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Struggling in PVP? Easy day! Look here for a few tips in fighting all classes!

umcjdkingumcjdking Member Posts: 276 Arc User
Hi guys, relatively experienced PVPer here with multiple GFs to provide you some tips and tricks to help you defeat all of the classes using skill, proper encounters and decent itemization to accomplish your job.

Items/Boons we will absolutely need to be effective.
Wheel of Elements (At least Epic) approx. 600k
Negation Enchant (Any level) approx. 500k
Terror/Plague Fire (At least Greater) approx. 1-2 million
25% Deflect & Fey Thistle or Blue Dragon Glyph (To eat through CW shield or HR Eagle's Buff)

Prior to the Match

We make sure we have the right skills to do our job!
Protector - Stun (FLS/Flourish/GW), Bull Charge, Into the Fray/Desperate Survival, Damage Feature (Shield Warrior's Wrath/Trample the Fallen/Steel Blitz/ Combat Superiority)/Villain's Menace, Terrifying Impact
Tactician - Into the Fray, Iron Warrior or KV, Bull Charge/Shield Talent or Guarded Assault, Steel Defense or Ferocious Reaction/level 50 Daily and Terrifying Impact
Conqueror - Anvil, Bull Charge, Knight's Challenge/Damage Feature x 2/Level 50 Daily and Terrifying Impact

But what is our job?
Protector - Your job is to fight the biggest, baddest scrub on their team and keep him or her from ahnialating yours. We went offensively skill wise to ensure that whomever we attack doesn't feel inclined to just 'ignore" us.
Tactician - Your job is to build boat loads of AP and provide hard stun support for your team whilst staying alive. Your damage won't be phenomenal but THATS NOT YOUR JOB. Play idly, but do not look to attract attention to yourself until it becomes clear who your damage dealers are trying to kill.
Conqueror - Your job is to run around the map and win the game. You should never be with the masses of the team, rather, you should look to continue maximizing the 1 v 1 opportunities you get, which is almost always a free kill for the GF.

Start of the Match
Protector - Blitz straight to middle point and absorb the alpha strike from the enemy team. They will ignore you afterwards in which case look for the GWF/CW and start attacking and marking like a crazed madman.
Tactician - Allow the rest of the team to initiate going onto 2. Make yourself visible to the team but don't present yourself as dangerous yet. Use your stuns sparingly (i.e. teammate in trouble, kill opportunity).
Conqueror - Immediately go to their point, ignore everything until you get there. The likelihood is you will run into the teams weakest character providing you not only a kill, but a free point.


Fighting the HR

+ Typically has bad defenses and an easy-to-demolish HP pool.
+ Absolutely predictable and requires COMPLETE offensive spam to win a fight.
- Roots, root, and more roots.
- Roots that stun for indefinite periods of time.
- Roots that do stupid damage.
When fighting the HR, we need to make sure we have a daily, or we stay alive and block damage until we have enough AP for a daily - which on a GF doesn't take too long (AP cloaks help a lot).
Once we have our daily, we use wheel and we take WIND. Why WIND? WIND allows us to set up our damage playing on the predictability that the HR will continue to spam encounters instead of transitioning to a much more defense playstyle. Wind allows us to land our big hits, get some damage in and regain the tactical advantage. For conquerors, they should either be dead or close to it. For Tacticians or Protectors, the HR will now be playing much more carefully, allowing us to either win a war of attrition or wait for back-up to arrive and finish the HR off

Fighting the GWF
+ Has to stay in your face to do damage.
+ Determination gain due to your block at the start of a fight is really, really bad.
+ Terrifying Impact goes through unstoppable. Make sure you time it so by the time they are getting up, unstoppable is down.
+ Most GWFs have really bad defensive stats.
+ Current GWF meta is one stun. Once it's drawn out, unleash your attack chain.
- Sprint can make landing those big stuns much more difficult.
- Can do <font color="orange">HAMSTER</font> amounts of damage through any defense you have.
When fighting the GWF, we can't just YOLO him down unless we're geared to the teeth conquerors. We ABSOLUTELY need Terrifying Impact to do anything meaningful to the GWF, so we block to build AP until it's up. For GWF we will use WATER wheel to provide us more sustainability to allow us to buck with the GWF. The GWF will look to spring past you to stun, so if you see him start to sprint, immediately 180. Once you've either blocked/failed at blocking, ITF/KC and BULL CHARGE followed by an immediate terrifying impact (if unstoppable is not up). If Unstoppable is up, hit ITF/KC and start backing up to funnel the GWF into your box then unleash the Terrifying Impact. We do not immediately Bull Charge if he's still down, we wait until he starts to get back up. For Conquerors, we're now in position to Anvil a severely weakened GWF without unstoppable up that is also either ITF'd or KC'd. For Protectors, we've now built all of our capstone stacks and reduced his damage significantly. For Tacticians, the GWF probably has limited sprint left and we're already halfway to another daily.

Fighting the CW
+ Their shift skill is a big red flag that says "BULL CHARGE ME"
+ No real defensive skills.
- Repel ruins us.
- Shield is very, very potent.
- Boatloads of damage and control.
- Renegades will just heal to full.
When fighting the CW, we have to be very careful. The first thing we need to do is identify what type of CW are we fighting? If you just lost half your HP in like 3 seconds, we're fighting a Thurm who doesn't have very much control and relies heavily on his daily and ROE. Did you get stunlocked for 12 seconds? We're fighting an Oppressor who doesn't have much damage and can be whittled down through careful turtling and bull charges/dailies. Is he healing himself for ridiculous amounts? We're fighting a renegade and need to burst him down to kill him. If he's not BIS geared, the wheel we want to use is FIRE. If he is BIS, we need WIND. What we need to do is BLOCK and walk towards the CW, but don't use any attacks and don't get too close to him else you'll run into an Oppressive Force. When the CW shifts, we will use our wheel. If we took WIND, we will self buff and run towards him. He will shift, and right when it ends we hit BULL CHARGE and unleash the C-C-Combo breaker on his or her face. If we took fire, we will walk towards him again and wait for both the Entagling Force and Repel before attempting to use Knight's Challenge/ITF. Once we've self-buffed we shield up and walk towards the CW again to draw out another dodge, and right when the shift animation ends....BULL CHARGE!

Fighting the GF
+ Listen to these tips and you'll best him/her.
+ Most BIS GFs use the same predictable build with the saaaaame predictable playstyle.
- Some BIS GFs seem unkillable and can easily demoralize your team - they are not.
- KC can really <font color="orange">HAMSTER</font> you here.
#1 rule when fighting a GF. Don't block and wait for the opportunity. It will almost NEVER present itself and delay the fight much longer than you want allowing for the GFs teammates to show up and end your spree. You want this fight to be over a QUICKLY AS POSSIBLE which means you need to play the risk vs. reward game. You want to force the fight, which means we just jump at him and use at-wills until they do something. We start by taking EARTH wheel to give us some delicious temp HP to absorb the first massive combo they unleash on us and get rid of their daily. After that, the real fight begins and we now are +1up over these <font color="orange">HAMSTER</font> as we have a daily and they don't. When they ITF, we immediately block and retreat. We must block the Bull Charge, if we don't, we're in bad shape as the following daily/anvil will clobber us. If we block it, we continue retreating with shield to funnel the GF into a line....then TERRIFYING IMPACT! Don't wait to see if it landed, immediately queue up your self buffs and unleash everything you have. At this point, you'll both have comparable AP and you will have a significant HP advantage forcing the enemy GF to be more cautious giving you the advantage. Rinse, repeat.

Fighting the DC
+ Almost no offensive power.
+ If you are 1 v 1ing the DC, then he's not helping his team.
- Faithful capstone OP as <font color="orange">HAMSTER</font>.
- Empowered astral shield is the biggest cheese skill in PVP.
DCs suck. The only way we kill them is if they aren't tanks. The tactic is simple but not fool proof due to Faithful capstone. When the Astral Shield drops, pick up FIRE wheel and just spam at wills. Count to 6 out loud and then self-buff. The DC will immediately shift when Astral Shield disappears, thus right when the animation ends, we BULL CHARGE and using all offensive powers we have. If you outgear him, he will die. If he built tanky, he won't die. At this point, you'll just open up your powers button and change one of your daily's to Fighter's recovery and contest with the DC indefinitely.

Fighting the DC
+ Easiest of all the listed classes to kill (lolwut)
+ Enjoy their QQ tears.
- We cannot reliably defeat scoundrels. Their stuns go through any CC immunity we can produce.
TRs are the most boneheaded players in the game. And quite possibly the easiest to kill as a GF. The only wheel we will use here is WATER, because the TR didn't take any burst skills thus we have a constant heal filtering in whilst they don't. All you need to do is run around in a circle, block when the TR starts throwing daggers and attempt to keep distance. Why do we want distance - SMOKE BOMB. If the TR used SMOKE BOMB and you are not caught in it...STOP BLOCKING and count to 3 out loud. He will likely stay in the SMOKE BOMB because he thinks it is a safe area. After your count to 3...TERRIFYING IMPACT! Follow it up with any offensive skills you have and then end with BULL CHARGE. You probably won't kill the TR, but even if he is BIS with negation, we haven't done anything to build up stacks of it and he just ate your full TI and Bull Charge damage. Rinse, repeat. If you find yourself fighting one constantly, or one who just likes to stay invis, swap out your buff skill for COMMANDER'S STRIKE. Why? Because COMMANDER'S STRIKE can not be interrupted, deflected or resisted I.E. free damage.

SW & OP will come soon once I figure out something that works vs. OPs and figure out what works best for SWs.

Comments

  • guille23mxguille23mx Member, NW M9 Playtest Posts: 340 Arc User
    Amazing tactics Bro! KUDOS!
  • silence1xsilence1x Member Posts: 1,503 Arc User
    Great info Slick!! I appreciate the tactics.
    I aim to misbehave
  • edgethemcedgethemc Member, NW M9 Playtest Posts: 24 Arc User
    Great tactics, seems that you know your stuff. Be aware of Scoundrel TR's tho, as they like to Deft strike you and stunlock you.

    SW's are usually bad CW's so you just use the same tactic, only twice or three times in a row, they'll die before you do, just try to press on and interrupt their skills, if they are dodgeing, they ain't building up DoT stacks. Just keep the pressure.

    OP's are tricky, would like the advice if you do get to achieve a good strat against OP's :p
  • fatgunsfatguns Member Posts: 410 Arc User
    And you say DCs are OP while talking about one rotacion bwahah
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