Difference between revisions of "PvP"

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'''
'''


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.
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.
The meta for wilderness bosses listed would be to pray mage for all of them.
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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.
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.  
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.)
With an amulet of glory you can tele from up to 30 wilderness levels. (It is advised 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.  
Revenants 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.
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.
They also run on ether charges also obtained from revenants. (1k ether required to charge initially and a further amount for usage.
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It is advised that you only take what you are willing to lose.
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.***
'''**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.**'''
 




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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.
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)
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.
There are loads of Spec Weapons to choose from, the main ones being Armadyl Godsword, Dragon Claws, and Dragon Dagger (P++) variant.
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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.)
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.  
When fighting against other players who are prepared and equipped for combat (PVP), nine times out of ten they will have crowd
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.
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.
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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.
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:
Right now that that's covered I'd suggest your melee inventory look something like this: [[File:Pk inv setup.png|center]]


Click on the picture and read description for further instruction on the setup.


'''PKing Strategies  
'''PKing Strategies  
'''
'''
---Input information here---
Okay, you've reached this far. It is now time to get into the juicy complex strategies.
 
'''Melee'''
 
Pking can be a game of RNG and also out-witting your opponent.
 
In melee PKing there is only so much out-witting you can do, mainly RNG, but here's some tricks/ and techniques for you when melee PKing.
 
'''Vegeance
'''
Always cast Vengeance as soon as possible (before you fight) so you can vengeance immediately when said initial vengeance is broken. E.G. I will vengeance as soon as I have geared up at the bank before hopping the ditch at Edge. This being as there is a 30 second timer for each vengeance cast meaning you have a vengeance down time.
 
Being able to cast a second vengeance early in the fight mean you can end the fight potentially within two consecutive hits (if you're lucky) combo'd by a nice Special attack from an AGS (Armadyl Godsword.)
 
This could be the difference between making a quick let's say 100m from a Bandos risk fight. The other outcome could be a pain staking 4 fights in a row without a single death from either party.
 
Moving on from this, Vengeance should be used smartly, in the mid to late fight. E.G. when the opponent pulls out a special weapon or when in a Dharoks fight and they pull out their axe.
 
A Pro PKer will take off his/ her armour at the same time as casting vengeance for greater chance of a higher vengeance hit. This is very risky also.
 
Summary, vengeance is your best friend but you must use it wisely for the best affect.
 
 
Another tactic to outwit your opponent would be masking your specials by sipping a super restore to hide the animation. Do this in and you are more than likely to rack up loads of kills on unsuspecting victims.
 
'''Dharoks Fighting
'''
 
Also, VERY important. When Dharoks fighting, try to axe second. Meaning let your opponent use their Dharoks axe on you first, this applies only if they are above lets say 58 Hitpoints, and for example you are around 71 and above. For the latter you should axe first if you hit a low HP threshold. My reason for this being, they are more likely to hit you low Hitpoint and not kill you setting you up for a killing blow. You need to be cautious of them casting vengeance also. This sets you up for a killing blow as anything after their Dharoks axe will hit you slow (unless they have a Granite maul.) As you can see, PKing, even melee only PKing can get complex. This is my advice on Dharoks PKing from ALOT of experience.
 
That's almost it for Melee Pking advice, if anything else is to be remembered there will be an update. I expect the strategy section to be updated a lot by PKers with their advice/ strategies?
 
'''Range Pking/ Mage Pking (as a main architype not hybrid)
'''
---Insert Information Here---
 
OKAY, the juicy part HYBRIDING AND TRIBRIDING (Advice/ Tactics and Tricks.)
---Insert Information Here---


'''Statues and Emblems received from both PKing and Wilderness PVM
'''Statues and Emblems received from both PKing and Wilderness PVM
'''
'''
---Input information here---
 
[[File:Revenant Ancient item drops.png]]
Click image for further information on these items.


I plan on finishing the rest of this article ASAP. Taking a short break :).
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 :) ***
***Also whatever else I can remember will be added in respective time - Im Luck :) ***

Latest revision as of 07:58, 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.

Skull.png 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 advised you always have a glory with charges when in the wilderness.)

Revenants 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 everytime 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 crowd

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:

Pk inv setup.png

Click on the picture and read description for further instruction on the setup.

PKing Strategies Okay, you've reached this far. It is now time to get into the juicy complex strategies.

Melee

Pking can be a game of RNG and also out-witting your opponent.

In melee PKing there is only so much out-witting you can do, mainly RNG, but here's some tricks/ and techniques for you when melee PKing.

Vegeance Always cast Vengeance as soon as possible (before you fight) so you can vengeance immediately when said initial vengeance is broken. E.G. I will vengeance as soon as I have geared up at the bank before hopping the ditch at Edge. This being as there is a 30 second timer for each vengeance cast meaning you have a vengeance down time.

Being able to cast a second vengeance early in the fight mean you can end the fight potentially within two consecutive hits (if you're lucky) combo'd by a nice Special attack from an AGS (Armadyl Godsword.)

This could be the difference between making a quick let's say 100m from a Bandos risk fight. The other outcome could be a pain staking 4 fights in a row without a single death from either party.

Moving on from this, Vengeance should be used smartly, in the mid to late fight. E.G. when the opponent pulls out a special weapon or when in a Dharoks fight and they pull out their axe.

A Pro PKer will take off his/ her armour at the same time as casting vengeance for greater chance of a higher vengeance hit. This is very risky also.

Summary, vengeance is your best friend but you must use it wisely for the best affect.


Another tactic to outwit your opponent would be masking your specials by sipping a super restore to hide the animation. Do this in and you are more than likely to rack up loads of kills on unsuspecting victims.

Dharoks Fighting

Also, VERY important. When Dharoks fighting, try to axe second. Meaning let your opponent use their Dharoks axe on you first, this applies only if they are above lets say 58 Hitpoints, and for example you are around 71 and above. For the latter you should axe first if you hit a low HP threshold. My reason for this being, they are more likely to hit you low Hitpoint and not kill you setting you up for a killing blow. You need to be cautious of them casting vengeance also. This sets you up for a killing blow as anything after their Dharoks axe will hit you slow (unless they have a Granite maul.) As you can see, PKing, even melee only PKing can get complex. This is my advice on Dharoks PKing from ALOT of experience.

That's almost it for Melee Pking advice, if anything else is to be remembered there will be an update. I expect the strategy section to be updated a lot by PKers with their advice/ strategies?

Range Pking/ Mage Pking (as a main architype not hybrid) ---Insert Information Here---

OKAY, the juicy part HYBRIDING AND TRIBRIDING (Advice/ Tactics and Tricks.) ---Insert Information Here---

Statues and Emblems received from both PKing and Wilderness PVM

Revenant Ancient item drops.png Click image for further information on these items.

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 :) ***