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some feeling about classes

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Lileldys
Posts: 666

Re: some feeling about classes

Post#21 » Tue Jul 12, 2016 11:10 pm

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.
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.

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.

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mohokoner1
Posts: 48

Re: some feeling about classes

Post#22 » Tue Jul 12, 2016 11:11 pm

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.
"safer" isn't always better.... but choppa is always dangerous for the tank too when getting so much damage... i am not sure if the bonus damage when berzerk worths all this squishiness while i find the 50% defenses reduction way too much for an RvR Lake... when you get a hit from somewhere (without even hitting someone) the countdown starts... rage starts counting...

healing debuff has no really meaning againd tanks, probably on enemy Mdps, but in rvr lakes or big scale fightsi think way hard if not impossible to get on "That" healer...

no good amounts of dissrupt (if you start using using acessories that raising dissrupt, say buy buy to fast morale or the opposite)

in general i wouldn't disagree with you by seeing choppa as kinda a "single unit" nexto to a tank... but in big scale fights i still think that marauder is safer...

since i haven't played on official and i don't know how things were there so i have no opinnion about it... is about items... imho there are no enough items right now to cover the needs of all classes... for example ALL green jewels bring Spiritual Resistance and some minor corporeal or elemental resistance... hrmm.... even boundless jewels bring some nice amount of corporeal and elemental resistance... (and there aren't so many boundless jewels atm as far as i know as therer never were)... this thing specially for choppa (but for other classes bring me also to thoughts... like
"hey dude, 50% more damage you said? ok... Engineer (corporeal damage), AM (elemental damage), BW (elemental/Corporeal dmg) are laughing at you.... almost 1shot when your defs are going 50% down while no enough dodge/dissrupt.... while at the same time as a healer i have hard times to keep choppas at life most of the times even on SC's.... when it comes they're trying to keep berzerk on..... with guard or without they're going down way fast (and that's small scale fights in majority)

sorry, i'm not trying to find excuses for everything... i made the post for converstation and share some thoughts... in any case i am NOT whining neither i think that i am the best around, i need and want to know your thoughts too... though imho i see many factors that have a huge role ingame..

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TenTonHammer
Posts: 3806

Re: some feeling about classes

Post#23 » Tue Jul 12, 2016 11:17 pm

Lileldys wrote:
WAAAGH is potato, coporeal resist isn't needed for destro imo. Also chosen debuffs this.
What damage type does Sorcs abiltes mainly use?

WAAAAGH! debuffs corp for far larger amounts than chosen resists aura, in warbands WAAAAGH! is really good and benefits skull thumper procs as well
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Lileldys
Posts: 666

Re: some feeling about classes

Post#24 » Tue Jul 12, 2016 11:22 pm

Kahvo wrote:Do SM get the mass slow that BO's get ..if not that REALLY needs to be fixed.
No, IB and KotBS takes care of that duty, while BO and BG take care of it for Destro.
mohokoner1 wrote:
Kahvo wrote:Do SM get the mass slow that BO's get ..if not that REALLY needs to be fixed.
don't know about SM... but well... i would love having the 20% more healing effects tactic he has while in RvR lakes... in fact from a while i read about SM the except some basic abilities he has same with blorc and chained rotations in general has many different tactics too.. like BW has healing debuff will Sorc has just a WillPower Debuff.... you can't really compare mirror classes for real..
20% healing tactic is great. Both SM and BO have identical class mechanics, their skill set is totally different outside of the trees. The 25% crit damage tactic BO gets access to can make them quite scary for any squishy. The big up SM has over BO is that 2h fits the SM better due to 25% parry buff they can get use to help negate guard damage, while afaik, shield suits BO more.

Also your BW/Sorc knowledge is a little off there. Both Classes have access to Willpower Debuffs in their 10s/5s Nukes. BW gains Healdebuff while Sorc gets a AoE DoT. The BW HD isn't that great (its better than nothing) and the Sorc DoT is good at clearing challenges(at least so I've been told). Sorc gets a higher burst, while BW gets some more Utility. Much Like WL/Mara, although not identical mirrors, WL has a stronger burst while Mara has the better Utility. Each class has it's edges compared to their mirrors.

Kahvo
Posts: 32

Re: some feeling about classes

Post#25 » Tue Jul 12, 2016 11:24 pm

don't know about SM... but well... i would love having the 20% more healing effects tactic he has while in RvR lakes... in fact from a while i read about SM the except some basic abilities he has same with blorc and chained rotations in general has many different tactics too.. like BW has healing debuff will Sorc has just a WillPower Debuff.... you can't really compare mirror classes for real..
I know the classes are really supposed to mirror but do any other classes get an aoe slow....that's HUGE in pvp...really huge. I know WP get one but we have to use a tatic and and don't ever see a WP worth his/her salt in any spec using that.

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Lileldys
Posts: 666

Re: some feeling about classes

Post#26 » Tue Jul 12, 2016 11:28 pm

TenTonHammer wrote:
Lileldys wrote:
WAAAGH is potato, coporeal resist isn't needed for destro imo. Also chosen debuffs this.
What damage type does Sorcs abiltes mainly use?

WAAAAGH! debuffs corp for far larger amounts than chosen resists aura, in warbands WAAAAGH! is really good and benefits skull thumper procs as well
The standard sorc rotation is 100% Spirit damage. Some skills like Absorb Vitality use Corporeal. Magus uses Elemental/Spirit damage.

Although I can't check ingame, waronlinebuilder says Ch/BO debuff Coporeal the same at base values. Sure when you put some levels in, it may come ahead, but is the extra 5points in the tree worth the small dps gain on 2(?) skills?

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mohokoner1
Posts: 48

Re: some feeling about classes

Post#27 » Wed Jul 13, 2016 12:39 am

Lileldys wrote:
Kahvo wrote:Do SM get the mass slow that BO's get ..if not that REALLY needs to be fixed.
No, IB and KotBS takes care of that duty, while BO and BG take care of it for Destro.
mohokoner1 wrote:
Kahvo wrote:Do SM get the mass slow that BO's get ..if not that REALLY needs to be fixed.
don't know about SM... but well... i would love having the 20% more healing effects tactic he has while in RvR lakes... in fact from a while i read about SM the except some basic abilities he has same with blorc and chained rotations in general has many different tactics too.. like BW has healing debuff will Sorc has just a WillPower Debuff.... you can't really compare mirror classes for real..
20% healing tactic is great. Both SM and BO have identical class mechanics, their skill set is totally different outside of the trees. The 25% crit damage tactic BO gets access to can make them quite scary for any squishy. The big up SM has over BO is that 2h fits the SM better due to 25% parry buff they can get use to help negate guard damage, while afaik, shield suits BO more.

Also your BW/Sorc knowledge is a little off there. Both Classes have access to Willpower Debuffs in their 10s/5s Nukes. BW gains Healdebuff while Sorc gets a AoE DoT. The BW HD isn't that great (its better than nothing) and the Sorc DoT is good at clearing challenges(at least so I've been told). Sorc gets a higher burst, while BW gets some more Utility. Much Like WL/Mara, although not identical mirrors, WL has a stronger burst while Mara has the better Utility. Each class has it's edges compared to their mirrors.
Healdebuff > aoe Dots and it's better than a raw willpower debuff... you know it... right?
while for a tank class 25% parry looks like a heaven.... probably shield suits blorc better though this makes SM even better with a shield.. tanks are supposed to tank not dealing insane crits...

but since i have stated that my knowledge on order is little to non existened this is not the point of the topic...

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