There was a conversation on Discord last night centering around the pace of change of the game. A few people chimed in that, while many improvements have been made
to balance the game, this has come at a cost to the learning curve overall. A dormant person is coming back to an absolute ton of changes, depending on how long they
have been dormant. Miss 1 classlead cycle, and your entire class defense concept can be altered dramatically. With that in mind, I decided to post a fairly short
defensive scheme differentiated by class. These defensive tips are largely what we provide for Dawnblade, or what I'll give people when/if they ask. I figure, though,
that not everyone is in the Discord or knows me well enough to ask for tips. So, with that in mind, I'm giving them to everyone equally. We can update these as required,
as classleads pass, and hopefully keep class-based defensive measures publically available. There have been times in the past where people have complained about us giving
out 'free' knowledge, and I've always thought that was a poor mentality to have. So if you're one of those who feels I've devalued your class by telling people how to properly
counter/cure against you - suck it. Anyway, let's get started.
I would estimate that 85%-95% of the time, you should have Paralysis as your #1 priority against nearly all classes. It's the most debilitating affliction in the game, as
it blocks movement, attacking, touching tree (active cure), and some class-based active cures. Except in some very select scenarios, this should be your main focus. I will
be detailing where and when to 'swap' (move another cure up, or move something down) a priority based on conditions of the class.
Class route: Will use pipe afflictions, and a new affliction called Pressure. Pressure stacks into an instantkill at 6 levels.
Primary Affliction: Deadening
Secondary Affliction: Manaleech, Disloyalty, Tension, Pressure
You will want to cure the pipe afflictions above everything else. They all relapse, and the more of them you have, the more pressure stacks the Air Lord can give you per hit.
Your primary way to handle this is to shield liberally once you see Pressure hitting you, or you can attempt to run. They have a hamstring-like effect, where they can't
force you to stay in room, but your movement is delayed. The Tension affliction also allows them to prevent LANDING if you are flying, which you will want to be mindful of.
While in the Air, they get a 10% bonus to all balance times, which is a big boost. You don't want to fight them in the air.
Class route: Will lean Paralysis/X afflictions, while building something called humours. These humours can be manipulated for various effects. At no point should you
be trying to cure them down while the Alchemist is in room. Focus on the afflictions, and do your best to mitigate the effects whether by running, shielding, hindering them,
or curing the right affliction so the burst effects aren't as strong.
Primary affliction: Paralysis
Secondary affliction: Asthma or Impatience or Sensitivity, depending on what the Alchemist is doing.
They can lock you, if you aren't careful. Asthma and Impatience will need to be watched closely to ensure you aren't close to a lock.
A phlegmatic inundant is nearly a full lock, minus impatience. So if you see them prepping phlegmatic, be mindful of impatience being on you or not.
A choleric inundate (the active use of the humours), is big damage. Usually paired with sensitivity so that it kills. If you cure Sensitivity well, and shield properly, you can
mitigate this route effectively. This is the most-used route, as it is the most effective.
A sanguine inundate is bleeding based, where they explode you wish massive amounts of bleeding. Something to watch for here, is if you are CORRUPTED when they use this. If you
are, then when you CLOT, you are using your health pool to clot instead of your mana pool. You can quickly kill yourself if you aren't aware of this. If you see yourself get
CORRUPTED - then I suggest not clotting until it goes away, and going defensive (getting out of room) until you can get back to normal curing state.
A less-used strategy is a focuslock using the SHRIEK from homunculus. The ability will knock your focus balance, so if you aren't careful, you can get locked after this
before you have a chance to recover - this is where Asthma mindfulness comes into play.
Class route: Will lean Paralysis/X afflictions, building to what is referred to as a lock. A 'truelock' is what we call a lock that a person cannot break without outside assistance.
The affliction requirements are: Paralysis, Asthma, Impatience, Slickness, Anorexia - with the added requirement of a blocking affliction for either a class active heal, or a passive heal.
Most actives are stopped with either Paralysis, Weariness, Recklessness, Selarnia (this is the venom name, not the affliction name), Prone - or some combination of these.
Passive affliction heals will always cure the Voyria affliction first, which is what you will use to nullify their effect either before the lock seal, or after the lock seal.
Primary affliction: Paralysis or Asthma
Secondary affliction: Impatience
Apostate is very hindered by Clumsiness (active hindering through afflictions, if you have access), and Curseward (an active defense). Properly timing your Curseward can
nullify an entire attack of theirs, if they don't handle it perfectly. This is by far the most effective way to hinder them. An added benefit of Curseward, due to its
long EQ time, is you can drop Paralysis down for a moment to cure another priority affliction, if you're getting stacked already.
Class route: Will lean Paralysis/X either by jabbing with rapier, or singing it. To sing, requires you to be undeaf, which is trivial for them to accomplish. They will go
for truelocks, similar to Apostate, with the added ability to work limb breaks into their offense for extra pressure. Extremely effective, and very hard to mitigate
overall. One of the best classes for dueling, while being rather weak to damage unless you're artied.
Primary affliction: Paralysis
Difficult to hinder them, as they have two ways to give you afflictions. Clumsiness can make them miss, but that's about it. Best defensive option is to just run away
if you are getting too many afflictions.
Class route: Bleeding based, without access to haemophilia. Hard gated around an affliction called Impaleslash, which is very telegraphed, and usually allows you to run
away from them. They will use leg breaks, head and torso breaks, and/or arm breaks to achieve their kill condition. Impale>Bladetwist once the target is prone.
Primary affliction: Paralysis or Clumsiness if they are using them
Secondary affliction: Addiction and Asthma, while prone, if they are going for a Riftlock. A Riftlock is asthma/slickness/broken arms to stop OUTR from your Rift.
Overall, not that difficult to survive, but does require you to be intelligent in your movements and defensive measures. Walls help, as does being a damage class or an
extremely hindering class.
Can be difficult to kill with their myriad of defensive moves, but it is possible once you get the hang of how to survive the offense.
They have an alternative damage route, so be mindful of tricks where they can swap to their damage stance (I personally always used LEAPHIGH to achieve this), so be aware.
Class route: Lock through Depression, Damage through Degeneration and/or Leach, Dictate through Retribution, Focuslock through Shadowmadness.
Primary affliction: Timeloop or Paralysis
Secondary affliction: Hypochondria, Asthma, Depression, Leach, Retribution, Shadowmadness
They cannot pair Paralysis with Depression or Shadowmadness, so the priority of Asthma or those instills will come down to how stacked you are. The first couple of hits,
you can safely prio the instill. Once you're getting pressured for the lock, you will want to prioritize hypochondria and asthma - as that is the gate to keep the lock
off of you.
Overall, the class can pressure several routes at the same time, and can build on you quickly if you aren't careful. They are hindered by Clumsiness affliction,
and are sub-par against Shield looping. They have a room hinder to make running difficult, which adds to their overall ability to secure kills. One of the better
classes in the game, can be difficult to survive when played well.
Class route: More often than not, they focus on getting an Embrace kill. This requires both arms and legs to be damaged (restoration apply), which they can squeeze into a
single application window. Difficult to survive without pre-application when you are close to prepped. Secondary route is damage, which can also be threatening if you
aren't a tanky class or heavily artied.
Primary affliction: Sensitivity, otherwise they barely use afflictions
Best case scenario is to apply restoration to legs when you are getting close to prepped. They have quick prep, and the kill execution will beat your salve apply nearly
every time. Tumbling out of a room hinder is an option, but is sub-optimal to a well-timed pre-apply.
To mitigate the damage, best case scenario is to shield or attempt to run, though they do have a room hinder to make this harder.
Class route: Instant kill with Calcified Head or Torso
Primary affliction: None
They will break limbs to achieve their kill condition. Very difficult to survive currently, when played well. Will likely see some tweaks in the coming classlead rounds.
For now, the best option is to apply to Head or Torso between Leg applies, once they've broken you. This is not guaranteed to let you survive, because if they are good,
then they just wait for the leg apply to continue with regular offense.
Class route: Damage
Primary Affliction: Paralysis or Sensitivity
Damage momentum class, where liberal shield usage and movement can really set them back. Very straight forward, have a few ways to burst you down, but it's entirely damage.
They do have an instakill if you are under a certain health range (I want to say 40%), so just be wary and move as required.
Knight classes can be played by 4 different Weapon specialisations. Dual Cutting, Sword and Shield, Dual Blunt, and Two-Handed. Specific to Infernal, the routes are:
Dual Cutting: Vivisection, Disembowel
Sword and Shield: Disembowel, Focuslock, Vivisection
Dual Blunt: Vivisection, Pulp, Damage
Two-Handed: Disembowel, Damage, Vivisection
Class route: Vivisection is more pressuring from the Dual Wield options, less so for Sword and Shield, nearly impossible for 2h.
Dual Cutting: Will use afflictions to hinder, while quick-prepping limbs into a kill.
If they are going for a Vivi route: You will need to use RESTORE to cure mending breaks while you are off salve balance. Once you regain salve balance, you'll want to apply
mending until you regain EQ to use RESTORE. You never want to be off both of these balances at the same time. If they are going for a Disembowel route, you will need to watch
your Torso carefull, as it is a hidden break. Curing your Torso largely will allow you to survive any Disembowel. However, should they choose to fork (force you to apply one,
then swap to the other route), it is very difficult to survive without correct Tumbling.
Sword and Shield: Will also use afflictions to hinder, but quite slow on the prep. Can pressure a focuslock through the affliction handling, so be mindful when you have
several kelp/aurum afflictions on you. Hard gated behind Slickness/Paralysis RNG, so you can use smart shielding to alleviate this quite well. You will want to watch your Torso
carefully here, as they can Disembowel off of a single leg break whereas Dueld Wield Cutting takes two. Vivi is much harder to pull off, due to the longer prep times.
Dual Blunt: Probably the strongest specialisation for this class. Can pressure Pulp and Vivisection at the same time. Pulp is already extremely fast, much faster than your
apply times. When played right, it is literally impossible to survive a break execution. Really could use some tweaks to help prevent 100% kill scenarios. That said, if you can
tank their damage, then applying to head instead of legs will counter Pulp route. Vivisection remains the same as the Dual Cutting defensive measures.
Two-handed: Uses a secondary affliction called Fractures to build into limb breaks. These are cured with health elixir applied to the respective limb, which consumes your sip
balance. You will want to parry your head versus them, as head fractures increase the balance time of your elixirs. Fairly straightforward other than that. Run away as best you
can from the damage. Tumble on leg breaks. Don't let them get both leg and arm fractures high, as that opens you up to a Vivisection.