PvP (Overdrive): Difference between revisions

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|<div style="text-align: center;">120</div>
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|<div style="text-align: center;"><span style="color:red">-12 STR</span></div>
|<div style="text-align: center;">-12 STR</div>
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|<div style="text-align: center;">+12 DEX</div>
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|<div style="text-align: center;">2</div>
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|<div style="text-align: center;">120</div>
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|<div style="text-align: center;"><span style="color:blue">+11 AR</span></div>
|<div style="text-align: center;">+11 AR</div>
|<div style="text-align: center;">120</div>
|<div style="text-align: center;">120</div>
|<div style="text-align: center;">10</div>
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|<div style="text-align: center;">1.5</div>
|<div style="text-align: center;">1.5</div>
|<div style="text-align: center;">First tick of poison happens 1.6 seconds after initial hit</div>
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|<div style="text-align: center;"><span style="color:blue">+5 ALL STATS</span></div>
|<div style="text-align: center;">+5 ALL STATS</div>
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Revision as of 11:46, 4 September 2024

Introduction

As mentioned in the Overdrive article, Overdrive is a "Sphere Style" PvP shard. This means you'll be able to move while casting which creates a fast, fun, and adrenaline fueled form of PvP.

This guide is to give you Overdrive style PvP tutorials, provide current item and spell charts, note skill differences, and other various unique things to Overdrive.

Core Mechanics

In order to be the best Overdrive PvPer you must master spell timings, line of sight, and fizzling.

Spell Timings

Spells take a certain amount of time to channel for them to successfully cast. Understanding these timings is one of the keys to separate yourself from the competition.

The first circle takes a half second to cast and each additional circle takes another half second. So, the first circle takes .5 seconds, the second circle takes 1 second, the third circle takes 1.5 seconds, etc.

There are some exceptions to these rules - EX: fizzling spells (magic arrow, clumsy, feeblemind, and weaken) takes .7 seconds to cast and Greater Heal takes 3 seconds to cast. These are by design for balancing purposes. You can review a full list of spell timings, damage/heal, and mana usage on the Spell Chart below.

Fizzling

Fizzling means you or your opponent's spell does not successfully cast. Your goal while PvPing is for your spells to not fizzle while also making your opponent's spell fizzle. This is achieved through understanding spell timings and using line of sight (explained next) properly.

The primary way you will fizzle your opponent is through fast casting spells called Fizzling Spells. Fizzling Spells include magic arrow, clumsy, feeblemind, and weaken.

More advanced players can use higher level spells to successfully fizzle such as using a 3rd circle spell to fizzle a 7th circle spell.

There is also a small percent chance your spells will fizzle naturally but that depends on the circle of the spell. Higher circle spells have a higher chance of naturally fizzling. Natural fizzling can be mitigated through the use of scrolls.

LOS

You must have Line of Sight (LOS) of your target in order to successfully cast a spell. Having LOS means there are no objects blocking your view of your opponent. Things such as walls, doors, and trees obstruct your line of sight causing your spell to fizzle. If you're coming from non-Sphere style shards, you'll be surprised to see even objects you can see over (such as furniture or half walls) will block line as sight as well. This is by design. Almost anything you can't run through will obstruct line of sight.

Here is how you properly use LOS: Cast your spell then get out of LOS while its channel. Come into LOS right before it finishes channeling so your target is unable to fizzle you and your spell hits.

You can also create your own LOS by using doors and items such as invisibility potions

Items

Here are some of the most common items you’ll use while PvPing:

  • Spellbook - Required to cast spells
  • Reagents - Required to cast spells
  • Runebook - Required so you can escape ganks by recalling
  • Greater Mana Potions - Recovers Mana
  • Greater Heal Potions - Recovers Health
  • Invisibility Potions - Instantly makes you invisible. Used for game changing plays.
  • Lesser Explosion Potions - Utility item explained in the tips section
  • Greater Cure Potions - To cleanse Poison Nova poison
  • Greater Restore - Restores HP & Stam (Optional - Could use Greater Refreshment)
  • Greater Refreshment - Restores Stam (Optional - Could use Greater Restore)
  • Bandages - Provides better healing than Greater Heal but typically used in emergency scenarios when you’re out of mana
  • Flamestrike or Thunderclap Scrolls - Used for mana reduction of higher circle spells
  • Magic Trap Pouch - Used to escape being paralyzed
  • Melee Weapon

Spells

Please note the spell damages below assumes you have GM Evaluating Intelligence and your target has GM Resisting Spells

Spell Circle Dmg/Heal Buff/Debuff Duration Mana Cast Time Special Notes
Clumsy
1
-20 DEX
120
10
.7
Create Food
1
120
10
.5
Feeblemind
1
-20 INT
120
10
.7
Heal
1
8
4
1.25
Magic Arrow
1
3
10
.7
Night Sight
1
600
4
.5
Reactive Armor
1
240
4
1
Weaken
1
-12 STR
10
.7
Agility
2
+12 DEX
120
10
1
Cunning
2
+12 INT
120
10
1
Strength
2
+12
120
10
1
Cure
2
6
1.3
Harm
2
7
6
1
Magic Trap
2
10
1
Magic Untrap
2
10
1
Protection
2
+11 AR
120
10
1.5
Bless
3
+5 ALL STATS
120
15
1.5
Fireball
3
10
8
1.5
Magic Lock
3
9
1.5
Poison
3
8
10
1.5
Telekinesis
3
9
1.5
Teleport
3
9
1.5
Unlock
3
9
1.5
Wall of Stone
4
20
15
2
Arch Cure
4
15
2
Arch Protection
4
120
15
2
Curse
4
-10 ALL STATS
120
15
2
Fire Field
4
3
30
11
2
Greater Heal
4
34
12
3
Lightning
4
15
12
2
Mana Drain
4
-50 MANA
15
2
Recall
4
12
4
Blade Spirit
5
60
14
4
Dispel Field
5
14
2.5
Incognito
5
120
14
2.5
Magic Reflection
5
120
14
2.5
Mind Blast
5
21
14
2.5
Paralyze
5
10
14
2.5
Poison Field
5
30
14
2.5
Summon Creature
5
400
14
4
Dispel
6
10
3
Energy Bolt
6
30
20
3
Explosion
6
30
20
3
Spell has a 2.5 second delay for damage
Invisibility
6
240
20
3
Mass Curse
6
-15 ALL STATS
30
3
Paralyze Field
6
30
20
3
Reveal
6
15
3
Chain Lightning
7
SEE NOTES
40
3.5
50 damage split between all within 3 tiles of target
Energy Field
7
45
40
3.5
Flamestrike
7
44
40
3.5
Gate Travel
7
40
3.5
Mana Vampire
7
25
-65 MANA
30
3.5
Mass Dispel
7
40
3.5
Meteor Swarm
7
SEE NOTES
40
3.5
50 damage split between all within 3 tiles of target
Polymorph
7
480
40
3.5
Earthquake
8
50
4
50% of hp taken from all targets within 10 tiles of caster
Energy Vortex
8
400
50
4
Resurrection
8
50
4
Air Elemental
8
400
50
4
Summon Daemon
8
400
50
4
Earth Elemental
8
400
50
4
Fire Elemental
8
400
50
4
Water Elemental
8
400
50
4

Armors

Each armor piece provides resistance or weakness to different elements. If you wear at least 6 pieces of the same armor, your weaknesses are reduced by 25%. This 25% reduction is NOT shown below under the FULL SET stat.

Armors listed as FULL SET is for 7 pieces of armor. AR listed is for 7 pieces of armor.

Armor Type BS Requirement Temp Requirement Heat Requirement AR (Full Set) Fire (Full Set) Fire (Per Piece) Cold (Full Set) Cold (Per Piece) Electric (Full Set) Electric (Per Piece)
Iron
Ore
50
0
0
25
0
0
0
0
0
0
Aluminum
Ore
60
0
0
25
9.8
1.4
0
0
-9.8
-1.4
Cobalt
Ore
60
0
0
28
0
0
9.8
1.4
-9.8
-1.4
Nickel
Ore
62
0
0
28
0
0
-9.8
-1.4
9.8
1.4
Bronze
Alloy
65
0
0
30
14
2
-12.6
-1.8
0
0
Copper
Ore
68
0
0
30
0
0
14
2
-11.2
-1.6
Steel
Alloy
70
0
0
45
9.8
1.4
0
0
-9.8
-1.4
Aqua Marine
Alloy
70
0
0
40
9.8
1.4
9.8
1.4
-14
-2
Brass
Alloy
75
0
0
35
-14
-2
15.4
2.2
0
0
Zinc
Ore
78
0
0
38
-12.6
-1.8
0
0
15.4
2.2
Cupronickel
Alloy
80
0
0
38
0
0
15.4
2.2
-12.6
-1.8
Moonstone
Alloy
85
0
0
40
-14
-2
9.8
1.4
9.8
1.4
Silver
Ore
85
0
0
30
0
0
18.2
2.6
-11.2
-1.6
Tin
Ore
90
0
0
85
0
0
0
0
-9.8
-1.4
Velvet
Alloy
90
0
0
50
19.6
2.8
-15.4
-2.2
0
0
Gold
Ore
92
0
0
55
19.6
2.8
0
0
-15.4
-2.2
Lava Rock
Alloy
92
0
0
60
30.8
4.4
-25.2
-3.6
0
0
Carbon
Ore
92
0
0
95
0
0
0
0
0
0
Shakudo
Alloy
95
0
0
60
30.8
4.4
0
0
-25.2
-3.6
Zirconium
Ore
95
0
0
10
28
4
-14
-2
-28
-4
Lead
Ore
98
0
0
70
-19.6
-2.8
9.8
1.4
19.6
2.8
Mercury
Ore
98
0
0
70
19.6
2.8
-19.6
-2.8
9.8
1.4
Opiate
Alloy
98
0
0
30
50.4
7.2
50.4
7.2
-29.4
-4.2
Beryllium
Ore
100
0
0
80
-19.6
-2.8
25.2
3.6
15.4
2.2
Delta
Alloy
100
0
0
90
0
0
39.2
5.6
-9.6
-2.8
Phosphorus
Ore
102
0
0
90
5.6
.8
5.6
.8
5.6
.8
Platinum
Ore
102
0
0
100
40.6
5.8
-9.8
-1.4
-5.6
-.8
Carbon Polymer
Alloy
105
0
0
110
7
1
7
1
7
1
Chromium
Ore
105
0
0
115
40.6
5.8
-5.6
-.8
-5.6
-.8
Manganese
Ore
108
0
0
120
40.6
5.8
-9.8
-1.4
0
0
Fiber Glass
Alloy
110
0
0
130
-9.8
-1.4
0
0
42
6
Titanium
Ore
112
0
0
300
-19.6
-2.8
-19.6
-2.8
-19.6
-2.8
Dragonite
Alloy
115
0
0
400
-9.8
-1.4
-9.8
-1.4
-9.8
-1.4
Tungsten
Ore
118
0
0
0
50.4
7.2
50.4
7.2
0
0
Silicon
Ore
120
0
0
0
0
0
50.4
7.2
50.4
7.2
Kryptonite
Ore
122
0
0
150
-8.4
-1.2
-8.4
-1.2
70
10
Ragnarok
Alloy
125
0
0
125
19.6
2.8
19.6
2.8
19.6
2.8
Plutonium
Ore
130
0
0
160
0
0
40.6
5.8
19.6
2.8
Uranium
Ore
130
0
0
175
40.6
5.8
0
0
19.6
2.8
Atomic
Alloy
135
0
0
200
30.8
4.4
29.4
4.2
29.4
4.2

Potions

Item Heal/Dmg Buff/Debuff Notes
Agility
+10 DEX
Greater Agility
+15 DEX
Strength
+10 STR
Greater Strength
+15 STR
Lesser Heal
10
Heal
20
Greater Heal
35
Mana
45
Greater Mana
75
Lesser Explosion
5
Explosion
10
Greater Explosion
15
Restore
25
Restores HP & DEX
Greater Restore
40
Restores HP & DEX
Refreshment
50
Greater Refreshment
100

Macros

If you are new to Overdrive's PvP style, we recommend you use the following Hot Key set up.


Melee

Instant Hit Mechanic

Overdrive's melee ruleset is set to "instant hit". This means your weapon strikes instantly shortly after it is equipped when you're within one tile of your target. Your weapon then goes on cooldown once it has struck. This cooldown ranges from 1 to 4 seconds depending on the weapon type swung.

Special Moves

Refer to the Special Moves article. Note that stun punch has been disabled for Overdrive.

Tips

  • Practice spell timings over and over again until you gain an intuitive feel for when they will hit. This intuition will come with time but practicing initially will get you a headstart.
  • You can cast magic arrow on an explosion potion for a variety of strategic reasons:
    • Escape being paralyzed
    • AOE damage cause your target to fizzle or finishing them off
    • Reveal hidden targets
  • Get in the habit of curing instantly once poisoned. Ideally, you would be able to cure yourself and still fizzle your opponent if they have casted a 5th circle or above spell.
  • Practice using doors as much as possible. They’re a great way to create LOS for yourself and can be used strategically in a number of ways.
  • Forego using fizzling spells when you could fizzle your opponent using a higher level spell (EX: using poison to fizzle flamestrike).
  • Combo Explosion + Energy Bolt or Flamestrike to do devastating chunk damage.
  • Use magic arrow as your primary fizzle spell but use weaken, clumsy, or feeblemind to initially debuff your opponent.

Tutorial Videos