Movement Infusion Beginner Advice

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Davion Fuxa
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Re: Movement Infusion Beginner Advice

#16 Post by Davion Fuxa »

Lyoncet wrote:Bolded what I (as a new player) consider the crux of the issue. Having made it to 19-20 only three times, I don't have a whole lot of experience with when to expect stuns. For example, I know some abilities can stun, but outside that I don't know what the conditions are (e.g. creature types, big hits, physical hits vs. mental vs. spell, etc.) So for someone like me, it's probably advisable to have a status removal for two reasons. 1) I don't know when best to pre-buff with Movement, and 2) I won't learn as quickly when to expect stuns if I'm avoiding them altogether instead of clearing them. Even if it's a better option when you have greater knowledge of the game, at my level it's not as clear.
This sort of gets to the heart of the argument in regards to Beginner Advice versus Intermediate/Expert Advice.

The piece of advice regarding Movement Infusion and their use to replace a Wild should be labeled as such so that Beginners know that this is an Advanced Strategy that experienced players use, but it isn't necessarily one that they can optimally or properly use without more understanding which won't come through pursuing the setup themselves; not to mention one that really is worth bothering to worry about in lower difficulties.

That isn't to say a Beginner can't be told it, just that they should be informed about the level of advice they are receiving.
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cctobias
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Re: Movement Infusion Beginner Advice

#17 Post by cctobias »

Lyoncet wrote:
cctobias wrote:In T2 and below if you can get 2 movements you have both bases covered and a whole lot of flexibility as well. Not only do movements work on no-tele zones, but they are completely controlled. You also have the option to escape very far by using 2 or to have extra long Free Action buff. Its a very strong setup, but its also a pro-active setup. In this case you should basically always pre-load one movement unless you have a very specific tactic in mind.
Bolded what I (as a new player) consider the crux of the issue. Having made it to 19-20 only three times, I don't have a whole lot of experience with when to expect stuns. For example, I know some abilities can stun, but outside that I don't know what the conditions are (e.g. creature types, big hits, physical hits vs. mental vs. spell, etc.) So for someone like me, it's probably advisable to have a status removal for two reasons. 1) I don't know when best to pre-buff with Movement, and 2) I won't learn as quickly when to expect stuns if I'm avoiding them altogether instead of clearing them. Even if it's a better option when you have greater knowledge of the game, at my level it's not as clear.

That said, I find the arguments about Movement > Wild Physical pretty convincing overall.
Yes, its true that by having an immunity (of any sort) you will then lack some general feeling for how much "pressure" is being put out in various situations. So some people may not like it.

However I would encourage all new players to start using the monster inspect and go to the "talents" tab and review the talents for monsters and especially for any rare+. In the end the only truly good way to understand what kind of pressure you may be under in a situation is to review what talents things have spawned with.

Not only should you use things like track to not get corner gibbed but you should be looking at any rares+ talent list from 20+ rad away so you know if anything extremely dangerous like a skirmisher rare with a ranged stun is around. Or alternatinely something with 3 melee stun talents has spawned.

In the end if you are allowing yourself to be stunned/frozen to get a "feel" for things you will pretty much just be instilling bad habits. If you want to know what kind of condition "pressure" you will be under examine talents, later on in higher difficulty doing something else will simply kill you. You need to have a good idea of what kind of pressure you will be under before it ever happens so you know when to pull the trigger and get out.

Now some people simply won't like this sort of pro-active playstyle or have trouble consistently doing that. This is fine whatever floats your boat. But it is essentially "optimal" behavior, not saying that is good or bad or how you should play. And on Normal its not that big of a deal, it starts to show its head in Nightmare and becomes are pretty big deal on Insane.

I can see how people don't like the "masking" effect of an immunity and you may wish to compare and contrast a couple runs with and without. This is fine. Good even, really. As long as you are aware of what and why you doing things, get comfortable with stuff however you like.

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