Advertisement
Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- Composed by: Aegoth on or about the 5th of Glacian, 756 AF.
- +------------+
- | STRATEGIES |
- +------------+
- Here we will focus on solo combat using the three main kill strategies
- of Magi, and the different paths towards achieving them. These
- step-by-step strategies are followed by more detailed discussion. It is
- important to note that while these methods have been proven to be
- effective, it does not necessarily mean they are the most optimal to use
- in all situations. These are simply guidelines to follow for coming up
- with your own unique style. It is your job to plan around things such as
- cutting off escape routes, handling monolith sigils, thinking of ways
- around parrying, how to account for defensive measures such as shield
- and rebounding, and other such events. A good Magi is always prepared
- and thinks ahead.
- Part of being a Magi is coming up with creative, innovative ways to kill
- people. We are Artists of Destruction, and every bloodied stroke we make
- upon the white canvas of Life is a testament to the masterpiece we
- create in Destruction.
- A Word on Dueling Traits:
- Quick-witted v. Nimble: For many of these Duelist strategies, having the
- Nimble trait will significantly improve your performance, as Staffstrike
- speeds are generally slower than Golem abilities. Closing the gap
- between these balance times is beneficial to those looking to shave off
- time while prepping limbs. The knowledgable Magi should be aware, of
- course, that this comes with the consequences of being less efficient in
- following the Damage strategy tree, having slower escape skills, and
- other equilibrium-based consequences. It is important to take careful
- consideration into which trait will better suit your combat style.
- [Type MORE if you wish to continue reading. (13% shown)]
- 4810h, 3694m, 22950e, 15630w, 32R ex- *
- [File continued via MORE]
- Brilliance v. Robust: This choice is mainly about personal preference.
- Brilliance will give you more burst-damage potential, while Robust will
- allow you to last slightly longer in a fight, and allow for a larger
- margin of error in your tactics. Whichever you choose, be sure to always
- bear in mind that you will be responsible for making up the difference
- in whichever quality you eschewed.
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- [========]
- Prepping
- [========]
- The main strategy of Magi combat revolves around the concept of
- "prepping" an opponent's limbs. Here's what you need to understand:
- - Each limb (head, torso, left/right arm/leg) has a "breaking point".
- When you staffstrike a limb enough times, it will mangle that limb (this
- is what's called a level 2 break). Curing this takes an application of
- regeneration, giving a 4 second delay until they can apply mending to
- cure the crippled limb completely.
- - "Prepping" a limb means hitting a limb enough that the -next- hit upon
- that limb will mangle it. In order to "prep" a limb with staffstrike,
- you need to hit a limb six (6) times. The seventh (7) hit will mangle
- that limb. A limb will heal naturally after three (3) minutes from the
- last time it was struck.
- *Below 3500 maximum HP, it will take five (5) earthstrikes to prep a
- limb, and two (2) additional airstrikes to break it.
- ** Above 6700 maximum HP, it will take six (6) earthstrikes to prep a
- limb, and two (2) additional airstrikes to break it.
- - Airstrike works differently than other staffstrikes in that it does
- [Type MORE if you wish to continue reading. (25% shown)]
- 4810h, 3694m, 22950e, 15630w, 32R ex- *
- [File continued via MORE]
- less limb damage overall, therefore it is ill-advised to use airstrike
- for prepping.
- Firestrike: Will strip an opponent's frost salve or set an opponent
- ablaze.
- Waterstrike: Will strip an opponent's caloric salve or give them a level
- of freezing.
- Earthstrike: Will break a random unbroken limb. It will also break
- anopponent's shield, should they have one active.
- Airstrike: Will strip an opponent's aura of rebounding or knock them
- onto the ground.
- -----------------------------------------------------------------
- [=================]
- Damage Strategies
- [=================]
- Straightforward and often brutal, damage strategies for Magi are useful
- for ripping apart physically weak foes such as Serpents, Bards and even
- other Magi. They can also, if utilised correctly, bring down more hearty
- foes in the case where other methods may not work.
- ------------------------------------------------------------------
- [Strategy 1]
- 1) Embed damage vibes such as Palpitations, Energise and Dissonance.
- 2) Cast Hellfumes.
- 3) Staffcast, Stormhammer or Holocaust your opponent until they're dead.
- [Type MORE if you wish to continue reading. (35% shown)]
- 4810h, 3694m, 22950e, 15630w, 32R ex-
- [File continued via MORE]
- Straightforward and simple for extremely weak opponents. In many cases
- like this you can even eschew step 2.
- ------------------------------------------------------------------
- [Strategy 2]
- 1) Embed damage vibes.
- 2) Cast Hellfumes.
- 3) Drop Retardation.
- 4) Hinder with Impurity, Transfix, Web.
- 5) Apply damage or behead.
- This strategy is a little more involved in that you are utilizing the
- aeonic effects of Retardation in order to hinder your opponent before
- damaging them. Hellfumes is crucial here, simply because chances are
- your opponent will not have the breathing defence up within Retardation,
- and will slowly succumb to hunger. This causes the victim to collapse
- unconscious from hunger, opening an enormous window of opportunity
- within Retardation. While they lay unconscious, you can further hinder
- your foe or even just damage or behead your opponent for a quick kill.
- ------------------------------------------------------------------
- [Strategy 3]
- 1) Embed your damage vibes, along with Heat. Make sure your Efreeti is
- active.
- 2) Cast Hellfumes.
- 3) Prep two legs, or an arm and a leg.
- [Type MORE if you wish to continue reading. (43% shown)]
- 4810h, 3694m, 22950e, 15630w, 32R ex-
- [File continued via MORE]
- 4) Timeflux your opponent.
- 5) Drop (or ring) Retardation
- 6) Break a leg with Airstrike and Golem Smash. Then, break the other
- limb with Firestrike and Golem Dehydrate.
- 7) Cast scorch twice.
- 8) Conflagrate your victim.
- 9) Proceed to staffcast or stormhammer to death.
- This more advanced strategy requires some setup, and is an extremely
- powerful method of obliterating even the most hearty opponent. By
- utilising the potent damage of Conflagration, your damage output will
- multiply greatly due to the frequent, powerful effects of the spell. It
- is important to note that there is a short window of time with which to
- capitalise on this, as a smart opponent will quickly attempt to cure
- their burns. The Retardation after Step 4 can do much to assist with
- slowing down your opponent's healing, so keep that in mind as well.
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- [==================]
- Destroy Strategies
- [==================]
- Calling upon the powers of Kkractle, this strategy focuses on obtaining
- the necessary requirements to Destroy your opponent. Destroy is arguably
- the most rewarding kill setup for a Magi to acquire, and because of
- that, it can often be the most watched for by opponents. There are many
- things you need to take into account when devising such a strategy,
- since the heavy reliance on staffstrike can be easily interrupted by
- shielding, rebounding, and parrying.
- [Type MORE if you wish to continue reading. (54% shown)]
- 4810h, 3694m, 22950e, 15630w, 32R ex-more
- [File continued via MORE]
- The basic Schematic setup for the Kkractle tree consists of: cylinder,
- diamond, disc, polyhedron, pentagon, and pyramid.
- ------------------------------------------------------------------
- [Strategy 1]
- 1) Cast Timeflux, reapplying whenever it wears off.
- 2) Using Earthstrike and Golem Smash, prep both legs and an arm OR a leg
- and both arms.
- 3) Cast Inferno
- 4) Break leg with Airstrike and Golem Smash, break leg/arm with
- Firestrike and Dehydrate.
- 5) Scorch once.
- 6) Break arm with Earthstrike and Scorch.
- 7) Scorch once or twice more.
- 8) Destroy your foe.
- This strategy is mainly for opponent who prioritise leg breaks over
- burns. As you can see, there is a lot going on here, and because of
- that, a lot can go wrong. Mainly, it's important to get your timing
- down. If you fall behind, allow your opponent to catch up on their salve
- balance, or fail to anticipate shield/rebounding, the entire setup can
- unravel. It can be helpful to have Retardation prepared after you
- execute your breaks in order to further slow their curing. Remember that
- Scorch itself has a fast equilibrium recovery, so depending on how
- poorly your opponent cures, you can kill them in three quick Scorches.
- ------------------------------------------------------------------
- [Type MORE if you wish to continue reading. (63% shown)]
- 4810h, 3694m, 22950e, 15630w, 32R ex- *more
- more
- [File continued via MORE]
- [Strategy 2]
- 1) Cast Timeflux, reapplying whenever it wears off.
- 2) Using Earthstrike and Golem Smash, prep both legs and an arm OR a leg
- and both arms.
- 3) Cast Inferno
- 4) Break leg with Airstrike and Golem Smash, break leg/arm with
- Firestrike and Dehydrate.
- 5) Scorch once.
- 6) Conflagrate your opponent.
- 7) Break arm with Earthstrike and Scorch.
- 8) Continue to Earthstrike and Scorch for about 2-3 hits.
- 9) Destroy your opponent.
- This method is for opponents who prioritise limb breaks over burns. This
- method utilises Conflagration to damage your opponent while stacking
- some burn levels. The idea here is to reduce the need for Melting Burns
- in order to get an easier Destroy. While this is a complex method, there
- is a lot of room for creativity here.
- ------------------------------------------------------------------
- [Strategy 3]
- 1) Cast Efreeti
- 2) Timeflux your opponent, making sure to reapply when it wears off.
- [Type MORE if you wish to continue reading. (70% shown)]
- 4810h, 3694m, 22950e, 15630w, 32R ex- *
- [File continued via MORE]
- 3) Cast Inferno.
- 4) Begin prepping any leg with Earthstrike and Golem Smash.
- 5) When Inferno or Efreeti ticks, hit with Airstrike and Dehydration.
- 6) Begin using Golem Scorch instead of Golem Smash to prep.
- 7) When you finish your prepping, make sure Inferno is still up. Here,
- you'll want to break the leg with Airstrike and Scorch.
- 8) Optional Conflagrate here
- 9) When you see your opponent apply salve to leg, Scorch 2-3 times.
- 10) Destroy.
- This method is for opponents who prioritise burn afflictions over limb
- breaks, and requires a little more skill, as a lot of it relies on
- keeping your opponent's salve pressure behind while pressuring their
- limbs. Timing here is crucial, as there's a lot that can go wrong with
- the execution of this kill setup, so it's always a good idea to keep an
- eye on your opponent's Tree tattoo use, as well as their rebounding.
- When you break the leg, your opponent should have a level or two of
- burning already on them, making it a trivial issue to add on Conflagrate
- or to go for more scorches in order to get the Destroy.
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- [=================]
- Pummel Strategies
- [=================]
- These strategies make use of the Sllshya tree in Artifice in order to
- [Type MORE if you wish to continue reading. (80% shown)]
- 4810h, 3694m, 22950e, 15630w, 32R ex-more
- more
- [File continued via MORE]
- execute a Pummel kill on your foe. There are many avenues to take with
- this setup, though these are the most popular.
- The basic Schematic setup for the Sllshya tree consists of: cube, disc,
- pentagon, and torus.
- ------------------------------------------------------------------
- [Strategy 1]
- 1) Cast Timeflux, reapplying whenever it wears off.
- 2) Using Earthstrike and Golem Smash, prep a leg, and then torso.
- 3) Break leg with Airstrike and Golem Smash.
- 4) On restoration apply to leg, immediately cast deepfreeze.
- 5) Hit with Waterstrike and Hypothermia. Have your waterstrike hit torso
- to break it.
- 6) Pummel away.
- This strategy takes advantage of slower salve applications via Timeflux.
- It is imperative to make sure you're aware of how your opponent is
- applying salves. If your opponent rubs salve on their SKIN after you
- deepfreeze then they did not apply restoration yet. If this happens,
- don't panic, and just cast deepfreeze as soon as you see them apply to
- LEGS. The torso break will ensure that your opponent needs TWO
- applications of Restoration in order to cure Hypothermia, which can give
- you more time to Pummel if they try to tumble away.
- This strategy is the basic out-of-Retardation strategy for landing a
- Pummel kill and will usually work on opponents who have decent curing
- priorities. It is important to prep the torso for a break on Hypothermia
- in order to prevent your opponent from curing it quickly, as well as
- [Type MORE if you wish to continue reading. (91% shown)]
- 4810h, 3694m, 22950e, 15630w, 32R ex- *more
- more
- [File continued via MORE]
- allowing your Pummel to deal much more damage than usual.
- ------------------------------------------------------------------
- [Strategy 2]
- 1) Embed Lullaby and Retardation.
- 2) Destabilise Lullaby and proceed to Hypnotise, re-applying whenever
- your opponent wakes up as you perform step 3.
- 3) Afflict with stupidity, paralysis, slickness, asthma and anorexia for
- a softlock if able.
- 4) Cast deepfreeze twice to account for caloric defence.
- 5) Pummel away.
- This is an effective method of killing your opponent with Pummel. By
- taking advantage of the effects of Retardation, you are more easily able
- to stack afflictions in order to overwhelm your foe. It is important to
- keep certain afflictions like stupidity and paralysis applied, as these
- will hinder your foe enough to apply everything else. By destabilising
- Lullaby and sleeping your opponent, you take immense control of the
- fight. Be wary of opponents using creative ways around this method such
- as setting pets to hit them awake periodically. As well, remember that
- you are just as vulnerable in Retardation, especially if you are
- fighting classes that can double-afflict you.
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement