Re: Please buff hitta tree.
Posted: Wed Sep 30, 2020 2:06 pm
the GTDC remains a "fun" spec, not as great dmg as slayer, but fun in different ways. Would like to keep Choppa and Slayer aoe tree seperate. As for 2h choppa spec, its a meme for sure, and not a funny one.
some of my ideas;
Keep on Choppin (not really Rampage equavalent so needs some buff)
0 AP cost, lowers your Rage by 50 points, you gain 5 stacks of Choppin! buffs - whenever you hit an enemy, they will take extra 200 corp damage and lose 20 Ap, giving that 20 AP to you, cannot be triggered more often than every 2 seconds.
(values can be altered+balanced)
It would become a "mix" of lesser witchbrew corp dmg pressure + potential of AP debuffing + own AP buffing. While not as high dmg as Witchbrew, and not as high Ap debuff potential as Mara, the main benefit would be having some unique way of lowering your rage, WHILE being able to run WotRules spec - meaning you dont need to do the classic "ghetto reset" of using FLEE in order to be able to play your career mechanic. (choppa driving with 3 gears, no rage, building rage, or max rage... impossible to play with mechanic in mind when you either get 10s of building time during which finishers hit hard, or you end in max rage zone where finishers barely hit harder than normal abilities but retain higher cost + tactic requirement)
for midtree, first the whole concept of 2h needs to be rebalanced, gaining +10 block strikethrough is a joke, and not a good one versus losing +10 parry, and losing proc dmg potential.
If we go with the logic that DW gives +10 parry so you can better duel other mdps, then clearly 2h would need to focus on other enemies, meaning it should give +20 Dodge/Disrupt (your base value being so low in willpower+initiative vs your usual WS+parry stack). Whether the blockstrikethrough is retained is a nonissue, you don't want to be hitting tanks from the front into their shields anyway. This change should be ofc helping all 2hander classes.
Now what could be added to choppa midtree;
13 pts, make it an armor debuff, or some unique ability that lowers your targets physical dmg mitigation by certain percantage (10-20?) meaning it could be combined with other armor debuffers to achieve something greater.
9 pts, while the CD increase can be nice, feels somewhat wasted. Maybe lower CD of the ability from 20s to 15 or even 10. Or something more unique, "Tired Already" now snares the target based on the amount of "physical mitigation reduced based on armor value", meaning if a squishy target with low armor had 30% phys dmg reduction from armor, the snare would gain value of 30. but, a more armored target, like Warrior Priesrt with 60% physical dmg reduction from armor, would be snared 60%. And a tank with max cap of 75% phs dmg mitigation, would be snared for 75%.
Bleed Em Out is "ok", just atm feels meh considering its in a generally meh tree.
The lowest tactic is wasted, even something like a +240 WS tactic would be more suited there at 3 pts. Or Long Lasta "your Shrug It Off (antisnare/root) now has a CD of 20 sec".
Pent Up Rage, dont know even where to start. It just fails to do what it should do, meaning somehow enable using finisher, but you cant use it reliably if you want burst out, you are either too high in Red or end up too fast down to Green zone.
The crit tactic is kinda OK, would maybe benefit from being +20 to make people spec it, but even +15 is kinda OK, issue being it's just midtree. Or have it buff the crit chance of EVERY finisher from every path by +15, so people actually use all of their finishers (a choppa can dream, right?)
some of my ideas;
Keep on Choppin (not really Rampage equavalent so needs some buff)
0 AP cost, lowers your Rage by 50 points, you gain 5 stacks of Choppin! buffs - whenever you hit an enemy, they will take extra 200 corp damage and lose 20 Ap, giving that 20 AP to you, cannot be triggered more often than every 2 seconds.
(values can be altered+balanced)
It would become a "mix" of lesser witchbrew corp dmg pressure + potential of AP debuffing + own AP buffing. While not as high dmg as Witchbrew, and not as high Ap debuff potential as Mara, the main benefit would be having some unique way of lowering your rage, WHILE being able to run WotRules spec - meaning you dont need to do the classic "ghetto reset" of using FLEE in order to be able to play your career mechanic. (choppa driving with 3 gears, no rage, building rage, or max rage... impossible to play with mechanic in mind when you either get 10s of building time during which finishers hit hard, or you end in max rage zone where finishers barely hit harder than normal abilities but retain higher cost + tactic requirement)
for midtree, first the whole concept of 2h needs to be rebalanced, gaining +10 block strikethrough is a joke, and not a good one versus losing +10 parry, and losing proc dmg potential.
If we go with the logic that DW gives +10 parry so you can better duel other mdps, then clearly 2h would need to focus on other enemies, meaning it should give +20 Dodge/Disrupt (your base value being so low in willpower+initiative vs your usual WS+parry stack). Whether the blockstrikethrough is retained is a nonissue, you don't want to be hitting tanks from the front into their shields anyway. This change should be ofc helping all 2hander classes.
Now what could be added to choppa midtree;
13 pts, make it an armor debuff, or some unique ability that lowers your targets physical dmg mitigation by certain percantage (10-20?) meaning it could be combined with other armor debuffers to achieve something greater.
9 pts, while the CD increase can be nice, feels somewhat wasted. Maybe lower CD of the ability from 20s to 15 or even 10. Or something more unique, "Tired Already" now snares the target based on the amount of "physical mitigation reduced based on armor value", meaning if a squishy target with low armor had 30% phys dmg reduction from armor, the snare would gain value of 30. but, a more armored target, like Warrior Priesrt with 60% physical dmg reduction from armor, would be snared 60%. And a tank with max cap of 75% phs dmg mitigation, would be snared for 75%.
Bleed Em Out is "ok", just atm feels meh considering its in a generally meh tree.
The lowest tactic is wasted, even something like a +240 WS tactic would be more suited there at 3 pts. Or Long Lasta "your Shrug It Off (antisnare/root) now has a CD of 20 sec".
Pent Up Rage, dont know even where to start. It just fails to do what it should do, meaning somehow enable using finisher, but you cant use it reliably if you want burst out, you are either too high in Red or end up too fast down to Green zone.
The crit tactic is kinda OK, would maybe benefit from being +20 to make people spec it, but even +15 is kinda OK, issue being it's just midtree. Or have it buff the crit chance of EVERY finisher from every path by +15, so people actually use all of their finishers (a choppa can dream, right?)