PvP BM

Elvenalmghty - Heavens Tear
Elvenalmghty - Heavens Tear Posts: 20 Arc User
edited September 2009 in Blademaster
I wanna know which is best Weapon for PvP BM . Both Guild War and Duel type

I m thinking of getting 50 vit atleast so , its a matter of axe v/s Fists .

While Axes are not as usefull since genies can unstun , Fists suck on multiple .


P.S info on which is better Sage or Demon would also be appriciated
Post edited by Elvenalmghty - Heavens Tear on

Comments

  • Anus - Harshlands
    Anus - Harshlands Posts: 29 Arc User
    edited September 2009
    dont mock me for being low lvl please x_x

    1. PvP TW weapon = axe because of AoE

    2. personally i will cap my vit around 50, try all the weapon paths out then start using the weapon/build i enjoyed the most

    3. you would be surprised how few players got anti-stun skills. they mostly get debuffs, attack/speed buffs and heals
  • Telarith - Sanctuary
    Telarith - Sanctuary Posts: 1,417 Arc User
    edited September 2009
    59 skills:

    Myriad - 50% chance of 3 sec stun, or 50% chance of only 1 spark. Most would prefer the stunning extra than saving a spark. Opinion based mostly, outside of specific roles taken.

    Glacial - Demon. Getting guaranteed critical hits for a while trumps the chance of only 1 spark cost. If you're even using a 59, you're going for spike. And criticals will work with that.

    Heaven's - Demon. While it may only be 3 extra seconds of double amped damage, the way your axe skills work means that you basically get double the number of AoEs hitting during it. And considering it is usually used in groups, it is an extra damage boost to all their skills too. Heaven version isn't even close to beating it.

    Drake's Breath - Demon. Very unlikely to see use either way, but with just 5 seconds of attack a demon fist master will have already made up for the lost 2k fire damage with just 2 atks/sec. And that is low end of attacks, most likely beats sage in 3 or less seconds.

    Axe Skills:

    Fissure - Heaven. Not really impressive for solo either way, but combine with a wizard's Undine Strike for some very impressive damage for them while you stunlock. The demon upgrade isn't worth mentioning mostly.

    Highland - Heaven. The chance for critical is good no matter what, faster attack really doesn't help unless you're doing normal attacks. So unless weapon swapping, not worth it.

    Drake - Demon. Extra stun makes it less reliant on a chancey skill for stun lock. With this, doing 30+ sec stuns without relying on Aeolian is easily doable.

    Sword Skills:

    Atmos - Demon. The chance to reduce a high evasion target's chance of dodging other player's attacks will be helpful. Slight chance of chi is not.

    Spirit - Heaven. Slight chance of chi isn't as good as guaranteed better DPS. Not too much of an effect, but every little bit helps.

    Mage - Heaven. Unless it's a large AoE, not really AoE. Few people stand in one spot, and AoE'ing groups of hybrid mobs isn't such a good idea. Either way, this skill doesn't see much use.

    Spear Skills:

    Meteor - Demon. Heaven may have 50% chance to interrupt a skill, but they can go right back to another skill. Demon is 33% chance to stun, and stunning interrupts skills as well.

    Farstrike - Heaven/Demon. Kinda mixed; heaven deals more damage, but demon increases its range. And considering its role is for the specific purpose of ranged attack, demon is more towards furthering that goal. However, heaven version has a sizeable increase in damage, leaving it pretty even.

    Piercing - Demon. 50% more range means demon hits more targets or more distant ones.

    Fist Skills:

    Cyclone - ?. Not sure yet, depends on how much -interval the 15% and 20% respectively translate to, and what ceiling they have based off of existing gear. There is a chance both will end up giving the exact same boost, which means heaven would be better for longer duration. Using it tends to slow down DPS anyways, unless used as an opener.

    Shadowless - Heaven. Reduced cooldown makes it great for continuous interrupts on bosses. Demon AoE is 3 meters, which isn't worth mentioning.

    Vacuous - Demon. If you're even using this, you really want to slow someone down for some reason; enough to waste a spark on it. So 25% extra duration is better.

    Melee Weapon Skills:

    Drake - Demon. By far, demon is much better. Considering AoE is usually a large number, minimum 15 if serious, you'll be gaining lots of chi each time it is used. A demon using this in rebirth or solo/duoing, will easily earn more chi than a sage even with their celestial skill.

    Fan - Demon. Increased range means hits more when they aren't all aggroed on you in melee. Seeing as how it's not a primary AoE anyways, increased cooldown is negligible. Maybe better for no-axe using BM's who only like to grind their xp.

    Ocean - Demon. Extra damage vs a small chance of freezing the enemy. If you want 'em frozen, you'll be using a different skill.

    Drake's - Demon. Increased range beats cooldown. You're melee, not ranged. If this is being used, it's because the target is distant or running away. Distant you're closing distance to assist, running away you won't be able to hit Drake's Ray again anyways. Plus Far Strike and Spirit Chaser will be primary anyways.

    Aeolian - Heaven. Extra damage beats faster cooldown on a skill that doesn't get spammed on recharge.

    Stream - Heaven. Slight chance of heal isn't that good, and if you're using this skill at all, it'll prolly be used more than once. So reduced chi is worth it.

    Draw - Demon. It might be slight, but the reduced duration means about 100 extra dmg per tick. Not used very often anyways. Unless used as a 2 skill combo to speed up DPS.

    Tiger - Demon. Becomes the shortest cast skill, meaning it can be used as a last skill in a 2 skill combo for shortest interval between damage.

    Buff Skills:

    Golden - Heaven if lazy/cheap, Demon if not caring about cost. Since it can be re-applied, spamming golden every 10 secs means comparing 150% phys def buff against a 90% one. Obviously, demon is better in this case.

    Alter Marrow Magical - Demon. Allows for constant use of skill during pvp, without crippling against physical. With how many phys def buffs there are, with celestial skill bonuses in addition to normal ones, the mag def boost is well worth the cost of phys def.

    Alter Marrow Physical - Heaven. If you're using this, you are pretty much fighting against physical damage only. Meaning there isn't a down-side to either one.

    Diamond Sutra - Demon. Extra crit vs an extra 1k health back over time. I know alot of people read the 50% boost as total health, but just looking at the skill shows the difference of wording. Unless it was just poor editing, heaven's low chance of some extra health just isn't worth it.

    Roar - Demon. Guaranteed stuns, faster cooldown. 10 less chi to use it isn't good enough to beat that.
    Fist are the worst at PvP AND PvE, if you disagree, as I said, take it to PM's or make your own guide. Go here if you want to debate about it. - Lyndura

    Get a High lvl Fist warrior use it, Restat to axes. GG - complexx

    :NOTE: These signatures are to forever immortalize, how stupid people can be.