In need of combat tips

by Neos

Back to Combat Guide.

Neos2010-09-29 07:36:45
So I'm trying to get into combat and I have some combos, but I'm still a complete noob and need help developing viable strategies to pull off kills or at least help others pull of kills.
Tri-Trans for guild skills

Just searching for any possible combinations that will help me get kills in and out of my meld, or at least force my opponent to run or help others get kills.

Edit: Meant to put them up, but it slipped my mind, what with it being 4 in the morning.
CODE
Guild Skills          Rank           Pool
-------------         ------------   ------------
Elementalism          Transcendent   Mysticism
    Aquamancy
Psionics              Transcendent   Intellect
    Telepathy
Illusions             Transcendent   Intellect
    Phantasms
Raeri2010-09-29 07:53:55
Tertiary and guild would be kind of helpful.
Shaddus2010-09-29 07:55:45
QUOTE (Raeri @ Sep 29 2010, 01:53 AM) <{POST_SNAPBACK}>
Tertiary and guild would be kind of helpful.

He's a TP Aquamancer.
Neos2010-09-29 15:45:23
jarbump.gif
Unknown2010-09-29 21:33:00
Leave Celest.
Join Mag.
Better.



*5 sec answer provided*
Shaddus2010-09-29 21:41:35
he didn't ask for an easy button, he asked to improve what he already has.
Neos2010-09-29 23:16:22
QUOTE (Sahmiam Mes'ard @ Sep 29 2010, 05:33 PM) <{POST_SNAPBACK}>
Leave Celest.
Join Mag.
Better.



*5 sec answer provided*


Pay my fine, give me credits to retrans the elementalism skill. And ...no.
What Shaddus said.

Expanding on my question since it's very general.
What are different viable strategies against all the different classes/guilds?
Neos2010-09-30 21:21:32
jarbump.gif
I know people are at least reading it.
Lehki2010-09-30 21:57:44
QUOTE (AquaNeos @ Sep 29 2010, 07:16 PM) <{POST_SNAPBACK}>
What are different viable strategies against all the different classes/guilds?

Kill them.

Srsly, that's a bad question. Just do a lot of spars and charge head first into fights you'll doubt you'll win and log everything, then read those logs. Then ask other people to look at said logs.
Neos2010-09-30 23:32:07
QUOTE (Lehki @ Sep 30 2010, 05:57 PM) <{POST_SNAPBACK}>
Kill them.

Srsly, that's a bad question. Just do a lot of spars and charge head first into fights you'll doubt you'll win and log everything, then read those logs. Then ask other people to look at said logs.


Not asking for: You use this skill with this, then do this, then do this and that and uWin.
I worded my question wrong and didn't explain myself properly. Since I'm a complete novice to combat, I don't really know the best combination of skills that would work against all the different classes. I'm simply asking what to work towards with the skills I have to either get a kill, or at least get them to a point in which they run so I can get away or wait for others.
Shaddus2010-10-01 00:34:51
the most important thing you can learn is when its worth it, and when its not.
Kio2010-10-01 03:34:05
(Don't yell at me for trying to help! RAWR!)

Use the force debate. Is it a cheap tactic? Yup. Does it work? You betchya. (Macro = Set mindset for X/Either Stupidity or Reckless/force debate using whatever is weak to X/Vamp). Remember, you need to catch them on balance, but that's not too difficult if you're sneaky!

Lots of people say different things after this. I'll just tell you what I did (that worked for me).

Save your balances. Use all three at the same time. This gives you a little more control over the situation. You'll know exactly when you can recast phantom, claws, run, center, tumble, web, etc. without having to guess which channel you're still waiting on.

A second reason for this is to give you better control over your illusions. (More in a minute!)

Sit down and think to yourself, what kind of combos do I need to think of? Well, first you'll want combos for group combat, as they're the easiest. What can you do in a group that maximizes your helpfulness? Stupidity and recklessness. And lots of the two. Throw addiction in there (just in case you don't know why - addiction will DOUBLE they'll sip balance!). Vamp your heart out. Every two or three combos, do a stupidity/egoscan combo. If you can get the mindburst, game's over.

Next, you'll need to think of ways to hinder someone in a group situation. Stupidity, of course. Paralysis will work remarkably for people with low discipline, but only so-so on people near your might. Stupidity/Paralysis is, of course, a very useful way to hinder monks. Epilepsy will throw them off EQ, hallucinations will stun them from time to time, and pacify will make 'em not hit you. Combine a few of these - see what combos what and what combos don't.

Finally, you'll want combos designed to get a mindburst in. The key here is to understand that this is the bulk of your offense. Only hinder when you NEED to. Hindering is also a decent way to start a fight. Spend most of your free time (free time being that where you aren't in immediate danger!) using these. What makes a good killing combo, though? Well, your goal is to keep your opponent from sipping bromides. You basically have two ways to do this: make them sip health or mana, or stick addiction long enough for it to do its job (eight seconds off sip balance will destroy someone. If you can get two addiction sips back-to-back, you'll be quite a few of people.)

Remember to ALWAYS keep phantom and claws up. Claws lasts 60 seconds, and tics every 10 seconds. Not sure about phantom. Phantom will passively hinder, as well as help you stick your mental afflictions. Claws will not only cause health damage, but mana damage (as they'll need to be clotting). This is one way to keep them from sipping bromides. Another way to use your turtle's breath in your killing combos, specifically your addiction combo. Back to killing!

Remember to ALWAYS put 'psi shatter @target' as the first line in your combos. This is twofold. First, it will make sure you never hit a psishield. Second, you'll find that in an alias with multiple lines, there's a small between the first line and the rest, but the rest will go through at the same time. You're main combo should be psi shatter/turtle breath/recklessness/addiction/vamp. Turtle breath for damage. The recklessness should be cured by focus mind, leaving the HIDDEN addiction there. After recklessness is cured, there's a good chance they'll sip health to cure the turtle breath, but this should happen before they diagnose, meaning addiction will hit the health potion. Follow up with stupidity/addiction/vamp, and throw in a few turtle breath/stupidity/recklessness combos, as well. Every so often, do a stupidity/egoscan, and burst the SECOND you know you can. Remember that if you try to burst someone who ISN'T half ego, you'll still lose the power.

That's the basics of what I did with Telepathy (and hey, it worked for me!). Now, there's another reason I would use my channels all together. Fun fact: focus mind will use mana even if it doesn't cure something. Another fun fact: using your channels all at once means you can fit TWO illusions (a total of FOUR herb balances!) between your combos. The purpose of illusions is to keep your opponent off herb balance for as long as possible. The easiest (and most predictable) way to do this is using supersling illusions (Runes). There are two illusions which work remarkably well in particular, but that's for you to find out. Sometimes your opponents will wise up, and start ignoring your illusions. Good. Use different ones. Throw out a mucous illusions (Transmology) for cleanse. Use burst vessel illusions to get them to sip health. Use random herbal illusions, even if it only gets them to eat one herb. Any illusion is better than no illusion. Just remember, even though they don't do anything to your opponent, their system won't know the difference (for the most part!).

Another great thing to start doing is timing your important telepathy combos with your demesne hit. Make a delayed timer that pops up about three seconds before your effects hit. Anticipate them hitting. You'll learn to feel the perfect time to hit enter to hit them with all your effects, a telepathy combo, and an illusion all at once.

Other than that, the game turns into keeping them in your demesne. Learn beastmastery up to Gust, it's the easiest way to get someone in there. Beast gust/move/icewall. Until then, try using paralysis/stupidity/psychicpush. It's tough, but be as creative as you can.

Anywho, there are lots of other people who could probably give you much better advice (and will probably call me an idiot). That being said, don't ever disregard someone says because someone told you to. Make your own mistakes. Also, don't ever do something just because someone told you it was a good idea. Use their ideas as a starting point. It's merely a platform from which you must take your own creative high dive into the shark infested combat pool. You'll figure it out, even if everyone says you're an idiot. Don't give up just because you struggle; that's the only way to lose the game.
Neos2010-10-01 03:58:00
QUOTE (Kio @ Sep 30 2010, 11:34 PM) <{POST_SNAPBACK}>
(Don't yell at me for trying to help! RAWR!)

Use the force debate. Is it a cheap tactic? Yup. Does it work? You betchya. (Macro = Set mindset for X/Either Stupidity or Reckless/force debate using whatever is weak to X/Vamp). Remember, you need to catch them on balance, but that's not too difficult if you're sneaky!

Lots of people say different things after this. I'll just tell you what I did (that worked for me).

Save your balances. Use all three at the same time. This gives you a little more control over the situation. You'll know exactly when you can recast phantom, claws, run, center, tumble, web, etc. without having to guess which channel you're still waiting on.

A second reason for this is to give you better control over your illusions. (More in a minute!)

Sit down and think to yourself, what kind of combos do I need to think of? Well, first you'll want combos for group combat, as they're the easiest. What can you do in a group that maximizes your helpfulness? Stupidity and recklessness. And lots of the two. Throw addiction in there (just in case you don't know why - addiction will DOUBLE they'll sip balance!). Vamp your heart out. Every two or three combos, do a stupidity/egoscan combo. If you can get the mindburst, game's over.

Next, you'll need to think of ways to hinder someone in a group situation. Stupidity, of course. Paralysis will work remarkably for people with low discipline, but only so-so on people near your might. Stupidity/Paralysis is, of course, a very useful way to hinder monks. Epilepsy will throw them off EQ, hallucinations will stun them from time to time, and pacify will make 'em not hit you. Combine a few of these - see what combos what and what combos don't.

Finally, you'll want combos designed to get a mindburst in. The key here is to understand that this is the bulk of your offense. Only hinder when you NEED to. Hindering is also a decent way to start a fight. Spend most of your free time (free time being that where you aren't in immediate danger!) using these. What makes a good killing combo, though? Well, your goal is to keep your opponent from sipping bromides. You basically have two ways to do this: make them sip health or mana, or stick addiction long enough for it to do its job (eight seconds off sip balance will destroy someone. If you can get two addiction sips back-to-back, you'll be quite a few of people.)

Remember to ALWAYS keep phantom and claws up. Claws lasts 60 seconds, and tics every 10 seconds. Not sure about phantom. Phantom will passively hinder, as well as help you stick your mental afflictions. Claws will not only cause health damage, but mana damage (as they'll need to be clotting). This is one way to keep them from sipping bromides. Another way to use your turtle's breath in your killing combos, specifically your addiction combo. Back to killing!

Remember to ALWAYS put 'psi shatter @target' as the first line in your combos. This is twofold. First, it will make sure you never hit a psishield. Second, you'll find that in an alias with multiple lines, there's a small between the first line and the rest, but the rest will go through at the same time. You're main combo should be psi shatter/turtle breath/recklessness/addiction/vamp. Turtle breath for damage. The recklessness should be cured by focus mind, leaving the HIDDEN addiction there. After recklessness is cured, there's a good chance they'll sip health to cure the turtle breath, but this should happen before they diagnose, meaning addiction will hit the health potion. Follow up with stupidity/addiction/vamp, and throw in a few turtle breath/stupidity/recklessness combos, as well. Every so often, do a stupidity/egoscan, and burst the SECOND you know you can. Remember that if you try to burst someone who ISN'T half ego, you'll still lose the power.

That's the basics of what I did with Telepathy (and hey, it worked for me!). Now, there's another reason I would use my channels all together. Fun fact: focus mind will use mana even if it doesn't cure something. Another fun fact: using your channels all at once means you can fit TWO illusions (a total of FOUR herb balances!) between your combos. The purpose of illusions is to keep your opponent off herb balance for as long as possible. The easiest (and most predictable) way to do this is using supersling illusions (Runes). There are two illusions which work remarkably well in particular, but that's for you to find out. Sometimes your opponents will wise up, and start ignoring your illusions. Good. Use different ones. Throw out a mucous illusions (Transmology) for cleanse. Use burst vessel illusions to get them to sip health. Use random herbal illusions, even if it only gets them to eat one herb. Any illusion is better than no illusion. Just remember, even though they don't do anything to your opponent, their system won't know the difference (for the most part!).

Another great thing to start doing is timing your important telepathy combos with your demesne hit. Make a delayed timer that pops up about three seconds before your effects hit. Anticipate them hitting. You'll learn to feel the perfect time to hit enter to hit them with all your effects, a telepathy combo, and an illusion all at once.

Other than that, the game turns into keeping them in your demesne. Learn beastmastery up to Gust, it's the easiest way to get someone in there. Beast gust/move/icewall. Until then, try using paralysis/stupidity/psychicpush. It's tough, but be as creative as you can.

Anywho, there are lots of other people who could probably give you much better advice (and will probably call me an idiot). That being said, don't ever disregard someone says because someone told you to. Make your own mistakes. Also, don't ever do something just because someone told you it was a good idea. Use their ideas as a starting point. It's merely a platform from which you must take your own creative high dive into the shark infested combat pool. You'll figure it out, even if everyone says you're an idiot. Don't give up just because you struggle; that's the only way to lose the game.


This is the kind of advice I needed. Thank you.
Kio2010-10-01 04:24:08
Welcome smile.gif

Edit: Yup - I definitely performed a Texas Chainsaw Massacre on the grammar there. Apologies for that.
Unknown2010-10-01 12:23:05
QUOTE (Kio @ Oct 1 2010, 12:34 AM) <{POST_SNAPBACK}>
Long useful quote.


Thanks for some pretty pro ideas. happy.gif I forgot about setting up aliases that would use all three channels at once. -facepalm-

Also, Neos; as you know, you can't get a damage kill as a mage UNLESS the opponent fails at combat or doesn't know how to handle a demesne. (won my first duel that way biggrin.gif )
Xenthos2010-10-01 17:03:40
QUOTE (Kayte @ Oct 1 2010, 08:23 AM) <{POST_SNAPBACK}>
Thanks for some pretty pro ideas. happy.gif I forgot about setting up aliases that would use all three channels at once. -facepalm-

Also, Neos; as you know, you can't get a damage kill as a mage UNLESS the opponent fails at combat or doesn't know how to handle a demesne. (won my first duel that way biggrin.gif )

* Unless you're a Geomancer with certain enhancements. Which stack much more effectively with Geomancers than most other casting-classes.
Rika2010-10-01 21:23:16
Nerf Fillin.
Unknown2010-10-01 21:57:16
QUOTE (rika @ Oct 1 2010, 06:23 PM) <{POST_SNAPBACK}>
Nerf Fillin.


Seconded. tongue.gif But let's not highjack Neos' thread.
Neos2010-10-01 22:06:08
QUOTE (Kayte @ Oct 1 2010, 05:57 PM) <{POST_SNAPBACK}>
Seconded. tongue.gif But let's not highjack Neos' thread.


Third, but unless anymore people have combat tips/advice/strategies to give I have no problem.
Unknown2010-10-01 23:11:54
Drop TP, go TK. You'll not suck.