Darkren wrote:Floak like a Butterfly - Gives IP. No good IMO.
Evil Eye - If you can time it well, you can drain somebody's attack bar just before they hit you, making them waste their attack (and advantage if it's a valorous).
Fan the Flames - Perhaps in group PvP. Imagine 2v1, the person NOT getting attacked could increase intensity to put his own moves out faster, and the defender would have to change targets to take advantage of that.
Combat Meditation - Bleh.
Feign Flight - Maybe if you're out of Defense, and attack (so you can't slide), and IP (so you can't flex).
NPNG - Hunger.
Push the Advantage - You'd be better off using dash and getting the 10% Defense most of the time, IMO.
Evil eye. If it they sting, you both lose 2 IP, you from Evil Eye and them from Sting, the only difference is that they recover faster and can flex. Valor is a better chance but it only works once and only if you manage to pull it off. Mistime and you will be stuck in cooldown with a highly damaged defense.
Fan the flames- The long cooldown will just be fast enough to reach 5 intensity before raising it through usage but also mean you didn't do anything productive for the past 4 turns like gaining enough IP to later on pressure them at 6 and 10 IP respectively. Also I believe you lose more time through the cooldown of fan the flame than you gain from the faster battle speed.
Feign Fight- You shouldn't let yourself go below 6 IP.
Push the Advantage- Agreed. Dash has a slower rate and charge has a faster rate than Push the Advantage. The problem is that it requires +3 advantage and cost 5 stamina.