The Ultimate Endgame Froob PvP Guide

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Briandmg
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The Ultimate Endgame Froob PvP Guide

Post by Briandmg » Mon Dec 16, 2013 7:19 am

The Ultimate Endgame Froob PvP Guide
By Briandmg

Introduction
Hi! Welcome to my first ever endgame froob PvP guide. There are many common misconceptions to the froob PvP arena. Most people think that endgame froob PvP is all about choosing the right professions; i.e. going trader or MP will guarantee you a win against pretty much anybody. This is only partially true. Another misconception is that PvP and PvM don’t mix; you can’t do one without being bad at the other. This is also only partially true. I like to think of froob PvP as being composed of 40% profession choice, 20% equipment, and 40% skill. This guide intends to impart all the skills and knowledge you need to make the most of that 100%.

This guide is split into mainly 3 sections: The first runs through general tips and tricks for all professions to use. The second gives profession specific tips on how to improve your character for PvP. And the third section focuses on specific 1v1 fights against another profession, and exactly how to anticipate your opponent’s moves in such a fight.

Also, as a disclaimer, this guide focuses more on entirely froob PvP. That is, it teaches you how to win against another froob, not how to stay toe to toe against a sloob. Very different rules apply when you’re fighting a sloob compared to when you’re fighting a froob, and such strategies are not discussed here.

Edits:
  • 18th Dec 13 - Created build 2 for MP
  • 5th Jan 14 - Added in Adventure Shields (in Advy section), Bow Special Attack (in MA section), and the AC stims
  • 7th Jan 14 - Created build 2 for Soldier, modified section 3 appropriately
  • 26th Jan 16 – Modified section 2 to accommodate all patch 18.7. changes
  • 14th Aug 16 - Added in Gnuff's crystal to List of Useful Activatable Items
  • 10th May 17 – Added in build 3 for NTs
Table of Contents:
1. General Tips & Tactics
1.1. Aggressive-Defensive Slider
1.2. Hotbar Preparation
1.3. Use of IS Rings
1.4. Pillar Humping
1.5. The Anti-Kite Formula
1.6. How/When to use a Root-Graft
1.7. Sneaking
1.8. Hotswapping of Gear
1.9. Reflect Bracers
1.10. Walk-Casting
1.11. Pet Profession Tips
1.12. Must-have Equippables
1.13. List of Useful Activatable Items
1.14. Useful PvP Videos

2. Profession Specific Tips
2.1. Adventurer
2.2. Agent
2.3. Bureaucrat
2.4. Doctor
2.5. Enforcer
2.6. Engineer
2.7. Fixer
2.8. Martial artist
2.9. Meta-physicist
2.10. Nano-technician
2.11. Soldier
2.12. Trader

3. One Versus One Guide for Froobs
3.1. Introduction
3.2. Adventurer
3.3. Agent
3.4. Bureaucrat
3.5. Doctor
3.6. Enforcer
3.7. Engineer
3.8. Fixer
3.9. Martial artist
3.10. Meta-physicist
3.11. Nano-technician
3.12. Soldier
3.13. Trader

4. Concluding Remarks

5. Acknowledgements


General tips & tactics

Aggressive-Defensive Slider
A good PvPer will always be versatile with where he/she sets his slider. When up against debuffing professions, you will want to shrug off all debuffs they throw at you. When you are fighting against the following professions, it would be in your best interest to begin in full defense:
.
  1. Trader (drain to all skills)
  2. MP (nanoskills debufff)
  3. Doctor (initiative debuff)
  4. NT (-135 points nanoskill debuff)
When the debuff finally lands, you can choose to go more aggressive if it will increase your damage output. Or if you anticipate more nukes/debuffs coming your way, keep your bar at full defensive.

Exceptions to slider moving would include evade professions such as the MP and GA fixers.


Hotbar Preparation
In addition to sliding your agg-def bar accordingly, an absolutely essential part of PvP is hotbar preparation. When you are up against a trader, MP or NT, you will want to prepare lower tiered nanos on your hotbar in preparation for when you get debuffed. For an enforcer, this would be having a row of different rages that can be cast, beginning from the lowest and ascending to the highest rage castable. When you get debuffed, you will want to click the highest first, and upon receiving an error message, click the next highest. This sounds really basic, but I’ve seen way too many inexperienced PvPers who fumble at the slightest debuff because they did not prepare adequately for it.


Use of IS rings
It surprises me that few people weave IS rings into their attack cycle. There are a total of 4 IS rings that are potentially useful to increasing your damage.
  1. Ring of Wilting Flame (450-700 damage against a player)
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  2. Ring of Putrescent Flesh (115 damage every 6s)
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  3. Twilight’s Murder or Eternal Night (14s blind)
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  4. Bloodslave Ring (310 damage to opponent, heal self for 413 points)
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The trick to using the rings is to use them while your nanobar is casting or on a long recharge (>4s). If you are a nano-casting profession with a poor main weapon attack, IS rings provide a bonus to your damage output. An NT, while casting a huge nuke, may choose to activate a IS ring while casting to increase his damage. What happens is that both the nano bar will continue to cast, while the IS ring prepares to activate. A well-timed IS ring activation will result in both the nuke and the ring activating before the NT is ready to cast his next nuke. Similarly, a trader, while waiting for his drain recharge, can use a ring to increase damage output.

For melee professions, the only ring you will ever want to use is Twilight’s murder. This is useful to prevent people from kiting you since you can activate the ring while moving. Ranged professions, on the other hand, must keep absolutely still for the ring to activate.


Pillar humping
An extremely vital but severely frowned upon tactic is that of pillar humping. This involves excessive kiting and breaking line-of-sight around pillars, walls, or any natural obstacle. By keeping on the other side of a pillar, you prevent your opponent from attacking you while you
  1. Allow your specials/nano bar to recharge
  2. Allow his shields (TMS, nullity sphere, etc.) to expire
  3. Regenerate health through heal pets/Heal over Time/heal delta/mongo
Pillar humping, as with all other tactics, can be countered using…


The Anti-Kite Formula
There are 3 absolutely must have items for ANY profession hoping to PvP against pillar humpers/rooting professions. These are:
  1. Purifying rods
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  2. Might of the Revenant
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  3. Root Grafts x2
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The most potent combination of using these would be to use the purifying rod to free yourself from the root and activate Might of the Revenant immediately. Right before Might of the Revenant expires, ready yourself to use a root graft on your opponent. If he roots you, counter immediately by using a root graft. The moment that root graft on him breaks, use your 2nd root graft. This should buy you about 25-30s of attack time on him. If you’re a melee profession, always remember to stack yourself directly on top of your kiting opponent!


How/When to Use A Root Graft
I included this here because root grafting is apparently trickier than most people make it out to be. Here are 2 immensely vital facts you need to know about root grafts:
  1. Root grafts cannot be resisted by NR checks. You could have over 9000 NR, but you can ONLY* prevent getting rooted by a root graft by activating Might of the Revenant.
  2. You can use root grafts while your nano bar is casting/recharging.
*Having freedom of the ranger or other innate root resistance buffs/equipment also allows you to evade root grafts, but this is not guaranteed.

The 2nd fact here is immensely important. If I am an NT and I just casted nullity sphere, for example, I will want to have my finger ready to trigger a root graft on my opponent in case he decides to flee while my nanobar is still recharging. This could apply to various other situations as well.

In general, you can tell when you will be going to need to use a root graft:
  1. You’re fighting a fixer and he is going below 50% health
  2. You’ve just activated Nullity Sphere (NTs and agents only)
  3. You’ve activated TMS and you just got rooted (Soldiers and agents only)
  4. You’re a purely melee profession and you get in melee range of a ranged class capable of rooting.
If you’re in any of these situations, you will want to have your mouse ready over the root graft icon on your hotbar, because you’re most likely going to need to click it soon.

Other useful instances of using root grafts:
  • You need to prevent a Tormented Revenant (MP pet) from attacking you. **EXTRAORDINARILY USEFUL, since they have extremely high NR**
  • Your opponent is continually kiting you.

Sneaking
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While considered underhanded or “poor dueling etiquette” by many, sneaking continues to be one of the most pivotal skills to the toolset of any serious PvPer. The mechanics of sneaking is often not known to many, although it is vital to understand exactly how it works.

Concealment Mechanics
If you are in line of sight of somebody and you sneak, your concealment skill makes an automatic roll against his perception skill. Your opponent’s perception roll will succeed about 100% of the time if his perception skill is roughly 90% of your concealment skill. If you are out of line of sight, it DOES NOT MATTER what your opponent’s perception skill is or how far he is away from you; your sneak will succeed. This is vital to understand: you could have 2 points in concealment, and your opponent could have a gajillion points in perception, but so long as you have something blocking line of sight between both of you, you will successfully enter sneak.

Perception Mechanics
If your opponent successfully enters sneak, you can choose to use your spot ability (AKA Perception skill; the magnifying glass icon), which has a 5s cooldown. The spot ability is essentially a roll whereby you have a higher chance of spotting your opponent in sneak. This chance is proportional to the distance between both of you. If you are close to each other and you activate spot, your chance of revealing him is much higher! You can spot people with about 10-20% a higher concealment skill than your perception skill if you activate spot on top of him. In summary, spotting is affected by:
  1. Your Perception Skill
  2. Your Opponent’s Concealment Skill
  3. The distance between both of you
Tips
For debuffing professions (NT, MP, trader, doctor, etc.), it is imperative to have the initiative to throw the first debuff. If you don’t have enough points in concealment, you could use a pillar/wall to block your line of sight with your opponent before entering sneak. Do note that your opponent will be able to spot you from a far distance if he activates spot though.

If you’re attempting to prevent someone from sneaking, stack on top of him and the moment he enters sneak, use spot immediately. This will heighten your chance of revealing him.


Hotswapping of Gear
For some people, the gear you have equipped may not impose a strain on you such that you can hotswap certain pieces of equipment without significantly affecting your performance. For example, the IS rings I have equipped provide me a nifty bonus to NCU and ACs, but I like to swap them out to fractured nightmares when fighting nano-dependent professions. It is possible to hotswap pieces of your equipment to maximize your NR. Here are some of my favourite pieces of NR equipment:
  1. Fractured Nightmare x2
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  2. Notum Focus x2
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  3. Collar Casero de la Cripta
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  4. Excellent Rollerrat Helmet
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Thus, if I’m fighting a trader, I will swap all the relevant pieces out to provide me a hefty +120 NR bonus. That could potentially turn the tide of battle!

Another more extreme form of hotswapping gear would be if you can reequip your main weapon without external buffs. This way, you could hotswap to a separate weapon to get off several special attacks that your main weapon does not have. The most common example would be an agent hotswapping from his Caterwaul to a M150 DeLuxe Booster Edition to get off a full auto and burst. He would follow up by unequipping his M150 DeLuxe, unleashing a brawl and dimach, before reequipping his Caterwaul. Traders, MPs and MAs can potentially hotswap weapons as well.

Against engineers, you could hotswap a microphone on to soak up all his special attack shields. See: http://auno.org/ao/db.php?id=156764" onclick="window.open(this.href);return false;
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Reflect Bracers
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From left to right: Bracer of Reflection - Melee, Projectile, Elements, Energy, Physics

For the serious PvPer, reflect bracers add another notch of defense against your opponent during 1v1 fights. Since almost any character will be able to hotswap at least one bracer without compromising on performance, reflect bracers are a flexible tool to provide another 7% protection against a single target opponent. Endgame froobs will find that the Mantis Queen is an excellent source of QL 200 bracers. Also, note to NEVER wear a Bracer of Reflection – Nano. They are simply bugged and don’t work. The following is a list of which bracers to wear when fighting which profession.
  • Adventurer: Bracer of Reflection - Elements (Will likely be wearing a bracer of recondite flames)
  • Agent: Bracer of Reflection – Energy (Hardly affects Aimed Shot damage though)
  • Bureaucrat: Bracer of Reflection – Energy (Soaks up nukes)
  • Doctor: Bracer of Reflection – Physics (Staves off DoTs and Solar-Powered Pistols)
  • Enforcer: Bracer of Reflection – Physics (Staves off Crispy Chiroptera attacks)
  • Engineer: Bracer of Reflection - Melee
  • Fixer: Bracer of Reflection - Projectile
  • Martial artist: Bracer of Reflection - Elements (Will likely have a fire fist buff)
  • Meta-physicist: Bracer of Reflection – Energy (Staves off nukes and pet attacks)
  • Nano-technician: Bracer of Reflection – Physics (Reduces Resonance Blast damage)
  • Soldier:
    - Bracer of Reflection – Projectile (Against Blinded Blackbird users)
    - Bracer of Reflection – Physics (Against hellspinner users)
    - Bracer of Reflection – Energy (For Sleekblaster - C05 wielders :P)
  • Trader:
    - Bracer of Reflection – Physics (against Shotgun of Noticeable Presence/Shotgun of Security)
    - ??? (Depends on what the trader wields!)
Of course, this list is not exhaustive. You need to watch what your opponent is wielding and equip the appropriate bracer. This list here assumes that your opponent has a PvP-oriented build and will hence only consider wielding the best possible weapons.


Walk-Casting
This is one of the toughest, least well-known, but potentially useful skills any nano-casting profession could use. Say you have a nano that takes a considerably long time to cast (Resonance Blast, or you’ve been initiative debuffed, for example). You could root your opponent and hide behind a pillar, but to weave your attacks at your opponent while preventing him from attacking you back, you need to walk-cast. Executing walk casting is simple, just do the following steps:
  1. Edge out slightly out of your hiding spot until you are within line of sight of your opponent
  2. Hit your hotkey to begin casting your Nanoprogram
  3. Toggle walking
  4. Walk back into your hiding spot
  5. Wait for your nano to finish casting
  6. Re-enable running
This is useful because you effectively allow yourself to continue casting/recharging while your opponent can hardly get his regular attacks off you. Your nano casting will NOT get interrupted because walking while casting is still allowed. This skill will reduce the damage you take slightly, but do note that specials will still get through as per normal. Also, you’ll need to keep your opponent continually rooted.

A disclaimer to this tactic is that sometimes, walk-casting is potentially bugged. You might find your nano interrupted while walking occasionally, and it is not sure if this is a bug or walk-casting just has a slight chance of failure. Regardless, you will want to try this trick out yourself before you try it in a real fight.


Pet-Profession Tips
Image Image Image Image
There are a few ways pet professions can make use of game mechanics to give them an advantage over their opponents. The first would be to rename all your pets to have the same name as your character. This sounds a bit dumb at first, but many people have attacked my pets before in an attempt to target me. The more experienced players usually get offset by about 1-2s in targeting your character in BS. This is especially useful for the MP, since your opponent cannot rely on tabbing to target you. The second is to make yourself a nice /assist macro. Use this /assist macro to retarget your opponent by selecting your pet and assisting him/it every time you sit down or stop auto-attack for any reason.


Must have Equippables
  • Morphing Memory – Who can say no to more nanoresist?
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  • Spirit Infused Yuttos NCU – To prevent yourself from getting critically hit!
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  • 5/5 Cloak of the Reanimated – An absolute bonus to your PvP needs. Activating the illusionist/healer robes will provide you a partial nanoshield (physical damage gets partially redirected to nano damage instead). All other robes provide either a damage boost, an evade bonus or a healing bonus.
    Image Image Image Image Image Image
  • Nano resist implanted on all possible clusters (unless you have something vitally more important to implant in that slot e.g. Nanoskill in Head, or 1hE in Right Wrist, or Rifle in Left Wrist)
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  • Add All Defense implanted on all possible clusters
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  • Fractured Nightmares (x2; for hotswapping)
  • Notum Focus (x2; for hotswapping)
  • Collar Casero de la Cripta (For hotswapping)

List of Useful Activatable Items
  • Root grafts (x2) – A must have on the toolset of any serious PvPer. These grafts are namely:
    Hacked Boosted-Graft: Feet of Stone (locks Matter Creation)
    Hacked Boosted-Graft: Lesser Paralyze with Indecision (locks Psy Mod, slightly stronger graft)
    ImageImage
  • Gnuff's Rift Crystal – Grants you a random shadow rift power for 3 minutes. Drops off Gnuff and his acolytes in Will To Fight. The item is unique, so pray hard that you don't get Blessed by the Spirits when you pop it! Other than that, there's a 90% chance you'll get a useful shadow rift power which can easily turn a fight. A must have for tight duels.
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  • Purifying Rods OR Rod of Dismissal – Breaks you free from roots, snares, doctor initiative debuffs and DoTs
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  • Might of the Revenant – Grants you 20s of root, snare and stun immunity. Especially useful for melee professions or when fighting against a kiting profession
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  • Withered Flesh OR Corrupted Flesh – Grants 500 points of absorption shields
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  • Notum focus – Who can say no to +800 free nano? Especially useful to doctors, traders and the like
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  • IS Rings – If you’re not a NT, twilight’s murder is especially important (or eternal night if you can’t use twilight’s murder)
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  • Hacked Boosted-Graft: Lesser Deflection Shield (Extended) OR Hacked Blister Pack with Lesser Deflection Shield (Extended) – This graft/blister pack can potentially save your life. 13% shields means about 15% more effective health. A must have for all non-soldiers and engineers. The blister pack prevents your Time & Space from being locked. Both can be rolled.
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  • Kizzermole Gumboils/Other throwing objects – Useful for inching in that extra damage output. If you have a sick +damage setup (which adds more than +150 to projectile damage), you may choose to use circus throwing daggers instead.
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  • Hacked Blister Pack with Advanced Insurance Hack – Applies a minor HoT that might save your life. Heals 40 hp/s. For any major fight, this health bonus is quite substantial. Difficult to roll
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  • JJ’s Berry – Heals 300-350 health instantly, 60s cooldown, can be used in conjunction with normal stims. Useful for those neck-to-neck fights where 1 more hit on your opponent will do him good. Drops from entvined mobs in DAV.
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  • Battle Prepared Treatment Kit – Useful for inching that extra bit of health you will need in a fight. Especially useful if you do not rely on regular attacks to deal damage
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  • Steaming Hot Cup of Enhanced Coffee – Adds 1% crit chance and gives minor bonuses all round. Generally makes little difference, but who knows if that 1% crit chance will do you some good? ;)
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  • Bioremediation Stim AND Polymerizing Stim - Adds 500 Radiation AC and 500 Chemical AC respectively. Marginally useful against people wielding CoH weapons.
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  • Deflection Shields (for people who put points into parry and wield melee weapons) - Adds 3-5k ACs for 30-40s. For anyone who puts points into parry, these are way too useful to pass up in PvP. Collect all 6 and use the appropriate one to counter your opponent's damage during a fight. If you use fists, consider hotswapping a low QL weapon on to activate your deflection shields.
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  • Bright Blue Cloudless Sky (for martial arts users) – The stun is way too useful to pass up if you are using martial arts. Especially useful for bureaucrats who want their sick 22s long chain stun (see below).
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  • Flower of Life (for martial arts users) – A nice 2-3k emergency heal.
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Useful PvP Videos:
Doctor vs MA – http://www.youtube.com/watch?v=XKhimraw5SQ" onclick="window.open(this.href);return false;
One of the most spectacular and well-fought fights I’ve ever seen. The fight was really close, and both players were equally skilled. For MAs hoping to take down doctors, this is a prime demonstration of how to time your stuns (although the last part was not executed smoothly as hoped :P)

Fixer vs various Professions - http://www.youtube.com/watch?v=ndR3k4q3O5I" onclick="window.open(this.href);return false;
The video is currently gone, but while it was up, it shows how rooting and breaking line of sight can be a tide turner, especially if you’re a fixer.

Agent vs various Professions - http://www.youtube.com/watch?v=tv99JUSXO70" onclick="window.open(this.href);return false;
Another video with a dead link. It showed how a good alpha can potentially win against a trader.

Agents vs various Professions - http://www.youtube.com/watch?v=ODx-Nf02Tuo" onclick="window.open(this.href);return false;
Yet another dead video. It showed how a MP with good kiting skills can outdo an agent.
Last edited by Briandmg on Wed May 10, 2017 7:14 am, edited 10 times in total.
The Ultimate Endgame Froob PvP Guide :OO
All you ever needed to know to make your L200 froob toon a beast in PvP. :P

Briandmg
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Posts: 257
Joined: Wed Sep 08, 2010 2:56 am

Re: The Ultimate Endgame Froob PvP Guide

Post by Briandmg » Mon Dec 16, 2013 7:19 am

Profession specific tips
This section here specifies tips and likely builds for your profession to PvP well against anyone. Each profession sub-section section here is arranged in the following format

General advice
Gives you a rundown of the statistics most vital for your profession in PvP, teaches you a few neat tricks specific to your profession, and answers some FAQs,

Builds – A likely build you would want to use in PvP
Equipment Choices: The defining factor of such a build
Pros: The advantages of using such a build
Cons: The shortcomings of using such a build

Comments
What I think of the build; what it’s good for and how to achieve it

Tips for this build type
How best to utilize this build in PvP



Image Adventurer Image

General advice
There are 3 vital elements that every adventurer must possess in order to PvP effectively: Max health, NR and raw damage.

Max health – Having a larger health bar not only prevents your adventurer from being alpha-ed down, but takes full advantage of your Invocation of the Phoenix nano in healing more. When coupled with the Lizard form polymorph, your adventurer should have at least 10k health, making it very difficult for your opponent to take you down. As such, your equipment should attempt to boost your health as much as possible. A full carapace set of armor from IS is minimal in PvP (+855 health). Better options include unhallowed carapace armor (+1020), proactive/reactive armor (+1530) and Molybdenum armor(+2040). A messenger merit board is a must. Rust pitted rings, sided shoulderpads and a 5/5 cloak also goes a long way in maximizing your health. Also, do not forget simple buffs such as the Gauntlet buff (+1k health), and the Blood of the Brood Mother buff (which you automatically get when you’re close to the Brood Mother from Hollow Island when she dies).

NR – Perhaps equally important or more important than max health is the NR of your adventurer. Having The Great Explorer nano is a must now since it adds +142 NR. Consider leaving your head and arms armor slots with hotswappable pieces so you can switch to a full NR build to maximize your NR when you’re up against debuffing/rooting professions (see section 1.8.). You should aim to have about at least 1k NR with your NR gear/buffs on.

Raw damage – There are 3 common builds for froob PvP adventurers. These are shown below and shan’t be elaborated further here.


”What changes have there been for Adventurers in 18.7?”
Adventurers arguably has had the most number of changes in 18.7. The good news is that these changes are mostly buffs, but they require more skill from the player in order to PvP effectively.

The first groundbreaking change is to the healing capabilities of adventurers. Invocation of the Phoenix is now practically insta-cast with a 3s recharge and a 1min cooldown. Adventurers can also heal slightly faster by casting both One with Nature and Seed Life as they have their own separate line cooldowns. This makes adventurers much harder to kill now.

The second groundbreaking change is that all 4 polymorph nanos have been altered to be of use even at L200. Each of these polymorph nanos provide a passive buff effect, have a corresponding aura nano associated with it, and enables you to use a “Special” short-term nano with a 2min cooldown. These changes are summarized below in the next question.

Lastly, multiple nanos have received noticeable buffs in the patch as well. The Great Explorer nano from the Corporal Ashley Winstead mission now gives +142 NR. Adventurers also have access to the sneak attack line of nanos to buff their sneak attack.


“What are the 4 polymorph forms and what do they do?”
Image Leet Form (Pronouncement of Greatness)
Passive Buffs: +500 Runspeed, +500 Concealment, +7% Crit Chance
Aura: +50 Runspeed, +100 Concealment, +4% Crit Chance
Special: Maek 0wz! – Adds +150% Crit Chance for 14s; 2 min cooldown

Image Wolf Form (Playful Cub)
Passive Buffs: +500 Runspeed, +110 Evades, +619 Perception
Aura: +200 Runspeed, +50 AAD, +200 Perception
Special: Hide of the Wolf - Adds +400 AAD for 16s; 2 min cooldown

Image Kitty Form (Grinning Hunter)
Passive Buffs: +160 to all damage types, +75 AAO
Aura: +25 to all damage types, +50 AAO
Special: Frenzy of Fur - Adds +150 damage, +125 AAO, +300 to initiatives for 18s; 2 min cooldown

Image Lizard Form (Hostile Hatchling)
Passive Buffs: +5000 to all ACs, +5000 max health
Aura: +500 to all ACs, +500 max health, +1% to all reflects
Specials:
Scale Reconstruction – Heals about 1500 health; 30s cooldown
Corrosive Cloud – Casts an AOE DoT that deals 75 damage to players every 2s for 20s; 2 min cooldown


“What form should I go for?”
All 4 forms are useful for various builds and in varying situations. Leet form would favour crit-dependent builds, wolf form would favour evade heavy builds, and kitty form would favour +dmg builds. The lizard form is overall a very strong polymorph to go for regardless of situation as it greatly increases your survivability. Most professions find it extraordinarily difficult to kill any adventurer in lizard form, due to the insane heals you can dish out. The +max health buffs also complement your Invocation of the Phoenix CH nano well.

It should be noted that you can always start any fight in leet/wolf form, and switch to a more functional favoured form for the rest of the fight. Starting in leet form enables you to sneak well against your opponent if getting the initiative is vital (for example, when you’re up against a trader). Starting in wolf form enables you to spot any opponent in concealment to grant you initiative as well. For example, when against an agent, considering starting in wolf form and going into sneak. Your perception should be high enough to spot the agent to get the jump on him, after which you may switch to lizard form to continue the fight.

If you do intend to use Lizard form, you should note that the scale reconstruction nano is on a different line cooldown from all the other special nanos. As such, it is possible to start in leet form and sneak, use the Maek 0wz! buff, unleash all your special attacks, morph into lizard form after 14s and continue the fight using scale reconstruction to aid your heals.


”When should I use Invocation of the Phoenix?”
Always treat your CH as an emergency heal only. Keep your health topped up with One with Nature constantly. If you’re taking a lot of damage, consider using the lizard form heal. If your opponent is not capable of a deadly alpha, then you should only pop your CH when you hit about 35% health.


"Adventure Shields? What's that?"
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It's surprising that most melee adventurers fail to use Adventure shields in both PvM and PvP. See: http://auno.org/ao/db.php?cmd=search&na ... ure+shield" onclick="window.open(this.href);return false;

When activated, adventure shields provide a hefty 3-4k bonus to one or two Armor Classes for a good 30s. This potentially soaks up an insane amount of damage as you force your opponent to deal minimum damage to you only. This is especially useful against Adventurers, Enforcers, Fixers, MAs, Soldiers & Traders. Since there are different shields providing different AC bonuses, it is recommended to collect all 7 shields and only equip the one you need right before you enter the fight. As such, it is vital to know what kind of damage your opponent is likely to dish out (see Reflect Bracers section above to get a good feel of who uses what type of damage). A useful tip for shields would be to activate it when your opponent is outdamaging your heals. You'll be surprised to see how much of a difference this makes in PvP.

Overall verdict: If you're melee and you have IP to spare at L200, please get an Adventure shield.


Build 1 – The Cookie Cutter Melee Adventurer
Weapon choices:
  • x2 Crispy Chiropteras
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  • Crispy Chiroptera AND Gelid Blade of Inobak
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Pros:
  • Nasty damage
  • Build allows for high evade statistics to be achieved (compared to build 3)
  • Works well in PvM

Cons:
  • Very prone to being kited around; Heavy reliance on the anti-kiting formula

Comments
The good ol’ cookie cutting melee adventurer. This build is probably what most PvM adventurers already have and as such, is ubiquitous among all froob adventurers. The presence of multiple special attacks and a very high minimum damage means this build dishes out some serious damage. The decision between either x2 Crispies or a Crispy and a Gelid can be seen as a simple trade off: a Gelid gives an overall higher damage since it has a higher minimum damage and has a nasty 1k damage proc. It is slower than a Crispy however, and this must be compensated by going slightly more aggressive. The choice is thus a decision between more damage, or more evades.

Tips for this build type
As a melee adventurer, you will find that having initiative in a fight will often mean the difference between winning and losing. As such, you will want to max out both concealment and perception and assume leet form. Before a fight starts, enter sneaking mode and get BEHIND your opponent. Begin auto attack and immediately use backstab. This will probably be your only chance to use backstab in the fight and there is a good chance that this will take a 20-30% chunk of health out of your opponent. Follow up by casting Maek 0wz! and unleashing your flurry of special attacks. This should grant you a huge advantage before your opponent has a chance to react.

If you get kited around, always rely on the anti-kiting formula to secure victory. Also, ensure you have Freedom of the Ranger running.

Notable PvP froobs using build – Jarlowel (See http://www.youtube.com/watch?v=V5D92FZTNGM" onclick="window.open(this.href);return false;)


Build 2 – The Pistelero Adventurer
Weapon choices:
  • Solar-Powered Master Engineer Pistol AND Enchanted Waterfall Eye Wind Onehander
    Image Image
Pros:
  • Fares well against kiters
  • Build allows for high evade statistics to be achieved (compared to build 3)
  • Fast AS recharge

Cons:
  • Low AR compared to build 1; Ineffective against evade professions
  • Relatively lower damage output compared to build 1
  • Poor Alpha

Comments
The cookie cutter pistelero build. This build is much less common compared to the first, since its damage output is significantly lower, and it fares poorly in PvM. The Onehander, while having a low AR due to its shotgun dependence, is vital in making up for the lack of specials of the Solar-Powered Pistol. The Solar-Powered Pistol is likewise vital in making up for the poor average damage dished out by the Onehander.

Tips for this build type
Your onehander will deal quite a bit of damage whenever it crits, so using the leet form special can be beneficial in the first 14s of the fight before assuming lizard form.


Build 3 – The Insane +DMG Full Auto Adventurer
Weapon choices:
  • BigBurger Inc. Chapman Max AND Enchanted Waterfall Eye Wind Onehander
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  • BigBurger Inc. Chapman Max AND Solar-Powered Master Engineer Pistol
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Pros:
  • Insane, nasty alpha (for Onehander choice)
  • Works well in PvM (for Solar-Powered Pistol choice)
  • Unorthodox
  • Fares well against kiters

Cons:
  • Heavy reliance on +DMG items means substantially less evades
  • Very Expensive Build!
  • Low AR (Compared to build 1)
  • Fares poorly against evade professions

Comments
This build works on the premise that the character is sufficiently equipped to have at least +200 damage when fully buffed. As such, the following items/buffs are required for the build:
  1. Messenger Merit Board (+25)
  2. Barrow Strength (+15)
  3. Might of the Revenant (+32)
  4. Bracer of Recondite Flames (+23)
  5. Bloodshed Armband (+23)
  6. Ring of Power – Elements (+28 x 2)
  7. +Fire DMG Implants (+36 in total)
  8. Living Dragonflesh Body Armor (+42)
  9. Robust Backpack (+60)
  10. Vision of Destruction (+15)
  11. Sinew of Tarasque (+40; optional)
  12. Targeting Scope - Vision Enhancer
  13. Cloak of the Reanimated Ranger (5/5) (If you can't afford a RBP)
Buffs:
  1. Sabretooth Form (+160)
  2. Ballad of the Plains Wanderer (+6)
  3. *** Frenzy of Fur (+150)
  4. *** Force of the Despoiler (+120; Might of the Revenant activatable effect)
  5. ***** Will of the Ranger (+75; Cloak of the Reanimated Ranger activatable effect)
TOTAL: +533 Fire Damage; +803 with all *** activated

See: http://auno.org/ao/equip.php?saveid=120733" onclick="window.open(this.href);return false;

Why the need for so much +DMG items you ask? The primary reason is to amplify the Fullauto special on the BigBurger pistol. With sufficient +DMG, the Fullauto on the BigBurger will dish out about 260 points of damage on a player for each bullet that hits. For a typical adventurer with about 700 in Fullauto, this means a maximum of 3120 damage can be dished out. When this is followed up with an AS, burst and flingshot on the Onehander, your alpha can easily take out 60-80% of your opponent’s health.

A major drawback of this build is that it assumes your opponent has little to no evades. It will fare mediocrely against professions such as Adventurers, MPs, Fixers, MAs, traders and NTs. However, it will be devastating against all other professions.

Tips for this build type
If you decide to go down the Onehander route, you will almost entirely rely on special attacks to deal your damage. To maximize your alpha damage, activate Frenzy of Fur, Might of the Revenant and your 5/5 Ranger Cloak (if you have it equipped). This will likely result in a capped Fullauto (~4700 damage). Burst and Flingshot will deal a maximum of 1600 damage. Aimed Shot damage will vary greatly, hitting between 600 and over 9000 damage. Couple that with kizzermole gumboils and the alpha on your character will be unparalleled.

Keep yourself at full defensive and rely on special attacks to dish out the damage you need. Since your evades will be crippled owing to the reliance on +DMG items, kiting your opponent may be a good choice while you wait for your specials to recharge.

Notable PvP froobs using Build - Rhodesian



Image Agent Image

General advice
There is only one main weapon that all PvP agents use. The Assassins FDA Caterwaul 913. No arguments here. Any other choice is sub-standard.

All agents rely on Aimed Shot to deal the majority of damage in PvP. As such, your primary objective in designing your agent equipment is to firstly, maximize your Aimed Shot skill. This results in higher AS multipliers and reduces your AS cooldown. The magic number you want your Aimed Shot skill to hit is 1040. This allows your AS to hit cap time, and shouldn’t be hard to achieve at all.

Your secondary objective in equipping your agent depends on what FP you primarily intend to go for. Typical agents will prioritize max health over all other statistics so that an FPed soldier with TMS will be virtually invincible.


“How do I hotswap?”
Most agents will be interested in hotswapping their rifle for a M150 DeLuxe Booster Edition. This allows you to pull off a Fullauto and Burst in addition to their normal attack cycles. Against professions with low evades, this will allow roughly 1-2k extra damage between Aimed Shots.

The main difficulty in pulling off this hotswap is having sufficient Fullauto (717). You will most likely need a Fullauto shining cluster in your Right Arm Implant. In addition, you may choose to equip one or two Frederickson's Kinetic Sleeves to hit the Fullauto requirement.

One thing to note during the hotswap is to NEVER. EVER. use aimed shot from the M150 DeLuxe Booster Edition. You have to time it right. The best time to swap would be right after you deliver an Aimed Shot from your main weapon. I.e. Fire Aimed Shot from your Caterwauls, swap to the M150 DeLuxe, fire off your Burst, then your Fullauto, then swap back.

An interesting means of dealing even more damage is weaving a Dimach between swapping. As an agent, you will probably have more than enough IP to max out your Dimach skill. Your killer combo would hence be: Fire Aimed Shot from your Caterwauls, swap to the M150 DeLuxe, fire off your Burst, then your Fullauto, then unequip your M150 DeLuxe. Throw a brawl and Dimach (brawl has a 10% chance to stun :P). Re-equip your Caterwauls and continue fighting.


“What changes in the 18.7 patch should I be aware of?”
The good news is that agents have been granted huge buffs in the 18.7 patch. The most groundbreaking is the fact that going FP no longer cripples your casting time, and only decreases all nano skills by 5% (compared to the whopping -50 penalty previously). This allows for new FP builds such as going trader, doctor and MP.

Other changes include greater burst damage potential by means of critical hit buffs. The enhanced trueshot nano gives a permanent +17% critical hit chance, effectively turning agents into ranged MAs with a huge toolset. Absolute concentration also lasts 14s now, with a reduced 2 minute cooldown. This is especially useful if you need to burst down your opponent quickly (like traders and docs!). Finally, the Steady Nerves buff replaces UA and TTS to give some mad rifle/AS increases. The Steady Nerves nano can be obtained by finding a Gnat’s Wing Instruction Disc, and tradeskilling it into a nanocrystal (weird I know).


“What FP should I go for?”
Generally speaking, agents enjoy going FP soldier when PvPing. Since typically 4 ASes are needed to kill off most opponents, the TMS is indispensable in buying enough time for Aimed Shot to recharge thrice. While real soldiers often find opponents capable of rooting to be problematic, agents should not experience the same problem. Being able to counter-root your opponent as an agent is an important skill to prevent your TMS from being wasted.

An alternative to FP soldier is FP enforcer. The build is especially effective against debuffing professions such as traders since you will have at least 1.5k NR with rage running. This option also provides a significant health boost that allows you to tank normal hits reasonably well. Anyone wielding a weapon capable of AS should still be able to chew through your health rather quickly though.

Other popular FPs are NTs and MPs. These professions are capable of debuffing and allows you to take down doctors and adventurers. Going NT allows you to use NS MK II and allows you to nuke, adding to your damage arsenal. Typically, being able to achieve 850 MC while FPed will be utterly awesome in allowing you to use Electrifying Containment. Going MP, on the other hand, gives you a heal pet and allows you to cast Unmakes, Mind nukes and NSD.

Finally, a recent addition to the list of viable FPs after the 18.7 patch is going trader. Having removed the Nano C.Init penalty for FPing, agents can now dish out drains in a matter of seconds. It should be easy to ladder up to nanite enhanced drains on your opponent, and this is often enough to cripple your opponent’s offensive ability enough to win you the fight. FPing trader can be a great glass cannon build, and should allow you to trump over all professions except for Enforcers.


Build 1 – Cookie Cutter Agent
Weapon choices:
  • Assassins FDA Caterwaul 913, hotswapped with M150 DeLuxe Booster Edition
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Pros:
  • Clinically effective against all professions

Cons:
  • Heavy reliance on ONLY Aimed shot to deal damage.

Comments
The typical agent. Your armor will consist mostly of either Gloomfall or Molybdenum pieces to maximize your health. Favourite FP would be the trader. Having –Nano % cost items would also be useful in allowing the agent to throw a massive array of debuffs (drains, AC drains, and health drains/health transfers).

When against enforcers, FPing a soldier would greatly increase your chances of winning.

Tips for this build type
Nothing much. Just make sure you start in sneak before throwing your first drain. If you’re going soldier, remember to hit TMS before a melee character comes in range. =P

Notable PvP froobs using Build – Buffbox (See http://aofroobs.com/viewtopic.php?f=27&t=10319" onclick="window.open(this.href);return false;)





Image Bureaucrat Image

General advice
PvP bureaucrats are rare and hard to pull off. When done properly, however, they are a fun PvP profession to play. In essence, PvP bureaucrats rely on 3 main advantages to win: evades, crowd control and initiative debuffs.

A typical bureaucrat has an extraordinarily high evade statistic because of Motivational Speech: Heroic Measures. This grants +310 Add All Defense and allows their evades to go above the AR of most professions. In addition, Improved Cut Red Tape adds an additional +75 points to Add All Defense. A properly equipped bureaucrat is thus capable of surpassing a combined evades and AAD score of 1200 points.

Crowd Control is another major advantage a bureaucrat has. I use the term “Crowd Control” to mean the collective prowess of rooting, snaring, stunning, fearing, calming and charming which a bureaucrat is capable of. Against melee professions, rooting and snaring is a major part of the toolset you need to use to win. When rooting and snaring fails, Weekend Volunteer is a short-recharge fear which is immensely useful in PvP. Calms work as a pseudo initiative debuff and is particularly useful against other pet professions. Charming is extraordinarily useful against MPs and the like. Lastly, bureaucrats are capable of insane stuns lasting up to 22s (see build 2 below).

The bureaucrat also possesses two initiative debuffs which work to debuff a total of 700 points of initiative. This is substantial enough to annoy most people, and is especially useful against doctors and adventurers.


“Which offensive and defensive speeches should I use?”
When fighting against professions reliant on nanos to gain the upperhand (NTs/doctors/traders), it is advisable to use Motivational Speech: Improvise and Adapt. The NR gain is significant and vital when fighting against them. Against all other professions, Motivational Speech: Heroic Measures is required to augment your evades. Assassin’s Focus should never be used when fighting against another player.

When fighting against high NR opponents (doctors/NTs/Enfos/Traders), Demotivational Speech: Mourner's March should be used to buffer their NR. Against all other professions, use Demotivational Speech: Certainty of Defeat. Do not use Retreat to Glory against any player.


“Is there hope for the PvP bureaucrat now that 18.7 is out? :o
Crats have been slightly buffed in 18.7. Initiative debuffs now hits for a total of -700 points. Unfortunately, the debuffs have been separated into a physical attack debuff and a nano initiative debuff, both spanning the same lines. This means that you must choose to debuff either 700 points of Nano.C. initiative, or 700 points of melee/ranged/physical initiatives. This can be problematic when fighting against professions such as traders, doctors, adventurers and MPs since you can’t debuff everything at the same time.

The Improved Red Tape debuff now doubles the skill lock timers for your opponent as well. This can be especially useful against professions like adventurers, agents and enforcers, who rely a lot on their special attacks to deal damage.

Overall, crats are now slightly stronger, but don’t expect them to pull off wonders in PvP!


Build 1 – The Pistolero Bureaucrat
Weapon choices:
  • Solar-Powered Master Engineer Pistol AND Enchanted Waterfall Eye Wind Onehander
    Image Image
Pros:
  • Effective long-ranged damage dished out by pistols and nukes
  • Somewhat effective for PvM

Cons:
  • Lower evades than Build 2
  • Not capable of the insane chain stun that Build 2 has

Comments
This build relies on dealing considerable damage to an opponent from range. It is particularly effective against adventurers, MAs and other melee classes. The build also focuses on maximizing evades by equipping evade armor. Steel-ribbed is a good choice if you lack Molybdenum. Similarly, 5/5 Jester Cloaks, sandy pieces of goo, and evade rings will work well with this build.

Tips for this build type
If your opponent is melee, snare him, throw all initiative debuffs at him, and nuke/unleash your specials from afar. If he uses Might of the Revenant, reply with Weekend Volunteer, and get as far away from him as you can. You must avoid taking damage at all costs.


Build 2 – The Full Evades Bureaucrat
Weapon choices:
  • X2 Lotus Parry Stick
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Pros:
  • Extraordinarily high evades (>1300)
  • Sickeningly long chain stun (up to 22s)
  • Can act as a good support role when teamed

Cons:
  • Very poor damage output
  • Absolutely rubbish for PvM

Comments
By equipping 2 Lotus Parry Sticks and attaining sufficient MA skill to unlock combined MA attacks, the full evades bureaucrat is capable of extremely long stuns. This build is effective against doctors, and works extremely well in group PvP.

Tips for this build type
Here are the steps to follow to stun-locking your opponent for 22s:
  1. Living Embalming (5.43s)
  2. Bright, Blue, Cloudless Sky (4.32s)
  3. Weekend Volunteer (7s)
  4. Living Embalming (5.43s)
Total: 22.18s

A further advantage to this is that Bright Blue Cloudless Sky stacks an additional -500 debuff to all initiatives, which when combined with red tape debuffs, will make your opponent’s life miserable. It is not impossible to kill a doctor using this stun-lock and going full aggressive. This will further maximize your chance of interrupting CH casts since you have 3 attack bars and a robot dishing out melee attacks.

This build is highly recommended to people intending to do group PvP. Staying in full defensive, laying mass calms and roots, and following up with initiative debuffs will go a long way for your team. Furthermore, your auras will be indispensable in aiding your team’s defense and offense.



Image Doctor Image

General advice
Being one of the better professions in PvP, doctors have an extremely high survivability rate when fighting against sloobs and froobs. Complete Healing (CH) is undeniably powerful when coupled with the normal heals a doctor can dish out. But how do you design a doctor to be potentially more powerful in PvP?

The first priority of any PvP doctor is simple: Max Health. Ideally, any doctor will want to achieve at least 10k hp self buffed. As such, Molybdenum armor is arguably the best possible armor set for a PvP doctor’s build. If you do not require the nanoskill bonuses on your rings, consider equipping Corroded Rings or Rust-pitted Rings. Sided shoulderpads, Globe of Sufference and a 1k token board is also vital in increasing max health. Also, do not forget simple buffs such as the Gauntlet buff (+1k health), and the Blood of the Brood Mother buff (which you automatically get when your doctor is close to the Brood Mother from Hollow Island when she dies).

The second priority of the PvP doctor is Nanoresist (NR). Since most professions will not rely on insane alphas to insta-kill you, the main loophole in your defense is having your CH and heals disabled through debuffs. As such, PvP doctors should aim to achieve about 1.2k in NR. This is not entirely impossible. Having Improved Notum Repulsor and Instinctive Control will greatly boost your NR. Hotswapping your rings, head and neck for an additional +80 NR when fighting debuffing professions can further boost your NR to make your doctor more impervious.

The third priority is probably as important as the second: -% nano cost. Ideally, you will want to achieve a -45 to -55% nano cost. Ensure you have a QL200 Hardcore CPU upgrade, and you implant -% nano cost in all possible clusters. If you are rich/privileged, ensure you have a Notum Imbued Gaily Painted Hood equipped. In addition, consider replacing the Molybdenum plate vest with the Breastplate of Azure Reveries instead. The extra –% nano cost goes a long way in ensuring stamina in fights.


“What Reanimated Cloak should I use?”
You should only consider using 2 cloaks: the Cloak of the Reanimated Healer 5/5, and the Cloak of the Reanimated Illusionist 5/5. Both cloaks provide a 20% direct-to-nanopool damage shield upon activation. What this means is that 20% of the damage you take will deplete your nanopool instead of your health, which potentially saves you from deadly alphas and stun-locks. The choice between the Healer and Illusionist cloak then depends on which bonuses you need. The Illusionist cloak provides vital bonuses to Pistol which I find useful for keeping my equipment out of OE. Furthermore, I find the nano damage boost from the Illusionist cloak to be more useful than the healing boost provided by the Healer cloak.

**IMPORTANT TIP: Activate your 5/5 cloak to soak up unwanted damage when you are receiving a nasty alpha or when you are stun-locked

Why not use the other cloaks you ask? The main reason is that the other cloaks do not provide the 20% damage shields that the Healer and Illusionist cloaks does. Furthermore, I find that I rarely need the additional damage provided by the other cloaks. The Jester cloak, while attractive, is hardly suitable for a doctor. It is hardly possible to attain the evades needed to tank oncoming damage as a doctor.


“When do I use Teachings of the Immortal One?”
Answer: Rarely. There are only 2 situations in which you should use it. The first is when you’re getting ganked by several people, and your CH is still on cooldown. The second is when you’re stun locked by a bureaucrat or MA. In both cases, using the Book is useful since it is the only heal you can get (aside from stims of course). You should find yourself at 40% health and unable to heal yourself (because CH is on cooldown or you are simply incapacitated) when you actually activate the book.


“How important is landing Uncontrollable Body Tremors (UBT) on my opponent?”
Extremely. In fact, it is so important that you MUST absolutely ensure that UBT STAYS on your opponent. As a PvP doctor, you must ensure you know what’s running in the NCU of your opponent by consistently checking your Nano Target’s NCU (this can be seen by ticking the appropriate box in the F10 options interface). Any worthy opponent will wait for the perfect moment to use a purifying rod to get rid of his initiative debuff. When this happens, you can anticipate a huge alpha or a last ditch attempt on his part to go for a quick win. When you notice that UBT suddenly dispels from your opponent’s NCU, activate your 5/5 cloak to soak up the oncoming onslaught, and attempt to reapply UBT on him. The only exception to this is when fighting fixers, who can remove UBT by simply casting a nano called Wake Up Call.


“What changes in the 18.7 patch should I be aware of?”
The changes for froob doctors has been enormous. First, CH now has a 30s line cooldown. Second, the normal heals has had their BM/MM requirements significantly raised. The health per second healed by these normal heals have been increased significantly as a result. So while Lifegiving Elixir is no longer self-castable by froob standards, the next highest heal still dishes out a lot more heals than froobs originally ever could. Thirdly, UBT now lasts for only 45s against PvP targets. Lastly, the pistol mastery nano (+50 to pistol) is now available to doctors.

To keep on top of these changes, ensure your doctor has at least 850 BM/MM to cast Emergency Medical Response. The heal below that only heals for half as much, so get those nanoskills up! Also, CH should only be used now as an emergency heal. Don’t waste your CH if your health is still above 50%! Spam your regular heals to keep your health topped up, and use CH only if really need to.


Build – The One and Only Doctor Build
Weapon choices:
  • Solar-Powered Master Engineer Pistol AND Enchanted Waterfall Eye Wind Onehander
    Image Image
Pros:
  • Ranged
  • Deals considerable damage (compared to other wonky builds)
  • Pistol provides additional Max Health

Cons:
  • Difficult to keep Solar-Powered Pistol out of OE

Comments
This is probably the only viable build a PvP doctor can attain. High nano-delta builds are unsuitable as the tradeoff of good damage for extended fight stamina is simply not worth it. Melee builds are likewise infeasible since doctors are incapable of rooting and will fare poorly against anyone who kites them. Heavy hitting weapons such as a Maw of the Abyss will suffer from a lack of AR and specials, and cannot deal sufficient damage against anyone with more than 900 evades. A QL 275 Vision Enhancer must be equipped to make the Onehander deal substantial damage.

Tips for this build type
It was once wisely said that doctors beat their opponents by outlasting them. Your top priority in any fight is to land Uncontrollable Body Tremors (UBT) first. Ensure that UBT stays. Following which, apply Scythe B Virus and Sentient Nano Gorger DoTs on him. If your nanopool can take the strain and you are fighting against a weapon-dependent profession (I.e. anyone who is NOT a MP/NT/Engineer/Bureaucrat/Doctor), you can choose to cast Wrack and Ruin instead of the Scythe B Virus.

If your opponent does not lay strain to your healing, you can weave First-Degree Burns between your heals to increase your damage output. Furthermore, do not use CH unless you absolutely need to. Stick to your highest heal and use CH only when your health falls below the 50% mark.

Notable PvP Froobs using this Build – Icarylve, Dociii (See http://auno.org/ao/equip.php?saveid=64490" onclick="window.open(this.href);return false;)



Image Enforcer Image

General advice
The ever feared enforcer. Being one of the most potent PvP melee professions, the enforcer combines high health, NR, AR, ACs and root immunity to crush his opponents.

Right before fighting an opponent, it would be in your best interests to ensure you have every single buff running. This includes Challenger, Mongo and Rage. Before entering the fight, cast challenger and wait 15s for the cooldown. After which, follow up with Mongo, and finally cast Rage. At this point, you’re ready to accept the duel challenge, enter the arena ring, or whatever it is you need to do to initiate battle.

Against all debuffing professions (trader/NTs/MPs/doctors), ensure you have rage running at all times and you are at full defense.


“When should I use You Are Next?”
It depends on the profession you are fighting. Against a debuffing profession (traders and MPs especially), you are best off casting your fear at the start so as to buy extra time to get a few hits in before your opponent can debuff you.

When against a doctor, you need to time your fear so as to finish him off before he can use his next CH. That also means you need to keep a mental timer of your opponents cooldowns!

When against a soldier (or a NT), utilize your fear to buy time while you heal up and wait for your opponent’s shields to expire.


“Should I equip a Vision Enhancer?”
No. You are generally better off having a more defensive setup which allows you to go full defense without crippling your attack speed too much.


“When do I activate flurry of blows?”
When you are at full defense and you need to dish out damage as fast as you can at the start. A 5/5 Reanimated Gladiator cloak also works well to boost initiatives, and can be used either in conjunction with your flurry, or right after flurry expires.


“When do I use my Assault Class Tank Armor?”
The Assault Class Tank Armor, which drops off mobs in Foremans (AKA Biomare), is capable of giving the enforcer a 2000 point absorption shield every 40 minutes. In most cases, when the Tank Armor is activated, in means that the enforcer is in a neck-to-neck duel. You typically want to use it when you have about 20-30% health left and you need 10s more to finish off your opponent. Stacking the Corrupted Flesh activatable is usually a natural choice after the 2000 point shield is depleted. You should not rely on the shield to soak up Aimed Shots delivered by MAs or agents.


“What changes in the 18.7 patch should I be aware of?”
The good news is that your enfo should now have a ridiculously long health bar! =P The old Mongo line has been split into 2 separate lines: Mongo’s Titan gives your enforcer a whopping 6k extra max health and increases healing taken by 20%. The HoT component is now separated into the Mongo Crush! nano which heals for 220 every 2 seconds. Rage is also able to remove most debuffs which other profs can throw at you (including trader drains and doctor UBTs), and you can even cast rage while NSD is running on you!

The bad news is that rage now has a 15s cooldown and has had its runspeed buff nerfed down to 200. This makes your enfo a lot more prone to kiting. Basically, while your rage can still break out from roots and snares, you will be vulnerable in the 15s after that. Also, running rage will reduce the heals you take by 30%. What this means is that if you’re fighting non-nano dependent professions (advys, soldiers, MAs, enfos), you probably will not want to have rage running on you. Only run rage when you’re against opponents who can root, snare or debuff you (agent, crats, docs, fixers, MPs, NTs, traders).


Build 1 – The Cookie Cutting Enforcer
Image Image Image
Equipment choices:
  • x2 Crispy Chiropteras
    Image Image
  • Crispy Chiroptera AND Gelid Blade of Inobak
    Image Image
  • Molybdenum Armor** (Recommended)
  • Azure Armor
  • Reactive/Proactive Armor
Pros:
  • Works perfectly fine in PvM
  • Overall good ACs, max health

Cons:
  • Everyone uses this (OK that’s not much of a Con but I like originality =P)

Comments
The optimized build for any enforcer. Works well in raiding and PvP alike. The build is all rounded and lacks any distinct loophole or specialty. Possible modifications to this setup would be hotswapping NR pieces when fighting debuffing professions.

Tips for this build type
Just smack the crap of your opponent. Remember to go full defense when fighting debuffing professions.


Build 2 – The Heal Delta Enforcer
Image Image Image Image
Equipment choices:
  • x2 Crispy Chiropteras
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  • Crispy Chiroptera AND Gelid Blade of Inobak
    Image Image
  • Heal Delta and Stamina boosting equipment
Pros:
  • Capable of achieving up to 185 hp/s regeneration when used with mongo while standing
  • When sitting, capable of achieving about 260 hp/s regeneration with mongo

Cons:
  • Lower statistics overall (Less NR/ACs/max health/AR)
  • Must be Atrox

Comments
In case you haven’t realized, that is probably the highest health regeneration rate any froob will ever achieve (higher than fixers with their HoTs even). The build fares well against soldiers and agents who utilize TMS, since you can sit and wait for their shields to expire. Few professions can dish out 300 damage per second to outdamage that mad regeneration rate.

In order to achieve this build, you need to hit 811 stamina, and preferably more than 110 Heal Delta. You will need a Dantian Belt of Life, Ljotur Pants, x2 Frederickson Micro-kinetic Sleeves, x2 Ring of Endurance, x2 Anything, Miys Tank Armor, and fully implanted stamina.

Tips for this build type
Slap a Hacked Blister Pack with Advanced Insurance Hack for an additional 40hp/s heal. If you are fighting against an agent who FPs a soldier, you may choose to remain standing and initiate auto attack on the agent to prevent him from going back into sneak. If you need to buy time to regenerate when fighting against anybody, consider using root grafts or your Assault Class Tank Armor.

Notable PvP Froobs using this Build – Derenbruder’s Enforcer (Forgot the character name, sorry =P) (See http://auno.org/ao/equip.php?saveid=189971" onclick="window.open(this.href);return false;)



Image Engineer Image

General advice
Engineers are arguably the worst profession suited for PvP. Their toolset is limited and they suffer from poor health, evades, and cannot heal. Regardless, it is not impossible to sharpen your engineer for PvP. They do make good support roles in team-PvP and have several tricks up their sleeves that people are often not aware of.

There are several skills specific to the engineer which gives them an edge over other professions. The most potent skill is arguably the special attack blocker. Ideally, you will want your engineer to self-cast Sloughing Defensive Shield to absorb 4 special attacks. The engineer pet is also a force to be reckoned with.

When it comes to pet buffing, ensure you have reflect shields, AC buffs, damage shields, Aggression Subsystem, damage boosts, and trimmer buffs running on your bot. Cast the Polarized Screening buff on your bot right before you enter battle. The buff works surprisingly well on people who attempt to root your pet. Also, as a side note, you should have Pet Attention uploaded if you hope to PvP at all.


“What aura should I use?”
On your pet:
Stack the intrusive aura of sloth (or lower if you can’t cast that) and a Disruptive Void Projector. If you’re fighting a NT or soldier, use the Null Space Disruptor instead of the blind aura.

On yourself:
Sympathetic fortress screen. If you’re in a team, cast reflects on everyone and use Sympathetic Reactive Cocoon.


“Is there a sure-fire way to re-apply my aura debuffs on my opponents?”
Yes there is. If say, you want to re-apply the blind debuff on your opponent, instead of waiting for the 20s tick to go off on your bot, you can simply rebuff your bot with the blind aura, and this will reapply the blind on your opponent instantly. This is especially useful if you’re fighting more than one opponent and you want to pseudo-calm your non-fighting target; just rebuff your bot with the desired aura! However, do take note of the 8s recharge time each aura nano has.


“Should I go into sneak and let my bot maul the crap of my opponent?”
Well. Uhm. I’m supposed to say “No, that’s Disgusting and reprehensible. Shame on you for even suggesting that.” But truth be told, engineers already have a significant disadvantage when it comes to PvP. Also, it is my belief that all is fair when it comes to PvP (except sploits of course, and sneaking ain’t a sploit ;P).

To pull this off, you need to time everything properly. Beforehand, make a macro that automatically terminates your bot. Ensure you have a spare Slayerdroid shell in your inventory.
  1. Buff your bot, sneak right before the fight starts and send your bot in.
  2. When your bot is at about 10% health, break out of your sneak and initiate auto-attack on your opponent.
  3. Hit the bot terminate macro.
  4. Right click on the spare shell in your inventory
  5. Send your new pet to attack. Throw every last thing you have.
The bot terminate macro is absolutely necessary to ensure that there is no delay between when your next bot is summoned (there is a 10s delay to resummon your bot if your current bot dies).

Professions you should not try this against: Adventurers and Fixers (can probably see through your sneak), Bureaucrat, Trader, NTs, and possibly MPs (can calm your bot from the start).


“What Trimmers do I use?”
Most of the time, you will want to use a QL 200 Trimmer - Divert Energy to Offense and a QL 100 Trimmer - Positive Aggressive-Defensive. However, if you’re the sneaky type and you’re fighting someone with low AR, consider using the following tactic instead: On your bot, use a QL 100 Trimmer - Negative Aggressive-Defensive, slap on a QL200 Trimmer - Divert Energy to Avoidance. When your bot dies, immediately summon your next pet, and use the QL 200 Trimmer - Divert Energy to Offense and a QL 100 Trimmer - Positive Aggressive-Defensive on your new bot. Now go all out and destroy your opponent.


“Is there hope for the PvP engineer now that 18.7 is out? :o
Haha. Nope. While slayerdroid transference now buffs MA by a whopping 400 points, I’m afraid there’s little else that makes froob PvP engineers competitively viable still.

Build 1 – The Cookie Cutter Engineer
Weapon choices:
  • Solar-Powered Master Engineer Pistol AND Enchanted Waterfall Eye Wind Onehander
    Image Image
Pros:
  • Ranged

Cons:
  • Poor damage compared to going MA
  • Poor AR

Comments
The safe PvP option for engineers most accustomed to using ranged weapons. Do not expect the setup to deal much damage, however, since your AR will be miserably low.

Tips for this build type
Nothing much here. Just remember that Aimed Shot is your friend.


Build 2 – The MA/evades Engineer
Weapon choices:
  • Fists (More damage)
    Image
  • X2 Parry Sticks (More evades)
    Image Image
Pros:
  • Deals some sick damage
  • High evades because of parry sticks
  • Flower of Life provides good healing
  • Works well in PvM
  • 2 slayerdroids are always better than one :D

Cons:
  • Purely melee; relies heavily on anti-kite formula

Comments
This build relies on slayerdroid transference to greatly boost the AR of the engineer. Your armor choices should pump points into evades as far as possible. Steel-ribbed, 5/5 Jester Cloak and evade rings/bracers (Glimmering Magnetic Ring and Sandy Piece of Goo) will do well to increase your survivability.

Tips for this build type
If you go sneaking, a good trick to slap onto your opponent is to name your pet with the same name as your character. When you resummon your pet, charge at your opponent alongside your new pet. Your opponent will have a really hard time deciphering which is the real engineer. XD

Save up flower of life for when you really need it. It is your only main source of heals aside from stims anyway. Always keep your root grafts at the ready. Your opponent will likely run from you if they are in danger of losing.



Image Fixer Image

General advice
The sneaky fixer. Among all other classes, fixers rely most on pillar humping to secure a victory. This is due to the fact that fixers have an excellent snare/root capability and also have a high health regeneration rate due to HoTs. When low on health, fixers can simply root their opponents, break line of sight by getting behind a pillar/wall, and wait for their health to regenerate (AKA pillar humping).

A useful tip for fixers is to use special attack bullets to increase your damage output. Most fixers choose to use Cluster Bullets - (Fixer Special Attack) or Homing Permorpha Bullets - (Fixer Special Attack). Simply find the right QL of these bullets (120ish for the homing ones) in the fixer shop, and right click on them when fighting your opponent to dish out more damage.

List of other minor tips:
  • You should have Wake Up Call and Experienced Survivor uploaded if you intend to PvP. Wake Up Call is indispensable when fighting doctors, and Experienced Survivor is useful against Enfos, MAs and Bureaucrats.
  • When fighting, remember to throw everything you have to maximize your damage. This includes all specials, kizzermoles, fixer bullets, etc.
  • Use luck’s fickle fate when fighting against evade professions.
  • When fully buffed, your perception should also be high enough to see anyone in sneak (except agents). Don’t allow anyone to get the jump on you.

“When do I pillar hump?”
Most people like to pillar hump only when they are near death (10-30% health). This should NEVER be the case. A general rule of thumb is to pillar hump when you are below 50% health. This is in anticipation of your opponent activating Might of the Revenant to hunt you down. When this happens, you need to make full use of your runspeed advantage and begin kiting him around. If you need to, use your 5/5 Jester cloak and Corrupted Flesh to soak up oncoming damage. Activating your own Might of the Revenant might also be useful, since your opponent will likely root you so he can butcher you.


“What changes in the 18.7 patch should I be aware of?”
The only change that would affect PvP for fixers is that the Luck’s Fickle Fate debuff now fills your opponent’s NCU by 15 points. This can be useful against professions that typically cast buffs halfway through a fight, such as NTs, enfos, traders and soldiers. If your opponent is say a NT who leaves exactly 49 NCU free to cast Nullity Sphere mid-fight, then filling that NCU up can cause some troubles for him.

Other than that, there are minor changes to the fixer meep nanos, but I doubt you would want to cast that in any serious duel ;).


Build 1 – The Cookie Cutter Fixer
Image Image Image
Equipment choices:
  • Blinded Blackbird (in main hand) AND Enchanted Waterfall Eye Wind Onehander
    Image Image
  • 5/5 Jester Cloak
  • I am the Eel Rings
  • Steel-Ribbed armor
  • Proactive/Reactive armor
  • Molybdenum armor (if you can afford the stamina to equip it)
Pros:
  • Works well in PvM since Onehander can be swapped out for another Blinded Blackbird easily
  • Setup works better against NTs compared to build 2

Cons:
  • Evades may not be high enough to evade high AR professions

Comments
The typical fixer. Relies on conventional equipment to boost evades, health and ACs, instead of equipping grid armor.

Tips for this build type
Remember to equip the Blinded Blackbird in your mainhand to ensure the burst fires off from the Blackbird instead of the Onehander.

Notable PvP Froobs using this Build – Rszmit


Build 2 – The Grid Armor Fixer
Image
Equipment choices:
  • Blinded Blackbird (in main hand) AND Enchanted Waterfall Eye Wind Onehander
    Image Image
  • Grid Armor MK IV
  • Ljotur armor
Pros:
  • Can evade just about anything

Cons:
  • Susceptible to debuffing since any reduction in your Matter Creation skill will drive your GA into OE, rendering it ineffective
  • NTs will utterly obliterate you
  • Expensive

Comments
The good ol’ blue smurf is typically a horror to meet for any weapon dependent profession. Only Aimed Shots and Sneak Attacks get through, and most people simply cannot deal enough damage to overcome the HoT rate. The build is good for most purposes, including PvM.

Tips for this build type
If you see a NT, run. You seriously don’t stand a chance. He will chain stun you while nuking you to bits with his anti-GA nuke. When fighting against a MP or trader, you will want to finish the fight before you get debuffed and your GA goes OE.

Notable PvP Froobs using this Build – Nodephreak


Build 3 – The Heal Delta Fixer
Image Image Image Image
Equipment choices:
  • Blinded Blackbird AND Freedom Arms 3927 G2 (or use a Onehander if you can get enough stamina)
    Image Image Image
  • Heal Delta and Stamina boosting equipment
Pros:
  • Capable of achieving up to 150 hp/s regeneration with HoTs while standing
  • When sitting, capable of achieving about 210 hp/s regeneration with HoTs

Cons:
  • Lower statistics overall (Less ACs/max health/AR/evades)
  • Very poor damage output
  • Must be Atrox

Comments
Another possible contender for the heal delta category. The build augments the HoT advantages of the fixer and attempts to outheal the opponent’s damage, while at the same time, maintaining high evades to reduce oncoming damage.

Tips for this build type
Pillar humping is especially vital for this build since it relies heavily on regeneration and has lower statistics overall. Since damage output is low, be sure to use special bullet attacks and kizzermole gumboils.
Last edited by Briandmg on Wed May 10, 2017 7:12 am, edited 14 times in total.
The Ultimate Endgame Froob PvP Guide :OO
All you ever needed to know to make your L200 froob toon a beast in PvP. :P

Briandmg
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Posts: 257
Joined: Wed Sep 08, 2010 2:56 am

Re: The Ultimate Endgame Froob PvP Guide

Post by Briandmg » Mon Dec 16, 2013 7:21 am

Image Martial artist Image

General advice
All MAs are as good in PvP as they are in PvM; a well-designed character will fare no better against mobs than they do against other players. If you play a MA and intend to PvP, you must possess some form of skill to win against most opponents. An inexperienced MA will find himself losing frequently.

As a rule of thumb, froob PvP MAs do not use melee weapons. Only fists. One of the most important part of a MA toolset, however, is hotswapping a bow on for Aimed Shot. The bow you should be looking at is the Superior Sapphistic Bow. You should have at least 834 in your bow skill to hotswap this. If you’re fighting against a non-debuffing profession, you should always begin with your bow equipped to get an Aimed Shot off before swapping out to fists. This will maximize the amount of damage you will deal. From then on, hotswap and get your Aimed Shot out as often as you can. Save your Aimed Shot if you’re intending to alpha your opponent to death.

If you are indeed fighting against a debuffing profession (NT/Doctors/MPs/Traders), always begin your fight using Upon a Wave of Summer (UaWoS). Your UaWoS should be at least QL 230. This will bring your NR above 1.7k and effectively grant you 20s of nano immunity. During this time, you must throw everything you have and go for a quick win.


“What MA special attack should I use?”
Image Image Image Image Image
It depends. Generally speaking, the favourite MA special attack most MAs use is Bright, Blue, Cloudless Sky (BBCS). It has a moderate recharge time, deals a little bit of damage, applies an initiative debuff on your opponent, and most importantly, it stuns. Against high NR professions such as enforcers, the stun hardly lands. However, against many other professions, it is a vital part of your alpha.

Other MA Special Attacks you should consider using is Flower of Life, Ape Fist of Khalum and Shen. Use Flower of Life if you are certain that a 2000 point heal will allow you to outlast your opponent and win (quite rare for this to happen actually). Use Ape Fist of Khalum if you are sure the fight will last at least 20s more. Use Shen if you’re really really angry and you think using BBCS would mean going too soft on your opponent. =P


"Should I use Bow Special Attacks?"
Image
While you have your bow out, you may choose to use Bow Special Attacks to inch in that little bit more damage to your alpha. The highest damaging Special Arrow with a moderate recharge time would be the Poison Bamboo - Special Arrows. Weave the bow special attack in for that split second you have your bow equipped. You should only choose to do this if you have the IP to spare. It dishes out relatively little damage for the cooldown it has anyway.


"Should I use Deflection Shields?"
Absolutely. Yes. You probably would have put some points into parry to be able to use some of your MA Special Attacks (e.g. Flower of Life). Using Deflection Shields is a neat bonus to accompany your investment into Parry. "But Brian, I use Fists in PvP! I can't activate Deflection Shields without using a melee weapon!" Hehe. That's where my little trick comes in. If you're against an Adventurer, Enforcer, Fixer, MA or Soldier, equip your nifty Microphone (a must have for every MA) before the fight. Activate the appropriate Deflection Shield the moment the fight commences, and swap out for your fists/bow. That way, you begin with an insane AC bonus in the first 30s.


“How do I time my stuns and unleash my alpha?”
A good time to unleash your alpha is if your opponent is around 60-70% health. Alternatively, if you get lucky and your brawl successfully stuns your opponent, you may want to chain that stun up. Follow up with a BBCS (or Shen if you wanna go all out), and cast Footsteps of the Master right after BBCS ends. Root grafting your opponent right after you fear is generally good so that your opponent will hold still while you punch him. During that time, you should hotswap your bow on, get off an Aimed Shot, and unequip your bow again. Here is a step by step guide:
  1. Brawl successfully stuns your opponent (luck based; you can start your chain stun anytime you want actually!)
  2. Activate Might of the Revenant, 5/5 Gladiator Cloak, and your flurry of blows (if you still got them)
  3. Use BBCS or Shen
  4. Get your bow on
  5. Aimed Shot
  6. Use your Poison Bamboo - Special Arrows (if you have them)
  7. Get your bow off
  8. Cast Footsteps of the Master
  9. Root Graft
  10. Punch. Use Dimach if necessary. Kizzermole gumboils help too.
“Should I ever use dimach?”
Sometimes, yes. If you’re fighting an experienced doctor or adventurer, you almost certainly will need dimach to finish him/her off. For this reason, you should abstain from using Wizdom of Huzzum in PvP when you need to burst your opponent down. Otherwise, if you need to drag a fight out against your opponent (say when you’re against a soldier), it would be better to use Wizdom of Huzzum for that added heal.


“What changes in the 18.7 patch should I be aware of?”
Froob MA changes are minor. The largest change is that all heals now have a 2s recharge, but have line cooldowns instead. What this means is that you can cast a single-target heal every 8s, and a team heal every 10s. This also means that you can cast a single-target heal followed by a team heal 2s later, increasing your overall healing ability slightly.

Other changes include greater buff stats. A fast attack line of buffs has been added (useful for using flurry of blows). Four Fists of Kali now also buffs dimach and sharp objects. AC buffs no longer require MC as well, so go crazy on them AC buffs!


Build – The One and Only MA build
Weapon choices:
  • Fists, hotswapped with Superior Sapphistic Bow
    Image Image
Pros:
  • Very skill based PvP profession to play

Cons:
  • Very skill based PvP profession to play

Comments
Your build should be an all-rounder build which adds points to your evades, ACs, health, and still maintain flexibility for you to hotswap pieces out for extra points of NR. Steel-ribbed, molybdenum, and Living Dragonflesh armor all fare well in PvP. The choice whether to put on a 5/5 Jester cloak or Gladiator cloak should be entirely up to you. Personally, I favour putting on a Gladiator cloak as the additional 4% crit chance is something I value more than evades.

Tips for this build type
Ensure you take a nice Steaming Hot Cup of Enhanced Coffee before fighting to increase your crit chance further. Playing a PvP MA is all about timing – knowing when to use your root grafts, purifying rod, Might of the Revenant, Footsteps of the Master, MA special attacks, 5/5 cloak, flurry of blows, UaWoS, etc. Time your attacks well. See the 1v1 guide below to have a more in-depth feel of how to play a MA.

Notable PvP Froobs using this Build – Jadesoturi



Image Meta-physicist Image

General advice
Undeniably one of the best professions in froob PvP. The MP is capable of winning against most classes due to his sheer damage output, evades, potent debuffing skills and overall survivability.

You will definitely want your pet window to be up as a MP. This allows you to micro manage each of your pets which can be important in a fight. Since you will probably name each of your pets the same name as yourself (excellent in confusing your opponents XD), you may have troubles differentiating your pets. Remember that your attack pet will always have the most number of buffs (typically 4). Your mezz pet will only have 1 buff (Anticipation of Retaliation). Your heal pet will have a “Heal” button instead of an “Attack” button.

Oh, and of course, the only attack pet you will ever want to use is the Tormented Revenant. This pet is summoned by casting Nano Crystal (Saemus' Crystalizer) (drops from 1st floor of IS) to create Concentrated Crystalized Energy. Combined the Concentrated Crystalized Energy with a Rusted Iron-bound Funeral Urn (drops from 3rd floor of IS) to receive an Energized Rusted Iron-bound Funeral Urn. This urn summons a Tormented Revenant 30s after activation.


“Should I use Nano Shut Down (NSD)?”
Given the recent changes in patch 18.7, NSD now finds significant use in PvP. NSD has had its NR check reduced to 120%, and is now insta-cast with a 2s recharge and 20s line cooldown, but lasts only for 10s. As such, NSD makes for an excellent opener against nano-dependent professions (especially traders, agents, NTs, MPs and doctors). Begin such fights with a NSD, and follow up by applying Metaing’s Improved Mind Quake as another layer of short-term nanoskills debuff. Finally, ensure you land a dominate to further cripple your opponent’s nano-casting ability. Keep the Metaing’s Mind Quake debuff continuously refreshed on your opponent.

If your opponent is still able to throw drains or debuffs on you, you may want to refresh the NSD after 20s. Ensure you have your target’s debuff window up to continuously keep track of what debuffs you have running on him, and which debuffs need refreshing.


“Which Dominate should I use?”
This differs when fighting different professions. Check the MP section in the 1v1 guide below to find out which nanoskill each profession is most reliant on.


“What changes from the 18.7 patch should I be aware of?”
The great news is that MPs have been significantly buffed. NSD has been changed to be a reliably useful part of one’s toolset (see above). Odin’s Missing Eye no longer reduces your health by 250, and in fact increases your NR by 100. The Glacial Lance nuke now dishes out the same DPS as Metaing’s Improved Mind Quake if you have a mind quake debuff running on your opponent. Considering that the Glacial Lance has a 85% NR check only, this means a much larger nuke DPS against high NR opponents such as enforcers and doctors. Notum rejection has had its recharge and NR check reduced, but still finds marginal use in PvP.

Finally, the summonable weapon Azure Cobra of Orma has had its attack time improved significantly, outdamaging even hungry howlets in terms of sustained DPS. The AR of the weapon is also significantly improved, allowing you to easily hit any non-evade froob profession with ease at 1/1 at full defense. This allows for new weapon options in a glass-cannon MP build.


Build 1 – The Evade MP
Weapon Choices:
  • Lotus Parry Stick and Shield of Asmodian
    Image Image
Pros:
  • Insane evades
  • Capable of using MA special attacks upon hotswapping

Cons:
  • Not the best build for PvM

Comments
The Parry Stick-Shield combo is undeniably one of the best possible weapon combination for the PvP MP. Many other builds are sub-par compared to it. A Hungry Howlet or Pained Panther build suffers from low AR and hardly does more damage than spamming Metaing’s Improved Mind Quake. These minor bonuses in damage pale in comparison to the +210 Add All Defense provided by the Shield.

The build is best complemented by an extreme focus in evade gear. Full steel-ribbed, Third Eye of Daria, I am the Eel rings, Opifex Vambraces, IGoCs and a 5/5 Jester Cloak will suit the build very well. The following setup serves as a good template: http://auno.org/ao/equip.php?saveid=181274" onclick="window.open(this.href);return false;. (Disregard the implants in the setup posted though)

Since it is not easy achieve about 1050 in all nanoskills in this setup, you may find it necessary to hotswap a Blackshirt of Zuwadza to cast your final Evocation, and to summon the shield and your pets.

Tips for this build type
It is possible to use Flower of Life, Shen, and other MA special attacks with this build. To do so, follow the steps listed below:
  1. Unequip the shield first during battle (takes 10s, which you must take into account!)
  2. Stop auto-attack
  3. Buff yourself with Composite Physical Special Expertise (1 hour)
  4. Initiate auto-attack on your opponent
  5. Use your MA special attack
  6. Re-equip your shield if you wish. This may require some intense hotswapping of gear in the middle of the fight
This was the only way I could find to successfully get the MA special attack off, so don’t ask me why steps 2-4 is necessary. It just is. This tactic is especially useful against soldiers and agents with TMS up. The flower of life potentially buys you enough time to outlast his TMS. Do note that your evades will be severely nerfed for the duration of the hotswap, and this is potentially a huge gamble.

The best way to secure victory using this build is to kill off your opponent ASAP. Spam Metaing’s Improved Mind Quake and land a dominate on your opponent. Continue using Metaing’s Mind Quake to deal some insane damage.

Notable PvP Froobs using this Build – Spiri-1


Build 2 – The Glass Cannon MP
Weapon Choices:
  • Superior Sapphistic Bow
    Image
  • Zastaba Velocity SX - Special Forces
    Image
  • Hand Crafted Unionist Arbalest
    Image
  • Azure Cobra of Orma
    Image
Pros:
  • Extremely high damage output
  • Ranged attacks

Cons:
  • Severely lacks evades, especially against melee professions

Comments
Somtimes, offense is the best defense. This build epitomizes the tradeoff of evades for more damage by adding an Aimed Shot to the MP's toolset. This is especially useful against professions that you want to take down as fast as possible, such as traders.

Tips for this build type
Against melee opponents, since you are lacking the 310 points of evades in deciding to take up an Aimed Shot weapon, you must make up for this by kiting your opponent as much as possible. If you’re not using the Azure Cobra, do not rely on regular attacks to deal damage; instead, spam Metaing's Improved Mind Quake and use Aimed Shot when it is up.




Image Nano-technician Image

General advice
With an array of utility nanos and highly damaging nukes, the NT is not to be trifled with in PvP. The NT aims to finish his fight under 30s as the only tenable form of defense they have is Nullity Sphere MK II.

The primary skill a NT should maximize in his build is Matter Creation (MC). Ideally, you will want to have about 1050 in MC to cast Resonance Blast. A higher MC also means a higher chance of landing your nukes, and is thus vital to have.

The secondary skill a NT should be looking at are his evades and NR. Considering that NTs have a minor evade buff and can blind to further reduce the AR of his opponents, a NT should be able to evade most of the attacks thrown at him. Furthermore, a NR of 1200 is considered a good standard of defense against debuffing professions.

The tertiary skill all NTs should consider is his Nano Casting Initiative. You absolutely must have at least 1200 Nano C.Init if you intend to cast off your nukes in reasonable time. Anything higher than 1200 is a neat bonus, but will not significantly affect your performance in PvP.


“Which nukes should I use?”
If you are fighting against a non-debuffing profession, you will want to cast Resonance Blast at full aggressive to eat nice big chunks out of your opponent’s health. Against a debuffing profession, you must go full defense and equip your NR gear. If you still have enough MC to cast Resonance Blast, you should. If not, casting Corruption of the Pest is your next best alternative. If you’re up against an extremely high NR profession (such as enforcers), consider using Ferocious Impactor Missile. If your opponent is down to 5% health and you need a quick nuke to finish him off, use Izgimmer's Enveloping Flame.

And of course, if you need to debuff your opponent’s nanoskills, use the Crown of Frost nuke.


“How about Electrifying Containment?”
Nope. NR check too high. Damage too low. Stun chance too random and simply not long enough. Just no.


“Should I bother blinding/rooting/debuffing my opponent at all? Or just nuke him straight to death?”
This depends. If you’re fighting the following professions, Crown of Frost is the very first nuke you want to get off them:
  • Adventurer (disable heals)
  • Doctor (disable heals)
  • Enforcer (disable rage)
  • Meta-Physicist (disable nukes)
  • Nano-technician (disable nukes)
  • Soldier (disable TMS)
  • Trader (disable drains)
In general, right after you get off Crown of Frost, you must follow up with a blind. If the opponent you are fighting is not one of the professions listed above, then open with a blind instead. This greatly reduces their AR, and will throw inexperienced players off their guard.

You will want to root your opponent if they are the following professions:
  • Melee Adventurer
  • Agent (FPed into a soldier, when he activates TMS)
  • Melee Doctor
  • Enforcer
  • Fixer (when he gets below 50% health)
  • Martial Artist
  • Soldier (When he activates TMS)

“How do I use NS MK II?”
Quite simply so. Before you use NS MK II, ensure your opponent is blinded, or your root grafts are ready to use. Stack yourself right on top of your opponent and cast NS MK II. Always keep your mouse button hovering above your root graft icon for the duration of NS MK II. When he runs, root graft him, and replace the weak root graft with Feet of Lead. You may also choose to activate your 5/5 Illusionist robe together with NS MK II to maximize your damage; you will want to have your opponent near death after NS MK II ends.

In the new 18.7 patch, it is now possible to move while NS MK II is active, although at a -2500 runspeed penalty. The fastest way to move would be to toggle walking after you cast NS MK II, since your walking speed will be faster than running at -1500 runspeed. If you’re skilled enough, you can pull off some walk-casting while NS MK II is up (see the walk-casting guide in 1.10 of the guide). Remember to re-toggle running once your NS MK II expires!


“What changes from the 18.7 patch should I be aware of?”
The most significant change is probably to NS MK II, as mentioned above. The duration of NS MK II has also been increased by 1s (wow! =P). The next significant change is that the absorb layers buff has had its recharge reduced to 2s, but it now has a 5s line cooldown. It is thus possible to rebuff your absorb layers buff between nukes to soak up some damage from your opponent. NTs now can also cast MC mastery, which adds a nifty +50 MC! Finally, neural stunner has had its recharge time reduced to 6s, meaning you can keep low NR opponents stunned about 2/3s of the time.


Build 1 – The evade NT
Weapon Choices:
  • Ithaca Ki-8 Snakemaster
    Image
  • X2 Lotus Parry Stick
    Image Image
Pros:
  • High Survivability means you can nuke opponent for longer period of time
  • Ithaca dishes out moderate damage output (but adds only a little evade)
  • Parry stick allows for Flower of Life (pretty much your only form of healing)

Cons:
  • Parry stick dishes out very poor damage
  • Fares poorly in PvM

Comments
The evade NT favours survivability over damage. Being able to dodge more attacks means having more time nuking your opponent. Personally, I favour the Ithaca choice as it allows me to dish out considerable amounts of Aimed Shot damage while adding to my evades.

Tips for this build type
Despite having a moderate amount of evades, you nevertheless want to stay as far away from your melee opponents as possible. In addition, ensure you play well with your aggressive-defensive bar. If you got your opponent rooted, or you are in your NS bubble, your bar should be at full aggressive. If you are in trouble, go full defensive to exploit the strength of the build.

Notable PvP Froobs using this Build – Ihana, Briandmg (Shameless, I know, but this is my guide after all :P)
(See: http://auno.org/ao/equip.php?saveid=181768" onclick="window.open(this.href);return false;)


Build 2 – The Glass Cannon Build
Weapon Choices:
  • Maw of the Abyss
    Image
  • Two-Layered Saturated Metaplast Six-Shooter AND Enchanted Waterfall Eye Wind Onehander
    Image Image
  • Hand Crafted Unionist Arbalest
    Image
  • Zastaba Velocity SX - Special Forces
    Image
  • Premium Supernova Mk VI
    Image
Pros:
  • Very good in dealing insane amounts of damage in short amounts of time

Cons:
  • Very squishy
  • Low AR means your regular attacks won’t deal much damage

Comments
A cookie cutter deadly NT build. The build focuses on Aimed Shots and moderate regular attacks (Maw and Metaplast Six-Shooter) as a secondary source of damage.

Tips for this build type
It is possible to unleash a devastating alpha using this build. When your opponent is fully debuffed and you are safe in your NS bubble, activate your 5/5 Illusionist Cloak and cast Resonance Blast. Immediately activate your Ring of Wilting Flame. When your nuke goes off, use all the special attacks you have. If timed correctly, this combo can easily take out 50% of your opponent’s health within a split second.


Build 3 – The +DMG Candycane NT
Weapon choices:
  • Premium Supernova Mk VI
    Image
  • Candycane
    Image
Pros:
  • Insane alpha of up to 7800 damage
  • High burst damage effective against doctors, MPs and traders
  • Ignores PvP 30% damage caps
  • Unorthodox

Cons:
  • Heavy reliance on +DMG items means substantially less evades
  • Ineffective against Enforcer and NT absorption shields
  • Painful to use against Adventurer/Soldier/Engineer damage or reflection shields

Comments
A number of years ago, +DMG modifiers were made to affect nuke damage output. Candycane effectively amplifies +DMG by 8x because the +DMG applies to each damage type. As such, the following items/buffs are required for the build:
  1. Omni-Tek Nano Reservoire Merit Board (+25)
  2. Barrow Strength (+15)
  3. Might of the Revenant (+32)
  4. Bloodshed Armband (+23)
  5. Ring of Power - Ultimate Force (+28 x 2)
  6. +Radiation DMG Implants (+36 in total)
  7. Living Dragonflesh Body Armor (+42)
  8. Vision of Destruction (+15)
  9. Sinew of Tarasque (+40)
  10. Rockcrusher Gauntlets (+9)
  11. Metallic Mantis Armor (legs, feet and sleeves) (+8 x 4)
  12. Cloak of the Reanimated Illusionist (5/5)
Buffs:
  1. Weapon Enhancement (+5)
  2. *** Force of the Despoiler (+120; Might of the Revenant activatable effect)
  3. *** Will of the Illusionist (+20% nano damage; Cloak of the Reanimated illusionist activatable effect)
TOTAL: +2337 total damage; +4161 with all *** activated
See: http://auno.org/ao/equip.php?saveid=204942" onclick="window.open(this.href);return false;

With this build, your normal candycanes will deal 3500 damage against any player, ignoring any damage caps.

Tips for this build type
For maximum damage, consider the following alpha: Begin casting your candycane against your opponent. Quickly activate your 5/5 cloak, Might of the Revenant, and Ring of Wilting Flame. The moment your nuke goes off, unleash your aimed shot from your Premium Supernova, and throw a kizzermole gumboil at your opponent. If your opponent has less than 7800 health, he will die instantly. 8)

When you’re not unleashing your alpha, since candycane has a long cast time, it will be to your advantage to walk-cast and hide the moment you begin casting. Doing so will compensate slightly for your lack of evades.



Image Soldier Image

General advice
Possessing some of the best shields in the game, the soldier makes for some raw firepower in PvP and PvM alike. However, this advantage is severely offset by the fact that soldiers have poor NR and are extremely susceptible to rooting and debuffing. They are thus a profession prone to kiting and pillar humping.

Most soldiers favour max health as their primary objective in their builds. Since TMS grants 75% reflect shielding, your max health effectively quadruples for the duration of TMS. Molybdenum armor is a favoured choice among many soldiers.


“Is Charred Abaddon Chassis suitable for PvP? What cards should I slot into it?”
Image Image Image Image
I would say yes, they are, but it is probably not the most optimal armor for the hardcore PvPer. As to which cards to slot into your Chassis, I would go with Offense, Defense, and Essence cards. These 3 provide the greatest amount of health, AAO and reflects to augment your soldier toolset. I forgo the Nano Resist bonus because even with the bonus, you’re limited to a total NR of about 900, which is honestly too low against debuffing professions. Similarly, I find the NCU and skill bonuses mediocre.

Since Chassis armor is tagged “Social Armor”, you can’t wear conventional equipment in most slots of your wear tab. However, don’t forget to fill whatever slots in you can with “CanBeWornWithSocialArmor” enabled items. For a full list of such items, see: http://forums.anarchy-online.com/showth ... adid=80415" onclick="window.open(this.href);return false;


“Hotswapping weapons as a Soldier? That’s ridiculous!”
It depends really. A general rule of thumb is that if you’re duel-wielding, you probably won’t want to hotswap. If you have a single weapon equipped, hotswapping will dramatically increase your damage output. For soldiers with Hellfury/Hellspinner equipped, read on.

In choosing to hotswap, the primary special attack you will want to get off on your opponent is Aimed Shot (AS). For that reason, I personally favour the Premium Supernova Mk VI. It has a (relatively) short equip time, and minimally dishes out a whopping AS damage of 1.5k against any player. You should expect it to hit your opponent for 30% capped damage for 90% of the time. Since its recharge time should be roughly equal to your TMS duration, you should expect to get 2 Aimed Shots off your opponent for each fight.

If you have a Hellfury equipped, consider hotswapping to get a Full Auto (FA) off your opponent too. The best hotswapping FA weapon would probably be a Spastic Assault Rifle (for Omnis), or Cooperator Assault Rifle (for Clans). They deal substantial damage per bullet, has a quick FA recharge (~40s) and has a (relatively) short equip time. Acquiring an appropriate QL of the rifle you can equip self-buffed and swapping out at the correct intervals to let out your Full Auto will greatly increase your damage output.

Lastly, if you still have IP to spare, consider maxing the Dimach skill for more insane firepower. ;)


“When do I activate TMS?”
If you’re fighting a debuffing profession, you probably want to activate TMS right before the fight starts. You certainly do not want your TMS to last shorter than it should because your TMS MK X got disabled before you could use it. If your opponent is capable of rooting, you may consider applying a root graft on him first before you use TMS.


“Can I trick my opponent into believing I have just activated TMS?”
Maybe, if your opponent is jumpy and inexperienced. Try the following trick: Allow your opponent to get a couple of hits off you. Cast Reactive Reflective Field on yourself. If your opponent is not paying attention, he may misinterpret the bubbly animation around your character as TMS. At which point, he may panic, use his root grafts/roots on you, and hide behind a pillar for a good 80s. After which, cast your real TMS and surprise him. =)


“Should I use Adrenaline Rush or Don’t Fear the Reaper? When do I activate it?”
As far as possible, TMS should be your first line of defense. Adrenaline rush and Don’t fear the Reaper should be used only after TMS expires, to keep your health topped up while waiting 40s for your TMS again. Of course, if you’re losing a lot of health even with TMS up, feel free to use the emergency heals.

Since Don’t Fear the Reaper heals more, you should aim to use it if you’re fighting against low DPS professions, such as doctors, engineers and doctors. If you’re certain you can survive 30s more, then Don’t Fear the Reaper is a natural choice. Adrenaline Rush is useful if you’re being ganked or overwhelmed by someone’s mad alpha damage, but should otherwise be a panic heal only.


“What changes from the 18.7 patch should I be aware of?”
One more hit healing has been replaced with Adrenaline rush and Don’t Fear the Reaper, increasing the self-heal capabilities of soldiers. TMS now also adds a slight snare/root resist and amplifies heals on your soldier. It is possible to cast Don’t Fear the Reaper right before TMS to amplify it to heal 50% of your max health. Full Automatic Targeting has been buffed slightly, and a fragmentation grenades nano has been added (although I’m not sure if it is froobable O_o).


Build 1 – The Cookie Cutting Soldier
Weapon Choices:
  • Augmented Hellspinner Shock Cannon
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  • Augmented Hellfury Assault Cannon (Preferred over Hellspinner)
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  • Skawt’s Plasma Emitter
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  • Blinded Blackbird (in main hand) AND Enchanted Waterfall Eye Wind Onehander
    Image Image
Pros:
  • Works well in PvM
  • Hellfury Assault Cannon capable of messing up with your opponent’s NCU

Cons:
  • Everyone uses this (OK that’s not much of a Con but I like originality :P)

Comments
The typical soldier build is easy to make and design. Your weapon choice will remain one of those 3 listed up there. The Augmented Hellfury Assault Cannon is preferred because it has a short burst recharge, and typically deals substantial damage against players. It is also capable of stripping protective buffs off your opponent. The core of the build will involve equipping molybdenum for ACs and health. Other pieces of armor will work to boost your Add All Offense and Assault Rifle skill (or SMG/shotgun skill, depending on what weapon you are using).

Tips for this build type
Nothing much. Just time your TMS well and pewpew lots.

Notable PvP Froobs using this Build – Bodies


Build 2 – The Insane Multi-Weapon Hotswapping Soldier
Weapon Choices:
  • Augmented Hellfury Assault Cannon, hotswapped with Premium Supernova Mk VI + Spastic/Cooperator Assault Rifle
    ImageImageImageImage
  • Skawt’s Plasma Emitter, hotswapped with Premium Supernova Mk VI
    ImageImage
Pros:
  • Works well in PvM
  • Hellfury Assault Cannon capable of messing up with your opponent’s NCU
  • Dishes out insane damage when hotswapping
  • Looks bloody cool when you whip out gun after gun to pulverize your opponent XD

Cons:
  • Very IP Intensive
  • Skill debuffs (such as those meted out by Traders/Doctors) will cripple your hotswap ability

Comments
The hotswapping soldier combines decent regular damage with lethal special attacks to take down his opponent quickly. Each Aimed Shot and Full Auto is fully capable of hitting 30% health caps, and together with a Dimach, can potentially dish out a 90% health alpha in a span of 5 seconds. The focus of the build is primarily reaching a high enough Assault Rifle/Ranged Energy/Aimed Shot/Burst/Full Auto skill to be able to hotswap between weapons seamlessly. ACs and health take a second priority here as the build favours offense over defense.

Tips for this build type
Time your swapping of weapons well with your special attack cooldowns. It takes 3s to equip/unequip your Hellfury main weapon, and 2s to equip/unequip anything else. Aim to swap out of your Hellfury right after you use your burst.

If you want to go all out on your opponent, consider the following combo:
  1. Fire your burst off your Hellfury
  2. Unequip Hellfury (3s)
  3. Equip your Spastic/Cooperator Assault Rifle (2s)
  4. Fire off your Full Auto
  5. Unequip Spastic/Cooperator Assault Rifle (2s)
  6. Unleash your Brawl & Dimach
  7. Equip Premium Supernova Mk VI (2s)
  8. Fire off your Aimed Shot
The advantage of this killer-combo is that if your Full Auto misses on step 4, you can simply abort the alpha, re-equip your Hellfury, and wait 40s to try out your killer-combo again. If your Full Auto fully hits, you should aim to execute the remaining steps 5 to 8 within a time frame of 5 seconds. If you’re using a Plasma Emitter instead of the Hellfury, simply skip steps 2 and 3.


Build 3 – The Heal Delta Soldier
Image Image Image Image
Weapon Choices:
  • Blinded Blackbird (in main hand) AND Freedom Arms 3927 G2 (or Onehander if you can acquire enough stamina)
    Image Image Image
  • Stamina and Heal Delta boosting equipment
Pros:
  • TMS and insane health regeneration means almost total invulnerability

Cons:
  • Very poor damage output

Comments
While this build regenerates only up to 110 hp/s (with blister packs), the fact that TMS absorbs 75% of oncoming damage means the regeneration is effectively 440 hp/s instead. This makes any soldier practically impossible to kill so long as his TMS is up. The build is very similar to the Heal Delta Enforcer, so see that build to figure out how to pull it off.

Tips for this build type
Slap a Hacked Blister Pack with Advanced Insurance Hack for an additional 40hp/s heal. In addition, since damage output will be unbearably low, consider maxing out your Sharp Objects skill and using kizzermole gumboils. Also, save up your TMS until you’re at about 60% health. Chances are, you will actually manage to acquire a net gain in health for the duration of TMS.

Notable PvP Froobs using this Build – Derenbruder (See http://auno.org/ao/equip.php?saveid=169711" onclick="window.open(this.href);return false;)


Build 4 – The Insane +DMG Soldier
Weapon Choices:
  • X2 QL 200 Sleekblaster - C05
    Image
Pros:
  • Insanely high AR
  • High minimum damage
  • Insanely fast attack speed and specials recharge, even at full defensive

Cons:
  • Insanely expensive =P

Comments
If you’re reading this, I think chances are that you already know which guy this build is referring to. :P Although the build was initially designed to fare well against raid bosses with its high minimum damage and high AR, it nevertheless fares as one of the best PvP soldier builds. The build has no loopholes; it has extraordinarily high damage, AR, max health and ACs. The only possible drawback you could say about it is that in using the sinew of tarasque, the build suffers from 80 less Add All Defense. But since the build operates perfectly fine at full defensive, this tradeoff is nothing compared to its sheer firepower.

Recent changes to upgradable weapons have severely weakened this build, reducing the minimum damage dealt by the Sleekblaster. Nevertheless, it should be possible to wield a high QL Sleekblaster to compensate slightly for this nerf.

Tips for this build type
Nothing much. Just whatever general soldier tips already mentioned above.

Notable PvP Froobs using this Build – Carrion (See http://auno.org/ao/equip.php?saveid=169685" onclick="window.open(this.href);return false;)



Image Trader Image

General advice
Armed with an arsenal of PvP-oriented nanos intended to cripple your opponents in every way imaginable, the trader is without doubt one of the most PvP proficient professions at any level. To achieve total dominance, the PvP trader is concerned with a few vital statistics, namely, their evades, NR and nanoskills (PM/TS especially).

The first priority of any trader is to aim for the highest evades and NR. When coupled with quantum uncertainty, your evades should be high enough to dodge most attacks even when your opponent is not drained. Aim to hit about 1.1k raw evades. NR is equally as important. Aim to leave your head piece, rings and bracers as hotswappable items. These pieces must be swapped out when fighting debuffing professions so as to boost your NR by an additional 120 points.

The second priority is to achieve the highest possible Psychological Modifications (PM) and Time & Space (TS). Being able to cast Divest Skills (Advanced) as your very first drain will go a long way in ensuring victory against any opponent. Aside from that, you will want to ensure that you have the highest chance of landing your drains on your opponent.

Lastly, given the recent buffs to traders in 18.7, traders are able to dish out many more debuffs in a shorter amount of time now. As such, having -45 to -55% nanocost equipment is beneficial for sustaining yourself in fights.


“Should I put points into perception?”
Heheh. No. All opponents can be broken out of sneak by using your AoE root (Flow of Time). It is arguable that this leaves you with 4s worth of cooldown after using Flow of Time, during which you are vulnerable. You should hence always aim to use Flow of Time near a pillar. If you pop your opponent out of sneak, get behind the obstacle out of his line of sight. When your nano bar has recharged, get out of the pillar/wall and throw your debuffs.

Overall verdict: Unless you have a buttload of spare IP and really can’t think of how else to spend it, don’t bother putting points into perception.


“When should I use Shutdown Skills (SDS) or Take The Bait (TTB)?”
SDS should be used as an opener to grant you 2s of drain time on your opponent. Given its short recharge time and 50% NR check, SDS will leave you untouched for the start of the fight while you quickly stack your ransack and deprive drains.

Against professions that will be relying on special attacks to deal a great deal of damage, you should wait right before they unleash their alpha to use TTB. For example, you will want to wait until an enforcer is almost in melee range of you before you use TTB. Your typical PvPer will be eager to unleash all his specials the moment he can. Since most professions will attempt to unleash everything they have on traders before they get drained, using all special attacks in the beginning is sensible anyway. This means that TTB is usually most useful at the start when your opponent still possesses all his special attacks.


“What is the first nano I should cast?”
Depends. If your opponent is sneaking around, Flow of Time pops him out of sneak. If you are in imminent danger of receiving a buttload of damage, then SDS/TTB is a sensible choice. If your opponent is a melee opponent incapable of debuffing you (say, melee adventurers), then rooting him from afar in the beginning would be wise. If you have the initiative (you successfully sneak against him), then you can never go wrong with throwing a divest drain at your opponent from afar.


“Should I use Lesser Corporate Protection or Lesser Industrial Sabotage?”
Given the changes in 18.7, you can now stack both Lesser Corporate Protection and Lesser Industrial Sabotage on your opponent. As a rule of thumb, you should always throw Lesser Industrial Sabotage first to lower the offensive abilities of your opponent. If you are up against a pet class or nuker class who doesn’t rely on AAO or Crit% to deal damage, then of course getting drains off him first is more important.


“Are AC drains worth pouring IP points into Matter Creation?”
With the recent changes in 18.7, AC drains are an excellent defensive skill now to include in your drain cycle. Throwing double AC drains in a span of 2s can increase your ACs by about 2000, which is a huge boon for any fight. If you happen to have sufficient spare IP, I would say go for it and get that MC up!


“What changes from the 18.7 patch should I be aware of?”
Froob traders have been buffed to be unbelievably overpowered in 18.7. The most groundbreaking change is perhaps that all drains/debuffs now have a 1s recharge time and a 6-8s cooldown. This means that in a span of 6s, you can have every conceivable drain running on your opponent. A simple drain cycle would now be:
  1. Cast SDS on your opponent to cripple him for 3s
  2. Throw your divest drain
  3. Throw your plunder drain
  4. Cast Lesser Industrial Sabotage
  5. Cast Lesser Corporate Protection
  6. Cast Pawnbroker’s Armor (or the highest from the siphon line you can cast)
  7. Cast Draw AC debuff
Winning the fight after this should not be too difficult. It should be noted that many of the debuffs have had their duration reduced, so be prepared to recast your debuffs often!

Other changes include the addition of 2 new nanos to the trader’s toolset (good gawd). Take The Bait reduces the special attack stats of your opponent to 0 and slaps a skill lock penalty on him for 4s. Subprime Vitality Mortgage heals you for 40% of your max health over 4s, and then damages you for 10% of your max health over the next 5s. Both nanos can be bought at the OFAB store by sloobs, but are all froobable. #Needsnerf


Build 1 – The Ranged Trader
Weapon Choices:
  • QL 200+ Shotgun of Noticeable Presence (Omni) / Shotgun of Security (Clan)
    Image Image
  • Solar-Powered Master Engineer Pistol AND Enchanted Waterfall Eye Wind Onehander
    Image Image
  • Diamondine Kick Pistol AND Enchanted Waterfall Eye Wind Onehander
    Image Image
  • Evade boosting gear capable of hotswapping with NR pieces
Pros:
  • Can continue dealing damage from afar on rooted opponents
  • Opponent has virtually no chance of dealing damage to you when fully drained

Cons:
  • None!

Comments
The weapon choice for a trader can be a tough one considering that traders are capable of wielding anything effectively. Since traders have a huge AR when fully drained, they rely less on special attacks to deal damage. The shotgun of noticeable presence/security is a good ranged choice since its regular attacks will dish out a huge amount of damage against your opponents.

If you want a combo capable of a huge alpha, then use the Solar Powered Pistol and Onehander combo. If you happen to be atrox, consider replacing the Solar Powered Pistol with a Diamondine Kick Pistol instead.

For armor choices, the standard steel-ribbed, 5/5 Jester Cloak, I am the Eel rings and Specialised Opifex Vambraces will do the trick.

Tips for this build type
Remember to swap out the head, rings, arms and neck for NR pieces when fighting against debuffing professions.

Notable PvP Froobs using this Build – Shisato


Build 2 – The Melee Trader
Weapon Choices:
  • X2 Gelid Blade of Inobak
    Image Image
  • X2 Lotus Parry Sticks
    Image Image
  • Evade boosting gear capable of hotswapping with NR pieces
Pros:
  • Evasion-centric build buys enough time for debuffs to land on melee opponents
  • Opponent has virtually no chance of dealing damage to you when fully drained
  • Parry sticks allow emergency Flower of Life heals to be used

Cons:
  • Must fully debuff opponents before engaging in melee combat

Comments
If you’re looking at dishing out respectable amounts of melee damage, Gelids is a good choice. Alternatively, if you want to play it as safe as you possibly can, then two parry sticks will ensure that your evades shoot through the roof.

For armor choices, the standard steel-ribbed, 5/5 Jester Cloak, I am the Eel rings and Specialised Opifex Vambraces will do the trick.

Tips for this build type
When fighting melee opponents, you should fully debuff your opponent from afar and get yourself up to max health before attempting to close in for the kill. Only when you are sure your opponent is incapable of posing a threat to you should you engage him within melee range. If you’re using parry sticks, keep yourself in full defense and save your MA special attack for when you need an emergency heal. Flower of Life is especially useful in buying you extra time to land an additional drain.

Notable PvP Froobs using this Build – Ramaneffect (Not strictly a PvPer, but build works well nonetheless. See http://auno.org/ao/equip.php?saveid=184468" onclick="window.open(this.href);return false;)
Last edited by Briandmg on Wed May 10, 2017 7:11 am, edited 9 times in total.
The Ultimate Endgame Froob PvP Guide :OO
All you ever needed to know to make your L200 froob toon a beast in PvP. :P

Briandmg
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Posts: 257
Joined: Wed Sep 08, 2010 2:56 am

Re: The Ultimate Endgame Froob PvP Guide

Post by Briandmg » Mon Dec 16, 2013 7:21 am

One versus One guide for Froobs

Introduction
More often than not, the main outlet for endgame froob PvP are froob duels and 1v1 tournaments. While certain professions have a skillset that is clearly more suited for PvP (cough… trader cough…), it is possible to tip the scales in your favour if you know exactly what to do to maximize your chances of winning. Even an engineer can outdo an inexperienced trader if played properly. ;)

Below is a matchup of each profession against every other profession. The scale below provides a rough approximation of your chances of winning against another profession (assuming both you and your opponent are extremely skilled and equally geared). The numbrs beside the scale adds up to give you an indication of how well your profession is suited to PvP. *Disclaimer – The scale is slightly subjective ;P*

Almost Certain Victory (+2) – You have the absolute power to crush your opponent!
Probable (+1) – You can probably win against your opponent if you’re careful in your play
Depends (+0) – Depends on who is more skilled, or who is more lucky
Unlikely (-1) – If your opponent plays well, your chances of winning are slim
Almost Certain Defeat (-2) – ALL IS LOST!

Of course, the profession specific advice is HORRENDOUSLY long and you are not meant to read everything. This list is most useful if you’ve just agreed to fight somebody, and you want some last second tips before you engage him. Just scroll down to find the appropriate matchup, and pray you have a neat trick to upset your opponent. :D You may also find it in your best interests to scroll to your opponent’s profession advice to see what cheap tricks he may potentially use against you.

You will only find specialized, explicit tips here; for general tips on your profession as a whole, scroll up to the 2nd post.

Image Adventurer Image (Net score: -1) – Mediocre choice for PvP
Vs Adventurer – Depends
Equally matched adventurers will be more than capable of outhealing the damage dished out by the other. The trick to winning is to aim for endurance. Utilize stims, battle nano rechargers and notum focus to extend your longevity. Use lick wounds as often as possible as it has a lower overall nanocost. Alternatively, if your opponent allows his health to hit 50%, you can unleash your alpha (sneak attack/fast attack/brawl/dimach, or fling shot/burst/aimed shot/full auto) and hope it brings a quick end to the fight.

Vs Agent – Probable
Against an FPed soldier, your primary aim will be to survive the TMS. Use lick wounds if your health falls below 60%, and stims if your health is below 60% AND your casting is on recharge. You should be able to outheal the damage taken and make quick work of him once TMS ends. If you’re critically low on health, use a root graft and break line of sight. You should have sufficient time to heal up. DO NOT use Might of the Revenant if the agent has not casted TMS yet.

Against any other FP (e.g. trader, NT or MP), prepare lower tiered heals and lick wounds on your hotbar, and ensure the Freedom of the Ranger buff is running. Your main concern now (if you’re melee) will be to keep in range of the agent. Use a purifying rod and Might of the Revenant to allow yourself 20s of attack on the agent. If he attempts to kite you, use your root grafts. This should be enough to make quick work of him.

A neat trick when fighting sneaked agents is to buff yourself with Stare of Cerberus and begin the fight in sneak yourself. With maxed perception, froob adventurers are the only profession capable of seeing through an agent sneak (~1400 perception breaking ~1400 sneak). Stack yourself as close to the agent as possible before he enters sneak, and when he does, use your perception skill to spot him. This way, you will gain some significant initiative, landing an alpha before the agent has a chance to respond.

Vs Bureaucrat – Probable
Overall an easy fight. Ignore the bot and take down the bureaucrat as fast as possible. You should have at least 1200 AR to break through the crat’s evades. Keep your health above 60% at all costs, as bureaucrats are capable of very long chain stuns.

Vs Doctor - Unlikely
Equip your nano-resist gear before the start and set your slider to full-defensive. When the initiative debuff lands, set the slider to full-offensive instead. The only way to win is if your opponent is careless in his/her healing. Save your heavy hitting, long recharge alphas (dimach, sneak attack, full auto). Do not unleash your alpha until all your specials are recharged, and the doctor has roughly 6k health left (approximately 60-70% health for a well-equipped doctor). Halfway through the fight, you may choose to use a purifying rod to add strain to the doctor’s healing. Follow up with Frenzy of Fur and right before you unleash your alpha, activate your Might of the Revenant and 5/5 Cloak. If that didn’t work, sit tight and await your death. =P

An alternative (and unorthodox) strategy would be to go pit lizard form instead. This allows you to utilize Incinerate as part of your alpha. Remember that you will probably want to use your purifying rod before casting anything in reasonable time.

Vs Enforcer – Probable
This will be a close fight, but you are likely to win. At the start of the fight, you may be forced to use your lick wounds/moonbeam/stim combo to keep up with the enfo’s alpha. Keep your health consistently topped up from that point and you’ll most likely outlast the enforcer.

Vs Engineer - Almost Certain Victory
Nothing much to say here. Begin with your weakest special attacks to soak up his shield, and use your hard hitting ones only when his special attack shield is gone. Focus on the engineer if he’s not in sneak. If he is, killing the bot isn’t much of a challenge either.

Vs Fixer - Unlikely
Ensure you have your Freedom of the Ranger buff running. If you’re a melee adventurer, you’ll probably want to keep your purifying rods, Might of the Revenant and root grafts handy. Use all 3 when the fixer’s health is low enough for you to finish him/her off in 20s. If you’re a ranged adventurer, prepare to use your root graft when the fixer attempts to break line of sight to heal up.

Vs Martial Artist – Depends
A close fight, but whether you win or not will depend a lot on your luck. Keep your health above 60% at all costs to avoid a stun/AS/fear/dimach combo. Try to save your stims and lick wounds for when that happens. If you do find yourself being chain stunned, use your Corrupted Flesh absorb shields.

Vs Meta-Physicist - Almost Certain Defeat
Against any decent MP, you have little hope of winning. Prepare lower tiered heals and lick wounds on your hotbar. Begin the fight by unleashing your entire alpha. You will most likely find yourself having insufficient heals to keep up with the ludicrous damage output of a MP. As such, any chance of winning will be found in finishing the fight early. Also, if your opponent is wielding a shield, ensure you are not dealing fire damage; i.e. unequip your bracer of recondite flames.

Vs Nanotechnician - Unlikely
Prepare lower tiered heals and lick wounds on your hotbar. A good NT will keep you rooted for the duration of the fight (if you’re melee), and limit you to lower tiered heals by using crown of frost. When the NT activates Nullity Sphere, break line of sight immediately. Keep your health topped up as high as possible using lower tiered heals, and unleash your alpha only when the NT’s Nullity Sphere ends. Ranged adventurers will have a much higher chance of winning this fight.

Vs Soldier – Probable
Your primary aim will be to survive the TMS. Use lick wounds if your health falls below 60%, and stims if your health is below 60% AND your casting is on recharge. You should be able to outheal the damage taken and make quick work of him once TMS ends. If you’re critically low on health, use a root graft and break line of sight. You should have sufficient time to heal up.

Vs Trader - Almost Certain Defeat
Against any decent trader, you have little hope of winning. Prepare lower tiered heals and lick wounds on your hotbar. Beware of when shutdown skills land, during which, you MUST NOT unleash your alpha. Attempt to go for a quick win before the trader manages to land 2 drains on you.


Image AgentImage (Net score: +4) – Very good choice for PvP
Vs Adventurer - Unlikely
If you’re FPed as a soldier, begin without activating TMS. Attempt to root the adventurer at maximum range and snipe him from afar. Reroot him as often as you can. Activate TMS only if he somehow closes the distance, or if he activates Might of the Revenant. You must bring the adventurer down before your TMS ends. Use kizzermoles, bloodslave rings, full auto hotswaps, dimachs and anything else to deal full DPS.

If you’re FPed as a trader/MP/NT, you must keep the adventurer continually rooted. Stack long term debuffs on him to disable his higher tiered heals. So long as he does not get within melee range, you’ll be likely to win.

Do note that adventurers can see through at least 1400 concealment sneaks. It is strongly discouraged to NOT FP a soldier if you’re fighting a ranged adventurer.

Vs Agent – Depends
You should both probably have agreed not to sneak at the beginning. ;P Watch what your opponent FPs and make an appropriate counter FP. Here is a good list:
Opponent goes soldier – You go NT, doctor, trader, enforcer or MP
Opponent goes doctor – You go NT, MP, trader or enforcer
Opponent goes trader – You go enforcer
Opponent goes MP – You go enforcer
Opponent goes NT – You go enforcer
Opponent goes enforcer – You go enforcer yourself
Opponent goes anything else – You laugh at him and go enforcer (or pretty much anything you want)
As evinced, your best bet against any other agent would be to go enforcer. If your opponent is a FPed soldier, your best tactic would be to keep him rooted the moment he activates TMS. In the meantime, keep yourself healed up using pets/health funnels/mongoes/whatever you have. If your opponent is FPed as a debuffing profession (doctor/trader/MP/NT), go enforcer and pop challenger, rage and mongo before the fight commences. Constantly keep your rage and mongo running. Your health and AR advantage (from challenger) should be sufficient to outdo your opponent. If your opponent is FPed enforcer, throw everything you have at him (full auto hotswap/dimach/kizzermoles) and hope your gear is better than his.

Vs Bureaucrat - Almost Certain Victory
Easy fight. Keep the bureaucrat continually rooted to prevent him from kiting you. In addition, beware of ludicrously long chain stuns (totaling from 5 to 22s long). You may choose not to root the bot since it has less than 650 AR.

DO NOT go FP soldier or you may have a hard time. If you have no choice but to go soldier, save your TMS for only when you really need it. Root the bureaucrat at the start and snipe him from afar. If you get dangerously low on health, use a stim and TMS up. When you get rooted with TMS, you will want to use a purifying rod and might of the revenant. Remember you can still stun using the Death’s Gaze nano even with TMS running.

Vs Doctor – Probable
Depends largely on what you choose to FP, but if you have FPed a trader/NT/MP, you will probably win. The top priority would be to land a nanoskill debuff on the doctor. Once you have disabled his/her CH nano, it’s a matter of outlasting the doctor to land enough aimed shots (typically 60-70s long if the doctor continues healing). In the meantime, throw everything else you have (full auto hotswap/kizzermoles/dimach). If the doctor is healing too quickly, you may choose to use a purifying rod to get rid of your initiative debuff, cast concentration and land a few good hits on him/her.

Vs Enforcer – Probable
You probably want to go FP soldier on this one. Pop out of sneak and snipe from afar in the beginning. Pop TMS when the enforcer is about 15m away from you. Your aimed shots should deal more than enough damage to take down the enforcer below a minute.

Vs Engineer - Almost Certain Victory
Blah. Easy fight. Root the pet and shoot the engineer. A pretty neat trick to make the fight even easier would be to use a microphone on the engineer to demolish all his special attack shields. Follow up with aimed shots and the like.

Vs Fixer - Unlikely
A very irritating class to duel. You will want to keep the fixer rooted for the duration of the fight, so FPing an enforcer is your best bet. Keep rage running to prevent yourself from being rooted. Take note that your rage is probably insufficient to break the top fixer root. Meanwhile, keep both your root grafts handy and use them if he manages to break free from your root. If you are tantalizingly close to finishing him off and he somehow manages to root you and break line of sight, just use your purifying rod/Might of the Revenant combo and finish him off. DO NOT allow his health to regenerate.

Vs Martial Artist – Probable
FP a soldier. Snipe him from afar and cast TMS when he gets close. Shoot him until he dies. Beware of long chain stun. If he root grafts you, use a free movement stim. If you’ve FPed anything else, you need to root and kite the MA. Beware of Upon a Wave of Summer, which grants him 20s of extremely high NR.

Vs Meta-Physicist - Unlikely
It is not altogether impossible to win against a MP unless your opponent is a skilled pillar humper. FP a soldier, position yourself well, cast TMS and snipe him from afar immediately. A good MP will attempt to stun you and break line of sight, continuingly keeping you kited. Counter this by stunning him with Death’s Gaze in return, and use Might of the Revenant 5s prior to your next AS cooldown to prevent yourself from being stunned. If you are good at timing, you can choose to cast your stun exactly 4s before each AS cooldown. This way, you are guaranteed to land an aimed shot before the MP can counter stun you. When the MP is at 25% health, throw a dimach and hope it’s enough to finish him.

Vs Nanotechnician – Probable
FP an enforcer. Go full defense and ensure you keep rage running. Snipe him before he can activate nullity sphere. When he does, break line of sight and heal up using mongo. If you get lucky and counter enough nanos, you’ll probably win. Also, prepare lower tiered nanoskills in anticipation of him casting crown of frost at you (-135 to all nanoskills).

Vs Soldier – Probable
If you’ve FPed a soldier, begin with TMS and begin sniping away. Your sniping will probably outdamage his normal attacks. If you’ve FPed anything else, root him when he casts his TMS, and use the time to heal up. Pop out after 80s and you’ll (probably) win.

Vs Trader - Unlikely
A very tough fight. If you’ve FPed a soldier, start by using TMS and throw every last attack you have at him. If you decide to do a full auto hotswap, ensure that you have 200 spare points to reequip your main rifle. You need to maximize all the damage you deal at him before he can land 2 drains. If he has less than 30% health, finish him off with dimach. If he roots you, you pretty much had it :P

If you’ve FPed an enforcer, keep rage running and go full defense. Hope you get lucky and shrug off multiple drain attempts. You have a much higher chance winning as an enforcer.

Be careful not to use AS when you have shutdown skills running on you.


Image Bureaucrat Image (Net score: -14) – Terrible choice for PvP
Vs Adventurer - Unlikely
If you’re fighting a melee adventurer, keep him snared and far away from you. Nuke him repeatedly and re-snare if he breaks free. Cast weekend volunteer on him if you need to get him away from you (especially useful if he uses Might of the Revenant!).

Vs Agent - Almost Certain Defeat
You will want to unleash all your nukes/special attacks and use your chain stun on the agent. If he has FPed a soldier, root him and call off your pet when he uses TMS.

Vs Bureaucrat – Depends
If you have low evades (lower than 700), it’ll be in your best interest to charm your opponent’s pets. Spam nukes and special attacks and use your fear as often as you can.

Vs Doctor - Almost Certain Defeat
Almost entirely impossible to win against a doctor. Your only chance is if the doctor allows his health to get below 60%. Stack your red tape initiative debuffs on the doctor. When his health is low enough, use a purifying rod and follow with your insanely long chain stun: Living embalming, Bright Blue Cloudless Sky, Weekend Volunteer, Living embalming again. During this time, unleash all your specials (e.g. dimach, kizzermoles, etc.) If you did not go MA, you need to use Weekend Volunteer first, followed by Living Embalming. This will probably be your only chance to kill the doctor off.

Vs Enforcer - Almost Certain Defeat
Prepare to get crushed. Your nukes will hardly work and your attacks will do little damage before you get squished. Attempt your highest snare/root and hope he doesn’t manage to break through.

Vs Engineer – Probable
Charm the slayerdroid and spam nukes on the engineer. Victory should be quick and simple.

Vs Fixer - Unlikely
Snare the fixer and spam nukes/special attacks on him. If the fixer is using blackbirds, you can throw your initiative debuffs to slow his attacks (or force him to go less defensive). Ensure that he does not kite you to heal up!

Vs Martial Artist - Almost Certain Defeat
A good martial artist will be able to make quick work of you before you can finish him. You probably want to begin by rooting him, at which point he should use Upon a Wave of Summer. Kite him for the next 20s (casting a fear on him when he gets close to you) and wait for his NR bonus to wear off, throwing initiative debuffs if you can. You may choose to use root grafts here if necessary. When he uses Might of the Revenant, continue kiting him. If you’re still alive (somehow), snare him and nuke him until he dies.

Vs Meta-Physicist - Almost Certain Defeat
The first thing you should cast is weekend volunteer on the MP. Attempt to use short term charms on his healing pet next. Once that is done, use a root graft on the attack pet and get just out of his melee range. Spam long term charms on the attack pet and hope your charms land. If your charm lands and you still have a sizeable amount of health, you may have a chance of winning. Set your attack pet to attack the MP, and spam all your nukes/specials. If the mezz pet becomes irritating, calm him as well. Ensure you have all your lower tiered charms (both short and long term), and lower tiered nukes on your hotbar.

Vs Nanotechnician - Almost Certain Defeat
Ensure you have your nanoresist aura running. Begin by casting weekend volunteer followed by contemplation. Stack your initiative debuffs and follow up with nukes and special attacks. When he casts nullity sphere, get out of his line of sight. Prepare lower tiered nukes before you fight him.

Vs Soldier – Probable
Begin by casting weekend volunteer followed by contemplation. Stack your initiative debuffs and follow up with nukes and special attacks. When he casts TMS, root him and get out of line of sight. After 80s, continue nuking him until he dies.

Vs Trader - Almost Certain Defeat
Ensure you have your nanoresist aura running. Begin by casting weekend volunteer followed by contemplation and ONE -250 initiative debuff. When he begins casting his first drain (which should take him a gajillion hours), unleash all your nukes and special attacks (don’t waste time on anymore initiative debuffs!). If you’re lucky and the trader doesn’t interrupt his long cast to make a quick cast, and you manage to resist his first drain, attempt to go for a quick win by using might of the revenant/gumboils/dimach/AS/anything else you have.


Image Doctor Image (Net score: +4) – Very good choice for PvP
Vs Adventurer – Probable
Straight forward fight. Begin by using an initiative debuff, and spank the adventurer until he falls, keeping yourself well-healed and above 70% health at all times.

Vs Agent - Unlikely
This fight largely depends on what the agent has FPed. If he FPed soldier, you’re more or less guaranteed to win. Just keep yourself fully healed.

If he FPed a NT/MP/trader, don’t fret. Keep lower tiered heals on your hotbar, swap out to your NR gear, and start the fight in full defensive. When you get debuffed, spam your highest possible heal on yourself repeatedly. If you can heal fast enough, you have a shot at winning against the agent.

Vs Bureaucrat - Almost Certain Victory
Begin by using an initiative debuff on the Bureaucrat. If you have less than 700 evades, you can use Decrepitude on the robot pet. Ensure you have more than 70% health at all times, and save your Teachings of the Immortal One for when the Crat unleashes his chain stun on you.

Vs Doctor – Depends
Be prepared for a bloody long fight. Begin in full defensive and spam UBT on your opponent until it lands. Do NOT use any DoTs on your opponent; instead, save all your nano for heals. When you get to about 40-50% health, begin casting CH on yourself. Remember to spam all your specials and your kizzermole gumboils when they are ready.

Vs Enforcer – Probable
Open with a UBT on the enforcer. After which, his alpha should have taken your health to a dangerously low level; follow up with a CH on yourself. If you didn’t manage to land UBT on him, keep trying. The moment it sticks, just keep yourself well-healed and whittle down his health till he falls.

Vs Engineer - Almost Certain Victory
Open with a UBT on the slayerdroid pet, then UBT the engineer himself. Slap both DoTs on him and smack him till he dies.

Vs Fixer - Unlikely
Against any decent fixer, do not expect yourself to win. You can try casting a UBT on him to see if he uses Wake Up Call to clear himself of the debuff. If he does, then be prepared for a long drawn out fight. Try using normal attacks to bring down his health below 50%, saving your special attacks. When he roots you and he is low on health, use your purifying rod and Might of the Revenant. Unleash all your special attacks and root graft him if he runs. If that didn’t work, sit tight and wait till you run out of nano and health. =P

Vs Martial Artist – Depends
For this fight, you’ll always need to keep your health above 70%. You have to look out for his killer Bright Blue Cloudless Sky/Aimed Shot/Footsteps of the Master/Dimach combo. Look out for when his UBT debuff disappears from his NCU. The moment it does and he uses Bright Blue Cloudless Sky, use your 5/5 cloak and Teachings of the Immortal on yourself. Spam CH on yourself until it lands. If you’ve survived that, then you’ll probably win against your opponent.

Vs Meta-Physicist - Unlikely
Keep lower tiered initiative debuffs on your hotbar. Spam the highest possible initiative debuff on the MP himself until it lands. While your nanobar is on recharge from casting said debuffs, target the Tormented Revenant and use a root graft on him. Get out of the Tormented Revenant’s attack range and reapply the root graft on him if necessary. Once you get your highest initiative debuff on the MP, cast the highest possible BREAKEABLE initiative debuff on the heal pet (i.e. Decrepitude/Festering Plague/Wasted Limbs etc.). Spam all the specials on the MP himself and get him down as quick as you can. Meanwhile, keep yourself healed using your highest heals possible.

Vs Nanotechnician – Probable
Start in full defensive and in your NR gear. Cast the highest possible initiative debuff on him and begin whittling him down. When he uses Nullity Sphere, reply by using Might of the Revenant and using a root graft on him. Get out of his line of sight. 20s later, continue attacking him. Keep yourself well healed using your highest possible heals.

Vs Soldier – Probable
For the entire duration of the fight, keep yourself at full defensive. The only threat to you here is the CH blockers that the soldier is capable of casting. If you are sure your opponent will not go into sneak after he casts TMS, then cast Decrepitude on him. If your opponent is the sneaky type, cast UBT on him and initiate auto-attack. After 80s, throw everything you have at him. If a CH blocker lands on you, just keep yourself well healed with Lifegiving Elixir.

Vs Trader - Unlikely
Start in full defense and equip your NR gear. Right before the fight starts, cast the highest Vaccine you have on yourself. Begin by attempting to land your highest possible initiative debuff on him. Follow up with your highest possible DoTs. Spam every single last attack you have on him and keep yourself healed with your highest heals. If both drains land on you, you are pretty much finished.


Image Enforcer Image (Net score: +1) – Above average choice for PvP
Vs Adventurer - Unlikely
An adventurer is likely to outlast you in this fight. Start off strong by ensuring Challenger/rage/mongo is running. Open with a flurry of blows and activate your 5/5 cloak. Unleash all your specials and use You Are Next and try to squish him at the start before he manages to heal up.

Vs Agent - Unlikely
If the agent is FPed soldier, you will probably lose. One possible strategy is to kite the agent and ensure the HoT component of mongo is consistently running on you. Use all your means of healing (mongo HoT/battle treatment kits/JJ’s berry/Hacked Blister Pill with Advanced Insurance Hack/stims) and try to survive for 80s. Consider using your Assault Class Tank Armor. In addition, use root grafts and You Are Next on him to buy some precious time for yourself to regenerate. After which, squish that little agent.

If he FPed anything else, ensure you have rage running at the start, and just squish the agent. :P

Vs Bureaucrat - Almost Certain Victory
Ensure rage is running before the fight begins. If the Bureaucrat fears you, you probably can’t do much for a good 12s. But fret not. Just squish the Bureaucrat right after. Your rage should be sufficient to break any root/snare the Crat can throw at you.

Vs Doctor - Unlikely
The only way you can possible win is if the doctor is careless in his/her healing. When the doctor gets below 65% health, use a purifying rod on yourself. Follow up by casting You Are Next. Activate flurry of blows and your 5/5 cloak. Unleash all your specials and hope he gets splattered.

Vs Enforcer – Depends
This will be a test of whose equipment is better. Just remember to use all your specials when they are up. Use your Assault Class Tank Armor and Corrupted Flesh if the fight becomes real close.

Vs Engineer - Almost Certain Victory
Heheh shouldn’t be too difficult. Start with your weakest specials and save your huge hitting specials for when his special attack blocker goes down.

Vs Fixer - Probable
Always keep your finger ready on your rage button. If the fixer attempts to kite you and root you, use your rage. Enforcers are possibly the only melee class entirely unafraid of fixers.

Vs Martial Artist – Depends
This fight will be a DPS race. Start off strong by ensuring Challenger/rage/mongo is running. Open with a flurry of blows and activate your 5/5 cloak. Use You Are Next and unleash all your specials to try to squish him at the start. If you get lucky and the MA doesn’t critical hit you enough times, you have a good chance of winning.

Vs Meta-Physicist - Unlikely
If you’re up against an evade MP, be prepared to get kited a lot. Start off by using a root graft on the attack pet. Focus all your attacks solely on the MP himself and try to get his health down. His overall heals and evades are typically not enough to put up with your sheer damage, so the MP will reply by kiting you. If the MP keeps spamming stuns on you, use Might of the Revenant to shrug it all off for 20s. Cast You Are Next on the MP as well to get a good 10s worth of smacking on him.

Vs Nanotechnician - Probable
Start off at full defensive and with rage running. When he uses Nullity Sphere, back off and get behind a wall/pillar. You must be wary of Crown of Frost. If you cannot cast Infernal Rage because you are debuffed, then you will not be able to break any roots the NT throws at you. If this happens, consider using a purifying rod and Might of the Revenant to steamroll the NT.

Vs Soldier - Unlikely
You are unlikely to deal any serious damage to the soldier while his TMS is up. One possible strategy is to kite the soldier and ensure the HoT component of mongo is consistently running on you. Use all your means of healing (mongo HoT/battle treatment kits/JJ’s berry/Hacked Blister Pill with Advanced Insurance Hack/stims) and try to survive for 80s. You may need to use your Assault Class Tank Armor. In addition, use root grafts and You Are Next on him to buy some precious time for yourself to regenerate. After which, spam all your specials and try to kill the soldier off.

Vs Trader – Depends
Begin at full defensive and with rage running. Be careful of unleashing all your special attacks in one go. If the trader does not have his nano bar on recharge, he is likely waiting to use Shutdown Skills on you to render your alpha ineffective. When you close in on the trader, use your special attacks only when you are sure that Shutdown Skills is not running on you. If the trader attempts to throw a drain on you, then you are safe to unleash all your specials on him for the next 5s. Aside from that, refresh your rage often and try to squish the trader as quickly as you can. Using Might of the Revenant at the start is potentially a wise choice to prevent yourself from being root grafted.


Image Engineer Image (Net score: -18) – ABSOLUTELY TERRIBLE CHOICE OMG DON’T EVEN
Vs Adventurer - Almost Certain Defeat
Begin in sneak and send your bot in first. Terminate your bot when it is at 10% health and re-summon your bot. Go for an all-out attack on the Adventurer.

Vs Agent - Almost Certain Defeat
If the agent has FPed a soldier, you may have a chance to win. Use your shield ripper aura to negate his reflect shields, and follow up by dealing as much damage as you can.

Alternatively, if the agent does not have a microphone to soak up your special attack shields, consider re-casting your special attack blockers from the very start of the fight. Do this thrice, and after which, go for an all-out attack on the agent. Furthermore, for the duration of TMS, you may choose to leave the blind aura permanently running on the agent by choosing not to deal any damage to him, and ensuring you do not have any damage or reflect shields running.

Vs Bureaucrat - Unlikely
Do NOT summon your slayerdroid pet for this fight. Go in alone and try to maul the bureaucrat to death. You may find it necessary to use your purifying rods/Might of the Revenant/Root grafts.

Vs Doctor - Almost Certain Defeat
This fight will be virtually impossible to win. If you are a MA-engineer, then your only form of stuns is Bright Blue Cloudless Sky. Save this up when the doctor is at 40% health, and finish him off with a dimach.

Vs Enforcer - Unlikely
Begin in sneak and send your bot in first. Terminate your bot when it is at 10% health and re-summon your bot. Go for an all-out attack on the Enforcer.

Vs Engineer - Depends
Either the shield ripper aura or the blind aura will be suitable here. Go straight for the engineer himself and maul him as quickly as you can. Use a root graft on your opponent’s slayerdroid to disable it.

Vs Fixer - Almost Certain Defeat
Ensure you have Polarized Screens running on your pet. You will need to use Pet Attention on your Slayerdroid very often here. You may find it necessary to use your purifying rods/Might of the Revenant/Root grafts when the fixer attempts to hide to heal up.

Vs Martial Artist - Unlikely
This fight will be a DPS race between you and the MA. Begin in sneak and send your bot in first. Terminate your bot when it is at 10% health and re-summon your bot. Go for an all-out attack on the MA.

Vs Meta-Physicist - Almost Certain Defeat
Be prepared for total slaughter. Begin by going for an all-out attack on the MP himself. Root graft the attack pet. You may find it necessary to re-cast the blind aura on your pet so as to apply the blind on the Tormented Revenant. Once the blind sticks on the Tormented Revenant, his attacks will almost certainly miss you. The fight then boils down to a DPS race between you and the MP.

Vs Nanotechnician - Almost Certain Defeat
Ensure you have your shield ripper aura running to negate his NS MK II. Nevertheless, his NS will only be reduced to a 20s TMS and as such, you may find it useful to hide and wait for it to expire while your pet continues attacking him. You will need to use Pet Attention on your Slayerdroid very often here. You may also find it necessary to use your purifying rods/Might of the Revenant/Root grafts if the NT roots you.

Vs Soldier - Unlikely
Use your shield ripper aura to negate his reflect shields, and follow up by dealing as much damage as you can.

Alternatively, since the soldier is unlikely to use a microphone to soak up your special attack shields, consider re-casting your special attack blockers from the very start of the fight. Do this thrice, and after which, go for an all-out attack on the soldier. Furthermore, for the duration of TMS, you may choose to leave the blind aura permanently running on the soldier by choosing not to deal any damage to him, and ensuring you do not have any damage or reflect shields running.

Vs Trader - Almost Certain Defeat
Honestly, you don’t stand much of a chance here. Go all out on the trader in the beginning, unleashing all the specials and stuns on him you have. Be careful not to use your specials when you have Shutdown Skills running on you.


Image Fixer Image (Net score: +1) – Above average choice for PvP
Vs Adventurer - Probable
Root the adventurer at the start to force him to use his purifying rod and Might of the Revenant. When he does, activate your own Might of the Revenant and kite him around like crazy. After your Might of the Revenant expires, root him again and begin wearing him down.

Vs Agent - Probable
If you’re up against a FPed soldier, you’ll need to root the agent the moment he uses his TMS. Wait 80s before popping out of your hiding place to finish him off.

If you’re up against any other FP, prepare lower tiered roots on your hotbar. Root him when your health drops below 60% and hide behind a wall/pillar to heal up. You should be able to win this one.

Vs Bureaucrat - Probable
Before fighting him, ensure you have Experienced Survivor running in your NCU. Begin with a spin nanoweb and use all your attacks on the bureaucrat. If you fall low on health, root him and hide. If he roots you back, use a purifying rod on yourself and follow up with Might of the Revenant when you need to heal.

Vs Doctor - Probable
Keep Wake Up Call handy for this fight. Everytime UBT or a DoT lands on you, you need to use Wake Up Call to negate it. Aside from that, wear the doctor down slowly until he runs out of nano. When you get low on health, root him, hide and heal up. The fight should take long, but it should lean in your favour.

Vs Enforcer - Unlikely
You should expect to get steamrolled in this fight. Before fighting him, ensure you have Experienced Survivor running in your NCU. Attempt your highest snare/root on him to see if the enforcer is able to break out of it. If he does, try kiting him, stopping only to use your special attacks. Root/snare him consistently to buy space between both of you.

Vs Engineer - Almost Certain Victory
Begin with a spin nanoweb on the Engineer. Focus all attacks on the engineer, beginning with your weakest special attacks first. Keep the slayerdroid pet re-rooted for the duration of the fight.

Vs Fixer - Depends
This fight will take long, and the winner will depend on who gets luckier in his hits and heals. Take note that every time you decide to root your opponent to heal yourself up, you are also allowing him to regenerate his health. You can try unleashing every last special you have at him, including your 5/5 cloak, your Might of the Revenant, Corrupted Flesh, and rooting him so he won’t be able to run.

Vs Martial Artist - Depends
Before fighting him, ensure you have Experienced Survivor running in your NCU. If you manage to survive the first 40s of this fight, you are likely to win. Root the MA at the start to force him to use Upon a Wave of Summer. When he does use UaWoS, kite him around like crazy. Attempt snaring him repeatedly. After 20s, he will likely use Might of the Revenant to get another shot at killing you. Continue kiting him around. Once his Might of the Revenant expires, root him and begin shooting him from afar.

Vs Meta-Physicist - Almost Certain Defeat
Ensure you have lower tiered roots and snares in your hot bar. Begin by applying a spin nanoweb on the heal pet of the MP. If necessary, use a root graft on the Tormented Revenant to stop him from attacking you. Focus all attacks on the MP himself after.

Vs Nanotechnician - Unlikely
Ensure you have lower tiered roots and snares in your hot bar. When the NT uses his Nullity Sphere, reply by using Might of the Revenant and getting out of his line of sight. Aside from that, when you need to heal up, root the NT and hide. You may need to use purifying rods to break any roots the NT throws at you to prevent you from healing.

Vs Soldier - Probable
You’ll need to root the soldier the moment he uses his TMS. Wait 80s before popping out of your hiding place to finish him off.

Vs Trader - Almost Certain Defeat
Heheh your chance of winning here is almost zero. Ensure you have lower tiered roots and snares in your hot bar. Spam every last attack you have at him when you can, being extremely careful not to use special attacks on him when you have Shutdown Skills running. Use every last damaging item in your arsenal, from cluster bullets to kizzermole gumboils, to bring him down as fast as you can.


Image Martial Artist Image (Net score: -2) - BUT overall an above average choice, just very luck & skill based!
Vs Adventurer - Depends
The outcome of this fight depends on whether you get a good chain-stun off the adventurer or not. If the adventurer gets to 60% health, use your Bright Blue Cloudless Sky/Aimed Shot/Footsteps of the Master/Brawl/Dimach combo to kill him instantly. Else, you may need to wear him down slowly, and hope you get a few lucky critical hits off him.

Vs Agent - Unlikely
Against a FPed soldier, you are unlikely to win. When the agent activates TMS, continue fighting him, using Aimed Shot as often as you can. When you get to 50% health, however, use a root graft, hide, and attempt to heal up. Repeat this as necessary. When you need to buy even more time, use Footsteps of the Master or Bright Blue Cloudless Sky, then hide and heal up. You might be able to survive 80s this way.

Against any other FP, always use Upon a Wave of Summer as your very first attack. This shrugs off any debuffs the agent will throw at you.

Vs Bureaucrat - Almost Certain Victory
The only danger of you losing here is if you get rooted for a prolonged period of time. Save your Upon a Wave of Summer for when you get rooted. Following which, close in the gap and get as many hits off him as you can. You may find it necessary to use Bright Blue Cloudless Sky and Footsteps of the Master to prevent him from kiting you. Use your purifying rods and Might of the Revenant if you get rooted again. As a last resort, use your bow to damage him from afar.

Vs Doctor – Depends
The outcome of this fight depends on whether you get a good chain-stun off the doctor or not. Open by using Upon a Wave of Summer. When the doctor’s heals are getting strained, use a purifying rod on yourself. If the doctor gets to 60% health, activate Might of the Revenant, Flurry of Blows and your 5/5 cloak. Follow up with your Bright Blue Cloudless Sky/Aimed Shot/Footsteps of the Master/Brawl/Dimach combo to kill him.

Vs Enforcer – Depends
This will be a close fight. Begin by sniping the enforcer with your Aimed Shot from afar. Swap back to your fists and punch him. Use Bright Blue Cloudless Sky or Footsteps of the Master when your health is dangerously low, and get in as many heals off yourself as you can. Remember to use your Aimed Shot as often as possible.

Vs Engineer - Probable
The main problem here will be attempting to deplete the engineer’s special attack shield in the beginning. Keep yourself consistently healed throughout the fight and you should be able to win this one.

Vs Fixer – Depends
The only danger of you losing here is if you get rooted for a prolonged period of time. Save your Upon a Wave of Summer for when you get rooted. Following which, close in the gap and get as many hits off him as you can. You may find it necessary to use Bright Blue Cloudless Sky to prevent him from kiting you. Use your purifying rods and Might of the Revenant if you get rooted again. As a last resort, use your bow to damage him from afar. Do not allow the fixer to hide and heal up.

Vs Martial Artist – Depends
This will be like a game of Russian Roulette. Start off by getting an Aimed Shot off your opponent. Use Bright Blue Cloudless Sky or Footsteps of the Master when your health is dangerously low, and get in as many heals off yourself as you can. Remember to use your Aimed Shot as often as possible.

Vs Meta-Physicist - Unlikely
Open by using Upon a Wave of Summer. Use a root graft on the Tormented Revenant and attempt to alpha down the MP with your Bright Blue Cloudless Sky/Aimed Shot/Footsteps of the Master/Brawl/Dimach combo. After which, continue punching the MP and hope he dies. If the MP attempts to kite you, use your root grafts.

Vs Nanotechnician - Unlikely
Open by using an Aimed Shot. If you get rooted, use Upon a Wave of Summer. If you manage to close in on the NT and he hasn’t used NS yet, stun him with Bright Blue Cloudless Sky. Follow up with Footsteps of the Master. This should allow you to get in some neat hits on him. If you get rooted again, use a purifying rod and Might of the Revenant.

Vs Soldier - Unlikely
When the soldier activates TMS, continue fighting him, using Aimed Shot as often as you can. When you get to 50% health, however, use a root graft, hide, and attempt to heal up. Repeat this as necessary. When you need to buy even more time, use Footsteps of the Master or Bright Blue Cloudless Sky, then hide and heal up. You might be able to survive 80s this way.

Vs Trader - Unlikely
Open by using Upon a Wave of Summer. If you manage to close in and the Trader has not cast Shutdown Skills on you yet, use your Bright Blue Cloudless Sky, activate Flurry of Blows and your 5/5 cloak, and continue with your Aimed Shot/Footsteps of the Master/Brawl/Dimach combo. If you get rooted, use your purifying rods and Might of the Revenant.


Image Meta-Physicist Image (Net score: +15) – Excellent choice for PvP!
Vs Adventurer - Almost Certain Victory
Open with Metaing’s Improved Mind Quake. Follow up with a BM dominate. Kite him and intermittently spam Metaing’s Mind Quake until he falls flat. If your health falls dangerously low, use a root graft on him.

Vs Agent - Probable
If the agent FPs a soldier, you may have a tough fight. Try your luck by using Metaing’s Improved Mind Quake at the start. If he already casted TMS, then keeping track of time for the remainder of the fight is very important. Everytime he pulls off an Aimed Shot on you, count to 10-11s and cast Curse of Chronos on him. In fact, it would be best if you have a digital clock beside you to aid you in your counting of time. In stunning him every 10-11s, you effectively increase his Aimed Shot cooldown to 16-17s. Aside from that, repeatedly kite him around walls/pillars to prevent him from getting his Aimed Shots off. Use your root grafts if necessary as well. If you need to urgently heal up, unequip your shield and use Flower of Life. After 80s, spam Metaing’s Mind Quake on him till he falls flat.

Vs Bureaucrat - Almost Certain Victory
You must be very careful of your pet getting charmed here. In fact, you may find that using a Metaphysical Demon here as your attack pet is a safer bet. Open with a Metaing’s Improved Mind Quake, and cast a PM dominate on him. Send your mezz pet to attack the robot pet. If he still snares you, cast a TS dominate on him as well. Rely on using Metaing’s Mind Quake as your main source of damage.

Vs Doctor - Probable
Swap out to your NR gear. Having the initiative here is important, so you may decide to begin in sneak. Open with a Metaing’s Improved Mind Quake, and cast a BM dominate on him. Continue spamming Metaing’s Mind Quake. If you get initiative debuffed, you may want to use a purifying rod here.

Vs Enforcer - Probable
The most dangerous part of this fight will be the beginning. The enforcer will likely cast You Are Next and follow up by unleashing all his specials. You should reply by activating your 5/5 Jester Cloak and using Corrupted Flesh if necessary. Also, applying Wrath Abatement on him may be useful. Once the snare from You Are Next wears off, use a root graft on him and kite him around. Get a Metaing’s Improved Mind Quake off him and attempt to lay a BM dominate on him. If you need to buy time to heal up, use your other root graft, or use curse of chronos. So long as you kite him well, your Tormented Revenant should be able to chew him up.

Vs Engineer - Almost Certain Victory
Send your mezz pet to attack the robot pet. Fry him with Metaing’s Improved Mind Quake.

Vs Fixer - Almost Certain Victory
Open with Metaing’s Improved Mind Quake, and follow up with a TS dominate. If you’re up against a GA fixer, lay a MC dominate on him as well. Once that is done, you may choose to use a Nano ShutDown on him to disable his use of root/snares altogether (this is actually one of the useful moments to use NSD! :P) Fry him with Metaing’s Mind Quake. If your attack or heal pets get snared/rooted, you must free them using Pet Attention.

Vs Martial Artist - Probable
The most dangerous part of this fight will be the beginning. The MA will likely cast Bright Blue Cloudless Sky/Footsteps of the Master and follow up by unleashing all his specials. You should reply by activating your 5/5 Jester Cloak and using Corrupted Flesh if necessary. Also, applying Wrath Abatement on him may be useful. Once the snare from Footsteps of the Master wears off, use a root graft on him and kite him around. Spam Metaing’s Improved Mind Quake on him repeatedly. If you need to buy time to heal up, use your other root graft, or use curse of chronos. So long as you kite him well, your Tormented Revenant should be able to chew him up.

Vs Meta-Physicist – Depends
Prepare lower tiered nukes on your hotbar. Initiative here is extraordinarily important, so you may decide to begin in sneak. Send your mezz pet to mezz his heal pet, and your attack pet to attack the MP himself. If your opponent is also sneaking, send your attack pet to attack your opponent’s mezz pet instead. Use your perception skill to search around for him. Once your opponent is located, open with a Metaing’s Improved Mind Quake. Follow up with a PM dominate. Continue spamming Metaing’s Improved Mind Quake. If you need to get your opponent’s attack pet off you, use your root graft on it. Likewise, every time your own attack pet gets rooted, use Pet Attention on it. If your opponent is at 30% health and you wanna finish him off, use your Dimach.

Vs Nanotechnician - Almost Certain Victory
Swap out to your NR gear. Prepare lower tiered nukes on your hotbar. Open with Metaing’s Improved Mind Quake. Follow up with a MC dominate. When he activates his Nullity Sphere, you may choose to either use Nano ShutDown on him, or hide behind a wall/pillar. Continue spamming nukes at him till he dies.

Vs Soldier - Probable
Try your luck by using Metaing’s Improved Mind Quake at the start. If he already casted TMS, then cast Wrath Abatement. If your opponent depends on regular attacks to deal damage, cast Curse of Chronos on him as often as you can. If you need to urgently heal up, unequip your shield and use Flower of Life. After 80s, spam Metaing’s Mind Quake on him till he falls flat.

Vs Trader - Depends
Swap out to your NR gear. Prepare lower tiered nukes on your hotbar. Initiative here is extraordinarily important, so you may decide to begin in sneak. Open with a Metaing’s Improved Mind Quake. Follow up with a TS dominate. Continue spamming Metaing’s Improved Mind Quake. Every time your attack pet gets rooted, use Pet Attention on it. Do not waste time using Pet Attention on your heal/mezz pet. The priority here is to deal as much damage as you can do the trader at the start. If your opponent is at 30% health and you wanna finish him off, use your Dimach.
Last edited by Briandmg on Sun Jan 05, 2014 12:21 pm, edited 2 times in total.
The Ultimate Endgame Froob PvP Guide :OO
All you ever needed to know to make your L200 froob toon a beast in PvP. :P

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Re: The Ultimate Endgame Froob PvP Guide

Post by Briandmg » Mon Dec 16, 2013 7:22 am

Image NanotechnicianImage (Net score: +2) – Good choice for PvP
Vs Adventurer – Probable
Begin by blinding the adventurer from afar, and then rooting him. Use Crown of Frost on him to disable his heals, and nuke him repeatedly. Activate Nullity Sphere if he manages to come within melee range. Aside from that, keep him rooted, blinded and debuffed with Crown of Frost.

Vs Agent – Probable
If you’re up against a FPed soldier, cast crown of frost and hope that disables his TMS. If he already casted TMS, root the agent. If he uses his purifying rod/Might of the Revenant, reply by using Nullity Sphere. After 80s, pop out and nuke him to death.

Up against any FPed debuffing profession (trader/MP/NT etc.), start at full defensive and open with a Crown of Frost. Blind him, use Nullity Sphere, then nuke him to death.

Against a FPed enfo, this could be a tough fight. After his first Aimed Shot lands on you, count to 10 and cast Nullity Sphere, using root grafts on him if he attempts to flee. Attempt to use Resonance Blast to nuke him. If that doesn’t work, use Ferocious Impactor Missile instead.

Vs Bureaucrat - Almost Certain Victory
Cast Crown of Frost on the Bureaucrat as an opener. Blind the bureaucrat, and use Nullity Sphere. Use all your nukes on him before he has a chance to run.

Vs Doctor - Unlikely
Equip your NR gear, start at full defensive, and open with Crown of Frost. If you’re not debuffed yet, seize the chance to land as many nukes as you can. If a UBT lands on you, use a purifying rod and continue nuking. If another UBT yet lands on you, go full aggressive and continue nuking. Ensure Crown of Frost is running on the doctor at all times and use your Nullity Sphere as often as you can.

Vs Enforcer - Unlikely
Open with a Crown of Frost on the Enforcer from afar. If he closes the gap, use Nullity Sphere, root grafting him if he attempts to flee. Once Crown of Frost lands, root him and nuke him from afar. He should not be able to break out of your roots using rage so long as the Crown of Frost debuff is running on him. Continue applying Crown of Frost on him and wait until his rage runs out, or he uses a lower tiered rage. At which point, activate your 5/5 cloak and nuke the crap out of him, ensuring Crown of Frost is always running, and you have him rooted.

Vs Engineer - Almost Certain Victory
Nothing much to say here. Just blind the engineer, cast Nullity Sphere, and nuke him to death.

Vs Fixer – Probable
Open with a blind. Cast Nullity Sphere and nuke him till he reaches 50% health. Cast Feet of Lead on him and continue nuking him. If he roots you, breaks free and your nanobar is on recharge, use your root grafts on him. You may need to use your purifying rods/Might of the Revenant as a last resort.

Vs Martial Artist – Probable
You just need to survive the beginning 40s of this fight. Start the fight at full defensive. Begin by rooting the MA from afar. If he uses Upon a Wave of Summer, reply by casting Nullity Sphere. Attempt to blind him and root him in the meantime (though your chances of doing so is extremely low). After Nullity Sphere expires, root him again. He should reply by using a purifying rod and Might of the Revenant. At which point, use your own Might of the Revenant and kite him around as much as you can. Use your insta-cast nukes such as Electrifying Containment while kiting him. Once your Might of the Revenant expires, you’ve more or less won. Root the MA, go full aggressive, and nuke him from afar.

Vs Meta-Physicist - Almost Certain Defeat
Prepare lower tiered nukes on your hotbar. Begin in full defense. Cast Crown of Frost on the MP. Calm the heal pet and use a root graft on the Tormented Revenant. If you still can cast NS MK II, do so. After which, use your most powerful nukes on the MP.

Vs Nanotechnician - Depends
Prepare lower tiered nukes on your hotbar. Equip your NR gear and begin the fight in full defense. Cast Crown of Frost on your opponent, and follow up with a blind. If you still can cast NS MK II, do so. Spam all the nukes you have on him. If you realize that both of you have casted NS MK II at the same time, then spend your time refreshing your absorption shields and refreshing your blinds/Crown of Frost debuffs on your opponent. Once your opponent’s NS MK II has ended, use your 5/5 cloak and nuke him with your highest nukes.

Vs Soldier – Probable
Cast crown of frost and hope that disables his TMS. If he already casted TMS, root the soldier. If he uses his purifying rod/Might of the Revenant, reply by using Nullity Sphere. After 80s, pop out and nuke him to death. Should be a simple and straight forward fight.

Vs Trader - Almost Certain Defeat
Prepare lower tiered nukes on your hotbar. Equip your NR gear and begin the fight in full defense. Cast Crown of Frost on your opponent, and use NS MK II if you still can. After which, use your 5/5 cloak and nuke the crap out of the trader as quickly as you can. Realistically speaking, you shouldn’t expect to win unless you get lucky and shrug off multiple drain attempts on you.


Image Soldier Image (Net score: -6) – Bad choice for PvP, unless you fight against people who don’t use roots :P
Vs Adventurer - Unlikely
Begin with TMS and try to take down the adventurer has quickly as you can, using gumboils, Might of the Revenant, 5/5 cloak and anything else you have. If you have a high damage setup, it may be possible to take him down (but don’t count on it though).

Vs Agent - Unlikely
Up against a FPed soldier, you’ll likely lose because an agent’s aimed shot will pierce right through your TMS and deal capped damage to you nonetheless. Use TMS at the start and hope your damage manages to rival his. Unless you have a mad heal-delta setup, you’re unlikely to win.

Against any other FP, you must be wary of getting rooted once you activate TMS. Prepare lower tiered TMSes on your hotbar and do not be too eager to activate TMS. You may decide to use One Hit Healing to keep yourself healed before you use TMS. Furthermore, activate Might of the Revenant right before you use TMS.

Vs Bureaucrat - Unlikely
Prepare lower tiered TMSes on your hotbar and do not be too eager to activate TMS. You may decide to use One Hit Healing to keep yourself healed before you use TMS. Furthermore, activate Might of the Revenant right before you use TMS.

Vs Doctor - Unlikely
Your only chance to win is if your opponent is careless in his/her healing. Attempt to spam CH blockers on your opponent, and see if he panics or continues healing himself using Lifegiving Elixir. Else, use a purifying rod on yourself if you think you have a fair chance of winning using regular attacks. If you have an insane hotswapping build, repeatedly attempt to use CH blockers on your opponent. When it sticks, use a purifying rod and get your opponent below 80% health. Follow up by swapping your weapons out and doing a Full Auto/Dimach/Aimed Shot combo.

Vs Enforcer – Probable
Use TMS right before the fight starts, and shoot the enforcer till he falls flat.

Vs Engineer – Probable
If the engineer sends his bot in to attack you from the very start, it may be an indication that he is using shield rippers. Activate TMS to soak up a little bit of damage, and begin attacking him. The alternative is that the engineer appears to space out, refusing to send his bot in to attack you. If you further realize that the engineer does not have damage/reflect shields running (no sparklies emanating from him), this means he has his blind aura activated instead, in which case you DO NOT want to waste your TMS yet. Only use TMS when the engineer begins to attack you. Remember to use your weakest special attacks first to soak up his special attack shield.

Vs Fixer - Unlikely
Do not activate TMS until the fixer is at about 60% health. Before you do activate TMS, use a root graft on him. If he roots you and attempts to run, root graft him again. Follow up with a purifying rod, Might of the Revenant and TMS. Hunt him down and try to kill him before your Might of the Revenant ends.

Vs Martial Artist – Probable
Activate TMS before the start of the fight. Your shields should be sufficient to outdamage the MA. If he attempts to kite you around, use your root grafts.

Vs Meta-Physicist - Unlikely
Activate TMS before the start of the fight. Unleash every last special you have at the MP and hope that’s enough to take him down before your TMS expires.

Vs Nanotechnician - Unlikely
Activate TMS before the start of the fight. Follow up with Might of the Revenant. If he uses Nullity Sphere at this point, you’re pretty much finished. Get out of his line of sight and wait 20s before attacking him. You’ll probably get rooted at this point and there’s nothing much you can do. >_<

Vs Soldier - Depends
Activate TMS before the start of the fight. If the fight seems like it will last more than 80s, save up your special attacks at the 65-70s mark. The moment TMS goes down, activate your 5/5 cloak, Might of the Revenant, Corrupted Flesh, and use all your special attacks.

Vs Trader - Almost Certain Defeat
Activate TMS before the start of the fight. Follow up with Might of the Revenant. Throw everything you have at the trader and he dies before you get rooted.


Image Trader Image (Net score: +15) – Excellent choice for PvP!
Vs Adventurer - Almost Certain Victory
Against a melee adventurer, try to get as far away from your opponent as possible before the fight starts. Open with a root and divest drain him. If he closes in on you, use Shutdown Skills. Once both drains land (shouldn’t be too difficult), heal yourself up to full health (via health drains) and splatter him.

Against a ranged adventurer, you need to judge for yourself if your opponent is capable of a nasty alpha. If you are sure he is not capable of nasty alphas, open with a drain. If you are not sure, play safe and begin with Shutdown Skills, followed by a drain.

Vs Agent – Probable
Against a FP soldier, begin by simply divest draining him. Keep your health consistently topped up with health drains. Use Lesser Corporate Protection on him when you have the time. You may not even need to root and get behind a pillar if he doesn’t resist any drains.

If you’re up against a FPed enforcer, begin with a divest drain. If you cannot land the drain for a prolonged period of time, root him, get behind a wall/pillar and use Health Hagglers to heal yourself up. Attempt to get both drains off him as well as Lesser Corporate Protection. When fighting against an agent, it is best to use Shutdown skills offensively to deal some terrible terrible damage.

Vs Bureaucrat - Almost Certain Victory
Begin by divest draining the Bureaucrat. Cast flow of time to disable the bot and root the Crat at the same time. Follow up with a second drain, and health drains after that.

Vs Doctor – Probable
Equip your NR gear and start at full defense. Your top priority is to land a divest drain your opponent. If he gets lucky and manages to land a UBT on you before you get a drain off him, use a purifying rod. Once you land both drains successfully, you’ve more or less won. Use Shutdown skills offensively to deal all the damage you need after that.

Vs Enforcer – Depends
The beginning of this fight is very dangerous. Your priority is to land a divest drain on the enforcer, after which you can root him without fear of him breaking out. If he closes in on you, use Shutdown Skills. Remember to use root grafts if you need to buy some space between both of you. Once both drains land, heal yourself up to full health (via health drains) and splatter him. Do note that a doubly drained enforcer is still capable of dealing some damage. You may want to use Lesser Corporate Protection to prevent him from damaging you altogether.

Vs Engineer - Almost Certain Victory
Shouldn’t worry too much about this one. If he goes into sneak, use Flow of Time to pop him out. Drain him, calm the pet and finish the engineer off.

Vs Fixer - Almost Certain Victory
Get double drains off the fixer at the onstart (shouldn’t be too hard). Use Lesser Industrial Sabotage and splatter him.

Vs Martial Artist – Probable
The start of this fight is potentially very dangerous for you. Beware of his highly damaging stun combo. Start by rooting the MA from afar. He will reply with Upon a Wave of Summer, which greatly increases his NR. Root graft him to stop him in his tracks, doing so twice if necessary. The moment he is almost in melee range of you, use Shutdown Skills and stay still. If you survive the first 20s, throw a divest drain and continue kiting him. Once you throw your 2nd drain down, you’ve more or less won. Health drain him to keep yourself above 70% health at all times.

Vs Meta-Physicist – Depends
Having the initiative here is extremely important in winning. Equip your NR gear and start at full defense. Prepare lower tiered drains on your hotbar. Begin in sneak and cast a divest drain on the MP if he is standing out in the open. If your opponent also entered sneak, then watch where his pets are to gain a rough sense of where he is (this trick doesn’t work if he commanded his pets to wait though). Hug a pillar really close, and cast flow of time on his heal pet. Immediately cut off line of sight while you wait for your nanobar to recharge. Inch out of the pillar and divest drain the MP. If you are being mauled by the attack pet, use a root graft on it. Continue attempting to land drains on the MP. If you need to heal up, you can health drain the mezz pet or heal pet (they have low NR checks). Once both drains are down, attempt to root the Tormented Revenant and calm the heal pet. Use Shutdown Skills offensively to finish the MP off.

Vs Nanotechnician - Almost Certain Victory
Equip your NR gear and start at full defense. Prepare lower tiered drains on your hotbar. Get your divest drain off your opponent. When he casts NS MK II, you can choose to either flee behind a wall/pillar, or continue draining him. Once double drains are down, heal up using health drains on him, and just finish him off.

Vs Soldier - Almost Certain Victory
Begin by simply divest draining him. Keep your health consistently topped up with health drains. Use Lesser Corporate Protection on him when you have the time. You may not even need to root and get behind a pillar if he doesn’t resist any drains.

Vs Trader - Depends
Having the initiative here is extremely important in winning. Equip your NR gear and start at full defense. Prepare lower tiered drains on your hotbar. Begin in sneak and cast a divest drain on your opponent if he is standing out in the open. If your opponent also entered sneak, then hug a pillar really close. Cast flow of time on yourself and immediately cut off line of sight while you wait for your nanobar to recharge. Inch out of the pillar and divest drain your opponent. Repeat until you get both of your highest drains on him. If his evades are too high, use Lesser Industrial Sabotage on him. Use Shutdown Skills offensively and destroy him right after.



Concluding Remarks
If you've read till this far, then thank you and congratulations :P. If you scrolled down just to read this, I would suggest reading part one of the guide, and the parts specific to your profession alone. I hope you've enjoyed reading the guide as much as I had writing it.

If you have suggestions or mistakes to point out, feel free to post it down here below or to simply give me a Private Message.



Acknowledgements
People who provided me inspiration for the builds one way or another:
  • Jarlowel
  • Buffbox (and his many alts)
  • Dociii
  • Jadesoturi
  • Nodephreak (and his many alts)
  • Lusto
  • Carrion
  • Derenbruder
  • Shisato
  • Funcom for making such a wonderful game!
Last edited by Briandmg on Tue Jan 07, 2014 3:55 pm, edited 3 times in total.
The Ultimate Endgame Froob PvP Guide :OO
All you ever needed to know to make your L200 froob toon a beast in PvP. :P

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Re: The Ultimate Endgame Froob PvP Guide

Post by sparxx » Tue Dec 17, 2013 4:41 am

Very impressive thus far. I'll wait till you finish before offering input.
Killz60 - 200 Opifex Agent
Sparxxx - 150 Solitus NT
Shadehonest - 80 Opi MA
Beastdoc - 78 Atrox Doc
Vichugo - 78 Atrox Sold
Lopht - 39 Soli Fixer
Nanoracist - 36 Soli MP (tower twink)

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Briandmg
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Re: The Ultimate Endgame Froob PvP Guide

Post by Briandmg » Tue Dec 17, 2013 9:31 am

Phew! Finally done 26k words later :P

Hopefully the new engine next year (?) will bring more people back to the game. If not this guide would have been written for nothing. :lol:
The Ultimate Endgame Froob PvP Guide :OO
All you ever needed to know to make your L200 froob toon a beast in PvP. :P

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Re: The Ultimate Endgame Froob PvP Guide

Post by sparxx » Tue Dec 17, 2013 12:50 pm

"26k words later"

Triple it and you can publish a book!

That said, I think there's things missing here, particularly aimed shot weapons for most of the professions (bow MP)? I need to read this a few times before I make suggestions.
Killz60 - 200 Opifex Agent
Sparxxx - 150 Solitus NT
Shadehonest - 80 Opi MA
Beastdoc - 78 Atrox Doc
Vichugo - 78 Atrox Sold
Lopht - 39 Soli Fixer
Nanoracist - 36 Soli MP (tower twink)

Proud member of Fractured

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Re: The Ultimate Endgame Froob PvP Guide

Post by Lusto » Wed Dec 18, 2013 1:23 am

This must be one of the best guides on the site. Truly impressive effort.

One comment about onehander. I think you are recommending it for little too many professions. Basically I think it is doable on soldier and fixer only. This is because these two professions can get high add damage without losing their main defences. Adventurer is on the borderline.

I have my advy on solar+onehander setup with strong focus on evades. The problem is that while I can sustain fights fairly well, the damage to kill is missing. To get sufficient add damage as advy I don't quite know what to do - basically I would have to lose lots of evades for add damage armor. Lets say against soldier this is doable, just swap some key armor parts when the TMS goes out. Against enforcer heavy add dmg armor and kite for your life. And so on.

If adventurer is on the borderline, then I think that doctor and other support professions are very unlikely to perform well with onehander. I just can't see how it would do the damage needed. I considered using Arbalest for the doctor but I feel that is too weak against traders. One drain will throw it horribly OE. Instead I was thinking about bow. So my question is how do you think doctor with bow would work?

Another question about doctor vs. trader fight. If nanites are allowed there is no match obviously. Game is over after the first divest has landed. But if nanites are banned trader will have hard time landing the plunder. This means doc gets plenty of time to fight with just one drain on. For this I was thinking to use lower ql bow. If ql 200 bow goes 50% OE after one drain, but ql 190 bow is just 75% OE this should be very easy choise. Does anyone actually factor these things in when fighting traders?

Then how about MP going for bow when fighting trader? Lets say Arbalest which deals nice cold damage that MP can get nicely boosted. That AS should be quite effective addition to the nuke spam at the start.

And then the final question: do you agree with me that the nanite drains with their lower NR check are horribly OP for froob pvp?
Lusto (level 200 doc) Lostu (level 200 adv) Losto (level 200 MP) Lustu (level 199 Soldier)
Lyrangitus (level 100 Trader) Lyran (level 74 Agent) Lyrangitis (level 25 Doctor)
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Re: The Ultimate Endgame Froob PvP Guide

Post by Briandmg » Wed Dec 18, 2013 6:35 am

sparxx wrote: That said, I think there's things missing here, particularly aimed shot weapons for most of the professions (bow MP)? I need to read this a few times before I make suggestions.
Lusto wrote: Then how about MP going for bow when fighting trader? Lets say Arbalest which deals nice cold damage that MP can get nicely boosted. That AS should be quite effective addition to the nuke spam at the start.
I thought about posting an AS MP build initially but decided against it because I felt it didn't quite make sense to sacrifice 210-310 points of evades+AAD for more damage when a MP already had an insane damage output to begin with. And being one of the more squishier classes, I thought MPs needed more evades than anything else. That being said, it does make sense to slap on more damage to the MP (offense is the best defense am I right :wink: ). I've added the AS MP build to the guide above. Thanks for the suggestions!


Lusto wrote: If adventurer is on the borderline, then I think that doctor and other support professions are very unlikely to perform well with onehander. I just can't see how it would do the damage needed. I considered using Arbalest for the doctor but I feel that is too weak against traders. One drain will throw it horribly OE. Instead I was thinking about bow. So my question is how do you think doctor with bow would work?
Hmm lets do the maths here.
Assume the doctor has 1.1k AS skill, 900 AR, and we're comparing how the onehander and the Superior Sapphistic Bow fares against another player.

With no crits, the bow's AS would deal 500-5500 damage, with 26s recharge.
With no crits, the onehander's AS would deal 200-2200 damage, with 12s recharge.
Hence, in 26s, the onehander's AS would pull off 400-4400 damage (with 2s to spare).

That's much lower than the bow's AS. But you need to consider 2 things. The most important bit is that the bow dishes out one huge AS, and 30% cap applies. For your normal froob, this cap will hit anywhere between 2000 and 3500. I.e. your bow would hit only for 500-Capped damage. Your onehander, on the other hand, dishes out 2 smaller, quick attacks, so it hits for 400-4400 in reality within 24s. The 2nd thing to consider is that the bow has terrible regular damage. Against anyone with 5k ACs, you would be hitting for minimum damage each time (10-15ish damage?). When the onehander is dueled with a solar powered pistol, the minimum damage is 200. That's not too shabby.

It's arguable that the bow dishes out a larger alpha. Then again, a doctor isn't really capable of much of an alpha. There's nothing else much you can chain that up with. Doctors do win fights by outlasting opponents anyways, not dealing mad damage in one go. This is in contrast to say, a MP, who can follow up by spamming nukes. A 30% cap would hence be beneficial for the MP in killing the opponent ASAP.

Now, if you swapped the bow for the arbalest:
With no crits, the arbalest's AS would deal 500-5500 damage, with 19s recharge.

That's quite a bit of damage actually. And quite evidently more damage than a bow. Of course, the main drawback would be the mixed AR skills required. That's problematic, but it's not quite different than duel wielding a pistol and a shotgun. An arbalest would hence be a better AS option than a bow; although it still suffers from a lack of good regular attacks. Also, I would think getting drained with an Arbalest equipped would be better than getting drained with a Bow equipped. The Arbalest has lower requirements overall compared to a Bow. Sure, it has split AR, but that only means it's more IP heavy.

Overall verdict:
Solar Pistol + Onehander - Good regular attacks, Fast recharge but small-hitting AS, IP heavy
Bow - Poor regular attacks, Slow recharge but heavy-hitting AS, least IP required
Arbalest - Mediocre regular attacks, Medium recharge and heavy-hitting AS, IP heavy

(I would much prefer to use either a onehander combo, or an arbalest)

Lusto wrote: One comment about onehander. I think you are recommending it for little too many professions. Basically I think it is doable on soldier and fixer only. This is because these two professions can get high add damage without losing their main defences. Adventurer is on the borderline.

I have my advy on solar+onehander setup with strong focus on evades. The problem is that while I can sustain fights fairly well, the damage to kill is missing. To get sufficient add damage as advy I don't quite know what to do - basically I would have to lose lots of evades for add damage armor. Lets say against soldier this is doable, just swap some key armor parts when the TMS goes out. Against enforcer heavy add dmg armor and kite for your life. And so on.
The reason the onehander setup was recommended for most professions was that it is the only generic, viable AS weapon that can dish out sizeable regular attacks when duel wielded with a Solar Pistol. It definitely isn't the most powerful AS weapon (especially if you lack +DMG items), but for professions that depend on regular attacks for damage, the onehander setup is potentially better than say a bow, arbalest or zastaba. I agree for low AR professions (engineers and NTs especially), onehander is a poor choice since you'll hardly be able to get off any regular attacks. However, I left the onehander setups there because the onehander is hotswappable for more PvM oriented builds.


Lusto wrote: Another question about doctor vs. trader fight. If nanites are allowed there is no match obviously. Game is over after the first divest has landed. But if nanites are banned trader will have hard time landing the plunder. This means doc gets plenty of time to fight with just one drain on. For this I was thinking to use lower ql bow. If ql 200 bow goes 50% OE after one drain, but ql 190 bow is just 75% OE this should be very easy choise. Does anyone actually factor these things in when fighting traders?

And then the final question: do you agree with me that the nanite drains with their lower NR check are horribly OP for froob pvp?
Hahah yes. Definitely OP. They should cost 4000 nano per cast or something :lol: It is my belief that Funcom made a mistake in allowing froobs to use nanite drains, since it is the only froob-friendly, VP-buyable nano that has high requirements (i.e. requires more than 120 in nanoskills to cast). I don't make any comments on the guide about nanite drains, however, since it technically is still fair game to use them. I do subscribe to the belief that they should be banned in tournaments though :P

As to using lower QL bows, ehhhh I wouldn't quite recommend it. You would be sacrificing damage against any other profession so you would have a slightly higher chance to win against traders alone. Unless you're sure you'll only be fighting traders, I would recommend just getting the highest possible QL you can.
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Re: The Ultimate Endgame Froob PvP Guide

Post by Briandmg » Tue Jan 07, 2014 3:59 pm

Updated! Added neat tricks into the Advy and MA sections on how to use deflection/adventure shields (which most people surprisingly do not know how to use to their full advantage). Also added a really sick alpha-hotswapping build into the Soldier section.
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Re: The Ultimate Endgame Froob PvP Guide

Post by stodge » Wed Feb 19, 2014 5:04 am

This is incredibile efforth! Never been into pvp so, i can't understand much of what i ve Read, but i can understand How much time this has required to "just" be written. If i Will start pvp one day, i Will surely rely on this. Thank you For sharing all this Knowledge Brian.

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Re: The Ultimate Endgame Froob PvP Guide

Post by Derenbruder » Tue Feb 25, 2014 5:42 pm

PRETTY NICE GUIDE,

but in the enfo-section:

"In order to achieve this build, you need to hit 810 stamina, and preferably more than 110 Heal Delta. You will need a Dantian Belt of Life, Ljotur Pants, x2 Frederickson Micro-kinetic Sleeves, x2 Ring of Endurance, x2 Anything, Miys Tank Armor, and fully implanted stamina."

u need atleast 811 stamina like u ned 781 Psychic insteed of 780 to hit 2 sec ND.. sadly. i know all forums say 810/780 but thats wrong.

greetz

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Re: The Ultimate Endgame Froob PvP Guide

Post by sparxx » Wed Feb 26, 2014 4:50 am

I've read this through again and decided what I don't like about this guide.

You recommend implanting add all defense at the beginning of the guide, and from your choices of weapons and setups it is clear that you favour a defensive setup, reliant upon evades, TMS/NS and max health. While I don't have any problem with this particularly for pet classes/NT/trader, it's not the only way to be successful in PVP.

On my agent, I'm replacing all the evade gear with damage and offensive gear as per my other thread. Surely, there is potential to do this on professions with a high AR output such as soldiers and enforcers and MAs, OR on low AR professions such as doctors to increase their damage output. Particularly if you're focusing on using onehanders and lots of specials, attack rating is crucial to making sure those attacks don't fizzle out leaving your opponent with lots of hp.

Am I wrong in this line of thought? I haven't engaged in many 200 duels but my experience in the battlestation is that evades don't help as much as being able to kill enemies fast - I guess this is a duels guide but in PVP the art of ganking is essential. Most of your advice about hitting TMS, agreeing not to sneak etc. is not applicable to Open PVP.

My strategy in the BS for example is to sneak, hit TMS, blind ring just before its finished casting then hit Aimed Shot, but this requires being pretty close to opponents and getting rid of your ability to root completely - the aim in this case is to kill the player before they have chance to kite or react appropriately.

Maybe a section with offensive/defensive comparisons would be in order in terms of armour and items. Sure evade setups are nice, but thery're just one way to play.
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Sparxxx - 150 Solitus NT
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Beastdoc - 78 Atrox Doc
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Re: The Ultimate Endgame Froob PvP Guide

Post by Briandmg » Wed Feb 26, 2014 6:48 am

sparxx wrote:I've read this through again and decided what I don't like about this guide.

You recommend implanting add all defense at the beginning of the guide, and from your choices of weapons and setups it is clear that you favour a defensive setup, reliant upon evades, TMS/NS and max health. While I don't have any problem with this particularly for pet classes/NT/trader, it's not the only way to be successful in PVP.

On my agent, I'm replacing all the evade gear with damage and offensive gear as per my other thread. Surely, there is potential to do this on professions with a high AR output such as soldiers and enforcers and MAs, OR on low AR professions such as doctors to increase their damage output. Particularly if you're focusing on using onehanders and lots of specials, attack rating is crucial to making sure those attacks don't fizzle out leaving your opponent with lots of hp.

Am I wrong in this line of thought? I haven't engaged in many 200 duels but my experience in the battlestation is that evades don't help as much as being able to kill enemies fast - I guess this is a duels guide but in PVP the art of ganking is essential. Most of your advice about hitting TMS, agreeing not to sneak etc. is not applicable to Open PVP.

My strategy in the BS for example is to sneak, hit TMS, blind ring just before its finished casting then hit Aimed Shot, but this requires being pretty close to opponents and getting rid of your ability to root completely - the aim in this case is to kill the player before they have chance to kite or react appropriately.

Maybe a section with offensive/defensive comparisons would be in order in terms of armour and items. Sure evade setups are nice, but thery're just one way to play.
The main problem in deciding to implant full AAO instead of AAD is that you trade +260 AAD for +60 AAO. Lets analyze this in more detail:
+60 AAO
  • Increases accuracy accordingly by ramping AR up by 60
  • For high AR profs (Enfos/MAs/Adventurers etc.), you should have about 1200 AR already. An extra 60 AR will increase your damage multiplier by 0.1x (60 divided by 600)
  • For low AR profs (doctors/NTs/crats etc.), AR should be below 1200. An extra 60 AR will increase damage multiplier by 0.15x (60 divided by 400)
+260 AAD
  • Effectively boost Evade close/Dodge range/Duck Exp. by roughly 260 points (rough approximation) - Means less crits, get hit less often
The first question to ask now is: how much more important is the 0.1 - 0.15x multiplier than 260 points of evades? Regardless of being a high AR or low AR prof, the sizeable fraction of your damage will come from your special attacks. The damage your special attacks dish out will primarily depend on the special attack skill itself. IMO, the 0.1x multiplier is too marginal to make a significant difference.

Lets take a doctor with 800 AR for example, and look at just the Aimed Shot special. Lets say he has 1k in AS skill. His AS damage will be:
Without AAO clusters: 182 - 1815 damage (no AS crits)
With AAO clusters (860 AR): 190 - 1905 damage (no AS crits)

If you average it out, the increase in AS damage by having AAO clusters is only 50 damage. Throw in the fact that doctors rely lots on DoTs to dish out damage too, and you should realise that the damage increase is barely noticeable. Now, oppose this to increasing evades by 260 points. If you were to dodge just 1 additional attack in a fight, that would cover not having the +50 bonus AS damage a few times over. Against sloobs, this increased AAD bonus will also greatly reduce the frequency at which you get critically hit.

Now the next question: On average, how much more often will I hit my opponent having +60 AR accuracy?
For low AR profs, the answer is: +60 AAO won't be that helpful. If you're in BS, having 860 AR compared to 800 will hardly make you land any more hits when you're up against 1.4k+ evades. Furthermore, regular attacks for low AR profs will deal very little damage. I.e. to say, even if you manage to land 1 - 2 more shots off your opponent, it wouldn't hit for much to begin with.

For high AR profs, the same logic applies, but with a slight difference. Your AR is now capable of hitting your opponent in BS more frequently. An increased AAO may allow you to get 1 - 2 more shots off him, which deal considerable damage. In this sense, the tradeoff may be beneficial, but only under very specific conditions. If you're an agent or soldier, AAO clusters may be preferred because TMS pretty much slices all incoming damage by 75%. I.e. if you dodge one more attack with AAD clusters, that difference isn't going to be much. On the other hand, your AR should be comparable to other people's evades, so the increase in accuracy is substantial (since AR vs Evade checks are non-linear). If you're an Enfo/Adventurer/MA however, you may want to think twice before going with AAO clusters. The tradeoff for survivability is greatly amplified since your only line of defence are heals, regeneration and evades. There wouldn't be much point in increasing damage output if you're not going to survive long.

So in short - yes, AAO clusters work for agents and soldiers, but not well for other classes. And certainly not for low AR professions. AAO clusters increase the speed at which you can kill enemies, but only very slightly considering the damage multiplier is marginal. On the other hand, if you can survive longer, your chances of winning are increased since you deal damage for a longer time before you die. As for armour/items, evade setups constitute only a few setups - and these are designed to hold their own against other froobs, not sloobs. There are plenty of other offensive setups in the guide.

Derenbruder wrote:PRETTY NICE GUIDE,

but in the enfo-section:

"In order to achieve this build, you need to hit 810 stamina, and preferably more than 110 Heal Delta. You will need a Dantian Belt of Life, Ljotur Pants, x2 Frederickson Micro-kinetic Sleeves, x2 Ring of Endurance, x2 Anything, Miys Tank Armor, and fully implanted stamina."

u need atleast 811 stamina like u ned 781 Psychic insteed of 780 to hit 2 sec ND.. sadly. i know all forums say 810/780 but thats wrong.

greetz
Edited! Thanks!
The Ultimate Endgame Froob PvP Guide :OO
All you ever needed to know to make your L200 froob toon a beast in PvP. :P

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