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Pathfinder PvP Guide


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#1 Thuy

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Posted 09 May 2011 - 12:59 AM

Introduction

Table of Content


for now..launch --> aas and hope they die!


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ill add more to this guide another time!

credit to Sheol for helping me with everything except the picture!

Edited by Thuy, 25 July 2011 - 10:29 PM.

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#2 Thuy

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Posted 09 May 2011 - 01:29 AM

Skill Build

Minimum requirements: http://irowiki.org/~...111550010000000

Core skills
Useful skills
Optional skills
Prerequisite skills

Archer
Spoiler


Hunter
Spoiler


Pathfinder
Spoiler

Edited by Thuy, 29 May 2011 - 01:18 PM.

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#3 Thuy

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Posted 09 May 2011 - 01:30 AM

Skill Analysis

Antiair Shot (AAS)
Common use:
Archers are known for their AAS. The default hotkey for this skill is Z and will be used repeatedly if Z is held down. AAS will hit any target that is launched or those who have not air recover. It does not require any aiming, the skill will automatically hone in on the target if they are in range. When holding Z to AAS for a long duration, it is considered as an air lock or AAS spam. AAS damage will gradually drop to 30% if it is spammed.

Other use:
This skill allows you to link your relaunch combo (I will talk more about the relaunch combo later in the guide) together and prevent your opponent from an aerial recover. The AAS prevents them from doing an aerial recover. One important thing about AAS is if you plan on relaunching, you cannot use it too early or too late; otherwise, they will be given a chance to escape. Aerial recover is only allowed once per launch and the count resets when the target hits the ground. If you AAS too early (right after a launch or moments before peak height of the launch), they will be given the opportunity to recover as you AAS. If you AAS too late (already started to drop), then they will be able to recover before you can AAS. The general timing you want to AAS is after peak height, when they are about to start falling. Remember that this is just a general timing, you will probably have to adjust according to your opponent because everyone have different recovery timing.

Wolf Rush
Primary launch. Wolf rush has the most utility out of your 3 launches but it is also the weakest. It is the fastest and has the furthest horizontal range out of your 3 launches, and it has a small vertical range. Wolf rush has a flinching effect that can temporary immobilize your opponent before they are launch. The flinching effect has synergy with your traps.

Lowest MP consumption of the three launches and second shortest cooldown.

Common use:
Launch and follow up with AAS, or relaunch combo. Catching your opponent with wolf rush can be a little tricky. It is a great skill for catching opponent at a distance who are moving horizontally (left and right). Mediocre catch for when your opponent is moving vertically (up and down).

Other use:
Using the flinch effect to set off traps underneath the opponent. Most common time is during the relaunch combo.

Blitz
Primary launch. This launch is your best catch and highest damage launch. Although it has the shortest range of the three launches, it has the widest AOE. It has a vertical, horizontal, and height range. Vertical range means you don't have to line up with your target to hit them. They can be slightly above or below you. Height range means you can hit target that's in the air. When your opponent is using a skill such as shootdown or aerial frenzy (which allows them to remain airbourne), blitz will be able to hit them (assuming they're not extremely high).

Highest MP consumption of the three launches and shortest cooldown.
Note: The height range only work when the target is stationary in the air.

This skill is only used to launch, relaunch, and deal damage.

Falcon Frenzy
Secondary launch. Absolutely the worst launch of the three launches. Wolf rush is superior to this launch in every way possible except for the damage. It has a shorter horizontal range than wolf, and a very small vertical range. What makes this skill the worst is that it has an extremely long delay for the launch to occur. Horrible at catching because of the launch delay.

Second highest MP consumption of the three launches and the longest cooldown.

This skill is used to launch, relaunch, and deal damage.

Rising Arrow
Tertiary launch. Very hard to catch with this skill because you actually have to make direct impact with the arrow. Longest horizontal range out of all your launches. Most pathfinder don't even use this skill.

Edited by Thuy, 25 July 2011 - 03:33 PM.

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#4 Thuy

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Posted 09 May 2011 - 01:31 AM

skill combination

AAS, Wolf rush, Falcon frenzy and Blitz are the 4 common skills that are used in the relaunch combo. A relaunch combo is when you launch your opponent, AAS, let them drop, and launch them again. For example, wolf rush, AAS, then blitz.

Edited by Thuy, 29 May 2011 - 03:16 AM.

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#5 Thuy

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Posted 09 May 2011 - 01:31 AM

skill combo

Edited by Thuy, 25 July 2011 - 02:34 PM.

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#6 ImDiene

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Posted 09 May 2011 - 12:45 PM

NICE PICTURE
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#7 Yurai

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Posted 09 May 2011 - 01:51 PM

Here's a new picture reference for your guide!

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#8 Zail

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Posted 09 May 2011 - 02:02 PM

Best

Guide

Ever!

(When you make an official one, promise youll still use that same pic. Its hilarious)
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#9 Thuy

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Posted 21 May 2011 - 12:11 AM

traps

Edited by Thuy, 25 July 2011 - 02:34 PM.

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#10 Thuy

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Posted 21 May 2011 - 12:12 AM

vs class

Edited by Thuy, 25 July 2011 - 02:34 PM.

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#11 Thuy

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Posted 21 May 2011 - 12:16 AM

Q&A

Edited by Thuy, 21 May 2011 - 12:31 AM.

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#12 Thuy

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Posted 21 May 2011 - 12:17 AM

extra space
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#13 Thuy

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Posted 24 May 2011 - 11:51 AM

spaaaaaceeee

Edited by Thuy, 24 May 2011 - 11:51 AM.

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#14 Boudoux

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Posted 26 May 2011 - 06:55 PM

Please keep this going, i'd very much like to hear u comments on every skill and such, i been watching ur videos... u quite good and experienced... keep this going!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
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