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PvP

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[[CDB|Main]] / [[Skills]] / [[Fighting]] / '''{{PAGENAME}}'''
 
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==Description==PvP is an abbreviation for Player versus Player [[fighting]].
== Server differences ==
Noobs die easily, elites know what to do, how to dance and how to single noobs and other elites out.
Formations: They don't give you any coded bonuses, but there are some obvious advantages.
The line: Good for holding a broken wall down, whoever gets close gets eaten. Lines are very useful when you have superior numbers.
To break a line: You need elites and fodder. Send the fodder up, have them stay there or distract, send some elite agg fighters up there, force them to run back (target the noobs first) and then have all your other forces follow.
The arrow head (>) : Good for offensive battles, have a really good tank up front, as they will attack him as soon as he gets in range (or auto attack will) then have the sides of the arrow push up and help out the tank, guaranteed hit on a noob. The sides of the arrow will cover the flanks.
The "Taya" : It is when you are facing quite equal odds, it requires a pet (bear, crocodile, zombie, troll, the rest are useless) Simply attack someone and run back, your pet will take over and if it is a high dps pet (spider, bear when foe is unarmored, troll) then it will likely get a hit on the person (if he is not defensive and exponentially higher then than the pet) any hit slows that person down, leg shots are a huge plus, this lets you run up with your pet, and since it is 2v1 now that you and your pet is ganking your opponent, he will surely die, you do not need high fighting as he will attack the pet.
Chasing: Wurm pvp causes immense lag, this makes it easy to get away from someone if there are no archers present. Get two tiles ahead of the person you are chasing and attack him, aim for legs works good here if you are aggressive, as that will surely kill them. You cannot run from an archer with +40 in a bow, your legs will be mush by the time he lets loose his 3rd arrow.
=== Raids ===
Done by a medium to small sized force, one or two catapults [[catapult]]s and a couple of mauls[[maul]]s. Due to the update where you cannot spawn at allied deeds, it is very hard to defend your own deed. Have someone skilled in a catapult break the wall down and make sure you have a cart to transport ammo (Ores are preferred, as Rock shards can be taken and used to repair.). When encountering guards, attempt to engage them one at a time. Once you have a single guard, pull them to the edge of the deed and focus fire with your team/force/raid party. With this method it is very easy to take out the guards, get on deed, drain, take what you can and leave.
Catapults are not 100% required, one can simply lockpick his way onto deed if the guards are pulled and the deed starts after the walls. Drain it and leave, don't risk anything.
* Tank should use large shield and shortsword, you will have close to none DPS and should switch to dual longswords when fighting players not guards, defensive is a must.
* The Nubcaek, "Shortsword + Large axe. Effective for croc killing anyway. In aggro I can kill a croc more quickly than someone defensive. You'll find them take loads of stamina runs and hit slowly anyway. Shortsword parries and hits quickly and the axe does a lot of damage (extremely hards mmm) while still hitting not too slowly despite it being in the left hand (say 1/3 of all hits are from the axe)." Which means, you will do the most damage possible with your right hand, while your shortsword will keep you alive to kill at least two enemies. An unorthodox combo, but if used correctly, is a devestating force. '''Nubcaek is a player, its not a noob combo''' The axe is the caek, while the shortsword is the nub.
* I reccomend hatchets on aggresive when chasing down unarmored foes, as hatchets attack faster then than large axes, but do more damage then than small axe. Useful for chasing down spies and alts.
Any other combo is not recommended, but a longsword + maul is good for the fighter who wants to be ready in all situations.
* Lava fiends are very threatening, and have normal dps.
Little things like elevation, if they are facing you or not and moving matter in close battles. To prove this to the skeptics, here is a situation which will surely prove it to you. I engaged Thunderstruck in battle, he was well equipped, highly skilled and exceptionally armoured. I had low quality leather armor, low quality longswords, 33 defensive and close to none weapon skill. I was sure it was going to be a clean slaughter, however i managed to strike a blow on Thunderstruck, which should be impossible. I soon concluded, that because i was on higher ground then than Thunderstruck, i was on my favored terrain and Thunderstruck was moving, i got that hit on him. Small things can kill you, make sure to have duels in water, and not to move.
== The Thunderstruck Tango™ ==
This is a very important skill in PvP, some consider it cheap, most consider it survival. Before you could absorb mycellium freely, but now there is a 30sec cooldown timer, nonetheless it is very useful. Absorb mycellium and move away from your opponent in random directions, but make sure to stay in a 3 tile radius, or the absorption will cease. The absorption may not please you, as it can go to a minor wound, and not the one you wanted to heal. If you are WL, you can use this to run away or buy time for the rest of your group to assist you. Simply run around, not in circles, but in a planned escape. You can also bandage small wounds if you stay within the 3 tile radius from which you initiated the action. Try not to go over cliffs, and attempt to get your chasers hurt by running around falls and slopes, one of them might fall in. It is very hard to keep attacking someone while they are tangoing, as the auto attack fixes nothing, since they can run right out, giving you no time to throw your first blow.
'''Please Note''' It is very hard to tango with any wound greater then than a light on your legs.
[[Category:MiscFighting]]
[[Category:Babel/P]]
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