::Arderon opens the door to Morgiest's cabin:: ::Morgiest enters his cabin, followed by his faithful squire Arderon:: Morgiest says, " Hail Arderon. 'Tis good to see ye have returned to these parts." "Aye M'Lord, returned I have." Morgiest says, "Lord Paladin Drandar has asked that a warrior in the paladins write a missive about honorable warrior huntin, would ye mind helpin me a bit?" "Not at all M'Lord." ::Morgiest sits on the cold black slab that serves as his chair in his home.:: ::Arderon quickly fetches parchment, a quill, and a small bottle of thick black ink.:: Morgiest asks, seemingly to himself, "Humph, now where should I start?" Arderon smiles, and says, "Why at the beginning of course M'Lord." The Honorable Warrior's Huntin Guide. by Lord Warlord Morgiest Frostgiant I wish to start by sayin I shall only address huntin in groups. Least fer the most part. My reasoning on this is much the same as others, any fool can solo.. One of the most important things to remember about group hunting, is ALWAYS stayin in character. If you are tryin to be an honorable knight, then ALWAYS be that way. Especially in a group. Weapons, armor, and their use in a group. A warrior is mostly defined by what type of weapon he swings, and what type of armor he wears. If you happen to be an OHE, OHB, or brawling [Voln fu] hunter your experience in a group will be much more favorable. If you are a 2 hander user, either switch to a one-handed weapon, or find something other then your vultite claidmore, with acid crits, to hunt with! Nothin is more frustrating to a group then to have 3 other folks watch as you dispatch critter after critter with massive crits to the head. Additionally if you hunt in a group, get the absolute heaviest armor you can lay your hands on. It doesn't matter if you have a 10, or even a 15 second RT when you hunt in a group. All you really need is one good shot on each critter as they come along. This serves 2 purposes. One, you will require less spells then you normally would, and on the off chance that some critter does get a lucky shot thru, you wont spoil everyone else's hunt while you have to git raised. Secondly, you will LOOK the part of a fully battle dressed paladin as you stride into the room wearing your full plate. ::wink:: Tactics, and other nonsense a warrior can do to liven up the fun for everyone. Get warpaint! Not many folks in the lands use warpaint because of the expense, but it is great to use just as your group leaves for their one, two, or more hours of combat mayhem. Try to leg critters if you are good at aiming shots. After you leg the critter, swing at another one, or just sit back, howl, growl, babble, scoff, or make other good use of that long RT you have cause yer wearin full plate. ::grin:: [For those of you who do not know it, there are a number of commands, mostly facial expressions, etc. that you can use while in RT.] If you manage to get in the final blow to a critter, try to add a little something before you search it. I.E., kick dirt on it, salute it, or maybe... .. ::Morgiest smiles as he wipes the gore from his morning star on the shirt of his vanquished foe:: Don't just sit round and swing till yer hands git tired, its very borin, and adds absolutely nothing to the group enjoyment. The Warrior guild. The guild is a great place, you can meet new friends there, learn a few handy things to do in combat, and maybe even learn how to swig an ale like a REAL warrior. There are 6 main guild skills to chose from, and all of them can be used in combat, in one form or another. Warcry: Very useful in groups, helps others hit critters, and can even be used on livin critters to some effect as a form of attack. Berserk: This is one of the least useable "group" skills, mostly used in groups for role-play purposes. Zerkin after a group member dies, or after you lose a limb to a troll kings swing for example. Warrior tricks: Many useful skills here, Feint is the only one of any real combat benefit, but the haircut, guzzle, roll, etc., tricks can add much RP enjoyment for all involved. Tackle: a Very good maneuver based attack that can knock most critters on their backside if done properly. Disarm: While disarm is a mostly overlooked skill, I have seen it used to great effect against any critter that wields a weapon in combat. (Most effective against "unique" invasion critters.) Bashin: While not a combat skill, if you find yourself hunting in a group without a rogue, and there happens to be a wizard that can cast haste about.... Huntin Etiquette: For a warrior its pretty simple. Always carry herbs, especially for bleeders, for other things if you A: have the room, and B: know what they all do. ::roll eyes:: NEVER pass by a dead body. Always stop to ask if they need assistance. If they do not respond, try to help them in any case, LK them, call for a fogger, or drag them to a "safe" spot with other folks. Never leave behind a fallen adventurer. As a warrior, try to lead the group. Send mana to each and every caster in your group as they need it. What?!? you don't have mana share? ::shake head:: Such a waste, and a pity.... Leading a group Leading an effective group is an acquired skill in the lands. Many will offer to do it, but only a few REALLY know how to do this effectively. This requires that YOU make sure everyone in your group knows to NEVER swing until the group leader does. This will prevent poachin, and other unpleasantness. You should be very familiar with the area you are takin folks if they are rather inexperienced, or make sure that you watch out for others in your group first, at the expense of your own learning if required. Try to make sure everyone is learning. If someone isn't, offer them advice on how they can, or ask that a caster is the group help this person if possible. As a group leader your responsibility is to the safety, well being, safe return, and general enjoyment of all who follow you. This comes at the expense of your own learning at times. Try to form groups wherever, and whenever you hunt. You might be suprised at how many folks will follow you, if you only take the time to ask. Searchin out members for your group can be very simple. The best place to ask is at a "safe" area, near the place you wish to hunt. Alternatively, you can ask for folks over the Voln net, amunet, at Voln itself, or even in town. I have rambled on fer long enough fer now methinks. If any have advice, please make whatever suggestions/alterations to this guide that you feel are appropriate. I freely grant permission to post this anywhere its needed, but please allow some time for a "final" draft to come out before this is done. Legend Morgiest Frostgiant Voln Master Warrior guild master Lord Warlord Emeritus of House Onoir Lord Paladin Emeritus of House Onoir |
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