I HAVE ESTABLISHED A YOUTUBE CHANNEL THAT FEATURES CONTENT WHERE YOU CAN WATCH EXAMPLES OF GAMEPLAY INSTEAD OF READING:
LINK IS HERE: https://www.youtube.com/channel/UCc4...0W-lhgs4uZaEsQ
This based loosely off of Entertainings Guide to Twinking (link here: Entertaining's Guide to Twinking), but I feel that it does need to be updated a little bit.
This thread has been a work in progress for over 4 months, achieved through light work and heavy editing towards the end.
IMPORTANT: I AM NO LONGER "HUNGRYBASTARD." MY MAIN CHARACTER IN GAME IS NOW KNOWN AS "FIGHT!"
The first post is directed at under level 22 PvP, commonly known as Low Level Twinking.
I will follow up with a second post containing information I know/ will learn about levels after 22.
Even if you are not interested in under 22 PvP, a lot of the basic foundations utilized are extremely useful in the upper game levels. Hopefully we can all learn something from the seemingly most simple of levels.
I tried to keep each tip short and to the point, however those who know me at 15 know that it is quite hard for me to focus keep things straightforward. hopefully this isn't too expansive and roundabout for the general viewers.
Particularly of use in this guide will be the Guide Compendium as well as the Build Foundations, for creating your own build. However, the guides in the compendium provide proper builds as well as the ones I've included as my personal builds.
If anyone could assist me with fox, please do. I can just link to a thread if one is created.
PLEASE NOTE: THE FOLLOWING POST IS ADDRESSED TO 12-21 PVP!
An Introductory Quote(s)
- Victorious warriors win first and then go to war, while defeated warriors go to war first and then seek to win. - Sun Tzu
- The general who wins the battle makes many calculations in his temple before the battle is fought. The general who loses makes but few calculations beforehand. - Sun Tzu
What to take away from these quotes:
Prepare for the battle beforehand, and you are more likely to win.
And a reminder: Don't waste your time taking this whole post in 5 minutes. Read sections of it each day, and you would gain more from it than if you binge read. I included easy finding codes for a reason. Some if it is good, other parts could be worse, hopefully not though.
GETTING FANCY WITH THE TABLE OF CONTENTS: Since this is a relatively large post, I have included "Codes" that will take you to each portion of the post. Simply press CTRL+F or command+F on mac, and type in the code with a 1 added to the end. (Example [333] = 3331 when typed in)
Table of Contents
1. Introduction to Twinking [YUNEEDACODE]
2. Understanding Twinking PvP Politics (To Rush, or Not to Rush?) [YADAYADAZONE]
3. Common Twinking Levels [GETONTHESELVLS]
3a. Common Twinking Strategies [CTSWOA]
4. Bear Overview and Strategies [BUHBUHBEAR]
5. Mage Overview and Strategies [MUHMUHMAGE]
6. Rhino Overview and Strategies [RUHRUHRHINO]
7. Bird Overview and Strategies [BUHBUHBIRD]
8. Fox Overview and Strategies [FUHFUHFOX]
9. Common Build Foundations [CBFZONE]
10. Skill Analysis [WHATISTHIS]
11. Understanding FFA Strategy [FFAZONEENOZ]
12. Spoiler About My Personal Builds/Gear Usage [GEARISIMPORTANT]
13. A compendium of other useful guides! [MORGUIDES]
1. Introduction to twinking [YUNEEDACODE1]
Twinking is a form of PvP that has become increasingly popular as the game has progressed, stagnated, and moved through it's life cycle. A twink, in my opinion, is any form of PvP that doesn't include Endgame (Levels 75-76). This INCLUDES levels such as 71! However, I think lower level PvP is particularly useful, because everything moves slower. Strategizing is more common because skill builds just don't get the job done anymore through pure statistics. The lower level I get, the more I learn from the slowed down process of PvP.
However, in this first post, "twinking" will be considered low level PvP, or levels 12-21. 10 is not included, although there are a few good level 10 rhinos, namely Wigglesrhino. Levels 12-21 are particularly interesting because of the role enchantresses have carved out, despite a lack of damage buff, and the ability of the ursan to overpower via the Rage Buff, even without beckon. The evolution of the avian has also piqued my interest, falling from extremely overpowered characters, to an underpowered class that can be good when used properly. Finally, the introduction of the Paladin & Huntress have shaken up the scene quite mightily, more so from Paladin contributions than Huntress contributions. With the Paladin came a new form of healing that healed over time. When utilized correctly it is nearly impenetrable!
Be careful though, although low level is not filled with as many egotistical fellows as it is mythed to have, there are still quite a few considerably...emotion inducing individuals out there, and unfortunately some of them are considered to be among the elite at the level. Just be mindful that these individuals have probably not progressed to the point where they are.. fully mature. Be kind, and they will show kindness.
2. PvP Politics (To rush, or not to rush) [YADAYADAZONE1]
In twinking PvP, most fights are conducted using what I like to call the "duel system." Take for example Player X and Player Y. If X wants to fight Y, then X has to say "Go Y", and then Y has to respond "Go X", before the fight can initiate. Each level may have a different vernacular to duel (for example at level 15, we just say "go" and hit the person we are directing the "go" at), but the general system stays the same.
Of course, there are people who ignore the "go" system, instead choosing an FFA. These players will attempt to kill everyone in sight, regardless if they say "go" or not. These people are known as "rushers." If you decide to "rush" at first, the most likely consequence will be that the enemy will become extremely angry and get all of his friends and guildmates to team you. Most rushers begin after establishing a reputation, or have with friends to rush with them.
There is often great debate over which system is better. The truth is, no one system is better than the other. This game is about having fun, and through excelling in this game, you can probably maximize the enjoyment you get out of it. Whichever system fits your play style, you should go with.
I will acknowledge that PvP in all games is designed for FFA/rushing. But, each and every game also has a system of dueling. I once played Team Fortress 2, and they have something called "taunt fights" or something of the sort. It is basically a "duel", or a 1v1 between two people. I think that the debate between rushing and dueling is silly. Both are equally fun to play. The problem in this game comes with people dictating other people on how to play the game. That goes for both the 1v1ers and the FFAers.
One thing that I do think should not be tolerated, however, is rushing while someone is in a 1v1 duel. If you intend on rushing/FFA, please do it AFTER the fight.
Rushing/go is only one conflict out of many. A rising trend that PvPers are becoming more aware of is KDR, or Kill/Death Ratio. Many care more for their KDR than their number of kills. If you choose to "boost" it (killing noobs easily), you will probably get rushed by people who feel jealousy because of your KDR. So if you plan on gaining many kills, quickly, then hide your KDR.
Also, it is best to minimize what you say for the first week/two weeks or so of your tenure at twinking levels. Try not to insult people who insult you, or rush you. This will help you from losing any respect from other players who may be extremely sensitive and hypocritical, and possibly you may even gain some respect because of the courtesy you show to other people. Treat others well, and put up to make em shut up.
Finally, try not to be a team rusher in your first attempt at PvP. It may seem fun at first, but after a week, your team's schedule becomes so discombobulated that you'll probably never be on at the same time. I have seen many attempts from newer players and older players to establish a team reputation as the baddest rushers alive. Each attempt normally ends in ~1-2 weeks.
3. Common Twinking Levels [GETONTHESELVLS1]
These are all the twinking levels, not just 12-21, with the most common ones colored in green.
L12-17
L18-20
L23-29
L30-32
L35
L40-49
L50-51
L55
L56
L61
L66
L71
3a. Common Twinking Strategies [CTSWOA1]
Further on in this post will be several basic/advanced class specific strategies for the young grasshopper to learn. However, these are general strategies that are simple to do, and apply to similar built classes.
READ THIS if you are not familiar at all with PvP.
Rhinos and Mages: Have 22 Int!
This is especially important, because in particular, level 15/20 mage/rhino is dictated by MANA more than anything else.
As a general rule, use 22 int for the level 5 alchemist's armor, and have it ready to swap at 1/4 mana. The exception to this rule is 20 rhino. You must conserve your mana rather than regenerating it, because fights with hammers will break through your armor like knives through cheese.
Conserving mana is basically using less skills if their defense buff is on/your damage buff is missing. This allows you to maximize your damage output/mana used ratio. Be aggressive though, if you feel like they're about to die.
Occasionally...Look at this
The top left screen contains information on all the procs that have been activated on you. It can be useful when fighting, so take a glance once in a while!
In this picture, there are no procs activated.
Know your ranges!
With the exception of Rhino, 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. Thanks to Eminem, probably one of the best, if not THE best active 15 mage.
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.
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.
Fighting Paladin and Mages: Everything Important Happens AFTER THE HEAL!
Heal is a very important skill in part because it removes most debuffs and roots, with the exception of crippling slash and crushing blow, and blinding shot. This is why any class with a debuff should begin IMMEDIATELY after the heal.
For example, on a 20 bear vs 20 rhino, at charge, you'd want to use crippling slash. Hell, you can use any skill you want after CS, as long as it's not hell scream. Wait for their heal and use hell scream RIGHT after. This weakens their hit% and damage, and gives you an advantage, because now the rhino can't hit you, nor can it heal hell scream off.
This is also applicable to birds with break armor/shattering/blast shot, mages with two ices + fire, etc.
Watch the Opponent's Combo!
Very important for classes such as mage/bird/rhino especially, because due to the nature of the skills, you can use them in almost any order you'd like (as long as it includes the basic combo) and still be efficient.
This allows for several varieties of combos utilized.
Three things to watch for are:
- When does the ice(s)/roots come in? Your heal should follow! Vice versa, when does the heal come in? Your debuffs should follow!
- Is he knocking back first? Don't unleash all your damage skills at once!
- How much investment did he put in close range skills? Can I kite that? This is especially useful for bears, when 3 slashes can change the game if you get too close.
Auto Attack is Important!
Learn when to activate auto - attack! I'm not especially sure of the range, but I think if one presses auto at around 12m, it should activate automatically. Auto attack will most likely do at least 30% of your damage. Many guys come in not knowing how to auto attack, and it ruins any chance they'd have at victory. Auto attack is definitely the most underrated of all buttons on the screen.
And finally, the three 'R's!
The three "R"s are deadly when added together, much like the 3 musketeers!
R - ange: range is almost the name of the game. If you know your range of your most important skills (usually 12m/8m), you can be an elite PvPer!
R - unning: in moderation, at least. Running gives you time to reset if you messed up, as well as time for the following R...
R - egen: Especially for mages, mana regen will probably be the reason you've lost a fight. For bears, if you get low and are confident in your (R)ange over your opponents, swap to regen set and run a bit. Then turn back and whack em!
4. Bear Overview and Strategies (12-21)[BUHBUHBEAR1]
The URSAN:
Most Common Level - 15
Most Common Builds - 6/5/1/1/1: Rage/Stomp/Super Mega/Crippling/Vengeful Slash
The General Combo - Rage/Stomp/SMS
The Ursan: a long time staple of low level PvP. Long considered the best and most consistent class, new balances have changed the balance of power in the twinking hierarchy. The Ursan is still arguably the most versatile class, able to adapt to almost all situations with the same general idea.
Bears are most common at the lowest levels -- 12-17, and especially at level 15 (where I PvP). These bears are usually dexterity-based with max rage.
At levels 12-17, your success as a bear is dictated by how well you know your stomp range -- 8m. A quick stomp is a sign of pro-ness, and the quicker stomper usually wins the fight. Bear vs Bear at level 15 is pretty straightforward at first glance -- move in to stomp + super mega slash, and repeat. Although this may seem simple, the top tier PvPers throw in some complex movements that win the day. Also, There are some who choose the "kiter" method, though, which is more effective against those who don't know range very well, but this method much harder to do, and stops working after awhile against smarter opponents. Here is a good guide on how to kite stomp: Timetells Kiting Guide.
However, there are many small details in combat which should be applied to both strategies, which will also help you with & against bears at ANY level. Most of this information applies to lower levels, but the general strategies can and are applied by pros at higher levels as well.
1. Observe your enemy's slashes/closer range skills such as slashes (Bear Vs Bear)
The fightstyle should usually be dictated by the slashes your opponent has -- or the lack thereof. If you notice that your opponent has 3 slashes, but you have two, then realize that you are at a disadvantage in close quarters combat. What this means is that YOU SHOULD STAY THE %^&* out of slash range! The opposite applies for high slashers. If you notice your enemy has 1 slash, and you have 3, then try to position yourself to pin the enemy into a wall or tree using knock back skills. If this fails, hope for a stun or that the enemy gets too close to you, to the point where you can unleash your slashes.
2. Know when to stomp out of roots (Bear vs Mage/Bear vs Bird)
There are several skills that "root" the Ursan, leaving us vulnerable to long range attacks that we cannot counter with our close-combat abilities. These are: Frostbite, Icestorm, thorn root, & thorn wall. (These are the only "root" skills that Ursans can stomp out of). What you want to do (without beckon) is to stomp the moment you see a ice or thorn symbol show up under your name on the top-left corner, (to see exactly what I'm talking about, go to the "common strategies" section) while still trying to move forward. However, sometimes, mages like to get into stomp range to use lightning while you're frozen. Same goes for birds who want to combo. Take this opportunity to unleash your stomp and continue chasing the mage/ bird.
For those not familiar with the HUD, & unable to look at the top left while moving and attacking, try to get a feel for the delay from roots. For example, frost bite takes time from skill activation to when it finally hits you. Try to use stomps when it looks like it's hit you. Once you get good enough, it'll look like the mage ice missed. You won't even break your run.
3. Look at damage numbers above the enemy (ALL)
This is a very important strategy that should be utilized at all classes at every level. Basically, read the numbers above the enemy's head, compare them to your own quickly, and dictate your movement based on your analysis. If you feel like you're getting sufficient critical damage, continue chasing. If your numbers are continually red, repeatedly reset by running backwards and re-doing your combo, which will stall enough time for you to regain some critical momentum.
4. Observe Buffs (Passive Skills) (BEAR VS BEAR)
In low level twinking, the buffs are the most important skills. The second a bear runs out of rage, his damage becomes extremely low. Utilize the knowledge that your buff will last the same time as your opponents -- unless one of you buffs first. I think that buff timing is one of the most underrated and underutilized strategies out there. However, do not try to utilize the following strategy in every fight. This only applies to buffs significantly different in timing (2 seconds or more)
There are two scenarios in this strategy:
1. Your opponent buffs first. That means his buff will run out before yours. Once you see the buff skill at halfway cool down, start trying to chase your opponent. The goal is to to get in there and stomp+sms after your opponent buff runs out, but before yours does. After you do this, run. Don't stay close, because his buff will recharge before yours does.
2. Your opponent buffs after you. This means your buff will run out before his. Once your buff is about to run out, start running. Try to estimate the exact moment his buff will run out. As soon as his does, turn around and chase after him, and buff as soon as you can. His buff will not have recharged yet if you have done it right.
Both strategies should give you at least a 100 hp advantage in the fight.
5. Never Stop Moving Forward while you still have buff (Bear v Mage)
Often, I see many bears start running when they're getting kited, & they're not trying to run to position themselves strategically, but rather running for the sake of running. As a bear, the goal is to close all distance between yourself and the mage, and the only way to do this is to MOVE FORWARD. Under nearly no circumstances while you have buff should you move backwards even one millimeter.
The exception to this rule is running to a tree to neutralize a mage's kiting advantage. If you're getting kited way too hard, just run to the nearest tree. Some people will get angry at you treeing however, to which you should respond that he was kiting way too hard. If you get rushed for using a tree against a kite mage, just use a tree again to decimate the enemy.
Notable Bears (12-21)
Please realize that I do not know everyone within this level range, and you may be missing from this list. However, do not take that offensively, rather just shoot me a PM @ Fight.
Also, the list only included the older bears (~1yr min). There are definitely some newer bears who can play the game very well.
Apply the previous message to all the lists that I've included about Notable _____.
- Shout out to my boiz Fetishsz and Bous who are both inactive but two of the best 15s to play the game.
- Can't forget my skilibiskit Bossology. silky smooth n very soft yum like to cuddle
- Megatwink - Good stomper, L15
- Fight - Myself, I'm OK. L15
- XoreJTZ - Mostly a 25 PvPer now, but he's active, L15
- Evacuation - Woa L15, spends most of his time at level 30 and never has gear on.
- Enurt - Haxx L15
- KingXMerch - The best semi-active level 12
- Giltee - Not a bad bear, can kite very well but restrains herself from doing it.
- Xomgbearx - good level 18, knows what he's doing.
5. Mage Overview and Strategies (12-21) [MUHMUHMAGE1]
The Enchantress:
Most Common Level - 15 or 20
Common Stat Points - At least 22 Int, Rest Dex/Str depending on 15/20.
Most Common Build - LV15 - 5/6/1/1/1:Heal/Light/FrostBite/Fire/Drain or LV20 - 5/6/6/1/1:Blessing of Vitality/Heal/Lightning/Frostbite/Fire
The General Combo - Frostbite, Lightning, Firestorm
The Enchantress: wielder of the elemental fire and ice magic. Long considered a "glass cannon" twinking class, but no more. Generally mages are stronger and more durable than ever, so take advantage of this time while you can, Enchantresses! Although they are weaker without their passive buffs, low level mages still dish out enough damage to complement their enhanced tanking abilities.
Most people play on mages AFTER they get the damage/crit buff -- blessing of might. However there are quite a few under 22, with the majority at 15 and 20. Level 15 mages are mostly dex, with enough int for level 5 alchemist armor, whilst level 20 mages have enough str for level 20 platinum package items, and then are a dex/int hybrid.
There are two main forms of mages in twinking. There are the "tank" mages, who have high heal, & try to do their damage using higher lightning. These tank mages often use Strategy #6 to absorb damage taken from bear stomp. Then there are the "kite" mages, who use high fire (5 or 6) to stay out of range of enemy attacks.
Here are a few strategies to utilize in Mage Twink PvP, all assume 3 or more heal.
1. Time your heal (ALL)
Normally, the best time to heal is at 3/5 health. However, there are some cases where you will need to heal early -- or late vs other mages. Observe your opponent's combo to see when the ice (or similar combo initiators such as shattering scream) comes in, and heal the instant you see the proc on your screen to avoid combo. Against bears, you want to heal right after the stomp (or at 3/5 health) and then spam it.
2. Running is a viable strategy (Mostly Mage V Bear)
Mages are designed to be the "squishiest" characters in the game. It will be extremely hard to take ALL of the opponents hits. So whenever you get really low, fire + ice and run to heal. It may seem cheap, but running is a true life-saver. Try to do this in moderation however, as running too much will inevitably lead to a person who will "tree" you.
3. Time your mana shield (IGNORE THIS, should be in the +22 section)
Mana shield is one of the toughest skills in the game to get right. It comes up about 2 seconds after you press it, leading to a lot of deaths whenever you expect MS to instantly protect you. Learn the damage level to MS at, at the level you'll PvP at. I usually MS at about 2/5 if I'm taking unanticipated damage.
4. Spam Lightning (ALL)
All mages should have 5 or 6 lightning, for the following reason: The lightning debuff stacks, and it reduces hit% and damage. Just as bears have first stomp wins, I consider light to be the same. First light wins, as long as you keep spamming it.
5. Save for the Combo! (MAGE V MAGE)
When you fight other mages, you should have a combo in mind. Normally this involves the "hot flash" skill combo (ice skill + fire storm.) As a general rule, never use ice unless it is accompanied by fire right after. Any other usage of the ice skill vs mages is a waste of mana.
Actually, I take that back. At times, when I'm low (~1/5 HP), I'll fire + ice and attempt to run. Still though, that's reinforces exactly what I said. Only use ice when paired with fire in mage v mage fights. In situations like that, it's only in a different order.
6. VERSUS BEARS: bear combo!
TANK MAGE: I didn't include this anywhere, but vs. bears, the general idea is to light from stomp range, then fire immediately after, then use ice. At that point, they should have stomped you out of range, and become iced, giving you the opportunity to heal. Do not charge back in. Stand there and let the bear initiate the action, to which you Light/Fire/Ice again. This allows you to take advantage of your highest damage skill (lightning), as well as staying out of slash range. NEVER get closer than 4m, or else crippling will hit, and YOU. WILL. DIE.
KITE MAGE: Kite mage is one of the easiest classes at any level. Simply fire + ice from a little under 12m (so ice can hit). Then, continue running backwards. Rinse and repeat, hopefully no one trees you.
AGAIN I repeat NEVER ALLOW ANYONE TO GET...THIS CLOSE! Basically, the range from the wall to the mid point of the square! This is the range of slashes, which will demolish you if any hit.
Notable Mages (12-21)
Please realize that I do not know everyone within this level range, and you may be missing from this list. However, do not take that offensively, rather just shoot me a PM @ Fight
- Zetris - Probably the best L15 mage v bear fighter to date...pretty damn good mage v mage too.
- Sleighthand - otherwise known as drout, L15
- Invertibrate - He WAS active, not sure where the dude went. Probably level 66. Check his guide in the guide compendium at the bottom of the first post.
- Drugstr - Good 20 Tank Mage, in fact I give him credit for being one of the first good ones, taking advantage of tank set.
- Shoahannah - This guy keeps coming back. He's amazing and annoying at the same time. You'll see if you ever find him.
Rhino Overview and Strategies (12-21)[RUHRUHRHINO1]
The PALADIN:
Most Common Stat Points - 22 Int, Rest Dex/Str depending on 16/20.
Most Common Level - 20
Most Common Build - 6/6/3/2/1/1: Vital Force/Heal/Redemption/HolyTempest/Charge/Guardian
The COMBO: Charge, Redemption
The Paladin: The best of the new guard. Introduced around the time of Arcane Legends, the rhino has far surpassed it's contemporary, the Huntress, in twinking capability. Paladins or Rhinos may seem like brute force characters, but they have the lowest amount of HP compared to any class besides the Enchantress. Despite this, the Rhino has charged it's way into a niche at levels 20 and 16 through speed, power, and COMBOS!
Rhinos have low HP - but are designed to be more "tanky" mages. At some levels, their damage is not high enough, or their tanking is not strong enough, but they are very fun and incredibly simple to play. Most Rhinos are a str/int hybrid.
1. Live by holy tempest, die by holy tempest (LV 18+)
Holy Tempest is equivalent to the Rhino lightning. Unfortunately, unlike lightning, rhinos do not have the mana to afford to spam the skill. With my level 20 rhino, I usually have less than 2 holy tempest, for use only vs. bears to create space.
2. Save Charge for the "Juiced" Combo (ALL)
The Juiced combo is basically drain life for rhinos. Charge + Redemption does massive damage and heals quite a bit. Just like saving ice for fire in mages, save charge to go with redemption in rhino fights.
3. The secret to Rhino v. Rhino PvP
Few people do not realize this, but...healing removes combo! Tada! If you can time your heal right after the charge and a little before the redemption, there WILL BE NO combo. Sometimes, the opponent hits combo too fast though. In any case, always try to use heal between charge and redemption.
Also, when you see a charge, move backwards. This makes it harder for the combo to land. When combined with heal, you can greatly reduce combo chance against you.
4. Time your Heal
This is almost the same as the mage strategy. However, there are some differences in the Rhino and Mage heals. Rhino heal does less instantaneous heal, but the resulting HP/s regen heals you more overall. The cooldown is higher than the mage heal, though.
Since just about ALL of the Rhino skills are useless when rooted, you'll need to time your heal to be efficient as well as to free you from roots (ice/thorn). In fact, most rhinos include the skill "guardian" in their builds, because it removes all debuffs/roots. This makes it easier to time heal later on in the fight.
5. Conserve Mana
As a general rule, as soon as your buff runs out, try not to use any skills except for heal until you can use Vital Force again. Many people choose to continue to press and be aggressive with their skills, but it's not efficient, and it doesn't work most of the time. Try to maximize mana used to damage done ratio.
6. Level 16 Rhino: A less common but equally powerful option.
L16 Rhino is one of the most underused/high powered classes out there. This class utilizes the forgotten bow to deal maximum damage with auto before moving in for the kill. It is also fairly easy to learn and play. This is one of my favorite classes, as I feel like I pioneered it after the forgotten bow nerf. For a more in-depth analysis, see my art of rhino guide: Hung's Art of the Rhino
VS BEARS: Kite by moving backwards while using auto attack. Heal after stomp or at 3/5 health. Immediately after heal, use charge + redemption, and try to avoid crippling slash. Move backwards again, and repeat. Normally takes two combos to finish a bear, but sometimes it gets hard to survive.
VS MAGES: Heal off ice, and try to do combo immediately after they heal, that way you give yourself a better chance at the Juiced Combo. Repeat, and switch to alchemist when 1/4 Mana.
VS. BIRDS: Just combo and heal off ice. Since the majority of the bird's goal is to push major skills out of range, the rhino should easily be able to control the fight vs. any bird.
VS. Opponent Rhinos: See above tips!
Notable Paladins (12-21)
Please realize that I do not know everyone within this level range, and you may be missing from this list. However, do not take that offensively, rather just shoot me a PM @ Fight
- Naetheanimal - inactive, but no 12-21 rhino list could be complete without the guy. Probably a bit overrated but he helped influence the class' popularity.
- Wigglesrhino - A level 10 rhino, probably the first decent one. He has helped increase the population of the level 10 rhino species. Also the only level 10 to be included in any list on this guide.
- Nkf - Sadly, he is one of the top L20 rhinos. Pretty good, however he teams a lot....ehhh I won't get too into it. He's good.
- Goldest - Pretty good guy overall. Helped me out with my builds and such at L20.
- Heqr - One of the better L16 Rhinos, he has left the class for other things like 15 bear/mage/56 mage.
- Ydididothis - One of the first post-nerf L16 FB rhinos. 'Tis me.
- "The Groupiez" - a L16 Rhino group that was around for a bit. Very good rhino v rhino.
7. Bird Overview and Strategies (12-21)[BUHBUHBIRD1]
The AVIAN:
Most Common Level: 20
Most Common Stat Points: Full Dexterity
Most Common Build: Unsure, however my personal build is: 6/3/3/2/2/1/1/1:Evade/Focus/Blinding Shot/Break Armor, Repulse/Blast Shot/Shattering Scream/Thorn Root
General Combo: Repulse, Blinding Shot, Thorn Root, Break Armor, Shattering Scream, Blast Shot
Once the most common class under 22, the avian's fall from grace has left them rather grounded. Evasion is no longer the power house it once was. But don't underestimate the avian, a class with supreme instant damage potential & long range skills. It is still a viable class, although no longer overpowered.
I'm gonna be honest, I'm not the best bird...see the guide compendium for a better bird guide. However, my bird does fine, although I'm not a pro, I'm...almost there. :P
1. Kite Hell Scream and Stomp (Vs. Bears)
Once these two skills are out of the way, a bird can close in for the shattering scream + blast shot combo. Hell Scream + Stomp are usually avoided through a well timed Repulse Shot from 10-12m. Follow up with blinding once you get 12m again. Once a bear uses hell scream and stomp, use break armor, and then shattering scream from 8m to set up the blast shot combo. Root and run before hell scream comes back!
2. Time your Buffs (Against Tank Mage)
Tank Mages and paladins will be your worst enemy. Start off by using evasion (but NOT focus). Attempt to stay out of range by blind + repulse + thorn for about ~10 seconds. At this point, activate focus, then use break, shattering scream, and blast shot immediately after heal. More than likely this convoluted and complex system will still result in your death. Tank rhinos and mages are nearly impossible to kill with L20 bird.
3. The Only Time Being Repulsive Is Good
Basically, begin with repulse vs every character, Mage, Bear, bird, rhino, or fox. Repulse throws off the timing of the opponents combo as well as giving you time to size up your enemy. Normally, you should follow up repulse with either blinding shot, or thorn root, depending on the opponent. I normally use blinding shot second vs. birds, while I use thorn root second against every other class.
In fact, try to avoid being close, except when necessary. Maintain at least an 10m distance from the target, and only move in when you have to use shattering scream for combo.
Notable Birds
There is a lack of notable birds at this level range mostly because at the levels where they are pretty useful, they get pounded by Tank Enchantresses/Rhinos.
However, these guys are the best in the business...atm.
- Level 20 - Cardiologist - How the heck did this guy get 31500 pve kills. oh and he's also a good 20 bird. ^.^
8. Fox Overview & Strategies (12-21) [FUHFUHFOX1]
Thanks to Bossem for helping me learn fox! Good teacher! Unfortunately he deleted his character.
THE HUNTER:
Most Common Build - Unknown, My personal build is: 5 evasion, 1 poison needles, 1 vixen kick, 3 hamstring, 2 fox howl, 1 rapid bite, 1 fury, 1 poison dart
Most Common Stat Points - 5 int, rest dex (for Paw)
Most Common Level - Too few to calculate
General Combo - Rapid Bite + Hamstring
The Hunter - Master of the outdoors, the Hunter uses speed to nab kills, dashing in to use close range abilities, much like the Paladin. Released during the same patch as the Paladin, The Huntress is arguably the weakest class at levels 12-21, without damage buff, tank capability, nor range advantage. However, it's supreme combo damage can be utilized fairly well in order to be a decent 12-21 fox. The damage is achieved through use of the forgotten bow, which also allows PvP at other interesting levels (see level 16 rhino.)
1. Kite Using Dart (Fox V Bear)
The general thing you want to do is to avoid bear stomp. Poison Dart has a 10m range that doesn't activate until you are in range. Start off every fight by spam pressing dart until it goes off, THEN IMMEDIATELY move backwards. This will result in hopefully, a bear stomp miss. Many times, I accompany this with poison needle, however, if needle hits, that means their stomp has a chance to hit as well. It's better off to avoid being in range whatsoever, and to save needle for knock back later on into the fight.
2. Buff Timing is important
Since the buff for fox is the shortest in the game, you need to plan out when to use it. Generally, if I'm fighting bears, I'll use evade after I kite with dart. If I can't get around their stomp though, the only option is to evade at the start of the fight.
3. Although you're a close range fighter, try not to get rooted.
First of all, your skills will not work if you're rooted. Also, once you go in for the bite + ham, use poison needle to knock back, and hopefully give you space to run away to recharge your buff or skills. More often than not, you'll probably have a while to wait and less room to run, so make sure to put Fox Howl in there somewhere. If you don't feel so good about running, then at least run a little to recharge Fow Howl + combo to give yourself a fighting chance without evasion.
4. Dash away by targeting someone else
Sometimes in FFA, you just need to run to rejoin or something. Take advantage of your dash skills by targeting someone else farther away, and dashing in the direction that you want to go.
5. The "Secret" Combo
PM me @ Fight on your 16 fox if you want to learn the "secret" fox combo that allows you to get an extra combo. Quite a few people know it, however many don't. I promised that I would not reveal it in public if I ever figured it out, but if you are cool enough to try 16 fox, I will certainly let you know the combo.
Although this is the shortest overview in the guide, don't think that it makes Fox the easiest class to play. Level 16 Fox is the hardest class out of any in 12-21. #1 and 2 strategies have so many different timings and variations that can only be described through viewing another Fox fight.
Notable Hunters (12-21)
There is a general lack of hunters at level 12-21. So far, I've seen 5 total. 3/5 of them were pretty bad.
- Bossem - Very good level 12 Hunter.
- Pardner - Myself, probably the only active 16 hunter at the moment of this guide writing. I'm not pro, but I can kill bears...30% of the time. Maybe.
- AND THATS THE LIST OF ACTIVE HUNTERS! :P
9. Common Build Foundations [CBFZONE1]
There are a few SPECIFIC build guides around the forums, but I encourage testing your own builds using these basic foundations of Twinking PvP.
1. Bear Foundations
- Max Rage - You want Maximum Rage because this is the skill that will make your damage and crit extremely high.
- 5 stomp unless under 15 - gets out of freezes/roots
- At least 1 Slash - If you have to have only ONE, super mega slash is the best.
- If 18 -21, ignore the previous and stick to 6 Hell Scream, 6 Rage, and at least 4 stomp
2. Mage Foundations
- At least 3 heal
- Either 5+ light, 5+ fire, or both - You don't have to have both, but at any level at mage, you need one or the other. 5+ fire to kite, 5+ light to deal damage/tank.
- At least 1 Frostbite - You need 1 ice skill for combo, and frost bite has both higher DPS and range than ice storm
- If level 20, at least 3+ Armor buff, and no more than 3 fire.
3. Rhino Foundations
- No more than 3 charge - For chasing opponents (you will usually be using melee, with the exception of L16 Rhino)
- At least 1 Redemption - for "Juiced" Combo
- At least 6 Vital Force - Gives Damage/Hit%
- No more than 2 Holy Tempest - Potential debuff as well as very strong damage
- At least 4 Heal - Rhino has the strongest self-heal, but also the longer cool down. You want to heal enough to keep you alive until the next heal.
4. Bird Foundations
- Bird is probably the class with the most differentiation in skill builds depending on purpose. High focus/break for nuke, higher evade/repulse for "sustain builds". (See guide compendium at the bottom for more builds.)
- At least 4 Evasion
- At least one shattering Scream
- At least one blast shot
- At least 2 Break armor
- At least one thorn root
- At least 2 focus
- At least 1 repulse
5. Fox Foundations
Fox doesn't really have a foundation, as you need to use every skill except for break armor in levels 12-21. This only adds variation to the number placed in skill values rather than the usage of skills themselves.
- Rapid Bite - At least 1
- Vixen Kick - At least 1
- Poison needles - At least 1
- Evasion - Necessary to place at at least 5.
- Fury - No more than 3
- Hamstring - At least 1
- Poison Dart - At least 1
- Fox Howl - At least 2
10. Analysis of Other Skills as Well as Useful Skills[WHATISTHIS1]
I've written down a short analysis of every skill to help the reader understand the mechanics of PvP, which are essential in creating unique builds and effective builds.
MAGES -
Frostbite - a 12 meter freeze skill, it is a staple of mages everywhere. When combined with high fire, it creates a type of mage known as a "kite" mage, that stays at the 12m range to avoid damage. It has higher cool down, range, and base damage than the Enchantress' other freezing skill, ice storm.
Lightning - An 8 meter damage/debuff skill, it is now either the first or second most important skill in any tank mage's arsenal. By spamming 6 lightning, you can lower hit% by up to 9%, damage by 15, and armor by 15. Not only is that a huge debuff in todays 12-21 PvP, it is also the highest DPS out of any skill for enchantresses.
Heal - Heal is a skill that not only adds hit points, but removes most stun and debuffs. In today's L12-21 PvP, it is almost necessary to have at least 4 heal. The only debuffs/stuns that heal cannot remove are Crushing Blow, Crippling Slash, Blinding Shot.
Revive - Revive is used for mainly FFA situations, however it also adds a +1 armor buff that can be useful in 1v1.
Firestorm - Firestorm is the only knock back skill that the mage has. In 12-21 PvP, it is usually kept at level 1 because of the "tanking" capability of mages. When combined with any ice skill, it creates a combo known as "hot flash".
Icestorm - Popularized by the great mage OneBeastMage, ice storm is becoming increasingly used in 12-21 PvP. It is a close range ice skill, however it does AOE damage, as well as useful for icing bears when they get too close. Also, it is used to throw off opponent's heal timing & make it easier to cause the hot flash combo.
Drain Life - Does damage as well as absorbs some opponent HP and transfers it to you. However, it is pretty weak at level 15, usually healing about 40 HP at level 1.
Weakness - High Weakness is used to lower hit% and damage, and is very useful against bears, who cannot heal it off. However it is equally useless against characters that can dodge/heal it off.
BEARS -
Vengeful Slash - One of the 3 "slashes" used by bears. It is the second most common slash, and unknown to many is the fact that it has no GCD when pressed quick enough.
Stomp - The staple of bears everywhere, high stomp is critical in Bear V Bear combat, as well as freeing bears from freezes/stuns. The quickest stomper usually wins in Bear vs. Bear combat.
Rage - At level 12-21, Rage is the most powerful buff. Any bear aspiring to PvP should max it as soon as possible, because it adds both damage and critical.
Taunt - Taunt is utilized better at higher levels for it's dodge, however it is hardly used at levels 12-21.
Crippling Slash - My slash of choice against mages, it is often the very first skill I'll press when I get in close, because the root is unhealable. It's use is becoming more common for level 15 bears. Also good for rooting rhinos and kiting around their hammers.
Super Mega Slash - The most common and powerful slash, when combined with stomp (stomp+sms), it creates a huge knock back.
Crushing Blow - Could be useful if opponent gets in close. However, without beckon & 3m range, it's pretty much useless. It does lower damage significantly and is unhealable, and is normally utilized in 20 bears who have to face level 20 rhinos.
Restore - Most commonly used by 15 bears who have nothing better to place points into. It restores a grand total of 35 HP at level 1.
RHINOS -
Charge!! - The skill with the honor of being the only ability with exclamation points in it's name. Also, allows the rhino to close in to kiters, as well as sets up the juiced combo when followed up by "Redemption."
Rhino Might - Not very useful due to the relatively low damage as well as closer range required to use it. However, it is geared towards rhino v rhino combat as evidenced by the H/S rebuff.
Heal - Rhino heal is arguably the best individual heal, beating mages because of the health regen. At level 5, rhino heal is guaranteed to heal at least 150 HP. The only disadvantage is the slower cool down, which makes it harder to heal off debuffs.
Redemption - A close range skill that acts much like the Enchantress Drain Life. It is unique in that it combines with charge to form another drain life- like combo: "Juiced" which does pretty tremendous amounts of damage and restores health.
Brute Force: Adds armor and dodge, however cancels out effects of Vital Force. To see how to properly combine it with Vital Force, find Gragoraks guide on the topic. I will link it once I find it.
Divine Aura - Pretty useless, as it heals 24 mana, costs 10 mana to use, and has a FORTY FIVE second cool down.
Summon - Summon is better at higher levels. At lower levels, there is no need to reduce opponent dodge chance for rhinos, because of the tanking capability that rhino has.
Guardian - an armor/dodge buff that also removes roots/debuffs. Useful due to the longer cool down of rhino heal, so you can use it once or twice during a fight to take off those annoying roots.
Vital Force - Max out this skill. It adds valuable hit%, damage, as well as crit chance. It allows rhino to do even more damage to complement it's tanking ability.
Foxes -
Rapid Bite - a "dash" skill, when combined with Hamstring, it creates the "Slam" combo.
Vixen Kick - the second "dash" skill, causes knock back. It is good for when you are rooted. Combine with poison needle to create a larger knock back when rooted.
Poison Needle - a "cone" skill which has the range of stomp. Causes knock back as well as pretty decent damage.
Evasion - A shorter dodge buff which adds more armor than bird evade. Must be able to time well to utilize it efficiently.
Fury - A shorter "focus" buff which is helpful to get hit% over 100.
Hamstring - a debuff skill that does 0 damage unless combined with rapid bite to form the "slam combo" Leveling it up affects the damage "slam" does.
Poison Dart - good for kiting bear stomp, has a 10m range that slows down the opponent.
Armor Shredder - A very long break armor proc, however, it can only be used from 3m, and is not very useful.
Fox Howl - acts as a damage debuff, unfortunately, it can be healed off. However it is extremely useful against bears.
NOTE: There is not a bird part in this section because unfortunately, I deleted my bird, however, see the bird guide in the compendium below for all the skills that are necessary in bird PvP.
11. Understanding FFA Strategies: The Art of War [FFAZONEENOZ1]
At some point or another, you will be involved in a 2v2, or a 3v3, or even a 3v2. Correct strategy is vital to breaking down the opponent's assault. Here are a few tips taken from my experience in several FFA's (friendly or not).
The Perfect Squad: (12-21)
The perfect team for FFA consists of at least ONE (1) healer, preferably an enchantress, and a damage dealing class. Normally, I prefer a bear for a reason that I will soon list. For me, the ideal squads is two enchantresses backing up one bear. Preferably, these mages should have as much armor stacked as possible, with as much heal as possible. Revive is preferable, but it isn't needed.
Strategy One: Stick Together!
Do not charge like lemmings into the battle. Stick in groups. If you die, when you spawn, try to run to where your teammates have spawned. Do not run directly at the enemy, as it will inevitably lead to your death via 2v1/3v1.
Strategy Two: The Banana Split
I just added the Banana for effect, the Split is basically having the bear getting into the muck of the defense, and separating them via stomp + SMS. By isolating each individual from the team, you can easily pick them off without back up healers/damage.
In this pic, let's imagine Bossem is a mage, and Enurt is a mage. Bossem (my mage) is positioned as to where I will be knocked back in case of a stomp. The opposing team has set themselves up for the BANANA SPLIT. I will now Stomp + SMS either Enurt or Pillowsnatcher, splitting up the pair. Have a plan ready on who to chase, as they will both be isolated.
Strategy Three: Use /Team Speak!
Much like "/t" & "/r", "/Team" is a function in the game that affects your speech. It makes it visible to ONLY your teammates. Use this to your advantage if your teammates are not guildmates.
Strategy Four: Communicate on Who to Target
FFA can be dictated by the heals & individual skill of each person. To neutralize this, as well as to give your team the advantage, tell your team to target one specific person. 2 or 3 people attacking the same person usually provides such a large burst of damage that it becomes incredibly hard to heal the person being targeted. Using this strategy, you can quickly eliminate one member of the opposing team, it becomes a number game in your favor. Be sure to combine this with the banana split, if the other person spawns, have one member knock him back as far as possible, and return to attacking the others.
12. Personal Builds/Gear [GEARISIMPORTANT1]
If you're too lazy to create your own build, use one of mine!
13. Compendium of Useful Guides! (12-21)[MORGUIDES1]
Vertibrates 15 Mage Guide! - written by one of the best mages at level 15.
Motivating's 15 Mage Guide - good mage & a good guide, he included pictures! pretty well written!
Bes L20 Bird Guide! It is very useful, helped me a lot with bird!
Art of the 16 Rhino! - I wrote it. It's sexy.
Tank Mage Guide - Good Tank Mage guide, with vs. any class tips at the bottom!
Dance's level 20 Rhino Guide - relatively helpful. With pics so bonus points!
PL SOCCER GUIDE? - Fun stuff, I wrote this as well.
Timetells Kiting Guide. - A kiting guide written by one of the best bear kiters of all time.
A parting message to the viewer
If you intend to try any of these classes, just send me a friend request @ pardner/Fight/Bastardhungry! I'll be more than happy to help you out & give you a few pointers! Thank you for taking the time to read through this post that I've been working lightly on the past ~5 months.
Enjoyed the guide? Click the 'thank' button in the lower left corner of the original post!
If you have any additions, comments/concerns, just comment below! i'll get on it real quick!
SPECIAL THANKS TO:
Bossem - Very good fox, allowed me to gain so much more knowledge about the class of the Hunter.
Enurt - TY u a real gud bro
Pillowsnatcher - thnx for helping me take pics
The Mage formerly known as Eminem - ur range pics r amazing 10/10. hopefully some1 sees them
Wigglesrhino - taking the time to review my post
& Fetishsz - although u didn't help me at all, u real g and a bro
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