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[BO] Some Advice

Black Orc, Squig Herder, Choppa, Shaman
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Tanski
Posts: 230

Re: [BO] Some Advice

Post#11 » Wed Aug 31, 2022 10:30 pm

Few years ago BO was arguably the best tank in the game . It is a shadow of its former self after morale changes and waaagh nerf.

Still hardest hitting destro tank, still provide grp with rng procs and bubble spam.

If you want to play the best destro tank roll chosen . They are needed in literally every grp.
75+ BG
80 Choppa/slyer
80 wl
70 + sm
70 bw/sorc
80 wh, we
60 sham/am

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Cyrylius
Posts: 401

Re: [BO] Some Advice

Post#12 » Thu Sep 01, 2022 8:40 am

Answering your question regarding SM/BO comparison:
1. SM has a very potent ST punt (albeit conditional), notably only undefendable one in game. Blork version has short range (not enough to punt away from guard range, for example) and is defendable.
2. SM does spirit damage, so the damage is much higher regardless of what people say. Magic damage seems to be very strong in RoR, and every mirror that changes it (engineer/Magus, kotbs/chosen, blork/SM and to smaller extent WE/WH) creates major differences in damage output. SM can in 6v6 environment outdamage DPS classes, blork rarely manages that.
3. Blork no longer has cd reducer, so it's value in groups is automatically much lower. SM is basically a must have for every group with AM healer, so you'll need at least 2/4 in every warband as AM is pretty popular healer. Blork could theoretically be skipped altogether without much loss on the warband side. The only downside is getting more than 2 BGs is not optimal, but even if we swap one out you get one blork in a 24 man.
(For reference: I'm talking one double chosen party for healdebuff aura and two BGs to get the best slow/CD uptime, last slot could be blork but only real utility you get from it is WS buff for choppa so skipping it is not the end of the world).
4. SM gets amazing tactic that makes raking talons AoE (possibly raking talons is tactics name, skill is dragon claw). It means the damage prevented will theoretically always be higher for SM, as dragon claw can have theoretically permanent uptime and it brings everyone affected to 80% Damage. As other class specific protection tools are copied (except the blork copy of dragon claw ofc... which is ST... and works only for magic damage...) you keep people alive much better on SM.
5. Blork has healing bellow and heal tactic (one of those is not used, but let's count it anyway). SM has exact same tools, but doesn't have to spec for the tactic. Instead it has to spec for second tactic, which gives SM out of party heal via placing markers on stuff it hits. I'd say that SM healing is about four times more potent if using the steal bellow/enchant.
Now to the nicer parts.
6. Blork while nerfed still has powerful morale pump, which means you get to bellow before everyone else and you can use it whenever it's on cooldown. You're also very likely to have ID ready for whenever your party starts dying. Both are more of emergency tools, but considering you get them two to three times more often than SM you don't have to be frugal with using them. It helps the class create the sheer protection numbers and possibly makes the party less likely to actually wipe (as it's not a sustained survivability you don't make the party more stable with that, you still only get less than 1/6 uptime. Still, very strong tool).
7. Blork is notably one of the tankiest tanks in the game, possibly the tankiest one without actually building for it (I feel like deftard kotbs takes the first place, followed by def IB). You also get perma uptime (throttled by AP) block channel, which paired with some block stacking makes you possibly go above 100% block. While you can still be flanked, punted or run out of AP, it's still magnitudes better than SM, which is possibly the least tanky tank in game. While it doesn't matter much as later stages of the game, where gear and RR abilities are much more influential, SM before sov is very reliant on keeping the parry buff up and avoiding cleave/guarding tougher targets. Even then, blork will usually be very stable itself and not require additional healing, while SM might have issues with guard damage and, due to relatively low block, all kinds of magic damage on destro (notably destro has one more AoE mage, which makes the issue even more glaring).
Also:
8. Blork survivability tool in 2H is you wot, while SM has the spin. Even if they are not equal, and point can be made you wot is much stronger (damage buff, can't be prevented Vs only defensive buffs, can be stopped in multitude of ways) spin being more accessible with no cooldown and not requiring mastery investment makes them decently balanced.
9. Blork waaagh! Is a corporeal debuff, SM has wrath of hoeth as spirit one. It could, again, count as a blork advantage, but considering that only sorc benefits from the debuff (no order aoe is spirit, except the SM skills and AM aoe) I'm going to list it as a non factor - acid bomb on order does the same in possibly bigger area and is on one of the most popular classes on order.
[Edit]: destro has at least one more corp debuff on zealot, and with at least one big guild (hob) running DPS zealots as support skill grows even less useful.
Even if we count both towards blork, we get 5 SM advantages and 4 blork ones. And if we don't (we shouldn't imo) you get the reason why people **** in the class so much. With morale bomb nerf (morale cap), bellow nerf (M2>M3), morale pump nerfs, waaagh rework and SM whispering wind changes everything that made blork best destro tank disappeared (worth mentioning M3, which was the destro morale bomb back in the day and made the class borderline broken), while it's issues which prevented it from being viable in small-scale content have not been fixed. So you have class which is by design inferior to any other destro tank in 6v6 scenario and isn't the worst shield tank only because shield BG has always been a meme. It just doesn't have any identity rn, just the basic challenge/guardbot with extra bellows as the only redeeming quality and aoe punt stigma attached.
RoR doesnt deserve being taken seriously.

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rady
Posts: 55

Re: [BO] Some Advice

Post#13 » Thu Sep 01, 2022 10:19 am

@Cyrylius great post!
Cyrylius wrote: Thu Sep 01, 2022 8:40 am 2. SM does spirit damage, so the damage is much higher regardless of what people say. Magic damage seems to be very strong in RoR, and every mirror that changes it (engineer/Magus, kotbs/chosen, blork/SM and to smaller extent WE/WH) creates major differences in damage output. SM can in 6v6 environment outdamage DPS classes, blork rarely manages that.
This also means SM does not need WS for dmg.

Overall you made a great case for nerfing SM! ;)
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krasnorechivii
Posts: 3

Re: [BO] Some Advice

Post#14 » Thu Sep 01, 2022 4:33 pm

Cyrylius wrote: Thu Sep 01, 2022 8:40 am

4. SM gets amazing tactic that makes raking talons AoE (possibly raking talons is tactics name, skill is dragon claw). It means the damage prevented will theoretically always be higher for SM, as dragon claw can have theoretically permanent uptime and it brings everyone affected to 80% Damage.
how do you have theoretically permanent dragon claw?

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Asderas27
Posts: 191

Re: [BO] Some Advice

Post#15 » Thu Sep 01, 2022 8:52 pm

krasnorechivii wrote: Thu Sep 01, 2022 4:33 pm
Cyrylius wrote: Thu Sep 01, 2022 8:40 am

4. SM gets amazing tactic that makes raking talons AoE (possibly raking talons is tactics name, skill is dragon claw). It means the damage prevented will theoretically always be higher for SM, as dragon claw can have theoretically permanent uptime and it brings everyone affected to 80% Damage.
how do you have theoretically permanent dragon claw?
Cuz it doesn't have a cooldown.
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krasnorechivii
Posts: 3

Re: [BO] Some Advice

Post#16 » Thu Sep 01, 2022 10:44 pm

Asderas27 wrote: Thu Sep 01, 2022 8:52 pm
krasnorechivii wrote: Thu Sep 01, 2022 4:33 pm
Cyrylius wrote: Thu Sep 01, 2022 8:40 am

4. SM gets amazing tactic that makes raking talons AoE (possibly raking talons is tactics name, skill is dragon claw). It means the damage prevented will theoretically always be higher for SM, as dragon claw can have theoretically permanent uptime and it brings everyone affected to 80% Damage.
how do you have theoretically permanent dragon claw?
Cuz it doesn't have a cooldown.
Yes, still need good stance, can't spam it

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Cyrylius
Posts: 401

Re: [BO] Some Advice

Post#17 » Fri Sep 02, 2022 1:06 am

Effect duration is 4 seconds, gcd is 1,5 seconds nowadays. You can use the skill every third gcd. Sudden shift has 5 seconds cd. meaning of you use shift on cooldown you lose half a second of uptime every 5 claw rotations if you don't do anything else. And even if you do you can comfortably keep about 75% uptime with using WW on cooldown. I remembered making the math but forgot that it was before the gcd change, so it doesn't quite get to perma level, but 95% is close enough.
RoR doesnt deserve being taken seriously.

krasnorechivii
Posts: 3

Re: [BO] Some Advice

Post#18 » Fri Sep 02, 2022 7:17 am

Cyrylius wrote: Fri Sep 02, 2022 1:06 am Effect duration is 4 seconds, gcd is 1,5 seconds nowadays. You can use the skill every third gcd. Sudden shift has 5 seconds cd. meaning of you use shift on cooldown you lose half a second of uptime every 5 claw rotations if you don't do anything else. And even if you do you can comfortably keep about 75% uptime with using WW on cooldown. I remembered making the math but forgot that it was before the gcd change, so it doesn't quite get to perma level, but 95% is close enough.
by uptime you mean the snare, not spam of the dps. skill need to go to good stance, need 2 skills before (stance 1, stance 2) thanks for the explanation and summary between these two

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Cyrylius
Posts: 401

Re: [BO] Some Advice

Post#19 » Fri Sep 02, 2022 8:59 am

Ok, once again. You have 1,5 gcd and two skills which means you can use claw effectively every 4,5 seconds which in itself gives you 8/9 DMG red uptime. You can however skip the plans with sudden shift. It has 5 seconds cooldown, so basic math shows us you can use it 4 times for 5 claw uses. Meaning in 4 out of 5 dragon claw rotations you can speed them up with shift to reapply it before the effect expires. Ergo, technically you can reduce the downtime to 1/9 times 1/5 which is 1/45, but with RoR working on gcd increments it rounds up to 1/20 for every fifth dragon claw rotation having .5 seconds interval when you need to wait for the gcd to end.
RoR doesnt deserve being taken seriously.

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Earthcake
Posts: 251

Re: [BO] Some Advice

Post#20 » Fri Sep 02, 2022 9:34 am

If you do not use challenge/taunt/whatever...

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