Monday 9 May 2011

On guild battles

Guides to guild battles that start out saying what you can do are nice, but they may lead to a newbie coming to guild battle and ruining everything, because they have not been told what not to do. So, this is a guide concentrating on what not to do.

What not to do in guild battles

Avoid hitting clerics you have doubts about winning, especially the inactive ones. Mages are to avoided, too, the same principle applies, except losing to a cleric is worse.

If you are not unusually strong on attack, your safe target is about 100 levels below you. If you lose to cleric. they will heal all opponent players in their gate with 10 health. If you lose to a mage, he inflicts 10 damage to all members in you guild who are in the same gate as you.

If a player has 2,000+ heath, it maybe more useful to hit those who have less than 2,000, especially in one hour festival battles, because you will waste all tokens on one target, and it may not be wise. Trying to take down an opponent with 6,000 health is generally a waste of tokens, especially when you are stunned and hit with ~33% of your damage.

Useful tips, and how can they turn bad

You always win against a polymorphed target. If you have a strong mage to polymorph for you, and if the target can be polymorphed, you can win them, no matter how tiny your strength. When an opponent is polymorphed, they have an icon next to their name, and when you slide your mouse over it, it says polymorph. However, if a mage and a rogue have announced teamwork on a target, intervening can be hazardous.

It is also not recommended to hit a morphed target when you are stunned. Generally mages morph targets nobody can win against otherwise. If you are stunned and hit with your decreased damage, a mage has to use up another token to morph the target, resulting the mage using 2 or 3 tokens where they could just have used 1.

You do 45 points more damage to a poisoned target, but as above, it is not recommended to hit a poisoned target when stunned. And unlike against a morphed target, you can lose to a poisoned target.

If your objective is to farm coins, and you encounter a small guild, or if victory is ensured, clerics and mages do not have to attack to get points. Clerics can heal, and mages can polymorph, both can be done multiple times on the same target. Also, you may want to keep some enemy clerics alive, and smaller levels to suicide against them, so they'd generate more hittable players.

Opponents that you may want to avoid

These abilities are unfortunately undetectable until someone attacks the opponent, and it could be helpful to inform your guild when you see those.

A rogue with evade. This ability gives owner a chance to evade damage. If you attack someone and you win, but they evade, it is actually a loss, considering your got nothing for wasting a token. Battle points, yes, but not what you went for.

A rogue with Deshara. Upon victory, a rogue does more damage than other classes anyway, but a rogue with Deshara does extra 40 damage.

A mage with Zurran. Upon victory, a mage inflicts 10 damage to all players in your gate, but a mage with Zurran inflicts 18 damage.

A cleric with Sanna. Upon victory, a cleric heals 10 health to all players in her gate, but a cleric with Sanna heals 14 health.

Any class with Daphne. Upon defensive victory, Daphne deflects 20 of opponent's damage back to opponent

On being stunned

For experimenting, warriors are the safest targets, because losing to a rogue takes more health from you. But when you are stunned, suiciding rogues can be preferred, because you can't lose any more health.

When you are stunned, you can be useful to your guild in making suicide attacks to the highest rogues or warriors you can find, assuming it's sensible to attack them.

Normal guild battle considers you stunned when you have 0 heath, festival guild battle considers at 200 health. For both types of battle, members are subtracted from guild health bar, if they have health below 200.

Opponents can use their powers whet they have health above 0. For that reason, inactive members should be hit below 200, but actives should be taken completely down.

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