Post by Anatra on Feb 12, 2006 10:16:50 GMT -5
Taken from daoc.catacombs.com/forum.cfm?ThreadKey=10855&DefMessage=1211417&forum=7
MINSTREL RESOURCES
Minstrel pet charming guide: p197.ezboard.com/fbardsofcamelotfrm13.showMessage?topicID=764.topic
Great post about the power of minstrels: daoc.catacombs.com/forum.cfm?ThreadKey=10855&DefMessage=1119597&forum=7. Especially look for abmoore's post a few down. Really extols the virtues of a minstrel. If you're thinking of playing one but not sure about if it's fun or not, his is a great post to read.
PETS
Charming pets - a FORUM dedicated to pet charming discussion! Sweet! www.enygma.net/charm/forum/
Charming pets - formula for what level pets we can charm:
1) daoc.catacombs.com/forum.cfm?ThreadKey=10855&DefMessage=1191883&forum=7
2) daoc.catacombs.com/forum.cfm?ThreadKey=10855&DefMessage=946985&forum=7
Charming pets - what types of pets can we charm at what level:
From: daoc.nisrv.com/modules.php?name=Content&pa=showpage&pid=22
Level: 6 - Name: Captivating Melodies. Ability: Charms Humanoids.
Level: 13 - Name: Enchanting Melodies. Ability: Charms Humanoids and Animals.
Level: 20 - Name: Attracting Melodies. Ability: Charms Humanoids, Animals and Insects.
Level: 27 - Name: Pleasurable Melodies. Ability: Charms Humanoids, Animals, Insects and Magical Creatures.
Level: 34 - Name: Enticing Melodies. Ability: Charms Humanoids, Animals, Insects and Magical Creatures.
Level: 41 - Name: Alluring Melodies. Ability: Charms Humanoids, Animals, Insects and Magical Creatures.
One thing to note is that we cannot charm "ghost" type creatures. Hope this helped you understand the Minstrel charm ability.
Charming pets - general thread with lots of good detail:
b27.ezboard.com/fbardsofcamelotfrm13.showMessage?topicID=764.topic
Holy cow! Awesome thread!
Charming pets - pet list:
Albion homeland – non-expansion: charm.enygma.net/albguide-classic.html
Albion homeland – SI: charm.enygma.net/albguide-si.html
Overall pet guide: charm.enygma.net/petguide.html
By DrOctober, post: daoc.catacombs.com/forum.cfm?ThreadKey=10855&DefMessage=823315&forum=7
Charming pets - pet list by level:
- Just under 30 - Salibury Plains - Mercenary tomb raiders
- 22-27 - Llyn Barfog - Bwgan elders/fishermen, and I think the elders cast
- 23-27 - Cornwall - Cornwall hunter, use bows (although they are bad at it)
- 27-31 - Moor boogeys, make good tanks
Charming pets - formula for what levels we can charm:
From gustan, post: daoc.catacombs.com/forum.cfm?ThreadKey=10855&DefMessage=946985&forum=7
1.) ((charlvl*2)+(speclvl+items+RRbonus))/3
2.) (charlvl+.66)+((speclvl+items+RRbonus)*.33)
From Ericca on the same thread:
Just for interest, this formula is much simpler when your instrument spec equals your level. It then becomes:
--> safe charm lvl = char lvl + (total bonuses / 3)
Charming pets - Level 50 (player) Pet List courtesy of Shaquil from post: daoc.catacombs.com/forum.cfm?ThreadKey=10855&DefMessage=1218648&forum=7
New Frontiers
- Frost Stallion - hands down best pet in the game in terms of usefullness, can pl artifacts using the pet like a salamander at the padfoot camps outside PoC ents
- Bloodletter - comedy yellow con that can hide a few chars inside, also procs a nice bleed and found in hibland (as you boat to beno theres some on the spit close by the shoreline)
- Mind Worm - doesn't hit overly hard but constantly procs a 9s stun, large white worm thing found in albion NF (any locs on these would be great
- Eyll Sages / warriors - Sages cast for silly amounts and kinda look like luris- again comedy value
- Templars - Found in HW, staple pet of a sorc and a good choice for a min, especially if you can find an oj one
- iso Mercs - hard hitting high yellow con, roam around HW in hotspots so good in a bind if you get popped close by villa
- Grovewoods - comedy pet found in alb nf q close to CS- buffed up can take quite a beating, great for 'rupts and scare factor
From the same thread, by doeridid:
- For those in Catacombs zones, the Gargoyles proc a NASTY DD with fair regularity and have moderate ABS even unbuffed. They can be found from about level 25 up depending on the zone you're in. Very fast killers, and decently durable.
- Once you're into the U.Forest, grab the Terracite (sp?) Shamans. They DoT, root and heal themselves after the fight. Not big hitters, but very effective overall.
MISC.
General Dark Age formulas from Tirone's Infiltrator guide - this information is in the lower half of the original post - definitely worth reading: daoc.catacombs.com/forum.cfm?ThreadKey=10838&DefMessage=975408&forum=6f
Templates - some info on how to get started if you're new to templates
From Wisby on thread: daoc.catacombs.com/forum.cfm?ThreadKey=10855&DefMessage=1247380&forum=7
www.syntheticrealms.com/Loki/Tutorial1/index.html"
Thats a link to Loki's you can download it and get 20 free try's it has a tutorial if you read it.
The way I start out is I use other ppl's templete's and modify them to what I want or use allakzam to find the items I would need to complete the stats I want when I first made a attamt at building templete's my buddy's advice was
1. Use high utility items only
2. Use you jewelry slots to get your resist up
3. Take a few hours and just play with Loki's to figure it all out
I found this top be pretty good advice
You can also download a database of items from (I can't remeber the website now)
maybe someone else can help you out there.
Also Loki's doesn't autoarrange items from the database to max your stats you have to load each item in to loki's it will auto craft the piece's of armor for you to max whatever stats you put at high importance.
List of trophy mobs:
daoc-trophy-mobs.com/misc/sizes.html. Really great tool. Includes pictures of relative sizes of the different types of trophy mobs side by side. Not sure how often it's updated but still worth a peek.
Buffbots on classic servers:
daoc.catacombs.com/forum.cfm?ThreadKey=10855&DefMessage=1119250&forum=7
Classic servers - brief definition:
- All expansions except ToA.
- Concentration buffs can only be cast on members of your group and only work within a certain range.
- There is no /level 20.
Battlegrounds:
1-4 Proving Grounds
5-9 The Lions Den
10-14 The Hills of Claret
15-19 Killaloe
20-24 Thidranki
25-29 Braemar
30-34 Wilton
35-39 Molvik
40-44 Leirvik
And that's all folks.
Immunity timers & stuns:
From thread: daoc.catacombs.com/forum.cfm?ThreadKey=511&DefMessage=1222476&forum=DAOCMainForum
By Mageslayer: For melee stuns it's 5 times the duration of the stun. So for shield slam it's 45 seconds of immunity for a 9 sec stun. For castable stuns it's 1 minute of immunity regardless of duration.
By Sumsing: Also caster stuns are affected by resists. Melee stuns are a long 9 second stun. You get hit with a melee stun, pray to god your healers are worth a d**n or the people you're fighting can't assist.
Aurulite, general info:
daoc.catacombs.com/forum.cfm?ThreadKey=10855&DefMessage=1097582&forum=7
Speed of Sound - SoS:
* Tells about the limits and some pretty slick ways to take advantage of Sos: daoc.catacombs.com/forum.cfm?ThreadKey=10855&DefMessage=875308&forum=7
* More details about SoS: daoc.catacombs.com/forum.cfm?ThreadKey=10855&DefMessage=1116503&forum=7
Resists:
From Jervyer, post: daoc.catacombs.com/forum.cfm?ThreadKey=10855&DefMessage=987410&forum=7
Honestly, anything above 20% is pretty d**n good. However, there are a few resists that are important to try to get capped.
-Body (for mezzes, stealther poisons, etc.)
-Matter (for the upcoming Warlock threat)
-Heat (for Hib's castable stun and some of their class' DD's)
-Thrust (since your armor is weak to it)
Resisting our spells/instants, MoF, how resists work:
Solid discussion on the Mastery of Focus RA, how resists to our spells/stuns work/don't work: daoc.catacombs.com/forum.cfm?ThreadKey=10855&DefMessage=970690&forum=7. Definitely worth a read if you're not sure how they work. Remember, spell level vs target's level. NOT your level vs target's level.
From MACDER in this post: daoc.catacombs.com/forum.cfm?ThreadKey=10855&DefMessage=1251125&forum=7
It has already been in a Grab Bag in the past. Since MoF affects the SPELL level and the minstrel charm works with the CASTER level, MoF has no effect on the charm. MoF for a minstrel has an effect on pretty much every other offensive spells in the Inst line, except off course the spells already level 50.
Tradeskills:
Alchemy: www.midnightsojourn.com/faq.html
WEAPONS & SHOUTS
Why 29 slash:
daoc.catacombs.com/forum.cfm?ThreadKey=10855&DefMessage=1045996&forum=7
Hit, miss, weapon skill & styles - how they work:
From doeridid, post: daoc.catacombs.com/forum.cfm?ThreadKey=10855&DefMessage=1045996&forum=7
Just to clear something up here...
Weaponskill (of which Minstrels get precious little) doesn't determine hit/miss but rather how well you bypass your opponent's passive defense (block/parry/evade). Versus an opponent with high defense, the ONLY way to increase your hit ratio is by boosting your spec or pertinent stat(s).
The 'To-Hit bonus' that you get from weapon styles affects the final hit/miss check, which occurs after all of the defensive checks. This means that versus a high defense opponent, Amy'Slash doesn't help much beyond having a decent growth rate (the amount of bonus damage it does).
Where Amy'Slash REALLY shines is in high level PvE. When everyone else is whiffing on that level 65 mob, your Amy'Slash will land fairly consistantly (for something insane like 4(-8) damage. That's really the reason that Paladins get so much mileage out of it too... When you're MA on a big PvE raid, you NEED your hits to land.
Interesting side note, regarding straight up damage... The Enrage>SaphireSlash combo has the exact same growth rates as Amy'>Dia'Slash but lower To-Hit bonuses. In RvR, the Enrage>Saphire will show just about the exact same performance with a significant point savings...
DD shouts
From: Ylistra, thread daoc.catacombs.com/forum.cfm?ThreadKey=10855&DefMessage=612303&forum=7
[Your DD shouts are based on] charisma and modified by target's spirit resist.
GROUP COMBAT
Assist macros
From: beetlefeet: daoc.catacombs.com/forum.cfm?ThreadKey=10855&DefMessage=830130&forum=7
I've got one more tip: The "Make-Assist-Macro" Macro.
try making a macro like this:
" /macro MakeAss /macro Assist /assist %t "
That looks like a typo, but it's right. what this will do is give you a macro button that you can put on a hotbar. Now when you click this button it will give you another button that will assist whoever you had targetted when you clicked the first button.
It's confusing but it makes sense if you think it through. It's really handy to quickly change your main assist. I have the MakeAss macro on a unused hotbar and the Assist macro it makes goes on my primary hotbar.
RvR tactics for new minstrels:
daoc.catacombs.com/forum.cfm?ThreadKey=10855&DefMessage=1022580&forum=7
MEDIA
Minstrel movies and movie sources:
Headstrong (fun): vnfiles.ign.com/camelot/videos/6-18-2003/headstrong.wmv
The Gray Gankers, Part I: vnfiles.ign.com/camelot/videos/2004-2/GG-part1.wmv
Good 1 minstrel v 2 opponents video! vnfiles.ign.com/camelot/videos/9-10-2003/Igive.wmv
Ganked: rydogg707.phpwebhosting.com/videos/ganked.wmv
QUICKBARS, BINDS, TWISTING
Multiple Quickbar Support:
From Patch Notes version 1.75: support.darkageofcamelot.com/kb/article.php?id=780
To allow players to use an ever-increasing amount of abilities, we have added multiple onscreen quickbars.
- These quickbars are fully independant from other quickbars on your screen, enabling players access to up to 300 seperate quickbar ability slots, with 30 onscreen at once.
- You may activate multiple quickbars by opening your Options Menu (via the button on the Character Stats page).
- Optionally, you may toggle quickbars with the command '/quickbar Qbar# 1/0' (for example, to enable quickbar 2, use /quickbar 2 1)
- To access abilities on second and third quickbars, you may use the Alt (2nd Quickbar) and Control (3rd Quickbar) keys, plus the corresponding number. You may only use these shortcuts if you have 'Ctrl Modifier' and 'Alt Modifier' turned on in the keyboard configuration.
- To switch between quickbar pages on the second and third quickbars, you can use Alt-Shift-# and Ctrl-Shift-#
- The /qbind command has been updated to take a quickbar as an additional argument (example: /qbind 1 2 2 will bind a key to Quickbar Page 1, Slot 2, QuickBar 2)
Quickbar binds to keys other than number keys:
daoc.catacombs.com/forum.cfm?ThreadKey=10855&DefMessage=948462&forum=7
Brief:
From Oli:
/qbind qbar position key
/qbind 1 1 A will bind the first think in ur quickbar to the key "A"
From Mentu:
As oli said, but let me explain further.
Type /qbind
It then asks for number of qbar 1-10.
It then ask for specific number on that qbar
After your choise, it asks to press a "free" button of your choice.
I always use f1-f3 for most important stuff. For an mins, I guess insta dd, insta stun and amethyst perhaps. Up to you.
/qbind 1 then 1 then press f1. And whatever you had on qbar number 1, on first place (1), will now also be availble by pressing F1.
By /qbinding your most important skills, whatver it might be, everything can be /qbind. You can keep yourself to only ONE qbar at all times, unless you have 20 skills your using:-)
Also, for movement, unless you use mouse, I would suggeds AWDS for forward,backward strafe left-right. Q&E for turn left and right. Works for me, and now your hand is close to your qbar and with a lift of a finger you can fire off whatever you want, and leave twisting to your right hand, or just use right hand for mouse.
Learn to move with mouse though, when I press right button im back to normal, and can move pointer. Quite nice. And, you can turn 180 degrees in 0.1 sec instead of 2 secs for you:-)
From beetlefeet: daoc.catacombs.com/forum.cfm?ThreadKey=10855&DefMessage=830130&forum=7
I thought I'd write a bit of a guide on /qbind and how useful it is.
basically the way it goes is:
1. Setup a button on a hotbar that is out of the way, ie hotbar 5 or whatever.
2. Type "/qbind "
then it will ask you to push a key.
The key you press will from then on activate the button, just as it you clicked it, even if the hotbar it is on is not the currently visible hotbar.
I have one bar for my weapon styles, assist and confuse, EVERYTHING else is on other hotbars and qbound to other keys for instant access. instruments, weapon, songs, charm, target pet, pet commands, dd's, stun, abalative are all one press away.
it makes playing a minst so much more relaxing imo.
Go to keyboard options and unset everything you can, and use the freed up keys for things you need quick access to.
Quickbars & Twisting tips:
daoc.catacombs.com/forum.cfm?ThreadKey=10855&DefMessage=838544&forum=7
Twisting stealth and charm: daoc.catacombs.com/forum.cfm?ThreadKey=10855&DefMessage=1050624&forum=7
CROWD CONTROL (CC) - MEZZ, STUN, ETC.
Mezzing, resists, etc.
From this post - no definitive answers but some thoughts to start us off - anyone with solid info please speak up: forums.freddyshouse.com/archive/index.php/t-18691.html
SevenSins1st June 2004, 06:56 AM
Your completely right as you use the flute to "play/cast" it, and the animation for that is roughly 3 seconds.
What Morthomme said, though, +Duration works on Mezzes (minstrels too).
For durations on Minstrels mezz there's a funky formula, it includes many factors.
Con of Instrument used, Instrument spec and +bonus, and Charisma/+duration bonusses.
SevenSins6th June 2004, 03:19 AM
99% will do.
Aslong as it's a last tier (yellow) flute.
+Duration doesn't just help with Single Mezz/Ae Mezz, also helps with Charm pulse, etc.
Succi6th June 2004, 02:14 PM
Con of Instrument used, Instrument spec and +bonus, and Charisma/+duration bonusses.
You sure all of those affect ?
Danyan7th June 2004, 01:19 PM
No, they don't. It's material of flute, level of mezz song and any TOA duration bonuses. Enchanting your flute makes no difference, neither does quality (other than more imbue points on higher qual). This goes for durations and resist rates. Additionally level of flute makes no difference to resist rates - that's only affected by the level of the mezz song. Charisma also makes no difference, though it does affect damage on DDs.
Roughly speaking, the bonus to mez from a flute is that a yellow flute doubles your mez duration, if you have maxes instruments. I used to have a table for every material, but I'm not sure I still have it. Also, orange-con and higher flutes are no better than yellow.
STEALTH
Mezz from stealth
You won't be visible until the spell lands.
Stealth levels and benefits
Taken from: daoc.catacombs.com/forum.cfm?ThreadKey=10855&DefMessage=601641&forum=7
From Eutari, same thread:
5 stealth - Distractions
8 stealth - Danger sense
10 stealth - Safe fall 1
16 stealth - Detect Hidden
20 stealth - Safe fall 2
25 stealth - Climb walls - Note: You have to have an ACTUAL spec of 25 stealth. 20+5 won't cut it.
30 stealth - Safe fall 3
40 stealth - Safe fall 4
50 stealth - Safe fall 5
From Theodoxus, same thread:
Distractions is a ground target effect. Set up the GT, stealth, then sneak close to your intended kill. Use distraction from the hotbar, and the mob will turn toward the GT marker. You can then stab him in the back. Of course, this ability works better for assassins than minstrels, but with a few back styles in both Slash and Thrust, I can see the usefulness of the ability - though I prefer the 'shoutx2, stun, move to the back and backstab' method... but at least it gives you options
Twisting stealth and charm: daoc.catacombs.com/forum.cfm?ThreadKey=10855&DefMessage=1050624&forum=7
LEVELLING TIPS
These were pulled from other posts and mixed together here.
* Of course Darkness Falls is a great place for any lvl if you have it.
* Barrows (Cave Goblin Shaman heals you)
19-25= Keltoi Fogou
23-27/8 you can go to corn wall and get hunters, anything with range is good.
25-30= Catacombs of Caroda near west cornwall
32-43= Barrows at entrance and move deeper as they start to con to you
44-50= Avalon City stick with entrance start there at 44 if you have good gear Lyonese also has some good spots.
MINSTREL RESOURCES
Minstrel pet charming guide: p197.ezboard.com/fbardsofcamelotfrm13.showMessage?topicID=764.topic
Great post about the power of minstrels: daoc.catacombs.com/forum.cfm?ThreadKey=10855&DefMessage=1119597&forum=7. Especially look for abmoore's post a few down. Really extols the virtues of a minstrel. If you're thinking of playing one but not sure about if it's fun or not, his is a great post to read.
PETS
Charming pets - a FORUM dedicated to pet charming discussion! Sweet! www.enygma.net/charm/forum/
Charming pets - formula for what level pets we can charm:
1) daoc.catacombs.com/forum.cfm?ThreadKey=10855&DefMessage=1191883&forum=7
2) daoc.catacombs.com/forum.cfm?ThreadKey=10855&DefMessage=946985&forum=7
Charming pets - what types of pets can we charm at what level:
From: daoc.nisrv.com/modules.php?name=Content&pa=showpage&pid=22
Level: 6 - Name: Captivating Melodies. Ability: Charms Humanoids.
Level: 13 - Name: Enchanting Melodies. Ability: Charms Humanoids and Animals.
Level: 20 - Name: Attracting Melodies. Ability: Charms Humanoids, Animals and Insects.
Level: 27 - Name: Pleasurable Melodies. Ability: Charms Humanoids, Animals, Insects and Magical Creatures.
Level: 34 - Name: Enticing Melodies. Ability: Charms Humanoids, Animals, Insects and Magical Creatures.
Level: 41 - Name: Alluring Melodies. Ability: Charms Humanoids, Animals, Insects and Magical Creatures.
One thing to note is that we cannot charm "ghost" type creatures. Hope this helped you understand the Minstrel charm ability.
Charming pets - general thread with lots of good detail:
b27.ezboard.com/fbardsofcamelotfrm13.showMessage?topicID=764.topic
Holy cow! Awesome thread!
Charming pets - pet list:
Albion homeland – non-expansion: charm.enygma.net/albguide-classic.html
Albion homeland – SI: charm.enygma.net/albguide-si.html
Overall pet guide: charm.enygma.net/petguide.html
By DrOctober, post: daoc.catacombs.com/forum.cfm?ThreadKey=10855&DefMessage=823315&forum=7
Charming pets - pet list by level:
- Just under 30 - Salibury Plains - Mercenary tomb raiders
- 22-27 - Llyn Barfog - Bwgan elders/fishermen, and I think the elders cast
- 23-27 - Cornwall - Cornwall hunter, use bows (although they are bad at it)
- 27-31 - Moor boogeys, make good tanks
Charming pets - formula for what levels we can charm:
From gustan, post: daoc.catacombs.com/forum.cfm?ThreadKey=10855&DefMessage=946985&forum=7
1.) ((charlvl*2)+(speclvl+items+RRbonus))/3
2.) (charlvl+.66)+((speclvl+items+RRbonus)*.33)
From Ericca on the same thread:
Just for interest, this formula is much simpler when your instrument spec equals your level. It then becomes:
--> safe charm lvl = char lvl + (total bonuses / 3)
Charming pets - Level 50 (player) Pet List courtesy of Shaquil from post: daoc.catacombs.com/forum.cfm?ThreadKey=10855&DefMessage=1218648&forum=7
New Frontiers
- Frost Stallion - hands down best pet in the game in terms of usefullness, can pl artifacts using the pet like a salamander at the padfoot camps outside PoC ents
- Bloodletter - comedy yellow con that can hide a few chars inside, also procs a nice bleed and found in hibland (as you boat to beno theres some on the spit close by the shoreline)
- Mind Worm - doesn't hit overly hard but constantly procs a 9s stun, large white worm thing found in albion NF (any locs on these would be great
- Eyll Sages / warriors - Sages cast for silly amounts and kinda look like luris- again comedy value
- Templars - Found in HW, staple pet of a sorc and a good choice for a min, especially if you can find an oj one
- iso Mercs - hard hitting high yellow con, roam around HW in hotspots so good in a bind if you get popped close by villa
- Grovewoods - comedy pet found in alb nf q close to CS- buffed up can take quite a beating, great for 'rupts and scare factor
From the same thread, by doeridid:
- For those in Catacombs zones, the Gargoyles proc a NASTY DD with fair regularity and have moderate ABS even unbuffed. They can be found from about level 25 up depending on the zone you're in. Very fast killers, and decently durable.
- Once you're into the U.Forest, grab the Terracite (sp?) Shamans. They DoT, root and heal themselves after the fight. Not big hitters, but very effective overall.
MISC.
General Dark Age formulas from Tirone's Infiltrator guide - this information is in the lower half of the original post - definitely worth reading: daoc.catacombs.com/forum.cfm?ThreadKey=10838&DefMessage=975408&forum=6f
Templates - some info on how to get started if you're new to templates
From Wisby on thread: daoc.catacombs.com/forum.cfm?ThreadKey=10855&DefMessage=1247380&forum=7
www.syntheticrealms.com/Loki/Tutorial1/index.html"
Thats a link to Loki's you can download it and get 20 free try's it has a tutorial if you read it.
The way I start out is I use other ppl's templete's and modify them to what I want or use allakzam to find the items I would need to complete the stats I want when I first made a attamt at building templete's my buddy's advice was
1. Use high utility items only
2. Use you jewelry slots to get your resist up
3. Take a few hours and just play with Loki's to figure it all out
I found this top be pretty good advice
You can also download a database of items from (I can't remeber the website now)
maybe someone else can help you out there.
Also Loki's doesn't autoarrange items from the database to max your stats you have to load each item in to loki's it will auto craft the piece's of armor for you to max whatever stats you put at high importance.
List of trophy mobs:
daoc-trophy-mobs.com/misc/sizes.html. Really great tool. Includes pictures of relative sizes of the different types of trophy mobs side by side. Not sure how often it's updated but still worth a peek.
Buffbots on classic servers:
daoc.catacombs.com/forum.cfm?ThreadKey=10855&DefMessage=1119250&forum=7
Classic servers - brief definition:
- All expansions except ToA.
- Concentration buffs can only be cast on members of your group and only work within a certain range.
- There is no /level 20.
Battlegrounds:
1-4 Proving Grounds
5-9 The Lions Den
10-14 The Hills of Claret
15-19 Killaloe
20-24 Thidranki
25-29 Braemar
30-34 Wilton
35-39 Molvik
40-44 Leirvik
And that's all folks.
Immunity timers & stuns:
From thread: daoc.catacombs.com/forum.cfm?ThreadKey=511&DefMessage=1222476&forum=DAOCMainForum
By Mageslayer: For melee stuns it's 5 times the duration of the stun. So for shield slam it's 45 seconds of immunity for a 9 sec stun. For castable stuns it's 1 minute of immunity regardless of duration.
By Sumsing: Also caster stuns are affected by resists. Melee stuns are a long 9 second stun. You get hit with a melee stun, pray to god your healers are worth a d**n or the people you're fighting can't assist.
Aurulite, general info:
daoc.catacombs.com/forum.cfm?ThreadKey=10855&DefMessage=1097582&forum=7
Speed of Sound - SoS:
* Tells about the limits and some pretty slick ways to take advantage of Sos: daoc.catacombs.com/forum.cfm?ThreadKey=10855&DefMessage=875308&forum=7
* More details about SoS: daoc.catacombs.com/forum.cfm?ThreadKey=10855&DefMessage=1116503&forum=7
Resists:
From Jervyer, post: daoc.catacombs.com/forum.cfm?ThreadKey=10855&DefMessage=987410&forum=7
Honestly, anything above 20% is pretty d**n good. However, there are a few resists that are important to try to get capped.
-Body (for mezzes, stealther poisons, etc.)
-Matter (for the upcoming Warlock threat)
-Heat (for Hib's castable stun and some of their class' DD's)
-Thrust (since your armor is weak to it)
Resisting our spells/instants, MoF, how resists work:
Solid discussion on the Mastery of Focus RA, how resists to our spells/stuns work/don't work: daoc.catacombs.com/forum.cfm?ThreadKey=10855&DefMessage=970690&forum=7. Definitely worth a read if you're not sure how they work. Remember, spell level vs target's level. NOT your level vs target's level.
From MACDER in this post: daoc.catacombs.com/forum.cfm?ThreadKey=10855&DefMessage=1251125&forum=7
It has already been in a Grab Bag in the past. Since MoF affects the SPELL level and the minstrel charm works with the CASTER level, MoF has no effect on the charm. MoF for a minstrel has an effect on pretty much every other offensive spells in the Inst line, except off course the spells already level 50.
Tradeskills:
Alchemy: www.midnightsojourn.com/faq.html
WEAPONS & SHOUTS
Why 29 slash:
daoc.catacombs.com/forum.cfm?ThreadKey=10855&DefMessage=1045996&forum=7
Hit, miss, weapon skill & styles - how they work:
From doeridid, post: daoc.catacombs.com/forum.cfm?ThreadKey=10855&DefMessage=1045996&forum=7
Just to clear something up here...
Weaponskill (of which Minstrels get precious little) doesn't determine hit/miss but rather how well you bypass your opponent's passive defense (block/parry/evade). Versus an opponent with high defense, the ONLY way to increase your hit ratio is by boosting your spec or pertinent stat(s).
The 'To-Hit bonus' that you get from weapon styles affects the final hit/miss check, which occurs after all of the defensive checks. This means that versus a high defense opponent, Amy'Slash doesn't help much beyond having a decent growth rate (the amount of bonus damage it does).
Where Amy'Slash REALLY shines is in high level PvE. When everyone else is whiffing on that level 65 mob, your Amy'Slash will land fairly consistantly (for something insane like 4(-8) damage. That's really the reason that Paladins get so much mileage out of it too... When you're MA on a big PvE raid, you NEED your hits to land.
Interesting side note, regarding straight up damage... The Enrage>SaphireSlash combo has the exact same growth rates as Amy'>Dia'Slash but lower To-Hit bonuses. In RvR, the Enrage>Saphire will show just about the exact same performance with a significant point savings...
DD shouts
From: Ylistra, thread daoc.catacombs.com/forum.cfm?ThreadKey=10855&DefMessage=612303&forum=7
[Your DD shouts are based on] charisma and modified by target's spirit resist.
GROUP COMBAT
Assist macros
From: beetlefeet: daoc.catacombs.com/forum.cfm?ThreadKey=10855&DefMessage=830130&forum=7
I've got one more tip: The "Make-Assist-Macro" Macro.
try making a macro like this:
" /macro MakeAss /macro Assist /assist %t "
That looks like a typo, but it's right. what this will do is give you a macro button that you can put on a hotbar. Now when you click this button it will give you another button that will assist whoever you had targetted when you clicked the first button.
It's confusing but it makes sense if you think it through. It's really handy to quickly change your main assist. I have the MakeAss macro on a unused hotbar and the Assist macro it makes goes on my primary hotbar.
RvR tactics for new minstrels:
daoc.catacombs.com/forum.cfm?ThreadKey=10855&DefMessage=1022580&forum=7
MEDIA
Minstrel movies and movie sources:
Headstrong (fun): vnfiles.ign.com/camelot/videos/6-18-2003/headstrong.wmv
The Gray Gankers, Part I: vnfiles.ign.com/camelot/videos/2004-2/GG-part1.wmv
Good 1 minstrel v 2 opponents video! vnfiles.ign.com/camelot/videos/9-10-2003/Igive.wmv
Ganked: rydogg707.phpwebhosting.com/videos/ganked.wmv
QUICKBARS, BINDS, TWISTING
Multiple Quickbar Support:
From Patch Notes version 1.75: support.darkageofcamelot.com/kb/article.php?id=780
To allow players to use an ever-increasing amount of abilities, we have added multiple onscreen quickbars.
- These quickbars are fully independant from other quickbars on your screen, enabling players access to up to 300 seperate quickbar ability slots, with 30 onscreen at once.
- You may activate multiple quickbars by opening your Options Menu (via the button on the Character Stats page).
- Optionally, you may toggle quickbars with the command '/quickbar Qbar# 1/0' (for example, to enable quickbar 2, use /quickbar 2 1)
- To access abilities on second and third quickbars, you may use the Alt (2nd Quickbar) and Control (3rd Quickbar) keys, plus the corresponding number. You may only use these shortcuts if you have 'Ctrl Modifier' and 'Alt Modifier' turned on in the keyboard configuration.
- To switch between quickbar pages on the second and third quickbars, you can use Alt-Shift-# and Ctrl-Shift-#
- The /qbind command has been updated to take a quickbar as an additional argument (example: /qbind 1 2 2 will bind a key to Quickbar Page 1, Slot 2, QuickBar 2)
Quickbar binds to keys other than number keys:
daoc.catacombs.com/forum.cfm?ThreadKey=10855&DefMessage=948462&forum=7
Brief:
From Oli:
/qbind qbar position key
/qbind 1 1 A will bind the first think in ur quickbar to the key "A"
From Mentu:
As oli said, but let me explain further.
Type /qbind
It then asks for number of qbar 1-10.
It then ask for specific number on that qbar
After your choise, it asks to press a "free" button of your choice.
I always use f1-f3 for most important stuff. For an mins, I guess insta dd, insta stun and amethyst perhaps. Up to you.
/qbind 1 then 1 then press f1. And whatever you had on qbar number 1, on first place (1), will now also be availble by pressing F1.
By /qbinding your most important skills, whatver it might be, everything can be /qbind. You can keep yourself to only ONE qbar at all times, unless you have 20 skills your using:-)
Also, for movement, unless you use mouse, I would suggeds AWDS for forward,backward strafe left-right. Q&E for turn left and right. Works for me, and now your hand is close to your qbar and with a lift of a finger you can fire off whatever you want, and leave twisting to your right hand, or just use right hand for mouse.
Learn to move with mouse though, when I press right button im back to normal, and can move pointer. Quite nice. And, you can turn 180 degrees in 0.1 sec instead of 2 secs for you:-)
From beetlefeet: daoc.catacombs.com/forum.cfm?ThreadKey=10855&DefMessage=830130&forum=7
I thought I'd write a bit of a guide on /qbind and how useful it is.
basically the way it goes is:
1. Setup a button on a hotbar that is out of the way, ie hotbar 5 or whatever.
2. Type "/qbind "
then it will ask you to push a key.
The key you press will from then on activate the button, just as it you clicked it, even if the hotbar it is on is not the currently visible hotbar.
I have one bar for my weapon styles, assist and confuse, EVERYTHING else is on other hotbars and qbound to other keys for instant access. instruments, weapon, songs, charm, target pet, pet commands, dd's, stun, abalative are all one press away.
it makes playing a minst so much more relaxing imo.
Go to keyboard options and unset everything you can, and use the freed up keys for things you need quick access to.
Quickbars & Twisting tips:
daoc.catacombs.com/forum.cfm?ThreadKey=10855&DefMessage=838544&forum=7
Twisting stealth and charm: daoc.catacombs.com/forum.cfm?ThreadKey=10855&DefMessage=1050624&forum=7
CROWD CONTROL (CC) - MEZZ, STUN, ETC.
Mezzing, resists, etc.
From this post - no definitive answers but some thoughts to start us off - anyone with solid info please speak up: forums.freddyshouse.com/archive/index.php/t-18691.html
SevenSins1st June 2004, 06:56 AM
Your completely right as you use the flute to "play/cast" it, and the animation for that is roughly 3 seconds.
What Morthomme said, though, +Duration works on Mezzes (minstrels too).
For durations on Minstrels mezz there's a funky formula, it includes many factors.
Con of Instrument used, Instrument spec and +bonus, and Charisma/+duration bonusses.
SevenSins6th June 2004, 03:19 AM
99% will do.
Aslong as it's a last tier (yellow) flute.
+Duration doesn't just help with Single Mezz/Ae Mezz, also helps with Charm pulse, etc.
Succi6th June 2004, 02:14 PM
Con of Instrument used, Instrument spec and +bonus, and Charisma/+duration bonusses.
You sure all of those affect ?
Danyan7th June 2004, 01:19 PM
No, they don't. It's material of flute, level of mezz song and any TOA duration bonuses. Enchanting your flute makes no difference, neither does quality (other than more imbue points on higher qual). This goes for durations and resist rates. Additionally level of flute makes no difference to resist rates - that's only affected by the level of the mezz song. Charisma also makes no difference, though it does affect damage on DDs.
Roughly speaking, the bonus to mez from a flute is that a yellow flute doubles your mez duration, if you have maxes instruments. I used to have a table for every material, but I'm not sure I still have it. Also, orange-con and higher flutes are no better than yellow.
STEALTH
Mezz from stealth
You won't be visible until the spell lands.
Stealth levels and benefits
Taken from: daoc.catacombs.com/forum.cfm?ThreadKey=10855&DefMessage=601641&forum=7
From Eutari, same thread:
5 stealth - Distractions
8 stealth - Danger sense
10 stealth - Safe fall 1
16 stealth - Detect Hidden
20 stealth - Safe fall 2
25 stealth - Climb walls - Note: You have to have an ACTUAL spec of 25 stealth. 20+5 won't cut it.
30 stealth - Safe fall 3
40 stealth - Safe fall 4
50 stealth - Safe fall 5
From Theodoxus, same thread:
Distractions is a ground target effect. Set up the GT, stealth, then sneak close to your intended kill. Use distraction from the hotbar, and the mob will turn toward the GT marker. You can then stab him in the back. Of course, this ability works better for assassins than minstrels, but with a few back styles in both Slash and Thrust, I can see the usefulness of the ability - though I prefer the 'shoutx2, stun, move to the back and backstab' method... but at least it gives you options
Twisting stealth and charm: daoc.catacombs.com/forum.cfm?ThreadKey=10855&DefMessage=1050624&forum=7
LEVELLING TIPS
These were pulled from other posts and mixed together here.
* Of course Darkness Falls is a great place for any lvl if you have it.
* Barrows (Cave Goblin Shaman heals you)
19-25= Keltoi Fogou
23-27/8 you can go to corn wall and get hunters, anything with range is good.
25-30= Catacombs of Caroda near west cornwall
32-43= Barrows at entrance and move deeper as they start to con to you
44-50= Avalon City stick with entrance start there at 44 if you have good gear Lyonese also has some good spots.