Artorias24 wrote: »The idea of 1 vs X is very simple:
1) You never fight with those, who play beter than you.
2) You look for good players in enemy group, and run from them.
Wait when some new players try to strike you and try to one shot them. Always run from good players and kill weak first.
Than try to kill good one 1 on 1, or run, untill friends come to help to outnumber him.
1 vs X is not that 1 kill X good fighters.
In reality it is impossible to fight against 2 good players if you are alone.
3) So we have 1 - 2 good players and 3-4 weak as example.
There are skills that heal more or strike more if they hit a lot of targets, you use them. So you charge your heal and damage with this 4 weak players, and always run.
Weak players will try to controll you, so it will be hard for good one make one shot combo, they can not stun you, when they need it.
4) Newer fight in field, always run near some stone, wall, tree 🎄 and etc.
About sets:
You get 1 protective set, that heals or regens you, and 1 proc set, that makes your attack do a lot of dps in small window.
It is hard to kill you, because you are fat, you regen when you run.
And when your dps window is ready, you try to kill enemy with ultimate as examle in this small window. Than run again.
I am not 1 vs X
Just as example, my build heals 4 k hp per second.
I do not use one shot combo, but i can do 5-7 k dps in standing target.
So if it will be 2 like me, we kill enemy in 2 - 3seconds (1 dethink = dead) It is not possible to fight 2 players like that
If you run, we can not do dps, so you heal more than we dps.
If you run near some stone asexample, we get lugs - so we can not hit you.
We try to use attack, server or ping is not perfect, so attack do not land, you run, we can not hit, becouse skills do not work. You get full HP, and try to one shot us.
If you do it is ok.
If you do not, run again.
Some builds is impossible to kill 1 on 1, so you run, untill you outnumber them
A lot of players will not run near stone (they know how, but they will not).
So they choose to die, not run vs X isabout to kill new players, not some good group.
The only one 1 vs X that can kill group is Mana bomber.
They use low level players to acamulate dps.
As example:
Group 6 players, 2 are good and 4 with low level.
You use sets that give you dps in small window as example:
Mechanikal Accuty, balorgh, some + to crit or dps and vicious death set.
You are in full dps mode and buffs.
In 5 seconds all your attacks are crits and do 1,5 dps of base.
Mana bomb that will hit 1 player in normal condition will do:
2 k damage, with all buffs and proc sets active 4 k damage.
With 5 more people 8 k damage.
You use it + ultimate (damage+ stun)+ some hard hitting strike.
24 k dps in me. But a lot of players are not as tanky.
And for them it will be 30 k as example.
If he die near me he deals me damage as example 5k. If 2 low level players die, 10 k dps from them will kill me.
So all 6 peoples are dead.
Low level players like to stuck on players, that they think are strong.
It makes them feel save.
So you kill the stronger one with them
The setslike this are: Azur blight, Vicious death, Dragonstar 2 handed and etc.
Kinda feels you hate players that 1vX.
wait how did you get to that conclusion? i mean the guy has a broken english maybe i dont understand sth there but he explained how to 1vX in general, so how does he hate 1vXers?
I hate some part of them. Some just do not fight back, just run run run, kill only low CP and run, even 1 on 1 newer fight back if they see some danger.
I really do not like this type
And yes, my english is not really good, sorry for this
Just finished running Arx Corinium for the pledge today (normal cus I'm running solo) and came across 4 chests in the dungeon.
For some reason, I always thought it was 2 per normal, but clearly, I've just picked that up from nowhere.
Should I be keeping my eyes peeled for 4 chests per dungeon or does RNG play a part? With the keen eye for treasure chests, they're obviously a lot easier to find than before.
Appreciate any insight
Taleof2Cities wrote: »To repeat my suggestion: increase base mount speed by 30% remove major gallop and rapids and optionally replace it with some new skill relevant to pvp. Players would be happy and server hamsters would have one less buff to track.
People will always want to move faster then the base speed no matter what it is set at.
Clarification for this discussion: People will always want to move as fast as they have for years, not slower.
While it's still true that people will rail against making anything harder to obtain, the true disservice is having something taken away that was an integral part of your gaming experience. The uproar would have been far less dramatic if they had simply grandfathered in those who already had Rapids unlocked, and only required AR5 for characters who had not yet earned it. And yet, there it sits.... fully barred Rapid Maneuver IV forever mocking you on your skills page. And with a locked icon to remind you of what you once had, but are now required to grind unnecessary gameplay that you may or may not even be interested in to get back.
I'm starting to worry about the time forum-goers are spending crafting posts on this topic in the forums ... when that time could be used to level up multiple characters to Assault 5.
Well, that's what we have now. They're definitely hard and no one's bothering.
Harrowstorms should be ENJOYABLE with WORTHWHILE loot. If they're fun and rewarding, does it really matter how difficult they are and how many people you need?