2009年12月24日 星期四

Swagvault AION leveling guide Chapter V

In-deep Analysis of Abyss Fortress Battle in AION
If Level 45 is the highest level, the two races can only enter three fortresses on the base of abyss for a long time. If one team level up to Level 45 (improving equipment as soon as possible), the legion can try to attack fortresses the top of abyss.

How important is the abyss?

If a fortress was attacked by one race, every legion and other solo players in this race will get benefit from this. Every player who participates in fortress battle will be listed in DPS ranking. Top 100 players can obtain Gold Medal, Silver Medal, considerable abyss points and bonus. The amount of medal and abyss points given to Top 100 players depend on their ranking and the prizes will be delivered by post. The obtained tax will be distributed to above players regularly before the fortress is occupied by another race. In AION (KR), I participate in fortress attack as solo player. And I will obtain 3-4 gold medals, about 10,000-15,000 abyss points and about 200,000 bonus.

Some points should be noticed in abyss fortress battle system:

1. The only method to get gold/silver medal is attacking fortress and hunting boss. Gold/silver medal is the important materials to exchange high-grade abyss equipment.
2. All the players in one race who participate in fortress attack will receive benefit according to their DPS ranking.

3. Problem in war time.
Fortress battle happens every day, but the war time is not fixed.
Fortress battle in each fortress breaks out indefinitely: some fortress battles may break out simultaneously and some may not.
Each fortress will change its status every two hours. Each fortress will be vulnerable from 17:00 to 21:00.
The battle will last two hours. If a fortress is occupied by another race, the fortress will be invulnerable.

The above points actually decide the core of abyss fortress battle. It is impossible and unreasonable to occupy one fortress for a long time.

Why is it impossible?

1. The fortress battle is not a fighting platform only for legions. Players in two races must participate in the fortress battle so as to receive benefit from it.

2. The fortress battle breaks out frequently (based on day).
3. If the fortress you occupied is under attack, the players in your legion and solo players will not assist you in principle. The reasons are as follows:
Since they obtain nothing beneficial from assisting you, they may as well participate in other fortress battles.
It is a good news for other players when you lose the fortress occupied. Because they get the chance to occupy the fortress. Once a fortress was occupied by one legion, other players in the same race participating the battle will receive benefit from it. Other players will be angry at your successful defend.

Why is it unreasonable?

1. It is worst that one legion will face all players in the hostile race who want to gain benefit from the fortress battle. We have to mobilize all online players of own guild to defend the fortress. Nobody can guarantee that they can defend the fortress for two hours. Although a few players attack the fortress at the beginning, within two hours, players in the hostile races will simultaneously gather here after other fortress battles are over.

2. There is no benefit for our own members, if we are clinging to the occupied fortress. If we send members to defend fortress every day, they will spend few time to participate in other fortress battles. In the end, some members will participate in other fortress battles furtively so as to gain medal, which will become out of control eventually. It is the most difficult to defend more than one fortress. Basically, all players of one legion will be nailed on the unprofitable defending unconditionally.

3. The core of AION is to show the intense abyss battle. The intense abyss battle means that the two races occupied the fortress alternatively in a short time. Although we are strong enough to defend a fortress even more fortresses, this server will probably close. The hostile race cannot obtain our one fort by gathering players in one race. Under this condition, they will leave abyss successively. We stare at several forts, so other players will fight for lesser fortresses and medals. The incomplete abyss may arouse their aversion.

In my opinion, The concept of abyss fortress battle should be as follows: The only thing to do is to enhance the occupation frequency, not the occupation time spend on some fortresses.

We give up all fortresses obtained the day before and exert full strength to attack other available fortresses, which, theoretically, is a priority issue, the details can be adjusted according to actual situation. For instance, we should defend our own fortress if other fortresses are not accessible. But if other forts are accessible, we should attack and keep the record. Giving up the fortresses obtained the day before is not a big deal and getting them back actually is a matter of time. Judging from the abyss map, we Asmodians have been occupying several fortresses which are different forts every day. But our record in abyss cannot be influenced. At the end, Asmodians occupied all fortresses, with a happy ending.

In AION(KR), powerful legions in two races will occupy several fortresses every day. But no race clings to own forts. We have always thought that Korean may agree to attack the other’s fortresses at first. But we have gradually realize that clinging to your own forts is great loss. The behavior against the original mind of game is hard to gain support of own race. In fact, abyss fortress battle is the standard process for two races’ fighting for medals/abyss points/currencies. Only frequent battle can comply with the development trend of game. The fight strength of legion lies in the level of offense, which decides the success of fortress battle; not in the level of defense.

The tactical analysis of abyss fortress battle
If you agree to the above concept of abyss fortress battle, we easily realize that most abyss fortress battles are offensive battle.

On the base of abyss, the core of offensive battle lies in speed. Four legions (about 100 players) will spend about 15 minutes capturing the boss in the base of abyss. With the improvement of players’ equipment, they will spend shorter time.

The tactical analysis of abyss fortress battle on the base of abyss

1.Preparation below must be done half an hour before the fortress become vulnerable.

a. All players in each unit should quickly assemble in advance. The assembly point and assembly line decided by commander.
b. All players should place the obelisk in location as commander ordered. The default resurrect point is bonded in the main city of abyss. Discipline is very important to avoid mistake and repeating, which never occurs in the pre-testing edition. It is better to take team as a combat unit so as to distract binding points and each team leader decides own resurrect points. It is easily to find over-centralized resurrect points. Each team should arrange own players to protect own resurrect points. There is no absolute secret in abyss.
2. The following unconventional measures can be used to attack the fortress of Balaur.

a. It is better to place 48-person large resurrection stone inside fortress (The fortress boss hall is not available and resurrection stone should be placed in fortress artifact room) before the fortress become invulnerable. All players in one team should suicide rapidly after they arrive at some place nearby the fortress. They can hunt the fortress boss when the death weakness recover.

b. Because the rear gate of fortress do not have the aetheric shell, the conventional fast invasive means to fortress is as follows:
Equipped with shield-wall, Templar firstly bursts into the fortress through the rear door, and then induces three gate guards who defend the rear gate to chase after Templar. So your team mates can quickly follow up. Before gate guards return the guard position, all your team totally enter the fortress.
c. When the main alliance enter the fortress, colleague alliance should harass And prevent enemy from the rear gate. It is not necessary to completely wipe out all the enemy, the purpose is to delay their time. The enemy who knocks at the front gate can be ignored. When they enter through the front gate, we have occupied the fortress.

d. Enemy can also invade the cut-in point of fortress by the following measures: firstly enemy activate some artifacts and use “Shield of Abyss” with absorption of 5000 dmg to attack the aetheric shell, the aetheric shell will disappear when the aetheric shell master is killed.

3. If you attack the fortress occupied by another race instead of bulur, you cannot invade the fortress by force, because enemy do not allow your resurrection stone to be placed in their fortress. Only we can do is to assemble at the rear gate as soon as possible and then burst in the fortress. The legion should arrange one powerful PVP team in responsible of guard defense in advance. Generally, this team should kill the fortress boss with other mates and they may conduct some PVP under special circumstances. Other teams should continue to open full firepower to kill the fortress boss.

4. The PVP team do not need to leave the fortress. It is not wise to guard over the fortress, because you not only cannot guard the rear gate, but also may be completely captured under the absolute disadvantage of number. The PVP team should cling to the entrance corridor of the fortress artifact room, which is the assembly point from rear gate to this corridor. This defending means can block all the path leading to boss hall and also can protect the resurrection stone. After other legions and solo players in the same race recover by the resurrection stone, those players can strongly assist the PVP team to attack and defend. If necessary, it is possible to transfer other teams from boss hall to assist defense, which is convenient to assemble and support.

5. The scout plays an important role in PVP team. Generally, the scouts wander around the fortress when the whole legion attack the fortress boss. The scout should not only provide the main direction of enemy, but also guess the location of their resurrect point and then report to the alliance to destroy it.

The fighting means of offensive battle on the top of abyss is different from that on base of abyss, because Level 45 is the top.

The tactical analysis of abyss fortress battle on the top of abyss

1. Four teams (around one hundred players) may spend about one hour to kill the fortress boss on the top of abyss. But two hours are too short to kill Balaur boss. Because the fortress boss is Level 50, which is 5 levels higher than players.

2. It is not feasible to attack the fortress on the top of abyss, because most fortresses have no rear gates. Templar is not strong enough to fight against gate guard which is Level 50 and other players maybe killed at the entrance of rear gate. So we only can attack from the front gate. We can also pass through the aetheric shell, equipped with “Shield of Abyss” with absorption of 5000 dmg, and then kill the aetheric shell manager. After the aetheric shell disappears, we can expand full-round attack.

3. Killing the fortress boss will spend more time on the top of abyss than that on the base of abyss, another race may conduct more threatening behavior. If the fortress boss only have half life, we may be completely interrupted by another race. We may have not enough time to bounce back if the fortress boss return. This depressed thing occurs many times. In AION (KR), after we spent more than one hour to kill the boss, we are completely killed by another race. If we have own fortress on the top of abyss, we can organize a professional PVP team to disturb another race. Then probably win. From another perspective, it is very important to occupy the fortress on the top of abyss.

4. If you are killed by NPC during the fortress battle, you will not lose abyss points after update in February. Before the update, attacking the fortress is a money-losing deal on the top of abyss. One may lose thousands of abyss points in one battle. A boss of top abyss fortress may use an attacking skill which has more than 6000 dmg and cause a great scale of death. A Oblisk for 48 player is easily use out, and you have to resettle the oblisk continuously. Also the boss will summon some lev50 archers several times and if these archers are not killed in time, they will accumulate and become great obstacle to capture the fortress.

5. As the difficult point is as we mentioned above, so the battle to grasp the artifact around the fortress will be so fierce. The buff /debuff supplied by the artifact is the key point to win the fortress for each race. So we should firstly occupy the artifacts related to the fortress, then attack the fortress door, and in mean time distribute some player to defend the artifacts. Once we get the information that the other race is trying to capture our artifacts during the fortress battle, we should send more player to defense the artifact. The scout is very important fact, as he may supply very urgent information about the other race, which could help us to make precaution. This strategy can be used in base abyss battle as well.

There are three artifacts on the top and base of abyss which supply Shield of Abyss with the absorption of 5000 dmg (as shown below in red circle). Equipped with this buff, the whole team can pass through the aetheric shell by force. This buff is also the key factor to win the battle.









Abyss PK Tactic Analysis
Suppose you were the one who familiar with the battle in abyss, sometimes you would try to escape from the sky and try to let your enemy use out his fly-time then fall to death when you were in disadvantage during the battle. The typical method is to press “R” to vertically fly up. The one who purchase you vertically from lower position will fall behind when that guy tries to use the attack skill. This is all because of the casting time of skill. His skill casting time will provide you enough time to fly vertically to keep certain distance from him. Then you, the one who has well-prepared will try to use instant skill to hit him. Then your enemy may be afraid of drop-down due to lack of preparation. The one who will try to hunt in abyss for points will prepare a set of long fly-time gears. To ensure you have enough fly-time is the core in abyss battle.
In abyss, if you want to flee, nobody can handle you unless you were suffered the Speed-down Dot. The prerequisite to purchase enemy is to ensure your enough fly-time. Otherwise you may die because of drop-down. Hence, it’s hard to determine who win and who lose in abyss battle



Value Analysis of Resource in Abyss
We can teleport to any fortress occupied by the same race by teleporter. It is safe for these who pve around the fortress to place the obelisk inside the fortress. The fortress is well equipped, such as grocery, store warehouse, etc.
Here below will analyze the value of different fortress.
Sulfur Fortress comes first on the base of abyss (as shown in red circle). The two fortresses in the lower right are close, especially the rear gate. So their fight for first occupation becomes very severe. Here we need to suggest guys to level up at where the bulur mobs spawn. These bulur mobs only provide the higher exp than other same level mobs but also provide the materials for dragon gear sets.
There are two floating islands around Sulfur Fortress, which is the unique land of Level 28-30 bulur mobs. This fortress can provide convenience for some lower members to level up to 30.

Asteria Fortress comes first on the top of abyss (as shown below). 70% of 275P/325P aether are distributed near this fortress. With reasonable density, 275P aether can produce lots of 200P-299P rare/legendary for air farming. There are about 15 spots for gathering 325P aether. With average density, 325P aether can produce lots of normal for air farming. The farming zone is close to exterior wall. If the farmer is attacked by another race, then he can be protected by NPC near exterior wall, even though he can continue farming after recover in the fortress.
The green circle below is the aether air farming zone, the red circle is the unique land of Level 33-34 Dragon Human.


The three fortresses in the mid-ring on the top of abyss are also worthy to be occupied. The two floating islands between this fortress are the unique lands of Level 38-40 normal and Level 40 four star bulurs. And some abyss bosses live here, such bulur queen BOSS, etc. (as shown below in red circle).


Divine Fortress (as shown below) is the hottest place on core of abyss, which can show the fight strength of one race. Level 50 ordinary mobs around the abyss can produce lots of armor flux/weapon flux. And even Level 50 abyss boss live here. In AION (KR), Divine Fortress becomes vulnerable until expand pack open. Before Divine Fortress become vulnerable, some powerful legions usually fight for nine artifacts around the fortress, which can obtain more own places for farming.

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2009年12月17日 星期四

Christmas & New Year Special: A Big Thanks to Everyone!



Ding! Christmas is coming up. May you would be filled with warmth, joy and good cheer. Have a Merry Christmas and a prosperous New Year! On this occasion, SwagVault grants all customers bounteous gifts, so as to thank you, our precious customers, for your loyal patronage over the years.

Big Thrills, Small Bills. Everyone will receive a pleasant surprise after another.

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2009年12月8日 星期二

Celebrating the launch of WOW Patch 3.3! Extra 10% Giveaway

World of Warcraft patch 3.3 release is coming now. Let’s drink a toast to the launch of WOW patch 3.3!
From December 9 to December 14 (EST), SwagVault will deliver extra 1000G WOW gold (US/EU) to customer who purchases 10000G WOW gold (US/EU) from SwagVault.

Rules & Regulations:
1. Membership Reward is still available.
2. The extra 1000G WOW gold (US/EU) will be delivered with the order at the same time.
3. Swagvault reserves the right to the interpretation of this event.

The SwagVault Team

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2009年12月3日 星期四

SWAGVAULT AION Super leveling Guide Chapter IV

Chapter Four
In-depth analysis of the economy

The economic system of AION is complicated, but also reasonable.
The system is generally divided into several ranks, not farming/drafting levels.

About Rank
Rank 1: 000P-099P
Rank 2: 100P-199P
Rank 3: 200P-299P
Rank 4: 300P-399P
Rank 5: above 400P (Master)

The comment that the economic system of AION designs reasonably is based on its idea of “Rank”.

For example:
If an item is in the range of 200P-299P, all materials by air/ground farming are in the range of 200P-299P. No item exceed this range will be used. The boundary is clear.

Alchemy can prove this well. From Rank 1 to Rank 4, every rank have one set of weapon flux/armor flux/accessory flux, potions, remedies, scrolls and so on. If the potion is in the range of 200P-299P, red/blue herbs, pure platinum gem and aether are all farmed in the range of 200P-299P.

In terms of equipment, each rank in general normal armor and rare armor covers two equipment levels (excluding non-master legendary smith and Dragon Lord Set).

Take armor crafting for example,
Rank 1 corresponds to Level 13, Level 18
Rank 2 corresponds to Level 23, Level 28
Rank 3 corresponds to Level 33, Level 38
Rank 4 corresponds to Level 43, Level 48

Each rank in normal armor and rare armor covers two flux levels, that is each equipment level corresponds t o one set of red/blue/white flux at the same level. (The below mentioned one set of weapon/armor/accessory flux crafted by master namely is flux set for Level 48 armor/Level 50 weapon.)

For example:
The farming materials needed for Level 43, Level 48 armor are same, but different in quantity. In terms of ground farming, materials are all from the range of 300P-399P, while in terms of air farming, material is aether from the range of 300P-399P. Level 43 and Level 48 correspond to different flux sets.

Each crafting skill is put into a one-to-one correspondence with farming material at each rank.

For example:
In range of 200P-299P, tailoring only corresponds to 235P Tailoring herb and 2XXP herb will never be used for tailoring. Similarly, in range of 300P-399P, tailoring only corresponds to 335P Tailoring herb. (235P and 335P are Elyos’s points, which are different from Asmodians’s. But basic framework is same. The below mentioned are all Elyos’s points.)

Air/Ground Farming in range of 000P-099P corresponds to crafting in range of 000P-099P, two equipment levels and two flux levels.
Air/Ground Farming in range of 100P-199P corresponds to crafting in range of 100P-199P, two equipment levels and two flux levels.
Air/Ground Farming in range of 200P-299P corresponds to crafting in range of 200P-299P, two equipment levels and two flux levels.
Air/Ground Farming in range of 300P-399P corresponds to crafting in range of 300P-399P, two equipment levels and two flux levels.

Each crafting skill needs three kinds of materials: basic ground farming material, aether through air farming and flux.

There is a reminder that basic ground farming materials are rarely in crafting list. Generally, it shows on the list as semi-manufactured item crafted with processing materials, which are sold by NPC, such as thread and cloth made of tailoring, ingot made of ore, leather made of skin, etc.

The basic ground farming materials for some crafting skills are not from ground farming, but are items acquired from mobs, such as skin for crafting leather armor and bone/meat for cooking food.

Mobs levels, the levels of items acquired from mobs are put into correspondence with crafting rank and equipment levels.

For example:
Armor Flux acquired from mobs from Level 31 to Level 35 corresponds to armor crafting from 200P to 299P, armor Level 33.
Armor Flux acquired from mobs from Level 36 to Level 40 corresponds to armor crafting from 200P to 299P, armor Level 38.
Armor Flux acquired from mobs from Level 41 to Level 45 corresponds to armor crafting from 300P to 399P, armor Level 43.
Armor Flux acquired from mobs from Level 46 to Level 50 corresponds to armor crafting from 300P to 399P, armor Level 48.
And also:
Skin acquired from mobs from Level 31 to Level 40 corresponds to tailoring from 200P to 299P, leather armor from Level 33 to Level 38.
Skin acquired from mobs from Level 41 to Level 50 corresponds to tailoring from 300P to 399P, leather armor from Level 43 to Level 48.

After understanding this correspondence, players can be clear about what equipments may be produced at different levels.

In terms of ground farming, corresponding rare and legendary materials can be farmed in most farming materials. Apparently, normal/rare/legendary word materials correspond to normal armor/ rare armor/legendary armor at the same rank respectively.

This rule applies to semi-manufactured item processing. For example: tailoring herb is made into cloth, including rare cloth and legendary cloth. Accordingly, rare cloth corresponds to rare cloth armor and legendary cloth corresponds to legendary cloth armor.

This rule also applies to air farming. For example: in terms of aether acquired through air farming, normal aether corresponds to normal armor, rare aether corresponds to rare armor and legendary aether corresponds to legendary armor.

This rule applies to flux, that is rare weapon/armor/ornaments flux corresponds to normal armor; rare weapon/armor/ornaments flux corresponds to rare armor; legendary weapon/armor/ornaments flux corresponds to legendary armor.

The crafting of some rare armor and legendary armor need mobs and even rare word and legendary word materials acquired from boss. Dragon Lord Set is the most typical example.

After understanding farming and crafting, let’s analyze economy.

In terms of economy, players are under economy stress all along. In AION, players do not hunt a group of mobs at one time. Moreover, the equipment drop rate is quite low, so the resource competition is tense and various expenses are high (such as purchasing exp, skill learning fee, delivery fee, etc.) At the beginning, all players do not have enough money. Players only put on equipment they obtained and the collected materials only can be sold as soon as possible. The economy in AION is gloomy.
First bucket of gold is important in Pioneering Stage

Players may purchase materials from auction and craft some normal armors. then sell normal armor to stores for kinah . At the beginning, some players will be trained in air farming and ground farming by the support crew. With their farming level increasing, players will accumulate many materials from ground farming and many low-grade aether gem. Compounding with some fluxs at the same level, those above materials and low-grade aether gem can be made into normal armor. Although this method brings meager profit, it is the most direct method early. Players should plan a good procurement of flux, so as to improve the profit. It is a good idea to smash high-level normal armor into stone and then sell the stone latter. In AION (KR), I once adopted procurement method. Through accurate calculation of the cost, I purchased the cheapest materials (which are for air farming, ground farming and flux) from auction house, which will ensure a few profits (Generally, 200,000 worth of normal armor will make 30,000-50,000 net profits). Finally I will give up because I spend not enough time to level up.

In this period, players will be able to pay alchemy, and immediate heal potion is the most popular. As we all know, one bottle of immediate heal potion may save one’s life, which means player don’t need to soulheal this time. If player does not have enough time to learn alchemy, he/she must prepare immediate heal potion even he/she has not abundant kinah. Whatever the stage player stays at, he/she can accumulate enough kinah through alchemy. Because potion from NPC is expensive but does not help much, while the cost of medicine for alchemy is quite low.

In the pioneering stage, it is difficult for player to earn kinah through life skill in equipment crafting. Generally, player levels up by hunting mobs and can obtain one rare armor at least, even can obtain several legendary armors and unique armors. Players can obtain reward: Level 30 will give a legendary accessory; players can do two legendary armor quest in Level 33 and Level 43; players can do heroic golden weapon quest, etc. Although the quality of those equipments are not good, they are transitional equipments. If player does not care much about those low-grade equipments, he/she does not need equipment renovation in auction house when he/she obtains not enough kinah.

Developing Stage

As part of players almost reach the highest level, most players stay from Level 30 to Level 40. Accordingly, purchasing power begin to rise.

Businessmen who sell consumables will be the first to gain benefit.

Players start to buy mana potion to level up, instead of lying down and waiting.

Players who earn not enough kinah, never think about food. After earning enough kinah, players start to pay attention on food and gain more buff, so as to improve efficiency of leveling.

As the conflicts in abyss and fissure become fierce, top consumables related to PVP from 300P to 399P are very popular.

In AION (KR), I have earned over 100 million within one week through air/ground farming and alchemy in this period.

The followings are top consumables related to PVP from 300P to 399 P:

The followings are top consumables:

48s wind serum, 30% running scroll, 30% wind scroll, 9% courage scroll, 4000DP Aether Jelly

Here we can know that the 300p to 399p aether will be core material for consumable crafting and also other related ground farming materials.

The merchant who sells the unique armor looted from Bosses also get great benefit.

The lv50 player and other close to lv50 players begin to have ability to hunt the world boss in own race area and abyss. And they have purchasing power to buy the unique equipment. The lv40,lv45 unique equipment will be hot-selling products.

The professional BOSS hunter team, will have several boss hunting strategies and boss refresh time schedule. All these information are secret internal documents.

The prosperous economy

When most players are above lev46, the top superior flux will appear in trade broker with skyhigh price. And different crafting master will also occur which indicate the prosperity of economy.

The cooking master is the earliest master to occur. Because cooking is the only crafting skill whose master quest is not related to flux.4000DP Aether Jerry will be greatly supplied.

Then here comes armor master. Armor master is easier to reach, compare with weapon and handcraft masters, so the superior armor flux is hot-selling.

After that, the weapon master and handcraft master. Then the superior weapon and accessory flux will also be hot-selling.
The difficulty of master quest lies in making legendary equipment out from rare ones. If you were lucky dog, you may just use three sets of material for making rare equipment. If not, you may have none legendary equipment even you use 10 sets of materials. So the master quest requires large amount of money and great luck, which is hard to occur at same time.

So we could know that the rare and legendary superior flux is the hot-selling and expensive core material for the master quests. Hence, the normal superior flux is low price as it has nothing to do with master quests.

What worth mention is that the weapon smith ad armor smith

Which master can earn more depend on the profession you guys choose in your server.

Lots assassin players buy kinah for their better equipments.

Ranger, spirit master, soccer are professions with high solo capacity, which makes them rich group.

Tank need high defense equipment for Bosses.

Some gladiator also will use kinahs for two weapon fight.

It’s not hard to see:
The hot weapon for ass/tank/glad is unique dagger and single sword.
The hot-selling armor for ass/ran is unique.

So we don’t need to explain some other items.

What earns more we can make example as follows:

Weapon smith master —- make unique dagger/single sword

Tailor master — make unique leather clothes

Plate armor master —- make unique plate armor/shield.

It’s quite important to choose the target equipment for different body parts.

It’s difficult to get weapon, armor, pants, as they requires large amount of abyss point.

Crafting unique weapons with reasonable price will be hot-selling.

Regarding crafting armor, the clothes and pants are prior than shoulder, glove, and shoes. Because abyss reward equipment of these three part armor has some special features rather than the crafting ones.

Abyss rewarded accessory has reasonable abyss point requirement and good features, which become the first choice for players.

Monopolistic competition economy

Through the above analysis, we can make a conclusion that the massive consumable materials are centralized in 2 kind:
1.300P-399PAether
2.superior weapon/armor flux

If one controlled the 300pto300p aether, he will be the one who controlled the economic artery of his own race. 70% top consumables rely on Aether while all high rank equipments also rely on it. So does the weapon and armor flux.

The 300p to 399p aether farming map are as follows:
1.Abyss 200P-399PAether gathering area:

Almost 70% 275Pand325p aether are located here(in the green circle)

275Paether can produce rare and legendary aether which is between200p to 299p.

While the 325p aether can only produce normal aether.
2.Eloys PVE 300P-399PAether area:

The green circle is the aether area for 300P/325P/350P/375P, the 350P/375P aether area here can produce large number of 300P-399P rare and legendary aether.

3.Asmodian PVE 300P-399P aether area:
The green circle is the aether area for 300P/325P/350P/375P, the 350P/375P aether area here can produce large number of 300P-399P rare and legendary aether.

The asmodians also can find aether around the fire temple, which is also a original place to produce 300p above aether,

Some problems exist in the support legion team

Air and ground farming are not difficult. Player who levels up to the top level may spend 24 hours (at most two days) to let ground farming reach Level 399 and then need 24 hours (also at most two days) to let air farming reach Level 399. Generally, most ordinary players practice air/ground farming as they level up and then practice air farming, which complies with design mind of AION. Basically, the level of farming corresponds to that of mobs nearby. When player hunts higher mobs to level up, the farming item nearby can meet your leveling. As players level up to the top level, the ground farming will be close to Level 399. And problems happen.

1.Some experienced player always grind mobs at where there is lot useful gathering resources.
He may do the leveling-up and the farming together.

2.As the aether farming is mostly base on the player’s flight time. So it’s very important to gather a set of long flight time equipment to prolong the time you stay in the air. So it’s very important for your guys to try to use scroll, potion and etc. As we know the mana stone to prolong the flight time is unacquirable except some quest. Hence, the flight time prolong manastone has very great potential market.

(So if you need the Cheapest, Fastest AION Kinah,AION CD-Key & AION Time Card, Secure AION Powerleveling just buy here!)

2009年11月25日 星期三

SWAGVAULT AION Super leveling Guide Chapter III

Analysis of Standardized Management of AION Legion


In Aion, legion is an important community for PVP . Therefore, members pay much attention to the legion management. Furthermore, management is closely related to vital interests of each member and the overall development of legion.


Management mainly involves two parts: people and things.


People refer to members; things refer to various matters caused by members in game.


How to manage members?


It is not our wish to see many talents actually are a heap of loose sand.


AION is a team game, so a reasonable rule can assist us to manage members.

I. The smallest team is a six-person group. Each group selects a group leader who is in charge of daily organization. The group leader belongs to bottom  management.

II. Team is beyond group. Team is the last unit in allocating abyss points and also is the most appropriate unit to show a team’s fighting strength. Each team selects a team leader who is in charge of training PVP capability. The team leader belongs to mid-level management.

III. Legion is beyond team. Legion is the ultimate unit developed by a group of like-minded players. Each legion selects a legion leader who is charge of legion development and fulfilling obligations and responsibilities. The legion leader belongs to Top management.



Those management candidates can be proposed by legion or those units can be self-organized.


Main legion should hold a good grasp of branch legion leader. They should determine the development orientation of each legion, so as to assign the responsibilities to each legion in battlefield.


The legion leader should hold a good grasp of team leader. They should arrange main battle team (which is inclined to PVP) and colleague team (which is inclined to PVE). Different teams tend to develop in different directions and engage in different activities.

The team leader should hold a good grasp of group leader. A team leader’s competence directly affect fighting strength of the whole team. A team leader takes responsible for coordinating the four groups, guiding them to cooperate well and establishing good reputation together.


The group leader should hold a good grasp of group mate. Group is the first unit where each member grows up. The fighting strength and cooperation capability of team depends on that of group. Compared with other units, disputes occurs frequently in group. So the group leader should handle internal conflicts timely.


If the group leader is incapable of handling some conflicts within group, he/she should report to the team leader. As regards to team and legion, those can be deduced by analogy.


“Team” is more difficult to be understood by most players than “Group”. Most players may ask why take trouble to organize “Team” and they think “Group” is good enough to form a legion.


Then I will briefly explain it.


It is indeed that members can grow up well only in groups. Whether in battlefield unit or raid, a six-person group can do perfectly.


However, all members should fight in a team when the legion stays in a war. It is impossible for the battlefield commander to coordinate in groups. Because battlefield commander generally assign missions to teams or even directly to branch legions.


What’s more, a temporary team establishment can cause chaos. That battlefield commander temporarily designates a team leader can bad influence the command effect.


There is a reminder that, in PVP, a battlefield unit is based on team not group, whether in abyss fort battle or player killing/anti-killing. In light of distribution of abyss points, team is the last unit. Therefore, every players should be listed in a team. The number of abyss points obtained can be severely affected as long as an individual follows one team, which eventually make team members unsatisfied. We love to tail after Korean teams in AION (KR) and grab their abyss points. Because we can share 1/3 abyss points through killing one player while they the whole team can only obtain 2/3, which make Korean players extremely depressed.


With continuously rich experience in PVP, members will accept “Team” and even they will be accustomed to fight in PVP based on team. The key is the reasonable composition mode, not the number of team members. The cooperation capability of team members is next point. Some issues belong to internal matters such as routine way of player killing/anti-killing, secret places for resurrection stone, the fighting ability in fort battle, which can present the fighting strength of the whole team. The experience is accumulated through this way and cooperation capability is strengthened through this way. Temporary team cannot be compared with it.


Take Range of SPEED for example:

24-person main battle team comprises three groups, which owns eight players respectively. If they should fight separately, three groups will go for three different killing routes. Encountering anti-killing group, eight-person group easily fight against six-person group. On the hot spot, three groups will fight together as a team. Alternated between apart and together, enemy cannot seize our main force and cannot guess our movement direction.


How to manage matters?


The in-game matters caused by players mainly involve in two parts: personal interests and individual contributions.


I. Perfect rules can prevent and resolve this interest dispute.

II. Perfect DKP system can make reasonable assessment of individual contributions to the legion.


Rules depend on that what kind of interest disputes will happen; and DKP system depends on that the value of individual contributions and what kind of issues may cause unfair treatment.


I. Leveling up Spots

The intense resource competition firstly reflects in fighting for leveling up spots. Members should be courteous to each other in legion, while members also should try peaceful means before resorting to force with another legion.


How to show courtesy to own mates?

Firstly, first come, first served;

Secondly, inform your own mates before you leave the spot;

Thirdly, resurrect your own mates who are died without strings;

Fourthly, don’t grab mobs with your own mates at the border which are not clearly demarcated.


How to cope with another legion members?

Firstly, do not take the initiative to make trouble. If happens, the leader should be informed and then he/she will handle those. Players should control aggressive behaviors (Some players kill person taking advantage of mobs, which wastes time, and eventually both will sink together.) It is necessary to beat back, if some players repeatedly attack others by mobs. If they deliberately upgrade the conflict, they will pay for this.


II. The rules of hunting boss and distributing items


It is best to adopt the same attitude to grab world boss and leveling up spot. Whether a team or a legion, it is not worthy that own reputation is ruined only for some interests.


There is a reminder that boss will frequently brush the screen after golden equipment is off, which means that every player will easily know the best time to attack boss. So own groups may coincidentally wait for the same boss in advance. This is a hidden conflicts, which needs a reasonable distribution rule by legion management. If two different legion stare at one boss, then fighting strength decides all!


Distribution according to needs and golden equipment auction both have own advantages. It is desirable that each team choose the most suitable distribution rule for themselves, instead of stipulating all teams should adopt one rule.


Personally, the combination of both is reasonable.


If the group has need,

A. Below the level of blue equipment (including blue equipment), groups should adopt distribution according to needs.

B. At the level of golden equipment, groups will hand to leader and bid on the trade broke for all obtained golden items or hold a golden equipment auction in group.

Brief analysis: Golden equipment is valuable, so a fair share is reasonable. In the beginning, kina is very important to all members. It is impossible to chase after golden equipment when one has not enough kina. If most members’ economic strength can afford golden equipment auction, members will not have objections.


If the group has no need,

A. Below the level of green equipment, groups should roll items to every members.

B. Beyond the level of blue equipment (including blue equipment), groups should hold a auction on all obtained items.


The distribution rule for special items depends on members’ actual skills.


III. Gathering


In the middle and latter half period of AION, all the players will try to farm items in AION (KR).It’s very common that one player wait at a spot to farm. It is frequent that players fight for grabbing items (especially grabbing items using mobile/flying speed-up scroll). And hostile damage may occur. Actually this depends on personal quality.


As more and more players have reached the top level, the competition of gathering become more tense. It is should be advocated: Do not grab others’ gathering items and Share own gathering items with others.


IV. DKP System (similar to CP System in EVE)


DKP system and CP system both present the relation between individual contributions and corresponding reward. Perfect DKP System is the basis of the whole system and reasonable one can arouse members’ initiative.


A. In terms of items, various consumables, golden equipment, game card are members’ most concerned stuff.

B. In terms of game content, PVP activities such as abyss fort battle, player killing/anti-killing, can be listed in DKP system. Professional leads members to lurk in enemy so as to complete race antagonism, which can also be listed in this system.


Generally, the legion management already have rich experience in CP system in EVE.


I only find a few issues which may cause unfair treatment. For example, in abyss fort battle, those defending teams, which do not participate in attacking fort boss, cannot obtain Gold/Silver Medal. Legion should increase their points in DKP appropriately.


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2009年11月12日 星期四

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swagvault

2009年11月10日 星期二

Swagvault AION guide Chapter II


The Analysis of Class Selection in AION:
Firstly, eight classes are classified according to function:
Close Combat: Templar, Assassin, Gladiator
Long-range Combat: Sorcerer, Ranger, Spiritmaster
Healing: Cleric, Chanter (Cleric is inclined to Long-range Combat, Chanter is inclined to Close Combat)

If one class can do things that other classes cannot, I believe this class is valuable.

We should reach an agreement on some issues:

I. As to the toughness of class, skills come first, armor second. The difference between Templar and Gladiator not only lies in "a shield". The reason for Templar's strong resistance to attack is that it owns too many skill, most of which are related to the shield defense. Also, the dodging skills of Assassin and Ranger permit them to avoid more attacks at a crucial time in actual combat, and it become the important survival means for high dodging classes.

II. DPS and DPH are two important factors in DPS class. Sorcerer is a typical DPH-typed DPS class. Assassin can cause considerable DPH through critical hit. For professional team plays, the key to victory in PVP lies in whether your DPH is powerful. Therefore, DPH is regarded a strong deterrent effect in a team. The essence of PK among teams depends on the number of players called, and the explosive force of DPH is the measure factor.

III. The ability to control the battlefield differs in PVP and PVE. Sorcerer is the main force in PVE, while Spiritmaster just play a assisting role. But in PVP, Spiritmaster becomes the main force and Sorcerer is on the auxiliary position. The skill difference lies in how long one class controls the battlefield and whether controlled objects can take action to attack.

IV. In PVP, the function of Cleric and Chanter are different except for healing

After being aware of the above issues, next we will analyze the capacity of different classes.
Apparently in PVE, "The iron triangle" refers to Templar/Sorcerer/Cleric, which are the foundations of a team in PVE.
In PVP, there are many issues to study. We might as well analyze what each class can do.
Templar
I. Templar is the toughest class. Templar is the best class to fight against NPC in PVP, such as raid and massacre a village.
II. Templar is capable of capture. Templar is important to help the DPS class to lock the enemy cleric and kill it.
III. Templar can use his protective skill to add buff to his team member, so as to protect the key class member
IV. In terms of movement speed, Templar is one of the fastest classes. Templar's capture skill can capture the enemy and slow down his speed. Therefore, Templar is the key class to hunt.
V. Generally, a professional team will not try to kill Templar firstly when they plays in PVP. In fact, Templar becomes a free class in battle. It can harass enemy, can defend attack, also can hunt enemy. Although Templar's DPS cannot cause fatal effect, it can attract enemy's firepower, continuously harass enemy, distract enemy's firepower or let the enemy temporarily lose his function through various means.

Sorcerer
I. Sorcerer can silent Mage and is the crucial class to kill the cleric of enemy team.
II. Sorcerer can use instant skill to slow down enemy's speed, and it is the key class to lock enemy.
III. Sorcerer's 4000 DP skill can defeat all the classes (except for shield-wall activated templar) in a flash, and it provides deterrent security once every hour.
IV. The cool-down of Sorcerer's 2000 DP is short. If the team keeps player killing, as long as DP is sufficient, Sorcerer's DPS/DPH will show significant effect.
V. Sorcerer can assist to control the battlefield and participate in defense.
VI. Sorcerer can keep certain distance from enemy. It also can predicate how much magic power should release after enemy was decelerated. Sorcerer plays an important role in killing the key objectives of enemy at a time.

Ranger
I. Ranger can silent Mage and is the crucial class to kill the cleric of enemy team
II. Ranger can use instant skill to slow down enemy's speed, and it is the key class to lock enemy.
III. The movement speed of Ranger is very fast, also can instantly slow down enemy's speed. Therefore, Ranger is the key class to capture the enemy.
IV. Ranger can promptly control the battlefield. Compared with Sorcerer, Ranger can perform better in defense.
V. Fighting with Ranger, there is no chance for Mage to fight back. After Ranger killed the enemy Cleric, it will be able to suppress Mage in enemy's team. And then it will try to begin the next killing.

Assassin
I. Well-equipped Assassin can defeat all the classes by its amazing critical skill, except Templar.
II. Even common Assassin can defeat fabric-wearing class.
III. Assassin's combat mode belongs to Close Combat, and is almost like half Long-range Combat, because it spurt to enemy rather than walk up. Fighting in battle, it has strong ability to survive.
IV. Assassin can throw off enemy with the speed advantage. After a certain distance, it can become invisible in pre-testing edition. In battle, Assassin can become invisible and then log out. Assassin is the only survivor in the team.
V. Only Assassin can detect its counterpart hiding trick.
VI. Assassin always tries to kill enemy Mage.
VII. Assassin may lurk beside its own key class. When a enemy assassin fly up to try to kill the important class such as cleric or mage, he will then show out and kill the counterpart.

Cleric
I. Firstly you should remember that only you can make yourself alive, rather than Cleric. You should prepare enough blood and the cool-down time of Immediate Life Potion in Abyss and PVE are different. In actual combat, Cleric can assist to heal when the two kinds of potion are alternately used.
II. Cleric's healing skill is suitable for healing the first Mage in your team who is under attack.
III. Cleric's 4000 DP is called "weapons of mass destruction". In the latest version, although it can be cured by the healing potion. But this is just a playing issue. The healing potion have cool-down so this class still can work if two Clerics alternately use the DP skill. If the leader of a legion orders a great amount of legion member to push forward, This profession of Cleric is the opening show to promote PK among teams.
IV. Cleric is probably the first target in the eyes of enemy. In other words, Cleric is the key class to attract enemy's firepower. Most teams' defense proposals are operated directed against Cleric, including trap set. The more tough Cleric your team own, the longer time your team gain. It is difficult to kill Cleric. If enemy spends more time to fight against Cleric, they may be defeated soon.

Spiritmaster
I. Spiritmaster is indispensable member to PK among teams.
II. Single Fear and Range Fear of Spiritmaster is the key profession to fight against enemy's first attack and also can be used to attack. When the two teams take the offensive to attack at the same time, whether they are Templar, Gladiator or Assassin, Range Fear can gain more time for your team after enemy's first attack. Single Fear also can protect your key classes.
III. Spiritmaster's 4000 DP is also called weapons of mass destruction. Unfortunately, the remedy cannot cure. Spiritmaster's 4000 DP and Cleric's 4000 DP are neck and neck in actual combat. Spiritmaster and Cleric are the key classes to promote PK among teams. It is said that 4000 DP is unpractical, because its cooling-time lasts one hour. But if there are six Spiritmasters, the cooling time will be only ten minutes. This is also a playing issue. If the site commander coordinates this, your team may advance and be absolutely irresistible.
IV. Spiritmaster's summoned is quite powerful, at least not worse than Templar.
V. Spiritmaster owns a variety of DOT skills, which can make Assassin incapable of hiding until it fights to death. (not applicable in pre-testing edition)
VI. In pre-testing edition, Spiritmaster can call player on the same map, such as sorcerer. Without searching for specific space-time crack, the assassin team can enter any doors to transfer players, which will enhance the whole team's strategic mobility. Therefore, Spiritmaster's value goes without saying.
VII. In pre-testing edition, Spiritmaster can keep the whole team sneaking. In view of this skill, Spiritmaster tends to play function as Chanter. Although this skill does not present considerable effect, Spiritmaster is the key class to improve the whole team's fighting strength.

Chanter
I. Chanter can heal, and also it is a DPS class in Close Combat.
II. Chanter's halo and buff can comprehensively enhance the fighting strength of the whole team. Whatever it is Long-range Combat or Close Combat, they can benefit from Chanter's buff. Chanter is a indispensable role for killing and anti-killing of every team.
III. The movement speed is one of the key factors in killing and anti-killing. The team's mobility depends on the lowest not the fastest. In terms of movement speed, Sorcerer, Spiritmaster and Cleric is bottleneck of the whole chain. If a Chanter joins in the team, the movement speed of those three classes can be raised at the same level of Chanter. It is ideal that the bottleneck of movement speed lies in Chanter.

Gladiator
I. I am not optimistic about Gladiator, because of its medium attack and defence ability. Gladiator just is not easy to kill and can efficiently kill mobs. Accordingly, Gladiator is the first-choice class to use bots in AION (KR).
II. Double-Armed Gladiator is very popular. Equipped with plate armor, it presents well and generally its anti-hit capacity is stronger than that of Assassin.
III. The calculation of damage caused by Gladiator's Critical Hit are different from that of Assassin. The damage caused by Assassin is two times as harmful as that of Gladiator. In terms of DPH, Gladiator is worse than Assassin.
IV. The viability of Gladiator is very poor. Basically it should endure the damage caused by hit, without other auxiliary skills. On the other hand, it cannot hide, let alone anti-hiding. It is not possible to compare Gladiator's survival ability with that of Assassin.
V. The final highlight -- Gladiator's group attack comes. But other classes can realize this effect through other skills. Actually group attack is quite dangerous, Gladiator's anti-hit capability cannot meet group attack. Only a herd of Gladiators can perform better.
VI. Gladiator is ordinary, because Gladiator can do things that other classes also can do. It will be more embarrassing in a team.

In conclusion, Everyone has their own positions, show their own existential value.

It is not necessary to build a single professional team, such as Ranger Team and Mage Team. In actual race combat, commander should coordinate to fight and there is no need to transfer some powerful players. If every member does their own things, the whole team will perform perfectly.

This is not quite rigorous to say Abyss is dominated by Long-range Combat. Now I only say one point (I will explain in detail later.) Close Combat to move close to Long-range Combat on land or in air under the same distance, which one is easy? Although walking and flying are not comparable, only shoes can raise the movement speed of walking (besides halo and various speedup buff scroll), and the rate is not allowed to exceed 22%. While hat, garment and pant can raise the movement speed of flying, and the speeds are different according to different items. So that Close Combat to move close to Long-range Combat will become complicated. In AION (KR), I encountered many cases that Flying Frenzy + Uncanny Close Combat. It is essentially a PK tactical issue.

It is advisable to select talented person for the core classes, such as Templar and Cleric, Because those two classes are the key to build a powerful team in PVE. Furthermore, the person who has strong sense of responsibility can be competent for a leader. The leader are done and also can select many commanders. This is just like chain with another chain. In my opinion, many tactical things need analyzing in PVP, which is a golden opportunity to train a commander for a guild.

The followings are team composition of Ranger of SPEED, just for reference.

Team 1: Templar, Sorcerer, Cleric, Ranger, Spiritmaster, Chanter
Team 2: Templar, Sorcerer, Cleric, Ranger, Spiritmaster, Chanter
Team 3: Templar, Sorcerer, Cleric, Ranger, Spiritmaster, Chanter
Team 4: Assassin, Assassin, Assassin, Assassin, Assassin, Assassin
In fact, only 3 teams comprise this 24-player team. The team 4 were divided into 3 branches to look after other three teams respectively if need be.

The followings are team's actual composition:
Templar, Sorcerer, Cleric, Ranger, Spiritmaster, Chanter, Assassin, Assassin

Every team should grasp one point -- catch the ball before the bound, and first killing is the key to victory. It is hard to save up someone who falls in battlefield. Because other players may be either fighting or defending. Even if the player is saved up, he/she still needs some time to return back, but he/she is too weak to be easily defeated.

Team-Tactics:

Offence -STEP 1:

Templar, Sorcerer and Ranger in your own team should firstly kill the enemy's Cleric/Chanter. If they have many Clerics/Chanters, you should continually to do this next round.
Assassin in your own team should firstly try to kill the enemy's DPS of Long-range Combat and Player killing follows the order – Spiritmaster, Sorcerer, Ranger. The Player Killing continues next round.

Offence -STEP 2:

If enemy's all classes of Healing are done, Templar, Sorcerer and Ranger and Assassin should annihilate the remaining DPS classes. According to allelopathic effect, you should adjust the strategy (attacking on enemy's weaknesses). Templar VS Assassin, Ranger VS the remaining mage or spiritmaster, Sorcerer VS Gladiator, Assassin and Spiritmaster do the assist attack if need be, finally your team should make enemy's Templar die.

Defence:

Spiritmaster of your own team should defense the other side's first attack. Single Fear should focus on Cleric unless he is killed by enemy's Assassin. The importance is to harass enemy's Assassin.

Cleric of your own team should be in charge of healing Sorcerer or Spiritmaster. Furthermore, it should also pay some attention to Templar.

Chanter of your own team should be in charge of healing for Assassin or Ranger. It also should pay some attention to Templar.

Additional:

If there is too much pressure on defending against first attacks, Sorcerer and Ranger should quickly get back and assist Spiritmaster to defend.

Two Assassins should detect the hiding trick in tandem.

If fight goes bad, Assassin should keep alive through hiding or withdrawing.

If own quests are done, all members should return to assist attack enemy's dying classes

Team tactical coordination is worth studying.

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