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Re: Learned abilities

Posted: Tue Aug 05, 2014 4:11 pm
by Dinjoc
[quote="Jakkal"]I know this was a common misconception, but not all of those had to be tanked by the player. I'm not sure if some did or some didn't, or if something got broken down the line, but I know Death Whirl did not require a rogue to tank. And some of my other toons learned stuff without tanking either.

This could however be because death whirl is an AOE, I'm not sure if I was still getting hit by it when I learned it.[/quote]

Early on all (or maybe most) of the learned abilities had to be tanked by the toon learning it. At some point it did get changed so that the toon only had to be in the group and nearby to get credit for learning it, which is WAY better considering how rough it used to be prior to that.

Re: Learned abilities

Posted: Fri Aug 15, 2014 4:38 pm
by Amnath
The two things I remember are that you do not need a previous version in order to learn the next one.

Also, I believe the speed of learning scaled with intellect, so it would typically take melee more go rounds to absorb the knowledge than a caster.

Re: Learned abilities

Posted: Sat Aug 16, 2014 2:37 am
by Moonshadowe
This might be slightly off topic but it makes me think of the abilities that disciples get for doing combination attacks. You learned those at some point for doing attacks in a certain order and got a message "You have learned a new ability X".

Re: Learned abilities

Posted: Wed Aug 20, 2014 5:53 pm
by Lamprey
BMG

lvl: 30ish
skill learned: ritual of awakening
chunk: Ruins of Vol Tuniel
Mob: a rotblood prophet

lvl: 45ish
skill learned: ritual of shielding (I think)
chunk: Rhaz Inkur
Mob: Flame maiden (or something like that)

that's all I can remember for bloodmages.

-Lamprey

Re: Learned abilities

Posted: Thu Aug 21, 2014 2:50 am
by Moonshadowe
The disciple abilities are called endowments I founf a good blurb about them at http://vanguard.wikia.com/wiki/Disciple_(Class_Guide) but who knows how long thats going to be there so here is the description:
Endowments are melee combos that trigger various buffs. To make a combo the moves must be pressed within 8 seconds of each other. It does not matter if the move lands a hit or not.

Endowment of Life (EoL) BW --> CK --> VH, upon hitting VH your defensive target is given a 1500 hp buff (at level 50) for 2minutes. This buff can only be maintained on one target at a time. After giving the hp buff the defensive target is also healed over 1500hps. An incredibly strong buff and worth maintaining on your tank. Available at level 4.

Precept of Mastery (Mastery) SC --> VH --> KH, upon hitting KH group members within 10m are given a 10minute buff that reduces ALL ability costs (energy AND endurance) by 10%. Particularly nice for other healers. Available at level 18.

Endowment of Balance (EoB) BRH --> KH --> CK, upon hitting CK you gain a 10minute buff that regenerates 1jin /8seconds. Once you get this endowment you will pretty much want to maintain it 24/7. Available at level 26.

Endowment of Enmity (EoE) CK --> RJF, upon hitting RJF you gain a 10minute buff that grants +10% damage. Only two moves but costing a total of 5 jin makes this an expensive buff. Still its usually not too terribly hard to maintain with a little planning. This buff is for the most part the only real reason you will use RJF. Available at level 34.

Because of the 8second grace period between moves in a chain you can weave different endowments together into a single long chain that doubles up on some of the moves and saves time.

SC-->VH-->BRH-->KH-->CK-->RJF Allows you to trigger all 3 of the 10min durration endowments in 6 seconds. Making it pretty easy to squeeze them together and much easier for keeping track and managing. Firing off KoH and if necessary CH/CP gives plenty of breathing room to get this off while major regen heals are ticking away on the tank. The EoL 2min endowment can not be perfectly sandwiched in with the others because CK and VH are in the wrong order.

That said, SC-->VH-->BRH-->KH-->BW-->CK-->VH-->RJF is the most efficient way to fire off all 4 endowments in minimal time.

SC=Soul Cutter , VH=Void Hand, BRH=Blooming Ridge Hand, KH=Knife Hand, BW=Blessed Wind, CK=Cyclone Kick, RJF=Ra'Jin Flare

Re: Learned abilities

Posted: Tue Apr 14, 2015 3:52 pm
by Amnath
One significant difference about the learned abilities is they have no pre-requisites; you could for example, learn Cull III without learning any previous Cull.

Also, from what I could tell, the rate of learning scaled with intellect, which was adverse to tanks, but also to get credit you had to tank the mob (for some minimum like 15 seconds or something), being adverse to mages.

Re: Learned abilities

Posted: Wed Apr 15, 2015 12:12 am
by Kandra
Nor the trainer bought abilities had any prerequisites, other then level, class, and "subclass" (patronage, affinity, style, or what you want to call it). You could buy Chaos Volley IV without knowing Chaos Volley I.

Re: Learned abilities

Posted: Wed Apr 15, 2015 12:12 pm
by Amnath
Ah kk...I probably meant "different from a lot of other games' rules"--and while I think it would be a lot more common to miss a learned ability than one from a trainer, point taken.

While the variation of learning rate with intellect was probably almost trivial, for something like Ancient Word of Doom, it seemed intended that you would have to raid the target about three times.

Re: Learned abilities

Posted: Thu Apr 16, 2015 6:37 pm
by Blackstorm
Should be a good start for learned abilities

http://vanguard.wikia.com/wiki/Learned_Abilities


Re: Learned abilities

Posted: Tue Jul 28, 2015 11:41 am
by shargash
This is the post I used as a reference on learned abilities: http://forum.shadowpuma.com/viewtopic.p ... ties#p2825. The post is from 2009, so the psi gestalt info isn't very useful. Most of the rest seemed to be pretty accurate.