Fiend's Robe / Fear in General

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    • Fiend's Robe / Fear in General

      The Fiend's robe is quite meta in 2s for healers at the moment.

      The fear mechanic in the game currently is really overpowered on this item. Mainly because of player collision. If you corner someone into a wall or crevice or into something they cant pass through, they are unable to do anything when in your aoe from fiend's robe.

      This robe's aoe is more overpowered then any stun or silence as you can use it both defensively (to keep melee off you or interrupt casts) but also offensively, to stop healing, casting, or even to run people into enemy npcs and have them killed.

      Being feared by this should either have a fear every few seconds, or only once, not a constant aura. If it is an aura, maybe balance it by making it a channeled effect? Or even by only being able to use it if you stand still, or have it as a placed zone aoe in one location for 4 seconds.

      Being able to control the direction someone is feared is kind of overpowered too.

      I personally rely on this robe a lot, but there are ways to balance it without making the item useless in competitive pvp.

      It is easily the most overpowered armour item in the game currently in PvP situations, outside of undead cape.
    • CH1CK3NL1P5 wrote:

      The Fiend's robe is quite meta in 2s for healers at the moment.

      The fear mechanic in the game currently is really overpowered on this item. Mainly because of player collision. If you corner someone into a wall or crevice or into something they cant pass through, they are unable to do anything when in your aoe from fiend's robe.

      This robe's aoe is more overpowered then any stun or silence as you can use it both defensively (to keep melee off you or interrupt casts) but also offensively, to stop healing, casting, or even to run people into enemy npcs and have them killed.

      Being feared by this should either have a fear every few seconds, or only once, not a constant aura. If it is an aura, maybe balance it by making it a channeled effect? Or even by only being able to use it if you stand still, or have it as a placed zone aoe in one location for 4 seconds.

      Being able to control the direction someone is feared is kind of overpowered too.

      I personally rely on this robe a lot, but there are ways to balance it without making the item useless in competitive pvp.

      It is easily the most overpowered armour item in the game currently in PvP situations, outside of undead cape.


      i usually use druid robe however for the specific 2v2 combo i devised a plan to use demon helm and fiend robe.. my friend would use demon helm. 5 second silence and then i would use fiend robe [fear] and so far we have won our majority of our right with 1 draw......

      Now yes it can be used defensively and offensively.. however there are far worst combo.. a holy healer can use passive [when ever use spell x time on the x time he can auto attack and knock the player back].. a greater holy would then seperate you and use E heal to push you back over and over as they would pick their fight usually on a choke point.... [adding fiend robe to this set up and you pretty much gone] add demon helm on the dps player and the other can't use ability while the either curse, crossbolt or majorty of the range would be having a head dps vs the one who didnt bring demon helm...

      I doubt this is going to be received with good intentions im sure people will come soon to tell you learn to git gud or give you a different set up to counter it...

      i for one wouldn't care, if i was still playing and it get nerf i switch back to druid for more super heals...

      wish you great luck on this thread ^,^
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    • deadlyduz wrote:

      Bad players are just bad.


      Hmm 30 second cool down for fiend robe.
      Hmm 30 second cool down for knight helmet/direct counter to fiend robe.

      Wish u could counter the fiend robe somehow...
      You can't actually pop the knights helm while being feared constantly, because of the running in fear animation. if they keep moving, you maybe get knights helm off in the 3rd second of their fear. which means you can only counter it with a pre-empted knights helm pop.

      I have countered fiend robes with the great holy staff E aoe. However, if a 2v2 combo stacks 2 fiend robes its very hard. I can and have beaten fiend robes multiple times though since this post. But the point i have to make is not the fiend robe, but the aoe fear mechanic. Surely bugging a character into a wall with a run animation is not what the developers wanted when they though of an aoe fear ability. You may call it clever use of terrain and mechanics, but this fear doesn't even have a diminishing return if you are effected twice by it ( ie two people using it one after another). Also the fact you can control the direction you fear the person is probably the main problem behind the mechanic.
    • CH1CK3NL1P5 wrote:

      deadlyduz wrote:

      Bad players are just bad.


      Hmm 30 second cool down for fiend robe.
      Hmm 30 second cool down for knight helmet/direct counter to fiend robe.

      Wish u could counter the fiend robe somehow...
      You can't actually pop the knights helm while being feared constantly, because of the running in fear animation. if they keep moving, you maybe get knights helm off in the 3rd second of their fear. which means you can only counter it with a pre-empted knights helm pop.
      I have countered fiend robes with the great holy staff E aoe. However, if a 2v2 combo stacks 2 fiend robes its very hard. I can and have beaten fiend robes multiple times though since this post. But the point i have to make is not the fiend robe, but the aoe fear mechanic. Surely bugging a character into a wall with a run animation is not what the developers wanted when they though of an aoe fear ability. You may call it clever use of terrain and mechanics, but this fear doesn't even have a diminishing return if you are effected twice by it ( ie two people using it one after another). Also the fact you can control the direction you fear the person is probably the main problem behind the mechanic.
      Gonna have to test this. when i have fear on me i get to pop 1 instant per fear. for example let say you keep the fear around them at all times, in hellgate i was able to pop protect nature after feared as teh animation makes me run/stop/run/stop/run/stop. its not constant run/run/run... during those stop any instant iw as able to pop,so it looks like this but ill test it later when darth arrives.. run/protect nature/run/sacrifice/run...

      in the instant of 2 fear i have not tried and not sure if this collide with the run/stop...

      once again, not sure if it was a lag instant or not during those instance of run/stop that i was able to get those instants spell off but we will be checking this later.
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    • Some of the replies in here are braindead...

      "Hey the E skill of a holy also has a knockback... its an E skill, its immobile, its channeling and interruptible... but you know that one is far stronger"
      "A skill that does OP dmg? Just use hunter hood to counter it lol - how can it be op if a counter exists?"

      How do you justify an AoE fear, that perma reapplies, can be used to lock someone down 4-5 seconds, interrupt, push into direction of your choice, on a 30 second CD, gives immunity to melee for 4 seconds, doesnt suffer from diminishing returns, can interrupt instant casts randomly?
      In 2v2 hellgates its completely broken. You can fear people nearly 1/3 of the time if both have one.
      Now in 5v5 the cleric is probably stronger and in the open world its harder to use the fear to its full potential. But the way fiend robe works is just bad design.
    • those cryies about mechanic could be called potatos in gw2, where You MUST know animation of spell which is used within 0.5s to counter it. And it is mostly one indicator at all.
      Git gud...
      Fiend robe give tons of time to react, when animation is in process, that You could swap equipment if it was still available.

      The post was edited 1 time, last by Qolkkalom ().

    • Qolkkalom wrote:

      those cryies about mechanic could be called potatos in gw2, where You MUST know animation of spell which is used within 0.5s to counter it. And it is mostly one indicator at all.
      Git gud...
      Fiend robe give tons of time to react, when animation is in process, that You could swap equipment if it was still available.
      SWAP EQUIPMENT IN ALBION xD IN FIGHT xD to counter fiend robe xD
      you just repeat the "objectively OP thing isnt OP because technically a counter exists"