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View Full Version : SK or Guard for PVP? Let's be civil!


Rob626
12-22-2006, 09:41 PM
<DIV>Not interested in attacks against either class.  I know each class has strong points.  I play both and enjoy both but it's time for me to focus.I know it's comparing apples and oranges, but I am looking for some feedback on PvP play for both guards and sk's through lvl 70.</DIV> <DIV> </DIV> <DIV>I am not interested in raiding.  I prefer grouping.  All things being equal (gear, skill, spells/CA's) what are some of the challenges you've faced in PvP?  What are some of the situations where you have excelled in PvP?</DIV> <DIV> </DIV> <DIV>I am especially interested in opinions from people that have played (and enjoyed) both sk and guards.  And let's keep this positive!</DIV>

t0iletduck
12-23-2006, 06:12 AM
The SK. Once you get to lvl 20 and get Harm Touch, you won't want anything to do with a guardian. I'd recommend playing both to 20 and see what you like better. Getting to 20 is relatively quick and then you can decide for yourself. <div></div>

EscapedGo
12-23-2006, 06:01 PM
For Solo pvp, there is no question: SK is better, primarily because of Harm Touch. For grouping, it's somewhat harder to decide.PvE and PvP Tanking are very different things. For PvP tanking, the amounts of Taunts that force the opponent to target you is critical, and the amount of 'rescue' and 'intercept' type spells is also important.The Guardian has an edge in this department, but the SK is not a bad either. And even in group situations, Harm Touch is a free kill that can effectively make a 6vs6 into a 6vs5.In conclusion, I'd say the Guardian PvP tanks better because of more taunts and defend abilities, but the SK has more utility and can survive solo, which the Guardian cannot. I'd go SK if I were you.<div></div>

Kryptonix
12-24-2006, 04:30 AM
I would say SK, even though I am a little biased. When you get Death March youll know exactly why SKs are the superior to the Guard in PvP settings. The whole group getting immune to stun for 10 secs, and every time you kill a Q. That is extremely powerful. The only thing a gaurd had over the SK was the ranged weapon, but that has changed now.<div></div>

Norrsken
12-24-2006, 06:08 PM
<BR> <BLOCKQUOTE> <HR> Kryptonix wrote:<BR>I would say SK, even though I am a little biased. When you get Death March youll know exactly why SKs are the superior to the Guard in PvP settings. The whole group getting immune to stun for 10 secs, and every time you kill a Q. That is extremely powerful. The only thing a gaurd had over the SK was the ranged weapon, but that has changed now.<BR> <BR> <HR> </BLOCKQUOTE> <P><BR>Actually, you are immune to all kinds of CC. Roots, snares, stuns, taunts, detaunts and the rest. At least according to the description of the skill. Stun is small potatoes compared. <img src="/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" /></P> <P>And, another thing. People tend to say that HT is what makes SKs a valid soloist. Its not. Its a nice finisher, and handy to stop people dead in their tracks, but its not what makes the sk shine in solo play, be it pvp or pve. </P> <P>As for picking your class. If what you want to do in PvP is tank, go witht he guard. The sk is severely gimped when it comes to tanking in pvp. It works wonders for a pve tank, but pvp, the guardian is untouchable. Its simply <EM>the</EM> tank.<BR>If you wanna be a plate wearing nuker that can self heal, sk is the way to go. No other class does that as well. <img src="/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" /> You are the bomb when it comes to dropping healers. Once they are properly debuffed and bursted below 50%, your HT does that job nicely, and the rest of their group just lot a key member.</P>

Hugsnkissums
12-26-2006, 06:05 PM
<DIV><BR></DIV> <BLOCKQUOTE> <HR> roxer2b wrote:<BR> <BR> <BLOCKQUOTE> <HR> Kryptonix wrote:<BR>I would say SK, even though I am a little biased. When you get Death March youll know exactly why SKs are the superior to the Guard in PvP settings. The whole group getting immune to stun for 10 secs, and every time you kill a Q. That is extremely powerful. The only thing a gaurd had over the SK was the ranged weapon, but that has changed now.<BR> <BR> <HR> </BLOCKQUOTE> <P><BR>Actually, you are immune to all kinds of CC. Roots, snares, stuns, taunts, detaunts and the rest. At least according to the description of the skill. Stun is small potatoes compared. <img src="/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" /></P> <P>And, another thing. People tend to say that HT is what makes SKs a valid soloist. Its not. Its a nice finisher, and handy to stop people dead in their tracks, but its not what makes the sk shine in solo play, be it pvp or pve. </P> <P>As for picking your class. If what you want to do in PvP is tank, go witht he guard. The sk is severely gimped when it comes to tanking in pvp. It works wonders for a pve tank, but pvp, the guardian is untouchable. Its simply <EM>the</EM> tank.<BR>If you wanna be a plate wearing nuker that can self heal, sk is the way to go. No other class does that as well. <img src="/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" /> You are the bomb when it comes to dropping healers. Once they are properly debuffed and bursted below 50%, your HT does that job nicely, and the rest of their group just lot a key member.</P><BR> <HR> </BLOCKQUOTE> <DIV>I'm sorta with roxer2b on this...</DIV> <DIV><BR>I haven't PVPed in EQ2, but I have in other games. The biggest turn on for a PVP character is tons and tons of front load damage, like the SK's HT.  It's basically an "I win" button if it goes off as intended. My HT's hit for 7-10k normally and I don't know many FIGHTERS with that many hit points, let alone other classes. </DIV> <DIV> </DIV> <DIV>If you're going to PVP solo a lot and want a good, all round fighter...I'd go SK. Besides the above mentioned, SK's heal themselves with their opponent's life and reactives. I call my SK a mage in plate armor since so many of his abilities are intel based so he can do a decent amount of damage with a lot of his normal attacks (provided ya haven't ignored your intel stat). You'll win some and lose some...I think all in all you'll be pleased with his performance when you run around solo or in small groups. </DIV> <DIV> </DIV> <DIV>Guardians are more group intensive...they're a tank's tank. I haven't played one, but people I have talked to say they wish they could do more damage with them. If you solo a lot with them, I can't honestly say you'll be all too pleased. I'm sure they can take a heck of a beating, but the killing will be slow and in the PVP world, a long fight usually ends bad. That's more time for your enemy to get buddies (if he doesn't already have them) and sadly so say if you spend a long time in a fight and still die, your enemy doesn't respect you much more. If you have a bunch of organised friends though who love to run around ganking everywhere you go then I'm sure you'd love playing the class.</DIV> <DIV> </DIV> <DIV>I dunno...I may have a biased opinion on the suject too since I love my SK and if I could take him out PVPing...I probably would. Hope this helps your decision :smileywink:</DIV>

Ekelefer
12-27-2006, 02:27 AM
<P>Well as a t7 SK I'll give you some strengths/weaknesses of the SK..but guardian I can't accurately speak on.</P> <P>Offensive Strengths:</P> <P>Great Sustained Damage. </P> <P>Lifetaps....you can maintain DPS while healing yourself..nothing beats that as far as recovery goes. </P> <P>Ability to Kite afer lvl40. The ability to use spells for range, and CAs for melee is an incredible force..especially against players that joust in and out of melee range by several meters. </P> <P>With the new EoF AA ability named Reaver...our ability to survive in group vs group settings went up daramatically. With Reaver up Unending misery effectively becomes a 1600hp heal vs 8 opponents...despoil becomes a 1200hp heal against 6 opponents...Sacrilege becomes a 1200hp heal vs 6 opponents(1200hp heal just for taunting is nuts) and Tap Veins becomes a 4800hp heal vs 8opponents. We now get healed for debuffing with Siphon Strength and for stealing mana with Sieve. I could go on, but you get the point. </P> <P>Harm Touch and Death March are just gross when used properly. With this combo I've taken down a lvl70monk+Dirge, 70monk+65assassin, 70illusionist+70Troubador, 70warden+70wizard.....THis is not to brag about my personal performances as I have not mentioned my character name here...but I am definately bragging about the SK. :smileyvery-happy:</P> <P>Imho our most vital offensive strength is the ability to truly customize your SK vs others of your class vie AAs. Our AA lines really diversify the class and can turn you into a wildcard vs some of the more seasoned PvP players. Some people will still say their is a cookie cutter formula to any class..but don't buy that hype. </P> <P>Offensive Weaknesses:</P> <P>Casting time on some of our spells are long and a smart opponent can easily interupt our most vital spell...the Blessing line.</P> <P>Spell resists (marginally better since EoF)</P> <P>If you don't take care of your HPs..your great sustained dmg in gonna be cut in half when your lying face down..Key to success with a SK is lasting the duration of your DOTs. ( at least as far as my playstyle is concerned)</P> <P>Defensive Strengths:</P> <P>Despoil, Mana Sieve, FD in group situations is great. Primarily our defense is based on maintaing hp above 50%, or at elast this is my approach and it is accomplished through offense vie lfietaps...so we are a nasty dance of offense=defense which allot of players/classess can't hold out against...it's very nice to see some classess completely crumble when you are able to effectively do your sk thing. </P> <P>Defensive Weaknesses:</P> <P>Everyone knows the best way to kill a SK is get a swashbuckler on him in melee range..or keep his (her,sorry ladies) [Removed for Content] stunned. There was hope with EoF that autoattack dmg would not interupt so much...but I will tell you it hasn't really changed..autoattack dmg is still overly useful in stopping us from casting when that free dmg is compared to what it is preventing us from doing.</P> <P>As for guardians..I don't like facing a group with one..not having a casting time on their defensive CAs makes them a harder target to take down vie spamming stuns/interupts. Their just nasty with 2healers to back em up..not so much with 1 healer(unless the healer is really good). I have faced one 70guardian 1v1. He was completely dismanteled...the class doesn't hold anything worthwhile against a SK in solo pvp. </P> <P>Sorry it's a bit winded..but hope it helps a bit. </P>

Rob626
12-30-2006, 02:09 AM
I appreciate the input.  I think I will go with the SK.  I like the self-heals.  I am horrible at pvp but it's still fun.  I think I like the ability to be either mt or not in a group depending on how much responsibility I want at the moment.  And it's not bad to solo when groups are in short supply.  Thanks!