Hi,
I'm pvping with my archer a lot more and i want to make it more viable. PVE is still my main focus, but I want to make the toon better for PVP. Would love to hear some thoughts on things i've been facing lately:
Gear:
I'm getting the elemental burning gear using NCL tokens, And with 2 peices I got so far, I already feel the tenacity. Which set is actually better for pvp?
My souldforge feels useless, good players finish me off just as it pops. Should I get the lathander set (I already have the eye), or another enchantment? I try to keep costs minimal so whatever it will be, I wont invest in refining it. I currently have a purple Lostmouth set and i'd like to keep using it for PVE.
Enchants: Are darks worth it for movement? Or should I keep dragon hoards, or silvery for some more glory?
Specs:
I'd like to stay archery stormwarden. Archey is because i dont want to give up my playstyle. Stormwarden is still on the fence but I dont want to give up twin-blade strorm (pve reasons).
Passives: I'm using lone wolf and aspect of the pack. Maybe I should replace pack with something else? I find myself running around a lot.
Boons: Is it a good idea to switch to all defensive? Fey thrisle + bastion + avalance + cold shoulder? Or i'll lose too much dps in pve? Also pve sets dont have a lot of deflect and the other boons require to get hit a lot.
which pvp boons are good idea getting?
Powers: I'm using mauraders/fox/cordon, ghost/disruptive. Any better combinations?
thanks
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Comments
Powers: You're pretty much all set here. Everything you listed are staples of HR PvP, and have been for some time. Fox in particular helps us survive a bit better, although broken TR dps can still take us down quite a bit. But hey, an extra dodge is worth a lot!
Boons: I personally went all offensive. I have yet to test a purely defensive setup, but even with 1700 Tenacity or so, I feel like I survive long enough in most situations to help the team. I think if we went Pathfinder/Trapper, defense would help a bit more. But as a fellow Stormwarden/Archer, I just went the pure damage route and so far it seems to be working ok.
Soulforged: this one is a bit iffy. I still run a Soulforged, but yes, very often I am immediately killed after rez. However, if I can fire off a Fox dodge, regular dodge, and have enough AP for Ghost, about 1 in 3 times I can actually get away without immediate death, or run around the node and delay the enemy cap.
Gear: I'm running a Grim set at the moment, still haven't looked into the Elemental Burning set, so I can't help you much with this. Just piling up more NCL in the meantime though.
I know you wanted to stay Storm/Archer (I am keeping that setup too, despite doing more PvP), but every single deadly HR I've played against has told me they're doing Trapper. I'm resisting the change because I really like the Storm/Archer PvE playstyle, but the advantages of PvP Trapper seem enormous.
My Archer is pve-focused but I do run GG every now and then for the dailies. PP is SW. Powers are Marauder's, TW and Hindering, Disruptive and Ghost, Pack and Lone Wolf. It's a Crit/CA build with Perfect Vorpal. I chose the healing/defensive boons due to Mod 6 being so brutal. Gear is Burning Executioner for lots of ArP. Unfortunately my Combat HR uses Negation so my Archer runs with Soulforged in pvp.
The most important thing in life is to be yourself. Unless you can be Batman. Always be Batman.
The "deadly" HRs you see are trappers who focus on perma CC. You cant kill them because you cant move, but their DPS isn't very good and it takes them time to take you down (unless they're overgeared or someone else is targeting you too). This build has the best CC in the game, sad but this is what HR had been pigeon holed into. Not the playstyle I enjoy, so I wont do that.
Hindering shot is interesting choice for an archer. Is it any good in PVP without trapper feats? I believed all it does is tickle the enemy for 0.25 sec (or even less because of tenacity and control resist)
And yes, its hard to make a solid PVE build which is competitive in PVP, but I'm trying to enjoy both worlds. After I completed the burning set (3 executioner pieces and dualist bracers. all from NCL boxes), I'm far less squishy and prone to get CCed to death.
It's not the root I'm after but the burst. Hindering Shot does only marginally less damage than Binding or Constricting Shot and you can fire it off three times in quick succession. Hindering Strike is also good for closed quarters. Also I must add that I don't play purely as Archer in pvp. I will engage in melee if the target is in TW radius and try to apply root with Hindering Strike. I very rarely use Thorn Strike, mostly as a reflex action when I do
Also because my build is focused on Combat Advantage I move around a lot to get close enough to allies for Pack to apply for extra damage for us all.
The most important thing in life is to be yourself. Unless you can be Batman. Always be Batman.
See my only problem with Cordon and Plant Growth is that both powers have a long activation. However, they are our two hardest-hitting encounters, along with TW I think, which ticks for a good few seconds. Also because our base damage on melee weapon is so low Fox Shift just doesn't seem to do much to players anymore. My stamina regen is pretty good so I rely on shift for dodging and not Fox's Cunning. It's a must for my Combat HR though
The most important thing in life is to be yourself. Unless you can be Batman. Always be Batman.
I didn't know TW was hitting hard, I have to think about this one also now...
The most important thing in life is to be yourself. Unless you can be Batman. Always be Batman.