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View Full Version : Hard CC Supportive Build. PVP



Maplesyrup
04-23-2014, 07:12 AM
Hello! Have been looking forward to this game for some time now. As it has been getting some serious traction I figured it was time to get theory crafting!
http://arche-base.com/builds/view/1439-HARDCC_PVP#5.2.7/PGTKAZ0vzrt Switched to a new talent builder, I believe this is the right link. If this isn't working let me know asap!

This build is focused around double cleanse, heavy damage reduction and an immense amount of CC both aoe and single target. This build would be useful most the time however with the amount of escorting I've seen needed to take treasures/other thing from one place to another I feel this build would be extremely useful in times like that.

Conjury Tree.
Bubble.- A fairly obvious one, a nice hard CC that can be used to peel for your group and or used on a enemy target.
Whisper of Fear.- The same as above,a nice hard CC that can be used both offensively and defensively
Cleanse.- Having some form of dispel is always important in a PVP environment.
Wake up.- The same as above with the added bonus of offering immunity for one minute on a nine second CD. Very strong.
Scream of fear.- A nice aoe fear with the added bonus of a stun should the effect end early.
Muscle of failture.- Single targets stun coming from a supportive role offer a lot of utility to chain off a CC, put on a focus target, or defensively pull someone off of you or an ally. This also removes a buff from the target after it ends which is always useful.
Tsunami.- Aoe knock backs have been strong in almost any game they're implemented. Allowing you to take advantage of terrain, stop someone's channel/cast, or simple used as displacement this ability offers a lot of utility.
Conjury Passives.
Absorption.- Nothing special here just some additional defence.
Pain suppression.- Again, nothing really special here. Damage reduction for three seconds by 30% after being crit will always be extremely useful.
Profit of spells.- Increases the duration of all of your CC by a minimum of 0.5 seconds and up to 20% flat. As this build is entirely based around CC This is an obvious choice.

Necromancy Actives.
Energyarrow.- Is a very high utility spell, the ability to slow someone lets you kite away or let your allies stay onto them with ease. At max stacks the amount of Atackspeed/Dmg/Movespeed your target loses is near impossible to deal with. Not only that the 50% reduction to healing received is almost reason enough to run this ability alone.
Life Absorption.- This ability is mainly used to help sustain your self after getting some distance from someone trying to train or you simply help assist on a focus target.
Raven.- Aside from a bit of supportive the main reason for this ability is the 40% Physical accuracy reduction which is very useful as far as survivability goes.
Telekinesis. - This ability can be heavily abused depending on the environment you're fighting in, dropping people off ledges or simply grabbing someone and pulling them into your group this ability is extremely good.
Scream of Silence.- A very good aggressive and defensive tool, being able to land a solid silence on anyone trying to heal/finish off one of your allies can be a game changer.
Veng Spirit.- Depending on how an enemy group is positioned being able to work this into a solid spot to double cast times is extremely useful. Not only that but the act of people dispersing away from it to so they can cast is CC in it's own right.

Necromancy Passives.
Recovery.- For the mana regen.

Sorcery Actives.
Barrier.- With this build there's a good chance people will want you off the battle field, with the shield alone this is very useful on top of being able to keep an eye out for anyone stealth trying to get past your front line and burst you out.
Iceball.- This ability is mainly used in synergy with icefield allowing you to have a quick instant cast slow for both aggressive and defensive purposes.
IceField.- Aoe slows are always valued in group pvp environments, being able to take care of multiple melee at once with solid placement or keep a few ranged slowed allowing for an easy target swap is highly valued.

Sorcery Passives.
Fuel of Mana.- Max mana and cast speed, useful for anyone using mana.
Canthus.- 5m added to the range of "Magic" Spells, another very useful tool.
Efficiency.- And 12% off the mana cost of "Magic" Spells another very useful passive for sustaining your mana pool.

Overall this build is meant to be a disrupter and supporter. Offering some serious aggressive CC can allow your group to stick on targets with ease, control the battle field, and lock down anyone keeping your group from landing a kill. With the amount of disruption this build offers with a well coordinated group you should be able to keep large amounts of people under control. Outside of the aggressive uses of everything this build offers most of the abilities are multi purpose, most of them offer some defensive utility in the form of slows, stuns, and displacement. To keep your self going the build also runs a few instant CC, stealth detection, and some self healing tied in with a shield.

If you like the build be sure to keep an eye out! I will be posting some more in the near future.

sdren
04-23-2014, 07:20 AM
I don't think that it was necessary to give us your wow credentials but I'm excited to see your build nonetheless. I'll be checking back here when I'm at my pc.

Maplesyrup
04-23-2014, 07:21 AM
I will edit them out sorry, when things are fresh I find there's a lot of poor information available. I always find it much more preferable to get information from someone who I know had been playing at a high level else where. It's hard to get that kind of information across without seeming arrogant and cocky. Thank you for the interest though!

WoW/League stuff gone.

Jordonics
04-23-2014, 08:42 AM
This build seems great to pair in PVP alongside a melee who will need someone to lock down opposing ranged players before they can kite the melee, very nice!

Maplesyrup
04-23-2014, 08:53 AM
Glad you like it! Having a single player running this build would offer a lot of support to any build in many situations. Obviously the build isn't mean for playing solo in any shape or form, should anyone need any more detail on the strengths of this build I'd happily go into some more detail if requested.

Maplesyrup
04-23-2014, 06:27 PM
Can't quite decide what build to work on next, if there's a playstyle anyone really enjoys feel free to suggest it here and I will work on a build. i.e burst assassin or warlock or ranger. Just some basic description of the playstyle you're imagining and I will work something out for you.

Maplesyrup
04-23-2014, 07:30 PM
http://forums.archeagegame.com/showthread.php?4081-Another-build!-HighMobility-High-CC-High-Burst-Melee!&p=63087#post63087 New build posted c:

sdren
04-23-2014, 08:53 PM
http://forums.archeagegame.com/showthread.php?4081-Another-build!-HighMobility-High-CC-High-Burst-Melee!&p=63087#post63087 New build posted c:

Just a suggestion. It might be worth going into more detail on these builds and how you intend them to be used. You've mentioned escorting but are you supporting a group of 5, 10, 20? Reasons for skill choices. The combos that it has etc. This stuff allows the conversation about theorycrafting to kick off by defining it and removing assumptions. For example I might suggest swapping out sorcery for artistry to boost its utility as you mentioned escorting, and the instant stun and movement speed boost might be more appropriate than an aoe root and a shield. Tell us what more about what your thought process was for building this way and allow us to take those thoughts, analyse them and expand them into our own new theories.

Maplesyrup
04-23-2014, 09:33 PM
Just a suggestion. It might be worth going into more detail on these builds and how you intend them to be used. You've mentioned escorting but are you supporting a group of 5, 10, 20? Reasons for skill choices. The combos that it has etc. This stuff allows the conversation about theorycrafting to kick off by defining it and removing assumptions. For example I might suggest swapping out sorcery for artistry to boost its utility as you mentioned escorting, and the instant stun and movement speed boost might be more appropriate than an aoe root and a shield. Tell us what more about what your thought process was for building this way and allow us to take those thoughts, analyse them and expand them into our own new theories.
Of course I wouldn't mind going into more details. I didn't want to define the exact number of people this group would have value in supporting as I believe it would have value on almost any scale. However I believe 5-20 would be a good range for it, anything less and I feel like having a more hybrid based build would offer a lot more to the situation. As far as your comment goes about sorcery vs. artistry, the main use of the sorcery is the passive/large range of slows. The shield is there for more then the shield it's self, the increased stealth detection range is quite useful as well. I imagine anyone playing this build would be a very high priority target, the amount of control it has if left untouched is a bit over the top and being able to supplement your self with the detection/shield is very useful. Not only that the aoe slow is both an aggressive and defensive tool with how it interacts with IceBall.

Conjury Tree.
Bubble.- A fairly obvious one, a nice hard CC that can be used to peel for your group and or used on a enemy target.
Whisper of Fear.- The same as above,a nice hard CC that can be used both offensively and defensively
Cleanse.- Having some form of dispel is always important in a PVP environment.
Wake up.- The same as above with the added bonus of offering immunity for one minute on a nine second CD. Very strong.
Scream of fear.- A nice aoe fear with the added bonus of a stun should the effect end early.
Muscle of failture.- Single targets stun coming from a supportive role offer a lot of utility to chain off a CC, put on a focus target, or defensively pull someone off of you or an ally. This also removes a buff from the target after it ends which is always useful.
Tsunami.- Aoe knock backs have been strong in almost any game they're implemented. Allowing you to take advantage of terrain, stop someone's channel/cast, or simple used as displacement this ability offers a lot of utility.
Conjury Passives.
Absorption.- Nothing special here just some additional defence.
Pain suppression.- Again, nothing really special here. Damage reduction for three seconds by 30% after being crit will always be extremely useful.
Profit of spells.- Increases the duration of all of your CC by a minimum of 0.5 seconds and up to 20% flat. As this build is entirely based around CC This is an obvious choice.

Necromancy Actives.
Energyarrow.- Is a very high utility spell, the ability to slow someone lets you kite away or let your allies stay onto them with ease. At max stacks the amount of Atackspeed/Dmg/Movespeed your target loses is near impossible to deal with. Not only that the 50% reduction to healing received is almost reason enough to run this ability alone.
Life Absorption.- This ability is mainly used to help sustain your self after getting some distance from someone trying to train or you simply help assist on a focus target.
Raven.- Aside from a bit of supportive the main reason for this ability is the 40% Physical accuracy reduction which is very useful as far as survivability goes.
Telekinesis. - This ability can be heavily abused depending on the environment you're fighting in, dropping people off ledges or simply grabbing someone and pulling them into your group this ability is extremely good.
Scream of Silence.- A very good aggressive and defensive tool, being able to land a solid silence on anyone trying to heal/finish off one of your allies can be a game changer.
Veng Spirit.- Depending on how an enemy group is positioned being able to work this into a solid spot to double cast times is extremely useful. Not only that but the act of people dispersing away from it to so they can cast is CC in it's own right.

Necromancy Passives.
Recovery.- For the mana regen.

Sorcery Actives.
Barrier.- With this build there's a good chance people will want you off the battle field, with the shield alone this is very useful on top of being able to keep an eye out for anyone stealth trying to get past your front line and burst you out.
Iceball.- This ability is mainly used in synergy with icefield allowing you to have a quick instant cast slow for both aggressive and defensive purposes.
IceField.- Aoe slows are always valued in group pvp environments, being able to take care of multiple melee at once with solid placement or keep a few ranged slowed allowing for an easy target swap is highly valued.

Sorcery Passives.
Fuel of Mana.- Max mana and cast speed, useful for anyone using mana.
Canthus.- 5m added to the range of "Magic" Spells, another very useful tool.
Efficiency.- And 12% off the mana cost of "Magic" Spells another very useful passive for sustaining your mana pool.

Overall this build is meant to be a disrupter and supporter. Offering some serious aggressive CC can allow your group to stick on targets with ease, control the battle field, and lock down anyone keeping your group from landing a kill. With the amount of disruption this build offers with a well coordinated group you should be able to keep large amounts of people under control. Outside of the aggressive uses of everything this build offers most of the abilities are multi purpose, most of them offer some defensive utility in the form of slows, stuns, and displacement. To keep your self going the build also runs a few instant CC, stealth detection, and some self healing tied in with a shield.

Maplesyrup
04-23-2014, 09:41 PM
If there's something anyone feels I didn't quite explain well feel free to point it out. Rather sleep deprived and wouldn't be surprised if I over looked something.