How to fight a Demi?

PoFolksPoFolks Posts: 95Member Beginner
As a 1H Sav I find it hard to fight a Demi. Even with perfect shield, impact shield and other stun skills after they unstunned they just easily slide out my attacks and continue to combo me. They never kb me either so I'm just taking all that damage And can't get out. Tried fast assault but I go nowhere and they continue to pummel me. Have any tips or tricks to take them down?

Comments

  • AuniroAuniro Posts: 7Member Beginner
    Play a brain dead class like demi as well to be fair.
  • AegelweardAegelweard Posts: 351Member Intermediate
    The only reason you PvP in this game is because you want to unlock specific ely passives. That's it.Otherwise it is dead.
    "Be nice to people on your way up because you'll meet them on your way down." - Wilson Mizner 
  • BloodborneBloodborne Posts: 9Member Beginner
    Short Answer.


    You Don't.
  • BigAshBigAsh Posts: 570Member Intermediate
    Well, you can. But it's more skill based and staying out of range, then getting them to come to you so you can use your stun skills.
     
    Kyouko and Universe (1st and 3rd ranked pvpers. Both Demis) are in my guild and the top thing I learned about their fighting style is no never rush into them. They with KB you and then release a flurry of attacks that will send you flying.

    If you really want to learn some tricks, try asking the #2 pvper. Hes a Savior, and has kicked all of our asses on numerous occasions.
    PoFolks
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  • deathglovexdeathglovex Posts: 7Member Beginner

    That’s normal. Basically, the class (demigod) is severely
    unbalanced and non-skill based in PvP, which is why, much like Starseeker, you
    don’t see a single experienced long-time PvPer using it (most of them are losing interest in the PvP just because of Demigod alone). I had one just to test
    it out, but I deleted it out of boredom pretty quick. If used somewhat decently,
    it’s easily untouchable even at a low skill level. Your best bet is none other
    than predicting the demi’s every move and responding accordingly—in other
    words, vastly outplaying them, which is unfair. In order to experience what PvP truly is
    supposed to be, it’s recommended to not use or fight demi/starseeker as they
    ruin PvP by removing the aspects that make PvP fluid and skill-based: accuracy
    (not the stat), timing, kiting, dodging, actual combo knowledge etc, a fact
    agreed upon by every PvPer.

    In the following, I’m not saying I’m 100% right, but to get
    a basic idea of the meta at the moment (based off my current knowledge).

    S-tier (excellent damage): Savior, Gunslinger, Wanderer, Sword
    Dancer.

    A-tier (decent damage, but will struggle against the above):
    Judgement, Force master, Blader(?).

    B-tier (good mechanics, but lacking in dmg): Hero, Archmage.

    C-tier (basically unusable): Saint, Windstalker, Psykicker,
    Highlander, Terror Knight.

    D-tier (utterly useless): arc master, maestro, Soul
    Breaker(?).

    There are probably more I haven’t thought of, but whatever. That
    aside, here are some tips if you do get pit against it:

    Divine mode:

    #1: This class has three summons with lots of range and low-to-decent cooldown (around, maybe, approximately 8-12s for each). One of
    which has an 80% stun rate on its first strike (Fuhina)—that’s the skill you
    should be worried about.  During the
    animation for Fuhina, the demigod user will jump upwards then launch a
    projectile at the ground. Avoid the first hit of that move at all costs with an
    invinci or pvp skill.

    #2: Use divine blade a lot when chasing. The vertical and
    horizontal range on that is nice. If you manage to land any hit at all during
    that skill, use assault. Assault connects into every skill smoothly (the combo
    can’t be ducked, usually). Hell, even if you miss your divine blade (or any
    skill) and leave yourself wide open, Assault can be used to dash away and
    return to safety. Speaking of which:

    #3: Whenever you manage to land an assault, pressure your
    opponent into wasting pvp skills while they are airborne (note that there’s
    more risk doing this on experienced opponents because they will expect you to,
    most of the time). This can be done by continuing to lift them in the air even
    after the assault, with skills like uppercut and the guard bash skill learned
    from the stone at Temple of Pluto, both of which can lift an opponent even
    while they’re invincible. If you’re lifting them high enough, their guard
    impact won’t be able to reach you, and their pvp backdash will end before they
    can touch the ground and move. Guard impact can stun through invicis as well,
    but it’s risky because it’s 50% chance and doesn’t flinch people.

    #4: If you’re about to be overwhelmed by a flurry of summons
    and don’t think even a pvp invinci will give you enough time to escape the wide
    range of the summons, do an invinci then Light’s Judgement & duck. It might
    hold the demi there long enough to allow an opening for you to approach and
    attack. Also, I recall the summons themselves being killable if they’re
    attacked as they’re being casted. Might help.

     

    Rage mode:

    This mode is less of a problem because although it’s still broken
    (like divine mode), it’s closer to the balanced classes, mechanics wise. This
    mode, unlike divinewhich can just cast a fast summon while you’re in front of
    it
    gets punished for missing skills like every other class, but its damage
    drains hp fast (the highest dmg in PvP) & they’ve got an insanely good
    invinci skill.

    #1: If they do the drill move that makes them invincible,
    remember assault & guard impact work through invincis. If you can do an
    invinci then land an assault, try to keep them in the air long enough for their
    invinci effect to run out, then stun.

    #2: Pay attention to their summon, it can be killed, but if
    it scratches you once, you’re going to be pulled in & you’re going to lose
    a lot of hp.

    #3: There’s a one-hit move that can be done twice. It has
    50% stun rate and high damage. Getting stunned by rage mode is deadly because
    it has higher damage than divine. Avoid this move like the first of Fuhina
    because of its stun rate or kiss your hp goodbye.

    #4: Their Gloria move has enough vertical range to keep you
    lifted even through PvP backdash & PvP counter, just keep that in mind. The
    only thing that will get you out of this is an invinci. So try not to getting
    lifted by it.

    #5: If a demi swaps from Divine to Rage mode in the middle
    of the match and they have the cd buff. In most cases, it’s pretty much a
    guaranteed loss. They can continuously spam the drill skill (perma invinci for
    the entire 10s duration of the cd buff), their summon, and that 50% high-damage
    stun skill on extremely low cd. You’re just going to have to hope you can stall
    long enough for the buff to be over.

    PoFolks
  • deathglovexdeathglovex Posts: 7Member Beginner
    Whoops. In #3 of divine mode tips, I meant "If you're lifting them high enough, their PvP counter won't be able to reach you." 
    PoFolks
  • PoFolksPoFolks Posts: 95Member Beginner
    DeathGlove love please train me in PvP again like you did back in OGP! Your tips and tricks helped me a lot, they still do, even tho I was a Hero back then and a Sav now. I'll pay you for your time ;)
  • PandabladerPandablader Posts: 4Member Beginner
    idk about mage being so low.. i seen one do 700k+ with Gaia, which he could easily use after a stun. Also, highlander was useable everything can knockback (kb) properly. Once my skills are master rank it should be even better!
  • deathglovexdeathglovex Posts: 7Member Beginner
    @Pandablader
    Yes, but in the mage's case, it was most likely due to being geared. My mage does 167k base on Gaia and 270k-300k crits while the skill's on beginner. It appears to be the strongest skill Archmage has. With a growth damage boost of 60% in total, I'll probably only do, like, 500k damage in the end. That's actually pretty strong, but it seems that Gaia is Archmage's
    only strong skill in comparison to the classes above it (Windcutter's pretty good too, but...). You'll see what I mean in the following: 

    Savior: Can hit 500k on several skills with 3-second (rip Archmage's windcutter) to 8-second cooldown, has much faster startup times, a really good dash, and easier combos.
    Judgement: Faster startup times than Archmage, deadly in both close-combat and ranged fights (esp with the freeze effect on snipes), sleep ball that can punish lack of mobility (a major threat to Archmage considering how missing its slow skills leaves it stationary and very vulnerable).
    Gunslinger: Much higher overall damage than Archmage in this patch when it comes to PvP (my gunner can do 100ks-150ks on multi-hit skills), faster startup times, golden shot is either stronger than or as strong as Gaia but can be done 4x in a row when the buff's up.
    Wanderer: Can lock someone for an entire combo consisting of 8 slashes (no joke), each slash capable of doing at least 180k-230k crits. Only way you can get out of it is with a PvP skill. That is, if they have decent ping and are using only fast one-hit moves in their combo. They also have range on top of this, plus borderline infinite dashes. 
    Sword Dancer: This class's gameplay is somewhat wonky, but it has much higher damage in PvP (able to do 300k's on that skill that lifts three times, 500k on another one-hit skill that's pretty slow). I could see an Archmage barely beating it, but they'd have to struggle and play way too much hit-&-run due to its damage and summon. Most (or all) of this class's skills do high damage, while Archmage only has 1-2 that have decent numbers. 

    Mage appears to struggle a lot against these classes. If its damage was buffed to Savior level, though, it would be one of the top PvP classes like it was a while back. 

    And as for Highlander, it's not about the damage; it's about the mechanics. A lot of its skills (of which there are few) leave it wide open for too long. Too many opportunities to get sleepballed by Judgements, a Hero could just duck and wait for a skill to end before doing sky splitter (which def outspeeds every HL skill), etc. The only fast skill it's got is Spiral Eruption. Not to mention, even when you do manage to land something, it can't even combo compared to Hero, Force Master, Savior, or Wanderer. Best you can do is that spin move that lifts people then lead it into Spiral Eruption (assuming people don't hit the ground before Spiral Eruption comes out). Mechanics aside, I've tested it. Unless you're a geared lv210+ person, the multi hit damage will kb, but not consistently—there's a chance people (with full PvP gems) will be able to duck even at some point during your skills/attempted combos. Mine was only doing like 30k-50ks. 60k+ would be more reliable. The class needs to be more flexible.

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