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Skills and their usage

Typing "prac" will give you a list of your primary guilds' skills. However, if  you are standing next to a guildmaster, it will instead display your skills in that particular class. To see your sec and tert skill list, you need to step away from any guildmasters, and type "prac sec" or "prac tert". The only way to see piloting pracs is to be at the piloting guildmaster and then typing "prac". To prac a skill, type "prac bash" at the appropriate guildmaster.

Whenever you "gain" a level, the cost for spells and skills decrease, until it reaches the spell/skill's minimum.

*Complete skill lists coming some time this century.*

Skill usage tips

Sweep or Ion Cannons: These two skills work in the exact same way, except that Ions only work in space and Sweep only works on land. When one person sweeps a mob, the mob is down for one round, and the sweeper has 5 rounds before being able to sweep again (he can enter other commands though). However after 2 rounds the mob can be swept again, so if two players have the sweep skill, the mob can be swept more frequently, thus reducing the number of attacks taken by the tank. The unofficial term for this is "turn-sweeping".

Peace: When a Jedi casts peace all combat in the room stops. If a mob has memory he might start combat again after one round has passed. Since Peace has one round of lag, it is possible that a solo Jedi will struggle to get out of combat against a memory mob. This can prove to be a dangerous situation, usually resolved with a bus pass (personal distress probe). The easy solution is to have another member in the group, who doesn't even need to be fighting. Simply start combat and promote the other player. Then when you peace, the other player simply has to walk out of the room and you will follow.

Escape, Retreat and Group Retreat: These skills withdraw you from combat in a specific direction, which makes them extremely useful, but they have 5 rounds of lag, so that makes them risky. The smart way to use these skills is to firstly know the zone you are fighting in and if at all possible to retreat into a !mob room. This prevents you from facing 5 rounds of combat from which you cannot escape. (Usually one retreats to get out of combat which is looking to kill you, hence the risk involved in fighting again for 5 rounds.)

Rage, Frenzy: These skills will prevent you from fleeing, so if you are going to be fighting in a !magic room, either be sure you will kill the mob, or have some other way of leaving combat, because !magic means no bus passing or casting Peace. If you have triggers to keep these skills active, and you want the skills to wear off so you can flee again, you only need to "rest" or "sit" and when the trigger comes by the skills won't activate. (Or you can just disable the trigger for a while)

 

Flip: This skill allows a solo character to change the order of attack so that he or she has the first attacks in the round and then the mob has it's attacks. This just means when you finally kill it, it wouldn't have had a few attacks before you could finish the fight. When grouped, whoever flips becomes the tank for the group. This is especially useful when the idea is for everybody who can tank to tank until they can't anymore, and then the next person takes over the tanking duties. It is also good when a group member is attacked and you wish to assist and take over tanking, then you simply assist and flip. Note that the tank can only be changed by a new tank, if you are the tank and flip, you'll still be the tanker.

 

 

Help! I'm new! Zmud help RotJ Tables About the author Quick Navigate Disclaimer Links

Home > Help! I'm new! > Skills

Also in this section: The Basics | Classes | Attributes | A few areas | FAQ | Need to know | Terms and acronyms | Planet list | Zone guide | Newbie questing

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