How do you beat a int iop?, This is ur chance t shut up all the nerf forums... |
How do you beat a int iop?, This is ur chance t shut up all the nerf forums... |
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Arachnophobe![]() |
5 Aug 2009, 18:31
| #1
How do you beat a int iop?
After reading many int iop OP bla bla bla this and that wtv idc.... I am a osa i know is very hard for us to beat a int iop. In fact I don't think is possible so avoid them but then again avoiding a class is no the "problem solve" action.
So to you int iop players if you aren't so "OP" then tell us how do we defeat you. Mention ever class you fight and go on tell every whining brat how too fight a int iop and shut them all up for once. BTW... I was a vit osa now i am int because pvp got boring to me. (I still pwon some players) |
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Arachnophobe![]() |
5 Aug 2009, 18:36
| #2
Simple, my friend!
There has been one class that I can never seem to beat with my int iop... The sadida. What they usually do is use soothing bramble, have the inflatable use dollish acceleration, and all around don't let me touch them with strengthstorm. |
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5 Aug 2009, 18:41
| #3
The answer is: Use you're brain!
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5 Aug 2009, 18:42
| #4
Sadida should just cast The Ultra Powerful and this is what should be happening:
-Iop should keep wasting ap on casting Jump or attacking -Sadida should keep attacking Iop and run after that -The Iop should be at least 2-3 hits (not turns) away from dieing by the time he/she barely reached the sadida. I hope that helped. The answer is: Use you're brain! This topic is about giving others the idea of what to do when you face an Iop. This post has been edited by thisgameizfun: 5 Aug 2009, 18:44 |
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5 Aug 2009, 18:47
| #5
I think he was speaking about lvl 60 to like 80 or 90..
I don't think some1 would be complaining after lvls and lvls ... |
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Arachnophobe![]() |
5 Aug 2009, 18:56
| #6
Well im lv 129 and im not a sadida i am a osa. I only get one turn to gravity him and then he will jump and SS me and when you go PoC + SS = SS, GC+SS = SS, and CC+SS=SS.... not to mention he will kill all my summons wit no hard work.
Also not all clases are sadidas.... a sram can be fine while he is inv, + his mp and nice traps Enis, with FW can make it happen, pandas will have to throw them around. Sac will eventually fall to them, ecas felinton and leap, xelor can ap rape them, but most of these class have most hard times to fight them not all win... |
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5 Aug 2009, 19:05
| #7
QUOTE The answer is: Use you're brain! How very brainless of you.. Every class but the int iops seem to beat and lose to each other. Int iops hardly ever lose, and when they do its against mp rapers like sadi's (cra's can mp rape, but lets be honest.. most any cra at any lvl would lose badly to an int iop). Lets not forget they, like all iops have unmatched movement due to jump, so all they'd have to do vs a sadi is jump and kill the ultra powerful (or powerless in this case), with the amount of damage int iops can do at higher levels, a one hit kill is possible. Therefore an mp raper is needed to kill int iops, but even then they still might lose.. so what chance does this give other classes. At level 6, a level 160 int iop can hit 300-350, 3 times at a range of 3-5.. ive even seen some hit like this with 6mp (begs the question of just how people seem to say int iops are not overpowered at higher levels), which means they can easily get into range to attack or use their mp in conjuction with jump to retreat after attacking if necessary. Find me one other build that can be as effective as this. Despite all this, im not a fan of nerfs.. maybe we should all just accept this game is unbalanced and would take a rocket scientist to actually balance it without any complaints. Its just not possible to balance. Int iops shred every class in PvP and not only at lower levels, its time we accepted it. |
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5 Aug 2009, 19:08
| #8
I have a few ways of doing it so please be patient.
I am a Sacrier that has scrolled a vast majority of my spells to have more variations so here are a few ways. Agility/Str/Chance build- use a bow, take away the range and make then CC you Agility- I use a 7 MP build and attraction to close the gap then I smack them in the face with Ice Daggers Intel build- ....absorption or a hammer....ooor a wand >.> it's basic and you don't need to change too much around to use this. |
Member
Arachnophobe![]() |
6 Aug 2009, 06:01
| #9
Well lets just say if your class cant mp rape and gravity at the same time every turn then you are dead or if your class cant make him CC yo then yo will also die.... if your class cant do these then pray for hi to get a critical fail on every one of his SS
For me it all gos to one direction OVERPOWERED and if i am not then plz enlighten me Int iops... Maybe the answer is to accept that dofus will always suck when it comes to pvp becos no class can beat all and there will always be one class that will RAPE all and that is the INT IOP... I dont mean to offend int iop players but i jut hate it when they try to make it seem so complicated to win... lol 800-900 dmg a turn |
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6 Aug 2009, 08:07
| #10
Its not str storm that makes an int iop very strong (too strong) its the fact that they have astonishly good map manipulation that works good (too good) with str storm
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Arachnophobe![]() |
6 Aug 2009, 16:46
| #11
MAP MANIPULATION FML lol... SS is the thing hitting 300s not the map... yes it takes part but jump, blow, intimidation makes anything possible for a 300s dmg SS.
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6 Aug 2009, 16:56
| #12
MAP MANIPULATION FML lol... SS is the thing hitting 300s not the map... yes it takes part but jump, blow, intimidation makes anything possible for a 300s dmg SS. It would be really easy to get away from an int iop without jump intimi and blow due to crappy range |
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6 Aug 2009, 17:07
| #13
I have a level 65 intell eca and I usually don't have a problem with intell iops. Just make sure you have something close to block their line of sight and have enough mp to come out, attack and go back. If they like to jump close to you and use intimidation to push, stay near a wall or tree, so they can't push and you can keep em close. This only works of course if you have some agility, enough to dodge lock anyways.
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6 Aug 2009, 17:15
| #14
If you're an osa:
1. Outrange them. Not hard, just stay out of linear and use ghostly claw or crow, eventually they will start running towards you 2. Summon spam. Try to keep them in gravity for as long as you can. A good trick for a few straight gravity turns: - summon gobb - whip+leash gobb - summon gobb 3. 3 turn is plenty for you to do some damage, after that, he will either run away or keep coming towards you. If he runs away, follow from step 1. If he runs towards you, kill him with a hammer or a hard hitting cc weapon. This post has been edited by FlaMinXRaY: 6 Aug 2009, 17:15 |
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8 Aug 2009, 15:58
| #15
I have a level 65 intell eca and I usually don't have a problem with intell iops. Just make sure you have something close to block their line of sight and have enough mp to come out, attack and go back. If they like to jump close to you and use intimidation to push, stay near a wall or tree, so they can't push and you can keep em close. This only works of course if you have some agility, enough to dodge lock anyways. Ever heard of that you can have 9ap? intimi 2x str storm jump 1x str storm and he will prolly be at a good range so ul have to waste ap on tele spells he jumps str storm reapets a few times, buhbye to u Osas can have real fun battling a int iop |
Member
Gobball Breeder![]() |
11 Aug 2009, 06:46
| #16
int iops are so easy today i killed 7 of em today 3 of em were rank 10 and im a rank 5 enu. yes int iops r overpowered but theyll be nerfed soon just wait.
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11 Aug 2009, 07:29
| #17
For me sacrier DMG is easi to own him, just in a fight start run away and make some bufs hit with leek pie, and when im rdy i atract him and hit, he takes from me nice hp in 2turns and then i punish him or just finish. And i always got left around 800hp.
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11 Aug 2009, 07:35
| #18
Ever heard of that you can have 9ap? intimi 2x str storm jump 1x str storm and he will prolly be at a good range so ul have to waste ap on tele spells he jumps str storm reapets a few times, buhbye to u Osas can have real fun battling a int iop The iop doesn't need to use intimidation. The iop still has Blow. |
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11 Aug 2009, 10:07
| #19
Ever heard of that you can have 9ap? intimi 2x str storm jump 1x str storm and he will prolly be at a good range so ul have to waste ap on tele spells he jumps str storm reapets a few times, buhbye to u Osas can have real fun battling a int iop standing behind the gobbal to stop intimidation will only allow him to Cut you |
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11 Aug 2009, 20:50
| #20
Mine isn't a pure int iop, int/str hybrid in fact, but I have the most trouble with sacs at least close to my level. My guild leader is lv149 sac (I'm 156), and I don't beat her very often and must land a Wrath or pick a good map to get it done.
She has nearly a 1000hp more than I do, which is most of the difference. With a good weapon and smart player, sacs ARE REALLY TOUGH even after 1.28. Srams are almost as bad for me. Hate hunting for something I can't see. |
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11 Aug 2009, 21:07
| #21
you level beyond lvl 100 and use strategy
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12 Aug 2009, 06:53
| #22
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12 Aug 2009, 08:18
| #23
This is the problem. The only advice people like you can give is "Use strategy" on a topic asking for a strategy. I agree with this. It's like telling them to use their brain when you're not using one yourself. One of the main ways I see of beating an intel iop is to either have really good map manipulation skills like teleportation, cooperation, tranposition, flight, feline's leap, etc. or out-damage them which is abit rare. Another way is to attack them from range while at the same time taking away their ap or mp such as Cras, etc. In the end, it all comes down to how each person plays their characters. One can have really good equips and still lose if the person does not put any effort into the battle. |
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12 Aug 2009, 08:33
| #24
I saw a level 200 agi sac v a int iop ;]
Agi sac won because what he did was, Attraction then Ka-POW, 1000 hit with Punishment then he did his little 300 hit daggers and 2 goes later, The INT IOP Was dumb enough to get in his tracks SO attaction, Then KA-POW ,1000 Hit with punishment, Then his Wee daggers and the sac had one, I think this works at most levels for sacs. So osa, ay; I would say This is hard till level 100 Red wyrling has nice dmg and range, so thats your answer and then wen he gets nearer Just summon crackler and TOAD it ;] then he'll do 50 hits onit twice thats how i did it, and then buff crackler, AP is most importatant, these 50 hits will be handy, Just heal him and NAT DEF him:] and sooner or later your crackler will die, so Summon other crackler. I WOULD recomend tofu xD |
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12 Aug 2009, 09:20
| #25
Resists, resists, resists. Fecas would be able to beat Int Iops, but it would be a close one, assuming the Iop does 500ish a hit.
With 9ap, that would be 750-300ish (approx 110 reduction on Glowing) = 400 damage per turn. Fecas should definitely be able to outdamage them. Just depends on how much Vit they have then. 50% resistance to fire essentially drops their 750 damage/turn (assuming in the Lv 60-100 bracket) to a 375 damage/turn, and only the lower levels (60-80ish) would be unable to outdamage that. And if they have 50% resist to your element as well... Tactics would definitely be necessary then. (assuming in the lower-level bracket, seeing as a high-level Feca would do ~500ish/turn in said scenario against 50% resists) |
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13 Aug 2009, 00:57
| #26
And just where or how do you get 50% resis to an element and still do damage?
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Arachnophobe![]() |
13 Aug 2009, 01:13
| #27
What bothered me was when I got aggroed by a lvl 7x int iop on my lvl 10x wis/agi xelor. It was at cracks in astrub so it was very close map. HE ofc have more iniative than me and does the 3x strengthstorm doing me for 600 dmg. My only hope is ofc to ap rape him to below 6 ap so he cant inti/SS me. But even though the iop has 8% ap resistanse and I have something along with 110%. He manages to dodge like 5 ap a turn.
It really bothers me that you don't even need wis or agi to be an int iop. Just pump int and you're fine |
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13 Aug 2009, 11:29
| #28
Shields and tonics? If you're int and lower-levelled, you could look into Red Scara.
Edit: Fecas do have the upper hand in this department though. This post has been edited by Capwi: 13 Aug 2009, 11:35 |
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13 Aug 2009, 13:44
| #29
Edited... lol
This post has been edited by Lynerus: 13 Aug 2009, 13:46 |
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13 Aug 2009, 14:07
| #30
Fark - Why would an Int Iop add wis or agi? Iops have low Int softcaps, thus adding into Wisdom when they have only Cut for MP-rape is pretty ... bold..., agi has the same softcaps as Int does, thus Int would be a rather attractive choice.
Would one add points into Int if one were building an Agi Cra? Or points into Cha if one were building an Agi Enu? |
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13 Aug 2009, 14:06
| #31
No, fecas aren't going to beat int iops often. You get maybe one glyph hit, the iop Jumps and SStorms. You won't do much to him from there. Feca's don't have enough damage ability to compete without multiple glyphing, and StrStorm burns right through most shields enough to outdamage the feca.
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13 Aug 2009, 16:32
| #32
This is the problem. The only advice people like you can give is "Use strategy" on a topic asking for a strategy. People just don't want to reveal thier weakness. you level beyond lvl 100 and use strategy This is a topic where we explain how to beat Iops. This is no way to help others out. The iop doesn't need to use intimidation. The iop still has Blow. Not unless you charge to him/her but think of it as he/she wasted ap using intimidation. int iops are so easy today i killed 7 of em today 3 of em were rank 10 and im a rank 5 enu. yes int iops r overpowered but theyll be nerfed soon just wait. It didn't hit me till now but some people should post screenshots or videos showing that Iops are balanced by beating them using thier heads. This post has been edited by thisgameizfun: 13 Aug 2009, 19:45 |
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13 Aug 2009, 17:48
| #33
If you're an osa: 1. Outrange them. Not hard, just stay out of linear and use ghostly claw or crow, eventually they will start running towards you 2. Summon spam. Try to keep them in gravity for as long as you can. A good trick for a few straight gravity turns: - summon gobb - whip+leash gobb - summon gobb 3. 3 turn is plenty for you to do some damage, after that, he will either run away or keep coming towards you. If he runs away, follow from step 1. If he runs towards you, kill him with a hammer or a hard hitting cc weapon. If u ever seen a realy int iop, they have 9 ap and atleast 3-4mp and like 800vit at lvl 60. Summoning a gobball is point less, it has barely any vit and will die in 1 hit and leashing it is even worse cuz itll have even less vit. and since they have a lvl 5 jump its kinda impossible to run away from them. |
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13 Aug 2009, 18:19
| #34
Simple, my friend! There has been one class that I can never seem to beat with my int iop... The sadida. What they usually do is use soothing bramble, have the inflatable use dollish acceleration, and all around don't let me touch them with strengthstorm. No, The lvl 90 int cra in hax set, or the Ap Enu. Also its called crackler + toad my friend ~Random |
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13 Aug 2009, 18:23
| #35
Fark - Why would an Int Iop add wis or agi? Iops have low Int softcaps, thus adding into Wisdom when they have only Cut for MP-rape is pretty ... bold..., agi has the same softcaps as Int does, thus Int would be a rather attractive choice. Would one add points into Int if one were building an Agi Cra? Or points into Cha if one were building an Agi Enu? Btw the reason i choose agil is because: Aoe gives us 1 more range if you think about it and being able to hit through stuff. Second Agility items are over powered, even i can admit that ~Random |
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13 Aug 2009, 19:38
| #36
So you add Agi when using StrengthStorm as your main attack? If not, then that quote should not be in your post, as it has no relevance whatsoever.
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27 Aug 2009, 00:53
| #37
Fark - Why would an Int Iop add wis or agi? Iops have low Int softcaps, thus adding into Wisdom when they have only Cut for MP-rape is pretty ... bold..., agi has the same softcaps as Int does, thus Int would be a rather attractive choice. Would one add points into Int if one were building an Agi Cra? Or points into Cha if one were building an Agi Enu? WELL if you have the money then you can scroll agi to 101 then most people won't be able to dodge lock you so blow and intimidation go down in use. And if srams go invis. either run(if they don't trap) or stay in one place(if they trap) then just before they uninvis do Power and the 40% extra and you'll do about 100-200 more( My average is about 700 but when I use the trick it jumps to 900-1000) KAPAW! |
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27 Aug 2009, 01:00
| #38
If u ever seen a realy int iop, they have 9 ap and atleast 3-4mp and like 800vit at lvl 60. Summoning a gobball is point less, it has barely any vit and will die in 1 hit and leashing it is even worse cuz itll have even less vit. and since they have a lvl 5 jump its kinda impossible to run away from them. Either way, the iop will have to waste 5 ap to kill the gobb, which means they can only hit you once. Gobbs have 400 vit. With one toad or one natural defense they should have a decent chance of surviving one strengthstorm. |
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27 Aug 2009, 13:53
| #39
i have a lvl 90 enu and i find beating int/agi iops extremely easy
all i do is take there range away they cant deal high dmg then i beat them into the ground pretty easy =p |
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27 Aug 2009, 16:22
| #40
i have a lvl 90 enu and i find beating int/agi iops extremely easy all i do is take there range away they cant deal high dmg then i beat them into the ground pretty easy =p You just take their range away? Quite impressive, seeing how both Strengthstorm and Jump -the primary ranged spells the Iop will use- are non-adjustable in range. |
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27 Aug 2009, 19:32
| #41
You just take their range away? Quite impressive, seeing how both Strengthstorm and Jump -the primary ranged spells the Iop will use- are non-adjustable in range. Nice catch. His strategy is pointless on int iops, but somewhat useful on str iops to reduce the threat from Sword of Iop. Still I'd take either at lv90 over a lv90 enu. And I have both iop and enu characters >lv100. I can recall a couple of epic fights I had with a lv80+ eca with my then lv80+ int iop though (many versions ago). He was a worthy opponent, tho I won both fights. This post has been edited by lazaustin: 27 Aug 2009, 19:45 |
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5 Oct 2009, 09:51
| #42
Easy, agi character and you're safe
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5 Oct 2009, 10:01
| #43
As a strength xelor, I just out damage them. No biggy~
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5 Oct 2009, 10:12
| #44
Well im lv 129 and im not a sadida i am a osa. I only get one turn to gravity him and then he will jump and SS me and when you go PoC + SS = SS, GC+SS = SS, and CC+SS=SS.... not to mention he will kill all my summons wit no hard work. Also not all clases are sadidas.... a sram can be fine while he is inv, + his mp and nice traps Enis, with FW can make it happen, pandas will have to throw them around. Sac will eventually fall to them, ecas felinton and leap, xelor can ap rape them, but most of these class have most hard times to fight them not all win... A pure intel feca will clean this up for int feca's /w maxed shields from 70+ are the shit against int PvP! |
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5 Oct 2009, 12:47
| #45
For the quote above, any Osa can have 3 turns of gravity easily with Gob - Whip/Leash - Gob.
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Gobball Breeder![]() |
5 Oct 2009, 13:04
| #46
some iop - 50 % water
this why i alway carry royal goobal sword for hit good water and air , oui |
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Larva![]() |
6 Oct 2009, 07:54
| #47
my intel iop has 7 base mp at lvl 8x and got 8 base at 105
8x i never lots except to str srams with lethal attack 105 loses to pretty much any solomonker and vit osas pretty much self explanatory to why i lost even tho my ss still hit 210ish with 0 res with 8 mp i would still lose |
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6 Oct 2009, 11:58
| #48
I don't have much of a problem with int. iops nowadays.
Sure when I'm setting up a PvP character I sometimes need to reach a certain lvl in order to stand a chance, but then I'm fine. Take for instance my lvl 73 pure vit. osa, earlier today I did a fight where 2 times in a row my prespic ran right up to the int. iop to give him a hug or something, I still pulled out with more than half my hp. Or my lvl 63~ agi. xelor, I just work a 50% fire res. and 10ap set that basically means that I'll be hitting 3 x 100 on av. and they can only hit me once for 90~. Sacs just need 7mp or so for a done-deal, an agi. sram just needs lvl 70 for con by which stage he's blow-for-blow when visible but can profit from a few turns of dealing 100-200dmg a turn through poison, sadidas have been previously discussed, agi. cra's now hit as much as the iops but heal back 50%, enough MP will either mean the iop can't get to you or has to only hit twice. Some builds have a very, very difficult time beating int. iops, but all classes worked with the correct build and set should stand more than a fighting chance vs. an int. iop. ~ Kryn PS: Int. Eca's are usually good, either the iop hits twice like you and runs up to you, or he hits then runs, by which stage you range him with Topkaj, get some distance, and if he doesn't come back (only hitting once after the jump) then just heal up. Popping in Eca's luck here or there to av. the turn dmg down to 50% of normal dmg assuming 50-50 luck does the trick. The secret is: - The right build. - The right set. - The right technique. - The first hit (if up-close). You don't need all of the above, 2 should do. This post has been edited by RedBaronJnr: 6 Oct 2009, 12:00 |
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6 Oct 2009, 15:37
| #49
You forgot to mention Xelors, where we just AP-rape the crap out of him. As a Wis/Cha Xelor, 2x Clock, Sandglass and Slowdown usually means 3ap. Sometimes 4ap. I get unlucky if he gets 5ap, because then he just jumps away and buffs up his Vit by ~1k. But most of the time, he has to spend it on Intimidation, or is only able to SS me once.
Edit: Well, fine, you did mention Xelors. But meh. You also need enough Agi to lock him. This post has been edited by Capwi: 6 Oct 2009, 15:39 |
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6 Oct 2009, 15:46
| #50
No, fecas aren't going to beat int iops often. You get maybe one glyph hit, the iop Jumps and SStorms. You won't do much to him from there. Feca's don't have enough damage ability to compete without multiple glyphing, and StrStorm burns right through most shields enough to outdamage the feca. I was thinking more of CC. StrStorm indeed does decent damage through Glowing, but when factoring in the resists from Feca's Shield, it decreases their damage dramatically. If he does indeed run off with his 8MP, then excellent, playing a range game is generally better for the Feca than the Iop. |
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6 Oct 2009, 20:00
| #51
A lot of the times newbies depend on staying 1 square out of the int iops range. what was it on SS 3-4? Well this is incorrect. It is actually 3-5 due to blow. I think the shock from being outsmarted could all be avoided if we all remember that the iop can move you too.
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7 Oct 2009, 07:12
| #52
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7 Oct 2009, 07:23
| #53
You beat the enemy by joining it
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7 Oct 2009, 22:06
| #54
ok im not going to lie, recently ive been doing pvp with (the new and improved) str cra and a cha eni, both of witch im having problems with most int iops,
BUT i have beat my fair share, theres no real fo sho way on how to beat an int iop, just simple tips a tricks, mp, and ap rape are a must, your own rang must be at least 8 :S some times hard to achieve and still hit hard but doable, useing a pushing spell, once in a while 2, |
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8 Oct 2009, 08:01
| #55
for osa to deafeat a int iop jst use ur boar and prepsic at low lvls. use ghostly claw. at use cawwot behind u tactics. even if it doesnt stops him completely itll give to a turn of less damage. and use that cawwot as ur los blocker.
and about int iops agi iop , str xelor ,int fecas , enus , str pandas and pretty much nearly all class whoops their ass. and yes i am talking about those 9 ap int iops. as for me i dont get whats the fuss about them. jst make sure they have to jump and hit u. that reduces their damage to 1/3rd and hes done. and if u think that 1SS is very high damage pls dont pvp coz u have rubbish for gears.and for int iopsto reach 300 dmg with 9 ap they need quite expensive gears. try get better gears and jst make sure u dont get the full hit of 3SS. use cawwot , summons whatever. make sure his los is blocked in a straight line and u r standing next to the los blocker. this way he cant use his mp to give u full 3 bursts. also use a good feudala sheild. that ll reduce a lot of damage. and if u can affor buy a ice dofus |
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8 Oct 2009, 08:07
| #56
I was thinking more of CC. StrStorm indeed does decent damage through Glowing, but when factoring in the resists from Feca's Shield, it decreases their damage dramatically. If he does indeed run off with his 8MP, then excellent, playing a range game is generally better for the Feca than the Iop. yes indeed. rage warfare in on the benifit of feca. for they can simple put a cawwot as a blocker and start glyphing |
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8 Oct 2009, 09:06
| #57
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8 Oct 2009, 09:19
| #58
for osa to deafeat a int iop jst use ur boar and prepsic at low lvls. use ghostly claw. at use cawwot behind u tactics. even if it doesnt stops him completely itll give to a turn of less damage. and use that cawwot as ur los blocker. and about int iops agi iop , str xelor ,int fecas , enus , str pandas and pretty much nearly all class whoops their ass. and yes i am talking about those 9 ap int iops. as for me i dont get whats the fuss about them. jst make sure they have to jump and hit u. that reduces their damage to 1/3rd and hes done. and if u think that 1SS is very high damage pls dont pvp coz u have rubbish for gears.and for int iopsto reach 300 dmg with 9 ap they need quite expensive gears. try get better gears and jst make sure u dont get the full hit of 3SS. use cawwot , summons whatever. make sure his los is blocked in a straight line and u r standing next to the los blocker. this way he cant use his mp to give u full 3 bursts. also use a good feudala sheild. that ll reduce a lot of damage. and if u can affor buy a ice dofus Have Ice Dofi been introduced into the game yet? I didn't notice. Anyway. Anyway, Boar and Prespic only is a rather retarded way to play. SS can OHKO both of them. Spamming Tofus on a large map would have a much better chance, as Int Iops aren't known for their AoE. For an Int Iop to get 300 damage with 10ap, the gear which they require isn't at all expensive. By comparison, scrolling the said Int Iop's relevant stats (Vit or Wis, and Int) to 101 is far more expensive. |
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8 Oct 2009, 11:10
| #59
The hell??
Most strategies seem to be focussed on getting out of range. Okay, let's say this is a really nooby Iop and manages to get by with 3mp. One could also say he has 8ap. Normally he would have 9, since Ankama's "fix" of SS still allows the ridiculous 3x 200 damage at lvl 60, but let's say 8 so nobody goes on about how expensive the equipment is. SS has a range of 3-4. Add the mp to the maximum (as the minimum doesn't change just by having mp) and you get 3-7 range. Add jump into that and you have 3-12 range. So you have to stay 13 squares away from him and ensure you move back 8 squares per turn. I saw a guy with 8mp once, he was lvl 160. Oh wait, that doesn't help us, damn. Now, I know there is a "every class is weak to another" thing, but seriously, what is this class weak to? I just got aggroed, was down to 17hp before my turn even began. I am a lvl 61 Sram with 570hp, he was a few levels above me. What the hell can you do against that? I didn't even get to do anything. Invisibility DOES help. Unfortunately, I have no spell of my own to do 500 damage in three turns, or at least, not reliably. He has to walk into them - ohwait, he just jumped away from them. Not that I mind he has the ability to jump, that would be a fabulous challenge. I love fighting Sacriers for this reason, their manipulations spells are so entertaining to thwart, or at least die trying. It's that combined with pure damage. And anyone who's about to say "That's because they're the damage class, duuhh" well shut your mouth because a "damage class" doesn't have mp rape spells, several map manipulation spells, a spell to afford them an extra 600hp, on top of a 3ap spam spell that's also the fourth highest damage spell out of all twelve classes. Not to mention they have ALL these spells by lvl 60. I want to see someone give tactics for at least THREE classes to beat an intel Iop. Some tips; Range rape will NOT work, their main spells are non-adjustable range Summon spamming will NOT work, 3ap? Come on, you'd have to pump out three summons every single turn. Map manipulation will NOT work, as mentioned earlier, stay 13 squares away and move back 8 squares every turn. You'll run out of map pretty quickly, and that's assuming you even have a 13+ range spell. MP rape will NOT work, they have Jump, and Cra is the only class I know that can rape mp every turn. And only two of it. AP rape will NOT work, SS is a 3ap spell and you need to get through all their health WHILE taking at least 5ap per turn. Don't even get me started on "do more damage than them" because that's just preaching Christianity when you're a Buddhist. They are the DAMAGE class, along with many other things that just make them dumb. The equipment is expensive? Big whoop, so was mine, AND I have 200 base strength, I bet that no Int Iop has 200 base intel by lvl 60. TO ANKAMA Why make it three casts per turn? >_> 12ap at lvl 60 is certainly possible, but at the cost of ALL your stats. 9ap and lots of intel is much more efficient. The problem wasn't at higher levels. I'm sure they're stupidly overpowered then too, but not in the "I KEEL JOO IN ONE TURN" type stupidly overpowered. Which I don't mind, but not on a class with Jump, Blow, Intimidation, Vitality and Sword of Fate. It should be 2 casts per player. Even that's a bit stupidly powerful, but not nearly as bad as it is now. You can keep it three casts per player at lvl 160, as I said, the main issue is at lvl 60 to 100, where other classes require lots of expensive gear to hit 200 ONCE a turn, instead of three times and making themselves more powerful and giving themselves craploads of Vitality when they can't hit you. I'm all for a revolt actually. Let's all log in twenty f2p accounts and set up autoclicks to keep them "active". Hopefully they'll solve one of the two main issues in the game - bots and intel iops. Dammit Ankama, start listening! Or at least give us some feedback. EDIT: I like it how the dopple's now 4ap SS. It's like they're saying "Yeah, we know there's a major problem, but we're just going to fix the dopple. You'll have to put up with them aggressing you. This post has been edited by Deadly-Bagel: 8 Oct 2009, 11:16 |
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8 Oct 2009, 12:01
| #60
I don't know how other classes win but for an agility cra I:
Retreat Arrow+Dispersing Arrow+Lashing Arrow=I win. Or Retreat Arrow+Atonment Arrow(when Dispersing needs to cooldown) +Lashing Arrow=I win. |
Member
Arachnophobe![]() |
8 Oct 2009, 13:26
| #61
The hell?? Most strategies seem to be focussed on getting out of range. Okay, let's say this is a really nooby Iop and manages to get by with 3mp. One could also say he has 8ap. Normally he would have 9, since Ankama's "fix" of SS still allows the ridiculous 3x 200 damage at lvl 60, but let's say 8 so nobody goes on about how expensive the equipment is. SS has a range of 3-4. Add the mp to the maximum (as the minimum doesn't change just by having mp) and you get 3-7 range. Add jump into that and you have 3-12 range. So you have to stay 13 squares away from him and ensure you move back 8 squares per turn. I saw a guy with 8mp once, he was lvl 160. Oh wait, that doesn't help us, damn. Now, I know there is a "every class is weak to another" thing, but seriously, what is this class weak to? I just got aggroed, was down to 17hp before my turn even began. I am a lvl 61 Sram with 570hp, he was a few levels above me. What the hell can you do against that? I didn't even get to do anything. Invisibility DOES help. Unfortunately, I have no spell of my own to do 500 damage in three turns, or at least, not reliably. He has to walk into them - ohwait, he just jumped away from them. Not that I mind he has the ability to jump, that would be a fabulous challenge. I love fighting Sacriers for this reason, their manipulations spells are so entertaining to thwart, or at least die trying. It's that combined with pure damage. And anyone who's about to say "That's because they're the damage class, duuhh" well shut your mouth because a "damage class" doesn't have mp rape spells, several map manipulation spells, a spell to afford them an extra 600hp, on top of a 3ap spam spell that's also the fourth highest damage spell out of all twelve classes. Not to mention they have ALL these spells by lvl 60. I want to see someone give tactics for at least THREE classes to beat an intel Iop. Some tips; Range rape will NOT work, their main spells are non-adjustable range Summon spamming will NOT work, 3ap? Come on, you'd have to pump out three summons every single turn. Map manipulation will NOT work, as mentioned earlier, stay 13 squares away and move back 8 squares every turn. You'll run out of map pretty quickly, and that's assuming you even have a 13+ range spell. MP rape will NOT work, they have Jump, and Cra is the only class I know that can rape mp every turn. And only two of it. AP rape will NOT work, SS is a 3ap spell and you need to get through all their health WHILE taking at least 5ap per turn. Don't even get me started on "do more damage than them" because that's just preaching Christianity when you're a Buddhist. They are the DAMAGE class, along with many other things that just make them dumb. The equipment is expensive? Big whoop, so was mine, AND I have 200 base strength, I bet that no Int Iop has 200 base intel by lvl 60. TO ANKAMA Why make it three casts per turn? >_> 12ap at lvl 60 is certainly possible, but at the cost of ALL your stats. 9ap and lots of intel is much more efficient. The problem wasn't at higher levels. I'm sure they're stupidly overpowered then too, but not in the "I KEEL JOO IN ONE TURN" type stupidly overpowered. Which I don't mind, but not on a class with Jump, Blow, Intimidation, Vitality and Sword of Fate. It should be 2 casts per player. Even that's a bit stupidly powerful, but not nearly as bad as it is now. You can keep it three casts per player at lvl 160, as I said, the main issue is at lvl 60 to 100, where other classes require lots of expensive gear to hit 200 ONCE a turn, instead of three times and making themselves more powerful and giving themselves craploads of Vitality when they can't hit you. I'm all for a revolt actually. Let's all log in twenty f2p accounts and set up autoclicks to keep them "active". Hopefully they'll solve one of the two main issues in the game - bots and intel iops. Dammit Ankama, start listening! Or at least give us some feedback. EDIT: I like it how the dopple's now 4ap SS. It's like they're saying "Yeah, we know there's a major problem, but we're just going to fix the dopple. You'll have to put up with them aggressing you. totally agree with you man. as i think would all the other players other than the Iop-stroken-farmers. Its a totally imba overpowered skill. The concept of the "Damage Dealer" works allong with a Fragile Class lines, the so-called "Glass Cannons". SO we have a balance, yes they do an insane amount of DMG, but if you get to them they go down like nothing, cannot run or hide, dont have hp. On the contrary for the Iop in dofus, we have an insane Damage dealer AND a very high survivability class in the same time! Iop has lots of HP, can boost its HP, can Jump, can push back etc... So its normal we all go WTF where is the catch, he does't have a downside! on a side note, I think IOPs are beeing the Ankama favorite puppies and beeing tollerated so much cuz Iops are the vast majority of the players, so its ilke nerfing the biggest share of your sales... This post has been edited by iucsdhiuhih: 8 Oct 2009, 13:26 |
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8 Oct 2009, 13:51
| #62
Not that I mind he has the ability to jump, that would be a fabulous challenge. I love fighting Sacriers for this reason, their manipulations spells are so entertaining to thwart, or at least die trying. It's that combined with pure damage. And anyone who's about to say "That's because they're the damage class, duuhh" well shut your mouth because a "damage class" doesn't have mp rape spells, several map manipulation spells, a spell to afford them an extra 600hp, on top of a 3ap spam spell that's also the fourth highest damage spell out of all twelve classes. Actually... the Dofus damage class does have MP reduction, map manipulation, and a vitality boosting spell along with a stable high damage spell. If this wasn't so you wouldn't be whining so much. That is because Iop is not only a damage class, just like Xelor isn't only an AP reduction class, and Feca isn't only a shield class, and Sacrier isn't only a battlefield manipulation class, and Eni isn't only a healing class, and so forth. This post has been edited by KA-Dofus: 8 Oct 2009, 13:55 |
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8 Oct 2009, 14:14
| #63
The hell?? Most strategies seem to be focussed on getting out of range. Okay, let's say this is a really nooby Iop and manages to get by with 3mp. One could also say he has 8ap. Normally he would have 9, since Ankama's "fix" of SS still allows the ridiculous 3x 200 damage at lvl 60, but let's say 8 so nobody goes on about how expensive the equipment is. SS has a range of 3-4. Add the mp to the maximum (as the minimum doesn't change just by having mp) and you get 3-7 range. Add jump into that and you have 3-12 range. So you have to stay 13 squares away from him and ensure you move back 8 squares per turn. I saw a guy with 8mp once, he was lvl 160. Oh wait, that doesn't help us, damn. Now, I know there is a "every class is weak to another" thing, but seriously, what is this class weak to? I just got aggroed, was down to 17hp before my turn even began. I am a lvl 61 Sram with 570hp, he was a few levels above me. What the hell can you do against that? I didn't even get to do anything. Invisibility DOES help. Unfortunately, I have no spell of my own to do 500 damage in three turns, or at least, not reliably. He has to walk into them - ohwait, he just jumped away from them. Not that I mind he has the ability to jump, that would be a fabulous challenge. I love fighting Sacriers for this reason, their manipulations spells are so entertaining to thwart, or at least die trying. It's that combined with pure damage. And anyone who's about to say "That's because they're the damage class, duuhh" well shut your mouth because a "damage class" doesn't have mp rape spells, several map manipulation spells, a spell to afford them an extra 600hp, on top of a 3ap spam spell that's also the fourth highest damage spell out of all twelve classes. Not to mention they have ALL these spells by lvl 60. I want to see someone give tactics for at least THREE classes to beat an intel Iop. Some tips; Range rape will NOT work, their main spells are non-adjustable range Summon spamming will NOT work, 3ap? Come on, you'd have to pump out three summons every single turn. Map manipulation will NOT work, as mentioned earlier, stay 13 squares away and move back 8 squares every turn. You'll run out of map pretty quickly, and that's assuming you even have a 13+ range spell. MP rape will NOT work, they have Jump, and Cra is the only class I know that can rape mp every turn. And only two of it. AP rape will NOT work, SS is a 3ap spell and you need to get through all their health WHILE taking at least 5ap per turn. Don't even get me started on "do more damage than them" because that's just preaching Christianity when you're a Buddhist. They are the DAMAGE class, along with many other things that just make them dumb. The equipment is expensive? Big whoop, so was mine, AND I have 200 base strength, I bet that no Int Iop has 200 base intel by lvl 60. TO ANKAMA Why make it three casts per turn? >_> 12ap at lvl 60 is certainly possible, but at the cost of ALL your stats. 9ap and lots of intel is much more efficient. The problem wasn't at higher levels. I'm sure they're stupidly overpowered then too, but not in the "I KEEL JOO IN ONE TURN" type stupidly overpowered. Which I don't mind, but not on a class with Jump, Blow, Intimidation, Vitality and Sword of Fate. It should be 2 casts per player. Even that's a bit stupidly powerful, but not nearly as bad as it is now. You can keep it three casts per player at lvl 160, as I said, the main issue is at lvl 60 to 100, where other classes require lots of expensive gear to hit 200 ONCE a turn, instead of three times and making themselves more powerful and giving themselves craploads of Vitality when they can't hit you. I'm all for a revolt actually. Let's all log in twenty f2p accounts and set up autoclicks to keep them "active". Hopefully they'll solve one of the two main issues in the game - bots and intel iops. Dammit Ankama, start listening! Or at least give us some feedback. EDIT: I like it how the dopple's now 4ap SS. It's like they're saying "Yeah, we know there's a major problem, but we're just going to fix the dopple. You'll have to put up with them aggressing you. Alright, this is going to be rather convoluted, but I'm typing this in the middle of a fight, so you'll have to bear with me. For one thing, you don't actually need to be level 160 to get 8mp. Level 13x (level needed for SO) is good enough. AP/MP Gelano, WoL, SO set bonus = +4mp. Add in an Emerald Orchid, and tada, 5mp. I usually see Int Iops using Wand of Limbo, which is a terrible weapon to use in CC, but they use it for the +ap and +mp. Anyway, they're generally weak in CC range. However, Int Iops aren't terribly overpowered at epic levels, as their damage honestly isn't as overwhelming compared to hits with CC. 1.8k a turn? Right. Kukri Kura equals that very easily, and doesn't need 9ap, just 8ap. Chuck on a Brokle, and you'll be able to do >2k a turn. Strength Iops honestly outdamage Int Iops easily. That's the 'do more damage than them easily done. Even if the Int Iop tried to play a range game, SoI has more range than SS, and as such, makes playing at range rather foolish for an Int Iop. Cras can MP-rape from 3 to 5mp for 7ap. Enutrofs can attempt to rape 9mp with 9ap, assuming SoJ crits both times. 1/2 crits, so 6MP if it crits only once. Extra 600 HP? Right, after, like, 15 turns? As for your Sram, get more initiative. Landing the first hit is often hugely important in 1vs1 PvP. If he has 8ap, rape one AP off him, and you've avoided a Jump+SS. Otherwise, he's restricted to 2x SS. Your statement about Int Iops not having 200 was kind of pointless. Yes, we can all do the math. Even if he places points into Int, he can only have 161 base Int at level 61. Normally Stroken Int Iops place their points into Vit anyway. 2 casts per player? Right, let's see how much damage 1.2k a turn at 3-5 range will do at epic levels. The problem here is the disproportional power of Int Iops at lower levels compared to other classes, not Int Iops themselves. Um, I'm not exactly sure which class needs expensive equipment to hit 200 once a turn. My Agi Sram, even with the Hidsad Setup, easily does 350ish damage, from 2-8 range. Although this means that I eat a -100 Vit, it's still possible. Total set cost me ~1mk. Not very expensive. With Con, about 450ish per turn. Cost increases by 600kk though, seeing as I dump a Ring Dikuloos for a Gelano. I've just noticed that I've stopped making sense to myself here, in terms of structure, so I'm moving on to my next point. Summon Spam does work. It's 3-5 range. An Osa doing Tofu-Spam will be able to clear out the Int Iop fairly easily. Wyrmling helps to buff the Tofu damage, and when the Tofus spread out, the Int Iop will not be able to clear them that easily. Cut is linear, so even it being range boostable, the fact remains that it is still limited. Tofu Spam, Wyrmling, Tofu-Spam 'til Iop gets near, Release+Boar, Prespic, Leash if Prespic dies, Run like a crazy whore if he Jumps after you. This tactic works on mid-range maps, and with Osas. Vit Osas have the best chance of survival. However, you'd definitely need some main stat at epic levels, as your summon damage will be rather pathetic still. AP denial works as well. My Wis/Cha Xelor dominates Int Iops. I bring them down to x-4ap, and lock them. They can't dodge me, and Intim = no AP to SS. Usually, I do Clock, Sandglass, Slowdown = 6ap raped for 7ap. When Devotion is on, I'd have enough AP to do another Clock, raping 7ap. When Devotion isn't on, I usually have Counter or Blinding Protection on, reducing about 40 damage. Anyway, the main issue is that Int Iops are severely overpowered within a lower level bracket, and become less overwhelming at higher levels, as CC begins to catch up with StrengthStorm's damage (in total). I apologise to anyone whose vision or mind has been affected by the convoluted structure of this post. And I believe the reason why they tweaked the Dopple's Strength Storm was because it had an obscene amount of Wisdom and Agility, and as such, was unable to be efficiently MP-raped or locked, making such strategies useless against it. This post has been edited by Capwi: 8 Oct 2009, 14:16 |
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8 Oct 2009, 19:05
| #64
For agi. cra's, 2 x Absorbing Arrow + either locking them or running out of their range (2nd option is best
I'm currently working an 8mp lvl 60 set, and I've so far fought 3 int iops in 30 minutes, the first to 2 just left, 1 after 3 seconds, the 2nd after his first turn. The 3rd fought admirably but really stood no chance. So with the alt that I'm playing on right now, int iops are just a walk in the park. [I'm currently going to save 10mk to boost that to a 9mp set without losing any stats, should be fun! |
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8 Oct 2009, 19:15
| #65
i no how to beat 1 jst get a nother int iop wiv better stats and kill the bim hole
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Member
Moon Hammerer![]() ![]() ![]() ![]() |
8 Oct 2009, 19:32
| #66
QUOTE Int Iops aren't terribly overpowered at epic levels, as their damage honestly isn't as overwhelming compared to hits with CC. 1.8k a turn? Right. Kukri Kura equals that very easily, and doesn't need 9ap, just 8ap. Chuck on a Brokle, and you'll be able to do >2k a turn. Brokle will just maximize ur roll not increase your max damage output, kukri has the potential to hit okay (sucky without a shield). Its damage isnt that stable, so you wont be throwing 1.8k every round + remember resists. Only iops ive seen doing 2k or close to damage with kukri were 199-200 lvl iops with 10 base ap for mutilation + 2 kukri hits, other than i have never seen a 18x-19x reach those rolls. My fav int iop vid by far (he used to be str). http://www.dailymotion.com/relevance/searc...ngha_videogames |
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9 Oct 2009, 08:08
| #67
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Member
Moon Hammerer![]() ![]() ![]() ![]() |
9 Oct 2009, 14:47
| #68
Yep yep *has an iop*
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Member
Arachnophobe![]() |
10 Oct 2009, 16:14
| #69
The hell?? Most strategies seem to be focussed on getting out of range. Okay, let's say this is a really nooby Iop and manages to get by with 3mp. One could also say he has 8ap. Normally he would have 9, since Ankama's "fix" of SS still allows the ridiculous 3x 200 damage at lvl 60, but let's say 8 so nobody goes on about how expensive the equipment is. SS has a range of 3-4. Add the mp to the maximum (as the minimum doesn't change just by having mp) and you get 3-7 range. Add jump into that and you have 3-12 range. So you have to stay 13 squares away from him and ensure you move back 8 squares per turn. I saw a guy with 8mp once, he was lvl 160. Oh wait, that doesn't help us, damn. Now, I know there is a "every class is weak to another" thing, but seriously, what is this class weak to? I just got aggroed, was down to 17hp before my turn even began. I am a lvl 61 Sram with 570hp, he was a few levels above me. What the hell can you do against that? I didn't even get to do anything. Invisibility DOES help. Unfortunately, I have no spell of my own to do 500 damage in three turns, or at least, not reliably. He has to walk into them - ohwait, he just jumped away from them. Not that I mind he has the ability to jump, that would be a fabulous challenge. I love fighting Sacriers for this reason, their manipulations spells are so entertaining to thwart, or at least die trying. It's that combined with pure damage. And anyone who's about to say "That's because they're the damage class, duuhh" well shut your mouth because a "damage class" doesn't have mp rape spells, several map manipulation spells, a spell to afford them an extra 600hp, on top of a 3ap spam spell that's also the fourth highest damage spell out of all twelve classes. Not to mention they have ALL these spells by lvl 60. I want to see someone give tactics for at least THREE classes to beat an intel Iop. Some tips; Range rape will NOT work, their main spells are non-adjustable range Summon spamming will NOT work, 3ap? Come on, you'd have to pump out three summons every single turn. Map manipulation will NOT work, as mentioned earlier, stay 13 squares away and move back 8 squares every turn. You'll run out of map pretty quickly, and that's assuming you even have a 13+ range spell. MP rape will NOT work, they have Jump, and Cra is the only class I know that can rape mp every turn. And only two of it. AP rape will NOT work, SS is a 3ap spell and you need to get through all their health WHILE taking at least 5ap per turn. Don't even get me started on "do more damage than them" because that's just preaching Christianity when you're a Buddhist. They are the DAMAGE class, along with many other things that just make them dumb. The equipment is expensive? Big whoop, so was mine, AND I have 200 base strength, I bet that no Int Iop has 200 base intel by lvl 60. TO ANKAMA Why make it three casts per turn? >_> 12ap at lvl 60 is certainly possible, but at the cost of ALL your stats. 9ap and lots of intel is much more efficient. The problem wasn't at higher levels. I'm sure they're stupidly overpowered then too, but not in the "I KEEL JOO IN ONE TURN" type stupidly overpowered. Which I don't mind, but not on a class with Jump, Blow, Intimidation, Vitality and Sword of Fate. It should be 2 casts per player. Even that's a bit stupidly powerful, but not nearly as bad as it is now. You can keep it three casts per player at lvl 160, as I said, the main issue is at lvl 60 to 100, where other classes require lots of expensive gear to hit 200 ONCE a turn, instead of three times and making themselves more powerful and giving themselves craploads of Vitality when they can't hit you. I'm all for a revolt actually. Let's all log in twenty f2p accounts and set up autoclicks to keep them "active". Hopefully they'll solve one of the two main issues in the game - bots and intel iops. Dammit Ankama, start listening! Or at least give us some feedback. EDIT: I like it how the dopple's now 4ap SS. It's like they're saying "Yeah, we know there's a major problem, but we're just going to fix the dopple. You'll have to put up with them aggressing you. OMG best post ever made on this forum! |
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10 Oct 2009, 18:29
| #70
The hell?? Most strategies seem to be focussed on getting out of range. Okay, let's say this is a really nooby Iop and manages to get by with 3mp. One could also say he has 8ap. Normally he would have 9, since Ankama's "fix" of SS still allows the ridiculous 3x 200 damage at lvl 60, but let's say 8 so nobody goes on about how expensive the equipment is. SS has a range of 3-4. Add the mp to the maximum (as the minimum doesn't change just by having mp) and you get 3-7 range. Add jump into that and you have 3-12 range. So you have to stay 13 squares away from him and ensure you move back 8 squares per turn. I saw a guy with 8mp once, he was lvl 160. Oh wait, that doesn't help us, damn. Now, I know there is a "every class is weak to another" thing, but seriously, what is this class weak to? I just got aggroed, was down to 17hp before my turn even began. I am a lvl 61 Sram with 570hp, he was a few levels above me. What the hell can you do against that? I didn't even get to do anything. Invisibility DOES help. Unfortunately, I have no spell of my own to do 500 damage in three turns, or at least, not reliably. He has to walk into them - ohwait, he just jumped away from them. Not that I mind he has the ability to jump, that would be a fabulous challenge. I love fighting Sacriers for this reason, their manipulations spells are so entertaining to thwart, or at least die trying. It's that combined with pure damage. And anyone who's about to say "That's because they're the damage class, duuhh" well shut your mouth because a "damage class" doesn't have mp rape spells, several map manipulation spells, a spell to afford them an extra 600hp, on top of a 3ap spam spell that's also the fourth highest damage spell out of all twelve classes. Not to mention they have ALL these spells by lvl 60. I want to see someone give tactics for at least THREE classes to beat an intel Iop. Some tips; Range rape will NOT work, their main spells are non-adjustable range Summon spamming will NOT work, 3ap? Come on, you'd have to pump out three summons every single turn. Map manipulation will NOT work, as mentioned earlier, stay 13 squares away and move back 8 squares every turn. You'll run out of map pretty quickly, and that's assuming you even have a 13+ range spell. MP rape will NOT work, they have Jump, and Cra is the only class I know that can rape mp every turn. And only two of it. AP rape will NOT work, SS is a 3ap spell and you need to get through all their health WHILE taking at least 5ap per turn. Don't even get me started on "do more damage than them" because that's just preaching Christianity when you're a Buddhist. They are the DAMAGE class, along with many other things that just make them dumb. The equipment is expensive? Big whoop, so was mine, AND I have 200 base strength, I bet that no Int Iop has 200 base intel by lvl 60. TO ANKAMA Why make it three casts per turn? >_> 12ap at lvl 60 is certainly possible, but at the cost of ALL your stats. 9ap and lots of intel is much more efficient. The problem wasn't at higher levels. I'm sure they're stupidly overpowered then too, but not in the "I KEEL JOO IN ONE TURN" type stupidly overpowered. Which I don't mind, but not on a class with Jump, Blow, Intimidation, Vitality and Sword of Fate. It should be 2 casts per player. Even that's a bit stupidly powerful, but not nearly as bad as it is now. You can keep it three casts per player at lvl 160, as I said, the main issue is at lvl 60 to 100, where other classes require lots of expensive gear to hit 200 ONCE a turn, instead of three times and making themselves more powerful and giving themselves craploads of Vitality when they can't hit you. I'm all for a revolt actually. Let's all log in twenty f2p accounts and set up autoclicks to keep them "active". Hopefully they'll solve one of the two main issues in the game - bots and intel iops. Dammit Ankama, start listening! Or at least give us some feedback. EDIT: I like it how the dopple's now 4ap SS. It's like they're saying "Yeah, we know there's a major problem, but we're just going to fix the dopple. You'll have to put up with them aggressing you. Quoted for truth |
Member
Tofu Stroker![]() |
10 Oct 2009, 19:38
| #71
As a osa It should be easy for you to get high int resist.
A vitality/Ap Osa is hard to beat. Add that to some decent int resist including a perfect feudala shield. You'll have a even fight. Just make sure you summon those prespics.. Keep a distance.. I think even if he hits you 3x times and you lose a alot of life, You can still ((If you have high ap and life)) Summon a gobbal and Prespic? Gobbals will keep Iops grounded, while the prespic steals the iops ability to attack. Gobbal, prespic, Toad on gobbal, Then Boar/run. If you wanna beat iops as an osa. You'll do that. & only fight on bigger maps. I think the best thing about Osa's is that they can win fights without doing direct damage to anyone. |
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13 Oct 2009, 06:26
| #72
I agree i have an ap summoner and i have only lost to one int iop so far, and he is 18 lvls above mine. With a distant map they are not too difficult to defeat.
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13 Oct 2009, 06:52
| #73
After reading many int iop OP bla bla bla this and that wtv idc.... I am a osa i know is very hard for us to beat a int iop. In fact I don't think is possible so avoid them but then again avoiding a class is no the "problem solve" action. So to you int iop players if you aren't so "OP" then tell us how do we defeat you. Mention ever class you fight and go on tell every whining brat how too fight a int iop and shut them all up for once. BTW... I was a vit osa now i am int because pvp got boring to me. (I still pwon some players) ok well i dont know wut lvl u are but im a 137 pure intel iop with scrolled intel and ill tell you the hardest classes to beat for me (with my stats being about 237(+450+) lol forgot) is mostly every osa, on my lvl, eni's are difficult and sacs. wuts really annoying is the red wyrmling it has 89% resist to fire so i cnt really kill it also unbewitches me if u give it mp it can catch us easy. also crackler rapes ap so its always good to throw one of those out there and throw toad on it with bear cry or wutever the hell else u damn osas use to buff. another big one is prespic on high lvls that rapes like up to 3 ap i think, if u think about it thats a big deal thats 1 strength storm and that adds up lol. its mostly in strategy dude they dont need to be nerfed no way in hell i have over 1500 hp and over 600 intel soon to be 700 and i have my challenges. O YA A THE BIGGEST THING FEUDALA SHIELDS MAKE US WANT TO KILL OURSELVES!!! |
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13 Oct 2009, 07:00
| #74
What i didnt realize when stroken farming first came out was that to be a good stroken farmer, one must be well supplied with shields. Different shields. Obviously one shield wont work against every single element.
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13 Oct 2009, 22:51
| #75
Ok,
I am a level 84 eni.. I have had my fair amount of PvP fights with int iops, everyone knows they are over powered with SS as it is 3 ap and hits like a mother facker. Amaka need to re think this spell as level 60 int iops who have less int then me and 9 ap can beat me without any hesitation. SS should be made a 4 ap spell and the world of dofus PvP would be all that more fair, as the spell would still do vast amounts of damage per turn but not too much that when i start my turn i have to completley re-heal myself and try and fight back. SORT IT OUT! |
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14 Oct 2009, 08:53
| #76
Ok, I am a level 84 eni.. I have had my fair amount of PvP fights with int iops, everyone knows they are over powered with SS as it is 3 ap and hits like a mother facker. Amaka need to re think this spell as level 60 int iops who have less int then me and 9 ap can beat me without any hesitation. SS should be made a 4 ap spell and the world of dofus PvP would be all that more fair, as the spell would still do vast amounts of damage per turn but not too much that when i start my turn i have to completley re-heal myself and try and fight back. SORT IT OUT! Strange. I could beat level 9x Iops when I was level 80 :> Am I overpowered then? Oh, but a 18x Eni can beat a 200 Xelor. Are Enis overpowered? Oh, no, everything can beat everything! They're all overpowered! |
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14 Oct 2009, 09:31
| #77
Thats only the case if the 200 Xelor plays like a retard.
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14 Oct 2009, 18:33
| #78
Disclaimer: Read it off a thread on Imps, so based on second-hand knowledge~
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14 Oct 2009, 20:23
| #79
What i didnt realize when stroken farming first came out was that to be a good stroken farmer, one must be well supplied with shields. Different shields. Obviously one shield wont work against every single element. My captain amakna shield was excellent against every character But that is a rank 10 shield and with stroekn farmers now pretty much being only the low level over the top classes for <100 its not guaranteed for anyone who is a stroken farmer to keep rank 10 for that shield. However shields above rank 7 are generally multi-elemented rather then single elemented like the dala shields. |
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15 Oct 2009, 05:18
| #80
Actually... the Dofus damage class does have MP reduction, map manipulation, and a vitality boosting spell along with a stable high damage spell. If this wasn't so you wouldn't be whining so much. That is because Iop is not only a damage class, just like Xelor isn't only an AP reduction class, and Feca isn't only a shield class, and Sacrier isn't only a battlefield manipulation class, and Eni isn't only a healing class, and so forth. Okay. Sacrier isn't just a battlefield manipulation class, they also have hectic Vitality and can deal massive damage, provided they take some first. This all falls down when you realise THEY HAVE NO RANGE. Don't allow them to get linear, kill their chafer ASAP and they can't even land a hit on you. Feca IS only a shield class, most of their spells are focussed on defence and their offensive spells suck, except maybe Natural Attack at lvl 100, but that pales to Strengthstorm. The point is, to have a "damage class" you need to apply weaknesses. Nearly everything has a weakness. Sram is weak to map manipulation. Eniripsa is weak to resistances. Sacrier is weak to range. Osamodas is weak to lots of things, but can get around a few of them. Feca is weak to debuffs and solid damage. Sadida is a bit of an all round class, no real weaknesses to speak of, but no real strengths either. The idea in PvP is to do more % damage relative to the enemies hp than they are to you, on average for the duration of the fight. No point doing 200 damage a turn with 100 health if your opponent is doing 50 damage a turn with 1000 health. Abilities are used to make you do more damage and your opponent do less damage. Whether this be through stat buffs (Chakra Concentration) or armours (Glowing Armor) or getting out of their range but keeping them in yours (most of Cra's spells) or using summons to take and deal damage for you, while you hide in safety (usually), or any other strategy you can conceive. The problem is, Intel Iops do more damage at lvl 60-90 than any other class. They already HAVE the % damage to their opponent's hp they need, but top it off with several spells to manipulate the map and buff themselves, to do even MORE damage, and ensure you don't get away. So a pure "damage dealer" class shouldn't actually have another strength, as strengths are just supposed to increase your damage relative to theirs. If you're already doing their damage, well... For one thing, you don't actually need to be level 160 to get 8mp. Level 13x (level needed for SO) is good enough. AP/MP Gelano, WoL, SO set bonus = +4mp. Add in an Emerald Orchid, and tada, 5mp. I'm focussing on the issues of under lvl 90. From then on the spells start to balance each other out and SS isn't as overpowered compared to everything else. I usually see Int Iops using Wand of Limbo, which is a terrible weapon to use in CC, but they use it for the +ap and +mp. Anyway, they're generally weak in CC range. However, Int Iops aren't terribly overpowered at epic levels, as their damage honestly isn't as overwhelming compared to hits with CC. 1.8k a turn? Right. Kukri Kura equals that very easily, and doesn't need 9ap, just 8ap. Chuck on a Brokle, and you'll be able to do >2k a turn. Strength Iops honestly outdamage Int Iops easily. That's the 'do more damage than them easily done. Even if the Int Iop tried to play a range game, SoI has more range than SS, and as such, makes playing at range rather foolish for an Int Iop. Cras can MP-rape from 3 to 5mp for 7ap. Enutrofs can attempt to rape 9mp with 9ap, assuming SoJ crits both times. 1/2 crits, so 6MP if it crits only once. Please don't talk to me about Cras, I tend to ignore them when counting figures like this. Cras have been buffed beyond powerful and rival Int Iops, but there's talk of a nerf in 2.0. So I wouldn't be relying on them a great deal. And as for CC - Yes. AT LVL 100+. Doesn't help us at lvl 60-90. Extra 600 HP? Right, after, like, 15 turns? As for your Sram, get more initiative. Landing the first hit is often hugely important in 1vs1 PvP. More initiative at the cost of stats. Less stats result in less damage, and since they can nearly kill me in one turn WITHOUT BEING BUFFED landing the first hit doesn't exactly help. And no, going invisi won't help, they'll just stand still, then jump out of my traps. By then they will have buffed, and will kill me in ONE TURN. If he has 8ap, rape one AP off him, and you've avoided a Jump+SS. Otherwise, he's restricted to 2x SS. That's a pretty big if. Every single one I've fought has 9ap. And if he does have 8ap, only a few classes can ap rape at that distance. Unhelpful to the majority of players. Your statement about Int Iops not having 200 was kind of pointless. Yes, we can all do the math. Even if he places points into Int, he can only have 161 base Int at level 61. Normally Stroken Int Iops place their points into Vit anyway. Umm... That was my point. I have more base stats, I have more +stats (as they have +3ap, I only have +1) and yet they can still do hundreds of damage three times a turn, and I don't. 2 casts per player? Right, let's see how much damage 1.2k a turn at 3-5 range will do at epic levels. The problem here is the disproportional power of Int Iops at lower levels compared to other classes, not Int Iops themselves. Which is why you increase the cap at lvl 6. Until then, two casts per player is still fairly epic. They should settle with 8ap, so only needing +1, and focus more on their +stats. They should have a few hundred more Intel just from equipment, so another 160 damage per turn (assuming roughly 200 intel more). Besides, they have other spells they can use too, and don't forget weapons. Um, I'm not exactly sure which class needs expensive equipment to hit 200 once a turn. My Agi Sram, even with the Hidsad Setup, easily does 350ish damage, from 2-8 range. Although this means that I eat a -100 Vit, it's still possible. Total set cost me ~1mk. Not very expensive. With Con, about 450ish per turn. Cost increases by 600kk though, seeing as I dump a Ring Dikuloos for a Gelano. Yeah, the -100 vitality wouldn't be worth another 150 damage for me. In truth, I can hit up to about 270 a turn, assuming I get them to walk into three tricky traps, but Invisibility makes up for it, I get three turns up on them every 7 turns. Effectively doubles my damage. Using your bow would null the effects of Invisibility, so you don't get that bonus. Summon Spam does work. It's 3-5 range. An Osa doing Tofu-Spam will be able to clear out the Int Iop fairly easily. Wyrmling helps to buff the Tofu damage, and when the Tofus spread out, the Int Iop will not be able to clear them that easily. Cut is linear, so even it being range boostable, the fact remains that it is still limited. Tofu Spam, Wyrmling, Tofu-Spam 'til Iop gets near, Release+Boar, Prespic, Leash if Prespic dies, Run like a crazy whore if he Jumps after you. This tactic works on mid-range maps, and with Osas. Vit Osas have the best chance of survival. However, you'd definitely need some main stat at epic levels, as your summon damage will be rather pathetic still. Umm, jump being 1-5 squares, that's already more mp than I assume you have. He'd catch up easily, and to be effective, a summons osa needs to buff their summons. Intel Iops could kill them all in one hit, or two in the case of Crackler or anything with Natural Defence on. Might work if the Iops couldn't give themselves 100 vitality every turn. And I believe the reason why they tweaked the Dopple's Strength Storm was because it had an obscene amount of Wisdom and Agility, and as such, was unable to be efficiently MP-raped or locked, making such strategies useless against it. Okay. Let's say these two strategies work most of the time for lvl 60-90. You've solved the problem for Xelors with lots of wisdom, and Agi characters who work in close quarters and can AP rape. So about 10% of players have a CHANCE of beating an Intel Iop. Real balanced, yeah. |
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15 Oct 2009, 08:08
| #81
Okay. Let's say these two strategies work most of the time for lvl 60-90. Sorry >.< I so did not see this bit. Oh, and I assumed your Sram was Agility-based, so you'd be easily able to out-ini the Int Iop. Also, +500 Initiative at the cost of 20 Strength. Yup, that's a huge cost alright. You should be able to out-initiative the Int Iop, since Str and Int gear give comparable amounts of stats/ini, and thus, since you have the upper hand in terms of base stats, you ought to be able to outinitiative him, unless he's using an Almond/Orchid. In which case, use an Almond/Crimson, and you still out-initiate him. And I think what you proposed (dropping the number of casts per turn for SS to 2 until level 6) would require a change in the damage of Lv 6 Cut, simply because that would drop their damage output by 2/3, which seems rather ridiculous to me. |
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15 Oct 2009, 17:24
| #82
QUOTE Eniripsa is weak to resistances What do you mean with this? QUOTE Feca is weak to debuffs and solid damage Everyone is weak to solid damage. QUOTE using summons to take and deal damage for you, while you hide in safety (usually) From where did you come to the conclusions that this is what happens usually. QUOTE That's a pretty big if. Every single one I've fought has 9ap. And if he does have 8ap, only a few classes can ap rape at that distance. Unhelpful to the majority of players Trap of silence if you are a sram. QUOTE Umm, jump being 1-5 squares, that's already more mp than I assume you have. He'd catch up easily He cant move big distances and deal huge damage at the same time, take advantage of this. QUOTE So about 10% of players have a CHANCE of beating an Intel Iop. Real balanced, yeah Where did you get this %? |
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Arachnophobe![]() |
15 Oct 2009, 23:05
| #83
cra's iops scram sacs sadi can pwn them if you got a good tactic
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16 Oct 2009, 08:52
| #84
Use the block to dodge lock him then use sylvan power to turn into a tree to block his LoS and attack him behind the tree
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16 Oct 2009, 09:04
| #85
The hell?? Most strategies seem to be focussed on getting out of range. Okay, let's say this is a really nooby Iop and manages to get by with 3mp. One could also say he has 8ap. Normally he would have 9, since Ankama's "fix" of SS still allows the ridiculous 3x 200 damage at lvl 60, but let's say 8 so nobody goes on about how expensive the equipment is. SS has a range of 3-4. Add the mp to the maximum (as the minimum doesn't change just by having mp) and you get 3-7 range. Add jump into that and you have 3-12 range. So you have to stay 13 squares away from him and ensure you move back 8 squares per turn. I saw a guy with 8mp once, he was lvl 160. Oh wait, that doesn't help us, damn. Now, I know there is a "every class is weak to another" thing, but seriously, what is this class weak to? I just got aggroed, was down to 17hp before my turn even began. I am a lvl 61 Sram with 570hp, he was a few levels above me. What the hell can you do against that? I didn't even get to do anything. Invisibility DOES help. Unfortunately, I have no spell of my own to do 500 damage in three turns, or at least, not reliably. He has to walk into them - ohwait, he just jumped away from them. Not that I mind he has the ability to jump, that would be a fabulous challenge. I love fighting Sacriers for this reason, their manipulations spells are so entertaining to thwart, or at least die trying. It's that combined with pure damage. And anyone who's about to say "That's because they're the damage class, duuhh" well shut your mouth because a "damage class" doesn't have mp rape spells, several map manipulation spells, a spell to afford them an extra 600hp, on top of a 3ap spam spell that's also the fourth highest damage spell out of all twelve classes. Not to mention they have ALL these spells by lvl 60. I want to see someone give tactics for at least THREE classes to beat an intel Iop. Some tips; Range rape will NOT work, their main spells are non-adjustable range Summon spamming will NOT work, 3ap? Come on, you'd have to pump out three summons every single turn. Map manipulation will NOT work, as mentioned earlier, stay 13 squares away and move back 8 squares every turn. You'll run out of map pretty quickly, and that's assuming you even have a 13+ range spell. MP rape will NOT work, they have Jump, and Cra is the only class I know that can rape mp every turn. And only two of it. AP rape will NOT work, SS is a 3ap spell and you need to get through all their health WHILE taking at least 5ap per turn. Don't even get me started on "do more damage than them" because that's just preaching Christianity when you're a Buddhist. They are the DAMAGE class, along with many other things that just make them dumb. The equipment is expensive? Big whoop, so was mine, AND I have 200 base strength, I bet that no Int Iop has 200 base intel by lvl 60. TO ANKAMA Why make it three casts per turn? >_> 12ap at lvl 60 is certainly possible, but at the cost of ALL your stats. 9ap and lots of intel is much more efficient. The problem wasn't at higher levels. I'm sure they're stupidly overpowered then too, but not in the "I KEEL JOO IN ONE TURN" type stupidly overpowered. Which I don't mind, but not on a class with Jump, Blow, Intimidation, Vitality and Sword of Fate. It should be 2 casts per player. Even that's a bit stupidly powerful, but not nearly as bad as it is now. You can keep it three casts per player at lvl 160, as I said, the main issue is at lvl 60 to 100, where other classes require lots of expensive gear to hit 200 ONCE a turn, instead of three times and making themselves more powerful and giving themselves craploads of Vitality when they can't hit you. I'm all for a revolt actually. Let's all log in twenty f2p accounts and set up autoclicks to keep them "active". Hopefully they'll solve one of the two main issues in the game - bots and intel iops. Dammit Ankama, start listening! Or at least give us some feedback. EDIT: I like it how the dopple's now 4ap SS. It's like they're saying "Yeah, we know there's a major problem, but we're just going to fix the dopple. You'll have to put up with them aggressing you. Hit 200 a turn? thats so stupid i have 530 str in total i can do 450 damage with aggresive and 120 damage with bramble and my crit for aggresive i 1/8 200 is easy to reac hand im level 73 -,- with 9 ap .... This post has been edited by SOLUScat: 16 Oct 2009, 09:58 |
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Moon Hammerer![]() ![]() ![]() ![]() |
16 Oct 2009, 09:53
| #86
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Gobball Breeder![]() |
16 Oct 2009, 09:56
| #87
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Moon Hammerer![]() ![]() ![]() ![]() |
16 Oct 2009, 09:58
| #88
He doesnt need to blow the tree. Besides he doesnt have to jump back he can jump forward or on the sides, and then he will get LoS the following turn.
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16 Oct 2009, 13:14
| #89
Hit 200 a turn? thats so stupid i have 530 str in total i can do 450 damage with aggresive and 120 damage with bramble and my crit for aggresive i 1/8 200 is easy to reac hand im level 73 -,- with 9 ap .... Ya, I'm a SRAM dude. Let's see you get an IOP to walk into ALL your traps in three turns. It's relatively easy to deal 200 damage a turn otherwise. Though that won't help you because they have Vitality for all their hp needs, and SS for roughly 600 damage a turn. The only thing that lowers my damage requirement to 200 is Invisibility, and that's purely a Sram spell. Won't work as well for Agi Srams because once you use CC you go visible. And 530str with 9ap? Okay, let me know you vitality, mp, and how much your current character cost you to make. "At least, not reliably." With my traps I can easily hit 200 a turn, but that's just it. Sadidas have direct damage, we don't, but we have three free turns and you don't. And 120 with bramble and 530 strength? lmao, I have 510 strength and yet my traps (9-17) do only 80 damage, with a +12% bonus to traps. Oh, you mean on a critical? That's bending the facts a little, isn't it? Besides, Aggressive Brambles is so insanely random, and on average, doesn't even compare with SS, while being nearly double the AP cost. I know! How about YOU come up with some ways of beating them. Come on, give me a solid tactic for at least ten builds and I'll take back everything I've said and be quiet about the issue. Why are you people defending this? I bet most of you actually have an Intel Iop, and all the others just don't PvP. And why does he need LoS the following turn? Why not jump and SS in the same turn? |
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16 Oct 2009, 17:46
| #90
Atm all I can think of is a way to beat them as a:
- Str Sac - Int Sac - Chance Sac - Chance Cra - Agi Cra - Agi Sram - Pure vit osa - Agi Xelor - Strength Xelor - Chance Xelor - Chance Eni - Agi Sac - Chance Enu - Agi Iop Sorry those are the only really effective builds I can think of atm, but I'm sure they're beatable [later on?] with other builds as well. I think my counting is accurate when I tell you that's a tad more than 10. Pick 3 at random and I'll tell you how? |
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16 Oct 2009, 19:39
| #91
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22 Oct 2009, 13:45
| #92
What do you mean?
I've seen all 3 work easily. About the 1-5MP for jump, it's really quite easy to have way more. Beat a lvl 64 int. iop with my lvl 54 int. sac the other day, easily, was funny. And regarding the 10% figure, that's outrageous, at least 50% of the classes with the right build can easily fend one off, I'm thinking 30% would have a hard time, and the final 20% would find it really perhaps relying on really nicely-maged gear. So you're looking at over 80% of the classes that can take out an int. iop in a fairly straight-forward manner. |
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22 Oct 2009, 14:59
| #93
I meant, I didn't have to pick 3, did I? The list stated in my post above consisted of the classes which I found did not have a consistent chance of defeating an Int Iop assuming neutral map and conditions (ie. Positions don't start too near nor too far, map isn't too big nor too small, resists aren't insanely skewed for one side only, etc).
Of course, assuming usual conditions under PvP, resists would be ~20-25, depending on shield strength. Ignoring the Xelors, which I assume you meant Wis/Stat, I simply don't see how it is possible for the other classes in my list to defeat an Int Iop, assuming average conditions for both sides. |
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24 Oct 2009, 21:26
| #94
Ya, I'm a SRAM dude. Let's see you get an IOP to walk into ALL your traps in three turns. It's relatively easy to deal 200 damage a turn otherwise. Though that won't help you because they have Vitality for all their hp needs, and SS for roughly 600 damage a turn. The only thing that lowers my damage requirement to 200 is Invisibility, and that's purely a Sram spell. Won't work as well for Agi Srams because once you use CC you go visible. And 530str with 9ap? Okay, let me know you vitality, mp, and how much your current character cost you to make. "At least, not reliably." With my traps I can easily hit 200 a turn, but that's just it. Sadidas have direct damage, we don't, but we have three free turns and you don't. And 120 with bramble and 530 strength? lmao, I have 510 strength and yet my traps (9-17) do only 80 damage, with a +12% bonus to traps. Oh, you mean on a critical? That's bending the facts a little, isn't it? Besides, Aggressive Brambles is so insanely random, and on average, doesn't even compare with SS, while being nearly double the AP cost. I know! How about YOU come up with some ways of beating them. Come on, give me a solid tactic for at least ten builds and I'll take back everything I've said and be quiet about the issue. Why are you people defending this? I bet most of you actually have an Intel Iop, and all the others just don't PvP. And why does he need LoS the following turn? Why not jump and SS in the same turn? LOL u must reallly fail... ever heard of turquoise dofus with 20 crits? its very possible. With 150str perfect mage pippin blop and 80 str gob headgear royal and 70 str royal gob cape with 1mp 1ap gelano and god rod. with lvl 100 crimson mount plus my RAW stats. Thats over 530str noob with 1/8 crit with 101 scrolled vit and agi. This post has been edited by SOLUScat: 24 Oct 2009, 21:30 |
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24 Oct 2009, 21:46
| #95
With +20 turq, 5 crits from your pippin blop set, and 101 scrolled agi (not even gonna bother calcluating the -agi on god rod), you'd be 1/12. Please don't brag about something you don't have.
This post has been edited by FlaMinXRaY: 24 Oct 2009, 21:46 |
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Moon Hammerer![]() ![]() ![]() ![]() |
24 Oct 2009, 22:00
| #96
and of course every 50 lvl has dropped a 20 ch turq
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Gobball Breeder![]() |
25 Oct 2009, 00:14
| #97
With +20 turq, 5 crits from your pippin blop set, and 101 scrolled agi (not even gonna bother calcluating the -agi on god rod), you'd be 1/12. Please don't brag about something you don't have. my bad mebe not 1/8 =D This post has been edited by SOLUScat: 25 Oct 2009, 00:15 |
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25 Oct 2009, 01:46
| #98
By the way, even with a max roll on aggressive, you'll only hit around 350~ damage at max with the stats/equips you posted. Don't make up lies and then insult other people.
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Scaraleaf Planter![]() |
27 Oct 2009, 21:45
| #99
take away as much mp as you can (cra,sadi,enu) make the iop waste ap trying to get to you.
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28 Oct 2009, 09:22
| #100
If we are talking level 100+
I'd use a scrolled agi and wis xelor. Remove all his ap. And hit him. Then some xelors would have 5mp. So you can keep your distance |