Credits: [Pvp-Guide] Abyss Walker & Light Fury Pvp Mini-Guide by malonee
Introduction:
The main purpose of this guide is to give you an idea of what a Bringer is capable of doing in PvP, help you build your own pure-PvP-build and maybe help you find one or two combo ideas.
I wouldn't really consider myself a "extremely good" let alone a "pro" pvp player, so don't expect the best and most creative combos in here.
Eventhough i do play group PvP from time to time i'm mainly a 1vs1 player, so my builds will obviously be inclinded towards 1vs1.
Light Fury:
Eventhough Light Fury lacks the utility advantages of Abyss Walker's EX skill it's still a really powerful and fun to play class in PvP!
- Pros (compared to Abyss Walker):
- More challenging than Abyss Walker (can be counted as a contra aswell)
- More ranged skills (actually only one namely Sunshine Spark)
- Once your enemy got hit by Sunshine Spark he can't avoid the damage debuff (except with cure i assume)
- Bigger AoE and more damage on Ring Strike
- Better support (again, support skills are pretty crappy in pvp)
- Cons (compared to Abyss Walker):
- More challenging / harder to use / less beginner friendly
- Missing utility from pre-LoD skills EX versions (mainly Night Explosion EX's suction)
- Weaker damage on the pre-LoD skills (due to the missing EX damage boost, not that much weaker tho)
- It's harder to hit with Ring Strike EX compared to LoD EX
- Longer casting animation on Sunshine Spark compared to Night Fall (but therefore big explosion AoE that launches enemies)
Skill build:
click image to enlarge |
The remaining SP can be put anywhere to fit your needs. (You could also remove SP from Shadow Focus if you want to).
Personally i recommend (and will most likely get myself:)
1SP on power tumble,
15SP Plasma Burst,
rest on HoC or CoE (can't decide yet, i'll see which one i use more often (especially in group pvp) and decide then, you could keep Plasma Burst at 1 and get both if you want a full support build tho)
Assassin-Tree:
"Why Piercing Star and not Edged Fan?"
I'm not sure whether i really need to explain this but i'll do it anyway.
In my opinion Piercing Star is a way better choice compared to Edged Fan in PvP because of various reasons.
It has a wider range and it's easier to get "full hits" with it.
At lvl 6 you will be able to shoot two piercing stars right after eachother, at lvl 11 it's 3.
(Every star has a cooldown of 8seconds but compared to other skills you can "stack" them aka if you wait 8seconds you will be ablte to shoot one star, if you wait 16seconds two and after 24seconds 3. If you have 3 Stars "charged" and use one you will have to wait another 8seconds to be able to shoot 3 again (but you can still shoot the ramining 2 without waiting) etc.)
Piercing Star's range is INSANE. You can hit enemies on the other side of the map (provided you aimed right and they don't move out of the spot you aimed on). Which you wouldn't be able to do with Edged Fan.
It's flinch is pretty nice aswell making it a great range-combo starter or a nice skill to "keep enemies away" or to cancel their buffs.
If you shoot a second Piercing Star right after the first one, your enemy will get flinched by the first one and grounded by the second (ofc assuming he gets hit by both).
The damage is okay, one Piercing Star hits harder than both hits of an Archer's Twin Shot together.
The only downside is it's linear range and that it's rather hard to aim, which shouldn't be a problem for any experienced Archer-User.
And afterall it's still easier to hit with 3 Piercing Stars compared to get a nice amount of hits with Edged Fan in PvP.
Everything else in the Assassin-Tree is pretty much self-explanatory (and can be adjusted to fit your personal needs).
Bringer-Tree:
Light Fury Tree:
Outbreak can be a useful filler especially to continue your combo on grounded enemies once you're out of skills to use or to get close.
Everything else till Ring Strike is just prereq. to get Ring Strike.
Chakra of Energy is left at 1 just because the heal in PvP is awful and pretty much useless. (4% on lvl17)
And i didn't get HoC for the same reason, it's heal is pretty much useless (1.6% per pulse on lvl 13) (the time it'd take to heal you up to a reasonable amount is just way too long aka you won't use it too often in group pvp let alone in 1vs1 or ladder).
Ring Strike
A really good skill in pvp, nice damage and once you hit your enemy they're pretty much trapped inside of it.
I left it at lvl1 simply because the damage growth in PvP is just awful, in addition to that it's pretty hard to get alot of hits (you'll end up only hitting with the "last explosion" quite often).
The damage difference between a lvl1 and lvl11 Ring Strike is only 100 per hit, which isn't bad if you manage to get alot of hits often.
But compared to the damage growth of other skills you'd need to get at least 8Hits (mostly even more) just to get on par with the damage growth of those other skills with which it's easier to hit aswell.
Nevertheless Ring Strike is still a pretty awesome skill in PvP and a really good combo filler.
It hits ~600+ per Hit at lvl 1 which is good enough already (you can even get up to 20+ Hits).
Hence, investing more SP into it isn't really needed (+ a waste of potential damage since as i said, it's not easy to get alot of hits and even if you do, other skills which are easier to hit with have a better damage growth).
Ring of Energy
A pretty OP ultimate, super high SA (not even an acrobat's ED could cancel it) which makes up for it's long "charging time".
It also has a pretty long range and decent damage aswell and it's definitely better than Dark Conviction in PvP.
Can be left at 1.
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Shared Tree
Spectral Gaze
Spectral Gaze is a really great skill in PvP. It's casting time is rather fast and it can launch enemies making it a nice combo starter and filler. It can also block them which might come in handy aswell.
Chakra Cure
Personally i believe you don't really need Chakra Cure in PvP.
It's useless against the two most signficant debuffs (aka Freeze and Time Stop) (never tested on Time Stop but i assume it works the same as when you're frozen, aka not at all)
Which COULD be a bug since you can use it when you're frozen, it just won't break the ice (eventhough the skill will get on cooldown).
The only time it is really useful is against clerics (to cure their annyoing electro crap) and MAYBE against bowmasters with high lvled bull's eye or other bringers to cure the darkburn.
You don't need it against most other debuffs (like burn,posion or frostbite).
Simpy because they're either not really significant or you just won't have enough time to use Chakra Cure "safely".
(Good luck trying to use chakra cure after an EL's forst wind without getting comboed, i rather tumble there tbh)
But SOMETIMES it could find it's uses (aka, after an EL's freezing field or when the EL is about to ignite/shatter etc.) or as mentioned against clerics, and for that it's enough on lvl1 imho.
It's up to you whether you want to max it or not but i believe keeping it on 1 is enough.
Bless of Anja
Bless of Anja is pretty OP in PvP. It boost your light and dark% by the same amount it does in PvE.
The only downsides are it's long cooldown (60seconds), the fact that it's easy to kill for your enemies and that it'll most likely be "softbanned".
(Personally i selfban it anyway, except against runners and people who play cheap themselves. And well ofc in group pvp and ladder)
Summon Shadow
Summon Shadow might be one of your best skills in PvE, that doesn't apply to PvP tho.
Instead of 2 you will only summon 1 shadow, it's not that hard to kill, the summon duration isn't long AND it's damage isn't great either.
It's not bad to distract your enemies etc. tho, but the duration is really short and i believe you could PvP just aswell without it.
It's up to you whether you want to get or not.
Pact of Anja
Your most OP summon in PvP, it deals insane damage and continuously spams your enemies.
Same downsides as Bless of Anja aka long cooldown, can be killed, most likely softbanned.
I'm pretty sure this will get a HP and probably damage nerf in future aswell.
Lvl1 is enough, the damage growth isn't really noticeable.
It only gets 11% more on lvl7 aswell so leaving it at 1 isn't a big loss.
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Outbreak EX
The leftover chakraball is really nice in PvP! It has a mini suction effect, can flinch enemies launch them when it explodes and hit grounded enemies which helps you to keep them grounded.
The "backflip" can also be really helpful to dodge or counter skills.
Chakra of Energy EX
The heal is still pretty ****ty (only 3k at 17) but could be helpful.
What makes this skill better than the non-ex version tho is the movement speed buff which can be really helpful (especially in group pvp)
Chakra of Miracle
Weak heal but could still be useable, 3.xy k per heal at lvl 3 (aka ~10k in total).
If you find any better use for the 2sp you could leave it at 1.
Other than that maxing won't hurt (and it could come in handy in ladder or group pvp)
Sunshine Spark
Awesome range, awesome damage, good explosion AoE and the explosion launches enemies.
The only downside is the long animation and traveling time (easy to avoid if you shoot it out from afar, can be cancelled if you use it when you're close).
Night Explosion
Unlike Night Explosion EX the normal Night Explosion isn't that great in PvP. The damage stays medicore and it's rather hard to hit with it if your enemy isn't disabled already.
It's a nice combo filler however and it can launch enemies that get hit.
Keep it on 1 except you manage to hit alot with it and want to squeeze out the maximum damage possible
Gameplay
Again just some pretty basic-combos (nothing special).
Pretty much like Abyss Walker just adjusted with LF skills:
- Piercing Star > Illusion Strike > > > Shadow Focus
Is a great start for the battle, epsecially for enemies that rush towards you.
If your enemy get hits by Piercing Star he'll get flinched, giving you enough time to hit him with Illusion Strike and burn,ground and already deal nice damage on him (while you're not even close yet).
If he tries to avoid it you can absue his movement or "wasted tumble" to have a easier time hitting with Illusion Strike.
Once you managed to hit him with even just one hit of Illusion Strike he'll be a great target to use Shadow Focus on. Which will blind and launch him and give you enough time to pull of a decent combo.
- XYZ > Shadow Focus > Sunshine Spark > Ring Strike > Line of Darkness
This is a very powerful combo that can be used after various opening-moves, my favorites are:
Illusion Strike (maybe followed up by spectral gaze in case he's grounded)
- Plasma Burst > Outbreak EX + rightclick (to jump backwards and cast the chakraball)
- Night Explosion (harder on LF) > Spectral Gaze (to launch him so you'll be able to hit with Shadow Focus)
Shadow Focus will disable the enemy giving you enough time to cast Sunshine Spark.
Sunshine Spark will deal damage,launch him and debuff him.
Ring Strike for the damage (especially nice cuz it's boosted by Sunshine Spark)
And last but not least Line of Darkness to abuse the damage buff and make it hit even harder and to deal more damage to your enemy ofc.
You could use Line of Darkness first to catch him and follow up with a Ring Strike (especially if he uses Aerial Evasion after getting launched by Sunshine Spark or if he manages to avoid SS completely).
source:http://forum.cherrycredits.com/topic/216288-pvp-guide-abyss-walker-light-fury-pvp-mini-guide/
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