Choppa will always be my main focus target for my groups when fighting melee trains. If you don't force the choppa to drop rage he will walk over you. Marauders utility is what gives it the edge and why its in every group. It has every possible debuff I can think of off the top of my head that a dps wants. Armour debuff, Wounds debuff, Toughness debuff, Heal Debuff, armour ignore, 25% damage increase skill, 50% execute plus a ton of other stuff.NeneBigun wrote:Speaking on choppas as I am one for my main:
1. You are basically saying marauder is a better choice because of mechanics? If choppa didn't have rage mechanic it would still do more damage than marauder becuase of the ability scaling and ability to use a 2h weapon, with that being said, you have to take inconsideration of TACTICS. No one can heal debuff as fast or as much as a choppa because its tactics(aside chosen aura), no one can fight as long as choppa and sustain the highest amount of dps ( not even chosen even with AP regen and what not). People de-value choppa because its standard to go full damage with choppa tactics and totally ignore the utility, thus bringing down its team synergy and value.
*Although a maruder may be be more tank due to monstrosity, it means nothing to a choppa who can soften the opponent up with both weapon skill debuff and toughness debuff in far much larger numbers than marauder buff. The maurders healing factor in monstrosity ISNT SIMPLY enough and is so easy to counter, as it can be blocked and parried, the DOT heal is next to nothing, when a heal debuff is applied, Yes we know these debuff can be cleansed but choppa can repply this debuff every 5 seconds almost minimum to no cost.
Rage is the only draw back, but rage is also another thing that devalues the choppa, rage makes the choppa squishy in forms of its defenses a severely lowed, but this too can be made up for depending on how the choppa chooses to build.
EX: parry, initiative, futile strikes ( considering they work), combined with mass wound values can make up for the choppas loss of defense while enraged. Abilities like try an hurt me with 25 sec cd( considering the trait red goes faster is active) can totally negate a melee threat. Along side his moral 1 shield.
Im not saying the listed above is perfect or anything, Im just making a point that marauder is only standard( in my eyes) because choppa( in my eyes) actually is one of the few classes that take skill to exploit its full potential, a potential that is massively overlooked by the population due to the majority choppa population building straight damage. We lack the defense and disrupt and survivability, and self sustaining utility, but thru the little sustain we do gain from our light to red zone rage, we gain alot of our negatives into positives, its just based on how you play. I believe classes are overlooked because of set standards that others have seen worked and been successful with, but i can also say ive seen great choppa/2 Bo/ 2 shaman 6mans, in some of the greenskin premades that truly show how a class can be played.
Another thing to note is the reason choppa needs a guard more so than other classes is because people understand how devastating they can be and will opt to go for a choppa over a maruder in terms of priority target, so ofc a choppa aside its rage mechanic would need a guard more, because unlike marauder, what we bring to the table is 10x more devastating that small utility that can be negated by the choppas mirror class EASILY.
But with the TTK being so low, Choppas can excel or fall flat. A good choppa can bring down any unguarded squishy in ~3gcds, and a good order dps will bring down an unguarded full rage Choppa equally as fast.
You don't need to spec for what you said with renown within proper groups. Just get 20pts parry and then knowledge of when to drop rage, when to kite, when to use charge, when to use anti snare, when to morale will increase your survivability to the point where you don't need to worry about heavy defensive renown. Tanks with challenge and healers who actually HoT and cleanse instead of G-Heal spamming will make you very hard to kill(i.e. Players with brains).
Hard to focus a guarded choppa with ~2.5k armour. Hard to chase a choppa with Charge up. Hard to chase a choppa with anti snare up. Hard to focus a choppa with morale up. 20pts Parry + DW + WS, you'll have over 50% parry for melee train fights.