Seems to me that some people are confused about RPS system what it does and how it works to some extent and i know havent played in some time but pretty sure this still works the same way so i will post this just in hopes that some peopl read this and can spread the word because i keep reading posts about people dont know this stuff.
RPS whats that?
RPS stands for Rock Paper Scissors a fan made term to explain the pvp system in game this is because every role hard counters another role and can effectively make them useless to some degree. This is done via a debuff or removing of a buff of some kind sometimes both.
Ok so, what role counters what and how?
Tank: Tanks hard counter controllers by being virtually IMMUNE to all of the controllers CC effects, and by having MASSIVE amounts of defense that protects them from controllers already low damage. This means controller cant knock the tank away or keep him at bay while tank destroys him.
Controller: Controllers debuff healers as well as remove there stance bonus... effectively reducing there healing by more then 80-90%. This means healer can not heal himself or others more then any class can damage it, the idea is not for controller to kill healer solo but to debuff him long enough for the group to destroy the healer! On top of it controller can do various CC's to drain away healers power bar!
Healer: A healers attacks ignore a tanks defense stat, in addition any offensive attack from healers tree will remove the tanks defensive buff. Making healers able to help team crush tank quickly(in theory last i checked most healers dont do this do to ability of a tank to refresh the buff).
Healer: A healers attacks ignore a tanks defense stat, in addition any offensive attack from healers tree will remove the tanks defensive buff. Making healers able to help team crush tank quickly(in theory last i checked most healers dont do this do to ability of a tank to refresh the buff).
Role specific tactics
Yes sure is! is additional role each class plays, is VERY important!
Tank: every tank has a secondary ability should ALWAYS be slotted! every tank has an ability while in tank mode REMOVES every and all debuff, and CC effect from his nearby team mates! this means if healer is close by he can again heal! it also makes them immune to those effects for a short time!
Controller: While this should be a given controllers are also power healers, and they can keep everyone doing there job by keeping power bars filled! may be a dull job but its your duty even in pvp to keep those bars healed! in fact a healer is debuffed can still do some moderate amount of self healing just by having a controller feeding them power!
Healer: If i have to tell you to " heal your team" your probably playing wrong role! keep your team alive however doesnt mean run off after stragglers keep close to your tank! and keep the team healed up and flashing those green numbers! doesnt mean " dont attack" because that helps your power bar! debuffing tank is optional but i never put much stock in doing it... i let team handle him at there leisure!
Healer: If i have to tell you to " heal your team" your probably playing wrong role! keep your team alive however doesnt mean run off after stragglers keep close to your tank! and keep the team healed up and flashing those green numbers! doesnt mean " dont attack" because that helps your power bar! debuffing tank is optional but i never put much stock in doing it... i let team handle him at there leisure!
Additional tactics
Tanks are no longer immune to CC at all. The only way this happens is if we use our ability that removes debuffs and prevents CC, but in doing this you are risking having it on cooldown should your healer be debuffed. It is common practice i've seen for controllers to chain stun tanks long enough to run away. Our counter is simply that once the confidence damage bonus triggers we are simply outputting more damage and absorbing more damage than a controller can deal with, effectively steamrolling right over them.
What about DPS?
The confidence bonus to damage is just enough to put each class (barring DPS) up to 135% of normal damage and triggers on your opposing power sources even if they are in DPS stance so long as you are in your role.
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