~{+}~ Prestige Guide ~{+}~
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Ater Fatum
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07-Sep-2009 23:37:48
Last edited on 06-Jan-2010 01:25:44 by Ater Fatum
~previously KageIsai ~{A guide to prestiging}~ Quick find code: 35-36-154-23600 <- You should view this. Page 1 - Table of Contents-1 - Introduction-1 - Arcane Spells- 2 through 4 - Fire Spells–5 through 6 - Cog Spells–7 through 8 - Synergetic Combos–9 through 10 - Book Set-10 Page 2 - Suggested Maps-1 - General Tactics–2 - Other books–3 through 4 - Miscellaneous-5 Introduction: Note: I do not have prestige ten, and I wouldn't call myself an expert at Arcanists, but I have aided people out of the prestige trap before, and think I am able to aid those going through the process. This guide contains tactics for all aspects of prestiging. Many of the tactics here are my own, where a good portion of them have been gathered from all across the forums and the games, and due credit is given if some of the information came from you. Prestiging. Ah, that painfully annoying process so many of us go through, in hopes of having a bigger, shinier, hat. While going through this process, a single foolish mistake can often reduce people below the required rating line, entering them into the eternal torment dubbed "The Prestige Trap" making the game miserable and making getting a single wands a nearly unspeakable task, with the only compensation a triangle over their heads, as they toil miserably in vain for the wands to earn the spells they held so dear. However one brave, dashingly handsome, and astoundingly brilliant Arcanist has deemed to deliver some of his many secrets, in hopes that he may ease the pain of those who have foolishly entered deep water, unknowing how to swim. The following contain tricks and tactics available to a prestige user, among other (hopefully useful) things. As you will discover, where most books rely on sheer brawn and luck when it comes to prestige, mine relies on arcane and tactics, especially arcane sigil, which is the basis of many of my techniques. When used tactically, my book is incredibly powerful, when used poorly, it... doesn't work
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Ater Fatum
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07-Sep-2009 23:37:56
Last edited on 07-Sep-2009 23:44:44 by Ater Fatum
Arcane spells: -Arcane arrow 9/10 A staple spell for prestigers. This spell has a myriad different uses to it. You can use it to charge imps, as a point blank combat technique (inadvisable), for digging, for launching, for sinking (yes, thats different from launching. Sinking generally involves the sea, not the sides of the map), For attacking in ways your enemy cannot counter it (such as at angles or ranges which they cannot cross for any reason, for charging Arcane Tower, even for multiple of these at once. It is a very useful spell. It should not be used for direct damage in most circumstances. -Arcane tower 6.5/10 A useful spell, magnified on Arcane Crystals. This tower starts with a mere 25 hp, but can be charged up to 100, is small, and thus harder to hit from a range, can make arcane arrows net at 120, and can even teleport to escape maelstroms or volcanoes, or any other threat. It can be used as a weapon with arcane arrows and energizer by teleporting on an enemy's head with 100 hp, then using arcane arrows. Note that for Arcane crystal use, arcane arrows will stop aiming at you, so you need to place yourself where they will have to hit you to reach your enemy. -Arcane gate 10/10 A required spell in EVERY book. Never go without it. It can free you from nearly any situation, from a clawing fissure or volcano, to being head-towered, from being trapped in the sea, and can be used to find hiding spots on certain maps where your enemies cannot reach you. I find it effective on 10 second games at Arcane Crystals to go to one side, and if they follow you, gate to the other, forcing them to start again, where you can pummel them along the way. -Summon imps 8.5/10 A deadly strategy, magnified like many arcane spells by Arcane Crystals, just by putting them near or on you. These summon-three-at-a-time minions start out insignificant, but can be charged to decent hp easily with Arcane attacks, the most effective being Arcane glyp*, or the Arcane Crystals
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Ater Fatum
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07-Sep-2009 23:37:57
Last edited on 07-Sep-2009 23:45:13 by Ater Fatum
Armageddon. They are a useful spell for prestigers, and if tactically used pose a potent threat. Use their explosions not only for damage, but to help charge other imps. They are very hard to hide from at 250 hp, because the blast radius is so massive. -Arcane glyph 6/10 Not exactly an epically powerful spell, except for charging imps to a max of 100 hp, 150 with energizer. Even if you don't use imps, its worth it for its truly epic level 2 spell. -Arcane bomb 4/10 Utterly useless in most situations, its best effects are A launching someone off in addition to another task, and B escaping traps, say mudball, and still dealing some damage. Not really worth it in my opinion. -Arcane energizer 8/10 This spell’s value comes in making arcane similar to nature: for one hit kills. In three turns, you can have an imp capable of killing a familiar user, and kill them on that turn (this method is in techniques). It can also be used with sigils to make them much stronger. Additionally, they are useful for Arcane Arrows, making them much more respectable at 60 damage. -Arcane portal 7.5/10 Well I don't carry it, but it has a few uses, some more obvious than others. First off is that it was the un-thought-of counter to head-clocking, because often someone standing on your head will be instantly teleported to the other end, say right above the water, and even if it doesn't you can put them in the water next turn if they stay. Other than that it can be effective at fighting hiders and transporting imps across the map without ending your turn. -Imp destruction 3/10 If your enemy carries imps, you can deal an unexpected, and lethal, blow if timed right. But almost no one does. Chances are increased on Arcane crystals, but still minimal. A more realistic tactic is using this like flurry to kill someone taking sanctuary in a tower (other than arcane, obviously) -Arcane sigil 9/10 Now this spell comes in handy. It can be used for imps (not suggested) but its main use is
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Ater Fatum
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07-Sep-2009 23:37:57
Last edited on 07-Sep-2009 23:46:29 by Ater Fatum
trapping, and in a combo I love using (in the combo section), which catches everyone off guard. -Arcane flash 5/10 Sure it’s really useful and such, but actually it’s not really a good choice for prestigers. Why? Because a prestiger has very little chance of winning during long turn times, and relying on flash is difficult under these circumstances. Not to mention Arcane Crystals, the map I most highly suggest, nearly nullifies it. I shouldn't have to mention how to use it, and I won't here. It is deadly in skillful hands especially. Very little is more deadly than repeated successful flashing. -Arcane zero 8/10. Somewhat redundant in short turn times, unless a full fire is involved, but a good choice anyway. Recommended.
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Ater Fatum
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07-Sep-2009 23:37:58
Last edited on 07-Sep-2009 23:46:39 by Ater Fatum
Fire spells: -Fire ball 7/10 Another staple spell. Learn to aim well and the results are desirable. Needless to say, do not use this at close range. It has no real combos, but it** useful as a basic bread and butter damage spell. You may not get a great deal of chances to use it on Arcane Crystals unless you happen to have decent aim. A good thing is it’s a solid one hit spell, meaning it does all its damage almost every time you hit with it, and is effective against a full stone user. -Lava bomb 3/10 Bring this only if your good with bombs, and only then if you plan for magma bomb. Its blast radius should be noted. It explodes after five seconds. -Flame shield 7.5/10 An underestimated spell that becomes extremely useful in games with low time settings. This can protect you from almost everything, and is a prestigers sole hope against full seas. Aerial attacks save for two become useless on you. Very powerful, and rather underestimated. Note it can be pierced by projectiles fired at high velocities. Note it only gives you aerial protection so spells such as maelstrom, fissure, and volcano are still a threat. Deluge has some ability to pierce as well. -Napalm 6.5/10 another staple damage spell. Not excellent, and only works at close range, but good for hiders. Actually this can be used to make terrain intraversible, which in 10 second games, what prestigers are advised to play, this is actually useful. Who knew? -Rain of fire 8/10 5 spread out arrows each dealing 25 damage. a good aerial with an excellent level two. If facing a flier, aim slightly to the left or right if you want to actually hit them. Aim slightly to the side you want them moved away from as well. Good aim does make it a tower-killer. It also has decent ability destroying cover, and can be used to enhance its own level two. -Fire arrow 7/10 Allows you to snipe across the map, good on Arcane Crystals. Its restricted to four charges. Despite its advantages, it’s not really worth the slot. It**
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Ater Fatum
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07-Sep-2009 23:37:58
Last edited on 07-Sep-2009 23:47:28 by Ater Fatum
. It’s not very different from fire ball except for its homing ability. Do not use this when fire ball would suffice, it would be a waste, and you never know when this handy sniping spell will save the day. Spell is suggested. -Magma bomb 7/10 deals 150 damage. Easy to learn hard to master. Synergetic with static ball. Not much to say here. Its high damage is caused by five hits of 25 and a starting detonation of 25. This spell works best between an enemy and a minion, terrain is also effective but less so. Suicides are effective if they’re your only hope for a draw, but it** rather crude, and in 10 second games, hard to pull off if you’re not already adjacent to them. -Flame wall 8/10 A flame wall that is placed on terrain, an enemies head, or a tower. Perfect for fending off aerials and preventing pre-turn aerials (i.e. English summer) and allowing your flame shield to remain functional. A good choice for dealing with a den of darkness nearby, or in fact any tower, even cog tower if they cannot move to escape. Note that Sanctuary does NOT remove this. It can also function as a barricade in certain conditions. -Napalm bomb 1.4/10 Utterly useless, with four charges. Its what brine bomb was cloned after, and again. useless. do not bring it. I suppose it could be used to block terrain, but it isn’t practical. Most people just fly anyway. -Rain of arrows 8/10 A very powerful, highly suggested, flame-shield penetrating, tower-slaying, aerial. This spell is also amazingly synergetic with Arcane Sigil. Don't waste it. Use on a tower if its being a pain, but its better for harming the arcanist.
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Ater Fatum
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07-Sep-2009 23:37:58
Last edited on 06-Jan-2010 01:35:02 by Ater Fatum
Cog spells: -Static ball 5/10 An effective defensive spell, capable of blocking all but thunder shock, aura of decay, and sky ray. Also has possible offensive synergies. -Mechanical arrow Varies/10 Easy to use the normal way, but the way it detonates makes it a tower-killer if you detonate it right. It maxes out at 160, the description is incorrect. If you can explode this in the air properly, bring this spell. I can’t tell you how to use it, namely because I haven’t mastered it yet. -Recall device 4-6.5/10 Useful for traveling, can bring your tower with you, and doesn't end your turn. A tactical spell to be sure. Useful for escaping maelstroms and volcano without losing your precious tower, and a prerequisite for calling bell, which can be a powerful spell if used well. -Clock tower 8/10 A 75hp moveable (helpful with maelstrom, common on short time Arcane Crystals) level one tower with a powerful level two. Almost a required spell. -Blast from the past 4/10. Normally very useful, but in short turn games its nearly worthless. And its recent nerf reduces that still. -Static shield 4/10 Remember to use static shield during use if you don't want to be pummeled. Not worth it. -Cog fall 3/10. Good trapping spell, but not synergetic at all with prestige spells as far as I know. -Calling bell Varies/10 Once you manage to buy the 3 wand volcano, this can be very useful, but you should wait to by volcano anyway. You can also pull someone to an Armageddon, or on Arcane crystals below your head, where they will be blitzed by your arrows, but I find that rather pointless as you could walk there normally if you can hit them with calling bell. Another use is getting rid of pesky water lords by trapping them in a crevice above the water line, or dragons, or even dark knights. This spell has many synergies. -Cuck** clock 7.5/10 High damage and useful, I suggest it simply because of its damage. To me the spell seems rather crude, but it is also effective. Also gives you a
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Ater Fatum
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07-Sep-2009 23:37:59
Last edited on 07-Sep-2009 23:48:25 by Ater Fatum
. Also gives you a good chance versus full stone users. -Clockwork bomb 6/10 useful as a tower-killer, but not a preferable choice. The fact that it explodes at a random time makes it useless, and it enjoys waiting until you land on it to detonate. It can be used as a trapping spell if you get close enough. -Steam dragon 6/10. Rather underrated in my opinion, sure its not great, but is can be useful if simply as a shield that automatically heals. Combined with a flame shield it can be effective. -Redo 8/10 Regain your limited use spells. Gain fire arrow back, make the sigil/rain of arrows combo even more terrifying, or repeat it, regain cuck** clock for the stone user. A useful spell if you have space. Just be careful to time it right. This spell is all about timing.
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Ater Fatum
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07-Sep-2009 23:37:59
Last edited on 21-Sep-2009 02:04:28 by Ater Fatum
Synergetic combos: Now that I have described the spells, let me give you some ideas of how to use them. These tricks are invaluable to prestiging. Some require a measure of anonymity to work, but most have the required levels anyway. Sigils + Rain of Arrows: 9/10 A highly powerful technique. First trap your foe with access to the sky using a sigil. Add as many sigils as you can (nice to remove their gate first if possible) if you add four, or more using redo, you can then deal a blow with rain of arrows, dealing seventy-five and propelling them through the sigils. This deals up to 195 damage without using redo. Not only that, the sigils massively amplify the launch power, often sending them off the arena even in Arcane crystals, or often into the water. Make sure to aim the rain of fire below them to achieve the launch effectively. Takes a bit to master: practice on yourself in the sandbox if necessary, but highly effective, and not too difficult. If you add sigils with redo this is lethal. Arcane Energizer is also highly effective. Imps + Arcane energizer + Arcane glyph: 8/10 Steps: Arcane energizer, Arcane glyph on a peak, summon imps. Move one imp through all the glyphs and move imps to your foe. You deal 160 damage and charge your other imps as well. You often even sink your foe. Static ball + Fire arrows: 6/10 No one really ever gets what your doing, so they ignore it. Basically, cast a static ball on yourself several times and spam your fire arrows. Then fire arrows streak toward them, dealing heavy damage without letting them heal or ending your turn, possibly giving them no chance. However, this one is slightly obvious sometimes, and people who move can stop this entirely. Also works with magma bombs, fire balls, and napalm, but you must be at close range. I do NOT recommend it, as it is impractical and difficult to pull off. Arcane Energizer + Arcane tower + Arcane Gate + Arcane arrow: 7/10 Rather simple really, charge an arcane tower to 100, use
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Ater Fatum
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07-Sep-2009 23:38:00
Last edited on 06-Jan-2010 01:38:33 by Ater Fatum
energizer, teleport on their head to trap them, and use arcane arrows. Best when they don’t have gate. Arcane Portal + Arcane Sigil: 8/10 Easy to perform to boot. Works best on those fancy-clothed Arch mages who have big frilly clothing coming out everywhere. The basic strategy is to make arcane glyphs just over your head, inward to terrain, and then to make an arcane portal, being careful to get as many pixels of your foe in the other end as possible, so they come through, hit the sigils, and bounce into the waves. Arcane Glyph + Arcane Flash: ?/10 This takes tremendous skill. In theory, you use sigils to amplify knockback and redirect people sent by flash, allowing you excellent patterns of motion and increased damage. Book set suggestions: This is a build for prestigers that I find highly effective. 1. Arcane Arrow 2. Arcane Tower 3. Arcane Gate 4. Summon Imps 5. Arcane Glyph 6. Arcane Energizer 7. Arcane Sigil 8. Arcane Zero Shield 9. Flame Shield 10. Flame Wall 11. Rain of Fire 12. Rain of Arrows 13. Static Shield 14. Cog Tower 15. Cuck** Clock 16. Recall device Generally I start with flame shield, tower, and recall device. Start out with a solid defense. Hide under terrain if possible. Then I start working on the use of sigils and rain of arrows with arcane energizer. If that doesn’t work I move on to imps one the Armageddon starts. Remember NEVER to get into an exchange of blows, you will always lose. You need to fight tactically, as if playing chess. Set everything up, then at the right moment, strike to kill them.
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