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Vladi

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EoC PvP Guide

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I've yet to see a decent guide for PvP, so I decided to make a guide, spilling out everything I've learned since EoC came out. My aim is to gather more information from the rest of the PvP community to further develop this guide.

This PvP guide is meant to introduce the basics of PvP to the PvM and skilling communities to prevent frustration and loss of potential player base after the bounty hunter rework is released (GG BH).
In this guide I will go over PKing in the wilderness using T70 armor and below as this is the simplest form of PvP that takes out most of the hit/miss issue with the hit/miss RNG off the equation.

The focus in this guide is not the gear you use, but the tactics required. I'd like to state that everything written here has an exception, based on the situation you're in. As you gain more experience you will learn how to properly react to each situation. Simply reading this guide is not enough to be good at PvP, you must practice, and it takes time.

What you'll learn from this guide is how to avoid simple mistakes that will get you killed easily. This guide is based on several years of experience in the wilderness, safe minigames, and friendly duels.

To gain the most of this guide, you should become a member. F2P PKing is very
limited since EoC came out.
For simplicity, this guide is written without acknowledging invention perks.
EoC PvP Guide
Some people like to write an inspirational quote or something in here, I guess this is mine: "Farts are the ghosts of our food" - a random meme. I'm so classy now...

09-Sep-2016 18:45:03 - Last edited on 09-Dec-2016 08:38:43 by Vladi

Vladi

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Contents

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Page 1:

1.1
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Introduction
1.2
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Contents
1.3
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Guide Assumptions and Recommendations
1.4
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Terminology & Important Mechanics
1.5
¤
Terminology & Important Mechanics (Continued)
1.6
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Terminology & Important Mechanics (Continued)
1.7
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Terminology & Important Mechanics (Continued)
1.8
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Terminology & Important Mechanics (Continued)
1.9
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Getting Started
1.10
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Getting Started (Continued)
1.11
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Defense

Page 2:

2.1
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Defense (Continued)
2.2
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Defense (Continued)
2.3
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Defense (Continued)
2.4
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Advanced Defense
2.5
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Advanced Defense (Continued)
2.6
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Offense
2.7
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Offense (Continued)
2.8
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Offense (Continued)
2.9
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Offense (Continued)
2.10
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Offense (Continued)

Page 3:

3.1
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How To Be Good
3.2
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Credits and Acknowledgement
EoC PvP Guide
Some people like to write an inspirational quote or something in here, I guess this is mine: "Farts are the ghosts of our food" - a random meme. I'm so classy now...

09-Sep-2016 18:45:10 - Last edited on 22-Dec-2018 16:44:10 by Vladi

Vladi

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Guide Assumptions and Recommendations

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Stats:
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This guide assumes you have the following stats:
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At least 91 herblore (may be boosted using spicy stews to 96 for overloads).
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At least 68 summoning (a war tortoise is the minimum you'll need)
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At least 90 defense.
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At least 95 in your chosen combat style (both strength and attack for melee).
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At least 70 prayer (although 95 is strongly recommended).
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At least 80 constitution (for sharks).

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PvP is end game content, you should gain high enough stats to stand a chance against maxed combat players.
¤
If you're interested in PvP you should read this guide even if you don't have the stats.
¤
If you're lacking herblore levels you should definitely read this guide, as this is what your WBs FC will teach you.
EoC PvP Guide
Some people like to write an inspirational quote or something in here, I guess this is mine: "Farts are the ghosts of our food" - a random meme. I'm so classy now...

09-Sep-2016 18:45:15 - Last edited on 16-Sep-2016 12:39:51 by Vladi

Vladi

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Terminology & Important Mechanics

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Knock Out:
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You can win a fight in one of two ways, make your opponent run out of food, or drop their life points to 0 before they manage to restore them back. The latter is known as a KO, the former is very uncommon, since they can easily run away or teleport, depending on their location.

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+1 item:
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This is the item you keep on death provided you had your item protect prayer/curse enabled when you died, assuming you're skulled and without the fury shark buff.

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Damage Over Time:
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Damage over time (DOT) is caused by certain abilities, such as corruption shot.

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Combo:
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The use of several abilities one after another in a manner that inflicts as much damage as possible in a short amount of time.

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Combo Abilities:
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Abilities which execute over a long period of time (such as assault).

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Adrenaline:
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Basic abilities grant 8% adrenaline, threshold abilities reduce 15% adrenaline and require 50% adrenaline to be used, ultimate abilities use all of your adrenaline, and require 100% adrenaline to be used.

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Game Ticks:
¤

Time in RuneScape is measured by game ticks. Each game tick is 0.6 seconds.
When someone says 1 ticking, they mean executing something within 1 game tick, this includes KOing.
EoC PvP Guide
Some people like to write an inspirational quote or something in here, I guess this is mine: "Farts are the ghosts of our food" - a random meme. I'm so classy now...

09-Sep-2016 18:45:20 - Last edited on 16-Sep-2016 12:41:21 by Vladi

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Terminology & Important Mechanics (Continued)

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Global Cooldown:
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When using an abilitiy you initiate a global cooldown, which takes 3 game ticks to complete.

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Prayer Fights:
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Fights in which both players use a combat style protection/deflection prayer/curse (e.g. deflect melee).

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Soul Split Fights:
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Fights in which both players use soul split or smite.

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Random Number Generator:
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Like many other games, RuneScape uses a random number generator (RNG).
In combat, this RNG is devided into two types:
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Hit/Miss RNG - determines the probability in which you hit your opponent.
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Damage RNG - provided your hit hits, this determines the amount of damage it will deal to its target.

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The Combat Triangle:
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For those who managed to forget, the three combat styles interact with each other in the form of a rock paper scissors game.

Without going into depth:
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Mage beats melee
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Melee beats ranged
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Ranged beats mage

This is (sadly) implemented using the hit/miss RNG.

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Binds:
¤

Using a bind causes a player to lose their ability to move, they can still perform other actions. The abilities that bind are rapid fire (6s), binding shot (10s) tight bindings (10s), and barge (6.6s).
EoC PvP Guide
Some people like to write an inspirational quote or something in here, I guess this is mine: "Farts are the ghosts of our food" - a random meme. I'm so classy now...

09-Sep-2016 18:45:25 - Last edited on 17-Sep-2016 20:38:05 by Vladi

Vladi

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Terminology & Important Mechanics (Continued)

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Stuns:
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Stuns are abilities that when hit, cause your opponent to be unable to move, switch prayers, or consume food. They also interrupt the execution of a combo ability.
I like to classify stuns into 3 categories.
It is very important to understand the differences, I see a lot of players not using them properly.

~
Basic Stuns (interrupts)

Any stun that can be used without any adrenaline requirement, and increases your adrenaline by 8%. These stuns stun your opponent for 2 game ticks.
All basic stuns have a 15 second cooldown. These stuns are kick & backhand for melee, binding shot for ranged, and impact for mage. All of these abilities share their cooldown.

~
Threshold Stuns

Any stun that requires 50% adrenaline. These stuns stun your opponent for 6 game ticks.
All threshold stuns have a 15 second cooldown. These stuns are stomp & forceful backhand for melee, tight bindings for ranged, and deep impact for mage. All of these abilities share their cooldown.

~
Combo Stuns

The abilities Asphyxiate (magic) and Destroy (melee dual wielding) inflict a stun for the same duration as threshold stuns.
Both abilities have a 20 second cooldown. Both of these abilities share their cooldown.


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Stun Lock:
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A player is stun locked when they are stunned and have freedom on cooldown.
EoC PvP Guide
Some people like to write an inspirational quote or something in here, I guess this is mine: "Farts are the ghosts of our food" - a random meme. I'm so classy now...

09-Sep-2016 18:45:29 - Last edited on 30-Sep-2016 09:54:43 by Vladi

Vladi

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Terminology & Important Mechanics (Continued)

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Diminishing Returns on Stuns:
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To prevent stun spamming your opponent, stuns have diminishing returns. This means that when you get hit by a threshold/combo stun, the next stun within the next 7.2 seconds will always stun for 2 game ticks regardless of its stun type. For example, your opponent uses asphyxiate, you're stunned for 3.6 seconds as a result. After 5 seconds have passed, they use deep impact on you, now you're stunned only for 1.2 seconds instead of 3.6. A threshold/combo stun that follows a basic stun will not be affected.

¤
Dropping Protection Prayers:
¤

There are four abilities that are able to deactivate another player's protection prayers
and deflection curses as well (this does not include the item protection prayer/curse). These abilities are smash for melee 2H, havoc for melee dual wield, snipe for ranged, and dragon breath for mage. All of these abilities have a cooldown of 10 seconds and their effect lasts for about 5 seconds. I will go over their use in more dept later in this guide.

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Walking:
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Walking your target forces them to move in order to attack. To walk on someone simply click the square they're standing on. If your target has a lower (or the same) combat level you'll have to right click the square they're standing on and click walk here. Make sure you're right clicking the square, and not the target.
Simply left click if the target is somehow related to you (team capes, friends, etc).
If your target is bound, you can not walk them. We will go over this in more detail later in the guide.
EoC PvP Guide
Some people like to write an inspirational quote or something in here, I guess this is mine: "Farts are the ghosts of our food" - a random meme. I'm so classy now...

09-Sep-2016 18:45:39 - Last edited on 07-Jan-2017 20:28:00 by Vladi

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Getting Started

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Know Your Abilities:
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The first thing you want to do to is to study all of the abilities. As you continue improving, you will develop your own ability combinations and tactics. Don't bother memorizing them all, you will understand all of them in due time.

Some of the numbers provided here are from the tooltips on abilities and personal experience, some are taken from the unofficial RuneScape wiki, I advice you to use the wiki for more detailed information about abilities.


¤
The New Interface System:
¤

The second most important thing is to take the time to set up your action bar and keybinds, as well as your interface.

Here are a few guidelines:
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Your action bar should consist of only the most important abilities (especially your basic ability rotations).
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You shouldn't have more than 2 action bars present at a time.
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Change the default keybinds for abilities to minimize your hand movements.
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Minimize the space your interface takes, the more clicking zone you have, the better.
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Make your buffs/debuffs hud clearly visible on your screen, you'll be using it a lot.
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If you have certain abilities which you use regardless of your gear/combat style, consider allocating an additional action bar.
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It's OK to use some abilities from your ability books.

Utilizing your interface is key to being good in PvP!
EoC PvP Guide
Some people like to write an inspirational quote or something in here, I guess this is mine: "Farts are the ghosts of our food" - a random meme. I'm so classy now...

09-Sep-2016 18:45:43 - Last edited on 16-Sep-2016 12:43:38 by Vladi

Vladi

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Getting Started (Continued)

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Manual/Revolution:
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A ridiculously common mistake is credited to the use of the revolution game mode. Using revolution is possible, and reduces the strain of focusing on several things at the same time.
The problem is that some players place anticipation and/or freedom on their revolution bar so they won't forget to use them. I will cover these abilities later, but for now, do not place them on your revolution bar. I'll give credit to those who manage to not die while having them there, but regardless, these abilities are something you must use manually.

Unless you know exactly what you're doing, do not have those abilities within the yellow rectangle or you will be sent back to edgeville before your opponent uses their first portent.


~
Good:



~
Bad:



~
Worse:



~
Edgeville teleport:




As a personal preference I use my abilities manually, and I recommend it.
EoC PvP Guide
Some people like to write an inspirational quote or something in here, I guess this is mine: "Farts are the ghosts of our food" - a random meme. I'm so classy now...

09-Sep-2016 18:45:49 - Last edited on 09-Dec-2016 08:45:51 by Vladi

Vladi

Vladi

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Defense

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The first thing you need to know is how to not die.

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Basic Defense:
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~
Managing Life Points

Unlike old school times, using today's end game weapons, it is possible to hit over 7k LP before the player can react properly. Make sure to keep your life points at 9k, but remember to keep attacking to gain adrenaline. As opposed to PvM, consuming food does not lower your adrenaline.


~
Stacking Saradomin Brews

It is possible to stack a brew with a food piece. This is easily achieved by key binding your food and any saradomin brew from your inventory and pressing both buttons one after the other, almost simultaneously.
Stacking a Saradomin brew with a rocktail (rock brewing):



~
Anticipation & Freedom


Anticipation has a cooldown of 24 seconds, and grants stun & bind immunity, however a player who's already stunned can not use anticipation.
Although anticipation grants the immunity from binds, and can be used while bound, it will not clear it.

Freedom has a cooldown of 30 seconds, and grants stun & bind immunity, as well as clearing your stun, bind, and DOT effects when it's used.
The most important quality of this ability, is that it can be used while you're stunned to clear your stun immediately.

Anticipation should be used whenever you feel your opponent is going to combo you. Generally speaking try timing it when:
¤
your opponent is about to combo.
¤
you are about to combo.
EoC PvP Guide
Some people like to write an inspirational quote or something in here, I guess this is mine: "Farts are the ghosts of our food" - a random meme. I'm so classy now...

09-Sep-2016 18:45:53 - Last edited on 21-Jan-2017 11:34:59 by Vladi

Vladi

Vladi

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Defense (Continued)

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~
Anticipation & Freedom (Continued)

During pray fights when your prayer is dropped it's a good heads up for an upcoming combo, and you should immediately use anticipation. If that's not enough warning, most combos start with a DOT or a combo ability to reduce your LP enough for a stun and a KO ability. Some players still use anticipation at the beginning of a fight, this is an old, and bad habit from the pre-legacy update, when basic stuns were able to stun for 6 ticks.

Do not use anticipation immediately after being stunned to compensate your mistake.
They probably won't use a threshold/combo stun on you at least for the next 7.2 seconds, so you're just wasting it.


Freedom should be used only when:
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You can't handle the DOT (slaughter & blood tendrils will rack up a lot of damage).
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You're stunned for 3.6s (pay attention to your buffs/debuffs, the stun duration will be stated).

Do not use freedom when:
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You are under the effects of a minor DOT (such as combust).
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While bound (melee has barge to counter bindings).
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Your opponent's stun has no KO potential (your prayer is up, high life points, they're debilitated, etc).
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You're stunned for 1.2 seconds (completely ignore basic stuns).

Using freedom to clear a stun and DOT effects:
EoC PvP Guide
Some people like to write an inspirational quote or something in here, I guess this is mine: "Farts are the ghosts of our food" - a random meme. I'm so classy now...

09-Sep-2016 18:52:34 - Last edited on 14-Aug-2017 08:54:21 by Vladi

Vladi

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Defense (Continued)

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~
Anticipation & Freedom (Continued)

I'd like to state again that all of these have their exceptions depending on the situation. Regardless, since freedom and anticipation both provide stun immunity, it is extremely important to not stack them.

In addition, I've noticed quite a lot of people mistakenly using freedom to clear a dominion tower's gloves effect.
So just to clarify, this is how the binding debuff looks like:


This is how the stun debuff looks like:


Do not mix these up, this mistake can easily get you killed.


Having read the above section, you now understand the importance of keeping these two abilities away from your revolution rotation. These two abilities should always have a key bind (preferably a single key), meaning you need to place those on one of your action bars.


~
Phoenix Necklaces


When your LP drops below 20% of their maximum, you will be healed for 30% of your maximum LP. This has a cooldown of 1 minute, and the necklace is destroyed.
They're obviously over powered, always have one equipped, but don't rely on it, unless you know what you're doing.
Some players like to carry a few more in their inventory as backup.
No need to have one when practicing in a safe environment with a friend.
EoC PvP Guide
Some people like to write an inspirational quote or something in here, I guess this is mine: "Farts are the ghosts of our food" - a random meme. I'm so classy now...

09-Sep-2016 18:52:39 - Last edited on 12-Aug-2017 10:01:08 by Vladi

Vladi

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Defense (Continued)

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~
Managing Prayer

Keeping your prayer up is actually more important than keeping your LP up, prioritise prayer over everything while in the wilderness. Always activate your item protection before you step into the wilderness, even if you're not immediately attacked. When I was in WBU, seeing FC members lose their +1 as a result of forgetting to activate their protection item infuriated me.

Remember to keep your buffing prayer up at all times as well (turmoil, anguish, and torment for ancient curses, and piety, rigour, and augury for prayers). Make sure the prayer corresponds to your combat style.

Super prayer potions, combined with the greater reverence and a holy wrench will restore over 500 prayer points per dose.

To avoid accidentally clicking my protect item I've changed my prayer book to display relevant prayers only:


Just in case, have item protection on your quick prayers list.


~
Prayer Dropping

When your prayer is dropped repeatedly click it until it's activated. Your CB style protection/deflection prayer/curse will be down for about 5 seconds.


~
Basic Stuns

Use basic stuns whenever your opponent is using a combo ability, as part of a combo.
They should be used even when your opponent uses a combo that doesn't include combo abilities. It will delay them, and in the case of ranged VS melee, will completely interrupt the melee combo.
Of course, you can stun your opponent only if they don't have freedom or anticipation in effect, which is why you should use anticipation whenever you can for your combos.
EoC PvP Guide
Some people like to write an inspirational quote or something in here, I guess this is mine: "Farts are the ghosts of our food" - a random meme. I'm so classy now...

09-Sep-2016 18:52:43 - Last edited on 12-Aug-2017 10:03:44 by Vladi

Vladi

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Advanced Defense

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~
Debilitate

This ability reduces your opponent's damage to 50% for a duration of 7.8 seconds without a shield.
This can be used to cover up any mess ups with anticipation & freedom, or in conjunction to guarantee your survival. This is extremely useful when you're low on health and your opponent is about to combo.
This ability should be placed on your action bar.

Guidelines on using debilitate:
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When you don't have anticipation ready and your opponent is about to combo.
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When the combo is strong enough to KO even though you're not stunned (asphyxiate & wild magic is a good example).
¤
When you want to stall the need to use anticipation, and save it for your combo.


~
Siphon

When your opponent has more adrenaline than you, you can reduce their adrenaline by 10%. This should be used whenever possible, especially after your opponent has used a damage buffing ultimate and used an adrenaline potion.

~
Natural Instinct

Once you get to 100% adrenaline, using this ability will completely deplete your opponent's adrenaline and give it to you. Let's assume you have 100% adrenaline, and your opponent has just reached 85%. After using natural instinct your opponent will have 0%, and you will have 85% adrenaline. This can be used in case you messed up on anticipation & freedom, but is more commonly used with ultimate combos, explained in the next section.

~
Leech Adrenaline Curse

I've seen this extremely rarely, but it is possible to use this curse and
switch to your buffing prayer before you combo.
EoC PvP Guide
Some people like to write an inspirational quote or something in here, I guess this is mine: "Farts are the ghosts of our food" - a random meme. I'm so classy now...

09-Sep-2016 19:06:11 - Last edited on 21-Jan-2017 09:20:06 by Vladi

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Advanced Defense (Continued)

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~
Numbing Roots

These roots clear DOT effects when consumed, use them when possible, they have a cooldown of 45 seconds.

~
Dealing With Binds

As mentioned before melee has barge, which clears binds.
If you manage to put enough distance between you and your target (surge or escape) you'll clear your binds.

~
Surge/Escape

You can use these to get away from your target before they combo, and buy yourself some time to get your prayers back. Pretty cheesy, but not nearly as cheesy as using a shield in a 1v1. Both can work when you're bound to get some distance between you and your target.
Note that you can cover more distance if you use these diagonally.


While keeping in mind the pointers above, one of the simplest ways to manage anticipation, freedom, and debilitate is to rotate anticipation -> debilitate -> freedom (upon stun or high DOT).

The most important thing is to have debilitate/anticipation/freedom cover as much time as possible to minimize the time window your rotation is broken due to the cooldown on these abilities.
EoC PvP Guide
Some people like to write an inspirational quote or something in here, I guess this is mine: "Farts are the ghosts of our food" - a random meme. I'm so classy now...

09-Sep-2016 19:06:16 - Last edited on 14-Aug-2017 08:56:28 by Vladi

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Offense

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In PvP your aim is to execute a sequence of threshold/basic abilities with enough
bursting damage to surprise your opponent, and drop their LP to zero - KO.

In order to do this, you must learn to stack abilities with each other, by practicing the correct timing for each ability.
An example of stacking an ability with another:


Stacking can only be done using combo abilities (and detonate) due to the global cooldown.


~
Combos

Personally, I believe that in order to KO someone, at least 2 thresholds are required.
This means that in order to KO someone you should have at least 65% adrenaline

Do not pointlessly waste your threshold stuns.


Combos are down to your creativeness, and to your improvisation skills, it's important to know several combos.
People who can only combine tight bindings and tendrils are not likely to KO someone experienced.

Here are some examples for you to start with:

Melee:

¤
Blood tendrils -> slaughter -> stomp -> basic.
¤
Assault -> stomp -> hurricane (stack with assault's second hit).
¤
Slaughter -> stomp -> hurricane.
¤
Blood tendrils -> assault -> destroy (stack with assault's second hit or later hits).
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Some people like to write an inspirational quote or something in here, I guess this is mine: "Farts are the ghosts of our food" - a random meme. I'm so classy now...

09-Sep-2016 19:21:09 - Last edited on 12-Aug-2017 10:08:38 by Vladi

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Offense (Continued)

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Ranged:

¤
Shadow tendrils -> tight bindings -> Snapshot.
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Rapid fire -> tight bindings -> snapshot.

Mage:

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Asphyxiate -> wild magic (very powerful, can be repeated every 20 seconds, only 65% adrenaline required).
¤
Detonate (wait for the green arrows) -> deep impact -> wild magic.
¤
Smoke tendrils -> asphyxiate (stack with the last hit) -> wild magic.
¤
Detonate -> asphyxiate -> wild magic.


When going for the kill, remember to use a threshold stun (in the case of a stun based combo), a basic stun will do almost to nothing. Remember to start your combos with DOT abilities as much as possible, those hits make the difference.


~
Auto Attacks


When timed correctly with some abilities that take time to cast, but don't deal damage, it is possible to add an auto attack. The key is to stall activating the long casting ability by almost a full global cooldown, and then using another ability (or stall the other ability by almost a cooldown).
Since almost anything interupts AAs, it's common to spam click the target.

Here are a few low quality GIF examples:

Anticipation:


Shadow (ranged) tendrils:

You have to stall tendrils, and you need to wait a bit more than a global cooldown.

Berserk:


Metamorphosis:


In the case of magic, you can spam your active spell if bound instead of clicking the target.

The information about AAs is taken from this thread.
EoC PvP Guide
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09-Sep-2016 19:21:13 - Last edited on 26-Aug-2017 17:25:36 by Vladi

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Offense (Continued)

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~
Prayer Dropping

You should drop your opponent's prayers only before you combo.
Basic DOT abilities should be used before you drop their prayers,
¤
For example: dismember -> smash -> assault -> stomp -> hurricane.
Threshold DOT abilities should be used after dropping their prayer,
¤
For example: dismember -> smash -> blood tendrils -> assault -> stomp -> basic.

Again, everything has an exception.

~
Walking

Several DOT abilities such as slaughter increase their damage if your target moves.
Stomp and kick can also move your target, but they're bugged and sometimes won't move them so don't rely on them too much (Something for the mods to look into).
An example of walking to increase damage:


~
Dealing With Anticipation

The target's buff/debuff interface is lagging, so in order to stun as soon as anticipation is over you need to count those 10 seconds yourself. This is no easy feat, but very possible to perform by counting ability cooldowns. The global cooldown is 1.8 seconds, so 5 abilities are 9 seconds, meaning your 6th ability should be the stun. If they happen to anticipate right after their prayers have been dropped, simply wait untill you can use that ability again.

Risky due to invention perks, but since it's the wilderness, the probability of having clear headed is not high, since the only item they will have perked is probably their weapon.

You can always get it right on your following combo if you notice their anticipation is more than 10 seconds long.
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09-Sep-2016 19:21:17 - Last edited on 16-Oct-2016 21:25:56 by Vladi

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Offense (Continued)

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~
Ultimate Combos

Some opponents are a tough nut to crack, perfect anticipation & freedom rotations that back up very potential combos. Although I don't use them a lot myself executing these right can deal enough damage to KO your opponent. These abilities are berserk for melee, death swiftness for ranged, and metamorphosis & sunshine for mage (although it has a better damage buff than meta, using sunshine is not recommended since your opponent can make you walk out of your circle).

Here are the steps to properly use these abilities:
¤
Natural instinct when your opponent has over 85% adrenaline and get 100% adrenaline.
¤
Perform the ultimate ability and use anticipation.
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Siphon them.
¤
Drink an adrenaline potion.
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Increase your adrenaline to 50%/65% or 42%/57% (depending on how many abilities you'll
use, and whether you're pray fighting).
¤
Drop their prayer and execute a combo (stun not required since most combos will KO).

Damage ultimates such as omnipower are useless since thresholds can easily deal more damage, and cost less adrenaline.
Exercise caution with berserk.



~
Saradomin Brews

Although overloads null the negative effects of saraomin brews by refreshing their buffs, the time between refreshes is 15 seconds. This means that there's a small time window in which your stats will be reduced, so don't use these before you use a combo.

Stats right after consuming a saradomin brew with an overload in effect:


Personally, I like to sacrifice another dose of overload if I want to combo right after taking massive damage.
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09-Sep-2016 19:33:41 - Last edited on 21-Jan-2017 09:06:16 by Vladi

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Offense (Continued)

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If you rapidly consume enough brews, it will require more than one overload refresh to restore your stats to their maximum buffed level. Consume a super restore if your stats drop below their unbuffed maximum level.

~
Binds

Melee:

Barge is very useful not only as a counter to binds, but as a bind itself. When fighting an opponent that keeps running (very normal for mage and range users when fighting a melee opponent).

Ranged:

As mentioned before, it's common practice to bind your target before dropping their prayer. When fighting a melee opponent bind as much as possible, if you time it right you can prevent them from moving.

Mage:

Mage stuns bind the target for the same duration of the stun, so the binds on those are useless. To compensate, they have spells specifically for binding, these are bind (6s) snare (9s), and entangle (12s). For ancient spells, ice rush (2.4s), ice burst (4.8s), ice blitz (7.2s), and ice barage (9.6s). Ice spells work 100% with auto attacks, 10% with abilities (20% with dark form).

Mage doesn't have much use for binds, only when your target is running away. Binding using mage is commonly used as support when pilling a player in multi combat zones along with tele blocks.


~
Stun Locks

1.2s stun locks are pretty useless, they're only good when you're interrupting an opponent's combo.
You're able to stun lock someone only if they mess up on their defensive rotation, if using melee 2H or ranged. If using mage or dual wield melee, you can use asphyxiate and destroy to benefit from the ability to stun twice within 15 seconds.
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09-Sep-2016 19:33:45 - Last edited on 21-Jan-2017 09:10:36 by Vladi

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How To Be Good

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If you were to enter the wilderness after just reading this guide you'll probably get killed. This guide contains too much information to process right off your first try at PKing.

You'll lose plenty of gear which can be annoying, so in order to save yourself some frustration you should learn it one step at a time. Find a practice partner and use the "duel anywhere" system or the white portal at clan wars.
The better your practice partner at PKing, the more skilled you'll be.
EoC PvP is fast paced, so take your time learning a step at a time.

Start by practicing rotating basic abilities and using anticipation & freedom correctly. When done right, you should be able to avoid dying to stun locks.
If you're using auto attacks once in a while change your basic ability rotation.

Once you're confident in your ability to counter stuns, practice rotating 2 combos as described in the offense section of this guide.

At this point you should practice prayer fights. Even if you don't like the concept, in the wilderness if you SS fight someone who is going to prayer fight you, you'll be at a disadvantage. Get used to having your prayer dropped once in a while.

Only once you can rotate basic abilities, combos, and anticipation & freedom, you may proceed to advanced defense. Start with practicing debilitate, then siphon, and then natural instinct.

Ultimate damage boosting abilities should be practiced only once you have a solid grip of the PvP system. The same goes for the rest of the advanced defense section.
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09-Sep-2016 19:33:49 - Last edited on 16-Sep-2016 12:53:11 by Vladi

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Credits and Acknowledgement

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~
Myself

If I were to classify my PvP knowledge I'd say it's "decent". There are many players more experienced than me, and I hope you'll all help me add more information onto this guide. In here I will list those who have significantly contributed to this guide.

~
Others


¤
My clan
Kirstunael
, specifically my clan owner
Iron Faery
who nagged me enough to join WBs, and helped me with the demonstrations above.
¤
The WBs community, specifically my former FCs,
WBs United
and
Atomic PK
.
¤
Boy Rocker
who taught me most of what I've written above through hours of practice.
¤
The owner of the FC
PK
for taking the time to explain and personally demonstrate his application of AAs to me.
¤
AOROX
who took the time to reformat this guide (title intentionally left green :)).

¤
No Chaotic Mauls were lost in the editing/coding of this thread. ;)
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09-Sep-2016 19:34:14 - Last edited on 26-Aug-2017 17:24:21 by Vladi

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09-Sep-2016 19:34:18 - Last edited on 26-Aug-2017 15:55:46 by Vladi

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You may now post.
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09-Sep-2016 19:34:28 - Last edited on 16-Sep-2016 12:54:28 by Vladi

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Thank you all for the feedback.

Original message details are unavailable.
You might wanna work on the formatting and make some parts more concise


Way ahead of you, already recruited AOROX before posting this guide. I just wanted to get it out as soon as possible because I don't know if BH will be released this monday, or later this month.

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Tbh i prefer shadows tends -> bindings -> snap , especially if I have corr/frag shot on em, since it is very easy to reso the tendril/tele if you freedom in time.
also worth noting that binding shot binds for 10s which makes deepsing with piercing shot very strong. Also binds/stuns clear if the caster is too far away (surge/escape).


Changed the combo to your suggestion since what you use is more practical, I forgot shadow tendrils take time to execute.
Added more information about binds in various segments of the guide.
Haven't tested the thing about surging/escaping away being able to clear a bind (can't clear stuns because you can't surge/escape while stunned), so I'm just taking your word for it.

Original message details are unavailable.
also I'm really impressed by the guide and I don't read walls of text usually
not only is it good but its also well written and dissects the whole thing into smaller pieces eaiser to understand for people that dont do pvp

gj vladi


Thanks again, during my time in WBU I taught PvP to many people who were completely clueless, so I have a good idea about how to break it down to them.
I've covered all of the common mistakes I saw people do as well as reflect on my own mistakes when panicking.
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10-Sep-2016 11:16:24 - Last edited on 10-Sep-2016 11:18:21 by Vladi

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Thanks again for the feedback.

Try seeing if you can teach people by using this guide, see if they ask questions.
I will keep tweaking this guide as I remember more stuff which I forgot to mention. Luckily the release of BH has been postponed so I have more time to perfect this guide (and get some practice myself).
I've also added a "How To Be Good" section, this is how I usually teach PvP to beginners.

Original message details are unavailable.
Well.. I like the colour green... so yes.

Every time someone writes most of their post in a color other than the default one, a F2P pure gets 8 construction :P
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13-Sep-2016 18:54:47 - Last edited on 13-Sep-2016 18:55:43 by Vladi

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Thanks again for the feedback.

Stonic,

I'm still unsure if I want to add a shield segment for this guide. Although shields are a part of the game it's well known that they're over powered. For me when someone takes out a shield in the wildy during a 1v1 it's the same as running away.

On top of that I don't have much experience with shields at a 1v1 so there wasn't much I could add on it on my own.

In any case, reformatting took more posts than I thought it would so I'd have to make a new thread if I were to add everything.

I'll read through the post & comment in more detail on Thursday or this weekend.
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26-Sep-2016 18:37:07

Vladi

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in the past, i used to bind players and walk under them to prevent them from attacking me. this is a strategy to use when you believe your opponent/s are at their strongest, in order to increase your own survivability.

only recently, i've found that players that i have bound and walked on are still able to attack and kill me, regardless of my old strategy.

it is unknown if the recent "boss anti-walking" update is the cause.


Never thought about using binds like that, I'm usually using melee, so I use my one and only bind to catch up to my opponent or prevent them from moving for my combos.
Anyway, I need to test it on my own to see how it works.

Original message details are unavailable.
a good strategy for combating threshold combo attacks is to anticipate before them and then stun them immediately as you see the combo start. this will stop the combo continuing provided your stun hit and your opponent had no anti-stun buffs active.

I've added using basic stuns in the defense section. I mentioned using anticipation to counter these, but didn't add that you need to do it yourself. Thanks for bringing my attention to it.


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[bsometimes i will actually use freedom to clear a basic dot, contrary to your "never use freedom on a basic" statement because i dont want resonance healing off a small dot hit rather than the big burst hit i'm about to take. in a general sense though, it is better to save freedom for higher bleeds or stuns. its situational.

It is, I've stated in the introduction that everything has an exception.
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30-Sep-2016 10:20:33 - Last edited on 30-Sep-2016 10:51:19 by Vladi

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BALANCED STRIKE:
a very risky ultimate melee ability. it basically swaps you and your opponents health around. so ideally, if you use it on low health when your opponent is at high health, balanced strike will hit enough damage to lower their lifepoints roughly to the percentage your health was at.
note: it is not a complete lifepoint swap, as you heal 50% of what you hit.
note: it is impossible to ko with balanced strike alone, as it plays with health percentages and not actual weapon damage.
note: balanced strikes mechanics change in pve, as you can one hit low/medium levelled npc's.
note: if you use this ability at a high % of lifepoints and your opponent is at a low % of lifepoints, you will be almost one hit!


I've tested it (I think pre-legacy), it's pretty useless. I doubt it's useful now that you can't stack it. For it to KO someone you need to have your life points at the point of 1 hit to KO, very risky.
I'll give it credit though, it's probably efficient in endurance fights, especially in the duel arena when both opponents are not using food, can easily nullify high heals (rejuvenate or a well timed resonance).
Original message details are unavailable.
Damage ultimates such as omnipower are useless since thresholds can easily deal more damage, and cost less adrenaline.

I used to use assault, adren pot, overpower, stack with a basic. Doesn't work now.


Original message details are unavailable.
pvp is not only end game content, it is for all levels.

there are even players who specifically stay low combat (pures and specialists).

a lot of the requirements on the front page are not necessary for all.


In the wilderness you will inevitably run into maxed players, when your level is around 110.
These are the minimum stats I believe are required to stand the slightest chance against maxed players.
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30-Sep-2016 10:40:14 - Last edited on 30-Sep-2016 11:10:36 by Vladi

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Something you should add, curse spells. that little bit can be enough to give you the win. Use escape or an intercept stun to stop a snipe. Likewise, you can use escape to force walk them with a bleed, but if you're hit with a bleed you'll take the increased damage.

Interesting, never seen anyone use debuff spells in PvP, ever. I can't recall people using them, not even once.

Original message details are unavailable.
Oh, and something else to add. Super Guthix rest after their buff can heal nearly as much as a brew per dose, without the stat drain, and can even overheal you. The issue is they will put adrenaline pot onto cooldown, so you wouldn't want to use them if adrenalin potion isn't on cooldown, as they'll restore less adrenaline.

Never seen people use these as well, best to just stick to using adrenaline potions & saradomin brews, but thanks for letting me know about them.


Thank you everyone again for providing feedback, and helping me with the guide.
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30-Sep-2016 10:57:09 - Last edited on 30-Sep-2016 10:58:31 by Vladi

Vladi

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Advanced defense section:
Original message details are unavailable.
~
Numbing Roots

These roots clear DOT effects when consumed, use them when possible, they have a cooldown of 45 seconds.
That's the only consumable I consider worth mentioning.

I was wondering if I should add information about phoenix necklaces, added now.

Already stated above my opinion on shields.


Thanks for the feedback.

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Perfected Guide i was just about to make a pvp guide on MY YT
Make it anyway, wouldn't hurt, feel free to use this one as a reference.
Tell me if you need help with demonstrations.
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03-Oct-2016 15:13:49 - Last edited on 03-Oct-2016 15:18:58 by Vladi

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Try stacking something with overpower.
Tell me if you can get it to work at the same tick.
Probably not worth sacrificing 100% adrenaline and an adrenaline potion now that hurricane is buffed. Just stack hurricane with assault and you will easily rack up over 5k damage in a single tick.
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11-Oct-2016 11:20:10

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Haven't forgotten about this thread.
I will update it once the changes to PvP are implemented and a new global strategy for PvP is formed.
But I'll do it only once the traditional Reddit and forum flames settle down and the Mods fix their fix.

Unless PvP dies, and I have a RS breakdown and quit for several months, happens.
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06-Nov-2016 18:14:40

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I've changed a few minor things, mostly stuff I overlooked when I edited everything related to the old DR duration.
Also, "original dude" thanks the people on Reddit for the comments. Some of you said I have a few stuff missing, like I said in the introduction:
Original message details are unavailable.
My aim is to gather more information from the rest of the PvP community to further develop this guide.

Any improvement suggestions are appreciated.
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21-Jan-2017 12:01:40

Vladi

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Confirming my existence.
I'm still monitoring this guide. It lacks info about the latest abilities from shattered worlds, I didn't try it yet.
Alternatively, if someone else could test how they work in PvP and their practical use, that would be appreciated.
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10-Aug-2017 16:09:40

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Mutaded Dazing Shot and Salt the Wound are just a slight dps increase over dazing shot and a threshold that you can't really use due to the stacks on your opponent being cleared after they freedom.


Is it practical to use this to force your opponent to freedom just to clear stacks, and then going for a stun based combo?
Suppose they don't use freedom, can you use the threshold as a starting ability for a DPS based combo?

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Bladed Dive doesn't share a CD with surge/barge so you can spam it in situations where you'd want to escape or engage an escaping target. You need dual wield melee for this so it makes it a pain in the ass if your inventory is already looking full. You can use it to deal damage because it will deal damage (pretty close to something like slice) but, assuming you're in melee you have almost no mobility so you'd ideally want to save both bd and barge for when the person you're fighting decides to kite you (unless they're melee)


So aside from mobility it has no use (unless you want to charge in on wars and make a few people think they're being piled.
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12-Aug-2017 09:41:37

Vladi

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Frankly I haven't really checked the guide that much but, does it cover 4taa, auto attacking in detonate, autoing after tendrils or other ability canceling mechanics? If not, and you feel you want to include any of that and/or you have no idea what I'm talking about check This out


That's a pretty nice general guide, I like the way you cheated the 2k character limitation, something I'm struggling with in this guide.

I've learned the nifty trick of stacking an auto attack in APK. It requires quite a bit of timing skills, so I decided to leave it out. It's only good with "semi-channeled" abilities such as shadow tendrils (ranged) and bleeds (stacking slaughter, an AA, and hurricane can probably hit about 7k damage on about the same tick, with decent RNG).

Although I didn't know about sneaking in AAs with anticipation/freedom, seems simple enough, I will add it to the guide and reference yours.

Thank you for the reply, and your guide.


P.S. this comment started a new page, check the 10th page to see my full reply.
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12-Aug-2017 09:53:44 - Last edited on 12-Aug-2017 09:57:49 by Vladi

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Besides writing off revolution as a mistake as a whole, do you have any specific tips or advice for revo users in PvP so that one can make the very most of it?
I didn't write it off completely.
As I've said:Original message details are unavailable.
A ridiculously common mistake is credited to the use of the revolution game mode. Using revolution is possible, and reduces the strain of focusing on several things at the same time.
The problem is that some players place anticipation and/or freedom on their revolution bar so they won't forget to use them.

As long as you don't have anticipation or freedom on your revolution rotation it should be fine.
Not using it at all gives you the ability to use some basic abilities more appropriately (like DOTing before a combo), at the cost of needing to focus on your cooldowns.

In APK, this one time someone was being trialed, and I fought him for fun. He had this interesting issue, he would freedom randomly because he was doing Araxxor a lot, so he did it out of habit.
All I had to do was wait, and without fail, he would randomly freedom, and die shortly after, then we'd all laugh about it.

Unless you're hoarding phoenix necklaces and portents you're probably not going to get away with messing up anticipation and freedom for long.
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23-Aug-2017 18:52:50

Vladi

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I do use perked Deci, so I realize a Nox would probably help a good bit as well to make up for the inability to stack abilities etc.
I don't understand this sentence.
You have to stack damage to kill, even if it's not a 1 tick, can also be completely separate hits on a stun lock.
Unless RNG is on your side and you 7k shadow tendril someone.

Original message details are unavailable.
To respond to your points @Vladi.

Mutaded Dazing Shots stacks are applied by re-casting MDT before a certain time period (idk the time period, think it's like 2-3 seconds after the cooldown on the ability) otherwise the stacks are removed. You can alternatively use Salt the Wound (the threshold) to maintain stacks and deal increased damage based on the stacks. With this said, assuming you are fighting very situationally you'll likely never end up getting more than 3 stacks on your opponent and will not be able to stack enough to merit them wanting to freedom it specifically. They'll end up freedoming your stun lock combo.

BD is used mainly for mobility and engaging on a target, yes. It isn't used in actual DPS rotations as far as I know. Other pkers are welcome to comment on either of these abilities though.

Shattered Worlds received a buff today, 37M anima/h is the current rates past world 71, you can get both abilities from scratch in under 4 hours now, no reason not to grab them yourself and do some testing.


Alright, thanks.
Will get the shattered worlds abilities eventually (and add AAs ^_^).
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23-Aug-2017 18:58:49

Vladi

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There is a lot of love for this guide and I love that you've taken the time to help others learn.

I've stickied this guide to make it easier for newcomers to the PvP forum.
Appreciated, thanks.

Thanks again to everyone else for the feedback and bumps.
EoC PvP Guide
Some people like to write an inspirational quote or something in here, I guess this is mine: "Farts are the ghosts of our food" - a random meme. I'm so classy now...

22-Apr-2018 18:40:44

Vladi

Vladi

Posts: 379Silver Posts by user Forum Profile RuneMetrics Profile
Actually, I saw the announcement today and was going to take care of it when I got home, but you both beat me to it, thank you. Now I only need to figure out what to do with PK's thread, since I reference it, and it's locked. EoC PvP Guide
Some people like to write an inspirational quote or something in here, I guess this is mine: "Farts are the ghosts of our food" - a random meme. I'm so classy now...

29-Nov-2018 15:27:26

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