![]() ![]() Note: Not every skill induces the same type of Paralysis when hitting opponents. Note: All skills have Soft Paralysis Immunity, but not every skill has Hard Paralysis Immunity. While skills that induce Hard Paralysis in this list will require " Super Armor: Paralysis Immunity". Note: Skills that induce Soft Paralysis in this list such as Gatling Gun can be countered by doing any "action" (Basic Attacking, casting any skills). If you look at a PvP tooltip of a skill (hover of the skill and hold L-ALT) and it has the term " Super Armor: Paralysis Immunity" it means it protects you against skills that apply Hard Paralysis in this list. Paralysis Immunity = Hard Paralysis protected skills. ![]() Paralysis = Stagger/Lock Up/ "Why can't I move"/etc.ģ Sections in the list are Paralysis Immunity, Push Immunity and Hard Crowd Control (CC). ![]() Middle classes should use their best judgement to decide when it is appropriate to attack.Tier 2 will include Tier 1 Immunity, etc. More "fragile" classes (read: Cras) should have their own security as their top priority, attacking only when it will not endanger them. The same classes that should always start close to their opponents should also attack, or move towards a state of attacking. Also, when choosing a starting spot let your opponent lock in while you consider your options. Classes such as Ecaflips should base their choice of starting location based on their main attack's range, their initiative and how they think their opponent will act. "Tank" classes such as Sacriers should ALWAYS choose a starting spot close to their opponents. Long range characters should choose a square far from their opponent (obviously) that has an unobstructed line of sight. Secondly, always choose your start position for your advantage. If you know the attack patterns of your enemy you will have the strategic advantage, especially if your opponent has not learned your characteristics. It is always important to have a knowledge of your opponent. This is most likely designed to prevent frivolous or repeated attacks against a Perceptor.įor more information, see Alliance#Conquest. If the attackers are defeated, they suffer all the normal consequences plus an additional loss of 3000 energy. Their equipped pets also will not lose health as a result of the defeat. Defenders on the losing side will be returned to their Save Point with 1 hp, but they will not lose any energy. The Perceptor is also removed from the map, allowing another guild to place one there. If the attackers manage to defeat the Perceptor, they receive whatever items and xp the Perceptor was holding at the time. The defenders must defeat all attackers before they are granted victory. The Perceptor acts as a summoner, so if it is killed the battle is over, and the attackers are declared winners. They are given time to switch starting positions (if any are left open), but attackers can no longer join or switch position during this phase.īattle Phase, where the two sides fight each other as they would any other battle, except the Perceptor attacks with the spells it has been given. The names and levels of all attackers are visible in the guild window until the end of this phase.ĭefender Join Phase, all members who choose to defend are sent to the battle on the map of the perceptor. Members of the Perceptors Guild and Alliance receive a message that they are under attack, and any who are not in battle or otherwise occupied may join to defend it. ![]() They involve three stages:Īttacker Join Phase, where people may join the fight against the Perceptor. Perceptors collect experience and drops from battles in that area and prevent another perceptors from being placed in the map - all possible reasons for someone to attack one. Perceptors placed by a guild can only be fought by P2P. Many players use the challenge function simply to see another player's level. There are no consequences for ending a battle. If the game is started, a player may leave at any time by ending a battle as any other battle would be ended (by clicking the orange 'X' near the ready button). The battle can be ended at any time, even before it begins, by clicking the orange 'X', which is near to the ready button. There are no consequences or prizes for winning or losing, no health, kamas or experience is lost or gained. The receiver of the challenge has a choice to accept or refuse the challenge. There are 4 instances where PvP may occur:Ī challenge is a function in which a player can challenge another player to a fight simply for fun, sometimes with a prize or gamble on the winner(s), or even just to prove who is better. ![]()
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