Re: Advice for chosen, help me understand how to be a good tank.
Posted: Sat Feb 04, 2017 5:48 pm
xanderous wrote:Ok so i have been playing chosen for a little while now and i have a few questions to ask regarding what i should be doing, first of.......
What stats should i focus in, strength, weapon skill and toughness or strength, toughness and wounds?
Which masteries should i focus on, link any builds that are good for tanking please, i use sword and board btw, thanks.
touch of palsy and seeping wounds + ravage spam are your assist combo in any build, quickened discord remove half the CD from touch of palsy which is incredible good (if you want an off tactic which do not lower your def take this but you need to have a decent dmg from touch of palsy otherwise is wasted).
the best dedicated s+b support tool is destinate to victory; there is not much x se good tactic for 2h, cripple strike require you to crit that mean either use another tactic to also increase the crit (and loose 1 spot) or stack crit in renown, tough in 2h you gain 1 slot from loosing mixed defense but enemy can stack anti crit tools + dosen'tstack with challenge). theorically you can use it also with s+b as is not stricly restricted to 2h buth you need to invest point in the left mastery so bear in mind what you loose and what you gain.
At higer level you can definetly try to drop mixed defense or rugged for support tactics (ignore power from the gods, it was nerfed and is a ghost of what was before).
warped flesh is another general good tactic for any build, provided you have enough toughness to use it well; don't bother use it if you go around with less than 700 tough in t4.
Oppression is definetly not bad but is not so good either; rather kobs vigilance is op and oppression dmg reduction component last very few only 50% update time for a value that is not even 1/3 of the koks vigilance. It also require to hit; if you ever spec for this keep in mind that shatter ench and defense **** this skill for good so it would be preferable first buff suppression and have at least a 40% parry in 2h or 60% in s+b then risk to even be hit from the back for huge ammount but land a safe hit where enemy can not parry. (kobs just press and put up a medium finger at you instead...).
tzeench reflection kinda usefull only in rvr if you wanna interrupt bw aoe (tough there are better efficent way to do that with out give a immunity)
whitering blow, use it only if a BG mate is there with double ap drain to max the ap remove or no other tool are avaiable and you want debuff
synphoned energy tactic and unstopable juggernaut are really good for small force vs zerg due to their kite help. (tough right now there is a renown skill called quick escape with no reason to not take which basically is better than both tactic (didn't test if it stack with synphoned energy but is like have a 5th tactic for just 10 renown point). the renown skill is under a period of test if it will be keep you can definetly drop both tactics unless you want a heals on demand which synphoned energy provide and /or it stack with quick escape.
rending blade is both good offensivly (is undefitable 9 target spiritual dmg ) and defensivly (apply cripple strike with out miss chance). Definetly make more efficent the cripple strike use with out the need to use cleave (which the only use is for apply criple strike because it remove the miss chance component of the tacti and leave only the need to crit).
hastened dismissal give you access to better KB, most usefull in sc to remove pesky tank and drop ppl into your realm to st nuke em. Can be chained with KD+ any kind of spped proc to peel enemy 1 by 1 whenever they stay still in 1 point (wc, flag) and neither than you push.
Hold the line: is spamable and give you a free 45% dodge/disrupt (requrie shield) also buff ally for 15% (stack 3 times for a max if 45%not tank ally) and 75% on you and all other tanks using hold the line. Also work out of party/wb.
for auras;
-magic resistences one mandatory unless 2x chosen in group which then mean the worst will not be used or a shammy if you wanna trade some def for dmg.
-toughness one is the second mandatory( if you have to choose and pick one between str and tough toughness is always a better choice because it debuff enemy and so increase all source of dmg while str debuff only melee and incrase only your party dmg
-str aura can be taken as third aura if you face a lot of melee which is actually of great benefith as debuff not few dmg
-as third aura option ap aura (left mastery) , heal debuff aura (right mastery) are both good choice; the heal debuff is usefull if you have 2x sorc and so no other heal debuff or for aoe wb play (and definetly when the situation is a heal fest.
-regen aura can also be good if you face a lot of mixed attack type
-magic return dmg aura is best used again heavy BW party or in rvr.
If you have a BO you can drop all stat auras (tough/str ) as the buff /debuff will be provide by the BO. You can then use 2 support aura from the remaining ones (ignore spiritual aoe dmg from left mastery, it give you a very few dmg increase and only make you're sc rooster cooler with no real benefith). Tough if the word is full of chosen and you do a 2h cripple strike build left +right masterys) you can take it into consideration.
This , backlash, bane shield, discordant fluctuation (magic dmg return aura)+ rending blade spam under choppa fasta(remove rending blade CD) can put up a serious ammount of dmg.
Generic s/b def build http://waronlinebuilder.org/#career=cho ... 5:;0:0:0:0:
for fun 2h offensive/hybrid build http://waronlinebuilder.org/#career=cho ... 3:;0:0:0:0:
tri spec (cripple strike for either 2h/s+b) http://waronlinebuilder.org/#career=cho ... 5:;0:0:0:0:
def 2h http://waronlinebuilder.org/#career=cho ... 0:4781:0:0:
PVE main tank: http://waronlinebuilder.org/#career=cho ... 5:;0:0:0:0: