What should we add to the blog?

Contacting on Atlantica

0
Sup guys, Dan and I play on Atlantica Online ^_^. If you guys have anyone questions or just want to have fun you can add us on Delphi server.

Dan's igns
-Womp (main)
-Womped (pvp alt)

My igns
-xRush

Atlantica Online Money Making Tips:

1
I've found in my experience playing Atlantica, almost everyone is in need of money. I've made my fair share of money and collected tips from other players. I'm going to share some of them with you today!

Tip 1: Questing!

Some of you might be saying: "Ugh, questing, really?". YES!, YES YES YES! Not only do quests give great money, they give exp, items, and more! At around level 60 you will be getting at least 20k per quest and at level 70-ish you will be getting 50k per quest + rare items. There are certain quests like the level 50 Pearl Ring quest at the Taj Mahal that gives you a ring worth 5m-6m. Other great quests to do are Mercenary quests. Theses quests are typically very long and challenging but well worth it. Not only do you gain mercinaries for yourself, but they are redoable! That means in the about 6 hours of gameplay to finish them you can get a mercinary worth anywhere from 5m-15m! (I would reccomend the Beast Tamer and Exorcist quest).

Tip 2: Surveys

On the Ndoors website, they offer surveys that are very fast. Most are bugged but you can easilly get 100-300 points by the time your done with them. Buy boxes for a chance to get items valued at 10m to 1.5 BILLION (depending on what box you get)

Tip 3: Enchant Boxes (a bit risky)

Some Enchan boxes are cheaper then the actual stones (check your local servers prices). You can open them and sell the rocks at a higher price. Usually depending on your server you can at least make a +100% profit (twice the money you invested). The only problem is you have to constantly make sure your rocks are the cheapest ones on the market so they sell out before the prices decrease as prices in Atlantica can flucuate in a second.

Tip 4: PvP

PvP is great for money. The higher div you get the more money you make. I usually dont PvP but at Div 10 (aprox lvl 60-70) you can make a MAXIMUM of 2.4mil per 8 battles. Thats 2.4m in 1.5 hours. Multiply that my 8 (the number of times PvP is open) and thats 11.2 mil a DAY! Wow.

Tip 5: Book Boxes

You can buy Ancient Book boxes for around 50k-75k depending on your server. You can open them and get either sucky, moderate, or HOLY $#&%#& S#$T!!! rare books. You sometimes get books worth 2k and some books worth 5-15m (VERY rare). Usually you will never lose money if you buy at least 20-30 but it is recommended to buy 100-300. The only problem(s) are 2 things.

I. You have about 20-30 books to watch prices for (depending on how many you are selling). If the prices start going down drastically you can expect it to take days to sell a book.

II. Unless you have 1-2 alt characters to sell the books on, you are going to have an entire inventory of books until the ones you are selling actually sell.

And remember, some of these tactics are risks, so buy/resell at your own risk. If you plan ahead, you can almost always remove the risk of losing money.

Atlantica Spike Guide

57
Spike build is quite common with double monk formation these days. However double monk is not necessary. The term "spike" refers to causing massive damage to one target and sometimes two. Pirates are notorious for causing immense single target damage due the to skill called Blood Vengeance. Since they are B - rank mercernaries, getting one can be troublesome. There is no need to worry since there are many mercernaries that can spike.

Mercernaries that can spike include:

1. Swordsmen - This merc uses a sword/shield and does powerful damage with flame sword. I once faced a build with 3 swordsmen that killed my viking in 2 turns. They are very affordable and can tank exceptionally well.

2. Spearmen - These mercs are decent stunners and can do the same or if not more normal atk dmg than a swordsmen. However, flame sword is still stronger than a spear doing normal atk. Spears in pairs are most effective because they have a skill called Lightning Spear, which decreases the AP of the mercernaries inflicted. At lvl 80, spearmen are a deadly force to be recking with.

3. Lady Knight - One of the best tankers in the game. They are considered semi-spikers because they can use Light Slash. On average I see people with lady knights do 2k with lightslash which is decent dmg. Light Slash can also combo with Vortex (oracle's skill) to do more damage.

4. Janissary - Most powerful gunner. They have a skill called Shooting Stance, which allows the janissary to do powerful normal damage. I personally like janissaries because they have a shiny aura when shooting stance is activated (aesthetics mean a lot to me lol). Mercernaries that use guns combo frequently.

5. Archer - Archers arguably do the most normal single target damage. I am a bow main but I'm going to be objective here lol. They have high evasion and are annoying to deal with since they have Silence. Silence is useful for preventing enemy mercs from using magic. There is a div 1 player called SaraPhoenix that has 3 archers in her build (archer main/archer/prophet). She sniped down an inventor in 1-2 turns lol.

6. Prophet - Good spiker with a useful skill called Concentration. Single target damage is almost equivalent to that of an archer. Prophets are commonly used in melee-oriented builds.

7. Spartan - Powerful and universally used by all top players. They do more normal damage than spearmen and have more defense since they can equip shields as well. Unfortantely Spartans are too expensive. Getting one costs around 1b in Delphi and the warcry books cost around 3-5m each for begs. Upgrading requires a lot of money also.

8. Pirate - Saving the best for last, pirates are the best spikers. With dual swords, they cause a lot of damage with Toxic Sword. If that is not good enough, they can use Blood Vengeance, which can do around 5-6k on average. Just like spartans, they are not cheap.

[I] Pros of Spike

Spike allows you to have more confidence in winning the battle because each kill gives a substantial amount of points. The number of points determine the winner in free league/titan league. You will outnumber your opponent at times. At higher levels, spiking necessary to take down a mercernary.

[I] Cons of Spike

Spiking is risky because you have to determine which mercernary to take down first. At times, the mercernary will not do combos thus causing less damage. You can not stun your opponent that well. It is difficult to stun since you mainly hit 1-2 targets.

[III] How the have the best of both worlds

Even spike builds are not completely focused on spiking. The effective method is to have a hybrid. For example spike/stun and spike/aoe.

SaraPhoenix is notorious for her spiking/stalling because she has double monk formation
She is at the right by the way.



Atlantica Monk FAQ/Guide

2
Alright for those who play Atlantica Online, the purpose of a monk can be quite confusing. A monk is present in almost every formation. Even the top players have a monk. There are some that do not use monks but the reasion is because they use scrolls to compensate. There are 4 skills that monks have.

1. Awakening
Sets the stun counter to 0 and also heals slightly.

2. Holy Gaurd
With this skill, your mercs will be immune to every magic skill. Heals the mercs slightly every turn.

3. Protect
The main character will receive bonus defense and will get healed every turn as long as the monk is not silenced/stunned/sealed/frozen.

4. Shield of Protection
Heals the main character whenever he or she is damaged by physical attacks.

-Okay so what is so great about these skills?
Well these skills are universally used that people often get 2 monks.

-Alright I have a monk now. What do i do?
Well you want to max shield of protection. Make awakening lvl 11 so the skill doesn't miss and put the rest of the points in holy gaurd.

-Hmm double monk formation interests me. What should i do for them?
For one monk, do the same thing answered in the previous question. On the other monk, you want to set protect to lvl 1 since the healing amount in lvl 1 and lvl 60 is negligible. Holy gaurd should be maxed and the rest to awakening.

-Okay any tips on double monk formation?
In pvp it is crucial to holy gaurd one of the monks since almost every one has a exorcist (mana seal). Do not place the monks on the same row since stun can penetrate holy gaurd.

-Uh I still dont like monk that much. How can i still compete without one?
This option requires a bit of money. You have to buy awakening scrolls which are cheap in some servers and expensive in others. Use the awakening scroll when ur mercs have a stun counter of 1 (when your mercs get attacked once). If the scroll is used with a stun counter of 2, the scroll may not be triggered.

Benfits of Single Monk
This build is average and only requires some scroll usage at higher divs. You have room for more mercs to damage.

Benefits of Double Monk
This build allows you to do double holy gaurd and double awakening. Scroll are not needed unless if the opponent is a massive stunner. Less room for mercs doing damage. The main character can tank no matter what level because of SoP and protect.

Benefits of no Monk
You have a lot of mercs that can cause damage. Massive scrolling is required.

Atlantica Stun Guide

0
[I] Introduction

As a div 9 player, I still see people in free league that do not know how to stun. The concept of stun is simpler than what most people think. Basically, in order to stun, you have to hit the opposing merc at least once for three turns in a row.

For example let O= your mercs and X=your opponent's mercs


OOO
OOO
OOO
-----
XXX-1
XXX
XXX
on the first turn u hit the viking thus making the stun counter =1

OOO
OOO
OOO-1
-----
XXX-1
XXX
XXX

your opponent attacks your viking on his turn to make the stun counter = 1

OOO
OOO
OOO
-----
XXX-2
XXX-1
XXX-1
now it is your turn and u shoot with a gunner causing the viking to have a stun counter of 2 and the mercs behind a stun counter of 1

OOO
OOO-1
OOO-2
-----
XXX-2
XXX-1
XXX-1
well your opponent has a spear and attacks your viking causing the stun counter to be 2 and the merc behind a stun counter of 1.

OOO
OOO-1
OOO-2
-----
XXX-3
XXX-1
XXX-1
now you see the viking looking down because it is tired so you decide to snipe it with an archer.
congrats now the viking is stunned in the process since the stun counter is 3.

However awakening sets the stun counter to 0, so you have to pay attention to each mercernary you hit.

[II] Benefits of Stun

When the opponent is stunned, he or she can not move. Every damage received is also doubled. Ap does not recover in a stunned state.

[III] How to prevent Stun

1. Awaken the monk at combo 1 - if you don't, you risk combo 2 + mana seal. Remember that your monk is your most importnat character, and if he gets stunned, the rest of your formation is prone to stun as well.

2. Don't waste AP - When your monk has an activation, make sure he's not doing anything stupid. If you attack with your monk, he loses 100 AP. That is AP that could have been spent awakening or Holy Guarding. Make sure it does not go to waste.

3. Use scrolls - especially when you get to higher divisions, scrolls can make a huge difference. Throwing up an awakening scroll is like casting awakening on all your mercs, which can come in handy if your monk is stunned/sealed.

(Another) New WRITER!

0
I'd personally like to welcome Rush. Rush specializes in Computer gaming so we'll hopefully get a new taste of games from his reviews. Please look forward to his articles.

How to comment on THIS blog: Click Here --------------------------------------------->

0
Just click on the little bubble:
We here at DMG Gaming are looking forward to hearing you opinions on our articles and want to listen to your opinion so we can make this blog better for everyone!