Melee vs caster discussion is already taking place all over the place. I won't go into that here.
I've leveled a monk from 1 to 50 on Beta, largely through solo effort. I did the same thing on live on a blue server. Here is what I have to say about the experience:
First, the good news. A monk can indeed solo through level 50, making the big whopping assumption that he isn't constantly ganked. The effort involved wasn't that great with the 10x XP, but I definitely lagged behind casters, even with the high spell cost. This means that the class balance is roughly on par with where it was back when Verant was running things. Good job!
I have been able to obtain a red sash and orange headband. Raster is a damned rare spawn, much like the old times. I have not tested the combine for the Robe of the Lost Circle. I'm assuming code and tables were largely copied from 1999 blue, so it's very likely these will work. Even so, I'm hoping to quest the robe in the remaining time on Beta to make sure it works.
Treantfists have both the captain and the cube drops working in Runnyeye. I haven't seen either alchemist (in Misty Thicket and Gorge), although they are working per other players. The Gorge PH cycle isn't in place; it looks like the static goblin spawn on the right when facing out from Runnyeye is being used as a PH instead.
I've documented a bug which will hit monks disproportionately. Mobs that path a long way due to use of Intimidation, or else a long pull, seem to occasionally become unable to be hit, much like a corpse. There is no attack spam, despite autoattack being switched on. This is detailed in the bug reports area.
Intimidation itself is a bit off. I'll see if I can find documentation of what used to be called Instill Doubt for monks. As it was originally implemented, the intimidation check used to require a 3-4 second charge up. During this time, a monk could be anywhere relative to the target. After the attack animation played through a bit, the skill check occurred. If successful, a melee kick was launched against the target, inflicting damage just as if the monk had used Kick skill. Mobs requiring magic weapons to hit, such as ghouls, required that the monk wear magic footwear to use this skill.
Furthermore, intimidated mobs ran more slowly than they do in Beta. It may be appropriate to add a slight snare component (10-15%) to reflect this. On the live machines, I was able to solo into the low 20s in South Karana by chasing around intimidated mobs and attacking. This will not work on Red99. Mobs run too fast, and perhaps more erratically than they did in classic. On Red99, I instead used Intimidation to chase off mobs in order to apply a couple bandages using Bind Wounds.
Disarm skill seems to not be increasing correctly. On live, the skill shot up very quickly. On Red99, I've managed to hit the low 100s with this. In PvP, Disarming another PC would work from time to time, causing the main hand item to pop to the mouse cursor. I have no idea if this will work on Red99 since the skill is simply not going up.
The inability to hand weapons to non-aggro NPCs while sneaking is already documented on both Project 1999 servers. This also impacts raising Disarm skill, since it was common to disarm remotely located guards, then FD and hand them back their weapon and repeat to train up skill on the old Verant servers.
I'm sorry to say that mobs with magic weapons were not capable of being disarmed in old EQ; there is a chance I'm wrong and this initially worked for a while. In any case, prior to Kunark, mobs wielding magic weapons could not be disarmed. I like the way this was implemented on 1999 - the weapon vanishes and no longer affects the mob's attacks, but remains in its inventory. Even so, this is not classic.
There also seems to be some problems with casting mobs. When they initially pop, they nuke your nuts off, much like in classic. After they've been up for a while, or have cast for long stretches, they instead just melee. I'm guessing that mana regeneration on these mobs is very slow compared to classic.
The boat in OOT is traveling the path differently than in classic. Sister island was always the first stop from Freeport. On Project 1999, it is the first stop from Butcherblock Mountains. I recall some talk about the cardinal directions being messed up in this zone in classic. Maybe this was a bug Verant never bothered to fix?
Recipes for raw silk, cured silk and tattered armors all appear to be working correctly. I have not tested Wu's, but assume it works as on blue99. As a side note, silk swatch and silk thread combines should be impossible to fail, even when not trivial. They currently fail as often as other combines.
Quest XP on red99 appears to be missing or else reduced to very low levels for the Lashun Novashine bone chip hand-in. This quest used to provide noticeable hits (1-2%) through level 6.
Thanks for all the work making this great new server!
SearyxTZ
11-07-2011, 03:26 PM
You disappoint me Searyx.
1. You assume that this duel involved the mage at all. It was one of the first mage epics on the server and I was testing it.
2. If I was the mage, there is no way that a monk is killing me if I'm prepared.
The only way a monk would defeat me is by either jumping me while I'm low hp/mana in a dungeon / afk / trains me.
Honestly the biggest threat a monk can have in pvp is training.
I played in classic pre Kunark and no one came even close to being able to being able to take on a 50 necromancer back then. An under geared necro could take a fully geared best items in game warrior, root , dot and just watch him die. You could have the 10 most skilled warriors combine in to one person and it still wouldn't matter because he might as well be afk. Same for the monk with Innoruuk/Plane of the sky gear/ Shiverback armor.
Casters dominated Hybrids, and Hybrids dominated Melees. Melees were the bottom of the pvp food chain, but were essential for raiding.
Melees got stronger later.
Gylen would like to have a word with you.
I actually dug up this Monkly Business guide I wrote 10 years ago (which is somehow still there) because I was curious to know what I said about mages.
http://www.monkly-business.net/forums/showthread.php?t=8834
Back when I was 16 and had little to do except play EQ like a basement dweller
Monks and PvP by Searyx
Are Monks Any Good in PvP?
I get asked this a lot, and the short answer is yes, Monks are good in PvP. However, several factors other than the class go into whether monks are "good" at PvP, these being (in order of importance):
1. Skill
1. Level
2. Resist Gear
2. Normal Gear
3. Movement Speed
4. Regeneration
4. AA abilities
If you have these all on your side, then yes you can be a hell of a PK'er as a Monk. Its not an easy class to play, or start untwinked as on a PvP server though.
Jousting
You don't go toe-to-toe with melee's on a PvP server. Instead you "joust", which is exactly what it sounds like. You use the highest damage weapon you have, and make passes at your melee-based opponent. The best strategy to use when jousting, is to strafe to the right or left *right* before passing your opponent, and quickly hit him with FK/autoattack. If you're getting beat, go on the defensive, make your opponent charge you and use the strafing-joust technique to get free hits in. Try to make your jousting patterns unpredictable, rather than just blindly charging your opponent over and over. The key is to get every one of your hits in when you make a pass and to try to make the opponent miss you by strafing out of his view right before you get in range. It sounds simple but it takes a long time to master, and separates skilled pk'ers from the unskilled.
<span style="text-decoration:underline"> Fighting specific classes with a Monk </span>
The guides to fighting specific classes with a Monk are based upon fighting in a common PvP environment (not dueling). Factors that are common to these classes are mentioned (Harm Touch, Manaburn), as well as items that a Monk on a PvP server would most likely have (Crystalized Pumice, resist gear). Other factors that can make or break a fight but aren't seen too often (right-clickables, horses) are found in the Additional Factors section.
Warriors & Paladins
They have more HP and often times more AC than you, and have a lot of high damage weapons available. A fight with them will be largely dependant on your skill in jousting. Most fights with Warriors I've had have been pretty close, remember to always use flying kick when jousting and use mend as soon as you get below 70% HP. The longer the fight takes, the better chance you have of winning because mend will eventually give you the advantage. Same tactics apply to fighting a Paladin, but be sure to pumice the Paladin as soon as you can (cancelling their HP buffs can knock off a lot of HP & AC) and make them lay hands as soon as possible so you can retreat if you are losing - effectively wasting the LH. A 58+ Pally with full mana is damn near unkillable because of the over-time heal spell they receive which has a very short casting time. Unlike a fight against a Warrior, you'll want to finish a battle with a Paladin quickly. Paladins can go on forever in PvP with heals and Lay Hands, so the faster you catch them off guard the better.
Shadowknights
Shadow Knights are a bitch to fight. I consider them to be the most overpowered class in PvP. You will need enough MR to defend against the Darkness line of spells, and Crystalized Pumice never hurts either. If one lands a Darkness on you, it just makes things harder than they already are. I've never fought a SK who used his pet when fighting me, most seem to favor using a pre-nerf CoS which can be deadly if you don't have see-invis. Fight one like a warrior, but watch out for Harm Touch. Sometimes its best not to use Mend as soon as you get below 70% HP when fighting a SK, wait for him to HT instead, but not too long to where the HT will outright kill you. If you can't win the fight after he hits you with Harm Touch, retreat and come back to a much easier fight. Don't let the SK get too far away from you, you don't want him getting distance on you and hitting you with DoTs and crap. Unholy Touch will, in most cases outright kill you (ala Manaburn), so if you're fighting a higher end SK with this AA skill you'll want to go on the offensive and Innerflame as soon as they get low. If you score a victory over an equal or higher level SK, then give yourself a pat on the back cause it won't happen often.
Rogues
Fight one like you would a warrior, and don't let him get behind you. Wear a see-invis item. Don't joust a Rogue straight up, good ones know how to do a front-stab, so try to get on the side of him instead. Also, take your time when fighting a Rogue, and never attempt going toe-to-toe with one. Stay defensive. Once you get careless, they start landing backstabs. Rogues are weak at jousting if you take away the backstab.
Bards
Annoying as hell. You can't win against them in outdoor areas, enough said. Indoors they are pretty easy to kill. Anyway, if you have a TStaff and get lucky with procs and Innerflame, you MIGHT be able to kill one outdoors. Otherwise, just boost up your MR, FR, and CR (100+ in all three is good) and they can't do anything to you. Versus higher end Bards you will need DR and PR as well to avoid those DoT chants. Resists are the key to not losing against a Bard, but there's just no good strategy to actually killing one in an outdoor environment.
Enchanters & Wizards
When fighting an Enchanter, sacrifice everything for MR. Tashania takes off a lot of MR. No MR? You are dead. Same thing applies to Wizards, except you need FR and CR too. For both classes, fast weapons will work best for killing them. Pumice stones also do some good to get rid of Shielding or other buffs. Wizards and Chanters have very low HP & AC, so stick to them like glue and don't let them get any spells off. Of course a level 60+ Wizard or Enchanter can channel through almost anything, but you still stand a better chance of interupting them. Yonder can be annoying, but its not too hard to spot where they appear unless you're fighting on hilly terrain. Again, if your MR sucks these guys will school you. Recently implemented was the wonderful Wizard-only AA skill Manaburn, this is an instant death for almost anyone. When Verant implemented this skill I'm sure they didn't give PvP servers half a thought because a Wizard with MB can kill anybody in one shot now. Best advice to avoiding this is to watch for the spell effect (long cast & fire-based), and get the hell out of their range.
Druids
MR and FR are your friends, so are Crystalized Pumice. If needed, start off by using your Pumice stone untill the Druid's buffs drop. The Winged Death line of spells is a Druid's primary killing tool in PvP. If one lands on you, pumice it. The key to killing a Druid is to not let them land their DoTs and sticking to them as close as you can. Having good FR helps a lot too, since most of their nukes are fire based and they can debuff your FR. Damage Shields will eat you alive most of the time so either get rid of it with Pumice or use a 2Hander. A Druid with his SoW/levitate/DS buried deep below other buffs who knows how to play his class can be a nightmare for a Monk. Don't let him get out of melee range. Ensnare is evil... since the new resist changes I've had it land on 152 MR. Dispel it immediately if it lands on you. If you're equipped with a lot of pumice stones and decent resists though, you have a good chance of winning.
Necros & Magicians
Stick to the caster, don't worry about the pet. You can try using Instill Doubt, but it is far too unreliable from my experience. Dispelling the pet (hard to do, but possible) will make life much easier while fighting a Mage, however. Their pets do a lot of damage and will most likely have the Pet-only movement speed buff and haste spells on - you need to get rid of them. Necro pets are pretty weak, even at 60, so just ignore them. Monks can't really factor the pet out of the equation like most classes can (via Root or Snare), so you won't have an easy fight against either a Necro or Magician. Fortunately, almost all the high-end Necro DoTs are dispellable, and it is best to dispel the nastier ones because they pack a punch. Both classes drop fast, having naturally low HP and AC. Necros will try to prolong this by using chain Lifetaps. As with any other INT-based Caster class, stick to them and drop them as fast as possible. Necros have the AA ability Lifeburn, the Necro equivalent of Manaburn. It won't outright kill you if you're standing at full HP's, though. Try to end a fight against a Necro as quickly as possible. Using innerflame following their Lifeburn (if you live through it) is a very good idea, as they will be low HP.
Shamans
Shamans are kind of like Bards, almost any mid-high level one will have instant-cast SoW at his disposal (via Black Fur Boots). If he's prepped for PvP, his pet will have SoW too. You need to boost every resist except FR as high as you can, especially MR. Resists are the key here, you really need to max them out when fighting a Shaman. Their DoTs are powerful enough to kill you over time. Shamans aren't very deadly untill they get Malo (unresistable 50+ debuff to all resists - dispell it immediately), but still a huge pain to kill no matter what level. Fight Shamans like you would a Druid.
Rangers
Max your MR out and use Pumice when needed. Dispel SoW/DS if you need to, and of course Ensnare if it lands on you. This is, by far, the last class you want to land a snare-type spell on you. Their nukes do damage, so high FR doesn't hurt. Rangers with a good bow, Archery AA skills, and the Trueshot discipline will kill you in a matter of seconds... if you let them. A Ranger with a DS buried deep and a good jousting weapon are often underestimated. Stay in melee range whenever you can, and use a 2hb if you can't get rid of their DS.
Clerics
High MR and Crystalized Pumice will help here. Clerics are not meant to be a PvP class and really can't do any significant damage. They rely on nukes, and melee damage (yes you heard that right). Root won't land unless they have levels or your MR sucks. Most of the time, their nukes won't do full damage. Despite this, they are very hard to kill. Their heals are extremely efficient, they do have good AC/HP, as well as the Divine Aura line of spells. Don't get careless, losing to a Cleric is like not being able to solo a moss snake at level 65. <img src=http://www.ezboard.com/images/emoticons/wink.gif ALT=";)">
Beastlords
Beastlords share a lot in common with Magicians, except they can take more of a beating. Beastlord pets are on par with Mage pets, so they will do damage to you. Beastlords themselves don't dish out much damage though. The problem for Monks here is that the pet and the owner will both have SoW on. You have to manage to get a few casts of Pumice off. Feign Death the pet off, instill doubt it, or get lucky with misses - whatever it takes. Do not try to take out the pet - it will not happen. Beastlords get some hefty pet Heal spells. Focus on the Beastlord and you'll be able to take him out.
Player-Killing on a PvP Server
Most fights occur when you don't expect them to. It is a good idea to keep at least some resist gear on at all times.
Monks are much more fearsome in Indoor/Dungeon areas than Outdoor ones.
The main factor in whether you win a fight or not on a PvP server is whether you're prepared or not.
Don't pick fights you know you can't win - not gonna go into detail here.
Talking trash can spark interest or competition or some situations, but go overboard and you end up looking like a fool. Don't whine when you get killed, and don't flood the chat channels with trash talking.
Don't be lame. If you kill someone, let them loot their corpse and leave. If you get killed, loot your corpse and leave for a while. Don't intentionally exp-kill someone unless you're prepared to have it handed right back to you.
Additional Factors in PvP
Additional factors that are not universal or common like Crystalized Pumice and resist gear are, but aren't exactly uncommon either, are listed here.
Horses- The lower-end ones are not a threat. The high-end horses give close to Bard movement speed though. If your opponent has one you might as well give it up. The only drawback to using one is the accelerating period, which gives you roughly 5 seconds of free hits. Use this to your advantage, but if they get away then it's a lost cause. A Monk with one of these horses is much more powerful in outdoor areas - the disadvantages and advantages remain the same no matter what the class. It's a very nice item to have for PvP purposes.
Fungi Tunic- A Monk's best friend in PvP. This is on par with the Monk Epic in terms of usefulness. I don't think the advantage of wearing one needs to be explained here. Get one and don't look back. Most people over level 55 or so will be using one on a PvP server, and it's for a reason.
Tranquil Staff- A very useful tool for PvP. The stun proc, while not reliable, can give you a big advantage. Best used versus Casters or Bards. Innerflame works extremely well with the proc. I don't advise using one versus melees as because, while you can hold your own with one, 29 damage just doesn't cut it at the high-end.
Bioluminescent Orb- Usable by all classes, primary slot item with a right-click Blind effect (takes a few seconds to cast). Deadly when used in combonation with Tashan/Malo. A lot of Bards use these. Harmless when used against high MR. A fun toy for Monks, but also an expensive one, and of limited use.
Root Clickables- There's only two of these that I've come across before: the Glob of Gooey Goo from HS and Crystalline Nets from CC. These are pretty fun in PvP. Any Root spell will get resisted most of the time, but landing it on a fleeing Caster or somebody with a horse can mean winning sometimes.
Buff Items- Examples being PoM flowers, Chardok Ring, and so on. Every little bit counts, so someone with these on his side will have an advantage.
Weapon Procs- Any weapon with a DD or stun component, like the aforementioned Tranquil Staff, will give you an obvious advantage. Weapons with snare/root procs are most often used by pure melee classes, and can be useful in the same way that a stun proc would be. Two other types of weapons stand out from a PvP standpoint:
Primal- Primal/Ancient Prismatic weapons give any melee a huge advantage. The added ATK from Avatar makes a very noticeable difference in PvP. For example, someone weilding a primal 2h (45 damage) would hit harder and much more consistently than someone using a Tantors Tusk (50 damage) jousting.
Tashan- There's a few of these, such as Journeyman's Walking Stick, that proc a spell from the Tashan series. Most often used by Bards, Clerics, and Rangers. These can be bad news if they proc, especially when going against a Bard.
Instant-Cast Buff Items- Very nice to have if you need to protect your buffs from getting dispelled. Fill your first buff slots with them and reapply as necessary. Most commonly used are Journeyman Boots and Shrunken Goblin Skull Earring, but there are several available. Most Casters will use these in PvP, so dispelling crucial buffs can be really hard sometimes. Useful for a Monk but not as useful as they are for Casters.
Potions- These give a huge advantage in PvP. Monks can benefit greatly from using SoW potions regularly - I advise using them in PvP. Less common ones that I've seen used are instant-cast Heal potions and DS potions. These are not cheap to come by but can be used to great effect (dueling in particular). Cure Poison/Disease potions are not too pricy and are very efficient in PvP - best used to counter the Tashan series and Shaman DoTs.
AA Abilities for PvP
General: Improved Run Speed first. Regen or First Aid next. Innate Magic Resistance if you're dying for some extra MR. The rest of the skills are pointless.
Melee: Natural Durabilty is probably the most useful. CS and CA are both good choices. CF is good for show and a little DPS increase, but not as useful as ND/CS/CA. The other skills are useless.
Class: Dragon Punch is very useful against Casters. Double Riposite is useful against Melees. Critical Mend is decent in any situation. Purify Body would be good if the reuse time wasn't so bad. The others are of very limited use in PvP.
PoP: Upgrades to CS/CA/CF/Crit Mend are all average choices for the PvP Monk. Flash of Steel is good versus Melees. Ferocity and Technique of Master Wu are both very good. Punishing Blade is probably the best option here.
Resist Gear
Too much stuff to list at this point with the influx of new items. Here are items I would rate as being very good resist gear choices for a Monk, in no particular order and pertaining to no particular level range:
Earring of Essence
Diamond Wedding Rings
Jacinth Wedding Rings
Blue Diamond Bracers
Ceremonial Smudging Stick
Bracer of Benevolence
Bracelet of Fortitude/Might
Crown of the Froglok Kings
Crown of King Tranix
Circlet of Vallon/Tallon
Earring of the Solstice
Golden/Electrum Diamond Mask
Executioner's Veil
Wurmscale Coat
Stormrider Wing Mantle
Blue Diamond Electrum Earrings
Dragon Tooth Choker
Shrouded Medallion
Shackle of Tynnomium
PvP 101 (Long)
This was posted a while back by a Tallon Zek guild and really is a good introduction to PvP servers as I tend to agree with the author on most points, though it comes off as being kind of bitter.
--------
EQPvP 101 The Basics – Attitude
For those just starting on a Zek Server
Lesson 1: I came here to kill people
Repeat after me, “I came here to kill people”
Welcome to EverQuest with “option” for PvP, but your grave and the coffin of every player on the PvP servers was nailed shut when you logged into these servers. If you are not here to kill or be killed, take your friendly ass to Bluebie Ro or Friendly Marr.
This is Player vs Player, plan on dying, plan on having to defend yourself, plan on having every goal you have set for yourself in the game outside of PvP delayed. Plan on being stabbed by those you consider friends, plan on getting upset, plan on accomplishing nothing for days on end.
You did not come here to kill dragons, you did not come here to kill gods, you did not come here to have the phatest lewt in the game, you came here to kill people. The sooner you get it through your bluebie head that you are a killer, and REALIZE that this is what you wanted to be, the faster you will start gaining the mentality that will keep you alive and the less you will see “LOADING PLEASE WAIT….”
If the dragons fall and the gods are defeated, those are added bonuses, but you did not come to this server to do that, you are a killer or you are a victim, your choice.
Lesson 2: You just got knocked the @#%$ out, what now?
Aweee, did Mister Meanie Inkie come gank you and take your spawn? Would you like a tissue? Oh you think that if you spam him for the next hour calling him every hostile word in your petty little head that you are going to upset him? Bluebie Please.
Why did he kill you? Why did he have to come into your dungeon on your only day off this month and gank you just before the spawn with the killer robe you wanted was about to drop?
Your answer is simple, yet so hard for many to understand, “Because he can”
He came to this server to kill people, if you still haven’t grasped lesson 1, please review it now. If you are reading this for the third time, and still haven’t grasped lesson 1, please delete your sorry ass and get the hell off of the “Zek” servers.
Now you are sitting naked at your bind point looking stupid, the newbies are looking at you wondering what just kicked your ass. What are you going to do?
You are going to run to your corpse, you are going to keep your mouth shut, you are going to loot your corpse, and you are going to leave. Why are you going to do this?
Because Mister Meanie Inkie kicked your ass, and Mister Meanie Inkie is standing on your corpse that has everything you own on it. Because Mister Meanie Inkie was smart enough to attack you when you were not ready, he has earned the right to stay there at HIS spawn that your ass has forfeited to him by combat at arms. Don’t like this concept?
Too bad, welcome to Zek. Get your shit, get out, stay out for a while. Show some respect to the player who just ganked you. There is gonna be a time when he is on the ground bleeding to death because of your actions, and he will be humbled back.
What now? There are more zones and spawns in this game then you can ever see, time to find something else to do.
Give you a clue, how about going to the enemies home city and learning how to fight.
Lesson 3: You are at the bottom of the food chain
Welcome to Zek, Mister Worm. You will eat dirt and like it. You should be happy we allow you to have OUR dirt, the only reason you do is because we have stopped caring about it, and players like you.
You do not own this server, you do not have the right to hunt anywhere without our permission.
You may ask, who is “Our”? “Our” is the first generation players of the Zek servers who run this place. Think of this as a jail cell, and we run the block. Get out of order and get a beating. Want to play hardball with us, then you best get strong, get some heavy levels, get a lot of friends, and get owned anyway. Such is life on the Zeks.
You earn the right to eat better then dirt or the right to breathe by doing one of two things.
First, is you ask our permission, and if we are in a humorous mood, we may allow you.
Second is to do it with attitude and balls, and when we ask you why you are on our turf, your response should be “Do something about it”, for more about “Do something about it” see lesson 6.
Again, You EARN the right to breathe, and eat something else besides dirt. You EARN this right by being tougher then the people who are telling you that you don’t have this right. You EARN your respect, and your reputation. You EARN the right to stop being a worm, and start being a rat.
If you want to be a rat without earning the right to be one, you will be ganked over and over again. If you forgot what to do when we gank you, please review lesson 2 a second time.
When you actually move up from Worm to Rat, you own the worms. Just be careful, because some worms have cats as friends who like to eat Rats who get too big for their ability to produce death.
Lesson 4: Just kill him
Ok, some munchie elfie just ganked your gnoll scout that you thought you owned, that gnoll also had a rusty two handed sword that you really could of used. If you seriously thought that was your gnoll, please go back and review lesson 3. That was not your gnoll, that was OUR gnoll, how quickly you forget.
So now you are upset, because this elfie interrupted your ability to level. First, I thought I told you that you were not allowed to breathe without asking for permission, but I guess you have started to get some balls and do it anyway, good! You are learning.
So now this elfie just laughed at you and your inability to finish what you have started. Feel the blood flowing yet? Getting mad? Feel yourself hitting the keys while you are typing just a bit harder then before? Oh you are starting to feel the pull to this server.
You are the little kid on the playground and some bully just took your ball. Now the elfie walks over to 2 other elfies who are also higher level then you, and nightmares of your childhood come to mind. The elfie gives that sword to his friend, and he shows it off to you, taunting you to do something about it.
Four choices you have in front of you, and this is your moment of truth.
First, you realize you are going to get your ass kicked, you turn around and look for another one of our gnolls to kill. If this was your decision, start the lesson over, because that same elf just did the same thing to you.
Second, you get stupid and call the “Police” to come intervene. Lets say for kicks and giggles that a cop (Guide or GM) shows up, they are going to sit down and explain to you that this is a pvp server, and they can do that. This makes matters worse and now the elves are laughing hysterically at you.
Third, you shout to the zone for help, and all of a sudden the entire zone is laughing at you. Please delete your character and go lie down next to your dog in the corner. When the dog goes to eat out of his bowl, kick him really hard and remind him that its your food. After doing this for an hour, start a new character and come back into the game. Also, go back to lesson one and start over EQPvP 101, you just failed.
Fourth and correct answer, just kill him. Walk up to him and his friends, and kick all 3 of their asses. You do not talk smack, you do not try to come up with some witty line out of a Rambo movie, you simply walk up and attack the elf that took your kill. You do not stop until he is dead or you are dead. You do not beat him down to almost no life then taunt him, you kill him. If he runs to all the way from Blackburrow to Akanon, you follow his ass to Akanon and finish it.
You do not run, you do not flee, you do not ask for help, you do not ask him what his mother was doing with the ogre last night, you just kill him or die trying.
If you do actually kill him, the next person that goes down is the one with the rusty 2 handed sword. Why? Because he was the one who received it. You keep attacking him until he is dead or you are dead. Rules are a bit different now. If this one flees, chase him off the play ground, then go after the third.
Why the third? Because he was there. Beat his ass into the ground and kill him too. If he flees the playground, the playground is yours and you made your point.
Now that is best case scenario, now lets deal with worst case scenario. You attack them, and they OWN you. You get rooted, you get nuke bombed, and they embarrass you. At this point, please return to lesson two and follow instructions on what to do to get your corpse back.
At minimal, you showed them that you are not one to be fucked with, and next time they will chose to pick on someone who they can bully and not have to spend the time in battle with.
Lesson 5: School of Hard Knocks and RESPECT
Oh, you are one of those players who like to tell everyone that you can hunt where you want to hunt because you pay your 10 bucks a month to be here?
Heh, great, we love players like you.
See, we pay our 10 bucks a month to do what we want to do, shove cold hard reality in your face and make you scream in agony.
Oh please tell us you are the type who like to tell us they are going to call the “Police” too, we love that.
I can play angel with the best of them, and when they show, my halo will be polished to a clean shine, and will GLOW for them. You will be so upset that you are using harsh language and screaming at the “police” person to do what you think his job is because you pay his salary. You own everything, and the Guide leaves laughing at you, because you forgot where you were.
See we know that the “Police” are king, and we treat them with respect at all times. You are a piece of shit who thinks they own everything, we win.
Oh, now that the “police” are not going to help you still think you got a chance? Oh you someone big in real life and are now gonna sue me?
Oh, you are my BEST friend, and we are gonna be best friends for a long time.
I am going to follow you everywhere you go, I am going to kick your helm in, I am bloody my sword on you or burn you to a crisp. I hope you walk into water so I can root you and watch you drown. I get a kick of casting blindness on you and watching you run off a cliff. I am going to kill you so much that your hard drive is going to crash from so many LOADING PLEASE WAIT sessions.
See on this server, you have one right, you have the right to get your body. I am going to ask you to get your body and leave MY zone. You say no and refuse to leave, I have the certified stamp of approval to put steel to bone on you a second time. If you leave the zone, and I catch you in another zone, you are free game.
Here is what you forgot. You don’t run this server, its OUR server. Forgot who OUR is, review lesson one.
Second, you forgot keep your mouth shut when you get your ass handed to you, as learned in lesson 2.
Third, you forgot that you are a worm, and picked a fight with someone higher up on the food chain then you, please review lesson 3.
Fourth, you didn’t kick your dog hard enough, review lesson 4.
Fifth, you are here to learn the hard way, some people need that though, I guess that is you.
Lets start with respect. First you need to learn the order of respect.
Highest respect is to the “Police”, because you piss them off enough you will no longer have an account, and you end up buying a second account and starting on the bottom of the food chain again. They are the ultimate authority regardless if you are a dragon who can kill any other 10 players at one time. If one shows up, its “Yes m’lord” or “Yes m’lady” and whatever they state is law, is law. Hear what they have got to say, don’t argue, and leave.
Second, is to you. Easiest way to respect yourself is to learn who you are and where you are allowed and not allowed to be.
Third, is to the powers of the server. Learn who runs which area, and either make friends with them, or don’t cross them.
Third is anyone who can take you out. Either they are stronger characters or play the game better, either way they can make your life hell if you piss them off enough.
Fourth and final, is everyone below you on the food chain. Respect them because even the smallest worms can grow up to be the largest dragons. They will REMEMBER you if you made their life hell for reasons not out of respect, and repay it a hundred times over. Don’t mistake respect with being soft, treat them rough, but be respectful.
No respect is given to those that show dishonor and lack of respect. Gank these morons mercilessly and earn more respect from those who have honor and show respect.
Lesson 6: Do something about it
Don’t take shit from anyone on a zek server, play it tough, but play it right. Someone says shit to you, hit them so hard that they see stars. If they do anything but stand there and bleed hit them again. If they open their mouth again hit them again. If they attack back, even a single punch, finish the fight and put them on the ground. If they didn’t attack you and backed off, cool down and leave them, you proved your point.
Don’t talk smack, let your actions tell the story. Anyone can come on the server and talk big smack, it’s the walk and actions that will make your reputation.
Doing something about it doesn’t mean bind point rushing and corpse camping someone. This will be covered more in EQPvP 102, dealing with Honor and Reputation. Doing something about it is about attitude.
As long as you maintain honor, do what you want to do. If anyone has a problem with it, tell them they can do something about it. Someone doesn’t do something you like, do something about it. The worst thing you can do is to never do anything. Sitting there with your thumb up your ass is the best way to get ganked and earn the reputation of “a lamer”
Lesson 7: Everyone takes a beating now and then
So you were walking around talking big smack and a group of 4 trolls introduced you what pointy horns are really used for. You were picking on some inkie who you thought was a cleric, and it turned out he was a SK who Harmtouched you so hard that when you woke up, you had 3 different patches to update. So you were laughing at a ranger 8 levels below you when he stepped up and put you on the ground. Ok scratch the last one, it is too far fetched, but you get the idea.
Realizing that you are mortal and can be killed is one of the most important aspects of PvP combat. You are not a god, you can be killed. You will not win every fight you engage.
The biggest thing to taking a beating is to LEARN from what happened. Why did you die? What mistakes did you make? How could you of won that fight? Where was your partner when you were getting turned into a Popsicle by the troll with the staff?
Don’t think that everything in this game is luck, there is a lot of skills involved in PvP combat. Learning to make the same mistake ONCE and not again, will keep you on the up and up and killing more.
Speaking of learning, your dog by now should know not to go to his food bowl while you are lying on the ground trying to figure out the name of your next character. If he can learn, so can you.
Lesson 8: Watch your back
Final lesson of EQPvP 101, is to always watch your back. If you are in a dungeon, your back is against the wall, and you are watching your screen in all directions to make sure no one is coming up on you.
If you are in an outdoor zone, you are on a zone wall, if you have to be in the middle of the zone, you are in third person view watching all directions.
Smart pvp’ers are constantly updating the /who list to know WHO is in the zone. Those who have been around for a long time know most of the enemies by name, approx level, definite class, and definite race. Also the reputation of the player as a good pk or a bad pk, honor level, and the guild they represent.
This knowledge takes time, but its something to get used to as soon as you enter the zone.
-compliments of Aggressors, Tallon Zek.
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I don't remember who the author of that was unfortunately. That concludes the guide to PvP with a Monk. I hope more people give PvP a try, as it really brings a whole new element to the game.
**updated 1/26/03
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