Post by Cyber_Punk on Mar 12, 2015 5:52:53 GMT -5
Table of Contents
I.....Introduction Sniper's Description
II.......................Sniper's Qualification
III.........................Sniper's Play-styles
IV......................Bomber's Description
V.....................Bomber's Qualification
VI.......................Bomber's Play-styles
VII....................Gunner's Description
VIII................Gunner's Qualification
IX......................Gunner's Play-styles
X.....GM Dueling Rules Bow vs. Bow
XI.....BM Dueling Rules Bow vs. Bow
III.........................Sniper's Play-styles
IV......................Bomber's Description
V.....................Bomber's Qualification
VI.......................Bomber's Play-styles
VII....................Gunner's Description
VIII................Gunner's Qualification
IX......................Gunner's Play-styles
X.....GM Dueling Rules Bow vs. Bow
XI.....BM Dueling Rules Bow vs. Bow
I.
Welcome every bow amazon fan,
This Underground Bow Amazon League (UBAL) guide is meant to enlighten you about how versatile the game-play for the Bow Classed Amazon really is! Most would consider this sub-class to be very one-dimensional, however, she has the most diverse game-play of any other class and subclass! In this volume, I'll be revealing the three basic bow amazonian species (Sniper, Bomber, and Gunner)--their fundamental descriptions -- build type; specie qualifications, play-styles (Bow Amazon two verses two, Bow Amazon three verse three, and Bow Amazon four verses four [Pure Bow Amazon Duels]), and pure bow amazon good manner (GM)/bad manner (BM) dueling rules. In Volume 2, Splices, Formations, and Mini-Games will be introduced. So please read, to join in on the strategic Bow Amazon fun!
II.
Sniper's Description--Long/Mid Range Type (L/M)
The Sniper Species is very much like the name suggests-- outstanding map memory, reads the battle progression and battle field well, and makes accurate precision shots that can either bleed the enemy out and or help pin the enemies down. Hits from a sniper slows down enemy movement by drastic amounts, and support its troops fighting on the front lines! Snipers aren't by any means fast on foot, so they love to secure certain parameters that will give them a wide view, a clear shot, and decent coverage! Snipers are most efficient for Long/Mid-Range combat!
III.
Sniper's Qualification--
There are quite a few things about the sniper species that sets themselves apart from the others. But the concept is similar to the common Glass Cannon "Bowazon". Glass Cannons are Amazons built solely focusing on dexterity to optimize the Amazon's guided arrow damage and chance to block (ctb), however the glass cannon's hit points -- life, will be substantially lower than its counter-parts -- bombers and gunners. The Sniper traditionally placing itself relatively distant from the immediate kill zone of the others permits this species to focus on other things than hit points. The Sniper hits harder than the gunner without fail! The Sniper will very much slow any hit target! So be sure to keep an eye out for invisible guided arrows gunners and bombers!
Faster Run/Walk Percent (FRW %) - - No less than 70% and no more than 90% (Mandatory)
Chance to Block (CtB) - - Optional but recommended!
Poison Damage (Psn Dmg) - - Not allowed (Mandatory)
Life Replenish (LRep) - - Not Allowed (Mandatory)
Open Wounds (OW) - - As high as possible
Multiple Shot (Multi) - - Not allowed (Mandatory)
Guided Arrow (GA) - - Pure GA (Mandatory)
Magic Arrow (MA) - - Optional
Slow Target Percent (Slow) - - When team is at a total of two -- excluding the sniper, 20% Slow is allowed. When team is at a total of one -- excluding the sniper, 30% Slow is allowed. When the team is at a total of one, just the sniper, 40% Slow is allowed. (One Sniper per team is eligible)
Call to Arms (CtA) - - Not allowed (Mandatory)
Enchant (Chant) - - Not allowed (Mandatory)
Oak Sage (OS) - - Not allowed (Mandatory)
Decoy - - Not allowed (Mandatory)
Valkyrie - - Not allowed (Mandatory)
Teleport (Tele) - - Not allowed.
Life Tap (Tap) - - Not allowed
Amplify Damage (Amp) - - Not allowed
Name Locking (NL) - - Not allowed! (Mandatory)
Hit Points (HP or Life) - - No more than 1,500 before Oak Sage Application (Mandatory)
IV.
Sniper's Play-styles--
Snipers are supposed to be extraordinary at Map Memory, Reading, Tracing, Pinging, and Sonar. They are the direct support for a bomber species, and an indirect support for the gunner species. Though a sniper can support either of the two if there isn't a Full Deck Team "FDT" ( One Gunner, One Bomber, and One Sniper), it is the most stressful match up for most snipers. Since the sniper has to Ping more often to keep up with the fast paced duel, the sniper will be more so exposed! The sniper can overcome this obstacle by Tracing and Reading while having to abandon its cover, but the sniper needs to improve on its map memory (mm) and Sonar.
Map Memory (mm): Map Memory isn't limited to being able to get the courtesy full map load (running around the battle field and or getting the enemies' location before the duel begins). Map Memory at its fullest is knowing all the nooks and crannies -- trees, bushes, puddles, boulders, caves, houses (anything that can block your shot). This will give you the edge on positioning yourself in the middle of the duel!
Reading: Reading is the ability to utilize your team's and enemies' movements around the battlefield for more improved positioning for clear shots and cover! Furthermore, you'll begin to pick up on certain patterns your enemy is making and be able to make more educated decisions during the duel. Snipers are supposed to be meticulous and analytic. All snipers have pride in their precision.
Tracing: Tracing is the second most difficult thing to do because it can definitely get you killed, if you are a horrible reader! Tracing is essentially getting close enough to see the invisible arrows from your opponents! Invisible Arrows -- arrows that lose their full graphic after traveling a certain distance, lag, or kiting; though GA is somewhat visible because its Natural Light Radius is still intact. With GA visible or somewhat visible and your team making their familiar movements, will give you a stronger picture view on where your opponents are moving to for more accurate shots.
Pinging: Pinging for a sniper is pretty tough to do, considering the sniper's lack of faster run/walk! But it is useful to pack your FRW% gear for this! To perform pinging is quite simple. For example, the sniper would read their team's movement on the field to help determine the enemies' line of fire, so the sniper can begin to close in on the unsuspecting target! Now, the trick is to get close enough to obtain Map View (MV) of your target. Then, quickly observe the way your target is moving while your team is keeping him/her preoccupied, but don't sit there too long since your enemy can see you as well, resulting you getting sniped. Lastly, remove yourself from their MV and shoot in the direction you think they will be moving to. (Max at Three-Shot Bursts)
Sonar: Sonar is the ability to use your team as Ping Beacons (Further discussed in Two Verses Two Bow Amazon Bow vs. Bow section). Basically, use them solely to determine where you need to shoot (Maxed at five-shot bursts). Sonar is one of the sniper's most powerful tactics, if done correctly because the sniper's position is not being compromised! Sonar is exclusive to snipers! Performing the sonar tactic isn't easy by any means, since you need to be really good at applying reading and tracing! Sonar applies the ability to read by watching how your team members are moving on the field, being able to adjust your position accordingly, and determine how and or where your potential target is moving; moreover, the tracing is applied by pinpointing your targets position from their invisible arrows that missed your teammates. Finally, you would shoot five-consecutive arrows or less in the direction you deemed to be your enemies' position.
Two verses Two Bow Amazon Bow vs. Bow:
Snipers, hang back no matter what species you're paired with because you are no good to your partner being up-close and personal. MM, Reading, and Tracing is your best bet to stay a live. Sonar isn't ruled out as a means to apply pressure on the opposing team, IF you have a competent bomber. Your bomber will Ping-Assist -- keeping its target directly in-front of it. By the bomber doing this, will help you lead your shot. If your bomber isn't as skilled with this tactic, you may need to Ping on your own. Keep in mind that you might need to swap to you our FRW% setup (Yes in the middle of the duel via~the cube in your inventory!!!), to help get in and out of your enemies' MV quickly.
On the other hand, being paired with a gunner can prove more useful, if you dislike stressful conditions. Since a gunner is more aggressive, it should be able to maintain a steady Ping Assist. Be prepared with a Slow Target setup and a FRW% setup at the start of the duel or for emergency change; in case, at any point you notice your gunner taking on too much damage (losing a little over a quarter of its HP), you'll need to whisper the gunner to back off to relocate. As you regroup, lay down some cover fire to Slow any chasing enemies.
Three verses Three Bow Amazon Bow vs. Bow (FTD vs FTD):
Snipers, as usual hang back. If you are a pro sniper, you'll Sonar like crazy and seldom use Pinging. So be sure to pack a nice cube to help you support your bomber and gunner. You will be whispering less in this match up than you would in any other, but don't be discouraged to whisper your gunner to pull back if needed. If you lose your Bomber earlier in the duel be fast to swap for 20% Slow. It can tremendously help out your Gunner! If you lose your Gunner, let your Bomber do all the Pinging and don't stay too close to them! They are the BAIT! Move more frequently and Flank!
Four verses Four Bow Amazon Bow vs. Bow:
If at all teamed with two snipers, be sure to establish who is the Scout and who is the Sniper! Scouts -- the sniper's personal assistant that will provide Extended Tracing, Bomber Support Fire, and Resupply (Cannot be equipped with Slow). Extended Tracing -- Use GA and shoot directly at their partied sniper to extend the view of invisible arrows, or at the partied sniper's sides to direct where the sniper needs to be shooting! Do not forget that you are supposed to be helping the bomber as well! Bomber Support Fire -- Assist by applying pressure on the enemies with the Bomber by shooting in the same direction they are. In addition, Resupply -- be sure that the scout is maxed at FRW% while maintaining it's qualification as a sniper as well as have room in its inventory. The Scout will gather extra arrows at its team's designated stash while map loading to later resupply the bomber, gunner and or the sniper.
PS ~ Snipers CANNOT use decoys, if their party is greater than 2 (2v2 or 3v3 etc..). However, if the sniper is the last one standing within their party (1v1, 1v2, 1v3, 1v4 etc...), they CAN use decoys!
V.
Bomber's Description--Mid/Long Range Type (ML)
Bombers are a very sly bunch. They are traditionally used to help maintain pressure and direction! They are exceptionally good at Reading, Pinging, False Pinging, Herding, and Intel Delivery. The bomber species play a big role for their build-type is the direct support for the sniper and the gunner because bombers are constantly supplying information to the sniper as well as helping the gunner maintain its ground. Bombers also have the ability to choke out your entire team if you aren't careful! Bombers generally have a lower life span than any other species since they are high priority targets! This is a species that optimizes your close, mid to long-range combat skills!
VI.
Bomber's Qualification--
Bombers are also very different from the rest! Bombers do not rely on their two counter-parts. Since bombers pack enough damage, speed, and intelligence, they have the ability to control almost any situation their team is in! Not only does the bomber supply its allies with ridiculous fire power, but supplying extra health is also apart of its job (Not Healing!). Don't forget they are the ones that supply favorable intelligence to the sniper as well!
Faster Run/Walk Percent (FRW %) - - No less than 80%, and no more than 110% (Mandatory)
Chance to Block (CtB) - - Optional but recommended!
Poison Damage (Psn Dmg) - - The Bomber can have no more than 10x of any charm that exceeds 175 psn dmg. Can have as many charms that delivers 175 psn dmg or lower. (As long as it meets the Bomber qualification) (Mandatory)
Life Replenish (LRep) - - Not Allowed (Mandatory)
Open Wounds Percent (OW %) - - Optional but recommended!
Multiple Shot (Multi) - - All bombers are permitted to use multi, but you are restricted to 6 shots per duel! Use them wisely. If more than 6 shots of multi have been fired by any team during the duel, the entire team will be disqualified from the duel!
Guided Arrow (GA) - - Necessary (Mandatory)
Magic Arrow (MA) - - Optional
Slow Target Percent (Slow) - - Zero (Mandatory)
Call To Arms (CtA) - - Necessary (Most gunners prefer it)
Enchant (Chant) - - Not allowed (Mandatory)
Oak Sage (OS) - - Necessary (Most gunners prefer it)
Decoy - - Necessary
Valkyrie - - Not Allowed (Mandatory)
Name Locking (NL) - - Not allowed! (Mandatory)
Life Tap (Tap) - - Not allowed
Amplify Damage (Amp) - - Not allowed
Hit Points (HP/Life) - - No less than 1,800 hp and No more than 2,000 hp before BO and or Oak Sage application. No more than 3,300 hp before Oak Sage application (Mandatory).
VII.
Bomber's Play-styles--
A bomber has a decent arsenal of tactics, and a repertoire of abilities needed to make it as efficient as possible! Reading, Pinging, False Pinging, Herding, Intel Delivery, Bombing, and Life Support are all essential to a Bomber; since that is all it's good for. Without these abilities and tactics you can be damn sure your team will not rank very high in team efficiency!
False Pinging: False Pinging is a tactic that uses the Decoy skill to it's fullest potential. Of course, you need to be good at reading, tracing, and pinging for this to make sense. You would place a decoy where your enemy will more than likely have Map View of it, wait for their attempts to knock it down in hopes that you may be close by, trace their arrows to determine their location.
Bombing: Bombing is a shot of Multi and is traditionally used for attacking large groups at once, though it has other applications -- defensive, offensive, and Herding. Defensive Bombing -- is best used when you notice your team is being pushed back. Offensive Bombing -- is best used in combination with False Pinging. Being able to get into a position that will give you a clear shot of the entire opposing team is ideal, however, you need to be sneaky and FAST! False ping your location, scramble off to the side or the flanks of your enemies, and drop a bomb on them to afflict damage and potential panic! Then, false ping your way back to continue gunner support.
Herding: Herding is exactly what it means. But in this case you use bombing and reading to a high degree, and guided arrow helps a lot as well. So be sure to have at least one point in guided arrow to cut your enemies' escape route off. Herding is a job shared by the gunner species and the bomber species. Team work is apart of the Bow Amazon's culture. To herd, you must already have the enemy trapped or suppressed. Then, throw two bombs to pin them down, but be careful to not let their bomber nor their gunner to pull-out! When they run to escape fire, lead your shots to cut them off and push them back into their huddle.
Intel Delivery: Intel delivery requires are good handle on Tracing, Reading, Pinging, False Pinging, Bombing and Herding since you will have to do all of them to gather accurate intelligence for the sniper; so the sniper can land their shots more consistently. To perform Intel Delivery is by messaging your sniper the enemy position and or pertinent obstructions/landmarks. You have to be extremely quick to do this because the gunner will more than likely need help, if the enemy has a FDT. This is a complex job for a bomber and the most difficult because the bomber can easily be sidetracked by this task alone. Any bomber that has really good Intel will more than likely be sought out by many different teams.
Life Support: Life support is really simple. Being equipped with CtA and having an Oak Sage handy, is all you need. Life support helps the gunner tremendously! Snipers aren't really worried about receiving the OS effects; considering the sniper shouldn't be taking any damage in the first place! (Exclusive to Bomber Only)
Two verses Two Bow Amazon Bow vs. Bow:
As a Bomber being paired with a Gunner -- you are now the sniper with the same ability of bombing, but limited to Two Multi Shots and no OS. Ping as best as you can and keep the pressure on-high to keep your gunner from dying! False ping can more times, than not, save your gunner from tight jams. Use this tactic to scare your opponent and try to lead your shot to catch them.
As a bomber being paired with a sniper -- you are very much the Scout! Keep the enemy at bay by using your bombing wisely, so your sniper can position itself to start bringing in the rain! Also, be sure to keep your enemy directly in-front of you at all times, if possible, for good ping assisting. Bombers are strong to get the job on their own, but they are more than likely to win using their sniper.
Three verses Three Bow Amazon Bow vs. Bow (FDT vs. FDT):
This is the best match up to see a true Bomber at work! If opposing team is extremely aggressive, keep your cool and drop a bomb to back them off. False pinging is great for baiting your enemies -- use that to gather intelligence, and do your best to keep an enemy target in-front of you at all times; so your sniper can support you and your gunner properly. If opposing team is really defensive, WATCH your flanks and false ping periodically to check. If at all possible, herd them to their death!
Four verses Four Bow Amazon Bow vs. Bow:
If there is a second Bomber on your team decide which of you are going to be the Life Support/False Ping and the Bomber/Intel Delivery. Life Support/False Ping -- Helps maintain pressure with the gunner by using the false ping tactic and the pinging tactic. Also, keeps the OS alive to optimize both of their HP count (Can NOT use Multi). Bomber/Intel Delivery -- message your sniper the enemies' locations, to help the sniper make better decisions. Including, dropping bombs while the enemy is distracted (Can NOT use False Pinging). The cool part about this is that you both can switch jobs, in case, the original Life Support/False Ping role is getting low in life; however, the switch means that you lose a Bomb shot. And the switching has to be noted out loud for all to see, "Swap!" So be sure to pack an inventory and cube according to your second Bomber's habits. In addition of having a second bomber, you both will be running a lot more since your chores are split! This is ideally the best way to maintain your defense. The gunner is being supplied a high amount of life and has false pinging to minimize enemy advancements; the he sniper is being supplied note-worthy intelligence, and the "sporadic" bombing will enforce keeping the enemy at bay. Bomb and or switch WISELY!
VIII.
Gunner's Description -- Short/Mid-Range (SM)
The gunner species is the toughest in all senses. Gunners are extremely fast, agile, aggressive, strategic, and are the nerves of steel for its team. Believe it or not, it is indirectly the brain of the organization because it is seeing almost everything that's happening on the battlefield at all times. That being said, the gunner has to make split second decisions to keep the enemy pressured and dancing to its tune! A gunner is top brass at Tracking, Valkyrie Sacrificing, Side-Stepping, Kiting, and also proficient in Herding and Ping Assisting. Gunners are the front-lines that stand in the way of enemy forces.
IX.
Gunner's Qualification--
Gunners are not to be taken lightly, since they are fast enough to literally foil an entire team on their own. They have a decent amount of damage reduction, damage, life, and tactics to stay alive on the front lines to make almost all plays and formations count! You have to be weary of their seemingly random shots, because they are more than likely lining up your Bomber or your SNIPER!
Faster Run/Walk Percent (FRW %) - - No less than 130%, and no more than 300% (Mandatory)
Chance to Block (CtB) - - Optional, but Highly Recommended!
Poison Damage (Psn Dmg) - - The Gunner can have no more than 6x of 175 psn dmg charms. (Mandatory)
Life Replenish (LRep) - - Optional, but no more than 20.
Open Wounds Percent (OW %) - - Optional
Multiple Shot (Multi) - - Not Allowed (Mandatory)
Guided Arrow (GA) - - Necessary (Mandatory)
Magic Arrow (MA) - - Necessary
Slow Target Percent (Slow) - - Zero (Mandatory)
Call To Arms (CtA) - - Not Allowed (Mandatory)
Enchant (Chant) - - Not allowed (Mandatory)
Oak Sage (OS) - - Not Allowed (Mandatory)
Decoy - - Not Allowed (Mandatory)
Valkyrie - - At the very least one point (Mandatory)
Life Tap (Tap) - - Not allowed
Amplify Damage (Amp) - - Not allowed
Name Locking (NL) - - Not allowed! (Mandatory)
Hit Points (HP/Life) - - No less than 2,100 hp before BO and or Oak Sage application. No more than 3,500 hp after BO, and before Oak Sage application (Mandatory)
X.
Gunner's Play-styles--
Gunners out of all three species are the most feared because they use tactics that can completely circumvent their enemies' formations. The gunner species do this by using abilities like Blind-Pinging, Tracking and Ping Assisting, as well as tactics such as Side-Stepping and Stutter-Stepping, Kiting, and Valkyrie Sacrificing (Valk Sacing). Though the gunner is a formidable opponent, its arch rival is the bomber!
Blind-Pinging: Blind Pinging is the gunner's way to locate the enemies' potential location. To perform blind pinging -- you will fire two consecutive shots into the direction you think your enemies are located (Your arrows have to travel the distance it would take for them to leave your screen from where you shot them, before you can do another round). Though this can be helpful, but you can potentially give away your presence! Be prepared to encounter enemy fire as well.
Tracking: Tracking is the hardest task for a gunner to perform, but essential to execute proficient team work! For example, to track is to read the opponents' ping work, and then ping assist to direct your bomber's intelligence to where the enemy bomber is located; so your bomber can direct the sniper on the enemy bomber's coordinates for support fire! But this won't be easy because you have to be able to defend yourself while maintaining your general position(s) for your bomber's and sniper's accuracy!
Side-Stepping and Stutter Stepping: Side-stepping and stutter-stepping are essential tools for tracking and ping assisting. When you have a lock on the enemy bomber, you now have to guard yourself and maintain the lock to ping assist your team. To do this you will run off to the side of your opponent and shoot directly at him, while staying in your general position so the bomber can identify your ping assist. Now that you are side-stepping, you want to make it more efficient by stutter-stepping with it. To stutter step you will shoot and run repeatedly as fast as possible while maintaining your lock on the bomber (I ADVISE NOT to go behind the enemy gunner -- towards the enemy bomber!).
Kiting: Kiting can be used in many different ways, but in the situation of maintaining a lock is the most common use for a gunner! When you have obtained the lock, back off the enemy bomber's MV, but not too far! The reason for backing off of the bomber's MV is to relocate yourself, so you can decrease the likelihood of being sniped! Again, not too far! You want to be able to keep a good idea where they are to help direct your bomber's intelligence. While kiting, you are still fending off the enemy gunner from killing you!
Valkyrie Sacrificing (Valk Sacing): This is another advanced tactic the gunner uses for protection. It's pretty easy to perform. Cast a Valkyrie in front of potential enemy fire trajectories. What makes it advance is being able to do it quick enough and strategically! Doing a bad cast can get you killed. The cool-down time to recast hurts that much!
Two verses Two Bow Amazon Bow vs. Bow:
Gunners being paired with a sniper -- Not an easy-going match up, but not a very difficult one at that. Gunners be sure to watch for your sniper's plans via~whisper to utilize the sniper's position to the best of your ability. Also, keep the pressure on the enemy as much as possible to supply beneficial tracking and consistent ping assists! Kiting and valk sacing will be your main weapons more than ever! Keep a safe distance, so not to get double teamed! On the other hand, if the enemy is really defensive, be patient while valk sacing to get somewhat closer to pin the enemy down! In turn, the sniper will be in position to lay-down some support fire!
Gunners being paired with a bomber -- this pairing is very common considering the fire power and HP boost. Don't be too cocky or you'll find you and your partner dead really fast! As a gunner you are to remain aggressive, yet cautious in this situation. If the enemy is really aggressive you can either, bait them into your bomber's cover fire to back them off and regroup, start kiting, or stand your ground for other instructions from your Bomber.
Three verses Three Bow Amazon Bow vs. Bow (FDT vs. FDT):
This match will be very hectic for a gunner, so the gunner must not crack under pressure! The gunner will be herding, tracking and ping assisting more than anything. So keep your guard up and maintain the middle of the map to the best of your abilities. Then be sure to nudge your opponents back, if you can't push! Also, keep your eyes open for false pinging from your enemies' -- it can either get you killed or an opportunity to spot the bomber! In light of this, utilize your magic arrows because they can either penetrate valk sacing, penetrate an enemy gunner and hit the enemy bomber in the process! Magic arrows don't track, so you can use them to nudge on your enemies' bomber to back up with unlikely interference from valk sacing.
Four verses For Bow Amazon Bow vs. Bow:
If there is a second gunner on your team, you both will have to decide who will be in charge of Tracking and who will be in charge of Ping Assisting. The Tracker -- will fend off the opposing gunner and determine where the opposing bomber is. Further more, it will signal the Ping Assistant of its findings (Trackers are NOT allowed to use GA). The Ping Assistant -- will then deliver the findings to the partied bomber via~whisper, then start to ping assist (Ping Assistants are NOT allowed to Valk Sac NOR MA). Ping Assistants are also the only ones allowed to do Blind Pinging in this match up.
XI.
Good Manner (GM) Dueling Rules for Bow Amazon Bow vs. Bow- 1.) First and foremost, all builds must be qualified species!
- 2.) The functions of doubled species per team are also mandatory!
- 3.) Species Splicing is allowed!
- 4.) Species Splicing must be qualified splices!
- 5.) Map Loading is mandatory to give, if any player or team requests it.
- 6.) Both Teams have to state their general starting location (i.e., NW, SE, etc..), before the duel starts. (Unless BOTH TEAMS have agreed not to disclose)
- 7.) Changing Starting Locations for Rematches or Sets, if requested (Sets -- Ft 3)
- 8.) Making an Extra Arrow stash on map, before starting the duel.
- 9.) Anything that is being stated in the main GM One vs One IGA Rules that don't violate this guide's GM and BM Ruling
XII.
Bad Manner (BM) Dueling Rules for Bow Amazon Bow vs. Bow
- 1.) Disregarding the species qualifications and participating in Bow Amazon Bow vs. Bow duels while doing so.
- 2.) Disregarding the doubled species function's rules and participating in Bow Amazon Bow vs. Bow duels while doing so.
- 3.) Using unqualified Spliced Species and participating in Bow Amazon Bow vs. Bow duels while doing so.
- 4.) Denying a team or player participating in the duel their courtesy Map Load.
- 5.) Starting Pre-Spread, before a duel. Meaning having your team spread across the map and initiating the duel while in such a formation.
- 6.) Not stating your general starting location after a request, before a duel begins. Or Lying about your general starting location.
- 7.) Not changing starting locations when requested for a rematch and or set.
- 8.) Denying the request to build an Extra Bow stash on map, before starting the duel.
- 9.) Picking up your body in the middle of the duel.
- 10.) Picking up your body and continuing to duel.
- 11.) Jumping
- 12.) Complaining
- 13.) Not respecting a time out called due to Server Lag.
- 14.) Poor Sportsmen-like Conduct.
- 15.) Using mods or hacks.
- 16.) Being on your opponents screen is not okay!
- 17.) Name locking for any reason.
- 18.) Javelin use (i.e., Javelin skills, Normal attack, Throw, etc..) is not allowed for any reasons.
- 19.) WSG is not allowed for any reasons.If you have any questions, please contact me (Cyber_Punk).
PS - These are rules and regulations that governed 30 clans, 60 mini clans, and over 300 different teams; since patch .07!
Please understand that gear has changed and the overall ruling has been updated, due to each change. So do abide by these rules when dueling Official Teams!
Official Teams will be listed in the UBAL Board, until further notice!
This will be updated from time-to-time with a notification via emails given!