Kotbs Arcing Swing suggestion and about 2h spec
Posted: Tue Apr 15, 2025 11:13 am
Why snb Chosen may use aoe wounds debuff (Blast Wave), but snb Kotbs may not and requres 2h weapon for (Arcing Swing)?
In the rvr battles when warband vs warband snb Chosens reduce a decent amount of health of many opponents (about -1200 hp it's comparable to morale damage) .... but what about snb Kotbs?
WB leaders prefer snb Kotbs instead of 2h, especially when there are sieges or defenses. I guess no one else from the Order has such an aoe wounds debuff.
Developers please remove this restriction, I think it should have been fixed a long time ago or make the Blast Wave ability to use only with Great weapon.
A restriction may be added so that the Overpowering Swing tactic requires Great Weapon instead of the Arcing Swing
Thank you
I am adding below as a result of the discussion.
There is no point to play 2h Knight right now after all nerfs, it needs some tweaks. After years I tried 2h Kotbs for a while for a test and great weapon spec gives only +10% damage and it's fairly not enough to lose block chance, Vigilance ability, 15% disrupt tactic + hold the line ! And to be honest, 2h Kotbs is almost dead for now, if compared to the number of 2h Chosens.
Without enough of weapon skill or without armor debuff physical damage gets too much mitigation than magical damage and the Knight's physical damage is very weak, so it would be great for great weapon add a tactic or ability increase the armor penetration of all Path Of Conquest abilityes by 15% or even better for all attacks like Engineer has.
The Runefang also gave then 100-80 more strength and 100-80 more weapon skills or it is a loss of 6-7% armor penetration now and from the loss of strength somewhere minus 4-5% damage.
Destr have 2 tanks with armor debuff (BG,BO) and on the Order side there is only 1 is IB has armor debuff !
Doesn't look very balanced, does it? Following the logic it is possible to give armor debuff ability to the Kotbs.
Or 2h Knight needs some magic damage tactic, for example when wielding great weapon Myrmydia's Fury and Sunder abilities deal elemetal damage or make Blazing Blade like Ravage, remove cleansing dot, that's most part of it's damage.
The Destruction have 3 classes with magic attacks and the Order have 2 or 2.5 (not including Shaman/AM and Zealot/RP).
Give this missing half to Kotbs, he should have fire magical attacks otherwise why is there a Sun in its name...
According to the lore, Kotbs should drive away evil with fire.
Also for 2h Knight the Perserverance ability is almost useless (armor potions instead) and I only use it in shield spec with Vigilance together to prevent removal last, so it can be changed to give something more useful for 2h Knight, for example reduce magic or physical damage taken by 10% for 10 seconds or make some absorb like Tzeentch's Reflection but only for the Knight.
On Your Guard now, since it deals physical damage, requires a lot of weapon skill or armor debuff on the target to deal at least 50-70% damage, so it would be perfect that On Your Guard deals elemental damage instead of physical at least with great weapon or give armor debuff.
About utilities Kotbs vs Chosen
equal auras
equal massive stun
equal knock down
equal wounds debuff exept Knight's 10% critical tactic for 2h as debuff
Knight's Traits
Focus Mending tactic cause groupmates get more healing by 15%
Dirty Tricks tactic when blocking party members gain +5% crit chance
Chosen's Traits
Oppression ability now also reduce damage taken by group members too by 15%
Tzeentch's Reflection now gives absorb to all party that absorbs 1100 of ALL magic damage in the game
In the rvr battles when warband vs warband snb Chosens reduce a decent amount of health of many opponents (about -1200 hp it's comparable to morale damage) .... but what about snb Kotbs?
WB leaders prefer snb Kotbs instead of 2h, especially when there are sieges or defenses. I guess no one else from the Order has such an aoe wounds debuff.
Developers please remove this restriction, I think it should have been fixed a long time ago or make the Blast Wave ability to use only with Great weapon.
A restriction may be added so that the Overpowering Swing tactic requires Great Weapon instead of the Arcing Swing
Thank you
I am adding below as a result of the discussion.
There is no point to play 2h Knight right now after all nerfs, it needs some tweaks. After years I tried 2h Kotbs for a while for a test and great weapon spec gives only +10% damage and it's fairly not enough to lose block chance, Vigilance ability, 15% disrupt tactic + hold the line ! And to be honest, 2h Kotbs is almost dead for now, if compared to the number of 2h Chosens.
Without enough of weapon skill or without armor debuff physical damage gets too much mitigation than magical damage and the Knight's physical damage is very weak, so it would be great for great weapon add a tactic or ability increase the armor penetration of all Path Of Conquest abilityes by 15% or even better for all attacks like Engineer has.
The Runefang also gave then 100-80 more strength and 100-80 more weapon skills or it is a loss of 6-7% armor penetration now and from the loss of strength somewhere minus 4-5% damage.
Destr have 2 tanks with armor debuff (BG,BO) and on the Order side there is only 1 is IB has armor debuff !
Doesn't look very balanced, does it? Following the logic it is possible to give armor debuff ability to the Kotbs.
Or 2h Knight needs some magic damage tactic, for example when wielding great weapon Myrmydia's Fury and Sunder abilities deal elemetal damage or make Blazing Blade like Ravage, remove cleansing dot, that's most part of it's damage.
The Destruction have 3 classes with magic attacks and the Order have 2 or 2.5 (not including Shaman/AM and Zealot/RP).
Give this missing half to Kotbs, he should have fire magical attacks otherwise why is there a Sun in its name...
According to the lore, Kotbs should drive away evil with fire.
Also for 2h Knight the Perserverance ability is almost useless (armor potions instead) and I only use it in shield spec with Vigilance together to prevent removal last, so it can be changed to give something more useful for 2h Knight, for example reduce magic or physical damage taken by 10% for 10 seconds or make some absorb like Tzeentch's Reflection but only for the Knight.
On Your Guard now, since it deals physical damage, requires a lot of weapon skill or armor debuff on the target to deal at least 50-70% damage, so it would be perfect that On Your Guard deals elemental damage instead of physical at least with great weapon or give armor debuff.
About utilities Kotbs vs Chosen
equal auras
equal massive stun
equal knock down
equal wounds debuff exept Knight's 10% critical tactic for 2h as debuff
Knight's Traits
Focus Mending tactic cause groupmates get more healing by 15%
Dirty Tricks tactic when blocking party members gain +5% crit chance
Chosen's Traits
Oppression ability now also reduce damage taken by group members too by 15%
Tzeentch's Reflection now gives absorb to all party that absorbs 1100 of ALL magic damage in the game