PvP is one of the best things in Atlantica. Easy to learn but hard to master. This guide will give info on the core mechanics of PvP.
Basics
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Stats & Equips
- Stats for your mercs and main are adjusted mainly up in PvP to create some balance.
- Stats gained from the enchantment of equipments are divided by about 1/4. So the lvl of the equip matters more than the + of it.
- Stats from mounts/wings/decorations/etc. are added but it makes a little difference because of the adjustment in stats for PvP.
Move
- Moving is useful to prevent creating a hole in the mid line and keeping your front line up. A hole in the middle or break in the front line would allow an Archers silence to reach the back row. A break in the front line would also allow a Viking to freeze the mid row.
- Moving uses up 50 AP so use it wisely.
- Click on the character's feet to move to that spot. The formation is divided into a grid and you have to click on the box under the character, not the character, to move to the spot.
- The grid can be seen in PvE but not PvP.
- You can't move onto a spot with a dead character.
Guarding
- Guarding reduces damage by a small amount and uses up 50 AP.
- You have 5 moves each turn after the initial turns. Guarding transfers that activation to another character so you can choose who you want to attack with.
- The activation will get transfered to the character with the next highest AP. A character must have at least 100 AP to receive the activation.
- A guarded character cannot receive the activation.
Skill Cooldown
- The skill cool down doesn't work like a cool down.
- Each character gains 1 skill point each turn except for the first persons turn.
- The cool down for each skill is how much of these points it uses up.
- There is a max of 4 skill points a character can have.
- For example: You have 4 skill points. You can use Scud which uses 3 skill points. You are left with 1 and gain another 1 next turn. Now you can use blessing of life since you have 2.
Random Scrolls
- When you see a scroll with a letter on it over your opponents head, it will make the merc that hit it use a random scroll. It can be hit with any type of attack to activate.
- A blue icon next to the scroll when someone uses one is how long until it is activated. Random scrolls with either start broken with pieces missing, just broken, or unbroken. It will fill up a little every turn until it is unbroken. After that it will be activated on the next turn.
- You can't cancel your own scroll.
- To cancel your opponents scroll, just attack 3 times with melee hits.
- Having ranged mercs will help with the scroll canceling which can be vital at times.
Advanced
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Stun
- Getting stunned is getting the pink ring above your head.
- You take more damage when stunned, can't attack or guard with the character, and gain no AP.
- The character has to get hit by melee hits 3 turns in a row. A combo number pops up the first time your character is hit each turn. (Melee hit = any hit with left click)
111
001
001
Turn 1: A viking hits your front row and a gunner hits your right side.
202
002
002
Turn 2: The viking doesn't have enough hp to hit again. The gunner hits your right side. A monk hits your left front for some reason. Notice the middle character didn't get hit so the stun counter returns to 0.
200
000
000
Your turn 2: You use your monk to reduce the stun counter to 0 with Awakening.
311
001
001
Turn 3: The gunner hits your right side again. A viking hits your front line and stuns the left character because the stun counter reaches 3.
- Stun control is really important in the game.
- If your opponent has an exorcist and runs a stun build then awaken your monk on combo 1 or prevent the opponents range or exorcist from moving.
- Stimulants reduces the stun counter to 0. Only the main can use it and it uses up 1 activation.
AP Management
- The 5 characters with over 100 AP and the highest gets the 5 activations each turn.
- Each character gains a certain range of AP each turn except when they are stunned.
- A character can attack more than once if they have 200+ AP. You just need to guard to the character.
- Max AP is 299.
- Lightning Spear, a spear merc's skill, reduces AP by a lot at higher lvls but only down to -50.
- The character with the highest AP will be able to move if not in the negative AP and no one has 100+ AP.
- Passive skills (Protect, Speed Cast, Concentrate, etc.) do not use AP.
- Make sure you know the AP gain of your characters and use it wisely. You wouldn't want to be at 98 AP and need a mana seal.
Scrolls & Items
- Scrolls and items are important in PvP. It is used to control the match and prevent control on the first couple turns.
- Scrolls you can use are Awakening, Purification, Dispel, and Mana Pierce.
- You can use any items that can be used in battle. Most important is stimulants.
- You can use 2 scrolls per match and any amount of items.
- You need good timing and positioning for scrolls and items. All that is needed to cancel them are 3 melee hits.
- Don't use scrolls or items on a character with combo 2 unless you know they won't be hit.
- Scrolls and items take one turn to activate in PvP. An exception is the stimulant.
- Items take up a turn and 100 AP. Stimulants use only 50 AP.