Tips and Tricks for PvMP
Part 3
Combat
Chapter 3
Bill studied a lot. He learned a weakness of stationary hunters, RKs, defilers, LMs and spiders while they are inducting/channelling a skill.
While they do that, you want to move around them so their skills are likely to be interupted or not go off due to you not being in line of sight.
It's kind of similar to circle strafing.
Here's an instructional video on how to look good while doing it:
Chapter 4
Bill also found weaknesses of healers in the moors. They can't heal when they're disarmed (RK) or silenced (Captain, Minstrel, Warleader...).
(Belongs to Grouping) In group fights it always makes sense to have some of the members focus on CC'ing the healers of the opposing faction.
Best classes for that are spiders, lms, flayer wargs, shield guards and burgs.
Chapter 5
In an attempt to test the knowledge he aquired Bill got zerged and died. We are currently looking for the culprits and the place he will respawn.
In the meantime, I'll explain the worth of efficiency in character builds in the moors using 3 of my 8 WL corruption builds. (Outdated)
1. 1v1 build:
As the name suggest, all healing buffs were taken out of it and replaced for traits that actually benefit in a 1v1 where i use no heals. There's stuff people would never trait in it, which makes it a rather special build. The corruptions are a mix of morale, mits and masteries - basically just general buffs. (There's 2 tact mits because tact dmg classes usually have higher dps and WLs base tact mit is lower than phys mit) Of course, there's still room for changes depending on 1v1 situation.
Because who traits phys mits when there's noone at 1v1s who does phys damage?
2. raid/group build:
This is the most "standard" build and I wouldn't be surprised to have anyone say they have a similar build. It's a build that focuses on big action and healing with defensive banner and aura.
You have capped phys mits and almost capped tact mits, about 50% crit defense, high heals and average morale with this build. The class traits have pretty much everything for grouping included except for the enhanced rez, which should only be traited in pure raiding builds. Of course, here's also room for situational changes.
3. solo/group build:
This is a very unique build that is most effective in small group action. both mits are pretty much capped, and the healing is slightly worse than in the build before (but still very decent).
The huge durability of this build is best used for melee trains (because mits are capped, aura of command is the better aura choice, same goes with Attack damage banner) and for situations where your own death is inevitable. And again, still room for perfections depending on the situation.