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Spirit Master Tips: How to Not Suck in PvP (Page 6)

Old 09-17-2009 10:20 PM
Pysche
 
Category: Aion
Views: 21,403
Replies: 0
Class-Specific Strategies
Against Clerics:
Sigil of Silence and Fear are especially important against clerics. Open with Chain of Earth (as always), then cast Fear and Weaken Spirit. Debuff them with Ignite Aether and slap on Erosion. By this time, Fear should be close to wearing off or already has; use Sigil of Silence quick before they have a chance to heal themselves. Once you have Sigil of Silence off, refresh Chain of Earth, then use a couple pet skills and a servant. They should be dead or almost dead. If they live long enough that Sigil of Silence breaks, pray you can interrupt whatever heals they may use until Fear is up again.

Against Chanters:
Lolezmode. Not being able to debuff their mantras sucks, but that doesn't make them difficult to fight. The second you see a chanter (melee, durr) you should be hitting your Chain of Earth key. Follow up with Sigil of Silence, then Ignite Aether and Erosion. They will be trying to close in on you to whack you by now; start casting Fear and don't be afraid if they get in your face, so long as they don't cancel your casting or resist the spell. Chain that with Weaken Spirit, then servants if Mudra is up or you've got them stuck on a terrain obstacle/in a corner where Fear won't make them run away.

Against Gladiators:
Open with Chain of Earth and a pet command, followed by Erosion. Kite away a bit and cast Fear as they run towards you; by the time it is done they should be quite close and you can use Weaken Spirit before they run out of range. Get off another pet damage skill, by that time, they've probably broken out of Fear. Refresh Chain of Earth and kite off; when you are far enough that it will take them over two seconds to catch you, use your servants. Kite them around, spamming your instant cast skills while close to them and longer-cast skills when they are far away. They don't go down as quickly as other classes but they are not difficult either.

Against Templars:
Ugh, HP. It's gonna be a long fight, especially if they take to the air. The most annoying thing about Templars, however, is Stunning Strike. It will foil your kiting attempts. D: If possible, make sure you have two Stone Skins and Mudra up before engaging with a Templar, because they WILL get in range to hit you a few times. Chain of Earth at the start, then Fear > Weaken Spirit asap. Get your pet commands off while they're Feared, then the standard Erosion and servants, if possible. Kite them around, refreshing your instant DoTs as needed until Fear is off cooldown. Don't bother with long cast-time skills, they'll likely get cancelled or you'll get pwnt when the Templar catches up to you as you sit there casting. Save those for when they're Feared.

Against Rangers:
OUCH. sdhfsjdfhbjsdfjsdf rangers suck. Your best shot at defeating a ranger is to fear them, with Weaken Spirit taking a major role in your tactics. An unfeared ranger will fuck you up. Rooting them does nothing, Sigil of Silence does nothing, fear is the only CC you can use on them. Try especially hard to fear them into an obstacle, as if they are already at range before you cast fear, you'll never get Weaken Spirit off. Rangers will use MANY status effects on you, more than you can pot out of. Fighting them will get easier after 37 when you have Fear Shriek; as it stands, with only one crappy fear they can usually interrupt, Rangers are truly a class you should worry about. Many experienced players will refer to them as "anti-spiritmasters".
Note: I want to see if Body Root is effective against rangers. In theory, it blocks physical skills, which rangers fall under. I haven't gotten a chance as of yet, but I do want to test it out.

Against Assassins:
They will try to begin the fight in stealth mode; it's best to run around wildly until they attack in the hopes that their initial skill gets range-cancelled. Do not Fear them instantly when they pop out of stealth. Instead, root them and be careful not to let your pet break it. Get a lot of distance now; when you are at max range, break the Root with servants -- do not waste Mudra now (it doesn't matter how long your cast time is when they're rooted for 20 fucking seconds). As soon as the servants are off, let your pet attack, use Chain of Earth, then Fear > Weaken Spirit. Spam Erosion and pet skills. If they aren't dead by the time Fear breaks, kite them around using instant-cast DoTs until they are. If an assassin gets within attacking range of you, they'll spike you down horribly, easily melting Stone Skin. If you can keep them at range and not get Ambushraped, this should be an easy fight.

Against Sorcerers:
ARGH RESISTS. Sorcs are very annoying to fight. Good ones will CC your pet, which you can't pot it out of. Use Sigil of Silence the SECOND you see a sorc. If they get a CC off on you...well, gg, you've lost. Use Chain of Earth and a pet command, then Fear. You probably won't be able to get off Weaken Spirit unless you've pushed the Sorc into a corner, so don't try in open space. Get Erosion off on them, and servants if Mudra is up. If they're still alive when Fear breaks, or if they resist it, you're going to get assfucked until Sigil of Silence is back up. Hopefully your pet can keep up with their kiting attempts as long as they're slowed with CoE. The key to winning this fight is to CC them more than they CC you. Use CoE > Stone Shock to interrupt skills if you get the chance.

Against Spiritmasters:
Like fighting sorcs, a spiritmaster vs spiritmaster fight is all about CC. Usually the victory goes to whoever gets their CC off first, be it Sigil of Silence or Fear. Make sure to Root their spirit and debuff their Stone Skin. If you get the jump on them, shoot off SoS first, as its cast time is far shorter than Fear's. If you're 37+ and have Fear Shriek, use that instead as it may also fear their spirit (its cast time is the same as SoS anyways). If they surprise you or if your opening CC gets resisted, they'll probably CC you and try to take you down as quickly as possible. The second you pop out, use CoE > Stone Shock to interrupt them if they're casting a CC, then SoS or Fear. Once you've got them CCed, it's fairly simple. Remember that you can pot out of SoS and Root, but not Fear.
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