[ Pobierz całość w formacie PDF ]

hopes on the chance to sleep an opponent at least once. When it s done, start casting
Silence immediately: if it lands, it is the end of the duel. If it fails, you can either proceed
casting Sleep and Silence repeatedly until the opponent is finally silenced, or just cast
Slow, run away, heal yourself and prepare to kite for a while, expecting to beat him in the
fair nuking contest (go for it if you are really confident). Sometimes both opponents
- 185 -
Guide Title
choose to sleep and nuke each other repeatedly, healing themselves in between; in such
cases the duel can last really long.
Spellhowler Vs. Summoner
This duel may turn to be a bit troublesome at the beginning, since you will have to
face two opponents at once. So, take your time to sleep the master first, then take care of
his minion. A Summoner without a summon looks rather harmless.
Spellhowler Vs. Tank
Tanks should not be much of a problem for you either, just don t forget to silence a
Shillien Knight in time, and avoid Dark Avenger s Shield Stun (if he has his panther out,
sleep him first and take care of the kittie). The rest is quite simple and boring: use Sleep
and Slow to enable the kiting option, nuke and sleep. Nuke and sleep, rinse, repeat.
Eventually the meat shield dies.
Other Cases
There are classes that can cause you serious problems due to their unusual
abilities. For example, Orc mystics have powerful debuffs, strong melee attacks (such as
Stun) and lots of HP. Once again, you should rely on your Sleep skill: since your WIT and
MEN both are higher than the opponent s, you should be able to neutralize the orc mystic
before he puts his most unpleasant Seals on you.
Another example is a Necromancer, which is a terrifying hybrid of a summoner and
a nuker: while each of a Necromancer s summons alone is incredibly strong, his nukes
are almost as powerful as a Spellhowler s... so, you get the picture. Worst of all,
Necromancers are also capable of silencing the opponent.
Therefore, you should deal with these opponents most carefully, and develop the
appropriately flexible tactics to meet the challenges.
10.3.2. Group PvP
The main feature of mass PvP is that you get to work in a team, pursuing one goal
with your brothers in arms. Such factors as timing, mutual assistance, and coordinated
teamwork are crucial when one force clashes with another. Group PvP requires
appropriate discharge of one s duties and functions. You should remember that you are
supposed to play a very special role in any group, being its main firepower, and your goal
is to use this power most effectively.
When a conflict is just starting, you should refrain from flagging too early, keeping
in mind that the enemy will try to eliminate you first of all. At the same time, you should not
procrastinate until it s too late; so, join the fight when melee characters are already hitting
- 186 -
Guide Title
each other, while softer targets are just about to flag. So, kill healers, nukers, and archers
in the first place, as soon as they flag.
Since you are rather fragile, there is a chance your performance may get fatally
interrupted at any moment. So, try to accomplish as much as possible during any given
period of time. Prioritize your goals: sometimes it is better to eliminate several soft targets
one after another, but if there is a high level damage dealer present, you may need to
assist your teammates to quickly kill that person at any cost. Don t hesitate to throw
Silence on the enemy mages: if it lands, they are gone, and you will not have to bother
finishing them off. And, of course, you should silence an enemy Overlord as soon as you
see him, or else your whole group is in trouble.
Working in a damage dealing group, you might consider the fact that the "main
assist" (MA) principle does not work in mass PvP (e.g., in a siege zone) as good as in
PvE. When you attempt to assist in killing someone, it may happen that the MA s target is
either dead before you are able to get your spell off, or switched to something else
(including your own teammates, on occasions), or there is nothing targeted at the
moment, or, sometimes, the MA dies before getting any assistance at all. So, in most
cases, assisting turns out to be a waste of time and MP.
Ignore the tanks as long as possible (unless you don t have any other targets at
the moment), and when some of them attack you, just use Sleep or Slow to leave them [ Pobierz całość w formacie PDF ]
  • zanotowane.pl
  • doc.pisz.pl
  • pdf.pisz.pl
  • szamanka888.keep.pl