PVP Mechanics - howto mechanics only
As Zavirons thread got derailed, I started this, for discussion of Mechanics ONLY.
A separate thread is there for the philosophy of whether such should be done, and for whether consumables are good/bad, and associated side-discussions. This should be for discussing the actual mechanics, different people's how-to's, and the discussion of mechanical pros/cons of those how-tos.
Zaviron, if you would, please re-post your initial post from your thread to kick us off?
(or perhaps someone else has their own how-to)
Zaviron last edited by
copy pasted from "pvp-mechanics for beginners"
Since I've experienced several CoA-players being wrecked by veteran- and efu-players I decided to make this to make pvp less one-sided on the server. As I do think the losing side who got utterly owned end up with a sad face :( and might even ruin their rp-fun. Not to mention some players got an overwhelming knowledge in pvp and those guys might want a challenge themselves.
I won't fill in all Cons and Pros but people are welcome to follow up and even suggest something which needs changed or removed from here (I'm more than willing to edit). But I'll follow KISS (keep it simple stupid)
First off, I want to point out that almost anyone can take out anyone, regardless of lvl if they have the consumables required. There are certain items dropped on quests or pc-made consumables that make even a lvl 1 capable of besting a lvl 10.
Those certain items are: Attuned gems, wands and items dropped on quests.
Another factor is readiness.
1. Intel: Knowing your opponents strengths and weaknesses. Their AB and AC, special perks or items. Hitpoints. Class and saves.
2. Preparation: Are you in possesion of what needs to take the opponent out and does your foe know whats about to happen? Is it a foe walking around with stoneskin, death ward and elemental protection 24/7?
How to use potions? with potions a lvl 6 fighter can beat up a none-buffed lvl 12 fighter. Even if the build is "rp-based". Many have the view that you need great strength and con stats to prevail in pvp-fights. That can't be further from the truth though it does help. Factors of importance are: readiness, allies and consumables. We'll address the latter now;
It depends on the situation;
If you're sorrounded by none-magic/wand users it's possible to discard protection from good/evil and clarity even at first and then just buff your survivability, which is AC, hp, dr (damage reduction) and concealment followed by buffing AB. Order of taking those in general is placed below.
PvP'ing magic requires you to have protection against mind affecting and evocation spells (lightning bolt, fireball etc.) and so insultation potions and protection from good/evil and clarity will be needed. But if you're having a dispute with a mage just beside you it's better to react fast and smack them before they cast anything.
The general trend of drinking potions in order as melee-class:
Set in order:
Mind-affecting: Protection from good/evil and clarity
AC-boosting: Barkskin, shield, (blur) and haste. –------> 3-4 ac + 4 ac + (5/+1 dr and 10% concealment) + 4 ac
AB-boosting: bull's strength, aid, divine favor, bless, blood frenzy. –-------> 1-2 ab, 2 ab, 1-2 ab, 1 ab, 1 ab (divine favor even gives magic damage and so does bull's strength and blood frenzy too)
Special potions/consumables: Stoneskin, displacement, improved invisibility, ethereal essence, death armor, darkness, truestrike and heal. Note, there are more.
I'll leave the order of when to use these yourself as it's class dependent and obvious like the "heal" potion.
- Start with the potions that last the longest.
- If sorrounded drink an invis or displacement potion first as it gives you time to drink a few potions. Even darkness helps.
- Monks are a special case as they can even use mage armor and other potions boosting their ac.
Caster-class and ranged:
Again depends on situation but as ranged- and caster classes have less hp it's a great benefit having wands prepared which don't draw attack of opportunity (aoo) like a hold-person wand, compared to when casting yourself which can even be disrupted.
But potions aren't wasted as caster and it lets you have greater casting capacity as you don't have to use your own spell-slots to boost but can spare it on something else. Even having 22 ac caster is still something unless your opponent has that very ab. But most often your fights either end quickly or you stay behind in a group supporting with dispel, mind-affecting and heal. But casters are more versatile so what is stated here are just a few suggestions though buffing AC as caster isn't hurting but if you're ranged without spells ab-buffing will help too. Don't forget endurance, buffs the low hp greatly too.
Haste: Great benefit for anyone but it makes casters use 2 spells a round instead of one making them very efficient nukers and also feared by most.
Dispel: Some casters should definetly have this prepared, particularly in group-fights besides buffing own party or something entirely else.
1. You can drink 2 potions a round compared to wands that can only be used once a round. Haste doesn't affect the number of potions you drink nor wand-casting.
2. Grenade-like weapons:
- Tanglefoot bags have your opponent stuck for two rounds even lowering their ac and it can prevent them from escaping or catching up to you.
- Thunderstones are of great benefit against casters as it silences them and it's even AoE affecting more than one if they're clustered.
3. Dispel, do not underestimate dispel. No one can take down an army with just buffs and rampage if the others have dispel on their side. It's great for counter-spelling other casters too. You can rip off so much ab and ac from a melee-class that he becomes very vulnerable.
4. Saves: saves are very important, particularly when you get dispelled or is taken with your pants down from assasination. Imagine saving against that 10d8 lightning bolt of dc 19 and only taking half dmg instead of the full 45. Thats almost 25 damage you avoid.
5. Remember to change tactics to avoid readiness from your future opponent unless you wish for an epithet-move etc..
I didn't make this topic for sport of pvp but to decrease the likeliness of certain players one-manning 10 players making them feel defeated with a bad taste in mouth afterwards. Also it'll be more fun for both parts as the weak won't feel stomped and the experienced have more challenge. PvP is a part of rp and so, should be incorperated into your rp, not to become the sole part of your rp walking around fighting others but if it escalates to brawl, you're prepared having read this.
You don't have to incorperate ALL the stuff mentioned here, perhaps make it fit your character somehow?
- mage who only use enchantment school to toy his opponents and next time he meet them he uses entirely different spells bypassing the opponent's preparation against the enchantment spells.
- Barbarian who doesn't buff his ac as he sees it weak or he never fights opponents that are strong with his special consumables as he wants to savour the battle.
- Fighter who won't fight a battle unless he has buffed with all buffs, even if not necessary. Making him vulnerable as he does, or giving time to escape.
To defeat one strong of arm you bring a weapon. To defeat a skilled warrior you bring a group and dispel. To defeat another group you have tactics.