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What to watch out for each profession


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for necro:

core shroud: dodge #5 and #3. they're a setup for other skills, probably ones that deal damage. try to interrupt #4. get in melee and try to run around them so they can't range attack you unless they stand still.

reaper shroud: the big combo is 3>5>4. the tell on rs3 (the fear) is really fast, but know that if you get hit by it they will most likely use all their cooldowns. at that point you gotta kite or you die, applying cripple and/ or leaping away is your best option.

scourge: don't stand in the shroud 5 skill, when you see pulsing torment on you and a sandy thing at the necros feet its time to kite. don't stand in pulsing aoes, the meta build has 4 of them. shroud 5, 2 utilities, and the elite. its a real pain to deal with but you can do it. if they have a ton of barrier, don't use your skills and just auto attack until it expires.

in general against power: you have to dodge axe 2 and focus 5. if they're reaper and using gs, simply walk out of the aoe and dodge the #2 big swingy skill. if dagger dodge the immob and counter pressure the #2 skill.

in general against condi: you have to dodge scepter 2+3. tells are small but its really important that you learn to see them as this will be a huge boost in your chances of beating them. don't worry about staff unless you're playing a condition build, dodge the 4th skill. the tells on staff are kinda minimal but they're there. dodging the 3rd skill which applies chill is also a good idea if you're melee, unless your build has leaps/ teleports.

against minionmancer: obviously a build with ranged aoe spam is best. luring them into team fights is even better, as some builds simply cannot do anything to a well played minionmancer. if you wanna try, kite their minions until they're away from the necro, then go in and burst. when minions come back, kite again and repeat. kill their heal minion first. don't be afraid to use a cooldown on it as it provides most of the sustain to the necro.

against lich: you gotta los, have projectile blocks, apply weakness (not really the best counter but its better then nothing), or you die. its a cheap elite.

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Shiro with any Phase Traversal can be countered with a simple hard CC, if they fresh swap their legend, they'll be unable to do anything. Early swap Jade Winds should also be focused as they are extremely vulnerable to focus.

 

Mallyx being the death stance that it is in sustain is only good with damage. You want to CC when the player goes into EtD because it's the main source of damage and forcing a stunbreak takes away 75% of that damage. Still, no one is likely to use it unless they want to severely handicap themselves.

 

Jalis ability to catch up is unlikely so avoiding Forced Engagement should be priority number one and keep an eye on your conditions for Weakness, especially if RotGD is in effect. If you can corrupt stability, go ahead, it's worth it.

 

Ventari self defenses are the elite, everything else is just healing, so poison is a great counter but be wary of not stacking too much at once. That makes the conditions much easier to tank in just a few cleanses rather than many.

 

Glint is generally weaker to CC and team focus with it's low stunbreak ratio compared core legends, do be wary of the healing passive to you know to keep away from bursting. Make sure to not tank any of the power damage of the utility as they are really heavy hitters on glass.

 

Kalla is also another weak stance with it's healing barely doing anything other than condition damage reduction as a redeeming factor that doesn't quite keep up with anything Power, hard aoe CC's are also very strong after they stunbreak as their only options is to legend swap.

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3 hours ago, Stand The Wall.6987 said:

against lich: you gotta los, have projectile blocks, apply weakness (not really the best counter but its better then nothing), or you die. its a cheap elite.

I'm a Necro main and I'm not using it. I think it's a disgusting spell that shouldn't exist, it deals ridiculous damage with next to no effort, and if your opponent doesn't happen to have exactly the right tools (or energy to dodge) at the right moment, they take stupid damage way too easily.

Spell should be reworked or removed.

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38 minutes ago, Sunshine.5014 said:

 

Wanna edit your post to be more specific? Let's make this thread a good reference thread for newbies in the future 🙂

at the end of the day I dont think you gonna learn much.
I can tell you to be wary when ranger uses sic em on you as slb, or that core ranger will usually go for burst after switching pets, or dodge maul as it hits fairly high numbers but in the end you will have to end up googling the skills and wont know how they look like anyways.
Most of it will come with time and practice.
Watch what hits you hard, when you are dead google the skill. Look at its cast time, its range, and its specific requirements.
 

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Against guardians:

 

core medi guard: they will try to use focus 5 (blue shield around them) and then wait until it expires to teleport to you with sword 2 or judge's intervention, followed by sword 2 or GS 2. so if the guardian has focus 5 up, wait for the last second of it and try to dodge it (it lasts about 4 seconds). Other than that, just kite.

 

core burn guard: they need to stay at melee to about 600 range to deal most of their dmg. If you don't have a lot of cleanses, try to kite as much as possible, avoid Purging Flames (blue circle of Fire) as it will burn you to death. If you have enough cleanses you won't notice the burn guard is there.

 

DH power trapper: notice where they lay their traps. if you're hit by F1 (the spear) you're probably gonna get pulled to a trap, apply stability, or get as far away as possible. if you can get behind an object it's also good as the pull would only pull you at the object.

dodge Longbow 2 (it has a big tell, the guard kneels down and there's a lot of light at the center of the bow).

 

DH Burn: As long as you manage to avoid Dragon's Maw (elite trap) you're good, if you're in it, don't dodge without stability as you'll get knocked down. If you do get knocked down though, you might be out of the trap, so stunbreak and dodge again.

 

 

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