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Choppa

Posted: Tue Jun 25, 2024 6:36 pm
by ismetto
With this latest change, everything is in disarray again.
The most logical build for ST 1+1 Duel on the Choppa is:

https://builder.returnofreckoning.com/c ... 78,739,734

RoR will soon become "Range of Reckoning."
The high damage output of ranged DPS characters and their difficulty to kill is concerning.
It's ruining the game's enjoyment.
If they have such high damage levels, they should be equally easy to kill.
Personally, after playing a few SCs with melee DPS, I find myself forced to switch to ranged DPS characters to effectively respond to the other side.

Currently, everything that could influence the game's direction has been taken from the Choppa as a Single Target. The number of usable abilities has decreased...

Slayer
1- Deep Wound
2- Rampage
3- Shatter Limbs
4- Inevitable Doom (15 sec. CD) why?? not 30 sec?
5- Push For More (Tactic)
6- Riposte + M1 (The most ridiculous and deadbeat tactic in the game)

Choppa
1- Can't Stop Da Chop
2- Furious Stompin' (30 sec. CD)
3- Stab You Gooder (Tactic)
4- Bleed Em Out (Maybe, unfortunately, it has low damage, at least support this ability a little)
5- Riposte + M1 (The most ridiculous and deadbeat tactic in the game)

Git To Da Choppa (You already know that this ability shouldn't be used outside of RvR and is useless in 6-man groups, and sensible Choppa players don't use it in 6-man groups.)

Since the new addition, I've tried almost everything. The Slayer has a chance to play as a Duo, but the Choppa has been greatly affected. Against two duo-playing Slayers, two-hand playing Choppas have very little impact, with already low damage rates. If you use Wot Rules, being in full berserk mode is an invitation to death from ranged DPS.

I don't know friends, the comment is yours, but the Choppa is "finished" (outside of RvR).
Players who play with a 6-man group might think otherwise now, but not everyone plays with 6-man groups. Not everyone has a team. Enter solo SC with a Choppa and then leave a reasonable comment here.

Regards!
Ismetto

Re: Choppa

Posted: Wed Jun 26, 2024 9:30 am
by ismetto
2 Hand Build

1.1 Classic Savage
https://builder.returnofreckoning.com/c ... 78,734,739

2.1 Savage + Hitta (Wot Rules)
https://builder.returnofreckoning.com/c ... 8,739,1788

3.1 Savage + Hitta + Wrecka
https://builder.returnofreckoning.com/c ... 8,739,1788

3.2 Hitta + Wrecka
https://builder.returnofreckoning.com/c ... 78,739,523

The use of 'Wot Rules' is a matter of personal preference. A player using berserk mode should hit the target consecutively with their 'Exhaustive Blows' abilities. Provided they don't die by then, of course :)

A Choppa with over 60% armor penetration and over 30% Melee Crit deals between 300 and 700 damage to a target with Guard protection, while dealing 700 to a maximum of (2Hand) 1500/1700 damage to a character without Guard protection. The maximum damage dealt by a Sorcerer (single target) is 2500/3000. A Shadow Warrior can reach up to 4K. What is the reason for this disparity? What is the solution? I don't know.

Re: Choppa

Posted: Wed Jun 26, 2024 10:52 am
by Lion1986
ismetto wrote: Wed Jun 26, 2024 9:30 am 2 Hand Build

1.1 Classic Savage
https://builder.returnofreckoning.com/c ... 78,734,739

2.1 Savage + Hitta (Wot Rules)
https://builder.returnofreckoning.com/c ... 8,739,1788

3.1 Savage + Hitta + Wrecka
https://builder.returnofreckoning.com/c ... 8,739,1788

3.2 Hitta + Wrecka
https://builder.returnofreckoning.com/c ... 78,739,523

The use of 'Wot Rules' is a matter of personal preference. A player using berserk mode should hit the target consecutively with their 'Exhaustive Blows' abilities. Provided they don't die by then, of course :)

A Choppa with over 60% armor penetration and over 30% Melee Crit deals between 300 and 700 damage to a target with Guard protection, while dealing 700 to a maximum of (2Hand) 1500/1700 damage to a character without Guard protection. The maximum damage dealt by a Sorcerer (single target) is 2500/3000. A Shadow Warrior can reach up to 4K. What is the reason for this disparity? What is the solution? I don't know.
Sorcerer: blows herself while casting by 750 each tick so it is normal give something in return. Zero kite or peel skills make her easy target.
Sw: if you peel them they will never cast festernuke forcing to use skirmish skill while kiting which I highly doubt they hit for 4k. If they do you do not LOS properly.
Choppa damage is good. Do not values damage spikes on dummies.
Compared to slayer, post rampage nerf, choppa is very nice. When they healdebuff and focus the target they can burst very hard.

Re: Choppa

Posted: Wed Jun 26, 2024 11:49 am
by Zxul
ismetto wrote: Wed Jun 26, 2024 9:30 am The maximum damage dealt by a Sorcerer (single target) is 2500/3000.
There are 3 ways a sorc can deal 2500/3000 to a target with a single ability:

1. WoP with tactic- has a 10 sec cd.
2. Doombolt- requires standing still and casting for 3 sec uninterrupted. And casting only the Doombolt for those 3 sec= 2 gcds, so the actual dmg per gcd is 1250/1500- less then choppa per your calculations.
3. Doombolt with a CQ tactics- requites the sorc to be in melee range, as a squishiest class in game. And still to cast for 1.5 sec uninterrupted, and since the sorc casts for the entire gcd he is practically speaking permarooted (while in melee range), since if he moves he can't cast Doombolt= dmg per gcd drops to up to 0.

Re: Choppa

Posted: Wed Jun 26, 2024 6:56 pm
by ismetto
Lion1986 wrote: Wed Jun 26, 2024 10:52 am
ismetto wrote: Wed Jun 26, 2024 9:30 am 2 Hand Build

1.1 Classic Savage
https://builder.returnofreckoning.com/c ... 78,734,739

2.1 Savage + Hitta (Wot Rules)
https://builder.returnofreckoning.com/c ... 8,739,1788

3.1 Savage + Hitta + Wrecka
https://builder.returnofreckoning.com/c ... 8,739,1788

3.2 Hitta + Wrecka
https://builder.returnofreckoning.com/c ... 78,739,523

The use of 'Wot Rules' is a matter of personal preference. A player using berserk mode should hit the target consecutively with their 'Exhaustive Blows' abilities. Provided they don't die by then, of course :)

A Choppa with over 60% armor penetration and over 30% Melee Crit deals between 300 and 700 damage to a target with Guard protection, while dealing 700 to a maximum of (2Hand) 1500/1700 damage to a character without Guard protection. The maximum damage dealt by a Sorcerer (single target) is 2500/3000. A Shadow Warrior can reach up to 4K. What is the reason for this disparity? What is the solution? I don't know.
Sorcerer: blows herself while casting by 750 each tick so it is normal give something in return. Zero kite or peel skills make her easy target.
Sw: if you peel them they will never cast festernuke forcing to use skirmish skill while kiting which I highly doubt they hit for 4k. If they do you do not LOS properly.
Choppa damage is good. Do not values damage spikes on dummies.
Compared to slayer, post rampage nerf, choppa is very nice. When they healdebuff and focus the target they can burst very hard.
Do you play Choppa? If you do, can you write your name? Or what do you usually play?

Re: Choppa

Posted: Wed Jun 26, 2024 6:58 pm
by ismetto
Zxul wrote: Wed Jun 26, 2024 11:49 am
ismetto wrote: Wed Jun 26, 2024 9:30 am The maximum damage dealt by a Sorcerer (single target) is 2500/3000.
There are 3 ways a sorc can deal 2500/3000 to a target with a single ability:

1. WoP with tactic- has a 10 sec cd.
2. Doombolt- requires standing still and casting for 3 sec uninterrupted. And casting only the Doombolt for those 3 sec= 2 gcds, so the actual dmg per gcd is 1250/1500- less then choppa per your calculations.
3. Doombolt with a CQ tactics- requites the sorc to be in melee range, as a squishiest class in game. And still to cast for 1.5 sec uninterrupted, and since the sorc casts for the entire gcd he is practically speaking permarooted (while in melee range), since if he moves he can't cast Doombolt= dmg per gcd drops to up to 0.
So you don't use Moral 2. Test how many Doombolts you can cast in 10 seconds. Also, I play Sorc (Iaft), I'm well-versed in the topic, my friend.
The core issue is that ranged DPS characters are currently very dominant and this is frustrating, as I mentioned above.
"Personally, after playing a few SCs with melee DPS, I find myself forced to switch to ranged DPS characters to effectively respond to the other side."

Re: Choppa

Posted: Wed Jun 26, 2024 7:22 pm
by Zxul
ismetto wrote: Wed Jun 26, 2024 6:58 pm So you don't use Moral 2. Test how many Doombolts you can cast in 10 seconds.
Considering m2 itself puts you in a gcd, usually 5, might get 6 if you get lucky on spam clicking. Which not only requires you to not use any other morals, but also only happens if for the entire 10 sec you can stand still and freecast, without getting kded/ interrupted/ punted away. Which somehow never happens, since for some reason every melee order sees sorc standing still and casting as an invitation.

Re: Choppa

Posted: Wed Jun 26, 2024 9:07 pm
by CyunUnderis
Did you try this build Furious Choppin' + We'z Fightin' Betta + Furious Stompin' ?

This is the standard build for 6v6. It was really good with Choppa Fasta + Shaman Morale Pump + Witch Elf On Your Knee, and I'm pretty sure it will still be fine with a kind of similar party. You can even play with Red Goes Faster (instead of Brute Force) to have 5sc CD on Heal Debuff, which can really help for fast switch/assist.

Also, the Choppa still has Git Stuck In, that synergise pretty well with the Waaagh from Black Orc and a Brutality Marauder. So, to me, Choppa is still viable in ST with a proper team.

AoE nerf on SL/Choppa was justified : it was the only MDPS classes that can do ST & AoE without sacrifice. To me, it was maybe not the best time do to the change because the DPS Rework is not soon and it still leave the SL/Choppa in a weird state where there is no reason to use the your mechanics and exhaustive blows (you want to hold the red as long as possible to do damage). But the change are there, and as players, we need to adapt.

Edit : I forgot to mention that the recent nerf can be compensated by a Waaagh Black Orc. You'll have to take the Extra Choppin' tactic (so you'll need to make a choice) but you won't be impacted by the -20% auto-attack damage because the Waaagh will provide you 20% auto-attack damage (5sc CD for 10sc Buff).

Re: Choppa

Posted: Wed Jun 26, 2024 9:33 pm
by ismetto
CyunUnderis wrote: Wed Jun 26, 2024 9:07 pm Did you try this build Furious Choppin' + We'z Fightin' Betta + Furious Stompin' ?

This is the standard build for 6v6. It was really good with Choppa Fasta + Shaman Morale Pump + Witch Elf On Your Knee, and I'm pretty sure it will still be fine with a kind of similar party. You can even play with Red Goes Faster (instead of Brute Force) to have 5sc CD on Heal Debuff, which can really help for fast switch/assist.

Also, the Choppa still has Git Stuck In, that synergise pretty well with the Waaagh from Black Orc and a Brutality Marauder. So, to me, Choppa is still viable in ST with a proper team.

AoE nerf on SL/Choppa was justified : it was the only MDPS classes that can do ST & AoE without sacrifice. To me, it was maybe not the best time do to the change because the DPS Rework is not soon and it still leave the SL/Choppa in a weird state where there is no reason to use the your mechanics and exhaustive blows (you want to hold the red as long as possible to do damage). But the change are there, and as players, we need to adapt.

Edit : I forgot to mention that the recent nerf can be compensated by a Waaagh Black Orc. You'll have to take the Extra Choppin' tactic (so you'll need to make a choice) but you won't be impacted by the -20% auto-attack damage because the Waaagh will provide you 20% auto-attack damage (5sc CD for 10sc Buff).
Furious Choppin' - If the target changes direction or the angle is lost during the 5.0s cast time, the ability becomes ineffective.

Re: Choppa

Posted: Wed Jun 26, 2024 9:37 pm
by ismetto
Zxul wrote: Wed Jun 26, 2024 7:22 pm
ismetto wrote: Wed Jun 26, 2024 6:58 pm So you don't use Moral 2. Test how many Doombolts you can cast in 10 seconds.
Considering m2 itself puts you in a gcd, usually 5, might get 6 if you get lucky on spam clicking. Which not only requires you to not use any other morals, but also only happens if for the entire 10 sec you can stand still and freecast, without getting kded/ interrupted/ punted away. Which somehow never happens, since for some reason every melee order sees sorc standing still and casting as an invitation.
I agree with you, but if you use the correct angle and timing, it can be very effective. Especially the Invader Set provides extra range. Timing it right is important.