i got your joke about them respawning, thats why i made a snarky comment that that brings them to full AP which is an even bigger downside as only regging 3seconds...
apparently you missed that
but if you only have a joke in response to how the reg is different between stagger and knockdown you seem to agree that there is none and it was a bullshit argument in the first place, no need to get aggressive when called out on bullshit arguments that take away from otherwise very good explanations and theories
Chosen guides?
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Re: Chosen guides?
I thought people recognized 5 years ago that toughness offers a worse damage reduction than armor/resists.
It looks like some bad speccing habits persist, when it comes to talismans.
It looks like some bad speccing habits persist, when it comes to talismans.
Dying is no option.
Re: Chosen guides?
There are, in my opinion, several ways in which the Chosen Class Knockdown is different from the Chosen Class 3 second stagger. Many of these differences are contained in my previous posts here within this thread. At no time did I say that the ONLY reason that Quake was, IMO, a secondary and ineffectual choice when compared to Downfall was that during the 3 seconds of Quake, their AP regens. The 3 second AP regen joke - and again that's what it was, has a kernel of truth about it. If you will let me explain;Musax wrote:i got your joke about them respawning, thats why i made a snarky comment that that brings them to full AP which is an even bigger downside as only regging 3seconds...
apparently you missed that
but if you only have a joke in response to how the reg is different between stagger and knockdown you seem to agree that there is none and it was a bullshit argument in the first place, no need to get aggressive when called out on bullshit arguments that take away from otherwise very good explanations and theories
Quake, due to it's restriction of the stagger being broken by damage, is designed for the Chosen using it, and hopefully the rest of the players within range, to temporarily disable another player or group of players in the hopes of using that 3 seconds to focus down another player, or run away, or take a bauble, etc.
Because this effect ends upon damage, the user intentionally avoids damaging the affected player, leaving that player standing there for 3 seconds, doing nothing, except regenning AP. It;s happened to me. I get staggered, and 1 or 2 seconds later some slayer runs by and AoEs, and I'm out of stagger... with slightly more AP.
So how is it any different that Knockdowns 3 seconds of a player on his arse? Knockdown, usually, is used to stop a healer or any highly mobile class (looking at you Twyxx) from doing anything silly like popping a group heal, shield, or Pouncing away from the Melee Pain Train while the group focuses down that player. Other cc is used to manipulate the battlefield conditions to mitigate healing, Guard, etc. - things like Heal debuffs, Auras, Punts, etc.
So while Quake forces your team to avoid killing the other players to work to full effect, and Thus you have a player that has NOT been damaged with more AP, Downfall, conversely, encourages your Melee Pain Train to focus on the dude on his back. A player on his arse is pretty easily recognized. Even PuG DPS will eventually recognize and understand that, while prone, an enemy can't block, dodge, or Parry, and that's the guy those other guys are killing. Do it enough times, and they may even catch on to save their morales for just such an occasion. The Chosen using Downfall is helping to not only greatly lower the defenses of the group target, but helps focus the group on one target, and stops pesky things like any and all actions taken while being pummeled to death by the Chosen's group.
So in conclusion, while Quake was strong as it was early on in the Live WAR game, as a 3 second Stagger that breaks on damage, it's less than optimal in most Orvr and SC settings. It takes a skilled and disciplined group to use it effectively and often times even the best groups perfectly placed and timed Quake will be ruined by some random AoE or DoT. Downfall, on the other hand, provides a effective and efficient single-target focus group with a way to control kiters (Pouncers), stop Healers from healing, and focus the group efforts onto one, prone target.
Again, the difference is the Quake recipient isn't losing health and is gaining AP. The Downfall recipient is losing health (hopefully all of it) and gaining AP. While this is such a minor point when you consider all the factors that make the current iteration of Quake inferior at this time, since you wanted a non "bullshit" explanation and would not read the previous posts (or chose not to) I hope this satisfies your need for an explanation.
Re: Chosen guides?
yes all you said is true but when you are ST focussing peeps around, and you can stag 1 tanks and 1 healer that's alredy good.
KD is use to block melee preventing them use anti snare/root or stop them after they used it.... or healer to prevent them heal, but atm no one can stand a focus alone, so it's better prevent other healer to heal rather than stop 1 healer skills. Healers cannot st cleanse every snare 2x tank gonna put every 4 sec .
Also the ap regen it's the same for a KDed player he still regen ap.
The only difference in kd vs stag argument is
kd--->
affect 1 player
totaly disable him for 3 sec
stag--->
affect up to 9 player
partialy disable them for 3 sec.
Stag also have the benefith that can 3 sec interrupt the damages of up to 9 ppl and help you kite, something that kd can't
KD is use to block melee preventing them use anti snare/root or stop them after they used it.... or healer to prevent them heal, but atm no one can stand a focus alone, so it's better prevent other healer to heal rather than stop 1 healer skills. Healers cannot st cleanse every snare 2x tank gonna put every 4 sec .
Also the ap regen it's the same for a KDed player he still regen ap.
The only difference in kd vs stag argument is
kd--->
affect 1 player
totaly disable him for 3 sec
stag--->
affect up to 9 player
partialy disable them for 3 sec.
Stag also have the benefith that can 3 sec interrupt the damages of up to 9 ppl and help you kite, something that kd can't

Re: Chosen guides?
I know this might sound stupid, but can someone explain why Corrupting Retribution aura is a bad choice for corruption puild? "Defend" means anything like block/parry/disrupt? And does the heals stack, or it can cause a heal only after the last one is over?
Re: Chosen guides?
Yes^ and noSulorie wrote:No stacking and only viable for pve farming.
Try this as a Sword and Board Chosen. Get one of the SWs to play along in a 1v1. Run your heal aura, Warped Flesh Tactic, and Backlash Tactic. Let him plink at you from range all he wants. Use Hold the Line off and on while keeping him "in front" of you.
The combo of Corrupting Ret, Warped Flesh, and HtL basically keeps you healed up near full, stops (blocks/Dodge) much of the damage and if you can get him to continue to plink at you, Backlash will eventually wear away at him. It's by no means a viable build for anything other than the situation proposed, but it's kinda fun to duel one of them like this.
Edit: I did this at the Lighthouse BO in Nordenwatch solo versus a SW. It worked great and I flipped the banner and lived until the rest of his group respawned :/
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Re: Chosen guides?
Min Rank 29 for Pierce Defenses. As of now, it works and is fun, but again, this is not a set up I would run other than screwing around.Coryphaus wrote:this works well until sws slot pierce defenses
then it gets a little iffy
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