Go
back to previous topic |
Forum Name |
New Player Q&A |
Topic subject | Exotic Weapons |
Topic
URL | https://forums.carrionfields.com/dcboard.php?az=show_topic&forum=5&topic_id=1773 |
1773, Exotic Weapons
Posted by ryanorion on Wed 31-Dec-69 07:00 PM
So from what I understand from the help file on them. You can only improve your skill with an exotic weapon through lots and lots of use.
I had a few questions I wanted to ask.
From the help file it seems like certain professions have an affinity for certain exotic weapons, while other professions probably wouldn't be able to ever become proficient with a certain exotic weapon. How do you figure this one out?
How exactly will you see the skill raise for an exotic weapon? I've noticed skill raises regarding the special combat skills you can use with an exotic weapon, is this the same skill as the exotic weapon itself, or is there another skill for that and what would it look like?
How exaclty does practicing a skill up work out? Would I be better off hunting at my level though less efficient with this weapon for percentage gains, or would I be better off hunting way below my level, just shooting for as many swings with the weapon as possible?
Ryan
|
1776, Another Question:
Posted by Rodriguez on Wed 31-Dec-69 07:00 PM
Can skills I learn with one exotic sometimes be used for another one or do I have to learn the skills for the next exotic anew?
|
1779, Did you expect to 'entangle' with a claw?
Posted by GinGa on Wed 31-Dec-69 07:00 PM
Exotic skills are unique to that exotic, and the few that share the skill. They don't cross.
Yhorian
|
1780, No, but maybe ripping with one dragon claw would be the same with another... /nt
Posted by Rodriguez on Wed 31-Dec-69 07:00 PM
nt
|
1781, It is
Posted by Theerkla on Wed 31-Dec-69 07:00 PM
Mostly exotics fall under about 6 exotic skills with rip & batter being a couple of the more common. There are several different exotics that all have rip as their exotic skill. Skill improvements for rip with one exotic will carry over to any other exotic that also has let's you rip.
|
1783, Thanks /nt
Posted by Rodriguez on Wed 31-Dec-69 07:00 PM
nt
|
1782, Rip is rip is rip.
Posted by DurNominator on Wed 31-Dec-69 07:00 PM
It's the same skill, so it has the same percentages. Ripping with dragon claw is same skill as ripping with venomwood club, but you ripping well doesn't mean that you can suddenly batter or swing well.
So, it's the same as long as the weapon enables you to rip.
|
1775, Thought I'd cover the profession part
Posted by GinGa on Wed 31-Dec-69 07:00 PM
Exotic weapons are things that don't really fall into other catagories - a scepter might be too haft-heavy for a mace. A net isn't really anything. A dragon's claw? Okay, wtf do I do with a floating orb?!?
All these things sort of fall under the realm of 'exotic'. For this reason, no one class can be said to use them better. Obviously, if you're combat-orientated it helps but it's the exception rather than the rule. These weapons are so varied and uncommon it's impossible to 'class' them in any way.
That said, there is a niche out there for those who love Exotics. If you train as a warrior, until you're able to get legacies then 'The Hour Past Midnight' is a legacy all about using Exotic weapons and their associated skills. Warriors who train in this secret of secrets, master strange weapons and are able to pick them up and figure them out in no time. Great fun and really interesting from a tactical point of view. One of our all-time biggest pkers (Marcus) used it to great effect when many people thought it was a bit of a junk legacy!
I definetly recommend experimenting. The exotic skills really kick in when you get them up to about 75%-100%. Then, they start getting interesting ;)
Yhorian
|
1774, RE: Exotic Weapons
Posted by DurNominator on Wed 31-Dec-69 07:00 PM
The weapon skill of an exotic weapon is 3*character level or 100% if your character is of level 34 or higher. This is true for every class. The unseen exotic weapons weapon skill does not improve via use, but is simply a function of character level.
What changes is the skill % you get bonus combat skill(such as rip or swing) the exotic weapon grants you. You cannot practice these skills with a guildmaster, but rather, you get a starting percentage and they can improve like any other skill, by using the skill. The starting percentage is different for different classes in practice and does depends on the skill % of other skills. I don't remember the exact mechanism that defines the starting percentage.
|