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Choppa does not fulfill its role

Discuss Black Orc, Squig Herder, Choppa, and Shaman.
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Urmig
Posts: 27

Choppa does not fulfill its role

Post#1 » Thu Aug 06, 2026 2:08 pm

From the character creation screen: "Choppa: melee DPS. A Choppa focuses on brutal offensive attacks. As their berserk builds up, they become more and more powerful, but they will eventually start to become more vulnerable as well, as fatigue takes its toll."

Based on this description, a Choppa is supposed to get in the enemy's face, dump Action Points, and deal heavy damage. The typical glass cannon.
In practice? It’s a glass confetti cannon.

Like every class, Choppa spends APs to to use its abilities, however the return on this investment is totally dependent on the second pool, Rage due to how rage boosts your damage and reduces your survivability.
Managing this rage is then the first thing you need to pay attention to, if you want to fulfil your job.

Unfortunately, Choppa´s suffer from the way this double pool mechanic is implemented in at least 3 ways:
- all the abilities that benefit from Rage, both consume it in great measure and also consume a lot of APs. You quickly end with the inability to do damage, both because you have no AP and because you are out of rage so you do less damage with all your attacks.

- Rage accumulates not just from your attacks, but also from receiving damage. As you run toward enemies, the more they hit you, the more rage you accumulate, the more damage they do to you. At the same time, you are not hitting them because you are not there yet.
You will be so stripped out of defences and HP by the time you reach them, that when you finally reach them, your damage output is unlikely to be high enough to kill them with whatever is left of your HP.

- no other ability that does not use rage allows you to do significant damage without also hurting you in some way, contrary to the class description.
Bring Da Pain reduces your toughness (no rage needed), Come and Git it makes it so you don´t deal crits (no rage), Drop Da Basha does no damage but wastes your global cd and uses APs (no rage), Hurting Time hurst with each use(no rage), Go for Tha soft spot does not work unless from behind (no rage).
Then there are the skills that only work if you dual wield, so they are not usable if you are using a 2h.

So if you accumulate rage, you allegedly deal more damage, as long as you are alive without armour and almost no resistance.
If you dump rage, you deal less damage, and if you try to deal damage, tough luck, you are going to be gimped in other ways.

You use the other skills that buff your team, you get no recognition because you are dead, while they enjoy free Weapon Skill and faster auto attack. Why am I supporting other people´s ability to do damage, which should be my job ? Oh yeah, I can reduce healing, too bad Marauders can do that and also strip armour and pull the exact person they want out of the blob to kill.
Choppa can pull a random guy, if it gets hit.

Other abilities that you have that work in disputable ways are :
Reckless Blow: probably the most useless ability in the game, dealing a hit to the target deals damage to yourself. Moreover you can only use it while you have less armour due to Rage, meaning you get more damage from them. A total waste of APs. Why even keep it in the game?

Charge: 7 seconds 50% speed boost. The lamest gap closer ever. If you use ANY ability, it stops. It does not make you immune to snares, so if you are snared and you release yourself, TOUGH ****, go back to your base speed. Moreover in 7 seconds, you can probably cover 60 feet, which is still well within long range attacks.
Now, if you manage to get to someone, and you hit them with Dont Go Nowhere, they are snared, you go back to your base speed, they hit their snare release and then run away, or jump out, which seems to be what most other classes can do nowadays.
Probably all classes have some abilities you can use to attack others while running away. Good luck catching anyone that has not started playing longer than a week.

The career is totally schizophrenic. You want to be in Furious range but not in Bersek!, hit one, maybe two attacks, and immediately get the hell out of it.
Berserk, allegedly allows you do do 50% more damage. If you are alive. Still not worthy as you can deal more damage while furious using exhaustive abilities .
Why those abilities do not benefit from being berserk? Nobody knows.
Bring It on benefits from Berserk but you need to be dual wielding. Furious stomping too but it is so high on the path that you basically need to be dual wielding too.

So you try to get out of rage as much as possible, but you cannot consistently do it because it costs APs (Outta my face 50 AP !), so you consume APs to get rid of Rage since it is killing you, Once you are out of rage you want to attack but you may not be able to, cause you used a ton of APs to get out of it.
People keep attacking you and you build more rage. You die! If you revive fast enough, you still have your accumulated rage!
Basically Rage is double taxation.

-Other careers have general purpose crit increasing tactics. Choppa has none so it has to rely on gear and the odd ability like Bid Bad Combo, which only works on one target as long as it is alive. Otherwise you need to slot a specific tactic for just 3 abilities and the target must be below 30%.


-
Morales!

Choppa´s morales stop at 3. There is no reason to go beyond that. Why have the 4th morale?

Slot 4 options are either extremely weak or practically unreachable because a Choppa dies too quickly to ever accumulate tier 4 Morale.
3 rarely available, for the same reason as above, i prefer super Choppa not just for the damage but for the AP discount.
Morale 2, again sucking AP with Force of Will from WPs and RPs seems to be the only reliable way to kill them.
Morale 1 the only real option, you could deal some moderate damage but you are almost always forced to go with Confusing movements or Dat tickles if you want to stay alive.

Gear status:
You cannot simply gear out of these structural flaws:

Choppa has inherently medium armour and low base Toughness.
Offensive tactics are mandatory and further exacerbate the problem of survivability by stripping the already ridiculously low Toughness
Gearing for defence provides some survival gains but further gimps offence capabilities that are part of being a damage dealer.

Conclusions:
I also play marauder and I really see no reason to play Choppa over it.
It is inferior to marauder, more convoluted and less rewarding.

I propose some changes, in case someone is willing to consider them. These changes do not necessarily need to be implemented all together but some of them should

1 Berserk needs to provide a damage boost to exhaustive blows.
2 Remove the requirement to be dual wielding / big weapon from abilities. If you want, you can change the skills so that they do not benefit from the bersek damage increase if the weapons are not the intended ones.
3 Abilities that are not exhaustive blows should only have drawbacks when in furious or berserk (Bring Da Pain, Come and Git it , Hurting Time
4 Drop Da Basha should do some damage or also snare on top of reducing parry
5 Go for Tha soft spot should do some damage if being hit from the front and more damage if hit in the back.
6 Charge should not be interrupted when another skill is used. When used, if you are not already snared, you should get a 2 or 3 seconds snare immunity. Alternative, it should restore some APs, either a flat one or increase AP generation for its duration.
7 Outta my face needs to cost way fewer APs, no more than 30. If charge will not allow to regenerate APs than this should do it.
8 Being stunned should halve your Rage. How can you be enraged while stunned?
9 If Reckless blow needs to stay, it should probably disrupt or shred the target´s armour

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Alubert
Posts: 814

Re: Choppa does not fulfill its role

Post#2 » Thu Aug 06, 2026 3:25 pm

Your comment suggests you don't know the class you're playing. Once you gain some experience, you'll change your mind.

You need to understand that you can't lump all skills together and play with all of them.
Choppa/Slayer have 3 playstyles (and several variations of each).
1. You play a basic build. You don’t use “rage” skills at all (usually a dual-wield spec).
You only use “rage” when an enemy is heavily focused on you.
2. You play “yellow.” You use your skills most often while in the “yellow” stance. You deal heavy damage with skills but lighter damage with auto-attacks, and you have control over your rage. This is usually a 2h build.
3. You’re playing with “Wot Rulez.” You use your entire skill set because nothing limits you, but the only way to clear “rage” is by using “detaunt.”
Usually a 2h build.
And the skill you’re complaining about Reckless Blow is used exclusively in this build.

Each playstyle dictates which skills you use.

You have exactly the same Charge as other MDPS.
Don’t want to take the slow when you use it? Use “Shrug It Off” before it.

M1—the only perfect choice is CM, or in some situations, DT against a heavy mage team.
M2—Tantrum is great.

Choppa/SL are strong, especially the 2h spec. Dual spec is also good. You just need to practice.
Every class have some ap problem. It’s team play game so pt members can help you.
80+ | Chosen | BG | BO | Knight | IB | Choppa | Zealot | DoK | Shaman | AM | RP | WP |
40+ | SM | SL | Engi | Mara |

Pinrri
Posts: 44

Re: Choppa does not fulfill its role

Post#3 » Thu Aug 06, 2026 5:16 pm

Skill issue

Get a tank and a healer.
Double action pot fixes the ap issue.
If you are not playing with wot rules you have alot of options to control your rage. If you are using wot rules learn when to detaunt.

What kind of content are you playing?
Are you playing solo?

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