Hello all thief friends. I am having a a little hard time killing high ranked flayer wargs on my burg. That bubble really sucks, all they do is maul, run away from you then come back running crossing maul, run away again, and start over the kitting. With that healing bubble and the kitting is hard to burst the dps. Any tips? thanks
I disagree with the comment above mine. Gambler is not what it used to be in PvP.
A good flayer warg should be able to beat a burg so don't knock yourself down.
With flayer wargs I spam subtle stab to keep getting glee off. If they are healing 1% ever 7 sec, then you might as well get yourself as much health as you can. But other than that just regular dps rotation. I have more trouble with. Shadow wargs, all thier OP skills that go through evade aren't cool!
I disagree with the comment above mine. Gambler is not what it used to be in PvP.
A good flayer warg should be able to beat a burg so don't knock yourself down.
With flayer wargs I spam subtle stab to keep getting glee off. If they are healing 1% ever 7 sec, then you might as well get yourself as much health as you can. But other than that just regular dps rotation. I have more trouble with. Shadow wargs, all thier OP skills that go through evade aren't cool!
Dont count Gambler out. Still as potent as ever if played properly.
Most wargs tend to just DoT and kite, cant help it but whatever to win right? Flayer wargs are annoying with the mini heal/bubble and added armor but they have to get close to attack all the same.
As common sense says hit them hard when they come in for their one attack before running off again.
I would also suggest trying out the +trick range legacy so you can hit them with your tricks from range still doing damage and debuffing them before they come in for an attack. (For Gamblers, the trick is on them before they get to you so you can pop a stun or MG mez on them as they come by giving you some time to attack hard then reapply the Mez with Gamblers Strike if you traited Gambler stopping them again)
Also if possible keep dust on as much as you can, even just for the slow and chance to pop ST, MD, or CR when they are up.
QK is nice for the burst damage but when you cant attack constantly, the extra CC Gambler offers can come in handy if you find yourself unable to kill them quick enough with QK or without the extra CC. Every second they are mezzed or stunned is another second they arent attacking you and you are attacking them.
Usually the extra CC helps me out against Flayers but Im a Gambler who never had any luck with QK against them.
Hope these suggestions help!
-Kayko
Last edited by FA_bio_phazon; Jul 30 2012 at 01:00 PM.
"I am the shadow and the smoke in your eyes. I am the ghost that hides in the night."
Don't use your CC to close the gap. Use your CC when you got a critical response and the warg is about to attack and unleash some hard positional burst dps. As mentioned before, spam subtle stab, use dust and overwrite it with disable, use glee after loosing ~800 hp and on cd from now on. Make sure every time he is about to attack that you land more hits(like 2 in front of you and maybe 2 after running through). Thats the way how i handle kiting flayer wargs and its not that hard.
I think those flayer wargs which stack up attack speed debuffs and actually fight are more challenging.
I ran the gambler until I started coming to the ettenmoors, I was told that it was useless and not viable out there because of the stun immunity skills/potions that creeps have? So pvp gambler burglars ...is it not only viable but a legitimate line to run out there?
QK is good but a lot of the damage gains in QK are positional. That makes it great for burst damage after an initial stun but in a longer fight vs a ranked creep that is moving around you are doing good to get positional damage 50% of the time.
Gambler DPS is not dependant on position. Always keep a gamble on your opponent, spam surprise strike (for the bonus damage), spam sub stab (helps glee cd), Your debuffing gamble gives you an extra 20s or so where most creeps cant do significant damage to you. Contantly stun/mez/remez the creep. All of those little short 1s stuns/mezs are time where you are hitting them and they arent hitting you. It adds up to dead creeps.