So, i've read about this and seen it used in PvP, so i wanted to understand the matter a bit before deciding if i should respec or not (i do not have roar at the moment).
One of the biggest problem for a GWF facing a CW or a TR, is to close the gap and make his hits land. Our encounters are easy to dodge due to slow animations.
The first solution is takedown: not very high damage, but puts your enemy prone for about 3 seconds, letting you land a full rotation of encounters. Still, takedown has to land, and many times it's not easy.
Another solution people found is flourish: can follow the target a bit, and can stun them a bit. But, often, not enough.
So, you usually see many GWFs failing at catching the CW or the TR they are facing.
Last solution is Roar: it's a ranged attack, interrupts your enemy and you can follow with a quick sprint+ takedown if the distance is not too big.
My doubts: ok, it's very useful, but it takes away damage. Easier to get enemies, much less damage dealt to them.
Sentinels, also, have a boost in restoring strike, which hits pretty hard and heals. Heals a lot when you crit.
I usually slot takedown + restoring strike + IBS. For obvious reasons: IBS is the hardest hitting encounter, takedown is needed to cc the enemy, restoring strike helps me recover and deals decent damage.
On me, one rotation of those encounters is 5k+ 3.4k + 2.3k damage total without crit.
If i slot Roar, i've to choose. IBS and takedown, or Takedown and RS, ot Takedown and flourish. Takedown is a must have, so i need to choose the third skill.
IBS deals damage, so overall i lose around 2k damage on rotation and do not use the boosted healing of RS.
RS makes me heal, but i lose A LOT of damage wihout IBS
Fourish is medium damage, but since enemy is already prond and at that point i don't need to stun him more, it's pretty unuseful.
I'm thinking this: it's situational.
TD + IBS + RS makes me do more strategy and work hard to catch my target. May be good if we're winning a match or the match is even, since i have the time to do some strategy and can run around hunting enemies.
Roar + TD + IBS could be good if i'm facing a team with a very good CW or a very good TR and i may have to face them 1v1. I can get them easily and deal damage.
Raor + TD + RS could be good if i need to "tank" and cap a point. May be better for regeneration sentinels BTW, since it gives them an easy way to heal even more, but at the cost of dealing low damage (which is not a problem if they just need to tank or if they have tenes slotted).
What do you think. Looks like a useful power to have in any case.
Personally I find roar a better fit for pve. Since we only have 3 slots, 2 skills are a must for a GWF in PVP and that is TD and IBS.
Since I am instigator I use NSF for my 3rd slot. Punishing charge is also a valid skill in pvp since you can close gaps and get out of a bad situation. Restoring Strike is not needed when you have enough lifesteal and regen.
Roar's biggest use in PvP is against rogues and wizards. Makes it much easier to catch them and guarantee you can land a takedown/IBS or Flourish which rips a huge chunk of their life. It is also better if you are decked with Greater Tenebrous, because so much of your burst comes from them more so than just one encounter.
Mindflayer - Exodus
Daria - Dwarf Sentinel GWF (mistaken for Halfling a lot)
Karia (aka "The Pug") - Human Combat HR
Kayd - Human Conqueror GF - Retired
roar is good vs multiple! If u are in a 5v5 mid it will shine otherwise i dont see it being good! So i guess it depends on how your team approaches pvp.
It can be either good or bad, so it's not a solid option to have. I am torn between Flourish/Takedown/Restoring and IBS/Takedown/Restoring. Roar is quite clanky to use, because don't forget that it also pushes back, generating a bit of greater distance for you to sprint to.
I have given it a try in 2 days of full pvp, and I was not amazed by it. Even if it hits, it doesn't mean that it makes a difference so I passed for something more solid.
Has anyone tried Come & Get It vs stealthed rogues?
After a match where I ended up facing 2 rogues that liked attacking from stealth I started looking at the GWF powers trying to figure out a way to pop them out of stealth. Looked at Come & Get It and was wondering if using that might work. While I know it has limited range, if the rogues are trying to cap the point the GWF is defending, the GWF will have some idea where that rogue is.
Having tried this also, I don't think that you'd like the practical use. It seems good on paper, but it works very differently than one thinks. You are pulling people towards you from a very limited range, and when they are there they can simply teleport/roll away. The additional disadvantage is that it will take up one slot of your valuable encounter powers, and it's almost useless against certain classes and certain scenarios.
You are in mistake that TakeDown is must in PVP it is just very good option. IBS is must! I am on Destroyer build where I have not so much def/life/etc and sometimes I change TD with...RS so you are free to try Roar on TD place. All is about your enemy and your play style.
After a match where I ended up facing 2 rogues that liked attacking from stealth I started looking at the GWF powers trying to figure out a way to pop them out of stealth.
You re terribly naive if you think damaging rogue removes stealth, it does not!
There is no way to remove stealth except running of stealth meter or hit by daze effect, thinking TRs will be punished for being hit is very, very naive
You re terribly naive if you think damaging rogue removes stealth, it does not!
There is no way to remove stealth except running of stealth meter or hit by daze effect, thinking TRs will be punished for being hit is very, very naive
Damaging them will not break stealth, but it will deplete their stealth bar faster since damage depletes a chunk of stealth proportional to the damage received. So if you see him once, it's quite easy to un-stealth him.
still won't work on every rogue, more stealth-focused ones can slot a class feature that reduces the stealth loss from damage by 90%, they'll lose on other useful features of course but makes your encounter even less reliable.
Indeed, but only a small percentage of rogues runs with Tenacious Concealment. So most of the times I've noticed that every tiny bit of more damage (even Lesser Briatwine on their Cloud of Steel) helps on depleting their stealth meter and making them rework their game.
Usually, due to Plague Fire small dots and the Critical Bleeds from GWF's critical, even spamming Swinging Strike (which has a huge area of coverage around you), may spot a random rogue passing by. If spotted near you you can start spamming Sure Strikes.
Plague fire's dot also marks their outline while stealthed.
Basically for PVP im using Takedown/Flourish/IBS, but if after first clash i saw TR on perma stealth or CW running away like crazy, ill change Takedown for Roar. It does less damage than takedown but its helpful when u need to catch a CW or unstealth a TR.
Comments
Since I am instigator I use NSF for my 3rd slot. Punishing charge is also a valid skill in pvp since you can close gaps and get out of a bad situation. Restoring Strike is not needed when you have enough lifesteal and regen.
Daria - Dwarf Sentinel GWF (mistaken for Halfling a lot)
Karia (aka "The Pug") - Human Combat HR
Kayd - Human Conqueror GF - Retired
I have given it a try in 2 days of full pvp, and I was not amazed by it. Even if it hits, it doesn't mean that it makes a difference so I passed for something more solid.
Has anyone tried Come & Get It vs stealthed rogues?
After a match where I ended up facing 2 rogues that liked attacking from stealth I started looking at the GWF powers trying to figure out a way to pop them out of stealth. Looked at Come & Get It and was wondering if using that might work. While I know it has limited range, if the rogues are trying to cap the point the GWF is defending, the GWF will have some idea where that rogue is.
You are in mistake that TakeDown is must in PVP it is just very good option. IBS is must! I am on Destroyer build where I have not so much def/life/etc and sometimes I change TD with...RS so you are free to try Roar on TD place. All is about your enemy and your play style.
You re terribly naive if you think damaging rogue removes stealth, it does not!
There is no way to remove stealth except running of stealth meter or hit by daze effect, thinking TRs will be punished for being hit is very, very naive
Damaging them will not break stealth, but it will deplete their stealth bar faster since damage depletes a chunk of stealth proportional to the damage received. So if you see him once, it's quite easy to un-stealth him.
Usually, due to Plague Fire small dots and the Critical Bleeds from GWF's critical, even spamming Swinging Strike (which has a huge area of coverage around you), may spot a random rogue passing by. If spotted near you you can start spamming Sure Strikes.
Plague fire's dot also marks their outline while stealthed.