Cabal Duel Tips
Cabal Duel Tips
Cabal Duel Tips
in one cycle. Splinter->Force Kick for the start of the combo. If Shield Splinter g ets a critical, they should be at half HP. At this point, use Impact Stab/Force Stab/Shield Charge/Shield Ray to weaken them for your GM. If you think their nex t shot is gonna kill you, use GM and hope their HP is low enough, or hope that i t crits. If they use their GM skill which has a mini fade step in it, use Shield Charge t o get back in their face. If they fade/dash, re-target and counter with your own fading if you can. If they use Art of Sniping, move out their range. You can ei ther go in their range for a bit to make them enable combo, then fade out so the ir combo is on cool-down, then rush them with a Force Kick or a dash combo'd int o a Shield Charge. Generally, if they bother fading it's an easy win if you know how to retarget, a s Fade is an easy to counter move if you're experienced. Force Blader Force Kick -> Shield Splinter them, and hope they use their Completer skill firs t - other wise you'll have to use Shield Explosion or Shield Ray because they're teleporting all over you and you have to walk, so use a ranged skill to stay st ill. If you move towards them, it you lose more and more time. In the worst situ ation, their Completer will pretty much be a free skill, where you can not do an ything to prevent 1.2k damage being done to you on a critical. If they decide to fully debuff you (MF, Execrate, ETC) turn on AoD as soon as yo u're out of MF and they should be running by now. (Note: These times, it's good to have MP helmets, MP boots, and MP suit. Put on your MP set and AoD, then take it off once AoD runs out.) Once MF runs out along with Execration, start your c ombo, in the middle of it, cancel AoD (Remember to put on your normal gear) and head towards them with a dash combo'd into a Shield Charge or a Force Kick. You' ll have the time advantage here as they can't predict when you will turn AoD off and go for them. If it's in war channel/PK, pot up your HP, and follow the abov e. Blader Their Completer skill is similar to FBs, except with a smaller radius in general . Remember to be ready to use a ranged skill in case it goes away from you, inst ead of towards you. Field of Fear won't change much so I wouldn't worry about it , it just gives you time to get one skill off at the cost of a low amount of def ense. Bladers have a bit lower defense, higher attack, and a bit more HP than us , so it might take you 2 cycles to bring them down if you aren't lucky. Impact S tab/Force Stab/Shield Charge/Shield Ray to soften them up for your finisher (Sto rm Crush or GM/Completer) if you need to, or if you're about to die. Countering AoF and Intense blade is easy, as you have AoD. If they cast it befor e the duel, lag your AoD a bit at the start, then when you think they're going t o hit their first skill, hit AoD. Their first skill will lock them in combo for a few seconds, enough for you do get 1 or 2 hits in before they run, and you don 't get damaged either. Some BL may still try to attack you, since AoF pierces th rough AoD, in that case, just attack them back. They give themselves a huge disa dvantage if they attack you as you have the upper hand in defense and offense in
this situation when compared to them. Wizard Same as FA, since WI is basically a FA with slower skills, more power, less HP/d efense. This also means you have to use your finisher a lot sooner on a WI than a FA, and hope to hell you get a critical. Their Transcender is a mass-HP regen and an amp buff, similar to Intense Blade. Wizards will try to kite you from long range when you're in AoD, so you'll have to use your magic skills+shield ray, since the wizard is most likely too far fro m you. Their regen will take some of the damage you do with your magic off, but most likely you will do more DPS than them in this situation still. Should they run, surprise them with a FK. After the initial FK, if you don't get them down w ith the next skill, they will blink/fade away 99% of the time in thsi situation, so prepare to retarget if needed. Warrior Their skills have a high chance to cancel your combo, so if that happens, fade a way. It's just a straight DPS duel here, nothing to watch out for. The average W A doesn't use any of the filler skills, so their skills are sure to be slow - us e this to your advantage. Because they don't use fillers, you can predict their movements easier. If they decide to use Cats Recovery+Bears Vitality, prepare to use AoD. At the s tart of the duel, lag the AoD a bit so they can get their combo started - once t hey do there will be a delay in them running from you, enough delay for you to k nock them down, and if you can't, they'll get away with no damage due to Cats Re covery. Force Shielder Whoever predicts better, has better gear, level, combo, and luck, wins. No set s trategy. Dueling Techniques + Tips 1.) Pre Combo When requested/requesting, target a nearby monster. After 0, the word ps up, but you can't combo on players til it goes away. When the word ps up then, hit combo on the monster, then switch to the player. Once tack, the combo bar will already be at the first line, enough for you ead-start. 'Start' po 'Start' po you can at to get a h
Not very honorable, people tend to not like people who do this. Also, all it tak es is one fade to mess you up majorly. Because you don't have time to re-target since your combo meter is at the first line already, you won't be able to combo for a while, guaranteeing your loss. 2.) Mortal Bane Cancel Used with Pre Combo. Before the duel, turn on Mortal Bane. Follow the steps for Pre-Combo normally, a
nd as soon as you hit Shield Splinter, right click Mortal Bane before they get t heir hit in. With this, you can crit for much higher, at no loss. Also, not very honorable. I mainly use it as a PC counter, and against PC, you don't need to P re Combo. 3.) Fade Combo Fade stepping in a combo, not liked much because it's not common among high leve ls, but it's the top level of PvPing. There are 4 steps. 1. Combo start 2. Activate short range skill - you begin walking. 3. Hit Fade Step 4. This is where you need a bit of timing. In order to proceed your combo after fade step, you need to time the exact moment to press Shield Splinter, or whatev er skill you want to attack with. Just spamming the skill won't work, it's bette r to time it. 4.) Fade -> Dash Combo The same as Fade Combo, with a dash added in to help them lose target. At step 4 , use a 0-1 range skill, as you begin walking, dash in the opposite direction yo u were just walking, then hit Force Kick. 30% of CABAL can't retarget fade alone , below 5% can target Fade+Dash, and none that I know can re-target a Fade+Dash+ Force Kick, then resume your combo. This will take up 2 combo hits, but 9 is mor e than enough in a duel. You need to execute this fast for it to be somewhat eff ective. 5.) Combo Level Every time you hit combo, you get Bad, Good, or Excellent. This doesn't change t he critical rate, or critical damage, instead it increases the amp. Bad is 0%, G ood is around 10%, Excellent is around 30%. This amp doesn't apply to criticals, however, so the effectiveness is cut in half. You can either choose to shave a few miliseconds off by hitting at the first line, or do just a bit more damage o n non critical hits by hitting Excellent. 6.) Mid PvP Gear Swap Simple, but effective. You change gears according to the duel. At the beginning of duels, equip HP will suit and boots. Titanium 2sl extended is the best. Compa red to amp suit and amp boots, you have around 600 more HP with a good set. Once oots take take you 14% the duel starts and the enemy gets the first hit in, switch your suit and b to your amp suit and boots. This allows the HP equipment to give you HP to the first blow, then you switch to amp equipment for more power. Once your HP equipment off, you retain original HP, but your max goes down, and since were hit for 600 or so at the start, that doesn't matter. Granted, you lose amp on Shield Splinter, but, the 600 extra HP is worth it.
For Mana Freeze, I tend to keep MP gear. I use Osmium Armorhelmet of Will, 140 M P, Osmium Battleboots of Will, 140 MP with 50 MP in slot (Random level 1 enchant ), and Osmium Batttlesuit of Will, 140 MP craft. Once they Mana Freeze you, you put on your MP gear and turn on AoD. You then tak e it off if they aren't near you, and wait til Mana Freeze is gone and you have enough MP. The MP gear basically negates the effects of Mana Freeze against a FB , without sacrificing attack or an upgrade slot. You say this is pointless, sinc e you can use AoD before the duel starts, however, the FB will obviously notice and just run. After a FB MF, they tend to execrate+hard luck, then go in. Right
after they Hard Luck, you put on your MP gear, AoD, and you surprise them since while you were casting AoD, they were starting up their combo. You get 1 or 2 hi ts in, at no HP cost, while if you use AoD before the duel starts, it's worthles s. 7.) Moving while starting Combo After you hit combo, click the map once, and hold it, move the mouse around to d irect the character while in combo mode. Useful for closing the distance between ranged classes at the start of a duel, instead of using Force Kick, which can b e saved for use against FA GM. 8.) Prediction and Luck [Warning: Bunch of random crap below] The reason why people suck, the reason why people are godly, the whole reason be hind 1v1 after gear and level. The ability to predict and adapt is a fine line that seperates noob from pro. Le arning how to predict and adjust correctly is needed to be a decent PvPer as a s FS. Predicting in a duel, is about fillers and damage amount mainly. What will you d o when you don't critical on your Shield Splinter? What will you if you will? Ho w many fillers (FK, Impact Stab, Force Stab, Shield Charge) will you use? Are yo u able to finish them with your next hit, if it crits? What if it doesn't? One t oo many fillers, and the opponent will kill you. You need to think 2, 3, 4, or m ore steps ahead. Then, you got to account the damage YOU take. How much damage d o they do on x skill? If they critical me with the next skill, will I die? What if the next skill in their cycle is a weak filler skill intended to cover up for GM and Completer waiting time? Will it still kill me? Will it crit? After damage prediction, there is movement prediction. Will they fade? They just dashed away and are standing still, are they in AoD/AoS? Are they starting comb o? Maybe it's a trap? Obviously, it involves luck as well. If it didn't, then you wouldn't need to pre dict anything, would you? Even if you did predict right, what can you do about i t? Nothing at all, you can't do nothing about not getting a critical, or them ge tting a critical hit on you.