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CHAPTERS
- 1. This guide is under construction
- 2. Melee is nothing without fluidity
- 3. The best defense is a strong offense... or a maybe a balance works better
This guide is under construction
I'm looking to put a lot of work into this guide, including the possibility of skill choice tweaks if necessary. If anyone has any feedback now, please let it be on what is here, and not what is lacking (unless it's just a suggestion of what to add)._________________________________________________________________________________________________________
Melee is nothing without fluidity
To address the issue of melee only classes basically being overshadowed by anything with a lick of ranged ability, I have added a slew of movement type skills to satisfy the obvious need._________________________________________________________________________________________________________
Movement Skills
is a no-brainer. One of the best movement skills in the game, only hindered by snares; all of which have their duration for PvP reduced as it is.
is very useful for many other reasons, especially 1v2+ combat, but the skill activation allows for movement for up to 20m.
synergizes very well with and and provides large movement advantages for short periods of time. This is further amplified through any successful parrying reducing cooldowns.
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Quasi-Movement Skills
Skills in this section affect movement in a different way, generally by affecting the movement of the target.
is a great initiation tool, and helps catch those pesky Shadowplay and Auramancy fiends before they get too far away.
snares a target and even though the duration is decreased in PvP, the skill prevents movement and can allow for further lockdown of the target.
and combo well together to first stun, then immediately trip a target.
decreases the target's movement speed as an added benefit to it's insane burst damage possibility.
decreases the target's movement speed as well.
is one of the best Auramancy skills in the game and grants immunity to movement impairing effects.
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The best defense is a strong offense... or a maybe a balance works better
For a while I had the idea that classes in Archeage had to be either purely offensive or purely defensive, otherwise they would be gimpy and basically obsolete. When I entered the Arena for the first time, I was amazed by the players who had these high survivability builds that could also dish out a significant amount of damage. That's when I decided to throw out all of my thoughts about the class system in Archeage and try to get to know the inner-workings of such balanced builds.It's easy to see in a build like this one, where balance is a key factor. Right off the bat, Battlerage has 9 skill points, Defense has 10. There are 2 passives used in each of these trees. While this certainly isn't enough to prove my point, it does have some weight to it.
UNDER CONSTRUCTION
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