Hey peeps,
as the title says I'm looking for a decent PVP Build for a WK. I heard Executioner is a viable build for PvP but i feel like i pet my enemys instead of hurting them xD
Can you give me some decent advise here?
The build should mainly focus on a good 1v1 potencial. Boons are almost obvious but what did you choose for Powers and Feats?
Thanks in advance!
Btw: I'm playing PC version
0
Comments
--------------------------------------------------------------
One, is a classic 'all-ranged' approach that emphasizes the use of CoS/DHS as main at-wills. Depending on your setup DHS can deal anywhere between 2~3k to 5~6k per tick depending on the target. This may not seem much, (especially when compared to the bullshi* Trapper thorned roots ticks), but it's still a constant source of damage that ticks every 1.5 seconds for a total of 10 times (total 11 ticks, since the initial hit/tick happens immediately).
Since its a persistent DoT, it applies on TOP of all the rest of damage you deal manually, and the best part, it's an at-will, so it can be distributed amongst multiple targets. Sabo builds are particularly effective with this approach, and with almost every CoS shot applies the combination of Shadowy Opportunity + Oppressive Darkness + Combat Advantage(AdvPos) + Red Dragon Glyphs + LostM set bonus, a mix-up of quite modest amount of piercing damage and utilities.
--------------------------------------------------------------
The second, is a relatively more recently developed approach that emphasizes melee attacks, particularly specializing in landing DF strikes, which nowadays, is more or less a "lost art". Learning to land DF reliably was one of the most important features of combat in the olden days, except due to recent TR changes, became increasingly harder.
Especially since the last two mods, the general "dumbed down" feeling of Sabo builds have made it almost unnecessary/obsolete the need to land DF in combat, since (a) Sabo builds alreay have plenty of piercing damage, as well as decisive SE shots for damage (since most TRs are recommended and start out from MI builds).
However, WK lacks both ITC, and one-shot finishers like SE, resulting in often a fight lasting too long. The longer the fight takes, the more likely the lack of ITC can become critical, hence, trying to find the means to land higher, reliable damage than just relying on ranged attacks, a Scoundrel build WK emerged, utilizing specifically designed, multiple feature combinations to land melee/DF attacks (a) reliably, (b) safely, and (c) at maximum efficiency. It's a bit more technical build relying on lot of fingerwork and procedural attacks and combos. In other words, it is a bit overly complicated and as a result, not very popular even still. Most don't even know such a method exists. However, in terms of "fun" I'd say this one's the best.
--------------------------------------------------------------
The final one, is an Executioner-based method which doesn't really emphasize on either melee or ranged. The main feature of this build is not with what mode of attack you use, but rather the general utility of it all -- hence, it's not even exclusively related to WKs. An MI may achieve the exact same result.
The point of this build, is that it's a stealth-mastery build. It doesn't have instant-stealth filling powers like Sabo builds, but if you think about it, if a Sabo screws up the timing of OWTS then they really aren't anything special in terms of stealth. The 'stealth mastery' build of Executioners is totally different. It literally alters your stealth capabilities, and results in a much faster restealth that cannot be stopped or delayed. Certain setups can easily achieve restealth within the duration of smokebomb, as in, you use smokebomb, the enemy is dazed, before the smokebomb ends you reenter stealth -- without the use of Shadow Strike.
This allows a unique utility and way of fighting that is quite a bit different from other builds, and when adequately protected from CCs (such as the use of TEB or Oghma's) it is currently the only real build that can actually manage without SS -- meaning: you have one more choice of encounter powers that is not geared towards survival.
Currently, this build is also not very popular, due to the fact that the devs just don't fix a bug as critical as TEB-Thornroots interaction. Literally the only reason that's stopping some TR players from using this build, is because of a goddarn bug which the devs seemingly have no intention to fix, or even review for that matter. Otherwise, excluding the Thorned Roots bullshi*, in every other situation it is als a very interesting build to use.
--------------------------------------------------------------
...in retrospect, the above applies to one~two months timeframe before mod8.
Since I couldn't take anymore the krapchit the devs have players put up with, I've not been playing the game since, hence there could be other developments that I am not aware of...
...which, information would be far better provided from other active players.
If you know something to be broken, stop using it.
Otherwise, you've got no right to be speaking of 'balance.'
Its nice to read
But I have one little question,
Could u write more about the last build?
It sounds really interesting and I search for a good Tr build since we're not one of the Top3 dd-classes (PvE).
I also want to play pvp not like everyone else does
As for (a), at a natural rate, it takes the stealth bar about 15 seconds from 0 to full. SoD reduces this time to around 12 seconds, so this one's pretty obvious and easy to understand.
Now, the real nifty bit is with (b).
Stealth, our primary offense/defense TAB-feature, is essentially made unavailable once the fight begins. When you are visible and the stealth bar is filling up, any damage knocks chunks off from the stealth bar. Not only does the stealth bar drop, but the bar replenishment is also momentarily halted.
Now, what SoD does, is that it removes the 'stealth replenish halt', so even if you receive damage, stealth still keeps on filling up. Any damage will tick away stealth, but it still tries to replenish itself non-stop.
This feature is then, combined with the following three other features:
■ rank4 of Tenacious Concealment: reduces incoming stealth damage by 90% / speeds up your stealth speed by 15%
■ artifact offhand power augment to Tenacious Concealment = adds extra 10% reduction from stealth damage.
■ feat: Twilight Adept refills 10% of your stealth meter per dodge
....sum it up into one build, and you get the follwing results:
■ your stealthbar replenishes 35% faster, about 10 seconds from 0 to full (10% per sec)
■ no outside factor(incoming damage) effects your stealth bar, your stealth duration is guaranteed
■ nothing stops/effects your stealthbar from replenishing
This may not seem much, but:
■ single dodge roll takes around 1.5 secs or so. Two rolls in a row and that's 3 seconds.
■ once after you're off stealth, if you do immediately two dodges, 3s spend = +20% stealth bar
■ during the 3s = natural stealth bar replenishment = around 30%
■ half your stealth bar regained in around 3~4 secs
Basically, at default, you just walk around 10 seconds and you're ready to stealth again. Add a few dodges, and within around 6s you restealth, without using SS.
The reason this build isn't popular, is that it adds extremely useful UTILITY, instead of just straight-up giving you stuff like damage bonuses. It gives you a great opportunity to fight better and deal better damage, instead of just simply giving you that damage.
So naturally, most novice/average TR players don't really know how to use this to their advantage, since it doesn't immediately gives you good results. On the other hand, the "pros" also don't like it all that much since they couldn't care less about technique. Doesn't matter if its OP as heck or just plain bug-exploit, the "pros" prefer anything that gives them better results, and in that expect, just blasting away with CoS and then spamming SE with the pewpew lamearse Sabo tactics are all they're interested in.
So in retrospect, it's one of those "deep research" material which dig into what the TR can really do and how cool they can be, which means that the "both extremes" of PvP community don't really care about. Neither the nubshats, nor the premade snobs.
Personally, I've dabbled into this build around the final days of mod5 and early days of mod6. Afterwards, I went back to scoundrel builds to study if there's any way to save it from oblivion. rustlord is the one who has really put good use to this build, and I recommend seeking his help for details.
If you know something to be broken, stop using it.
Otherwise, you've got no right to be speaking of 'balance.'
The most obviously things this build is using and I hadn't see it^^
But isn't SoD buggy, is it?
Because my Mi-ExE Tr don't see any of these boni.
i got the answer to why i cant make a wk tr work
Plus itc and the decision for me its still pretty easy. I would love to play as wk if i had some passive movement speed just for choising wk
If you know something to be broken, stop using it.
Otherwise, you've got no right to be speaking of 'balance.'
you guys saying that there's another set of main/off hand artifact weapons you need to refine to legendary... and then do that f**king stupid unlock + 'use more money for the f--ing stupid diceroll to 400' heap of krapchit AGAIN???
I'm friggin' never returning to NW. *)#&!)@#(
Mebbe I should just distribute all enchants and stuff I had... #!)(#@*! devs... just pathetic.
If you know something to be broken, stop using it.
Otherwise, you've got no right to be speaking of 'balance.'
It's bittersweet that this game is still horrible as ever.
And @rayrdan, still reading your posts, kudos man, keep carrying the torch for ex-TRs and ex-players. We'll be back to reap the fruits of your hard work when this game gets fixed someday. Hah!
waiting for you to come back
It feels as if one is being herded to play the game in a certain way where before one of the more interesting things about this game was that one could play to their own liking. I am a simple person who is easily amused, but every method of self manipulation I posses that has allowed me to continue to enjoy this game the devs seem to find some way to come in and strip away with every mod.
Do not mistake where I am coming from either by thinking I am bothered from what I am lacking as I have tens of millions of AD banked (I tend to hoard AD as I never really buy stuff since I like to win what I want and I always make all my own chants from scratch) and can basically have anything I want from that point of view. Heck until this module I used to give away 1 million worth of AD a week to random players (I would decide by inspecting or paying attention to them in zone chat or other methods and often I would come up with clever ways to gift players in as anonymous a way as I could).
I just can't find fun in this game anymore no matter how I try.
It seems there is no beating a well made GWF damage ever seemingly in my future. They just run up and swing their swords, heal themselves and truly become an unstoppable force. While I am happy that their class is in a good place right now-(good for them) I'm not sure what the TRs purpose is in PVE. I can CC - but CWs are pretty much cc amazing glacier masters while I get smoke in their eyes and dart around. I'm able to stay alive at a 1st or 2nd boss if the party wipes in a dungeon until they come back pretty effectively but ~ with the dungeons being so few and the fights so repetitive I think I can walk around every corner and tell you where most every monster is at this point. It is my hope that there will be a place for a rogue in content they bring back. It seems that everything now is a DPS race to the finish and not much content in between. No real mystery in the dungeons we have on their 400th+ play through-- even so no real purpose of running dungeons for seals anymore since Demogorgon gives seals, HEs give you salvage and all you have to do is run up and randomly smack trash mobs in the middle of an area with 20 other people doing the same thing. Blah.
--
I'll never retrace my steps.
Some of my best friends are Imaginary.
I feel the most fun way to play wk is either going scoundrel or executioner. However I choose to use executioner because if ur enemy slots t.elven it makes a lot of feats from scoundrel useless.
As an executioner u actually have a lot of space to mix up ur encounter powers and passive abilities since the capstone provides u with a quicker restealth.
As for feats I put 26 points into exe and 15 points into scoundrel. (Take master infighter)
My usual choice of encounters melee version is dazing strike/vp/and situational power. At will duelist flurry/disheart strike
Passive adv/opd
Ranged version
Encounters - ss/vp/smoke or bait n switch
Passive - adv/tc4
At will - cos/ds
Note : U can 1v1 anyone but geared gwf.