Thelen wrote:So levelling a Chosen right now (~r25/rr30 atm). I'm looking at builds people are sharing, and seeing a lot of S&B builds with quake. Can someone give me insight why to spec for Quake. Is it just for catching kiters? It seems like I'd just be giving immunities to a lot of people, rather than just letting others use longer CC and knowdowns. Is it a must have for def-spec S&B chosen?
Quake isnt necessary but its a nice tool to have "just incase". For instance, if you are in a 6 man roam RVR with no RDPS and being kited... It can help you close the gap to snare, but its a VERY niche ability that frankly, you wont use all that much due to its low duration and easy to break as well as immunity timer.
People just grab it really because "what else" will you get?
I prefer Tri-spec personally:
RoR.builders - Chosen
Thats largely considered the best. Why?
Toughness aura + Resist Aura + AP drain/gain aura are all solid.
You get KD (middle tree) which is huge...
Quake is just a "bonus". You really invest in that tree for beefing up resist aura and it does offer a niche utility ability for catching "kiters"
Then slotting:
toughness
DFV
Hastened Dismissal
Flawless
Are easily hands down the best tactics.
Its a very vanilla build but extremely strong.
Use your RR (IMO) for:
20 points in block
10 points in parry
10 points in dodge/disrupt
Youll be a walking brick wall. Even without stacking toughness or any of those stats. Just make sure you Guard, and follow around the Guard-ee and use all your tools. People wont bother attacking you, so youll have ton of ability to push frontlines without getting nuked.
Now... If you want to roll 2H... This is where its tricky... Something like this:
RoR.builders - Chosen
And you might swap out one of those for "Flawless Armor". Youll want high crit for Crip Strikes. Youll want to make yourself as tanky as possible because you lost block So:
20 points in Parry
20 points in Dodge/Disrupt
Youll want to get Tormet/Strife for Rings (4% parry + Parrystrikethrough)
Youll want 2 Piece Ruin (Gloves + Other) for the 2% Parry + extra Armor.
You can choose to take Quake or the AP aura, either works... Quake has proved useful to catch players who were out of position. Quake -> Super Punt them to the backlines.
Your job is Tank/Guard FIRST, "debuff" - via crit (Crip Strikes) second. Then "DPS" 3rd.
Most of your job through will be using your other tools:
- Guard 1st
- Challenge/Taunt
- Snare
- Rending Blade (to proc Crip Strike)
- Keep Suppression up 100%.
- Maybe throw on other DoTs (cleanse purposes) Palsy/Seeping/Tooth etc.
- Super Punt (this one is Key)
- Sever Blessing
you shouldnt see a ton of "Ravage Spam" in your rotation. It should be using the tools above mostly... Ravage is a nice "filler" if youve got nothing else to do and everything is on CD, etc.