How do fellowship maneuvers work
Other than that they are great and add a whole new tactical ability to a well polished group. Apr 10 , PM 6. Originally Posted by johris. Isn't the wheel pictured the Hunter's wheel from this thread? Apr 10 , PM 7. Join Date Mar Posts 3. Re: Game Systems Feedback: Fellowship Maneuvers I notice that tripping and stunning the creature is what causes alot of the Maneuvers to start or have a chance to start.
Is this the true when a special effect from a weapon 'Proc'? Hence would give a lean towards duel weilding maces. And as a side note, the last time me and my friend had one come up, we both tried press the buttons. But nothing lit or or gave us any way of knowing that we had clicked on anything correctly. I personally would also like to have the time that the wheel stays up to be a little bit longer.
I know having a Burglar would aleviate this a bit, but lets give those that don't have one in their group still a good chance to complete these. Apr 10 , PM 8. Join Date Jan Posts However I have to agree with above poster that the term Conjunction sounds cleaner, and at this point I imaging will stick with the Beta folks and only bring confusion with newer folks when the games goes live.
Apr 10 , PM 9. Join Date Feb Posts 1, Conjunction means nothing to me, while Fellowship Maneuver sounds better. My first read of the overview left me confuzzled though.
It seems rather complicated. When you use "Conjunction", I think of this:. Apr 10 , PM I've only seen it three times, have no idea how to start one, and once the dialog appears, have no idea what I'm supposed to do with it. It disappears before I even get a tooltip showing me how to use it. I guess I should download the manual and read about how they work.
But just from in-game usage, it's not clear what I'm even supposed to do. Apparently I'm supposed to click one of the four buttons, but don't know what each of them does. Join Date Jan Posts 1, In general, the first two colors in a straight should correspond to the effects that are most strongly desired, and will always include one form of damage and one form of recovery.
Two Pair is when your fellowship selects two matching colours, followed by another pair of a different color. Reversing the order of the pairs produces the same result. Any pairing of colors will result in a successful manoeuvre. Executing a Two Pair is only possible with exactly 4 people. A successful Two Pair is almost as powerful as two 4-fellow Flushes combined! All five-person manoeuvres are either straights or a Full House.
A full house consists of three of one color and a pair of another color. A Full House is possible with 5 or 6 players. Uniques only exist for full fellowships six members , and must be entered exactly as written. It is worth noting that both of these FMs sandwich damage between a type of recovery, and that neither FM contains a straight. These moves do follow a specific pattern, however, which can be helpful to remember: When performing BRYYRB, start on B, make one full turn clockwise skipping G , and then return counterclockwise skipping G again.
When performing GYRRYG, the pattern is the same, but starts on a different color: start on G, make one full turn clockwise skipping B , then return counterclockwise skipping B again. Fellowship Manoeuvres, when used successfully and intelligently, make an enormous difference in combat.
This is particularly true in full parties of six. Unfortunately, organizing a party of six can be difficult, particularly when members are "pick-ups" who are not experienced with working together. In order to have the highest rate of success possible for Fellowship Maneuvers, there are several tips and concepts to keep in mind:.
When adventuring with a full fellowship 6 people , the following combinations are among the easiest to execute with all six party members, and therefore the most popular, particularly in lower-level instances. Before battle, determine who will have the role of entering the last color in the sequence, which is commonly referred to as the "kicker.
When trying to successfully execute Fellowship Manoeuvres, there are basic guidelines that, when followed, can greatly improve the rate of success. Stay close! Unless you are a ranged attacker Hunter, Loremaster, Minstrel or Runekeeper , do not stray from the center of battle. Be mindful of stuns!
Fellowship Manoeuvres require that the target be stunned or knocked down. If a monster has recently been stunned or knocked down, it will be granted temporary "Stun Immunity," during which time it cannot be stunned or knocked down again.
For this reason, skills that stun the opponent or otherwise trigger Stun Immunity should not be used on the fellowship's primary target s , for a poorly-timed stun will cause any Fellowship Manoeuvre attempts to fail.
Finish or cancel your current action immediately. Your contribution to the Fellowship Manoeuvre must be queued up just like any other skill; you cannot make a contribution while you are performing another move. In the case of skills with long induction times, it is sometimes necessary to cancel the move default key is Esc so that a contribution can be made to the Fellowship Manoeuvre immediately.
This is especially important to remember if you have been assigned an early position in the sequence. Do consider using hotkeys. Every second counts when attempting a Fellowship Manoeuvre, so consider binding a key to the assist button eg Caps Lock. My first character is a burglar, now lvl Amazing how few players of that level know what a FM is. And IF they do, they haven't seen anything beyond the red button. But a burglar's best virtue is patience, so every time I'm in a fellowship I try to talk tactics.
And yes, that has given an occasional success. Skip to content. Fellowship Combos Fellowship Combos. One Response to Fellowship Combos Merlynson says:. August 29, at am. Search for:. Avatars by Sterling Adventures. Killer Sudoku. Ent's Strength Red Ent's Strength is a simple, powerful melee attack.
Spider's Guile Yellow Spider's Guile is a combination of a melee attack and a powerful damage over time effect. Eagle's Cry Green Eagle's Cry starts off as a simple self-morale heal. Stallion's Spirit Blue Stallion's Spirit starts off as a simple, self-power heal. Members of a fellowship can simply pick a color when a Fellowship Maneuver is triggered and enjoy the fun of seeing what effect results, but planning and coordination of color combinations can lead to powerful and targeted results!
If you see a target symbol instead of Fellowship Skill Wheel, then you are not directly targeting the mob. Click on it to participate in the process. When the first player chooses a color by clicking on it, he becomes unable to attack with special skills, until the Fellowship Maneuvers is completed. If he moves, everything is cancelled. Target Symbol. Damage Over Time. Working together with a fellow you both are able to cause deep wounds in your target. Restore morale.
You and your fellow let out a piercing rallying cry envigorating yourselves and all other fellowship members around you. You and your fellows let out a piercing rallying cry envigorating yourselves and all other fellowship members around you. Damage and Healing. Working with your fellows you are able to crush and wound your target while also rallying your fellowship members.
Many buffs and Healing. Working with your fellows you are able to crush your target while also rallying and energizing your fellowship members. Damage and power restore. Working with your fellows you are able to slash and wound your target while also energizing your fellowship members.
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