Secret World Legends
Shamballin’
PvP Guide
General Strategies
Teamwork
It should go without saying, but PvP in this game is a team game. Tunnel vision will get yourself and others killed and lose you the match. Look out for priority targets to pick off, enemies to interrupt and crowd-control, and people to heal who need healing before they’re eliminated.
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If you’re a DPS, eliminate healers and DPS first, and tanks last.
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If you’re a healer, keep the DPS and tank alive.
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If you’re a tank, make sure to shut down enemy DPS and healers with crowd control, and be as annoying as possible, so you can’t be ignored.
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Is someone sniping your healer? Interrupt or kill them.
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Look at the team setup before the match: group-wide buffs, cleanses, and heals do not affect the other group in your raid team. Try swapping spots till you have an ideal setup. Try filling roles nobody else is covering, like when there’s no tank or healer in a large team. The absence of these roles lowers your team’s chances of winning.
Arena
The Sun squad starts at the top of the arena, and the Moon squad starts at the bottom. You have time to prepare before the gates open, which you should use to review your team’s role distribution, and your build’s ability and equipment setup.
Beware any changes to items will temporarily remove your stat-scaling buff (the one which everybody gets so all stats are equalized for PvP), so give it a few seconds for the buff to re-apply after you change items and before running in, or you’ll be stuck with base stats, and get one-shot by enemy players in the arena.
Hazards
Periodically, the arena throws a curveball to make each fight less predictable.
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Wind hazards blow everybody away over a long distance and knock them prone, stuck on the ground for several seconds, unless you get behind cover in time. You can tell where to take cover by paying attention to the direction the snow is blowing. Beware though that there is always only one safe side to a pillar or wall.
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This is strong enough that it can throw people off the edge of the area when they’re too close, instantly killing them.
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Though you generally want to take cover to avoid being thrown off the edge, or because of the long knockdown period when you’re not thrown off, it’s sometimes wiser to suffer a knockdown if it means you take several opponents with you and open them up for your team to attack them.
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If you use abilities or gadgets to push or pull opponents, you can strategically set up enemies to be closer to the edge when the wind hazard hits, and instantly remove them from the match when they fall.
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Arena size reduction narrows the safe space of the arena. At the start of a match, the entire arena is technically “safe”, but this gradually shrinks as a match goes on, marked as a glowing blue wall. Being out of these bounds of safe space will continuously inflict severe damage.
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Even tanks and healers sustaining themselves cannot last long out of bounds.
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If you use abilities or gadgets to push or pull opponents, you can strategically maneuver your enemies out of bounds to damage or defeat them entirely. Tanks and healers can indirectly cause a lot of harm this way.
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Pickups
Various power-ups spawn throughout the arena on different pads. Grab these to give yourself and your team a temporary buff in the fight. Sometimes, even more importantly, you should grab them so your enemies don’t get any power-ups.
The pads dotting the edge of the arena only give you the buff when you pick them up. The one in the center only starts spawning after some time has passed, and is applied to your entire group, which is also broadcast by the arena announcer to both your team and the enemy team.
The ones that make the biggest difference are the Leech Heal effect (it looks like a little bomb with a healing symbol in it) and the one that renders you immune to any kind of crowd control and stuns (this one looks like a cage).
Time Limit
All good things must come to an end, and every match eventually reaches the five-minute mark, upon which Shambala PvP induces a “sudden death” condition (it’s not instant, just in place so the match eventually ends)—the remaining safe space of the arena is bombarded by a snowstorm, continuously damaging everybody in it.
When it comes down to this, all you can do is try to outlast your enemies and hope you kill them first. All bets are off and the team with more players left on the field will likely win if they can overwhelm you with interrupts, damage, and healing.
Cover, Distance, and Line of Sight
Several structures, boulders, and a large wall offer you cover throughout the arena.
Cover protects you from being targeted. You can interrupt a channeled ability being used on you if you break line of sight from your attacker with cover in between you. Burst-type effects also don’t work through arena barriers, so if you see someone going after you and your fellow players with the intent of knocking you down, you can try escaping behind cover to prevent a burst from affecting you.
Stealth is also a viable tactic for DPS and healers in PvP. You can use cover to stay out of sight from the enemy team and strategically only pop out to snipe or ambush enemies, or heal your allies.
But all of this works both ways. When you’re hiding behind cover, the only abilities that work are group-wide buffs like group heals or group cleanses—and only if people in your group are within range. Anything that requires line of sight or a direct target means you need to get out of cover and closer to your enemies and allies.
Learn the Basics
a.k.a. What works in PvE is not always the best option in PvP
Regardless of the roles and weapons you choose to play in Shambala, some builds and tactics that are optimal for PvE are not as effective in PvP. You need to know and understand all the basics, and keep thinking on your feet.
Observing what enemy players are using and doing makes a huge difference. The more you’re familiar with all nine weapons and their abilities, the better you can read enemies, predict their tactics, and beat them with soft and hard counters.
Buffs
The most common buffs increase your own damage output, but there are also group-wide buffs like Opening Shot. This usually amounts to increasing the damage you deal by 10%. While this doesn’t sound like much, it adds up to a lot, and can be devastating if combined with debuffs.
Debuffs
The two common debuffs are debilitating (lowers damage output) and exposed (increases damage taken). These are usually only 10% modifiers, but they interact with each other and damage buffs as well. Like buffs, the modifier can make damage number changes add up to a devastating amount.
Buffs of the same type do not stack, but they extend their duration. For example, there’s sometimes little point in 7 people all inflicting the exposed debuff, aside from the perk that enemies will likely be under the constant effect of the exposed debuff unless they keep cleansing it away.
There are also more exotic debuffs which are not as obvious and less vital in PvE, while they can have obnoxious effects in PvP, such as Winds of Change’s passive ability, which alters an affected enemy’s attack accuracy.
Purging
Various abilities can purge, which means they remove buffs from targets. This can also abruptly end any ongoing heal-over-time and cleanse-over-time effects, from abilities and gadgets alike. If you have means of purging multiple enemies at a time, they can rapidly and drastically upset the enemy team’s chances of winning.
Cleansing
Various abilities cleanse you and your fellow group teammates of debuffs and damage-over-time effects, which can turn the tide as drastically as mass purges against buffs and heals-over-time.
Interrupts / Crowd Control (CC)
Also known as impairs in TSW, these abilities stun, knock down, or knock back opponents when they connect. Some of them are single-target, and some of them are crowd-controlling abilities, affecting multiple opponents. Every weapon has at least one such ability. Every role benefits from having them in PvP because they can spell disaster for your opponent when used and timed correctly. The most common and direct advantage to interrupts and crowd control is how they upset the action economy—for a few seconds, enemy DPS aren’t doing damage, enemy healers aren’t healing, enemy tanks aren’t crowd-controlling, and they can prevent someone from grabbing a power-up or getting to safety before an arena hazard hits.
Some abilities have casting times or they are channeled. Interrupting them is a hard counter, and some abilities might yield additional side effects upon pulling this off. Beware though: some abilities get energy and/or cooldown refunds when they are interrupted or interrupted too soon. For example, if you interrupt a tank’s activation Raging Volcano or Anomaly too early, the enemy will be able to immediately use it again upon recovering from the interrupt.
If you need to interrupt your own casts or channeled abilities (because it might be more advantageous to use a different ability quickly), you can jump to cancel it instantly.
Accuracy, Glance, and Evade
You need to hit your enemies. Sounds like common sense, but you might not have enough accuracy versus your target’s defense and evasion stats. Upon every attack, the game checks your accuracy versus evasion and defense stats each. When an attack glances, it only inflicts half damage, and no additional effects—any debuffs, purges, or interrupts do not apply. When an attack misses, the attack does absolutely nothing, wasting the energy and cooldown on it.
This is part of why you might waste time by targeting a tank without eliminating DPS and healers first. The tank weapons offer abilities that will cause your attacks to glance or miss entirely.
Damage and Healing
All of the above is good and fine, but you need to eliminate your opponents. The faster all DPS are dead, the slower your team is dying. The faster you kill all enemy healers, the faster you’ll kill everybody else on their team. Save the tank for last, as a good tank will waste your time. (Unless, of course, a tank is foolish enough to face your entire team without any backup, upon which several DPS might quickly burn the tank down by focusing their attacks.)
When you see someone’s already low on health, eliminate them quickly. The fundamental action economy favors a team outnumbering the other, so the faster you eliminate anybody from the enemy team, the better your odds of winning.
The same logic applies to healing. Every dead teammate lowers your chances of winning. While it’s a bad idea to chase a suicidally lone wolf into a horde of enemies and get mowed down with them, it’s better to keep everybody alive if you can. If someone’s critically low on health, burn cooldowns to get them back up quickly. Yourself included—if anybody is too focused on trying to kill you instead of the DPS and you can keep yourself alive, you might effectively be distracting them like a tank, drawing their fire and opening them up for counterattacks from your teammates.
Team Formation
It is not always easy to know which role to take, especially if the team is not full, but here are suggestions to form a balanced and effective formation:
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Healers are a net loss to the damage your team can inflict, so if group sizes are small, you want to slot equipment and abilities so you’re better at survival and sustaining, and offering sufficient crowd control and DPS.
Role Strategies
Tanking
As a tank, your role is to incapacitate opponent players while being difficult to get rid of: you distract, interrupt channeled abilities, and crowd-control players to make them more vulnerable and less effective at what they’re doing. Depending on your gear, you can choose to mess up the whole team with large area-of-effect abilities, or keep interrupting a single player you consider dangerous (like the healer or a particularly good DPS).
In the final phases of a match, the tank archetype is particularly strong if the opposite side has not enough DPS anymore to put you down.
Note: It’s worth stressing how important it is for tank players to exploit their opponent’s psychology. Unlike in PvE, you can’t force players to attack you, so you have to do everything in your power to be a menace. Pretend to be vulnerable or avoidant, so people engage with you at the start of a match. Get in the way of snipers so they have a harder time targeting your DPS and healer players. Wait until you trigger defensive cooldowns, so players are fooled into wasting precious energy on attacking you before you start soaking them up. And switch up between roles across different matches, so people can’t always predict if you’re playing the tank at the start of a match.
Gear Suggestions
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Chaos + Shotgun for maximum crowd control: Lower your cooldowns any way you can, boost your movement speed, and choose every ability you can combine to keep interrupting and occupying your enemies so you’re a menace on the field. It’s also great if you build more for disruption than for survivability, because it will sometimes fool players into wasting energy on attacking you more, buying your team more time. Between Anomaly, Mass Evulsion, CQC with its passive, you have three tools you can rotate for heavy disruption. And beyond that, you are almost swamped with great secondary options to slot in, such as Invoke Self, Twist Fate, Clean Up, or even Opening Shot. You might consider dropping your power attack entirely just for the utility you can gain here.
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Shotgun + Chaos for survivability: Because of how the “Equal Footing” modifier works, Hammer-tanking is nowhere near as effective at survival as Shotgun + Chaos is. Shotgun provides all manner of self-heals that can add up, and these two weapons combined provide different means of damage mitigation which Hammer doesn’t. Hammer is also starved for interruption-type abilities—you only get a single-target melee stun and a DPS-oriented AoE blast, neither of which will help you in the chaotic battles.
Healing
As a healer, you are the most vulnerable player of your team and will need to avoid any contact with the opponents by hiding or running away. It is up to you to find a balance between safety and efficiency (your healing is stronger if your team mates are under 15 meters away), you can help yourself with a Chaos focus for more durability, and your role will be keeping everyone alive in your team, as well as cleansing harmful debuffs. Alacrity weapons are strongly recommended to escape ganks.
Gear Suggestions
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Blood + Chaos for Expunge Blight and the most reliable healing you can get when enemy teams like to focus individuals down instead of chipping away at everybody. Slot Invoke Self from Chaos to increase your survivability by a lot.
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Fist + Chaos for efficient group healing, and rapid cleanses. Wild Surge’s slowdown is also a force to be reckoned with, allowing you to cause some area denial. Invoke Self boosts your survivability.
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Blood + Fist to be fully specialized in healing. This would allow you to quickly heal up players that are being focused. It leaves you quite vulnerable, though.
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Fist or Blood + Shotgun is a reckless choice, but allows you to give your team the Opening Shot buff, and offers the best group cleanse in the game.
DPS
As a DPS, your motto is simple: seek and destroy. Your objective is to hunt down DPS and healers and kill them as fast as you can. Don’t hesitate to team up and gank a lonely, vulnerable opponent. However, you’ll be the most effective if you can stay stealthy. You also probably don’t want to stick too close to your fellow players, or you will get caught by AOE blasts and crowd-control.
Avoid tanks at all cost—they only will make you lose a precious time. If you are not sure the opponent is a tank, check their health bar and buffs—a tank has the shield buff icon on them.
Your preferred position will be behind your tank so people struggle to target you without hitting your tank first, or sneaking along the sides of the arena (behind the pillars or the wall) so you can outflank or ambush the most fragile opponents.
Gear Suggestions
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Rifle + Chaos is the easiest to handle. You have the highest attack range in the game, a long-range stun blast with High-Explosive Grenade, and Anima-Tipped Bullets is a passive ability so good at keeping you alive longer that it borders on broken. Pair this with Invoke Self for extra survivability, and you should be a menace of a DPS.
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Chaos will make you one of the most disruptive DPS on the field and will punish any opponents who group up to gank you. You lack range—unless you’re using the god-ability, Anomaly, which pulses three times, inflicting the exposed debuff, and knocking down any non-tank on every pulse. Any AoE basic and power attacks also have considerable range on them, so you can make healers sweat by gradually chewing through crowds in a brawl. Mass Evulsion will not only pull and knock down multiple opponents, it will purge all of them. And Entropy is not only a damage booster but a purge on your next attack, which pairs well with Anomaly’s absurd range to mass-nuke everybody’s buffs and heals/cleanses-over-time. Finally, this weapon gives you access to Invoke Self, so you can pair Chaos with any other weapon for great utility options, such as taking Flicker from Elementalism for a teleport, Clean Slate from Pistols, Rushing River or Soothing Spring from Blade, or even additional stuns/interrupts from any weapon you like.
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Rifle + Hammer costs you some survivability, but Demolish gives you a nasty melee hit and off-hand energy dump whenever anybody’s foolish enough to get too close to you. If you really want to offer mean-spirited melee surprises, you can aim at using Eruption instead of the HEG, which is instant and requires no setup by loading a grenade first, and also purges whoever it hits.
Weapon Strategies
For premade weapon builds, you can refer to the Polin’s overview guide.
Assault Rifle
The most popular and effective DPS main weapon by far—you have the highest attack range, a powerful burst with High Explosive Grenade and a great combination to inflict high amounts of damage between Burst Fire and Incendiary Grenade.
Note: AR is a healing weapon, so if you use it, set your Anima Allocation to at least 51% in healing. It won’t change your stats at all, but you get 30 energy points instead of 15.
Blade
Swords can be used off-hand as an alternative to Chaos foci for Soothing Spring, in order to gain a cleanse and emergency heal. You might also get mileage out of Rushing River for its quick dash, as it doesn’t require a target to use.
Its very short range makes it difficult to handle as a primary weapon and you would prefer the hammer anyway.
Blood
Blood is probably the worst option to DPS. Your Maleficium will be difficult to use at its already weak “full potential” because of the high stun and dodge rates, and its damage-over-time effects are effectively weaker than AR’s stacking of Incendiary Grenades.
Its only upsides are Reap, which can be used as an emergency heal, and Rupture to stun one opponent at a range (though this is outclassed by AR, Elementalism, and Chaos, which all have very high-range and multi-target stuns). These however stand at odds with Blood’s damage output, as both Reap and Rupture will ditch your Corruption.
On the other hand, Blood is a good option for healing—less immediately powerful than fists, but offering more versatile cleanses, and Explunge Blight as an emergency team defense.
Note: Blood is a healing weapon, so if you use it, set your Anima Allocation to at least 51% in healing. It won’t change your stats at all, but you get 30 energy points instead of 15.
Chaos
The favored off-hand weapon (or even main-hand weapon if you are a tank). It delays and spaces out incoming damage to you, and gives you “Invoke Self” as what is effectively an emergency shield. As a main-hand DPS weapon, it is arguably the most disruptive you can be with any weapon, effectively making you an off-tank.
Anomaly and (Mass) Evulsion are incredibly effective CC abilities, not only altering the odds of you getting hit, but also effectively preventing the enemies from acting.
Elementalism
This weapon is quite interesting for DPS but suffers from a few drawbacks in PvP: AR is a more immediately effective main-hand weapon, and Chaos is better for defense and disruption. You can however use Elementalism to put pressure on the enemy team, as you have excellent range with it, its damage can be crippling once your Heat levels have ramped up, and the ice abilities can be quite annoying when they apply debuffs or even lock down enemies entirely. Mjolnir also hits pretty hard.
Just keep in mind this weapon’s attacks are very flashy and obvious. There’s a good chance they will get you ganked. You might want to slot Flicker and even consider using the Fey Ley Line Stone gadget so you always have options to flee. This of course opens up the possibility of becoming a huge nuisance, in that you could use hit and run tactics by dropping a Blizzard and casting Mjolnir, then running away and forcing people to chase you. Unfortunately, this strategy also means you’re never reaching your full damage potential with Elementalism, as you keep ditching your Heat meter just to survive or disrupt the enemy.
Fist
Fist can be used both for healing and DPS.
For DPS, it can be an off-hand alternative to using Chaos for survivability via Invoke Self, and increase the damage of your main-hand attacks with Savagery. It is arguably not as useful for PvP as it is in PvE because you can’t guarantee the rhythm of getting the most uptime and use from this damage buff.
As a healing weapon, you will get more immediate healing than Blood, which is especially good to quickly heal your group, but offering fewer cleanses and versatility.
Whether you’re healing or set to DPS, Wild Surge is a very good area-denial ability, as it slows down anybody who’s caught in it.
Note: Fist is a healing weapon, so if you use it, set your Anima Allocation to at least 51% in healing. It won’t change your stats at all, but you get 30 energy points instead of 15
Hammer
Hammer has the highest damage potential with Demolish and Eruption, but its lack of range and versatility leaves it to flounder in most cases. Anybody foolish enough to get close to you will regret it, and you can quickly burn down someone in a brawl.
Your best bet is to combine this with Chaos or Blade so you can pull and purge (with Evulsion) or dash and expose (with Rushing River), and either become more disruptive by choosing Anomaly as your elite, or more mobile and durable by adding Soothing Spring for its strong self-heal and cleanse.
Hammer is unfortunately not very good for tanking in PvP because of how the Equal Footing buff works. Because Hammer is more centered around taunting, boosting your health points, and healing received, you gain very little from it—players cannot be taunted like enemies in PvE, and the boosts to health and received healing scale awfully. Some of the abilities will make it so you’re holding on for a while, but compared to Chaos and Shotgun, Hammer brings too little to the table for tanking.
Pistols
Pistols deal solid damage but their range isn’t great and they’re practically a melee weapon for purposes of PvP. However, their range is enough that you can still shoot runners in the back, and they have solid options to interrupt, and apply debuffs like exposed and debilitated. This makes them pair well with Chaos, either giving you more survivability or additional crowd control options or both.
Shotgun
Shotgun’s the weapon you want if you want to have a run at being an immortal tank in PvP, especially if you combine it with Chaos. Even if your healer is dead, it will take two or three DPS players to focus on you and take you down, and you will just have to stay alive until the sudden-death phase of the arena’s timer. You can probably even kill DPS yourself if they lack self-healing and/or they’re not getting healed by others.
As a healer, if you are agile enough to escape opponents or brave, you can use Shotgun instead of Chaos to gain Clean Up as a strong cleanse, and even slot in Opening Shot to increase the overall damage output for your whole group.
As a DPS weapon, Shotgun isn’t worth writing home about as a main-hand weapon. It suffers from the same lack of range as pistols, limiting you to what is effectively melee combat. The way shells work also means you’re only decent at self-sustaining and worse at DPS, or only decent at DPS. An argument can be made that it has utility in using CQC and its passive for disruption, Clean Up for the powerful group-cleanse, or Opening Shot for a good group buff; but that also means that it’s just as good as an off-hand weapon instead.
Equipment Strategies
Talismans
If you are a tank or healer, nothing much will change for most of your talismans. Some of them share what makes them useful in PvE, such as the weapon-specific belts. In other cases, they do nothing.
If you are a DPS, you should be aware that summons don’t work in Shambala: no Gatekeeper, Custodian, nor Revenant will ever appear as a result of equipping summoning-type talismans. So you are better off with anything that directly increases damage dealt through modifiers, or even using tanking or healing talismans instead, just so you are bulkier or better at self-healing.
If your normal healer builds for PvE use DPS-oriented talismans, you might consider using tank talismans so you’re harder to kill.
Gadgets
Self-Healing
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Effigy O33 Reconstructor: Slow healing-over-time—the default gadget if you are not sure what to take. Because of how health points are calculated with the Equal Footing buff in Shambala, this is a solid choice. Just beware that purges can end this instantly.
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Concentrated Anima Jet: A quick injection of health points. Useful for both DPS and healers, as it’s not subject to being purged.
Crowd Control
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Ultrasonic Anti-Personnel Cannon: This! Is! Shambala! Use this gadget to instantly send someone flying. Preferably into a wind hazard, or right off a cliff; just like a certain Leonidas would approve of.
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Mistress Bashosen: A reliable AoE stun and knockdown, modest in range and centered around yourself. Useful when you get into close combat and want to punish several enemies for entering a brawl. Also sometimes just enough to knock someone down before they can take cover and get blown away by a wind hazard.
Mobility
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Fey Ley Line Stone: For a quick escape or a gap closer, you can’t go wrong with this one. Healers and DPS can use it to flee, and tanks and melee DPS can use it to punish groups by jumping at them with it.
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Super-Liminal Bridging Device: Same as the Fey Ley Line Stone, just going in the opposite direction. Great for fakeouts if you want someone to think they’re chasing you, only to turn it around on them and nuke them up close.
Weapon Suffixes
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Alacrity: Possibly the best affix for PvP. Up to 22% movement speed makes running away or chasing people that much easier, making it useful for all three roles.
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Havoc: Big numbers go brrr, and even bigger numbers even more so. Unlike Destruction, it’s not affected by Equal Footing Buff, so it still applies its full effect.
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Destruction: Not great, but not useless, either. Tear someone down when they’re already in danger.
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Energy: If your weapon is four-pipped, this can be a very strong choice—44% chance to spend 1 energy less has solid use in PvP. Terrifying synergy with the AR when you set your Anima Allocation to 51% healing, and boost your AR’s energy bar to 30. Do the math.
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Recovery: Solid for tanking to amplify healing for more survivability. Due to increased health point pools and Equal Footing, this strongly outclasses Restoration.
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Efficiency: This helps you reset your elite ability more quickly, allowing you to pester people more often—this pairs well with using Chaos for Anomaly.
Glyphs
Glyphs have no effect on your stats in PvP because of the way the Equal Footing buff works on all players. The stats affected by glyphs are effectively all maximized so your glyph configuration doesn’t matter at all.
This offers you an opportunity to experiment with equipment you’d normally not use if you normally shy away from using it because its attached glyphs are “wrong” or lacking in level for PvE content.
Signets
The signets you would like to use are mostly the same as for PvE, with their effects being exactly the same.
Note: Unlike glyphs, some signets are not affected by the balance buffs, while others are. So, for example, most of the luck signets will have little or negligible effect unless you use Amelioration, Empowerment, or Laceration. You can’t use the Ultimate ability in Shambala, so only Nemain is of any use for the wrist signet.
Agents
Agents follow the same rules as signets and glyphs and are subject to Equal Footing, as well. In other words, anything that boosts damage directly as a modifier is highly effective. Modifiers to health points, crit chance, crit power, evasion, or glance chance won’t do anything for you.
Lady of Mists has a damage bonus against humans—this is applied universally in PvP, which is why DPS should be employing her as one of their main supporting agents, alongside any agents which boost the damage/healing of their main-hand weapon.
Unlike in PvE, tanks should arguably use DPS agents instead of tanking agents for the same reason, as it makes them better at helping to take down enemy players.
Achievements
The achievements are exactly what you’d expect: kill people, stay alive, win a match, etc.
If you struggle with obtaining them, here are some hints:
Cold hearted
To get this achievement, you need to stay alive until the arena is fully covered by the snowstorm (it takes 3 minutes until the sudden death timer begins). Once the snowstorm starts, you need to endure it better than your opponent—for this, you will need to be more resilient and better at self-healing. Being set to tank and having a healer till the end will give you the best chances at earning this achievement.
Kill count
To get a kill, you need to be the player who lands the most damage on the victim, no matter who lands the last shot. It should go without saying that the DPS role gives you the best odds at accomplishing this.
Bugs
These are some known bugs you might encounter in Shambala PvP.
Permanent Knockdown
Through a combination of multiple push/pull and knockdown effects overlapping, it’s possible for a player to get locked into the prone position, unable to get back up. You’re basically dead because you can’t do anything in this state, not even activate gadgets, and the only thing that will save you is if an enemy uses another cc-type ability to knock you back out of the prone position, allowing you to get back up.
To date, there’s no known way to purposely trigger this glitch. It likely only happens when someone is hit by 3 or more cc-type abilities at roughly the same time, such as being thrown into the air by Eruption or Anomaly, a push from an Ultrasonic Anti-Personnel Cannon, and a pull from Evulsion.
Wind Hazard Blindspot
Atop the rocks near the cloister (the shadowed area), there’s a blindspot where the wind hazards do not affect you. You’re not exactly hidden up there, but you’re a pain to reach for melee players, and it’s prime real estate with a great view of the arena field.
Credits
(In alphabetical order)
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Kyrstie – strategies and loadouts, overall editing and formatting
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Laughing1 – consulting, testing/investigation
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Malkeshar – strategies and loadouts
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Polin – strategies and loadouts (Funcom forums post: source)
Disclaimer
You’re free to reproduce this guide if you credit us as the original authors, complete with all links to sources.
If you disagree with any strategies or insights throughout the guide, feel free to let us know. These are the best we came up with through experimentation and observation, so it’s possible there are others we aren’t aware of.