tôi k vip nhưng thích PvP ^^
cạch bọn G DragonVN toàn bọn gà+trẻ trâu !!!
vào pvp mà bảo k buf k untill

ai nhìn ý kiến đấy của bọn ấy mà cho tôi xin 1 cái cmt hay nào
Ah cái không buf không unti hình như softban thì phải đó bạn , cái đó hình như solo còn team thì không có
Swordmaster - Parrying Stance
Parrying stance Lvl1 grants the swordmaster 10s of 100% parry status, meaning any damage will be negated as long as the SM remains in this stance. Note that they can't parry if they are in the middle of executing a skill. You can further increase the duration using a skill plate which works in colosseum PvP as well.
You can still be debuff in that state, meaning glacial freeze/time stop related skills will work. And while frozen or under the influence of time stop, you cannot parry.
The reason why it's banned in 1 v 1 PvP is because, with the mobility of SM, this skill can be used as a cooldown filler, to wait for AOE skills like eclipse.
Most importantly, if you're soft-banning skills like block on clerics, then parrying stance will thus need to be banned to be fair.
Both skills work similarly defensively, with similar reasons like it being cooldown filler.
Mercenary - Iron Skin / HowlCharging
Iron skin grants the mercenary super armor status which works similar to ice/fire shield.
Granted that most mercenary skills have a degree of super armor status already, with iron skin, expect to be roflstomped once this skill is up.
If you're soft-banning ice/fire shield, then this skill should be banned as well.
HowlCharging aka Empowering Howl, grants the mercenary super armor status as well, hence why it is also soft-banned
It is a skill that grants AOE ironskin, but it's usage is more for PvE purposes, which is to buff your party members to have higher super armor status.
Bowmaster - None
The only skill in question here is tracking arrows.
Here's how the skill works :
You can't cast the skill UNLESS the target is in range (meaning it is grey-ed out on your skillbar).
It gives you almost 100% chance to flinch and deal massive dmg to your opponent.
It was soft-ban in the past, but the damage has been nerf-ed.
At least for 40 cap, it only removes 15-20% of your HP.
Reason for almost 100% chance is because there are certain ways to avoid the skill entirely due to it's AI, which thus contributes to it not being soft banned
Here's are some(not-all) ways you can do as a certain class to avoid Tracking arrows
Usage of the wall - Watch Stormwinds vs Cornsilog PvP Video in the tournament to understand.
Swordmaster - Invincibility frame usage of Aerial combo can help avoid 100% of tracking arrow damage
Priest - Well-placed relic can soak the damage of tracking arrows
ElementalLord/Force User- Well-Timed Blink can avoid tracking arrows (Watch Stormwinds vs Cornsilog)
Bowmaster - Triangle shot invincibility frame can avoid Tracking Arrows partially
Acrobat - Not sure which skill exactly, but I;m sure TsProAcro can enlighten us.
Acrobat - Spirit Boost
Spirit boost increases the attack/movement speed of the acrobat AS WELL AS reducing the cooldowns of all skills.
Now we all know hard it is to catch an acrobat because of all his mobility skills, now imagine those skills with a reduced cooldown. Spirit boost in itself doesn't have a long cooldown, hence it can be used quite early into the 1v1 fight.
For reference on how much spirit boost affects, skills like cyclone kick and spiral vortex has 30s cooldown, with spirit boost, those skills are up so fast they can be cast again once you finish a single rotation of combos.
Elemental Lord - Ice/Fire Shield (Currently only Ice shield is soft-ban, Fire shield is not)
Superarmor status effects granted via the use of the skills which can be toggled is why it is softban
Reasons I believe have been explained above and is pretty much self-explanatory.
Other classes have skills that grant super armor status are softban as well.
EDIT: Since superarmor of the shields have be reduced, current softban tournaments allows use of fire shield
Force User - Beyond Time aka Time acceleration
This skill has a very very long cooldown, and the PvP fight should be close to being over once it is up.
It is simply soft-ban to prevent matches which are dragged out until this skill is up and you get multiple time stop in your face >_<
Reason why time-stop isn't banned is because it is actually not that hard to dodge it.
Only a decent Force user will be able to utilize time-stop in such a way that ensures it hitting your opponent.
In doubt? watch StormWinds PvP Videos on my channel against his various opponents, it is not as easy as it looks
Paladin - Block&Heal&SOF
SOF works like parrying stance, more so because of it being a cooldown filler.
Block is soft-banned for similar reasons above, and also because paladins already have autoblock/aerialblock. With block used, the paladin can simply rotate between block/sof/heal to wait for cooldowns, which is why more often than not, ladder matches against paladins always end up in a draw.
Heal - Now being a defensive class with high pdef/hp than all classes in 1v1 PvP, and yet decent damaging skills like electric smite as well as lightning zap (2k+ per tick), coupled with fast cooldown invincibility frame skills like shinbreaker and sliding step, I think most paladins will agree to not using heal themselves.
Priest - Heal (Edited block away since testing it in Westwood tournament)
Heal same reason for paladins, chain lightning + detonate combo, with holy burst.
Priest actually are really really irritating due to their ability to inflict shock/paralysis effect repeatedly, and thus can disrupt classes who attempt to combo them every 5 seconds. (Paralysis/shock debuff causes a player to be disrupted every 5 seconds, a good priest utilizes that window of opportunity very well)