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Archibald wrote on 2010-07-22 14:13
Since we derailed another topic about dueling combos I thought I'd make a new one then get some of the best to give me strats and make a guide to be published. Since I am a mage for a long time I have been at a disadvantage to rangers. Most duels start out with them banning all mage strengths like mana shield icespear and such. Which seems fair since those are fairly impossible to beat once you get going. Here is my new favorite combo. Feel free to test adjust and comment.
Case any of you have read my mana master guide you know I'm a hardcore tank even outside mana shield.
For dueling use the speedcast Firewand and load charge while firebolt is still in the air. By the time they hit the ground you hit them almost the same time which you do "redown" them and then load blaze for about 1.5 seconds.
If you predict they loaded Def while in the air stop the charge and do another firebolt or if your fast and up next to them a quick charge blaze. When they get back up after being blazed they will most likely do 1 of 2 things.
Load a range shot in which you use natural shield real fast then charge after and repeat blaze combo or they may try a Lightening bolt to get back into thier combo. If you have speedcast wand your firebolt should load at same speed and if your rank 1 you wont lose the charge after getting hit meaning you can immediately cast it even if you get hit a couple times with range or LB then rinse and repeat combo again.
Its pretty effective and 99% of them are done within 3 combo's at 10% the ones with 500 Hp's are done within 4-6 max. Again if you lag (which sadly I do or I'd be dueling more) this may be problematic. R1 firebolt is a must. r1 blaze recommended. And if your like me and have something like 52-54 def and 29-32 prot (I need to get 450 HP for this to be perfected) with tank set on at 10%it takes alot of combos and crits for you to die so making a few mistakes is ok.
So thats my method to beat the AR LB range combo which is so popular. Recommended to have a Dustin Armor or at least Val for ping + shield with full range ping. Don't get pinned to a wall or this won't work.
Post your best combos here. Also someone who has perfect knowledge of the range combo post that here and how you would defeat my combo as well. Thanks.
:thumb::2thumb::thumb::2thumb::thumb::2thumb::thumb::2thumb::what::lol:
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Kaeporo wrote on 2010-07-23 04:31
As I stated in the other thread, unless arrow revolver/ranged attack ping off of your passive defense, any decent archer should be able to avoid your attacks by staying outside of melee range (0-170) and charge range (700-2000). They can use either a crossbow and stick between 170-700 or use a spirit leather longbow/wingbow and stay outside of the maximum charge range. If the opponent is wielding a wand, I won't switch to a melee weapon.
Range (Load time, distance) > Magic
Magic (counters charge) > Melee
Melee (charge) > Range
That seems to be the trend. If the opponent pulls out a bow, I'll either load natural shield or switch to a shield in order to charge. Once evasion is released (read; soon) you'll have another method for defeating ranged attacks.
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Andy-Buddy wrote on 2010-07-23 04:37
A good combo against enemies using wands is such:
Get hit by Lightning/Icebolt > While they are in their shooting animation for the bolt, you are allowed to immediately load any bolt. Load r9+ Icebolt or r5+ Lightning > Control Distances for Charge > Launch > Charge > Smash > Firebolt > Lightningbolt > Repeat.
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Archibald wrote on 2010-07-23 07:03
Quote from Kaeporo;102375:
As I stated in the other thread, unless arrow revolver/ranged attack ping off of your passive defense, any decent archer should be able to avoid your attacks by staying outside of melee range (0-170) and charge range (700-2000). They can use either a crossbow and stick between 170-700 or use a spirit leather longbow/wingbow and stay outside of the maximum charge range. If the opponent is wielding a wand, I won't switch to a melee weapon.
Range (Load time, distance) > Magic
Magic (counters charge) > Melee
Melee (charge) > Range
That seems to be the trend. If the opponent pulls out a bow, I'll either load natural shield or switch to a shield in order to charge. Once evasion is released (read; soon) you'll have another method for defeating ranged attacks.
Well beholder gets like 18% range ping + dustin. GL not pinging.
We should duel sometime. I see you here and there.
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Shirayuki wrote on 2010-07-23 08:32
When I duel, I usually start a combo with Melee, then once they're knocked down, I lightning bolt them as soon as I possibly can without resetting the knock down animation, then lead into a charge. If I feel confident in my critical chance, I smash, but if I don't, I do 1+LB+AR with my crossbow. At that point, the average player I'm dueling will be at around 60% HP or lower depending on my crits and if they are countering my combos well. I usually just repeat this until the duel is over, since stun lock is pretty easy with the combo...
If I crit my smash the first combo, and crit a few hits in the melee combo I did before, I can usually guarantee the win in that combo or the next, since I can pump out 350 dmg per combo in a 10% if crit is on my side.