How do you effectively use the Trip ability?
I figured that when I activated it, I would see my alt "stick out a foot" and trip the opponent.
I don't. So what should be happening?
How do you effectively use the Trip ability?
I figured that when I activated it, I would see my alt "stick out a foot" and trip the opponent.
I don't. So what should be happening?
Its also a strength based attack, without a decent str and even a couple action points, it isnt greatly affective. Not to mention getting improved trip for an additional +4 to the DC.
I use it on my hotbar for quick use/access in my attack chain, even moderately speccing for it can turn it into a valuable ability.
Last edited by llevenbaxx; 11-13-2008 at 07:40 AM.
Basically it acts as if you were hitting your attack button, but if you hit you get a chance to trip your opponent.
I keep my trip in my primary hotbar along with other active feats/enhancements ie.) cleave... The important ones to me are within left hand range of the movement keys Q,W,E etc... My trip is fired off by my 3 key (since is the third position in that bar). Basically trip is just a swing like any other attack ... so while I am attacking with my mouse button I mash down on the "3" key - catches between mouse clicks - and thus trip.
♣ A Baker's dozen in the Prophets of the New Republic and Fallen Heroes. ♣
Abaigeal(TrBd25), Ailiae(TrDrd2), Ambyre(Rgr25), Amilia(Pl20), Einin(TrRgr25), Emili(TrFgt25), Heathier(TrClc22), Kynah(TrMnk25), Meallach(Brb25), Misbehaven(TrArt22), Myara(Rog22), Rosewood(TrBd25) and Sgail(TrWiz20) little somethings with flavour 'n favour
The actual DnD rule is:
Making a Trip Attack
Make an unarmed melee touch attack against your target. This provokes an attack of opportunity from your target as normal for unarmed attacks.
If your attack succeeds, make a Strength check opposed by the defender’s Dexterity or Strength check (whichever ability score has the higher modifier). A combatant gets a +4 bonus for every size category he is larger than Medium or a -4 penalty for every size category he is smaller than Medium. The defender gets a +4 bonus on his check if he has more than two legs or is otherwise more stable than a normal humanoid. If you win, you trip the defender. If you lose, the defender may immediately react and make a Strength check opposed by your Dexterity or Strength check to try to trip you.
♣ A Baker's dozen in the Prophets of the New Republic and Fallen Heroes. ♣
Abaigeal(TrBd25), Ailiae(TrDrd2), Ambyre(Rgr25), Amilia(Pl20), Einin(TrRgr25), Emili(TrFgt25), Heathier(TrClc22), Kynah(TrMnk25), Meallach(Brb25), Misbehaven(TrArt22), Myara(Rog22), Rosewood(TrBd25) and Sgail(TrWiz20) little somethings with flavour 'n favour
Somewhere it was stated that in DDO things get a +4 bonus for each leg above 2 (4-legs = +8 bonus, 8-legs = +24 bonus) to resist the trip. I forget where it was stated or who said it, but that is what I remember.Originally Posted by Club'in
Server - Thelanis
Add the feat to one of your toolbars and map the spot to an easy to reach key. I like the “F” key for Sunder and the “G” key for Trip. As soon as you're within melee range hit the G key. Even if you're not a 54 STR barbarian there's still a chance the bad guys will roll a 1 and eat dirt. Some creatures appear to be more vulnerable to it as well. (ex Gnolls and Kobolds)
Like others have already stated: It looks like a normal melee attack but you'll see a save result attached to it.
Things worthy of Standing Stone going EXTREME PREJUDICE™ on.:
- Epic and Legendary Mysterious ring upgrades, please.
- Change the stack size of filigree in the shared bank to 50. The 5 stack makes the shared bank worthless for storing filigree in a human usable manner.
- Fixing why I don't connect to the chat server for 5 minutes when I log into a game world.
- Fixing the wonky Lightning Sphere and Tactical Det firing by converting them to use alchemist spell arcing.
- Redoing the drop rates of tomes in generic and raid loot tables.