I'm not going to lie. I always tell my team... "kill the archer first!" LMAO
Honestly, you can probably survive for awhile with this build against a good archer (1v1), consistently, but not always indefinitely. Obviously, this build is 100% team utility so there isn't any killing involved.
Who can actually tank an archer though? The only concrete way to survive [every time] is to kill them before they kill you. I have seen full tank OPs with almost 400K HP get killed in a few seconds from those nasty archers.
Surviving an a good archer with this build would come down to stamina management and Gift of Faith building. If you can slide enough (and at the right time) while stopping to use your powers when you aren't getting hit, you could potentially survive forever. I don't think that will be a common thing though, to be completely honest. That is why [not just for archers] I choose Elven over Shadowclad or Negation. The stamina gain from Elven and CC resist is so OP when used correctly. If you are just sliding randomly (or just when your health goes down) don't use Elven.
Edit: I see a lot of DCs using Shadowclad and Negation. They are also excellent choices but here are the downsides:
Shadowclad = Part of your job is to take the aggro off the DPS players on your team. They are more squishy than you are. If you can take the hits, and force them to keep trying to kill you, you inherently waste their [the enemies'] time. Additionally, you help your team focus on damage by tanking (see point number 2 below).
Negation = Negation is great, I would definitely choose this as a secondary option. However, while extra DR is nice, when you are dodging you take zero damage. That is infinitely useful when executed well. Keep in mind that most classes have one nasty rotation to kill you, and if failed, they have to wait awhile to try again [stamina refills].
If you happen to have at least one good DPS with you (using this build) an archer really doesn't stand a chance (on the opposing team). Just Terrifying Insight itself is such a powerful buff. Add Hallowed Ground, and things go boom boom [even more true against relatively glass enemies].
If you really want to buff more I recommend Break the Spirit by the way (to anyone reading, but not asking a question). However, the utility of Sun Burst is unparalleled in my opinion. The stun lasts so long (as people fly threw the air disabled). Couple that stun with a good BB or even (for example) a good archer going ham [many other good examples], and the enemies are completely screwed. They will be dead or almost dead before they hit the ground. Good DPS will watch for CC to go all in, and good support will try to make the DPS peoples' lives easier with some well timed CC. Additionally, you can obviously bounce players off nodes, and give your team some breathing room when everyone is under heavy fire.
This build actually isn't 100% built for one sole purpose (for example, tanking archers). That would require losing some buffs and going full tank/heal, most likely. However, I think that this build has a great balance of three important utilities that (when added together) really make for a extreme unbalance towards the enemy team.
1.) You offer decent heals. That way, if your team members are even remotely built for PvP (with a little extra durability) you should be able to keep them alive when they are near you. This will make the difference of holding a node, or losing it.
2.) You offer an off-tank ability. Therefore your DPS players can lay into the enemies without much interference. This is HIGHLY under-rated in terms of indirectly increasing group DPS, in my opinion.
3.) On top of that, your team is buffed and doing excellent damage. This will force the enemies to either retreat, focus on surviving (therefore doing less DPS), or ending up a floor inspector.
I think many PvP teams in random queues lack one or two of these three important utilities.
A team might be really tanky, but not doing much DPS.
A team might have excellent heals, but can be focused and can burst down easily.
A team might have excellent buffs and DPS, but can't out-survive the other team on a node.
In my experience (on my TR) [having no control over support], teams rarely are tanky, full of healing, and damage buffs simultaneously. Just one player using this build, can make that a reality for a team.
If a team lacks one or two of these utilities (and the enemies have all three) they will be at a severe, fundamental, disadvantage. That is why I really think this build is "broken". As a single player in a match, you are offering all 4 other players on your team these three important utilities. The enemy team basically has to match that or get stomped.
Obviously this build is heavily team-reliant, but which class/build isn't? A TR might be able to go 25-0 in a 1000-0 loss game, but who cares about that? A pally might be able to survive a whole match while the team gets man-handled, but again, who cares about that too?
Long story short: This build offers a balance of different utilities which will significantly unbalance a match assuming all 10 players are decently geared for PvP.
Can't speak for @iimrmonkeyii#3625, but archers take me down rather fast if I am unable to dodge. Have to keep an eye out for them.
Yeah I agree @vordayn. That is why I commented on your post with your build. I played 2 days of PvP with my DC and decided I already had enough footage for a great edit. It is such a great build.
By the way I wasn't trying to steal your fire, we just happened to be making these at the same time. LOL.
I was editing for a few days (just like 20 minutes at a time), and then I saw your post and thought DAYUUUMMMM!
That is why I argue that this build is WAYYY more broken than some TR, for example. That is also why I put a Jesus version of the star from "Breaking Bad", breaking some bread, on the cover photo. LOL
If you mean really bad TRs!
If you know how to counter the DC, then it isn't broken at all. Once they're stunned they're dead. Too often I see players give up trying to kill the DC. It's because the encounters they use are not the most effective against this build, but are too set in their ways to try to change.
On a side note, interestingly, a lot of TRs use Elven as well because they use the dodge in which they also receive 0 damage.
There was a PC player who was a very good DC, and then changed over to TR. They rocketed to the first page of the leaderboard with far fewer matches than their DC. And yes, they were using a variation of this build. Whether they are a better player as a TR, or if the TR is easier to play, or the TR is more fun to play as it actually kills, is a matter of debate. But yeah, they've practically given up using their DC as far as I can tell.
If you know how to counter the DC, then it isn't broken at all. Once they're stunned they're dead. Too often I see players give up trying to kill the DC. It's because the encounters they use are not the most effective against this build, but are too set in their ways to try to change.
On a side note, interestingly, a lot of TRs use Elven as well because they use the dodge in which they also receive 0 damage.
There was a PC player who was a very good DC, and then changed over to TR. They rocketed to the first page of the leaderboard with far fewer matches than their DC. And yes, they were using a variation of this build. Whether they are a better player as a TR, or if the TR is easier to play, or the TR is more fun to play as it actually kills, is a matter of debate. But yeah, they've practically given up using their DC as far as I can tell.
I'm talking about the good TRs not the bad ones. If you get ganked, and there is a TR involved then you are dead probably. However, 1v1 on a node with a TR, how is it possible for them to kill you? All you have to do is slide over and over after they hit you with an encounter power. They will SoD you for like 20-40K damage (if that). A good DC should not die against a good TR 1v1. Archers are much more of a problem for a DC, because healing has been depressed so much.
You shouldn't get CCed by a TR in a 1v1. How are they going to do that? With Elven, Dazing Strike lasts less than a whole second. Smoke Bomb is easily avoided. All the other encounter powers are pretty garbage for CC on a TR. The only time you might die is if Cowl of the Dead knocks you right before BB.
A TR offers nothing but personal DPS to a team. If you had two teams [equally geared/knowledgeable high-end players] (with no DC/TRs), and you added a TR to one team and a Buff/Heal/Off-Tank to the other team, the team without the TR would win 99% of the time in my opinion.
When circumstances suck (like having a horrible team) playing as a TR is 100% the best option. I totally agree with that. This build is 100% team dependent and the TR is almost 100% team independent.
If you know how to counter the DC, then it isn't broken at all. Once they're stunned they're dead. Too often I see players give up trying to kill the DC. It's because the encounters they use are not the most effective against this build, but are too set in their ways to try to change.
On a side note, interestingly, a lot of TRs use Elven as well because they use the dodge in which they also receive 0 damage.
There was a PC player who was a very good DC, and then changed over to TR. They rocketed to the first page of the leaderboard with far fewer matches than their DC. And yes, they were using a variation of this build. Whether they are a better player as a TR, or if the TR is easier to play, or the TR is more fun to play as it actually kills, is a matter of debate. But yeah, they've practically given up using their DC as far as I can tell.
I'm talking about the good TRs not the bad ones. If you get ganked, and there is a TR involved then you are dead probably. However, 1v1 on a node with a TR, how is it possible for them to kill you? All you have to do is slide over and over after they hit you with an encounter power. They will SoD you for like 20-40K damage (if that). A good DC should not die against a good TR 1v1. Archers are much more of a problem for a DC, because healing has been depressed so much.
You shouldn't get CCed by a TR in a 1v1. How are they going to do that? With Elven, Dazing Strike lasts less than a whole second. Smoke Bomb is easily avoided. All the other encounter powers are pretty garbage for CC on a TR. The only time you might die is if Cowl of the Dead knocks you right before BB.
A TR offers nothing but personal DPS to a team. If you had two teams [equally geared/knowledgeable high-end players] (with no DC/TRs), and you added a TR to one team and a Buff/Heal/Off-Tank to the other team, the team without the TR would win 99% of the time in my opinion.
When circumstances suck (like having a horrible team) playing as a TR is 100% the best option. I totally agree with that. This build is 100% team dependent and the TR is almost 100% team independent.
Yes and no.
Todays pvp include 2 Tr in each team 90%+ of the times and when 2 BIS Tr work together they more or less slaughter anything in their path. Add pal or dc buff to that and there is really no way to avoid being sent back to rez unless you manage to run away which can be hard when cced to the ground unable to move or use encounters.
There is no class that can vreck havoc more then Tr in todays pvp there is no class that comes even near being able to survive as good as Tr can.
There is a reason there is 20 Tr on the first 40 places on Leaderboard that is 1 class out of 6 dominate 50 % out of the first 40 places. Should say more then enough about how that class perform in pvp. Devs just do not care that much is ovbious.
Now to your build and playstyle I can only phrase you for manage to pull out something this good with a dc impressive well done...
I have a lot going on in RL atm. I am also building a GF. I can't promise that I will have a PvP build (for my DC) out right away. However, it is something that I will definitely do. Once I begin, it will take some time to really cement a decent build. The DC is one of those classes that you need to balance in order to do well with.
Unfortunately, I can't offer advice (on what changes to make) regarding the Mod 15 adjustments, until I play my DC in the new mod. I will definitely come back here (or make a new post) with a full build video.
Comments
I'm not going to lie. I always tell my team... "kill the archer first!" LMAO
Honestly, you can probably survive for awhile with this build against a good archer (1v1), consistently, but not always indefinitely. Obviously, this build is 100% team utility so there isn't any killing involved.
Who can actually tank an archer though? The only concrete way to survive [every time] is to kill them before they kill you. I have seen full tank OPs with almost 400K HP get killed in a few seconds from those nasty archers.
Surviving an a good archer with this build would come down to stamina management and Gift of Faith building. If you can slide enough (and at the right time) while stopping to use your powers when you aren't getting hit, you could potentially survive forever. I don't think that will be a common thing though, to be completely honest. That is why [not just for archers] I choose Elven over Shadowclad or Negation. The stamina gain from Elven and CC resist is so OP when used correctly. If you are just sliding randomly (or just when your health goes down) don't use Elven.
Edit: I see a lot of DCs using Shadowclad and Negation. They are also excellent choices but here are the downsides:
Shadowclad = Part of your job is to take the aggro off the DPS players on your team. They are more squishy than you are. If you can take the hits, and force them to keep trying to kill you, you inherently waste their [the enemies'] time. Additionally, you help your team focus on damage by tanking (see point number 2 below).
Negation = Negation is great, I would definitely choose this as a secondary option. However, while extra DR is nice, when you are dodging you take zero damage. That is infinitely useful when executed well. Keep in mind that most classes have one nasty rotation to kill you, and if failed, they have to wait awhile to try again [stamina refills].
If you happen to have at least one good DPS with you (using this build) an archer really doesn't stand a chance (on the opposing team). Just Terrifying Insight itself is such a powerful buff. Add Hallowed Ground, and things go boom boom [even more true against relatively glass enemies].
If you really want to buff more I recommend Break the Spirit by the way (to anyone reading, but not asking a question). However, the utility of Sun Burst is unparalleled in my opinion. The stun lasts so long (as people fly threw the air disabled). Couple that stun with a good BB or even (for example) a good archer going ham [many other good examples], and the enemies are completely screwed. They will be dead or almost dead before they hit the ground. Good DPS will watch for CC to go all in, and good support will try to make the DPS peoples' lives easier with some well timed CC. Additionally, you can obviously bounce players off nodes, and give your team some breathing room when everyone is under heavy fire.
This build actually isn't 100% built for one sole purpose (for example, tanking archers). That would require losing some buffs and going full tank/heal, most likely. However, I think that this build has a great balance of three important utilities that (when added together) really make for a extreme unbalance towards the enemy team.
1.) You offer decent heals. That way, if your team members are even remotely built for PvP (with a little extra durability) you should be able to keep them alive when they are near you. This will make the difference of holding a node, or losing it.
2.) You offer an off-tank ability. Therefore your DPS players can lay into the enemies without much interference. This is HIGHLY under-rated in terms of indirectly increasing group DPS, in my opinion.
3.) On top of that, your team is buffed and doing excellent damage. This will force the enemies to either retreat, focus on surviving (therefore doing less DPS), or ending up a floor inspector.
I think many PvP teams in random queues lack one or two of these three important utilities.
A team might be really tanky, but not doing much DPS.
A team might have excellent heals, but can be focused and can burst down easily.
A team might have excellent buffs and DPS, but can't out-survive the other team on a node.
In my experience (on my TR) [having no control over support], teams rarely are tanky, full of healing, and damage buffs simultaneously. Just one player using this build, can make that a reality for a team.
If a team lacks one or two of these utilities (and the enemies have all three) they will be at a severe, fundamental, disadvantage. That is why I really think this build is "broken". As a single player in a match, you are offering all 4 other players on your team these three important utilities. The enemy team basically has to match that or get stomped.
Obviously this build is heavily team-reliant, but which class/build isn't? A TR might be able to go 25-0 in a 1000-0 loss game, but who cares about that? A pally might be able to survive a whole match while the team gets man-handled, but again, who cares about that too?
Long story short:
This build offers a balance of different utilities which will significantly unbalance a match assuming all 10 players are decently geared for PvP.
We have very similar builds. There are two differences which I noted, but other than those two, basically the same. Can't speak for @iimrmonkeyii#3625, but archers take me down rather fast if I am unable to dodge. Have to keep an eye out for them.
By the way I wasn't trying to steal your fire, we just happened to be making these at the same time. LOL.
I was editing for a few days (just like 20 minutes at a time), and then I saw your post and thought DAYUUUMMMM!
If you know how to counter the DC, then it isn't broken at all. Once they're stunned they're dead. Too often I see players give up trying to kill the DC. It's because the encounters they use are not the most effective against this build, but are too set in their ways to try to change.
On a side note, interestingly, a lot of TRs use Elven as well because they use the dodge in which they also receive 0 damage.
There was a PC player who was a very good DC, and then changed over to TR. They rocketed to the first page of the leaderboard with far fewer matches than their DC. And yes, they were using a variation of this build. Whether they are a better player as a TR, or if the TR is easier to play, or the TR is more fun to play as it actually kills, is a matter of debate. But yeah, they've practically given up using their DC as far as I can tell.
You shouldn't get CCed by a TR in a 1v1. How are they going to do that? With Elven, Dazing Strike lasts less than a whole second. Smoke Bomb is easily avoided. All the other encounter powers are pretty garbage for CC on a TR. The only time you might die is if Cowl of the Dead knocks you right before BB.
A TR offers nothing but personal DPS to a team. If you had two teams [equally geared/knowledgeable high-end players] (with no DC/TRs), and you added a TR to one team and a Buff/Heal/Off-Tank to the other team, the team without the TR would win 99% of the time in my opinion.
When circumstances suck (like having a horrible team) playing as a TR is 100% the best option. I totally agree with that. This build is 100% team dependent and the TR is almost 100% team independent.
Todays pvp include 2 Tr in each team 90%+ of the times and when 2 BIS Tr work together they more or less slaughter anything in their path.
Add pal or dc buff to that and there is really no way to avoid being sent back to rez unless you manage to run away which can be hard when cced to the ground unable to move or use encounters.
There is no class that can vreck havoc more then Tr in todays pvp there is no class that comes even near being able to survive as good as Tr can.
There is a reason there is 20 Tr on the first 40 places on Leaderboard that is 1 class out of 6 dominate 50 % out of the first 40 places. Should say more then enough about how that class perform in pvp. Devs just do not care that much is ovbious.
Now to your build and playstyle I can only phrase you for manage to pull out something this good with a dc impressive well done...
Will you make any changes in the upcoming mod 15? Due to the changes the dc are getting?
Absolutely.
I have a lot going on in RL atm. I am also building a GF. I can't promise that I will have a PvP build (for my DC) out right away. However, it is something that I will definitely do. Once I begin, it will take some time to really cement a decent build. The DC is one of those classes that you need to balance in order to do well with.
Unfortunately, I can't offer advice (on what changes to make) regarding the Mod 15 adjustments, until I play my DC in the new mod. I will definitely come back here (or make a new post) with a full build video.
Cheers!