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Sly Flourish vs. Duelist's Flurry in PvP Question

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  • harrivengerharrivenger Member Posts: 86 Arc User
    edited June 2014
    morenthar wrote: »
    What other encounters were you using? If you were using Path of The Blade, you definitely lost the fight.

    Now, if you were using Smoke Bomb.....

    Keep in mind that the person giving you advice is one, if not THE, best at it. If your ceiling with the at-will isn't as high as others you go up against that are also using it, you will never beat them.

    You need to find your own style sometimes as well.

    Yeah, you are right, I was using PoTB/Deft strike/IToC. Then I switched to PoTB/Smoke Bomb/IToC, which is not good against him. Now, I switched to Shadow Strike/Deft Strike/IToC and at the same time, I am practising my Duel Furry with the training dummies. And it does improved my PvP experience :)

    And yes, I doesn't like to follow a "fix" (e.g. Bilethorn) template. I prefer to play the TR based on my own style. I do PvP alots with PUG, and I toggle my encounters depend on the opponents team.

    I do visit here to get tips and advice from fellow TR masters :)
    Harrivenger (Master Infiltrator)
    Ebony (Whisperknife)

  • xyntrynz1axyntrynz1a Member, Neverwinter Beta Users, Neverwinter Hero Users Posts: 243 Bounty Hunter
    edited July 2014
    I will slot GC with DF when holding nodes and its a very effective combination for CC protection and occasional big damage from GC when you get your opponent below 50% health. It also helps against very mobile opponents due to the range of GC.
    I will admit, with the recent changes in the current module and the Roar root bug, I have dropped SF in PVP and have gotten quite good with DF. Its amazing how quickly it can take down a GWF and with my P.Bilethorn it blows through a GFs block meter.

    I really wish i could see the face of my opponent when I time my ITC to block their prone or roar attempt and then go to town on them with DF.
    :)
    Scoundrel Trickster Rogue
    Leaving dead question marks everywhere
  • shadowbunsliceshadowbunslice Member Posts: 175 Bounty Hunter
    edited July 2014
    The first thing I would like to say is that I started using DF in pvp back when the META was ITC, impact shot, and lashing blade and the standard wep enchant for a TR was a P vorp. Yes, back in those ages past. No doubt DF is very hard to land in pvp but it is equally rewarding once you actually master it.

    Lets start with DF damage mechanics. If you go to your powers section and look at the DF Tooltip it says it does something like 1-1.5k damage depending on how well geared your TR is. The actual damage of the full DF combo in all it's glory is this x11 + crit factors + stealth factors + wep enhancement factors. The first 2 strikes of DF hit with the exact damage stated in the tooltip. The flurry portion DF consists of 9 flurry cuts that each do 1/2 of tool tip damage. Each flurry cut has a 50% chance to apply a bleed stack. Bleed stacks tick at 1/4th tooltip damage over 6 seconds with 1 tick per second, for a total of 1.5xtooltip damage per bleed stack. 18% of DF damage comes from the first two strikes, 40% from the 9 flurry cuts, and 40% from the bleed effect. Wep procs happen once on each of first two strike, once for each of the 9 flurry cuts, and once each time a bleed stack is first applied. This gives you 11-20 wep procs for a full flurry, or 9-18 for the flurry portion alone. Realistically, DF applies 2-6 bleed stacks and averages at 13 wep procs for the flurry portion.

    In PVE flurry can easily do 20k+ damage, although that damage is not fully realized until 40% of flurry damage ticks it's full amount after 6 seconds. In pvp this is not quite the case. First, you rarely connect with the first two strikes in pvp, and if your smart you shouldn't be in the first place. Second, unlike monsters, players have a DOT resistance stat, and alot of your DF bleed gets soaked up in regen, temp hp, pot chugging, etc. Even so, coupled with a good wep enchant flurry hits around 10-15k on the initial burst.

    Contrary to what alot of people have said, DF is actually most effective against soft targets. A single flurry that lands can spell the end for a CW, rogue, or HR(at least before they were broken as all hell). While these classes are highly mobile it is far from impossible to hit them with a flurry, even if they know you are there. My standard loadout consists of ITC, SS, and BnS for encounters and DF and gloaming cut for at wills. The beauty of GC for a second at will is many. First GC can be animation canceled straight into a dodgeroll as soon as it connects. Since you can begin GC out of stealth detection range, and then land it immediately into a dodgeroll, the chances of retaliation are next to none, even more so than flurry. Secondly, it forces highly mobile classes such as cws to use up their stamina. GC alone can kill most soft targets in 5-6 hits. Since they never know when your going to GC and when your going to flurry, they have to dodge. When they run out of stamina, you go in for the kill with flurry, if they never dodge you just gloam them to death (which feels pretty dam cheap actually). GWF and GF are significantly easier to land flurries on and GF in particular gets their shield eaten to oblivion.

    The key to landing flurries and actually GC as well is move speed, move speed, move speed. The faster you are and the more of a move speed advantage you have on your opponent the easier it will be to land flurries on them. For this reason using flurry during stealth is key, both so your opponent doesn't avoid it, and because of the move speed boost your getting from stealth if your slotting sneak attack.

    To practice flurry, start by being able to target any space around yourself regardless of where you begin. You need to get a really solid feel for how long you can pause in between the first two strikes and the third. Begin the first two strikes, then change directions so you can target any area within a 5ft radius. Once you have mastered this, the next step is movement. Perform the first two strikes then move as far as you possible can into the third strike before you have to start the combo again. This requires split second timing and concentration. Running into the third combo increases it's precision, allowing you to target specific opponents in the chaos of melee, jumping into the third strike will increase your range slightly. True mastery of flurry treats each strike of flurry as a separate entity. Performing the first two strike quickly and then the third as well or dragging the combo out with pauses and movement between each one depend on what your opponent is doing, and it's all about the timing.
  • xyntrynz1axyntrynz1a Member, Neverwinter Beta Users, Neverwinter Hero Users Posts: 243 Bounty Hunter
    edited July 2014
    I totally agree with the speed and lately, if the match allows, slot Sneak attack AND Skillful Infiltrator.
    Its amazing how effective and deadly that can make a TR. It also allows you a super fast exit if you are in Dire straights.zz

    Excellent comments on how to train DF as well.
    Scoundrel Trickster Rogue
    Leaving dead question marks everywhere
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