Home  | Login  | Register  | Help  | Play 

[archived] Advanced PvP Strategies Guide.

 
Logged in as: Guest
  Printable Version
All Forums >> [Artix Entertainment Games] >> [AdventureQuest Worlds] >> AQWorlds Guides >> Pending Guides >> [archived] Advanced PvP Strategies Guide.
Page 1 of 3123>
Forum Login
Message << Older Topic   Newer Topic >>
5/17/2011 7:19:48   
Jason
banned


[center][size=5][b][color=#003300]Advanced PvP Strategies Guide[/color][/b][/size][/center]

[b]Guide Originally owned by Wxo. A big thankies to him for putting this together.[/b]
[b]I do ask that if you use this guide as a reference, please state it like this "Taken from Jason3's Advanced PvP Strategies Guide"[/b]

This is a guide for those who look to get better at PvP. This guide will include tips on what to do in certain situations, how to prepare before a battle, and how to maximize your chances of winning matches. Below, you will find information on general PvP tips, class usage and rotations, team analysis and organization, and how to organize your own PvP match. This guide will even help those that already understand PvP, get better. 

Though this guide was originally meant for already seasoned PvPers to get better,  this has evolved into a PvP guide for everyone from the beginners, to the experts! 
 
[hr]

[b][size=4][color=#006600]Table of contents[/color][/size][/b]

[b][I] General Advanced PvP Tips[/b]
--
1. Vocabulary
2. Introduction to PvP
3. Bludrut Brawl Guide
4. List of items in Dumoose's Reward Shop
5. FAQ (Frequently Asked Questions)
6. Pre-Battle Preparation (Potions, equipment, build,etc.)
7. Top five Offensive, Defensive, and Hybrid Classes 

[b][II] Pre-Battle Preparation[/b]
--
1. Equipment
2. Build's
3. Mid-battle Tips (Hotkeys, Sliding, Defending the defense, Strategy's for each class)
4. Recommended Potions

[b][III] 1 v.s 1 PvP/Best Class List/General Weaknesses for Classes[/b]
--
1. 1v.s1 PvP Start up
2. Item Rewards for 1 v.s 1.
3. 1 v.s 1 Quests
4. Tips for 1 v.s 1
5. General Weaknesses for Classes
(More updates will come, seeing as 1v.s1 PvP is fairly new to AQW, and things are still being updated/added/figured out.)

[b][IIII] Advanced Class Guides[/b]
--
1. Ninja
2. Berserker
3. DoomKnight
4. Mage
5. Starlord
6. Warrior
7. Paladin
8. Rogue
9. Healer
10. Bard
11. Shaman
12. DragonSlayer
13. Guardian

[hr]

[b][color=#006600][size=4]Part I: General Advanced PvP Tips[/size][/color][/b]



[color=#CC0000][b]Common PvP Vocabulary[/b][/color] [ul]

[*] [b]Sliding[/b] - Moving while attacking. Sliding is useful to avoid being attacked.
[*] [b]Tanking[/b] - A single target with high defenses taking most of the damage in order for other players to attack freely.
[*] [b]Debuff[/b] - Lowering your opponent's defenses.
[*] [b]Buff[/b] - Increasing your own defenses.
[*] [b]Build[/b] - Your stat makeup/enhancements. [size=1](See Trog's [b][link=http://forums2.battleon.com/f/tm.asp?m=17528301]Useful/Recommended Class Builds[/link][/b] Guide for more information on Builds/Enhancements.)[/size]
[*] [b]Room Hopping[/b] - Moving from Room to Room to avoid being attacked/killed. [/ul]

[hr]
[color=#CC0000][b]Introduction to PvP[/b][/color]

First off, Stats.
Stats are the building block for any build. [size=1]Certain stats work exclusively for certain builds. For more information on Stats, refer to [b][link=http://forums2.battleon.com/f/tm.asp?m=18549505]Coolboypai's guide to Stats.[/link][/size] [/b]

[u][b]Enhancements  [/b][/u][ul]

[*][b]Strength: [/b]Increases Attack Power which boosts physical damage. It also improves critical strike chance for melee classes.

[*][b]Intellect: [/b]Increases Magic Power which boosts magical damage. It also improves critical strike chance for caster classes.

[*][b]Endurance:[/b] Directly contributes to your total Hit Points. While very useful for all classes, some abilities work best with very high or very low total Hit Points.

[*][b]Dexterity:[/b] Valuable to melee-based classes, it increases haste, hit chance, and evasion chance. Dexterity only increases evasion chance for caster classes, however.

[*][b]Wisdom:[/b] Valuable to caster classes, it increases hit chance, crit chance, and evasion chance. Wisdom only increases evasion chance for melee classes.

[*][b]Luck: [/b]Increases the critical strike modifier for all classes directly and may have some effects outside of combat. It is called Luck for a reason!

[size=1](Taken from http://www.aq.com/info/handbook/stats.asp)[/size]
[/ul]

[hr]

[b][size=2][center]Bludrut Brawl Guide![/center][/size][/b]

Heres a basic guide to the current PvP map - Bludrut Brawl

[color=#CC0000][b]Introduction[/b][/color]

Bludrut Brawl. The 'backbone' of PVP. Matches can be quite long, fights can be tough.
Low level's are usually prey, and are attacked first in PvP Action. To dominate the fight I suggest you be 'at the top of the spectrum' so to speak. Taking into consideration the highest levels, Level 35+ should give you a great chance. 

[color=#CC0000][b]Classes and Enhancements[/b][/color]

[*][b]Dragon Lord[/b] (Verified Class): Very good class to deal Massive damage. Also can heal, and attack two targets at once.
[*][b]Ninja/Assassin[/b] (Non Member): One of the best Non member class very quick and stuns 
[*][b]Berserker[/b] (Member) /Beta Berserker (Non member): Good member class can be deadly at low health 
[*][b]Rogue/Renegade[/b] (And anything with it's skill set such as Pirate, Alpha Pirate, Vampire Class, etc)(Non member): Best non member class a lot of damage and insane envision 
[*][b]Healer/Acolyte[/b] (Non member) : Not much of an offensive class, but it is one of the best healing classes in the game. Use his class to heal your self, and your team mates.
[*][b]Shaman[/b] (Non member) : This class is amazing for PvP. It can attack very high, and can attack two targets at once.  

Being that Bludrut Brawl is about teamwork, it'd be useful to have a healer around. Classes that can attack more than one target are also very effective in this high speed and furious environment.

Always make sure you have the best enhancements on for your level and set. For more about this go to [b][link=http://forums2.battleon.com/f/tm.asp?m=17528301]this[/link][/b] guide at the introduction. Make sure you have a Helmet, a Cape, and a Weapon so your enhancements can give you more stats. More the equipment, higher the stats (Except for Pets, Pets do not help you in stats if they are equipped.) Before joining Bludrut Brawl, make sure you have the highest possible stats you can obtain from your current enhancements, and you have all of the needed equipment (Helmet, Cape, Weapon). Once you are finished, you are

[color=#CC0000][b]Getting to know BludrutBrawl[/b][/color]

Now, before you can dominate, learn your environment and your enemies. 

To win a Bludrut Brawl match you must kill the opposing teams Boss. Several factors combine to make him weaker. 
First of all, the more Brawlers your team defeats, the captain will do less damage. In other words, the captain will do more damage for each remaining brawler.

The Restorers counter this out. The captain will heal themselves more for each restorer. So the more you kill, the less you have to worry about the captain healing. 

So to reiterate, the captain does more damage for each remaining brawler and heal themselves more for each restorer.

[color=#CC0000][b]Techniques to win![/b][/color]

Everyone wants to win. Now, here are the techniques. [size=1](here is a map for [b][link=http://img571.imageshack.us/img571/5573/bludrut.png]Bludrut Brawl)[/link][/b][/size]

Tell your team to attack restorers, then brawlers to raise your points quicker. The other team will be trying to do this too, so its imperative that you gain the upper-hand early in the game.  

Here are the enemies you will be facing:

Restorers [b][link=http://aqwwiki.wikidot.com/team-a-restorer-bb]A[/link][/b] and [b][link=http://aqwwiki.wikidot.com/team-b-restorer-bb]B[/link][/b] (Depending on which team you are on. If you're on team A, you face the B restorers, and vice versa) Level: 255. Average damage; 95-400

Team [b][link=http://aqwwiki.wikidot.com/team-a-captain-bb]A[/link][/b] and [b][link=http://aqwwiki.wikidot.com/team-b-captain-bb]B[/link][/b] Bosses; Level: 255. Damage range with Brawlers alive: 400-800 non critical hits, critical hits being 1,000-1,400. Damage range without the brawlers alive: 200 - 400

Team [b][link=http://aqwwiki.wikidot.com/team-a-brawler-bb]A[/link][/b] and [b][link=http://aqwwiki.wikidot.com/team-b-brawler-bb]B[/link][/b] Brawlers Level 255 , Damge Range of 95-500.

And of course; Your enemies. Level 1-40. Damage can vary from 1- 5,000. 

If an opponent is running back and fourth, use Rogue's 'Viper's Kiss' skill on them so they will be poisoned when they run around trying to avoid you. Viper's Kiss inflicts 50% of your weapons damage without landing a hit, so when your opponent finally stops running around, you will have him right where you want him. 

Make sure you have potions equipped. See the Potion Section below for more information. 

First one to 1000 points wins and gets 5-10 trophy's based off how many Brawlers you defeat. 

[color=#CC0000][b]Miscellaneous[/b][/color]

[*]When you enter the Warzone, Press the V-key on your keyboard to display health bars of every player around you. This makes picking off weakened and dying enemies so much easier! 

[*]Whenever an enemy player kills you, the enemy team scores 10 points. However, if you die by the hand of an enemy NPC, they get no points. So, if you're low on health and about to die, try and get yourself killed by an NPC rather than a player. Of course potions/healers are the more desirable option, but if all else fails, die by an NPC and don't feed the other team points! 

[*]Every defeated enemy NPC generates 5 points for your team per 5 seconds. So killing all restorers means you get 20 points "per tick". Every defeated enemy player grants your team 10 points per kill. 

[*]Sitting down to rest doesn't work. It doesn't matter whether you sit, stand, dance or whatever. You won't regenerate faster by sitting down. 

[*]The enemy team CAN NOT read your chat! Stop wasting time by starting every sentence with "Team A" or by insulting the opposing team. They cannot read it. 

[*]General defense strategy: When you're attacking several players who are busy fighting your restorers or brawlers, don't stand next to them. Stand right in the middle of them. That way, you're a royal pain for them to target, because they'll mostly just click their team mates or the restorers instead. 

[*]If you have trouble targetting a player, hit the ESC button to remove your current target, run past the enemy player and keep spamming hotkeys - as soon as you're in range, you will automatically target and attack him/her.

[color=#CC0000][b]Items/Rewards from Dumoose[/b][/color]

[i][size=1][link=http://aqwwiki.wikidot.com/pvp-rewards-quests]**PvP Reward Quests**[/link] [link=http://aqwwiki.wikidot.com/pvp-necklace-shop]**PvP Necklace Shop**[/link][/size][/i]

[b]Armors:[/b] 
[link=http://aqwwiki.wikidot.com/conqueror-of-shadow]Conquerer of Shadow[/link] [image]http://i43.tinypic.com/243rzme.png[/image]
[link=http://aqwwiki.wikidot.com/warden-of-light]Warden of Light[/link] 

[b]Helms:[/b]
[link=http://aqwwiki.wikidot.com/bearded-armet-of-the-afterlife]Bearded Helm of the Afterlife[/link]
[link=http://aqwwiki.wikidot.com/bearded-helm-of-glory]Bearded Helm of Glory[/link]  [image]http://i43.tinypic.com/243rzme.png[/image]
[link=http://aqwwiki.wikidot.com/feminine-helm-of-glory]Feminine Helm of Glory[/link]  [image]http://i43.tinypic.com/243rzme.png[/image]
[link=http://aqwwiki.wikidot.com/helm-of-ultimate-victory]Helm of Ultimate Victory[/link]
[link=http://aqwwiki.wikidot.com/light-warden-helm]Light Warden Helm[/link]
[link=http://aqwwiki.wikidot.com/masculine-helm-of-glory]Masculine Helm of Glory[/link]  [image]http://i43.tinypic.com/243rzme.png[/image]
[link=http://aqwwiki.wikidot.com/shadow-conqueror-helm]Shadow Conquerer Helm[/link]  [image]http://i43.tinypic.com/243rzme.png[/image]
[link=http://aqwwiki.wikidot.com/steel-afterlife]Steel Afterlife[/link]
[link=http://aqwwiki.wikidot.com/the-armet-of-the-afterlife]Armet of the Afterlife[/link]
[link=http://aqwwiki.wikidot.com/ultimate-victory-armet]Ultimate Victory Armet[/link]  [image]http://i43.tinypic.com/243rzme.png[/image]

[b]Weapons:[/b]
[link=http://aqwwiki.wikidot.com/basic-war-sword]Basic War Sword[/link]
[link=http://aqwwiki.wikidot.com/behemoth-blade-of-light]Behemoth Blade of Light[/link] [image]http://i43.tinypic.com/243rzme.png[/image]
[link=http://aqwwiki.wikidot.com/behemoth-blade-of-shadow]Behemoth Blade of Shadow[/link] [image]http://i43.tinypic.com/243rzme.png[/image]
[link=http://aqwwiki.wikidot.com/divine-retribution]Divine Retribution[/link] [image]http://i43.tinypic.com/243rzme.png[/image]
[link=http://aqwwiki.wikidot.com/infamous-revenge]Infamous Revenge[/link]
[link=http://aqwwiki.wikidot.com/legendary-retribution]Legendary Retribution[/link] [image]http://i43.tinypic.com/243rzme.png[/image]
[link=http://aqwwiki.wikidot.com/venomous-nightshade]Venomous Nightshade[/link] [image]http://i43.tinypic.com/243rzme.png[/image]

[b]Necklaces:[/b] ([i]These are in the shop[/i])
[link=http://aqwwiki.wikidot.com/silver-pvp-amulet-800]Silver PvP Amulet +800[/link] [image]http://i43.tinypic.com/243rzme.png[/image]
[link=http://aqwwiki.wikidot.com/bronze-pvp-amulet-650]Bronze PvP Amulet   650[/link] [image]http://i43.tinypic.com/243rzme.png[/image]
[link=http://aqwwiki.wikidot.com/copper-pvp-amulet-500]Copper PvP Amulet +500[/link]
 
[color=#CC0000][b]FAQ[/b][/color]

[b]1. Is there a best class for Bludrut Brawl?[/b]
This is probably the most asked question and DragonLord is labled to be the best. It is NOT. There is no 'best' class. They're all good in their own way. A section in this guide will include specific tips on how to beat them without problems.

------------------------------------------------------------------------------------------------------------------------------------------------

[b]2. How do I access Bludrut Brawl?[/b]
c) Press the PvP button, and queue for PvP via the button. 
------------------------------------------------------------------------------------------------------------------------------------------------

[b]3. Can non-mems use PvP?[/b]
Yes, they can. PvP is free for all players.

- When you enter the Warzone, Press the V-key on your keyboard to display health bars of every player around you. This makes picking off weakened and dying enemies so much easier! 
------------------------------------------------------------------------------------------------------------------------------------------------
[*]Whenever an enemy player kills you, the enemy team scores 10 points. However, if you die by the hand of an enemy NPC, they get no points. So, if you're low on health and about to die, try and get yourself killed by an NPC rather than a player. Of course potions/healers are the more desirable option, but if all else fails, die by an NPC and don't feed the other team points! 
------------------------------------------------------------------------------------------------------------------------------------------------
[*]Every defeated enemy NPC generates 5 points for your team per 5 seconds. So killing all restorers means you get 20 points "per tick". Every defeated enemy player grants your team 10 points per kill. 
------------------------------------------------------------------------------------------------------------------------------------------------
[*]Sitting down to rest [u]doesn't[/u] work. It doesn't matter whether you sit, stand, dance or whatever. You won't regenerate faster by sitting down. 
------------------------------------------------------------------------------------------------------------------------------------------------
[*]The enemy team CAN NOT read your chat! Stop wasting time by starting every sentence with "Team A" or by insulting the opposing team. They cannot read it. 
------------------------------------------------------------------------------------------------------------------------------------------------
[*]General defense strategy: When you're attacking several players who are busy fighting your restorers or brawlers, don't stand next to them. Stand right in the middle of them. That way, you're a royal pain for them to target, because they'll mostly just click their team mates or the restorers instead. 
------------------------------------------------------------------------------------------------------------------------------------------------
[*]If you have trouble targetting a player, hit the ESC button to remove your current target, run past the enemy player and keep spamming hotkeys - as soon as you're in range, you will automatically target and attack him/her.
___________________________________________________________________________________________________________________________________________________________

[size=4][color=#CC0000][b]Part II: Pre-Battle Preparation[/b][/color][/size]

[color=#CC0000][b]Equipment[/b][/color]

- 1) Make sure you are wearing all pieces of equipment (pets not included). All equipment give boosts in PvP, therefore you want to wear all the equipment you possibly can. This includes an amulet, cape, and helm.

- 2) Make sure you turn pets, capes, helms, and/or quality off/down. Also, close any high memory programs. PvP can slow down your computer at times, so it's ideal to dispose of anything that will worsen that scenario.

- 3) The smaller the equips, the better. It will make you harder to click if you are wearing little to no armor. Since helms and capes are now able to be toggled, you may wear any cape or helm you want, as long as you turn it off if you want to follow this tip. Bodiless Horseman Morph and Unarmed are great equipment selections for this tip, as it makes your armor and weapon completely invisible. If you are looking for a ranged weapon with good space conversation, the Frost Matriarch Sword is a good selection.

[color=#CC0000][b]Builds[/b][/color]

Make sure you visit [b][link=http://forums2.battleon.com/f/tm.asp?m=17528301]Trog's Useful/Recommended Class Builds Guide[/link][/b] for information on how to use your class and what build you would prefer. This will greatly affect your playing style in PvP.

[color=#CC0000][b]Mid-battle tips[/b][/color]

[*] [u][b]Use Hotkeys[/b][/u]

Hotkeys are the numbers 1-6 on your keyboard. These buttons allow you use your skills by pressing them instead of clicking them on your screen. This is especially useful when moving and attacking simultaneously and also saves the time in you having to scroll to the key you want. Upon mastering hotkeys, you won't even have to redirect your eyes from the PvP field. (Pressing 6 uses your potion, only if you have one equipped)

[*][b][u]Move while attacking[/u][/b]

Though this skill is hard to master and can be broken through easily, it still gives a slight advantage in PvP. To do this, simply spam your auto attack while clicking away from your target. When you learn to do this quickly, you will be slightly harder to target. While this doesn't help much in a lot of cases, it a little help is better than nothing. Please keep in mind that another advance PvPer will still be able to target you easily most of the time. Please keep in mind that this will completely destroy laptop users without a hardware mouse attached.

Heres a tutorial on how to slide. 
http://www.youtube.com/watch?v=D-3ep9vPFTY

[*][u][b]Defend their Defense[/b][/u]

If I'm not mistaken, every class , with the exception of No class, has a either a debuff, a skill that lowers your defenses, or a skill that raises your own. These skills include Safeguard, Breaker, Onguard, Imbalancing Strike, Shadowblade, Seating Heat, ect. It would be a smart move to expect them and take defensive measures against them. Some defensive skills are too powerful to overpower, therefore you are forced to either run from them, or die. Some of these skills include Shadowblade, Breaker, and Footwork. These defenses are limited, and are best fought against when ran from. All you need to do is run away until some of the time of the skill passes, then comeback when it's near its end. That way, you actually have a chance of winning. The only class that has a good chance to take a rogue head on without running is ninja. Warrior has a pretty good skill against the dodge, but that is not enough is that is the only hits the warrior is getting. When you have unavoidable skills against a dodging target, simply base your skill rotation around using them.

Although Prepared Strike isn't in the debuff category, it does have a strict limit. Since I'm on that subject, I'm saying you can use this limit to your advantage. Any stun attack lasts long enough to nullify prepared strike. Whenever you see it coming, simply stun your target and avoid the damage.

[color=#CC0000][b]Appropriate Strategies[/b][/color] 

There are numerous classes, styles, and strategies in PvP. To maximize your PvP skill, you must know exactly what your role is to your team.

There are 3 types of classes, playing styles and strategies: offensive, defensive, and hybrid (in this context, hybrid means both offensive and defensive).

[u]-Top 5 Offensive Classes[/u]
DragonLord
Berserker
Rogue
Ninja
Bard

[u]-Top 5 Defensive Classes[/u]
Ninja
Warrior
Berserker
Healer
Rogue

[u]-Top 5 Hybrid Classes[/u]
Shaman
Warrior
Berserker
Rogue
StarLord

If you notice, most classes are featured on more than one list. This is the reason that these classes are considered the strongest in the game. Once you pick a class, you should pick a playing style. This will affect weather you decide to attack or defend. In teamed games, you must be sure you are performing an important role for your team.
[i]
[color=#9900FF]Playing Styles[/color][/i]

[*][b]Offensive[/b] - Attack the opposing team's players at all costs.

[*][b]Semi offensive[/b] - Attack the opposing team's npcs while clearing all threats in the way.

[*][b]Hybrid Offensive[/b] - Attack your opponent, then defend.

[*][b]Hybrid Defensive[/b] - Defend your yourself/teammates, then attack.

[*][b]Defensive[/b] - Defend at all costs.

Most players take the offensive or semi offensive strategies. Therefore, those that choose other strategies will fill vacant roles that are vital to the survival of the team. This is why teams that have players defending their restores and attacking at the same time tend to win against those that all take (semi) offensive.

[i][color=#9900FF]Strategic Builds[/color][/i]
[color=#FF6600]<Need more word here about this things>[/color]

[color=#006600]Physical Classes:[/color]

[*][b]Big Crits[/b] - Luck enhancements

[*][b]Frequent Crits/High Health/ High Attack[/b] - Fighter enhancements

[*][b]Haste/Dodge[/b] - Theif enhancements

[*][b]High attack/Moderate Crits[/b] - Wizard enhancements

[*][b]High Health/ Moderate Attack[/b] - Healer enhancements

-----------------------------------------
With these three divisions, you can create a mental "custom class".
One example would be the following:

DragonLord (Abilities: Attacks two opponents at once)
-Hybrid Defensive
-Haste/Dodge generously boosted, Crits slightly boosted. (3 Thief, 1 Luck)
(Thief enhancements used to boost the defenses to make up for the lack of a significant defense.)


[color=#CC0000][b]Potions and Scrolls[/b][/color]

Potions and scrolls drastically help in PvP. Most players don't use them and it will throw your opponent off guard. They give you an edge, especially when you are using them in a typical skill rotation that requires a brief pause to conserve mana.

With new potions in Reens Potion Shop in /join arcangrove, and Daily Potion Quests, they are now a lot more useful! Pick your potions based on your strategy.
[color=#FF6600]<Need more word here about Potions rating>[/color]

[i]Recommended Potions for Classes.[/i]

[b]Fighter Classes[/b]

[*]Viper's Blood
Gives you extra 50% of Haste and boosts Critical Hit Chance by 50% making these classes, fast and powerful! (Works best with a high amount of Luck)

[*]Sparrow's Blood
Increase Haste by 20% and Evasion by 50% and grants a Heal-Over-Time effect. This will make these classes strong, fast, evasive, and Resilient!

[*]Health Potions.
This will help these classes last longer in battle.

[b]Wizard Classes[/b]

[*]Mana Potion
Always carry these so that you have reserve mana to cast more spells.

[*]Potion of Evasion
Since these classes aren't very evasive and can take a lot of damage in just a few seconds, you'll need this to last longer.

[b]Thief classes[/b] (This includes Ninja even though it's a Hybrid)
[*]Viper's Blood
With this, you'll have 50% more haste and a very high chance of critical hitting, since these classes are already fast, you'll defeat your opponent in mere seconds since you'll deal many critical hits at a high speed.

[*]Potion of Evasion.
Since these classes are already very evasive, you'll hardly take any damage since this potion grants you 50% more Evasion and 20% Haste.

[b]Healer Classes[/b]

[*]Health Potion
Useful when your healing spell is still cooling down or when you run out of mana.

[*]Potion of Evasion
You'll need to last long so that you can help your allies longer! With an extra 50% haste, you'll be able to dodge a lot of attacks.

[*]Mana Potion
Very Useful when you run out of mana, since you are a caster class, you'll need a lot of mana to heal.

[b]Hybrid classes[/b] (Except Ninja)

[*]Mana Potion.
Since most hybrids tend to use a lot of mana, you will really need this potion a lot so that you can use your skills more.

[*]Health Potion
Since some Hybrids don't last very long, you'll need this to heal you when much needed.

These potions are just suggestions, you may change them if you want. 
___________________________________________________________
[b][color=#006600][size=4]Part III: 1v.s1 PvP[/size][/color][/b]

To get you started in 1 v.s 1, first type [b][link=http://aqwwiki.wikidot.com/doomwood-arena]/join doomarena[/link][/b]. Here, you will see two NPC's, or click the button in Battleon that says 1 vs 1 PvP. This button is located on the toolbar of Battleon.

[b][link=http://aqwwiki.wikidot.com/kamataya]Kamataya[/link][/b]
"You stand in the ruins of a once-great Arena. It is only fitting that its twisted rebirth host your descent into darkness. The losers who have came before you are now nothing more than research materials and spare parts. Are you so eager to join them? Yes? Prepare for battle!"

[b][link=http://aqwwiki.wikidot.com/dumoose]Dumoose[/link][/b]
[i]Master of PvP warfare[/i]
"Welcome to the new DoomWood Arena, hero. Don't let me appearance disturb you. As the PvP master for the realm I always wear the latest in Player Vs Player gear.
Here you can battle other heroes in single combat. Just the two of you" 

[*]To PvP with a friend, tell the person you would like to battle in /join doomarenaa-####, /join doomarenab-####, /join doomarenac-#### or /join doomarenad-#### (####= numbers of choice). They all take you to the same map, but different rooms, as shown [b][link=http://aqwwiki.wikidot.com/doomwood-pvp-arena]Here[/link][/b]

[*]To PvP with a stranger, click the 1v1 Strangers button at the NPC Dumoose. It will then que you for a 1v1 PvP fight with someone random in the server you are in.

1v.s1 rewards from Dumoose's Reward Shop:

[b][u]Armors[/u][/b]
[b][link=http://aqwwiki.wikidot.com/necrotized-warrior]Necrotized Warrior[/link][/b]

[b][u]Capes[/u][/b]
[b][link=http://aqwwiki.wikidot.com/necrotized-broadsword-battle-cape]Necrotized Broadsword Battle Cape[/link][/b] [image]http://i43.tinypic.com/243rzme.png[/image]
[b][link=http://aqwwiki.wikidot.com/stained-battle-wrap]Stained Battle Wrap[/link][/b]
[b][link=http://aqwwiki.wikidot.com/claws-of-rath-kor]Claws of Rath'kor[/link][/b] [image]http://i43.tinypic.com/243rzme.png[/image]

[b][u]Weapons[/u][/b]
[b][link=http://aqwwiki.wikidot.com/necrotized-claymore]Necrotized Claymore[/link][/b]
[b][link=http://aqwwiki.wikidot.com/necrotized-scythe]Necrotized Scythe[/link][/b]
[b][link=http://aqwwiki.wikidot.com/serpentic-edge]Serpentic Edge[/link][/b] [image]http://i43.tinypic.com/243rzme.png[/image]
[b][link=http://aqwwiki.wikidot.com/stained-edge]Stained Edge[/link][/b] [image]http://i43.tinypic.com/243rzme.png[/image]

[b][u]Helmet[/u][/b]
[b][link=http://aqwwiki.wikidot.com/necrotized-battle-helm]Necrotized Battle Helm[/link][/b]


[b][u]Necklaces[/u][/b]
[b](These are not rewards, they are purchased from Dumoose's [link=http://aqwwiki.wikidot.com/pvp-necklace-shop]PvP Necklace Shop[/link][/b])
[b][link=http://aqwwiki.wikidot.com/silver-pvp-amulet-800]Silver PvP Amulet +800[/link][/b] [image]http://i43.tinypic.com/243rzme.png[/image]
[b][link=http://aqwwiki.wikidot.com/bronze-pvp-amulet-650]Bronze PvP Amulet   650[/link][/b] [image]http://i43.tinypic.com/243rzme.png[/image]
[b][link=http://aqwwiki.wikidot.com/copper-pvp-amulet-500]Copper PvP Amulet +500[/link][/b]


[color=#CC0000][b]1v.s1 Quest(s)[/b][/color]

Victory Most Honorable- 
[b]Note:[/b] This quest can only be done once a day.

"Defeat 10 foes in single combat. Return to me once that have won ten 1v1 PvP battles and I will award you with a 1v1 PvP Trophy which you can use to buy 1v1 PvP items!"


Items Required:
[ul][*] DoomWood Token x10 
[*] DoomWood PVP Arena 
[/ul]
Rewards:
[ul][*] 0 Gold
[*] 0 XP
[*] [b][link=http://aqwwiki.wikidot.com/1v1-pvp-trophy]1v1 PvP Trophy x1[/link][/b]
[/ul]

What I seemed to notice about 1 vs 1 PvP, is this:

[b]Fast Combat:[/b] It goes by really fast, so spam all of your best skills early. If you have Lag before hand, try to reduce it, or the lag will end up costing you the match. Refer to the [b][link=http://forums2.battleon.com/f/tm.asp?m=13681543]clearing your cache guide[/link][/b] on how to get rid of the dreaded Lag.

[b]Lag:[/b] As said above, Lag is a huge issue. I'd suggest turning off Capes, Pets, and Helmets to reduce Lag. Using equipment that does not animate does the job as well.

Using the guides above about the classes provided in this guide will help you succeed in the 1 vs 1 PvP section. 

Some of the better classes for PvP are the ones you can spam skills succesfully, and get good damage out of them, such as DragonLord, or Rogue. No Class is not that good for 1v1, seeing as it only has one skill, that being Auto Attack. I higly recommend you not use No Class in 1 vs 1 PvP action. The slow attack classes such as Ranger are not good either. 

Basically, to succeed in 1 vs 1 PvP, stay fast. Stay away from Lag, make sure you decrease it as much as you can, sp;am skills, and use fast attacking classes.
[hr]

[color=#CC0000][b]Tips for 1v.s1 PvP[/b][/color]

Here are some of my tips for 1v1: 

[b]Use U :[/b] If you press the button U on your keyboard before the battle you can see what class your opponent is using and you know what strategy to use. Typing /who and then pressing the 'enter' key or the 'send' button on the chatbox will also show the list of people and the room (your opponent) and what class he/she is using.

[b]Sliding:[/b] I think Doomarenac is best for sliding. A powerful mage or shaman can be a real threat there. 
Make sure you have a class with good range, such as Ranger, or Mage/Wizard/Shaman.
[b]Rogue/Ninja:[/b] These are nightmares in PVP. In 1v1 they dodge and fight while you can't do anything if you're unprepared. Sliding is the best strategy against them. Stay away from them until Footwork/clone moves expire and then attack. Shaman's Elemental Embrace or stun moves can make Rogues suffer. 

[b]Class:[/b] Warriors (and anything with the same skill set as it, such as  Beast Warrior, Defender, and Pumpkin Lord) and rogues/ninjas (and aything with the same skill set as Rogue, such as Vampire, Alpha Pirate, and Pirate) are the most common class in 1V1. Try to use a class that can counter them. 

[b]How to Counter Sliding:[/b]

[b]Counter 1:[/b] Ranged Attacks and Classes
Usually the best option against them. Go up with them with any class that has a 
Ranged Skill and let that be on of your main skills to use against them. (Providing they are Mana Wise and Situation Wise)

[b]Counter 2:[/b] Go with the Flow
One of the things I do against sliders is go with them on the moving. Follow them wherever they go. 
You see them go right, click to the right, vice-versa. Spamming the Auto Attack key is NOT wise to use. 
You run, stop, run, stop, run, stop etc. while the opponent is still moving. It'll be hard to get in close this way, so clicking is the best option.

[b]Counter 3:[/b] Stuns
Another great counter to use against them. Stuns will keep them in place for a short amount of time and 
allow you to dish out the damage and hopefully, kill them in the process. Great Stunning Classes are Warrior, Ninja, and Starlord.
[hr]
[color=#CC0000][b]General Weaknesses for Classes[/b][/color]

[b][u]How sliding works:[/u][/b] Battle animation works the same way that emotes do. You can /dance and continue running around and everyone will see you dancing and sliding at the same time and you can keep doing that as you drag on the movement. The same thing happens with battle animation, producing the effect of sliding. 

General weaknesses for classes 

[b]DoomKnight[/b] - Taking damage and the complete manipulation of range will kill most any DmK, really. Hopping stuns can throw it off it's damage track as well. Nerfs, range, stuns, anything really. It has problems with near anything you throw at it. 

[b]Paladin[/b] - It's lack of mana regen and it's ability to waste that mana so easily. Basically just keep hopping around and nerfing (if you have one) until their mana dies out from heals, the AoE and Zeals. Do whatever you can to stop Zeal's mana income and they're trashed. 

[b]Rogue and clones[/b] - Everything is in timing. Hopping often will destroy timing and lag will destroy timing. 

[b]Dragonlord[/b] - Nerfs throw off all sources of damage which is the center point of DL. Stuns will also help, because you can't go wrong with the stun method--unless of course you waste all your mana with the stun. DLs will rarely use searing heat, because most likely, you opponent will hop too much to make searing useful. 

[b]Ninja/assassin[/b] - What a lot of people don't know about ninja is that if you debuff it then they hop it, they can't use the "first hit mana regen method" to restore all their MP. The debuff still technically keeps them in battle. It's also been noted that a DoT can stack thin air. Best way to kill a ninja is basically just manipulating them and using some blood bag as a shield for their Shadowblade. Since Shadowblade spamming makes you virtually invulnerable. 

[b]Mage/sorcerer[/b] - Stuns allow people to take advantage of a mage. DoTs also allow people to take advantage of arcane shield. If someone's using the ice and fire method you can go after them after they apply the fireball, since you're invulnerable to another ice shard until scorched wears off. If they're using the spamming ice method then they're a lot more complicated and you'd need to camp out the stun. 

[b]ECS (Evolved Claw Suit)[/b] - It's all just crits to be honest. The way you deal with that is by nerfing those, but by no means do you want to allow them to stack naughty. Naughty stacking can be countered by camping, but naughty lasts very long. It'd be better to manipulate the damage you do without getting hit, or just nerfing those hits. If they're stupid enough to use the "Blitzen Blitz" combo it can easily be hopped off and that's a wasted 60 mana. 

[b]Healer and clones [/b] - Mana problems and it's weakness is basically damage. Therefore, all you really need to do is put them under constant pressure to heal and completely waste their inhibition. Most healers don't use healer right. You don't heal outside of clear mind and it's not about spamming heartbeat. 

[b]Shaman[/b] - They do low damage excluding dry lightning. Nerfing them would completely throw off damage output and stall the dry lightning, unless they're stupid enough to use it while crippled. 

Berserker/Beta Berserker - Range. It's so easy to manipulate a Berserker. You can completely disregard almost every aspect of this class, because if you do it right, you won't be in the range for a Berserker to do anything to you. 

[b]Dragonslayer[/b] - Manipulating a stun or keeping under constant nerf, although you shouldn't really need either. 

[b]No Class[/b] - No Class only has one skill- Auto Attack. 

[b]Proto and clones [/b] - Let them kill their own mana. 

[b]Defender -[/b] Range and hops are it's main weakness, I'd say. Keeping out of range of Retilation and getting all your damage in. Stunning as well, because it can throw off hops. 

[b]Bard -[/b] Stuns, because they can constantly spam every single move they have. Stuns would be the only way to disrupt that combo. 
Cardclasher - I usually run down on mana after killing about 7 people, so it doesn't really have mana problems. If you play CC the way I do, I find myself hopping constantly. What helps with hopping is to stun, so stunning. 

[b]Clawsuit - [/b] Mana problems, so manipulate those. Let them waste their mana with what they think is the best DoT ever, when really it can be healed by passive regen with their mana lying in a crippled state. 

[b]Chronomancer -[/b] It's all timing. Hopping and waiting it out will work, but if you can nerf them as the DoT grows on you may actually be able to survive through it. Or if you can apply an On Guard type of buff. If you ever seen "Inverted Matrix" or something, on them then they're a punching bag at that point. 

[b]Starlord -[/b] By camping or hopping constantly. If they're gonna chain a stun and use that to their advantage and hop, then you have to camp. Can't go wrong with nerfing, if you can constantly keep them under a nerf while you're hopping or just out DPSing them it's managable, but downright weakness? Probably just out-DPSing them would have the highest success rate. 

[b]Warrior and clones[/b] - Lag and hopping stuns. Nerfing towards haste can help throw off the second prep strike altogether if you manipulate hops too. 

[b]Ranger[/b] - Stuns really help, since you can manipulate those to keep them from stacking their first skill and get damage through at the same time. 

You'll notice it only really takes 1 of 4 things to mess up a class. 
Hopping, mana regen, stuns, and nerfing.

[hr]
[b][color=#006600][size=4]Part IIII: Advanced PvP Class Guides [/size][/color][/b]

This section will consist of very detailed guides for each and every class. Each guide will consist of a build recommended build section, an explanation on the main rotation, and special occasion rotation adjustments. Enjoy! 

[center]-------------------------------------------------------------------------
[center][quote][color=#CC0000][b][size=4]Ninja[/size][/b][/color]
[size=1]~ Done by Wxo[/size]
[/center][/quote]

Well, as you all may already know, ninja is the best overall class. Not that it takes much skill to use, I will show how I exploit it's power.

Luck Ninja - The best option in my opinion. Why? Because ninja already has about an 11% crit rate + a 15% boost from it's passive skill. So about 1/3 attack from ninja are crits! Using all luck enhancements with a wide ranged weapon delivers deadly damage ranging from 50-1100.

[u][b]Crosscut[/b][/u]
[image]http://i205.photobucket.com/albums/bb108/Razgriz_Demon/AQWCrosscut.png[/image]
Rank Needed: 1
Mana Cost: 15 Mana
Cooldown: 2 Seconds
Type: Physical
Description: Instantly attack twice, dealing extra damage.

This is a skill I use whenever I have mana to burn, or want to do extra damage. It's a great "in between" move to use in a rotation. For classes that are not a threat (ie Doomknight, Healer, Enforcer, ect) I simply spam this skill. 

-------------------------------------------------------
[u][b]Shadowblade[/b][/u]
[image]http://i205.photobucket.com/albums/bb108/Razgriz_Demon/AQWShadowblade.png[/image]
Rank Needed: 2
Mana Cost: 25 Mana
Cooldown: 12 Seconds
Type: Physical/Magical
Description: Deals physical and magical damage, and blinds enemy for 6 seconds.

I use this skill whenever a class that is a threat. This skill applies a blind effect that makes 100% of unavoidable attacks miss. Though it costs 25 mana, this skill is more than worth it being that you allows you to use a few crosscuts. You can also combine this with shadowburn to stun. Therefore ninja can completely destroy any class that doesn't dodge this attack. *Yes, it is very powerful, but using this move often will result in you having little to no mana to spare. You'll have to use shadowburn and regain it all and risk making yourself vulnerable. This move should only be used once per player, as it is very mana consuming and would leave you to rely on thin air's dodge if you waste all of your mana on one target. Unless the class is  a very high threat (ie starlord, rogue, berserker, dragonlord) you don't need to use this more than once.    

-------------------------------------------------------
[u][b]Shadowburn[/b][/u]
[image]http://i205.photobucket.com/albums/bb108/Razgriz_Demon/AQWShadowburn.png[/image]
Rank Needed: 3
Mana Cost: 5 Mana
Cooldown: 6 Second
Type: Physical/Magical
Description: Deals light weapon damage plus magical damage, stunning any target afflicted by Shadowburn for 3s, or returning 20 mana otherwise.

This move is the attack that

-------------------------------------------------------
[u][b]Thin Air[/b][/u]
[image]http://i205.photobucket.com/albums/bb108/Razgriz_Demon/AQWThinAir.png[/image]
Rank Needed: 5
Mana Cost: 30 Mana
Cooldown: 30 Seconds
Type: Physical
Description: Raises dodge by 3% and haste by 5% every time you are hit. Lasts 30s.

-------------------------------------------------------
[u][b]Elusive[/b][/u]
[image]http://oi54.tinypic.com/15bkhl.jpg[/image]
Rank Needed: 4
Type: [color=#9900FF]Passive[/color]
Description: Dodge chance increased by 15%

[u][b]Incisive[/b][/u]
[image]http://oi54.tinypic.com/15bkhl.jpg[/image]
Rank Needed: 4
Type: [color=#9900FF]Passive[/color]
Description: Critical chance increased by 15%
[/center]
-------------------------------------------------------
[color=#CC0000][b]Skill Combination:[/b][/color]

[u]Burning Blade Stun (defensive) - Shadowblade then shadow burn - producing a stun effect.[/u]

*Important tactic: timing.* Most ninjas completely waste their shadow blades effect by using shadow burn just after. Why not let them miss a couple of hits, THEN get stunned? The key is timing. Use shadow burn when the cool down to shadow blade is about 6.5/10 cooled. If you time it perfectly, you will get a +shadowburn at the same time as -shadowblade. *This timing takes ALOT of practice,* (when this air is at it's max, this combo can be spammed so your opponent temporarily cannot attack you)

[u]StunLock (Defensive) - ShadowBlade - Shadowburn - Shadowburn[/u]

*Important note* You must have atleast 1 thief enhancement for this to work, or else shadowblade's effect with run out by the time you have a chance for the second stun. This manuever allows you to stun your opponent twice in one shadowblade, allowing you to spam atleast 4 unprotected crosscuts. 

[u]Burning Crosscut (offensive) - Spamming cross cut and shadow burn. (2 cross cuts to every 3 shadow burns)[/u]

This is for when you want BURST damage. This will give you continuous damage because crosscut attacks again, while shadowburn replenishes your mana and attacks with damage
Inferno Blade Cut (Hybrid) - Shadow blade (blind) , 2 cross cuts, shadow burn for more mana, then repeat.

This will render your opponent useless while causing them devastation at the cost of nearly all of your mana after 2 rotations.


[u]Disappearing act - Thin air, then shadowburn, (running after afterward optional.)[/u]

Personally, thin air should only be use outside of battle, when you have mana to spare. Since it costs 30 mana, I always use thin air, attack the nearest target with shadow burn to regain mana, then attack/run. All of the above combination work VERY well with thin air active. Try to get it active when you are at half health+. It's not going to be as useful when you are at lower health.


[u]Stun n' run! - Shadow blade, immediate shadow burn, run![/u]

Normally used in VERY tight situations. Situations when you are at low health and thin air is about to expire, warrior has a prepared strike coming and you have shadow blade on them, ect.


[u]Stun n' attack![/u]

When both you and your opponent come down to the last little bit of health, defensive is always the best choice. However, you want to stun them JUST after you blind them so they have no possible chance of victory. This tactic is great for doing the finishing blow on any class, especially if they are running or the safe zone.

[u]Class v.s Class[/u]

[*][b]V.s a Warrior[/b]
These will be a nightmare if they know what they are doing. You want to go defensive when it comes to warriors, so try your very best to get first attack because you know that imbalancing strike is coming. If they get you down to low health, Stun n' run!

[*][b]V.s a Berserker[/b]
Not very hard at al to beat. You can either go hybrid or offensive, then defensive to take them out easily. When they get to low health, Stun n' attack! (Ninja can burst more damage than zerker at high health, but you want to avoid their b4b with blind + stun towards the end.)

[*][b]V.s a Mage[/b]
Quite tricky. The best tactic is to go defensive because mages can do deadly spells that can kill you in about 5 seconds. You want to avoid those 1000+ crits

[*][b]V.s a Rustbucket/Protosartium/Enforcer[/b]
Not really a challenge. Pure offensive s enough to dispose of this non threatening class.

[*][b]V.s Rogue/Leprechaun/Pirate/Alpha Pirate[/b]
This is a ninjas worst nightmare, especially since footwork is infinite at the moment. here is when timing is everything. (I spam all attacks since most miss and you can adjust your rotation based on landed attacks) You must time you stun with their footwork. I normally use thin air at the same time they use foot work. You will most likely be able to live through their most powerful attacks towards the end because of the powered up thin air. When your thin air is about to expire, stun them! That will make them miss their foot work. Then switch to offensive and skill them while they are vulnerable!

[*][b]V.s another Ninja[/b]
Other ninjas won't be much of a problem unless they know what they are doing. You want to go defensive because that is the best route, being that they can burst damage just like you. Getting first attack is key in these battles. If you don't get first attack and they burst damage, which they most likely will, you will half to go defensive while switching to hybrid halfway through for the kill. If they dodge your hits, stun (if possible) n' run!


[center]-------------------------------------------------------------------------
[quote][color=#CC0000][b][size=4]Berserker[/size][/b][/color]
[size=1]~ Made by Rima[/size]
[/center][/quote]
[center]
Berserker's are one of the best class in-game.
With its powerful attacks and crits you can will see the heath fly away from your foe, But that donLt make you invincible.
Many Berserker players have a hard time with classes that can stun.
A Berserker need to hit or he cant get mana back, That makes a high dodge class hard to handle in long battles.
The higher the hit and crit is the more mana you get back.
How to deal with high dodge and stun classes I will describe in the "PvE and PvP" section.


Here I talk about all the skills and there effects in combat.


[u][b]Breaker[/b][/u]
[image]http://i205.photobucket.com/albums/bb108/Razgriz_Demon/AQWBroadside.png[/image] 
30 Mana, 8 seconds cooldown
Deals weapon DPS as damage and reduces opponents damage output significantly for 4 seconds.

Breaker is a great dmg reducing attack, but is cost allot of mana.
Use it on high dmg dealing classes as Berserker, Warrior, Doom knight and ProtoSartorium.

-------------------------------------------------------
[u][b]Broadside[/b][/u]
[image]http://i205.photobucket.com/albums/bb108/Razgriz_Demon/AQWBroadside.png[/image] 
15 Mana, 2 seconds cooldown
Deals 70% of weapon damage, cannot be avoided but cannot also crit.

Broadside is a great spam skill, combo it with Forgone Conclusion and you will deal high damage in a short time.
Use is a lot but not to much.

-------------------------------------------------------
[u][b]Blood for blood[/b][/u]
[image]http://i205.photobucket.com/albums/bb108/Razgriz_Demon/AQWImbalancingStrike-1.png[/image] 
30 Mana, 10 seconds cooldown
Deals damage based on the difference between your maximum and current health

This is the skill that makes Berserker awesome. Blood for blood deals more damage the lower your heath is.
Don't use this skill when your health is over 50%, its damage is wary low then.

-------------------------------------------------------
[u][b]Forgone Conclusion[/b][/u]
[image]http://i205.photobucket.com/albums/bb108/Razgriz_Demon/AQWForgoneConcusion.png[/image] 
20 mana, 30 seconds cooldown
Increases haste by 25% for 12 seconds.
When the effect fades, you will receive a small percentage of damage dealt under its effects as health

This skill is really awesome, you attack 25% faster, your skills cooldown recharge 25% faster.
And you get a small % health back from all the damage you did under the effect.
Use this skill when you think you need the extra damage or if you want your Blood for blood to recharge faster.

[color=#FF6600]<Need Passive and maybe remove short words>[/color]

[/center]
-------------------------------------------------------
[color=#CC0000][b]Berserker's start Stats[/b][/color]

Strength : 47
intellect : 3
endurance : 28
Dexterity : 47
wisdom : 9
luck : 22

For the Enhancements there is a lot of different setups you can try. Use what feels best for you.
These are some enhancement combos you can try.
I recommend not to get any more then 1 charmed enhancement.

[u]4 fighter enhancement's.[/u]
This will give you the highest auto and crit rate a Berserker can have.
[u]
3 fighter enhancement's and 1 Charmed enhancement[/u]
Less power on the auto attack but your crits will be higher. A small % down on the crit rate
(depending on what item you did put the charmed on).
[u]
4 thief enhancement's.[/u]
Now we talk speed and evasion. Your auto attack will be weaker and your crit rate is low.
But you will attack fast and evade more attacks.


-------------------------------------------------------
[color=#CC0000][b]PvE and PvP[/b][/color]

PvE = Player vs Environment
PvP = Player vs Player

[*][b][u]PvE[/u][/b]

In PvE Berserker is a great dmg dealing class.
When facing non-boss monster you should just kill them off with Forgone Conclusion+Broadside and maybe add a breaker.
Forgone conclusion will help you get back some health so you don't need to rest so much.
And of course when your health is low use Blood for blood for a fast kill.
There is not so much to talk about PvE. most of the time when you are facing a new released boss you are fighting with several other people, so you don't need to put up so much of a tactic.
If you want to solo a boss then you need more tactics.
The key is to use Forgone conclusion's heal power to make you stay alive.
Use it directly after you have less then 50% heath.
Spam away blood for blood+broadside+breaker for a high dmg burst so you get a lot of health back.
Repeat this and you should be doing fine solo bosses.


[*][b][u]PvP[/u][/b]

A lot of people ask me how to play Berserker good in PvP.
The answer is simple; practice
With no practice you are destined to fail.
All I can do is to give some basic advice and techniques to make is easiest to learn and evolve as a PvP Player.

I am going to start by telling you the secret to kill a stun class.
Don't use your Forgone Conclusion the first thing you do, because then they will stun you and your forgone conclusion will give you less health back.
Use it right after they have stunned you.
If you do so, you will have a longer time hitting the foe wile your forgone conclusion is active.
This will make you regenerate more health and do more damage faster.
If it is a Warrior that you are facing, use your Breaker when they are using Prepared strike.
This will make there crit lower on you.

If you are facing a high dodge foe like ninja/assassin, y ou should not use broadside.
Broadside only does 70% weapon damage and is broken at the moment so it can still miss.
And a ninja/assassin will use Thin air, witch will add 3% more dodge and 5% haste every time that are hit with damage.
So wait until your health is down to 50% and then use Forgone Conclusion+Blood for blood.
If you have only hit with auto attack you will have a higher chance of hitting with blood for blood.
And if blood for blood did not kill him, then start spam Broadside until he dies.


[center]-------------------------------------------------------------------------
[quote][color=#CC0000][b][size=4]DoomKnight[/size][/b][/color]
[size=1]~ Made By Damasa47 and Noiro[/size]
[/center] [/quote]

[color=#CC0000][b]Couple facts:[/b][/color]
1. Doomknight is refered to as DmK and DK.
2. Most Doomknight's DON'T KNOW HOW TO USE DOOMKNIGHT! No the class doesn't stink.. it's just you don't know how to use it.
3. This guide is more useful for PvP. Doomknight is not a PvE class although the combos do work better for PvP then spamming Dark Wound. 

[color=#CC0000][b]Weapons[/b][/color]
The thing about DoomKnight is it seems to do well with a more consistent weapon. With a consistent weapon you can do up to around 1,400 damage if you're using a nice build. Although with high strength based builds a inconsistent weapon can become reliable. As I see it weapon range balances out your stats. With a consistent wep even with full luck your range will stay balanced. You can't hit a 1 no matter how unstable your build is if your using a default range weapon. For more unstable weapons you wanna incorporate more fighter into your build, although you don't wanna keep it's crits too low that ruins half the fun. If you're to use something like BloodLetters with DoomKnight try at least half luck. 

-------------------------------------------------------
[center][color=#CC0000][b]Skills[/b][/color]

[u][b]Auto-attack[/b][/u]
[image]http://i50.tinypic.com/8w0g1t.png[/image] 
Cooldown: 2.3 sec cooldown
A basic attack, taught to all adventurers.

    There are a few different things about Doomknight's auto-attack, first of all you'll notice Doomknight has a auto-attack of 2.3 seconds, but you'll also notice that Doomknight has a higher initial attack power (check your weapon DPS and compare it to that of warrior).

-------------------------------------------------------
[u][b]Dark Siphon[/b][/u]
[image]http://i47.tinypic.com/2iawnx0.png[/image] 
Mana cost: 20 mana cost
Cooldown: 3 sec cooldown

    A quick attack that applies Dark Wound on the target, dealing 100% of weapon DPS overtime per stack, immediately healing you for twice this amount once stacked. Lasts 8 seconds, can be refreshed, stacks up to 5 times.
    Input: This move will heal you however the cooldown for it has been nerfed, so it's hard to spam to heal yourself. The way to get around this is to incorporate dexterity into your build (Thief Enhances).

-------------------------------------------------------
[u][b]Soul Crusher[/b][/u]
[image]http://i45.tinypic.com/swy909.png[/image] 
Mana Cost: 10 mana cost
Cooldown: 4 second cooldown

A quick attack dealing both physical and magical damage, mitigated by the number of Dark Wound stacks on the target.
Input: This move gets weaker for every Dark Wound casted on the target, it also will do consistent damage meaning the damage it deals will be the same every time it's based on the weapon DPS.

-------------------------------------------------------
[u][b]Void Strike[/b][/u]
[image]http://i49.tinypic.com/2zh17ao.jpg[/image] 
Mana Cost: 20 Mana
Cooldown: 10 Seconds

A strong attack which deals weapon damage plus an amount derived from your current HP and MP.
Input: This is the overall power move of Doomknight, there's a trick to this move. 
-------------------------------------------------------
[u][b]Blood Offering[/b][/u]
[image]http://i47.tinypic.com/33li3ol.png[/image] 
Mana Cost: 25 mana cost
Cooldown: 10 second cooldown

If dark wound is on the target, the caster will take additional damage per attack for 10 seconds, but will add some of the amount added to their next auto attack. Otherwise, applies a 3 second stun.
This move is rather unique. There are two options.

 [*] Blood Rite buff: This move buffs auto-attack. You will take increased damage BUT that damage will buff your auto-attack. This move is a double-edged sword, most of the time it'll kill you . . but it can do MASSIVE damage sometimes up to 900 non-crits.

 [*] Stun: You will stun the enemy for 3 seconds if they don't have Dark Wound casted on them. Please note that if they do have Dark Wound casted on them you will use cast Blood Rite.

-------------------------------------------------------
[u][b]Passives[/b][/u]

  [*] [u]Aggression[/u]: You deal 10% more physical damage with physical attacks. (So every attack in the skillset)

  [*][u] Resolute[/u]: Damage taken is reduced by 10%. (This is the kind of move that saves you without you knowing it)[/center]


-------------------------------------------------------
[color=#CC0000][b]Stats[/b][/color]

[*][b]Strength[/b]- A very important stat for Doomknight, it increases your critical hit rate and it increases the initial damage you do. It buffs EVERY skill since they are all physical.

[*][b]Dexterity[/b]- This stat is for dodge and haste, the dodging will keep your health up and the haste will allow you to spam dark wound if you so choose and if you can attack faster that makes blood rite all the better.

[*][b]Endurance[/b]- This stat is mostly for Void Strike with more health your void strike gets stronger.

[*][b]Luck[/b]- This stat is to crit high. This stat is unreliable, you can't always depend on your crits to save you but it is a helpful stat for doomknight as it can make your crits EPIC! You can crit around 1,000 with Void strike with a consistent wep if you set up your void strike right!

-------------------------------------------------------
[color=#CC0000][b]Couple notes[/b][/color]

1. PvP amulets buff void strike with more health.

2. EVERY skill in the DmK skill set is physical.
-------------------------------------------------------
[color=#CC0000][b]Skill Chain[/b][/color]
Combos:

Blood Offering(stun)-->Soul Crusher-->Void Strike-->Soul Crusher/Room hop/Delay-->Stun-->Repeat

Soul Crusher-->Dark Wound-->Blood Offering(Blood Rite)-->Void Strike (Not reccommended to use but Blood Rite can be fun)

Useful Builds:

Note: Builds under the same category pretty much perform the same but ARE different and feel different, although these are the builds I remember testing off the top of my head. I try to keep crits high in every build as you'll notice because that's half the fun of Doomknight.

2 Fighter, 1 Thief, 1Luck (Very smooth, very fast, good for non crits rather than crits, feels like DoomKnight on steroids)

2 Thief, 2 lucky (Hits hard and fast, useful for spamming your stun)

Full lucky (Not recommended.)

2 Fighter, 2 lucky (Hits hard, crits hard, and often) 

Stats:
Strength- A very important stat for Doomknight, it increases your critical hit rate and it increases the initial damage you do. It buffs EVERY skill since they are all physical.
Dexterity- This stat is for dodge and haste, the dodging will keep your health up and the haste will allow you to spam dark wound if you so choose and if you can attack faster that makes blood rite all the better.
Endurance- This stat is mostly for Void Strike with more health your void strike gets stronger.
Luck- This stat is to crit high. This stat is unreliable, you can't always depend on your crits to save you but it is a helpful stat for doomknight as it can make your crits EPIC! You can crit around 1,000 with Void strike with a consistent wep if you set up your void strike right!

Doomknight's Base Stats at level 35!
Strength: 73
Intellect: 14
Endurance: 82
Dexterity: 60
Wisdom: 27
Luck: 16 

[u]Class v.s Class[/u]

[*][b]Vs. another DoomKnight[/b]
There is a 99% chance it's a DW spammer.

[*][b]Vs. a Rogue/Renegade/Leprechaun/Pirate/Alpha Pirate[/b]
Spam WHATEVER you can through and hope something you can use goes through. There's some kinda code in the gameplay where you'll find big crits going through rather than non crits so fighting with a luck oriented build seems to help, but whatever move goes through just use that as a start and see what you can pull off. Every move on Rogue is timed, so you'll definitely want to keep that in mind, room hopping and sliding kills their offense!

[*][b]Vs. a Warrior/Warlord/PumpkinLord[/b]
Warrior is like DoomKnight but stronger, it's a battle of stuns and the warrior's is one second longer, basically you're not going to want Prep to go all the way through which is why you STUN them first, do all the burst damage you can then room hop their stun, because stun is always followed by prep. Always keep an eye on the doors they save lives. In case of On Guard just wait it out.

[*][b]Vs. a Mage/Sorcerer[/b]
Try to avoid being debuffed if possible that will only lead to a fireball ripping out a large chunk of health. If they use Arcane Shield use that opportunity to stun them and Cast Dark Wound and let the DoT eat at their mana while you stay a safe distance away. Also, you'll notice that crits that go through Frozen Blood feel like normal crits, at least that's what I've observed.
NOTE: Do NOT chase a mage. If you must, then camp them.

[*][b]Vs. a Healer/Acolyte/Witch[/b]
They're SO annoying just waste Inhibition and all their Mana regen as often as you possibly can, stun then follow the basic rotation and once their MP goes down it STAYS down.

[*][b]Vs. a Berserker/Beta Berserker[/b]
Do NOT let them use Blood For Blood, be a stun spammer do ANYTHING but you do not want to be debuffed and you do NOT want to be killed off by an overdone BfB (Blood for Blood) Crit, basically preserve yourself and room hop whenever neccessary, if you're hit by Breaker then hide behind your NPCs and wait it out, if hit by BfB and you live you should be able to get a stun in and crit off the rest of their Health, worse case scenario is you stun, soul crusher, void then room hop immediately.

[*][b]Vs. a Paladin[/b]
They aren't too hard, crit there Health down and they'll heal, do it again and they'll heal, wait out Zeal and let as few hits go through as you possibly can and you'll win that fight.

[*][b]Vs. a Shaman[/b]
My, my; they're so much trouble.. but there's a way to win, hide behind your NPCs so they only have 2 attacks to use and can't manipulate their auto target, if they use an AoE regardless then that's when you stun them and they get mauled by their NPCs, the problem is Elemental Embrace, so if you plan on taking them 1 vs 1, you'll want to use a non crit oriented build. With that being said you may want to try Blood rite on a Shaman, I find it to be effective.

[*][b]Vs. a Ninja/Assassin[/b]
Wait out ShadowBlade if it's casted on you and camp and stun then follow the basic rotation and room hop when you feel the need. Also you can disable their first hit mana regeneration by de-buffing on them with Dark Wound, that can be useful. Stick to trying to get your stun through though, and don't let them abuse Shadowblade.

[*][b]Vs. a Bard[/b]
Don't be a victim to the debuffs, wait it out, be smart about it, DoomKnight suffers a lot without it's crits, don't let dissonance stay active but if Crescendo is on you, you must pursue them regardless of Dissonance. Do as much damage as you possibly can and hope for the best.

[*][b]Vs. a DragonLord[/b]
These guys are tricky they hit you from midrange so do what every desperate DmK does! Smash a stun on them AS SOON as you can then use Soul crusher then void and room hop, wait for them to pursue you and stun them. At this point they started off with High mana and they've maintained that so the threat is lifestealer, so what you'll need to do is stun spam them, and use auto crits and void to finish them off.

[*][b]Vs. a Guardian[/b]
Just use the basic rotation of stun, burst damage and room hop and you should be fine, there's nothing a Guardian can really do that's that threatening, I feel as if DoomKnight and Guardian are in the same tier.

[*][b]Vs. a Starlord[/b]
This is tough but what you want to do is pretty basic, Stun-->Burst Damage-->Room Hop. But you can't account for any moves going through because of their dodge rate. Stick to the doors and do what you can. An AoE class won't chase you into a room with an NPC, so consider that a safezone to rethink and stall for cooldowns.

[*][b]Vs. a Defender[/b]
You do NOT wanna get crit by ret, but there's only one way to fight them and that's head on, use the basic stun rotation and you may find yourself putting out more DPS then the Defender can within those 3 seconds, the heal isn't really a problem and the SafeGuard lasts a small amount of time, so the only fear is Retilation.

[*][b]Vs. a ProtoSartorium/Enforcer/Rustbucket[/b]
They're actually prety underrated for their mana regen problems. They do a good deal of Burst damage but their mana regen is a fail, so be cautious when fighting them but you should win easily.

[*][b]Vs. a Dragonslayer[/b]
DragonSlayer is SERIOUSLY underrated, these guys wreck at 1 vs 1 with a Luck Oriented build. Bane of Scales is a weaker form of Breaker with RANGE, Talon Twisting is like a less suicidal Blood Rite and Scorched steel is like a ranged Decisive, although it's magical but it still hits 1K. Impale is basically useless to them though the stun can't be relied on. Anyways, if you see a Dragonslayer you should be able to take them but don't underestimate them fight cautiously.

[*][b]Vs. a Clawsuit[/b]
Not too much of a problem they fail at Mana regeneration just watch out for Rudolph's revenge, the stun is glitched and hard to pull through with so you won't have to really worry about it, if they're to use Hearth's embrace wait it out. But you should be able to take them with ease.

[*][b]Vs. an Evolved ClawSuit[/b]
Don't let range take the better of you, stick to the door and get a preemptive strike. Don't allow Naughty to be spammed because the debuffs last a long time, use every oppurtunity to drain mana. Waste Lump of Coal, Arctic Stamina and Blitzen Blitz with room hops and stuns. Without their mana you can overpower an ECS. 


[center]-------------------------------------------------------------------------
[quote][color=#CC0000][b][size=4]Mage[/size][/b][/color]
[size=1]~ Made By Solo 26 and Wxo[/size]
[/center] [/quote]



[size=2][center]*Intro*[/center][/size]
[center]Though mage is one of the underrated classes, itcan be very effective in PvP if put in the right hands. The class specializes in ranged damage. Being one of the only classes that can you all four of it's skills any and everywhee without range restrictions gives it an edge in PvP.  [/center]

[center][size=2]*Skill info*[/size][/center]

[center]Now to see the skills

[u][b]Fire ball[/b][/u]
[image]http://img256.imageshack.us/img256/308/firejs.png[/image]
Hurls flames at your opponent, dealing moderate damage on imapact and dealing that same amount
again over 10 secounds. Deals more impact damage if frozen blood is present on target, but consumes
the debuff.

Uses: This skill if very useful with frozen blood you will want to spam it and use frozen blood to do alot of damage. Use this skill first, as the debuff is more important that the DoT. This is a very useful skill when dealing with those that wish to flee. If your opponent has 200 or less health, you can use this skill, then leave them to die. This skill , along with ice shard, are the most used skills in the set. They are both spammed whenever damage is necessary in PvP.  

[b]Ice shard[/b]
[image]http://img529.imageshack.us/img529/6388/icei.png[/image]
Launches a freezing shard at your enemy dealing moderate damage. If Scorched is NOT Present, Applies Frozen Blood, Reducing
their attack speed and power for 10 seconds.If Scorched IS present deals increased damage
but does not apply Frozen Blood.

Uses:Useful in PvP and it slows them and still good with scorched and deals alot of damage and you 
will want to spam this to.

[b]Explosion[/b]
[image]http://img707.imageshack.us/img707/9315/boome.png[/image] 
Causes energies within opponent to becom unstable and burst forth, causing moderate damage to you target and light damage to surrounding targets

Uses: This skill is great to use in rooms without npcs. In rooms with NPC's, make sure there is only one npc in the room, This is a good skill to use when you are attacking the only npc in the room when another player come to attack you, and also good to use in crowded rooms. 

[b]Arcane shield[/b]
[image]http://img832.imageshack.us/img832/4706/shiled.png[/image]
Shield the caster, transferring most incoming damage to their MP instead of HP and reducing outgoing damage for 20 seconds.
Uses:This skill isn't used often, but is useful when you want to tank. When you want to protect your allies by taking in damage. If you want to run and heal, I'd recommend using this skill before making a run for it. 
[/center]

[size=2]*Mage in PvP*[/size]

First, sliding is VERY important with this class. The main point of the class is to attack without being attacked. Since you don't have to be closed to your opponent to attack, you can slide outside of your opponents range

Next in PvP Mage use Ice shard frist then Fire ball for a good combo and then kill them
if you want to know enchants use this
Helm:Wizard
Cape:Wizard
Armor:Wizard
Weapon:Luck/Wizard/Fighter(If you want a little melee damage)


[center]-------------------------------------------------------------------------
[quote][color=#CC0000][b][size=4]Starlord[/size][/b][/color]
[size=1]~ WALI[/size]
[/center] [/quote]

[size=3]Starlord Guide[/size]
Hi, armegeddon ryxx here, and I am in love with a new verified class called Starlord, and here are some tips and tricks to the class! In this guide I'll give you build tips, tactics, and tricks to the skills, the tips will be written in this [color=#000033]color[/color]
Here is the overview you will get if you see the caption on the item in aqw.
[quote]MechQuest Star Captains are quick and dangerous warriors, having been trained equally in melee, ranged, and Mecha combat during their residency at GEARS University. Their innate depth-perception allows them to barrage multiple enemies at a distance, landing that critical first shot.
[/quote]	

[u][b][i]How to get Starlord[/i][/b][/u]
Starlord is a verified class. To get access to starlord you must be upgraded in another AE game, mechquest. To buy this class you go to tower in aqw. You can get there by going to battleon, and going north/forward until you get into the tower. You can also just type in /join tower.  You go to the far left and you are confronted with 3 shops. You click on the npc called korin and only if you are verified you can buy starlord! The link to the aqw verification page for mechquest is[link=http://www.aq.com/aw-verifymq.asp] here.[/link]

[center][i][b][u]Starlord Skills[/u][/b][/i]

[img]http://i34.tinypic.com/95pjk2.png[/img]
[b]Rank 1: Pulse compression[/b]
It is a physical skill, it costs 20 mana and it has a 3 second cooldown.
A moderately powerful ranged attack. Applies pulse compression, reducing the target's haste by 15% for 6 seconds.
[color=#000033]This skill is tied in with the other skills. This skill can be spammed because of its low cooldown and can deal relatively good damage (300-450 when it crits). This skill can make a skill turn into a stun and it can heal you in conjunction with the skill high energy arc. Just remember if you choose to spam this skill keep in mind of your mana[/color]


[img]http://i33.tinypic.com/2mqj252.png[/img]
[b]Rank 2: Pulse dilation[/b]
It is a physical skill, it costs 25 mana and it has a 10 second cooldown.
If pulse compression is present on the target, deals heavy damage. Otherwise applies Shearing, a 3 second stun, but deals no damage.
[color=#000033]This skill is VERY important to starlord users. If pulse compression isn't on the target you dish out a stun (but remember that it deals no damage). I usually start of with this skill and stun the opponent and THEN use pulse compression. This 3 second stun gives you time to run away, deal heavy damage, or heal with pulse compression with high energy arc, or just spam skills for damage This skill also can deal heavy damage when pulse compression is on the enemy. This damage can range usually from (270 non-crit to 950 crit).[/color]


[img]http://i36.tinypic.com/2ajq2c9.png[/img]
[b]Rank 3: Energy arc[/b]
It is a physical skill, it costs 15 mana and has a 3 second cooldown.
Emits a burst of energy that will hit up to 3 targets, also applies Loose Energy, a moderate DoT, to each.
[color=#000033]This skill can be used to take out multiple enemies. It also applies loose energy, a DoT (damage over time) that deals around 23 damage. This skill is especially handy against mages who uses arcane shield because the DoT deals damage ignoring arcane shield, and it destroys the mage's mana. This skill is also spammable due to its short cooldown and its low mana cost. Remember that since its an AoE (are of effect) skill of targets multiple enemies, it can cause ghouls/lycans/monsters in general to attack you, this can cause you to lose a battle. THE DoT doesn't leave your enemy exactly as you die so this can cause your DoT, if the enemy has VERY low life, do die, just remember that.[/color]


[b]Rank 4: Passive skills[/b]
Evasive maneuvers-raises your dodge by 15%
Locked on-raises your hit by 5% and your critical by 10%
[color=#000033]These is my opinion are some of the best passives you can get. You get 15% dodge on top of your already high dodge % which means you are VERY hard to hit/stun. The hit % increase means you will have a better time facing those pesky rouges/ninjas and you also get a 10% critical chance boost. This means you will be able to dodge most of your opponentfs hits and you will hit more on your opponent and more of those hits will be critical. [/color]


[img]http://i33.tinypic.com/33vi2e1.png[/img]
[b]Rank 5: High energy arc[/b]
It is a physical skill, it costs 20 mana and it has a 12 second cooldown.
Emits a burst of energy that will hit up to 3 targets, dealing less damage with each bounce, returning part of the damage dealt as hp if the target is affected by pulse compression.
[color=#000033]This skill can be used as a normal AoE attack but it can be used to it's full potential in conjunction with pulse compression. When used against an enemy who has the pulse compression aura you are healed for a small portion of the damage you dished out with high energy arc. This heal isn't major bit it can help when you are placed in a tight spot.[/color][/center]

[u][i][b][size=2]Tactics and tricks for pvp usage [/size][/b][/i][/u]

[u][i]Stun and run [/i][/u]
When you are low on life and pulse dilation is ready, just stun your opponent and run, this isn't a complicated tactic but it can save your life.
[u][i]Pulse explosion[/i][/u]
This combo cost a lot of mana, but with the correct timing this mana will be put to good use. You start off using pulse compression on your target, then using pulse dilation. This combo deals a debuff and massive damage if pulse dilation connects, and with the passive locked on you will find most of your hits connect ;). You then use high energy arc to heal yourself for a bit of the damage high energy arc deals out.
[u][i]Pulse stun[/i][/u]
This is used to stun and deal fast damage. You fist start off with pulse dilation and it applies shearing which stuns the enemy for 3 seconds.  You then follow up with pulse dilation for the attacks  then you can spam energy arc do deal a constant dot and massive damage to several enemies.
[u][i]Pulse revenge [/i][/u]
When you are low on hp and mana( like lower than 100 life) and so is your opponent, you should use energy arc just for the fact that the DoT (loose energy) will most likely kill them, before they can run and heal the dot will consume all of the opponents life. (This is not including there is a healing/support class on the other team)

[size=1][b]My build[/b][/size]
Since all of the skills for starlord are physical, I DO NOT recommend any wizard/healer/hybrid enhancements.

People use all luck because of the passive buffs for dodge % and crit/hit%.People also use thief but at the loss of higher crits and people also use mixes of thief and luck. I don't recommend fighter since I believe the dodges is more crucial to the class but try your own build if it works for you^^
Well, I guess this is the end of the guide. Please pm me if you have any questions, grammar mistakes to flaunt in my face, or advice for me for this guide. Thank you for reading this guide and I hope it helps you with starlord!

[center][quote][color=#CC0000][b][size=4]Warrior[/size][/b][/color]
[size=1]~ Made by Wxo and Knight of the Dragon[/size]
[/center][/quote][/center]

[center]Warrior is one of the post powerful Classes in the game, regardless of how underrated it is. With two offensive, two defensive skills, and with both an offensive and a defensive passive. It is the only class that completely counters Rogue Class's Footwork. (One of the most feared skills in PvP) It is also one of the easiest classes to use. 



This skill is basically self explanatory. Used mostly whenever you'd like to do extra damage. This skill is often used in a combination with Prepared Strike to do a powerful 3-hit combo. I normally use this skill when I have extra mana after using prepared strike and stunning. 

-------------------------------------------------------
[b][u]Decisive Strike[/u][/b]

[center][image]http://i47.tinypic.com/2iawnx0.png[/image]

Rank Needed: 1
Mana Cost: 20 Mana
Cooldown: 2 Seconds
Type: Physical
Description: A powerful strike dealing 150% weapon damage.

Use of this skill is what separates a the best warriors from the rest. Being that Warrior has decent, but not perfect mana regain, this skill is what most common warriors would waste their mana on since it's spam-able. Its quite obvious that both will use prepared and imbalancing strike, but limiting the use of this skill maximizes your damage output. Alot of warriors are left to spamming this  skill to do what little damage they can after about 2 rotations. SAVE YOUR MANA! This skill shoud NOT be used if you have below 30 mana unless you are guaranteed death.


--------------------------------------------------------------------------------

[b][u]Imbalancing Strike[/b][/u]
[image]http://i49.tinypic.com/2zh17ao.jpg[/image]

Rank Needed: 2
Mana Cost: 30 Mana
Cooldown: 10 Seconds
Type: Physical
Description: A precise blow which stuns your opponent for 4 seconds.

This skill is very useful being that it disrupts the opponents strategy and holds them still of a prepared strike. This is a VERY decent move for using against other sliders/room hoppers. Why? Because it stops them in their tracks long enough for your prepared strike. Not only that, but it can incite your teammates to pile, or team up on your opponent to kill them before they have a chance to respond. 

-------------------------------------------------------

[b][u]Prepared Strike[/b][/u]
[image]http://i45.tinypic.com/swy909.png[/image]

Rank Needed: 3
Mana Cost: 20 Mana
Cooldown: 15 Seconds
Type: Physical
Description: Your next two auto attacks taken within 5 seconds will be powerful critical hits which cannot be 

A powerful attack that makes your next two attack automatic crits![/center]

[quote] * Luck: Increases the critical strike modifier for all classes directly and may have some effects outside of combat. It is called Luck for a reason![/quote]

This is the skill that warrior is known for, and it is also why it is a reason to be reckoned with. two unmissable crits? I'm not sure about the average PvPer, but the first things that come to minx would be to use this against those horrid dodge classes that you seem to barely get a hit on. 

As you can tell from the quote, it would wise to include at least 2 or more luck enhancements in your build for the heavy damage. Through testing, warrior seems to do better with a wide ranged weapon. Though it does sometimes has it's downfalls, the huge crits that sometimes KOs your opponent are more than worth it. 


-------------------------------------------------------

[b][u]On Guard
[/b][/u]
[center][image]http://i47.tinypic.com/33li3ol.png[/image]

Rank Needed: 5
Mana Cost: 30 Mana
Cooldown: 30 Seconds
Type: Physical
Description: Challenge your opponent, dealing 75% normal damage, and taking 50% damage from all sources for 10 seconds.

This is a great skill and every battle (where your enemy is attacking you back), sould be started with it. Nerfing your opponents It is especially useful when you have two players attacking as well. Most warrior ignore this skill, however, it is VERY important to include this skill in your rotation. 

This skill gives you a 25% edge on your opponent, and should be use when being attacked at all times. However, if not being attacked, it would be wiser to skip this skill, as it will waste unnecessary mana on defenses.
[/center][/center]

-------------------------------------------------------

Tips:
Luck-out!
It's useful with having an all luck warrior because you have a skill that guarantees critical hits, making warrior, a powerful class.

Stun your opponent!
Always make sure to stun your opponent at the start of the battle, this gives you a chance to go all out for 4 seconds. But only use it if you have reserve mana.

Use Prepared Strike!
Prepared Strike, the most useful skill of warrior, grants you a 100% Critical hit, and it won't miss! not only that, this skill also returns your mana making you able to use more skills.

[u]Class v.s. Class[/u]

[*][b]Warrior v.s. Warrior[/b]
Interesting match, this fight tests how adept you are using your warrior class against the same class. Use your skills well, make you stun your opponent first before he/she stuns you. Use prepared strike often, if you are in critical condition, use On guard to lower your enemy's attack.

[*][b]Warrior v.s. Mage[/b]
You won't have much trouble with this aside from the Ice Shard and Fireball combo. Stun the mage before he can attack you and just go all out!

[*][b]Warrior v.s. Rogue/Ninja[/b]
This may be one of the hardest matches for a warrior, mostly because the rogue can dodge most of your attacks, except one!
Stun the rogue if you can, if you miss, immediately follow up with prepared strike. Since Prepared Strike won't miss, you will be able to hit the Rogue with a critical hit.

If you are up against a ninja, make sure you stun him/her before he/she can do that to you. Just follow the same procedure as above.

[*][b]Warrior v.s. Healer[/b]
An irritating match. The Healer will just healer as much as he/she can. So you may want to start off by stunning the healer, rendering him/her unable to heal, then just go all out on attack.

[*][b]Warrior v.s. Paladin[/b]
Since a Paladin is a hybrid, it can both do good enough damage and can heal. Just follow the same procedure as Warrior v.s. Healer and you can win.

Enhancements:

Powerhouse Warrior
Helm: Fighter:
Cape: Fighter
Class: Fighter
Weapon: Fighter

Critical Hitter:
Helm: Luck
Cape: Luck
Class: Luck
Weapon: Luck

Evasive Type:
Helm: Thief
Cape: Thief
Class: Thief
Weapon: Thief

Balanced Type:
Helm: Thief
Cape: Thief
Class: Fighter
Weapon: Fighter


[center][quote][color=#CC0000][b][size=4]Paladin[/size][/b][/color]
[size=1]~ Made by Damasa47[/size]
[/center][/quote][/center]

Couple facts: 
1. Commonly refered to as Pally. 
2. Kind of a "Do it all" type class. 
3. I set this up like my DoomKnight Guide. 

Weapons: 
Weapons you use depends on your personal style. It doesn't really matter what weapon you use on Paladin. I'll be using a high range weapon because I like to get chancy with my Auto Attacks. 

[center]Skills: 

[b][u]Auto-attack:[/u][/b] 
[image]http://i50.tinypic.com/8w0g1t.png[/image]
Cooldown: 2 sec cooldown 
A basic attack, taught to all adventurers. 
Input: Paladin is a hybrid class but this move will STAY physical, and it's going to be the move going through the most as Paladin is not meant to be a spam class. So I'd definately keep that in mind when you're making a build. 



[b][u]Abolish:[/u][/b]
[image]http://i205.photobucket.com/albums/bb108/Razgriz_Demon/AQWAbolish.png[/image]
Mana cost: 20 mana 
Cooldown: 3 sec cooldown 
Physical / Magical 
A quick strike dealing weapon damage plus magical damage. Also grants Zeal, allowing mana regeneration when dealing or receiving damage over the next 10 seconds. 
Input: This move is NOT to be spammed, use it for mana regeneration purposes only! If you spam this move you'll find yourself low on Mana in PvP remaining a both useless and helpless asset. Also I want to add this move will NOT apply Zeal if you kill your target with it! 

[b][u]Healing Word:[/u][/b]
[image]http://i205.photobucket.com/albums/bb108/Razgriz_Demon/AQWHealingWord.png[/image]
Mana Cost: 25 mana 
Cooldown: 6 second cooldown 
Phsical / Magical 
Heals up to 2 friendly targets for a moderate amount. 
Input: This is more of an on the go move, use it to heal an ally if you're feeling nice, but it won't be part of your initial combo. It's simply a heal useful if it's to crit and if you use it on yourself it'll heal both you and the person lowest on Health. If you're to use it on someone other then yourself it will still heal 2 allies those who are lowest on Health. 

[b][u]Blinding Light:[/u][/b] 
[image]http://i205.photobucket.com/albums/bb108/Razgriz_Demon/AQWBlindingLight.png[/image]
Mana Cost: 40 Mana 
Cooldown: 7 Second Cooldown 
Physical / Magical 
Deals damage to all enemies in range. 

Input: This move is consistent and strong, it will crit about 700 on it's own and higher with empower. It's well worth the mana as it hits so many targets and if you were to use it on weak NPCs and paired that with Zeal you would have fantastic mana regen! That was the strategy on Pally in Darkovia. It has had a nerf though as there are no real weak NPCs in BludrutBrawl. The Mana Cost is heavy though, so it's best to be conservative with this move! There's also another thing, if you miss the original target with Blinding Light it won't cost you ANY mana, so it's not a bad idea to aim it at a Rogue! However, this isn't a skill you'd want to use on any less than 4 opponents in the room, being that it costs 2/5 of your mana when pally is already extreme with mana regain.

[b][u]Empower:[/u][/b] 
[image]http://i205.photobucket.com/albums/bb108/Razgriz_Demon/AQWEmpower.png[/image]
Mana Cost: 20 mana cost 
Cooldown: 30 second cooldown 
Physical / Magical 
Causes all players near the paladin to deal 15% more damage and to restore some health and mana on all attacks. 
Input: Definately the move to start off in battle with! However it does NOT effect your allies in anyway. They will NOT be buffed. You will instead find Paladin's empower stacking on top of you. However, Empower doesn't stack so no matter how many you have on you, you will only receive the 15% buff. 

Passives: 

[b][u]Noble Mark:[/u][/b] Endurance increased by 15%. 
[image]http://oi54.tinypic.com/15bkhl.jpg[/image]
-Definately useful! You can use this passive to take a whole different approach in Paladin concerning your build. 

[b][u]Contemplative:[/u][/b] Crit chance increased by 5%. 
[image]http://oi54.tinypic.com/15bkhl.jpg[/image]
 -Also a great passive, it makes the Luck Stat somewhat reliable. 

Potions and Scrolls: 
Just a quick note, Potions and Scrolls benefit off of intellect and since Paladin is a hybrid type class potions are definately something to consider. I for one love using the Scroll of FireBlast with Paladin. 
[/center]
Stats: 

Strength- It buffs every move except your pots and scroll. This stat and Luck will be the only things buffing your autos so take that into consideration when you're making a build! 
Intellect- Buffs everything but your Auto-Attack. Your auto attack is very important as it's going to be main damage output and mana regeneration so I wouldn't go all out on this Stat. 
Dexterity- For dodge and haste, I for one would rather just take the hit so Zeal can recover mana and as Paladin is not a spamming class you won't really need the haste, I kind of disregarded this stat. 
Endurance- It combines with your passive giving Pally a huge amount of HP or you can just disregard those enhances and have an HP balanced wind up with a a better crit ratio. 
Luck- I personally like to use luck. It definately helps when you're fighting crowds of people and hit blinding light and there's also the Passive that make this Stat somehwat reliable. 

Combos: 
When facing many targets:Empower-->Abolish-->Blinding Light--Scroll of Fireblast--Healing Word (if neccesary)/Blinding Light 
1 vs 1: Empower-->Zeal--Healing Word (if neccesary)-->Blinding Light 

Useful Builds: 
Note: These are builds I've tested, but I will personally use full luck because I like the erratic damage. 
-1 Fighter, 3 lucky (Hits hard and feels stabler then full lucky) 
-Luck Weapon, Fighter Class, Luck Helm, Luck Cape 
-Fighter Weapon, Luck Class, Luck Helm, Luck Cape 
Full lucky (What I use) 
-Luck Weapon, Luck Class, Luck Helm, Luck Cape 
2 Fighter, 2 lucky (Hits somewhat hard, not much of a difference in how often it crits) 
-Fighter Weapon, Fighter Class, Luck Helm, Luck Cape 
-Luck Weapon, Fighter Class, Fighter Helm, Luck Cape 

Couple notes: 
1. Remember your PvP amulet. 
2.You may ask, "Why the Scroll of FireBlast?" Well it's rather epic is the answer I've found myself critting 700s with my Blinding Light then following up with a 1.4k, an 800 a 300 and a 900 using that Scroll! That was a fun time! 
3. If you choose to use Potions/Scrolls with Paladin they should be stronger because Paladin has a higher Intel Stat. 


[center][quote][color=CC0000][size=4]Rogue[/size][/color]
by Shards Superior[/size][/quote][/center]
Rogue is second to only ninja, but easier to use!

[center][color=#CC0000][size=2][b]Skills[/b][/size][/color]
[u][b]Auto Attack[/b][/u]
[image]http://i50.tinypic.com/8w0g1t.png[/image]
1.5 speed, 75% damage

[u][b]Viper's Kiss[/b][/u]
[image]http://i49.tinypic.com/2rqklly.png[/image]
Rank Needed: 1 
Mana Cost: 20 Mana 
Cooldown: 3 Seconds 
Type: Physical
Description: Instantly causes 50% weapon damage, and applies a poision dealing additional damage over 10s. 
Deals about 25 dmg every 2 secs, 5 times. (~125 dmg in all)

Keep this skill active at all times. Since it has a low mana cost, frequent crits, and has a very good effect, this is a skill that you'd want to keep on not only to gain an edge over your opponent, but to increase your opportunity strike's damage as well. 

[u][b]Opportunity's Strike[/b][/u]
[image]http://i49.tinypic.com/29pelgw.png[/image]
Rank Needed: 2
Mana Cost: 10 Mana
Cooldown: 4 Seconds
Type: Physical
Description: Deals damage based on how much time is left on your application of Viper's Kiss. (less time means higher damage)
From 50 to 300 dmg, 300 at the very end of of Viper's Kiss

As you can tell, this is rogues main damage skill outputting skill. Alot of rogues would theoretically try to use vipers kiss, then try to time this skill to do the most damage. However, the best tactic would be to spam this skill so that it would get stronger each hit instead of waiting for one.  

[u][b]Stiletto[/b][/u]
[image]http://i49.tinypic.com/f3b2jb.png[/image]
Rank Needed: 3
Mana Cost: 20 Mana
Cooldown: 60 Seconds
Type: Physical
Description: Deals moderate damage, and applies Concealed Blade, causing your attacks to do more damage the lower your target's HP are (if below 40%) for 20 seconds.
Does absolutely nothing when enemy HP is over 40%, but increases damage every time you attack when HP is under 40%

Ever wonder how so many people crit in well in the 3000s with rogue? This is one of the reasons here. This skill is pretty much self explanatory. An added tip would be to use this skill repeatedly in long term boss battles, for it will recharge and you'll get to use it again.

Stiletto + Opponent at low health + Wide ranged weapon + Vipers kiss last at last second + Opportunity Strike + Crits + 1 or more luck enhancements = HUGE damage! 

[u][b]Footwork[/b][/u]
[image]http://i46.tinypic.com/96m5vd.png[/image]
Rank Needed: 5
Mana Cost: 25 Mana
Cooldown: 30 Seconds
Type: Physical
Description: Increases haste and chance to dodge by 30% for 15s.

Exactly what it sounds like. +30 evasion and haste for 15 sec. This is what makes rogue overpowered. The three skills above have great damage output, but being able to use them while rarely being damaged because of a 30% evasion increase? Thats insane! A tip to using this skill is run away when it isn't active. 

[u][b]Passive Skills:[/b][/u]
[b]Elusive[/b]
[image]http://oi54.tinypic.com/15bkhl.jpg[/image]
Rank Needed: 4
Type: Passive
Description: Dodge chance increased by 15%

[b]Incisive[/b]
[image]http://oi54.tinypic.com/15bkhl.jpg[/image]
Rank Needed: 4
Type: Passive
Description: Critical chance increased by 15%[/center]

[color=#CC0000][b]Activation Combinations:[/b][/color]
[u]Dodging Attack: Footwork -> Viper's Kiss -> Opportunity's Strike (Spam) -> Stiletto when enemy HP is 40%[/u]
Great for general attacks. Footwork makes you near unhittable, Viper's Kiss is mainly for the Opportunity's Strike, and with Stiletto, you can get up to 600 dmg per hit

[u]Annoying Tactic: Footwork -> Viper's Kiss -> Run -> Go back -> Viper's Kiss -> Repeat.[/u]
Footwork for obvious reasons. Viper's Kiss keeps a steady supply of damage going. This basically ensures your survival, as well as annoying the enemy.

[u]Mortal Wound: (When the enemy is at >100 hp left and decides to run) Viper's Kiss -> Wait.[/u]
Viper's Kiss kill the enemy, even when it is in a different room and far away. It also frees you up for other tasks.

[color=#CC0000]Notes:[/color]
Rogue crits quite a bit, so why not some Luck?
All skills are physical, so use thief or fighter enhancements.
[color=#FFFFFF]>>[/color]Thief is recommended because you gain both mana and health when you dodge.
Timing is everything with this class
[color=#CC0000]
Class vs Class:[/color]
[b]Ninja[/b]: You're pretty evenly matched, but I would say ninja has a slight advantage. For this reason, use the Annoying Tactic.
[b]Warrior[/b]: This is tricky. Use the dodging attack, until warrior does his Prepared Strike, then tag him with Viper's Kiss and run for your life!
[b]Mage[/b]: Just use the dodging attack and you should be fine.
[b]Starlord[/b]: Use dodging attack and get in a room with brawlers or restorers. This will restrict him to using Pulse Compression and Pulse Dilation, which pretty much guarantees your win.
[b]Dragonlord[/b]: Use dodging attack.
[b]Healer[/b]: Use dodging attack, and don't get caught in a mob
[b]Rogue[/b]: This comes down to level, health, and rank.



[center][quote][b][size=3][color=#CC0000]Healer[/color][/size][/b]
By Shards Superior[/quote]

One of the most under-rated classes in the whole game. Designed for group vs. 1 warfare. (Ex.:Players vs. Brawler)

[image]http://i50.tinypic.com/8w0g1t.png[/image]
[u][b]Auto Attack[/b][/u]
Rank Needed: 1
Mana Cost: 0 Mana
Cooldown: 2 Seconds
Type: Physical
Description: A basic attack, taught to all adventurers.

[image]http://i47.tinypic.com/2m6qph3.png[/image]
[u][b]Healing Word[/b][/u]
Rank Needed: 1
Mana Cost: 30 Mana
Cooldown: 6 Seconds
Type: Magical
Description: Heals a friendly target for a large amount immediately, and up to 3 additional nearby targets for a smaller amount. Applies Radiance to the first target, healing for an additional amount over 16 seconds, and restoring some mana to the caster when the target takes damage.
Heals about 1x Spell damage to you, and about .5x spell damage to surrounding friendly players. Also give you mana, but not as effectively, because of it's mana cost.

[image]http://i48.tinypic.com/343rr0m.png[/image]
[u][b]Heart Beat[/b][/u]
Rank Needed: 2
Mana Cost: 12 Mana
Cooldown: 2 Seconds
Type: Magical
Description: Deals 10% of current HP plus moderate magical damage to the target.
~10% of current hp, plus about .5x spell power to enemy. Very useful for spamming, with its relatively low mana cost and short cooldown.

[image]http://i46.tinypic.com/2hf0wls.png[/image]
[u][b]Energy Flow[/b][/u]
Rank Needed: 3
Mana Cost: 5 Mana
Cooldown: 12 Seconds
Type: Magical
Description: Grants Mana to the caster each time the target takes damage for 12 seconds. Also applies Inhibition, reducing the target's damage by 30% for 8 seconds.
VERY good. Essential skill for any battle. Without this, healer devours energy.

[image]http://i45.tinypic.com/2i7rlt.png[/image]
[u][b]Clear Mind[/b][/u]
Rank Needed: 5
Mana Cost: 20 Mana
Cooldown: 20 Seconds
Type: Magical
Description: Reduces friendly target's Mana cost by 50% for 10 seconds.
Also another energy-saving skill. Use sparingly (mana cost and cooldown): wait until you NEED to use 2 Healing Words in a row badly.

[u][b]Passive Skills:[/b][/u]
[image]http://oi54.tinypic.com/15bkhl.jpg[/image]
[b]Pure Hearted[/b]
Rank Needed: 4
Type: Passive
Description: Increases healing by 10%

[b]Resolute[/b]
[image]http://oi54.tinypic.com/15bkhl.jpg[/image]
Rank Needed: 4
Type: Passive
Description: Damage taken reduced by 10%
[/center]
[u][b][color=#CC0000]Activation Combinations:[/color][/b][/u]
[*]For Healer, there really isn't any set in stone combination. You have to use your common sense, but there are [b]some[/b] things that you can learn.
[ul][*]Normal, Group vs. 1: Energy Flow -> Clear Mind -> Heartbeat & Healing Word (as many as needed)
[*]Normal, 1 vs 1: Energy Flow (as much as possible), Heartbeat (Also as much as possible)Clear Mind (Use sparingly), occasional Healing Word.  
[*]Quick Kill: Energy Flow -> Clear Mind -> Heartbeat (Until dead, but not as reliable)[/ul]

[b][color=#CC0000]Enhancements:[/color][/b]
Recommended: Mix of Healer and Wizards enhancements..
You could also use full:
[*]Wizard: Lose some HP, and therefore, some Heartbeat's effectiveness.
[*]Healer: Lose some power, and that's also bad.
Also, Spellbreaker has both the flaws of all healer and all mage, and unless you use it with Lucky, even the crits are lower than usual.

[color=#CC0000][u][b]Class Vs. Class.[/b][/u][/color]
This class isn't exactly good for 1 vs. 1, so this section won't be exactly useful. So, usually, you should have a group of team members (at least two), and probably attacking monsters, instead of players. Remember,  Combat Trophies depend on non-player monsters defeated.
So, versus Brawler/Restorer: Use normal group vs. 1.
Group versus a group of players: Normal, 1 vs 1, but target the one that seems that most people are targeting.
1 vs Group: Get out of there, NOW!!!


[center][quote][b][size=3][color=#CC0000]Bard Class[/color][/size][/b]
By Pisonmyhands[/quote]

[b]Class Type: Magic[/b]

Base Stats:
Strength: 19
Intellect: 70*(increases magical damage, as well as increases haste for bard)
Endurance: 63
Dexterity: 23
Wisdom: 23*(Increases chance hit chance, crit chance, and evasion)
Luck: 35 * (increases damage on a critical strike)

*important stat

Description: Music rocks your world, and the battlefield. Your special abilities allow you to stay in tune with those around you, whether your powers are used to heal or to hurt.

Weapon Damage: 90%, 1.5 speed
Notes: Randomly does /dance, /dance2, and /airguitar while attacking

--------------------------------
[b][u]Autoplay[/u][/b]
[center][image]http://i50.tinypic.com/8w0g1t.png[/image]
Type: Useable
Rank Needed: 0
Mana Cost: 0 Mana
Cooldown: 1.5 Seconds
Description: Enemies are affected by your song as by any attack.

This is just your basic auto attack skill :)[/center]
--------------------------------
[b][u]Bodhran[/u][/b]
[center][image]http://i39.tinypic.com/2a4v4n7.png[/image] 
Rank Needed: 1
Mana Cost: 20 Mana
Cooldown: 15 Seconds
Type: Magical
Description: Drums of war inspire your allies, raising damage by 20%, haste by 15%, and their critical strike chance by 5%. Lasts 15 seconds.

This is possibly the best buff in the game. It raises critical stats for almost all classes. This is a Must Have for all rotations. You always want to keep this buff on you. The 5% critical strike , increases your mana regeneration ( Bards get more mana on crits) Just overal a great move.[/center]
---------------------------
[b][u]Cantor's Lament[/u][/b]
[center][image]http://i42.tinypic.com/zjyt5v.png[/image]
Rank Needed: 2
Mana Cost: 10 Mana
Cooldown: 2 seconds
Type: Magical
Description: Deals moderate damage to target. Applies Crescendo, a DoT that gets stronger every time the target is attacked, lasting 10 seconds.

Cantor's Lament is a great skill, The DOT crescendo can be one of your main sources of damage. The damages go in this order. 42 > 54 > 65 > 78 > 93 > 108 which totals to 440 damage! With its low mana cost , it makes a quick cast. As well as when you are at a distance. This move is far ranged, so you cast it from far away. [/center]
----------------------------
[u][b]O'Carolan's Rlee[/b][/u]
[image]http://i56.tinypic.com/2kizoy.jpg[/image] 
Rank Needed: 3
Mana Cost: 30 Mana
Cooldown: 12 seconds
Type: Magical
Description: Perfect for skirmishes, brawls, battles, wars, and fighting in general, O'Carolan's Reel applies a Heal-Over-Time (HoT) effect to all nearby allies.

This skill is helpful and can get you out of a couple tricky situations, but it takes up precious mana so watch out.
[center] [/center]
-----------------------------
[u][b]Toured the World[/b][/u]
[image]http://i48.tinypic.com/2wm3ozp.png[/image]
Rank Needed: 4
Type: Passive
Description: Wisdom increased 20%

[b][u]Agitato Allegro[/u][/b]
[image]http://i48.tinypic.com/2wm3ozp.png[/image]
Rank Needed: 4
Type: Passive
Description: Haste increased by 10%. Crit chance increased by 5%

--------------------------
[u][b]Dissonance[/b][/u]
[center][image]http://i42.tinypic.com/2j3k4d4.png[/image] 
Rank Needed: 5
Mana Cost: 10 Mana
Cooldown: 15 seconds
Type: Physical / Magical
Description: Reduces the target's damage and haste by 15%, and critical strike chance by 5%, and grants additional mana to attackers striking the target for 15 seconds.

This is another important skill. Many Classes depend on haste and crits to overpower other classes. Because of the haste reduction, it lowers the targets cooldown time substantially which can ruin a build or rotation and give you that extra edge. This is also another way to regain mana which is very useful [/center]
-------------
Tips & Tricks

USE a Low or No Range weapon! It always works better trust me!

Remember always to slide, most players just use auto target so there not use to clicking a moving target which can mean the diffrence between life and death.

DONT BE STATIC, If your standing in place your a sitting target!

Remember! abuse the range, Dont just go head on against

Roomhop when you have to, theres no point of just standing there dying .

---------
[*][b]Bard Vs. Warrior[/b]
The best skill you can use against a warrior is Dissonance. Warriors need a certain amount of haste to get both prepared strikes off in time. If you take that away , you cut their most deadly skill in half.

[b][*]Bard Vs. Berserker[/b]
This isnt the best match up for a bard. When fighting a berserker you never want to give it a chance to hit a blood for blood on you. So if hes at low health, and your at low mana Cresendo hop! Room hop when ever he cast Forgone, or cast dissonance and duke it out.

[*][b]Bard Vs Rogue[/b]
The mighty Rogue class is no match for bard. Hasten him, with your consistant crits which he cant dodge. As well as your constant crescendo-ing, he might as well already be dead.

[*][b]Bard Vs Doomknight[/b]
This is much like bard vs warrior. You will constantly be stunned, but doomknight like warrior depends on the little haste and crit chance so Dissonance that sucker and keep crescendo up. The doomknight's hits will get weaker as its health goes down so just hang in there, and wear and tear it using ur constant crits and crescendo.

[*][b]Bard Vs. Mage[/b]
Ive always had trouble with good mages that slide. There Constant 1k crits do alot. If you trap them into using mana shield you got them. Just stack crescendo and watch there mana be drained. A manaless mage, is a dead or soon to be dead mage.

[*][b]Bard Vs. Dragonlord[/b]
The most common class in aqw pvp because of its high crits. This class depends on critical strikes and haste to regain mana. Once again if you cut there mana source off they are much easier to kill. Wear and tear them, just watch out even at low health and mana they can easily pull off a killer 1k crit.

----------------
Hasting
Drums Of War> Dissonance > Crescendo > Auto attack until drums of war wears out > Repeat

Crescendo Hopping ( Creative rite??!?)
Crescendo from afar > Roomhop > Crescendo from afar > Roomhop > Repeat
it may not be the most honorable thing to do , but when your at low health you should abuse the range against melee classes.

I really hopped this helped you in any way shape or form. It was pretty fun to write. ( I made a video guide, but youtube audio muted it so I just took it off) Goodluck 



[center][quote][color=#CC0000][b][size=4]Shaman[/size][/b][/color]
[size=1]~ Done by Knight of the Dragon[/size]
[/center][/quote][/center]


[center]Shaman may be hard to get, but it's worth it! For me, this class is one of the deal damage, die-fast classes in PvP. But it can really hit hard I tell you. This is what makes shaman useful in PvP: It's Area of Effect skills. The downside is that Shaman consumes a lot of mana and dies fast. It may not survive every battle.
I'd consider this a supportive-hybrid. Meaning it deals considerably high damage to other people but other finish the job. A shaman, IF unseen, can take out an entire room of players.
[/center]

--------------------------------------------------------------------------------
[center][b][u]Ancestors Flame[/u][/b]
[image]http://i47.tinypic.com/amd3rt.png[/image] 
Rank Needed: 1
Mana Cost: 10 Mana
Cooldown: 4 Seconds
Type: Magical
Description: Deals moderate damage to up to three targets, and applies Scorched Spirit. Damage increased by Elemental Embrace.[/center]

It deals a good amount of damage to Three Targets. It applies Scorched Spirit, which does nothing unless you use Hydrophobia,
it heals shaman for a small portion of Damage dealt by Ancestor's Flame. So Higher Damage = Higher Healing


[center][b][u]Hydrophobia[/u][/b]
[image]http://i56.tinypic.com/k2zux0.png[/image] 
Rank Needed: 2
Mana Cost: 15
Cooldown: 4 Seconds
Type: Magical
Description: Deals moderate damage to up to three targets. Any damage caused to targets affected by Scorched Spirit will heal the
shaman for a portion of the damage dealt. Healing increased by Elemental Embrace.
[/center]

The same as Ancestor's Flame, deals moderate damage to Three Targets. But this skill is only useful when Scorched spirit is applied.
It will heal the user based on the Damage dealt by Ancestor's Flame. The more enemies you hit with Ancestor's Flame, the higher the healing.


[center][b][u]Dry Lightning[/u][/b]
[image]http://i46.tinypic.com/67sg9k.png[/image] 
Rank Needed: 3
Mana Cost: 40
Cooldown: 16 Seconds
Type: Magical
Description: Deals heavy damage to the target. Damage increased by Elemental Embrace.[/center]

Shaman's most useful skill. Although the mana cost is high, this skill can deal a very high amount of damage with the right enhancements (Which is 680-720)

 
[center][b][u]Elemental Embrace[/u][/b]
[image]http://i48.tinypic.com/2wm3ozp.png[/image]
Rank Needed: 5
Mana cost: 60
Cooldown: 16 Seconds
Type: Magical
Description: Deals light damage to target and applies Elemental Embrace, negating all target Evasion and Critical Strike chance.
This effect also makes the Shamanfs spells more powerful, and gets stronger the more spells the Shaman casts against the target.
[/center]


A must use for Dragonlords and Rogues. Why? Because Elemental Embrace negates it's target's Critical Hit Chance and Evasion.
This means your opponent cannot critical hit you OR dodge your attacks and spells. What's even better is that it increases the power of
the spells.
That power gets higher with every spell cast. It will also increase the heal power of Hydrophobia.
trick here is to continually use Ancestor's Flame and Hydrophobia, save some mana after a considerable amount of spells.
If you're lucky (Meaning the Effect does not time out) You can deal some massive Damage to your opponent.
(IF your opponent is still alive after all those attacks)

Tips:
Heal as much as you can!
Considering shaman can die fast when put up to a powerful opponent, you may want to continually use Ancestor's Flame and Hydrophobia.
This will heal about 70 HP so if you do this 5 times, you can recover 350 HP. It's not much, but it'll keep you alive!

Dry them up!
One of the first skills you should use is Dry Lightning. You can take out some good amount of HP this way.

Embrace your Enemies. Elementally!
Although Elemental Embrace is not the best to use all the time, it will save you from Rogues, Ninja, and Dragonlords. You will
completely negates their evasion and critical hit chance, making them weaker and more susceptible to your attacks.
IF you're lucky not to miss!

Carry a Mana Potion!
The title is self-explanatory. It's very useful to carry these around considering Shaman uses a lot of Mana.

Class v.s. Class

[*][b]Shaman v.s. Warrior/Berserker/DoomKnight[/b]
A hard fight to win. You may lose a lot of battles to these guys but there IS a way to win. You'd like to use Dry Lightning first to take out
a high amount of their HP. Use Ancestor's Flame and Hydrophobia to deal high damage.
(It really can if you have some luck around) And if you're lucky, you'll win!

[*][b]Shaman v.s. Mage[/b]
Tricky battle considering mage can dish out damage. The trick here is to do the basic thing. Use Dry Lightning and use the rest of the skills. The thing here is, Mages tend to critical really high so make sure you use Elemental Embrace First.

[*][b]Shaman v.s. Rogue/Ninja[/b]
Probably the Shaman's toughest battle. Here is where Elemental Embrace comes in handy. You'll be lucky if it lands.
If it does, these two classes can say bye-bye to their Criticals and dodging.
You'll be able to hit them all the time! Just use Ancestor's Flame and Hydrophobia then Dry Lightning and you win.

The one bad thing is, Ninja can stun you and blind you. So just watch out for that.

[*][b]Shaman v.s. Dragonlord[/b]
The Shaman's worst nightmare. Or is it the other way around? You HAVE to use Elemental Embrace First.
(That's why you carry a mana potion around right? Right?)
If it hits, just go all out on the Dragonlord, use two sets of Ancestor's Flame and Hydrophobia, then use Dry Lightning to finish the Dragon Lord off.

[*][b]Shaman v.s. Healer[/b]
An irritating fight. Shaman is not so strong on the physical side so the Healer has a chance to heal itself. Just use Dry Lightning, Ancestor's flame and Hydrophobia.

[*][b]Shaman v.s. Shaman[/b]
A match of experience. This set up tests each player's skill in using a Shaman.
You'll know that your opponent will use Dry Lightning First so be prepared.
You ofcourse, need to use Elemental Embrace First (Because Dry Lightning critical hitting you is very bad)
Then go all out with your spells. Use a mana potion if you need to. You should win this way.

[*][b]Shaman v.s. Everyone[/b]
Now this is what Shaman was made for. Although it won't probably survive, you can deal high amounts of Damage to three people.
Skip Elemental Embrace for this and use Dry Lightning First. Then just use Ancestor's flame and Hydrophobia until you die or win!

Enhancements:

The Powerhouse
Helm: Wizard
Cape: Wizard
Weapon: Healer/Wizard
Class: Wizard

The Evasive Caster
Helm: Spellbreaker
Cape:Spellbreaker
Weapon: Spellbreaker
Class: Spellbreaker

The Shadow
Helm: Thief
Cape:Thief
Weapon: Thief
Class: Thief

Balanced Type
Helm: Wizard
Cape: Spellbreaker
Weapon: Wizard
Class: Luck


[center][quote][b][size=3][color=#CC0000]DragonSlayer[/color][/size][/b]
By Veonyx[/quote][/center]

[center]DragonSlayer is considered a specialized Warrior. This is due to its higher base damage range and
 unique way of dealing damage compared to the brute strength of most other classes. Usually 
underrated, a DragonSlayer can actually be more effective then most other physical classes because
 of this unique way. A quick note, [b]watch your mana[/b]. Do not become hasty and waste all of it 
straight away into the fight as most times you will not win that way.[/center]

--------------------------------------------------------------------------------

[center][image]http://i54.tinypic.com/29lg5g4.png[/image]
Auto Attack
Rank Needed: 1
Mana Cost: 0 Mana
Cooldown: 2 Seconds
Type: Physical
Description: A strong attack known only to disiplined fighters.[/center] 

[center]----------------------------- [/center] 

[center][image]http://i53.tinypic.com/29fwnsk.png[/image]
Bane of Scales
Rank Needed: 1
Mana Cost: 10 Mana
Cooldown: 16 Seconds
Type: Magical
Description: Taunts a dragon forcing it to attack you, while reducing the dragon's damage dealt 
with all attacks by 30%. Lasts 10 seconds.
[u]Overview[/u]: One of the most powerful nerfs in the game. This will allow the DragonSlayer to
 take far less damage from its opponent. Combining this with the high health a DragonSlayer has
, makes the fight very difficult to land battle outcome altering hits on the DragonSlayer. Do not 
hesitate to use your mana on this ability. Intellect will [b]NOT[/b] make this ability nerf more damage
 despite its magical base[/center].

[center]-----------------------------[/center] 

[center][image]http://i55.tinypic.com/16id2c3.png[/image]
Impale
Rank Needed: 2
Mana Cost: 30 Mana
Cooldown: 12 Seconds
Type: Physical
Description: Causes 200% of weapon damage over 12 seconds, and has a chance of stunning 
the target for 3 seconds.
[u]Overview[/u]: This ability is irratic and unreliable. The DoT is based on your weapon damage 
which means depending on the weapon you use, will change this abilities DoT. Like normal auto 
attacks, the number of the weapon damage is randomly generated based inside the range of 
your current weapon. Then is multiplied by 2, furthur divided by the amount of ticks (which is 6), 
which gives you your damage per tick. If you use a default weapon range, this ability will deal 
more consistent DoT, however if you use a very wide weapon, it can deal both massive and miniscule
 damage. Also, the stun is roughly about 15% which makes the stun very unreliable. It is 
recommended not to use this ability unless you have mana to spare.[/center]

[center]----------------------------- [/center] 

[center][image]http://i51.tinypic.com/206ouuo.png[/image]
Scorched Steel
Rank Needed: 3
Mana Cost: 20 Mana
Cooldown: 6 Seconds
Type: Magical
Description: A fiery attack dealing 150% weapon damage.
[u]Overview[/u]: Like a Warrior's Decisive, this attack will take the weapon damage and 
multiply the damage by 1.5. This will be the resulting damage of the attack. Again, you will see
 more consistent damage using a default weapon, while using a large range weapon will result
 in both very high and very low damages. The attack has a wider Area of Effect then Decisive,
 allowing you to be furthur from your target. Also, Intellect will [b]NOT[/b] make this ability 
deal more damage despite its magical base.[/center]

[center]----------------------------- [/center] 

[center]
[image]http://i54.tinypic.com/dc4lqg.png[/image]
Talon Twisting
Rank Needed: 5
Mana Cost: 15 Mana
Cooldown: 12 Seconds
Type: Magical
Description: If used in combat with a dragon, 50% of the damage done to you will be added 
to your attacks. Lasts 8 seconds. 
[u]Overview[/u]: A DragonSlayers damaging source. Every damage amount the DragonSlayer
 takes, half of that will be added to the DragonSlayer's next attack, dealing more damage the
 more damage is taken. Note, the damage will not build. If you take damage then half that 
will be added to your very next attack. If you take no damage, no damage will be added. However,
 if you are stunned while the ability is active, the damage taken while stunned WILL stack if Talon
 is active during. Again, Intellect will [b]NOT[/b] make this ability reflect more damage even though
 it has a magical base[/center].

[center]----------------------------- [/center] 

[center][u][b]Passive Skills:[/b][/u][/center]

[center][image]http://i55.tinypic.com/33msw0h.jpg[/image]
Aggression
Rank Needed: 4
Type: Passive
Description: You deal 10% more damage with physical attacks[/center]

[center]-----------------------------[/center] 

[center]
[image]http://i55.tinypic.com/33msw0h.jpg[/image]
Resolute
Rank Needed: 4
Type: Passive
Description: Damage taken reduced by 10%[/center]

[u][b][color=#CC0000]Activation Combinations:[/color][/b][/u]

DragonSlayer needs to open a fight typically with two abilities, and there are some consequences
 of which ability you apply first. After that, the remaining combinations are up to the user.

[*]Talon Twisting - Bane of Scales - Scorched Steel - Impale (User's Preference) - repeat. (If 
the user strikes before the 30% Scales nerf, it allows the damage to be reflected, but will be normal damage.)

[*]Bane of Scales - Talon Twisting - Scorched Steel - Impale (User's Preference) - repeat. (If 
the user strikes before Talon is applied, the damage will be nerfed but will not be reflected.)

[u][b][color=#CC0000]Enhancements:[/color][/b][/u]

[u]Recommended[/u]: Luck and Fighter enhancements. Either or can be used, but the prefered 
method of using a DragonSlayer is with a mixture of the two enhancements. Like all builds, the 
final decision is up to the user of the class.

A list of some useful builds:

[*]Full Fighter: Will allow critical strikes to happen very often, but the damage of those criticals 
will be normal.

[*]Full Luck: Critical strikes will be rather rare, but the amount of damage resulting from landing 
one will be massive.

[*]2 Fighter 2 Luck: A well rounded build. Criticals will be semi average as well as the damage 
from said criticals will be a decent amount. This is the prefered build of a DragonSlayer.

[color=#CC0000][u][b]Class Vs. Class.[/b][/u][/color]

[b]Vs Healer[/b]: The healer will not win due to the DragonSlayer's nerfing capabilities redering 
Heartbeat (the healer's main damaging ability) useless. The DragonSlayer should come out victorious.

[b]Vs Mage[/b]: Mage is the notorious DragonSlayer killer since the haste nerf can make a 
DragonSlayer's cooldowns so long and make the DragonSlayer a sitting target. Apply the Scales
 and Talon and time your Scorched Steels at appropriate times and hope for the best. 

[b]Vs Rogue[/b]: Scales and Talon will never miss which means they can be applied against a 
Rogue. Using that, attempt as much damage as possible to attempt to land a few decent hits. Also,
 applying Impale in this situation can be useful (despite its 30 mana price) as that also does not 
miss, but if you do not deal much physical hits, the DragonSlayer will not re-gain much mana. 

[b]Vs Warrior[/b]: Warrior can be a hassle because of its ability to stun. Use Scales first, as most 
Warriors open with a stun, then use Talon to reflect Prepared Strikes, Decisives and Auto Attacks.

[b]Vs Ninja[/b]: Same as Rogue.

[b]Vs Bard[/b]: Bard as well is a natural DragonSlayer killer since the 5% critical strike reduction 
makes luck build DragonSlayers at a more disadvantage. Like Mage, apply Scales and Talon and 
time your Scorched Steels accordingly.

[b]Vs Berserker[/b]: Berserker should be rather easy until it drops to its notorious low health situation.
 Use Talon when the Berserker gets at about half health in an attemt to reflect half the damage the 
coming Blood for Blood will deal. If you make it by that, typically you should win.

[b]Vs Chronomancer[/b]: Chronomancer like Berserker should be no problem until a specific situation.
 If you see 4 Temporals go up, apply Scales at that moment to nerf the damage of Riftburn by 
30%, which may or may not keep you alive. Attempt to deal as much damage to the Chronomancer 
before that happens in ensure you beat it before it beats you. Also, Talon Twisting will NOT reflect 
Riftburn damage, however if Rift Collapse is used and you still live, that will be reflected under 
Talon's effect.

[b]Vs Clawsuit[/b]: Watch out for Rudolph's Revenge. Otherwise a DragonSlayer should win.

[b]Vs DoomKnight[/b]: Get a DoomKnight's health down as quick as possible. This will cause Void
 Strike to not be as deadly. Usually a DmK will open with a stun. Apply Scales first before that 
stun to lower damage taken while stunned. Apply Talon and attempt to lower the health down to
non-fatal Void Strike levels. If you get to that point, watch for stuns but you should win.

[b]Vs Defender[/b]: Watch out for Retaliation and Crushed. Use Scales first to lower damages 
by these abilities and apply Talon. Due to Crushed increasing damage taken, the effects of 
Scales are minimal in this fight but are still helpful for keeping Retaliation at bay.

[b]Vs DragonLord[/b]: A DragonLord is actually very vulnerable to a DragonSlayer. Typically 
you should open with Talon then Scales and time Scorched at times to wind down the health 
of the DragonSlayer. The attacks the DragonLord lands will be both nerfed and reflected under 
these effects. The higher damage they deal, the more they are hurt.

[b]Vs Protosatorium[/b]: Not needed. Proto is underpowered and usually will not win unless 
you are very very unlucky.

[b]Vs Evolved Clawsuit[/b] Apply Talon and Scales. Like DragonLord, the more damage the 
ECS deals, the more will be reflected. Watch yourself during the down time between when 
the abilities wear off and when the cooldown expires.

[b]Vs Leprechuan[/b]: Same as Rogue. However, you have a better chance here due to the
 longer cooldowns.

[b]Vs Starlord[/b]: Same as Rogue. However, apply Scales before Shearing stuns to reduce 
damage while stunned.

[b]Vs Shaman[/b]: Apply Scales right away to reduce the damage from Dry Lightning then apply
 Talon. However, a DragonSlayer will usually lose here if Elemental Embrace connects.

[b]Vs No Class[/b]: Same as Protosatorium.

[b]Vs Ranger[/b]: Apply Talons first and wait for Death Marks to stack while you are dealing damage. 
As soon as the fifth or fourth Marks stack, apply Scales to nerf the incoming DoT or direct damage. Note,
 Scales will nerf the DoT and the HoT.

[color=CC0000][b][u]PvE and PvP[/color][/b][/u]

[b]PvE[/b]: Since there are no Dragon Kind in PvE, the Dragonslayer should not be used for it.

[b]PvP[/b]: DragonSlayer is [b]NOT[/b] built for 1v2 or 1v3 situations. It's stong point relies on 
the typical 1v1  or group v group situations. But a good thing to note is, the more damage you 
take from any source will raise the damage you deal while under Talon which could result in you 
defeating one opponent with ease because his teammate is dealing so much damage to you.

[center][quote][b][size=3][color=#CC0000]Guardian[/color][/size][/b]
By Veonyx[/quote][/center]

[center]This particular class is definitively underrated when comparing it to its Verified counterparts such 
as DragonLord and StarLord. The class is more based on Critical Strikes then anything else which 
makes the class very inconsistant, however, very deadly.
This class is also the Hybrid of the bunch, so it gains stats over a multitude of enhancements. 
Keep also in mind Guardian re-gains mana in a unique way. The amount of mana re-gained per 
critical increases the higher the critical amount is and the lower your own health is. In theory you 
could re-gain your entire mana bar in just 1-2 well done criticals.[/center]
--------------------------------------------------------------------------------

[center][u][b]Auto Attack[/b][/u]
[image]http://i52.tinypic.com/mu71f.jpg[/image]
Rank Needed: 1
Mana Cost: 0 Mana
Cooldown: 2 Seconds
Type: Physical
Description: Awefully strong basic attack, trained by all Guardians.

[center]-----------------------------[/center]

[u][b]Guardian Rage[/b][/u]
[image]http://i56.tinypic.com/29dvmlf.jpg[/image]
Rank Needed: 1
Mana Cost: 15 Mana
Cooldown: 4 Seconds
Type: Physical
Description: Furiously bombard your opponent with strikes. Damages and cripples your target reducing 
outgoing damage by 5% for 10 seconds. This effect can be stacked up to 3 times. 
[u]Overview[/u]: A Guardian's goto second auto attack. It seems to deal a slight amount more damage then 
regular auto attack and as stated can result in nerfing the opponents damage. This combined with the low 
mana cost and cooldown allows the ability to be used multiple times.

[center]-----------------------------[/center]

[u][b]Keen[/b][/u]
[image]http://i54.tinypic.com/35d0qol.jpg[/image]
Rank Needed: 2
Mana Cost: 20 Mana
Cooldown: 8 Seconds
Type: Physical
Description: Use the pointy end of your weapon for stunningly sharp attacks. Applies Keen increasing 
critical strike chance by 15% and has a chance to stun the target briefly.
[u]Overview[/u]: A Guardian's ace in the hole. This ability used with pretty much any build will allow 
your critical rate to be above 20% or even in some builds 30% allowing the Guardian to deal swift 
criticals. The stun chance seems to be about 20% of the time, so it does not occur often. This ability 
can also be applied indefinitely assuming every Keen the Guardian uses connects. If it does not 
connect, Keen is not applied. Also to note, Keen is applied to the Guardian themself rather then the 
target allowing the effect to be carried to multiple targets.

[center]-----------------------------[/center]

[u][b]Guardian Light[/b][/u]
[image]http://i53.tinypic.com/9j3bjn.jpg[/image]
Rank Needed: 3
Mana Cost: 25 Mana
Cooldown: 15 Seconds
Type: Magical
Description: Empower yourself. Releasing blinding damage if your weapon is Keen, otherwise 
increases your resistance to incoming blows.
[u]Overview[/u]: A Guardian's defense as well as a good offensive ability. When your weapon 
is Keen, the ability if it connects will deal a set amount of damage that is dependent on Spell 
Power. Therefore, the weapon the Guardian uses does not affect the damage this ability produces.
 As far as the defensive capabilities, the damage you take decreases by an amount also based 
upon the Guardian's current Spell Power. To note though, if the target is not hit by the damage 
caused when attempting the shield, the effect will not be applied. Like Keen, it must connect.

[center]-----------------------------[/center]

[u][b]Guardian Blast[/b][/u]
[image]http://i54.tinypic.com/x5plyg.jpg[/image]
Rank Needed: 5
Mana Cost: 35 Mana
Cooldown: 15 Seconds
Type: Magical
Description: Calls forth mighty dragon flames to scorch your opponents.
[u]Overview[/u]: Like the damaging capabilities of Guardian Light, this ability is also dependent 
on Spell Power and does a small amount less damage (50-150 give or take). However, the ability 
spreads collateral damage to 2 additional targets. The damage those targets take is far less then
 the initial target, however is very useful for quick easy damage or for group battles.

[u][b]Passive Skills:[/b][/u]

[center]-----------------------------[/center]

[b]Red Shift[/b]
[image]http://i55.tinypic.com/28gtg8k.jpg[/image]
Rank Needed: 4
Type: Passive
Description: Haste increased by 10%

[center]-----------------------------[/center]

[b]Dragon's Might[/b]
[image]http://i55.tinypic.com/28gtg8k.jpg[/image]
Rank Needed: 4
Type: Passive
Description: Strength and Intellect increased by 10%[/center]

[u][b][color=#CC0000]Activation Combinations:[/color][/b][/u]

Guardian really only has two real sets of ability combinations. The effectiveness off each is 
reliant on the build of the Guardian. However depending on the situation, there could be 
multiple other ways to use the abilities.

[*]Keen - Guardian Rage - Guardian Light (Attack) - Guardian Blast - repeat.
[*]Guardian Light (Defense) - Keen - Guardian Rage - Guardian Blast - Guardian Light (Attack) - repeat.

[u][b][color=#CC0000]Enhancements:[/color][/b][/u]

[u]Recommended[/u]: Guardian does not have a recommended set of enehancements as 
mentioned. Due to its Hybrid nature, multiple enhancements can be used to benefit its need.

A list of some useful builds:

[*]Critical Damage Guardian: Mostly luck. Will allow massive damage on the attacks that 
manage to crit on the target. However lacks some Spell Power and Attack Power making the 
attacks that do not manage to crit far less damage.

[*]Hybrid Guardian: Mostly Hybrid. A well rounded build which increases all aspects of the 
Guardian's strength. This build will not allow much damage on critical strikes rendering Keen's 
strength not as effective.

[*]Magical Guardian: Mostly Wizard. The abilities that rely on Spell Power will greatly benefit 
from this build allowing the offensive and defensive portions of them to benefit the Guardian. 
This will effect the Guardian negatively in the area of physical attacks and critical strikes. 
The amount of damage the Auto Attack and Guardian Rage deal will be significantly lower 
due to the absense of Strength from this build and the critical strikes will not deal much increased damage.

[*]Critical Strike Guardian: Mostly Fighter. Will cause the Guardian to deal many critical strikes 
and deal increased Physical damage when using this build. However, Spell Power will be very
 low causing those abilities to suffer as well as critical strikes will only deal limited increased damage.

[*]Thief Guardian: Mostly Thief. Will allow the Guardian to apply its shield indifinitely through 
the battle as well as causing haste to skyrocket. However the damaging capabilities of this 
build are very low. It is more for a slow but steady kind of person.

[color=#CC0000][u][b]Class Vs. Class.[/b][/u][/color]

[b]Vs Healer[/b]: Guardian should come out on top most of the time unless the Healer manages
 to dodge some attacks or is well trained. Getting the Healer low on health in the start will make 
Heartbeat useless and will require the Healer to expend mana to heal to allow Heartbeat to 
deal high damage. Getting the mana low and keeping the health below the max should be your best bet.

[b]Vs Mage[/b]: Mage is a tricky fellow due to the nerfs as well as ranged attacks. Keen is a 
needed force to beat a Mage. Typically you should shield yourself to reduce the damage that 
the Ice + Fire combo that usually occurs. After that use Keen and attempt to lower the Mage's
 health before the Scorched effect fades which would allow the Mage to deal another high
 damage attack. If the Mage uses Arcane Shield, unleash everything to lower the Mage's 
mana until it is 0. If the Mage has no mana, it cannot prosper.

[b]Vs Rogue[/b]: Rogue is a gamble everytime. You should apply shield and pray that Keen 
connects. If it does, spam away on the abilities and hope they connect and crit for the most 
part. Usually in this situation, you're on your own.

[b]Vs Warrior[/b]: Warrior is also a tricky class. For the most part, apply Keen immediately 
after stuns so that the effect will benefit you for the longest. Apply a shield whenever you can
 to reduce Prepared Strike's effectiveness.

[b]Vs Ninja[/b]: Same as Rogue.

[b]Vs Bard[/b]: Bard is difficult due to its fast attack speed and high damage. Bard is actually
 a Critical Guardian killer since its one ability can take away 5% of critical percent chance 
from the Guardian. Apply a shield and Keen and hope for criticals.

[b]Vs Berserker[/b]: Berserker should be no problem for the Guardian until its health drops
 to a low level where Blood for Blood becomes deadly. Lower the Berserker's health with Keen
 and other abilities and apply a shield when the Berserker drops below half health if you can 
to hopefully lower the chance of Blood for Blood dealing a lot of damage.

[b]Vs Chronomancer[/b]: Chronomancer like Berserker should be no problem until a specific
 situation. Typically your should attempt to deal as much damage as possible to the 
Chronomancer to hopefully kill it before it can stack 4 Temporal Rifts. If indeed 4 are stacked
 and Riftburn is applied, you are more then likely dead. Kill it before it kills you.

[b]Vs Clawsuit[/b]: Watch out for Rudolph's Revenge. Otherwise a Guardian should win.

[b]Vs DoomKnight[/b]: Get a DoomKnight's health down as quick as possible. This will cause
 Void Strike to not be as deadly. Usually a DmK will open with a stun. Attempt a shield before
 the stun to reduce damage dealt while under the stun. After it fades apply Keen and lower
 the DmK's health as long as possible. If the DmK does not go for the second stun or uses 
Dark Wound/Blood Rite instead, usually the Guardian should win.

[b]Vs Defender[/b]: Watch out for Retaliation and Crushed. Attempt to shield and Keen before 
the Defender can apply Crushed. The shield should cancel out Crushed effects allowing normal
 damage rates. Hope that Retaliation does not crit or crit high and you should be good.

[b]Vs DragonLord[/b]: A DragonLord is like a Physical form of Guardian. Lower the health 
of the DL at the beginning of the fight with Keen and other abilitiesand attempt a shield when
 their mana and health get low to prevent a lot of damage from Lifestealer and Cursed Blade.

[b]Vs Protosatorium[/b]: Not needed. Proto is underpowered and usually will not win unless 
you are very very unlucky.

[b]Vs Evolved Clawsuit[/b] Depends on the ECS user. If they deal Naughty all the time, use 
shield and then Keen to allow reduced damage from the Naughty hits as well as the Check 
the List. If they go the Nice route, apply Keen and attempt to deal as much damage as possible
 before the ECS can apply Blitzen's Blaze or Frostburn.

[b]Vs Leprechuan[/b]: Same as Rogue. However, you have a better chance here due to the 
longer cooldowns. 

[b]Vs Starlord[/b]: Same as Rogue. However, attempt Keen between Shearing stuns to allow
 maximum effectiveness of the ability.

[b]Vs Shaman[/b]: Apply a shield straight away to lower damage intake and apply Keen. 
Attempt as much damage as possible in that timeframe. However, if Elemental Embrace is 
applied, the Guardian will lose 9 times out of 10.

[b]Vs No Class[/b]: Same as Protosatorium.

[b]Vs Ranger[/b]: Attempt to burst down the health of the Ranger before the 5 stacks of
Marks can go up. This should cause them to use the stacks on HoT rather then damage.
Apply a shield if hit with the DoT to reduce damage.

[color=CC0000][b][u]PvE and PvP[/color][/b][/u]

[b]PvE[/b]: Guardian's should just apply Keen and attack the monster to kill it as fast as 
possible.

[b]PvP[/b]: Guardian is [b]NOT[/b] built for 1v2 or 1v3 situations. It's stong point relies 
on the typical 1v1  or group v group situations. You may indeed get lucky on the 1v2 or 
1v3 situations but most of the time you will lose in them especially depending on what 
classes you are facing.

(Will be continued) 

[i]
Progress Log
(July 7, 2010) Guide Started. table of Contents, and part of the general tips finished.
(July 13, 2010) A few things added/proofread, wiki links updated.
(July 29, 2010) Adding a bit more tips, added PvP vocabulary.
(August 22, 2010) Spellcheck/Grammatical fixes More tips added. Class guides started with 3 guides.
(August 24, 2010) Formatting done. Added  
(November 4, 2010) Added Bludrutbrawl & Warrior Guide. Added Best Class list. Couple of miscellaneous Fixes.
(December 22, 2010) Addition information added to warrior guide. Reordered best class list. Rogue guide Added.
(Feburary 7th, 2011) Spelling corrections. Added Healer, Potions, Shaman, Bard, and Healer Guides. Doomknight Guide update.
(May 19th, 2011) 'General weaknesses for Classes' section added. Fixed Bard Skill Icon Pictures.
(May 20th, 2011) Added DragonSlayer Guide.
(May 20th, 2011) Added section III, 1 vs 1 PvP
(May 22, 2011) Added the '1vs1 Tips'
(May 22, 2011) Fixed missing skill icons in Rogue, Paladin and Ninja Guides.
(May 23, 2011) Added the Guardian Guide.
(May 25, 2011) Added more tips to the 1v1 tips.
(May 27, 2011) Updated Table Of Contents. Change guide sections, put 1v.s1 section as Number 2, and put Class information as 3. 
(June 13, 2011) Updated Table Of Contents. Added an extra section, total 4. Changed some format. New format coming soon . . .
(June 16, 2011) Re-written version of the Bludrut Brawl guide added.
Major updates coming soon.
[/i]

[i]
Credits
Thanks to [b]Rhenroh[/b] for the spell check!
Thanks to [b]Solo 26[/b] for  the Mage Guide!
Thanks to [b]Dragons Bane[/b] for the Warrior Guide and flaw correction!
Thanks to [b]Bluekats[/b] for the Formatting and flaw corrections!
Thanks to [b]Damasa[/b] and [b]Noiro[/b] for the Doomknight Guide!
Thanks to [b]Rima[/b] for the Berserker Guide!
Thanks to [b]WALI[/b] for the StarLord Guide!
Thanks to [b]Solo 26[/b] for the Bludrutbrawl Guide!
Thanks to [b]Knight of the Dragon[/b] for the Warrior, Shaman, and Potions Guide!
Thanks to [b]Alaina[/b] for the title spelling correction!
Thanks to [b]Shards Superior[/b] for the Rogue Guide!
Thanks to [b]Berserkerkitten[/b] for FAQ addition!
Thanks again to [b]Damasa[/b] for the Paladin Guide!
Thanks to [b]Shards Superior[/b] or the Healer Guide!
Thanks to [b]Pisonmyhands[/b] for the Bard Guide!
Thanks to [b]Damasa[/b] for the General Weaknesses for Classes!
Thanks to [b]Veonyx[/b] for the DragonSlayer Guide!
Thanks to Fighterlord_965 for the 1v1 Tips Guide!
Thanks to [b]StealthyCupcake[/b] for the Skill Icon for Passive Skills!
Thanks to [b]Veonyx[/b] for the Guardian Guide!
Thanks to [b]Knight of the Dragon[/b] for the updated Tips in the 1vs1 tips section!
Thanks to [b]Laos[/b] for re-writing the Bludrut Brawl section!
[/i]

[color=#eeeee]



< Message edited by Laos -- 7/1/2011 16:40:51 >
DF AQW  Post #: 1
5/17/2011 16:54:40   
Jason
banned


Alright, i'll take some suggestions for updating now. Seeing as I don't know what Wxo updated from your guys request on his thread, post suggestions/updates that you think this guide needs here.

Thanks :D

_____________________________


DF AQW  Post #: 2
5/18/2011 4:11:43   
Ice Emperor
Member

nice... I cant wait for ranger, chronomancer, defender, guardian and cardclasher guide also the clawsuits which are all good in pvp
the original clawsuit is my best class :D

< Message edited by Ice Emperor -- 5/18/2011 4:14:53 >
DF MQ AQW Epic  Post #: 3
5/19/2011 15:45:25   
Damasa
Member

I think this might be a good addition.

How sliding works: Battle animation works the same way that emotes do. You can /dance and continue running around and everyone will see you dancing and sliding at the same time and you can keep doing that as you drag on the movement. The same thing happens with battle animation, producing the effect of sliding.

General weaknesses for classes

DoomKnight - Taking damage and the complete manipulation of range will kill most any DmK, really. Hopping stuns can throw it off it's damage track as well. Nerfs, range, stuns, anything really. It has problems with near anything you throw at it.
Paladin - It's lack of mana regen and it's ability to waste that mana so easily. Basically just keep hopping around and nerfing (if you have one) until their mana dies out from heals, the AoE and Zeals. Do whatever you can to stop Zeal's mana income and they're trashed.
Rogue and clones - Everything is in timing. Hopping often will destroy timing and lag will destroy timing.
Dragonlord - Nerfs throw off all sources of damage which is the center point of DL. Stuns will also help, because you can't go wrong with the stun method--unless of course you waste all your mana with the stun. DLs will rarely use searing heat, because most likely, you opponent will hop too much to make searing useful.
Ninja/assassin - What a lot of people don't know about ninja is that if you debuff it then they hop it, they can't use the "first hit mana regen method" to restore all their MP. The debuff still technically keeps them in battle. It's also been noted that a DoT can stack thin air. Best way to kill a ninja is basically just manipulating them and using some blood bag as a shield for their Shadowblade. Since Shadowblade spamming makes you virtually invulnerable.
Mage/sorcerer - Stuns allow people to take advantage of a mage. DoTs also allow people to take advantage of arcane shield. If someone's using the ice and fire method you can go after them after they apply the fireball, since you're invulnerable to another ice shard until scorched wears off. If they're using the spamming ice method then they're a lot more complicated and you'd need to camp out the stun.
ECS - It's all just crits to be honest. The way you deal with that is by nerfing those, but by no means do you want to allow them to stack naughty. Naughty stacking can be countered by camping, but naughty lasts very long. It'd be better to manipulate the damage you do without getting hit, or just nerfing those hits. If they're stupid enough to use the "Blitzen Blitz" combo it can easily be hopped off and that's a wasted 60 mana.
Healer and clones - Mana problems and it's weakness is basically damage. Therefore, all you really need to do is put them under constant pressure to heal and completely waste their inhibition. Most healers don't use healer right. You don't heal outside of clear mind and it's not about spamming heartbeat.
Shaman - They do low damage excluding dry lightning. Nerfing them would completely throw off damage output and stall the dry lightning, unless they're stupid enough to use it while crippled.
Berserker/Beta Berserker - Range. It's so easy to manipulate a Berserker that it's not even funny. You can completely disregard almost every aspect of this class, because if you do it right, you won't be in the range for a Berserker to do anything to you.
Dragonslayer - Manipulating a stun or keeping under constant nerf, although you shouldn't really need either.
No Class - I'm not even going to bother.
Proto and clones - Let them kill their own mana.
Defender - Range and hops are it's main weakness, I'd say. Keeping out of range of Retilation and getting all your damage in. Stunning as well, because it can throw off hops.
Bard - Stuns, because they can constantly spam every single move they have. Stuns would be the only way to disrupt that combo.
Cardclasher - I usually run down on mana after killing about 7 people, so it doesn't really have mana problems. If you play CC the way I do, I find myself hopping constantly. What helps with hopping is to stun, so stunning.
Clawsuit - Mana problems, so manipulate those. Let them waste their mana with what they think is the best DoT ever, when really it can be healed by passive regen with their mana lying in a crippled state.
Chronomancer - It's all timing. Hopping and waiting it out will work, but if you can nerf them as the DoT grows on you may actually be able to survive through it. Or if you can apply an On Guard type of buff. If you ever seen "Inverted Matrix" or something, on them then they're a punching bag at that point.
Starlord - By camping or hopping constantly. If they're gonna chain a stun and use that to their advantage and hop, then you have to camp. Can't go wrong with nerfing, if you can constantly keep them under a nerf while you're hopping or just out DPSing them it's managable, but downright weakness? Probably just out-DPSing them would have the highest success rate.
Warrior and clones - Lag and hopping stuns. Nerfing towards haste can help throw off the second prep strike altogether if you manipulate hops too.
Ranger - Stuns really help, since you can manipulate those to keep them from stacking their first skill and get damage through at the same time.

You'll notice it only really takes 1 of 4 things to mess up a class.
Hopping, mana regen, stuns and nerfing.
Post #: 4
5/19/2011 16:17:46   
Jason
banned


That's actually a pretty good idea. I'll update it now.
DF AQW  Post #: 5
5/20/2011 0:08:43   
Veonyx
Banned


Reposting Dragonslayer:

quote:

DragonSlayer
By Veonyx


DragonSlayer is considered a specialized Warrior. This is due to its higher base damage range and unique way of dealing damage compared to the brute strength of most other classes. Usually underrated, a DragonSlayer can actually be more effective then most other physical classes because of this unique way. A quick note, watch your mana. Do not become hasty and waste all of it straight away into the fight as most times you will not win that way.

Auto Attack
Rank Needed: 1
Mana Cost: 0 Mana
Cooldown: 2 Seconds
Type: Physical
Description: A strong attack known only to disiplined fighters.

Bane of Scales
Rank Needed: 1
Mana Cost: 10 Mana
Cooldown: 16 Seconds
Type: Magical
Description: Taunts a dragon forcing it to attack you, while reducing the dragon's damage dealt with all attacks by 30%. Lasts 10 seconds.
Overview: One of the most powerful nerfs in the game. This will allow the DragonSlayer to take far less damage from its opponent. Combining this with the high health a DragonSlayer has, makes the fight very difficult to land battle outcome altering hits on the DragonSlayer. Do not hesitate to use your mana on this ability. Intellect will NOT make this ability nerf more damage despite its magical base.

Impale
Rank Needed: 2
Mana Cost: 30 Mana
Cooldown: 12 Seconds
Type: Physical
Description: Causes 200% of weapon damage over 12 seconds, and has a chance of stunning the target for 3 seconds.
Overview: This ability is irratic and unreliable. The DoT is based on your weapon damage which means depending on the weapon you use, will change this abilities DoT. Like normal auto attacks, the number of the weapon damage is randomly generated based inside the range of your current weapon. Then is multiplied by 2, furthur divided by the amount of ticks (which is 6), which gives you your damage per tick. If you use a default weapon range, this ability will deal more consistent DoT, however if you use a very wide weapon, it can deal both massive and miniscule damage. Also, the stun is roughly about 15% which makes the stun very unreliable. It is recommended not to use this ability unless you have mana to spare.

Scorched Steel
Rank Needed: 3
Mana Cost: 20 Mana
Cooldown: 6 Seconds
Type: Magical
Description: A fiery attack dealing 150% weapon damage.
Overview: Like a Warrior's Decisive, this attack will take the weapon damage and multiply the damage by 1.5. This will be the resulting damage of the attack. Again, you will see more consistent damage using a default weapon, while using a large range weapon will result in both very high and very low damages. The attack has a wider Area of Effect then Decisive, allowing you to be furthur from your target. Also, Intellect will NOT make this ability deal more damage despite its magical base.

Talon Twisting
Rank Needed: 5
Mana Cost: 15 Mana
Cooldown: 12 Seconds
Type: Magical
Description: If used in combat with a dragon, 50% of the damage done to you will be added
to your attacks. Lasts 8 seconds.
Overview: A DragonSlayers damaging source. Every damage amount the DragonSlayer takes, half of that will be added to the DragonSlayer's next attack, dealing more damage the more damage is taken. Note, the damage will not build. If you take damage then half that will be added to your very next attack. If you take no damage, no damage will be added. However, if you are stunned while the ability is active, the damage taken while stunned WILL stack if Talon is active during. Again, Intellect will NOT make this ability reflect more damage even though it has a magical base.

Passive Skills:

Aggression
Rank Needed: 4
Type: Passive
Description: You deal 10% more damage with physical attacks

Resolute
Rank Needed: 4
Type: Passive
Description: Damage taken reduced by 10%

Activation Combinations:

DragonSlayer needs to open a fight typically with two abilities, and there are some consequences of which ability you apply first. After that, the remaining combinations are up to the user.

  • Talon Twisting - Bane of Scales - Scorched Steel - Impale (User's Preference) - repeat. (If the user strikes before the 30% Scales nerf, it allows the damage to be reflected, but will be normal damage.)

  • Bane of Scales - Talon Twisting - Scorched Steel - Impale (User's Preference) - repeat. (If the user strikes before Talon is applied, the damage will be nerfed but will not be reflected.)

    Enhancements:

    Recommended: Luck and Fighter enhancements. Either or can be used, but the prefered method of using a DragonSlayer is with a mixture of the two enhancements. Like all builds, the final decision is up to the user of the class.

    A list of some useful builds:

  • Full Fighter: Will allow critical strikes to happen very often, but the damage of those criticals will be normal.

  • Full Luck: Critical strikes will be rather rare, but the amount of damage resulting from landing one will be massive.

  • 2 Fighter 2 Luck: A well rounded build. Criticals will be semi average as well as the damage from said criticals will be a decent amount. This is the prefered build of a DragonSlayer.

    Class Vs. Class.

    Vs Healer: The healer will not win due to the DragonSlayer's nerfing capabilities redering Heartbeat (the healer's main damaging ability) useless. The DragonSlayer should come out victorious.

    Vs Mage: Mage is the notorious DragonSlayer killer since the haste nerf can make a DragonSlayer's cooldowns so long and make the DragonSlayer a sitting target. Apply the Scales and Talon and time your Scorched Steels at appropriate times and hope for the best.

    Vs Rogue: Scales and Talon will never miss which means they can be applied against a Rogue. Using that, attempt as much damage as possible to attempt to land a few decent hits. Also, applying Impale in this situation can be useful (despite its 30 mana price) as that also does not miss, but if you do not deal much physical hits, the DragonSlayer will not re-gain much mana.

    Vs Warrior: Warrior can be a hassle because of its ability to stun. Use Scales first, as most Warriors open with a stun, then use Talon to reflect Prepared Strikes, Decisives and Auto Attacks.

    Vs Ninja: Same as Rogue.

    Vs Bard: Bard as well is a natural DragonSlayer killer since the 5% critical strike reduction makes luck build DragonSlayers at a more disadvantage. Like Mage, apply Scales and Talon and time your Scorched Steels accordingly.

    Vs Berserker: Berserker should be rather easy until it drops to its notorious low health situation. Use Talon when the Berserker gets at about half health in an attemt to reflect half the damage the coming Blood for Blood will deal. If you make it by that, typically you should win.

    Vs Chronomancer: Chronomancer like Berserker should be no problem until a specific situation. If you see 4 Temporals go up, apply Scales at that moment to nerf the damage of Riftburn by 30%, which may or may not keep you alive. Attempt to deal as much damage to the Chronomancer before that happens in ensure you beat it before it beats you. Also, Talon Twisting will NOT reflect
    Riftburn damage, however if Rift Collapse is used and you still live, that will be reflected under Talon's effect.

    Vs Clawsuit: Watch out for Rudolph's Revenge. Otherwise a DragonSlayer should win.

    Vs DoomKnight: Get a DoomKnight's health down as quick as possible. This will cause Void Strike to not be as deadly. Usually a DmK will open with a stun. Apply Scales first before that stun to lower damage taken while stunned. Apply Talon and attempt to lower the health down to non-fatal Void Strike levels. If you get to that point, watch for stuns but you should win.

    Vs Defender: Watch out for Retaliation and Crushed. Use Scales first to lower damages by these abilities and apply Talon. Due to Crushed increasing damage taken, the effects of Scales are minimal in this fight but are still helpful for keeping Retaliation at bay.

    Vs DragonLord: A DragonLord is actually very vulnerable to a DragonSlayer. Typically you should open with Talon then Scales and time Scorched at times to wind down the health of the DragonSlayer. The attacks the DragonLord lands will be both nerfed and reflected under these effects. The higher damage they deal, the more they are hurt.

    Vs Protosatorium: Not needed. Proto is underpowered and usually will not win unless you are very very unlucky.

    Vs Evolved Clawsuit Apply Talon and Scales. Like DragonLord, the more damage the ECS deals, the more will be reflected. Watch yourself during the down time between when the abilities wear off and when the cooldown expires.

    Vs Leprechuan: Same as Rogue. However, you have a better chance here due to the longer cooldowns.

    Vs Starlord: Same as Rogue. However, apply Scales before Shearing stuns to reduce damage while stunned.

    Vs Shaman: Apply Scales right away to reduce the damage from Dry Lightning then apply Talon. However, a DragonSlayer will usually lose here if Elemental Embrace connects.

    Vs Ranger: Apply Talons first and wait for Death Marks to stack while you are dealing damage. As soon as the fifth or fourth Marks stack, apply Scales to nerf the incoming DoT or direct damage. Note, Scales will nerf the DoT and the HoT.

    Vs No Class: Same as Protosatorium.

    PvE and PvP

    PvE: Since there are no Dragon Kind in PvE, the Dragonslayer should not be used for it.

    PvP: DragonSlayer is NOT built for 1v2 or 1v3 situations. It's stong point relies on the typical 1v1 or group v group situations. But a good thing to note is, the more damage you take from any source will raise the damage you deal while under Talon which could result in you defeating one opponent with ease because his teammate is dealing so much damage to you.


    Code (Make sure you go through each line and delete the return key bump we have to make due to run ons when it is in code form):


    [center][quote][b][size=3][color=#CC0000]DragonSlayer[/color][/size][/b]
    By Veonyx[/quote][/center]
    
    DragonSlayer is considered a specialized Warrior. This is due to its higher base damage range and
     unique way of dealing damage compared to the brute strength of most other classes. Usually 
    underrated, a DragonSlayer can actually be more effective then most other physical classes because
     of this unique way. A quick note, [b]watch your mana[/b]. Do not become hasty and waste all of it 
    straight away into the fight as most times you will not win that way.
    
    [u][b]Auto Attack[/b][/u]
    Rank Needed: 1
    Mana Cost: 0 Mana
    Cooldown: 2 Seconds
    Type: Physical
    Description: A strong attack known only to disiplined fighters. 
    
    [u][b]Bane of Scales[/b][/u]
    Rank Needed: 1
    Mana Cost: 10 Mana
    Cooldown: 16 Seconds
    Type: Magical
    Description: Taunts a dragon forcing it to attack you, while reducing the dragon's damage dealt 
    with all attacks by 30%. Lasts 10 seconds.
    [u]Overview[/u]: One of the most powerful nerfs in the game. This will allow the DragonSlayer to
     take far less damage from its opponent. Combining this with the high health a DragonSlayer has
    , makes the fight very difficult to land battle outcome altering hits on the DragonSlayer. Do not 
    hesitate to use your mana on this ability. Intellect will [b]NOT[/b] make this ability nerf more damage
     despite its magical base.
    
    [u][b]Impale[/b][/u]
    Rank Needed: 2
    Mana Cost: 30 Mana
    Cooldown: 12 Seconds
    Type: Physical
    Description: Causes 200% of weapon damage over 12 seconds, and has a chance of stunning 
    the target for 3 seconds.
    [u]Overview[/u]: This ability is irratic and unreliable. The DoT is based on your weapon damage 
    which means depending on the weapon you use, will change this abilities DoT. Like normal auto 
    attacks, the number of the weapon damage is randomly generated based inside the range of 
    your current weapon. Then is multiplied by 2, furthur divided by the amount of ticks (which is 6), 
    which gives you your damage per tick. If you use a default weapon range, this ability will deal 
    more consistent DoT, however if you use a very wide weapon, it can deal both massive and miniscule
     damage. Also, the stun is roughly about 15% which makes the stun very unreliable. It is 
    recommended not to use this ability unless you have mana to spare.
    
    [u][b]Scorched Steel[/b][/u]
    Rank Needed: 3
    Mana Cost: 20 Mana
    Cooldown: 6 Seconds
    Type: Magical
    Description: A fiery attack dealing 150% weapon damage.
    [u]Overview[/u]: Like a Warrior's Decisive, this attack will take the weapon damage and 
    multiply the damage by 1.5. This will be the resulting damage of the attack. Again, you will see
     more consistent damage using a default weapon, while using a large range weapon will result
     in both very high and very low damages. The attack has a wider Area of Effect then Decisive,
     allowing you to be furthur from your target. Also, Intellect will [b]NOT[/b] make this ability 
    deal more damage despite its magical base.
    
    [u][b]Talon Twisting[/b][/u]
    Rank Needed: 5
    Mana Cost: 15 Mana
    Cooldown: 12 Seconds
    Type: Magical
    Description: If used in combat with a dragon, 50% of the damage done to you will be added 
    to your attacks. Lasts 8 seconds. 
    [u]Overview[/u]: A DragonSlayers damaging source. Every damage amount the DragonSlayer
     takes, half of that will be added to the DragonSlayer's next attack, dealing more damage the
     more damage is taken. Note, the damage will not build. If you take damage then half that 
    will be added to your very next attack. If you take no damage, no damage will be added. However,
     if you are stunned while the ability is active, the damage taken while stunned WILL stack if Talon
     is active during. Again, Intellect will [b]NOT[/b] make this ability reflect more damage even though
     it has a magical base.
    
    [u][b]Passive Skills:[/b][/u]
    
    [b]Aggression[/b]
    Rank Needed: 4
    Type: Passive
    Description: You deal 10% more damage with physical attacks
    
    [b]Resolute[/b]
    Rank Needed: 4
    Type: Passive
    Description: Damage taken reduced by 10%
    
    [u][b][color=#CC0000]Activation Combinations:[/color][/b][/u]
    
    DragonSlayer needs to open a fight typically with two abilities, and there are some consequences
     of which ability you apply first. After that, the remaining combinations are up to the user.
    
    [*]Talon Twisting - Bane of Scales - Scorched Steel - Impale (User's Preference) - repeat. (If 
    the user strikes before the 30% Scales nerf, it allows the damage to be reflected, but will be normal damage.)
    
    [*]Bane of Scales - Talon Twisting - Scorched Steel - Impale (User's Preference) - repeat. (If 
    the user strikes before Talon is applied, the damage will be nerfed but will not be reflected.)
    
    [u][b][color=#CC0000]Enhancements:[/color][/b][/u]
    
    [u]Recommended[/u]: Luck and Fighter enhancements. Either or can be used, but the prefered 
    method of using a DragonSlayer is with a mixture of the two enhancements. Like all builds, the 
    final decision is up to the user of the class.
    
    A list of some useful builds:
    
    [*]Full Fighter: Will allow critical strikes to happen very often, but the damage of those criticals 
    will be normal.
    
    [*]Full Luck: Critical strikes will be rather rare, but the amount of damage resulting from landing 
    one will be massive.
    
    [*]2 Fighter 2 Luck: A well rounded build. Criticals will be semi average as well as the damage 
    from said criticals will be a decent amount. This is the prefered build of a DragonSlayer.
    
    [color=#CC0000][u][b]Class Vs. Class.[/b][/u][/color]
    
    [b]Vs Healer[/b]: The healer will not win due to the DragonSlayer's nerfing capabilities redering 
    Heartbeat (the healer's main damaging ability) useless. The DragonSlayer should come out victorious.
    
    [b]Vs Mage[/b]: Mage is the notorious DragonSlayer killer since the haste nerf can make a 
    DragonSlayer's cooldowns so long and make the DragonSlayer a sitting target. Apply the Scales
     and Talon and time your Scorched Steels at appropriate times and hope for the best. 
    
    [b]Vs Rogue[/b]: Scales and Talon will never miss which means they can be applied against a 
    Rogue. Using that, attempt as much damage as possible to attempt to land a few decent hits. Also,
     applying Impale in this situation can be useful (despite its 30 mana price) as that also does not 
    miss, but if you do not deal much physical hits, the DragonSlayer will not re-gain much mana. 
    
    [b]Vs Warrior[/b]: Warrior can be a hassle because of its ability to stun. Use Scales first, as most 
    Warriors open with a stun, then use Talon to reflect Prepared Strikes, Decisives and Auto Attacks.
    
    [b]Vs Ninja[/b]: Same as Rogue.
    
    [b]Vs Bard[/b]: Bard as well is a natural DragonSlayer killer since the 5% critical strike reduction 
    makes luck build DragonSlayers at a more disadvantage. Like Mage, apply Scales and Talon and 
    time your Scorched Steels accordingly.
    
    [b]Vs Berserker[/b]: Berserker should be rather easy until it drops to its notorious low health situation.
     Use Talon when the Berserker gets at about half health in an attemt to reflect half the damage the 
    coming Blood for Blood will deal. If you make it by that, typically you should win.
    
    [b]Vs Chronomancer[/b]: Chronomancer like Berserker should be no problem until a specific situation.
     If you see 4 Temporals go up, apply Scales at that moment to nerf the damage of Riftburn by 
    30%, which may or may not keep you alive. Attempt to deal as much damage to the Chronomancer 
    before that happens in ensure you beat it before it beats you. Also, Talon Twisting will NOT reflect 
    Riftburn damage, however if Rift Collapse is used and you still live, that will be reflected under 
    Talon's effect.
    
    [b]Vs Clawsuit[/b]: Watch out for Rudolph's Revenge. Otherwise a DragonSlayer should win.
    
    [b]Vs DoomKnight[/b]: Get a DoomKnight's health down as quick as possible. This will cause Void
     Strike to not be as deadly. Usually a DmK will open with a stun. Apply Scales first before that 
    stun to lower damage taken while stunned. Apply Talon and attempt to lower the health down to
    non-fatal Void Strike levels. If you get to that point, watch for stuns but you should win.
    
    [b]Vs Defender[/b]: Watch out for Retaliation and Crushed. Use Scales first to lower damages 
    by these abilities and apply Talon. Due to Crushed increasing damage taken, the effects of 
    Scales are minimal in this fight but are still helpful for keeping Retaliation at bay.
    
    [b]Vs DragonLord[/b]: A DragonLord is actually very vulnerable to a DragonSlayer. Typically 
    you should open with Talon then Scales and time Scorched at times to wind down the health 
    of the DragonSlayer. The attacks the DragonLord lands will be both nerfed and reflected under 
    these effects. The higher damage they deal, the more they are hurt.
    
    [b]Vs Protosatorium[/b]: Not needed. Proto is underpowered and usually will not win unless 
    you are very very unlucky.
    
    [b]Vs Evolved Clawsuit[/b] Apply Talon and Scales. Like DragonLord, the more damage the 
    ECS deals, the more will be reflected. Watch yourself during the down time between when 
    the abilities wear off and when the cooldown expires.
    
    [b]Vs Leprechuan[/b]: Same as Rogue. However, you have a better chance here due to the
     longer cooldowns.
    
    [b]Vs Starlord[/b]: Same as Rogue. However, apply Scales before Shearing stuns to reduce 
    damage while stunned.
    
    [b]Vs Shaman[/b]: Apply Scales right away to reduce the damage from Dry Lightning then apply
     Talon. However, a DragonSlayer will usually lose here if Elemental Embrace connects.
    
    [b]Vs No Class[/b]: Same as Protosatorium.
    
    [b]Vs Ranger[/b]: Apply Talons first and wait for Death Marks to stack while you are dealing damage. 
    As soon as the fifth or fourth Marks stack, apply Scales to nerf the incoming DoT or direct damage. Note,
     Scales will nerf the DoT and the HoT.
    
    [color=CC0000][b][u]PvE and PvP[/color][/b][/u]
    
    [b]PvE[/b]: Since there are no Dragon Kind in PvE, the Dragonslayer should not be used for it.
    
    [b]PvP[/b]: DragonSlayer is [b]NOT[/b] built for 1v2 or 1v3 situations. It's stong point relies on 
    the typical 1v1  or group v group situations. But a good thing to note is, the more damage you 
    take from any source will raise the damage you deal while under Talon which could result in you 
    defeating one opponent with ease because his teammate is dealing so much damage to you.






    < Message edited by Veonyx -- 5/20/2011 0:10:39 >
  • AQ  Post #: 6
    5/20/2011 6:23:17   
    Jason
    banned


    Thanks Veo, i'll update that now. I'm just going to add the skill icons for the skills like Wxo did above.

    Alright, done. :)

    Okay, so. I'll finish the updating for the 1 v.s 1 PvP section tomorrow, seeing as a lot of new stuff was released for this event, and will take a little bit for the Wiki Guys to update the page.

    Help would still be appreciated.

    I do realize that there are gaps of space towards the end. This is inteded to be there untill I can finish the update.


    I have finished updating the 1 vs 1 section earlier then I thought I would. If you see any mistakes, or any thing you think should be updated, let me know. :)
    I'm planning on posting this guide to the AQWorlds Guide Approval Requests in three days. If there is anything you feel needs updated, or you see a mistake, speak now.

    < Message edited by Jason3 -- 5/21/2011 10:21:03 >
    DF AQW  Post #: 7
    5/22/2011 4:18:16   
    Fighterlord_965
    Member

    Here are some of my tips for 1v1:

    Use U: If you press U before the battle you can see what class your opponent is using and you know what strategy to use.

    Sliding: I think Doomarenac is best for sliding. A powerful mage or shaman can be a real threat there.

    Rogue/Ninja: These are nightmares in PVP. In 1v1 they dodge and fight while you can't do anything if you're unprepared. Sliding is the best strategy against them. Stay away from them until Footwork/clone moves expire and then attack. Shaman's Elemental Embrace or stun moves can make Rogues suffer.

    Class: Warriors and rogues/ninjas are the most common class in 1V1. Try to use a class that can counter them.
    Post #: 8
    5/22/2011 8:45:51   
    Jason
    banned


    Thanks! I totally forgot about the U feature.

    Do you mind adding a little more info? It seems a bit short.

    < Message edited by Jason3 -- 5/22/2011 8:52:22 >
    DF AQW  Post #: 9
    5/22/2011 12:47:43   
    Rickyb20
    Member

    @Above: You can also type in /who as well to see what class they are using.

    ~Ricky
    AQW  Post #: 10
    5/22/2011 12:52:21   
    Jag Bee
    Banned

     

    You should take away all the icons or at least make them the same size and fix the broken ones.
    Post #: 11
    5/22/2011 17:52:51   
    Jason
    banned


    I wont take away the Icons seeing as they're useful, but I will update the ones that need to be added. I can't make them the same size, I can only make them the same size as the larger ones.

    Fixed Icons, added the /who feature to the Tips. Any other suggestions/things needed to be fixed? Also, any info that needs to be added to the 1v.s1 tips, do tell.

    < Message edited by Jason3 -- 5/22/2011 19:20:58 >
    DF AQW  Post #: 12
    5/22/2011 23:04:27   
    Veonyx
    Banned


    Yep.

    quote:

    Guardian
    By Veonyx


    This particular class is definitively underrated when comparing it to its Verified counterparts such as DragonLord and StarLord. The class is more based on Critical Strikes then anything else which makes the class very inconsistant, however, very deadly. This class is also the Hybrid of the bunch, so it gains stats over a multitude of enhancements. Keep also in mind Guardian re-gains mana in a unique way. The amount of mana re-gained per critical increases the higher the critical amount is and the lower your own health is. In theory you could re-gain your entire mana bar in just 1-2 well done criticals.

    Auto Attack
    Rank Needed: 1
    Mana Cost: 0 Mana
    Cooldown: 2 Seconds
    Type: Physical
    Description: Awefully strong basic attack, trained by all Guardians.

    Guardian Rage
    Rank Needed: 1
    Mana Cost: 15 Mana
    Cooldown: 4 Seconds
    Type: Physical
    Description: Furiously bombard your opponent with strikes. Damages and cripples your target reducing outgoing damage by 5% for 10 seconds. This effect can be stacked up to 3 times.
    Overview: A Guardian's goto second auto attack. It seems to deal a slight amount more damage then regular auto attack and as stated can result in nerfing the opponents damage. This combined with the low
    mana cost and cooldown allows the ability to be used multiple times.

    Keen
    Rank Needed: 2
    Mana Cost: 20 Mana
    Cooldown: 8 Seconds
    Type: Physical
    Description: Use the pointy end of your weapon for stunningly sharp attacks. Applies Keen increasing critical strike chance by 15% and has a chance to stun the target briefly.
    Overview: A Guardian's ace in the hole. This ability used with pretty much any build will allow your critical rate to be above 20% or even in some builds 30% allowing the Guardian to deal swift criticals. The stun chance seems to be about 20% of the time, so it does not occur often. This ability can also be applied indefinitely assuming every Keen the Guardian uses connects. If it does not connect, Keen is not applied. Also to note, Keen is applied to the Guardian themself rather then the target allowing the effect to be carried to multiple targets.

    Guardian Light
    Rank Needed: 3
    Mana Cost: 25 Mana
    Cooldown: 15 Seconds
    Type: Magical
    Description: Empower yourself. Releasing blinding damage if your weapon is Keen, otherwise increases your resistance to incoming blows.
    Overview: A Guardian's defense as well as a good offensive ability. When your weapon is Keen, the ability if it connects will deal a set amount of damage that is dependent on Spell Power. Therefore, the weapon the Guardian uses does not affect the damage this ability produces. As far as the defensive capabilities, the damage you take decreases by an amount also based upon the Guardian's current Spell Power. To note though, if the target is not hit by the damage caused when attempting the shield, the effect will not be applied. Like Keen, it must connect.

    Guardian Blast
    Rank Needed: 5
    Mana Cost: 35 Mana
    Cooldown: 15 Seconds
    Type: Magical
    Description: Calls forth mighty dragon flames to scorch your opponents.
    Overview: Like the damaging capabilities of Guardian Light, this ability is also dependent on Spell Power and does a small amount less damage (50-150 give or take). However, the ability spreads collateral damage to 2 additional targets. The damage those targets take is far less then the initial target, however is very useful for quick easy damage or for group battles.

    Passive Skills:

    Red Shift
    Rank Needed: 4
    Type: Passive
    Description: Haste increased by 10%

    Dragon's Might
    Rank Needed: 4
    Type: Passive
    Description: Strength and Intellect increased by 10%

    Activation Combinations:

    Guardian really only has two real sets of ability combinations. The effectiveness off each is reliant on the build of the Guardian. However depending on the situation, there could be multiple other ways to use the abilities.

  • Keen - Guardian Rage - Guardian Light (Attack) - Guardian Blast - repeat.
  • Guardian Light (Defense) - Keen - Guardian Rage - Guardian Blast - Guardian Light (Attack) - repeat.

    Enhancements:

    Recommended: Guardian does not have a recommended set of enehancements as mentioned. Due to its Hybrid nature, multiple enhancements can be used to benefit its need.

    A list of some useful builds:

  • Critical Damage Guardian: Mostly luck. Will allow massive damage on the attacks that manage to crit on the target. However lacks some Spell Power and Attack Power making the attacks that do not manage to crit far less damage.

  • Hybrid Guardian: Mostly Hybrid. A well rounded build which increases all aspects of the Guardian's strength. This build will not allow much damage on critical strikes rendering Keen's strength not as effective.

  • Magical Guardian: Mostly Wizard. The abilities that rely on Spell Power will greatly benefit from this build allowing the offensive and defensive portions of them to benefit the Guardian. This will effect the Guardian negatively in the area of physical attacks and critical strikes. The amount of damage the Auto Attack and Guardian Rage deal will be significantly lower due to the absense of Strength from this build and the critical strikes will not deal much increased damage.

  • Critical Strike Guardian: Mostly Fighter. Will cause the Guardian to deal many critical strikes and deal increased Physical damage when using this build. However, Spell Power will be very low causing those abilities to suffer as well as critical strikes will only deal limited increased damage.

  • Thief Guardian: Mostly Thief. Will allow the Guardian to apply its shield indifinitely through the battle as well as causing haste to skyrocket. However the damaging capabilities of this build are very low. It is more for a slow but steady kind of person.

    Class Vs. Class.

    Vs Healer: Guardian should come out on top most of the time unless the Healer manages to dodge some attacks or is well trained. Getting the Healer low on health in the start will make Heartbeat useless and will require the Healer to expend mana to heal to allow Heartbeat to deal high damage. Getting the mana low and keeping the health below the max should be your best bet.

    Vs Mage: Mage is a tricky fellow due to the nerfs as well as ranged attacks. Keen is a needed force to beat a Mage. Typically you should shield yourself to reduce the damage that the Ice + Fire combo that usually occurs. After that use Keen and attempt to lower the Mage's health before the Scorched effect fades which would allow the Mage to deal another high damage attack. If the Mage uses Arcane Shield, unleash everything to lower the Mage's mana until it is 0. If the Mage has no mana, it cannot prosper.

    Vs Rogue: Rogue is a gamble everytime. You should apply shield and pray that Keen connects. If it does, spam away on the abilities and hope they connect and crit for the most part. Usually in this situation, you're on your own.

    Vs Warrior: Warrior is also a tricky class. For the most part, apply Keen immediately after stuns so that the effect will benefit you for the longest. Apply a shield whenever you can to reduce Prepared Strike's effectiveness.

    Vs Ninja: Same as Rogue.

    Vs Bard: Bard is difficult due to its fast attack speed and high damage. Bard is actually a Critical Guardian killer since its one ability can take away 5% of critical percent chance from the Guardian. Apply a shield and Keen and hope for criticals.

    Vs Berserker: Berserker should be no problem for the Guardian until its health drops to a low level where Blood for Blood becomes deadly. Lower the Berserker's health with Keen and other abilities and apply a shield when the Berserker drops below half health if you can to hopefully lower the chance of Blood for Blood dealing a lot of damage.

    Vs Chronomancer: Chronomancer like Berserker should be no problem until a specific situation. Typically your should attempt to deal as much damage as possible to the Chronomancer to hopefully kill it before it can stack 4 Temporal Rifts. If indeed 4 are stacked and Riftburn is applied, you are more then likely dead. Kill it before it kills you.

    Vs Clawsuit: Watch out for Rudolph's Revenge. Otherwise a Guardian should win.

    Vs DoomKnight: Get a DoomKnight's health down as quick as possible. This will cause Void Strike to not be as deadly. Usually a DmK will open with a stun. Attempt a shield before the stun to reduce damage dealt while under the stun. After it fades apply Keen and lower the DmK's health as long as possible. If the DmK does not go for the second stun or uses Dark Wound/Blood Rite instead, usually the Guardian should win.

    Vs Defender: Watch out for Retaliation and Crushed. Attempt to shield and Keen before the Defender can apply Crushed. The shield should cancel out Crushed effects allowing normal damage rates. Hope that Retaliation does not crit or crit high and you should be good.

    Vs DragonLord: A DragonLord is like a Physical form of Guardian. Lower the health of the DL at the beginning of the fight with Keen and other abilitiesand attempt a shield when their mana and health get low to prevent a lot of damage from Lifestealer and Cursed Blade.

    Vs Protosatorium: Not needed. Proto is underpowered and usually will not win unless you are very very unlucky.

    Vs Evolved Clawsuit Depends on the ECS user. If they deal Naughty all the time, use shield and then Keen to allow reduced damage from the Naughty hits as well as the Check the List. If they go the Nice route, apply Keen and attempt to deal as much damage as possible before the ECS can apply Blitzen's Blaze or Frostburn.

    Vs Leprechuan: Same as Rogue. However, you have a better chance here due to the longer cooldowns.

    Vs Starlord: Same as Rogue. However, attempt Keen between Shearing stuns to allow maximum effectiveness of the ability.

    Vs Shaman: Apply a shield straight away to lower damage intake and apply Keen. Attempt as much damage as possible in that timeframe. However, if Elemental Embrace is applied, the Guardian will lose 9 times out of 10.

    Vs No Class: Same as Protosatorium.

    Vs Ranger: Attempt to burst down the health of the Ranger before the 5 stacks of Marks can go up. This should cause them to use the stacks on HoT rather then damage. Apply a shield if hit with the DoT to reduce damage.

    PvE and PvP

    PvE: Guardian's should just apply Keen and attack the monster to kill it as fast as
    possible.

    PvP: Guardian is NOT built for 1v2 or 1v3 situations. It's stong point relies
    on the typical 1v1 or group v group situations. You may indeed get lucky on the 1v2 or
    1v3 situations but most of the time you will lose in them especially depending on what
    classes you are facing.

    Code:

    [center][quote][b][size=3][color=#CC0000]Guardian[/color][/size][/b]
    By Veonyx[/quote][/center]
    
    This particular class is definitively underrated when comparing it to its Verified counterparts such 
    as DragonLord and StarLord. The class is more based on Critical Strikes then anything else which 
    makes the class very inconsistant, however, very deadly.
    This class is also the Hybrid of the bunch, so it gains stats over a multitude of enhancements. 
    Keep also in mind Guardian re-gains mana in a unique way. The amount of mana re-gained per 
    critical increases the higher the critical amount is and the lower your own health is. In theory you 
    could re-gain your entire mana bar in just 1-2 well done criticals.
    
    [u][b]Auto Attack[/b][/u]
    Rank Needed: 1
    Mana Cost: 0 Mana
    Cooldown: 2 Seconds
    Type: Physical
    Description: Awefully strong basic attack, trained by all Guardians.
    
    [u][b]Guardian Rage[/b][/u]
    Rank Needed: 1
    Mana Cost: 15 Mana
    Cooldown: 4 Seconds
    Type: Physical
    Description: Furiously bombard your opponent with strikes. Damages and cripples your target reducing 
    outgoing damage by 5% for 10 seconds. This effect can be stacked up to 3 times. 
    [u]Overview[/u]: A Guardian's goto second auto attack. It seems to deal a slight amount more damage then 
    regular auto attack and as stated can result in nerfing the opponents damage. This combined with the low 
    mana cost and cooldown allows the ability to be used multiple times.
    
    [u][b]Keen[/b][/u]
    Rank Needed: 2
    Mana Cost: 20 Mana
    Cooldown: 8 Seconds
    Type: Physical
    Description: Use the pointy end of your weapon for stunningly sharp attacks. Applies Keen increasing 
    critical strike chance by 15% and has a chance to stun the target briefly.
    [u]Overview[/u]: A Guardian's ace in the hole. This ability used with pretty much any build will allow 
    your critical rate to be above 20% or even in some builds 30% allowing the Guardian to deal swift 
    criticals. The stun chance seems to be about 20% of the time, so it does not occur often. This ability 
    can also be applied indefinitely assuming every Keen the Guardian uses connects. If it does not 
    connect, Keen is not applied. Also to note, Keen is applied to the Guardian themself rather then the 
    target allowing the effect to be carried to multiple targets.
    
    [u][b]Guardian Light[/b][/u]
    Rank Needed: 3
    Mana Cost: 25 Mana
    Cooldown: 15 Seconds
    Type: Magical
    Description: Empower yourself. Releasing blinding damage if your weapon is Keen, otherwise 
    increases your resistance to incoming blows.
    [u]Overview[/u]: A Guardian's defense as well as a good offensive ability. When your weapon 
    is Keen, the ability if it connects will deal a set amount of damage that is dependent on Spell 
    Power. Therefore, the weapon the Guardian uses does not affect the damage this ability produces.
     As far as the defensive capabilities, the damage you take decreases by an amount also based 
    upon the Guardian's current Spell Power. To note though, if the target is not hit by the damage 
    caused when attempting the shield, the effect will not be applied. Like Keen, it must connect.
    
    [u][b]Guardian Blast[/b][/u]
    Rank Needed: 5
    Mana Cost: 35 Mana
    Cooldown: 15 Seconds
    Type: Magical
    Description: Calls forth mighty dragon flames to scorch your opponents.
    [u]Overview[/u]: Like the damaging capabilities of Guardian Light, this ability is also dependent 
    on Spell Power and does a small amount less damage (50-150 give or take). However, the ability 
    spreads collateral damage to 2 additional targets. The damage those targets take is far less then
     the initial target, however is very useful for quick easy damage or for group battles.
    
    [u][b]Passive Skills:[/b][/u]
    
    [b]Red Shift[/b]
    Rank Needed: 4
    Type: Passive
    Description: Haste increased by 10%
    
    [b]Dragon's Might[/b]
    Rank Needed: 4
    Type: Passive
    Description: Strength and Intellect increased by 10%
    
    [u][b][color=#CC0000]Activation Combinations:[/color][/b][/u]
    
    Guardian really only has two real sets of ability combinations. The effectiveness off each is 
    reliant on the build of the Guardian. However depending on the situation, there could be 
    multiple other ways to use the abilities.
    
    [*]Keen - Guardian Rage - Guardian Light (Attack) - Guardian Blast - repeat.
    [*]Guardian Light (Defense) - Keen - Guardian Rage - Guardian Blast - Guardian Light (Attack) - repeat.
    
    [u][b][color=#CC0000]Enhancements:[/color][/b][/u]
    
    [u]Recommended[/u]: Guardian does not have a recommended set of enehancements as 
    mentioned. Due to its Hybrid nature, multiple enhancements can be used to benefit its need.
    
    A list of some useful builds:
    
    [*]Critical Damage Guardian: Mostly luck. Will allow massive damage on the attacks that 
    manage to crit on the target. However lacks some Spell Power and Attack Power making the 
    attacks that do not manage to crit far less damage.
    
    [*]Hybrid Guardian: Mostly Hybrid. A well rounded build which increases all aspects of the 
    Guardian's strength. This build will not allow much damage on critical strikes rendering Keen's 
    strength not as effective.
    
    [*]Magical Guardian: Mostly Wizard. The abilities that rely on Spell Power will greatly benefit 
    from this build allowing the offensive and defensive portions of them to benefit the Guardian. 
    This will effect the Guardian negatively in the area of physical attacks and critical strikes. 
    The amount of damage the Auto Attack and Guardian Rage deal will be significantly lower 
    due to the absense of Strength from this build and the critical strikes will not deal much increased damage.
    
    [*]Critical Strike Guardian: Mostly Fighter. Will cause the Guardian to deal many critical strikes 
    and deal increased Physical damage when using this build. However, Spell Power will be very
     low causing those abilities to suffer as well as critical strikes will only deal limited increased damage.
    
    [*]Thief Guardian: Mostly Thief. Will allow the Guardian to apply its shield indifinitely through 
    the battle as well as causing haste to skyrocket. However the damaging capabilities of this 
    build are very low. It is more for a slow but steady kind of person.
    
    [color=#CC0000][u][b]Class Vs. Class.[/b][/u][/color]
    
    [b]Vs Healer[/b]: Guardian should come out on top most of the time unless the Healer manages
     to dodge some attacks or is well trained. Getting the Healer low on health in the start will make 
    Heartbeat useless and will require the Healer to expend mana to heal to allow Heartbeat to 
    deal high damage. Getting the mana low and keeping the health below the max should be your best bet.
    
    [b]Vs Mage[/b]: Mage is a tricky fellow due to the nerfs as well as ranged attacks. Keen is a 
    needed force to beat a Mage. Typically you should shield yourself to reduce the damage that 
    the Ice + Fire combo that usually occurs. After that use Keen and attempt to lower the Mage's
     health before the Scorched effect fades which would allow the Mage to deal another high
     damage attack. If the Mage uses Arcane Shield, unleash everything to lower the Mage's 
    mana until it is 0. If the Mage has no mana, it cannot prosper.
    
    [b]Vs Rogue[/b]: Rogue is a gamble everytime. You should apply shield and pray that Keen 
    connects. If it does, spam away on the abilities and hope they connect and crit for the most 
    part. Usually in this situation, you're on your own.
    
    [b]Vs Warrior[/b]: Warrior is also a tricky class. For the most part, apply Keen immediately 
    after stuns so that the effect will benefit you for the longest. Apply a shield whenever you can
     to reduce Prepared Strike's effectiveness.
    
    [b]Vs Ninja[/b]: Same as Rogue.
    
    [b]Vs Bard[/b]: Bard is difficult due to its fast attack speed and high damage. Bard is actually
     a Critical Guardian killer since its one ability can take away 5% of critical percent chance 
    from the Guardian. Apply a shield and Keen and hope for criticals.
    
    [b]Vs Berserker[/b]: Berserker should be no problem for the Guardian until its health drops
     to a low level where Blood for Blood becomes deadly. Lower the Berserker's health with Keen
     and other abilities and apply a shield when the Berserker drops below half health if you can 
    to hopefully lower the chance of Blood for Blood dealing a lot of damage.
    
    [b]Vs Chronomancer[/b]: Chronomancer like Berserker should be no problem until a specific
     situation. Typically your should attempt to deal as much damage as possible to the 
    Chronomancer to hopefully kill it before it can stack 4 Temporal Rifts. If indeed 4 are stacked
     and Riftburn is applied, you are more then likely dead. Kill it before it kills you.
    
    [b]Vs Clawsuit[/b]: Watch out for Rudolph's Revenge. Otherwise a Guardian should win.
    
    [b]Vs DoomKnight[/b]: Get a DoomKnight's health down as quick as possible. This will cause
     Void Strike to not be as deadly. Usually a DmK will open with a stun. Attempt a shield before
     the stun to reduce damage dealt while under the stun. After it fades apply Keen and lower
     the DmK's health as long as possible. If the DmK does not go for the second stun or uses 
    Dark Wound/Blood Rite instead, usually the Guardian should win.
    
    [b]Vs Defender[/b]: Watch out for Retaliation and Crushed. Attempt to shield and Keen before 
    the Defender can apply Crushed. The shield should cancel out Crushed effects allowing normal
     damage rates. Hope that Retaliation does not crit or crit high and you should be good.
    
    [b]Vs DragonLord[/b]: A DragonLord is like a Physical form of Guardian. Lower the health 
    of the DL at the beginning of the fight with Keen and other abilitiesand attempt a shield when
     their mana and health get low to prevent a lot of damage from Lifestealer and Cursed Blade.
    
    [b]Vs Protosatorium[/b]: Not needed. Proto is underpowered and usually will not win unless 
    you are very very unlucky.
    
    [b]Vs Evolved Clawsuit[/b] Depends on the ECS user. If they deal Naughty all the time, use 
    shield and then Keen to allow reduced damage from the Naughty hits as well as the Check 
    the List. If they go the Nice route, apply Keen and attempt to deal as much damage as possible
     before the ECS can apply Blitzen's Blaze or Frostburn.
    
    [b]Vs Leprechuan[/b]: Same as Rogue. However, you have a better chance here due to the 
    longer cooldowns. 
    
    [b]Vs Starlord[/b]: Same as Rogue. However, attempt Keen between Shearing stuns to allow
     maximum effectiveness of the ability.
    
    [b]Vs Shaman[/b]: Apply a shield straight away to lower damage intake and apply Keen. 
    Attempt as much damage as possible in that timeframe. However, if Elemental Embrace is 
    applied, the Guardian will lose 9 times out of 10.
    
    [b]Vs No Class[/b]: Same as Protosatorium.
    
    [b]Vs Ranger[/b]: Attempt to burst down the health of the Ranger before the 5 stacks of
    Marks can go up. This should cause them to use the stacks on HoT rather then damage.
    Apply a shield if hit with the DoT to reduce damage.
    
    [color=CC0000][b][u]PvE and PvP[/color][/b][/u]
    
    [b]PvE[/b]: Guardian's should just apply Keen and attack the monster to kill it as fast as 
    possible.
    
    [b]PvP[/b]: Guardian is [b]NOT[/b] built for 1v2 or 1v3 situations. It's stong point relies 
    on the typical 1v1  or group v group situations. You may indeed get lucky on the 1v2 or 
    1v3 situations but most of the time you will lose in them especially depending on what 
    classes you are facing.





  • AQ  Post #: 13
    5/23/2011 6:55:11   
    Jason
    banned


    Thanks again Veo! If you guys have ANY more suggestions or updates for this guide, please do tell! I'm planning submitting this guide in the Pending Approval's tommorow around 6 PM Eastern Time. Posted the guide, feel free to continue to add suggestions.

    < Message edited by Jason3 -- 5/24/2011 21:04:25 >
    DF AQW  Post #: 14
    5/25/2011 8:07:06   
    Knight of the Dragon
    Member

    @Jason3
    I'll suggest adding this up to your guide since sliders can be a real pain.

    I hope this helps!


    How to Counter Sliding:


    Counter 1:
    Ranged Attacks and Classes
    Usually the best option against them. Go up with them with any class that has a Ranged Skill and let that be on of your main skills to use against them. (Providing they are Mana Wise and Situation Wise)

    Counter 2: Go with the Flow
    One of the things I do against sliders is go with them on the moving. Follow them wherever they go. You see them go right, click to the right, vice-versa. Spamming the Auto Attack key is NOT wise to use. You run, stop, run, stop, run, stop etc. while the opponent is still moving. It'll be hard to get in close this way, so clicking is the best option.

    Counter 3:
    Stuns
    Another great counter to use against them. Stuns will keep them in place for a short amount of time and allow you to dish out the damage and hopefully, kill them in the process. Great Stunning Classes are Warrior, Ninja, and Starlord.

    [b][size=2][color=#990000]How to Counter Sliding:[/color][/color][/size][/b]
    [b]
    [color=#990000]Counter 1:[/b] [/color][color=#990000]Ranged Attacks and Classes[/color]
    Usually the best option against them. Go up with them with any class that has a 
    Ranged Skill and let that be on of your main skills to use against them. (Providing they are Mana Wise and Situation Wise)
    
    [color=#990000][b]Counter 2:[/b][/color] [color=#990000]Go with the Flow[/color]
    One of the things I do against sliders is go with them on the moving. Follow them wherever they go. 
    You see them go right, click to the right, vice-versa. Spamming the Auto Attack key is NOT wise to use. 
    You run, stop, run, stop, run, stop etc. while the opponent is still moving. It'll be hard to get in close this way, so clicking is the best option.
    [b]
    [color=#990000]Counter 3:[/b] [/color][color=#990000]Stuns[/color]
    Another great counter to use against them. Stuns will keep them in place for a short amount of time and 
    allow you to dish out the damage and hopefully, kill them in the process. Great Stunning Classes are Warrior, Ninja, and Starlord.


    ~Knight of the Dragon



    _____________________________

    DF AQW Epic  Post #: 15
    5/25/2011 11:21:17   
    Jason
    banned


    Thank you, I added it to the 1v1 tips section, seeing as sliding is a huge issue in 1v1 PvP Action.
    DF AQW  Post #: 16
    5/26/2011 0:11:51   
      Abraska

    Tree Defier
    AQW Q&A/Bugs/Guides


    Your guide has the potential to be approved however the current state of formatting, organization, grammar, and uniformity does not meet approval standards as felt by us ArchKnights. We suggest that you take the various contributions/info within your post and rewrite/edit as necessary to have the guide appear to reflect a well thought out design of one author but still preserve the fact that many authors made the guide by having a detailed credits section. Also, it appears you are still in the process of building the guide as indicated by how you are still adding to it. Once you feel you are done adding to the guide, it would be more appropriate for approval. As always, feel free to contact us if you have questions regarding this matter.

    Have a good one.
    AQW Epic  Post #: 17
    5/26/2011 6:47:38   
    Jason
    banned


    Fixed Grammer. If I may ask, what's wrong with the Formatting and Organization? I believe that this set up is unique, and will catch the eye of someone in dire need of PvP information.
    Do you think a more updated Table of Contents would work? One such as Beowolve's that when you click it, brings you to the section?

    < Message edited by Jason3 -- 5/26/2011 7:04:57 >
    DF AQW  Post #: 18
    5/26/2011 18:52:12   
      Abraska

    Tree Defier
    AQW Q&A/Bugs/Guides


    The formatting and organization is currently very disorienting and hard to read. Currently, you are relying on the formatting and organization of the various guide contributors which works for each guide individually but not for the guide as a whole. Basically, we feel that you should avoid just copying and pasting the guides together. We're looking for an effort made by you to unify the guide. This was brought up when Wxo had the guide and there was an understanding that this would be done prior to approval. An updated table of contents would help but not solve the issue at hand.

    As a guide writer myself, I suggest that you take a detailed read through of the guide. I had to fully proofread mine 13+ times myself (I am sorely tired of reading it now, lolz) just to get all the typos and formatting issues even though I personally wrote the whole thing. Do a thorough proofread and you'll see that it does need a lot of work. For example, I can see signs of incompleteness and indications that it is not the final version of the guide among other things.

    We're always willing to help. Have a good one.
    AQW Epic  Post #: 19
    5/26/2011 20:07:53   
    Jason
    banned


    Alright, thanks. Any suggestions on making it easier to read? (This goes for everybody, not just Ab)
    DF AQW  Post #: 20
    5/27/2011 8:47:56   
    Sutto
    Member

    perhaps a diff table of contents set up
    [I] General Advanced PvP Tips
    a.
    b.
    etc.
    [II] Advanced Class Guides
    a.
    b.
    etc.
    makes it easier for someone to search for curtain things
    DF MQ AQW  Post #: 21
    5/27/2011 10:58:29   
    Silveis
    Member

    quote:

    PvP Vocabulary

    I guess you could add Rage Quitting, Room Hopping, AoE (Area of Effect, referring to multi target skills), BB, DA (doomarena),
    and any more PvP terms and acronyms you know to this section lol.

    quote:

    Restorers A and B Level 255, Damage: None yet Team A and B Bosses Level 250
    Team A and B Brawlers Level 255
    And of course Your enemies level 1-30 Damage I will say 20-3k+


    This section is really weird.
    You can probably see what is wrong with this.
    Anyways, I recommend you hop into BB and get the average damage of each NPC.
    Also fix Enemies lv 1-30 to 1-35.
    You should also find the amount of points that each NPC gives.


    quote:

    0004Techniques to win

    Everyone wants to win. Now, here are the techniques

    First, tell your team to attack restorers, then brawlers to hold down opposing team. Get 3 people level 27-35 to hold them.
    If someone's running back and fourth, use Rogue and Viper's Kiss (Rogue Skill) on them so they will be poisoned when they run and deal damage.
    If everyone leaves and your left, it's impossible to win right now, so you just better leave

    This sentence is weird, do you mean a teammate sliding? Or an attacking enemy?
    The Rogue's DoT by itself is pretty weak. And not Everybody will be using Rogue in battle.
    You could replace that sentence with something along the lines of...

    If one or more of your teammates are sliding against an NPC (which is not advised),
    press the 1 button or click Auto Attack to follow the traveling NPC while using your skills as you normally would.

    If the Opposing Team comes to attack you while you and your teammates as you are fighting NPC's,
    defeat the enemy players quickly if you have the advantage.
    If you are at a slight disadvantage, escape from the room so you won't take additional damage from NPC's and start attacking the enemy player(s) if you think you can win.
    If you are at a huge disadvantage, flee from the NPC's and wait for reinforcements or try to defend your NPC's.


    The guide is nice idea, and as Ab has said it feels a bit in-complete and the first part should be given more attention.
    I also felt that the 1v1 section probably should have been placed BEFORE the advanced class strategies part.
    AQW  Post #: 22
    5/27/2011 11:28:04   
      Technomancer

    Does not need a map
    (AQW Guides/MQAM)


    quote:

    Alright, thanks. Any suggestions on making it easier to read?


    What Abraska already pointed is pretty much the main issue at hand here. It's best to solve the core problem rather than pointing out 'minor' changes here and there. New table of contents, switching around info, ... is needed, but will come naturally when you work your way through the guide again.

    The first thing you have to do is to take a look at all the information you have. Then you should think about how you'd like to present that information. Think of the current guide as your ''version one''. Think about how you want the finished guide to look like, how to present the info. Slowly rewrite everything in your own words, reorganise, reformat, ... that pile of info from various authors into a new guide which reflects your opinion as the guide writer. That should already make it much easier to go through/make it more pleasant to read.

    After that you can start polishing the guide to get rid of the small errors.
    AQ DF  Post #: 23
    5/27/2011 11:49:00   
    Jason
    banned


    Thank you for your information, Technomancer.

    I updated the Table of Contents to more like Sutto's idea. Tell me what you guys think. If someone is willing to teach me how to get the table of contents more like Beowolve's guide, I'd gladly update it so it is more easier to access the required area they are searching for.

    As for Silveis's corrections, I will get on them A.S.A.P. Finished. Do you guys think it will be easier with 1v1 at section 2, then at section 3? Went ahead and put 1v.s1 at section two.

    Finished almost everything, still need to revise, more suggestions are greatly appreciated, and, new formatting ideas would be appreciated as well.
    Thanks

    < Message edited by Jason3 -- 5/27/2011 17:29:28 >
    DF AQW  Post #: 24
    5/31/2011 1:49:35   
    Sypherix
    Member

    I would like to have a suggestion please.... P.S it is okay if you dont accept it or not any replies appreciated!


    Dictionary of AQWorlds PvP

    Statbuild- Your stats (eg. 3 luck 1 fighter) on your equipment enhances

    Damage Range- The weapon damage range is like.... eg. your weapon has a damage range 77-95,Randomly the game engine will choose a damage between your damage range like i hit 88 damage without any other enhancements with my 77-95 damage ranged weapon that is Damage Range, There is four kinds of Damage Range one is Wide Range "18-162" and a "0-180" (eg. hex blade of nulgath),Medium Range "58-114" based on a level 35 (eg.Brawler Dagger),Small Range "72-95" (eg. Default Sword),Remember Weapon Damage Range is the one you see in your weapon's description and Modified Damage Range is the one with all the modifiers all used.

    Roomhop- Basically switching rooms in a pvp room to escape from an enemy/so the enemy wont target you.

    Sliding- Basically attacking while randomly moving in any direction close or far from the enemy so the enemy will have a hard time targetting you while you are having the advantage of attacking the enemy continuosly. But its not just like moving randomly anywhere while attacking sliding away from the enemy's range is recommended!

    Auto Target- using a skill or auto attack to automattically target a sliding opponent and counter it...

    The "U" button- The "u" letter on your keyboard DUH while in pvp press u to know what is your opponent(s) class and you will know what tactic you will use

    Camping- Basically staying in a strategic location in a PvP map to gain advantage to whom goes into it. In AQWorlds it is like staying in a room full of restorers or a brawler while tempting a class with an AoE skill. and when it does thee brawler/restorers attack him/her, Or staying in a position wherein players cannot target you with clicking. One example of camping is sliding around an allied brawler and will make the opponent accidentally click the brawler or hit the brawler with a ranged skill. This is really important in a PvP battle ground where it has multiple rooms.


    Hope that helps!
    Any replies appreciated!





    < Message edited by Sypherix -- 5/31/2011 1:54:54 >


    _____________________________

    AQW  Post #: 25
    Page:   [1] 2 3   next >   >>
    All Forums >> [Artix Entertainment Games] >> [AdventureQuest Worlds] >> AQWorlds Guides >> Pending Guides >> [archived] Advanced PvP Strategies Guide.
    Page 1 of 3123>
    Jump to:





    Icon Legend
    New Messages No New Messages
    Hot Topic w/ New Messages Hot Topic w/o New Messages
    Locked w/ New Messages Locked w/o New Messages
     Post New Thread
     Reply to Message
     Post New Poll
     Submit Vote
     Delete My Own Post
     Delete My Own Thread
     Rate Posts




    Forum Content Copyright © 2012 Artix Entertainment, LLC.

    "AdventureQuest", "DragonFable", "MechQuest", "EpicDuel", "BattleOn.com", "AdventureQuest Worlds", "WarpForce.com", "Artix Entertainment", "Artix"
    and all game character names are either trademarks or registered trademarks of Artix Entertainment, LLC. All rights are reserved.
    PRIVACY POLICY | Forum Home


    Forum Software © ASPPlayground.NET Advanced Edition