Chosen is my first "max rank" character and im definetly gonna play him as 2h-juggernaut, so im thinking that this build would be good:
http://waronlinebuilder.org/#career=cho ... :4782:4792:
also, does opression work with 2h?
What do you think/ any suggestions?
[Chosen] 2h build
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- th3gatekeeper
- Posts: 952
Re: [Chosen] 2h build
Hey atleast you get points for being unique!sosenj6828 wrote:Chosen is my first "max rank" character and im definetly gonna play him as 2h-juggernaut, so im thinking that this build would be good:
http://waronlinebuilder.org/#career=cho ... :4782:4792:
also, does opression work with 2h?
What do you think/ any suggestions?
IMO I would opt for rending blade and going for Quake. The added points in the far right tree boosts your resistances a TON which (due to high armor/parry) melee are not going to kill you easily, itll be the BWs that nuke you. So having a high resistance is key. Also quake is amazing as a gap closer OR a perfect CC when you are trying to finish off a DPS class and need to pause the backline healers to finish a guy off.
Rending blade is AoE, cant be defended, spirit damage - its perfect for applying Crip strikes to eeveryone. I think its a must IMO.
Also the AP/Sec aura is worthless. It amounts to 4Ap/Sec which you get 15Ap/Sec from the power from the gods tactic, OR 75 AP after a parry - if you go for that one... AP isnt a huge issue for Chosen if you want to slot a tactic.
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Viskag - Chosen
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Andrithil - Blackguard
- sosenj6828
- Posts: 44
Re: [Chosen] 2h build
+bonus question: i dont understand (basic) thing: what is profit from adding points(between taking abilities)?
Re: [Chosen] 2h build
as mentioned above, quake is really good to go for. Even stagger got nerfed to 3 from 8 seconds it still can interupt group of caster for short moment.
http://waronlinebuilder.org/#career=cho ... 4791:4792:
Naturally using Oppresing Blows and Cripling Strikes - since it is must have in group fighting, and I am not considering any kind of solo build for any class (Althou i sometimes roam solo, but this is just out of boredom, and I am not respecing for it).
Chosen in my opinion IS NOT WORTH to sacrifice defenses for questionable damage preasure on squishies, so when getting gear i always have in mind to keep toughness and wounds higher than my str. This is reason for toughness tactic.
While running without zealot (AP ritual) i am using 1 tactic to aid my AP pool. Power from the gods is good enough, when not running with much of a parry, but since i got Suppression + renown spec i can easily get over 50% parry so it is worth to get Chaotic Adventage instead (feels more rewarding, even it is dependent on a parry proc). I Also have to know suppression stacks with Reactionary from Anarchy weapon. If it does, it is very strong combination that allows you to get over 75% crit without much effort - which allows you to skip renown parry points for something else that you might need.
For gear i rather chose gear with melee crit on it, and balance it out with thoughness talismans and toughness renown spec. As i said - full dps chosen isn't valuable enough imo, so I prefer toughess - but it is only personal point of view - go for whatever you like.
Running 3rd and 4th defensive morale, since I don't have much of a choice here (for group oriented chosen).
First morale with burst dmg, to support switch focus on squish target, or help to bring tank down.
Second morale - i run Raze - but might go for Tzeentch amplification with premades, since it improves your already solid survivability. Raze has no use in most cases.
Auras - I keep it simple, since twisting is propably not going to happen on RoR (which hurts my feelings)
Resist, toughness and str. Resists - These are really strong permament buffs. Ofc when they are many chosens in party you can consider getting something different ( like fluanctacion vs magic rdps) but tbh auras only work within 30feets so it's really common to run out buff range. Since swapping auras takes much effort( when you want to get back to original state) i totally don't mind changing auras.
Only healing debuff aura could be worth of taking, but currently you would have to lose 1 of really strong active abilities (quake or rending blade) so for now it's not worth.
Don't forget to use challenge wise, don't Taunt targets just to incrase dmg output and look for a target to assist/guard.
Rending blade is undefenable Cripling Strikes spreader, but it doesn't meen, that you can totaly skip positioning. Your other valuable abilities (Sever Blessing, ap withdraw) might get defended - so try to get behind target as much as it is possible.
Sorry for wall of text.
Cheers
Thifall
@edit up: Adding points incrase lvl of "tree" abilities, and getting skill requires extra point to spend on certain tree level
http://waronlinebuilder.org/#career=cho ... 4791:4792:
Naturally using Oppresing Blows and Cripling Strikes - since it is must have in group fighting, and I am not considering any kind of solo build for any class (Althou i sometimes roam solo, but this is just out of boredom, and I am not respecing for it).
Chosen in my opinion IS NOT WORTH to sacrifice defenses for questionable damage preasure on squishies, so when getting gear i always have in mind to keep toughness and wounds higher than my str. This is reason for toughness tactic.
While running without zealot (AP ritual) i am using 1 tactic to aid my AP pool. Power from the gods is good enough, when not running with much of a parry, but since i got Suppression + renown spec i can easily get over 50% parry so it is worth to get Chaotic Adventage instead (feels more rewarding, even it is dependent on a parry proc). I Also have to know suppression stacks with Reactionary from Anarchy weapon. If it does, it is very strong combination that allows you to get over 75% crit without much effort - which allows you to skip renown parry points for something else that you might need.
For gear i rather chose gear with melee crit on it, and balance it out with thoughness talismans and toughness renown spec. As i said - full dps chosen isn't valuable enough imo, so I prefer toughess - but it is only personal point of view - go for whatever you like.
Running 3rd and 4th defensive morale, since I don't have much of a choice here (for group oriented chosen).
First morale with burst dmg, to support switch focus on squish target, or help to bring tank down.
Second morale - i run Raze - but might go for Tzeentch amplification with premades, since it improves your already solid survivability. Raze has no use in most cases.
Auras - I keep it simple, since twisting is propably not going to happen on RoR (which hurts my feelings)
Resist, toughness and str. Resists - These are really strong permament buffs. Ofc when they are many chosens in party you can consider getting something different ( like fluanctacion vs magic rdps) but tbh auras only work within 30feets so it's really common to run out buff range. Since swapping auras takes much effort( when you want to get back to original state) i totally don't mind changing auras.
Only healing debuff aura could be worth of taking, but currently you would have to lose 1 of really strong active abilities (quake or rending blade) so for now it's not worth.
Don't forget to use challenge wise, don't Taunt targets just to incrase dmg output and look for a target to assist/guard.
Rending blade is undefenable Cripling Strikes spreader, but it doesn't meen, that you can totaly skip positioning. Your other valuable abilities (Sever Blessing, ap withdraw) might get defended - so try to get behind target as much as it is possible.
Sorry for wall of text.
Cheers
Thifall
@edit up: Adding points incrase lvl of "tree" abilities, and getting skill requires extra point to spend on certain tree level
Re: [Chosen] 2h build
It increase power of abilities listed in right side of tree.sosenj6828 wrote:+bonus question: i dont understand (basic) thing: what is profit from adding points(between taking abilities)?
For example at 0 points at path of discord your ravage does 100dmg (for example), so at 15 points (even without taking any skills in tree) it will have 250dmg (for example). Or resist aura at 0 points give us and reduce enemies resistance for 236, but at 15 points this numbers grow up to 400!!
When i playd my chosen at official servers, i tryed a lot of builds, and for some solo roam situations, i used this build http://waronlinebuilder.org/#career=cho ... 0:;0:0:0:0: , because this way i maxed my output damage with ravage also increasing amount of resists gain&reduced by aura, but loosing some strength on aura and main aoe skill (but i repeat -> this build was for some solo roam situations, so no aoe needed)
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2nd rule of Warhammer - everyone return to Warhammer.
3rd rule of Warhammer - playing other MMO's during break isn't cheating to Warhammer.

2nd rule of Warhammer - everyone return to Warhammer.
3rd rule of Warhammer - playing other MMO's during break isn't cheating to Warhammer.

Re: [Chosen] 2h build
Why nobody discuss 2h chosens? Noone likes them?
1st rule of Warhammer - noone can leave Warhammer.
2nd rule of Warhammer - everyone return to Warhammer.
3rd rule of Warhammer - playing other MMO's during break isn't cheating to Warhammer.

2nd rule of Warhammer - everyone return to Warhammer.
3rd rule of Warhammer - playing other MMO's during break isn't cheating to Warhammer.

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- Panzerkasper
- Posts: 586
Re: [Chosen] 2h build
Power from the gods is better, because it provides you with an independent flow of APs. This way you dont rely on a parry block (you wont easily get a parry when you chase a caster), you can also use your flee as a gap closing sprint.Thifall wrote: (...)
While running without zealot (AP ritual) i am using 1 tactic to aid my AP pool. Power from the gods is good enough, when not running with much of a parry, but since i got Suppression + renown spec i can easily get over 50% parry so it is worth to get Chaotic Adventage instead (feels more rewarding, even it is dependent on a parry proc). I Also have to know suppression stacks with Reactionary from Anarchy weapon. If it does, it is very strong combination that allows you to get over 75% crit without much effort - which allows you to skip renown parry points for something else that you might need.
(...)

- Gachimuchi
- Posts: 525
Re: [Chosen] 2h build
This is wrong. Here's why:Panzerkasper wrote:
Power from the gods is better, because it provides you with an independent flow of APs. This way you dont rely on a parry block (you wont easily get a parry when you chase a caster), you can also use your flee as a gap closing sprint.
1. You are a tank. Most of your job is guarding people. Guarding people entails getting hit by guard damage. Guard damage can be parried. It should have almost 100% uptime if you are in the thick of things. This matters because 75 AP every 3 seconds adds up to more than 15 AP every 1 second(which doesn't even apply every second, I'll explain below).
2. Chaotic Advantage restores AP during GCD. Power from the gods will only restore an extra 15 AP per second if you are not doing anything with your GCD. Time you could spend spamming your abilities is spent sitting there doing nothing waiting for your AP to regen.
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