Ototo wrote: ↑Mon Jan 27, 2020 5:26 am
Block is nice and so, but it only works in the frontal arc, so investments in Futile Strikes are more relevant and will make you more durable than simply stacking block. Let's not forget also that FS works even when you are CCed, and I'm looking at you, zealot players.
There are some other things that I would add, but instead gonna point out:
* Stacking points in the Glory tree to increase what?
It's a nonsense and Focused Mending will always boost the same % no matter how many points you spend. Don't even try to tell me that is cause of the increased power of the aura, cause it's meaningless compared with any of the other choices missing there.
* No Escape instead of Raze is a HUGE mistake that will place your entire warband in danger during morale bombs.
* Picking the 2 tactics that you slotted and forcing Rugged later you are restricted to one tactic slot, and you still need to slot at least 2 tactics to be of use. If you seriously think that having only 1/2 of the time your top defenses will be less useful than 5% healing crit,
you are delusional or crossed the line of level 40/40 way too much time ago to even remember. Dirty Tricks is not that good, and places the burden of a suboptimal healing or DPS spec in the tactics of the tank, that has to give away part of its survivability for it. I know this ****: Healer and tank are by far my 2 most played archetypes.
If you think everyone else build is trash, you can slot it.
* Let's not forget that you also added Gilded Shield, so zero tactic slots.
* In nearly every possible situation, your healers are better if you run Bellow Commands and give then extra AP so they can heal more comfortably.
* In the same line, Banish Darkness is a ton more useful for DPS, allowing you to punt away the guard bot and do full damage to your target, or punting away healers out of the healing range.
* In the moments that those 2 are not the best pick, Sun Blessing is a lot more powerful and will allow you to stay alive CCing and supporting with your guard for more time.
* Now's Our Chance is trash except in Forts. In every other situation, if you are in range of a caster class for it to take effect, the caster is not casting anything but moving and using instant casts. It's a very rare occurrence that a caster ignores an aura tank. It's suicidal, and I know what I speak of. In Forts it's a completely different story, and more often than not a game changing debuff.
This post is insulting because you place words in my mouth AND assume I don't do my research/wouldnt play my own builds in the field and actual rvr. passages marked in
RED
I playtested
the build speccing down to
40/40 renown with my old ruingear, winds impervious, green cloak, green 4th jewel,
and
[Shieldbearer's Heater of Solemnity][Sentry's Sword of Solemnity] and the survivability was good enough to not be spiked, a couple initiative and wounds talis are required though to have a nice spread of stats since ruin is more armor/toughness focused. OFC a high gear high renown knight has alot more tank.
Now to the actual science on why and how you are wrong:
These are the builds you spec and thus recommend to other players:
Ototo wrote: ↑Fri Jan 24, 2020 2:36 am
I'm respeccing mostly like this:
*
Forts really need shield and high disrupt. No point in saying otherwise.
*
Keep Defense, or turtle in general.
*
Swiss Knife for my play style. Flexible for WB, scenario/small scale, PvE. As long as I adjust the auras correctly to the situation, it allows for 2h and SnB.
*
Ultra-turtle, which may have its uses still, but I really miss Banish Darkness here so I barely spec this.
In every mentioned spec you slot "Sun's Blessing"
In a direct answer to my build suggestion you also claim the following:
* Stacking points in the Glory tree to increase what? It's a nonsense and Focused Mending will always boost the same % no matter how many points you spend. Don't even try to tell me that is cause of the increased power of the aura, cause it's meaningless compared with any of the other choices missing there.
Now please examine the following examples:
Armor potion/wp armor buff does NOT stack with perserverance. leaving you with 7,5% physical migitation before any armor pen calculation.
Your typical choppa has a armor pen ranging from 40-70%, marauder gets a no investment tactic that allows him to have 50% pen on all of his mutation attacks.
So that leaves you with 3-4% migitation from physical attacks at best, realistically at 2-3% and it's still an active ability without 100% uptime. Also this affects only YOUR survivability.
On the other hand you have magic resitances. Every mastery point you go up in the glory tree gives you roughly 0,5-0,6 % magic migitation.
So instead of going only 7 or 9 points in the glory tree it is actually efficient to spend any leftover points into that tree, because this migitation is a GROUP buff.
The added survivability would already break even if it was only a selfbuff, but it's a GROUP buff.
There is a massive difference between stacking a stat against a percentual striketrough (armorpen) and stacking a stat against a flat reduction (residebuff).
Resi soft cap is at 40% with 680ish resistance, add 150-180 permanent debuff from an enemy chosen and you need roughly 830 resistance to be at the softcap.
And I doubt I really doubt that any healer or dps reaches or even comes close to that kind of value with a scuffed resistance aura because their knight only went to grab focused mending or heavens fury.
Which of those 2 build decisions is the actual nonsense now?
(I know vigilance is a cool ability but it is not really needed since pumping up the survivability of your dps should be your main focus in wb play)
Next Chapter, Dirty tricks
Dirty Tricks is not that good, and places the burden of a suboptimal healing or DPS spec in the tactics of the tank, that has to give away part of its survivability for it. I know this ****: Healer and tank are by far my 2 most played archetypes.
Now this is where the clowncar starts, If you take a typical 2-2-2 team you pass out 4x5% effective crit across your grp, not counting the 2nd tank ofc.
That is a value of whoppin 60! renown points spread across the grp.
In addition healers like runepriest and archmage have tactics like "restorative burst" "wild healing"
"Blessing of Grungni" which all proc from critical direct heals.
This makes clutch healing under focused mind m2 more relieable (aoe healspam is ap heavy, better procs on ap regen/refund tactic) and more effective (more relieable blessing of grungni procs).
A tactic with the effective value of 2 tactics (critmodifying tactics are blanced around 10% value, see mara,sw,chosen,dok,wp,am,sham)
in a stat dps/healers want to get their hits/heals overcharged,.... "IT'S NOT THAT GOOD"
ps.: that being said Suns blessing is a decent tactic for reflect/halfafk farming trashmobs for butcher/scavenger if you combine it with On your guard and all out assault
e: formatting, typo