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    posted a message on The Royal Auroran Army [RECRUITING OFFICERS] [NEW]

    -

    Posted in: Clans
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    posted a message on Free Avatars/Skins For Minecraft CLOSED DO NOT REQUEST
    Was never good with the hair. Think you can redo mine?

    http://www.needcoolshoes.com/skin/u10lq/halorym-hoodless
    Posted in: Skins
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    posted a message on ☾ 𝕿𝖍𝖊 𝕷𝖎𝖙𝖍𝖑𝖆𝖓𝖉𝖎𝖆𝖓 𝕰𝖒𝖕𝖎𝖗𝖊 ☾ | {Roleplay} - {Culture} - {Military} - {Government} - {Allimore}
    [̛̯̥̺̻͇̘̫̠̬͉̰͙̦̌̈́ͦͮ́̈̅ͧ͒̉ͭ̽͡ͅA̯̮̩̭͇̠͉͚̲͓̦̗͕̜ͣ̀̾̽͐̏ͣ͆̈̈́͆ͮͫ̓̉͆͗́͠P̴̨͕͚̮̯̝̮̭ͮ̈ͯ͐̚͘P̸̨̿͂̂͛̽͟҉҉̱̖̺͙̗̘͍̟Ļ̷̶̱͉̲͓̙͖̠̺͚̬͕͔̼͆͋͐̃́̍̊̓ͩ̐̄ͨ̓̃ͮͩ̄̀̚ͅͅͅI̪̦̝̘͖̯̲̺̗̺̝̝̝̻̜̱̪̘̗̎̏̍̍̍ͫ̐̂ͧͫͫ̍̑ͦ̔̌͌ͮ̚͝C̽͗͐ͯ̇҉̶̧͈͕̱̯̮̖͙͇̬̭͈̠̫̻̞̤̱͓̰Ả̸̡̼͙͇̟̦͓̓̈̈̏ͬ̂ͩ̐̎̈́̔͊͘͢T͈̫̻͙̻̼͙̰̦̣̠͖̩̎̏̏ͪ̊͋̅ͭ̇̽͑̓ͬ̈́̀̔͜͞͞ͅI̫͍̻̟̺̗ͧ̋̑̊̃̓̈́̈ͤ̎ͬ͌ͩ̀̕͢͢͠O̸̱̺̟̒̋̄̏͊̽͒̆̀̀̀̎͗͆͗N̵̷̖͙̭̙͎͇̳̓̂͒̓̾ͯ́̎̌̿ͥ̇͡͡ ͣ̾̎̒̽͐͢҉̶̶̧̻͍̻͖̞̞͓̥ͅR̢̨̡͖̪͈̞͎̫̞̩̪̜̰͇͍̼̺̜̎͒̂ͯ̄ͣ͆̀ͥ̒̓̈̅̐̋ͯ͟͢ͅȨ̼͎̹̥̼̻̟̪͇̬̦͕̲̟͖͗ͬ̓̐̀͠ͅM̲̤̜͖̳̺̜͙̪̙̭̓͋͂̽́͑̔̽̔ͥ̄͒̆̑͘͟͝ͅͅǪ̸̨̟̝͉̟͊͛͂̉͒͆ͭ͘V̵ͧ͌͐͛͢͏̹͓̺̣̮̘̠͍̳͖̥Ȩ̧̜̥͕̱͔̹̬̞͈̈͆̾͌͊ͯ̅̓̉̇̑̄̏ͩ̂ͩͮͩ̽͘D̜̙̞̲͖̬̜͌̑̈ͫ̀͟͡]̴̵̛̝͇̘͇̣͎͕̹̠̣̪̖̠͈̖̻͉̼ͤ̎̅ͨ̓́ͧ̋̏̋ͭ͐̒̎̄ͫ̈́ͫͣ͟͡
    Posted in: Clans
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    posted a message on Ordo Imperator Novum - Recruiting
    IGN: Halorym
    Age: 20
    Do you have a Skype?: Y
    Do you have a Mic: Y
    Experience in SMP: B1.8 various PvP clans
    Other games you play:
    -TF2 (Highlander, Steel Div)
    -Tribes: Ascend
    -Planetside 2
    -Chivalry
    Have you read the Code of Honor: Skimmed it at least 20 times over the course of the past year or so
    Are you in any other clans: Not currently
    Why do you want to join OIN?:Boredom, I have little in the way of loyalties, I just want someone to give me ammo and tell me where to shoot
    Tell us about yourself: I'm a veteran gamer in Minecraft and out. I revel in the thrill of proving my skills against others.
    Why should we accept you?: I am primarily a weapon's scientist, I have a proven arsenal of siege style constructs that push the capabilities of Minecraft warfare to their limits. When I'm not actively blowing something up, I'm a savant in all things Nether
    Posted in: Clans
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    posted a message on Clansman War Manual
    Forum glitch fixed, Manual is readable now
    Posted in: Discussion
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    posted a message on Clansman War Manual
    There are two types of people in this world. Those who are trained, and those who are not. Many believe the Minecraft combat system is nothing more than a gear-ruled spamfest where the man with the twitchiest M1 finger is the victor; this combat style is the minecraft equivalent to street fighting where both fighters are rolling on the ground attempting to remove one another's hair. Masters of the W M1 style are *not* trained.
    I have written this guide for the Protectorate in its prime and continued to distribute it to recruits of The Last Battalion until its disbanding. It started as a simple list of melee manuvers and has grown into a guide compiling everything I feel a competant clansman needs to know. Here, I will attempt to teach you to train yourself to better serve your clan. Hopefully you will find, as I have, that gear is a minor obstacle, and nothing before those with the skill to overcome it. I will list here, several combat moves, tips, and strategies that, if used correctly, can turn the tide in any battle, no matter the odds
    I just hope my clan's enemies don't Juggle me next week.


    Melee
    The best weapon for melee attacks, is of course, the sword.

    -Strike
    --The simplest attack, everyone knows this. Press M1 (Mouse 1) and you swing your blade
    [M1]

    -Slam
    --Slightly less known; this attack is activated when you are sprinting.
    It's effect sends the victim flying up and back a few blocks. Single player heroes use this to kill creepers and it is extremely valuable for knocking enemies away, or off cliffs.
    [W+W M1]
    Caution: Knocking back archers gives them free shots

    -Crit
    --This is activated while falling a simple jump is enough.
    These attacks do additional damage with any weapon (or lack thereof) (See damage chart)
    [Space M1]

    -Block
    --Another move most players know but many underestimate. M2 will perform a block reducing incoming damage by 50% This effect works against melee, instant magic damage, explosions, and can even deflect arrows (All assuming you are facing the source of the damage).
    [M2]

    -Critslam
    --The crit and slam effects are stackable, sprint leap forward and throw their corpse across the room.
    [W+W Space M1]

    -Sneak
    --Another often underestimated ability. Sneaking reduces footstep noise, and also darkens your nameplate making it harder to see at distance and impossible to see through walls. I recomend rebinds to promote use of this ability, I use CRTL, others may perfer C
    [Shift+WASD]


    taken from Minecraft Wiki

    Advanced Moves

    -Assassin strike
    --This is good for players that have some sneaking ability, invis potions, or those who simply have oblivious enemies. Sneak up behind an enemy, jump, and strike as you begin to fall. Add another strike for good measure. Enchanted blades bring the possibility of oneshots. This should always be used if you catch an enemy unaware this will give you a deffinate advantage once they engage you. In addition, the pure shock off the sudden high damage strike will usually cause the victim to panic and be easily finished (If they survive the initial attack). If using invisibility, remember to keep your blade sheathed until behind the target
    [Shift+WASD Space M1+M1]

    -Round About
    --Another simple idea that is rarely used. Barrage your enemy while sidestepping around them. Against slower opponents this attack is devastating as you will move around them faster than they can target you.
    [A/D+M1+M1+M1...]

    -Juggle
    --This is one of my favorite moves, though it requires open space and that your enemy is trying to advance on you
    As your enemy attacks, dodge backward then counter by slamming your enemy back; continue your charge, never break stride, repeatedly strike them before they are able to touch down, they will lose all movement control and will be too high to strike you. The effect is akin to stunlocking. skilled jugglers can navigate their
    victims into hazards like lava, fire, and cliffs.
    [S W+W- M1+M1+M1...]
    ---Corkscrew
    ----If you charge your opponent in a spiral pattern you can hold them still in midair while circling around them and picking them apart, this combines standard juggling with the Round About
    [S W+W-+A/D-+M1+M1+M1]
    Caution: If you do not perform this move correctly, your target IS airborne and WILL receive crits

    -Blade Dance
    This is an advanced ability that can be paired with any other kind of barraging attack. While attacking an enemy, throw a block in between each strike. Alternate M1 and M2 this will, on average, reduce your incoming frontal damage by about 25% (Block reduces by 50%, while 'dancing' you will be blocking approx 50% of the time meaning 25% efficiency)
    [M1 M2 M1 M2 M1 M2 M1...]
    Example: Corkscrewing Juggle Dance of the Blade [S W+W-+ A/D-+M1+M2+M1+M2+M1...]


    Archery
    -Bows are an amazing way to overcome unskilled meleeists, you can generally keep them at bay long enough to kill them before they even touch you... assuming you can aim straight.

    Basic Marksmanship
    -Various games have taught us to always aim for the head. Currently, Minecraft has no ranged headshot system, a shot between the eyes, while enticing, does no additional damage. Nevertheless, due to sheer size, the head is a good target. I tend to aim for the throat, though this is merely personal preference, it is the best target as it is just above centermass. This means if your shot is off, you have the highest chance of still scoring a hit.


    Long Range
    Sniping is generally the first combat style imagined when one thinks of a bow, and for good reason. Bows are the single most effective way to deal damage over long distances; even when your forces are using heavy siege equipment, nothing beats the accuracy of a well aimed arrow. In order to be effective as a sniper, there are many things you must take into account; projectile flight, drop off, target movement, and your own surroundings (too often entire battlements of snipers are killed one by one because they never notice their allies being stabbed right beside them). You must lead your targets, time your shots, conserve your ammo, the list goes on making archery far more difficult than standard melee combat.

    -Siege Sniping
    A common and invaluable role in siege combat is that of the siege sniper. Whether attacking or defending, ranged attacks will be needed to defend infantry, suppress enemy snipers, hinder enemy cannoneers, and discourage enemy advances. When taking on this role, you are entering into an unspoken duel with the opponent snipers, a delicate chess game of timing, cover, and ruses with your respective teams as the pieces. Your goal is to eliminate the enemy snipers and their exposed allies while simultaneously defending your teammates. Take advantage of every move the other snipers make, if they take aim at one of your men, counterattack and make them hide. If they change position, attack their allies. If they try to suppress you, change your vantage point. Always try to surprise them, make them afraid to take a shot. At the same time, always be aware of your surroundings, never position yourself where a stray shot can knock you from your perch, and always keep track of enemy infantry, keeping careful watch for any airborne pearls.

    -Intercepting
    Long range archery is the most effective means of interceptions. If a valuable target is fleeing, a fast and steady handed archer is the best, sometimes the only, way to stop them.
    Chase them down as any dimwitted meleeist would. Wait for the right moment, look for small hills or easily climbed trees near you, at some point you will get an opening, whether it be your prey crossing water, running through a straight valley, or a wide open plain (granted they do not have the foresight to swerve). When the chance presents itself, get as much height as you can, as fast as you can and take your shot. Try to line up your aim so that they are running directly away from you. Fire above and in front of them, letting them flee into the path of your shot. If your target is 'prancing' (spamming jump) aim high. You will likely clothesline them if you aim high, rather than them jumping your shot if you aim low.

    Medium Range
    Medium range for archery is generally defined as any situation in which you are in extreme danger of taking damage from the enemy; if you are close enough that competent archers are unlikely to miss, or a sprinting meleeist can overtake you before you can react, most commonly indoor, urban, or thick forrest environments.
    In these conditions keeping meleeists out of range, and archers out of sight are your top priorities.

    -Jumpshot
    --This is an ability usable in most games with archery, from cover, jump into the open while pulling back an arrow
    Take aim before you hit the ground, and let loose the moment you do, then jump back into your cover
    While geared more towards fast paced gameplay, it can see effective application in medium range combat in Minecraft
    [A/D+Space+M2 A/D Space]

    -Drop Barriers
    As a battle archer, it is good to carry fences on you. If caught in combat in enclosed areas like mines and structures, you can block a tunnel off to meleeist, but still be able to fire over it

    Close Range
    In some cases it becomes difficult to maintain your range advantage over meleeists and you have to be ready for a brawl. Most archers would in this case fall back to their sidearm, juggling the meleeist until they're back into comfortable bow range, which is one viable tactic. At the same time a pure archer may be able to barrage them back with tapshots (especially if using a punch bow). Gauge your enemy's range, translating it into the time you pull back your shot, if they are within three blocks you'll only want to pull back long enough to spit an arrow out. If done fast enough, the resulting barrage can punch the meleeist away from you, as they get farther away, you can then charge your shots longer to increase damage.
    To perfect this strat you must learn to balance damage output with distance. Done right and archer can be effective at any range.

    -Knockback kiting
    Another viable strat, melee moves still work if you melee with the bow. If a warrior gets a hold of you, use one of their own abilities against them. Take your bow, surge forward, and slam them back to whence they came. Space permitting, you should then sprint the opposite direction, turning every second or two to hit them with another arrow. If they get too close, perform the slam again. It is even possible to juggle with bow melee
    Try to aim them so that they fall down slopes, this increases distance, generally slows them a they must restart their climb, and adds the possibility of addtional fall damage.
    If you are aggressive, keep tabs on your pursuer. They could slip away while your back is turned. If they disengage you, you may want to switch roles and chase them

    --PUNCH!
    I have recently fallen irrevocably in love with the Punch II bow enchant, this is ­-­stainingly epic if you know what you're doing. Even if you tap the bow just long enough to drop an arrow at your feet, it will still blow the target back full distance. This means, assuming you do not miss, you can keep enemies at bay until your ammo runs out, your bow breaks, or they die. I tested it in the nether and was able to force back the biggest of pigmen rushes without taking any damage or using a sword. I would strongly recommend practicing bow strats on pigmen

    ---Skeet Shooter
    If you're the best with archery, you can knock enemies back and hit them before they touch down, effectively juggling them with a bow. If you have Power V you can usually 2 shot most players by knocking them away and firing a shot at where you know they must land before they actually get there

    -Sidearm
    Another option if you're not good enough with the punch bow, is to carry a knockback II sword, I did this before discovering the awesomeness of Punch. Gold is recommended if you only want the knockback, (Gold is cheaper to enchant and will often come with better secondaries like fire aspect, which deals full damage regardless of vector material)

    Hitboxes
    Be aware of your hit boxes and melee ranges, ranges are calculated from the shoulders, meaning you have a hitchance advantage when striking from below. You must balance this with the crit advantage falling enemies may gain (never fight someone who is charging down stairs or hills unless you can get directly under them) Often times, if you must attack someone below you, you need to fall beside them rather than dropping onto their heads. Beware especially the 'push' effect of character collision, if coming from above it's possible to be pushed forward so the enemy ends up behind you

    Potions

    "...this fight very well may come down to which side wants it enough... to use dangerous chemical performance enhancers to give them the edge!" - Mikie Canter, Super MNC Announcer

    There are many potion choices to give you an edge, but with their inability to stack, and your limited belt space, you need to be able to prioritize

    Potions come in two primary varieties, buffs, and damage. Buffs can be consumed by a single person for max effect, or used as a splash to empower a group of players, wolves, or even mobs (Speed II creepers, anyone?)
    Damage potion should never be drank, (obvious reasons, read your warning labels) only thrown to deal damage to a primary target... and all his nearby friends

    Most potions can be altered to trade duration for potency or vice versa

    Listed below are all the potions you could want with my advice aswell as my nicknames

    Buffs

    HEALTH
    The good old health potion. If you don't know what this is or does, you have no right to call yourself a gamer

    Creation: Wart+glistmellon+glowstone

    I will not list variations- there are none, these potions have no duration so you should ALWAYS go for potency

    Upon use, you will be healed 60% of your total health


    REGENERATION
    These require harder materials, but are defiantly worth it, applying a powerful HoT (heal over time) effect for overall greater healing than a standard health potion. This gives the illusion that the imbibler has much greater than standard health pool by adding a damage threshold that must be out-DPSed otherwise the player is litterally invincible for the duration

    Creation: wart+Ghasttear+[Modifier]

    Variations:
    -Invincibility: I call this the god pot, add glowstone as a modifier and your HoT will tick so fast you may as
    well have grabbed a Mario star (fireballs not included) warning: short duration
    -Troll's Blood: Want some added vitality for the long run? Add redstone as a modifier and you wont have to worry about health maintenance for about two minutes. Taking too much heat? Jump back for a second, your health will refill. Great for close range archers
    Specs:

    Standard 23 Hearts 230% Healing 0:45
    Red 54 Hearts 540% Healing 2:00
    Glow 24 Hearts 240% Healing 0:22



    STRENGTH
    A raw damage increase adding a a heart and a half to damage per potion tier
    These are amazing if you are facing a group, want to kill people a little faster, or just want a good old fashioned rampage

    Creation: wart+blaze powder+[Modifier]

    Variations:
    -Berserker: This is the mother of all facerollers, pop this and become an unstoppable force. Super Turbo One-shot mode. Just add glowstone.
    -Power: These are weaker, if you just want to hit a little harder than your opponent and foresee a long fight ahead, with it's modest damage amp and whopping 8 minute duration, this is your potion to even the odds. While I greatly prefer the berserker variant, this one is yours with the addition of redstone

    Specs:

    Standard +3 Hearts 3:00
    Glow +4.5 Hearts 1:30
    Red +1.5 Hearts 8:00


    FIRE
    Grants full immunity to all fire damage, this includes lava, and all forms of fire magic, but does not include explosions.
    These are amazing, while not particularly useful in direct combat, it is a godsend if attacking a base defended with fire.
    It also provides an undeniably epic escape if caught in the nether.
    Not to mention the awesomeness of charging into battle on fire

    Creation: Wart+MagmaCream+Redstone

    No variations here, you can extend it to a whopping 8 minute duration, but you cant be any MORE immune to fire.

    -Extinguishers: Add gunpowder and make it splash, this is amazing for saving yourself or friends at the last second from a fiery death

    SPEED
    Simple base movement increase, effect stackable with sprinting
    These are good for getting around, fleeing, chasing, or simple outmaneuvering I used them alot as an archer

    Creation: Wart+sugar+[Modifier]

    -Warp: What do you consider Minecraft 'fast'? This thing's faster than a minecart, faster than a flying admin, it's damned near faster than the speed of terminal velocity. Sprint while using this and you very well may just get run over by a Delorean. Great for escapes, quick entries, ambushes, interceptions you name it. Add glowstone
    -Endurance: This lasts forever and a half, but only makes you *a little* faster, in fact, just enough that you can outrun anyone, this is good for archers you can kite infinitly with this. Redstone


    NIGHTVISION

    These are a personal taste thing, some people will feel they ae completly useless, others will be so addicted to the effect, they'll be downing them like a proper alcoholic.
    Noted places of use are speed mining, underwater, and the Nether
    A recent update now makes the effects flash as it is wearing off

    Creation: Wart+GoldCarrot+Redstone

    Always go for duration

    INVISIBILITY

    An arguably gamechanging potion, the invis seems at first insurmountable, but there are many tricks that can increase your effectiveness with or against this ability.

    First, all worn or held items will still be visible, meaning an invisible soldier is instantly less effective if they use a weapon, be on the lookout for floating bows on the horizon, and while invisible, always switch to an empty slot when not actively using an item and never wear armor while invisible

    Second, particle effects still appear on invisible units, use fire and potions of weakness or poison to flush them out. When on watch, always keep an eye out for stray particles, they are often the only warning before a skilled stealther Assassin Strikes you.

    Third, always build walls around even temporary bases, even the best watchmen cannot be blamed if an invis trooper slips past them

    Fourth, listen, invisible units still make sound when walking, With surround sound headsets you can nail them with your eyes closed. In addition, they still affect objects like pressure plates and tripwires, use them to make alarms, or if defending a large fort, place a wide radius of plates. You'll 'see' them as they trip the plates in a wave allowing archers to kill them with relative ease

    Weaponized
    Splash potions are created by adding gunpowder, enabling AoE bursts for applying negative and positive potion effects
    Caution: With all weaponized potions, beware of friendly fire... or accidental treason

    HARMING
    Your arrow may have my name on it, but my potions are addressed 'to whom it may concern'
    These are the grenades you were looking for
    Does the same damage as a diamond sword crit at its center
    I've taken to calling these "Hammer Potions" due to frequent typos of "Hamr" and the devastating effect of hitting someone in the face with both objects. It is a bottle of pure liquid malevolence tempered by a -stainingly potent amount of awesome- I got my first four kills on Conquest with these bad boys

    Creation: Wart+Glistmellon+glowstone+fermented spider eye+gunpowder

    No variations here you always want potency

    POISON
    These are interesting, they generally do massive damage... but slowly, and they will not kill their target, only reduce them to 5%. On the other hand, it ignores armor and often induces panic in players. A good alchemist can get considerable kill counts by weakening enemies with poison followed by a chaser of hammer, weapon, or even fist to deal the finishing blow
    Note: Effects of damage resistance enchants on poison are currently unknown

    Creation: Wart+Spider Eye+[Modifier]+Gunpowder

    Variations:
    Tox: These are fast and furious,They'll burn the victim to 5% in a matter of seconds, no matter what armor they're using making it an acceptable counter to diamond armor. Buyer beware, this is for the skilled player, if you do not hit them directly in the face, the effect will burn out long before they're oneshottable. Use glowstone.
    Spite: These are funny, adding redstone will make the poison so slow it's useless in direct combat, but it will ruin the victim's healthbar for up to a minute and a half, they'll have to remove themselves from combat until it wears off. Throw it at the ground if you get bumrushed and know you're going down.

    Antidote: Milk bucket will cure poison. In theory this could remove a vital weakness of a powerful diamond-equipt army
    I've never seen it as particularly practical to waste imporant cannoneering inventory on a defense against something no one ever uses on me, (and when they do, they usually miss) perhaps my enemies are incompetant and yours arent, maybe you're a bad throw and are afraid of spilling it on yourself. Either way, *I* never carry milk - but you might

    SLOWNESS
    A base reduction to character movement speed
    These need to be improved, only bother making them if you have an excess of alchemy supplies. They are good for archers as they make kiting easier.

    Creation: Wart+Sugar+redstone+fermented spider eye+gunpowder

    No variations here, though I'd love to see glowstone as a full immobilizer, an archer can dream...

    WEAKNESS
    These are extremely situational, but have found their nich in the TLB armory. If you are being attacked by large groups of completely unarmed players, hit them with one of these and their punches will do no damage. Useful in certain mods with player-set spawns if and when they go into 'Frenzy Mode' and start throwing themselves at you in attempt to wittle you to death

    Creation: Mundane potion+fermented spider eye+redstone+gunpowder

    For the only practical purpose I've found, you want to always go duration


    -Support Potions
    Adding gunpowder to positive potions is usually a viable option, while it lessens the duration and can stagger the effect, it is traded for the ability to consume the potion instantly and apply the effect to groups of allies. As a general rule, redstone potions work better as splash. Extended speed and strength are excellent for raiding parties. But in some cases glowstone potions will see use, instant potions for instance, or concentrated strength right before you rush a hostile room is much like 'poping heroism'. Some clans have even opted to dedicating combat classes to alchemy as a support healer/debuffer.

    -In the face!
    All splash potions have lesser effects the farther you are from the origin of the splash. In fact, they use your head to gauge distance meaning the farther your head is from the bursting point, the less damage it does. What does this mean about combat? Take that bottle of pure liquid malevolence- and hit your enemy directly in the face!

    Also, if you use support potions (positive splash), time permitting you should order your friends to crowd around you before a push so you can throw the potion directly up, catch it with your face for highest effect


    Enchantments
    Enchantments are used to strengthen existing items by either increasing their durability, power, or by giving them new abilities.
    If you cannot afford the more elaborate enchants, you should always put one level on everything you own, this will provide Prot I, Pwr I, or Eff I respectively
    Also, Gold is the best material for absorbing enchants (even topping diamond), meaning you will always get the most out of your used power. The drawback is gold's excruciatingly low durability. If you're an archer, having a powerful golden sword can be an effective sidearm but you'd never want gold anything as a primary. Other than that you should always use gold for out-of-combat situations. featherfalling boots, respirator helms, fire resistance armors and the like are good for scouts, miners and builders

    --Weapon Enchantments

    ---Sword

    ----Sharpness
    Increases damage, levels range I-V dealing .5 - 1.5 hearts per level in extra damage
    I .5 - 1.5
    II 1 - 3
    III 1.5 - 4.5
    IV 2 - 6
    V 2.5 - 7.5
    [Add above values to base sword damage]
    This means a full-output crit can oneshot mobs and lightly armored players

    ----Knockback
    Comes in variations of I and II, simulates (and stacks with) the Slam effect
    Useful for kiting enemies
    Best seen used in tangent with a bow
    Skilled players can use this as a tool paired with world hazards (falling, fire, drowning)
    If you trap someone below you in water, you can use the KB to drown them knocking them deeper into the water
    Caution: Knocking back archers gives them free shots

    ----Fire Aspect
    This is the firesword you were looking for, the burn does a relatively minor amount of damage but it draws attention to many things- the fact that your weapon is enchanted, your armor probably also is, the guy you stabbed is BURNING to death... basically, this enchant is good for inducing panic
    Comes in two flavors- fire ( II ), and mild irritation ( I )

    ----Looting
    If your clan does not have the luxury of grinders, or if your grinder is manual, this weapon is a godsend, increasing the harvest from killed mobs

    ----Smite/Bane of ArthroPods
    These do increased damage (more than sharpness) but only to undead and spiders respectivly
    You should never choose this as a weapon for PvP situations, unless your enemy is known to use mobs, or as a sidearm for traveling at night


    ---Bow
    In practice, a base with multiple high level bows in the hands of skilled archerswith decent sniping perches and open surroundings, is litterally inpenetrable. Defending rangers can easily make meleeists obsolete.

    ----Power
    Power seems to calculate differently from it's bladed cousin (Possibly due to the nature of the bow torque damage amplifier effect)
    Power I multiplies bow damage by 1.5 with additional levels increasing the multiplier by .25 capping out at 2.5 at Power V and deals a maximum of 12.5 hearts
    Damage Chart
    P1 6.5 - 7.5
    P2 7.5 - 9.0
    P3 9.0 - 10
    P4 10 - 11.5
    P5 11 - 12.5
    The above values are estimated due to the need to round damage values to the nearest half below are the exact values
    It is unknown whether the values

    are rounded up or down
    P1 6.75 - 7.5
    P2 7.875 - 8.75
    P3 9.0 - 10
    P4 10.125 - 11.25
    P5 11.25 - 12.5
    This makes bows slightly more reliable than swords as they do not have as much of a chaotic effect, instead dealing fairly consistant damage off of bow torque


    ----Punch
    Variations of I and II
    Punch is amazing in PvP situations, it increases kiting capabilities, destroys enemy archer aiming, and can be used with world hazards but encourages enemies to flee
    Listed in the archery section are several tips on utilizing this enchantment

    ----Flame
    Good old siege arrows, best choice for pure intimidation value. Nothing makes a man ­ a brick faster than being ignited from max range
    Paired with power, there's a higher chance of targets burning to death after the high damage strike

    ----Infinity
    Infinite ammo, I shouldn't have to go into this
    When last tested, it required one arrow be in your inventory

    --Armour Enchantments:

    ---Protection
    Variations I-V
    A base increase to damage mitigation (Searching for hard numbers)

    ---Fire Protection
    Reduces fire based damage. More effective than Protection

    ---Feather Falling
    Reduces falling damage, minorly effective in combat, useful for builders.
    If in non-combat situations, use on gold boots for max effect and lesser cost

    ---Blast Protection
    Increased damage mitigation against explosions, use if in a situation with high risk of creepers or TNT bombardments/misfires I would even recommend full gold blast prot for cannoneers due to the light backfire effect when firing most open-hopper cannons

    ---Projectile Protection
    Increased resistance to archery, an excellant choice for support roles like archers, canoneers, and battlebuilders very effective in siege events with thick bow fire especially with the percentile reductions to the 20 heart death shots of the Power V bow

    ---Respiration
    Increases lung capacity and slows drowning damage.

    ---Aqua Affinity
    Allows one to break blocks faster underwater -good for underwater breaching tactics


    ENDERPEARLS
    Shadow Demon testicles of teleportation
    Warning: Pearl deals 2.5 damage to the user as well as a high risk of teleporting above open space or clotheslining yourself in an overhanging block
    Because the initial damage is catagorised as Falling Damage, you can reduced these risks with featherfalling and respiration armor to protect against the high possibility of 'telefragging' yourself in a window frame

    -Infiltration
    Toss one through a window or over a wall to enter an otherwise secure base

    -Escape
    Taking too much heat? Toss one into the horizon. Destination: Anywhere but here!

    -'Shadowstepping'
    Throw one at an enemy or destruction target, wait a moment, throw another directly up
    You'll appear at the first target, UNLEASH THE FURY. Bash target into oblivion with sword or pick, or hell, drop some TNT and a redstone torch, a moment later you'll be back where you started; maniacal laughter highly encouraged. You may very well be accused of hacking

    The Utility Belt
    My nickname for the actionbar, it's only got 9 slots so you've got to make them count. It's a good idea to have frequent or important items in your 1-5 so you can hit the button quickly when you need to.
    It is more effective to press the numerical keys than scrolling. Assuming you use WASD config 2 is the easiest button to hit, your primary weapon should go there, sidearm as 1, and other items trailing to the right in decending order of importance or frequency of use.
    If you prefer scrolling it's generally a good idea to use a 'clicking' mouse wheel. Mine rotates smoothly, and it is terrible.
    Generally your actionbar setup is unique but I'll share mine for reference.
    1. Sword 2. Bow 3. Pick/Flint and Steel 4-6. weapon potions 7. buff potion 8. food 9. arrows (I like to watch my ammo)

    Pyrotechnics
    Another thing few people think of in actual combat: Burn them, burn them all

    -Flint and Steel
    hilarious when kiting as an archer, leave a path of fire behind you. Worst care scenario: they are smart and punch the fire out. Best case: They're slowed down by confusion and burn to death. Can also be used offensively or to create temporary barriers

    -Lava
    A powerful AoE deploy, can be used as a powerful barrier or area of denial effect. It takes longer to clean a lava spill than it does to destroy a wall, dropped behind you in a tunnel while fleeing is a surefire (pun possibly intended) way to lose your pursuers

    -TNT
    another good use for Flint and Steel, drop bombs upon your pursuers, punch the TNT with F&S equipped and they will ignite instantly.

    On Scouting and Travel
    The success of any army will require that you are able to move efficiently, for reasons of gathering, attacking, patrols, and scouting. Even in the case of extreme defensive groups, you must still remain aware of your surroundings, and you must still get out to gather nonrenewable resources

    Safefall
    You can break your fall with a waterbucket (or lava if you have fire immunity)
    Look slightly ahead of you, hold forward, jump, and use. The liquid block will appear under you cushioning your fall. This is an effective alternative to fall-logging, which many view as cheating
    (Tested on 20-30 block falls)
    [INC]
    Posted in: Discussion
  • 0

    posted a message on Trespassing and other noob questions
    Quote from ChiGuy

    1) trespassing


    The ideas of trespassing vary in many ways. Think of real world houses in wilderness settings, generally you can't gauge where property lines start until someone breaks out a shotgun. Generally, if there are no signs, simply plead ignorance and leave


    Quote from ChiGuy

    2)...mining wood. Can TNT be used?...


    TNT is a weapon and teraforming tool. Use it to blast through walls of mines and structures, or to murder people. It has no other viable uses. Use an axe if you need alot of wood

    Quote from ChiGuy

    3)... do the leaves eventually disappear ...?


    Leaves do degrade on their own over time, so long as a player is in the general area. They also drop sapplings and the occasional apple. Useful if you want to thicken your grove or, you know, *eat*

    Quote from ChiGuy

    4)... someone elses mine. ... is it okay that I take it over?


    Mine use etiquette is another varying social quirk. Due to the fact that there's no means of blocking all the entrances, and no way to tell an abandoned mine from an active one, natural formed mines are generally free for all, but there's always the exception that attacks you with a pickaxe forcing you to turn them into a pincushion. Such is life, if you're on a PvP enabled server, be on guard if you find evidence of other players

    Quote from ChiGuy

    5) Do people "live" in the nether?... would I be able to get back to my original position ...


    I live almost exclusively in the Nether. It's not an easy life, very *very* few people attempt it, and you're generally forced to be a trader because you cannot get metals or wood for tools and weapons. But most players despise the nether and are thankful to have someone to pay off whenever they want any of the Nether's valuable resources. Halorym's Nether Shop: We go to Hell and back, so you don't have to!
    You get the idea

    When it comes to portals, they use a difficult to grasp set of mechanics, it is very common to accidently link your portal to another nearby one or end up teleported a good hundred blocks away. There are ways to properly anchor portals, (it was another of my shop's services) but you're just as likely to just warp yourself into an abandoned mineshaft in the attempt.
    Also, watch for ghasts, they can deactivate portals. Few newbloods survive long in an unfamiliar nether after their portal goes dark
    Posted in: Survival Mode
  • 0

    posted a message on Clansman War Manual
    UPDATED
    Revamped and inproved archery section
    Posted in: Survival Mode
  • 0

    posted a message on Clansman War Manual
    I live in a world of competent admins, I've never encountered a combat hacker

    and something just occured to me about the bedbombing in the nether, You can't shadowstep, the nether has a ceiling. Throwing a pearl up would warp you to the celling and you'd soon become twodimensional all over the floor of Hell
    Posted in: Survival Mode
  • 0

    posted a message on Clansman War Manual
    Knew about the scuba-bucket, I will have to add that.
    Never considered the possibility of the bedbombing, considering how much time I spend in the Nether, I will playtest the hell out of it and post it if I manage a kill
    I've said it before, enchanting is not my area, I might one day throw a copypasta heap together of everyone else's tips with credits and call it a day
    Posted in: Survival Mode
  • 0

    posted a message on Clansman War Manual
    UPDATED

    Added notes on surviving falls
    Posted in: Survival Mode
  • 0

    posted a message on Clansman War Manual
    Quote from Halorym

    The new potions will be added, but not until I know damned near everything about them
    Some of my first questions is - can a poison bomb reveal a hidden player? Will the poison bubbles appear? Are they visible during the red damage flash? Do positive buff effects show through the invis? Can night vision see invis?


    Yes. Yes. No. Yes. No.


    Quote from Kirhak

    What plugin did you have to prevent people from logging off when they are under siege?


    None, the player limit was only needed to initiate the raid, once started, the defending party was free to leave their base undefended if they so chose.
    As for the siege mechanics, the plugin was custom




    Quote from alexdafishguy

    ... the most important one EVER. NEVER. STOP. MOVING. seriously, best tip ever...


    I disagree, as a sniper and cannoneer I often successfully stand my ground. I find moving bases repeatedly to be tiresome and demoralizing to the clan, and in direct melee combat I often use holding still to bait enemies, I would even call it necessary for juggling.
    Not to mention all the stamina you burn while moving.
    This strat probably works on anarchy servers, but is lost on team based warfare



    Quote from airow99

    ...can I use this for my public server army training? ...


    Go right ahead


    Quote from Fieldsb2 »

    ...Would you mind revealing what server you play on?


    I played on Lavish Brutality and Conquest, mainly, I am currently between servers and clans

    Quote from 99ytrewq911

    ... I have something for you to add for enchanting and infiltration though that I learned...

    ...Also,an enderman grinder/farm is essential...


    I generally leave enchanting to others in the clan (My only contribution was to find suitable close-knit blaze spawners for others to abuse) If enough people post usable information, I will add a section on it

    I already mentioned the use of lava, though always the defensive player I saw it's worth more in covering retreats than for it's devastating attacking capabilities. On the attack, your goal should be to weaken enemies and securing supplies, lava accomplishes one, but denies you the other.
    I propose that a well rounded military faction would only use lava as an area-of-denial or as a failsafe


    Quote from SuperFire131

    ...I would love to see a section for psychological warfare added ...


    This manual was meant to be distributed to common soldiers, I leave psychology and philosophy to my superiors

    'Halorym's Officer's Manual' I might get bored enough... who knows
    Posted in: Survival Mode
  • 0

    posted a message on Clansman War Manual
    UPDATED
    Added additional tricks on countering invisibility
    Posted in: Survival Mode
  • 0

    posted a message on Clansman War Manual
    UPDATED
    Minor spelling and formatting fixes
    Posted in: Survival Mode
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