Difference between revisions of "Parrying"

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''“A wise warrior fights with both weapon and intellect.”''<br>
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''“An even wiser warrior fights with a shield as well.”''
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Parrying is used to <i>completely block</i> melee blows or archery shots from opponents. In usual practise you must equip a [[Shield]] in order to parry - Which type doesn't make a difference (unless the item has an additionally listed [[Defense Chance Increase]] bonus).
 
Parrying is used to <i>completely block</i> melee blows or archery shots from opponents. In usual practise you must equip a [[Shield]] in order to parry - Which type doesn't make a difference (unless the item has an additionally listed [[Defense Chance Increase]] bonus).
  
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==Training==
 
==Training==
Put on a suit of armor to get 70 physical resistance. Player made GM spined armor will work. Get several shields of any type (high durability is good) and find some sheep. Possible locations are the [[Yew]] farms or outside [[Moonglow]] city. Get 9 sheep to attack you and tab out to prevent yourself from hitting back. Healing may be necessary if your [[Hit Point Regeneration]] is not high enough.
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While your Parrying ability can be improved during your day-to-day adventuring, it can takes months upon months to reach [[Grandmaster]] (let alone the higher levels). By dedicating time specifically to the skill it can reach it's peak within a few hours. If you wish to also train [[Bushido]] it is advised to train Parry first.
  
If you are able to heal yourself steadily for a prolonged period of time you might consider wearing no armor (as the sheep will quickly erode it's [[Durability]]). For this reason you should also be sure to bring an adequate supply of shields.
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Put on a suit of [[armor]] to get as much Physical [[Resistance]] as possible. As you'll be taking plenty of damage, [[Durability]] is a factor - either bring several sets of expendable items or items with the [[Self Repair]] property (three or above is excellent). The [[Virtue Armor Set]] is great for situations such as this, though it's quite possible to train wearing no armor at all. [[Reactive Armor]] can be used to gain a small bonus for "free".
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More importantly, collect several shields of any type (keeping in mind these will also be taking a large hit to durability) and find some sparring partners.
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The goal here is to receive incoming melee blows as fast as possible. Every time a creature would land a strike against you, you have a chance to parry (and therefore gain). The more [[Dexterity]] your creature of choice has the faster it'll be able to attack you - The more [[Wrestling]] ability, the more likely it'll land an accurate blow. You should, of course, avoid wearing armor with the [[Defense Chance Increase]] property, though you might find [[Hit Point Regeneration]] invaluable.
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[[Sheep]] are a traditional choice (as they deal negligible damage), while [[Spectral Spellbinder]]s will offer faster strikes (and impressive [[Resisting Spells]] gains). [[Lizardmen]] are again more powerful, though keep in mind you'll gain little skill while [[Death|dead]]. Be sure to stay out of combat mode after engaging your targets to avoid killing them (even unarmed your strikes will add up over time).
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At the most you'll be able to have nine creatures attacking you at once (eight surrounding you and one in the same tile as your [[character]]). Be sure to have a sustainable method of keeping your [[Hit Points]] above zero; bring hundreds of [[Bandage]]s or cast healing [[spells]] (remembering to prepare [[Protection]] first). Of course if you can find another player to stay with you for support, you'll find it far easier to stay alive (and sane).
  
Over time the sheep's combat abilities will improve as they strike you. Although tedious, because of this it's fastest to train parry in a single session rather then leaving and coming back to fresher (and hence slower) sheep.
 
  
 
==See Also==
 
==See Also==
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* [[Bushido]]
 
* [[Bushido]]
 
* [[Defense Chance Increase]]
 
* [[Defense Chance Increase]]
* http://guide.uo.com/skill_5.html - Parrying page on UO.com
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* [http://guide.uo.com/skill_5.html Parrying page on UO.com]
  
 
[[Category:Skills]]
 
[[Category:Skills]]
'''Zero to Grandmaster (GM) Parry in 90 minutes'''
 
 
With the introduction of the [[Spectral Spellbinder]] (handy little buggers that they are!) [[Grandmaster]] Parry can be achieved in 90 minutes or less with relatively cheap equipment.  For the fastest and easiest route, equip a suit of armour with 70 physical resist and the [[Self Repair]] (SR) property on each armour piece - if you have a full set of [[Virtue Armour]] even better.  Also, using a shield with Self Repair is just as important as a shield and armour with at least SR 3 will never become so damaged as to need repair or replacing while using this method.  I would strongly advise any warriors to take the [[Anatomy]] and [[Healing]] skills, and at least while training a new character, to also take the [[Focus]] skill.
 
 
For quickest results, buy 40.0 skill in Anatomy, Healing and Parry at Haven Warrior (remembering to take the new char quests) and head out to Old Haven wearing your armour and shield described above and a ton of bandages - carry as many as you can!  Set your combat status to "War" and engage a 'binder.  As you should not have a weapon equipped, only those trained in the [[Wrestling]] skill need to reset their combat status to "Peace". Now sit back and heal yourself while the 'binder does his business.  You should reach 50 skill in just a few minutes.  Keep this up until you have reached at least 60 parry skill.  Then engage another 'binder and keep adding another for every 5% gained in parry until you reach 90 when you will want to add another two 'binders for a total of eight - you will be surrounded by them at this point.  Just keep up the healing and you will achieve GM Parry in no more than an hour and a half.
 
 
To make life MUCH easier for yourself, make a healing macro using a single key strike.  In 2D, this means using the Bandage Self command.  If you're using Magery to heal, have Cast Spell (Greater Healing) on a macro or for potion users, Last Object.
 
 
'''GM Parry and Beyond'''
 
 
Myself and some friends have tried this method out several times each and found it the quickest way to gain in Parry.  While it is possible to gain in Parry beyond GM with 'binders, faster gains are made by travelling to Dungeon [[Despise]] and paying a visit to the [[Lizardman]] level.  Just as with the 'binders enagage eight lizardmen with your self repairing shield and armour equipped and a pack full of bandages.  Sit back and keep on healing.  Elder Warrior (110 Parry) should only take you about another 90 minutes maximum.  For the masochists out there, yes, you can gain Legendary Warrior (120 Parry) after about 4.5 hours of this.  Hang in there guys, it's unbelievably dull but worth it in the end!
 
 
'''Rationale (or "Wot, No Sheep?")'''
 
 
Using 'binders and lizardmen is much quicker than using [[sheep]] as they have much more Strength and Dexterity, so they hit faster, harder and more accurately - i.e. faster gains.  The reason for training Focus during this is that Focus helps your char to gain in [[Dexterity]] very quickly which means that you become better at Parry and can also heal yourself more quickly.  For weapons use, you will be able to hit faster and more accurately with a high Dexterity too.  If you want to train [[Resisting Spells]] this is also the time to do that.  If you train Parry to GM with the other skills mentioned, you should end up with around 95 Resisting Spells and about 80 Anatomy and 75 Healing by the time you reach GM Parry.  You should even see some modest gains in [[Tactics]] if that is taken.  Mages training Parry without the Healing skill should remember to pre-cast the [[Protection]] and [[Reactive Armor]] spells or bring some packhorses carrying vats of healing [[potions]]!
 
 
Another handy tip is to use a Buckler shield as this is the smallest shield available and provides the least protection - once again, faster gains!
 
 
'''Of Shields and Samurais'''
 
 
While you're '''''training''''' the Parry skill, even with an exponent of [[Bushido]] , it is still best practice to use a shield.  For example, if a fencer equips a mace there is still a chance that some good, solid hits will be scored on the various monsters which will inevitable kill them.  Fine you may say - but this just means having to drag around a bunch of critters while you find another one to make up the numbers each time one gets squished.
 
 
 
--[[User:Umbral|Umbral, Wandering Cleric - Guild of Europa]] 06:36, 8 September 2008 (PDT)
 

Revision as of 03:04, 13 November 2008

Flag parrying.gif

“A wise warrior fights with both weapon and intellect.”
“An even wiser warrior fights with a shield as well.”

Parrying is used to completely block melee blows or archery shots from opponents. In usual practise you must equip a Shield in order to parry - Which type doesn't make a difference (unless the item has an additionally listed Defense Chance Increase bonus).

If you fail to parry, a shield offers no protection aside from any Item Properties it might have displayed (such as Resistances).

As a character gains in Parry as well as Bushido, the system changes somewhat: Your chance to block with a shield falls, and instead you gain the ability to parry with a sword. An additional bonus is granted if the weapon is double handed.

This skill also counts towards your ability to perform Special Moves.

Training

While your Parrying ability can be improved during your day-to-day adventuring, it can takes months upon months to reach Grandmaster (let alone the higher levels). By dedicating time specifically to the skill it can reach it's peak within a few hours. If you wish to also train Bushido it is advised to train Parry first.

Put on a suit of armor to get as much Physical Resistance as possible. As you'll be taking plenty of damage, Durability is a factor - either bring several sets of expendable items or items with the Self Repair property (three or above is excellent). The Virtue Armor Set is great for situations such as this, though it's quite possible to train wearing no armor at all. Reactive Armor can be used to gain a small bonus for "free".

More importantly, collect several shields of any type (keeping in mind these will also be taking a large hit to durability) and find some sparring partners.

The goal here is to receive incoming melee blows as fast as possible. Every time a creature would land a strike against you, you have a chance to parry (and therefore gain). The more Dexterity your creature of choice has the faster it'll be able to attack you - The more Wrestling ability, the more likely it'll land an accurate blow. You should, of course, avoid wearing armor with the Defense Chance Increase property, though you might find Hit Point Regeneration invaluable.

Sheep are a traditional choice (as they deal negligible damage), while Spectral Spellbinders will offer faster strikes (and impressive Resisting Spells gains). Lizardmen are again more powerful, though keep in mind you'll gain little skill while dead. Be sure to stay out of combat mode after engaging your targets to avoid killing them (even unarmed your strikes will add up over time).

At the most you'll be able to have nine creatures attacking you at once (eight surrounding you and one in the same tile as your character). Be sure to have a sustainable method of keeping your Hit Points above zero; bring hundreds of Bandages or cast healing spells (remembering to prepare Protection first). Of course if you can find another player to stay with you for support, you'll find it far easier to stay alive (and sane).


See Also