Difference between revisions of "PvP"
Line 123: | Line 123: | ||
[[File:Pk inv setup.png|thumb]] | [[File:Pk inv setup.png|thumb]] | ||
Click on the picture and read description for further instruction on the setup. | |||
'''PKing Strategies | '''PKing Strategies |
Revision as of 06:53, 29 May 2022
PvP, also called Player versus Player is the aspect of killing other individuals in tournaments or the wilderness.
History
Although the majority of Zeah revolves around PvM (Player versus Monster), PvP is consistently worked on to become a viable source of content.
The Wilderness
The wilderness is where bank is made... Or lost.
It can be a very lucrative place or a miserable fate for some.
It is advised that you only take what you are willing to lose.
**It is essential that you check your items kept on death each and everytime before you enter the wilderness as you may lose items you would not expect to lose at this current time.**
PVM in the wilderness.
Bosses in the wilderness drop some of the most powerful armour and weapons in-game (pvp armour and weapons) e.g. Vesta, Zuriels, Statius and Morrigans.
The meta for wilderness bosses listed would be to pray mage for all of them.
These are dropped from respective bosses being Callisto, Vet'ion, Scorpia and last but not least Chaos Elemental. This not being in respective order of which bosses drop which type of weapons and armour.
---organise and label each boss with their respective drops-- Each boss drops only one type of architype and suit of armour and weapons.
These armours degrade over time in combat and weapons will degrade with each hit I as they have charges.
---Include time of armour and weapon charges here---
Another great way to make money and obtain these PVP weapons and armour would be through revenants.
Revenants can be found in the revenant cave, before teleporting to their respective location you can choose to teleport to the north spot, or the south.
It is advised if you are not familiar with the wilderness or your first time, that you tele to the south teleport location as it is relatively safer. Reason being you can teleport from level 20 wilderness and under directly home with or without a amulet of glory with (1) or more charges. With an amulet of glory you can tele from up to 30 wilderness levels. (It is adivsed you always have a glory with charges when in the wilderness.)
Revnants are good for farming blood money mainly, as their PVP item drops are VERY rare, but they also drop the Craw's bow and the Vigora's mace. These two weapons mentioned previously are meta for wilderness PVMing as they have bonus to their damage and accuracy with the wilderness. They also run on ether charges also obtained from revenants. (1k ether required to charge initially and a further amount for usage. It is recommended that you have around 2k ether charges in your weapons, as you wont lose too much if you die lowering your risk. Upon death ether charges drop on the floor for you PKer if you are killed meaning your weapon will be in your inventory without charges if slayed and also if protected in the first place over your other items.
Revenant boss When killing revenants in the Revenant caves a boss will spawn and it will broadcast the location in the cave (not precisely but compass direction.) It is either spawned on a timer or amount of kill count on revenants.
---Add Answer to spawn timer or KC here---
Player killing (PKING) Deep wilderness.
Let's talk and explain about the most fun part about the wilderness (for me at least :D .) We will start with Deep Wilderness PKing.
As mentioned before:
It is advised that you only take what you are willing to lose.
- It is essential that you check your items kept on death each and every time before you enter the wilderness as you may lose items you would not expect to lose at this current time.***
For good chances at securing a successful kill/ PKing trip it is advised that you use standard spell book and also a hybrid (at least) Meta or a Tri-brid setup (AKA try hard setup.)
This consisting of a mage/melee setup (recommended for hybrid attempts), or a mage/range setup. It is essential you always bring mage to crowd control your prey.
Magic in PVP You can bring ancient Magicks (Barrage level 94 magic required) but I promise you, your prey will escape more often due to not having the TB spell (Tele-block). However Ancient Magicks is easier to use (smaller learning curve to your build as a whole.)
Use standard spell book with the Entangle spell (level 79 magic required), Tele-block spell (level 85 magic required) both crowd control spells. Last and most importantly your combat spell to trickle away at the opponents health points.
It is all about preference but you can choose between Fire Surge (level 95 magic required) or Storm of Armadyl (77 magic required, Super fun spell BTW.)
For your mage setup it is recommended you bring a switch of ATLEAST three items. Those being your Top, Bottoms make sure these two are magic based and most important your wand/staff to cast with.
Some wands and staffs you can auto cast Magicks, those being for ancients TSOD (toxic staff of the dead) and master wand. I believe you can use these for the standard spell book auto casting also.
Melee in PVP With your Hybrid or Tri-brid Setup, it is recommended that you bring either a Abyssal whip (any variant), Chaotic Rapier, or Dragon scimitar as your melee main handed weapon.
This being as they weapon hit at the fastest possible tick for the melee category. There are a few niches of other weapons you can use for melee main hand but they are generally very expensive and not much better than these options stated above.
However, as I have mentioned, main hand weapons, we cannot and must not forget about special weapons (Spec Weaps')
There are loads of Spec Weapons to choose from, the main ones being Armadyl Godsword, Dragon Claws, and Dragon Dagger (P++) variant.
If in doubt just select from the above, you can't go wrong with them classics...
Range in PVP Range is very powerful in Hybrid/ Tri-briding. I will talk about strategies later in the article as to how and why.
When implementing range into your build you MUST, at least bring a range top along with, obviously a ranged weapon. If you are more experienced it is recommended you bring both range bottoms and a range top. I will explain a brief strategy here but most of the explanation will be at the end of the wiki (strategies in both Deep Wilderness and Edge PKing.)
When fighting against other players who are prepared and equipped for combat (PVP), nine times out of ten they will have crow control (magic) which will freeze you in spot. Range armours come into great play at preventing getting frozen along with Protect Prayers that is. Each piece (top and bottom) gives bonus magic defence, that being that it is range armour, as range counters magic on Zeah.
The ranged top will ALWAYS give more magic defence bonus then the bottoms. For this reason, you must bring a range top switch when Tri-briding or Hybriding.
Edge PKing
When Edge Pking, it tends to be normally be melee orientated, with the exception of ranged PKers. With the introduction of Armadyl Battle Staff and the Nightmare staffs mage only PKing is viable, and very meta. I will add that all of these PKing archetypes will use the Spell Vengeance at Edge Pking. Vengeance requires 94 magic and you must be on the Lunar Spell book. Pking without Vengeance leaves you at a huge handi-cap. I suggest you do not PK without it.
Right now that that's covered I'd suggest your melee inventory look something like this:
Click on the picture and read description for further instruction on the setup.
PKing Strategies ---Input information here---
Statues and Emblems received from both PKing and Wilderness PVM ---Input information here---
I plan on finishing the rest of this article ASAP. Taking a short break :).
- Also whatever else I can remember will be added in respective time - Im Luck :) ***