Styles

karm100fists

Dalayan Beginner
OK just so I can be sure, the only styles implemented are aggressive, defensive, and normal?

or are fluid, reflexive, etc... in there too? If so, when are we allowed to use them? and what do they do?

Thanks!
 
The styles are there, but the info was removed due to it being changed to stamina based styles soon (hopefully).

To get a list of styles, just write #style in-game.
 
Thanks!

When are we allowed to use them? I mean other then normal defeensive and aggressive.

I was very dissapointed when I couldn't use my style that added cold damage :(.
 
pretty sure its lvl based

get a certain lvl and u can use certain styles.

not 100% sure seeing as how i dont have any ;p
 
That info was also removed, but you should get one at 20, 30, 40 and then some 50+, as far as I remember.
 
The styles are listed in the order you get them, so the style next to defensive/normal/aggressive is the first new style you get.

For rogues its lvl 20 shadowing/lvl 30 fluid/lvl 45 crippling/lvl 55 nimble/lvl 60 backbiting if I remember correctly.

And all are implemented.
 
All of the stamina styles information, level requirements, what they do, etc. for each class can be found at WRC, in my sig.
 
Jiisu, the styles you have listed on WRC are not the current styles, but the blueprint for the new "soon"-to-be styles.

And Homogenn, I listed rogues styles because that is the class I play, and to give a general idea of how the styles are spread across the level spectrum.
 
the current styles as listed by Wiz on WRCentral-


Planned to replace the discs, and make melee combat somewhat more interesting, is styles. Styles are sort of like discs, but can be freely switched between with only a 15 second cooldown. Which style you are using affects your combat abilities.

Special Styles work somewhat differently. You can only maintain a special style for the cooldown period of 15 seconds, then you revert to weakened style, which gives decreased attack speed and decreased avoidance, and maintain this for ten minutes. When the ten minutes are over, you will switch back to standard, and are once again free to use any style you'd like.

Everyone gains the following three, basic styles:

Defensive: Avoid more hits, attack slower.
Standard: No penalties, no bonuses.
Aggressive: Avoid less hits, attack faster.

-STYLES BY CLASS-

Warrior
SPECIAL: Defensive style has no penalties for a warrior.
Level 20: Daunting: Increase the amount of aggression gained, at the cost of slower attack speed and no parries/ripostes.
Level 30: Overwhelming: Enchances the warrior with a aggro-less, spell interrupting proc.
Level 40: Reflexive: Lose any combat penalties from being attacked from the sides or back. (Can also riposte and parry attacks from all sides, and makes him immune to backstab)
Level 50: Inspiring: Increase damage of all party members a little.
Level 55: Unyielding: Take less damage, no pushback in combat, deal less damage.
Level 55: Frenzied: Take more damage, increased pushback of foe, deal more damage.
Level 60: Special Style: Barrier: Parry all attacks struck from any side. No pushback. Warrior cannot attack or taunt.

Monk
SPECIAL: Offensive style has no penalties.
Level 20: Fluid: Increases chance to dodge hits and gives a base 50% chance to dodge ranged attacks.
Level 30: Reflexive: Lose any combat penalties from being attacked from the sides or back. (Can also riposte and parry attacks from all sides, and makes him immune to backstab)
Level 40: Disciplined: Increases chance to resist spells. Decreases chance to avoid hits.
Level 50: Special Style: Rending: Monk's attacks automatically interrupt any spells target is casting. (Works on stun immune mobs as well)
Level 55: Willstrong: Grants monk immunity to mind-affecting spells. (Fear, Mesmerize)
Level 55: Dooming: Monk deals considerable additional damage. 10% of the damage dealt by monk is taken by monk as well.
Level 60: Special Style: Ethereal: Any attacks on the monk pass straight through the monk, missing. Monk becomes immune to spells, friendly or otherwise. Monk cannot attack.

Rogue
Level 20: Shadowing: Decreases amount of aggression gained by rogue. Makes rogue attack slightly slower.
Level 30: Fluid: Increases chance to dodge hits and gives a base 50% chance to dodge ranged attacks.
Level 45: Crippling: Increases hate gained, increases damage, adds a debuff proc to the rogue.
Level 55: Special Style: Nimble: Dodge all attacks. Decrease attack speed.
Level 60: Special Style: Backbiting: Triple damage of all attacks as long as rogue is facing back of target.

Ranger
Level 20: Sorcerous: Decreases chance of being interrupted. Decreases melee avoidance.
Level 30: Fluid: Increases chance to dodge hits and gives a base 50% chance to dodge ranged attacks.
Level 45: Reflexive: Lose any combat penalties from being attacked from the sides or back. (Can also riposte and parry attacks from all sides, and makes him immune to backstab)
Level 55: Precise: Increases damage done with bow. If Ranger is damaged while in Precise Style, he reverts to Weakened style for one minute.
Level 60: Special: Bowflurry: Fire three shots each round instead of one.

Paladin
Level 20: Sorcerous: Decreases chance of being interrupted. Decreases melee avoidance.
Level 30: Negating: Imbues paladin with a dispel proc.
Level 45: Willstrong: Grants paladin immunity to mind-affecting spells. (Fear, Mesmerize)
Level 55: Empathic: Decrease damage dealt, make the damage lost each hit a heal distributed among the group members equal to the decreased amount of damage. Will not heal the paladin any.
Level 60: Special Style: Corpsebane: Triple damage output against undead.

Shadowknight
Level 20: Sorcerous: Decreases chance of being interrupted. Decreases melee avoidance.
Level 30: Overwhelming: Enchances the shadowknight with a aggro-less, spell interrupting proc.
Level 45: Loathing: Increase amount of aggression gained by Shadowknight. Shadowknight loses a percentage of their hit points every tic.
Level 55: Special Style: Chilling: Living creatures will automatically pick another target than the Shadowknight, if one is available. All attacks dealt by Shadowknight gain a large chunk of Ice damage. Any living creature that tries to strike the Shadowknight must pass a fear save.
Level 60: Consuming: If shadowknight gains the killing blow on a foe, he consumes their spirit, regaining a large chunk of hit points.

Bard
Level 30: Reflexive: Lose any combat penalties from being attacked from the sides or back. (Can also riposte and parry attacks from all sides, and makes him immune to backstab)
Level 45: Shadowing: Decreases amount of aggression gained by bard. Makes bard attack slightly slower.
Level 60: Special Style: Nimble: Dodge all attacks. Decrease attack speed.

Beastlord
Level 30: Sorcerous: Decreases chance of being interrupted. Decreases melee avoidance.
Level 45: Fluid: Increases chance to dodge hits and gives a base 50% chance to dodge ranged attacks.
Level 60: Special Style: Rending: Monk's attacks automatically interrupt any spells target is casting. (Works on stun immune mobs as well)


~Ravina Whisperwind~
65 Sentinel <Ruin>
 
If they are the "to-be" styles, then all the better; prepare for them.
 
Cause Monks are better... DUH :b.

I'm sure there's a balance reason, like the fact that rogues allready do very high dps, I might be wrong though.

Who cares though really... 15 seconds of burst dps is useless when you have a 10 minute cooldown where you're all messed up.

The defensive ones are really the only cool ones as far as I'm concerned.
 
karm100fists said:
Cause Monks are better... DUH :b.

I'm sure there's a balance reason, like the fact that rogues allready do very high dps, I might be wrong though.

Who cares though really... 15 seconds of burst dps is useless when you have a 10 minute cooldown where you're all messed up.

The defensive ones are really the only cool ones as far as I'm concerned.

15 seconds isn't worthless, when you can backstab for 7k with backbiting and enchanter melee crit thing.
 
karm100fists said:
Cause Monks are better... DUH :b.

I'm sure there's a balance reason, like the fact that rogues allready do very high dps, I might be wrong though.

Who cares though really... 15 seconds of burst dps is useless when you have a 10 minute cooldown where you're all messed up.

The defensive ones are really the only cool ones as far as I'm concerned.

Aggressive style lasts as long as you have it styled, it has no duration, but instead has the constant penalties (unless you are a monk, as stated above). Monks have free aggressive to keep them in line as high damage dealers, without compromising their defenses for pulling or the occasional tanking. Rogues can still use aggressive, they just get hit a lot more if they get aggro than a monk would.
 
Not to get too off-topic, but I'm curious as to why rogues don't get offensive style free when monks do. Anybody?

I believe he was referring to the fact that we (monks) get more styles then rogues do. Not to the fact that using aggressive incurs no penalties.
 
.

I'm a little confused as to the part where monks don't get any penalties for offensive styles.

Does that mean if I am in aggressive stance, I attack faster with no penalties whatsoever?

And also, does that apply to the special 10 second styles too?
 
Homogenn said:
15 seconds isn't worthless, when you can backstab for 7k with backbiting and enchanter melee crit thing.

Good luck backstabbing for 7k, backbite "only" doubles damage now. You'd need a 1750 backstab for that to happen nowadays.
 
sp4mm said:
Homogenn said:
15 seconds isn't worthless, when you can backstab for 7k with backbiting and enchanter melee crit thing.

Good luck backstabbing for 7k, backbite "only" doubles damage now. You'd need a 1750 backstab for that to happen nowadays.

It was changed? Wonder what Bretto is able to backstab for now a days then.
 
Re: .

gola said:
I'm a little confused as to the part where monks don't get any penalties for offensive styles.

Does that mean if I am in aggressive stance, I attack faster with no penalties whatsoever?

And also, does that apply to the special 10 second styles too?

Yes, monks gain a speed advantage while in aggressive while keeping the same defensive properties as in normal style. This only applies to aggressive.
 
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