silentpsycho
06-15-2007, 12:52 AM
<p>My typical tactic against scouts is to a) heal the intial volly with my biggest fast casting heal, my mana regen single target heal, and then follow up with a HOT, and then b) either respond with a root or go right to my dots and then c) start nuking and healing as necessary. Root usually eliminates the majority of the damage (if its a ranger, I root and get right on top of them and turn auto attack on, otherwise I keep at max casting range).</p><p>Well, I met a fairly twinked out swashy that tore me apart despite being rooted over 20 meters away. I couldn't heal through the damage, even popping both emergency heals. I was level 55, the swashy was level 53 or 54, neither of us had the drop really.</p><p>What are some tactics to use in this scenario?</p>
Rattfa
06-15-2007, 06:23 AM
I have yet to beat a swashy one on one (at lvl 70). I have killed Brigs (Sometimes) assassins and rangers...but never a swash. I cannot out heal their opening damage usually. Had a bunch of tried in the Arena with a guildmate too, and he tore me a new one. Hopefully the new PvP changes will give me more of a chance to beat them.
Baradin
06-19-2007, 02:04 AM
<p>Everyone has their own pvp style, but I tend to follow a very offensive way. I win by putting out as much dps as possible within the shortest amount of time. Which means healing as little as possible. I rarely use anything other than the emergency heals and maybe hibernation in solo pvp. Let's face it, we can't outheal the dmg of many classes, so why not kill them before they kill me?</p><p>When facing a scout, I'll vortex of course, hit them with Thunderbolt and Tempest, then just as they move into melee range, AoE stifle for 6 seconds. That will allow me to hit them a couple more times, usually putting them into the orange. Then right as the stifle wears off, use the AoE root which lasts long enough to finish them off.</p><p>But in the case of the swashy, you'll want to use the 0.5 cast AoE root first, and jump back a couple times.</p><p>The only time I really have a problem is when they hit me with a stun before I get them with the stifle.</p><p>If you play your Fury defensively, you're dead meat.</p>
doctorbow
06-21-2007, 03:50 AM
<cite>silentpsycho wrote:</cite><blockquote><p>My typical tactic against scouts is to a) heal the intial volly with my biggest fast casting heal, my mana regen single target heal, and then follow up with a HOT, and then b) either respond with a root or go right to my dots and then c) start nuking and healing as necessary. Root usually eliminates the majority of the damage (if its a ranger, I root and get right on top of them and turn auto attack on, otherwise I keep at max casting range).</p><p>Well, I met a fairly twinked out swashy that tore me apart despite being rooted over 20 meters away. I couldn't heal through the damage, even popping both emergency heals. I was level 55, the swashy was level 53 or 54, neither of us had the drop really.</p><p>What are some tactics to use in this scenario?</p></blockquote>Know your enemy <img src="/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" /> For starters, I'm a level 70 swash on Everfrost, enjoy PvP (obviously a PvE server, so all fights are rigged with 'duel'<img src="/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" />. I will write this with the assumption that this is your case. PvP servers are a totally different dynamic, and you really gotta know your stuff to see a swash barrage coming. I'm not even going to go INTO swash-fights on PvP servers, they're usually borked. Yeah, us swashies are mean. So, you wanna beat me? Heh, impossible. But you can try. You need to understand 1) WHERE our damage comes from, and that if you want to survive this, then you need to know 2) how to AVOID this damage, for a short-while atleast. The obvious answer to #1 is, our combat arts. The base range for our CA's is 5 meters. That's it. Our melee auto-attack is even shorter, 2m or so, for base-range? Pretty sure that's it. To further complicate matters, EoF AA end-line allows for range increase of ALL CA's to 15 meters, and given some of the other useless lines out there it's highly likely that this WILL be one of the higher-AA's swashes choices. So, with that out of the way, fight with the assumption that I can hit you with ALL of my CA's from 15 meters, and my auto-attacks probably from about 5 meters or so. More on this later. We use this to our advantage. KoS AA's don't really make a HUGE difference in duels currently, IMO. We mainly spec around weapon choices, or choose weapon according to an ideal spec. These are meant to maximize DPS. Most go Str/Wis or Agi/Wis currently (Wis gives double attack at a good %% with the primary weapon, as long as offhand is empty) The answer to #2 is abit more complicated: This will get long, because I will explain IN DETAIL how swash works in a PvP fight. It's quick and dirty, and if you really want to be ready for it, you need to understand how our CA's work, so you can be equipped to deal with them. And you need to have a macro assigned to /target playername, because some of our CA's will cause you to drop target. This needs to be set on a # that you can hit quickly (in other words, on your "primary" hotbar). I use 3, since it's right above W (I use WASD keys for movement). Fight begins: Again, assuming you've /duel'ed this particular swash, the 5 second counter begins. At first, I'll back to max range, really before this timer starts. You'll see why <img src="/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" /> Standing at the edge of the circle, I, like most other swashes, will start loading our big-damage self-buffs, which are timed. Personally, I start with Ruthless Cunning (A DPS buff that adds a flat % to my already-impressive auto-attack damage), A self-haste (even faster auto-attacks), en-guarde (adds damage in the event that EITHER of us misses an attack, either a dodge, parry, or block), and our baby, Inspiration, which adds damage with ANY melee attack that hits, CA's as well as Auto-attack (picture EVERY attack doing an extra 500 damage). Now, when these are stacked, and I'm against an in-experienced player (level 70 as well), I GUARANTEE death to them in 2 seconds. A more experienced player might have 4 seconds to live. But they will die regardless. And basically, the entire reason for this is Inspiration (as well as it's lower-levelled counterpart, which I forget name of atm...) as well as the self-haste and DPS buffs. Now, on top of that, as soon as the timer stops, I will use a special sneak, that also is an instant de-aggro. This has the effect of forcing you to drop me as your target, and, if you do not have the ability to see stealth (butterfly totems *hint*), you're cooked, because I have an attack that is launched from stealth that will stun you, allowing me TWO follow-up backstabs (which again, both have that damage from inspiration added in there <img src="/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" /> ..) The stealth/aggro drop is the reason I start at edge of circle. I may miss a couple seconds of inspiration GETTING to you, but if I have forced you to drop target, that gives me an advantage). So you see what you are facing? Yesssss, lots and lots of very fast damage. But only for 13 seconds. (That's duration of inspiration). Fight with the assumption that EVERY swash is going to lead-in big, and WILL pre-load ALL of these spells (at a BARE minimum, Inspiration) and come at you strong. I know sprint consumes power, but do not be afraid to use it. If you are standing still for an entire tick, it doesn't use power, and for how long a swash fight lasts, you need to keep sprint on for atleast 15 sec to stay away from us while inspiration is wearing down. How long does your stifle last? I think like 8 sec? BTW I don't give a frying crap about ROOT, makes me laugh, because MOST people will fight in the middle of the circle ANYWAY (and if you root ME in the middle, which is likely if you use that AoE root thing, I can probably hit you WHEREVER you are in that circle, b/c I have 15 meter range on CA's (assume other swashes do as well). So your first step is to back away to an edge, and let me pre-load those spells. I don't know all the heals that Fury's get, but if you have a relatively high heal-over-time heal that has duration atleast 20 seconds, you need to have this casted on self BEFORE that 5 second timer is up. And when that timer stops, and I drop into that sneak (you DID use that butterfly totem, didn't you?), you need to be FAST to re-target, and hit me with WHATEVER fast-casting spell you have that can hit at that range (pre-plan this BTW, know your spells, even a small damage spell WILL drop sneak. Gotta be fast-cast tho). Getting hit forces sneak to drop, and will PROBABLY throw me off, but only for a little. I'll probably start spam-clicking my OWN stun at that point (cheap shot), instead of that sneak-stun attack I was planning on using, which is now worthless. Or perhaps I'll use a regular CA. Regardless, if you've done your job and are at the edge of the circle, I PROBABLY won't be able to hit you with anything until I've crossed the middle of the circle. And, at that point, 4 seconds have elapsed. So you've got about 9 seconds that you have to completely AVOID being in range of my auto-attacks, which will SHRED you (when combined with inspiration). So, I'm about 1/2-way, and yeah I probably am JUST about to hit you with 1 of my CA's or a Stun. Either way, plan on taking damage. THIS is why you pre-loaded that heal-over-time (which, really I don't know if you HAVE one... but anyway). It is at THIS point that you need to be spamming your STIFLE first, and THEN your root. The root keeps me from getting close enough to hit with auto-attack, the STIFLE prevents use of CA's. This would be a REALLY great opportunity for you to move to the other side of the circle. If Root is holding, consider a fast-cast heal to up your HP's abit, b/c more pain is coming. At this point tho, you are starting to gain the upper hand. Now, if you have used Sprint, may be ok to turn it off at this point. I'm across the circle, hopefully still rooted if all is going well, and my inspiration is very likely to have worn completely off. The inspiration is really the trump card in this case, and avoiding it was key. At this point, consider loading some high-impact DoT's if you have any, and using snares to keep me from gaining on you, using appropriate debuffs if available. Remember that I CAN use my CA's while moving, while your spells are interrupted while you walk. If you're able to maintain steady damage on me while keeping your distance, while still remembering to heal yourself of course, you CAN win. YOUR advantage is you can HEAL. I can't, really (not counting occasional procs from poisons or adorns). If a DoT wears off, then use a Root and avoid breaking it for abit, to give yourself time to back away and heal up. Swash fights are very active fights, we have to be aggressive, and really we LOVE when people just stand there and let us pound on them. Don't give us that opportunity. And try to avoid that first 15-20 seconds or so, when inspiration is probably active. The other buffs DO add DPS, but aren't as critical in the short-term as Inspiration is. They are ALL easily avoided by staying OUT of melee range, which is easier than staying out of that 15 meter CA range. Soooo, that's it. A fairly realistic swash-fight, start-to-finish. Hope you enjoyed. If you're fighting mid-50's tho, may want to give yourself abit more levels, to give self more powerful spells and better AA choices, and (not to insult, by any means) a better understanding of your OWN abilities. Good luck.
Evenstar
06-22-2007, 04:07 AM
<p>No class can heal through a swashbuckler if he gets the first hit, the best solution is to make sure he does NOT get near you. I rooted a general and she evaced since she couldn't touch me.</p><p>From my exprience...all swashbucklers I've been against have garbage for resistances. A fury can land a 600+ DoT per second for 4 seconds with luck, Vortex and Tempest M1. If they get the first hit, you're dead from that instant. If you can turn on Vortex and use thunderbolt, hit both DoTs...the swashbuckler should be dead or very close.</p><p>Also, make sure your HoTs and Hibernation are in effect before you start. Would be good if you did the owl's regrowth (or whatever the lvl 70 one is called) -> hibernation -> greater bloodflow.</p><p>The easiest way to kill swashbuckler is have him chase after someone...swashbucklers don't last if you hit them without inerference.</p>
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