Rogue's and Fighter's maneuvers or implement attacks


Pathfinder Online


Are the Rogue or Fighter maneuvers for their implements in yet?

I mean are the mechanics for them implemented? Last night while searching my inventory for spells I may have looted, I came across a spell/recipe looking thing called "Maneuver: Blinding Dust".

Now after I right clicked on it, learned it, spent a little bit of time trying to figure out where the damn thing was in my Feats, I managed to get it placed on the top row of my toolbar.

It's got a range of 11m but lists no damage done, but says it does acid damage and causes Oblivious 25.

I'll try getting on later and test it out.

Anyone know if there are special attacks that a Fighter 4/Rogue 6 can use to take advantage of this Oblivious condition?

Also is anyone currently making better Rogue Implements? I currently only have a ton of the introductory ones.

Goblin Squad Member

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Eigengrau wrote:
It's got a range of 11m but lists no damage done, but says it does acid damage and causes Oblivious 25.

Some attacks list a particular damage type in order to go against a particular resistance when applying their effects, even though they do no damage.

Oblivious reduces the target's Attack Bonus by one half the stack size, so Oblivious 25 is a 12.5 point reduction in your target's Attack Roll.

Eigengrau wrote:
Anyone know if there are special attacks that a Fighter 4/Rogue 6 can use to take advantage of this Oblivious condition?

There don't appear to be any Attacks that have special conditions when the target is Oblivious. However, Oblivious has enough of an impact on its own that those probably aren't necessary.

Scarab Sages Goblin Squad Member

If I'm not mistaken, I believe there's a rogue feat that triggers a sneak attack against a target with the Oblivious condition.

Goblin Squad Member

KarlBob wrote:
If I'm not mistaken, I believe there's a rogue feat that triggers a sneak attack against a target with the Oblivious condition.

Pretty sure the rogue attacks all look for flatfooted, dazed or opportunity.

Goblin Squad Member

When it comes to applying conditions + an attack, I noticed that all my fights come down to a simple timing of the mobs Opportunity state versus my Basic Longbow Exploit attack, which then does 50 damage extra. I have been trying to do stuff like applying Flatfooted on the mob and then do an attack that stuns for 2 seconds and slows, but these conditions are way too short or have too little effect to be of much use for crowd control.

I am wondering what other combo's (apply condition, then do an attack that makes use of this) people are using to an effect, and in which situation?

Goblin Squad Member

KarlBob wrote:
If I'm not mistaken, I believe there's a rogue feat that triggers a sneak attack against a target with the Oblivious condition.

There are a number of Passive Feats that add Oblivious under certain conditions, but I don't see anything that applies any other effect when either Target or Self has Oblivious.

Goblin Squad Member

Sounds as if 'Oblivious' may simply reduce the target's perception rank.

Goblin Squad Member

Being wrote:
Sounds as if 'Oblivious' may simply reduce the target's perception rank.
Quote:
Oblivious (Stacking Debuff) This debuff represents a wide variety of effects that penalize the target’s sight and hearing, such as blinding lights, smoke, attacks to the head, darkness, etc. It penalizes Base Attack and Perception. Base Attack and Perception –[Stack Size]

The impact on Base Attack is probably what makes the biggest difference.

Goblinworks Game Designer

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I can create conditionals based on stacking debuffs, but I can't currently discriminate them based on stack size (e.g., if I made a "if target is Bleeding" conditional, it will work if the target has Bleeding 1 or Bleeding 100). It's not something I've done for feats in the game, as it's easy to put a small stack of an effect on someone so it would just be a minor combo counter rather than an actual cost break. I'm experimenting with a Sarenrae faction attack called "Fan the Flames" that adds more Burning if the target is Burning, but that may change in function by the time it makes it into game. I'd like to eventually get a threshold system in (e.g., "If target is Bleeding 50") before it seems like a really viable method of setting conditionals.

Additionally, we do try to limit the things that are used as conditionals to the states as much as possible, particularly for general attacks, as too many things to keep track of may be confusing. There are a handful that are explicitly meant to be attack-chain-style combos (like Wrathful Strike benefiting from following Wrath Guard). Likely non-General attacks have some more leeway to get weird conditionals that require some setup, because players training those attacks have hopefully figured out the system by then.

Scarab Sages Goblin Squad Member

Stephen Cheney wrote:
I'm experimenting with a Sarenrae faction attack called "Fan the Flames" that adds more Burning if the target is Burning, but that may change in function by the time it makes it into game.

There is active work in progress on the faction system. Cool!


I find it somewhat frustrating to figure out what kind of debuffs or conditions my enemies or myself for that matter are currently under at most times during combat.

I know when they're flat-footed though.

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