orillah wrote: Mon Jun 25, 2018 9:11 am
Pls stop all this knight nonsense
Care to elaborate on that? I really don't want to derail this thread into a Knight v IB discussion, but in terms of viability and desirability/what they can bring to a group it's not even close. There's a reason every organised WB wants between 4 and 6 KoBS and maybe 1 IB (if any) and maybe 1 or 2 SM.
A typical 2H KoBS build for group play might be something like:
RoR.builders - Knight of the Blazing Sun
Brings:
AoE wounds debuff
AoE 10% defence chance debuff for 10 seconds
AoE snare with 100% uptime (3 target cap but 9 times out of 10 that's enough)
Super punt with reduced CD
On demand KD
AoE 10% crit chance increase on all enemies - permanent
Party wide strength buff - permanent
AoE strength debuff - permanent
Party wide toughness buff - permanent
AoE toughness debuff - permanent
Party wide all resist buff - permanent
AoE all resist debuff - permanent
A typical IB 2H build for group play might be something like:
RoR.builders - Ironbreaker
Brings:
On demand KD
Self and single target str buff for 20 seconds
Self and single target 10% crit chance increase for 10 seconds
Self and single target toughness buff for 20 seconds
Self and single target armour buff for 20 seconds
Self and single target 50 ini and 25% parry buff for 10 seconds
Self and single target magic damage shield for 10 seconds
Self and single target wep skill increase for 10 seconds
Self and single target corp resist increase for 20 seconds
Single target armour debuff
Single target 20% crit chance debuff (at max grudge)
Normal punt
Outgoing healdebuff
OR at rr40 you can drop either the ini and parry buff; or all of the crit chance increase, outgoing heal debuff and magic damage shield and pick up AoE snare (no target cap) with 50% uptime.
A typical SnB KoBS build for group play might be something like:
RoR.builders - Knight of the Blazing Sun
Lot's of variation around the two main tactics possible though
Brings:
Party wide 5% crit chance increase for 10s on block
Party wide 15% healing received increase - permanent
AoE stagger
Super punt
OR AoE snare with 100% uptime
On demand KD
Party wide strength buff - permanent
AoE strength debuff - permanent
Party wide toughness buff - permanent
AoE toughness debuff - permanent
Party wide health and AP regen increase on defence
A typical SnB IB build for group play might be something like:
RoR.builders - Ironbreaker
Brings:
Self and single target str buff for 20 seconds
Self and single target 10% crit chance increase for 10 seconds
Self and single target toughness buff for 20 seconds
Self and single target armour buff for 20 seconds
Self and single target 50 ini and 25% parry buff for 10 seconds
Self and single target magic damage shield for 10 seconds
Self and single target wep skill increase for 10 seconds
Self and single target corp resist increase for 20 seconds
Single target armour debuff
Single target 20% crit chance debuff (at max grudge)
AoE snare (no target cap)
Normal punt
KD (requires parry/block)
Outgoing healdebuff
The trouble IB has is that all of its buffs apply to self and one other rather than party-wide, don't also have a debuff effect, usually require spending mechanic points, last for a limited duratiion and require a GCD to activate, meaning you can never have anywhere close to the full list available up at the same time. One of their few unique buffs that KoBS can't bring - armour buff - is made redundant by the almost mandatory use of armour pots.
The KoBS on the other hand brings permanent party-wide buffs and debuffs that require no GCD or mechanic management. Their high value means they also usually over write the IB's single target buffs, making them redundant.
An IB/SM just can't get anywhere close to the value that a KoBS brings to a party which is why they're mandatory in any organised group.
/end thread de-railment
edit
As you say Swagg, KoBS/Chosen aren't the most fun class to play, but it does mean you can just forget about buffing/de buffing and concentrate 100% on positioning, guard switching, cc'ing and dps. Plus the biggest issue is that it massively limits opportunities for people to play the tanks they enjoy in organised play.