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AO Cheats:Comprehensive Newbie Guide - Part 2
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| Name | Comprehensive Newbie Guide - Part 2 |
| Faction | All |
| Approximate Level | N/A |
| Author | Silirrion |
| Main |
Your First Battle Look for a leet or something similar, at level 1 all the mobs will be yellow, so don't worry when you can't find a green or gray con mob to try. Find a target, the Leets or Birds of Paradise are the best bet for a successful first fight. Target your chosen mob and hit the 'Q' button. You are now in combat, which you can see by the little red flashing target symbol to the left of the compass at the bottom of your screen. You will fight with your weapon until you or the enemy are dead. Use any special attacks that you put on your hotbar earlier. You will notice that there is a bar going up and down in the top left of your screen. This is your weapon speed. As you attack it goes up, this is the weapon speed in your weapon description, then it goes back down before it can attack again, this is your reload time. Aggression / Defensive slider In your stats menu you find the slider, despite the fact it looks and acts as a slider there are actually only three settings that are effected. Full defensive (i.e. all the way to the left), Full Aggressive (All the way to the right) and anywhere in between which balances the two Movement in Combat The two professions that are much better at this are Fixers and Adventurers. Adventurers have some basic speed enhancements, including one for their team. Fixers are vastly superior in this regard, though, as their lowest level speed enhancing nano (Limited Grid Jump) adds significantly to run speed and also to evasion, at the cost of reducing damage output. You could run into battle and cancel the nano before engaging combat if this were a problem, however. Moving faster is as important as getting your opponent to move slower. There are only a few Professions that have the ability to make their opponents move more slowly, Agents, Bureaucrats, Fixers, Traders, and Nano-technicians. Traders and Nano-technicians only have root nanos, Bureaucrats have both root and slow nanos, and Agents and Fixers have slow nanos. Note that many of the slow nanos actually function as roots in many cases, since their effect is to drop your run speed by a considerable amount. If your run speed is dropped below 0, you can still move, although at basically a crawl speed. Why is this useful? The two most obvious reasons are to escape combat, or to remove someone from engaging in combat. If you snare or root someone, you can obviously get away much more easily, obviously. An example of the second use is to snare/root a melee-oriented character if you have a ranged weapon, so you can hold them out of range of melee attacks but within range of your ranged weapon, and slowly tear them apart. The opposite also works, melee-oriented characters can root someone there so they can't run away, and you can pound them to a pulp. It is possibly to time your movement during the actual battle to take advantage of certain conditions. The most common one is reloading. When you're reloading, you can do it whether or not you are standing still, so if you have to move, doing so when you're reloading doesn't incur a penalty on how quickly you attack. Also, if you pay attention to the attack bar in the upper left corner, this moves from left to right and back again (at speeds dictated by the Attack and Recharge speed of your weapon). A shot or attack is only made at the right end of the bar. Moving at that time will delay your attack, but movement at any other time will not affect your attack, as long as you stop moving before it gets to the right side. Evades and Armour Class (AC) What does it mean? Melee/Ma AC - This protects against close combat and martial art damage There are also a series of less common damage types. These are not always protected by a given armour type. Therefore check your stats carefully - you may be opening yourself up to a certain type of attack. Whilst this isn't too much of an issue against NPC Mobs, in PvP a canny opponent will soon figure out where your weakness lies. Radiation AC - Protects against weapons or attacks that do radiation damage. After level 50 some Mobs do use radiation attacks. Be aware that some professions (martial artists especially) have the ability to change their damage type through the use of NF's - they might switch mid fight from doing melee damage to suddenly doing Fire or chemical damage! When you start you don't have any armour, it's not an issue for the first few levels, but after that you'll want to start looking for some as soon as possible. We'll talk about how to find equipment and armour in a bit. Bring up your 'WEAR' menu and check the armour tab, this will show you what slots can be equipped with armour
Evades What are evades? Best advice is always to keep your AC's as high as you can in the first place! A good rough guide is that for normal hunting of mobs your armour ratings should be at least your current level x 20. If your AC's are at or around the level mentioned above you will notice that mobs seem to do either their minimum damage (which will vary from mob to mob) or a critical hit. For example at level 100 a mob will probably do around 100 pts damage as it's minimum. A mobs critical hit can vary depending on the type of damage it is doing and the weapon type it's using. This is where the types of evades come into play: If you look at the description for any weapon you will see which of the evades it uses to calculate hits. Mobs hits are calculated in exactly the same way.
What is know is that hits are calculated as a check against the attack rating of the attacker and the defense rating of the target. Whilst you can see your attack rating on your hud you cannot see your defense rating. It's a hidden statistic. Evades are based 50% on Agility, 20% on Intelligence and 30% on Sense. That means you will roughly get 1 pt in evades for every 8 spent in agility, every 16 in Intelligence and every 14 in Sense (those are rough calculations and will vary based on your breed / profession) So what do they do really? Under level 50 the effect of evades is negligible, so this is something that you don't really need to worry about until you've played the game for a bit. Once over that level though you can notice a marked difference. If a player fights a mob and hasn't raised their evades damage will go something like this: Mob score a critical hit Now if you have raised your evades, it's more like this. Mob hits for it's minimum damage Remember that AC is important, if a mob is doing variable damage against you, its more then likely you need to work on raising your Armour Class as well as your evades. Once you see one of the above patterns developing, then you're probably on target and will start to see the real benefit of raiding your evades. If you are still skeptical try raising one of the two main evades and then notice the difference in the damage type you raised. Bear in mind that these are only really visible against high green / yellow mobs. If you try to always do orange / red mobs you probably get high end damage all the time anyway. Likewise if you constantly team, the mobs drop so quickly that your evades are much harder to judge. To get a true picture try a solo mission at 50%-75%, you will truly see that they do make a difference when you can see the damage clearly as you can in that situation. My personal advice would be to raise these skills, especially if you solo a lot. Evades and PvP Conclusion on evades Special Attacks Icons for your special attacks can be found in your actions menu, these can be dragged and dropped onto the hotbar Crowd Control The most common way to do this is to "mesmerize" or "mez" your opponent. This has the effect of basically making them stand there for a period of time, effectively stunned, while you deal with the rest of the enemies and can move on to that one. In AO, there are three professions that can mez the enemy, Bureaucrats, Nano-technicians, and Traders. Bureaucrats are the best at it, receiving their first mez spell early on (before level 10) and having the longer lasting ones. Traders don't receive their first one till around 20th level, and nano-technicians only receive one, and have it much later on. These spells last for a certain amount of time (25 seconds for the lowest level Bureaucrat one), and during that time, the creature will stand there doing nothing. Attacking the creature during that time will break the effect. Reloading In many cases, reload times are not too important and they are merely a nuisance. There are times where they become important, and anyone who has played an Agent knows what I'm talking about. Many rifles have very small magazines (5 or 6 bullets) and have long recharge times, and can't be dual wielded, so you wind up with large amounts of time standing there, in combat, reloading your gun. The way around this is simple. Guns can be reloaded manually. Pick up the ammo from your inventory and right-click on your gun in your Weapons tab. This will reload your gun. As an Agent, I could usually kill the enemy with a full clip without having to reload, so this was a way to come into battle fully-loaded and ready to fight. Healing The starter kits only provide a little healing and nano boost, before long you will want to buy heal stims and kits. Stims can be used during combat, while treatment kits have to be used when not fighting. Let's not worry about that just yet, you can get by with the starter kit until you have the hang of it. Treatment kits are used to quickly replenish health between fights. In order to use a treatment kit on yourself you must:
When using on another person the target must be seated, you do not have to be. Nano rechargers can be seen as a treatment kit for your nano energy. In addition to treatment skill they require a certain skill in Time and Space. The treatment lab new players start with also restores nano points. |
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