This page covers some general combat mechanics and concepts relevant to both PvM and PvP in Outlands. For more detailed breakdowns, see PvM Mechanics.
Insta-Hit and Quick Switch
A fundamental aspect of Outlands combat is the combination of "Insta-Hit" and "Quick Switch":
1. Insta-Hit: Weapon swings occur instantly when you initiate the attack. There is no movement delay before the swing connects (except for the brief stationary requirement for Archery). 2. Swing Timer Determination: Your weapon swing timer (the cooldown before your next attack) is always determined by the weapon you last swung, not the weapon you currently have equipped. 3. Quick Switch (Slow-to-Fast): If you swing a slow weapon (e.g., Halberd, base speed 3.0s) and then immediately equip a faster weapon (e.g., Katana, base speed 1.34s), your next swing will be ready after the *faster* weapon's timer completes (plus any Swing Speed modifications). You don't have to wait for the full Halberd timer. 4. Quick Switch (Fast-to-Slow): Conversely, if you swing a fast weapon (Katana) and switch to a slower one (Halberd), you must wait for the *slower* weapon's timer before you can swing again.
This system allows for dynamic weapon swapping to manage attack speed and damage output effectively.
Precasting
Precasting refers to beginning to cast a spell, then potentially equipping a weapon or performing another action before the spell resolves.
- Interruption by Arming/Equipping: If you attempt to equip a weapon, shield, or any other item before the spell casting animation fully completes, the spell will be interrupted. You can use equipping an item (like clothing) as a deliberate way to cancel a spell cast.
- Potions During Casting: You can drink potions during the spell casting process without interrupting the spell.
- Potions After Casting (Precast Hold): Attempting to drink a potion after the spell has finished casting but before it has been released (i.e., while holding the precast) will cancel the spell.
Poisoning in PvP
While poisoning creatures is straightforward, poisoning players involves specific mechanics regarding healing and curing.
Heal Through Poison (PvP)
Healing through poison works differently in PvP compared to PvM.
- Spell/Potion Healing: Higher levels of poison reduce the effectiveness of healing spells and Heal potions.
Poison Type | Healing Received |
---|---|
Lesser | 100% |
Regular | 100% |
Greater | 75% |
Deadly | 50% |
Lethal | 25% |
- Bandage Healing (PvP): Using bandages on a poisoned player in PvP will cure the poison (if successful based on poison level vs. bandage type) but will provide no hit point restoration on that specific bandage application.
Cure Rates (PvP)
The chance to cure poison depends on the cure method, the poison level, and relevant skills.
Cure Method | Lesser Poison | Regular Poison | Greater Poison | Deadly Poison | Lethal Poison |
---|---|---|---|---|---|
Lesser Cure Potion | 75% | 50% | 25% | 0% | 0% |
Regular Cure Potion | 100% | 75% | 50% | 25% | 0% |
Greater Cure Potion | 125%* | 100% | 75% | 50% | 25% |
Bandaging Attempts | Chance = ` ((150% - (Poison Level * 25%)) * (Healing Skill / 100)) - (Slips * 2%) ` | ||||
Cure & Arch Cure Spells | Chance = ` ((150% - (Poison Level * 25%)) * (Magery Skill / 100)) ` |
*Note: Cure chances above 100% provide no additional benefit but guarantee a cure if successful. *Poison Level: Lesser=1, Regular=2, Greater=3, Deadly=4, Lethal=5.
Daily PvP Event Schedule
Outlands features a rotating schedule of hourly PvP events:
- Hour 1: Town Struggles
- Hour 2: Corpse Creek Contest
- Hour 3: Stygian Rifts
- Hour 4: Dungeon Flashpoints
- Repeats every 4 hours. See PvP Events for more details.