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2h tanks?

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Kaitanaroyr
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Re: 2h tanks?

Post#41 » Tue Aug 04, 2015 12:40 am

TenTonHammer wrote:After t2 tanks fall off really bad and in t4 thier just good for rdps classes

only certain tanks can go 2h and be "effective", and I use that term loosely are blorc and ib but even then you doing; yourself, your group and your realm a disservice, you lose soo much survivability and utility to do what? Play lolzmdps? If you want to deal damage then play a real mdps class

Right now with shield rush kotbs has the highest block rate in the game, with coordination tactic and a guard to get ez runefang procs, why would you give that up?
who needs a shield when you have 2h sm more tanky with 2h in t4 dps tanks are good in t4 just not all the tank classes are good at it have 2 ibs in krit that tore s*** up same with out sms used to dps kotbs but thats only for fun since you lose way 2 much as a 2h kotbs.
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Tesq
Posts: 5713

Re: 2h tanks?

Post#42 » Tue Aug 04, 2015 1:28 am

TenTonHammer wrote:
Tesq wrote: kobs: loose dirty tricks, still viable as what you loose you gain for a lot more of dps at rr 100 at least
SM: taunt have no sense when the 2h channeling have no coldown you better use that on 1 healer :P
BG: nothing to tell loose 5kd but still wasn't about better spec but viability.
no point in talking about anything related to rr100 here since server will not go past 80
it's indeed important, as some build show up only later in 1.4+ with rr 100 + new renow but a rr80 + new renow system enviroment was never tested.
At least ppl know what their classes done in past, are you telling me that considering game could be totaly different in t4 on this assumption all our talk are useless so?
If ppl can get in which way their classes work(ed) and in which way it progress they can choose better which class play and how.
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Mez
Posts: 730

Re: 2h tanks?

Post#43 » Tue Aug 04, 2015 3:30 am

by page 5 you can talk about whatever you want.

My opinion is play a 2-hander if that's fun. Is it viable? Yeah, but bring your skills or you'll probably hate it. Playing a 2-hander in small scale roam, or pugging SC's is a lot like playing a stealther, you need to pick and choose your battles wisely. Go in when safe, pre-kite out of trouble like a squishie. Essentially you are. It's viable but the pro advice will be if you want to be a DPS, play a DPS.

If you are in a premade, it's totally different suggestions. Essentially the main tank in a 6-man guards a melee dps and can go 2-hander if he has a DOK/WP support with off heals of an AM/Sham or RP/Zealot. So fully geared 6-man...a tank can go 2-hander in SC's, or RvR roam. But not zerg busting. If you are in a premade for RvR specifically and plan on harassing or combating more than twice your number, you need a shield to keep guard damage blocked so the off-healer can single target focus the melee and not worry about the WP/DoK's group heal not being enough to keep you up.

Fin
Word of Pain and Boiling Blood are no longer able to proc anything. The Bright Wizard College has confirmed this is a big deal. (stealth nerf)
https://bugs.returnofreckoning.com/view.php?id=23145

Penril
Posts: 4441

Re: 2h tanks?

Post#44 » Tue Aug 04, 2015 3:32 am

Tesq wrote:

kobs: loose dirty tricks, still viable as what you loose you gain for a lot more of dps at rr 100 at least
SM: taunt have no sense when the 2h channeling have no coldown you better use that on 1 healer :P
BG: nothing to tell loose 5kd but still wasn't about better spec but viability. Also in addition until full sov, block can became situational sometimes some could prefer a better damage and be cool .
If the SM uses WoDS it means he is in trouble. Taunt him and use a KD before he uses WoDS again.

Boom, dead 2H SM.

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TenTonHammer
Posts: 3806

Re: 2h tanks?

Post#45 » Tue Aug 04, 2015 4:12 am

Tesq wrote:
TenTonHammer wrote:
Tesq wrote: kobs: loose dirty tricks, still viable as what you loose you gain for a lot more of dps at rr 100 at least
SM: taunt have no sense when the 2h channeling have no coldown you better use that on 1 healer :P
BG: nothing to tell loose 5kd but still wasn't about better spec but viability.
no point in talking about anything related to rr100 here since server will not go past 80
it's indeed important, as some build show up only later in 1.4+ with rr 100 + new renow but a rr80 + new renow system enviroment was never tested.
At least ppl know what their classes done in past, are you telling me that considering game could be totaly different in t4 on this assumption all our talk are useless so?
If ppl can get in which way their classes work(ed) and in which way it progress they can choose better which class play and how.

First off that rr100 "expansion" was compleatly bs and pay2win class that were pretty balanced like Bg and ib became op

We don't know how the game in t4 will progress, if the devs will use new or old rr system if we will get cw and rd what ever happens this server isn't going to be like t4 live with people dying in like 3 seconds

Having said that I never said this was useless I just said thier is no point in talking about rr100 classes as that 20 extra points made a real difference along with wf and df
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Mez
Posts: 730

Re: 2h tanks?

Post#46 » Tue Aug 04, 2015 5:16 am

LotD drove home the final blow with continued bugged and exploitable gear. Pocket items and using cloaks like settra from backpack (unequipped) along with haste tallies that stacked with tyrant haste and slayer tactics for 70-100% haste was game breaking. Baking ridiculously high stat tallies into a vessel weapon via the timer running out while in the bank was broke. tahoth (ap) and pytra (bubble pots) and the age of regen stacking via jewelery sets and tyrant gear, plus heirophants grace for healers, where as runepriests and AM's could essentially insta cast group heal with focused mind up because everything stacked incorrectly in warhammer, was just beyond broke.

That's what made the age of the tank just stupid. I hope we do without it here. I still don't get the half-hearted attempt at making mirrors in the game when they gave word of pain to bright wizards, and outgoing heal debuff to ironbreakers. Boiling blood on RoR explodes so apparently we are using that patch. But my point was to say, this game was best pre-LOTD when everyone was in annihilator gear, farming sentinel gear dungeons, when keeps were 1 ramp, no one were doing forts. You never had to log-in and see the server was in city, and log right back off. You used to log into Realm War from work just to see what tier 4 zones were captured overnight. Those were great days.
Word of Pain and Boiling Blood are no longer able to proc anything. The Bright Wizard College has confirmed this is a big deal. (stealth nerf)
https://bugs.returnofreckoning.com/view.php?id=23145

K13R
Posts: 120

Re: 2h tanks?

Post#47 » Tue Aug 04, 2015 11:59 am

LOL- All these people saying a 2 hander has survivability no you don't your healers give you survivability and it wayyyy harder to keep a derpin 2 hander up with his medicore DPS then it is SnB tank often its cheaper to rez the derpin 2 hander then it is to heal him.

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Jaycub
Posts: 3130

Re: 2h tanks?

Post#48 » Tue Aug 04, 2015 1:03 pm

Snackbar wrote:Hey everyone. I'm totally new to WAR and I'd like to know if dps specced tanks are viable? If yes then which tank classes are good at doing dps? I was thinking about making a knight with 2hander but I've seen many posts saying that they are the best defensive tanks. I don't want to be gimped and useless for my group so is it ok to roll a dps tank or should I go with a real mdps? Sorry if this has been asked already, it was hard for me to find an answer using the search function.

It depends on the class, and more importantly your playstyle and group.

You can see all the classes and their abilities / masteries here: http://waronlinebuilder.org

You can focus specifically on abilities that require a "great weapon" as what you will gain playstyle wise when you trade your shield in for a 2her. For instance the BG gets a very nice AoE attack that causes those hit to be 10% more likely to be crit, whereas the knight is given an AoE cleave that reduces wounds (A very weird debuff that requires a lot of coordination to get the most out of it), The BO has great weapon specific tactics, etc...


I mained Knight on live, and my gear / spec changed according to our guilds main 6 man premade's compositions, and my preferences when soloing.

For instance before BW scorched earth was nerf we ran 2 BW's, 2 Knights, and 2 Warrior priest :^) . I was speccing into conquest and running 10% crit aura/heal debuff aura, etc... trying to synergize as best I could with the other knight. We ultimately had no choice but to run shields, because the amount of damage the bright wizards were taking was absolutely insane, so we were taking... insane amounts of guard damage. And they melted stuff so fast it honestly wouldn't of made a **** if we were dps or not.

However after the nerf our grouped changed to 1 WP 1 RP 1 KotbS 1 SM and 2 slayer or 1 slayer and 1 WH. MDPS have AoE detaunts, high parry, and usually higher armor. This meant that we where taking a lot less guard damage and almost never died before a healer or dps was down. Which meant we had the option to start speccing into more damage, and we were more tanky then we needed to be, and when running a melee train like that any little bit of extra dps you can squeeze out on anyone in your group is something you should do if you can.

Now this didn't mean we went full retard and specced full into str and weapon skill, and ran focused offense like I am seeing a lot of people do right now. You need to find a good balance within your group (the people you play with) and work with that. This isn't a question you can answer by yourself, because at "serious" levels of play Warahmmer is a game played w/ 6 people.

If you are just pugging SC's right now, please for the love god go full tank and just sit on objectives, and guard real dps.
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Tesq
Posts: 5713

Re: 2h tanks?

Post#49 » Tue Aug 04, 2015 1:20 pm

not gonna say 1.4.0 was a good state of game, just point out how some classes behaviour better in some cases than other with level stack. That could be helpfull for ppl that look for 2h tank so thay know what expect around rr 80.

@penril, not gona start a discussion just i feel like the channeling should be used to avoid being in a dangerous situation and not save itself while alrey in one. Also from the interrupt and the KD if you have a medium skill level you can easily re up the channeling, with out count on official channeling sometimes continue even if KD :/
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TenTonHammer
Posts: 3806

Re: 2h tanks?

Post#50 » Tue Aug 04, 2015 1:36 pm

Their are certain classes in the game that I feel should never go 2h b/c they give up too much like chosen who give up destined for victory or Bg who lose their kd

The 2h crit chance increaser only affects members of your grp and shouldn't be taken in my opinion further more your giving up the longest kd in the game and the survive of snb to get 10% more crit


The penultimate versatile dps spec for Bg is this: http://waronlinebuilder.org/#career=bg; ... 3:;0:0:0:0:


You have one point left over that you can use to get unending fury or choking fury, late game ap regen pots made abilities like ap cost increasers kinda meh, you still have soul killer to heavily punish healers and thiier is insane synergy between inc disrupt and haste+ap on disrupt

Grab some def sov and you can smash faces in t4
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