PoF Elite spec feedback based on spvp

PoF Elite spec feedback based on spvp

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Posted by: Kuya.6495

Kuya.6495

Firebrand:
1. I found that playing it as mostly a support class with some burst condi on the side was the best way to play it. Using sage amulet and focusing on opportunities to provide your allies with resistance, projectile denial, condi cleanse and healing. And when possible, go into justice to burst condi.

2. While playing support seemed like the best way to play firebrand, the mantras weren’t very good for support. I found myself using them mostly for myself than for allies. I think that either making than aoe centered on the guardian or increasing range would be a good idea if mantras are intended to be used as support. The cone range is just not practical in spvp.

3. Axe seems to work great with permeating wrath and easily stacks 10+ burns just with the auto. But when playing support, there was rarely a chance to actually use the axe. Axe is probably best if you focus on playing firebrand as condi offensive or in pve. My only complaint was that the symbol was as annoying to use as the mace symbol. I felt i got more out of the axe with the auto than ever using the symbol. The symbol on axe could either use a lowering on the animation cast time or giving the symbol quickness as a boon to make it worth waiting so long to drop it.

4. Tome of resolve was the weakest tome to use. I felt like i rarely ever had a reason to use it and it was a waste to get into it even though i was playing support. I didn’t feel like i healed enough and the 3 skill on the tome was pretty useless considering what you get from justice and courage. I think to make it a worthwhile tome to use as a support class, the healing power contribution for tome of resolve should be increased. Additionally, i think skill 3 could use resistance as well or some other defensive boon to make it worth using. Resistance makes the most sense since you can drop it first to stop condi damage and give you time to remove them with skill 5 and 2.

Spellbreaker:
1. I played it basically as a stunlock warrior. I went dagger/shield and hammer. Traits were defense, discipline and SB. I really liked how i had a response to every playstyle. I had a response to condi users, ranged users, and power dps. Cycling between full counter and the burst skill seemed very fluid. It was easy to keep enemies stunlocked since daze and stun immobilized thanks to a trait, dagger 3 ccs, dagger burst ccs, full counter ccs, then i can switch to hammer and have access to 3 more ccs and these ccs strip boons and when they strip boons they do damage and i gain adrenaline. There was some specific synergy where if there was a group of people and you used hammer, you could use hammer burst and full counter back to back since the trait that gives you adrenaline for boons removed seems to have no icd and the hammer burst removes boons from up to 5 people so that’s 10 adrenaline, and full counter dazes so that’s 10 adrenaline too. Additionally, it felt like spellbreaker was the only class i could use that let me get close to a scourge and kill it without being ripped apart by shades.

2. I actually have very few suggestions for spellbreaker since i felt it was very balanced. Maybe what could be looked at are its utilities since the only one i took was featherfoot grace and the rest were stances.

3. Sight Beyond Sight was useful for chasing down deadeyes, but i felt like 2 charges was very little for how often they can enter stealth. I suggest 3 charges and an increase to its radius, since they frequently ported away from me before i had a chance to get in range to use the skill.

4. Imminent threat could use some boon removal and a lower cast time. It looks like something you might use to prevent stomps or rezes, but when you have access to full counter and hammer, this utility seems pretty bad. If it had a count recharge mechanic and boon strip and was instant, it might be the go to utility for stopping rez and stomps.

5. Not really sure what do with Break Enchantment. You already get so much boon removal that it seems over the top to take this trait and i’m not sure anything is wrong with this one. It’s unblockable and raises your damage. I guess switching it to 1 target as opposed to 5 and giving it like 900 range or something would give it something that you don’t already have with the rest of your kit. Long ranged boon removal.

edit: i’ll post about scourge and mirage later.

(edited by Kuya.6495)

PoF Elite spec feedback based on spvp

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Posted by: Nighthawk.4687

Nighthawk.4687

My only issue with spellbreaker is i feel that Full Counter does to much, it’s on a 6 second cd (when traited) gives stability, resistance (when traited), stuns, blocks an attack, gives an evade frame, is unblockable, and crits for like 4k with a demolisher ammy.

IMO that is way to usefull to be on a 6s cd.

PoF Elite spec feedback based on spvp

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Posted by: Kuya.6495

Kuya.6495

Scourge:
1. Played it as i would play condi reaper and found that both it sustain and damage are higher. Placing shades on a point turns that point into no man’s land. They function as mini plaguelands. The sustain i felt was higher because you had a alot more flexibility in kiting. You can use shades along your path to slow down the enemy. You can teleport away from your target and then play keep away. You can leave a trail behind you that both burns and cripples. It felt like it was too dangerous to chase a scourge. Oh, barrier also felt like a good sustain tool. The problem with shroud was always that once it ran out you were a sitting duck. Barriers on the other hand can be reapplied much more frequently and they can be used whilst being cc’d.

2. The class’s one clear weakness is ranged dps. Probably the purpose of Deadeye. As far as i can remember it has no native projectile hate. Since ghastly breach already looks like a bubble, consider adding projectile destruction to it.

3. Sand swell is great but it feels a bit slow and i feel there is no reason why the range can’t be 1200. The skill seems to be bugged though since it clearly lasted less than the stated 20 seconds.

4. There seems to be a bug where the icd on torment and burning breaks down on downed targets.

5. The amount of condi that stacks with f5 along with demonic lore and dhuumfire is very strong. Not sure if it needs to be nerfed since the opponent actually has to be standing within range and stay within range to get ripped apart and that feels like a good way to deal with the problem of that good old fashioned necro ganking. Can’t kitten a necro if the ground he’s standing on will destroy you in seconds

(edited by Kuya.6495)

PoF Elite spec feedback based on spvp

in PvP

Posted by: Kuya.6495

Kuya.6495

Mirage:

Played it like a condi d/p thf focused on +1 and decapping. Went with scepter/torch and sword/torch. Scepter by far has one of the best ambush skills making it an excellent condi spike which you can tack even more on by using shatters and scepter 3. Torch was more about using burns as cover condi and stealth to disengage. I felt like it worked as far as being a good decapper was concerned i guess but the dps spike isn’t as fast as a thf’s. With the idea of making mirage the condi version of d/p thf:

1. Jaunt’s range needs to be longer. It works great for disorienting your enemy and getting away from them but it’s not as good at providing the mobility to match sb 5 on thf. Additionally jaunt could simply be made to give superspeed when used so a mirage can conserve charges but it seems that by increasing jaunt’s range you give the mirage 3 tactical options: either spam it as dps, spam it as condi clear or spam it as mobility.

2. Only sword and scepter ambush skills are good I feel like more needs to go into making ambush attacks complement the weapon’s use. For example, staff’s ambush dps is nice but too slow. However staff is mostly used to keep your distance on a target while you do a little dps, so maybe letting its ambush either blur you or port you back would feel worth the long cast time. In the case of gs ambush, it should really be more about using it to follow your spike. Perhaps the gs ambush can be a stun or a daze to keep your target from recovering from your spike until you can finish them.

3. I’m not 100% sure about this but i think one of the deception skills that shadowsteps you at 1,200 can’t be used if you’re not in range. At the moment it’s mostly good for disorienting your enemy and shake them off you. That’s ok, but if the skill could shadowstep you even if you’re enemy is out of range, it can also be used for mobility. Basically, it should work like judge’s intervention or symbol of blades on guardian.

4. There is another shadowstep that is 900 range. It should also work like judge’s intervention in that you can use it to close the distance with an enemy even if you’re outside the 900 range.

5. The superspeed on mirror cloak is barely noticeable and you have little to no motivation to use it as mobility instead of saving it for stunbreaks and condi cleanse. In order to make it worth using as mobility it needs to be as good as dash in that the superspeed needs to last longer or it should just be changed into a much longer lasting swiftness.

(edited by Kuya.6495)