Difference between revisions of "User:Iniar"

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(Created page with '== The Basics of Imperian == The world of Aetherius was designed with Player Killing in mind. The primary metric of victory in Player Killing is the [[deat…')
 
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This can be achieved in two ways -  
This can be achieved in two ways -  
* Dealing damage until their [[Health]] reaches zero.
* Dealing damage until their [[Health]] reaches zero.
* Performing a [[Professions|profession]]-specific ability that slays them regardless of [[Health]]. Examples include [[Necromancy_(Abilities)#Vivisect|Vivisect]], [[Voice_Abilities#Kantae|Kantae]] and [[Bowmanship_Abilities#Incendiary|Incendiary]]
* Performing a [[Professions|profession]]-specific ability that slays them regardless of [[Health]]. Examples include [[Necromancy_(Abilities)#Vivisect|Vivisect]], [[Voice_Abilities#Kantae|Kantae]] and [[Bowmanship_Abilities#Incendiary|Incendiary]]. (Or known as ''instantkills'')


[[Player Killing]] is a two-way street, so be sure that while you attempt to kill your opponent, they will be attempting to kill you at the same time.
[[Player Killing]] is a two-way street, so be sure that while you attempt to kill your opponent, they will be attempting to kill you at the same time.

Revision as of 00:11, 25 August 2013

The Basics of Imperian

The world of Aetherius was designed with Player Killing in mind. The primary metric of victory in Player Killing is the death of your opponent.

This can be achieved in two ways -

Player Killing is a two-way street, so be sure that while you attempt to kill your opponent, they will be attempting to kill you at the same time.

Afflictions are then a second dynamic in Player Killing. They are statuses on your character until they are cured, and inflict a variety of effects on you. For example, paralysis stops you from attacking, dizziness makes you walk east when you intend to walk west, and healthleech periodically drains your health. Players can and will use afflictions to try and hinder your offense while augmenting their own.

This second dynamic (of afflictions) introduces the concepts of damage and affliction professions. (Or known as classes)

As a rule of thumb, damage classes dish out large amounts of damage and if you are not careful in timing blocks and/or shielding, you will succumb quickly.

On the flipside, affliction classes tend to deal smaller amounts of damage, and they primarily achieve victory by overwhelming your curing with afflictions until you are no longer able to move and/or attack, and then perform their professions instantkill on you.