Even on the current live patch, this is doable (but more like 3 TWs). They use an originally PVE trick to get massive cooldowns with Armor of the Royal guard with some feats and a plaguefire. It just destroys gwfs, even now. Would really like to see a change to only allow 1 thorn ward at a time.
Yeah I figured people already knew about this. On Preview I have seen 4 myself, I have heard about 5. can't confirm 5.
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darkstarcrashMember, NW M9 PlaytestPosts: 1,382Arc User
Having tested aboot on the Preview Shard now, it's clear that Archery damage is really strong now, but they don't have the survivability for PvP, and their feats put them at max distance, which is an occasional luxury to have in PvP.
The Combat tree is now terrible. I have less survivability with full Combat & PvP set on Preview than I do with full Archery & PvP set on Live. The damage was also dramatically weaker than what I was pulling off with either Archery or Combat on Live.
Trapper is roughly equivalent to what I'm currently doing on Live, damage-wise. It has more location-restricting CC, which reduces how much damage I'm taking, but this is significantly reduced in duration vs. Players - and there's not nearly as much survivability to back it up.
Without any further changes, I'll likely opt for a glass cannon Archery build and play outskirts hunter, or just drop HR for GWF, which is still sitting just fine after the changes. I'd rather play Trapper, personally, but without the survivability, and having one of the weakest forms of CC available, it just won't compete with GWFs, TRs and CWs.
Hey OP, I agree with you. The current HR build will struggle against many. We will have to kite so much more now... witch is annoying to everyone. I think the builds would go like these:
Archery: Without sustain, you'll have to kite really hard and will be a torment no melee node contester, just kill them of... you'll hardly survive a 2 on 1, specialy without any ranged control. I'm sure players will addapt and there will be good archers in PVP.
Combat: Thats the spec I'm using right now, and damage is <font color="orange">HAMSTER</font>... but you outlive, usually. It's like a nerfed version of live HR. CAP is better though, anything is better than master of combat (17% chance to deal 600 damage... no thanks)
Trapper: Seems very interesting and skill intensive. Kiting is a huge part of pvp and survival, denying that to an opponent could be fatal. I think skills like thorn ward and feated snake aspect, with feated roots, will be the way to go.
And well, some of our nemesis are getting nerfed too: CW lowered damage and casting times and GWF... witch will end up being buffed again due to extreme whining.
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flyofavalonMember, NW M9 PlaytestPosts: 28Arc User
edited July 2014
Combat HR has nothing to worry about. Go onto the test server and and check out the DPS you can unleash with proper use of Piercing Blade and Blade Hurricane feats.
Every tick of the aimed strike bleed ticks Piercing Blade damage. Weaving your melee skills gets you 9 at will strikes worth of dps in just 3 at will hits. IMO, HR is now in a perfect spot with 3 useful feat paths each with their own playstyle. No other class can come close to this amount of versatility.
Comments
Yeah I figured people already knew about this. On Preview I have seen 4 myself, I have heard about 5. can't confirm 5.
Thorn Ward: Only 1 Thorn Ward may be active at a time. Casting the power again will replace the currently active Thorn Ward.
The Combat tree is now terrible. I have less survivability with full Combat & PvP set on Preview than I do with full Archery & PvP set on Live. The damage was also dramatically weaker than what I was pulling off with either Archery or Combat on Live.
Trapper is roughly equivalent to what I'm currently doing on Live, damage-wise. It has more location-restricting CC, which reduces how much damage I'm taking, but this is significantly reduced in duration vs. Players - and there's not nearly as much survivability to back it up.
Without any further changes, I'll likely opt for a glass cannon Archery build and play outskirts hunter, or just drop HR for GWF, which is still sitting just fine after the changes. I'd rather play Trapper, personally, but without the survivability, and having one of the weakest forms of CC available, it just won't compete with GWFs, TRs and CWs.
Archery: Without sustain, you'll have to kite really hard and will be a torment no melee node contester, just kill them of... you'll hardly survive a 2 on 1, specialy without any ranged control. I'm sure players will addapt and there will be good archers in PVP.
Combat: Thats the spec I'm using right now, and damage is <font color="orange">HAMSTER</font>... but you outlive, usually. It's like a nerfed version of live HR. CAP is better though, anything is better than master of combat (17% chance to deal 600 damage... no thanks)
Trapper: Seems very interesting and skill intensive. Kiting is a huge part of pvp and survival, denying that to an opponent could be fatal. I think skills like thorn ward and feated snake aspect, with feated roots, will be the way to go.
And well, some of our nemesis are getting nerfed too: CW lowered damage and casting times and GWF... witch will end up being buffed again due to extreme whining.
try: Thorn ward -> boar charge -> aimed strike -> steel breeze -> rapid strike -> thorn strike -> rapid strike
Every tick of the aimed strike bleed ticks Piercing Blade damage. Weaving your melee skills gets you 9 at will strikes worth of dps in just 3 at will hits. IMO, HR is now in a perfect spot with 3 useful feat paths each with their own playstyle. No other class can come close to this amount of versatility.