Advertisement
Guest User

Untitled

a guest
Mar 24th, 2018
274
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 14.39 KB | None | 0 0
  1.  
  2. Composed by: Aegoth on or about the 5th of Glacian, 756 AF.
  3.  
  4. +------------+
  5. | STRATEGIES |
  6. +------------+
  7.  
  8. Here we will focus on solo combat using the three main kill strategies
  9. of Magi, and the different paths towards achieving them. These
  10. step-by-step strategies are followed by more detailed discussion. It is
  11. important to note that while these methods have been proven to be
  12. effective, it does not necessarily mean they are the most optimal to use
  13. in all situations. These are simply guidelines to follow for coming up
  14. with your own unique style. It is your job to plan around things such as
  15. cutting off escape routes, handling monolith sigils, thinking of ways
  16. around parrying, how to account for defensive measures such as shield
  17. and rebounding, and other such events. A good Magi is always prepared
  18. and thinks ahead.
  19.  
  20. Part of being a Magi is coming up with creative, innovative ways to kill
  21. people. We are Artists of Destruction, and every bloodied stroke we make
  22. upon the white canvas of Life is a testament to the masterpiece we
  23. create in Destruction.
  24.  
  25. A Word on Dueling Traits:
  26.  
  27. Quick-witted v. Nimble: For many of these Duelist strategies, having the
  28. Nimble trait will significantly improve your performance, as Staffstrike
  29. speeds are generally slower than Golem abilities. Closing the gap
  30. between these balance times is beneficial to those looking to shave off
  31. time while prepping limbs. The knowledgable Magi should be aware, of
  32. course, that this comes with the consequences of being less efficient in
  33. following the Damage strategy tree, having slower escape skills, and
  34. other equilibrium-based consequences. It is important to take careful
  35. consideration into which trait will better suit your combat style.
  36.  
  37. [Type MORE if you wish to continue reading. (13% shown)]
  38. 4810h, 3694m, 22950e, 15630w, 32R ex- *
  39. [File continued via MORE]
  40. Brilliance v. Robust: This choice is mainly about personal preference.
  41. Brilliance will give you more burst-damage potential, while Robust will
  42. allow you to last slightly longer in a fight, and allow for a larger
  43. margin of error in your tactics. Whichever you choose, be sure to always
  44. bear in mind that you will be responsible for making up the difference
  45. in whichever quality you eschewed.
  46. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  47. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  48.  
  49. [========]
  50. Prepping
  51. [========]
  52.  
  53. The main strategy of Magi combat revolves around the concept of
  54. "prepping" an opponent's limbs. Here's what you need to understand:
  55.  
  56. - Each limb (head, torso, left/right arm/leg) has a "breaking point".
  57. When you staffstrike a limb enough times, it will mangle that limb (this
  58. is what's called a level 2 break). Curing this takes an application of
  59. regeneration, giving a 4 second delay until they can apply mending to
  60. cure the crippled limb completely.
  61.  
  62. - "Prepping" a limb means hitting a limb enough that the -next- hit upon
  63. that limb will mangle it. In order to "prep" a limb with staffstrike,
  64. you need to hit a limb six (6) times. The seventh (7) hit will mangle
  65. that limb. A limb will heal naturally after three (3) minutes from the
  66. last time it was struck.
  67.  
  68. *Below 3500 maximum HP, it will take five (5) earthstrikes to prep a
  69. limb, and two (2) additional airstrikes to break it.
  70.  
  71. ** Above 6700 maximum HP, it will take six (6) earthstrikes to prep a
  72. limb, and two (2) additional airstrikes to break it.
  73.  
  74. - Airstrike works differently than other staffstrikes in that it does
  75. [Type MORE if you wish to continue reading. (25% shown)]
  76. 4810h, 3694m, 22950e, 15630w, 32R ex- *
  77. [File continued via MORE]
  78. less limb damage overall, therefore it is ill-advised to use airstrike
  79. for prepping.
  80.  
  81. Firestrike: Will strip an opponent's frost salve or set an opponent
  82. ablaze.
  83.  
  84. Waterstrike: Will strip an opponent's caloric salve or give them a level
  85. of freezing.
  86.  
  87. Earthstrike: Will break a random unbroken limb. It will also break
  88. anopponent's shield, should they have one active.
  89.  
  90. Airstrike: Will strip an opponent's aura of rebounding or knock them
  91. onto the ground.
  92.  
  93. -----------------------------------------------------------------
  94.  
  95. [=================]
  96. Damage Strategies
  97. [=================]
  98.  
  99. Straightforward and often brutal, damage strategies for Magi are useful
  100. for ripping apart physically weak foes such as Serpents, Bards and even
  101. other Magi. They can also, if utilised correctly, bring down more hearty
  102. foes in the case where other methods may not work.
  103. ------------------------------------------------------------------
  104.  
  105. [Strategy 1]
  106.  
  107. 1) Embed damage vibes such as Palpitations, Energise and Dissonance.
  108.  
  109. 2) Cast Hellfumes.
  110.  
  111. 3) Staffcast, Stormhammer or Holocaust your opponent until they're dead.
  112.  
  113. [Type MORE if you wish to continue reading. (35% shown)]
  114. 4810h, 3694m, 22950e, 15630w, 32R ex-
  115. [File continued via MORE]
  116. Straightforward and simple for extremely weak opponents. In many cases
  117. like this you can even eschew step 2.
  118. ------------------------------------------------------------------
  119.  
  120. [Strategy 2]
  121.  
  122. 1) Embed damage vibes.
  123.  
  124. 2) Cast Hellfumes.
  125.  
  126. 3) Drop Retardation.
  127.  
  128. 4) Hinder with Impurity, Transfix, Web.
  129.  
  130. 5) Apply damage or behead.
  131.  
  132. This strategy is a little more involved in that you are utilizing the
  133. aeonic effects of Retardation in order to hinder your opponent before
  134. damaging them. Hellfumes is crucial here, simply because chances are
  135. your opponent will not have the breathing defence up within Retardation,
  136. and will slowly succumb to hunger. This causes the victim to collapse
  137. unconscious from hunger, opening an enormous window of opportunity
  138. within Retardation. While they lay unconscious, you can further hinder
  139. your foe or even just damage or behead your opponent for a quick kill.
  140. ------------------------------------------------------------------
  141.  
  142. [Strategy 3]
  143.  
  144. 1) Embed your damage vibes, along with Heat. Make sure your Efreeti is
  145. active.
  146.  
  147. 2) Cast Hellfumes.
  148.  
  149. 3) Prep two legs, or an arm and a leg.
  150.  
  151. [Type MORE if you wish to continue reading. (43% shown)]
  152. 4810h, 3694m, 22950e, 15630w, 32R ex-
  153. [File continued via MORE]
  154. 4) Timeflux your opponent.
  155.  
  156. 5) Drop (or ring) Retardation
  157.  
  158. 6) Break a leg with Airstrike and Golem Smash. Then, break the other
  159. limb with Firestrike and Golem Dehydrate.
  160.  
  161. 7) Cast scorch twice.
  162.  
  163. 8) Conflagrate your victim.
  164.  
  165. 9) Proceed to staffcast or stormhammer to death.
  166.  
  167. This more advanced strategy requires some setup, and is an extremely
  168. powerful method of obliterating even the most hearty opponent. By
  169. utilising the potent damage of Conflagration, your damage output will
  170. multiply greatly due to the frequent, powerful effects of the spell. It
  171. is important to note that there is a short window of time with which to
  172. capitalise on this, as a smart opponent will quickly attempt to cure
  173. their burns. The Retardation after Step 4 can do much to assist with
  174. slowing down your opponent's healing, so keep that in mind as well.
  175. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  176. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  177.  
  178. [==================]
  179. Destroy Strategies
  180. [==================]
  181.  
  182. Calling upon the powers of Kkractle, this strategy focuses on obtaining
  183. the necessary requirements to Destroy your opponent. Destroy is arguably
  184. the most rewarding kill setup for a Magi to acquire, and because of
  185. that, it can often be the most watched for by opponents. There are many
  186. things you need to take into account when devising such a strategy,
  187. since the heavy reliance on staffstrike can be easily interrupted by
  188. shielding, rebounding, and parrying.
  189. [Type MORE if you wish to continue reading. (54% shown)]
  190. 4810h, 3694m, 22950e, 15630w, 32R ex-more
  191. [File continued via MORE]
  192.  
  193. The basic Schematic setup for the Kkractle tree consists of: cylinder,
  194. diamond, disc, polyhedron, pentagon, and pyramid.
  195. ------------------------------------------------------------------
  196.  
  197. [Strategy 1]
  198.  
  199. 1) Cast Timeflux, reapplying whenever it wears off.
  200.  
  201. 2) Using Earthstrike and Golem Smash, prep both legs and an arm OR a leg
  202. and both arms.
  203.  
  204. 3) Cast Inferno
  205.  
  206. 4) Break leg with Airstrike and Golem Smash, break leg/arm with
  207. Firestrike and Dehydrate.
  208.  
  209. 5) Scorch once.
  210.  
  211. 6) Break arm with Earthstrike and Scorch.
  212.  
  213. 7) Scorch once or twice more.
  214.  
  215. 8) Destroy your foe.
  216.  
  217. This strategy is mainly for opponent who prioritise leg breaks over
  218. burns. As you can see, there is a lot going on here, and because of
  219. that, a lot can go wrong. Mainly, it's important to get your timing
  220. down. If you fall behind, allow your opponent to catch up on their salve
  221. balance, or fail to anticipate shield/rebounding, the entire setup can
  222. unravel. It can be helpful to have Retardation prepared after you
  223. execute your breaks in order to further slow their curing. Remember that
  224. Scorch itself has a fast equilibrium recovery, so depending on how
  225. poorly your opponent cures, you can kill them in three quick Scorches.
  226. ------------------------------------------------------------------
  227. [Type MORE if you wish to continue reading. (63% shown)]
  228. 4810h, 3694m, 22950e, 15630w, 32R ex- *more
  229. more
  230. [File continued via MORE]
  231.  
  232. [Strategy 2]
  233.  
  234. 1) Cast Timeflux, reapplying whenever it wears off.
  235.  
  236. 2) Using Earthstrike and Golem Smash, prep both legs and an arm OR a leg
  237. and both arms.
  238.  
  239. 3) Cast Inferno
  240.  
  241. 4) Break leg with Airstrike and Golem Smash, break leg/arm with
  242. Firestrike and Dehydrate.
  243.  
  244. 5) Scorch once.
  245.  
  246. 6) Conflagrate your opponent.
  247.  
  248. 7) Break arm with Earthstrike and Scorch.
  249.  
  250. 8) Continue to Earthstrike and Scorch for about 2-3 hits.
  251.  
  252. 9) Destroy your opponent.
  253.  
  254. This method is for opponents who prioritise limb breaks over burns. This
  255. method utilises Conflagration to damage your opponent while stacking
  256. some burn levels. The idea here is to reduce the need for Melting Burns
  257. in order to get an easier Destroy. While this is a complex method, there
  258. is a lot of room for creativity here.
  259. ------------------------------------------------------------------
  260.  
  261. [Strategy 3]
  262.  
  263. 1) Cast Efreeti
  264.  
  265. 2) Timeflux your opponent, making sure to reapply when it wears off.
  266. [Type MORE if you wish to continue reading. (70% shown)]
  267. 4810h, 3694m, 22950e, 15630w, 32R ex- *
  268. [File continued via MORE]
  269.  
  270. 3) Cast Inferno.
  271.  
  272. 4) Begin prepping any leg with Earthstrike and Golem Smash.
  273.  
  274. 5) When Inferno or Efreeti ticks, hit with Airstrike and Dehydration.
  275.  
  276. 6) Begin using Golem Scorch instead of Golem Smash to prep.
  277.  
  278. 7) When you finish your prepping, make sure Inferno is still up. Here,
  279. you'll want to break the leg with Airstrike and Scorch.
  280.  
  281. 8) Optional Conflagrate here
  282.  
  283. 9) When you see your opponent apply salve to leg, Scorch 2-3 times.
  284.  
  285. 10) Destroy.
  286.  
  287. This method is for opponents who prioritise burn afflictions over limb
  288. breaks, and requires a little more skill, as a lot of it relies on
  289. keeping your opponent's salve pressure behind while pressuring their
  290. limbs. Timing here is crucial, as there's a lot that can go wrong with
  291. the execution of this kill setup, so it's always a good idea to keep an
  292. eye on your opponent's Tree tattoo use, as well as their rebounding.
  293. When you break the leg, your opponent should have a level or two of
  294. burning already on them, making it a trivial issue to add on Conflagrate
  295. or to go for more scorches in order to get the Destroy.
  296. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  297. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  298.  
  299. [=================]
  300. Pummel Strategies
  301. [=================]
  302.  
  303. These strategies make use of the Sllshya tree in Artifice in order to
  304. [Type MORE if you wish to continue reading. (80% shown)]
  305. 4810h, 3694m, 22950e, 15630w, 32R ex-more
  306. more
  307. [File continued via MORE]
  308. execute a Pummel kill on your foe. There are many avenues to take with
  309. this setup, though these are the most popular.
  310.  
  311. The basic Schematic setup for the Sllshya tree consists of: cube, disc,
  312. pentagon, and torus.
  313. ------------------------------------------------------------------
  314.  
  315. [Strategy 1]
  316.  
  317. 1) Cast Timeflux, reapplying whenever it wears off.
  318.  
  319. 2) Using Earthstrike and Golem Smash, prep a leg, and then torso.
  320.  
  321. 3) Break leg with Airstrike and Golem Smash.
  322.  
  323. 4) On restoration apply to leg, immediately cast deepfreeze.
  324.  
  325. 5) Hit with Waterstrike and Hypothermia. Have your waterstrike hit torso
  326. to break it.
  327.  
  328. 6) Pummel away.
  329.  
  330. This strategy takes advantage of slower salve applications via Timeflux.
  331. It is imperative to make sure you're aware of how your opponent is
  332. applying salves. If your opponent rubs salve on their SKIN after you
  333. deepfreeze then they did not apply restoration yet. If this happens,
  334. don't panic, and just cast deepfreeze as soon as you see them apply to
  335. LEGS. The torso break will ensure that your opponent needs TWO
  336. applications of Restoration in order to cure Hypothermia, which can give
  337. you more time to Pummel if they try to tumble away.
  338.  
  339. This strategy is the basic out-of-Retardation strategy for landing a
  340. Pummel kill and will usually work on opponents who have decent curing
  341. priorities. It is important to prep the torso for a break on Hypothermia
  342. in order to prevent your opponent from curing it quickly, as well as
  343. [Type MORE if you wish to continue reading. (91% shown)]
  344. 4810h, 3694m, 22950e, 15630w, 32R ex- *more
  345. more
  346. [File continued via MORE]
  347. allowing your Pummel to deal much more damage than usual.
  348. ------------------------------------------------------------------
  349.  
  350. [Strategy 2]
  351.  
  352. 1) Embed Lullaby and Retardation.
  353.  
  354. 2) Destabilise Lullaby and proceed to Hypnotise, re-applying whenever
  355. your opponent wakes up as you perform step 3.
  356.  
  357. 3) Afflict with stupidity, paralysis, slickness, asthma and anorexia for
  358. a softlock if able.
  359.  
  360. 4) Cast deepfreeze twice to account for caloric defence.
  361.  
  362. 5) Pummel away.
  363.  
  364. This is an effective method of killing your opponent with Pummel. By
  365. taking advantage of the effects of Retardation, you are more easily able
  366. to stack afflictions in order to overwhelm your foe. It is important to
  367. keep certain afflictions like stupidity and paralysis applied, as these
  368. will hinder your foe enough to apply everything else. By destabilising
  369. Lullaby and sleeping your opponent, you take immense control of the
  370. fight. Be wary of opponents using creative ways around this method such
  371. as setting pets to hit them awake periodically. As well, remember that
  372. you are just as vulnerable in Retardation, especially if you are
  373. fighting classes that can double-afflict you.
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement