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Combat Techniques-PK Guide

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The next part is on combat tactics and combat styles.

Foreword:

Here are some things I've discovered and picked up. Most new players don't know about these. Most intermediate players know about these but can't execute them very well.

1) Teleportation - To teleport, simply click to cast, and then click to jump to your destination before the spell/skill is shown as cast. It's much more convenient to start a jump first, then cast while in the air and click at a destination immediately after that cast.

Basic teleport:

- Cast

- Jump from A to B. With a jumping start:

- Jump from A to B. While in the air before landing at B, cast. Immediately after casting, click to jump to a destination C.

You will find yourself using the jumping start method much more often since you will inevitably be jumping around a lot and the jumping start method ties in smoothly with each jump.

2) Offscreen hit Variation 1 - Go offscreen. Do a long jump back and cast a Scent Sword/Fast Blade/Hercules at the target. If you performed this correctly and aimed accurately, they will be hit while you're still airborne in your jump. Usually an opponent won't see this one coming because the first portion of your jump is offscreen so they literally can't see it. When they see you, it's already too late.

3) Offscreen hit Variation 2 - Go offscreen. Try to reach an optimal distance such that if your opponent jumped at you, he/she will land on the edge of your sight radius. This way, you will see your opponent as though he/she has already landed when in fact; they're still airborne on their screen. You will know this has happened if you spot your opponent appearing all of a sudden, standing still, on the edge of your sight radius. Just cast a ranged attack such as Scent Sword/Fast Blade/Hercules and you'll be guaranteed a hit. Usually, the conditions for Variation 2 just occur. Trying to set it up is quite difficult.

4) Pre-hit - This one's difficult to master. You need to be tracking your opponent's shadow (which you should, always, anyway). Just aim for your opponent where he/she will land after the jump. If you predicted correctly, your opponent will suffer a hit while still airborne. Many people tend to think of any and all consecutive pre-hits as the sign of an aimbotter. Personally, I think this is a difficult technique to master, but it's not impossible to master.

5) Double-hitting - This one's risky if you don't at least 2-hit your target but will be 1-hit by your target. To double-hit, you must be within 1-hander melee range. When in range, use Scent Sword/Fast Blade and melee at the same time. Basically you are right-clicking, then left-clicking immediately after, in 1 smooth motion. The result is 2 hits with no delay. Of course, the melee hit is a regular melee hit so there's a chance for it to miss.

6) Instant Hercules - This one's very simple. Just cast as soon as you jump and you will be guaranteed a hit, if the target is within the Hercules range of your destination. Basically, the hit/miss conclusion is drawn by the system immediately after you cast, even while airborne.



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