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2016 年 1 月 6 日 星期三  |
| Kung Fu Master - PVE Discussion |
分類: 未分類 |
| Disclaimer: This isnt a guide. I'm level 30, done lots of reading and searching, and this is a collection of thoughts and findings for people to discuss. I expect half of this is probably -wrong- so welcome experienced players correcting me!
So whilst it's not really advertised in the class description, the Kung Fu Master seems to be the closest thing BnS has to a "Primary Tank". Blademasters tank too, but from what I've read if you have a KFM and a BM in a party, it'll generally be the KFM that's the designated boss tank. I understand this is due to the following:
KFMs need to Counter/Dash Resist in order to maintain Focus levels and proc skills. They do poor DPS if nothing is attacking them.
KFMs actually have some +Threat talents to make them clearly able to hold aggro over anything
KFMs have far more defensive options than anything bar Blademaster, on short cooldowns
KFMs can generally hold a boss more still in one place than a Blademaster who move around a bit more, hence them being preferred as the MT (apparently?).
Now I've read lots of random comments and threads on KFM but most sadly seem to be focused on PvP. In PvP KFMs seem very strong, and have a specific talent build which enables a very specific skill rotation with animation cancelling (often referred to as 3rf) where once you get a stun/daze on an opponent you can change 2-3 of these "3rf" combos before they can get free Blade And Soul Gold. 3rf refers to Ankle Kick, Left Mouse Jab, Cyclone Kick, with the left mouse jab animation cancelling so all three hits happen super fast.
The 3rf rotation however requires a very specific talent layout and I'm not really sure it has all that many applications in a PvE setting, at least not in a PvE boss-fight-tanking setting, and it's quite difficult to get information on other builds. I'm going to make the assumption that the 3rf ankle kick thing has no real relevance in a pve build - please correct me if wrong!
From what I understand, Animation Cancelling on a KFM is basically all down to one single button - the left mouse Jab. It seems a lot of skills can be cancelled/shortened by using a Jab immediately after them, so I assume this has relevance in PvE, although my gameplay so far seems to imply that certain skills like tiger strike -> hellfire -> cyclone can chain insanely fast into one another so might be that Jab Cancelling isnt needed as often?
Skill Build Philosophies
It seems that a KFM basically needs 3 skill builds on hand in order to be effective. I'm sure you can minmax and have about 20 optimised per instance/boss but you should be able to consolidate it to three main roles:
A PvP build that includes ankle kick and lets you do the 3rf animation cancelling lockdown rotation
A Group Tank PvE build with Threat Talents, group buffs, focused on holding big bosses in place and surviving.
A Solo PvE build with lots of AOE damage, self healing, lockdowns and probably better DPS than the tank build, both for killing trash/grinding and soloing bosses.
For the sake of this thread, I really only want to talk about the second two, primarily the second as it seems that Solo PvE builds are very much personal choice (and any bad choices only affect yourself and not your teammates!). Of course, I'll welcome advice on good solid builds to solo in PvE.
Now from fiddling with the skill builds the bulk of decision making seems to be what -type- of Tiger Strike, Counter, Grapple and Cyclone Kick you go with. The game seems to imply that for tanking in a group setting you want the right hand +Threat branch of Counter, the +Threat point in Guiding Fist, and probably replace Grapple with the party buff Fighting Spirit.
Swift Strike seems to be the primary damage dealing source, almost everything seems to revolve around spamming Swift Strike and using other procs for regen. That said, aside from an obvious pvp application of the left hand branch, the Tiger Strike talent seems vastly superior to all other options. It does more damage, it's AOE, it heals you, it procs Hellfire Kick which restores 3 focus. The mid branch only costs 2 focus but I can't see how this can possibly be better than Tiger Strike due to the damage/hellfire. Am I missing something?
PVE Skill Use
The implied "rotation" for a tanking group KFM seems to be to pull with a Guiding Fist to apply the threat buff, then stand infront of the boss spamming Swift Strike (or probably Tiger Strike), keeping up your focus levels via Hellfire Kick, procs of Cyclone Kick, occasional Left Mouse Jabs, and Counters. Is animation cancelling via inserting Left Mouse Jabs after Swift/Tiger strikes worth it?
Block all yellow aoe moves (and regular swings) with Counter, avoid all Red aoe moves with backstep or Dash Left/Right immunity Frames. Probably talent up Second Wind so you can use it to get out of stuns/dazes/grabs?
Use Fighting Spirit at a key point where the group can get 10 seconds of hard DPS in without having to dodge much unless you have Blade And Soul Premium Membership, keep up the threat buff via Counter every 15 seconds (or a Guiding Fist if needed), and use Searing Palm whenever you can (being 30 I don't actually have access to this).
Iron Shoulder seems to be diminished usefulness here, as it only works on trash mobs - is it worth turning this into the static damage move that doesnt knockback?
I'd appreciate all advice from people higher level than myself, especially if I've missed something absolutely key here. In particular, when soloing I find taking a huge number of Skill Points that offer Health Restoring on attacking to be vital, especially when facing multiple mobs in swarms as it's very hard to block/counter -everything-. That said, on bosses where you can read and counter everything they do it seems less needed to have talented health restore - just a little on some moves seems enough. I'm curious as to the overall balance of how much self healing you need in a skill build.
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