I have been seeing a lot of complaints mostly about hacking, some of it directed at me, some directed at others, said by enemies and guildies alike. It is just as annoying to be falsely accused of hacking, as it is to be on the receiving end of a character not working the way you “think it should”. I might be a condescending a-hole, but the ones who are truly rude are people who hurt other people’s reputation simply because they don’t know how someone is doing something. Here's somebasic knowledge so you don't embarrass you and your guild anymore for being ignorant (that means lacking in knowledge/information) or for being a poor sport.
NEW STUFF ADDED HERE:
Crying Wolf In Siege and How Some Things Work
Equipment:
Just because someone has better equipment then you doesn't mean they hacked to get it. Some ppl either throw lots of money at the game, work really hard, get extremely lucky or get some combination of those factors, and have some epic equipment. Deal with it.
BUFFS:
A lot of the stuff mentioned later in this thread have to do with player buffs (cooldowns/foods included). The defaults User Interface will only show 32 Enemy Buffs, but there is in fact a max of 40 on each person. That is to say, if you can't see something, it does not mean its not there. Download addons such as Smart Buff Bars or other addons that modify your Interface (fslimUI, ikarus, etc.) to make these additional 8 buffs visible. I recommend smart buff bars as you can set this addon to show ONLY specific buffs (like show only immunes on enemy players) rather then everything.
Faces, Eyes, and Stones:
Faces of Treachery: ONE SECOND CAST TIME is the important thing here that most players don’t realise. Let me break it down for you – if I use mad rush, spellweaver potion, and the herald skill Thunderforce for super fast movement speed, I can run in the range of, pass through, and move beyond a face of treachery in less then 1 second, avoiding the knockdowns from some of them.I also believe (but am not 100% sure) that some immunities prevent the knockdowns as well. Players not getting knocked down all the time IS NOT A HACK, it’s how the game works.
Eyes of True Knowledge: (see above about cast times) These will stun people who are invisible and bring them out of hide. That’s fine and dandy, but rogues who use the set skill Escape who are immune to such things, DON’T GET KNOCKED OUT OF INVIS. Escape has a 2minute cooldown...don’t be calling a rogue a hacker when he/she knows how to use their skills.
Sea Washed Stones: I don’t know a whole lot about these, but from what I can tell they only interrupt/silence for 1s or less. Not permanent silence like mages for 5+s. In other words, sea washed stones won’t protect you from a mage using instant cast spells since these...aren’t interrupted.
Flame Towers/Electric Towers/Invisibility Towers:
(closely related to this section is the "Damage Absorb" section -- I suggest reading that section if you are puzzled about some occurances)
Flame Towers: when upgraded, fear. But only when they do damage, and the target isn’t immune to “fear” effects. That is to say, anyone using magic immunes or fear immunity can walk through no problem.
Electric Towers: when upgraded interrupt casting, and REMOVE INVISIBILITY. It’s not a hack when some knight hits a rogue who was in hide with a single target skill, when an electric tower comes into play.
Invisibility Towers: don’t keep you invis permanently. If you use skills like heals, or if a nearby flame/electric tower attacks, it removes invis for all nearby players. That is to say, just because they target you while you’re standing next to an invisibility tower doesn’t mean they’re hacking – you might not be using the tower correctly.
Immunities:
“Zomg this person is immune to everything I use and I can’t kill them!” Here’s a small list...
Fearless (blue bubble, herald skill used during siege war, physical and magical immunity for all players) : Duration 15s : Cooldown 3min
Holy Aura: (priest general skill, physical and magical immune for user) : Duration 5s : cooldown 2min
Holy Shield: (Knight Primary, physical immune for nearby party members) : Duration 5s : 5min cooldown
Rainbow Crystal Candy: (crafted food, physical immunefor user) : Duration 4s : 3min Cooldown
Serenstum: (crafted food, magical immune for user)

uration 6s : 3min cooldown
Defense Net: (warlock primary, when maxed is magic immune, USABLE ON OTHER PLAYERS) : Duration 5s : Cooldown 2min
The list goes on....the point is, just because someone’s immune “all the time” doesn’t mean they hack. Look for a more sensible explanation which may or may not require you to open your eyes and stop button mashing momentarily. Ofc if they are immune while having no buffs on that raises a red flag, but check for buffs/pots/foods used before you make yourself look like a buffoon.
Also, Magic immunes can prevent many debuffs, such as Shadow prison and many roots.
Damage Reductions:
“wtf why do i hit this guy for 1 dmg?”
As mentioned above, defense net is actually 100% dmg reduce, but this manifests itself via flames being immuned. Many skills reduce damage received, as well as the new honor gear, but not all these skills work in the same way (THAT explanation will be saved for another topic). Essentially, if you stack enough reduction, you can get 100%. Take wd/d for example. Earth spirit essence + elven amulet + mother nature’s protection + damage transfer = 1 dmg wound attacks. Try it yourself if you don’t believe. Point here is, hitting for 1 dmg does not mean hacking, it means you don’t know much about the class(es) you’re fighting.
Damage Absorbs:
Some skills, such as Wave Armor from priests and Electrostatic Shield from mages, grant a shield that “absorbs X% max hp for Yseconds”. If a player has a 60k dmg shield on, and you hit them for a 20k Lightning, the damage gets absorbed BUT SO DOES THE ROOT EFFECT. In order for the secondary effects to occur, the target actually needs to take damage. (i.e not absorb or immune). This also applies to electric towers interrupting – if a knight gets Wave armor from a priest, electric towers will NOT interrupt their tornado (or w/e else they cast) until the wave armor gets removed. (changed during some 6.0.XX patch). While this does not apply to ALL skills that deal initial damage + extra dmg/effect, it does include nearly all of them. It’s not a hack if people know how the game works and you don’t.
Something very important to note -- Mage/scout Shot must also do physical damage in order for the bonus damage to activate -- this does not apply to w/m, k/m, or other classes, it is ONLY mage/scout. If your opponent dodges, absorbs, or RAINBOW CANDY the initial hit, they will NOT receive any damage. Warden nature crystals or c/m high-energy barriers or mage electrostatic shield essentially make m/s a useless skill. Get rid of the hp shields first, then spam shot. Also, since m/s shot counts as pdmg, you can use it to kill Magic Immune monsters such as on last boss Hall of the Demon Lord.
Super Fast Players:
Already mentioned this in regards to treacheries, but there are many buffs/skills that increase run speed. It is not uncommon for players to run faster than their mounted teammates/enemies – its all in the speed buffs. Some last only a short amount of time (10s) others such as the herald skill last 5minutes. They’re not fast, you’re just pathetically slow. Here's a brief list of various speed buffs/potions:
--Unbridled Enthusiasm
--Spellweaver
--Godspeed
--Sprint
--mad rush (siege war title skill)
--Thunderforce (herald speed buff)
--Assault Time (purchased from your farm)
--Godspeed (permanent provided from stable, only present while in guild castle or siege war. If your stable gets destroyed you lose the buff)
--Abyss Footsteps / Self-Distortion (warlock set skills)
--Soul Stepping (m/wl elite skill)
-- Hall of Dead Heroes (knight primary skill)
--many others
------Some of these work together, making it possible for certian classes to run significantly quicker then other players, especially if you're stable has been destroyed.
Vanishing Debuffs: "zomg why are you able to escape all my roots/stuns? gtfo cheater!"
The priest skill cleanse and the m/p elite are highly underused and underrated. Things such as lightning, Banish, and a plethora of other debuffs are classified as “harmful effects” and can be removed by appropriate skills. Gloves purchased for honor points form obsidian stronghold have a secondary effect on them: “Click to use: Frees from movement Impairing Effects. Cooldown: 2minutes” (the old level 50 gloves remove everything listed, while the new lvl 75+ gloves will not remove all that is mentioned). This includes, and is not limited to: Lightning, Shadow Prison, Movement Restriction, Slow, Myrmex Chain (from the kulech bandits in kbn), any skill classified as helpless etc. The VN rings iirc also immune/remove fear, many elite skills immune/prevent/remove root effects, slow effects, helpless (shadow prison a Helpless type effect). Magic immuning vs skills light lightning and shadow prison and strike of punishment prevents their debuff effects. It’s not a hack when a Warden mysteriously gets free of his lightning root...in fact it’s not much of a mystery either, at least for the warden.
There's more to add but I surpassed the character post limit