
That said, if you want to play solo as a KOTBS and join pugs, scenarios and impromptu roaming groups, it's a pretty neat class because everyone will usually welcome a KOTBS. Unless you're 2h.
I didn't understand any of thatPenril wrote:There is an issue causing many buffs not to have a mastery tree association for the purpose of events which check mastery tree association for damage, and for tactics which affects buffs and abilities of a particular mastery tree.
There is also an oversight which causes tactics and modifiers designed to affect buffs of a particular mastery tree not to work at all on them.
I believe this will be fixed in the next patch. However, keep in mind it is not set in stone. But expect a fix soon.
There is just so much wrong with most of this....Vandoles wrote:If you're rolling a KOTBS to solo roam you're kinda missing the point a little, the class' main mechanic is auras that are basically commandsYou'll steamroll most mdps you meet, but you have no ranged abilities, distance closers or burst to drop stuff that quickly. Idk, I guess a KOTBS can solo roam but I really don't know anyone who's rolled KOTBS to solo roam.
That said, if you want to play solo as a KOTBS and join pugs, scenarios and impromptu roaming groups, it's a pretty neat class because everyone will usually welcome a KOTBS. Unless you're 2h.
Example: Vicious slash. Direct damage transmuted to Elemental, DoT remained physical (because the DoT is a buff, and buffs which were affected by specline-modifying tactics would not be).Vandoles wrote:
I didn't understand any of that![]()
One of the great things about running x2 KOTBS as well is that you can bring/field a lot more of the classes amazing tactics and auras which gives your KOTBS's more freedom so both your tanks can have superpunt, triple snare etcGodlessCrom wrote:Even 2h kotbs are welcomed in groups in my experience because they give 10% crit, have an aoe snare, and one of orders only wounds debuffs since 2h slayer is so rarely played (and its an aoe debuff to boot). Plus with all the parry they can stack, and the resist buff, and vigilance, they aren't terrible at guarding.
Shhhhh, don't give them ideas. We 2h Ironbreakers need a home too...TenTonHammer wrote:One of the great things about running x2 KOTBS as well is that you can bring/field a lot more of the classes amazing tactics and auras which gives your KOTBS's more freedom so both your tanks can have superpunt, triple snare etcGodlessCrom wrote:Even 2h kotbs are welcomed in groups in my experience because they give 10% crit, have an aoe snare, and one of orders only wounds debuffs since 2h slayer is so rarely played (and its an aoe debuff to boot). Plus with all the parry they can stack, and the resist buff, and vigilance, they aren't terrible at guarding.
Like what?Tankbeardz wrote:There is just so much wrong with most of this....Vandoles wrote:If you're rolling a KOTBS to solo roam you're kinda missing the point a little, the class' main mechanic is auras that are basically commandsYou'll steamroll most mdps you meet, but you have no ranged abilities, distance closers or burst to drop stuff that quickly. Idk, I guess a KOTBS can solo roam but I really don't know anyone who's rolled KOTBS to solo roam.
That said, if you want to play solo as a KOTBS and join pugs, scenarios and impromptu roaming groups, it's a pretty neat class because everyone will usually welcome a KOTBS. Unless you're 2h.
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