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    Reserved for 22+ guide

    WORK IN PROGRESS: U CAN VIEW MY PROGRESS AS I EDIT AND FLESH OUT THE 22 SECTION!!!!!

    this post will differ in format from the l12-21 post because there are so many more levels to cover after 22. also, different characters dominate different level ranges because of gear differences. for this reason, i will keep the general overview going, but not the individual skill analysis. there will also be many guide-like posts covering specific level characters (for example a subsection in the enchantress section detailing level 35 mage.) so without further ado, here begins my work on the 22+ section.

    Once again, I have included the codes in the table of contents. To use these codes, press ctrl or command + F on your computer and type in the code (without brackets), and add a 1. So, for example, [POOPOO] would become POOPOO1.

    Table of Contents
    1. Introductions to Levels 22+ [INTROSWAGER]
    2. Most Populated Twinking Areas [BANDWAGONER]
    3. PvP Politics [WORK ON] (must play before writing)
    4. Basic Combos [KAMEKAMEHA]
    4a. General Strategies/Ranges for All Classes [AWBALLS]
    4b. THE MOST IMPORTANT PART OF PVP: THE RANGE [DONOTSKIP]
    5. General Enchantress Strategies Levels 22-40 [MAGEMAGEMAGE]
    6. Specific Enchantress Strategies Levels 22-40 [BUTTSDONOTLIE]
    7. Applenoob and Divine's General Ursan Overview [APLDIV]
    8. Specific Bear Strategies [SPECURSAN]

    1. Introduction to levels 22+ [INTROSWAGER1]
    I believe that twinking in levels 22+ is split into two different areas:
    • Levels 22-35, which are dominated mainly by mages, and
    • Levels 40 - 71, which are dominated mainly by bears.


    The reason being for the change between 35-40 is this: bears finally become able to add points in debuffs, dodge, AND damage skills, creating the perfect storm to easily fight any class.

    This isn't to say that those are necessarily the most overpowered classes at the level, however they are definitely the most common and easiest to play, as well as being among the best classes at the levels. Many classes are also useful at these levels, however, these are often the most consistent, most common, and probably the perfect introductory classes to the levels.

    Many people say that the 22+ community is often more mature than the under 22 community, but I beg to differ. There are bad apples in every group, and 22+ is no different. Just play, have fun, and enjoy at your own risk.


    2. Most Popular Twinking Levels [BANDWAGONER1]


    These are all the twinking levels, not just 22+, with the most common ones colored in green.
    L12-17 - Mostly Bears
    L18-20
    L23-29 - Mostly Mages
    L30-32
    L35 - Mostly Mages
    L40-49
    L50-51
    L55
    L56 - Mostly bears
    L61 - More Data
    L66
    L71 - More Data




    3. PvP Politics [WORK ON THIS]



    4. Combo Execution [KAMEKAMEHA1]

    This is a new addition from the original post, because many combos are not very important until 22+, where damage gets an insane boost.

    Mages -
    Hot flash combo - this combo is set up by using any ice skill followed by firestorm. Hot flash adds roughly 20% more damage to firestorm. Utilized in ALL PvP levels.
    Steam combo - This combo is set up by using any ice skill followed by a fire type auto attack. It is most commonly utilized at levels 35-40, with the voodoo pin. Deals 50% of auto damage.

    Bears -
    Smash combo - The only skill combo that a bear has, it is activated by using beckon, and then stomp in quick succession. Deals (test) amount of stomp/beckon damage.
    Shatter combo - This skill is activated by any ice effect + stomp. Most often used at level 15 with snowball launcher, however level 30 shivering bears can make good use of the effect as well.

    Birds -
    Shattering Scream - The only skill combo that a bird has, it is activated by using shattering scream, and then blast shot in quick succession. Deals (test) amount of damage.

    Foxes - This is the previously mentioned "secret" combo for foxes.

    1. Slam combo - activated by using rapid bite + hamstring
    2. Knockout combo - activated by using vixen kick when rapid bite is about to finish cooling down.
    3. Bury combo - activated by using rapid bite + hamstring after KO combo.

    Altogether now,
    Rapid Bite + Hamstring + Random Skills + Vixen Kick when Rapid Bite cools down + Rapid + Hamstring for 3 combos in a row!


    Rhino
    - Juiced combo, the only combo a rhino has, activated by Charge!! + Redemption. This deals (test) amount of damage, and heals the caster the same amount.


    4a. The Ranges! [DONOTSKIP1]

    CLICK ON THE ATTACHMENTS TO VIEW: SORRY AGAIN! DO NOT SKIP PLOX!

    With the exception of Rhino and occasionally fox, all classes need to know their 8m and 12m ranges. It is relatively simple to learn these ranges through trial and error. If you see yourself stomping late, or using any skill not at max range, don't be silly and keep doing it. Try stomping from farther back. If it's too early, then stomp from a bit closer, but not as close as your first try. It's extremely simple! Too many times I see slow skill users continue on with their existence of stomping too late, even when they know it needs improvement. It's something that takes maybe 15 - 30 minutes to learn, but will greatly improve the hours of your gameplay.

    To help you visualize the ranges, here are a few pictures.

    As you can see the distance from the square to the wall in tiny tombs is EXACTLY 8m. However, in a real fight, you'd want to stomp from a little farther back, perhaps the imagine the wall of the square as the boundary. The distance from the wall of the square to the wall of Tiny Tombs, is the perfect range you want to execute stomp, light, or level 1 fire from.

    Name:  8mrange.png
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    Shown here is 12m: shown here as the center of the "gravel-ly" square in Tiny Tombs, and following to the end of the straight line.

    Name:  12m.png
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    5. Enchantress Tips and Overview (22-40) [MAGEMAGEMAGE1]

    With the addition of two passive buffs, Blessing of Might/Vitality, the enchantress jumps from the most underrated class to the most over-used class from levels 22-35, where at level 40, it then lessens it's dominant grip on twinking PvP 35+ due to massive amounts of dodge jumping into the picture. The addition of both buffs allows mages to be both glass cannons, iron tanks, or a hybrid of both.

    1. Tether Ice and Fire skill together (Mage v Everything)

    Basically what I mean is to think of these skills as one skill. 99% of the time, if you don't have fire ready, you shouldn't use ice. The 1% is when you use frost bite to catch runners. Tethering can go both ways. You can fire + ice first, which will knock back and then freeze (as a kite or escape combo to heal), or you can ice + fire, which generates the hot flash combo and maximizes your damage output. Hot flash is especially important in mage vs mage, because the extra damage is very effective against 400 HP.


    2. Learn MS (Mage v Everything)

    In my experience, MS is one of the hardest skills to master the use of, but many people complain when you use it. MS basically adds another 600 HP, but at a cost -- if you don't kill quick enough, your mana will become drained and you will lose all damage output. It also has a 1.5 second delay from when you press the button. This prevents exploits and also adds a layer of skill to using MS.

    The time MS should be pressed varies at every level, and on your opponents combo.

    For example:
    At level 25, I normally used MS at 1/4 HP, or if it looked like I was beginning to lose health and couldn't escape. I also pressed MS at full HP/MANA sometimes, if I knew the opponent was nuke based and wouldn't be able to plow through my entire mana shield. At level 30, MS is hardly utilized, because the weapon damage is pretty low compared to the tank capability of 6 BOV. At level 35, MS become more of a gut decision. After the first combo or two, if I was around half and didn't have my combo up and ready to nuke before they nuked me, I'd press MS to give myself time for the finisher. If I got too low after any combo, I'd press MS.

    Mastering MS is one of the things that turn a good mage into an elite mage. Do it now!

    3. Observe Your Opponents Combo (Mage v All)

    Knowing when your opponent presses certain skills is vital to knowing the perfect time to use heal. Heal timing is most important against mages and bears. As a general foundation, against mages, you usually want to press heal after the ice that sets up hot flash combo. Against bears, the best time to press heal would be directly after the hell scream, that way you can avoid getting stunned for too long, and stay out of CB/slash range.

    Also, in certain scenarios where the opponent nukes too hard, you can start off with a 12m kite of Fire+Ice to throw off their mass damage combo.

    Against birds/foxes/rhinos, I basically just moved backwards while spamming lightning, and combos. Foxes are rather difficult if you do not use Mana Shield. After you see their first combo "Slam", press MS. They should be dead soon after.

    4. Learning skill delays (Mage v All)

    The Enchantress' damaging skills are nearly all delayed. What this means is there is an amount of time where nothing happens after you press the skill. These include: Lightning, frostbite, drain life, mana shield, weakness, nightmare, and occasionally ice storm. The most important skill delay (after MS) to learn is frostbite. At levels 22-35, where the hot flash combo is essential, you must learn to approximate when frost bite will hit , to follow up with an instant firestorm for hot flash combo, before your ice can be healed off.

    5. Run to Heal!

    Running to heal is, although viewed as cheap, a good strategy to use. With 400HP, you should NEVER rush into another combo without full HP. If I become separated from my opponent (out of auto range), I will never chase them unless I am full HP. Heal up, then apply the pressure.



    6. Specific Mage Strategies 22-40 [BUTTSDONOTLIE1]

    Since levels 22-40 mages can vary a lot, general mage strategies can sometimes not be enough. In this section, I will provide specific strategies for certain levels of enchantresses.

    Level 22-23
    Level 22 is the first level that the mage is able to take advantage of it's insane damage/critical buff, Blessing of Might. However, l22 does not have enough skill points to provide a fully versatile build. The best build to use is what I like to call the "range nuke" build.

    Skills: 6 BOM, 5 fire, 2 drain, 1 frostbite, 3 heal, 1 mana shield, 3 lightning OR another variation with 5 lightning, 1 heal. If level 23, add point in lightning or heal.
    Stats: 22 int for level 5 alch when you'll need regen, rest dexterity.
    Gear: Halloween Bone Helm Level 20 dex/int, Forgotten Bow Level 19-22 Purp/Pink, any Sandstone level 21/23, or artisans/expert level 15, Armor ring level 20 that gives crit.
    Rings: Level 20 Magician's Fine Platinum Band, or Fine Golden Band of Technique
    Faces: Angry Elf face for critical %.


    To successfully use this build against mages, you must learn your 12M, and open up fights by "kiting", or using Fire+Ice from max range. Do this one or two times, and then when the opponent does not expect it, go in for the kill with the finishing combo, drain --> frost --> light --> fire. If you find yourself dying too quick, add in a mana shield somewhere right before or right after you drain.
    Against bears, do the same thing. Kite from 12M, and MAKE SURE to heal off hell scream whenever they pull you close with beckon. If you notice that the bear has high beckon, pushback with fire, then immediately press MS and heal off hell scream. Try to finish him off with your nuke of drain, frost, and fire.
    ALWAYS keep moving backwards or sideways, never forwards, unless you're trying to get in range to finish them off.
    Against Foxes - do any random hot flash combo, then press MS as SOON as "Slam" combo hits. Unload skills, and hope that they don't dodge too much.
    Against Rhinos - Keep moving backwards, and heal when they press charge. This will prevent them from hitting "juiced" combo.
    Against Birds - Give them one kite combo, then go in for the kill. Press MS earlier if they're totally nuke based.

    Level 25-27
    With level 25-27 enchantress, you can now add points in heal to complement your nuke.

    Skills: Level 25 enchantress can branch out into two different specs: the "tank" and the range nuke. Of these, I prefer the tank, but the range nuke is just as good. Basically the difference between tank and range nuke is the higher heal, BOV, and lightning.
    Tank Build - 6 BOM, 4 heal, 6 Lightning, 1 frost, 1 fire, 1 drain, 1 mana shield, 4 BOV. Extra points from 26 or 27 should be added into either BOV or heal.
    Range Nuke Build - 6 BOM, 3 heal, 5 Lightning, 1 frost, 5 Fire, 1 mana shield, 2 drain, 1 BOV. Extra points should be added into BOV or heal at 26/27.

    Gear: With two different specs come more different gear sets:
    Tank (: Tank actually has two specs, the common tank, and the actual str tank (which is rarely used).
    • Str tank - Halloween Bone Helm level 25 int, Level 25 Pink Paw, Level 20 Guru's Chain Mail, Level 25 Gruesome Evidence Bracer, Armor + regen ring.
    • Dex Tank (recommended tank spec) - Halloween Bone Helm level 25 int/dex, level 25 Pink Paw, any Sandstone level 25 Armor, Level 25 Gruesome Evidence Bracer, armor + regen dex ring.


    Range Nuke Gear: Halloween Bone Helm Level 25 int/dex, forgotten bow level 20-27, Halloween Marrow Mantle level 25 int, armor + crit ring.

    Stats:
    Dex Tank - 22 int for alchemists level 5, rest dexterity.
    Str Tank - 22 int for alchemists level 5, 62 str for plat pack armor, rest dexterity
    Range Nuke - 67 Dexterity for level 20 dex ring, rest int, OR 22 int for alchemists level 5, rest dexterity.

    Range Nuke Tips - see above section (l22-23)

    Tank Tips - Against mage kiters/range nukes, hold your BOV until you think they'll attempt to go in for the nuke. Keep using frost bite in an attempt to catch up, and when you get close, spam the hell out of light. Make sure their hot flash combo DOES NOT connect. Heal the ice off whenever possible. Use mana shield if you're about to die. Also, make sure your hot flash combo connects. Ice, light, fire is a great combo to use if you can time hot flash right.
    Against bears, attempt to use firestorm at the maximum range of 8m. Spam light, and use heal to heal off hell scream. Move backwards the whole time while using fire, light, ice combo to freeze-lock and allow running to heal.
    Against foxes, rhinos, and birds - use MS on foxes after the first combo, try not to run out of mana against rhinos (make sure to have your regen set ready), and just spam whatever you'd like against birds.


    Level 30

    This level is fairly tank based and nukes rarely happen. There is only one common spec here because kites are not needed.

    Skills: 6 BOM, 6 BOV, 6 lightning, 6 heal, 1 firestorm, 1 frostbite, 1 icestorm, 2 drain, 1 mana shield OR 1 drain, 3 firestorm, 0 mana shield.
    Stats: Enough dex for shivering set (92 dex, I think), rest int
    Gear: Halloween Helm Level 30 Int, Shivering Ice Talon, Shivering Frozen Yeti Leather, Shivering Wing Level 30
    NOTE: Evidence works arguably better, but is not worth the cost. You will do just fine with Shiv Wing.

    Rings: Champions Fine Platinum Band level 20, or Fine Golden Band of Technique level 20.
    Face: Any face works, as stat effects of faces becomes minimal. Angry Elf is probably the best choice for critical %.



    Against Mages, you want to start off by using lightning from 8m, then draining as quick as you can. Try to hit lightning & drain first, and continue to spam lightning every time you can use it. Make sure you don't let them "hot flash" you. Observe their combo, and when their fire comes in. Most mages will use their hot flash after they use ice storm instead of frost bite. Use this to your advantage by healing at ice storm. Continue healing, lighting, and hot-flashing. Everything that happens during this period is IRRELEVANT. You should NOT die during this time period. When you think their defense buff goes down, use drain to nuke them with drain light ice fire. A good way to estimate their defense buff breaking down is using your own. You can see when your buff goes down by looking at the icons underneath your HP/MP bar. If you notice that you used the buff before they did, then observe when your buff goes down, wait for a moment, then begin the finishing combo. If you buffed AFTER them, then just begin your nuke as soon as your buff goes down.
    It is VITAL that you don't use any skills rather than lightning, heal, and frostbite while your attack buffs are down. You will only be wasting your mana. Wait for your buff to pop back up, and attempt to repeat all the steps above.
    Against bears, fire + ice from 8m, and heal as soon as you see them use hellscream. You should be moving backwards the whole time. This is a priority. You do NOT want to get caught in the Hell Scream's stun. After you heal off hellscream, use lightning and drain how you please. The only necessary part is remaining outside of slash range by healing hell scream off, and making sure they remain frozen.
    Against Birds, spam whatever you want. The only two things that matter are:
    1) Attempt to time your heal to eliminate cruel blast combo. Whenever you see those red rings, use heal in an attempt to remove the shattering scream debuff.
    2) Don't let auto hit you. Move backwards the whole time.
    Against Foxes, combo them with lightning and hot flash, but pay attention to their first combo. After they use their first combo, activate mana shield, and continue whaling away at their HP. If you're not killing them STILL after using MS, just use it a little later so your mana doesn't get nuked. Make sure you have MS on to withstand their 3 combo streak though.
    Against Rhinos, make sure your mana doesn't run out. They don't hit very hard at all.


    Level 35
    For me, "Voodoo" Mage is the most fun mage level, it requires precise timing of hot flash, as well as counters for several prominent combos.

    Skills - 6 BOM, 6 BOV, 6 Fire, 6 Light, 6 Heal, 1 drain, 1 frostbite, 1 icestorm, 1 mana shield
    Stats: 75 int, rest dex. OR 112 int, rest dex.
    Gear - Halloween Helm L35 Int, Mamboza's Voodoo Pin L35, Halloween Mantle L35 Int, Chilling Evidence Bracer L35
    NOTE: I use purple evidence bracer because of the dodge.

    Rings: Champions Fine Platinum Band level 20, or Fine Golden Band of Technique level 20.
    Face: Any face works, as stat effects of faces becomes minimal. Angry Elf is probably the best choice for critical %.

    Against other mages, hot flash combo is critical. In order to win fights against decent mages, you MUST know your frostbite delay. Without it, your ice will be negated by the Voodoo Pin proc, causing "Steam" rather than "hot flash." The combo I use against mages is frost, light, fire, ice storm, spam light & attempt to heal off their combo setting ice. Drain immediately after they drain, if possible, and continue spamming light, and nailing hot flash combo. Press MS when low, it takes a while to get used to the timing, but being good at MS will guarantee victory in 90% of fights.
    Against bears, fire + ice from 12m, and run. Heal off HS when it comes, try not to use heal for anything else. Attempt to use drain before CB lands, and if you get stunned, Spam fire + ice and try to run backwards as soon as possible. Keep reserving heal for hell scream so you don't get stunned with -30% hit.
    Against foxes, spam skills, and use MS after the first combo.
    Against rhinos, spam skills. They will not pose a threat to you at level 35.
    Against birds, spam skills, and try to avoid getting hit by autos if they are str.

    Applenoob & Divine's Bear Tips and Overview (Levels 22-40) [APLDIV1]

    Firstly, I'd like to thank Applenoob for giving me a basic outline to smooth out. I have been especially busy during the last month, and without others help, I would never even have finished another section of this work.

    Now to begin:
    At level 22, bears gain a very useful skill used to neutralize those pesky runners/kiters, and give bears the ability to create their first self-combo.
    This skill: Beckon. It pulls the opponent towards you, and when combined with stomp, it creates the "Smash" combo. Bears are generally second fiddle to mages until level 35, where dodge begins to play a large factor in fights.

    1. Hell Scream is Versatile (Bear v all)

    HS is in my opinion, either the second best or the best skill in the ursan's arsenal. It can be used for the following:
    • Stun - When combined with beckon, it can provide the necessary stopping power to allow you to close the gap between you and your enemy and root them with a nice little crippling slash.
    • Debuff - Hit% is a valuable commodity at low level, and hell scream is the best at lowering the opponent's hit. It also deals a nice 30 damage reduction as a side effect. That way, if your opponent does hit that pesky knock back skill, it'll at least do less damage.
    • Escape Route - Need to tree? Low on HP? Want to cheat in FFA by rejoining? Hit that HS and run like hell!


    ALSO, it is vital against healing characters to use the second hell scream AFTER they heal. The first HS should be in your combo to root them, however, hold your HS until you see the green heal light, and immediately press HS. This way, they remained stunned, debuffed, and a 0% threat to you. If your HS is continually on a mage or a rhino, there is no way you will lose the fight.


    2. Do not forget slashes (Bear vs all)

    Much of the time, beginning bears simply think that they can beckon HS and stomp their way to victory. PvP is more intellectual than that! Find a way to utilize your many close range skills before sending them flying!
    I prioritize my slashes in this order: crippling slash > crushing blow > Super mega slash > vengeful slash.
    I always tend to cripple first because it leaves them rooted, allowing me to come back and use the other slashes with ease. Second comes the crushing blow, a very important damage debuff. Super mega slash is the most powerful slash DPS wise, and last comes the finisher, vengeful slash. If you can get all these off, it is nearly equivalent to having a smash combo, and you get the keep them in close melee range as well as debuffing them with both Hell Scream and Crushing Blow.

    3. Time your Hellscreams. (Bear vs Bear)

    Hell scream is often the decider in level 22-35 bear v bear fights. The -30 hit% is often a fatal blow to anyone who gets struck by it. Try to hit your hell scream before the other person does, reducing his chance of debuffing you, and allowing you to take minimal damage.

    4. Know your ranges! (Bear vs all)

    The most important ranges to know are that of beckon, and hell scream. Learn those ranges, and you will be a pro. This game is 50% range, 25% movement, and 25% luck.

    5. Kite the kite! (Bear vs mage/bird)

    Many times, you will encounter a pesky little mage or bird attempting to knock you back at 12m, causing you to miss your combo and allow them to run away to reload. Counter this by giving them a little backwards movement around the 13m range. Basically, once you reach just outside of 12m, move backwards for 1 second to cause them to miss their repulse/break/fire/whatever the hell they use first. Then beckon + HS, root them, and destroy. This is really a good way to give yourself the upper hand against nukey but squishy characters that you will encounter at level 22-40.

    8. Specific bear strategies (22-40) [SPECURSAN1]

    Everybody has their unique build but they usually follow along the lines of nuke or debuff. There are those rare builds that work for some people but i have found them to be hard to master so i shall stick to the general builds for each level.

    L22-23

    At level 22, bears now have beckon and the ability to do the smash combo. Beckon also now allows bears to take advantage of the many other close range skills, and creates two different branches of bear PvP, Nuke (bear v bear) and Debuff. Be warned with either build, you will not fight many 22 mages, and will get destroyed by most 25 mages.

    NOTE: LEVEL 22 BEARS ARE NO LONGER VERY COMMON, HOWEVER IT IS A LEVEL THAT I HAVE LONG APPRECIATED AND ENJOYED.

    Nuke
    Stats: all dex
    Skills: 6 rage, 3 iron blood, 6 hellscream, 3 stomp, 2 beckon, 1 crippling slash
    NOTE: Crushing Blow is exchangeable with iron blood, I prefer iron blood for it's guarantee of damage reduction, but if you can land CB, it's much more effective.

    Gear: Level 20 dex halloween helm, Pink level 22 forgotten bow, l15 artisan's or Level 20 dex halloween helm, Level 20 sniper's avian talon, Level 20 pink bloody evidence bracer, l15 expert or artisan. (Depending on hit)
    Rings: with fbow setup, 2% hit 8 damage ring, and with the talon setup, use the 2 crit 8 damage ring.
    Faces: Mecha face (2% hit)

    Debuff
    Stats: 67 str, rest dex.
    Skills: 6 rage, 6 hell scream, 3 beckon, 5 crushing blow, 1 crippling slash, 1 stomp.
    Gear: Level 20 int halloween helm, level 20 warrior package shield, armor, and sword.
    Ring: Armor/Dodge str ring.
    Face: Koala Bear Face (for more dodge)

    Against mages: If you ever fight any mages your level, be sure to use the "Kite the kite" strategy noted in the general overview. [INSERTCODEHERE]
    Once you have baited them into using and missing fire, use beckon, then hell scream and CRIPPLING SLASH them. Do NOT execute the stomp combo, until crippling slash, crushing blow, and whatever the hell else you got has been unloaded. Then, attempt to keep them near you, so you can use hell scream directly after they heal.
    Against bears, know your hell scream range. 8M is the magic number. If you hit hell scream first, it is highly likely that you will win. Take advantage of your build, if you are str based, try to close the gap, and for dex based bears, try to keep distance against a melee bear.
    Against foxes: Hellscream and crushing blow as soon as possible, then cripple them and spam slashes, beckon combo, and rebuffs.
    Against birds: Do not fall for their initial repulse shot. Hold your skills until they waste their knock back skill, then proceed to beckon, hell scream, and demolish them.
    Against rhinos: As soon as they charge, use crippling slash and crushing blow. It is vital that every hell scream is placed directly after each heal. (besides the first, which you can use first)

    25-27 Bear

    Between the levels 21-29, 25 is now the most common choice of PvP. At this level, both bears and mages are NEARLY equal, dependent on build type and play style. (NOTE: bears can own mages if trees are used, however, this is not a likely strategy for most 1v1s due to a built in honor code among 1v1ers.) Nearly all bears at level 25 are full dex (or near it), in order to utilize the forgotten bow.

    Stats: Full Dex
    Skills: 6 rage, 6 hell scream, 2 beckon, 3 stomp, 1 crippling slash, 3 crushing blow, 1 super mega slash, 2 iron blood
    NOTE: You can also go with no SMS, 3 IB.

    Gear: Level 25 halloween bone helm (int preferably, dex works equally well though), level 25 forgotten bow, level 25 halloween marrow mantle (int)
    Rings: any damage ring level 20, my preference is the champions fine platinum band.
    Faces: any face works as the stat effect becomes relatively minimal at level 25. I'd go with mecha for hit% though.

    Against mages: If you ever fight any mages your level, be sure to use the "Kite the kite" strategy noted in the general overview.
    Once you have baited them into using and missing fire, use beckon, then hell scream and stomp combo. Most 25 mages will die when "Smashed" by a 25 bear. If not, attempt to continue moving forward, and use CB, CS, and hell scream after they heal.
    Against bears, know your hell scream range. 8M is the magic number. If you hit hell scream first, it is highly likely that you will win. Take advantage of your build, if you are str based, try to close the gap, and for dex based bears, try to keep distance against a melee bear.
    Against foxes: Hellscream and crushing blow as soon as possible, then cripple them and spam slashes, beckon combo, and rebuffs.
    Against birds: Do not fall for their initial repulse shot. Hold your skills until they waste their knock back skill, then proceed to beckon, hell scream, and demolish them.
    Against rhinos: As soon as they charge, use crippling slash and crushing blow. It is vital that every hell scream is placed directly after each heal. (besides the first, which you can use first)

    Level 30-31 Bear
    Level 30 is when things start rolling for bears again. The popularity of shivering set mages combined with the relatively low damage of the set (when armor buffs are up), as well as the amped-up dodge allow bears to tank well. On the flip side however, shivering bears will also have low damage. The goal of the 30-31 bear is basically to dodge and debuff, and survive until armor buffs go down, opening up the opportunity to nuke.

    Build: 6 rage, 6 evade, 2 beckon, 1 cripple, 6 crushing blow, 5 hell scream, 1 stomp, 1 super mega slash, 1 taunt.
    Stats: 92 dex, rest STR (or 40 str, rest dex) -- At least have enough STR to equip mint cutter level 30.
    Gear: Halloween Bone Helm (Int) level 30/Shivering Ice Talon/Halloween Marrow Mantle (Int) level 30 or Shivering Frozen Yeti Leather/Chilling Evidence Bracer Level 30/Fine Platinum Band of Technique Level 30 or Fine Golden Band of Technique Level 30.
    Face: Koala or Mecha Faces

    Against mages, the goal is to pull them close, and keep them constantly debuffed. Your damage will be minimal as long as their armor buff is up, so try to remain over 1/2 HP for at least 15 seconds. After their armor buff runs out, you will be able to slash, smash, and kill them. Make SURE not to send them too far (no beckon, stomp + sms), as you want to always keep them within cripple/crushing distance. Hell Scream timing is vital, make sure to utilize your first HS as a "stunner", allowing you to move in close, and then after crippling them, make sure each successive hell scream comes directly AFTER the heal.
    If you have trouble nuking, buy/farm a level 30 mint cutter. It has low STR requirements, and will still grant you a lot of damage.
    Against rhinos, switch to dex set, and keep them stun locked. Rhinos should be extremely easy when played right, because their slow heal is a prime target for hell scream control, as well as the bear's stunning capability negating nearly all of the rhino's skills. When they charge, make sure you get in a cripple and hell scream as soon as possible to keep them stunned. The only difficult part will be in closing the gap, as they will probably hit you with the OP tempest knock back, but try to stun and close the gap, then hit them with a crushing blow and keep running in and out of melee range to get in cripple/crushing blow. Same as mage, Hell Scream directly after the heal. If you HS right, they shouldn't be able to land a single significant blow after the initial charge.
    Against Foxes, hope that their dodge isn't too damn high, and cripple/hs/cb when they dash in. keeping them stunned is vital, as their dashes and combo are pretty much useless when in a prone and stunned position. All you need to do is survive the initial burst of damage, if you have enough HP after that, their dodge buff will run out, allowing you to HS and render them harmless.
    Against birds, also hope their dodge won't be too high. The only thing you can affect is not falling for the repulse kite. Every bird at every level will try to repulse you in order to get you farther away, and make you miss combos/skills. What I like to do is hold my skills until they repulse, and then beckon + HS. If HS lands, the bird is pretty much dead. Cripple and keep distance, while rushing in with CB/cripple if they don't die that quickly.
    Against other bears, hell scream is vital. You want your opponent to be affected by hell scream before you. Get your beckon + HS range down to the minute details. Dodge luck is definitely a large factor in bear v bear fights, but if you can keep them HS'ed, they will miss nearly every skill, while you can debuff and DPS at will.


    35 Bear

    35 Bear is when bears get their first taste of extreme dodge. Many bears at 35 can achieve over 40% dodge. May the dodge roll be in your favor if you play this level bear.

    Build: 6Rage, 6Evasion, 6taunt, 6hs, 6cb, 1Beckon , 1stomp, 1Sms, 1Cs
    Stats: 75 str, rest dexterity.
    Gear: Halloween Bone Helm (Int Level 35), Copperhead Trident/Level 35 Ghoulish Reaper Blade, Halloween Marrow Mantle (Int Level 35), Copperhead Shield
    Rings/Faces:

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    Quote Originally Posted by DivineMoustache View Post
    Reserved for 22+ guide



    35 Bear

    35 Bear is when bears get their first taste of extreme dodge. Many bears at 35 can achieve over 40% dodge. May the dodge roll be in your favor if you play this level bear.

    Build: 6Rage, 6Evasion, 6taunt, 6hs, 6cb, 1Beckon , 1stomp, 1Sms, 1Cs
    Stats: 75 str, rest dexterity.
    Gear: Halloween Bone Helm (Int Level 35), Copperhead Trident/Level 35 Ghoulish Reaper Blade, Halloween Marrow Mantle (Int Level 35), Copperhead Shield
    Rings/Faces:
    For the shield you mentioned lvl 35 copperhead shield... i agree that that shield would be effective if you would use full copperhead set along with it. However in this situation, wont a shield like 35 evidence bracer work better?
    IGNS: TUBBYBEHR!! LVL 40 REAPER NUKEY. LVL 40 MAGE PALLY SHUMIAN,+ xsmxkitesxfdx ~ 17~ and xsmskitexfdx ~ 27~

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