Bethel Invasion: Difference between revisions
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{{FoCW Header|A survival guide for Bethel Invasions|by SolarStar}} | {{FoCW Header|A survival guide for Bethel Invasions|by SolarStar, Theodor}} | ||
== Basic Rules of Survival == | == Basic Rules of Survival == | ||
I like to define a basic set of rules which are priotized and which are a summary from experience. | I like to define a basic set of rules which are priotized and which are a summary from experience. This guide may not apply to players which are above | ||
* '''rule #1:''' Don't panic | * '''rule #1:''' Don't panic | ||
* '''rule #2:''' | ** easier said then done, but if you panic then you are not prepared for the situation or you ignore your own set limits and you have gone too far or something unexpected happend. | ||
** if you do get a cooldown, make sure you | ** You are in the middle of the spawn area, congratz, you can panic now ^^. | ||
** mana burn means that you will not only | * '''rule #2:''' No cooldowned and no mana burn | ||
** if you do get a cooldown, make sure you stay away from monster of all kind. It will dramaticly decrease your chances of survival otherwise. | |||
** mana burn means that you will not only lose your mana, but also loose the same amount in health. If you get just two mana burns you loose 60 mana and you will need to drink 3 [[File:Potion of Spirit Restoration.png|25px]] (3 x 18 seconds of cooldown) to refill. Therefore make it a priority to limit or reduce the chances of mana burn. (Funny side note: If your mana is zero, a mana burn will not take any health from you, but you are more or less dead all the same.) | |||
* '''rule #3:''' Drain Mana from all the tigers and grizzly bears that come near you (medium density). | * '''rule #3:''' Drain Mana from all the tigers and grizzly bears that come near you (medium density). | ||
* '''rule #4:''' Have Magic Immunity on at all times (high density). For Magic Immunity you have to use 30 mana + 2 Magic | * '''rule #4:''' Have Magic Immunity on at all times (high density). For Magic Immunity you have to use 30 mana + 2 [[File:Magic Essence.png|25px]] + 1 [[File:Energy Essence.png|25px]] and it lasts for 90 seconds. The penalty for not casting the spell is much worse. Also make sure you have enough mana to refresh the spell before its effect wears off. | ||
* '''rule #5:''' stay away from | * '''rule #5:''' stay away from strong creates that give you frequent and high critical damage. Critical damage (to hit) will not be absorbed by your armor. | ||
** For example (a perspective from 130 a/d): Stay away from [[Frost Troll]], [[Nasparliu]], [[Nasty giant]]s and [[Mare Bulangiu]] and [[Dragons]] as a general rule. If such a creature comes near you, you should flee from the fight and make sure you do not get engaged again after you use a [[Ring of Disengagement]] (31 seconds cooldown). | |||
* '''rule #6:''' teamplay | * '''rule #6:''' teamplay | ||
* '''rule #7:''' it's better (from economic perspective) to flee 50 times from a fight then to die just once. | * '''rule #7:''' it's better (from economic perspective) to flee 50 times from a fight then to die just once. | ||
** This also means you have to know when to flee from a fight. For example: You can decide to flee, before a tiger | ** This also means you have to know when to flee from a fight. For example: You can decide to flee, before a tiger gives you cooldown and death is inevitable. | ||
* '''rule #8:''' Don't force anything. You may think that sometimes you have to kill just one more monster. It will exploit your recources and mislead other players around you to follow your bad example which puts everyone in danger. | * '''rule #8:''' Don't force anything. You may think that sometimes you have to kill just one more monster. It will exploit your recources and mislead other players around you to follow your bad example which puts everyone in danger. | ||
* '''rule #9:''' know your limits: Don't attack anything in the invasion that you have no experience with. For your character and your armor set there will be a specific number of highest damage which you can expect. If you have experience with the type of monster, better stay away from it and | * '''rule #9:''' know your limits: Don't attack anything in the invasion that you have no experience with. For your character and your armor set there will be a specific number of highest damage which you can expect. If don't you have experience with the type of monster, better stay away from it and practise in a safe environment. | ||
== Teamplay == | == Teamplay == | ||
Line 26: | Line 29: | ||
* Go in and retreat (restock) together. | * Go in and retreat (restock) together. | ||
* Have a channel for communication open. | * Have a channel for communication open. | ||
* Give tips to players to errors which they may not be aware of. | * Give tips to players to correct errors which they may not be aware of. | ||
* | * Unburden players who fight more then one critical monster, take some damage on yourself. If neccessary flee and reattack. | ||
* Communicate. Make sure everyone knows when and what to do. Attack one target. | * Communicate effectively. Make sure everyone knows when and what to do. Attack one target. | ||
== Safe Areas in Bethel == | == Safe Areas in Bethel == | ||
There are some areas which | There are some areas from which you can safely observe the invasion. You need to seek this places '''before''' the invasion has started. Here are some ideas: | ||
* The cliffs in Bethel with | * The cliffs in Bethel with its many caves. Basically the whole East side and part of the North side is covered by cliffs. In some places where you stand too close the edge monsters will attack you. So be carefull. Also be careful '''not''' to double click on the ladders if you want to move upwards. | ||
* There is an old shipwreck in the | * There is an old shipwreck in the North-Western area of the map. The currents are dangerous but once you are on the ship you will be safe. | ||
* On the South is a path into the mountains. It leads to a door from which you can enter the feros cave. Once above 95 defence, you are perfectly safe | * On the South is a path into the mountains. It leads to a door from which you can enter the feros cave. Once you are above 95 defence, you are perfectly safe inside that cave (not outside). | ||
There are some areas which are not 100% safe but give you a much better chance if you can not handle a full crowd. | There are some areas which are not 100% safe but give you a much better chance if you can not handle a full crowd. | ||
* | * Go behind the tavern. Only one monster can attack you from each side. The downside - if you will pin monster on top of the mountain path then you can not teleport to range back into feros cave. | ||
* When you enter from the flags: [[Palon Vertas]] or [[Sedicolis]] or [[Idaloran]] you have 3 seconds to move before the first monster attacks you. Bethel | * When you enter from the flags: [[Palon Vertas]] or [[Sedicolis]] or [[Idaloran]] you have 3 seconds to move before the first monster attacks you. It is '''absolutly not''' safe to enter Bethel from Idaloran side once the numbers rise above 200. It can be relatively safe to enter, if a strong team fights not far away from the flag or when the number of monsters has significantly droped (less then 200). | ||
You may not even see the flags anymore because they are concealed by the monsters. Or, in case of the Idaloran flag, you can not immediately exit Bethel again because your character needs to walk 2 steps before it can exit. If the path is blocked you may walk even longer distances. The only option to get out safely is to teleport (magic, ring, beam). | |||
[[File:Idaloran.png]] | |||
[[File:Sedicolis.png]] | |||
[[File:Palon Vertas.png]] | |||
== Most common ways to die == | |||
* critical hit | |||
* critical mirror | |||
* not enough mana to heal | |||
* not enough Health Essences to heal | |||
* cooldown on Dis Ring | |||
* cooldown on Teleport Ring | |||
* cooldown on spells | |||
* ACW attacked you while you are invisible | |||
* you pickup bags and invisiblity is less Eternal then you think. | |||
* reckless behavior | |||
* bad internet connection, you heal too late | |||
* no failsafe magic spells | |||
* fight disenganged but no place to teleport to ( no rings in inventory ) | |||
* fight disenganged but caught by another monster ( dis ineffective ) | |||
* monster spawn over your head, you panic | |||
* panic ( you can not find your dis ring in your inventory ) | |||
* Red Dragon helm breaks ( you have significantly less health ) | |||
* mirror from hawk | |||
* self destruction from Phantom | |||
* self distraction ( writing and reading PMs ) | |||
* walking to flag takes too long | |||
* suddenly falling / walking into invaded area | |||
* teleport ring was a Bethel ring | |||
* using teleportal during Bethel invasion | |||
* native monster attacks and kills you |
Latest revision as of 09:15, 8 August 2021
Basic Rules of Survival[edit]
I like to define a basic set of rules which are priotized and which are a summary from experience. This guide may not apply to players which are above
- rule #1: Don't panic
- easier said then done, but if you panic then you are not prepared for the situation or you ignore your own set limits and you have gone too far or something unexpected happend.
- You are in the middle of the spawn area, congratz, you can panic now ^^.
- rule #2: No cooldowned and no mana burn
- if you do get a cooldown, make sure you stay away from monster of all kind. It will dramaticly decrease your chances of survival otherwise.
- mana burn means that you will not only lose your mana, but also loose the same amount in health. If you get just two mana burns you loose 60 mana and you will need to drink 3 (3 x 18 seconds of cooldown) to refill. Therefore make it a priority to limit or reduce the chances of mana burn. (Funny side note: If your mana is zero, a mana burn will not take any health from you, but you are more or less dead all the same.)
- rule #3: Drain Mana from all the tigers and grizzly bears that come near you (medium density).
- rule #4: Have Magic Immunity on at all times (high density). For Magic Immunity you have to use 30 mana + 2 + 1 and it lasts for 90 seconds. The penalty for not casting the spell is much worse. Also make sure you have enough mana to refresh the spell before its effect wears off.
- rule #5: stay away from strong creates that give you frequent and high critical damage. Critical damage (to hit) will not be absorbed by your armor.
- For example (a perspective from 130 a/d): Stay away from Frost Troll, Nasparliu, Nasty giants and Mare Bulangiu and Dragons as a general rule. If such a creature comes near you, you should flee from the fight and make sure you do not get engaged again after you use a Ring of Disengagement (31 seconds cooldown).
- rule #6: teamplay
- rule #7: it's better (from economic perspective) to flee 50 times from a fight then to die just once.
- This also means you have to know when to flee from a fight. For example: You can decide to flee, before a tiger gives you cooldown and death is inevitable.
- rule #8: Don't force anything. You may think that sometimes you have to kill just one more monster. It will exploit your recources and mislead other players around you to follow your bad example which puts everyone in danger.
- rule #9: know your limits: Don't attack anything in the invasion that you have no experience with. For your character and your armor set there will be a specific number of highest damage which you can expect. If don't you have experience with the type of monster, better stay away from it and practise in a safe environment.
Teamplay[edit]
What helps the individual player also helps the team.
- Share recources and loot in the team.
- Allow players to join and leave the team.
- Go in and retreat (restock) together.
- Have a channel for communication open.
- Give tips to players to correct errors which they may not be aware of.
- Unburden players who fight more then one critical monster, take some damage on yourself. If neccessary flee and reattack.
- Communicate effectively. Make sure everyone knows when and what to do. Attack one target.
Safe Areas in Bethel[edit]
There are some areas from which you can safely observe the invasion. You need to seek this places before the invasion has started. Here are some ideas:
- The cliffs in Bethel with its many caves. Basically the whole East side and part of the North side is covered by cliffs. In some places where you stand too close the edge monsters will attack you. So be carefull. Also be careful not to double click on the ladders if you want to move upwards.
- There is an old shipwreck in the North-Western area of the map. The currents are dangerous but once you are on the ship you will be safe.
- On the South is a path into the mountains. It leads to a door from which you can enter the feros cave. Once you are above 95 defence, you are perfectly safe inside that cave (not outside).
There are some areas which are not 100% safe but give you a much better chance if you can not handle a full crowd.
- Go behind the tavern. Only one monster can attack you from each side. The downside - if you will pin monster on top of the mountain path then you can not teleport to range back into feros cave.
- When you enter from the flags: Palon Vertas or Sedicolis or Idaloran you have 3 seconds to move before the first monster attacks you. It is absolutly not safe to enter Bethel from Idaloran side once the numbers rise above 200. It can be relatively safe to enter, if a strong team fights not far away from the flag or when the number of monsters has significantly droped (less then 200).
You may not even see the flags anymore because they are concealed by the monsters. Or, in case of the Idaloran flag, you can not immediately exit Bethel again because your character needs to walk 2 steps before it can exit. If the path is blocked you may walk even longer distances. The only option to get out safely is to teleport (magic, ring, beam).
Most common ways to die[edit]
- critical hit
- critical mirror
- not enough mana to heal
- not enough Health Essences to heal
- cooldown on Dis Ring
- cooldown on Teleport Ring
- cooldown on spells
- ACW attacked you while you are invisible
- you pickup bags and invisiblity is less Eternal then you think.
- reckless behavior
- bad internet connection, you heal too late
- no failsafe magic spells
- fight disenganged but no place to teleport to ( no rings in inventory )
- fight disenganged but caught by another monster ( dis ineffective )
- monster spawn over your head, you panic
- panic ( you can not find your dis ring in your inventory )
- Red Dragon helm breaks ( you have significantly less health )
- mirror from hawk
- self destruction from Phantom
- self distraction ( writing and reading PMs )
- walking to flag takes too long
- suddenly falling / walking into invaded area
- teleport ring was a Bethel ring
- using teleportal during Bethel invasion
- native monster attacks and kills you