Nov 19, 2006, 01:08 AM // 01:08
|
#1
|
Ascalonian Squire
Join Date: May 2006
Location: West Coast US
Profession: A/
|
The Strengths of Blackout and Diversion?
Somewhat new to this forum, so thanks in advance for your input.
Been playing with a Me and thrilled with it. Been moving into PVP, so I have some noob questions - be gentle!
First, Blackout: I've read in this forum plenty about how people rave about Blackout in various situations. So, I've taken it into PVP a bit. But, it'd be great if you all could explain why it is so valuable in your skill bar. At max Dom, I'm losing all my skills for 5 seconds, while they lose all theirs for 6. To me, that sounds like a tradeoff, rather than a major advantage. I know for sure I am missing something, because so many have said it is a must have skill in many builds. So help me out - what makes Blackout so valuable?
Second, Diversion: I've brought this along in PVP occasionally, and I know I've hurt some people with it. But it seems that it is so easily defended against. Just don't use a skill for 6 seconds or so. Is the reason Diversion works so well in PVP is because either people don't notice they have it? Or are people using Diverison only against spammer builds (glowing gazers, touch ranger, monk healers). Help me out with this one too.
Thanks again in advance.
|
|
|
Nov 19, 2006, 01:14 AM // 01:14
|
#2
|
Krytan Explorer
Join Date: Feb 2006
Guild: Venatio Illuminata [VEIL]
Profession: Me/N
|
Blackout- For spikes, this skill is great. Blacking the off Monk out gives you 6 seconds to kill a KDed target, which should be plenty of time. In addition, it also completely wipes out adrenaline of warriors, at the same time preventing adrenaline gain for 6 seconds. You use Blackout on Warriors far more than casters. It's also very good against caster-spike groups.
Diversion is excellent as a general purpose skill. In GvG especially, it's an extremely good defense against Wards (which are usually so predictable you can Diversion it off after one or two casts), Blinding Flashes/Surges, and a general harassment tool against enemies. Personally, I don't use it on Monks unless we're spiking, because usually flagstand Mesmers and Elementalists, and now Paragons, are much easier to disrupt. Also, Diversion is a pressure skill as well- should I hit Reversal and save a teammate, but lose my skill, or should I wait the 6 seconds and risk him dying?
|
|
|
Nov 20, 2006, 02:34 PM // 14:34
|
#3
|
Ascalonian Squire
Join Date: Jul 2006
Profession: E/N
|
I'm kinda noob too but i just thought that I would like to share something. IMO diversions strength comes more from the fact that it is there on the target rather than when the target triggers it. Generally a monk will not do anything when he notices a diversion is cast on him to avoid the effects. Thats a 6 second window during which a teammate like an assassin to kill off a target. If followed up by a maxed out blackout, thats a 12 second window. Usually more than enough time for a good assassin to finish a soft target off.
As a side, I read somewhere that casting diversion on top of backfire is waste because then you are giving the target 2 reasons not to cast a spell. IMO this is great. Because the whole point is to stop the target from casting a spell. I dunno, does anyone else have a take on this? I was thinking a backfire->diversion->wait abit->blackout combo. Will this work?
|
|
|
Nov 20, 2006, 03:36 PM // 15:36
|
#4
|
Lion's Arch Merchant
Join Date: Aug 2006
Location: 667 Neighbour of the Beast
Guild: Ttgr
|
Matra of Recovery + Diversion. Gives Diversion a 6s recharge time allowing you to spam it on one target and mess around with other targets during the "in between times"
|
|
|
Nov 20, 2006, 04:11 PM // 16:11
|
#5
|
Bubblegum Patrol
Join Date: Dec 2005
Location: Singapore Armed Forces
|
The strength of diversion is not so much from the fact you can use it to shut down a target out of deterrant, but because many builds have key skills. Knocking out a critical skill can cause a huge difference in the situation of the battle - taking out a Searing Flames can allow your team to safely push through a chokepoint, disabling SB/PS would allow you to be able to spike more successfully, and other examples.
While certainly you can rapidly spam diversion under Mantra (5s recharge, not 6s), this in turn makes your diversion an easy target for counter-shutdown or to be predicted.
__________________
And the heavens shall tremble.
|
|
|
Nov 20, 2006, 06:46 PM // 18:46
|
#6
|
Forge Runner
Join Date: May 2005
Guild: The Etereal Guard
Profession: Me/Mo
|
Blackout drains adrenaline...
Blackout resets skill bar for you and enemy, while you gain a 1 second advantage. You can combine this with Horn of the Ox to further disable enemy for 2 more seconds.
|
|
|
Nov 21, 2006, 12:34 PM // 12:34
|
#7
|
Forge Runner
Join Date: Nov 2005
Profession: R/
|
If you pop some degen on a foe, then black them out, they continue to take damage without any way to counter it. Just one of the several advantages of blackout.
|
|
|
Nov 21, 2006, 12:53 PM // 12:53
|
#8
|
Frost Gate Guardian
Join Date: Jan 2006
Profession: Me/
|
Typically won't be able to fit threatening degen and Blackout on the same skill bar while covering your necessary bases. I can say that blackout is sexy for adrenaline removal which makes more sense than chasing after a monk. Diversion is best when you can predict casts and begin casting it so that your cast finishes as they cast. Furthermore it can hit any skill so everyone has something to fear from it. Linking Gale into Diversion is an awesome way to increase the chance of a successful Diversion because people under pressure will often cast thoughtlessly and give up one of their skills.
|
|
|
Thread Tools |
|
Display Modes |
Linear Mode
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is Off
|
|
|
All times are GMT. The time now is 11:48 PM // 23:48.
|