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Thread: Diz's PvP spec!

  1. #21
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    If it's an consolation, my only other char is a M/S regen mage. So in a holistic sense, I am hedging my bet [this build] in PvP with the status quo backup of the M/S regen build on my other char. If one build is better, I'll prolly run with that for PvP.

    My build isn't really focused on H/S, as many assume, it's mostly just about survivability, which I believe will be a key factor for enchantresses in initial focus fire. My main concern for the viability of enchantresses in general, hinges upon their ability to take 2-3 people spamming at them in the initial phase of combat. If this build was to survive that initial focus fire, then my team would surely have the upper hand. This assumption is what the entire build is based upon, and I suspect the same theoretical logic is in place for the other variations of tank mages.

    I do plan on switching the weapon for a M/S sword. I even took a look at NPC wands for lower levels, because I might be able to grab one with my 61 INT - lowest wand I could find on an NPC required 88 mana, though. For the current level cap and general maturation of the game, I feel that a base of 12+ H/S, 250+ HPs, and at least 5 M/S would be the most effective setup.

    I know you're not bashing, you're just questioning - which is both good for discussion and necessary for thought provoking innovation. When we take the time to brainstorm and talk over untested concepts like viable builds for PvP, it helps all of us and I appreciate your exposure of flaws in the build. All builds have flaws, and learning how to minimize the weaknesses of templates is very important for all players - I mean, at some point, we're all gonna end up fighting pretty much every build a player can think of.

  2. #22
    Forum Adept Arjun's Avatar
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    Ummmm . . . .any thoughts on wot us Archers ought to be doing? [Spec/Attribute-wise . . .jst thought I'd add. . get the cover the rest of the team and shoot at the other guy's bit of course].

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    Guardian of Alterra Royce's Avatar
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    Quote Originally Posted by Arjun View Post
    Ummmm . . . .any thoughts on wot us Archers ought to be doing? [Spec/Attribute-wise . . .jst thought I'd add. . get the cover the rest of the team and shoot at the other guy's bit of course].

    You are here -> Enchantress Class Discussion

    You want to look here -> Archer Class Discussion

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    Forum Adept Arjun's Avatar
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    Yep, sure whteva u say holmes. . . thnks for tht. But was asking tha man for some inputs. Diz I mean.

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    Well, I've thought about archers a little, mostly in a meta-game context. I've played one to lvl 12, and I remember that it was fun to play. Obviously the archer is the DPS archetype with kiting and slight CC utility.

    If I was playing an archer in PvP, I am uncertain what spec I would use. However, I would try and keep it ranged. This would probably limit my DPS equipment options to bows, and shield + throwing dagger.

    In terms of specs or what stats to use, I'm not sure. I've considered it briefly, and then quickly realize I would be in over my head in speculation because I have not played that class beyond 12. However, seeing as archers are DPS, they could potentially be priorities in PvP for some groups or strategies. In this case, I might supplement my DEX with either M/S for more spammable utility, or more HP/armor if you find yourself being targeted a lot as a high priority.

    I've considered using a DEX enabled setup with enchantress - there are several viable options with the variations of Croc gear - but I'm not sure if it is something I'd personally be comfortable playing as.

    In terms of actual PvP tactics, I would try and play the archer as slightly defensive while focus firing targets and kiting anyone trying to attack me.

    Hope this helps Arj...
    Last edited by Diz; 05-15-2010 at 02:59 PM. Reason: Grammar error

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    Forum Adept Arjun's Avatar
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    Master . . .

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    Quote Originally Posted by Arjun View Post
    Yep, sure whteva u say holmes. . . thnks for tht. But was asking tha man for some inputs. Diz I mean.
    Okay, well it's still quite aways OT, but it's not my thread, so I'm sorry for trying to shoo you away

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    Forum Adept Arjun's Avatar
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    It's cool man. . .didn't mean to be clever myself. Jst pretty late. . .and u caughts me on the wrong foot.

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    All of the below is TheoryCraft, no one is really going to know the dynamics of PVP until we actually get to test it.

    When I hit 35 and started thinking about PVP I switched my Ench to a melee build. I was going to focus on survivability: healing and buffing my party while debuffing opponents-- being that "flex" person on the team that doesn't do DPS but is essential to a win. Melee build was awesome for PvE, when I switched to it I instantly felt more survivable running groups-- but one thing stuck out-- I used a TON of mana potions. Also, when I was attacking, if I had to move, I had to hit the auto attack button again before re-casting my spells. Since I was melee I was required to move into much closer range to do damage.

    I think PVP fights are going to be about movement and I think the key to Ench surviving a fight wont be Armor, it'll be CCing Melee and LoSing Archers. I'm back to a caster build now and I'm focusing on mana regen. I also think the buff and debuff spells aren't worth a single point and it's better to get 6 second immobilization spells. I could go more into it, if anyone wants to theorycraft let me know-- but I'm sure a lot of my ideas will change after the first few days of 1.2

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    Yes, the 6 second immobilizations are crucial.

    Personally the way I PvE is to just basically Frostbbite and Heal - that's about all I do. I never melee unless soloing.

    Yes, this is exactly what I am saying Edatx - mobility and CC and synching on called targets will be key. Whatever group can survive other peoples focus fire target dumps will probably be the best group, no matter what their specs are or what their classes are or items... even though they will probably all be geared.

    Our class is all about healing and CC / utility. However, our weakness is survival. The way I prefer to PvP in class based MMOs is defensive, so I attempted to make a build that could nullify some of the lack of survival [ala AR, HP, and H/S]. The other way of playing the character that I see as viable for my playing style is as other end game mages have been stating - a lot of focus on M/S. Both of these templates will be required to heal and CC like mad men, however they differ in that the M/S mage is better built for long drawn out group healing and my build is more focused to decoy as a target while surviving their focus as team mates go down. I really hope both templates are viable, but I wouldn't bet on either... yet.

    It's clearly going to be all about the CC and heal spam, while somehow not dying in PvP. Whether or not mages can manage to do that more effectively with less survival or more spam power remains yet to be seen. So early in the game though, it's worth decking two toons out to try both [or more] specs when the time comes for us to battle!

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    Alright, I've updated the thread with an additional spec along with gear. Thanks for all comments and I hope more specs are developed and more discussion comes... we'll need to start thinking about strategies and dynamic tactics for PvP!

    PS - I really mean it - thanks to everybody else for discussing enchantresses on the forums and in game, theres a lot more to this game than you think. Each update changes things and I hope they keep forcing us players to adapt and change and experiment.
    Last edited by Diz; 05-17-2010 at 06:23 PM.

  12. #32
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    Here is what I'm going to start out with and tweak as I go:





    I'm pumping up INT to 112 so I can equip my items and to get a good baseline for mana. The rest I'm throwing into dex for crit and dodge. I didn't want to throw 74 points into strength for ~36 hit points, I'd rather take the extra crit (pew pew).

    My skills are a little weird (because they're pvp based). I didn't take any of the debuffs because they only last for 8 seconds; I think Weakness is a good emergency debuff, but only when you drop 5 points. Also, we don't know what kind of damage modifiers are used for PVP: if it's the same as PvE-- fights will be over in seconds because archers are critting well above 50% for 200+ damage. In that case any debuff spells are useless because you'll be dead trying to get in range.

    I couldn't bring myself to put a single point into BoM (+5 str +1 Armor?!)-- BoV is a little nicer +25 health +2 regen for all party members. Going forward (assuming level cap is raised soon), I'll keep putting points into Manashield to get to the 12 armor mainly as an oh **** button. Better to be OOM than dead, and regen is pretty fast if I can get to a pillar

    I'll probably run 3v3 with two Archers (gonna team with different combos of bears and birds) - I think range will have a significant advantage because you can attack as you move. However if a 2h warrior gets you in range it'll probably be game over unless you pop mana sheild and fireblast.

    -edatx

    PS - Why does wand damage sux?

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