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The way of the Shamurai - A guide to Blademasters by f0xx


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Due to the many requests I’ve gotten for Blademaster tips, I’ve decided to

write this guide. I do this for three reasons:

a) As I already mentioned, I get a PM at least once a month asking for skill

explanations, anatomy advices, combo choices, gear and so on. The topic

on blademasters is quite large, and sometimes I have to write long essays

just to explain something. Sometimes, I am simply not in the mood or just

feeling lazy, so I ask the other person to ask more specific questions and

let me know of their race/cabal/align/ethos combo. When I ask that, most

people think that I want to know who they play, so the conversation

simply ends there and I end up being an ******* who wants to kill

newbies.... and that’s not the case (most of the time :P )

B) I haven’t played for half an year now, and I feel no urge to come back

yet. This makes me forget stuff, so there’s a chance to mislead someone

with my “advice”. I don’t want this to happen, so I will write this now, while I

still remember (most) of their skills and equipment.

c) The current essay that is available is complete crap.

Table of content:

1. In depth explanation of the BLM specific skills in their current state.

This essay is written at 21.06.2013 and reflects how skills work at that date.

1.1 General skills

1.2 Stances

1.3 Critical areas

2. Race/cabal/alignment/ethos. I will try to push the limits as far as

possible here.

3. Equipment (mostly weapons).

4. Playstyle.

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1. In depth explanation of the BLM specific skills.

1.1 General skills

Onslaught/chop/bladerush/backpin/pinwheel - Those five skills are

related to each other. You execute one each round and they build up.

Onslaught - some damage

Chop - some more damage

Bladerush - some more damage + an attempt to disarm

Backpin/pinwheel - those two are executed on the fourth round at once.

They deal massive amount of damage and cause bleeding. On top of that,

pinwheel seems to be considered as internal damage and is not affected by

sanctuary. Master all four. They are of paramount importance. Somewhat

hard to master, but you can do that at the ghost and/or werewolves in the

Volcano. Ghosts are unaffected by physical damage and werewolves are

unaffected by poison (or was it disease?) damage. Your pinwheel will hurt

them though.

Double sheath - While this is not a blademaster specific skill, BLM

skillset allows them to utilize it a to a much greater potential than any other

class. This will be explained in greater detail later. Master this by spamming

"sheath weapon; rem weapon"

Critical strike - This skill is how you be a shaman. It allows you to put

short term powerful maledictions on your enemies while doing moderately

high damage to them. Master this while you hunt/train.

Footwork - This is your second attack. Master this while hunting/training.

Blood vow - A very powerful spell. You put it on a weapon of your

choice. The weapon becomes undropable and gains +10 hitroll. It also

gains another bonus depending on your alignment - for neutral BLMs, your

weapon gains the "wrath" ability, for evil/good aligns, your weapon becomes

blessed. I've personally found that the bonus evils/goods get is useless

compared to the bonus neutrals get and how it synergies with BLMs.

Bladework - This is your third attack and dual wield at the same time.

Master this while you hunt/train.

IMPORTANT NOTE: BLMs are very specific with their dual wield. It does not work

the same way it works for other classes. It does not multiply your attacks*2.

It simply allows you to use two weapons. The use of two weapons allows

you to use your fourth and fifth attacks and also allows you to use dual

wield stances, twin counter, powerstrike and predict. With bladework you

can also use two weapons of the same weight.

Powerstrike - Allows your weapons to roll for higher damages.

Simulates having more damroll (don't ask how much more, I don't know).

Works only when you are dual wielding. Master this while you hunt/train.

Balance - Makes you unlagable. Works only with the deathweaver

stance. Master this while you hunt/train.

Vigil - Very nasty skill. Allows you to counter attacks made on you

(with murder) while you sleep. Will do very high damage. Hard to master,

although I consider it as a must. The easiest way to do so, is to make

friends and ask them to help you. Get naked, use demon talismans and

practice weapons. Go to a room with one exit. Go to sleep and ask your

friend to engage you every time you do so. When he attacks you, you will

flee at the only direction available, then return and go to sleep immediately.

Then he will attack you again and so on. You might have to stop at some

point to rest a bit.

Battlesphere - A nice spell. Gives you a large amount of hitroll.

Twin counter - Very nasty skill. Works with predict and Vigil. Vigil, counter

and twin counter are to be mastered at the same time by the way I

described above. That is the fastest way to master those 3 hard to master

skills. If you can not get a friend to help you, you can head to our friends

werewolves and ghosts in the volcano. Have in mind though, that when

a mob gets down to big nasty, you stop countering. If you use weapons

with mundane damage against the ghosts and weapons with poison damage

against the werewolves, they won't suck any damage from your counters.

Predict - A very powerful skill. Allows you to predict most skills, including

trip, bash, bodyslam, blackjack and strangle. And interesting asset that makes

BLMs extremely versatile and annoying to fight. Keep in mind that certain

skills that you use will cancel your prediction - charge, trip, critical strike.

Keep that in mind and use it in your advantage. Can not predict haymaker.

Mastering this is of paramount importance. I've had it at 99% and died

because of it. If it is at 100%, it does not fail. It's hard to master, but

try to master it while hunting/training.

Battlefocus - A nice spell. Gives you some Armour Class (AC).

Battlesphere must be active in order to cast this.

Battle stance - This is your fourth attack which works only when dual

wielding. Other than that, it allows you to choose a position (hight) if your

weapon (no matter of weapon choice). Keep that in mind and don't fight

melees with your weapon high. Also, don't fight mages with your weapon

low. Master this while you hunt/train.

Battletrance - A nice spell. Allows you to see the condition of your

opponent in battle and use acupuncture while you are blind. Must have

Battlefocus up in order to cast this.

Snakespeed - A very useful skill. Kills the opening spell of your opponent.

Works only with two handed weapons. I've never bothered mastering

it. Seemed to never fail anyway.

Deathstrike - Before you die, you will deal some major damage to

yourself and your opponent. I've not only saved my EQ before due to this

skill, but have also managed to loot stuff from the corpse of my opponent.

Very nasty skill against berserkers, which will lose an extremely large amount

of HP right when you die, due to this skill and the end of their rage. Trying

to master it wouldn't be a very wise idea - you might run out of lives before

you do.

Avatar of steel - This is your fifth attack. Works only with dual wield.

Very hard to master. I usually spend some CP on it when I enter my cabal

of choice.

Spellkiller - Very useful skill. Allows you to completely "ban" a spell of

the arsenal of your opponent. Downside is that you have to use a two

handed weapon, and that's not the best choice to use against casters.

This spell, coupled with deathweaver and snakespeed is the bane of

necromancers (although, if you ask Mindflayer, he'll say otherwise :( )

1.2 Stances

There are a total of 7 stances. 3 for dual wield (Bladestorm, Kyosanken,

Ironarm) 3 for two handed weapons (Shadowdancer, Kairishi, Doomsinger)

and 1 for both cases (Deathweaver).

Bladestorm

The positive - Gives you haste (+1 attack, for a total of 6). Allows to

complete the onslaught cycle in 3 rounds (instead of 4) if timed well.

The negative - Lowers your AC by a lot. Your HP/Mana/Move regen sucks.

A lot.

Kyosanken

The positive - Lowers all kind of damage you take. By my experience by

something like 25-30%. Allows you to return fired objects - arrows, bullets

and so on, including thrown objects. Gives you some HP (something like 50)

The negative - one attacks less (for a total of 4 attacks).

Ironarm

The positive - allows you to disarm non-disarmable weapons and stuns your

opponent for 1 round when you do so. Gives you a small amount of damroll,

which is negligible, because your damroll is already boosted by the powerstrike

skill.

The negative - no real downsides, but considering how blademasters are set,

most of the time you will perform better by using one of the other three

stances for two weapons. Still not useless, but it's uses are rather niche.

Doomsinger

The positive - makes your strikes unavoidable.

The negative - sometimes, quite often, your strikes will hit for scratches and

grazes. I've played A LOT of blademasters, and the only time I bothered

wasting practice points on this stances, was my first one. Some people are

stubborn though, and like to use it for training anatomies.

Shadowdancer

The positive - takes the value of your dex, and copies it to your strength.

Also gives a very nice boost to your AC.

The negative - nothing really, but just like ironarm, a very niche stance that

is more useful than other stances in a very limited amount of situations.

I know a lot of people will disagree with me here, because that stat boost

you get from it is hard to ignore. BLMs are not about your score sheet though.

They are about utility, versatility and flexibility, and shadowdancer offers you

nothing in those departments. Only a buff to your hit/dam and AC, and if you

rely on those to beat your opponents as a BLM, then you are doing them

wrong.

Kairishi

The positive - turns your two handed weapon into whip. Or an axe. Or

whatever your heart desires. Gives a nice boost to your hitroll.

The negative - nothing really. The thing about it is that in the situations where

it might be useful, shadowdancer is usually better. Unless of course you are

a low dex race. Only in this case spending points on this stance is reasonable.

Other than that, do not even bother.

Deathweaver - the universal stances.

The positive - enables the "Balance" skill, which makes you unlaggable. Also,

gives you the "weave" defence which replaces dodge. When you fight

multiple opponents at once, every time you weave, you redirect the hit

at one of the other opponents.

The negative - nothing really, except for a personal feeling that the "weave"

defence is a bit less effective than dodge. That's only a feeling though, and

I might be wrong.

1.3 Critical areas

Area              Anatomy
------------------------
chest 0 - damage
stomach 20 - makes target hungry
legs 40 - modifies dex by -4 for 0 hours
head 60 - drains a bit mana
wrist 75 - weaken
feet 90 - caltraps
kidneys 101 - poison
temple 104 - lock down 0-1 hour
diaphragm 107 - lag, doesn't work with PS on
eyes 110 - blind - 1 or 0 hours
heart 113 - Spell: spellbane : modifies spelllvl by -5 for 7 hours
lungs 116
spleen 119 - drain 5 hours
solar plexus 120 - lag, 2 or more rounds. Doesn't work with PS on
aorta 121
intestine 126
brain 130

This list I made myself while playing with critical strike and detect magic

potions, and by talking to people. I don't claim it is 100% correct, but I do

claim that the knowledge it gives is enough to be successful in the PK department

as a BLM. That being said, I've never had a BLM with more than 120 anatomy

in any particular race. I've never felt the need for it. When talking about

anatomies though, I know one thing for sure - putting 130 points in one

particular race seems a bit of an overkill which leaves you open to other

common combos. I will post the anatomy choices I find to be the most

effective in the "playstyle" chapter.

2. Race/cabal/alignment/ethos

As with any character, very important part of the creation of any BLM should

be your exact race/aligh/ethos/cabal combo.

There are many combos that synergize extremely well, so I should at least

mention them.

Firstly, I think that halfling BLMs offer the best end game PK prowess. The

bad point about halfling BLMs is that you are VERY limited from a

weapon selection choice. Their low str value makes it very hard to find a

viable dual wield combo.

The second most favourite race are the dwarves. Their huge HP pool

more than compensates for their weakness (unless you are facing dual water

whip wielding Thulgan). Then the result is the following:

Thulgan yells 'hhelp! gyoubu Iis trYinG to sjut Me aapaort!'

You wound Thulgan's kidneys.

Thulgan looks very ill.

Your critical strike MUTILATES Thulgan!

Thulgan has a few scratches.

Gyoubu:

(990hp 443m 398mv)

Thulgan blocks your attack and attempts to strike at the brief opening.

Thulgan's riposte LACERATES you!

Thulgan dodges your attack.

Thulgan blocks your attack and attempts to strike at the brief opening.

Thulgan's riposte MUTILATES you!

Thulgan parries your attack.

The Bone Bow of Anduin's pierce LACERATES you!

Thulgan's spray MANGLES you!

Thulgan's spray MASSACRES you!

You weave out of Thulgan's attack.

Thulgan's spray MASSACRES you!

You weave out of Thulgan's attack.

Thulgan's spray MASSACRES you!

Thulgan's spray MASSACRES you!

You are burned by the corrosive acid on the Weeping Wire.

Thulgan's acidic bite scratches you.

Some poison barbed gauntlets gleam with lethal poison.

You feel momentarily ill, but it passes.

You parry a black dragon's attack.

A black dragon's poisoned bite grazes you.

A black dragon rears and breathes a cloud of poisonous fumes!

Thulgan has a few scratches.

Gyoubu:

(476hp 441m 398mv) flee

You have gained knowledge about giant!

Thulgan parries your attack.

Thulgan dodges your attack.

Thulgan dodges your attack.

Thulgan's spray LACERATES you!

You weave out of Thulgan's attack.

You weave out of Thulgan's attack.

Thulgan's spray mauls a black dragon.

You weave out of Thulgan's attack.

Thulgan's spray DISMEMBERS you!

Thulgan's spray DISMEMBERS you!

You sure are BLEEDING!

Thulgan's spray MASSACRES you!

You sure are BLEEDING!

Thulgan's spray MASSACRES you!

You sure are BLEEDING!

You are burned by the corrosive acid on the Weeping Wire.

Thulgan's acidic bite scratches you.

You sure are BLEEDING!

You are burned by the corrosive acid on the Weeping Wire.

Thulgan's acidic bite scratches you.

You sure are BLEEDING!

A gruesome mask comes to life, twisting into a look of pure evil and terror!

You feel scared for a second.

You weave out of a black dragon's attack.

A black dragon's poisoned bite grazes Thulgan.

Thulgan has some small wounds and bruises.

Gyoubu:

(172hp 439m 445mv) flee

You flee from combat!

That's with sanctuary up.

Other than that odd case, dwarf BLM are extremely strong and hard to take

down. They also have a much broader weapon selection choice, especially if

you are a lighwalker, which is of paramount importance to BLMs.

Sliths are always a good choice, especially in certain cases. They also have a

broader weapon selection, an additional attack, a HUGE bonus if you are evil

and an autotrip. Bad sides about sliths are that they are dumb as bench. They

are hard to train.They lack the natural resistance of dwarves and halflings,

but they also lack dwarves' vuln. A valid choice for both newbie and veteran

alike. You also have the nice bonus of being a beast race and thus having an

innate 110 anatomy expertise in it, and since I consider it a must, this means

that you are left with a free expertise to put in another race. Which is always

nice.

Those are the three races I consider the best choice for a BLM. You can

always try a human, but sliths beat them in every department. You can also

try elf/drow, but halflings beat elves, and sliths beat drow. Duergar I've tried

playing, but I somewhat didn't like it. They lack a lot compared to their goodie

cousins.

Other than that, undeads have some nice potential.

As far as ethos goes, going chaotic is your best choice, due to a high end

polearm. Going anything other than chaotic is an eventual nerf you place

willingly on yourself.

The actual combos:

A neutral halfling BLM in Gladiator: Arguably one of the strongest (if not

THE strongest) combo in the game. I've seen fast learning first time BLMs

grow extremely powerful with this combo. Fliblin always come to my mind.

The way a BLM synergizes with gladiator is absolutely disgusting. Halfling

extend that synergy even further, offering better defenses, magic resistance,

and no vuln. One very important note here: A certain psi build can completely

shut you down, with ease, and there is nothing you can do about it. But that

goes for any gladiator.

An evil slith BLM in Nexus: A combo with disgusting potential. Again,

Nexus skills synergize very well with the class. A small hint to anyone wanting

to try this combo - invest some training points in mana.

A neutral slith BLM in warder: This basically is very similar to the slith

in Nexus combo, but in its neutral version. I've always wanted to play this

combo, but every time I try to roll one, EyeSeeU's BLMs pop around with

exactly the same combo, and I end up rolling something else. If you can get

around the annoyance of being an outlaw, you will find this combo very

powerful.

A goodie slith/halfing (avatar) BLM in Praetorian: There are certain

praetorian things which go very well with how the class functions. If you can

get an avatar, this combo becomes so powerful that it rivals the halfling in

gladiator one. Opens up some very interesting tactics too. Halfling offers more

defence, while slith offers more offence.

A neutral halfling/dwarf in Syndicate: Syndicate is always a fun cabal

to play, with BLM's partly shamanish abilities, it gets even better. Certain

Syndi skills work quite well certain BLM stances too.

Tribunal: Tribunal is a very restrictive cabal I have little experience

with. It's not very newbie friendly too. That being said, one of the most

famous BLMs in the lands was a dwarf BLM in Tribunal - Chrinchton. So I

guess it's viable.

3. Equipment.

BLMs are quite restrictive when it comes to equipment. Just like monks, you

can wear only light wares. If you are not a magic resistant race, focus more

on that and on hitroll. If you are a magic resistant race, focus mostly on

saves and hitroll. If you are a halfling, pay attention to your STR values. You

might find the crown of might very useful. Try to overcap your STR. If you

don't, you will have troubles with any class that can lower it. A ninja that

nerves you in the right moment can very easily lead to your death.

Some notable wares: the accuracy rings or anything with similar properties,

the acid-etched armplates, the hessians, the terminators/bracelets of lies, the

Mara.

Being in Warmaster can be a great boost in the wares department, because

WM wares are great for BLMs, considering they can't wear the best EQ. Also,

when combined, certain WM wares have some interesting abilities.

The weapons: that's the most interesting part of the EQ section. The

way BLMs work allows them to cover all their weapon needs with very few

weapons. All the weapons you will ever need as a BLM are the following:

1) One handed physical weapon

2) One handed magic weapon

3) A magical two handed weapon

4) A physical two handed weapon

Weapon type does not matter, as long as you can use it.

With those four weapons you can take any combo that comes at you.

Goodies have it a bit easier here, with the awesome mithril sabre available.

Making sure you have a no-rem weapon in your main hand narrows down your

choices extremely. If you are a halfling, which are further restricted by their

low str, things can get pretty difficult. If you are neutral, the awesome mithril

sabre is also out.

Some weapons of interest for main hand: Rokujan, the mithril sabre, the

bastard sword and Durindel (with no-rem sockets), the vorpal sword.

Some weapons of interest for offhand: The rod of stars, sharpclaw, the

godforges sacrifical dagger, the monorod.

The physical two hander: Hell's fury.

The magical two hander: Blood voulge/Arctron.

Note, if you are a neutral halfling, you can still use the Blood voulge, with a

small trick. Figure that yourself.

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4. Playstyle.

Just like with monks, wise choice of stances and skills to accompany them

are the difference between own and get owned. If you are a new player

trying to learn the class, approach the subject with an open mind, because

BLMs are the most versatile class in the game. You can counter absolutely

any of the normal classes and most of the quest ones and you don't even

need that much gear to do so. The attention from EQ is moved away when

you play a BLM, but is placed with double the emphasis on your skill as a

player. Not just on your PK skills though, but on your planning skills too -

have you chosen a combo with good synergy? The weapon combo? The

anatomies? The surroundings? The weapon position? The preferred hand?

Your success depends on many variables with different importance.

Sometimes the best tactics seem counter-intuitive. Most of the times it takes

experience and patience to learn. A lot of patience.

I will start with the anatomy expertises and mastery, because they seem the

most universal and situation independent. First of all, the hardest fights will

be decked melees, and since most melees are giants - some points in giants

are needed. If you look at the list with critical strikes, you will see that most

of the criticals above 110 are either useless against melees or are already

covered by other criticals. Spellbane for example is useless against a melee.

So is the drained effect, since you have access to poison. So is the solar

plexus since you already have diaphragm (although diaphragm is inferior, but

still). All the areas we need against melees are eyes, kidneys, and feet.

Therefore, an expertise (110) in giants is enough.

Your other hard fights will be against hybrids/communers and certain casters.

Shamans, clerics, druids, paladins, dark knights and battlemages are always a

tough fight, especially if you are not magic resistant. Picking the elf anatomy

will cover a lot of that and some more. The desired areas here are the feet,

heart and spleen, so a mastery (120) in those is needed.

With those two selections you've already covered a very large section of your

troubles and you are left with one more expertise (110). This one I prefer to

place at a race that usually bothers me and/or is largely present and where

the criticals present in the zone will be useful, i.e. the individuals that present

that group must by melees and/or unable to easily cure the poison and blind

affect that is characteristic for the 110 critical zone. I find that picking beast

suits those criteria the best. Beast coveres sliths, ferals, minotaurs and

werebeasts if I remember correctly. All of those are mainly melees and rogues,

so your poisons and blinds will not be wasted. Also, being able to poison

rogues on will is a huge advantage.

So those three races I consider the most valuable and wise to invest

anatomies in:

1) Giant - 110

2) Elf - 120

3) Beast - 110

If you are a slith, beast comes at 110 by default, so you can choose to invest

your beast expertise at Uniques for example. That will allow you to blind

vampires, liches, undeads and illithids which is huge advantage.

The actual tactics and where exactly BLMs fail to be effective: I will go

in details in how I like to fight most combos. This part I consider the most

important part of this guide since it sums up all my experience and things

I've learned via trial and error.

First of all, lets assume one is the most stereotypical type of blademaster - an

averagely dressed uncaballed neutral halfling.

Secondly, always make sure you are attacking only with one hand, since you

(should) have a mundane and a magic weapon in your two hands. Attacking

with your one hand will also make your weapon procs twice instead of once.

Facing a decked warrior:

First of all, remember that you are outgunned. Playing like a normal melee will

result in your death. The warrior will either be a giant, ogre or a minotaur,

which means that you should have at least an expertise anatomy in their

race, even if they are a slith or a feral, you still do. There are two ways to

approach the combat: If you know your opponent is smart, dual wield and go

in deathweaver. Utilize your criticals. ALWAYS keep them poisoned, blind

when possible. Change your predictions, from dirt, to bash, to trip. This will

make them eat twin counters from time to time. Also, let them engage. This

will also make them eat twin counters. Flee and sleep each tick. Use your

acupuncture early so it refreshes fast. Eventually they will run to a temple to

heal the poison. At this point you start to get more aggressive. Keep that

poison on them at all cost. Make sure you enfeeble them as well. Play more

like a shaman than a warrior. Remember that time is on your side here and

be patient, but don't be afraid to become aggressive when they start running.

If you are eating too much damage (which you probably are), try switching to

polearm from time to time and see how you feel. I personally prefer to dual

wield though, due to the added offense and twin counters. You can also

switch from dual wield to polearm fast via doublesheat and "draw".

The second way to approach the situation is by going in kyosanken. This a bit

more risky since you have to be predicting their bash, but still must poison

and enfeeble them. Returning the fire from their arrows will most likely make

them remove their arrows, which on the other side will allow you to twin

counter when they engage you, otherwise when they engage with murder

they first shoot and you don't counter. You can also later switch to

deathweaver and they will most likely not put their arrows back. Weapons

should be low.

Facing a decked berseker:

Berserkers are considered to be the bane of blademasters, mostly due to the

fact that you can not predict their haymaker. And while that is true, you can

still be cautious and keep your eyes open. It's very important to not lag

yourself, or you will die. When you see that haymaker land and take out your

deathweaver or prediction (if you are predicting the bodyslam) run fast and

first thing you do is put a prediction for the bodyslam. Many zerkers will run

after you spamming bodyslam which will make them eat counters. Other than

that, your fight should be very much like a fight against a warrior in

deathweaver. Keep them poisoned and enfeebled and spam onslaughts.

Weapon should be low.

Facing a decked ranger:

I usually like to start in kyosanken and force them to remove their bow, which

is huge if they are archers. If they are trackers, you will also return their

thrown objects. Smart rangers usually have the weather prepared and will

thunderstorm you. That will hurt you a lot. If you see them doing that, you

can go either in deathweaver or shadowdance and spellkill the thunderstorm.

If they see you using a polearm though, they will put their arrows back and

kick dirt/shoot you from afar. So smart rangers are usually a tough fight.

You can use your doublesheat to great extend here. Also, make sure you keep

them poisoned so they can't camouflage. Another thing you can try is

fighting them in an area where they can't thunderstorm you. Weapons should

be low.

Facing decked shamans/clerics:

Usually, those are somewhat easy fights if you play them right. You can use

either ironarm or haste for those fights. I prefer ironarm for the occasional

well timed lag. Criticals are your most important weapon in those fights

though. That's why you picked that elven mastery after all. Start with

putting spellbane on them. Once that is on them, they should have hard time

landing spells on you. The next crit should be the drained effect. Now they will

have hard time regenerating too. Follow with caltraps and the cycle is closed.

Keep an eye on the time you've landed those crits. It's of huge importance

to put them back on once they expire. If the cleric/shaman you face is a

feral or fire giant or storm giant, make sure you are using the appropriate

weapon and keep blinding/poisoning/enfeebling them. If it's a dwarf, use them

water weapons. You can cover all those combos with a simple mundane

weapon + rod of stars. Weapons should be high.

Facing rogues:

Fighting rogues is the same as fighting them with a warrior, with the exception

that you now have predict, so they shouldn't be able to put you to sleep.

If they try to, you will counter, and if it is a race that you have at least an

expertise in, you should poison them immediately. Ironarm is usually a good

choice against thieves. Kyosanken is usually a good choice against ninjas.

You can try shadow dancer as well, when using the blood voulge. Weapons

should be high/low depending on how you feel.

Facing invokers:

Those are some of the easiest fights in my opinion. All you have to do is put

your weapons high, use ironarm and time your disarms, so you disarm them

right before they execute a heavy lag spell like hellstream. That way they

end up lagged for 3 rounds weaponless. Weapons should be high.

Facing necromancers:

Again some of the easiest fights. Just use deathweaver and a polearm.

Spellkill dispel. Be weary of necromancers trying to weaken you. If you drop

your weapon, and get bashed, you will die. Weapon should be high.

Facing hybrids:

Dark knights and paladins are a hard stuff. Against paladins I usually use

ironarm, with criticals and onslaughts, but you can't really kill a smart paladin,

unless it's an elf. Dark-knights I consider the second most versatile class

after BLMs, and they have an arsenal as big as yours. Basically, watch what

they use and try to counter it. If they play like shaman, spellkill that magic

missile. If they play like melee, use predict more. Smart criticals, onslaughts

and timed disarms are the key to success. Smart dakn knights though, are

generally a very tough fight. Approach with caution.

Facing a battlemage:

If the battlemage is an elf or drow, fight them like you would fight a

shaman/cleric. Couple your ironarm stance with spellkill and fast draws of

your polearm and killing either their sharp metal or searing beam, depending

on the time of the day. If they have a vuln make sure you are hitting it.

Be sure to use caltraps critical on them, since they will most likely be using

slow too, and that will make their movement drain VERY fast. You can also

use the more conservative way and go straight into shadow dancer, I've

found that works well enough too.

Facing a monk:

Most of the time I would use deathweaver and predict their dirt. You can also

go with shadow dancer and doublegrip. Onslaughts, criticals and chasing is

your key to success.

Facing other blademasters:

If the other BLM is smart, it will be a tough fight, which is generally decided

before it has began. That one with the better synergy and weapons usually

wins. But to have a chance, make sure you are either in ironarm or

shadowdancer/kairishi(staff) and have your weapon double gripped. That's

one of the situations I hate most, since any of the sides can go turtle mode

And victory will be hard.

Lastly, remember those are just rough guides, there is no way possible I can

cover everything I want to. The best way to play a BLM is to experiment

everything and see what suits your style best. If you find something works

well against certain opponents, don't just stick to that combo, because

eventually they will adapt.

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