Wasn't Focused Mending bugged (or maybe working as intended) and just buffed the healing if the player that was recieving the heal was in 30 feet range of the knight? Don't rememberTelen wrote:
15% extra from wp healspam when you dont have the super rp proc.
Opinion on the KotBS (another opinion thread, really? YES!)
Re: Opinion on the KotBS (another opinion thread, really? YE
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Re: Opinion on the KotBS (another opinion thread, really? YE
Yes, the tactic only worked for party members within 30f of the knight. The aura itself was still ok to run since it gives you a lot of AP. You and your dps block/parry a lot and WPs disrupt.Luth wrote:Wasn't Focused Mending bugged (or maybe working as intended) and just buffed the healing if the player that was recieving the heal was in 30 feet range of the knight? Don't remember
Re: Opinion on the KotBS (another opinion thread, really? YE
I think tahts how it was meant to work. If you ran a slayer train that would be your whole team anyway.Luth wrote:Wasn't Focused Mending bugged (or maybe working as intended) and just buffed the healing if the player that was recieving the heal was in 30 feet range of the knight? Don't rememberTelen wrote:
15% extra from wp healspam when you dont have the super rp proc.

Re: Opinion on the KotBS (another opinion thread, really? YE
No, its a huge difference. While you are in guard range and your slayer knows when to exhaust, there is no way hes going to die anyway. (unless its really zergy)Telen wrote:I think tahts how it was meant to work. If you ran a slayer train that would be your whole team anyway.
When the knights gets cc'd, peeled, punted or your mdps overextends then he doesn't have guard or healing buff. Range matters.
Re: Opinion on the KotBS (another opinion thread, really? YE
That's because you dont have to stack wep skill only, runfang + wep skill + 25% spam skill = 70%Luth wrote:It's maybe the best defensive tank in the game, but if you want to play an offensive tank better take the IB. For 70% Armor penetration, you have to be very squishy. I once tried to stack weaponskill on my knight with all available items (bear pet, blue rr 83 weapons etc.). Up to 50% is a more realistic value if you still want to fulfill your tank role in pvp. The knight is the only tank that can't debuff his own damagetype. Also his abilities don't scale very well with his (higher) strength stat.

Re: Opinion on the KotBS (another opinion thread, really? YE
Knight is the best dps tank for Order so... Usually 1 knight in a premade of 6 is perfect, and formidable.
The main value of a Knight is not the real dps but their presence as a tank in the group to be able to not die and they can hangout in the enemy backlines, aggravating the casters and healers.
2 hander is best IMO just add a bit of toughness so you aren't too squishy.
Oh and twister is not needed, actually make you worse... I put my auras F1-F6 for easy access.
The main value of a Knight is not the real dps but their presence as a tank in the group to be able to not die and they can hangout in the enemy backlines, aggravating the casters and healers.
2 hander is best IMO just add a bit of toughness so you aren't too squishy.
Oh and twister is not needed, actually make you worse... I put my auras F1-F6 for easy access.

Re: Opinion on the KotBS (another opinion thread, really? YE
about rp buff your wrong they both work cos rp/zeal it's incoming heal, kobs buff increase all heal(outcoming) so ya order premade go around with 30% heal more while go with rp+wp, and rp is more easy to play than a dok/wp; you just have to spam, you can't realy go wrong , just have to use anti set back tactic, and well you can heal aoe --->while moving and --->being not set back..........Telen wrote:Cant take that post seriously. Its all from the perspective of a solo kotbs.
Ever play in group brah?
The kotbs is the best group utility tank in the game by FAR. Just look at those tactics.
15% extra from wp healspam when you dont have the super rp proc. So you'd always have some healing buff.
Constant 10% crit increase for everyone. **** off sw we don't need you bring another slayer.
One wasn't enough here have another 10% everyone.
What shall I do with the final tactic and 5 spec points.
Why bother. You still have the best tank and a group with massive healing that crits everyone powers up your slayers and gives endless ap. Not only did they make slayer groups the norm they trolled other classes by having multiple tactics that put their best group support to shame. No other class shits on the HE as much as kotbs.
Endgame was all about crits and wp heal spam. Kotbs took that to a whole other level.
I still think that chosen if fair tank while compared to kobs opnes, if all tanks would be balance at the same level chosen is ( and chosen need 2-3 fix and 1 nerf ( i look at you destinated for victory) ) there will be less complain..
Alredy bo and BG are almost 2-3 step behind. What realy lack of some utility in group are sm and IB
As destru i would never like to have 2 chosen in 1 party as bo and Bg both give somethig you would not have with a second chosen, Indeed order premade always run 2 kobs, exept for those 2-3 group that run an IB and 1 maybe 2 that run SM with good result ( look at you aenarion)

Re: Opinion on the KotBS (another opinion thread, really? YE
Best DPS Tank for Order is IB. (Im only talking about RvR Group Environments here, nobody cares about 1v1)
If you run a FG in a RvR environment (not 6v6), then you need at least one defensive tank.
Kotbs excel at this. Kotbs + IB has better synergy and debuffs than just 2 knights.
When it comes to KotBS vs Chosen:
Theres a couple things that both classes do better, but overall the KotBS wins by a good margin.
If you run a FG in a RvR environment (not 6v6), then you need at least one defensive tank.
Kotbs excel at this. Kotbs + IB has better synergy and debuffs than just 2 knights.
When it comes to KotBS vs Chosen:
Theres a couple things that both classes do better, but overall the KotBS wins by a good margin.
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Re: Opinion on the KotBS (another opinion thread, really? YE
OK, so the rp is easy to play because he just can spam his abilities and because of that the dok/wp are harder to play.Tesq wrote: and rp is more easy to play than a dok/wp; you just have to spam
I don't know, but when i played WAR on my wp, i could place myself in the corner in most scs and spam my ~4 keys to be succesful. On the other side i had to permanently kite enemys on my rp, while using a shitload of different abilities. Maybe i played a different game...
Thick Skulled is one of the worst tactics the RP has.Tesq wrote: you can't realy go wrong , just have to use anti set back tactic, and well you can heal aoe --->while moving and --->being not set back..........
It removes the setback just of "Rune of Mending" (No RP uses this ability) and from the bouncing hot "Rune of Serenity". The third ability mentioned in the tactic description is "Grungni's Gift", which is an instant cast and not affected by setbacks.
So this tactic practically just removes the setback chance from one skill (that has only 1 sec. casttime...). It doesn't remove the casttime, so RoS can't be used on the move.
There is also no aoe healing on the move, on any class.
Re: Opinion on the KotBS (another opinion thread, really? YE
you have right thers is no aoe heal my bad, still i've found a rp that well was hit by 1 wb well still kite and wont die...... i'm not telling that rp>wp, that would be a heresy, but wp+rp work better than dok+zealLuth wrote:OK, so the rp is easy to play because he just can spam his abilities and because of that the dok/wp are harder to play.Tesq wrote: and rp is more easy to play than a dok/wp; you just have to spam
I don't know, but when i played WAR on my wp, i could place myself in the corner in most scs and spam my ~4 keys to be succesful. On the other side i had to permanently kite enemys on my rp, while using a shitload of different abilities. Maybe i played a different game...
Thick Skulled is one of the worst tactics the RP has.Tesq wrote: you can't realy go wrong , just have to use anti set back tactic, and well you can heal aoe --->while moving and --->being not set back..........
It removes the setback just of "Rune of Mending" (No RP uses this ability) and from the bouncing hot "Rune of Serenity". The third ability mentioned in the tactic description is "Grungni's Gift", which is an instant cast and not affected by setbacks.
So this tactic practically just removes the setback chance from one skill (that has only 1 sec. casttime...). It doesn't remove the casttime, so RoS can't be used on the move.
There is also no aoe healing on the move, on any class.
-+25% heal to party
-+1056 armor and -10% armor penetratrion
-recovery half from cc
-3 heal that cannot set back
i suppose that was the build of that rp, if you can spam heal while moving and kite with no set back you will not die, also wp will just spam undisturbed
about wp spam thx......destru have zero ranged knocdown, you do not know how many times i died for a un predictable ranged knowdown while after 1 seconds 10 order gangbang me, with out count that dok have offensive tovl jewelry
( that's why order life it's so easy, destru have no: rampage, ranged knock down, shatter limbs, spellbreaker, hell i could continue...)


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