I still run GA / WH or GA / rapier depending on the situation. the 1.2 playstyle is completely different than 1.1 though, for the worse imo. (it is still very viable, just far less fun to play, damage aside). I run 200 con, 280 str heavy, with full resil / weapon perks on my armor
Unless you’re with others, you won’t really be chasing down many kills, i generally have to bait the enemy’s escapes early on or catch a lucky shockwave / wrecking ball. With the current desync issues combined with the huge nerfs, you’re basically waiting for the enemy to mess up & capitalizing on that. most light users will die in a shockwave → wrecking ball → execute combo (yeah I know, execute lol)
If i’m playing against competent ranged players that arn’t going to give me many openings, that’s generally when I throw on the rapier. if they wan’t to play the running game so can we. a heavy 200 con player with charge + fleche + riposte + evade with hearty on your ring is near unkillable. take refreshing toast on your earing & chug infused health + regen pots. you can kite 5+ players indefinitely, especially if you use the terrain to LOS any skilled / aimbotting ranged. I get whispers accusing me of exploiting when I run that build, that’s how busted it is
that all being said, melee just doesn’t feel as fun to play right now & I run significantly less OPR than I did 1.1 (still probably 5-10+ games a day though)
Tanks, or some form of heavy melee, are a necessity in OPR and war to push into a point. The problem is that tanks get zero points in OPR unless they do PvE. So you basically sit out of every fight and get some rewards, or join in the fight because you are needed to push into the point, and get zero rewards because the scoring system is so screwed atm.
I main GA/WH and I can honestly say that without a nerf to light armor or giving us a slow it isn’t worth it. Since patch either my abilities don’t work correctly or the big issue is I rearly can get to target to do damage and get withered down to no health from being kitted. I have since start replacing my gear to even be useful at this point.
The problem rn is melee has no way to catch up to ranged at all. Before it was difficult for ranges to run away and cast AoEs but since the GA nerf its now incredibly difficult to chase after ranges.
You have AoE Slows so in OPR light armor users will tend to reach mid point before melee users and as they rain Ice storms and ice walls, melee has to wait or try to inch in. The biggest thing is if you are caught in it, IG users has a one shot where they can combo icespike to nuke immense amount of HP at you.
Void gauntlet is another tool most mages run. An INSTANT root and if you are under 50% HP, is a guarantee 3 seconds of root. Void blade is also stupidly powerful with it outdpsing GA swings. Accompany that root with the void blader + 1 or 2 players and that’s typically a guarantee death.
Most folks say you can dodge it, but in group combo? You usually cannot see it coming due to VGs not being apparent on the person and how fast the animation comes out.
Shockwave is slow, you can easily see the animation and dodge away even in group combat.
Its funny cause in Wars our range feel like the contribute nothing to wars especially when attacking it just ends up being a shoot out with the other range beause shooting anyone in plate is pointless and just scratches them and any plate healer can out heal 2-3 range hitting them aswell so cant kill the vital targets so it end up being the musket/bows and up shooting eachother the whole game lol
I always play melee, I always play heavy. Not going to change that to adopt to some FOTM in New World. Is it annoying that actually engaging in PvP in OPR is completely worthless because as a tank you’ll not make the cut? Yes. But that’s not going to stop me from playing as melee, heavy. I’ll just go farm NPC’s for points till AGS fixes the game mode instead.
That actually doesn’t work anymore after the patch I don’t think, unless they changed when you have to block to cancel the animation. I haven’t gotten it to work at least.
Please AGS stop gutting weapons. Small incremental changes. Dont change so much at one time. and Fix the underlying combat system. It feels laggy and we actually have to slow our play down to see if the servers are going to teleport us around the map before we waste our next ability.
I’m playing melee with hatchet and hammer or hatchet and void gauntlet.
I had never played hatchet before always relying on the great axe. But, now use it exclusively in open world pvp and OPR. Berserk allows some level of catching up. Feral Rush lets me hit them when they are running away. Path of destiny provides a slow. And, if I get caught in a void gauntlet root: Shockwave and clearout provide enough defensive distance to get out of the void circle while taking little damage.
Using void gauntlet in a melee build is a force multiplier (I fit all str and my void gauntlet has 19 str 9 con). The oblivion circle adds 20% damage. Scream does 3 second root and you have the option of getting 20% life leach on single targets.
I have found it to be extremely important to have plagued strikes on my hatchet and/or putrefying scream for the void gauntlet. These reduce the players ability to heal. Making healing circles and potions less effective. Applying putrefying scream on a target almost always insures they will die during that root during group combat as a single healer cannot heal them enough against the dps.
In all seriousnes tanks are okay in pvp, they crush ranged players and light armor, but they get obliterated by Void gauntlet/ice gauntlet and spear. Those are the biggest problems.
Void gauntlet just out dpses and have bigger sustain, aswell as magic and aoe damage.
Spear breaks guard instantly so you cant really block allot.
And ice gauntlet is well… Ice gauntlet
Id say its fine that ss has a counter But i dont believe it should be spear. It should just be magic users. So if spear shield damage was nerfed id be happy tbh.