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Combat::

Laby Guide by Dracel 5 Stars

 


Hello and Welcome to the DreamTeam Daoc RvR Labyrinth Academy Guide (DTDrvrLAG) lol or DT manual for short (made for the Regulator Alliance and Friends by Merly's Request)

 

I, Dracel will be your Advisor in this brief Training Manual, with the help of Acerian and those that want to help contribute. It covers the basics of most roles within a FG in Lab, Advanced Class Positioning and Ultimate Team Fighting Techniques. I apologize in advance if any of my advice conflicts with your views or opinions; constructive ideas or rewrites of this text to incorporate more info is appreciated (New frontiers and zerg tactics are welcome too, I’m far from being an expert on those, lol)

 

There are many roads to victory, but one thing is certain... teamwork makes or breaks a group. In an 8man we all have our roles, different ability's, and knowing when and how to use them is important, but just as important is the position you’re fighting from. This goes mostly to healers/casters, but still as a tank you need to know when to fall back and when to push (bard usually needs to take on the role of group-leader and take control). Of course many of you who are reading this know 90% of what I'm saying, but it does not hurt to recap.

 

Table of Contents

 

Section 1 - Basic Tricks and Trivia

 

Section 2 - Drace Logic

 

Section 3 - Specialized Ability's (Friends & Foe's)

 

Section 4 - Labyrinth Fighting Location Tips and Tactics

 

Section 5 - Classes and Groups

5.1               Bard 101

5.2               Druid 101

5.3               Tanks 101

5.4               Casters 101

 

Section 6 -Macros (important For All assists)

 

Section 7 - Vent

 

Section 8 - Tools

 

Section 9 - Helpful Websites

 

Section 10 - Daoc Dictionary & Acronyms

 

Closing Remarks & Thanks

 

Section 1 - Basic Tricks and Trivia

 

- Torch -We all remember the Old ones like: Don't use Torch in RvR, its easy to spot a mile away at night in NF. :P  (I don’t care personally, Torch or no Torch, I see you)

 

- Your Name -But there are others, most players just learn from experience, like Running With your own Name off (this prevents the common targeting problem you can get when, close to a wall and looking away from it, camera forces you to click through your own name, or around it) but still its pretty inconvenient...

 

- Group names and Color -Some people even take it so far as to turn off the entire group, since when running down steps the names can also sometimes interfere with targeting. I myself like to be able to see visually via the brown/golden Neon Signs above group-mates heads (or player names), but running without group names in a PuG causes its own set of problems like: "for some reason I stuck the wrong group and I'm at teg now" or "oops I followed the wrong group... where are you guys?" Its often easier to notice the group moving with color; guilds often solve this problem by using Guild colors or Themed cloaks, etc., but you get the point.

 

- Targeting & Face -A lot of people, including me, like to use Nearest Enemy and cycle through the nearest ones, this if bound to a close key, that you can hit without a thought, allows you to React and mez, turn and cast. For a tank: if its the closest target and you want the target without having to click with mouse :P, many MA's will use nearest enemy and cycle through until they got what they want, then call the target when they want assists...

 

Also a nice way to target a person, by clicking name :P and with /face on my mouse, I can without any delay: /face the same second I click my target, and with left hand free, I can spam my spells a split second later on target.

 

- Clip Plane -Remember to set your Clip plane to farthest. A lot of people do not have it jacked up to the highest setting and therefore can’t see from one side of the Hub to the other. Catching the enemy by surprise, will usually result in a) Blanket mez, b) Flawless Victory, or c) Enemy manages to pull away long enough for recovery or backup to arrive..

 

- Obelisk Anchor -Usually when I turn a corner to Teg or run down stairs to Disco, I target the obelisk and spam mez on that, many of the Enemy at the obelisk will be immune to PvP and your spells won’t go off, but the obelisk can always be used as an anchor. Remember that when standing close to it... not good while in combat or waiting for too long...

 

- First Port -After you log on your First Port within the labyrinth obelisk system will NOT provide you with the normal PvP immunity timer, so make sure you double port. If, for instance, you’re meeting your group at Teg, I click crossroads, then Teg real quick, especially if you’re a druid...

 

- Spread-heal & Immunity Timer - This bug is quite annoying, haven’t noticed if they fixed it yet... but your spread-heals will hit group members, even though you have immunity timer from porting, so you can port in and spread-heal without any fear of interrupts or enemy attacks, then before your timer is up you port to crossroads then back again... my druids usually don’t do this, but we usually don’t need to… On the other hand, I notice mid healers use this trick often, and to counter it you need to pull away from obelisk and draw them out of spread-heal range...

 

- Compass & Map - Your 2 greatest tools for Strategic Control: learn to read the compass not only from the direction you’re facing, (different UI's can help with that also, help you name a specific obelisk), and give people a rally point to move to... Also running with map up and in some UI's you can see numbers 1-8 for the dots of the people in group, therefore seeing who is where...and knowing when you’re split, means you can recover. If you don’t regroup, you will be picked apart...

 

Section 2 - Drace Logic

 

 - Backfield -Imagine this for a second: we all have our individual but imaginary Green Circles, this circle is determined by your Range and represents your Threat Range (this circle can be cut with line of sight). Imagine: The rest of your group also have these circles and when your circle reaches a group mate his circle should be on you (unless it’s a tank then its Melee range), that overlap makes the color brighter and increases the Threat level of that area. When you are all within each others Effective threat range, the threat level is at its Peak, but if you make sure everyone is spread out as well (out of Ae range of each other (350-700)), that raises the Possible Effectiveness of the Group in that area to Legendary.

 

But if a group member moves out of the range of another member the group gets split. I usually extend that range to if anyone is out of the bards range or the support range, the group is split, since the bard is usually in the center of the fight, able to reach back-line and front-line, and can push the support or call back the tanks, once the group gets split the effectiveness gets cut by a lot...

 

Now you have a mental image: your group and a really Green almost glowing circle (it’s quite large since range is pretty long)

 

- Front-lines/Enemy Backfield & Center - Now do the same and make an alb and a mid circle (just blue and red)

 

As these 2 Circles come in contact, both the enemy and your group are both out of each other’s range, but once his range reaches you, yours will hit him. This creates an overlap, Green + Enemy (I don't bother with making a new color for that. If you need to just think of it as Clear of color or what ever color you like :P)

 

To me it is the Kill-zone, The Center, the place where you either: Get interrupted or Interrupt someone (Dps is a fine interrupt), Spread OUT on INC to the sides of the bard, Druids should hang back just a little, so as to not get Ae mezed off of targets that are standing inside the center. Once tanks have pushed further up, (on PUSH), or bard has lock-down, it’s fine to move up into Center, but try to stay at the sides or out of sight at all times :D The more you move up the bigger the center gets... unless enemy falls back...

 

Some fights the circles might move so close as to become one. This is not a bad thing, especially if you have a blanket mez on enemy, even more so if you TWF and or ST, Moc Bomb casters, Bain lords or other high Ae damage which can be unleashed, kill as many as possible, so they can’t recover, then mop up the rest... Also good to have a Hall Ready or Direction for your group to fall back if enemy Gains upperhand.. that way you can pull the circles appart creating Space for your Healers casters to freecast...

 

Although the reverse is very possible, that's where the Circle idea comes in handy. You don't need to be bunched up in 1 bomb-able clump. As long as you’re all in range of each other, everything in-between is TOAST :P Knowing how far you can stray from your group mates is a good tool...

 

If your Bard holds dominance the enemy casters will fall back, the enemy support will fall back... moving the enemy circle away from ours, the enemy tanks will be left out of range of Front-lines (enemy Healers Range), which will then start melting in a matter of seconds, Under Assist's and with bard in hot pursuit, containing, slowing down and interrupting the falling back enemy, it won’t take long before your group is back on them, but remember to keep an eye out and tell them to "push if possible" when chasing and if you start getting split up, regroup... if not, you risk certain Death...

 

- An Idea -Just an idea, I certainly don't imagine these circles during a fight, but visualizing helped me better coordinate my own movement and that of my group, by assimilating all the info/Tactics I come across (test them out, play around with them and think about new ways to counter a tactic, a situation), by deciding how I wanted to react & respond to a certain situation before hand, allowed me to then react on instinct v.s. thought and that makes all the difference in speed...

 

Section 3 - Specialized Ability's

 

-SOS - Bard RA: Offensive-If you utilize advanced panning, in other words pan around the corner before you get into LOS (Line of Sight), you can hit SoS without the enemy group being aware of it, therefore: wasting instas and other things they would not if they had seen sos animation...

 

-Defensive- When using SoS in fall back or pull maneuver, CALL IT, Before you hit it... if not the tanks will be in combat and won’t have time to disengage, therefore the SoS does not work for them, same with casters, and even bards (spells cast on enemy).

 

-ST-Champ or Mentalist RA: -Friendly- When Dropping ST Remember to call it, "Our ST". Static Tempest is best used when dropped right on top of a clump. I prefer right on top of my blanket mez plz :P They will purge it any second anyway, and the ST right about when they are breaking free can devastate the enemy group, especially useful in closed up spaces doorways, stairs, etc... Combine with TWF for Max Efficiency

 

-Enemy- When you notice a ST and if it’s an enemy ST, remember to call it, "enemy ST". It can be just as bad for our group to get hit with a ST while bunched up as it is for the enemy :P and with the tricky coloring on it you might not notice it’s a enemy ST right away.

 

-TWF- Warden or Mauler RA: -Friendly- Timing is everything with TWF, don't always use it right away, wait for the moment when it screams TWF. One of the best tools to split enemy groups in 2, drop it in the front-lines (enemy back-field) that way enemy healers have to run out of it and into the teeth of our group, or away and leaving the rest of the group stranded in the teeth of our group... Combine with ST for Max Efficiency

 

-Enemy- Same as above except, reverse, coupled with reaver bomb enemy TWF can really hurt... so it’s up to the bard to take control and push everyone through it (while he’s moced or has interrupts all over enemy on the front-lines (past the TWF)... if the bard is stuck in our back-line and TWF is between you and enemy, call a “Pull back”, and let albs push past TWF, preferably disengage until TWF dies, then re-engage. If you can’t break free and enemy is right on top of you, bunched up, a friendly TWF can buy you some time, but nothing more...

 

Section 4 - Labyrinth Fighting Location Tips and Tactics

 

Covers most common fight locations and helps on positions, names of locations and where to go. Knowing a way to convey vital information like your exact location, or enemy exact location, is a lot more helpful than just saying "Sorc free-casting" or "Fallback", if the rest of the group does not know where, they can’t help...

 

<Hub>The main crossroads in Lab, from here you can port to any Oby which you have previously touched with your current character, it is also the only place you can port to, from the other obys... except for the Main Oby up at the entrance.

 

=Bowl= A good to call, before going in the bottom halls... to help clarify, some people just look at compass and run North if you say "north hall", but if you say "down into the bowl then N hall" its most likely you can get everyone together... it consists of everything at the bottom level of the Hub, center, bottom halls.

 

-Center of the Hub-Relic is here, fun shape-shift, but the most dangerous spot in the lab to stand in, you can get hit and casted on from any direction, although there is always a hall to pull into... but fight here and every group that runs in lab, will eventually add on the fight...

 

-Above North, West, South, East, Bottom Hall-From here your range reaches almost to the other side of bowl, a good place to stand while locking down an enemy group that’s in the center, stairs on either side. Also hide Druids well when fighting on 2nd floor or bowl, or you could hide the druids, up underneath the oby above, but once you push they need to push to stairs position, then push to one further etc, but it’s all situational, and it’s preferable not to fight here too long, druids will eventually have stealthers pop on them and then your in trouble...

 

-North, West, South, East Bottom Hall- All the bottom halls can be used as cover if the enemy gets reinforcements while you’re fighting on the 2nd floor or in the center, but the whole group needs to move in together for it to be effective, and the bard needs to stand above the hall they are falling back into and try to lay down interrupts or SoS, etc. to give everyone a chance. The bottom halls are often used by the enemy stashing Healers or warlocks at the bottom while their whole group fights up above the hall, heals will reach all the way to the top of North oby, if you’re at North bottom hall, but do note: when coming out of bottom hall you have a blind spot right above you, and anyone with clip plane set right, will see you in the bowl, so move quickly and I highly recommend going up North-West to Hib Hall, It has the least % chance, you will run up and into a enemy group...

 

=2nd level= Usually a bad place for Inc so enter at your own peril, and only for short periods of time.

 

-North-West, North-East, South-West, South-East Steps- (2nd level to outer ring or Hall's) - A Kill-zone from the top, but any fight that gets dragged out in this area will soon be hit by a lot of stealthers or another group, so if you have the enemy in the kill-zone...finish them quickly, then move on… but if you’re the one on the 2nd floor steps and they are on the outer ring above, call a Pull or Fallback in a direction, away from enemy... bowl, or either clockwise or counter clockwise on 2nd floor, unless you manage a recovery mez right away, your screwed, unless... your group is just so awesome that even if you lose mez horribly you still win.

 

-Underneath North, West, South, East Obelisk-A good place if (-Steps Scenario-) plays out, there is really nice LOS Protection under the oby and you can’t get nuked from on top of the oby, like on the steps. Also, the enemy group that just few seconds ago had the high-ground, now has the low ground and has to step into your LOS, so he’s on your playing field, also nice steps to jump off tanks... while keeping enemy occupied with instas...

 

For Druids: In and around this area there are a lot of little cubbies. As a bard and a tank I notice enemy Healers hidden in these cubbies, getting off spell after spells, until me or someone takes the time to locate the hidden healer :P and that's time taken when I’m not mezing or assisting.

 

Its not good to always drop down, but if enemy tanks push the back-line hard… dropping off the radar early can save you a lot of trouble. So finding your moment to hide, 3 things can happen:P

 

1) you’re left alone and you free-cast like no tomorrow

2) Enemy finds you and interrupts (the group you’re fighting)

3) Stealther pops on you... (or random adds)

 

Once stage 2 or 3 happens, it’s all about making it back, it’s a tricky Balance: staying hidden or staying with the group, but the more you do it the better you get at it...

 

If in deep trouble here and your group is fighting up on the outer ring, ask for help, it’s better to have the entire group drop down kill the guy on you, then re-engage the enemy group. Rather than lose your druid, and fight from bad position with 1 druid :S you can recover but it takes a lot more then the simple drop down technique.

 

=Outer Ring= One of the most common places to get into a fight, so a high risk location with all the traffic and the fact that anyone who ports into the hub can usually see you from the Obelisks. There are 2 ways to run the circle: over the oby steps or around the outer rim.

 

-Oby Steps- Usually used a lot to hide enemy Healers out of LOS, (likewise our druids hide in and around the steps), but while running the circle, running over the steps gives a slight advantage over running around them or the Outer Rim. As you can mez those running on the outer rim more easily then the enemy can mez you, also you’re faster on the inside of the circle. The down side is some people tend to get stuck while going up stairs... and that will make you need to pause or loop.

 

-Outer Rim- The walls are riddled with nice nooks and crannies for casters or druids to use for LOS cover, but when running on the outside be prepared to have enemy drop down on you. Hug the steps until and if you see the enemy above, if you have your camera angle set right you should see them passing but with any luck if your close enough to the obelisk the main cc won’t see you in time. When that happens, just run towards wall (preferably with enemy target then /face insta mez or cast mez (I’d use insta simply cuz they will drop out of LOS in few seconds possibly blocking your mez... SOS has often blocked mez from groups above.

 

-North, West, South, and East Obelisk-Primary Obelisks you port to here from everywhere and from up top here you can SEE everything that's going on in the hub... (except what’s underneath your own oby :P) so before you run your group down look around, get a feel for the action, if you know where the enemy is and he doesn't know your there, Advantage: 1 you 0 enemy...

 

Fighting at these obys is not recommended since the oby starts hitting you with lightning storms after few sec, (although some mids like to hide Healers underneath these obys in bottom halls while tanks run wild on oby, healers just spread-heal, they don't care about tiny lightning interrupts on tanks).

 

=North-West Hall=

 

-Hib Hall- Our hall, this area reaches all the way to our stairs, has a few good places for an ambush, 2 side cubbies as you come into the hall from the Hub and then a fallen pillar blocking right cubby, then another fallen pillar further back and then our guards. Those places mentioned all have good LOS cover for decent ambushes and it’s possible to hold our hall with at least twice the number of enemy, but that also depends on which enemy and who's in your group.

 

-Our Stairs- Perhaps the best ambush location in Lab for Hibs, but it takes skill and timing to setup before the enemy gets there, and if you intend to wait until a random group runs there, GL, you will wait few hours, depending on action...

            Unless you had pullers, you could try 1g in stairs waiting 1g pulling (for Zergs) or just your bard (easy to escape sos + phaseshift) or your whole group (this one being the most dangerous) easy enough to funnel noobs into a death trap, but be careful, eventually you will get more than you bargained for.

 

-Our Entrance- Fighting here usually starts with hibs defending hall, then as the enemy slowly builds to a zerg pushing hibs back. Once hibs realize doom is imminent we tend to Wilson (run away and live from a hopeless fight, no sense in feeding the Zerglings RPs) although if anyone is able to rez, you should never give up hope. I personally never Wilson, even after everyone's dead, I usually try to take more with me, and usually I get 1 or 2, once 6 which left me standing alone, lol.

 

Once the enemy is all the way to the entrance, 2fg can be wiped by 1fg+ of un-grouped solos, just depends on the mix. The realm guards hit for a ton, and the enemy healers will be busy healing once guards get on them. 

 

=North-East Hall=

 

-Mid Hall- Mids sometimes hole up here, but it’s much rarer than seeing albs in alb hall, just remember when pushing up enemy halls to clear your druids of mobs and guards or they will end up dying to PVE.

 

-Mid Stairs- Usually when your Druids are clear of most the crap and bard follows the few enemy stragglers to the stairs, slowing them down, there is always the possibility of reinforcement. Often, alb groups come running right into mez at bottom of the steps, then ST, TWF, and moc is sorely needed. You will get a buck-load of crap on druids whenever fighting here so play it safe but hard at the same time.

 

-Mid Entrance- When camping the entrance, drop a Crystal Titan. Try to drop it not at the top of the steps but like 2 steps down, if you do that you can get all the guards on 1 CT. Other than that it’s just a matter of killing, falling back a lil bit, goad them into pushing out, then kill em all, until numbers become too much to handle or enemy stops coming, then just port up.

 

=South-East Hall=

 

-Alb Hall- Albs really like to camp the Alb Hall, and do so in GREAT numbers. Watch out when pushing into their hall; usually they will have casters on both sides in cubbies on wall, and left and right of the fallen pillar. Also keep an eye out for a sorc behind the first line of enemy's on the left side of pillar in the back, often hard to see until animation, but that's how usually they setup. They also fall back and try to cast from within the guards, but imo that just gives me AE anchors. :P

 

-Alb Stairs- Usually when your Druids are clear of most of the crap and the bard follows the few enemy stragglers to the stairs, slowing them down, there is always the possibility of reinforcement. Often alb groups come running right into mez, at bottom of the steps, then ST, TWF, moc is sorely needed. You will get a buck-load of crap on druids when ever fighting here so play it safe but hard at the same time

 

-Alb Entrance- When camping the entrance, drop a Crystal Titan, try to drop it not at the top of the steps but like 2 steps down, if you do that you can get all the guards on 1 CT. Other than that it’s just a matter of killing, falling back a lil bit, goad them into pushing out, then kill em all, until numbers become too much to handle or enemy stops coming, then just port up.

 

=South-West Hall=

 

-Pve Hall- Often the Place to be for action, it’s the way to Tega and Disco and u can expect enemy to come from any direction.

 

-PVE X-Roads- As you come in this hall from the hub, you see the stairs to Disco dead ahead. You can pan to see down stairs while running past. You go to Tega by going right(North Tunnel) or left(South Tunnel). This is a bad place to fight in as you can get hit by all sides, but if you do get INC use South tunnel side; it provides an excellent cubby and cover while leaving enemy exposed on all flanks.

 

-Disco Stairs- Its hard to pan down here until real close, so you can wait out of LOS in the stairs until enemy is within mez range, but I do not suggest staying here for too long, as there is high traffic up and down the steps and to and from teg. Also watch while running down the stairs or up to hug the wall on the right going down or left going up (     x(Inside of the Stairs)x     ) ...

 

-North PVE Tunnel-  (or N Tega Tunnel from tega side)  A common fighting place, the tunnel can be a death trap with TWF, ST, Moc bomb etc. When fighting around the tunnel: make sure the Bard controls movement, like, push through tunnel or fight on this side (Druids can hide on the other side, but it’s likely they will eventually get added on by a stealther or something trying to push through tunnel).

 

-South PVE Tunnel- (or S Tega Tunnel from Tega side) The least used tunnel of the 2 simply because mobs spawn more frequently on this side, but since it’s the uncommon one to use, sometimes if you go this way the enemy will totally miss you. also a good place to hide for rebuffs etc you can see fg's running in the pve Xroads and can hit them easily from behind...

 

<Teg> This is a popular place for groups to meet at, on first port, if group port fails. Usually there is plenty of action and good fights and fight can branch out in multiple directions, so remember vocal commands and control group. There are a few places to glitch out; if they try that, use grapple if they run for it and blow them up with magic, or root, mez and pool damage into the ones that purge, then stun. If it’s the first time they glitch out, they will pop back, so wait and show no mercy.

 

SW from Oby is Teg itself,

NE from Oby is back to hub,

NW from Oby is into a PVE area

SE from Oby is into a PVE area

To get to Thivek and Nethuni just run into Tega and continue SW until you hit Efeyresi Junction turn Left (SE), then on next turn, Right (SW), now you’re at Thivek

 

<Great Forge of Thivek> Are you the only person that survived a Gruesome Fate? Are you stuck in the port system while the rest of your group released? All the ports are swarming with enemy? No worries, Thivek is usually free of pesky interlopers. Most people have it from going to Nethuni, and you and your Bard can meet up and Group port back up Top.

 

From Thivek to Nethuni it’s just a straight run South-East. I advise stopping mid way before you can see the Nethuni Obelisk (in other words out of enemy LOS), clear all Agro and kill the rest between you and Nethuni, this way you’re free to push enemy if he’s there.

 

<Disco> The Old dueling Grounds, still close enough to the action to serve as a backup place if Teg is crowded and you failed the port down. Also action can be quite good here sometimes, but usually you need to run from Teg or hub to here to catch it, sprint down steps, and land mez. Many people will chicken out and port away if you port in.

 

<Nethuni> Current Duel Area, although the home of Absorbacrom which can drop Greater power mythirians, it’s usually swamped with enemy stealthers and duelers, a nice place to clear out once in a while when trying for a power myth, and the Hub, Teg, and Disco areas are clear. Like Tega there are few places people can glitch out, use Grapple if they run for it, and blow them up with magic, or root, mez and stuns and pool damage into the ones that purge, if it’s the first time they glitch out, they will pop back, so wait and show no mercy.

 

Section 5 - Classes and Groups

 

There are many good setups and I'm not here to tell you what is THE BEST. :P it all works, just depends on the players and what they get hit with, but we all need 1 bard and 2 druids. The rest is pretty much optional, but the common mix is something like:

 

1 bard 2 druids 3-2 tanks 2-3casters (a well rounded group needs at least 1 caster otherwise clearing druids of thurg pets/mobs other stuff can be troublesome, especially when bloodthirsty Tanks run off without a good MA to hold the leash.

 

<Key Settings - Bard> This is up to the player to decide what’s best for him, all settings require practice to get the hang of, but here are my bard settings - Draces InterruptsLikeNoTomorrow

 

<Mouse> I use these settings on all my daoc characters

 

Left mouse -                  Pan

Right mouse -                Reset camera

Mouse wheel -               Vent

4th thumb button -          Face

5th thumb button -          Stick

 

<Keyboard> These are a bit more complex and vary between classes. It takes time to adjust to...

 

~    -     Auto run

Tab -     Ae Mez

Q   -      Single Target mez

W -      Nearest Enemy

E   -      *Forward

R   -      Sprint

T   -      Demez

A   -      Single target Root

S   -      *Left

D   -      *Backwards

F   -      *Right

G -       Attack/weapon down

Z   -      *Strafe left

X   -     *Dive/down

C   -      *Strafe Right

V   -      Single Target Heal

 

1   -      Ae amnesia

2   -      Single Amnesia

3   -      DD

4   -      DD

5   -     Insta Ae mez

6   -      insta Single mez

 

Rest I click while using these buttons... nearest enemy /face, mez then amnesia have won me more mezes then I can count, (when I didn't have time to get a target or didn't notice them until at the last minute) feel free to copy what you like and discard what you don't. :P this is how it works for me but everyone has their own way of doing things. Hope this helps. :P FYI: moving my Walkin buttons all 1 to the side took me a week to adjust 2 but now having all the spells at my finger tips, i play the bard like mozart playing a keyboard :P

 

5.1 - Bard 101

 

- The Designated Hib Leader - Bards do close to 0 damage, but this is the good and bad part about this class. Most of the time you will be fighting at long range and therefore have a wide view of the battle field, and as the person with endo and speed it’s your job to keep everyone together. Also as the bard I use high resolution and run with map up, that makes it easy for me to spot if anyone gets left behind or if the group is getting split up.

 

<Specs

 

44 Music           37 Music

19 regrow          32 Regrow

44 Nurture         44 Nurture

10 Blades          3 Blades

 

There are other specs but these 2 are the best in my opinion, 44 19 44 10 - gives you longest timer on AE mez, decent damage on the DDs. :P At least you can kill a Necro which popped from shade form. Over all its pretty solid 400ish heals, good mez, DDs and option to snare people who are immune to root or mez with blades side snare.

 

37 32 44 3 - Is pretty neat too, ran with that from rr8-9. It’s pretty rare for your ae mez to last full duration, so yellow mez is only missing 9sec and your single targets last full duration any way. The upside is you can spam yellow mez FOREVER without making a dent in your power pool with Greater power myth. The heals will eat your power but you will heal for 600-700ish really fast. This spec requires more multitasking with healing and maintaining dominance.

 

<Vocal Commands> I know, I know, everyone else has to say *name* interrupted and sure bard sometimes has to also (for new people unused to playing with the bard), but at the same time if you can’t tell the bard from everyone else, it can cause problems like: MA calling push one way, then bard rescinds that command, calling a pull or fallback, bard’s commands over ride MA's commands, but if you’re too bossy over your MA your group won’t kill as much, so try to cover them and assist him leading his train, by providing cover, tactical support and logistics.   If the Ma has aith in you and you in him, things run a lot smoother then without trust.

 

- Stick ME - I don't need to give ya an example of that, lol. "Stick me" best way to get group together :P

 

- Demezing - "Demezing *merly*" hehe <3 It’s important to let group know your trying to demez so they don’t use purge if your free for demez.

 

- Directions* -"Counter clockwise then Teg", remember to keep everyone aware of which direction the group’s moving (while in combat mostly and then before and after ports) "Porting to the hub, Clear your targets", "good port" or "bad port".   :P Then once there "Moving out, Left/Right or counter/clockwise" etc..

 

- I'm Interrupted - "I'm falling back interrupted", "Train is on me falling back" at this point it’s all up to your group to survive or eldy to cover you, while you either break loose, re-establish dominance or drag the tanks out of heal range = so they turn back or die, then once your clear you can call a push or just let em know your back in the game.

 

- Pull or Fallback - "Pull to North-West (our hall) and right.... out of LOS" and now the albs are open to AJ, "Albs hitting from top, go into the bowl and N hall, hold at inner doorway" etc. Pulling is a group wide fallback, everyone needs to move in the direction called while bard lays down defensive interrupts to allow the group to disengage

 

- Push - "Push Southeast" this word I tie often with locked down. When the MA calls a push its because the enemy is about to fall over or he needs druids closer because: the enemy is pulling away from us, and usually a good MA will be after a vital target like, last healer of two. If left to their own devices could recover the enemy group, but basically everyone needs to move up on push.

 

- Locked Down - "Locked down" - my favorite.  :P Its simply a matter of spamming ae mez, but don't focus on one target look around and try to keep as many casters/healers as possible from casting. Be sure to let your tanks/casters KNOW! if there is a moced caster/healer out there, and you can’t zephyr him away and he looks like he’s about to break your dominance, a well placed stun or train can take care of him.

 

<Interrupts> Bard is one of the few classes that interrupts real well while running, through amnesias and DDs... but once your free-casting on the enemy call the Push, your tanks can then push in and destroy them, as the bard, it’s good to push trough and find the enemy healers. If you lock them down the enemy group dies. Amnesia is the long range instant interrupt and the DDs are short range, amnesia can really mess up a healer that's WAY in the back. :P His vital heal wasted and one of his group member is dead, with 1 good interrupt.

 

- Casters vs You - If you lose interrupts and it’s just 1 caster, that's easy, just DD and start your cast, IF you see another animation just DD again. IF it’s more then 2-4** casters at once casting on you at the same time, and you lose dominance, now your tanks are vulnerable to massive damage, so let them know you’re falling back so they can also try to get out of LOS or they can bain-dump on the casters, etc. Get out of LOS, around a corner, wait 3sec, then come back around corner, back in LOS, amnesia last enemy and regain control. If you have an eldy with ae disease you can coordinate when you fallback, he could step in until you’re back on top of it.

**(depending on your ability to target different targets and keep em interrupted with instas or zo' or whatever is handy :P)

 

- Tanks vs You - I basically ignore a single tank unless he’s REAL uber, but I do root, mez or zeph if the tank is on my support. If it’s on me I run them off on corners, objects and steps, if 2-3 I might just pre kite back (with interrupted vocal), I don't mind a reaver on me, instas can continue to hold dominance and when he sees he can’t kill me solo, or stop me from screwing up his support, he runs off looking for the druids to interrupt. He can be a real nuisance to the support though, so killing him or zephyring him off is preferable to letting him roam free, but hybrids are not as dangerous as the casters are to the life of your group, so keep the casters occupied and let your tanks & casters deal with the enemy tanks.

 

- A lot of Tanks - If the enemy is running all tanks then keeping healers/shammy (support) interrupted is not enough, once timer on mez fades you need to try to get off roots and remez on tanks to give your support time to breathe, it won’t be long but few sec can mean life or death.. also make your group pull away from enemy support after innital mez lay down speedwarps and Over extend the enemy tanks that way you can kill most of them and then resume normal play, use amnesia to interupt there healers wich try to push up to heal them and try to get off mez and roots on enemy supports while falling back (roots being the better choice cant be deRooted by another enemy, they can purge but if they waste that on a root itl be easy to keep em mezed full duration..

 

<Position and Ultimate Tricks> Bards position is what i call the Center, you are on point when leading but on inc your tanks will take up the front-line, or enemy's Circle, you hold the middle of the 2 circles (*see Draces' Logic) and the healers/casters hold the back-line (our circle). Bards go all over the place, sometimes they push up right into enemy space to keep healers occupied but as your tanks take over keeping the healers busy. You can fall back to make sure everyone is pushing with tanks and protect the flanks.

 

- Mez Immunity -  Try out mez immunity timers in duels with friends (if you want to excel). Tanks are hard to keep CCed, and feeling the rough time you have until they can be re-rooted and re-mezed, can often make or break a fight... saving your Druids or casters from Death.

 

- AE anchors - A good Bard can bend a bullet just like in the movie, well mez, but close enough. Use anchors to mez around corners and keep healers interrupted; you can make your own anchors with mez, so if the enemy runs back to the safety of his healers, he’s making a big mistake if you notice him.

 

- Insta mez - I usually only use my instas like DDs never on initial mez since with Bard tricks it’s rare to lose mez. I use it often on a healer/sorc in the back that was free of my interrupts and managed to break my dominance, or when a group is running at the same speed away from me, then insta is the only thing that will catch them; if I stop to mez they will go out of range. also if you lose mez you can purge & insta mez right back to give you sec to demez and Recover.

 

- RR5 ability and then Moc - The enemy won’t know your moced and 90% of the time your left free casting (provided that you don't move too much they will believe you to be mezed or rooted) even If you move allot unless Enemy players know you by name like they do my bard :P still this fools 90% of them 90% of the time.. less if they see you shift... and no casting Animation ROCKS :

Posted By Ramzilla on 2010-07-09 08:42:00.0 | Combat
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Combat::

Melee in Daoc 3 Stars

The Inner Workings of Melee in DAOC

A comparison of the various melee options in DAOC and how they work v.1, 5/2/2003, Peter Waterman

Preface:

This document is the result of a large amount of testing and discovery, much of which takes place on Mythics private testing board. This testing includes the combined effort of many testers doing many different things, often taking hours out of their normal play time to perform these tests. All information and data in this document can be replicated in game with varying degrees of ease  it is the authors opinion that anyone who finds any formula or data in this document hard to believe should actually spend some effort to prove to themselves that it is right (or not) by testing it, rather than sitting idly by and wondering. Knowing for yourself is far more valuable than trusting others to know for you.

Some of the testers who helped with this document include:

Wyrd, Morphene, Kaber, Moller, Guido Jones, Nandarius

Table of Contents:

Introduction: The Basics: How Weapons Work. Damage Per Second Speed Condition Quality Bonus Weight How These Stats Translate Into Effectiveness

Introduction:

There are a few basic concepts of the DAOC melee system that any user who has played a melee character understands to varying degrees. The first concept is that melee damage uses a weapon for its base damage, and how hard this hits depends on the DPS of the weapon, and the users weapskill stat on their character sheet (higher is better for both). The second concept is that melee characters can use styles to increase their weapon damage and add supplementary effects with their weapons. The third concept is that there are varying types of weapons (such as crushing and slashing), while the fourth is that there are varying techniques for using weapons (such as dual wield and two handed).

Not all characters can see all of these effects in action, however they are all based on a mathematical baseline within the game code. By determining this baseline, one can compare and contrast these various types of melee. This document will set about doing so.

The Basics: How Weapons Work

When you right-click a weapon in DAOC, you see a number of stats. All of these are important to various degrees. At a glance they include the following:

DPS  The base damage-per-second of the weapon

SPD  The base swing time, in seconds, of the weapon

CON  The condition of the weapon

QUA  The quality of the weapon

BON  The bonus of the weapon

WGT  The weight of the weapon

A more detailed breakdown of these weapon stats follows:

Damage Per Second:

All weapons in Dark Age of Camelot are based around a damage-per-second (DPS) core. This number shows the potential maximum damage (when modified appropriately) the weapon will do per second at its base speed. This number is not, however, a fixed number  it is tied directly into the speed (SPD) of the weapon. If the weapon is actually swung faster than the SPD of the weapon, then the base DPS will increase linearly with the swing speed, and if the weapon is swung slower, than it will decrease linearly as well. This is very different than most other DPS based effects in DAOC.

The DPS of a weapon also shows the level of the weapon, in that DPS increases by exactly .3 per level with a base of 1.2DPS. This means a level 1 weapon is 1.5DPS, a level 30 weapon is 10.2DPS, a level 40 weapon is 13.2DPS, and a level 50 weapon is 16.2DPS. This also holds true for the maximum DPS cap of a player wielding a weapon  a level 30 player wielding a level 50 weapon will have a DPS cap of 10.2DPS, hence the level 50 weapon will act like a level 30 weapon for damage purposes for him.

There are some circumstances where a weapon will have a listed DPS that does not quite match this, in that it will not be properly divisible by 3. An example of this is the very common appearance of 16.1DPS weapons. These weapons actually are, for all intents and purposes, exactly the same  the database for this information on weapons extends to the thousandth of a decimal, yet the interface only prints the tenth. The display issue causes extra confusion because the number is actually truncated instead of rounded  this means a 16.199DPS weapon is displayed in game as a 16.1DPS weapon, while a 16.200DPS weapon is displayed as a 16.2DPS weapon  thus these weapons appear to be .1DPS different when in fact they are only .001DPS different.

Speed:

The second most important aspect of a weapon is the base rate at which it swings, its speed (SPD). This statistic shows the number of seconds it will take between attacks while swinging this weapon  note that the SPD, or delay as some call it, is added after the weapon swings. This means for the period of time after the weapon swings equal to the weapons SPD, the weapon user will be unable to perform any other actions (whether swinging a weapon or casting a spell) which are affected by this timer. The effective, or actual, speed of a weapon can be faster or slower than the listed SPD, however, as the weapon swing speed can be modified by stats (Quickness), attack speed buffs (haste), and attack speed de-buffs. The listed SPD shows what the SPD of the weapon would be if the player had exactly 60 Quickness and was not under the influence of any attack speed buffs or debuffs.

A little known fact about weapon speeds is that there is a very small bonus to slow weapons  that is, the higher a weapons listed SPD, the more its potential damage will be. This slow weapon bonus modifies the overall damage cap of the weapon by what appears to be .3% for each .1SPD over 2.0SPD. In other words, a 5.0SPD weapon receives a 9% damage bonus over a 2.0SPD weapon.

Its also important to note that, like DPS above, the listed SPD of a weapon is a truncated value. Hence any calculations which deal with the SPD of a weapon have an inherent possible inaccuracy due to the fact that one cannot know exactly where in the hundredths of a decimal the difference lies  for example, is a 4.2SPD Sword of Ultimate Doom really a 4.295SPD weapon, while the 4.2SPD Axe of Destruction is really a 4.202SPD weapon, thus making the Sword of Ultimate Doom slightly, but noticeably, slower than the Axe of Destruction, even though they are both listed in game as 4.2SPD? (Yes, those are fictional examples)

Finally, the base speed of a weapon determines the endurance usage of styles when wielding that weapon  weapons with a lower base speed generally use less endurance, while weapons with higher base speeds generally use more endurance.

Condition:

This stat reflects the current condition of the weapon  the more a weapon is used, the lower this stat will get. All weapons must be kept in good repair, in as high condition as possible, because lower condition affects your damage output.

Lower condition affects your damage in a very insidious way  it has no affect on your potential damage, only your actual damage. It acts by simply reducing your calculated damage done by the amount shown  for example, if you are using a 95%CON weapon, and swing at a mob, the game might calculate that this swing would do exactly 100 damage normally. This damage is then modified by the weapons condition, and hence ends up being only 95 damage.

Using higher level weapons will decrease their condition faster, while using lower level weapons will decrease their condition slower. In general its a good idea to keep ones weapons in as good a condition as possible by frequently repairing them using an NPC Smith or a player Weaponcrafter. Never let a weapon drop below 98-99% condition if youre concerned about maintaining maximum damage output.

Quality:

The quality of a weapon works exactly the same as the condition does, except it is a permanent attribute of a weapon and cannot be modified in any way. A lower quality weapon has the same potential damage as a higher quality weapon, but the actual damage done will always be modified by the quality, thus the average damage will be lower.

It is unsure at this time whether Quality or Condition are applied first, but it is believe to be Quality.

Bonus:

All weapons and armor have a bonus stat depending on the level of material the item is made from. This bonus ranges from 0% to 35%. According to Mythic, there is a straight comparison made between the targets armor bonus and the attackers weapon bonus, and a direct to-hit penalty is applied based on this. For example, if a player wielding a 35%BON weapon attacks a player wearing 10%BON armor, he gains an immediate 25% bonus to his chances to hit that player.

Player testing has indicated that having a higher bonus actually increases the damage dealt as well. I cannot confirm whether this is true or not at the time of this writing  testing on that is still taking place.

Weight:

Its believed that weight has a factor in endurance usage of a weapon. Unproven. Need more details here.

How These Stats Translate Into Effectiveness:

There are two parts of weapon effectiveness  maximum possible damage, and average actual damage. Each weapon has a maximum capped amount of damage past which all damage is thrown away  one can never exceed this amount of actual damage dealt. This damage cap is applied after melee resists, however, hence it is possible to very rarely (such as when attacking 0AF mobs) see damage such as 200(-5000). This implies that well over 5000+ damage was originally done, but the damage was capped at 200.

Damage caps are a straight function of DPS and SPD. Like spells, these are modified by a bonus of three (though there is some thought that originally after release this bonus may have been four or higher). As mentioned in the section on Speed above, there is also a slow weapon bonus which applies. Thus, to calculate the damage cap of a weapon, you simply need to do the following:

Damage Cap = DPS * SPD * 3 * (1 + (SPD  2) * .03)

For example, if one has a 16.5DPS weapon that is 3.0SPD, the damage cap will look like:

16.5 * 3.0 * 3 * (1 + (3  2) * .03)

16.5 * 3.0 * 3 * 1.03 = 152.955 damage cap

The game will truncate these numbers, so the damage cap would end up being 152. Note again that, as mentioned above in the Speed section, it is possible for the listed SPD of the weapon to not exactly match the actual SPD of the weapon  in this example, if the weapon was actually 3.05SPD, the damage cap would actually end up being 155.

Posted By Criminole on 2005-05-16 09:49:00.0 | Combat
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Combat::

When to Repair 3 Stars

DAoC Decay DAoC Items

Equipable DAoC items degrade with use. Use of an item is defined as actually being struck for armor and actually hitting a target for weapons. After some number of uses your item will loose a condition point. This condition point may be repaired by a smith NPC, or a player with tradeskills in the same craft as your weapon/armor. When you repair a piece of equipment the durability goes down.

THE DURABLITY DISPLAY FOR ITEMS DOES NOT SHOW DURABLITY OVER 100; IT IS NOT A PERCENTAGE. This is a known bug, and has been in game since release. Don't /appeal this in game, as you'll do nothing but clog their bug system. If you really want this changed send a Herald Feedback form. Trust me though, if this was an easy fix it would have been done years ago.

The display bug for durability is mainly responsible for the lack of understanding of item decay, as most people see their items stay at one hundred "percent" durability, and suddenly quickly fall in durability.

From my testing it seems that all items have a base durability of one hundred, with two extra points for each quality percentage over 85%. So a 86% quality item has 102 durability points, and a masterpiece item has 130 durability points.

Durability Loss

Repairing an item looses durablity equil to the amount of condition restored, plus one extra durability point. This extra durability point seems trivial at first, but in fact if an item is only repaired at 99% condition half of the durability loss will be "extra" durability for which the user never used the item. In addition, AT CONITIONS VALUES OF 90% AND BELLOW THE ITEM WILL LOOSE CONDITION AT TWICE THE RATE OF CONDITION LOSS FROM 100% TO 91%. In example, if at 100-91% condition a sword degraded a con point after four successful hits, at 90-70% condition it would degrade one con point in two successful hits. Thus 90-70% takes the same number of uses as 100-90%. Life is measured in number of times the item dropped condition, as adverse to loosing durability from the "extra point" repair penalty. It is clear from the graph the worse case local minimum is when constantly repaired at 99% condition. The item will only be usable for the time it takes it to drop 50 condition points. Whereas the local max at 90% the item will survive 90.9 condition point drops. Below 90% condition drops off quicker, and thus item life is impacted adversely (NOTE: the graph dots after 90% occur at twice the time frequency of the dots before 90%).

Durability Display

It is worth noting a second time that durability loss on high quality items will not be immediately noticeable. If you wish to examine durability loss you must first make sure the item in question is below 100 durability points, so that you may see the con+1 durability fall off.

Suggestions As was shown in the previous section, the optimal repair point is 90% condition. However, in practice it is wiser to repair at 91% condition, as it is unlikely you will be able to repair your item in the field once it drops to 90%, and any use after 90% will quickly degrade a large portion of the gain from waiting to repair.

Weapons and Armor

Unfortunately in DAoC, especially RvR, waiting until 91% condition on armor and weapons is not an option. Thus one has to ask, what is the optimal performance to life ratio to repair at?

For masterpiece items, I suggest repairing once your item reaches 98% condition. In practice you will only ever RvR with weapon and armor at 100% and 99% condition. A masterpiece item at 99% condition is the same as a 99% quality item at 100% condition, which a large portion of the player base uses. By waiting to repair once the item reaches 98% you loose 1% efficiency of your armor and weapons only half of the time you rvr, and gain 133% on the lifetime of an item repaired at 99% condition.

For 99% quality items, I suggest repairing at 97%. Well your weapons and armor will be significantly less powerfully than a masterpiece user, they will also degrade faster. Thus to maximize the life of your set until you can afford masterpiece I highly encourage repairing at 97%, as you will gain a whopping 150% increase in life over repairing at 99%. This will effectively make your set cost a mere two thirds the price of a set repaired at 99% condition.

Jewelry

Jewelry does not loose effectiveness with condition above 70% . I thus highly suggest only repairing jewelry at 91% condition to maximize it's life span.

Posted By Criminole on 2005-05-16 09:48:00.0 | Combat
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Crafting::

WTB DF Seals - Info for salvaging 3 Stars

WTB DF Seals - Info for salvaging

Okay let me see if I can summarize (a real challenge for me) some notes about Salvaging. Please excuse the n00b level assumptions, I wanted to write the document to cover a broad reader base.

Metal is the most valuable of all the resources, it is where most of us are making the decent coin. Don't discard the other resources, just realize they are not the real big money items.

In order to just -salvage- back 100% of the bars you need:

Sapphire - 600 Metalworking

Diamond - 700 Metalworking

Netherite - 800 Metalworking

Arcanite - 900 Metalworking


You seriously gyp yourself of bars if you attempt to salvage an item and do not have a high enough metal skill. Don't do it, sell the stuff to a higher crafter till you get your Metalworking up there.

Trinketing out all the bars out into hinges and selling them back to the vendor makes you 98% of the value of the bars. Do not sell the bars back to the vendor directly, you're losing 50% of the value. Sell them to a higher level crafter till you get your Metalworking up there. You need and -additional- 50 points in Metalworking to be able to make hinges out of these metals.

In order to make the hinges at a -yellow- con, the numbers look like this:

Sapphire - 650 Metalworking

Diamond - 750 Metalworking

Netherite - 850 Metalworking

Arcanite - 950 Metalworking


Now making anything at a yellow con takes an age. You will be cranking out tons of hinges, so you really want this to go as quickly as possible. You'll need about 50 more points to get these to a gray con. Then they build at twice the speed and cannot fail to create. So you're really looking at these numbers in order to be effective, or else you'll go nuts with the time that you'll spend:

Sapphire - 700 Metalworking

Diamond - 800 Metalworking

Netherite - 900 Metalworking

Arcanite - 1000 Metalworking


All the top level drops in the ""Classic"" DaoC areas, including all Darkness Falls items above 12 Dps / AF 70-72 will salvage for diamond bars. You'll never get Netherite nor Arcanite slavage drops in the ""Classic"" areas (although Im not certain about any Summoner Hall drops). Finlaith Firebrands salvage for 68bars/153g, but are tougher to come by now that the focus pulling groups run the insta finn spot nowadays. Any of the Drakescale armour also salvages for vast amounts of diamond (sorry I don't have the exact numbers). You may be able to buy them off powerlevelers who are in CM.

DF Salvage:

Buy Emerald seals for no more than 1g

Buy Sapphire seals for no more than 3.3g

Buy Diamond seals for no more than 10g


You'll make roughly 30% profit buying DF gear, salvaging and trinketing out all the diamond bars using these numbers.

There was a time when you really needed to know what stuff to buy in order to keep from shortchanging yourself. The DF gear salvage rates were all ""normalized"" by Mythic a while back, so it is now all fairly consistent. But there are a few items that will gain you a few more silver pieces due to rounding. And it is a big hassle to look up what armour/weapons will be salvaging for diamond bars (as opposed to saphire) as per their dps/af values when a stealther could put a knife in your back at any second. Use the following guide:

Buy:

- Emerald seals: Avernal Maligned Rapier
(returns 1.5370g per seal)

- Sapphire seals: Accursed Daemon Longsword
(returns 5.0077g per seal)

- Diamond seals: Infernal Malison Broadsword
(returns 14.9040g per seal)


See the ""Latest DF Salvage rates"" post in this forum for the details on the above table.

The ""unique"" drops in and around AF in SI will salvage for Netherite and Arcanite, but on a modified salvage table. The SI ""unique"" items all fall into 3 categories; ""large"", ""medium"" and ""small"". Large items are LW weapons and hauberks, small items are gloves, boots and daggers. Medium is most of the rest of the items in between. Large salvages for 15 metal bars, medium for 10, and small for 5.

The dps/af correlations in the SI ""unique"" drops are not quite as direct as we'd expect to see by looking at it from a tradeskiller's perspective. The highest end 16.5dps/102AF items will always salvage for Arcanite, the lower end items salvaged for Netherite. But the around the mid range 15dps/40-45AF items seem to warble back and fourth between salvaging for Netherite and Arcanite.

Posted By Criminole on 2005-03-31 12:29:00.0 | Crafting
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