The following is a compendium of things I have noticed from Dueling/“early 1v1 PVP”. This is a listing of general information, combos, and glitches currently within the game. My notes will also be biased towards melee classes since I play one. Hope everyone can learn and enjoy.
Notes from duels and spectating duels between 28 October to 4 November, 2015:
-Priests are nigh unkillable in 1v1 due to their ability to heal as well as their direct ability to land multiple forms of magic damage on other targets. To dominate a priest would require 2+ stuns and 2+ knockdowns on alternate rotation with a very high crit rate and damaging skills. Their revive will make it difficult to truly kill them in duels and I suspect in “organized” PvP.
-Barbarians are the most common Swordsman classes but have major flaws: Most tend to go 2:1 Dex to Str or vice versa leaving them wide open to exploit their squishiness assuming you play a hybrid build with high enough Dex to match. They can’t block worth a damn. The primary rotation of Helm Chopper > Cleave X 2 is easily seen and avoidable. Seism is very similar to Cartar Stroke but it is an AoE stun and comes out very fast making it incredibly lethal in PvP - The only way to counter it is with a shield and high block rate, high dodge, or both.
-Swordsmen classes vary in PvP effectiveness. Anyone taking Swordsman C3 is wasting a class because they have no real attacks to justify hitting another person hard enough to do substantial damage. Double Slash from Swordsman C3 is ok…simply because it has good damage and a 3-point Overheat, but you could get Skyliner which hits just about the same and has synergy with Cross Cut.
-Stuns work through guard and dodge - Something I suspect wasn’t intended and needs to be fixed. For instance, if someone has Restrain but has crappy accuracy and you have like 400 dodge and high block, (this person being me, haha), they can still stun you for a second and a half.
-High CON is the only real way for any Swordsman to currently counter Mage class magic viably. It becomes a battle of combos and your damage vs their CC and damage. Likewise, Priests and Hunters have their own counters to Magic depending on stat distribution. Hunters can utilize their ranged DPS.
-Hunters/Archers are highly neglected it would seem in PvP but I expect their practicality will come into play in group PvP.
-A lot of people seem to not understand the concept of Armor Mastery. 6/10 individuals I’ve dueled don’t stack their armor and have their armor classes all over the place.
-Swordsmen need some form of a REAL CC breaker. Pain Barrier isn’t cutting it for anything but Knockdowns. A bolstering self-heal for Swordsman and Hunters wouldn’t hurt either.
-Jumping DOES have its usefulness in PvP…(mainly for annoying the crap out of you). Grounder attacks will not hit you…and example being Barbarian’s Cleave will not hit someone in the air. There should be a penalty for getting hit in mid-air though, similar to how it was in Tera Online.
The next few bullets will be related to Swordsman attacks and their PvP effectiveness.
-Bash needs to have a knockdown attribute to be fully effective…(Level 3 Bash at least), otherwise, you’re better off taking it off your skill bar.
-Knockdowns don’t work on individuals with Safety Zone or Pain Barrier. Don’t bother using or wasting your knockdown - That’s an easy CC even if it doesn’t hit that hard.
-Wagon Wheel is your friend but no one uses it for some reason. It does very high damage and is a “knockup”…(not a baby mama joke…), allowing you to hit people in mid-air or land another CC. It takes about 2 seconds for someone to recover from being hit by Wagon Wheel. You can also land Bash and Montano or Helm Chopper on them while they’re recovering to extend their CC recovery time.
-If you don’t have Restrain and someone else does, keep them at range for 40 seconds. They can stun you through your guard and your dodge.
-Hoplite can be lethal in PvP however, most of them go for defensive abilities and never maximize their offense. A good PvP Hoplite should use High Dex + Leather with a balanced Con and Str…(after both hit 50, pump Dex) setup. A good Hoplite will also take 2 or 3 ranks of Barbarian for the CC and added crit. The first person to do this over here in iCBT will dominate PvP.
-Cross Cut is one of the best attacks in the game as far as I’m concerned. Taken from the Circle 2 Highlander tree, it causes a bleed that does your normal damage but ignoring defense…for 10 seconds. It causes Skyliner to hit for double damage. It also has a LARGE hitbox. The hitbox extends out about 3-4 tiles in front and 2 tiles diagonally. The 2nd hit extends about 4 tiles horizontally in front of the player. It has a beautiful attack animation and a cool noise as well. Cross Cut is the reason that me as a Rodelero eat people up in duels. I simply land a Cross Cut after my CC chain and can block while they sit there and take Bleed damage for 10 seconds.
-You need at least 3 CCs to be effective as a Swordsman. Why? You need to be able to interrupt people’s rotations and break the monotony of up-front skill bashing. As a Rodelero who was previously Highlander and going Barb next, I have 2 Knockdowns with an overheat, 1 stun with an overheat, 2 pushbacks with a Darkness, and 1 shield slam that causes an interrupt and targets to turn around…(it actually works pretty well in PvP because people get confused and sht). This game is all about having a solid balance and making it work for you. Dealing flashy DPS may be nice but what does that do against a person like myself who can Block AND Dodge and also land long CC chains on you + a Dot?
-A few combos that really work:
Helm Chopper > Cleave > Cross Cut > Skyliner > Helm Chopper > Cleave > Seism. (Barbarian and Highlander)
Montano > Cross Cut > Skyliner > Montano > Skyliner > Shield Shoving > Moulinet (Rodelero and Highlander)
Block > Shield Shoving > Helm Chopper > Warcry > Cleave > Montano > Cleave > Targe Smash > Helm Chopper > Shield Push > Seism > Targe Smash > Seism > Targe Smash (Barbarian and Rodelero)
-You can block and dodge while being attacked by the Cataphract attack “Impaler”. It’s kind of funny but if you actually Block before someone uses it on you, they can’t toss you to the ground.
-Moulinet is nice but it’s hard to land. The hitbox isn’t as big as it would seem and you can’t move while the skill is going.
-Cartar Stroke is only good at the end of a CC chain and even then, maybe 4 charges. I wouldn’t recommend taking more than 5 levels of it - It takes too damn long to charge past that…even for PvE.
This is it for now. Hopefully this was an informative post as I plan on making many more to come.
-Excellence