Any tips from those that played as a CF on how to handle a TR in PvP?
Any time one closes distance, I am as good as dead. I can at least escape from the other melee classes if they get close, but the TR sticks to me like glue and then I die. It doesn't take long either, as the burst is incredibly potent.
I am not calling for a nerf to any class whatsoever, I just want to know some tips to at least even the odds a bit, if not stack them in my favor
I see fighters and clerics take them out, so it's not like they are immortal, but I have the toughest time going against a Rogue.
Thanks.
Comments
basically you are a controller so try to lay down whatever CC you can on him and pray.
What I used back in beta for PvP was Repel, Chill Strike, the other CC that lifts them in the air (and as my tab skill cuz the CC lasts longer up to 4-5 seconds) and ray of enfeeblement for some damage. Basically, with enough cooldown reduction, you can repel them away, lift them in the air for 3-5 seconds, chill strike when they land cuz it stuns for 1-2 seconds, and use your shift dodge skill until they all come off cooldown which will be very soon.
If they did stealth, well, you just controlled three of their primary abilities and the advantage is now yours. Keep your slow applied and rotate other CC as needed and remember to disrupt the knife throw they do at you. You don't want all 12 knives hitting you, so out range or blink to break up the chain.
Smart rogues will have a different approach, but just focusing on countering the 99% that are dumber than cats and dogs.
Repeat.
So in PvP Arcane = bad, Ice = good?
That was the same question I was asking myself. I am a Control Wizard, how the heck is a Rogue even getting close.
So after reading Zing's excellent post (and failing some more), I rolled one.
Now I know exactly how it happens and what to look for.
Rogues have NO problem closing distance.
Deft Strike and they are now behind you stabbing you in the kidneys. This is quickly becoming one of my favorite powers.
This is followed by Dazing Strike, at which point unless the target dodges, they are literally fudged.
If I can get my Dazing Strike off, it's all over. They are now at my mercy and I have a wide range of very fun abilities with which to finish them.
If someone does escape (now with low HP), Cloud of Steel will finish them off as I laugh maniacally and stealth to go find my next victim.
The one thing I don't understand is why do so many rogues try to take out their opponents when it's 2 vs 1? We excel at single target damage and have all the tools to win a "fair" fight. So why on earth do I see rogues rushing into the middle of the pack instead of picking out and killing the lonely CW and DC standing in the back casting?
Anyway thanks for the tips all. Having played one, I can now see how they work and what to look for. Zing, thank you again for a very,very insightful post.