I just started pvp and doing well but I dont wanna put points into anything not worth getting. I assume the stats are good of course.

I just started pvp and doing well but I dont wanna put points into anything not worth getting. I assume the stats are good of course.



Actually, the stats aren't worth a whole lot. It's a lot of AP to dump for a pretty minimal stat difference!
Right now up until 2.28 hits, you'll want actions. Which actions depends largely on which class you're bringing into PvP. I don't play Dragoon, but looking over your options, the most critical would probably be, in order from most important
Weapon Throw: Your main targets are Healers. Healers will run from you. Weapon Throw them in the back, and if you get lucky, you Heavy them and ruin their day (as a healer I can confirm the day ruining)
Fetter Ward and/or Purify: You might not think Heavy/Sleep/Stun are a problem before you go into PvP. They are. Fetter Ward is preventative but trickier to time since it requires knowing your opponent is about to do it; Purify is reactive.
Impulse Rush: An off-GCD attack that also makes your next few attacks gain positional bonuses (such as Heavy Thrust, Impulse Thrust, etc.) regardless of your actual position.
Enliven: Yeah, you have Invigorate, but given the amount you can (and probably will) be spamming your ranged attack and its TP rate, this is probably useful.
Skewer: Off-GCD damage is nice, but the INT decrease is not actually that relevant except against Summoners. Likely lowest priority.
An actual Lancer in PvP can probably correct me, but that's my quick look.
Once 2.8 hits, everyone will automatically be granted all the PvP actions - but can still use the AP you've gained from ranking up to strengthen the actions (increasing duration/decreasing cooldowns/etc.), and I think there'll be a lot more freedom to divide things up the way you want. Right now though, getting the new actions > pretty much any other options to spend your points on.
Last edited by Garlyle; 05-27-2014 at 03:48 PM.
From my experience,
Fetter Ward - useless, you need to cast beforehand, only last 5 seconds and recast of 240.
fully enhanced might be a different story, It could be really useful for bursting down a player, I have not tested.
quick tip for avoiding that first sleep, don't run into the middle with your whole team at the beginning of a match.
Purify - yum, point it up.
Weapon Throw - this has not been impressing me. I have with one point in it and when it does inflict heavy, yay!
if not, booo.
Enliven - You already have invigorate.
Impulse Rush - I am digging this, not so much for the TP reduction, but the waiving of directional requirement on combos, I use this at the beginning of burst. I'd like to try out enhancing this all the way.
Skewer - Damage seems nice, but lowering int, meh, seems too situational. Int is tied to attack magic potency, so you don't effect cures or sleeps.
As for Traits, I like them, 1 slot is like an extra piece of material, 2 gives you a stat increase of 12 overall. Thats like another piece of gear.
Also note you can use potions in PVP to boost stretch etc, can be great for bursting.
with 2.28, We'll be able to switch up where we allot our points, Then we can really start testing.
Also if anyone has differing experiences with the above, please post it up, the more info the better!
On drg i prefer enliven to weapon throw. Gives you a secondary sprint and recover option for chasing runners down. May not be relevant in 50 queues but has made the difference in several 30,40 matches for me.
enliven is a less useful skill for melees dps if you really think about it. as a melee dps, you got invigorate and there is TWO pvp items, on a separate cooldown btw, that gives you tp back like icarus wing and regain feathers. with all 3 and weapon throw, you should never have a real reason to use enliven for a melee dps.

Icarus wind and feathers are good options. But you may not use on random queue, it's unworthy because you are using consumables when perhaps your healer dies soon, or your team is noobie.enliven is a less useful skill for melees dps if you really think about it. as a melee dps, you got invigorate and there is TWO pvp items, on a separate cooldown btw, that gives you tp back like icarus wing and regain feathers. with all 3 and weapon throw, you should never have a real reason to use enliven for a melee dps.
In a match 4vs4 high rank, use it or not could be the difference to lose or win. (i exaggerate so much)

Too true. Sucks popping a x dex pot (which are expensive as hell) only to have ur healer die as soon as gate opens in random queues is the worstIcarus wind and feathers are good options. But you may not use on random queue, it's unworthy because you are using consumables when perhaps your healer dies soon, or your team is noobie.
In a match 4vs4 high rank, use it or not could be the difference to lose or win. (i exaggerate so much)
As I would agree with x dex pot to be expensive since it can be used in PVE, I would think not to be cheap when using icarus wind and regain feathers. Treasure hunters simply throw them away especially those that are farming glamor items.
While there is a big chance that you go up with a team of newbies, but there is also a big chance that you're up with a good fight with a tightly balanced group. And you don't want to lose in the end then say "Damn, we should've won if I had TP back then".

u can have both, in fact u need both, otherwise you'll just get kited all day.. you' have all of it though once 2.28 hits. but i guess it's preference while ranking up when choosing which ones to get first

I feel like Fetter Ward is quite powerful actually. It does have to be used ahead of time, so it's not meant to break CC, but for situations where you are going for a kill, have your buffs up and don't want to be CC'd it might help you secure that kill because WHM's are probably expecting to be able to Fluid Aura you away (etc.).
Have to agree with Lollie, Enliven is quite useful as a secondary Sprint since you may not have other gap closers even more so if you are trying not to use Spineshatter Dive so you aren't creating diminishing returns on Stun.
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