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Little Guide For Sb Pvp


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#1 Remilia

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Posted 19 November 2016 - 09:28 PM

Hi I would like to share some of my point of view on SB 1 on 1 PVP Strategy.

First of all, need to know some good traits of SB:

-Our skill channelling is really easy - It's relatively easy to combo with any variation of skills, so our concern lies in how to disable enemy with our lack of SA and SAB. We have good degree of freedom on which skill to use as lifting or for combo.

-Positioning is our forte - our class is really fast, good distance of dodge, lots of skill that affect our position, varies type of attack (wide, range, slow projectile, cast on air, counter. the only thing we lack is fast and parabolic projectile). This point cover for our lack of SA and damage, with good positioning we can avoid being overwhelm and provide appropriate measure to counter.

-We need to be tricky - Most our skills are actually can be set up according to the situation, using the most of it can help us control the situation. I will list some of it:
-Timing on releasing wheeling blade.
-Throwing intervals of spikes (giving air time or shoot other direction).
-Release of spinning cut
-Release of spinning swing
-Direction of Dent blow
-exploding or release Spear hand
-long distance or short distance or jump cast of fling2
-flag to dodge or attack
-etc.

Second, there are a lot of strategies to use for SB, but to break it down we have 2 general one:

-First-to-Strike (FTS): this strategy ensure we land every skill before giving enemy a chance to activate their major skill/comeback. mostly going full melee and skills focus on maintaining combos. We try to control the situation.

-Second-to-Strike (STS): we act according to enemy's move, trying our best to avoid first then counter. Shave the enemy AE 1 by 1 before going full combo but more focus on dodging. This strategy ensure decisive strike back rather than direct attack.

And last, how to deal generally against other class. it might not work with everyone but here it goes:

Glad:
Strategy: STS
-Triple Slash: better to avoid rather than counter, we can stop it with lolipop/ spearhand/ SS, but the chances are really low, why? The fast SAB and 4th slash got iframe.
-Front Shove: too fast, same with triple slash doesn't worth the risk to counter just avoid it or hornet, i mention these 2 skills first because it really take our AE if we are careless
-HD: we need dodge + flag + spikes/fling2 to dodge beautifully, safe those if u think he already got enough bubble
-try to attack on their vulnerable window /during dash, half cut, wheeling blade, lollipop and deep pierce will help mostly.
-cast spikes after triple slash and front shove is safer, because those skills can catch midair. Brave too but rarely happen.
-use spinning cut wisely, this skill are dead track against glad.
-need to make distance time to time, observe their cd skills and be wary of parry/eclipse.

Moonlord
Strategy: FTS
-Fighting ML need to be melee almost all the time, but occasionally need to make some distance and switch from offence to defence especially at the time when he use eclipse, HMS, Smash X and FS, those skills are hard to crack (due to fast SAB or distance advantage) as an SB and dodging become priority.
-One thing u must dodge at all cost is Cyclone slash, and prepare AE to escape + flag / fling2 to get out. try to prioritise emergency dodge first before using normal AE to safe it for cyclone slash.
-the other one is Crescent Cleave, this skill took most out of ur hp in 1 go, it's not that hard to dodge if u are not pinned down/ get in cyclone slash.
-try to avoid full hit of eclipse, if only get 1 corner and 1 tornado u might withstand it with DB or SS.
-ML triple slash and front shove is not much a treat compared to glad, u can counter it in several way with Lollipop, half cut+ shutter, half cut + flash lift, DB.
-trick on dodging MBD, see the shadow when he's on air, get to the side (on the direction of his move) or back and its relatively safe. U can cancelled it with lollipop when he descend a bit.
-they have longer reach compared to glad such as provoking slash and moon blader, but it is safer when we enter close quarter compared against glad.
-SA wise they are a bit higher, but still manageable. They have more long distance skill advantage but not as deadly as other long distance class, dodge them 1 by 1 and get close, just watch out for eclipse / smash x on melee.

Barbarian
Strategy: FTS
-This is where SAB Stacking shine, u can actually SAB flying swing with 2-3 skills before he finish cast it, half cut as starter is great.
-watch out for stomp awakening  2nd wave, although they don't slow down anymore so it's good for us.
-we can get aggressive against barbarian, spear hand become more viable method to use as SA breaking, deep pierce + stab screw can also good for stopping its track, but still wary since their skill hit hard and u need to i frame them regularly.
-we got a lot of lifting skills, bait 1 AE and counter but safe the damaging skills as combo. We want to kill asap or he can overturn us with 2-3 skills if we are careless.
-jump dodge circle swing if want to safe i-frame, don't lollipop after mid cast it will not break.
-the reason we still die from barbar even though we are the one hitting all the time is whirlwind( and red whirlwind), try to prepare counter for this skill as much as possible (lollipop / Ins DB) or if we eat it 2-3x = good bye. in case of iron skin /skill cd, flag away.
-alternative method from SAB stacking is to hit on their vulnerable window, it's much easier to find the timing compared to SM.

Destroyer:
Strategy: FTS
-The general strategy is similar with barbarian, however slight differences that destroyer have more SA and ranged skills thus need to be more cautious when SAB Stacking them.
-Most ranged skills is linear rather than wide, side dodging probably work better compared fighting barbarian (which is dangerous from most extra wide attack from its EX and awakening).
-watch out from maelstorm howl, we can easily dodge with simple flag or timed counter. hornet touch can also get away from it now.
-the hardest part to read against destroyer is the rolling attack, especially if they CTCed. definitely try to dodge this one rather than counter attack. the huge AoE and hard to cancel with impressive damage is major problem for lancea.
-when fighting crash mode, we can purely SAB stack to destroy it quickly with double dent blow or piercing  spikes + lollipop. Mostly they might take defensive stance or charge endlessly but dodging it is not serious problem for us.

Windwalker:
Strategy: STS
-Fighting against WW need to be semi-aggressive, we try to oppress them and skim their AE 1 by 1 before landing full combo. Maintain positioning and analyse their positioning are the key to fight acrobat, if we know where they land and coordinate, we can easily overtake and our SAB is sufficient against this class.
-while our SAB is good against them, their SAB also easily crack ours. They have the upper hand with jumping around so some skills need to be dodge first before attempt catching.
-Eagle dive is one of skill we must avoid and the EX is harder to cancel. Normal cast eagle dive is easy to dodge but pros skillfully cast it near the ground and hard to predict whether they gonna eagle dive or use other skill. So beware of WW when they are a bit in mid air if u think their eagle dive is not on cd.
-The whip is not scary as tempest and easy to dodge, but dont rush since somersault with i-frame can cancel almost all our skills, wait patiently where they land and even flash lift or half cut will do.
-Lollipop play a major role in dealing acrobats, the given midair hit box is really useful to catch acrobats.
-we can only cancel normal rising storm with early cast DB ins or PB, don't try to cancel it with any other since it may destroy u first before cancelling it.
-AC rising storm is not hard to dodge if we focused on dodging first. If the WW have tendency to use it after spiral kick, we can try to cancel spiral kick before he can cast AC rising storm. it's easy to catch spiral kick even with spear hand or spikes.
-although both lancea and acrobats are fast characters, their characteristic to slip behind the enemy is far superior than ours, we need to observe better for their movement and counter it accordingly. Use deep pierce more for positioning, DB is not always needed for combo but can also for recatch, SS and SC is a good tool to skim their AE too.
-their 2 awakening skills are the one that hard to counter, it give use micro silence and during that interval they may use rising storm or knock down skills. It's best to evade them then engage since they also hv i-frame. Mostly can use Lollipop or spikes to react to those skills.

Tempest
Strategy: FTS
-Fighting tempest need to be more aggressive than WW. the reasons are that they have less AoE, less i-frame and use that advantage to lock them better. The harder part that they have better melee offensive skills, the net and somersault are also a lot dangerous than WW.
-their eagle dive is a lot smaller than WW, we can even counter it with SC using the right timing.
-Core skills against them is the same as WW, rather than saving big skills for combo we can use it for catching them.
-HD must be avoided at all cost, pros might disable u before they charge their HD so try to not getting knockdown easily. After getting HD u can gamble to AE out from them but be really careful in landing positioning, and u must predict whether they will HD again or launch somersault. If not certain never try to emergency dodge from HD, it's easy for them to recatch with HD, u can use it if they gonna launch somersault (can count their HD usage / time predict their AC).
-we can try to SA the uppercut with heavy skills, but dodge the stun awakening skills except countering with lollipop / ins DB.
-try not to waste counter or AE to simple arrow shot, they got more twin shot and kick shot to spam compared to WW.
-we don't have to worry much about acrobats spirit boost, we can offset the speed with harmonise + erratic.

Sniper:
Strategy: FTS
-Must avoid ankle shot all the time, if get caught try to i frame with dodge/flag/ spikes, hornet in serious situation.
-try to SA stun shot, getting stunned might lead to huge damage intake.
-Piercing spikes is the best way to deal with siege stances.
-Position our self right below them when they do triangle & aerial chain shots, or lollipop to counter those skills.
-Keep it melee all the time
-control the distance with flag, especially after fake shot.
-dodge + Flag can completely dodge TA
-key point to fight sniper is to not waste AE and i-frame unnecessarily, try to avoid twin shot and such with simple movement or just take the damage. They try to keep us bite the ground, so we must manage to SA and i-frame on their main skills to avoid that situation.

Artillery:
Strategy: FTS
-It's easier to manage the distance compared to sniper, but they have more countermeasures on melee opponent. they are more flexible to turn their attack as short-mid range to long range. Be more wary to melee compared to sniper.
-swift shot hit really hard, but u can counter their i-frame with another i-frame such as lollipop or DB ins after dodging.
-Try to dodge rapid shot and frag shot first before getting too close, once cd we can proceed more safely.
-same with sniper, must dodge ankle shot all the time, in addition with magic shot that's their main damage.
-dodge + Flag can completely dodge TA, but a bit harder than sniper's.
-if got hit by detonating arrow, do not panic. The explosion is easily manageable by using lancea (flag or simple dodge will do).
-it's best not to treat artillery as simple long range opponent, they can be deadly on melee but we have advantage on SA and faster activation of our skill.

Saleana
Strategy: FTS
-completely melee is the best safe spot against them, fighting on range give them more option to throw large AoE. Just be wary on shockwave, rolling lava near wall and their shift click + attack.
-try to change your dodge pattern all the time but don't dodge to the back too much, circle them will make it hard to launch their attack, especially inferno. they mostly burst singular damage after all.
-dodging fireball projectile is easy, but most people forget they remain for like 1-1.5 sec, jumping it is out of question and fling2 will not help.
-although flame road can be cancelled with DB its easier to cancel it with lollipop, both cd? get away with flag
-we don't have disadvantage in SA value here, shutter bounce can use as opening to re catch them after tumble with 2nd hit, SS to bait their emergency tumble and SC can tank their shift attack.
-trick to handle FW is to observe the time, the 1st one almost happen in 30-45 sec (25-40 sec in kof), be ready to i-frame on that time. count 30-35 sec again for the next one. Prepare more than 1 i-frame since they mostly bait u to tumble first then launch FW, prepare flag / lollipop to counter those or get out of range with deep pierce. if we do get hit, do not panic and activate counter / emergency tumble recklessly since they still spread some fire, following with ignite, do it slowly and you have longer i frame for flag and spikes from the slow debuff.
-they like to keep distance using meteor, never get inside, circle it around and dodge with flag (we are pretty fast after all).
-with their huge AoE we won't be able to dodge everything, sometimes just take the non-lethal skill like phoenix to dodge the next one (they often bait really), except glacial spike, u don't like glacial spike it cripple us.

Elestra
Strategy: FTS
-Same with Saleana, Melee is the best safe spot, watch out with shock wave and shift + attack but this time add with FF INS.
-Go aggressive, aside from these 2 skills u really need to watch out, ice sphere and Frozen spikes. If they cast those 2 skills never try anything funny just get away, spikes can be avoid with the gap (u can adjust ur distance when she want to cast it), do not try deep pierce / fling2 or u gonna hv bad time. get caught by ice sphere = good bye.
-Ice sword and FF is easy to dodge as lancea since we have many i frame and dodge distance. on contrary, don't get hit from it, aside from the damage fighting elestra already cripple us enough.
-try to safe emergency dodge for chilling mist, poison and tornado only.
-to deal with ice tornado, positioned it on the side and get hit by it once while doing SA such as SC, then dodge away. It's not a treat if u r not locked. Or in storm arena aligned it with the statue, if u are diligent enough just get away also can we are fast after all (but not recommended).
-FW can be destroyed with half cut + lollipop or DB, well timed lollipop can also break it.
-u can fight on freezing field but don't use major skill (our cast (or preparation) already long enough), use fast cast skill instead such as half cut, flash lift, spikes, spear hand to remove their AE.
-They also don't have much SA, but once they use ice shield we need to break them immediately, or it will be a hassle. they key to fight elestra is not getting in her flow, they mainly try to bait all our AE with their long range, disruption AoE added with slow debuff, then combo lock with tornado + missile and finishing touch with chilling mist. Try to dominate them before they try anything especially with those 2 annoying skills stated above.

Majesty
Strategy: STS
-It's STS but we need to get melee almost all the time, not too close, 1 or 2 hit box away (it's still within our reach and easier to manage against TS and GA). Rather than going full combo we need to adjust and prepare our skills wisely since they got lots of counter measure too.
-Mainly there are 3 skills u really need to stay away (dodge all the time, it's ur win) from, gravity blast, time stop and gravity ascension. Gravity blast is the same with elestra spikes, don't try anything funny coz its annoying. TS and GA well anyone know the reason.
-AE management will help u survive against Majesty, u basically need to safe emergency for poison + TO lock and GA, don't use it for anything else if possible, i mean it. While AE for GS.
-try to get close with flag and headbutt, don't use tumble carelessly as that might mark our defeat. When they teleport away use flag to close but not in front of her, because mostly they launch major skills and the SAB is real. If they teleport in front of us, SC to counter their shift attack or any fast cast will do, even if get hit by the teleport try to lift her to hold their GS ins, if not confidence flag away.
-bait their time dodge with spikes, stab screw, spear hand, deep pierce. On melee, do not ever use DB, SS, DB ins unless they are down or time dodge cd.
-when they gain upper hand on long range, get close step by step while saving tumble as stated before, some skills are manageable such as 9-tail laser, just get in the middle is safe spot (but not too close). if they ever try cast meteor without any obstacle it's ur best time to catch them.
-when they turn into balls it's good for us to deal some damage with lollipop / DB / PB.
-sometimes don't waste much i frame if only get hit by wild TO, it's not that hurt if only get hit by 1 ball.
- spikes and fling2 are good tools to waste their AE safely.

Smasher
Strategy: FTS
-against smasher we need to be more aggressive compared with majesty, it's harder to read the attack but less annoying and there's more blank spot to counter.
-their teleport is further but more predictable, we can manage it with spikes and fling2.
-linear ray is hard to crack, they rarely cast on melee so best is to dodge. U can only counter with DB or lollipop unless they charge all the way (which is rarely done so) SAB stacking can done it.
-most thing to watch out is SS, u need to safe flag for best escape measure or AE + spikes to gain momentum, dodging simply wont let u out (even emergency) easily coz they mostly cast on close quarter. counter is not recommended because the most annoying thing that normal cast SS cant be cancelled even if the user staggered.
-for SS instant, countering with SC for their shift attack can only crack them if it's already on 2nd/ 3rd stage, or if pressed fast enough.
-9 tails ex is dangerous, unlike majesty's these can only be dodge to the side and the damage is tremendous if u got walled (x3). counter can only be done with lollipop or hornet touch. Spikes also need to be used wisely (the problem mostly on landing position).
-they got more SA with wide range skills so its harder to get melee, on the other hand they are not as easy to combo lock us like majesty's. Mid range usage skills such as deep pierce and stab screw might work better than simple half cut / flash lift as opening, shutter bounce is not recommended as opening coz we will lose in SAB.
-their force out like awakening skills is effective against us, but that also double edged for them because if we manage to dodge or emergency, we can easily score them 1 AE.
-the other awakening skills is not much treat for us unless we are down, can easily counter and manage to close distance. just don't use deep pierce.

Physician
Strategy: FTS
-This class has powerful SAB and now insane lock and powerful minion (slime) to add, the main strategy here is to disarm them before the stage is getting too messy with their skills. Unlike adept, their skill range is lesser except magma wave, fully understand the range of their skill might help u a lot to deal with phys.
-Play mid range combat so we can easy to get out of range or to enter decisive melee, a good phys can manage close quarter with adept's skill tree so we need to watch out before entering close quarter. We need to be aggressive but must absolutely stay low with Poison Break (especially ins) and magma wave.
-Try to SA poison charging all the time, fail to do so might get easy SAB from poison break ins. beware on the timing to AE the poison break ins especially with emergency dodge.
-Try to safe emergency dodge all the time for disease awakening.
-Here's some insight for disease awakening: the SAB itself is low, but the locking ability is hell. first thing we need to know:
   -Do not afraid to enter at the right time, simply spamming skills will hold your ground or power dash can hold for few seconds.
   -You might need to be cautious inside when they have Poison break / magma wave ready or they are not in the vicinity near the disease (no point getting inside).
   -get out quickly when they cast high SAB skill or love virus and wax.
   -the advantage of charging it while inside is they become more careless and they can't see our action well inside it
- Most of their skill obstruct vision, it's advantage to use Poking beehive as catching skill easier.
- The key is to take their 1 and only AE first, focus on that and nothing else. piercing spikes, PB, Lollipop, Spear hand, SS, DB inst is the optimal way to shave their AE safely. Once success throw all powerful skill non stop til they die.
- use flag wisely, most of their parabolic skill is hard to read the range at first sight.


(to be continued)

Do tell me if i make mistake and if it's kinda confusing, I'll try to fix it, Cheers.

Edited by Remilia, 15 December 2016 - 12:29 PM.


#2 xEquation

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Posted 19 November 2016 - 11:06 PM

good guide. i realized ive been using FTS even against glads cuz most of them are glued to the opposite side of the wall nowadays anyway

Edited by xEquation, 19 November 2016 - 11:07 PM.


#3 XxXh0lic

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Posted 20 November 2016 - 01:33 AM

Great guide. I'm mostly looking forward to the Sorceress tips since they are the ones I'm having an extremely hard time with.

#4 Remilia

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Posted 20 November 2016 - 02:40 PM

Thank you guys, if there's anything missing or want to add please let me know, need your support too.

View PostxEquation, on 19 November 2016 - 11:06 PM, said:

good guide. i realized ive been using FTS even against glads cuz most of them are glued to the opposite side of the wall nowadays anyway
ikr, we can use FTS if our attack range is longer, its spear but we lose to a sword on range department.

View PostXxXh0lic, on 20 November 2016 - 01:33 AM, said:

Great guide. I'm mostly looking forward to the Sorceress tips since they are the ones I'm having an extremely hard time with.
I'll get there soon, I list down class which pop my mind first (:D)

#5 XxXh0lic

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Posted 20 November 2016 - 06:49 PM

View PostRemilia, on 20 November 2016 - 02:40 PM, said:

Thank you guys, if there's anything missing or want to add please let me know, need your support too.


ikr, we can use FTS if our attack range is longer, its spear but we lose to a sword on range department.

Oh I detest this so much. A sword has even more range than a d*mned spear. They should have let Shutter Bounce hit airborne enemies if Triple Slash Awakening can do it.

#6 johanxten

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Posted 23 November 2016 - 02:46 PM

This guide is awesome!!
How do you deal with majesty? Assuming they only learned teleport and can only run away when switch combo is on cd

#7 chunyee

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Posted 23 November 2016 - 03:02 PM

  • Never cast spikes against warriors in engagement
  • Barbarian shouldn't be using flying swing at all even in the past when flying swing had 1200 SA


#8 XaelCry

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Posted 23 November 2016 - 03:06 PM

View Postchunyee, on 23 November 2016 - 03:02 PM, said:

  • Never cast spikes against warriors in engagement
  • Barbarian shouldn't be using flying swing at all even in the past when flying swing had 1200 SA
Spikes only can be used for combo right?
Using it in warrior is very dangerous due their agility + sab noteable is awakened ml and glad , merc soccer bomb and stomp.

How do you deal with Defensio ....

#9 whitevoid

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Posted 23 November 2016 - 03:06 PM

majesty? I think that depends on her instinct. if she is a killer you die.

#10 chunyee

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Posted 23 November 2016 - 03:22 PM

View PostXaelCry, on 23 November 2016 - 03:06 PM, said:

Spikes only can be used for combo right?
Using it in warrior is very dangerous due their agility + sab noteable is awakened ml and glad , merc soccer bomb and stomp.

How do you deal with Defensio ....
Spike is comparable to MBD except you stay on spot and possess 0 SA, even if you try to fling you will get destroyed by eclipse or stomp when you try

Gear step loop with infinite SA uptime? Basically a merc armed to deal with your strongest weakness

#11 xEquation

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Posted 23 November 2016 - 03:29 PM

honestly i only use spikes to deal with runners... but yeah i dont get why alot of warrior skills have very high vertical hitbox

#12 Remilia

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Posted 23 November 2016 - 04:09 PM

View PostXaelCry, on 23 November 2016 - 03:06 PM, said:

Spikes only can be used for combo right?
Using it in warrior is very dangerous due their agility + sab noteable is awakened ml and glad , merc soccer bomb and stomp.

How do you deal with Defensio ....

I mostly use spikes (for SB only, flurry is harder with 1 spike) for catching or SAB Breaking or re guide enemy's movement , using it in middle of combo hardly deal any damage for me (except if u wan PB). Yes against those with ability to attack airborne we need to be more careful (like I state in glads section), but most of the time is viable method and some extra trick to make it smoother:

do it with jump + spikes will elevate more and harder to reach, with this some skills that manage to hit normal cast spikes can be dodged, e.g. Elestra ice sword

extra: regarding spikes combo, now I often channel it for full spinning swing activation then PB, it pack more punch.

Sadly I have little experience against Defensio, I only have little antidote for this class so I will do it in the end.

View Postchunyee, on 23 November 2016 - 03:02 PM, said:

  • Never cast spikes against warriors in engagement
  • Barbarian shouldn't be using flying swing at all even in the past when flying swing had 1200 SA
-yes you wouldn't like to cast spikes in melee (won't hit anyway, except in need of airtime), need to take 2-3 steps back.
-It rarely happen, but they do after running out of skills when we dodge all the other.

View Postjohanxten, on 23 November 2016 - 02:46 PM, said:

This guide is awesome!!
How do you deal with majesty? Assuming they only learned teleport and can only run away when switch combo is on cd

I do have several antidote for majesty, I'll get there soon, but honestly those full kiting really annoy and need a lot of patience to deal with.

Ok I will try to finish sorceress first then

Edited by Remilia, 23 November 2016 - 04:40 PM.


#13 XaelCry

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Posted 23 November 2016 - 04:18 PM

View PostxEquation, on 23 November 2016 - 03:29 PM, said:

honestly i only use spikes to deal with runners... but yeah i dont get why alot of warrior skills have very high vertical hitbox
Use it against that Sniper during Their Siege Stance, It cant hit you from above (:>)
Also the spinning thing for instant is better used for combo.. that skill have a good damage compared any other skill i use and literally equal to spinning skewer with vulnerable status, yes i use it in flurry once the ae is out + ground combo it literally deal great damage, unless you want to use it to break sab .

Barb in pvp is kof is meh, but in the hand of good player its bg!
Moonlord vs SB will take a long long time to finish due both class have similiar skill
Destroyer with sb might gave you a cancer once combo locked
Glads... wews too much air hit box (lol)

View Postchunyee, on 23 November 2016 - 03:22 PM, said:

Spike is comparable to MBD except you stay on spot and possess 0 SA, even if you try to fling you will get destroyed by eclipse or stomp when you try

Gear step loop with infinite SA uptime? Basically a merc armed to deal with your strongest weakness
MBD also moving type the place to land might differ when he jumped, while PS is literally same spot (this killed me during idn run), so stomp basically hit air? well idk about that -,-

About Defensio/Ruina.. i think i am out of idea how to defeat them, especially defensio, i met the ranked kof player in dn ina i literally didnt stand a chance against him due their sa + sab is kinda... (clap)

#14 Remilia

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Posted 23 November 2016 - 04:36 PM

View PostXaelCry, on 23 November 2016 - 04:18 PM, said:

Use it against that Sniper during Their Siege Stance, It cant hit you from above (:>)

MBD also moving type the place to land might differ when he jumped, while PS is literally same spot (this killed me during idn run), so stomp basically hit air? well idk about that -,-

About Defensio/Ruina.. i think i am out of idea how to defeat them, especially defensio, i met the ranked kof player in dn ina i literally didnt stand a chance against him due their sa + sab is kinda... (clap)

actually they can, but I won't tell to those snipers or I'll get wrecked.

That's why spikes and fling2 is like husband & wife skills. stomp awakening do.

Do u use flurry against them? because imo SB hv better chance against them compared to flurry (for now, the next pvp boost flurry is a beast).

#15 xEquation

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Posted 23 November 2016 - 05:15 PM

View PostXaelCry, on 23 November 2016 - 04:18 PM, said:

Use it against that Sniper during Their Siege Stance, It cant hit you from above (:>)
Also the spinning thing for instant is better used for combo.. that skill have a good damage compared any other skill i use and literally equal to spinning skewer with vulnerable status, yes i use it in flurry once the ae is out + ground combo it literally deal great damage, unless you want to use it to break sab .

been doing that, but they will just end their stance immediately and triangle shot away. then tumble dash cloak wait 5s siege again (oo;)

#16 Remilia

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Posted 23 November 2016 - 06:40 PM

View PostxEquation, on 23 November 2016 - 05:15 PM, said:

been doing that, but they will just end their stance immediately and triangle shot away. then tumble dash cloak wait 5s siege again (oo;)

ending their stance is good news for us, 5-10s is enough to enter close quarter combat (if they cloak but still using spirit, it's practically not transparent). we won't hv much problem if they cast siege on melee (except those close quarter experienced snipers, but they also exceptionally rare).

#17 XxXh0lic

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Posted 26 November 2016 - 06:42 PM

IIRC, Gravity Ball's 2nd explosion can reach Piercing Spikes? And so does Spectrum Shower?

#18 Remilia

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Posted 26 November 2016 - 07:55 PM

View PostXxXh0lic, on 26 November 2016 - 06:42 PM, said:

IIRC, Gravity Ball's 2nd explosion can reach Piercing Spikes? And so does Spectrum Shower?

they cant reach if we jump + piercing spikes, but the air time is not enough, spectrum is more manageable though.

edit: if they cast it on ground, if not still hit. u cant even jump if u try to after the 1st explosion, so the only way is to jump from the start, but if u jump from the start it cant last longer than the grav ball itself. that's why i mention its one of 3 annoying skills above

Edited by Remilia, 26 November 2016 - 08:00 PM.


#19 johanxten

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Posted 01 December 2016 - 06:03 PM

Pls continue til the physician matchup... i have no idea at all how they can even lose

#20 Remilia

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Posted 01 December 2016 - 10:13 PM

View Postjohanxten, on 01 December 2016 - 06:03 PM, said:

Pls continue til the physician matchup... i have no idea at all how they can even lose

I am still at trial and error with dealing the new awakening. I only met a few phys but yeah at first impression it's who will combo lock first to win. Btw will they get nerf later on?