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Attrition game


Teralis

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Ok for anyone who has learned my style of play I am not very good with the attrition game and am looking to improve this. My battles are usually balls out live, die, or flee to fight again after healing. I am looking for any advice concerning the topic as well as advice of what race class to best learn this with. I was thinking a Feral or Drow Shaman. Any advice is appreciated.

Thanks.

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the advice i was given was drow shaman, i was told the best way to win an attrition war is to make your enemy think he is doing everything right, then flip it on him. I did notice however that its easier to keep your enemy attacking you if your hp is around half as apposed to healing yourself up to full each time you flee. that being said... i suck at attrition i hope I'm not giving you the wrong advice but just trying to pass on what i was told hopefully you can make better use of it?

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Shaman is all about creating a situation where your foe can no longer escape.

you will learn that certain spells, once landed will cause your foes (the good ones) to outright abandon battle.

The key is to create a situation where once these key spells land it is to late.

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I would not recommend a Shaman, because there is no other way a Shaman can fight. Feral should be out of the Window, a vulnerability eats your atriction game.

Go with Drow, and i would say Cleric. Discord or Mystic. Shaman is to easy.

Pump those HP's up, so that when you are running around bellow half HP you still have a decent buffer. 800 HP's is good. With a 650 HP base for a drow you need little eq to pump it that up.

Keep your Hp bellow the 50% limit. If you are at 49% HP's they don't know if you are good or just about to die. So they tend to keep around.

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I would not recommend a Shaman, because there is no other way a Shaman can fight. Feral should be out of the Window, a vulnerability eats your atriction game.

Go with Drow, and i would say Cleric. Discord or Mystic. Shaman is to easy.

Pump those HP's up, so that when you are running around bellow half HP you still have a decent buffer. 800 HP's is good. With a 650 HP base for a drow you need little eq to pump it that up.

Keep your Hp bellow the 50% limit. If you are at 49% HP's they don't know if you are good or just about to die. So they tend to keep around.

I think feral shaman would be great BECAUSE of the vuln. People who are constantly taking you to 25% hp are gonna be less apt to worry abou a growing list of minor mals, that way when you are ready you heal to full and pop off the real mals.

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i thought duergars made better clerics?

There is no perfect combo. Some duergar shaman will work better for some, then drow shaman better for others. And there is the scenario with different opponents - ofcourse a duergar shaman will do better against mages while drow shaman better aganst meles. Put a duergar shaman (or any shaman with a vuln) against a competent mele (especially a blademaster) and you will be losing 1/3 of your HP in a single round.

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Duergar shaman will be a very tough cookie to crack. I had 1k hp/mana on a duergar cleric back in the day without setting foot in Winter, Factions or Desolation.

That being said I fought Toten's slith avatar warrior and it was a pure stalemate. The one dimensional cleric tactics couldn't overcome someone playing correctly. That being said, there was no way for me to be killed save screwing it up pretty badly. It came down to me and him in Rheydin with me being able to cast out 1000 mana on offensive spells and heals and him chasing me. Even with only 4 - 5 rounds in combat (dual vuln weapons) I still had enough time to cast and move.

That being said - I hate attrition players. Simply hate playing against dirt;flee;sleep (lame) - probably why I'm always investing in poison casting eq ;)

I'm unsure as to what you mean by 'attrition game' so here is my advice on both:

Every 30 seconds there is a tick - so the ideal situation is to count to 30 in your head and sleep at 27 (I think Celerity posted something like this a while back). Over time you'll learn to time it so its second nature - much like I can put a dirt kick in just before/on the tick. Time and experience will assist here - in both catching ticks and getting on your opponent close to the tick to stop them.

With a shaman good players aren't going to let you mal them easily. They will want a certain chunk of your life for letting you land mals. I used to run by the rule curse + one other mal = run. It completely stops a shaman but won't give you the win either. As UC told me (he was instructed by OM) - land non-curables first and build to the nastier (but curable) mals. Personally, once the battle starts to draw out I tend to run off and hide in a deep, dark hole to 'reset' the battle. Get my hp/mana back to 100% (the shaman will do the same) and start again. Longer battles favour the shaman - wearing you down piece by piece over a number of hours (RT) is all in a days work.

L-A

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It's difficult to atrict, when you are lag locked.

I used to have a Dwarf Cleric 1100-1200 HP. Then i was getting hit by 5+ attacks a round with water weapons dealing Decent Caps. Sure it was a elite player that ruled the game at the time, but it taught me a Lesson.

You are better of with a Elf that can Regen mana faster, and take about the same %HP-damage/round. Meaning that you can heal more % of HP per cure critical.

Sure, a Dwarf is stronger vs someone who is not prepared for you. But they tend to be the less skilled than me. I need aid vs someone stronger, not weaker, so i can afford a certain handicap vs weaker opponents.

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It's also difficult to lag lock a smart paladin.

It is damn near impossible. Every third bash/bodyslam misses on a nicely armored paladin and this basicly means you are lagging yourself. Not even gonna talk about magic strike.

And L-A, it is much better to kick dirt at the start of the tick, instead of close to the end :P

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And L-A' date=' it is much better to kick dirt at the start of the tick, instead of close to the end :P[/quote']

You wouldn't believe how long it took to train myself to wait 2 rounds (which was consistantly where I'd input the command) so the tick would go before I dirt kicked ;)

L-A

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Nameless, Jibber, I am not talking about "the length of a battle till the pally dies". Ofcourse, if you engage a pally at awful all you need is one successful bash and it's a laglock.

I was talking more about reliability of bash and that almost every third bash will miss, i.e. there is a 30% chance for your bash to miss. Ofcourse, this is a variable that is highly dependable on plethora of stats such as luck, defense, dex and so on. And don't get me wrong, I am not complaining or something, this is just a mere observation from the day which I decided to make a FG warrior and try to bashlock pallies, mislead by post like:

I lag locked an elf paladin from beginning to end of fight' date=' truly decked to hell, and in Knight, with a Warmaster Fire Giant. And the player was notable, too. So yes, it can be done.[/quote']

Statements like this one makes it look to the new and inexperienced player that it is easy as hell to bashlock a pally, even one that is "notable and decked as hell", when this is not the case. Yes, it can be done now and then, but for this laglocked pally, how many pallies have escaped at pretty hurt due to a missed bash? If it the answer is no less two (usually much more), then my logic is correct yes?

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Err huh? You can bash lock a pally from full health to dead, just as easy as they can flee from the bashes and disappear. There is no "this is easier than this.". I was an FG Barbarian V Warrior, used absolutely not WM skills, and was pretty okay equipped. The person I killed was Festy's Paladin in Knight, where he immediately deleted because I bash locked him.

I've done it to other Paladins too. I'm not trying to mislead anyone here -- not even newbs. But newbs should be aware that yes, it CAN be done with enough persistence, patience, and quick thinking.

(and yes, the paladin was fully buffed.)

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