PvP Guide

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Introduction

Skills and Common Templates

Coming soon

Templates

Tank Mage

Dexxer

Med Warrior

Equipment

Coming soon

Weapons

Coming soon

Suffix Effect Suffix Effect
Ruin +1 damage Burning Magic Arrow
Might +3 damage Wounding Harm
Force +5 damage Daemon's Breath Fireball
Power +7 damage Thunder Lightning
Vanquishing +9 damage Evil Curse
Ghoul's Touch Paralyze
Mage's Bane Mana Drain


Magic Items

Spell Reflect Enchantment

Once a spell reflect item is equipped, it will immediately apply a charge of magic reflect to the bearer. No animation is played for the reflect charge, so it is applied with "stealth" and can be very useful into tricking your opponent. Regardless of whether this charge of reflect is removed from the bearer, it will continue to refresh the magic reflect charges every 5 seconds. This means that even if you are not cast on, you are using up the charges of magic reflect. In the case the magic reflect charge is removed (by a player or monster casting a spell on you), the next charge will not be immediately applied - it will be applied on the next 5 second interval.

Example: Magic reflect item is equipped. 2 seconds pass, then reflect is removed by another player casting harm. An ebolt is cast on the bearer 1 second later, it goes through and damages the player. 2 seconds later, a new magic reflect charge is applied.

This can be worked around by de-equipping and re-equipping the magic reflect item, which will take 2 seconds each time due to the action delay (1 second).

Invisibility Enchantment

Once the clothing/jewelry is equipped, the player immediately becomes invisible as per the invisibility spell. Used in combination with casting a spell, this can help you avoid being disrupted, or surprise your target with a spell they were not aware you were casting.

Commonly used in combination with recall, it will allow the player to escape in the heavy majority of situations. The only ways to be disturbed while casting while invised is through delayed direct damage, an explosion potion, or a chain lightning. The chances of those things happening are low.

This can not effectively be used in combination with casting from a scroll, as the action delay on casting from a scroll will give a 1 second window in which you can be casted on and your words of power will be visible (giving your opponent plenty of time to respond).

Buff Enchantments

Bless, agility, strength and cunning charges can be found on clothing and jewelry. These give a buff equal to that cast by a Grandmaster Mage (+10 to stats). They are automatically reapplied, with no animation, though not instantly. Can be very useful against a player who is intent on keeping your stats debuffed, as said player will not be aware that your stats have been rebuffed.

Stacking jewelry in order to gain more than +10 in stats will not work - these magic items will raise you to +10 and no further. Charges will be used at a moderate rate.

Magic rings

Come in two different flavours, invisibility and teleport.

Invisibility

These rings can invis you by either equipping, or on double click. More useful than other invisibility jewelry, since they do not need to be equipped to use (thus, never need to be dequipped, using twice the amount of action timers). They do the same thing as reflect clothing/jewelry.

Teleport

On double click, these rings will instantly bring up a target of teleport. Viable uses for this are to get out of being "boxed", to escape persuers, to catch victims. A teleport charge with a readied halberd can be deadly for a player trying to escape on low health (teleport/hit - like being guard whacked!)

Magic wands

All magic wands instantly cast spells with a magery value of 60, and 0 evaluating intelligence. No mana is required to use. Wand or stave must be equipped for use, giving you a chance to be hit correlated to your macing skill. Wands require time to recharge.

Defensive - Heal/Greater Heal

Instantly brings up a charge of heal/greater heal, with a target cursor.

Offensive - Magic Arrow/Harm/Fireball/Lightning/Mana Drain

Brings up a charge of the stated spell. Fireball and lightning are really the only offensive wands worth using. Due to the action delay, and the low damage caused by these spells, wands themselves are rather worthless against a player who is not running away. A lightning charge, for example, will take a minimum of 2 seconds to hit the player from being disarmed. Equip, 1 full second action delay, double click lightning wand and target, 1 second spell delay.

Resources

As T2A PvP can be very luck based, every advantage possible should be taken while PvPing.

Potions

At the very least you should be carrying heal and refresh potions, for obvious reasons. Cure is quite important unless you want to be on the defensive, curing deadly poison while your opponent hammers on you. Poison is not an issue at all when you are carrying enough cures.

A more advanced PvPer should add in buff potions to the mix, strength and agility. These should be used before a fight, and rebuff yourself when your opponent has an offensive spell loaded (either forcing them to fight you at 110-120 str, or drop their spell). Dexterity potions are very useful, but must be used in combination with a refresh potion to get the full benefit.

Explosion potions are more advanced still and can be used as great finishers when your opponent decides to run for his life. There are advanced combos using explosion potions which require much practice to perfect. Upon using an explosion potion, a target will be brought up and a timer will begin counting. This timer is only visible to you, giving you a "silent ebolt" to use. Any target cursor that was up before the exp potion was used, will be cancelled. Bringing up any kind of target while the exp pot is counting down, will make your pot unthrowable and will damage yourself.

Explosion potions have a range of 3x3 from the target they hit, so it is wise to try and stay out of range unless you already have a large health advantage. They do roughly 20 damage (randomised) and can not be resisted.

Pouches

If you leave town without any trapped pouches, you should expect to die. At least 4 should be carried if you are planning on avoiding PvP, 10 or more should be carried if you plan on PvPing. Simply pop a pouch when you are paralyzed, and you are free (you will take ~4 damage). Useonce agent in razor is great for these, check it out, it is easy to use.

Magic Items

Do carry magic items. The number of times reflect/teleport/invisbility items will save you is worth the cost of them. When you learn how to use them, you will have more fun PvPing, kill more people and die less. PvPing is not supposed to be profitable, it is just for fun and/or bragging rights.

Magic halberds can be expensive, but even carrying low end magic halberds will increase your number of kills. Do not carry anything lower than force, as it is less powerful than a GM halberd.

Mounts

Do invest in a frenzied ostard before going out to PvP, the number of times you will have to refresh your mount may save you or grant you a kill you otherwise would not have gotten. A frenzied has more stamina than a mare, mares are simply there to look cool.

Theory

The cornerstone of tank mage PvP during T2A era was Insta-hit.

Insta-hit

Insta-hit is short for Instant Hit which is the term to describe precasting a Magic Spell, equipping a weapon, letting the weapon hit, unequipping the weapon, and casting the spell. More could be found in the corresponding article.

Defense

Keeping at full health

There's no easier way to kill someone then if they simply let their health waste down over the course of a fight if you don't try to keep at full health.

Avoiding disrupt spam

You've got an opponent spamming clumsy on you? Simple way out of it is this. Go near your opponent whenever his weapon is unequipped and use attack last on him while using mini heal to regain health. This method wont work 100% of the time but its about the only way out of it.

Time your G-heals

This is probably how ~70% of the playerbase dies. Wait for the damage from a delay spell to hit before you cast gheal otherwise they'll always get the disrupt.

Offense

You aren't going to kill anyone with only magic or only weapon hits, so the first thing to do is practice a couple of combos for 1v1 and then adjust them to your own style. Here's a quick list of easy combos to work off, there is no definitive combo that'll work so these are just bases for you to work off.

All duels should start with debuff > hit > debuff debuff > hit


Basic:

  • Explosion, drop on target, Energy bolt, Arm weapon and hit, Drop energy bolt, weaken weaken, hit, Finish as desired.
  • Explosion, Arm weapon and Hit, Drop explo on target, Cast and hold disturb til they try to greater heal, Arm weapon and hit, drop disrupt, Finish as desired.
  • Cast flamestrike, Hit, drop flamestrike, cast ebolt, hit , drop ebolt.


Intermediate:

  • Cast Explosion, Hit, Drop Explosion, Weaken, Hit , Lightning, Weaken (hold), Hit. Finish as desired.
  • Debuff debuff > Hit > Debuff debuff > Hit > Loop (won't really work against good opponents, a good idea is to double harm then theyr'e low as opposed to debuffs).
  • Cast Lightning, Hit, drop Lightning, cast Energy Bolt, drop, hit, debuff down and finish as desired.

Tips

Movement

Movement is a very important part of PvP. Avoiding melee damage is important in 1v1, and probably even more important in group fights. In a group fight, the player who is being targeted for damage should be avoiding as much damage as possible, while allowing their partner to heal them. A well timed sync on a player can kill, but a well timed sync is going to kill far more often when it is allowed to be followed up with melee damage.

Avoiding damage in a 1v1 fight means being able to run around casting mini heals while on low health, while avoiding getting hit. If you are adept at doing this, it can be very difficult for even a veteran PvPer to kill you. Do randomise your movement, do not run in a straight line casting mini heals as this gives your opponent plenty of time to get in position for that finishing hit.

While you are on the offense, you should always be standing as close to your opponent as possible, even while casting spells. The closer you stand, the more quickly you will be able to apply melee damage in combination with spells. This CAN cause you to wrestle, however with good knowledge of the swing timers and a well placed equip, this can be absolutely devastating to a player who is banking on making you wrestle.

Disturbing

Disturbing your opponents greater heals is important. Greater heal costs 11 mana and heals around 45-50 damage with GM magery. Mini heal costs 4 mana and heals 11-15 (roughly.. not exact figures). The trade up of using mini heal, is that you are using far more mana to heal the same amount of points. A player who constantly casts mini heal will find themselves out of mana against a string of large hits.

There are counters to this. Well timed greater heals, and allowing your opponent to waste their mana away on harming your greaters, can put your opponent in trouble by being too offensive. Harm has around an 80% chance to disturb, meaning you are going to sneak some greater heals in even when your opponent is perfectly disturbing you. Imagine they have cast 4 harms to block your heals, and the 4th one fails to disturb. They just used 24 mana trying to keep you low on health, and you healed the whole string back up with 11 mana. When you are above 60% health or so, it can be a good idea to greater heal until you are in trouble, then mini your way back to 60%+.

Set up

Coming soon

Hotkeys

Coming soon

Misc.

Coming soon

External links