This is my current MoF build/guide for PvP in Mod 14. I also included some general tips involved in playing PvP. Please feel free to ask any questions, as I am 100% happy to help you out.
kalina311Member, NW M9 PlaytestPosts: 2,082Arc User
edited August 2018
why do none of your rotations have shield off tab in favor of another encounter ? do no situations call for that ? perhaps your armour enchantment does not allow for that / too risky
why do you/we need companion influence for pvp dom ?
why allocate 5 points in severe reaction(which means you are counting getting hit) when 1 point will do for 15% chance .. is the extra stamina gain really worth it ..(points can be better spent elsewhere ) ..
why do none of your rotations have shield off tab in favor of another encounter ? do no situations call for that ? perhaps your armour enchantment does not allow for that / too risky
I don't personally use Shield off of tab. I don't think that it is ever really necessary. In PvP, I have found that it is very important to make sure that you can do a few important things.
1.) Hold a node with any other player 1v1 (this means playing 100% defensively sometimes).
Many players don't realize they are wasting time trying to kill you. If you can play defensively and hold some player at a node (in a 1v1), with the node capped on your side, it is very valuable to your team. Pulling this off, renders one player on the other team entirely useless.
Example: Just the other day, a TR was trying to kill me an entire match. Seriously, he tried from start to finish. I was up there with the TR and the node capped (in our favor) the whole match. I only had like 3-5 kills at the end of the match (I killed some HR that kept coming up trying to help him). I didn't kill him the whole match but I did render him useless to his team. The enemy team finally joined him on the node and capped it, but it didn't matter. The win was guaranteed at that point because their strongest player wasted 90% of the match away. I'm not going to name anyone, but there is a video of that out there on YouTube if you are really interested (not my channel). He was one of those TRs that float around the top of page 1, it wasn't some scrub. He would have been very valuable to his team if he would have just rotated off and started killing my team off other nodes. The main point here is that tanking people is equally as important as killing them, it just depends on what is happening (with the nodes).
2.) Kill a player when needed, or provide enough buffing/debuffing to make full DPS specs kill anyone.
This is sort of a weird balance that I tried to create with my build. I wanted to be able to buff/debuff in various ways, still do great damage, and also be able to "off-tank" a bit. I think I am close to that balance with this build, but there is still so much room for improvement!
3.) Provide some type of support, keeping your teammates alive.
I don't strictly mean healing the team or providing resistance in some way. This can come in the form of CC, off-tanking, or even HDPS (think of the smart player that runs out and clears the archer in less than 3 seconds). So long story short, you can help your team stay alive by tanking, healing, DPS, CC, and even just baiting a player to fight you somewhere useless for them (see point number 1). These small things that a player can offer a team can really add up to a decent advantage.
4.) This is not one the important things. This is just a side note and another reason for leaving Shield in the tab slot. Without Elven Battle, CC is sooo deadly to our class. The extra deflect is great (from Eclipse). However, the stamina thing is useless. It is mostly cool for rotating fast sometimes. This enchantment does make you tankier, but you still need to dodge whenever you want. That is why I also argue that the Token of Free Movement is 100% necessary with Eclipse (I stole that combo by inspecting Lord Nemesis fyi). Shield on tab also offers CC resist, so it has good synergy with Eclipse. To answer your question, yes. I think that Shield off-tab is also a bit risky with Eclipse, but it also doesn't add anything super significant when off of the tab slot.
The main point is:
I think that any situation where you aren't using Shield in the tab slot (and still surviving well) is one where it doesn't really matter what you are using. The only real benefit from moving it off is a little more damage, or a stronger debuff. When playing against goooood players, you will most likely need that Shield in the tab slot to be effective. It is just wayyy too powerful in tab. The CW doesn't have the highest DPS potential (not saying it isn't good) but a "full-damage" spec is more appropriate for other other classes, in my opinion.
why do you/we need companion influence for pvp dom ?
You don't. Sorry. Those were just leftover dominance insignias from my PvE loadout. I wasn't going to bother buying a bunch of epic insignias for this build. Unless you get really bad teammates, the CW is super powerful in PvP already.
why allocate 5 points in severe reaction(which means you are counting getting hit) when 1 point will do for 15% chance .. is the extra stamina gain really worth it ..(points can be better spent elsewhere ) ..
what are the buffs and potions to/ you consume
In my opinion, severe reaction is one of the most powerful feats of the CW (PvP only). There seems to be no ICD. I don't know that for sure. Maybe there is, but it is super short and insignificant. Against classes like the GF (DPS ones) you will definitely need more than a 15% chance for that to proc, in my opinion. They attack very rarely and can burst you down quickly. Having a higher chance to gain stamina on those powerful, singular hits is highly underrated.
Pots depend on your stats, that's why I usually don't include specific choices for them.
I use: Caprese, Chocolate, Foe Hammer's, Superior Potion of Reflection [Deflect] (is that the name? lol), Invocation Blessing (whatever I get)
I use Chocolate for the Regeneration. Regeneration is sooo underrated in PvP. I see players rotate from one node to the next and they are still almost dead when they get there. What are you going to do at that point? Not only does a decent amount of Regeneration heal you when rotating for 30K ticks [outside of combat] (I want more, I don't get 30K on my CW currently), but it also increases the potency of heals from insignia bonuses and Lifesteal (I am 99% sure about the Lifesteal one). Many players don't know that Regeneration also gives +% Incoming Healing Bonus. Try killing the mod 9 HRs with absurd levels of Regeneration, HP/Deflect stacked through the roof, and the old broken insignia heals. It was dunk or dip against those players. Insignia procs Σ > 50K heals, coming in every second. I know that isn't the case now, but I know that players are definitely feeling that recent Healing Depression change. A healthy amount of Regeneration can help to counter that. There is no need to stack it sky high though.
Incoming Healing Bonus (the stat) is a secondary stat, and suffers from heavy diminishing returns (for %value gained).
Regeneration (the stat) is a primary stat and completely ignores diminishing returns (for %value gained).
That renegade build isn't a buff build. Yes it can be used as one but that's not where that build shines. James and I may end up releasing or build soon. Nexus grants 30% armor pen and crit chance. Renegade can give your encounters a 45% chance to crit. So long as your toon has at least 45% base crit chance with nexus, for ten seconds you are at 90% chance.
Use dread. Why? Dread lowers defenses and allows you to use less Amor pen because defense is lower. Secondly the crit severity. In dom, encounters have over 100% severity which is strong. For example I have 85.5 crit severity + dread 85%. Even with severity nerf in dom I stl exceed 100% Disentegrate can hit for over 100k per encounter (our avg was around 60k fighting each other while in tank setup). James and I have both done this.
If you want to tank use fey or frost with Ray of enf on tab; shield off tab. Kills(?), take spell twisting with dread to have 3 disentegrates available during that ten seconds.
If you want proof of said build, it's undefeated by another cw on ps4. Lookup "lies ofjames" on YouTube.
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kalina311Member, NW M9 PlaytestPosts: 2,082Arc User
edited August 2018
thats why you want extra movement( i prefer armor set that grant extra recovery and movement ) not stamina gain ..vs a good gf you dont wanna be getting hit at all preferably . ..so what he hits you once and you gain 1/2 of one more dodge back stamina wise from severe reaction ..
you missed the point you still get 15% chance to micro repel him even with 1 point in severe reaction its just the stamina gain is less thats what the extra point buy you
you want to be running effervescent potions+2000 stat ones not the weak +1000-1500 ones
one of the best possible rings in pvp for a tank cw would be a +4 or +5 ring of sieging + 30% dr when moving for 1 second or 2 .. double defensive slots .
or ring of rising deflect /sudden
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kalina311Member, NW M9 PlaytestPosts: 2,082Arc User
see now we are talking .Ray of enfeeble on tab very power full when you team members are supporting you
also remember folks there is pug solo match cw survivor build
and then premade with team support to count/ supply on build
One of my first matches playing PvP with my CW. You and I had a few 1v1s and you absolutely bent me over backwards.
I wanted to figure out what was making you so unbelievably tanky. Also, just for the record. I was testing the "new" Oppressor in PvP. I will never make that mistake again...
That renegade build isn't a buff build. Yes it can be used as one but that's not where that build shines. James and I may end up releasing or build soon. Nexus grants 30% armor pen and crit chance. Renegade can give your encounters a 45% chance to crit. So long as your toon has at least 45% base crit chance with nexus, for ten seconds you are at 90% chance.
Use dread. Why? Dread lowers defenses and allows you to use less Amor pen because defense is lower. Secondly the crit severity. In dom, encounters have over 100% severity which is strong. For example I have 85.5 crit severity + dread 85%. Even with severity nerf in dom I stl exceed 100% Disentegrate can hit for over 100k per encounter (our avg was around 60k fighting each other while in tank setup). James and I have both done this.
If you want to tank use fey or frost with Ray of enf on tab; shield off tab. Kills(?), take spell twisting with dread to have 3 disentegrates available during that ten seconds.
If you want proof of said build, it's undefeated by another cw on ps4. Lookup "lies ofjames" on YouTube.
Renegade is great for buffing yourself too. I agree with that. However it is also buffing your allies. For example, think of what those buffs can do when applied to 2 TRs on your team? On PC, SoD is now based on mitigated damage, so even the Armor Penetration helps increase their already strong damage. Additionally, GFs can enjoy much more consistent crits, and benefit from that Armor Pen or Fury. Think of archers or any of the other examples that are out there.
Basically, buffing your allies is extremely powerful. Unfortunately, even as a "glass canon" spec, the CW will fall behind in terms of DPS in PvP. This is due to a number of factors, I don't want to spend the time listing all of them. The main point is going full DPS on a CW, you would be a better asset to your team if you were a different class. I try to take the class that I am playing and maximize its unique benefit to a hypothetical party.
If you are just going for as many kills as you can, sure go for Dread. It is not bad whatsoever, but remember that this means everyone using Fey (which is almost actually everyone, at least on PC), will be decreasing your damage by 20% and also increasing the damage they deal to you by 20%. Just keep that in mind if you are using Dread. Again, not saying it is a bad option.
You can use RoE on Tab but with Eclipse you won't have the CC resist from Elven. Also, how are you taking Spell Twisting as a Renegade? Icy Veins is a must in PvP, in my opinion. If you are playing against bad players than you can use whatever, but with really strong players it will be very hard to maintain chill without Icy Veins, especially on a node with multiple enemies.
thats why you want extra movement( i prefer armor set that grant extra recovery and movement ) not stamina gain ..vs a good gf you dont wanna be getting hit at all preferably . ..so what he hits you once and you gain 1/2 of one more dodge back stamina wise from severe reaction ..
you missed the point you still get 15% chance to micro repel him even with 1 point in severe reaction its just the stamina gain is less thats what the extra point buy you
or ring of rising deflect /sudden
I haven't seen any GFs that wouldn't be able to hit a CW with strong movement speed. Specifically, the ones using hardlock (ctrl) and the skills that help them stay near you.
That repel feature is not at all why I take Severe Reaction. That feature is not very good. The repel is almost not even noticeable.
I did however, remember how the feat works, I apologize for that. The feat does not give you more chance, but it does give you more stamina (that was why I took more points originally). I just never went back and looked after your comment. You are right, but the thing is...
Stamina gain is absolutely the most important tool against GFs (the good ones). You can't afford to be hit too much by them. If you run out of stamina at the wrong time, you are dead.
you want to be running effervescent potions+2000 stat ones not the weak +1000-1500 ones
one of the best possible rings in pvp for a tank cw would be a +4 or +5 ring of sieging + 30% dr when moving for 1 second or 2 .. double defensive slots .
or ring of rising deflect /sudden
I wasn't going to waste the AD on the effervescent pots, but you are right, they are better. The CW is already so powerful in PvP. I don't feel like the cost is justified, for me.
I am using the Ring of Sieging. I agree it is very good. I don't have a +5 but I am fine with having some offensive slots. My build mixes DPS, team utility, and off-tanking together.
I would not give up the Sudden Crit ring... That is very useful for activating the Renegade feats immediately. Doing this is important because most full DPS players in PvP and focused around burst damage, and they typically don't watch buffs/debuffs the same way that PvE players do because nodes can be so hectic. Additionally, most players will dump their rotation right away.
see now we are talking .Ray of enfeeble on tab very power full when you team members are supporting you
also remember folks there is pug solo match cw survivor build
and then premade with team support to count/ supply on build
This build will be much more valuable in premades, than solo queue. Buffing BIS DPS toons with better burst damage than us is extremely valuable in premades. Being tanky is also way more important in premade vs premade. You can't just go in with a "glass canon" spec. The other team (if they are smart) will just focus you each time and clear you from the node.
That renegade build isn't a buff build. Yes it can be used as one but that's not where that build shines. James and I may end up releasing or build soon. Nexus grants 30% armor pen and crit chance. Renegade can give your encounters a 45% chance to crit. So long as your toon has at least 45% base crit chance with nexus, for ten seconds you are at 90% chance.
Use dread. Why? Dread lowers defenses and allows you to use less Amor pen because defense is lower. Secondly the crit severity. In dom, encounters have over 100% severity which is strong. For example I have 85.5 crit severity + dread 85%. Even with severity nerf in dom I stl exceed 100% Disentegrate can hit for over 100k per encounter (our avg was around 60k fighting each other while in tank setup). James and I have both done this.
If you want to tank use fey or frost with Ray of enf on tab; shield off tab. Kills(?), take spell twisting with dread to have 3 disentegrates available during that ten seconds.
If you want proof of said build, it's undefeated by another cw on ps4. Lookup "lies ofjames" on YouTube.
Renegade is great for buffing yourself too. I agree with that. However it is also buffing your allies. For example, think of what those buffs can do when applied to 2 TRs on your team? On PC, SoD is now based on mitigated damage, so even the Armor Penetration helps increase their already strong damage. Additionally, GFs can enjoy much more consistent crits, and benefit from that Armor Pen or Fury. Think of archers or any of the other examples that are out there.
Basically, buffing your allies is extremely powerful. Unfortunately, even as a "glass canon" spec, the CW will fall behind in terms of DPS in PvP. This is due to a number of factors, I don't want to spend the time listing all of them. The main point is going full DPS on a CW, you would be a better asset to your team if you were a different class. I try to take the class that I am playing and maximize its unique benefit to a hypothetical party.
If you are just going for as many kills as you can, sure go for Dread. It is not bad whatsoever, but remember that this means everyone using Fey (which is almost actually everyone, at least on PC), will be decreasing your damage by 20% and also increasing the damage they deal to you by 20%. Just keep that in mind if you are using Dread. Again, not saying it is a bad option.
You can use RoE on Tab but with Eclipse you won't have the CC resist from Elven. Also, how are you taking Spell Twisting as a Renegade? Icy Veins is a must in PvP, in my opinion. If you are playing against bad players than you can use whatever, but with really strong players it will be very hard to maintain chill without Icy Veins, especially on a node with multiple enemies.
I mentioned it can buff however thats not the where renegade truly shines. If you just want to be a full on support CW in premades then MoF FULL (all 41 points) in renegade while using a holy avenger to boost allies DR will arguably be the best option. If you go full on buff though you will be useless if in a situation where you need to defend for yourself solo.
Icy Veins is not a must in pvp. We've tested numerous times and of each tree. Renegade is the strongest with Thaum a close 2nd. Opp is just not better than the other two. Again, there are videos posted online of James using our build taking down all the well known/top tier cws. All using thaum or oppressor. All of them lost. RoE on tab offers a 35% debuff. that debuff with shield off tab is stronger if you are in a tank setup than just using shield on tab? Shield loses its efficiency after taking damage. RoE is a constant debuff.
Dread is a debuff however only on a single target. I already mentioned Frost or fey is BIS if your goal is a straight tank build for the CW. Dread shreds defense by 40%. RoE on tab lowers damage dealt by target and increases their damage taken (just like the frost enchantment) RoE also functions to counter that dps siphoning of fey. Sure you can siphon 20% of my dps, but RoE on tab is reducing your overall dps by an even larger %. RoE on tab functions to both counter feytouch and mimic portions of the frost/terror enchants all in one encounter. RoE on tab is highly underrated and not really used. Its situational however but RoE on tab can essentially be considered bis, again situational ad build dependent.
In my current build i have on reserve (have not used it on console yet awaiting M14) with nexus i have over 100% crit severity with a 96% crit chance. In addition to that I have 200k hp, 56% deflect chance, 76% damage dealt reduction. With Eclipse, add 25% deflect chance to 81% chance. New gear will boost my arP (currently 14.5k) and hp. Basically what I am saying is you can have both the tanky CW while outputting burst dps w/o icy veins all while flagged for pvp. James has similar numbers.
Elven is not worth using unless in a solid tank build thats designed to tank a node so youre never rooted down. Other than that Negation is better for survivability pre mod 14.
If you just want to be a full on support CW in premades then MoF FULL (all 41 points) in renegade while using a holy avenger to boost allies DR will arguably be the best option. If you go full on buff though you will be useless if in a situation where you need to defend for yourself solo.
My build isn't intended to be a full support build. It still does good damage too. Like I said, my build is made around balancing some important roles that a player needs to fill in a match (with a team).
Icy Veins is not a must in pvp. We've tested numerous times and of each tree. Renegade is the strongest with Thaum a close 2nd. Opp is just not better than the other two. Again, there are videos posted online of James using our build taking down all the well known/top tier cws. All using thaum or oppressor. All of them lost. RoE on tab offers a 35% debuff. that debuff with shield off tab is stronger if you are in a tank setup than just using shield on tab? Shield loses its efficiency after taking damage. RoE is a constant debuff.
This build is made to shine in tough matches with multiple strong enemies around, and strong teammates. It is not even close to a 1v1 build. Not using spell twisting, is a huge disadvantage for 1v1s alone. I wouldn't use this build if I was focused on 1v1ing people. I know that a lot of CWs build themselves to fight other CWs, and compare themselves that way. There is nothing wrong with that. However, this build is centered around team play, not solo 1v1s. You have the right idea about fighting other CWs though! Everything you are saying is fine, but that is not what my build is made for.
Dread is a debuff however only on a single target. I already mentioned Frost or fey is BIS if your goal is a straight tank build for the CW. Dread shreds defense by 40%. RoE on tab lowers damage dealt by target and increases their damage taken (just like the frost enchantment) RoE also functions to counter that dps siphoning of fey. Sure you can siphon 20% of my dps, but RoE on tab is reducing your overall dps by an even larger %. RoE on tab functions to both counter feytouch and mimic portions of the frost/terror enchants all in one encounter. RoE on tab is highly underrated and not really used. Its situational however but RoE on tab can essentially be considered bis, again situational ad build dependent.
In my current build i have on reserve (have not used it on console yet awaiting M14) with nexus i have over 100% crit severity with a 96% crit chance. In addition to that I have 200k hp, 56% deflect chance, 76% damage dealt reduction. With Eclipse, add 25% deflect chance to 81% chance. New gear will boost my arP (currently 14.5k) and hp. Basically what I am saying is you can have both the tanky CW while outputting burst dps w/o icy veins all while flagged for pvp. James has similar numbers.
Elven is not worth using unless in a solid tank build thats designed to tank a node so youre never rooted down. Other than that Negation is better for survivability pre mod 14.
Dread is great in single target, yes. Again though, this isn't a 1v1 build. This is built around being able to balance a lot of important advantages that a player can offer a group. I'm not just talking about buffs, I'm talking about all those important things that I listed above, in one of the previous posts. I see that you are talking about a buff spec, and a tank spec. This build is neither one of those. It is a balance. A balanced toon is very important in tough 5v5 matches.
I just went and watched some of your videos from that James person. Good stuff. You and I have a different focus for our builds though. I see why you have said that Icy Veins is not necessary. I didn't realize you were talking about 1v1s, mainly. On a crowded node, Icy Veins is a must however. It is even more valuable if you are playing with another CW on your team. The enemies will have high chill stacks basically the entire match. It won't matter who you have the opportunity to focus, or when you are doing it. The burst damage will be available. There won't need to be time spent building stacks up. Same with RoE on tab. It is very powerful. It only falls short when you are facing 3-5 players on a node who are all pounding on you. In these situations, which happen a lot in premades that Shield on tab will be more important, in my opinion. You can eat the first few seconds of a (mid node battle) gank, start using your stamina, and usually the enemies will focus someone else out that isn't as slippery. That is also why the Token is so valuable. Without Elven, it can absolutely be a lifesaver when being focused by 3-5 people. Seriously though, I acknowledge that RoE is a great skill for the tab slot. I just don't think that it is a skill to be used in tough matches, tough 1v1s on the other hand, that is a really good idea.
Sorry, I do have to disagree about that Negation comment though, especially for Pre-Mod 14. One of your worst enemies in Mod 13 is the TR. Negation will do absolutely nothing for you against them. Any CW in Mod 13 using any other enchantment than Elven was literally just food for my TR. They might as well have had no gear on. There was absolutely no chance for them. You just wait until they stand still for a second, or until they dodge three times in a row, then rotation = dead.
Comments
why do you/we need companion influence for pvp dom ?
why allocate 5 points in severe reaction(which means you are counting getting hit) when 1 point will do for 15% chance .. is the extra stamina gain really worth it ..(points can be better spent elsewhere ) ..
what are the buffs and potions to/ you consume
1.) Hold a node with any other player 1v1 (this means playing 100% defensively sometimes).
Many players don't realize they are wasting time trying to kill you. If you can play defensively and hold some player at a node (in a 1v1), with the node capped on your side, it is very valuable to your team. Pulling this off, renders one player on the other team entirely useless.
Example: Just the other day, a TR was trying to kill me an entire match. Seriously, he tried from start to finish. I was up there with the TR and the node capped (in our favor) the whole match. I only had like 3-5 kills at the end of the match (I killed some HR that kept coming up trying to help him). I didn't kill him the whole match but I did render him useless to his team. The enemy team finally joined him on the node and capped it, but it didn't matter. The win was guaranteed at that point because their strongest player wasted 90% of the match away. I'm not going to name anyone, but there is a video of that out there on YouTube if you are really interested (not my channel). He was one of those TRs that float around the top of page 1, it wasn't some scrub. He would have been very valuable to his team if he would have just rotated off and started killing my team off other nodes. The main point here is that tanking people is equally as important as killing them, it just depends on what is happening (with the nodes).
2.) Kill a player when needed, or provide enough buffing/debuffing to make full DPS specs kill anyone.
This is sort of a weird balance that I tried to create with my build. I wanted to be able to buff/debuff in various ways, still do great damage, and also be able to "off-tank" a bit. I think I am close to that balance with this build, but there is still so much room for improvement!
3.) Provide some type of support, keeping your teammates alive.
I don't strictly mean healing the team or providing resistance in some way. This can come in the form of CC, off-tanking, or even HDPS (think of the smart player that runs out and clears the archer in less than 3 seconds). So long story short, you can help your team stay alive by tanking, healing, DPS, CC, and even just baiting a player to fight you somewhere useless for them (see point number 1). These small things that a player can offer a team can really add up to a decent advantage.
4.) This is not one the important things. This is just a side note and another reason for leaving Shield in the tab slot. Without Elven Battle, CC is sooo deadly to our class. The extra deflect is great (from Eclipse). However, the stamina thing is useless. It is mostly cool for rotating fast sometimes. This enchantment does make you tankier, but you still need to dodge whenever you want. That is why I also argue that the Token of Free Movement is 100% necessary with Eclipse (I stole that combo by inspecting Lord Nemesis fyi). Shield on tab also offers CC resist, so it has good synergy with Eclipse. To answer your question, yes. I think that Shield off-tab is also a bit risky with Eclipse, but it also doesn't add anything super significant when off of the tab slot.
The main point is:
I think that any situation where you aren't using Shield in the tab slot (and still surviving well) is one where it doesn't really matter what you are using. The only real benefit from moving it off is a little more damage, or a stronger debuff. When playing against goooood players, you will most likely need that Shield in the tab slot to be effective. It is just wayyy too powerful in tab. The CW doesn't have the highest DPS potential (not saying it isn't good) but a "full-damage" spec is more appropriate for other other classes, in my opinion.
You don't. Sorry. Those were just leftover dominance insignias from my PvE loadout. I wasn't going to bother buying a bunch of epic insignias for this build. Unless you get really bad teammates, the CW is super powerful in PvP already.
In my opinion, severe reaction is one of the most powerful feats of the CW (PvP only). There seems to be no ICD. I don't know that for sure. Maybe there is, but it is super short and insignificant. Against classes like the GF (DPS ones) you will definitely need more than a 15% chance for that to proc, in my opinion. They attack very rarely and can burst you down quickly. Having a higher chance to gain stamina on those powerful, singular hits is highly underrated.
Pots depend on your stats, that's why I usually don't include specific choices for them.
I use: Caprese, Chocolate, Foe Hammer's, Superior Potion of Reflection [Deflect] (is that the name? lol), Invocation Blessing (whatever I get)
I use Chocolate for the Regeneration. Regeneration is sooo underrated in PvP. I see players rotate from one node to the next and they are still almost dead when they get there. What are you going to do at that point? Not only does a decent amount of Regeneration heal you when rotating for 30K ticks [outside of combat] (I want more, I don't get 30K on my CW currently), but it also increases the potency of heals from insignia bonuses and Lifesteal (I am 99% sure about the Lifesteal one). Many players don't know that Regeneration also gives +% Incoming Healing Bonus. Try killing the mod 9 HRs with absurd levels of Regeneration, HP/Deflect stacked through the roof, and the old broken insignia heals. It was dunk or dip against those players. Insignia procs Σ > 50K heals, coming in every second. I know that isn't the case now, but I know that players are definitely feeling that recent Healing Depression change. A healthy amount of Regeneration can help to counter that. There is no need to stack it sky high though.
Incoming Healing Bonus (the stat) is a secondary stat, and suffers from heavy diminishing returns (for %value gained).
Regeneration (the stat) is a primary stat and completely ignores diminishing returns (for %value gained).
I hope that answers your questions!
Use dread. Why? Dread lowers defenses and allows you to use less Amor pen because defense is lower. Secondly the crit severity. In dom, encounters have over 100% severity which is strong. For example I have 85.5 crit severity + dread 85%. Even with severity nerf in dom I stl exceed 100% Disentegrate can hit for over 100k per encounter (our avg was around 60k fighting each other while in tank setup). James and I have both done this.
If you want to tank use fey or frost with Ray of enf on tab; shield off tab. Kills(?), take spell twisting with dread to have 3 disentegrates available during that ten seconds.
If you want proof of said build, it's undefeated by another cw on ps4. Lookup "lies ofjames" on YouTube.
..so what he hits you once and you gain 1/2 of one more dodge back stamina wise from severe reaction ..
you missed the point you still get 15% chance to micro repel him even with 1 point in severe reaction its just the stamina gain is less thats what the extra point buy you
you want to be running effervescent potions+2000 stat ones not the weak +1000-1500 ones
one of the best possible rings in pvp for a tank cw would be a +4 or +5 ring of sieging + 30% dr when moving
for 1 second or 2 .. double defensive slots .
or ring of rising deflect /sudden
also remember folks there is pug solo match cw survivor build
and then premade with team support to count/ supply on build
One of my first matches playing PvP with my CW. You and I had a few 1v1s and you absolutely bent me over backwards.
I wanted to figure out what was making you so unbelievably tanky. Also, just for the record. I was testing the "new" Oppressor in PvP. I will never make that mistake again...
GG though!
Renegade is great for buffing yourself too. I agree with that. However it is also buffing your allies. For example, think of what those buffs can do when applied to 2 TRs on your team? On PC, SoD is now based on mitigated damage, so even the Armor Penetration helps increase their already strong damage. Additionally, GFs can enjoy much more consistent crits, and benefit from that Armor Pen or Fury. Think of archers or any of the other examples that are out there.
Basically, buffing your allies is extremely powerful. Unfortunately, even as a "glass canon" spec, the CW will fall behind in terms of DPS in PvP. This is due to a number of factors, I don't want to spend the time listing all of them. The main point is going full DPS on a CW, you would be a better asset to your team if you were a different class. I try to take the class that I am playing and maximize its unique benefit to a hypothetical party.
If you are just going for as many kills as you can, sure go for Dread. It is not bad whatsoever, but remember that this means everyone using Fey (which is almost actually everyone, at least on PC), will be decreasing your damage by 20% and also increasing the damage they deal to you by 20%. Just keep that in mind if you are using Dread. Again, not saying it is a bad option.
You can use RoE on Tab but with Eclipse you won't have the CC resist from Elven. Also, how are you taking Spell Twisting as a Renegade? Icy Veins is a must in PvP, in my opinion. If you are playing against bad players than you can use whatever, but with really strong players it will be very hard to maintain chill without Icy Veins, especially on a node with multiple enemies.
That repel feature is not at all why I take Severe Reaction. That feature is not very good. The repel is almost not even noticeable.
I did however, remember how the feat works, I apologize for that. The feat does not give you more chance, but it does give you more stamina (that was why I took more points originally). I just never went back and looked after your comment. You are right, but the thing is...
Stamina gain is absolutely the most important tool against GFs (the good ones). You can't afford to be hit too much by them. If you run out of stamina at the wrong time, you are dead. I wasn't going to waste the AD on the effervescent pots, but you are right, they are better. The CW is already so powerful in PvP. I don't feel like the cost is justified, for me.
I am using the Ring of Sieging. I agree it is very good. I don't have a +5 but I am fine with having some offensive slots. My build mixes DPS, team utility, and off-tanking together.
I would not give up the Sudden Crit ring... That is very useful for activating the Renegade feats immediately. Doing this is important because most full DPS players in PvP and focused around burst damage, and they typically don't watch buffs/debuffs the same way that PvE players do because nodes can be so hectic. Additionally, most players will dump their rotation right away.
Icy Veins is not a must in pvp. We've tested numerous times and of each tree. Renegade is the strongest with Thaum a close 2nd. Opp is just not better than the other two. Again, there are videos posted online of James using our build taking down all the well known/top tier cws. All using thaum or oppressor. All of them lost. RoE on tab offers a 35% debuff. that debuff with shield off tab is stronger if you are in a tank setup than just using shield on tab? Shield loses its efficiency after taking damage. RoE is a constant debuff.
Dread is a debuff however only on a single target. I already mentioned Frost or fey is BIS if your goal is a straight tank build for the CW. Dread shreds defense by 40%. RoE on tab lowers damage dealt by target and increases their damage taken (just like the frost enchantment) RoE also functions to counter that dps siphoning of fey. Sure you can siphon 20% of my dps, but RoE on tab is reducing your overall dps by an even larger %. RoE on tab functions to both counter feytouch and mimic portions of the frost/terror enchants all in one encounter. RoE on tab is highly underrated and not really used. Its situational however but RoE on tab can essentially be considered bis, again situational ad build dependent.
In my current build i have on reserve (have not used it on console yet awaiting M14) with nexus i have over 100% crit severity with a 96% crit chance. In addition to that I have 200k hp, 56% deflect chance, 76% damage dealt reduction. With Eclipse, add 25% deflect chance to 81% chance. New gear will boost my arP (currently 14.5k) and hp. Basically what I am saying is you can have both the tanky CW while outputting burst dps w/o icy veins all while flagged for pvp. James has similar numbers.
Elven is not worth using unless in a solid tank build thats designed to tank a node so youre never rooted down. Other than that Negation is better for survivability pre mod 14.
I just went and watched some of your videos from that James person. Good stuff. You and I have a different focus for our builds though. I see why you have said that Icy Veins is not necessary. I didn't realize you were talking about 1v1s, mainly. On a crowded node, Icy Veins is a must however. It is even more valuable if you are playing with another CW on your team. The enemies will have high chill stacks basically the entire match. It won't matter who you have the opportunity to focus, or when you are doing it. The burst damage will be available. There won't need to be time spent building stacks up. Same with RoE on tab. It is very powerful. It only falls short when you are facing 3-5 players on a node who are all pounding on you. In these situations, which happen a lot in premades that Shield on tab will be more important, in my opinion. You can eat the first few seconds of a (mid node battle) gank, start using your stamina, and usually the enemies will focus someone else out that isn't as slippery. That is also why the Token is so valuable. Without Elven, it can absolutely be a lifesaver when being focused by 3-5 people. Seriously though, I acknowledge that RoE is a great skill for the tab slot. I just don't think that it is a skill to be used in tough matches, tough 1v1s on the other hand, that is a really good idea.
Sorry, I do have to disagree about that Negation comment though, especially for Pre-Mod 14. One of your worst enemies in Mod 13 is the TR. Negation will do absolutely nothing for you against them. Any CW in Mod 13 using any other enchantment than Elven was literally just food for my TR. They might as well have had no gear on. There was absolutely no chance for them. You just wait until they stand still for a second, or until they dodge three times in a row, then rotation = dead.