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