They're both possible to dodge, but you have to dodge the initial attack. Once stunned or prone you're going to keep getting hit until you're no longer stunned or prone.
The right to command is earned through duty, the privilege of rank is service.
impact chain appeared after code change to dodge (serverside), since it only applies to dodge the best approach is to counter with skills and not try to dodge (assuming you got hit by the first impact from stealth-> stun), you have a very small window to do that since impact still does pushback and that can interrupt your daily/encounters.
Impact Shot's first attack is dodgeable, but after that, if it is not from stealth, it is more or less impossible for the vast majority of players most of the time due to the stun component having high "synergy" with server side latency or client lag.
In addition, unlike knockdown chains from GF and GWF, Impact Shot is a ranged ability, can be interweaved with Stealth to gain extra charges, and now benefits from Recovery in a recent patch so charges build back up fast enough that if you do not kill the TR within a rotation, escape is very difficult indeed. If you get two Impact Shotting TRs hitting the same target, that target is going down fast, period.
GF and GWF prone chains are painful, but as a CW or TR, you do not really have any excuse getting caught by them, especially by GFs who have the longer but much higher cooldown chain. You have the ability to stay away from that sort of dangerous range, keep them both away from you (I'm always amazed by CWs who do not seem to know what Repel or Ray of Frost is) and even escape. DCs specced for PvP, i.e. Sentinel DCs, cannot easily be killed by CC chains from either class, especially not by GFs.
Note. with enough experience, you can work around all but the most expert users of the above tools. So, the game does not really need to be changed, though the recent effective buff to the already very strong Impact Shot (fixed all Charge abilities to benefit from Recovery) was probably not a wise decision for the majority of the playerbase...
They're both possible to dodge, but you have to dodge the initial attack. Once stunned or prone you're going to keep getting hit until you're no longer stunned or prone.
TR's used to be able to use ITC to stop the chain as they go to stand up.
GWF's can pop unstopable from Bull Charge & Indomitable at initial impact and while standing up from frontline
CW - probably screwed because they should not have been caught in melee range in the first place. Though with most CC GFs, they leave enough of a gap between attacks to get one dodge in, which is often more than enough to escape or even kill an unwary GF.
DC - well, any PvE-specced DC is food for everyone with every type of attack in PvP. Can't do much for the most broken class design.
GF - they have the tools to prevent that damage in the first place. It can be quite amusing seeing GF's circling each other for days on a point and trying to see who can pass each other's Guard like some sort of extended Brazilian Jiu Jitsu match!
The point is, different classes mitigate or avoid damage in different ways.
GF - they have the tools to prevent that damage in the first place. It can be quite amusing seeing GF's circling each other for days on a point and trying to see who can pass each other's Guard like some sort of extended Brazilian Jiu Jitsu match!
This is why I really dislike playing vs. mirror GFs as it takes to much time to kill them. Better to just send a CW/TR to kill him and move on.
0
degraafinationMember, Neverwinter Beta UsersPosts: 0Arc User
edited November 2013
Allt does a nasty job of chain stunning with Icy Rays + EF + Shard. You're basically dead after that.
Or you can just make an Oppressor? Here's how it works...
CoI (Tab) + Ray of Frost -> Stun locked
Icy Rays + Ray of Frost -> Stun locked
Chill Strike + Ray of Frost - Stun locked
Repel, then rinse and repeat.
Allt does a nasty job of chain stunning with Icy Rays + EF + Shard. You're basically dead after that.
Or you can just make an Oppressor? Here's how it works...
CoI (Tab) + Ray of Frost -> Stun locked
Icy Rays + Ray of Frost -> Stun locked
Chill Strike + Ray of Frost - Stun locked
Repel, then rinse and repeat.
Yeah, the problem here is you really need that oppressor for ray of frost to really work, without it it's way too slow to stop melee in time. Especially since repel seems to be broken and won't push anyone back most of the time, that brief stun works though.
You shouldn't be able to shield bash me from 10 steps away around a corner lol
let's be honest, this game needs a lot of work to make PvP more exciting
right now I cannot find competent groupmates
I see 3 people spam-hitting unstoppable gwf's etc I mean I dont see any improvement or change to the PvP game since I was a heavily active player 2+ months ago
Why is Impact shot chain impossible to dodge?
Why is GF prone chain impossible to dodge?
I want similar ability for us CWs too. ie. over 30k damage you cannot do nothing about but move backwards small step at time waiting for next hit.
Are those 2 abilities working as intended or is this latency/network code issue?
Both of those can be dodged soo...
Also you want the CW to have more control... you've never been chained stun by a CW? or is it ok as long as only CW class has stun chains. Plus CW can pretty much keep people slowed/frozen from a distance. PvP isn't perfect by a long shot but don't just call out the powers that can kill you.
Both of those can be dodged soo...
Also you want the CW to have more control... you've never been chained stun by a CW? or is it ok as long as only CW class has stun chains. Plus CW can pretty much keep people slowed/frozen from a distance. PvP isn't perfect by a long shot but don't just call out the powers that can kill you.
Well the thing is impact shots CAN'T be dodged and I have never been chainstunned to death by CWs where I couldn't do absolutely anything about it. Maelstrom of chaos breaks all CW CC but doesn't work at all against impact shots because there is not enough time in between to do anything without rubberbanding right back to stun. GF pronespam can be dodged if you dodge the first hit but would it really be too much asked to be able to do something else than die after that first hit?
As it is my 30k hp doesn't do me any good against anyone except noobs, DCs and other CWs.
0
pers3phoneBanned Users, Neverwinter Beta UsersPosts: 0Arc User
edited November 2013
My personal opinion from the CW perspective:
- IS from your normal pug TR: survive them by shear HP/DR, try to outrange, mash blink, after ITC is gone start the CC chain, looks like a balanced encounter
- IS from G/P Vorpal TRs - screw this, only lots of HP and defensive PvP build can save you (sometimes). TRs gonna eat you 90% of the cases, even with very good CWs the odds are not in their favor at all.
Dodging IS as a CW will 99% of the times rubberband you back in a stun/damage taking position, this is lame.
- GF prone-chains: your fault you let the GF so close usually. With enough space to maneuver, a CW should NEVER lose to a GF at equivalent gear levels. Icy Rays>Freeze ray>EF+Repel when frozen etc. You only need lots of space, that's all. The smaller the space you fight in, the more walls around you, means you will have less and less chances to win. Not staying with your back at a wall is essential. GFs tend to be the simplest fights for a CW after DC.
Also freezing GFs in time after IR and so on works very well even with a non-Oppressor build, it takes a bit longer, but it's still very doable.
As for CW stun chains, you need A LOT of gear and I'd say at least a G. Vorpal for them to work like IS/ITC works (i.e. you start the chain, people end up dead 90% of the times). Only the oppressors have the possibility of frequent freezes at the expense of damage output, so you need a perfect vorpal even more. For a rene (just as an example), you can do something like: Chill Strike (half sec stun)/EF (half sec choke)/enfeeble/IR (fingers crossed for a crit or you gonna be on the run for 6-7 secs at least). Or you can slot repel, but it will just stun and not push 50% of the cases. The shard on tab combos also work... sometimes... when there are no other CWs to repel or EF you-->shard is gone.
So as a conclusion, from these cases I only think the IS chain is not OK when coupled with g/p vorpals, rest look fine by me.
Comments
pretty broken but not game breaking.
what is GF prone chain? lol
FS->BC->IS, etc.
In addition, unlike knockdown chains from GF and GWF, Impact Shot is a ranged ability, can be interweaved with Stealth to gain extra charges, and now benefits from Recovery in a recent patch so charges build back up fast enough that if you do not kill the TR within a rotation, escape is very difficult indeed. If you get two Impact Shotting TRs hitting the same target, that target is going down fast, period.
GF and GWF prone chains are painful, but as a CW or TR, you do not really have any excuse getting caught by them, especially by GFs who have the longer but much higher cooldown chain. You have the ability to stay away from that sort of dangerous range, keep them both away from you (I'm always amazed by CWs who do not seem to know what Repel or Ray of Frost is) and even escape. DCs specced for PvP, i.e. Sentinel DCs, cannot easily be killed by CC chains from either class, especially not by GFs.
Note. with enough experience, you can work around all but the most expert users of the above tools. So, the game does not really need to be changed, though the recent effective buff to the already very strong Impact Shot (fixed all Charge abilities to benefit from Recovery) was probably not a wise decision for the majority of the playerbase...
TR's used to be able to use ITC to stop the chain as they go to stand up.
GWF's can pop unstopable from Bull Charge & Indomitable at initial impact and while standing up from frontline
CW/DC/GF are screwed once chain starts.
CW - probably screwed because they should not have been caught in melee range in the first place. Though with most CC GFs, they leave enough of a gap between attacks to get one dodge in, which is often more than enough to escape or even kill an unwary GF.
DC - well, any PvE-specced DC is food for everyone with every type of attack in PvP. Can't do much for the most broken class design.
GF - they have the tools to prevent that damage in the first place. It can be quite amusing seeing GF's circling each other for days on a point and trying to see who can pass each other's Guard like some sort of extended Brazilian Jiu Jitsu match!
The point is, different classes mitigate or avoid damage in different ways.
This is why I really dislike playing vs. mirror GFs as it takes to much time to kill them. Better to just send a CW/TR to kill him and move on.
Or you can just make an Oppressor? Here's how it works...
CoI (Tab) + Ray of Frost -> Stun locked
Icy Rays + Ray of Frost -> Stun locked
Chill Strike + Ray of Frost - Stun locked
Repel, then rinse and repeat.
Join Essence of Aggression: PVP-ing Hard Since Beta!
Yeah, the problem here is you really need that oppressor for ray of frost to really work, without it it's way too slow to stop melee in time. Especially since repel seems to be broken and won't push anyone back most of the time, that brief stun works though.
Lol but I got to say, when I play my GF, GF vs GF is the most fun I have. It's usually a very tactical and lengthy fight.
but the dude basically said why its not possible to dodge while in PRONE, chain means he already got hit by something, that was my point lol
Well, like the song says..."and when you're up you're up, and when you're down you're down..."
You shouldn't be able to shield bash me from 10 steps away around a corner lol
let's be honest, this game needs a lot of work to make PvP more exciting
right now I cannot find competent groupmates
I see 3 people spam-hitting unstoppable gwf's etc I mean I dont see any improvement or change to the PvP game since I was a heavily active player 2+ months ago
Both of those can be dodged soo...
Also you want the CW to have more control... you've never been chained stun by a CW? or is it ok as long as only CW class has stun chains. Plus CW can pretty much keep people slowed/frozen from a distance. PvP isn't perfect by a long shot but don't just call out the powers that can kill you.
Well the thing is impact shots CAN'T be dodged and I have never been chainstunned to death by CWs where I couldn't do absolutely anything about it. Maelstrom of chaos breaks all CW CC but doesn't work at all against impact shots because there is not enough time in between to do anything without rubberbanding right back to stun. GF pronespam can be dodged if you dodge the first hit but would it really be too much asked to be able to do something else than die after that first hit?
As it is my 30k hp doesn't do me any good against anyone except noobs, DCs and other CWs.
- IS from your normal pug TR: survive them by shear HP/DR, try to outrange, mash blink, after ITC is gone start the CC chain, looks like a balanced encounter
- IS from G/P Vorpal TRs - screw this, only lots of HP and defensive PvP build can save you (sometimes). TRs gonna eat you 90% of the cases, even with very good CWs the odds are not in their favor at all.
Dodging IS as a CW will 99% of the times rubberband you back in a stun/damage taking position, this is lame.
- GF prone-chains: your fault you let the GF so close usually. With enough space to maneuver, a CW should NEVER lose to a GF at equivalent gear levels. Icy Rays>Freeze ray>EF+Repel when frozen etc. You only need lots of space, that's all. The smaller the space you fight in, the more walls around you, means you will have less and less chances to win. Not staying with your back at a wall is essential. GFs tend to be the simplest fights for a CW after DC.
Also freezing GFs in time after IR and so on works very well even with a non-Oppressor build, it takes a bit longer, but it's still very doable.
As for CW stun chains, you need A LOT of gear and I'd say at least a G. Vorpal for them to work like IS/ITC works (i.e. you start the chain, people end up dead 90% of the times). Only the oppressors have the possibility of frequent freezes at the expense of damage output, so you need a perfect vorpal even more. For a rene (just as an example), you can do something like: Chill Strike (half sec stun)/EF (half sec choke)/enfeeble/IR (fingers crossed for a crit or you gonna be on the run for 6-7 secs at least). Or you can slot repel, but it will just stun and not push 50% of the cases. The shard on tab combos also work... sometimes... when there are no other CWs to repel or EF you-->shard is gone.
So as a conclusion, from these cases I only think the IS chain is not OK when coupled with g/p vorpals, rest look fine by me.