PK Tactics and Strategies
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What is PK?
Please see the page on Player Killing for detailed information. In short, player killing (PK) is when two or more players fight with the purpose of killing each other.
Surviving
The main element of surviving pk in general is to have a decent amount of hit points (hp), defense bonus (def), resistance to magic (rtm) along with maintaining a stable rebound & the sanctuary spell. It is also key to keep a watchful eye on a player's moves in pk. The loss of too many moves will disable a players ability to execute commands and leave them easy prey. The depletion of mana will also leave players unable to cast the spells necessary to compete in PVP. Heightened senses is also essential to a safe duel, alongside to keeping a healthy amount of hp (70% and above).
Thief Avatars(TAV)
Thief Avatars generally specialize in stealthy approaches. A key to surviving as a tav is to remain hidden and sneaking at all times. Beware of the lag that sneak has to avoid being trapped in lag upon being attacked. If one has Enhanced Hide trained and is hidden, that person's affects will not be visible to mortal eyes, nor will the player's name until he or she stops hiding. Remember that Enhanced Hide is broken upon a player engaging in combat (whether they are the predator or the prey) or that player types 'visible'. If your path allows mirrors, you can type 'visible' to lose all images and recast it to get a fresh six. Mirrors are lifesavers in many aspects. They can eat a stab, Bash, or just a regular attack. Be sure to keep mana for them though, as it costs 25 mana to cast.
Mage Avatars (MAV)
Mage Avatars generally specialize in powerful magics and almost no physical damage. Hitpoints cannot be forgotten unless one wishes to die. A mav generally needs at least 600 hitpoints in hopes of living against a moderately good player, along with good defense. Casters, mages particularly, really have to know when and how often to use the heal spell. Hp can drop extremely fast for a mage that doesn't have high hp, and must be healed in case a backstab occurs. A spell available to mavs and cavs that can save their lives in deathly situations is mute. Mavs in particular should also attempt to get high rtm alongside the defense & hp because mages inherit a nice amount of RTM, so it shouldn't be that hard. Also, mavs can call upon their familiar to keep spells, particularly cloak of flames, casted on them during battle without lag or mana on their part.
Warrior Avatars (WAV)
Warrior Avatars generally specialize in extremely powerful physical attacks and little magic. Warriors generally have a large amount of hitpoints compared to other classes, as they inherit more aside from equipment. Warriors also can benefit from AR(aka abs), causing them to take less damage. This class has significantly low mana (generally only 200-250 on a regular eq'd WAV), thus causing them to have to watch their mana pool closely. A wav also inherits negative rtm, as opposed to the mage who inherits a high amount. Wav rtm is also generally pretty random. One dispel may only take one or two spells and the next could take almost all of them. It depends on the dispeller's level of dispel magic and the target's rtm. Warrior avatars should not forget their ability to bash, should they need to buy more time.
Cleric Avatars (CAV)
Cleric Avatars can specialize in both damroll and magic depending on their equipment. The equipment available to clerics can provide a really nice amount of hp, rtm, moderate defense, and mediocre damroll at one time. Clerics also inherit +5 Wisdom(10rtm), so they generally have OK rtm as well. Cavs get a bonus to Spiritual Hammer as well as Heal, so training up heal would aid a cav greatly in battle.
Clerics benefit in having high amounts of mana and hit-points allowing them to often not overpower, but often outlast their opponents.

