so my biggest problem in combat it seems is people running or hindering on snaps.
this ranges from web tattoos when i snap to running away or flying when i snap. jinsun astral forming when i snap...magi putting up reflections when i snap or they get more than 4 afflictions an the like.
just looking for some advice on how better to sneak in that impatience so i can actually lock.
i mostly use kelp stacks to achieve a lock since its most reliable. but if anyone has some tips for that let me know.
This is one of the worst forms of special snowflake RP I've ever seen. Thanks for going to another city to do it!
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You should post some logs.
I was going to say fake snaps, block, pinshot, dizziness, paralysis, etc, but they've all been mentioned already. Somewhere a while back I listed all of serpent's afflictions that hinder movement, and I believe it was about 15-20 afflictions/abilities. All in all, serpent has some of the best hindrance in the game. Just gotta use it, I guess.
I happen to know that you have a TF - so perhaps try breaking a leg with it (since it's super fast) after you build a stack (or even without one if you're good), and snapping somewhere thereafter. (You can easily prep with a flail). You'll easily have enough time for TWO doublestabs while their limb is broken where they can't cure anorexia via salve. Pretty much a free lock if they let you prep them. I use dragon rend to prep, but that's just laziness + the convenience of elder. During that entire time, they can't run at all due to the leg break, and even if they get it, you'll have an extra second of hindrance thanks to needing mending, or they'll burn their tree on the level 1 limb break (either way is great for you). Same thing works by forcing restoration (or both), but you can't get impatience immediately after via force.
This is an oldie but a goodie that I brought back just for BMs who love to Evade prep. Good for those goddamn Occie/Jester slow-preppers too. (it's designed to counter slow-prep [with slow prep], but it can technically work on anyone)
0.0s Break leg with TF jab
0.0s Applies restoration to leg
0.6s Snap [with impatience as first suggestion to hit]
1.6s Dstab with slike/vernalius
1.6s Impatience hits
3.2s Dstab with kalmia/gecko
4.8s Flay/Bite with curare (or Dstab if rebounding didn't come up)
It's important that the impatience hits at the same time as the slike/vernalius - so you may need to adjust that timing depending on your balance regain from TF stab. I might actually wait until 0.8s to snap and then wait for the impatience to hit and doublestab immediately.
The fitness "nerf" (fix) has made venom/riftlocks a thing again. I think it's a seriously underestimated change. Like, I completely rebuilt my offense strategies for like 5 classes already just because of it.
I couldn't possibly be more ready for multiclass to come back. I'm still holding on to a full set of serpent artefacts =/.
As for the creativity thing, I can't say that I agree. Locks against most classes are still extremely easy to prevent with proper evasion/turtling, combined with good dynamic curing (requires more than stock server curing / SVO).
I think the "ease" that you're seeing is simply a reflection of the fact that people are willing to drop $1,500 into their offense, but are unwilling to spend 30 minutes fine tuning their curing priority swap scenarios, or learning how to actively predict/avoid specific kill/lock scenarios (95% of the people I lock are still swinging indiscriminately when the final hit lands).
tl;dr: The general playerbase has a very high level of offensive power, but a very low general level of defensive skill (including curing system configuration), which results in misconceptions about how "easy" classes are. [ with that said, I'd much sooner call occultist or knight offense "easy" before any venomlock class, by a long shot ].
You smokin' something?