We have a lot of good PVP information scattered around the thread, but I am ready to happily compile good advice and strategies for CW PVP. I will edit this post once I compile old information that is still relevant, but please feel free to list/quote any obvious things that should be on the front page. Note that psychological and on paper replies are both noteworthy. For instance, noting that other CWs will regularly switch targets when convenient makes back teleporting a smart option is just as helpful as stating that RoF is smart to use against GF/GWF.
Just for reference I am just an average geared CW, but I have been mixing together all my advice I have heard from other people on the forums with my own notes. If you see something here you swear is yours and I didnt give credit for, just let me know. o:
Matchups:Guardian Fighter:
Spells that affect through block: Icy Rays (the root), Ray of Enfeeblement chill stacks, Ray of Enfeeblement debuff.
I was really hating this matchup until Ray of Frost. The only times this fight stays a 1v1 for too long is if you are defending your own node or you are fighting somewhere random. I normally start by shooting RoF from max range on my terms, of course if you can have a terrain advantage thats nice too. The GF will freeze and I take that time to either burn through my rotation or maybe just throw some MM's and the rune mark for Icy Rays. If you stay out of the range of their charge/prones, they will get pretty frustrated. Sometimes you may only have time to apply 3/4 cold stacks before teleporting and thats okay. The fight lasts a while but its pretty much the only way to win cleanly.
Do pay attention to their block timings, and let loose an EF/Icy Rays/Chill Strike when they get impatient and walk forward too much. Anything to give you breathing room and keep CC'ing. Unfortunately, if one of their partners arrive to the scene you have to run away and waste all of your good effort (unless its a CW/DC that you can just overwhelm while staying away).
Great Weapon fighter:
Pfft I have no clue. When I have a geared Sent build coming at me with Unstoppable popping every couple of seconds, I am at a loss. Since this is the matchup I am working on atm, any help would be appreciated to help this section out.
Trickster Rogue:
When it comes down to it, the only TR build that has an advantage against CW are the Impact shot builds and permastealth technically. The TR's that open up with Smoke Bomb/Deft Blade/Lashing Blade might catch you sleeping on the wheel but you dodge that opening, and watch them do Dazing Strike from 30 feet away. Its really embarrassing.
Set your Field Of View back so you can have more chances to dodge openers. /gfxsetdefaultfov
HAMSTER I have mine at 70-80, and I think that's the standard in general.
Here are the encounters you need to study a bit if you haven't already.
Impact Shot: 40' Range, 15s cooldown for each charge. Attack your opponent from a medium range, Pushing them slightly. This skill has 3 encounter charges. Stealth: Briefly Stuns the target, and cost no charges.
Bait and Switch: 15' Blast, 25s cooldown. Jump backwards, dropping a decoy in your place. Any enemies that are near the decoy will attack it instead of you. Gain Action Points when the decoy is hit by an enemy. Stealth: Refills your stealth bar.
Impossible to Catch: 18s cooldown. You break free from most control effects, and for several seconds you Deflect all incoming attacks and are immune to further control effects. Stealth: You become completely untouchable to your enemies, dodging their attacks and receiving no damage.
The other encounters are fairly obvious. Unless they are permastealth, you want to stay in 60' range until their stealth runs out. If you can catch them before they stealth, RoE/Icy Rays Runemark/CoI helps keep track of where they are. You have to take the first couple of seconds to figure out what they are running and make them burn any re-stealth encounters. If you find that the stealth is going on for too long, you need to take note of who they are and have Steal Time/Shield/Ice Storm ready for them next time because their lowered damage output is fair compensation for losing one of your encounters.
Now unfortunately, I am pretty bad with visual effects, and can't tell the difference between Lurker Assault/ItC/Soulforged since they all look pretty dark to me, and they tend to use them in tandem. If anyone can help me out with that so I can put it up here, I would appreciate it.
Control Wizard:
There are times where it will be up to who EF'd first, or who dodged the EF, or who was smart enough to not EF first, but its all about the EF. EF starts the chain EF -> Ray -> Chill Stirke -> Ray -> Icy Rays and its pretty much over. It is actually a pretty fun mirror with some mind games when it comes to teleporting. Dont underestimate your counterpart and Ice Knife out of CC though, come on man. :c
I dont think what build they runs matters too much, although CoI is really better off tossed in groups and considering its long start-up, I am pretty relieved when I am fighting a Thaum.
In non 1v1 situations, I like to teleport back towards my party and let them waste a spell on someone else before going back for the kill. Your job as a CW is to kill other CWs and DC's, so as long as you dont lose focus, the whole team can help you deal with the GWF/TR.
Devoted Cleric:
I dont think anyone needed any help with this one, but you know, just burn it. Just try to find out who to kill in a 1v2 situation though, because sometimes there may be a particularly squishy CW/TR that you are better off killing in a Ice Knife rotation than bothering with the DC. If anyone has something constructive to add for this feel free.
Builds/Rotations/Gear:Renegade:Thaumaturge:Maps:
Again I will update this thread regularly, im just itching to play atm so I will get back to this when my buzz wears off lol.
Feel free to advertise your threads for info to be put up along with anything original/obvious you don't want to be left out. Also, go ahead and ask for advice on your trouble matchups since people will come and say things that are useful (sometimes).