And personal insight on Scourge Warlock in PvP
- Post #1: Introduction. Race, atributes, powers and feats.
- Post #2: Gear, boons and weapon/armor enchantments
- Post #3: Tactics against the other classes.
- Post #4: To summ it up
*Permanently under construction and will be up to the changes.
SW is an underdog of PvP but yet there are people consider this as “hardcore” challenge which is absolutely true. PvPing as a warlock is not a smooth walk in a park and often people just give up and roll some cheesy-easy class which is understandable, noone wants to be a try-harder that constantly gets beaten and grinded into pieces. We are very squishy, despite CON is our main stat, our shift mechanics is not the best in the game forcing us to take all they have got, our cast time is as slow as drunk behemoth and yet our best DPS tree works agains us because one <font color=”orange”>HAMSTER</font> avalanche boon (icewind campaing tier 5). CW’s often burn us through our tab with countless Storm Spell multiprocs, if they don’t Entangle Force>Repel>Ice Knife>Disintegrate and one rotate us first. High deflect TRs/GWFs/GFs/HRs just make us choke on our dot because of high deflect chance and intense DoT… those stupid reflecting boons zzzZZ! And to be honest most of the pvpers think we are a cereal on a plate/free kill for them. Brings a lot of pleasure to look at their curses when they can’t do anything with their cheesy BoTMs (I curse a lot at them too lol) .
My ingame name is Misery [email protected], I am Soulbinder Fury warlock and this is my “Fury Soulbinder PvP guide. I’m running a fury build even though some say it’s not as good as it used to be (people often say things) since there is a commonly known problem with one of damage reflecting boons in this module. Yet I did run around with temptation/damnation builds for some time in m6 too and didn’t like it, neither they provide enough survivability nor DPS compared to fury. I heard some people get dizzy and pass out becaus of temptation SWs though
I used to do a lot of PvE in m5, soloed all dungeons, got bored and decided a bigger challenge – PvP. I am not the best PvP warlock out there but yet here is the leaderboard stats I had in m5:
P.S Yeah, I do trashtalk a lot, I hate some entire PvP guilds for the way they treat outsiders but I never exploited that kick thing. Oh and I usually just pug matches, since neither I have a regular premade nor much motivation to do them. Besides I believe that premades playing style has a bad influence on my personal battle awareness and skill of playing warlock in general.
Also, I encourage you to join us on “Warlock_community“ channel ingame if you’re looking for some fast advice or just want to share some thoughts you’ve got in mind.
The Pros of PvP as SW.
[*] Very good mobility and almost permanent stamina for temptation builds.
[*] Has relatively good damage burst.
[*] It’s very challenging and rewarding.
[*] A sure win in long battles if played right[
[*] A counter to protection oath paladins with a proper build
The Cons of PvP as SW
[*] Lack of dodge.
[*] Very vulnerable to CC effects.
[*] Lack of defensive mechanics.
[*] Shift ability is very lag unfriendly. And not responsitive
[*] Very long cast time.
[*] Low chances against the properly spec’d classes.
[*] Very frustrating experience sometimes.
[*] Extreme vulnerability to avalanche damage reflecting boon.
So, that concludes we are the worst pick for PvP and somebody playing should rely on one’s personal knowledge, awareness and cunning rather than broken game mechanics, because even those bugs/broken mechanics we have currently have backfire for us in a very bad way. Still, a warlock with high crit and lostmauth set could be considered a counter to protection oath paladins, which is pretty much the most annoying BS in domination currently.
The very foundation of any PvP build lies in what race and attributes did you choose. To crit a lot, or to deal more flat damage and endure some incoming damage before you die, this is where everything starts in my opinion. Min-maxing is important for pvp.
Scourge Warlock’s main attributes are:
[*]Constitution 2nd best SW stat, helps us build more HP and thus better heal from borrowed time and lesser chance of getting oneshot by some TRs. Plus some damage bonus of course.
[*]intellect the stat that gives us more Resistance Ignored, better ap gain and faster recharge speed for our encounters. I’d say almost useless stat unless you want to have 60% resistance ignored for pve too. As for PvP it’s not much of a use at the moment
Currently, the BiS PvP SW is a glass cannon relying on critical hits and heal/extra deflection from sparks. There is a room for some lifesteal too, but I’d not recommend focusing at it until you get to bis or near bis lvl.
Here I am going to review races that are, in my opinion, viable for PvP. Of course there may be other opinions thinking that wisdom/dexterity bonuses is not a waste and I am sure somebody will find a build relying on those attributes in the same way somebody built permastealth rogues with INT maxed before the buffs once but at the moment I am sick of my own vague ideas that only did me harm and don’t want anyone to experience the same :X (failed with high recharge speed perma cc build. Harrow storm went broke, gg cryptic left me broke)
Tiefling: best choice for PvE and arguably a good choice for PvP. Good attributes roll for CON/CHA allowing us to maximize it, plus extra damage against target with less than 50% hp. Oh and infernal wrath racial feature stacks too, reducing opponent’s power and thus reducing some incomming damage too.
Human: 3 more Heroic Feat points but lack of 2 extra attribute points. Good race pick if you think that 3 more Heroic Feats would be better than a lose of 2 Attribute points. Up to you.
Half-elf: Weird but yet viable choice for PvP warlock because of the race attributes. I’d only pick the race if I liked half-elves too badly, otherwise human or Sun/moon elves just look better on a paper.
Sun elf/Moon elf: Good attributes bonuses, extra CR. Don’t like halflings but want some extra control resistance badly? Go for it, like I did.
Chromatic Dragonborn: very good choice for PvP soulbinder warlock. Increased stats and incomming healing boosting our regeneration/lifesteal/soul sparks healing. Can’t do wrong picking this one unless you can’t afford dragonborn pack or hate lizard-like look, which I do :X
Metallic Dragonborn: same as dragonborn, just with extra HP pool instead of extra healing. I say not bad, I think somebody could build up to 150k HP with the help of the racial feats in this module.
When I had conversation to other warlocks in m5, I always said that if we lost Tyrannical threat and MC/AD set in PvE our class would turn into single target dps mediocre and something very similar to pre buffs TR in PvE simply because there are no other options to compete with the other classes, too squishy, too slow, underperforming. PvP only proved it to be true. There are soooo many useless powers and powers that have a great potential but long cast animation just simply kills it all.
As for paragon paths, I believe that Hellbringer is more of hardcore PvE party as it simply lacks of survivability, badly. I’ve tried running PvP with this for a while and it always paled comparing to soulbinder especially in long fights. Maybe in premades with good DCs/OPs Hellbringer would shine but in solo queue…Misery was not impressed with the offerings of the nine gates 😛 Does not look like we can net much hellish power for our souls nowdays though…
So yeap, soulbinder is the best viable option for us at the moment, the only issue is building/keeping sparks up which dissapears once one gets lostmauth set and some crit.
[*] Dark Spiral Aura: I liked this one when I had artifact weapon with bonus for dark spirals, sometimes I could hit my target for 30k in PvE and like 15k in PvP with 3 spirals. Damage is necrotic which really good too but it’s slow and you gotta kill somebody to refill them, that’s unpleasant. I’d not consider using it without main hand artifact weapon bonus or at all.
[*] Hand of blight : Slow but powerful necrotic at-will and has great debuff potential with artifact weapon. I always use it when I built 30 sparks and lack stamina to make a gap with melee oponent like GWF or TR that have no avalanche.
[*]Essence Defiler: Our main at-will, you spamm it, you get tankier and heal fast. Works very good with Hadar’s Grasp. Empowered Hadar Grasp > Essence Defiler combo> HS>KF>Combo again>Brood of hadar. Voila – almost full sparks if you are lucky enough with critical hits.
First of all, I’d like to say there is no UNIVERSAL rotation for each PvP match, yes we have very few working/viable encounters but you have to choose careful between some CC/burst damage/reflect damage and survivability. I’d also advise you to look at your oponents before the match has started, make some guesses on what is going to happen in the match and decide who would you want to take down first in team fights. Predicting enemy’s behavior is a big factor, you’re not going to win just mindlessly zerging everything and when you can’t win a fight, you should try win a BATTLE. Even if you will die like 50 times a match.
- Killing Flames: very good encounter against targets lower than 80% hp with some weird cast animation sometimes allowing, with good timing, hit your enemies right after they dodge since there is a small time frame for “guaranteed” strike. That frame rate is longer for CWs. Murderous flames in fury’s tree makes this encounter even more awesome.
- Infernal spheres: This encounter has very low damage but it has a chance to ignite your targets with lesser curse( Lesser and normal warlock curse stack). Besides you can cast it while shifting and it TRACKS INVISIBLE ROGUES/RANGERS! Making it alarm kind of encounter. Tenebrous enchantment, boons and feats proc from this one, so it’s damage can skyrocket sometimes with curse and the smile of Tymora (RNG). I’d say it is not as good as it used to be in m5 but if you’re in need of taking down a rogue in 1vs1 – this is could be a good encounter (currently bugged and doesn’t crit at all though.
- Vampiric Embrace: Has really low damage and suffers a lot from HD, but it’s cast time is the shortest of all SW’s encounters. I rarely use it in PvP, probably only when I need to hold enemy node from low geared/pve spec’d pugs. Bad/troll choice
- Dreadtheft: lovely PvE encounter and works well in PvP sometimes if your enemy has a lack of CC or you managed to dodge everything they had. It also tracks rogues in stealth. Just choose to use this carefully. (you can cancel it’s cast by hitting the button for this encounter again)
- Fiery bolt: Only used this for soloing the daily dungeons in PvE, would never slot it for PvP. Fire damage, long cast time, no additional effect = useless unless there are 18k hp green pugs running around.
- Curse bite: Curse bite. Ooooooh what a great anti-rogue and overall annoying potential this power could have if not one thing….you don’t see target – you can’t Curse Bite it. Also, it has no range and works as long as you see your enemy lol
- Harrow Storm: One of our main CCing encounters, sends our opponent into air and leaves them prone. Too bad CWs can cast a whole rotation at you while you attempt to cast harrow storm at them…(currently broken and doesn’t prone people on curse consume)
- Warlock’s Bargain : Good encounter, good DoT damage, reflects 15% damage dealt to us at the target, works as separate unmitigatable layer of DR and works as a curse that allows you to build 5 stacks of DT. The only Problem is it takes 15% of our current HP, highly recommended to use it as first encounter in a fight (especially with TRs) because the more hp you have, the more hp you will be able to reflect at your attacker. Heals a little during it’s duration too.
- Wraith’s Shadow: Honestly this encounter needs a small buff, because overall it is not as bad as people usually say. Often it do some decent damage with it’s DoT and also allows you to immobilize (the most dumb kind of crowd control if you ask me) your target for 1-2 seconds depending on their tenacity/CR. All well geared PvPers build a lot defense so DoT and CC usually is nulified turning immobolize effect into interrupt. Pass on this one.
- Blades of Vanquished armies: useless encounter power, would make a good anti-rogue measure but it is canceled on any sort of CC.
- Pillar of Power(hellbringer): A joke of an encounter, buffs the damage output when somebody steps on it. I think it should be reworked into something like icy terrain of CWs or has it’s AoE increased by at least 200%, with root CC effect following after somebody steps in. At the moment, it’s near to trash encounter both for PvP and PvE.
- Soul Scorch(soulbinder): Nice encounter, massive DoT at 5 stacks. The only weakness is we have to waster our soul sparks to boost it which is lame. No soul sparks = no survivability. I’d only use it against paladins (we will cover this later)
- Hadar’s Grasp IMO must kind of an encounter, it’s dot is great, each tick brings weapon damage and also has synergy with losmauth set bringing 14 sparks just for one crit cast! Must have
- Arms of Hadar Interesting encounter with prone effect and very low CD. However, it’s AoE seems to be unsynchronized. Very situational encounter which could be a main power for perma cc lock.
- Brood of Hadar: Fast cast time, CC, necrotic damage, hard to dodge. Makes it a very good daily power for PvP.
- Accursed Souls: Supposedly a good AoE daily against rogues if only it’s damage wasn’t a joke.
- Flames of Phlegethos: Longer cast time than Brood of hadar, fire damage, no CC. Never liked this daily power, probably would never use it even if I respec’d for temptation. It’s only use is to mark rogues in stealth for a short duration with shift cancel.
- Tyrranical Threat: Something that used to make Cuntroll Wizards cry about us in PvE. It’s only use is to mark IWD golems in OPvP, stack DoT and literally melt any TR troll comming near by since golems take more damage than players. Useless to power if you intended to use a player as a beacon of dmg from TT.
- Gates of hell(hellbringer): It’s animation is cool. It’s effectiveness is zero.
- Immolation Spirits (soulbinder): Consumes all our soulsparks to spawn some immolation spirits to attack our enemy with fire damage. Those spirits can die easily but make a good shield sometimes. I’d say spawn them in the start of the fight where you don’t CC from Brood.
- Shadow Walk: increases our shadow slip speed. In my opinion, must have. Allows to make a gap between you and your enemy minimizing loss of stamina. Basically making slipping cheaper for us. Besides, there are often situations when you can’t kill your enemy so you just pull Grand Turismo on them if you think it’s ok
- Dark One’s blessing: Heals us a lil once we kill an enemy. Useless not just because of HD but the ridiculous ammount of heal it gives. Pfff…
- Deadly Curse: could be a good choice but the damage is kind of low even though it’s necrotic. 3k base is laughable.
- Warding Curse: Decreases the damage output of our enemy, works good with 4 stacks of artifact weapon and hand of blight. (had some test with a fellow oneshotting rogue in m5. Normally he hit me for like 30-40k HP with First Strike class feature, after debuff that damage went to 12k-15k lol). Beeesides, offhand feature gives it some CC, slowing our enemy’s speed by 25% and this effect IGNORES TENACITY and is not subjected by duration reduction. All in all shadow slip/borrowed time/dark prayers proved to be more useful for pugging.
- Flames of empowerement (hellbringer): increases our damage output when our daily is up. Good encounter for PvE not bad for PvP either, when you build for a glass HB cannon. Daily or damage bonus, the choice is yours.
- No Pity, No mercy(hellbringer): Hellbringer’s permanent class feature. Grants your combat advantage when you crit your target thus allowing to land some nasty numbers. It is as good for PvP as it is awesome for PvE, for HB warlock.
- Prince of hell(hellbringer): Do you feel you need more depressed ArP STAT? Do slot. (don’t)
- Borrowed Time(soulbinder): The class feature that makes SW regenerate HP rapidly at 30 souls sparks. A must have for PvP soulbinder. Make sure you have that offhand feature increasing deflection chance by 15% percent at 30 sparks too.
- Dust to dust (soulbinder): Refils AP meter while our soul sparks heal us and increases our damage by 5% max with offhand feature. Something you should go for if you think Sigil of the Devoted is not good enough.
- Snuff out (soulbinder): When a target dies nearby, grants us a soul spark. What kind of joke is that? USE-LESS
- Dark Prayer a choice for a warlock that is in a desperate need of holding a node. Grants you 12.5% unmitigatable damage resistance after 50% hp threshold (plus some lifesteal chance too) allowing us to reach 80% max mitigation that is not piercable with armor penetration.
- All-consuming curse looks interesting but currently not much of an use. Need more tests and ideas perhaps?
Not going to leave a word on Weapon Mastery, Toughness as these are obviously must have and Battle Wise and Scornful curse as these two are practically useless.
Heroic feats :
Tier 1 :
- Energizing curse: Build 30% more AP while hitting your target with an at-wills. Good heroic feat if you don’t use Sigil of the Devoted.
Tier 2 :
- Shadow fold: allows us to consume less stamina while shadow slipping. I have 5/5 of that feat which allows to cover longer distances before I run out of my stamina.
- Empowered Rituals: Encreases our damage with encounters. Allows to kill our enemy faster. Ignoring this heroic feat gives us an opportunity to invest more in Blood Pact of Cania or Devastating critical, which I don’t consider worthy as this feat would give us more rough dps in both cases.
Tier 3 :
- Determined Casting: Reduces our cooldowns on encounter powers by 10% at 5 points invested. I like building more soul sparks in between my rotations so I ignored this one and saved some Heroic Feat points for Desperate restoration.
- Desperate Restoration: This is what makes our soulbinder annoying when we have 30 soul sparks and our HP goes below 30%. More survivability! (AFAIK works with regen/lifesteal too)
- Soul Reaping: You want more lifesteal despite Healing Depression and feel like you got extra Heroic Feat points? Then go for this one.
Basically, here you choose between Devastating crit and Blood Pact of Cania. The choice should depend on what weapon enchantment are you going to use. Flat DPS over higher crit or vice versa. (Blood Pact of Cania is additive. I mean, your CON gives you 23% damage bonus if you have 28 CON and put 5 feat points into it, rather than 18%)
Currently, all top SWs are fury, despite avalanche being such a pain in an <font color=”orange”>HAMSTER</font> and damnation/temptation being an alternative for those who is sick of that boon tyranny and is ready to sacrifice SIGNIFICANT ammount of dps.
- Daughter’s Promises: deals necrotic damage to a target nearly recently slain. It’s not like we are going to kill a lot of people in PvP and 900 damage is not much with such “conditions”
- Critical Promise: a paragon feat to go for even if you don’t crit much, in any case this will grant extra damage more often than Daughter’s Promises.
- Offering to the Prisoner: gives us extra 5% damage after the target is killed, for 15 seconds. “After the target is killed”…that “if” is too big.
- Gatekeeper’s Empowerment (hellbringer): if you chose Flames of Empowerment as one of your class features then this is where you should put your Paragon Feat points in.
- Burning Soul (soulbinder): Increases our damage by 9% at 30 soul sparks. More bonuses at full stacks, yay!
- Infernal Wrath: it’s extra hard ArP that pierce through negation and tenacity. Got vengeful curse? Then this one is must.
- Helltouched: I think it’s not bad feat but not as good as comparing to infernal wrath since it’s only like 2% damage increase after mitgation.
- Killing Curse: not much to talk about, you attack cursed target, you deal 5% more weapon damage with this heroic feat. Not much but yet if you got no other ideas where to put your Paragon Feats – go for this one.
- Executioner’s gift: One of the best dps paragon feats in fury’s tree. You deal up to 15% extra necrotic damage as the target’s hit points diminish. Even if your encounter powers/at-will are not necrotic damage based (proc fury cap stone too)
- Brutal Curse: Deal 10% extra damage to cursed targets, must have for DPS.
- Murderous Flames: So, this is Paragon feat people often debate about. Some feel like the fact it spreads it’s damage among targets is not good, I say 30% more damage against single target is too good to pass.
I’d like to devote the 2nd post to SW’s PvP gear, enchantments, artifacts and boons that would help us improve our survivability. And yes, some of the boons are bugged like hell at the moment and seem like everyone is using them for an advantage. I do hope they will get fixed soon
First of all, unlike in m5 where we could get some tankiness from BI purified set, in m5 there aren’t any armor pieces that could boost our deflection/defense by great deal like before. Of course we get a ton of HP from Grim and Burning with lots of tenacity but still, boosting deflection/defense isn’t as effective as it could have been in m5 unless you invest in one of those stats really much which I’d recommend doing at bis lvl only.
Fury SWs main roll in this module is a striker, thus I find Burning Executioner’s set the best. Corruped Black Ice would probably do well too if fully empowered but it has significantly less tenacity on it so…
As for Grim/Burning Duelist sets, I think those should do really well for temptation build with INT and high recovery. There also appeared an idea of CC immune perma-WB temptation warlock with maxed recharge speed so burning duelist would might be a thing to go for. (mixing pieces for the stats you need most is nice too)
Weapons, rings, neck and belt:
As for neck/belt and rings everything is quite simple, go for what fits well in terms of stats. I’d go for AP generation necklace/cloak for fury/damnation and AC bonus for temptation. Sets bonuses are not very significant since the damage is not big, probably only Lathander is something worth mentioning but without Soulforged enchantment it’s pretty much useless. And Soulforged itself is not the best enchantment in use for PvP nowdays.
Oghmas Token is currently cheap but if offers so much – CC break and immunity for 5 seconds each 60 seconds at mythic, it’s just so good in the current PvP tyranny of crowd control . This artifact should make temptation build CC immune all the time too, even if somebody manages to CC you out of shadow slip.
Some PvP beginners use Ravenskull too, it’s not as effective as the artifacts above but it comes free and it gives nice ammount of temporarily hit points.
For stat boons I decided to go for as much crit and HP as possible. Higher crit = better sparks generation while HP synergizes better with SB warlock than deflect or defense because of borrowed time class feature. (unless you invest a lot in one of them). Also picked lifesteal where it’s possible, lifesteal heal becomes noticable once you reach 15%+mark.
As for non-stat boons:
ToD campaign: t5 boons, IMO there is only viable boon – Dragon Thirst. Since it’s +3% chance to lifesteal at first lvl is really a lot. In my case I have dark revelry feat in temptaton tree so the more I lifesteal, the more often I have speed bonus. Speed bonus is essential for warlock because it affects our shift ability allowing us to spend less stamina bar to make a gap from melee strikers. Dragon’s Fury is good for those who went for as much dps is possible. Dragon revival is great increase for healing, in other words, If I had 3 boon points for tier 5 I’d go for thirst/fury/revival (dragon grip isn’t noticable cc increase to be honest)
Sharandar campaign: t4 – Went for elven Ferocity. Elven tranquility is a good boon too but after all, SW is a striker. And that boons procs of all kind of attacks, including some other boons. t5 – fey thistle, hands down. Elven resolve +10% stamina regen is not bad but 3k dmg from deflection is proved to be much better once you get artifact off-hand for borrowed time class feature boost.
Dread Ring campaign t3 – illusion shimmer. Why? 3% deflect = 1200 stats, 3% ArP = 300 stats. Besides with 80% ArP resistance 3% is like 0.8% extra ArP. t4 – shadow touch, procs CD. t5 Augmented thayan bastion…this thing is broken, it’s better than t.Barkshield plust it reflects the damage back at the attacker and MULTIPROCS, what.
Icewind Dale campaign t1 – AoE resist. Supprisingly, some attacks like Indomitable battle strike of GWFs or Daze Strike of TRs is an AoE. But I still picked combat Advantage bonus for some more dps. t2 stamina gain is not too much of an use for SW due to 2 second delay on regen for so I went for incomming healing. t3 both crit severity and extra recovery is good. A lil bit higher recharge speed or more damage? I picked recovery. t4 cold shoulder is bugged, unlike stated in the tooltip it reduces any hit by 2k for 10 seconds. t5 avalanche is bugged in the same way like thayan bastion and procs weapon enchantments and other boons, disgusting feat yet it’s must
*Included only those I consider viable.
- Vorpal: is a choice for synergy with lostmauth set. Even with 40% tenacity it’s still good, since 147% (p.vorpal + boons + class features + base crit severityO – 40% would still be 85% extra damage on crits.
- Terror Enchantment: Honestly, I find this one overrated, the only thing that makes it good now is it’s root procs more often than 10 sec. It’s also proc’d off avalanche. (that’s probably where some “roots” out of nowhere come from)
- Plague fire: not the worst option, some defense debuff included.
- Lifedrinker: necrotic damage, procs CD like terror and increases lifesteal chance, not a bad enchantment overall plus it sometimes allows to lifesteal twice on once hit (no eta on fix). Cheap alternative
- Holy Avenger: good one, heals plus extra unmitigatable DR, makes a good premade enchantment if somebody else has one. Wish it’d proc more often though.
- Soulforged: our second life, it procs, we revive and get free from all negative effects to strike back/fly away. In m6 is obsolete without lathander set though.
- Bloodtheft: is not bad, procs our Creeping death (CD) capstone and heals a little bit. Not the best enchantment still, cheap alternative.
- Negation: the best enchantment for PvP imo, grants 30% extra DR at perfect quality. Combining shadow slip DR, tenacity, damage debuffs from our powers make SW as tanky as armored bulette. (add dark prayers and it will be even better)
- Elven Battle: helps a lot against root and CC effects like entaggling force hadar’s grasp, also grants 30% stamina regeneration at transcendent quality. Yet, very situational.
[*]Feytouched: buffs your damage, debuffs damage of your opponent. At the moment considered to be BiS. It also buffs lostmauth’s set damaga ticks for some reason sometimes showing really ridiculous numbers. Got lots of AD – go for feytouched.
Also, I’d recommend you get one tenebrous enchantment for one offense slot. It scales with damage and proc Creeping death, no other offense slot will help you more with DPS than this one. However, using more than one would be useless since CD for this enchantment is universal.
…Or “OMG my team is so busy, they sent me to our base node fight a broken perma stealth Skilful Executioner TR Q.Q”
So, currently we are probably the weakest/the most underrated class in the game which is probaly due to lack of tools in our powers list that either don’t work or useless or work against us. We have no protection from piercing damage, can’t survive burst damage and absolutely vulnerable to avalanche boon which often procs 15 times in a row instead intended 1. Sometimes at first I can’t even say if the DC I am trying to stalemate is righteous because that boon TICKS SO HARD. Anyway, here I’d like to share some basic tips on fighting the other classes with or without avalanche.
Most of the good rogues will usually aim for your base point and occasionally roam 2 while your base node is captured. And most of the time when your team has no rogue/cleric or op to counter him/her you have to play a sacrificial lamb which is frustrating but yet, important part. Just remember- be aware of the rogues will always come back. In other words, never relax when you fight a rogue and I highly advise you to learn TR rotations and how do they work.
It’s very hard to kill well geared/experienced rogue of any tree. Probably scoundrel rogues is the least annoying tree as with some good timing you could manage to shadow slip all their CC. While executioners, even mediocre geared, can just destroy you with one single SE, luckily enough they are not as popular as before. Saboteurs remain in stealth most of the time and refil their stealth so easily that they barely even use Impossible To Catch, those that do are immortal, literally and very hard to kill.
Anyway, here are the encounters I usually use against rogues depending on the situation: Infernal Spheres, Dreadtheft, Killing flames, and warlock’s bargain .
Infernal spheres: broken, doesn’t crit but should still create some stealth reduction for permastealth TRs in many cases when you can’t even have a second to DT them before they roll into stealth.
Dreadtheft: It’s simple, while trading hits with TR in a fight wait for them roll out of stealth and DT them the second they stop to throw Shadow strike at you.
Killing flames: this power has some weird cast animation, for some it’s easy to land on a rogue in between the dodges. Makes relatively not bad damage on rogues with non-empowered ITC too (they are gonna stealth or dodge after that so why not <.<)
Warlock’s Bargain: Best encounter against them, if it crits out of their ITC, they are so screwed usually so try to catch them by a surprise and apply this encounter first in the fight.
Rogues never play fair, you damage them too much – they pull Grand Turismo on you. They bloodbath you making themselves immortal. They Shocking Execute you for 50k+ even when your HP bar is full. So I encourage you play in the same way, use all dirty tricks you know. Fighting on a pillar/ fighting AROUND the pillar. Show them you’re not a cereal on plate or easy kill, make them being ashamed of themselves rolling cheesy BOTM and not able to do anything. Oh and yeah, prepare to play aggressive and die a lot.
With M6 the class has been buffed so badly, the damage of some certain GF is just overwhelming. And avalanche boon is making it even worse. Anyway, there are currently two BoTMs for GFs – Swordmaster and Iron Vanguard both usually with conqueror tree. SM casts one of the most annoying CC dailies allowing to pull a whole rotation on you easily (which you usually don’t survive) and IV with double marks (tab + threatening rush). GFs Marks is Hard ArP so it it allows them mitigate both negation and tenacity. Some of them also love running around with into the fray increasing their speed by a great deal and making them kind of maniacs that hit me for 44k through shadow slip BASE DAMAGE. It’s hard to fight such monstrocities for a SW tbh, especially when 90% of GF population runs avalanche boon and hard lock.
Anyway, here is what we can do to attempt to kill it:
Catch them off guard, HG + WB them dealing as much damage as possible, trying to provoke all their CC so it hits our shadow slip instead and CC them during their vulnerability frames (before cast of Into the Fray or trying to fool them shadow slipping around)
If the GF got avalanche and know what that thing is doing to SWs, it’s pretty much GG. Fighter’s recovery + avalanche = immortal GF (I am not joking, it heals them better than any cleric lol) and tons of laughs into SW’s face. Meh…better have somebody else around fighting a GF you failed to 1vs1.
Even with recent minor tweak to spellstorm CWs still melt faces, especially renegades. There are two most viable pvp builds for CWs : renegade and thaumaturg. Renegades get ridiculous passive heals for party, 30% damage increase or 30% extra critical chance and broken combat advantage from nigthmare wizardy. Thaumaturgs generally have higher recharge speed and more control. (some CWs go renegade with spell twisting from thau tree so…fkd up).
To fight a CW, first of all, we should remember that they have significantly shorter cast animation of any encounter and able to burst us down without letting us to strike back and then just repeat it all over again a couple seconds after. So, before entering a node with CW you should make sure you dodge their repel and entaggling force at first and then HG>WB>KF them, trying to burst down as fast as possible and then shadow slip back out of range or behind a pillar allowing your encounters to recharge (they have faster cd recharge remember) then repeat. So, usually there should be a chance to kill an equally geared CW if you’re lucky enough with crits and didn’t let them to burst you down fast first. Ogmha cc breaker should help too.
There are two popular builds for DCs: “Oh don’t poke me, I am laughing!”, and “Alright, I just DoT you for 4k a sec non crit”. In the state clerics now they are something very similar to the title of messiah. Tank cleric usually is a sad picture on 2 when your team got no pushes/lack of CC. These clerics sometimes are capable of carying entire party even GS difference is quite big. DPS clerics are something similar, the most ridiculous ones I’ve seen just stand on astral shield and spamm brand of sun. Hopefully righteous clerics are not as popular as they were in m5 but still…gosh
Tactics for tank clerics: in team fights try to CC them as much as possible. Time their Astral Shield casts and CC them with Brood of Hadar and then use HS to send them into air and hope your team has enough to kill that cleric TWICE, as most the time they have Gift of Faith on them. As for fighting a faithful DC 1vs1 on a node – probably no chance against BiS/good geared DC. That was also a reason I tried to build a perma control warlock.
DPS clerics: well, these guys are very vulnerable to CC and don’t last as long as their tanky brethren. Try to provoke them to use Astral Shield (if they got one) and then CC and attack them with what you have. WB works well too, just make sure they used break the spirit already.
Some of them could go into stealth with forest ghost so when they do you’d better make gap between them (you can still see them moving in it though, they leave a trail of leaves after them in stealth).
Also, if HG/WB crit loop DOES burn OP down but not effectively/fast enough you could also try using HG+WB+Soul Scorch rotation agains them. Just make sure to curse paladin before each cast of SS. Tyrannical threat could be handy too, that way you’d not need to apply curse each hit besides with the maddening speed of sparks generation it allows you to build monstrous dot, I doubt any protection oath paladin is able to endure that if they don’t have their daily + some buffs up.
What does one need for a cheesy PvP SW build?
1) Lostmauth set (must atm)
2) As much critical strike as possible. Sparks generation, lostmauth set loops and more damage.
3) Ogmha’s token of free movement and Wheel of elements artifacts
List of hard DR powers/enchantments:
1) Negation and holy avenger
3) TR’s ITC
4) Warlock’s Bargain
5)Briartwine (used to be similar to wb, not sure about now though)
6) CW’s shield
7) Astral Shield of DCszzzZZ
8) Unstoppable of GWFs
9) SW’s Shadow slip and dark prayers
10) OP’s shift, Shield of faith daily and NaNNaN number of encounters.
11) Inspiring defense boon
Hard armor penetration that pierce through the things above:
1) Mark of GFs/GWFs. Iron Vanguard TRush + tab, do you feel how are you screwed now? 44k bullcharge through shadow slip non crit.
3) Paragon encounters of Divine prophet DC
4) Ray of enfeeblement of CWs. They don’t use it though so oh well
5) OP’s vow of something, can’t recall the name exactly.
So GFs/GWFs have both tankiness and the best hard RI at the moment. Piercing damage is no brainer.