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Scrubosaurus - Kotbs Solo 1vX Part .1

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Lescargo
Posts: 31

Re: Scrubosaurus - Kotbs Solo 1vX Part .1

Post#11 » Tue Nov 04, 2025 8:27 am

Pahakukka wrote: Tue Nov 04, 2025 7:20 am
Lescargo wrote: Tue Nov 04, 2025 7:06 am
fatelvis wrote: Tue Nov 04, 2025 6:45 am Snb is as deadly as diabetis. Sure, you kill stuff with the stacked dot and undefendable aura, but only because of your plethora of regen paired with a lot mitigation, absorb and prevention in form of block.
It's basically a def WE in slower and less sexy.
Damn, it's funny how kotbs went from "worst order tank to perform in solo" to "op as a Regen WE" just because someone like me make it real and beat in 1v1 most of the serious soloers on the server, lol.

People always need to put others down because they fail at elevating themselves.
Dont let these get to you personally, i dont think any of the posts here were against you, more against the tanky builds in general.

We might have similar case as the infamous gilgam here. The block is just so incredibly strong stat in 1v1 situations that there is almost no point fighting it. Its one of the cases which you really cant counter, specially now with as you cant lower block under half of the original value. only way to deal dmg to it is the morale, and that will be regenerated before you can add to it.

There really is very few truly undefendable attacks in the game, Chosen and DoK has some, magus gets this "virtually" undefendable fireball, meaning that by using super expensive tactic slot you only get blocked 1/3rds of the time, :D. And im sorry to say, I probably wouldnt watch fight where snb tank uses maybe 2 abilities+dmg aura versus lets say dok spamming his undefendable healing hit (whatever its called) its just not spectator friendly.

What we really need, is to get builds with high risk and high reward be more viable.

Man, i assume you didn't watch the video right ?

Fighting 1v2 ,1v3 or 1v4 as a tank that make concessions on his defenses to get descent dps is not "high risk high reward" for you bro ?

I mean i can understand you guys are on the "glasscanon" spectrum, but to me watching the "big pewpew dps" that just show rippin 1v1 95% of the time, is the boring one tbh.

And btw block is totaly fine. Tanks being masters at duels is something normal in mmos, if you're not able to straff for bypass then just move away.

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Farrul
Posts: 703

Re: Scrubosaurus - Kotbs Solo 1vX Part .1

Post#12 » Tue Nov 04, 2025 9:33 pm

Lescargo wrote: Tue Nov 04, 2025 12:20 amAnd no, 2h Kotbs are not "more deadly". they might spare a bit more dps situationaly because of higher armor pen but at the cost of having waaaaaayyy less survivabilty than snb kotbs. And being alive is the key to be deadly.

Imo 2h kotbs just underperform compared to snbs, i've spent around 10k warcrests recently to make test on dummies/real fights. and I was really disapointed with it.

I might do more test in the future, trying new stuff. But i think it's going to be the same struggle. And that make me sad because lorewise 2h kotbs is damn cool 8-)
Depends how you build it, in theory kotbs 2H using the fort wep and stacking crit(33-35% +) could make some decent dps with the anti-detaunt tactic and speed proc from wep will make it more mobile. 2H tanks have better strikethrough which will make an impact vs high parry builds like witches, 2h wep itself will also give another 150 ish str worth of dps by the higher weapon dps( 5 str per wep dps iiirc).

But i agree SnB should be more effective in the current boring def meta, considering how deadly the Destro top tier classes like OP Magus, Regen WE's, stacking def vs those with enough offence is going to be more effective, just as SnB IB is superior to 2H, sadly.

salazarn
Posts: 227

Re: Scrubosaurus - Kotbs Solo 1vX Part .1

Post#13 » Tue Nov 04, 2025 9:40 pm

Lescargo wrote: Tue Nov 04, 2025 7:06 am
fatelvis wrote: Tue Nov 04, 2025 6:45 am Snb is as deadly as diabetis. Sure, you kill stuff with the stacked dot and undefendable aura, but only because of your plethora of regen paired with a lot mitigation, absorb and prevention in form of block.
It's basically a def WE in slower and less sexy.
Damn, it's funny how kotbs went from "worst order tank to perform in solo" to "op as a Regen WE" just because someone like me make it real and beat in 1v1 most of the serious soloers on the server, lol.

People always need to put others down because they fail at elevating themselves.
I thought it was buffed recently. Anyway not hating

Farrul
Posts: 703

Re: Scrubosaurus - Kotbs Solo 1vX Part .1

Post#14 » Tue Nov 04, 2025 9:47 pm

fatelvis wrote: Tue Nov 04, 2025 6:45 am Snb is as deadly as diabetis. Sure, you kill stuff with the stacked dot and undefendable aura, but only because of your plethora of regen paired with a lot mitigation, absorb and prevention in form of block.
It's basically a def WE in slower and less sexy.
By the looks of the new patch, the main damage is coming from Myrmidas fury and blazing blade since even SnB kotbs should be able to reach 60% armor pen on m-fury with WLgear.

But not its not a def WE, a well played Def we will not lose to another tank, WE still does way too much dps for its tankiness level and can just reset the battle anytime and go into stealth.

Lescargo
Posts: 31

Re: Scrubosaurus - Kotbs Solo 1vX Part .1

Post#15 » Tue Nov 04, 2025 10:00 pm

Farrul wrote: Tue Nov 04, 2025 9:33 pm
Lescargo wrote: Tue Nov 04, 2025 12:20 amAnd no, 2h Kotbs are not "more deadly". they might spare a bit more dps situationaly because of higher armor pen but at the cost of having waaaaaayyy less survivabilty than snb kotbs. And being alive is the key to be deadly.

Imo 2h kotbs just underperform compared to snbs, i've spent around 10k warcrests recently to make test on dummies/real fights. and I was really disapointed with it.

I might do more test in the future, trying new stuff. But i think it's going to be the same struggle. And that make me sad because lorewise 2h kotbs is damn cool 8-)
Depends how you build it, in theory kotbs 2H using the fort wep and stacking crit(33-35% +) could make some decent dps with the anti-detaunt tactic and speed proc from wep will make it more mobile. 2H tanks have better strikethrough which will make an impact vs high parry builds like witches, 2h wep itself will also give another 150 ish str worth of dps by the higher weapon dps( 5 str per wep dps iiirc).

But i agree SnB should be more effective in the current boring def meta, considering how deadly the Destro top tier classes like OP Magus, Regen WE's, stacking def vs those with enough offence is going to be more effective, just as SnB IB is superior to 2H, sadly.

That's exactly how i builded to make tests. Stacked crit to 40% with arcing swing tactic, fortress claymore, Bis gear dps sov to 6% crit bonus, Crit legendary talis etc etc..

And.. i didnt feel much dps difference on the battelfield. The only difference is you get killed faster.

I mean, for a solo roaming expérience it's a no go for me.

But for sure 2h crit/armor pen kotbs can work good in grp or wb plays. This is the right place to make those offmeta builds shiny.

Farrul
Posts: 703

Re: Scrubosaurus - Kotbs Solo 1vX Part .1

Post#16 » Tue Nov 04, 2025 10:17 pm

Lescargo wrote: Tue Nov 04, 2025 10:00 pmThat's exactly how i builded to make tests. Stacked crit to 40% with arcing swing tactic, fortress claymore, Bis gear dps sov to 6% crit bonus, Crit legendary talis etc etc..

And.. i didnt feel much dps difference on the battelfield. The only difference is you get killed faster.

I mean, for a solo roaming expérience it's a no go for me.

But for sure 2h crit/armor pen kotbs can work good in grp or wb plays. This is the right place to make those offmeta builds shiny.
The problem with order is that you get punished for building crit in solo, because of Def we absorb tactic 600 is broken. So yes, in theory you could be making the same dps without crit against your most common enemy. The knight crits on myrmida would also be a low number which further benefits the WE ( high spikes can get through her, i.e White lion 2H crits).

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Sinisterror
Posts: 1221

Re: Scrubosaurus - Kotbs Solo 1vX Part .1

Post#17 » Tue Nov 04, 2025 10:43 pm

Farrul wrote: Tue Nov 04, 2025 9:33 pm
Lescargo wrote: Tue Nov 04, 2025 12:20 amAnd no, 2h Kotbs are not "more deadly". they might spare a bit more dps situationaly because of higher armor pen but at the cost of having waaaaaayyy less survivabilty than snb kotbs. And being alive is the key to be deadly.

Imo 2h kotbs just underperform compared to snbs, i've spent around 10k warcrests recently to make test on dummies/real fights. and I was really disapointed with it.

I might do more test in the future, trying new stuff. But i think it's going to be the same struggle. And that make me sad because lorewise 2h kotbs is damn cool 8-)
Depends how you build it, in theory kotbs 2H using the fort wep and stacking crit(33-35% +) could make some decent dps with the anti-detaunt tactic and speed proc from wep will make it more mobile. 2H tanks have better strikethrough which will make an impact vs high parry builds like witches, 2h wep itself will also give another 150 ish str worth of dps by the higher weapon dps( 5 str per wep dps iiirc).

But i agree SnB should be more effective in the current boring def meta, considering how deadly the Destro top tier classes like OP Magus, Regen WE's, stacking def vs those with enough offence is going to be more effective, just as SnB IB is superior to 2H, sadly.
Oathstone is a great example how original Aor understood, that a path that's focused on Defense and Protection has Highest Hitting IB ability and it's through Block that damage is achieved. RoR is more in line with i quess simpler ways. I dont know where this is coming that abilities should be defense or offense not both at the same time. Why?? Original Shield black orc bruiser spec<3 1k tree hit combo crits while being true tank at the same time.

https://imgur.com/a/warhammer-original-glory-3gwL5FQ First picture, marvel at the original glorious power of Kotbs. Mighty Soul+Runefang+Destroy Confidence with taunt doing 2800 dmg with 1 Shatter, And Kotbs shatter was 65ft range : D Also picture from 2017 RoR Imperator Dps Dok 2pc set bonus "Divine Assault cooldown reduced by 25%" Why did this game work better 8 yrs ago? And why they understood that back then Dps DoK/Wp having cooldown reduction on their main melee healing skill is very good idea even though its Dps Spec. Originally there was no Tome/Chalice Fury/Essence regenaration at all, but then they gave in and backline heal spec for dok/wp is now MUST HAVE in a party.

They still understood that Melee healer is still a healer, but very spesific one. Rend soul/Divine Assault was one of the best single target burst healing in the game. We had Ap using grp melee heals that returned fury/essence, and that 700-1000 grp melee heal meant that we are not a burden for the party, because that alone wont do anything because you actually have to hit hard(love crit meta) to heal your grp.

Actually it would be a very RoR thing to do, to remove Oathstone because "Your a tank with shield, you cannot have this high dmg ability " This attitude that some class, spec etc is too HIGH DMG(have you noticed that its never too defensive but always too high dmg) for a tank or dps healer is RoR thing. Then came the shields for wp/dok and you didnt have to hit hard anymore to heal your grp, you just had to hit ANYTHING. 15 years of having these grp melee heal abilities that also give essence/fury is suddenly shield ability only...

I mean all the original 50% ae heal debuff tactics were ONLY on Dps Healer specs. Ever thought about why that is/was like that? And the rumour was, that Pug WB leader with his lowbie dps dok wiped the floor against some RoR Dev's Warband and like 1 day goes by and there is a hotfix " 50% Aoe heal debuffs are no longer in the game " Also Raze was moved to Morale 3 :D And this was with 9ae cap if memory serves me correctly.
"To clarify, me asking to developers to go test their own changes is not sign of toxicity or anger, but a sign of hope that the people punching in the numbers remain aware of potential consequences and test their own changes"-Teefz

reynor007
Posts: 602

Re: Scrubosaurus - Kotbs Solo 1vX Part .1

Post#18 » Wed Nov 05, 2025 12:08 am

Cool video and awesome fights. However, I can't understand the meaning of the 3 branches in that build. 25% damage for Glory abilities, +50% reflection for SOS, which is completely nerfed, + nerf to the resistance aura and stager? Instead of detaunt (one of the strongest abilities in the game) + Knock +20% parry I haven't played Kotbs in a while; it's been a tough time for him, but I think using Runefang and a combination of 1-2 branches would yield much more impressive results. (Of course, I could be wrong) I haven't logged into the game for over a year and a half.
WH - mdpv 80+
WE - Witchrage 80+

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Lescargo
Posts: 31

Re: Scrubosaurus - Kotbs Solo 1vX Part .1

Post#19 » Wed Nov 05, 2025 1:49 am

reynor007 wrote: Wed Nov 05, 2025 12:08 am Cool video and awesome fights. However, I can't understand the meaning of the 3 branches in that build. 25% damage for Glory abilities, +50% reflection for SOS, which is completely nerfed, + nerf to the resistance aura and stager? Instead of detaunt (one of the strongest abilities in the game) + Knock +20% parry I haven't played Kotbs in a while; it's been a tough time for him, but I think using Runefang and a combination of 1-2 branches would yield much more impressive results. (Of course, I could be wrong) I haven't logged into the game for over a year and a half.
Thanks !!

Your point is interesting; I will try to answer it as clearly as possible based on my experience :

Using two Tactics slots just for a situational parry proc that only activates when you parry an attack (even though your build is geared towards blocking) to gain a 150 Strength and Weapon Skill buff (that is not refresh itself) is, in my opinion, a bad strategy.

The benefit of Weapon Skill is also situational, and about the Strength, my gear allows me to reach around 800 base Strength with the conquest aura and the potions, while the M2 allows me to reach the soft cap of 1050 Strength.

Furthermore, the benefit of armor penetration is minimal in this build, as Strength is primarily used to maximize the elemental damage of the Glory tree, which bypasses all armor. Considering all of this, I believe it's much more effective to maximize the Glory tree. To maximize the damage and DoT of Blazing Blade, as well as the unblockable damage of SOS, and to maximize the absorption granted by SOS, you absolutely need one Glory aura to activate its absorption.

The most interesting aura for this is GYR, as it provides a good amount of elemental and spiritual resistances, as well as a elemental debuff that will facilitate elemental damage.

Now, I understand that having a detaunt is powerful. But let's look at it together :

You have to spend 14 points in Vigilance to obtain it, which is significant. That's a huge number of points you won't have to maximize the Glory and Conquest skill lines. And what does the detaunt do? -50% damage taken and -25% damage dealt for 10 seconds every 30 seconds.

It might be situationally useful for survival, but 30 seconds is a long cooldown, and I find the idea of ​​reducing my output damages by 25% quite poor.

A Kotbs snb like me, geared for Glory/Conquest DPS, doesn't deal massive damage anyway, so adding 25% damage reduction to a build that already does even less DPS, all for the sake of hypothetical survivability, is really bad imo.
tbh you have enough survivabilty, you don't need that detaunt. And you don't need to nerf your damages too.

Well now, there's the knockback, which could be useful, but having tested it, I find it rather unnecessary, especially considering that it's not uncommon for your target to already have immunity because you tried to close the distance at inc with Heaven's Fury's stagger, which is absolutely an essential skill for a solo KOTBS, regardless of the build.

Furthermore, sometimes the knockdown is defended.

So, I'll repeat myself, but the Vigilance branch isn't really interesting for a solo KotBs build. Maybe for someone who wants to play a 2H Deep Conquest build and go for the knockdown, but at the cost of not having Heaven's Fury, which is, in my experience, a serious mistake.

To get back to Sunfury (the SOS tactic in glory), you can play without it; SOS isn't a huge part of my build's DPS. If you prefer, look for an anti-detaunt tactic, Bellows Command, or something tanky. However, I wouldn't want to abandon Sun's Blessing Tactics (-50 cooldown on SOS and Perseverance).

I think being able to renew the new SOS absorption buff twice is really great; it helps a lot with mitigation. Combine it with Perseverance, and they're two very interesting defensive skills for setting up your survival during intense combats.

And it also gives you a few more skills to use, proving wrong those who think KotBs is a noob class that only needs two buttons. While KotBs is still quite simple to play, then each skill deserves to be used to its full potential :)

reynor007
Posts: 602

Re: Scrubosaurus - Kotbs Solo 1vX Part .1

Post#20 » Wed Nov 05, 2025 3:21 am

Lescargo wrote: Wed Nov 05, 2025 1:49 am
Thank you for your response. I'm always interested in hearing your thoughts, especially when you have specific examples to share.

As I said, I haven't played for a long time, and I may not know all the details, but as far as I remember, fury myrmidian was heavily upgraded, and even with just one aura and runefang (which will work on you in 100% of cases when fighting against melee), you will receive significant damage even against medium armor.

As for the detaunt, it was a unique ability to use it in 2h, it was incredibly powerful, a 25% reduction in damage in practice practically does not give anyone a minus, because usually you are knocked down for 3 seconds, or you use it when you are out of range of an attack or there is a strong burst of damage on you, the rest of the time you do 100% damage, you just need to understand when to use your ability + to do this, now for every aura you gain -3sec recharge, of course OYG is not the same as before and only works against light armor, but still

As for the 3rd branch's acra and the -50% cd sos, I completely agree with you that it's definitely necessary, but I don't think the increased reflection damage is worth it. The acra resistance is already nerfed, and even with full прокачка, it only provides 240 resistance. I'm not sure if this is the best choice, and I believe that the current concentration is a better option. Fury of the heavens is a good ability, but only for catching kiteurs. However, I can confidently say that you will never catch a good shaman or squig, no matter what you do. Knock is useful in 100% of cases.

We may have different visions of the game, but I think you should definitely try out runefang, even if you don't want to use the 2nd branch.
WH - mdpv 80+
WE - Witchrage 80+

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