I had a couple of interesting duels last weekend. This was long overdue, as I have not been learning as much about each class as I should. Unfortunately, this post will not contain any videos. The duels were often frantic since I am still learning, and FRAPS stutters had cost me a couple of fights. What I have instead are a bunch of notes or tips that may help other Spiritmasters against Chanters, or vice versa (by understanding what SMs can or cannot do).
Key Chanter factors:
- HOTs (especially Recovery Spell) and shields (especially Word of Spellstopping and Divine Curtain)
These help to keep HP up through fears. The SM cannot out-DPS even the HOTs enough and must dispel them. - Soul Strike ranged stun (also, Parrying Strike and Binding Word)
These are for kiting the SM. Stun to enter into melee/stunlock range, or stun to get out of fear range. The spell's damage also eats away at the SM's HP. However, drawing out the fight too much will lead to a draw as it allows the SM to refresh stoneskin and pot. One interesting thing to note is that when a SM does Stone Shock (stun) into Fear Shriek, there will be a small window between the stun and Fear Shriek where the Chanter regains control of his character. I.e., the stun duration is shorter than 1.5s. This is a good opportunity for the Chanter to reply with a stun of his own. If the stun lands, the SM will be disabled while the Chanter is feared away scott-free. A smarter SM may try a Body Root (to disable the stuns) into Earth Shock into Fear Shriek. But, remember that Body Root can be potted out of. Save stuns for stopping a Fear. - Celerity Mantra
Mantras cannot be removed by the SM. With Celerity on, a snared Chanter will run at the same speed as the SM. This means that if the Chanter is feared, stopping to cast anything will put the SM farther behind the Chanter. If the SM lets himself fall too far behind, he will not be in range to chain other fears. The SM only has 1 or 2 "DOTs" that can be cast on the run (in addition to having pet damage). Having the Celerity Mantra greatly reduces the SM's damage, in addition to making it harder for the SM to chain fear. If the Chanter has a run speed scroll, the SM must slap on his speed scroll too. Note that speed scroll buffs can be dispelled by the SM. - High HP / magic resist
This is the greatest counter against the SM at end game. The SM can only chain 3-4 fears (the fears are on a 30s, 1 min and 5 min cooldown). If a Chanter stacks enough HP to live through 3-4 fears, there is nothing the SM can do to kill the Chanter. Once the fear chain is up, the Chanter is free to kite and heal and the SM will be a sitting duck with his fears on cooldown. - Greater Healing Potion (to remove Silence/Root)
When the Chanter is rooted, the SM has time to set up debuffs, DOTs and CC. Since Chanters cannot dispel roots, having Greater Healing Pots is a must. Some SMs rely on Silence or Body Root to stretch the fear chain. Pot out of Silence/Bind and the chain is broken. - Stay away from confined areas (see SM below)
- Dispel (especially Ignite Aether and Magic Implosion)
A Chanter has various self-buffs, and some buffs mentioned above that give him the edge. These must be removed to level the playing field. The core Dispel ability has a cast time, a cooldown and only removes 1 buff at a time. There is no time to remove all the buffs of the Chanter one at a time, especially when trying to CC or follow him after a fear. Having instacast dispels that take off 3 buffs each is helpful. Note that Ignite Aether and Magic Implosion do not share cooldowns. - Curse of Water instant fear
For high-HP Chanters, Curse of Water is a must, unfortunately. Against a high-HP Chanter, the only way to win is to try to get the Chanter's HP low enough to be able to finish with chained fears. If the Chanter is smart/conservative and keeps himself topped up... disadvantage SM. - Shackle of Vulnerability
This is nice for the casting speed debuff and the elemental resist debuff (damage increase). However, it does not last very long and has a cast time, so choosing when to cast it is important. - Silence, Body Root
Silence stops heals and Body Root stops the ranged stun. Body Root also reduces melee damage. - Running speed scroll
The only way to get a speed advantage over a Chanter is to dispell the Chanter's speed scroll buff and for the SM to use one. - Having a pet already out
Time is a scarce resource against a Chanter. Taking the time to pop the instant summon buff, followed by a brief stop and jump-cast to summon the pet means you either lose CC or damage time. The wind pet can be helpful sometimes for the additional stun. Note that all pet auto-attacks and Orb damage are physical damage (they can enable the Chanter's parry-based abilities). - Keep track of the Soul Strike (ranged stun) cooldown
Soul Strike's stun lasts 4s, and its cooldown is 12s. If the Chanter is unable to chain stun for the ~6s after the Soul Strike stun wears off, the Chanter is vulnerable to the Stone Shock into Fear combo. However, stay out of melee range after Stone Shock to avoid the melee stuns. - Save Chain of Earth and Stone Shock
They are useful for leading Fears. I think it is a waste to cast Chain of Earth on a Feared target, or when snared with the Chanter's Binding Word. Pot out of Binding Word instead. - Being in a confined area
It is a massive advantage for the SM to be able to pin the Chanter against a wall. If the Chanter is pinned, the SM can plant his feet and go "PVE raid boss" on the Chanter while chain fearing: Spirit Wrath Position, Spirit Erosion, Shackle of Vulnerability, 2 Spirit Claws, Spirit Disturbance, Summon Orbs/Energies, Erosion, Sandblaster.
Update: I found more 1v1 matchup info here.
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