I've been around the forums, and have heard a good deal on these things called locks. There seem to be multiple ones, but I can't pinpoint a discussion that actually gives info on them, sooo, I'm starting my own.
1: Venom lock. Has something to do with stopping venoms or something, right? How do you like, set up something like this?
2: Rift lock. I didn't even know this was really a thing or possible, if what I'm guessing is true. It's on something with closing of your opponents rift or something?
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1. Venom lock (aka Softlock), is gecko, slike, kalmia. You are basically preventing, in a circular fashion, your enemy from using cures (slickness blocks salves which would heal anorexia, which blocks herbs which would heal asthma, which blocks smokes which would heal slickness) -> Counter : Touch Tree.
2. Hard lock, adds curare to the softlock. A paralyzed oponent cannot touch his tree tattoo. -> Counter: Various Survival or class abilities.
3. Truelock, adds impatience to the hardlock. The goal is to prevent the use of ability cures that would break the hard lock. -> Counter : Not much you can do at that point.
As for the riftlock, I'm not confident enough to explain it to you, but in theory, the goal is to prevent your oponent from using his rift to cure.
Can we just sticky one of the 300 times this has been asked and answered?
edit: Not to be mean there, @aaze, it's a good question, but you should try using the search button in the forums.
Also, these things are best learned about in game, in my opinion, when you have someone who can go over them with you on a personal level and even demonstrate.
Album of Bluef during her time in Achaea
1. Soft lock is not a venom lock. A soft lock is asthma, slickness and anorexia. A lock that you can use tree tattoo to break out of.
2. Venom lock is a soft lock but with paralysis. You can't tree with paralysis. The cure method (typically) becomes Focus, to break out of this lock.
3. Hard lock is a venom lock with impatience. To cure out of this lock you need a class ability like Dragonheal, Fitness, Shrugging.
4. True lock is the theoretically unbreakable lock. It's a hard lock that also stops the aforementioned class-healing methods. A true lock with either confusion/disrupt, and/or weariness/recklessness.
5. Rift lock is two broken arms with asthma and slickness, and no bloodroot or kelp outrifted. This results in you being unable to outrift due to the broken arms, unable to eat kelp to cure the asthma, and unable to cure the slickness because you have asthma (and thus can't smoke) and also no bloodroot which also cures slickness. It's a lock with a minimal amount of afflictions, but it's fairly easy to break out of if you have fitness or other decent active curing methods that don't require the use of your arms (like shrugging, for example).
6. A focus lock is either a soft, venom or rift lock that utilises focusable afflictions to prevent the curing of anorexia as opposed to using impatience to stop focusing. For example, if you hit somebody with a rift lock and then hit them with vernalius/slike, they can't apply to cure the anorexia, and they can't eat kelp to cure the weariness, so they have to focus. The only have enough time to focus one affliction, so you stick either weariness or anorexia. Then you do either slike/larkspur, or vernalius/larkspur, for example, and effectively "lock" them without the need for impatience, because they get an increasingly small amount of chance to cure anorexia with focus as they get more focusable afflictions. It's a "focus stack", you could say. It's useful alongside a venom lock for classes that don't have impatience: Knights. As they can generate 'pseudo-locks' by securing a venom lock and then starting a focus lock, meaning their opponent can't sip/eat moss/move/cure and will get damaged our fairly quickly.
There are others, but those are the most basic ones.