Forged SnB vs BM, not really sure what I could have done here to survive long enough to heal fully. Any help is appreciated.
It looks like you have like three limb counters tracking your hits. Definitely should disable some triggers or something there. Should reduce spam.
Turn off "show commands sent", or append false to the end of your alias so you don't get slammed with whatever you're sending. -send("say hi", false)
Clot more. Don't set any minimum mana level vs bm, just clot clot clot, sip mana, and clot some more.
There's probably more, but I'm at work so someone else can dissect.
Only Antonius and svof, and I keep trying to disable svof, it just keeps activating when I open Mudlet and I forget. And okay, I'll stop conserving mana against BM.
Forged SnB vs BM, not really sure what I could have done here to survive long enough to heal fully. Any help is appreciated.
It looks like you have like three limb counters tracking your hits. Definitely should disable some triggers or something there. Should reduce spam.
Turn off "show commands sent", or append false to the end of your alias so you don't get slammed with whatever you're sending. -send("say hi", false)
Clot more. Don't set any minimum mana level vs bm, just clot clot clot, sip mana, and clot some more.
There's probably more, but I'm at work so someone else can dissect.
Only Antonius and svof, and I keep trying to disable svof, it just keeps activating when I open Mudlet and I forget. And okay, I'll stop conserving mana against BM.
I highly doubt it's a huge deal, but i found it distracting. You can disable whole trigger groups with - disableTrigger("Awesome svo trigger group")
You might have gotten away if you had not spammed movement. Hamstring delays, and every time you send the command again before you move it resets the timer. Also, nausea is your friend. If you can stick it and not have to change parry I am pretty sure you can get a dsb off one leg break, though I am not sure if that is fully viable without artifacts.
You might have gotten away if you had not spammed movement. Hamstring delays, and every time you send the command again before you move it resets the timer. Also, nausea is your friend. If you can stick it and not have to change parry I am pretty sure you can get a dsb off one leg break, though I am not sure if that is fully viable without artifacts.
Oh I had no idea it resets timer. And yea, SnB can get a torso dsb with one leg, I’m not worried about killing, just surviving. SnB prep is slow
You might have gotten away if you had not spammed movement. Hamstring delays, and every time you send the command again before you move it resets the timer. Also, nausea is your friend. If you can stick it and not have to change parry I am pretty sure you can get a dsb off one leg break, though I am not sure if that is fully viable without artifacts.
Oh I had no idea it resets timer. And yea, SnB can get a torso dsb with one leg, I’m not worried about killing, just surviving. SnB prep is slow
SnB also has a massive toolkit for turtling!
I didn't look over the whole thing, but I do have advice. Use shieldstrike better.
Shieldstriking for sensitivity is a great idea, if you're using the sensitivity. You're not attempting a damage strat during prep here, and the extra kelp affliction isn't helping your aff momentum. You're effectively wasting your ferocity in this fight.
Three quick ideas for things you can do next fight that will have a large impact:
1. Use the stun shieldstrike as a delayed attack to extend herb balance (since it has its own balance). This is my favorite thing. When you have ferocity and see them eat an herb, shieldstrike stun them right before their herb balance is back. This effectively extends their herb balance. Latency and variability in serverside can mean your stuns don't land at the right time. If that happens, best case scenario you stun them before they attack and interrupt their momentum a little. Worst case scenario, it does nothing, similar to what you're doing now.
2. Use the prone shieldstrike to score an impale right before they attack you. This will give you loads of time to cure up and get on the front foot again. Shieldstrike low/impale, cure up. Bonus: if they're not in the habit of precaching, you won't lose your herb momentum since you can't OUTR while impaled.
3. Use the prone shieldstrike score a concuss (blackout). This will piss people off, especially people who rely on their visual limb counter to track their hits. If someone hits you and they are blacked out, they generally do not get the confirmation line that their attack connected, screwing with their limb counter. People also panic in blackout, and lots of people will at least diagnose (which can break momentum, albeit slightly).
just a note, stripping deaf with shieldstrike mid can help a lot for battlecry for a quick break if you're in a shitty situation
I think I’d rather use the strike for impale in any of those situations. The impale is going to give you more time to breathe. I may very well be wrong, but I’m pretty sure the impale writhe will be longer than the battlecry stun.
Something really big to be said that strike/battlecry could be more effective in groups if you have friends who chain off it. That’s something I’ll have to remember!
ETA:
1. Strike low/impale gave 2.713s of breathing room between the impale and the stand. (4 second balance cost independent of weapon speed)
2. Strike mid/battlecry/targeted arc para gave 2.164s of breathing room between the impale and the stand. (4 second EQ cost, notable because you'll need artefacts to improve this)
When strike/battlecry/para hits, though, someone else could follow up with an impale of their own, effectively creating a hard-cc chain of 4.7s, which is... crazy.
bcry can be done with prone, along with untargetted arc. bcry arc curare will give you a bit of breathing room if you're proned, else i would absolutely do impale
bcry can be done with prone, along with untargetted arc. bcry arc curare will give you a bit of breathing room if you're proned, else i would absolutely do impale
You can't shieldstrike while prone, though. In that case, you'd need to preemptively strip deaf before you are proned, and that's probably going to be better done without using your big resource.
You might have gotten away if you had not spammed movement. Hamstring delays, and every time you send the command again before you move it resets the timer. Also, nausea is your friend. If you can stick it and not have to change parry I am pretty sure you can get a dsb off one leg break, though I am not sure if that is fully viable without artifacts.
Oh I had no idea it resets timer. And yea, SnB can get a torso dsb with one leg, I’m not worried about killing, just surviving. SnB prep is slow
SnB also has a massive toolkit for turtling!
I didn't look over the whole thing, but I do have advice. Use shieldstrike better.
Shieldstriking for sensitivity is a great idea, if you're using the sensitivity. You're not attempting a damage strat during prep here, and the extra kelp affliction isn't helping your aff momentum. You're effectively wasting your ferocity in this fight.
Three quick ideas for things you can do next fight that will have a large impact:
1. Use the stun shieldstrike as a delayed attack to extend herb balance (since it has its own balance). This is my favorite thing. When you have ferocity and see them eat an herb, shieldstrike stun them right before their herb balance is back. This effectively extends their herb balance. Latency and variability in serverside can mean your stuns don't land at the right time. If that happens, best case scenario you stun them before they attack and interrupt their momentum a little. Worst case scenario, it does nothing, similar to what you're doing now.
2. Use the prone shieldstrike to score an impale right before they attack you. This will give you loads of time to cure up and get on the front foot again. Shieldstrike low/impale, cure up. Bonus: if they're not in the habit of precaching, you won't lose your herb momentum since you can't OUTR while impaled.
3. Use the prone shieldstrike score a concuss (blackout). This will piss people off, especially people who rely on their visual limb counter to track their hits. If someone hits you and they are blacked out, they generally do not get the confirmation line that their attack connected, screwing with their limb counter. People also panic in blackout, and lots of people will at least diagnose (which can break momentum, albeit slightly).
Oh these are some great ideas! I have changed up my offense a good bit since then, especially with the strikes. I know I was wasting them now, so now I'm using them a bit more smartly and using it to prone + gecko + para with asthma stuck, with a nairat rune so I have a decent chance to stop momentum for a few balances with a little RNG luck.
But that stun strike to extend herb balance, I'm definitely going to work that in. That would help a lot, especially when I'm having trouble sticking asthma. Cool thing too, I can totally work in a prone strike impale with concuss (tested just now, blackout lasts for 3 seconds, so I'd get balance back before it's over so I could get that strike low + impale + concuss in one move).
Thanks for the tips! I'm slowly improving my offense, it's looking really nice now. Gonna make it even better
You can strike/concuss. Concuss only has the condition of prone.
You can, however, strike/concuss with a prepped leg while they are off tree balance, and the follow up break/trip is hidden by blackout.
Edit: @Reyson, I think club is what takes a broken limb. Fun fact, it will work on an arm. You can break an arm, strike low/impale/club and get a guaranteed dsb, I think
Don't use high, unless your opponent is already undeaf/sensi and euphorbia is stuck. Opponents are almost always off herb balance, and it is very unlikely that .25s stun will proc within the literal instances where herb balance pops up.
Never use prefarar in 1v1 for sensi. Remember, if you're buffering kelp affs and the opponent eats kelp, you'll always want to assume they cured the buffer affs that way you can actually progress into 50/50s for locks. By this logic, if your opponent swaps to kelp you don't want to find yourself just ultimately looping pref/smash. Hope that makes sense.
Your opponents should always be undeaf in every fight due to strike mid, so you'll never find yourself in a situation where you need to save ferocity to strike mid/battlecry. As has been mentioned, battlecry on takedowns or if you're not on 4 ferocity vs momentum, otherwise strike low/impale.
Only use concuss if you know your opponent can't deal with it well, or if you're not simultaneously pushing softlock. Otherwise you're stalling aff pressure. Remember, unless you're breaking, impaling or know your opponent is a class that can't see attacks in black out, using concuss is the same as not using any shield attack at all.
Lastly, if you're fighting vs a class that prevents momentum like 2H looping lethargy, clumsy, paralyse and find yourself unable to stick euphorbia, add a check to strike low if opponent doesn't have euphorbia for the free hit on parried limb.
I have 3 modes for striking.
1) post combo strike - aff pressure, don't need low parry bypass, but always low if venom is gecko, slike, or if opponent has slike stuck. Basically the default if I'm not targeting a limb or I'm fighting low hinder classes. This also means I'm striking one combo sooner.
2) pre combo strike no concuss - always low > mid. Can't stick illness, need bypass + 2 affs.
3) pre combo strike + concuss - fighting vs limb class or class that has attacks hidden. Don't need affs.
Ok so I totally fucking choked this spar. I changed up my offense a good bit and added some of your suggestions, haven't gotten around to figuring it all out, but.
I think I'm doing pretty good now, but right here I just completely fumbled the bag.
Comments
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30s later, another combat log
GG
Edited: not trying to fan flames and this isnt the Rants section.
Forged SnB vs BM, not really sure what I could have done here to survive long enough to heal fully. Any help is appreciated.
Turn off "show commands sent", or append false to the end of your alias so you don't get slammed with whatever you're sending. -send("say hi", false)
Clot more. Don't set any minimum mana level vs bm, just clot clot clot, sip mana, and clot some more.
There's probably more, but I'm at work so someone else can dissect.
disableTrigger("Awesome svo trigger group")
I didn't look over the whole thing, but I do have advice. Use shieldstrike better.
Shieldstriking for sensitivity is a great idea, if you're using the sensitivity. You're not attempting a damage strat during prep here, and the extra kelp affliction isn't helping your aff momentum. You're effectively wasting your ferocity in this fight.
Three quick ideas for things you can do next fight that will have a large impact:
1. Use the stun shieldstrike as a delayed attack to extend herb balance (since it has its own balance). This is my favorite thing. When you have ferocity and see them eat an herb, shieldstrike stun them right before their herb balance is back. This effectively extends their herb balance. Latency and variability in serverside can mean your stuns don't land at the right time. If that happens, best case scenario you stun them before they attack and interrupt their momentum a little. Worst case scenario, it does nothing, similar to what you're doing now.
2. Use the prone shieldstrike to score an impale right before they attack you. This will give you loads of time to cure up and get on the front foot again. Shieldstrike low/impale, cure up. Bonus: if they're not in the habit of precaching, you won't lose your herb momentum since you can't OUTR while impaled.
3. Use the prone shieldstrike score a concuss (blackout). This will piss people off, especially people who rely on their visual limb counter to track their hits. If someone hits you and they are blacked out, they generally do not get the confirmation line that their attack connected, screwing with their limb counter. People also panic in blackout, and lots of people will at least diagnose (which can break momentum, albeit slightly).
Something really big to be said that strike/battlecry could be more effective in groups if you have friends who chain off it. That’s something I’ll have to remember!
ETA:
1. Strike low/impale gave 2.713s of breathing room between the impale and the stand. (4 second balance cost independent of weapon speed)
2. Strike mid/battlecry/targeted arc para gave 2.164s of breathing room between the impale and the stand. (4 second EQ cost, notable because you'll need artefacts to improve this)
When strike/battlecry/para hits, though, someone else could follow up with an impale of their own, effectively creating a hard-cc chain of 4.7s, which is... crazy.
But that stun strike to extend herb balance, I'm definitely going to work that in. That would help a lot, especially when I'm having trouble sticking asthma. Cool thing too, I can totally work in a prone strike impale with concuss (tested just now, blackout lasts for 3 seconds, so I'd get balance back before it's over so I could get that strike low + impale + concuss in one move).
Thanks for the tips! I'm slowly improving my offense, it's looking really nice now. Gonna make it even better
You can strike/concuss. Concuss only has the condition of prone.
You can, however, strike/concuss with a prepped leg while they are off tree balance, and the follow up break/trip is hidden by blackout.
Edit: @Reyson, I think club is what takes a broken limb. Fun fact, it will work on an arm. You can break an arm, strike low/impale/club and get a guaranteed dsb, I think
Never use prefarar in 1v1 for sensi. Remember, if you're buffering kelp affs and the opponent eats kelp, you'll always want to assume they cured the buffer affs that way you can actually progress into 50/50s for locks. By this logic, if your opponent swaps to kelp you don't want to find yourself just ultimately looping pref/smash. Hope that makes sense.
Your opponents should always be undeaf in every fight due to strike mid, so you'll never find yourself in a situation where you need to save ferocity to strike mid/battlecry. As has been mentioned, battlecry on takedowns or if you're not on 4 ferocity vs momentum, otherwise strike low/impale.
Only use concuss if you know your opponent can't deal with it well, or if you're not simultaneously pushing softlock. Otherwise you're stalling aff pressure. Remember, unless you're breaking, impaling or know your opponent is a class that can't see attacks in black out, using concuss is the same as not using any shield attack at all.
Lastly, if you're fighting vs a class that prevents momentum like 2H looping lethargy, clumsy, paralyse and find yourself unable to stick euphorbia, add a check to strike low if opponent doesn't have euphorbia for the free hit on parried limb.
I have 3 modes for striking.
1) post combo strike - aff pressure, don't need low parry bypass, but always low if venom is gecko, slike, or if opponent has slike stuck. Basically the default if I'm not targeting a limb or I'm fighting low hinder classes. This also means I'm striking one combo sooner.
2) pre combo strike no concuss - always low > mid. Can't stick illness, need bypass + 2 affs.
3) pre combo strike + concuss - fighting vs limb class or class that has attacks hidden. Don't need affs.
I think I'm doing pretty good now, but right here I just completely fumbled the bag.
https://ada-young.com/pastebin/77fN3lsq