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Unarmed Guide.
#1

[Image: meme_1.png]




 Greetings, this lung here, i had the ideia for doing a unarmed guide from a long time, but i felt the necessity to gather more experience with time, to add all info i could in this guide, my objective is not make you guys the perfect unarmed fighters, but to understand how far these skills works, and by your own effort, develop synergy with your build,and have the basic knowledge of what can be done with the unarmed tree. I hope you guys can enjoy.


 Alright, First things first, the knowledge that I'm going to pass both on  theoretical and real combat one. most of these stuff you will not remember in middle of a fight, since the adrenaline sometimes drag the person attenction, this can be solved when you train enough to create memory into your gameplay, need some effort and train to achieve that.

 That means in most cases you will not have the perfect scenario to use the way the guide says, will be more difficult. With that initial part said we can begin.

-----------------------------------------------------------------------------Fast Travel -------------------------------------------------------------------------------------------------------
*Other spells
-WP
-Fist barrage
-Lariat
-Assault
-Iron Body
-Fury Fist
-Titan Fist
-? ? ?

*Gear Talk
-Gloves
-Anvils
-Elemental Damage
-X potions
-Choise of armor
-The Method

*Combat Behaviors
-Another hiddens

*Videos
-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
*Quick Summary
Quote:
Quote:(Read this part after read each spell desc)


[Image: unknown.png]

*Brawler: Is easy because you just need activate it to use, then you will become the combo machine, he shares something with gentle, the right time to use it can be more or less impactful into the match. but unlike gentle who need be used in the right momment  and have a lower duration, Brawler uses is for being ofensive and deal some combos, for his simple use turns him into a easy active to learn use.

*Gentle: This one is a little more different, will take off slows, and negative status, you will have a small window to run for a powerful combo that the foe may put into you after slowing, or for a no slows engage, observe that have mores uses, and even most of them is not powerful as brawler, since dont have a agressive behavior like him, that makes this one more big brain to use, this dont make him less, this can save you life if used well, so that's why is in medium level.

*Tactician: Medium because timing to block requires a certain skill and reflex to use in more hard spells to predict, also the effect is 50 % even having a lower cd you dont have a high chance of denying the damage, this put you into a more hard gameplay level, close to gentle, that's why i put him into medium.

*Assault: I will be honest this spell is not hard to use, if you wait for the right times to use it instead of just spamming, you just need be more alert about the enemie behavior on combat, but due being a nice track i put on easy if you just spam, but if you use in a smart way? Medium.

*Titan: This one is a hard one to use, most of track is easy to dodge, and to see his indicator, if the target is not slowed, or not coming into you without baiting? dont expect this be a easy skill to land, its on medium due the time you learn a way to use it with you combos.

*Wp: Medium, have his uses for offensive and defensive tactics, no much more to add, easy if you just use to engage.

*Lariat :is one easy if you spam with jab, but a medium one to stop enemie rushs, or track them in middle of assault and phanto strikes, even into ivun spells too, this requires some knowledge about the game ofensive behaviors.

* Iron body: Medium for the same reason of tactician, this one may block the damage, but must of time you will be punished after that if you dont have mucle armor active when you activate the iron body.

*Jab: jab just as a follow up? easy,  the other tricks or jab + coutering some spells, using even slowed and hitting the timing, and seeing the range into you mind? Hard.

*Barrage: Hard, most of time you will end up coming close and not hitting until you notice some stuff about the damage rate and etc.

*Fury: Hard, takes time until you learn the exact range of the shockwave, so you can use without having to trade, most of times you can miss when uses from much far, that's why i put hard.

[Image: unknown.png]

2º s = Second two of duration.

                                              Stance

*Iron fist(15rpp)

-Vantages: Pretty basic so just a few, You gain power based into a % of you total roleplaying level, that means its a constant growing power, most of stances give a Fixed ammount of status instead of %, one example is in rpl 200, you get 40 power points. its a lot if you look other stances that gives, 10, 20. also the fact of being cheap is maybe one of the vantages.
                           
 [Image: unknown.png] (% values)       [Image: unknown.png] (Fixed values) [Image: unknown.png] Your level.

20% of 200 = 40 or actualrpl/100 *20= power(if floats the value take the higher one) 22.6?= 23


- Disadvantages: By using iron fist, you dont have a stance active, what i see as a huge disadvantage into your build,spare 5 points to pick a dif stance, its not shame using it until you got enough points, first understand your build to see which stance fits better.


-Synergy: As a opener and request to upgrade your stance in future, just starting the unarmed tree makes you able to apply for it. 

-Conflict: You cant buy this if you are a monster, ogres if i remember well. and cant use if you have learned the magi combat styles.

[Image: unknown.png]


-Special Features: Despite not being able to use unarmed with the 3 examples from last topic, You CAN buy iron fist and choose use Thief or Dancer styles. But it's not because you can use,that it means you should. the reason the power is % is to lack the use of weapons that unarmed have, if you choose lose you power to get lesser status like thief and dancer, be warned that you will put a huge disvantage into you shoulders.

[Image: unknown.png]        [Image: unknown.png]  [Image: unknown.png]  (No restrictions)


#The following stances all gives 20% rpl into power, so i will focus more about the actives.


*Brawler(5rpp) 60s cd.

-Vantages: A lot, in this game exists the GCE spells And the regular ones, The regular ones when used, put a 2 second cooldown into you other spells to avoid you spam it, and the GCE ones dont activate that cd, so they are most used for quick combos. what brawler do? makes from 2 to 1 second, and its for all spells you have, not only from unarmed, this effect in some skills its like a upgrade, a example is lariat that allows you to mix a combo when brawler is active. you need know each skill of you build to discover how this affect them. Dont forget for me? Activates on q key.


                                                                                   
(In the way is now The duraction is 8 seconds.)   (If a skill have this Then is GCE ) (Brawler Active effect.)


        [Image: unknown.png]                    [Image: unknown.png]          [Image: unknown.png]  



Disadvantages: All in life have a price right?, for know i could only see 2 ones.

1º You lose you cleanse or defensive active on stance, like gentle. You can active brawler but if you got slowed and caited to death you wont do much. This can be fixed with cleanse spells or other kind of spells like that that gives speed boost.  

2º When you activates you become previsible, since is 8 seconds and you turn red the foe if is smart he will know, 'he will rush me', then he may use his defensives spells, you can bait but will cost your stance, so use wisely not rush in the first second of battle like me, im stupid.



-Synergy: Have with most of spells that are not GCE. GCE and brawler dont do bad together, there is a few things that you can notice. Make you able to cast brawler and a gce at same time without triggering the GCD, or you can do like GCE spell then right after brawler, if you build have a combo that is good to use like that, example? Barrage+brawler. since this is a unarmed guide i will talk about the unarmed spells.

Jab: nothing

Fist barrage: Nothing

*Titan Fist: Allow you to cast a spell at the second the Fist is casted instead of momments later.

*Weighted punch: You can hit sooner, that means more time to hit while the foe is with his damage reduction reducted.

*Assault: Allow to use a spell right after 3º blow istead of momments later.

*Lariat: You can use a spell a few moments when the drag ends instead of waiting a lot.

Fury Fist: Neutral about it, i dont found any good use for brawler on it just base spam stuff and combos.(yet) (maybe a stun right after? i only unarmed give me a break.)

Iron body: Nothing, the duration is 5 seconds, you dont do nothing in that time, so no dif if is 2 seconds or 1. (maybe in future?)


-Special Features: You can activate  2 skills at same time, one of them being Brawler active(i use q for active and 2 for my gem slot/aura active, so i press q+2 instead of q then 2) [i cant q+2+other spell at same time that would be 3 spells, so i do q+2 then barrage.]

(a video here could be cool, but i hope you understand what i mean.)



*Gentle Fist(5rpp) 60s cd.

-Vantages: This is a good one to balance your build if brawler dont fit you, it Gives a Cleanse effect when you activate and also gives Slow immunity for 6 seconds, lets talk about each one. 

The cleanse effect is a effect that remove negatives status from you. (Not cc, this is important!) Mud,slow,root,curse,Damage reduction,confusion,blind. these status effects, some of them slows but others no.

The slow immunity, is a effect that make you unable to being slowed by any kind, take note that effects with adicional stuff, like wp slow and dr, root with slow and heal debuff, will only make you imunnity to slows, the other effects will keep on, unless you use when activate the gentle, then the cleanses clean all the debuffs like that, but after that you still can be put again, only slows are the one that cant be re applyed in the 6 seconds duration.         

[Image: unknown.png]           [Image: unknown.png] Active effect



-Disadvantages: Something like the brawler, you lose a huge offensive skill that boost a lot of your spells, mean you battle will be more slow, the effect is quick so need to be used right to not waste it. just a few disadvantages.


-Synergy:Its a cleanse so will want to use when someone withers you, or apply a huge slow and rushes, you can use with muscle armor to make you'self a war tank for a few seconds.

-Special Feactures: Looks like if you activate gentle, or any other c leanse right before taking a stun , you ignore that stun. (is a hard high level reflex play but i thought still was worth add, dont know if is a bug but i tested? and works.


*Tactician (5rpp) 20s cd.

-Vantages: This one is the super meme stance from the tree, to gain a chance of deny damage,the vantages of using this, is the low cd, and the chance of missing damage into you, if you do in the right timing. When you block quick enough, and release this triggers the tactician for 2 seconds, its the same blue effect of gentle

[Image: unknown.png]50 % spell dodge means you have a 50 % chance of dodge any damage you recive while is active



Disadvantages:You sacrifice or you defensive/ofensive stance (Brawler/Gentle) to put it, if you like playing a tough battle, of have skills to fill the lack of that ones, you could go for it, its a fun one when dodges.


-Synergy:you can cast before engages if you know you will lead to trade. like assault or lariat. that way gives you a chance to dodge it, this is using in a offensive way, in a defensive is predict an attack.


-Special Features: Can be activated, even if GCD is up, unlike brawler and gentle.


-Addicional info about Brawler, gentle and Tactician: If you GCD is up, you cant activate the q from Gentle and brawler, plus, activating them dont activate the GCD so they work in a unique way, also Tactician dont seem to follow that rule, being able to be used any way, i belive its because of the dif key to activate.


 *Upgraded Stances[Versatile]

-Notes: Looks like the times had changed, Afinity style that used to be a hidden was more and more being changed for custom stances/Upgraded combat styles i will tell what  i learned about them.

Most of custom stances for unarmed that i saw it, have at least a 25 % rpl to pow boost, this is good, so ask for it when you're going to ask a hidden that is a upgrade for your stance, i understand that you can choose the effects depending on what is best for your build, what suits better, some cases they will not give what you asked, and give other thing instead.

[Image: unknown.png]


 I know just a little about this, so what i can say? ask for at least more %rpl into power if you going app for a combat sytle upgrade.

-Vantages: Its a upgrade, and a hidden, so is really good getting more rpl% into pow and most of case some uniques effects, also having a custom combat with a custom quote? boost the moral, at least for me.

-Disadvantages: You spend 1 slot hidden to get it,and if you unlucky to get something that not suits you,in the way you wanted, you will have to live with it. i dont blame the admins if this happen most of cases if because you would be too much op with that stance. instead of just ic stuff, happens? yes but is less common.




                  Spells of unarmed


                          *Jab(10rpp)5s cd.


Notes: Maybe the most basic spell of the unarmed essence, the skill that give you a teleport to your target, to do a follow up combo. if you expect me to only tell 2 things about this spell? you're wrong, this one have more to add than most of them, by the way it works and the weird stuff i found about it lets begin. I ask extra attencion my students, this part may confuse you in some kind of level.


[Image: unknown.png]                                                            


Please focus on the red marked part and not the outside one that is for the dash jab explanation we begin with basic of basic.First of all what is that?, This my friend is the jab, in all his way and how his mechanics works.


My desc:Jab is a dash hit skill that have a especial effect from far and a normal from close, The maximum range that you can teleport is from 8 Tiles away from a target and minimun of 4 tiles to begin to teleport, the maximum are marked as stones in the picture. 


1-3 tiles distance: This range you are able to hit jab to cause damage, with 2 and 3 being the best ones, since you hit the end of casting, the jab cast for a seconds then only apply damage at the end of it, the 2,3 tiles give enough distance to that cast hits.


4-8 tiles distance: At this point, when you jab someone, you teleport to behind him in a quick step, the number four tile is marked as white into the picture. for only jab and no other effect the tiles position dont matter this much, since its almost all the same.


Special Features: Jab is a move based spell. that means 2 things.


1ºSlows will delay you casting, in a huge ammount, maybe enough for the target leave the range and you be kissing the air like a fool.


2º In contrast, speed boosts will make you cast almost invisible, You cast turn so faster that you teleport before the sound effect of jab, 

usualy is press Jab -> Sound effect -> cast+teleport after is like , Press jab-> Teleports-> Sound effect

FASTER THEN SOUND SPEED!

If you get slowed and use a speed boost you probaly get back to normal, i dont play beastkin much so i dont know.


Small Tricks: One thing piss me off about fighting with others unarmed fighters, most of them dont know about the Dash+jab trick, to make the cast faster, and also give + 4/5 tiles of proximity on your foe this make you vunerable without a dash buts is a trade, need to know the momment to use it dont be like me yo use always, this turns you predictable. Also this will lead to 2 ramifications of what i trained on my jab Extended jab teleport range, And dash jab to hit the Target.

Dash+Jab: Train it, get  some far +8 tiles if you want a real quick teleport, or inside the 8 tiles range to have  a chance to hit the jab too.

Zig zag: This is when you dash jab then move left or right to track the foe mannualy, this sometimes can change a jab who would miss into a one that teleports.

Diagonal dash: Also a simple trick ^ > Space, makes the dash diagonal. need train this if aim to use dash jab with efficiency.


reminder: The picture means a frame of second, that means if you're in the position when you use jab, and there a quick momment to be casted, you will always teleport/hit well. you need to remember in a Real battle you and the foe will be running.


Dash real range: Sometimes i tell default dash is 4 or 5 tiles, that is because the dash is really 5 tiles but when you look the jab interactions to work the way you want to he will act like 4 instead of 5. Keep that in mind.

          Extended Jab teleport explained.(from 9 tiles or more distance.)

[Image: unknown.png]

Please put you attenction into the blue part now, the red will be used to talk about jab dash to hit the target.

 As you people can see, its simple as is, you can dash+jab in the target direction from 13 tiles, and still teleport on jab from real far, BUT let me talk something, i dont recomend from tile 12 since the target can move, the chance of missing is high so aim for,10-11 at max aim for diagonal jab since they look have a bigger range. (using Dad+jab then the keys you use for left and right to zig zag.


                                Dash+jab to hit the target (at max range of 7 and minimum of 5 , 8 tiles dont hit well.) 
                                                   in combat,need be even more close since you will be moving)

[Image: unknown.png]

In this example the thing is more different, observes that tiles 5-6-7 are marked with wood there is a reason, That's is the points where if you dash jab, will result in a weird teleport and slower into the foe, and will hit the target with damage damage, Why this is useful?, well dont know i liked it, is basicaly using dash to make jab hit, what i like about it, is the dif teleport sometimes make foes that are waiting for you jab using the jab sound, may miss a counter they preparing, also if you using Energy aura is a extra chance of silence the foe so... yeah. the perception to this in Real fight where both are running is that you are amost 1 tile from him, when acutally is not.

Crucial information about jab: Talking like this, may look easy but is not, need practice and trainning to start visualizing the range in my mind, i used the stones and woods to fully understand how it worked, but since i started playing unarmed deep in my being i was doing this without even knowing ,using instinct and intuiton. like a human who use fires to defend himself without knowing about it, but now i discovered.

Warnings: Some people learn to counter you jab, by listening the sound of if instead of looking, Use a speed boost to surprise them, NEVER JAB TELEPORT A BEAM, he will suck you to his range and you will cry, i've done some tests with jab to hit, and if you are in any of this points, if you dash jab to hit the chance of being dragged is low. (Go straight, no zigzag, that tives a chance to enter in the beam range.)
                                     (.)
 
                                      V

                             (.)  >   X ============)
         
                                      ^
         
                                     (.)

Watch out for stuns, being stunned on jab is easy when the foe know how to do it, so if you get a gut like that, or if he have pyroclams(Aoe stun) make sure OR you're fast then him to apply the combo, or he stun is on cd, jab from far is more harder to get stunned but still possible. Act versatile dont use jab to always engage a combo, sometimes get close the old way using a dash or something to apply other spell.

Checkpoint: Upcoming updates: Video with combos?
[Image: fTQyjl7.png]
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Messages In This Thread
Unarmed Guide. - by Lung - 04-11-2021, 12:07 AM
RE: Unarmed Guide. - by Lung - 04-12-2021, 04:34 AM
RE: Unarmed Guide. - by Lung - 04-12-2021, 03:44 PM
RE: Unarmed Guide. - by Lung - 04-12-2021, 09:11 PM
RE: Unarmed Guide. - by Neutral - 04-12-2021, 09:31 PM
RE: Unarmed Guide. - by Lung - 05-17-2021, 07:30 AM
RE: Unarmed Guide. - by Lung - 05-18-2021, 10:45 PM
RE: Unarmed Guide. - by Lung - 07-13-2022, 09:06 PM
RE: Unarmed Guide. - by Lung - 11-14-2022, 05:31 PM
RE: Unarmed Guide. - by Lung - 06-17-2023, 06:22 PM
Unarmed Museum - by Lung - 06-14-2024, 09:17 AM
RE: Unarmed Guide. - by Lung - 05-06-2025, 03:05 AM

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