After I retrieved most of my eq from corpse, found that I had full horse eq in pouch so yes obviously that doesnt help.

Lisette
Posts: 88
Joined: Sat Oct 03, 2015 3:19 pm

Re: Advice Please

Post by Lisette » Mon Aug 28, 2023 5:37 am

In general, don't waste commands that cost you getting to a weave timer before the bash comes. You pouted at one point:
* R HP:Wounded SP:Strong MV:Fresh - Grut: Wounded >
*Grut* sends you sprawling with a powerful bash!

* R HP:Wounded SP:Strong MV:Fresh - Grut: Wounded >

*Grut* hacks your left arm into bloody fragments!

* R HP:Wounded SP:Strong MV:Fresh - Grut: Wounded >
pout

*Grut* looks at you.

* R HP:Wounded SP:Strong MV:Fresh - Grut: Wounded >

*Grut* hacks your body into bloody fragments!

* R HP:Battered SP:Strong MV:Fresh - Grut: Wounded >
3
chann 'fireball' dark
Ah, don't take it so hard.

* R HP:Battered SP:Strong MV:Fresh - Grut: Wounded >
You begin to weave the appropriate flows...


-=
+*
*+
=-
-
*Grut* sends you sprawling with a powerful bash!
Ouch! You couldn't maintain the flows.

* R HP:Battered SP:Strong MV:Fresh - Grut: Wounded >
*Grut* hacks your body extremely hard.

* R HP:Battered SP:Strong MV:Fresh - Grut: Wounded >

*Grut* howls triumphantly.

f
* R HP:Battered SP:Strong MV:Fresh - Grut: Wounded >

*Grut* hacks your left leg into bloody fragments!

* R HP:Beaten SP:Strong MV:Fresh - Grut: Wounded >
And then here at then end had a stacked west command that failed and delayed your timer, where you probably should have fled and re-entered:
Beneath a Cliff's Ledge
[ obvious exits: S W ]
Zone: Parched Ground
A soft leather pouch has been discarded here. [2]
A gory tuft of flesh lies abandoned on the ground.
A gray palfrey prances skittishly nearby, being ridden by you.
A Shienaran footman stands here.
A Shienaran footman stands here.
A Shienaran lieutenant stands here.

* R HP:Battered SP:Strong MV:Fresh >

*Grut* has arrived from the west.

w
* R HP:Battered SP:Strong MV:Fresh >

*Grut* hacks your body extremely hard.

3
chann 'fireball' dark
* R HP:Beaten SP:Strong MV:Fresh - Grut: Battered > No way! You're fighting for your life!

* R HP:Beaten SP:Strong MV:Fresh - Grut: Battered >
You begin to weave the appropriate flows...


A Shienaran footman barely tickles Grut's body with his slash.
A Shienaran footman joins a Shienaran footman's fight!
A Shienaran lieutenant joins a Shienaran footman's fight!

-
=+
*
*+
=
A Shienaran lieutenant slashes Grut's body.
A Shienaran footman barely tickles Grut's body with his slash.
A Shienaran footman tickles Grut's head with his slash.

-

*Grut* sends you sprawling with a powerful bash!
Ouch! You couldn't maintain the flows.

* R HP:Beaten SP:Strong MV:Fresh - Grut: Battered >
Other than that, get more comfortable with autowimpy, to save you in situations like the last bash. Play around with moving around your autowimpy as your HPs dictate, so you don't flee out of a weave attempt for a failed bash, but will still flee if the bash lands.

iria
Posts: 504
Joined: Mon Aug 24, 2015 5:35 pm

Re: Advice Please

Post by iria » Mon Aug 28, 2023 6:49 am

Important to also keep an eye on weather. Your fireball(s) were fizzling, so if you see it raining I would take the time to change the weather. If you're just fighting a lone trolloc I would not bother with hammer of air, but just use your long weaves, until the trolloc gets low or is running. As Lis noted, don't waste commands as you lose an important pulse and don't get your weaves off. And most of all if you're in dodge you really have to play with autowimpy on, without it dodge is unplayable.

Naerin
Posts: 310
Joined: Sat May 23, 2015 12:29 pm

Re: Advice Please

Post by Naerin » Mon Aug 28, 2023 7:30 am

Lisette and Iria's advice is spot on. If this fight had involved two trolls you'd probably be out of sps from using HoA so much when you didn't need to. My other question - what DB/kit were you running? While he could have been zerk at the nochan, he landed a lot more bashes (and unbashed hits) than I'd expect against a ~140ish DB kit.

Prykor
Posts: 184
Joined: Thu Jan 06, 2022 8:56 pm

Re: Advice Please

Post by Prykor » Mon Aug 28, 2023 12:18 pm

One key item: you need to very observant with the set ups of your opponents while in dodge. The craft rare abs weapons, especially the gold hooked swords, can bash anything very reliably. They also have quite good OB, so your chances of parrying while sitting are very low.

The main improvement that I can see is the general dodge shenanigans that can be done.

spam for them, and when they walk into your room, you hit them and then flee. Or, when using mobs, flee off when they assist, and then come back in and whack them (even if you get bashed, when they flee off, the bash stun wears off immediately). There's nothing wrong with face tanking the opponent at mobs when you have good hp, but once you get low you really gotta start playing the fleebee game and make that FC wilpower work for you.
If you have latency like I do, this can get very hard as it doesn't take much flee lag for the latency + flee lag combinatino to be longer than the bash timer being rolled on you.... but it does take some practice to get good at.

Lastly, weaves. Two parts to this, first is weave selection (others have covered this with plenty of detail), and second is the choice to start weaving.
You can expect that when an abser is hitting you at a patty, he is doing a stacked set of commands to move and bash on the immediate next pulse (e.g. the telnet e;bash light). When he walks in, you melee him (and then do a few "you are already fighting him" due to overspam).... you have a choice: you can either melee him for the round and maintain all of your DB and doing a bit of damage (unless you are using a yew tickle stick), or start weaving (lowering your pb and db) to punish heavily a missed bash while making it easier for them to bash you. That needs to be a willful choice, and balanced accordingly with the situation.

Note that the two things go together quite well -- if he hits you at mobs, flee off (if you have the timing and low latency, wait until mobs aggro), come back (if mobs didn't aggro, move a few rooms away and then go back -- worst thing you can do is flee off, come back, and then eat a bash and get whacked because mobs didn't join the fight) and then start the weave. If he bashes you..he still needs to flee off (ending the bash) and come back to try again until you have enough flee lag that he can land the bash. If he misses....he eats a weave on top of the patty smacking him.

Eol
Posts: 704
Joined: Mon Aug 31, 2015 10:34 pm

Re: Advice Please

Post by Eol » Mon Aug 28, 2023 12:56 pm

I wrote this this morning but never hit post and then everyone already said it above.

1. You never looked at Grut to see what he was wearing / using. I've mentioned this before - whenever Jestin was being chased around a city he always looked at everyone to assess who was a threat and who wasn't.
2. You never checked the weather in the log.
3. Historic players were compulsive checkers of stats. The other day this habit allowed me to catch myself not wielding my sword after I scalped someone. This might have caught your decreased defense.
4. Sometimes you have to dismount to increase dodge bonus - since channelers tend to have low ride the benefit from this can be substantial.
5. Good habits can protect against unforseen consequences. I would tell you - never put horse equipment in a container again. Its either on a horse or its in your inventory (so it can be dropped if you realize you're in trouble).
6. Channelers win against absers by:
(a) exploiting the uncertainty of bashing and hitting an opponent verse the "certainty" of weaves going
(b) exploiting the comparatively similar timer (previously identical) length
(c) and by finding moments to start your timer ahead of their timer.
7. They also win by exploiting how poorly trolls develop fleelag.
8. The pacing on playing a channeler has changed because of the increased timer length.
9. What all this comes down to is - your weave always start first and if it doesn't - you are fleeing out of the room and using your superior wil.
10. Good findings to see as a channeler - your spell is running but the troll is still meleeing.

This portion of the log below has already been called out. Your options at this moment would historically be (a) hit Grut and then flee to piss him off and stick him on the mobs/give him some flee lag OR (b) try and start your weave before he starts bash

What happened though was your worst scenario - he broke your defense/interrupted your weave and now he's massively ahead of you in the timer because he hit (a) kill human (b) bash human the second he came in and your spell is a pulse longer than his (not to mention the wasted command). You need to flee or you need to interrupt your own weave so he isn't bashing you with -10/-10. People mention autowimpy above. Another saving play is putting a flee in before a bash to reduce it to a 1 round bash.

* R HP:Battered SP:Strong MV:Fresh >

*Grut* has arrived from the west.

w
* R HP:Battered SP:Strong MV:Fresh >

*Grut* hacks your body extremely hard.

3
chann 'fireball' dark
* R HP:Beaten SP:Strong MV:Fresh - Grut: Battered > No way! You're fighting for your life!

* R HP:Beaten SP:Strong MV:Fresh - Grut: Battered >
You begin to weave the appropriate flows...


A Shienaran footman barely tickles Grut's body with his slash.
A Shienaran footman joins a Shienaran footman's fight!
A Shienaran lieutenant joins a Shienaran footman's fight!

-
=+
*
*+
=
A Shienaran lieutenant slashes Grut's body.
A Shienaran footman barely tickles Grut's body with his slash.
A Shienaran footman tickles Grut's head with his slash.

-

*Grut* sends you sprawling with a powerful bash!
Ouch! You couldn't maintain the flows.

* R HP:Beaten SP:Strong MV:Fresh - Grut: Battered >

A Shienaran lieutenant tickles Grut's body with his slash.
A Shienaran footman barely tickles Grut's body with his slash.
A Shienaran footman tickles Grut's body with his slash.
*Grut* hacks your left hand into bloody fragments!
You wish that your wounds would stop BLEEDING so much!


* R HP:Critical SP:Strong MV:Fresh - Grut: Battered >
f

A Shienaran lieutenant slashes Grut's body.
A Shienaran footman barely tickles Grut's body with his slash.
A Shienaran footman barely tickles Grut's body with his slash.
*someone* hacks your left arm into bloody fragments!
You are mortally wounded, and will die soon, if not aided.

HP:Incapacitated SP:Strong MV:Fresh >
You're in pretty bad shape, unable to do anything!

HP:Incapacitated SP:Strong MV:Fresh >

You are dead! Sorry...
You feel the Weave of the Wheel loosen from you.
Circle of Light
[ obvious exits: D ]
Zone: Circles of Light/Darkness/Ravens
The waters of a blue-veined marble fountain pour forth here.
A stout wooden barrel stands nearby.
A kind-faced figure stands here.

Evangaline
Posts: 338
Joined: Fri May 08, 2020 8:57 pm

Re: Advice Please

Post by Evangaline » Mon Aug 28, 2023 9:05 pm

A lot of it is covered but will chip in my two cents:

- Use a short weave other than HOA unless you're at an air-only room. It's higher SP cost and lower damage. Flame strike is your best bet.
- When you were low and on the defensive, consider dismounting. You're being chased and not chasing so you can generally afford to dism (especially 1v1 where your horse isn't going to get killed) and you're not far from FD even if you did have to run in on foot.
- When you're getting low consider laying off the long weaves and go for short weaves you can land before his bash lands, so you don't have the -10 db/pb as Eol mentioned. If he misses a bash you can punish with a long weave. Lower/reliable damage is better than eating a bash if you can't afford to eat the damage.

Lots of other good advice here I won't repeat. Keep it up - it takes practice to get into the habit where it starts to become second nature. I am usually pretty rusty even after fairly short breaks, and it takes a few sessions to get back into it.

Draz
Posts: 576
Joined: Sun Feb 19, 2017 9:14 pm

Re: Advice Please

Post by Draz » Tue Aug 29, 2023 4:53 am

All good advice

Re autowimpy advice: recommend really playing around with it and hammering it in; I never want to reenter on an auto wimpy flee to a group (auto wimpy flee plus stacked flee or direction), and depending on your playstyle figure out if you're more confident having it set to highest possible hp or just under. People with good links seem to do very well set to highest possible; I can't do it.

Recommend to turn brief off or update your mapper; adael updated the mudlet mapper to automatically parse (like brief) with out having brief turned on

My expectation here was the critical information was that it was Grut and Rhahr, expected you to die fast and horribly, and it didn't happen

Vs an abser cannot understate the value of being able to flee reenter /after/ mobs have engaged or assisted. (Side note if that abser has target switch look out).

I have always been a fan of being sneaky with wvd if I get a couple seconds to myself and am a bash from dead; it's a delicate balance because if you are a long + short weave from dead and your opponent wvds that's the time to not gift them a free kill imo - so sneaky wvd coupled with aggressive find and attack they either lose the chance to bash before long weave by checking look, flee and build fleelag, or risk it knowing you were a bash from dead..

Draz
Posts: 576
Joined: Sun Feb 19, 2017 9:14 pm

Re: Advice Please

Post by Draz » Tue Aug 29, 2023 4:58 am

If you have a /good/ link and response time it's entirely possible to engage, short weave, and flee (and flee again if you fail the flee), before a bash lands

Also little things like having strength, a honed weapon etc. I think make drastic differences

Divina
Posts: 324
Joined: Sun Mar 22, 2015 2:27 am

Re: Advice Please

Post by Divina » Wed Aug 30, 2023 3:55 am

Thanks for the advice. Certainly a few things there I need to look at differently.

It was like 125db to be honest, so not really sure how I dodged the bashes that I did.

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