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The Argent Tournament: How to Joust
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Post by
342791
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Post by
adashiel
Just to comment, there's a bit of a learning curve to jousting, but once you've got it, it is pretty easy. The most difficult jousting you do will be the Commanders for the Champion daily "Battle Before the Citadel". By themselves, they're not much more difficult than the Champions on the Tournament grounds, but you have to worry about adds. The skeleton guards are easy enough to deal with, but if you pull a gargoyle or a lieutenant, it will quickly shred your shield, opening you up to massive damage.
You're going to be tempted to use the Charge a lot since it's pretty cool and does lots of damage, but I don't recommend it for dueling the NPCs. At least not at first. As you may have noticed, the tournament mounts have a very poor turning radius, which makes it difficult to quickly get back in thrust range after a Charge. That often gives them a chance to get off a shield break and their own charge. If you just stick to shield breaking and thrusting, you can usually avoid most of the charges. As you become more proficient you will be able to throw in more Charges.
Post by
150866
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Post by
ArgentSun
Let me help you there:
Mount Abilities:
The Argent Tournament Grounds
Thrust
- Melee, 3,250 damage. Not on shared cooldown with Charge.
Shield Breaker
- 5-30 yards, 2,000 damage, removes 1 stack of Defend. On cooldown with Charge.
Charge
- 5-25 yards, 8,500 damage, removes 1 stack of Defend.
Defend
- 30% damage reduction, stacks up to 3 times.
Refresh Mount
Duel
The Corp'rethar Forward Camp/Court of Bones
Thrust
- Melee, 15,000 damage. Not on shared cooldown with Charge.
Shield Breaker
- 5-30 yards, 10,000 damage, removes 1 stack of Defend.
Charge
- 5-25 yards, 45,000 damage, removes 1 stack of Defend.
Defend
- 30% damage reduction, stacks up to 3 times.
Refresh Mount
Post by
Interest
Firstly, fantastic guide.
Secondly, I learned how to joust in about 20 minutes.
Was fun.
Seems I am a "game master" after all.
/vent ego
Post by
95916
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Post by
Nemo2342
Is there some kind of maximum distance you can get away from the ring? On my second fight the npc pretty much ran way back into the bleachers, and when I followed him I lost the match. After that I had to deliberately open myself to that damn shield break/charge combo they have when they would get too far away from the ring, to make sure it didn't happen again.
Post by
342791
This post was from a user who has deleted their account.
Post by
ArgentSun
Actually we can't, but if you run out of space (and you shouldn't, unless you decide to do heavy formatting), you could just your posts to a new topic and we can lock/delete this one (or just let it fall down the list due to lack of comments, no longer stuck).
EDIT to add: Oh, would you mind if I write a blog about the Argent Tournament sometime soon? It will probably cover a lot of the information you wrote (even though I won't be taking it from you, but from own experience), so I though it's about right to ask you if you will be making any copyright claims and all that.
Post by
magik8ball
One thing that I find helps me to take out the jousters faster is to strafe until I barely have enough distance to toss a shield breaker and try to keep that distance. From there, I keep tossing shield breakers or melee if they get too close.
Post by
342791
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Post by
Billa
Lovely write-up =]
Thanks
Post by
109170
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Post by
ArgentSun
bump
Bumping stuck threads smells like fail...
EDIT
: It looks a lot nicer this way.
Post by
Nemo2342
Any tips on beating the Commanders? I hate the fact that everything up there seems to have an attack that breaks my defense
Post by
ArgentSun
0. Stack Defend
1. Challenge them
2. Shield-Breaker + Charge
3. Keep Defend at 3 ALWAYS, and Shield-Breaker until the Champion becomes vulnerable.
4. Charge, Shield-Breaker, Charge, Shield-Breaker
?
Win.
Post by
342791
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Post by
263369
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Post by
212244
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Post by
Zandranas
Please add a note on the Black Knight challenge. It is important to remain mounted until he despawns your mount or he will bug out and run off.
Also a tip for jousting. On racial champions and the Commanders it's pretty easy to strafe just far enough out to throw Shield Breaker range, then move back in to melee. This will not open you to a charge if you are paying attention - the only time it might is if the champions are moving out to charge themselves. Doing this can help you get them down to 0 or 1 stack of defend and opens them to a devastating charge when they try to reposition themselves - all the while keeping your own defence at a full stack.
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