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Just Got Here
Threads: 1
Posts: 4
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| 12:53:40 PM - Sat, Jan 29th 2011 |
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Playstyle
At level 19 the amount of abilities are limited, but you still have a small variety of control abilities that you can use to turn the tide of the battle.
Typical Rotation
In a perfect world where you could stand still and cast at the enemy without taking any damage yourself your PvP rotation would look something like this:
1. Plant down a ground of Power - Stand on it
2. If you expect the target to survive for longer than 8 seconds then cast Countdown on them. Refresh if the target looses the debuff (usually because it has exploded) and you expect the target to last a further 8 or more seconds
3. Flame Bolt when off cooldown
4. Fireball untill the target's health is beneath 30%
5. Finish up with Inferno
If you weren't being attacked you could probably chuck in a cinder burst or two against some tough targets - I dont think there has ever been an occasion where I have been able to cast Cinder Burst, 6 seconds is just a mammoth cast time, and only an idiot player is going to sit there and take it.
Ability Breakdown
Flame Bolt
-Deals a medium amount of damage, instant cast, on an 8 second CD. Very usefull move to get some burst damage on a target. Because it's instant cast it can be cast on the move, this is generally the ability that I use in most situations
Fireball
- This is your primary player nuke. A 2 second cast time is quite hefty in fast paced PvP so before you begin casting this ensure that its going to hit your desired target. So make sure that your target will not run around a corner and LOS you, or interrupt your cast or else you will be wasting valuable GCD cast time. But if you can cast your fireball, then expect some big damage to be taken by your opponent.
Countdown
- This ability is similar to 'Living Bomb' from WoW but without the dot effect. Generally this move dosnt see much usage from me as my targets usually die within 8 seconds, rendering the ability useless. But there are a few occasions when the heals are just so great that it warrants casting this ability. It's also usefull as a fire and forget type move. 2 Opponents? No worries, cast this on one, use some CC, and deal with the other. By the time you swap back this bad boy will be due to tick for a significant amount leaving your now single opponent at a disadvantage.
Inferno
- This is your most powerful move. If it can be cast then you can expect your target to die. Personally I have never seen anyone survive a cast of this (being at the top end of the PvP bracket) so use this whenever you can.
Fire Storm
- This is your primary AOE. It is channeled, and it absolutely smashes through your mana so its extremely important to be standing on your talented ground of power and maintaining your smouldering power stacks or you will OOM within 2-3 casts.
When picking up the flag (fang) in the Black Garden you get a castbar for about 1 or so seconds. This is interuptable, and it just so happens that the ticks from this AOE are about every 1 or so seconds, so when the flag is dropped and both teams swarm to pick it up stick this baby down on the flag and it will prevent the enemy from picking it up (Unless they spec into pushback or whatever - But i have rarely seen anyone pick up the fang while in the AOE at this bracket), this will give your team plenty of time to stroll in and casual collect the flag.
In my experience this is a game winning move. If the opponents do not copy you and your team can grab the flag in time, it sways the fight big time.
Thunder Blast
- This move dosnt hit for much but it's knockback is invaluable. There are many situational uses for this ability but the main ones that I have noted are: knocking back a single player going for the fang, and knocking back pesky melee or pets that try to hamper your stationary PvP domination. Use it wisely though, i'v seen a few stupid mages knockback a fang carrier that they have been chasing and putting them out of their own range, or knocking the enemies into the allied fang carrier.
Ground of Power
he ground gives you a 10% damage buff while standing on it, this in itself is very substantial, and if you'r playing correctly it's a rare time when you are attacked. And when you are attacked you need to merely step off of the ground of power to avoid the increased damage on yourself. With a cast time of just over 1 second and next to no mana, this fellow should be plonked on the ground whenever you set up to annihilate some poor enemy.
Generally if you dont have a ground of power beneath you then you should be: Kiteing a melee, moving into a position to plonk down ground of power, or be under the effects of some form of CC.
Transmogrify
- The Polymorph of Rift. Now i'm not sure if RIft PvP is subject to DR and the 10 second CC cap, but even if it is then this move is still powerful. You can effectively completely lockdown an enemy with this move for up to 10 seconds (30 seconds?). Have two enemies on your hands at once? No worries, lock down one with this and then killl the other. By the time the Trans target is free the other will be dead leaving you to kill this person without extra pressure.
Break Free
- The PvP trinket of Rift. Removes all CC from yourself on a 5 minute CD. If your using flicker correctly then you will rarely need to call apon this ability, but its a usefull reserve for when you get CCd multiple times within 20 seconds. This can later be talented to a 2 minute Cooldown similar to WoWs trinkets.
Flame Jet
- A frontal cone AOE. While the damage is limited, the uses are not. The primary use of this ability is to interrupt a group of enemies attempting to pick up the fang in a similar way to 'Fire Storm'.
Flicker
- The cornerstone of the Pyro PvP tree, and the One main reason I ended up choosing Pyro for PvP. As explained earlier: Besides from propelling you forwards 15 meters to escape melee play styles, this move will break ALL FORMS OF CC ON YOURSELF WHEN USED! And it only has a 20 second cooldown! Anyone who has tried arena in WoW will know the importance of their trinket (Removes all CC on yourself on use, with a 2 minute CD), and Flicker is essentially a trinket on a 20 SECONDS COOLDOWN that helps evade melee at the same time!
Fire Armor
-This is your only armor choice at this stage, so re-apply at spawn or when it is removed from you and you should be good. FYI: 5% fire damage increase, 'nuff said
Burning Bonds
- This is an 8 second snare. Anyone familiar with WoW's entangling roots should be a master with this move, just bear in mind that it's on an 8 second cooldown, and before reaching the next tier of the Pyro tree it will break on damage. But its still an extremely usefull move. The main purpose is for keeping those pesky melee off you, and preventing fleeing targets from escaping your wrath. "But how do they not escape your wrath if the damage breaks the snare?" I hear you say. Well, 8 seconds is long enough for you to charge up a fireball and put them out of their missery. Or felling really evil? then try out a cinderburst. Just dont try snaring another ranged to keep them away from you, they can still shoot you from where they stand
Cinder Burst
- As explained above Cinder Burst is a heavy hitting move with a 6 second cast. While it wont see much use in the Black Garden due to its incredibly long cast time, it is still useful to keep binded for those rare occasions where you get a perfect 6 second casting window on a target
Internalize Charge
- A 20% damage bonus is extremely powerful in PvP, but because this ability uses charge and not mana it will conflict with your smouldering power usage. There are cases where this will be handy to use, but its up to you to determine when. Getting the perfect mix between maintaining mana yet maintaining this ability is the mark of a true gladiator.
Smouldering Power
- As explained above this move is the main mana regeneration source for the Pyromancer and should be maintained at all times to conservere mana.
Detaunt
- A 50% damage reduction buff for a targeted enemy (breaks on damage dont forget) is incredible. Used in conjunction with Transmogrify, Burning Bonds, Thunder Blast and Flicker, a skilled mage could keep up to 3 enemies controlled (or even 4 for the budding gladiator) and kited on their own.
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