I assume this is through the use of Humility one target, Battle Charge on another and Crushing Wave on the 3rd (in no particular order)? While clearing 3 people off a FC is definitely doable, I find the biggest problem with Rift PvP is that EVERYONE is DR'd by the time I get to them. Often times when I try a knockback, I see the oh so lovely green letters come up "Immune" or when I need to snare them "Immune" thanks to other people chain snaring said person. I can never truly understand why, back in 1.2, they put Roots/Snares/Knockbacks all on the same DR category. A Knockback + Snare combo to create a gap and maintain it should be a valid escape tactic - Instead, it ends up penalizing both you and your teammates since said target is now immune to all movement impairments for 15 seconds.
16% Dodge and Parry is nice but can be completely negated with a weapon or item ~90 Focus (which is so easy to obtain). Are you finding that players aren't including sufficient hit/focus in their PvP gear to make Devout Deflection worth it? In my PvP gear, I have a mere 50 Focus which I believe works out to 10%. Once I add 2 Radiant Sharp runes, I'll be at 86 Focus == 17.2% and therefore completely negate your avoidance values.


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), spike heal vastly better, provide the same amount of survivability, and give us more cleansing ability (at the tradeoff of course of being able to do exactly ZERO damage). I would make this switch so we -win-.

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