Rate your own abilities as a ko player. from 1 to 10! yes im bored.
Here's the format : its composed of [general skill aspects] and [class specific aspects]
Class: [insert class here]
[General skill aspects]
Chaos skill ->
Skill bar domination ->
KSing skill ->
Cheap strats ->
[Insert Class defined aspects (listed below), in this case im a rogue]
Combo speed ->
Solo skill ->
Party / supportive skill ->
Spike / archer town skill ->
Usage of uncommon abilities ->
Now ill explain each of the aspects
General skill aspects
Timing: What separates the clutch plays from the normal ones. a perfect duff, a perfect styx, a perfect light shock, party heal. also following duffs.
Reaction: How long before you realize you are being attacked, adapting to an unexpected event, knowing when to engage or retreat.
Support: / Teamwork: Do you minor heal your party members? give them FR even if they didnt ask? Swift / buff before they even tell you? Basically applies to the classes that can choose to support, or just go full on offensive (warrior cant do anything else than attacking and priest can only support. this applies for mages and rogues mostly)
Bravery: Do you town at the least sign of danger... or do you fight til the end and die? or maybe you're in the middle of those 2.
Chaos skill: Top 3 everytime or are you the "chaos takes no skill" kind of guy that is always at the bottom?
Skill bar domination: can you switch from f1 to f8 without much thought, using all your abilties in a perfect sync?
KSing / last hitting skill: Are you good ksing at pk
Cheap strats: Do you like to wear talias, use illusion in a vs, use ibex or abyss pots, wear DD in vs and such? how often? Rate yourself with a high value if you do this a lot.
Class defined aspects
Combo speed: Self explanatory
Failure: How often do you fail your skills for going too fast? rate yourself higher if it happens often
Party defense: Do you protect your priests / mages? descent to them? etc.
Potting skill: If you run out of mana as a warrior at any given point you're doing it wrong. you should always have enough mana to cast another hell blade.
2. Assassin / Archer
Combo speed: Self explanatory -_-
Failure: Failing skills for going too fast (for sins, archers close and long range) rate yourself higher if it happens often
Solo skill: Can you go on your own and actually stay positive NP-wise?
Party / Supportive skill: How well do you cure / minor your party?
Spike / archer town skill: The secret is in doing it as much with a minimal amount of EXP loss.
Survivability: Minor healing in vs for sins or general survival to burst damage / curing / safety - evade usage etc.
Usage of uncommon abilities: Illusion in a party v party situation on dat Cp sin, beast hiding as a escape ability, CP to survive (double hp pot), blind the guy on your mage, Drain a guy to get HP, Blow arrow, cats eye in solo pk, styx to some extent (met archers that dont even know about this item).
TP skills: same as "Timing" but more mage specific
Usage of uncommon abilities: Thorn to heal, frozen barrier in unbuffed parties, gate to escape below 50% hp, regroup party scroll in bdw.
Blade combo speed: self explanatory
Positioning: a mage is the #1 target, do you know how to position yourself in pk?
Curing speed: cure curse
Healing effectiveness: good healer?
Quick-buffing skill: cure + instabuff. predicting whether they were maliced or also parasited
Usage of uncommon abilities: cure disease, restores, clear mana duffs, confusion.
[paper BPs] Positioning: When to switch dat shield for your wep
So here's mine:
You may post more [class specific aspects] if you play more than one class.Class: Rogue / archer
Timing -> 9/10
Reaction -> 9/10
Support -> 6/10
Bravery -> 8/10
Chaos skill -> 8/10
Skill bar domination -> 10/10
KSing skill -> 7/10
Cheap strats -> 2/10
Combo speed -> 9/10
Failure -> 2/10
Solo skill -> 10/10
Party / supportive skill -> 6/10
Spike / archer town skill -> 9/10 (archer)
Survivability -> 9.5/10
Usage of uncommon abilities -> 9/10