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| · General Discussion: Scrolls and Items |
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1/22/2009 |
You may have noticed some curious things in PvP during Free League or a Weekly Championship. Sometimes you'll be wondering what the deal is with people that use scrolls: what exactly do they do? How do you deal with them? What good are they really in PvP; are they worth the investment? Some other times, you will be baffled when, after stunning your opponent's Monk and a few other mercenaries, you see the Monk's stun (and only his) vanish into thin air and then your opponent switch to his Monk and clear up the mess you've made of his mercenaries. How did he do that? And last but not least, you may occasionally run into someone who hides a mercenary in a back row and doesn't just heal it, but even spends that mercenary's turn using up a potion. You might ask yourself, why bother?
Let's answer some of these questions. Kinds of Scrolls
In a Free League battle or Weekly Championship match, you will encounter two kinds of scrolls or items used. The first kind are what we call Bonus Scrolls, scrolls that you obtain in a battle by attacking an opponent's mercenary when there is a scroll icon hovering over them with a blue circle with a B inside it. When you hit this icon, whatever mercenary you used to hit the Bonus icon will have a box over them describing the scroll they are using.
The second kind are all player-used scrolls and items. The amount of scrolls a player can use in a PvP battle is extremely limited, with only 4 player-used scrolls currently readily available in the game. In addition to this, there are a few potions that players can use in the midst of battle to turn the fight in their favor. These may be instant or may take a turn to fire. Currently, in the Free League and Weekly Championship, you can use about two scrolls in a single match and as many potions as you'd like. It is possible to use more scrolls if many turns occur over the period of time of the fight (~7).
Dealing with Scrolls and Items
Let's say your opponent's set up a scroll or item and you see it appear over their head. You have three options available to you at this point:
- Attack them to break it. If you can hit your opponent with a standard attack, every hit you land on that opponent counts towards the scroll or item's hit limit. All scrolls and items have a 3 hit limit, so landing 3 normal attacks on an enemy will cancel out a scroll entirely. If one mercenary hits twice, that does count as two attacks landed on the scroll, so you will only need to land one more to clear it.
- Attack them to stun them. If your opponent uses an item when their stun counter is at 2, stunning that mercenary will negate the scroll or item entirely.
- Do nothing. That's right -- sometimes whatever they are doing isn't in their best interest in the first place or it simply won't make enough of a difference whether it fires or not, so it's sometimes a good idea to just let whatever scroll or potion it is they are trying to use resolve instead of wasting your turns trying to cancel it out.
Bonus Scrolls
The following are a few of the Bonus Scrolls you might run into during Free League:
Nike's Spellbook Randomly uses one of a few effects. These effects include a full enemy party Silence, a full enemy party Hex of Darkness (a standard Damage Over Time), a full Mana Piercing to all mercenaries (-300 Magic Defense to all), a full enemy party Mana Drain (giving the mana to the mercenary who 'activated' the scroll), a full enemy Judge's Lightning AoE (doing high damage to your opponent), a full party Holy Guard on yourself, or a full party Awakening on yourself. Activates one turn after it's been acquired.
Scroll of Silence Silences your entire enemy's formation, rendering them unable to cast spells their next turn. Activates two turns after it's been acquired.
Scroll of Dark Forces Hits every mercenary in your enemy's formation with Hex of Darkness, a Damage Over Time skill that does moderate damage. Activates one turn after it's been acquired.
Scroll of Mana Piercing Hits every mercenary in the fight with the 'Mana Piercing' debuff, which lowers Magic Defense by 300. Activates one turn after it's been acquired.
Scroll of Mana Drain Hits every enemy mercenary in the fight with a Mana Drain, giving all the stolen mana to the mercenary who 'activated' the scroll. Activates one turn after it's been acquired.
Scroll of Confusion Randomly stuns two of your enemy's mercenaries and has those two mercenaries switch positions in the formation. Activates two turns after it's been acquired.
Player-used Scrolls and Items
The following are the items available for players to use during a Free League or Weekly Championship match.
Scroll of Dispel Strips your enemy of all positive and negative effects (except for Holy Guard). Somewhat useful in getting rid of Seth's Will if you have no other way to counter it, but it also clears away any debuffs you put on your enemy. Therefore, it's mainly run by people who don't use a lot of debuffs and want to get rid of an enemy's Seth's Will. You can obtain these by crafting them. Activates one turn after you use it, uses 50 AP, but does not use the mercenaries' turn.
Scroll of Purification Removes all positive and negative effects from your characters (except for Holy Guard). Very popular scroll to use to escape situations such as Silence locks and to get rid of debuffs and DoTs like War Cry, Smoke Bomb, Deep Insight and Chaos Wind. A popular way to use this scroll is to use it on your Witch from at least the middle row. In this way, the only people who can hit her with a physical attack are Gunners and Archers, making it easy for the scroll to fire. You can obtain these by crafting them. Activates one turn after you use it, uses 50 AP, but does not use the mercenaries' turn.
Scroll of Awakening Removes all stun counters and stuns from all of your mercenaries. Fairly useful in a last-ditch effort to deal with a large amount of stuns, particularly if your Monk is already stunned or if, for whatever reason, you do not have a Monk at all. People who run Scrolls of Awakening tend to be best served by them by giving every mercenary in their formation a few of the scrolls, so that it is possible for any mercenary to use it in a pinch. You can obtain these by crafting them. Activates one turn after you use it, uses 50 AP, but does not use the mercenaries' turn.
Scroll of Mana Piercing Hits every mercenary in the fight with the 'Mana Piercing' debuff, which lowers Magic Defense by 300. Really useful for teams who have a relatively strong front line as a precursor to a heavy AoE or magic damage round (Meteor Storm, Beast Summon, Evanescent Scud, Multiarrow). These are probably better when used later in a round when a few AoEs have been used and a few mercenaries are already weakened, leading into a large amount of damage that will put the majority of an enemy formation near death. You can obtain these by buying them at the market at their fixed price. Activates one turn after you use it, uses 50 AP, but does not use the mercenaries' turn.
Stimulant Only your main can use these. Stimulants remove the stun status from any one mercenary in your formation. These are vital for those situations where it's practically impossible for whatever reason for you to keep your Monk from getting stunned. You should always bring a set of these into any of your fights. They also help for getting someone out of stun in a pinch if your Monk isn't up or ready for whatever reason. Vital practically only for this situation, buy 20 of these. They'll last you a while. You'll need to buy better Stimulants as you hit higher levels. You can obtain these by crafting them. Activates immediately, uses 50 AP, and uses the mercenaries' turn.
Antidote These cure poison. They don't have much use now, but they may be a decent idea once Sailors come around with their passive ability, Toxic Sword. Toxic Sword drains AP every turn (about 50 or so, if I'm correct), and is not exactly something you want hanging around on any of your mercenaries -- particularly one of your vital ones. Outside of Sailors, however, you should have no real reason to run any of these. You can obtain these by crafting them. Activates one turn after you use it, uses 50 AP, and uses the mercenaries' turn.
Elixir Elixirs heal your MP and HP in one turn at the cost of 50AP. The only variant of Elixir ever worth using in PvP is the [Pre] variety as it gives you both 3500 HP and MP. These are good to use in a pinch if you urgently need a certain mercenary to get mana or you are rotating a vital mercenary to the back and want them to heal up, but are otherwise only good for that... a pinch. You shouldn't ever really need to use one of these in PvP. They do surprisingly well against melee builds since you can hide a merc in the back, then hit a potion to get whatever amount of life it is you need back. In reality it may be a better idea to not use a potion and simply rotate the mercenary and heal it back to decent health with healing spells, since it's possible that the mercenary you decide to rotate would have contributed more to the fight by using a skill or attacking instead of quaffing a potion. So, if you decide to use a potion in a battle, think carefully about your situation before doing so. You can obtain these by crafting them. Activates one turn after you use it, uses 50 AP, and uses the mercenaries' turn.
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