PvP in NWO doesnt require killing in order to win. Just outcap them if you cant kill them. As for killing though you can bring Trans terror and p.plague fire, it should stack to -85% defense debuff, not to mention all other debuffs.
PvP in NWO doesnt require killing in order to win. Just outcap them if you cant kill them. As for killing though you can bring Trans terror and p.plague fire, it should stack to -85% defense debuff, not to mention all other debuffs.
To cap I need to be on a node, I can't even fight them on a node and have to kite it just to have little chance to kill it which is fasrse. Terror/plague fire only debuffs defense, half of the population runs negation so it's like 70% DR you can pierce. Those classes easily got 30% DR alone so even if you stack enough arp to get through 80% arp resistance, there will still be 80%.
GWFs and GFs? How about CWs, OPs, DCs which are more tanky? What about temp Sws, some1 killed one? Pointing 2 classes when it touches almost all community is pointless.
T Negation can´t be mitigated by arp, as lots of player tested, so its a 30% fix DR
arp doesn´t help anyway, since nearly noone stacks >80% RI
so you have 40% DR from tenacity , 30% from T negation you can´t mitigate, except TR´s who can SE and other piercing damage
so all you need is 10% DR yourself to reach the cap of 80%
btw. does anyone know if the AP bug from Paladinm, resetting the DC-Sigil in short time is really fixed?
and did anyone test Terror or plaguefire actually, because the fact that arp doesn´t mitigate T negation, what seems to be a bug, does not mean that debuffing DR for 40-45% doesn´t work against T negation and reduces DR overall in percentage
How are we supposed to kill geared GWFs and GFs? Not BiS just GWFs with some tankiness. That ****ty boon makes like 80% of their DPS
if you are having problems with GWFs you need to respec. i have killed GWFs with everything but an SW. its the GFs, OPs, CW, and TRs that are impossible to kill.
if you are having problems with GWFs you need to respec. i have killed GWFs with everything but an SW. its the GFs, OPs, CW, and TRs that are impossible to kill.
if you are having problems with GWFs you need to respec. i have killed GWFs with everything but an SW. its the GFs, OPs, CW, and TRs that are impossible to kill.
I am a SW. Talking about BiS.
Also, just got wheel of elements and as somebody said "It's day and night" now. So oh well...you pull crapalanche on me, I pop up a wheel.
The answer to additive DR, is additive debuffs IMO.
NW debuffs are too few, too weak, and generally considered useless/gimmicky. Before this huge "unmitigated neg.enchant ruckus that's going on, for example, about the only successful case of "debuffs" as a means to directly counter the huge amounts of buffs, was damage-debuff stacking with a specific WK TR build, which can stack 12% from VP, 20% from DHS and 18% from T.Feytouched, 5% from Distracting Knife, for a total 55%. This is relatively obscure to many people because it's a minor, specialized build of a minor paragon of the TR, which nowadays is totally dominated by the broken OP MI/Sabos.
AFAIK this obscure method is about the only case in NW which stacks enough debuffs to noticeably have effect in PvP, as well as generally easy to maintain to make it viable as a method to be used in combat.
In most other cases the debuffs in NW are;
A. much too weak and inconsequential ...as in like.. 5%? 10% tops?
B. not possible to stack ...not many classes are gifted with multiple powers that have same debuffs, making it possible to stack multiple of these pathetic debuffs to actually come to a noticeable effect
C. the delivery/methodology too complex... making debuff stacking theoretically possible, but in actual combat impractical in many cases
Take for example the WK TR damage debuff stacking I've mentioned above. I confirmed the existence of this method during mod4. It was good enough to reduce the damage of full rotations from CWs down to within 30% of HP lost. The problem is that the delivery was so unstable and difficult at that time that it only remained viable under controlled experiments, so I never used it in actual combat. It was only after mod6 and how they changed negation, feytouched, and some other stuff that it gained practicality.
Most other classes don't even have that many debuffs to be used in the first place, much less have a method to deliver all those debuffs at the same time and maintain it.
....
At this point I'd like to mention Cryptic's first MMOG, City of Heroes, which received much critical acclaim from the fact that they've made it possible to customize your class(archetype) of choice by offering powerset choices and customization. This allowed players to come up with a grand variety of different builds, but at the same time caused a large balance problem in that certain power combination seemed too OP.
It wasn't until quite well into the game that some players realized the answer was with "counter-builds" -- builds specifically designed and specialized to take on those FotM "OP" builds, and mercilessly deconstruct it by bombarding it with the right debuffs that specifically targeted their weaknesses. This was possible because COH had so much variety of unique and useful, powerful, debuffs, that can be stacked if you build for it. It also made the "support" classes of the game the weak and frail CC, mez, buff/debuff classes surprisingly resilient and versatile in combat.
If there was a super-powerful ranged-nuker, you could stack/cast aim/accuracy debuffs to bring him down. If there was a superbly powerful tanking class, then you could stack resistance debuffs for the weakest resistance he had to bring it down to zero, and then another attack-build that centralized in that type of damage could cut it through like knife through butter. The endlessly self-healing, super powerful regeneration-based archetypes? Fire a heal debuff and a stamina debuff so that you stop his natural regeneration, as well as stop his active healing and practically shut the guy down. A well-balanced archetype with no real weaknesses? Drain/sap all his stamina and he is effectively depowered.
...compared to that.. NW's debuffs are.. like.. pathetic. You can stack buffs to amplify damage or DR for like more than twice, three times it default base value. Don't even get me started on stuff like WoE artifact and its buffs. And yet, how far can you stack debuffs? Better yet, does anyone even give a thought about debuff stacking in PvP? For example, who has enough debuffs to effectively suppress the self-heals or buffs, or temp-HP from classes like the DC or the OPal?
IMO, tenacity and the average increase in the DR level of people, stuff like ArmPen resistance... I do not think these are inherently a problem. I've mentioned it in another thread, but its given even the much weaker PuG players some amount of fighting time than before, so long as they have at least a basic PvP build. The problem is when this amount of self-protection gets combined with certain classes and their certain types of powers.
Then, the answer is quite clear: for every "certain types of powers" the players have, that adds a certain amount of surplus to their ability to not die, create/proliferate/change/tweak "other types of powers" that cab subtract/suppress an equal amount from what's been added.
Make it possible for certain classes, certain powers, certain builds to be able to force a zero-sum onto all those buffs and heals and resistances the tanky classes show off.
0
icyphishMember, NW M9 PlaytestPosts: 1,255Arc User
edited June 2015
Most of SW are easy meats, but once in a while I would come across those really good ones, they can do control, deal decent dmg and can sprint like non stop.... I guess the feats / build and playstyle might make the diff too
not sure what an HAMSTER is. but sound like you may be speaking out of yours.
Captain obvious in my signature kind of hints I am PvP SW, so kweassa (mirrorballs) is right with his righteous indignation and posteriors. But again, you played all but so you probably forgot what SW stands for before this thread :P
Most of SW are easy meats, but once in a while I would come across those really good ones, they can do control, deal decent dmg and can sprint like non stop.... I guess the feats / build and playstyle might make the diff too
Non stop sprinters are temptation SWs, those are no damage. Control SWs either just lucky to HG you most of the time or got huge ammount of recovery and those still lack damage and control itself since harrow storm is not working which was crucial for CC-lock. Decent dmg? Well those are fury lostmauth+wheelocks :P
Avalanche just got stronger since the last patch, since everyone is doing less damage, thus prolonging the fight = more avalanche procs.
It's a real shame the entire SW class is countered by one single boon.
The dilemma is always like this:
- I see a GWF/GF coming at me "I can't attack him, unless the stars lineup I'll kill myself before he even does his combo"
- I see a GWF/GF attacking my teammate "I can't attack him, I'll proc avalanche and kill my teammate faster"
It's always watching the teammates die that gets me, I stand there, being useless, knowing that if I put even one DOT it will kill my teammate faster. (there are exceptions, if your teammate is a CW, he can keep his own distance).
Comments
WTB Class Reroll please
TRs still dont gave a f...
Steel and Magic
arp doesn´t help anyway, since nearly noone stacks >80% RI
so you have 40% DR from tenacity , 30% from T negation you can´t mitigate, except TR´s who can SE and other piercing damage
so all you need is 10% DR yourself to reach the cap of 80%
btw. does anyone know if the AP bug from Paladinm, resetting the DC-Sigil in short time is really fixed?
and did anyone test Terror or plaguefire actually, because the fact that arp doesn´t mitigate T negation, what seems to be a bug, does not mean that debuffing DR for 40-45% doesn´t work against T negation and reduces DR overall in percentage
Yes, this was fixed.
Author of GWF Speed Demon PvP Build (Mod 11) <- Click to reveal the Speedy Beast! >:)
if you are having problems with GWFs you need to respec. i have killed GWFs with everything but an SW. its the GFs, OPs, CW, and TRs that are impossible to kill.
...and he's a SW, you HAMSTER.
Also, just got wheel of elements and as somebody said "It's day and night" now. So oh well...you pull crapalanche on me, I pop up a wheel.
@Scourge Wheelock.
WTB Class Reroll please
I didn't realize he was an SW.
not sure what an HAMSTER is. but sound like you may be speaking out of yours.
NW debuffs are too few, too weak, and generally considered useless/gimmicky. Before this huge "unmitigated neg.enchant ruckus that's going on, for example, about the only successful case of "debuffs" as a means to directly counter the huge amounts of buffs, was damage-debuff stacking with a specific WK TR build, which can stack 12% from VP, 20% from DHS and 18% from T.Feytouched, 5% from Distracting Knife, for a total 55%. This is relatively obscure to many people because it's a minor, specialized build of a minor paragon of the TR, which nowadays is totally dominated by the broken OP MI/Sabos.
AFAIK this obscure method is about the only case in NW which stacks enough debuffs to noticeably have effect in PvP, as well as generally easy to maintain to make it viable as a method to be used in combat.
In most other cases the debuffs in NW are;
A. much too weak and inconsequential ...as in like.. 5%? 10% tops?
B. not possible to stack ...not many classes are gifted with multiple powers that have same debuffs, making it possible to stack multiple of these pathetic debuffs to actually come to a noticeable effect
C. the delivery/methodology too complex... making debuff stacking theoretically possible, but in actual combat impractical in many cases
Take for example the WK TR damage debuff stacking I've mentioned above. I confirmed the existence of this method during mod4. It was good enough to reduce the damage of full rotations from CWs down to within 30% of HP lost. The problem is that the delivery was so unstable and difficult at that time that it only remained viable under controlled experiments, so I never used it in actual combat. It was only after mod6 and how they changed negation, feytouched, and some other stuff that it gained practicality.
Most other classes don't even have that many debuffs to be used in the first place, much less have a method to deliver all those debuffs at the same time and maintain it.
....
At this point I'd like to mention Cryptic's first MMOG, City of Heroes, which received much critical acclaim from the fact that they've made it possible to customize your class(archetype) of choice by offering powerset choices and customization. This allowed players to come up with a grand variety of different builds, but at the same time caused a large balance problem in that certain power combination seemed too OP.
It wasn't until quite well into the game that some players realized the answer was with "counter-builds" -- builds specifically designed and specialized to take on those FotM "OP" builds, and mercilessly deconstruct it by bombarding it with the right debuffs that specifically targeted their weaknesses. This was possible because COH had so much variety of unique and useful, powerful, debuffs, that can be stacked if you build for it. It also made the "support" classes of the game the weak and frail CC, mez, buff/debuff classes surprisingly resilient and versatile in combat.
If there was a super-powerful ranged-nuker, you could stack/cast aim/accuracy debuffs to bring him down. If there was a superbly powerful tanking class, then you could stack resistance debuffs for the weakest resistance he had to bring it down to zero, and then another attack-build that centralized in that type of damage could cut it through like knife through butter. The endlessly self-healing, super powerful regeneration-based archetypes? Fire a heal debuff and a stamina debuff so that you stop his natural regeneration, as well as stop his active healing and practically shut the guy down. A well-balanced archetype with no real weaknesses? Drain/sap all his stamina and he is effectively depowered.
...compared to that.. NW's debuffs are.. like.. pathetic. You can stack buffs to amplify damage or DR for like more than twice, three times it default base value. Don't even get me started on stuff like WoE artifact and its buffs. And yet, how far can you stack debuffs? Better yet, does anyone even give a thought about debuff stacking in PvP? For example, who has enough debuffs to effectively suppress the self-heals or buffs, or temp-HP from classes like the DC or the OPal?
IMO, tenacity and the average increase in the DR level of people, stuff like ArmPen resistance... I do not think these are inherently a problem. I've mentioned it in another thread, but its given even the much weaker PuG players some amount of fighting time than before, so long as they have at least a basic PvP build. The problem is when this amount of self-protection gets combined with certain classes and their certain types of powers.
Then, the answer is quite clear: for every "certain types of powers" the players have, that adds a certain amount of surplus to their ability to not die, create/proliferate/change/tweak "other types of powers" that cab subtract/suppress an equal amount from what's been added.
Make it possible for certain classes, certain powers, certain builds to be able to force a zero-sum onto all those buffs and heals and resistances the tanky classes show off.
Author of GWF Speed Demon PvP Build (Mod 11) <- Click to reveal the Speedy Beast! >:)
WTB Class Reroll please
It's a real shame the entire SW class is countered by one single boon.
The dilemma is always like this:
- I see a GWF/GF coming at me "I can't attack him, unless the stars lineup I'll kill myself before he even does his combo"
- I see a GWF/GF attacking my teammate "I can't attack him, I'll proc avalanche and kill my teammate faster"
It's always watching the teammates die that gets me, I stand there, being useless, knowing that if I put even one DOT it will kill my teammate faster. (there are exceptions, if your teammate is a CW, he can keep his own distance).