| Subject: An add on to Lockies fel champ rule set |
Author:
Vain
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Date Posted: Fri, Aug 02 2002, 10:24pm
Combat
PvP Templates
A template is a set of stats and skills that are optimized for a certain
role. For instance, a mage needs intelligence for mana and would therefore
have high intelligence. A template balances the need for prime stats (like
int) with the need for secondary stats (like str for hit points). No
template is perfect for every person. However, there is much to learn from
looking at what other people think is the perfect template.
‘Best’ PVP Meleer Character Template
- GM Fencing - allows you to use a kryss and spear very well
- GM Tactics - makes your weapons to maximum damage
- GM Healing - allows you to raise the dead, heal large amounts of damage
even while fighting
- GM Parry - used with a GM made heater shield, makes you VERY difficult
to hit with a weapon or arrow
- GM Resist Spells - magery has little effect against you
- GM Anatomy - Makes your weapon hits do more damage and maximizes the
rate at which you use your special attackes
- 35.0 Magery - Allows you to use a charged rune book to recall to your
marked locations (to reload potions, repair weapons, armor, etc).
- 30.0 Hide - allows you to hide about 1 in 3 tries. You have an almost
100% chance to hide near a player house or in an inn or tavern.
- 35.0 Animal Taming - Allows you save some money by taming your own
horse, llama or ostard.
- 85 Str, 90 Dex, 50 Int
The 5th level mage spell Mind Blast will devastate anyone with 100, 100,
25 stats. The Mind Blast spell (referred to as "mb" in game) works by
calculating the difference in your stats. If one stat is a lot lower than
the others (like 100 - 25) then the spell does loads of damage. The way to
defend against quick death is to even out your stats as in the example. I
use 85 Str, 90 Dex, 50 Int. Then use a greater strength potion and a
greater dex potion when fighting other meleers. This gives me 105 Str, 110
Dex, 50 Int against other meleers, yet allows me to take very little
damage from mind blast. You will want to have your dex a little higher
than you strength because metal armor will lower your dex with each peice
of armor. You can experiment with what exact levels of each stat work best
for you. Each PvPer is comfortable at different levels.
‘Best’ Mage Stats:
- 85 Str, 90 Int, 50 Dex
- GM Magery - Max damage per spell, less casting failure
- GM Resist Spells - Min damage taken from enemy spells
- GM Wrestling - Allows you to do damage to enemy in close combat possible
interrupting an enemy mage and helps to defend against meleers
- GM Evaluate Intelligence - Max damage per spell
- GM Meditate - Less spell interruptions in battle, mana comes back VERY
fast
- GM Poisoning - Causes the poison spell to do massive damage.
- GM Healing - Allows you to heal yourself and others, and raise the dead
without wasting any mana
PVP Tactics
General Tactics:
- Keep yourself fully fed at all times. This allows your character to
perform at maximum potential per skill. Also causes you to lose stamina
slower and gain hit points, stamina and mana faster.
- Keep your horse rested and fed.
- Keep your weapons repaired and always use GM made equipment (or magic
weapons of Force or better).
- Keep your reagents (if a mage) above the 10 level. If you have less that
10 of a reagent you are in danger of running out in a short battle and
deserve to die... I always keep at least 30 of each on me.
- Wear a death robe dyed whatever color you prefer. The dyed death robe
will stay with you when you die and it covers up you body so that enemies
don’t know if you are wearing any armor or not. Always deny the enemy
information on your status. Otherwise, the enemy with tailor their attacks
to do the most damage to you. Fencing weapons do max damage to lightly
armored opponents. Mace weapons do best when used against heavily armored
opponents.
- When outnumbered run. Period.
- When in battle, don’t stay still. Keep moving, but don’t gallop unless
you need to.
- Always ride. If you are on foot you are asking to die.
- If you are having a bad Internet connection day, don’t try to PvP. Use
the time to make potions, sell stuff, mine, smith, or whatever. You are
asking to die if you try to PvP with a slow connection.
- If in a faction, try to get a faction horse. They have better speed and
stamina than a regular horse and make the difference between being dead
and looting the other guy at the end of the battle.
- If you can stand their silly look, use a llama instead of a horse or
ostard. Llamas have the smallest profile and are therefor more difficult
for the enemy to target in battle. In general try, to minimize your
profile whenever you can. You don’t want to attract attention in battle
and you don’t want to give enemy players a large target to click on. The
smaller the better. The more you move around the better. Also, because
they are smaller, llamas seem to run faster than a horse. They are the
same speed but the perception that you are faster can only help you.
- A fighter with a blade is a challenge. A fighter with a poisoned blade
is almost as tough as fighting two! Use poison when you can. Never go out
without at least 4 greater cure potions on you.
- Always keep yourself at full stamina and full health. If this means
drowning yourself in Refresh Potions and Greater Heal potions and/or using
loads of bandages then so be it. This is very important and can’t be
stressed enough.
- Trap your pouches with Magic Trap, the mage spell. It’s a low level
spell that you can cast almost every time with 35 magery skill. You should
always have at least 4 trapped pouches on you. When you set off your own
pouch it does no damage to you. However, it will release you from the
effects of paralyzation. This is needed when you are fighting mages or
meleers with a spear (the special attack of a spear can paralyze you).
The Meleer vs. The Mage
Use a GM made kryss with no shield so that you can drink potions. That
fast swing of the kryss will interrupt the mages spells thus draining his
mana and putting him on the defensive. As soon as a mage is on defensive
versus a "dexer" (the in game term for a fighter) the mage is close to
defeat. As soon as the mage begins casting heal (He will say "In Vas Mani"
or "Vas Mani" as the words for the spell) switch to your GM made spear.
The spear does much greater damage and, although it swings slower, it has
a special attack called the Paralyzing Blow. The mage cannot cast or move
while he is paralyzed. It is possible with GM Anatomy (anatomy skill
determines how often you see special attacks) to paralyze the mage almost
every hit. It’s almost a guaranteed death for the mage this way. Some
meleers prefer to only use a spear versus a mage. You’ll need to find what
is most effective for you.
It also helps to have a poisoned kryss. When the mage is paralyzed you can
switch to a deadly poisoned kryss hit the mage until the poison takes
effect, then switch back to spear. The poison will make the mage cast
Greater Cure before he can heal himself. Heals have no effect while a
person is poisoned.
Remember to continue to heal yourself with your healing skill during this.
It’s vital that you are always above half health. If you get below that
you should avoid contact with your opponent until you have healed up. If
you get below health you MUST drink a Greater Heal potion or have only a
few seconds left in your bandaging. Usually you will die if you can’t heal
yourself once you get below half health. As a good general rule, once you
get below half health and have no heal potions left...RUN! I never fight
without greater heal pots (potions).
PvP Spells Overview
In this section I am going to go through all the spells that are useful in
PvP, If it isn't here, then I dont find it useful for PvP combat.
Different people prefer different spells, these are MY feelings.
PvP Level One Spells (4 Mana, 0.5 Second Delay)
Clumsy
Rating: 3/10
Use: 1)To bring down Magic Reflect
2) Decrease Dexterity and increase the Damage of Mind Blast
Reagents: Bloodmoss and NightShade
Overview: Subtracts a small amount of dex from the person it was cast on,
This increases the amount of Mind Blast damage if you hit them with a
couple of Mind Blasts straight after. When Reflected, it does not disrupt
your next spell. So if you cast Clumsy and then start casting another
spell straight away, it will hit and bring reflect down, and then when you
are hit with the reflection it does not disrupt your next spell.
Heal
Rating: 8/10
Use: 1)To heal yourself when you are getting hit with a spell combo.
Reagents: Garlic, Ginseng and Spiders Silk.
Overview: This is an excellent spell for keeping you alive. So ok, it
doesn't really heal much damage at all, but it will never be disturbed,
and it will keep you alive in many situations. I would definitely tie this
one to a macro. A definite must have. You can also stand there casting
this on yourself over and over, so you have a constant stream of heals
which can not ever be disrupted.
Reactive Armour
Use: 1)Cast this on yourself before/during combat with a meleer.
Rating: 9/10
Reagents: Garlic, Spiders Silk and Sulphurous Ash
Overview: If you are fighting a warrior this is a definite, definite must
have spell. It reflects damage from melee attacks back onto the attack,
you should also have arch-protection up with this.
PvP Level Two Spells (6 Mana, 1.0 Second Delay)
Agility
Use: 1)Cast this on yourself before/during combat with a mage.
Rating: 7/10
Reagents: Bloodmoss, Mandrake Root
Overview: This spell is good for increasing your dexterity during combat
with a mage. By increasing your dexterity and evening out your stats, you
lessen the damage you take from Mind Blast.
Cure
Use: 1)Cure yourself of poison.
Rating: 10/10
Reagents: Garlic and Ginseng
Overview: A must have spell for any type of combat. A mage can cast poison
on you, and a warrior can hit you with a poisoned weapon at any time. YOU
MUST have a macro for this. You will need it in 7 out of 10 fights.
Protection
Use: 1)Blocks a large amount of damage when being hit by a meleer.
Rating: 6/10
Reagents: Garlic, Ginseng and Sulphurous Ash
Overview: This is good for blocking Melee damage. You cannot cast Reactive
Armor and Protection on yourself at the same time, so this spell isn't
really useful by itself, Arch Protection should be used instead with
Reactive Armor.
PvP Level Three Spells (9 Mana, 1.5 Second Delay)
Bless
Use: 1)Increases all your stats by a small amount, lowers Mind Blast
damage taken.
Rating: 6/10
Reagents: Garlic and Mandrake Root
Overview: This is useful when fighting a Mage, it increases all your stats
by a small amount and means that you will take less damage from a Mind
Blast attack. Its probably better to just cast Agility though.
Fireball
Use: 1) Does a small amount of damage, disrupts spells.
Rating: 5/10
Reagents: Black Pearl and Sulphurous Ash
Overview: This can disrupt a spell quite effectively while also doing a
small amount of damage to an opponent. Useful sometimes for finishing off
a kill who is attempting to cast a heal but has only a tiny amount of
health left. Not great offensive damage, but does the job.
Poison
Use: 1) Poison your opponent, stop him from healing, disrupt his spell.
Rating: 9/10
Reagents: Nightshade
Overview: This can disrupt a spell quite effectively, and totally destroys
any healing they are trying to do. You cannot heal yourself while you are
poisoned. This is a very effective spell. You can kill someone just by
poisoning them over and over. While this is cheap and newbie'ish, you wont
be the one taking the dirt nap if they can't heal themselves.
Teleport
Use: 1) Good for chasing or getting away.
Rating: 7/10
Reagents: Bloodmoss and Mandrake Root
Overview: Sometimes you just have to get the fuck out of there. This is
great for example when you can teleport on top of a wall and get some time
for a much needed heal etc. Also you might need to chase someone who is
trying to get in that much needed heal. :P
PvP Level Four Spells (11 Mana, 2.0 Second Delay)
Arch Protection
Use: 1) Blocks a large amount of damage from a melee attack.
Rating: 9/10
Reagents: Garlic, Ginseng, Mandrake Root and Sulphurous Ash
Overview: Cast Reactive Armor on yourself and then Arch Protection before
you start fighting a Meleer. First of all he will miss you a lot of the
time, and then when he does hit you he won’t do much damage to you. Gives
you 20 - 30 seconds plus before he does any real damage to you. In that
time it can already be all over if you get in a good combo on him. You
can't kill what you can't hit.
Greater Heal
Use: 1) Heals a heap of damage.
Rating: 9/10
Reagents: Garlic, Ginseng, Mandrake Root and Spiders Silk
Overview: One of the most essential spells for staying alive. When you see
a combo coming at you, if you pre-cast this and then target yourself right
in the middle of the combo, you can come out with a really high amount of
health. This spell can be really hard to cast when you are fighting dexers
especially.
Lightning
Use: 1) Deals some damage, disrupts spells
Rating: 7/10
Reagents: Black Pearl, Mandrake Root and Sulphurous Ash
Overview: Can do a decent amount of damage to someone, and can be useful
for finishing off someone with real low health. You can fire it off
relatively quickly, so they are still in range when you target them, and
it can also disrupt any heals they have going.
Recall
Use: 1) Gets you the %$^& out of Dodge
Rating: 9/10
Reagents: Black Pearl, Mandrake Root and Bloodmoss
Overview: When it's time to go, it's time to go. Sometimes you just got to
get out quick. Basically you recall in, get your ass whooped and then
recall out again. The most useful spell in the game for anything really.
Can be disrupted easily. There is a pause after casting this spell
successfully. It’s about 10 seconds long. So don’t just stand there once
you have cast the spell. Try not to get hit while you are waiting for the
spell to transport you to safety. Also, if you are the aggressor in a
fight or a flagged as a criminal you cannot cast recall.
PvP Level Five Spells (14 Mana, 2.5 Second Delay)
Magic Reflection
Use: 1) Sends the spell back the way of the caster.
Rating: 8/10
Reagents: Garlic, Mandrake Root and Spiders Silk
Overview: Cast this on yourself before going into a suspected hotspot. Any
mage who casts anything on you will get the spell reflected back on them.
If they cast a Flamestrike, Mindblast or Ebolt, they could have just
doomed themselves to an untimely death. Stand there and cast it on
yourself over and over one on one with a mage, and eventually the mage
will have to just leave. That’s if you are sure you are going to die, and
want to be a real Trammelite. But hey, you live right?
Mind Blast
Use: 1) Does huge damage on most players.
Rating: 9/10
Reagents: Black Pearl, Mandrake Root, Night Shade and Sulphurous Ash
Overview: Huge amount of damage to anyone who doesn't have balanced stats.
Casting this on a mage will work well as they tend to have really low
Dexterity and the effect will be huge. Casting on Warriors is harder and
has a lower effect as they tend to have more balanced stats. It will
pretty much always do a good deal of damage to any character. A lot of
people say that only newbies cast this spell. I would have to say that
Newbies who end up face down and ass up in the mud who just died to a
newbie spell WOULD say that.
Paralyze
Use: 1) Paralyzes the player in place
Rating: 9/10
Reagents: Garlic, Mandrake Root and Spiders Silk
Overview: Someone running too much and you can't hit them? You can often
kill them if you cast paralyze and then cast a combo on them. For example
you have been doing a large amount of damage to a dexxer who then runs
around and around waiting for his bandage to kick in before attacking you
again, paralyze him, and quickly follow up with an explosion and a
flamestrike or mindblast. UgGggGgghhhhhhhh
PvP Spell Combo's
In this section of the guide you will find some useful "combo's". What a
combo is, is casting multiple spells in a short amount of time to deal
high damage quickly. There are certain combo's that you want to do, in
certain situations. I am going to Number the combo's , then explain
when/where you want to use these combo's.
NOTE: PvP is unpredictable, the following combo's are just tips from my
own experience, the more you PvP the better your judgement you will get on
when and where to use these combo's. PvP also depends on 3 things, 1)
Connection 2) Char Skills 3) PvP ability, that is what makes it
unpredictable.
Combo #1:
Explosion* - (Circle 6)
Explosion* - (Circle 6)
Energy Bolt - (Circle 6)
Description: This combo is good to use in 1 vs 1 combat. Typically this
would be used when a player has pots (potions), because it can kill in one
times use, and hits almost all at same time not giving the target time to
heal.
Combo #2:
Explosion* - (Circle 6)
Flame Strike - (Circle 7)
Energy Bolt - (Circle 6)
Description: This is for use when you KNOW your target has low resist,
and/or is a Hybrid (Evened out stats). Normally you would want to start
with a Weaken or Curse or maybe even Paralyze.
Combo #3:
Explosion* - (Circle 6)
MindBlast - (Circle 5)
Description: Every fight use, the main combo you will use in every fight.
Combo #4:
Explosion* - (Circle 6)
Paralyze - (Circle 5)
Description: Usually want to you use this if your target keeps trying to
run off screen. The key to this combo is to cast as fast as you can, to
prevent the target from getting a heal in. Do something such as,
Explosion/Paralyze/Explosion/Flamestrike. It is a MUST to cast all of that
before the target can get a heal in. Also good for group fights (a.k.a
ganks)
Combo #5:
Explosion* - (Circle 6)
Poison - (Circle 3)
MindBlast - (Circle 5)
MindBlast - (Circle 5)
Description: Also, another combo to use in almost every fighting
situation. This combo gets the job done and quickly.
(* Explosion has a 3 second delay before it damages, that is what usually
'makes" a combo. The 3 second delay allows for you have 2 spells it at the
same time, not giving a chance to heal.)
The Meleer vs. The Meleer
- Meleers hate macers! Maces destroy metal armor. Since almost every macer
uses metal armor, as soon as you pull out your GM made War Axe (arguably
the best one-handed mace weapon) or your GM made War Hammer (the best two
handed mace weapon) they get worried. Remember this, if they are using a
two handed weapon you need to use a two handed weapon as well. If they are
using their shield, use your two handed mace weapon to destroy their
shield. It usually takes about 4-5 good hits with a war hammer.
After the shield is destroyed, you can switch to your shield and a war axe
and proceed to pummel the fella while you are protected by your GM Parry
skill (this rules meleers) or you can continue to hit him with the War
Hammer. The war hammer is extremely effective in close combat. Two handed
mace weapons have a special attack called the "Crushing Blow". This does
extra damage plus it removes a good portion of the victims stamina. This
causes them to not be able to swing as fast, not hit as often, and not be
able to run very far.
The Faction Thief
To be a good Theif/PvP character it takes ALOT of practice and hard work
on skills. However the rewards are great! You can rake in some good cash
or get some nice vanqs/power weps. If you follow the Theif/PvP template
(posted in template sections) then you will most likely want to join
him/her in a Faction of your choice. Before you join your character in a
Faction, make sure you have a "WresDisarm" key set up. Once you get your
character into a Faction, you should see tons of oranges, dont be alarmed!
They are here for your pleasure! Yes, thats right these are the people who
will make you rich, and give you plenty of laughs.
The best thing to do is carry your 'newbie dagger' on you at all times, do
not throw it away, it becomes a very essential tool as you will later find
out. Go find yourself a Dexer and lure him away from the pack. Once you do
that hide, pull up the dexer’s paperdoll and then double click your newbie
dagger and click on his weapon he is holding. Now, you have his weapon
last targeted! The next thing you need to do is show yourself, then hit
your "WresDisarm" key. Let the dexmonkey get close and when your wrestling
hits him, you will disarm his wep! Quickly, hit your steal macro key and
last target! Now you got his weapon. Proceed to kill him, since he is
defenseless. But watch out for those dexers with an extra weapon!
The Template:
GM Stealing
GM Snooping
GM Hiding
GM Wrestling
GM Arms Lore
GM Magery
GM Meditation
Horses:
- Don’t gallop your horse too much. It will tire out and will get you
killed when it doesn’t have the stamina to run any more. Feed your horse
after galloping a bit and let it rest for about 2-3 minutes (just sit
there on it without moving).
- Always be on a horse. A horse costs about 750 at the stables in almost
every town. The cost is worth it because a horse will save your life
enough to make the money back several times over.
- Every time you log in or feed your horse, dismount from your horse and
tell the horse to follow you three times. For example, my horses name is
Victory, so I say "Victory follow me", "Victory follow me", "Victory
follow me". This makes the horse follow you (it forgets its commands at
login and when you feed it - dumb horses). Repeating the command three
times makes the horse follow you at a quicker pace than saying it only
once.
- If you stay in town all the time (referred to as "townies") your horse
has a better chance of survival when you die. NEVER tell your horse to
guard you. If you do, the horse will be gray to your foes and they WILL
kill it. Otherwise, the horse will be blue and no one will kill it because
guards can be called on them while in town.
Effective Faction Tactics:
- Hide by the bank and wait for an enemy faction member to come to refresh
their potions or reagents. Attach them IMMEDIATELY after they say bank.
This surprises them and causes general panic. Often they can’t see you on
their screen because of the bank box and they are low on reagents or
needed potions so they are at a disadvantage. They will almost always try
to run so use some sort of paralyzing attack (spear or paralyze spell).
This is one of my favorite tactic as it results in an almost guaranteed
victory.
- Hide by the town healer for some easy kill points. This is looked down
on by some as "rez killing". However, I leave it up to you to decide how
you want to play your character. The way I look at it the characters you
are killing CHOSE to heal in town near the fight (usually so they can go
save their horse or some of their loot). They could have gone out of town
to find a wandering healer and have had much less chance of being rez
killed. It all comes down to why you are in a faction. If you are there to
kill, kill, KILL! Then rez killing is great fun. If you are there for the
challenge of pvp, then rez killing is pretty boring and a cheap tactic.
- The "Gank": Team up with as many others of your faction as you can and
do galloping sweeps of a town for about an hour. This will cause you to
win almost every fight (enemy is heavily outnumbered and paniced). Once
you have staid for about an hour, choose another town to raid. After an
hour, the other factions have had enough time to gather their forces and
will no longer be able to be outnumbered or paniced. Warning: this can
lead to HUGE, massive battles in which PvP skill becomes secondary to luck
as the prime element that lets you survive or kills you...beware the large
battles. Death is pretty much random when you can’t really see who is
attacking you.
- Identify an enemy ‘faction house’: Gather your forces and raid the house
in the same way that you would raid a city. Only don’t stick around after
you kill everyone. Raid and gate back to your base. Wait about 15-25
minutes. Then do the same thing again on the same house. The second raid
is like stealing candy from a baby. The enemy is in various states of
rearming, restocking potions, reagents, etc and are not prepared to defend
themselves.
- After you kill someone, if you have time, loot all their stuff and drop
the stuff you don’t need on the ground around their corpse or in town
somewhere. The town vultures and newbies will take all the stuff in a
manner of seconds and your enemy will be set back that much more.
- Identify a house owned by a friend that is VERY close to town. Bribe,
beg...do whatever you need to do to get yourself friended to that house.
Once you are friended you have a place that you can retreat to when out
numbered or outskilled while fighting in town. If an enemy tries to enter,
say "I ban thee" and click on them once the target comes up. You’re safe
to heal and recuperate. Any fight you walk (or run) away from is a good
one.
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