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Old Apr 25, 2006, 05:31 AM // 05:31   #1
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Here, just post your helpful tricks for PvP. Here are mine -

Warriors, use weapons with elemental mods against other Warriors to negate their +20 vs physical (since most run gladiators armor)

In Ranger Spike, or any other spike with Orders, casters that arent part of the spike (monks, etc) switch to a Bow and hit the target with the rangers to trigger Orders and deal a little extra damage.
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Old Apr 25, 2006, 05:37 AM // 05:37   #2
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Click to pass during the closing animation to get through a closed door.
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Old Apr 25, 2006, 05:38 AM // 05:38   #3
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For Warriors that have one or more then one AD skill, bring a ranged weapon, the +10% attack speed outside NA is much prefered.
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Old Apr 25, 2006, 07:03 AM // 07:03   #4
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If you know death is coming (for certain) as a caster, focus swap down to your low energy set so when you res, you can swap back up to your normal set and gain over 10 energy.
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Old Apr 25, 2006, 07:34 AM // 07:34   #5
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keep your superior rune (assuming you're using one, and assuming you're using a PvE character) in your headpiece, and have a second headpiece with a minor to swap to in case of spike or excessive DP
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Old Apr 25, 2006, 08:28 AM // 08:28   #6
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When playing as a monk, assign your party members to your numerical keypad. You will find, after a little practice, that you can infuse/deliver quick heals much more efficiently.
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Old Apr 25, 2006, 11:14 AM // 11:14   #7
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Use large maps to your advantage... many times against heavy condition/hex builds you can just run in circles away from teams and clear them off then engage them fresh again. It delays battles.. but it can be the only way to beat some strong degen builds if you dont have enough hex/condition removal
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Old Apr 25, 2006, 01:21 PM // 13:21   #8
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In GvG send your flagger to retrieve the Repair Kit outside your base and have him deposit it near the Guild Lord to discourage the other team from trying to use it. Have someone else run the first flag.

In GvG double up on flagging in the beginning if you can afford to do so. You will gain a lead in flagging which can make your flagger's life much easier.
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Old Apr 25, 2006, 01:56 PM // 13:56   #9
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Try to cover as much key skills you use by using other skills.: they won't know if you use Warrior's Cunning if you activate frenzy or sprint a split second later.


My pvp caster energy set is this: F1: nothing, F2: a staff, F3: +15 wand, 20/20 focus F4:+15 wand, +15 focus

You see, I use four weapons...when you select your primary weapons, take staff, and in the focus slot ( wich is obsolote, because of the staff ), take the +15 focus. In weapon slots #2, take +15 wand and 20/20 focus.

After rebuilding, just set your weapon sets to the way I described earlier, and you'll be fine against e-denial as long as you're in F1 or F2
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Old Apr 25, 2006, 02:56 PM // 14:56   #10
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On the preliminary HA map, the one with the Zaishen, have a character with a longbow stand on the platform and take out the nearest NPC, increasing your chance of receiving high morale.
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Old Apr 25, 2006, 04:00 PM // 16:00   #11
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You can improve your position at VOD if you can aggro the body guards when they are leaving the guild base, delaying their trip to the flag stand leaving only the other NPCS against whatever you have.

Thanks [RenO]
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Old Apr 25, 2006, 10:37 PM // 22:37   #12
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Not sure if any of this is considered tricks, but should be helpful:

HA - infuse health monks can sacrafice themselves (or any player that has a spammable high-health sacrafice spell) on the altar by repeatedly using infuse health and letting your ghostly kill allowing their team to throw up a well of profane. If you have corpse denial on your team, then notify them immediately. On altar maps, the last team with control of the altar wins meaning even if your ghostly dies you can constantly interrupt the opposing ghostlies or body block them (so they cannot even try claim resource) en route to the altar. On scarred earth, try to let the first opposing team kill your ghostly as you are about to win before going on to the next match to deny the 2nd team you face any potential for a morale boost and rez sig recharge.

Warrior - find the weakest kiter on the opposing team to maximize damage. Look for soft targets extending far into your team's backline.

Monk - watch the opposing party's skills to know what is coming to plan ahead. This helps against all teams, but especially against spikes. For prot monks, pre-prot to slow warrior adrenal gain or to add some defense against a spike before it happens. Against casting based spikes, watch the casters raising their arms as they cast their spike skill as it can help identify who on your team is the spike target. You can use your negative energy set (sword or axe) to assist your team in two ways -- draining a distortion user faster and eliminating some reversals of fortune with small damage numbers (though these things usually only occur in garbage time).

Bow rangers - If any of these are on the opposing team and you have a defensive skill such as shields up, whirling defense, or distortion activate it before you attempt to use rez signet. If your team has any, then try to get high ground while still maintaining line of sight. If the opposing team has any, try to hold high ground and not allow them to have it.

General - strafe key skills such as crippling shot and lightning orb. You can self interrupt skills and spells to avoid things like distracting shot and diversion. Memorize every skill in the game and know it's recharge and cast/activation time. Remember the location of enemy traps and friendly traps. Hide as much information as possible about the skills you and your team are using prior to the actual conflict beginning while collecting any information the opposing team is willing to give you. Some skills don't really afford you this option such as blessed signet and traps (in some situations).
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Old Apr 25, 2006, 11:08 PM // 23:08   #13
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If can prot up a warrior and have him stand in the enemy gate at VoD to hold the aggro of their NPCs and get more Catapult hits in.

Warriors, don't always run directly at your target, especially in a spike build. Good monks will see who you are running at and pre-prot/guardian. Try running at someone near your target and then switching at the last second.

When you're chasing someone around in a split situation you can switch to your wand to charge up Rush and then use that speed boost to catch them. This isn't always the best idea but when you're rush is 3/4 it's worth it.

Water Eles, when you're snaring a target that's running, don't snare then start wanding, snare him and then keep running!! You want to be as close to him as possible when the snare wears off. If you're just sitting there like a jackass at the edge of the agro bubble wanding away and your target hits sprint right as Shard Storm wears off, you won't be able to Ice Spikes him.
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Old Apr 26, 2006, 12:57 AM // 00:57   #14
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For boon-prots, casting 5-energy spells when you have 5-energy is a great way to improve efficiency (if it does screw you over if you run into emergencies) since the -2 energy from boon essentially disappears. It's useful to do this on your low-energy set when there's a little down-time.
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Old Apr 26, 2006, 07:16 AM // 07:16   #15
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Quote:
Originally Posted by TheOneMephisto
For boon-prots, casting 5-energy spells when you have 5-energy is a great way to improve efficiency (if it does screw you over if you run into emergencies) since the -2 energy from boon essentially disappears. It's useful to do this on your low-energy set when there's a little down-time.
Your best bet in that situation is using Reversal of Fortune, since it has the shortest cast time, and as such, it gives your energy the least amount of time to regen while it's casting so that you lose the least amount of energy.

Casting Guardian with Boon, at 5 energy upon casting time:
6 energy total cost

Casting RoF with Boon, at 5 energy upon casting time:
5.25 energy total cost

Also, a corollary to this trick would be if you're at 22e on your +10e staff set, you can swap down to your negative energy set (a net drop of 17 max/current energy, setting you to 5e) and begin casting spells without incurring the full divine boon penalty.
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