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imho i disagree with swift strider trinket, i never use it and i mained salty 2h/repeater for ~800 hrs before i moved on to other chars and other combos with salty. after your 2h dodges start depleting, do a jump after your third dodge and it will reset the dodge degredation, very simple and quick fix and removes the necessity for swift trinket. otherwise ive only used it for speed runs.
and for 2nd quoted point, again speaking from my own experience, i actually rarely block/push when facing hordes, especially if im up against a corner to take advantage of the slots system. otherwise if im caught offguard in the open id go towards the horde to prevent lunge atks [which are what you mainly need to block or push] and take a few swings and start dodging in a circle aroundt the horde to couple them up and since the 2h hits so many targets per swing i usually have no problems [unless ping] in mb1-mb1-dodging them until the end.
i personally call it counterplay, since your blocking to get a stagger then hit, or pushing to get room then hit.
as dps ye, as shielders endurance is broken
One big plus for perfect balance on a dodge-dancer is that it will allow you to (slowly) regenerate your stamina while dodging. That is a powerful boon and can be quite the life-saver. However as has been mentioned Second Wind probably is the one ultimate stamina trait. Any regular cata run can go well for me with any trait, but whenever I do Trials of the Foolhardy or Last Stand at wave 30+, the only weapon that keeps me alive (IF I stay alive) is a one-hander with second wind.
I've used Endurance extensively on a mace & shield and a mace. On both weapons it is very powerful in theory. My idea was that it would enable me to actively regenerate stamina, and it certainly does that, though I've always felt that the actual proc chance is significantly lower than 20%, and Endurance is easily eclipsed by both Perfect Balance, Improved Pommel and Second Wind. My mace & shield with Improved Pommel just enabled me to plow rats for so much longer than the Endurance version (I basically do swing-swing-push with mace & shield). I've turned to Improved Pommel (for shields and 2h hammers) and Second Wind (for anything else) and never went back.
Where's doom hamster when you need him? I suggest Rat Plowing, for the pushing part I mean. Works nicely with a shield + Improved Pommel.
I like supporting a team with my rat plow. However I feel that the more competent the team, the less I am needed in my function as a rat plow. From my experience I'd say that a quick special killer, an famous ogre slayer (like Mumble), or a Stormvermin-smasher is more valuable to a team than a crowd controller. Public matches (especially on sundays) will however benefit from a shield. Not to mention barge fights.
I did notice however that ther are some highly competent players using dev blow, pommel, and healing, and do very well with that (Xq comes to mind, when he plays Sienna, he usually carries a sword with these traits). Dodging is supplemented with pushes, especially against Stormies and dense rat hordes.
This works out fine for really good players. I can do reasonably well with an axe with those traits. However sooner or later I'll catch a halberd, or be slapped by an ogre into a horde and then it is time to die-die. You can't push an ogre and second wind is the lifesaver to have here. I'd say the rat plowing playstyle is - for most players - more risky than the dodge-dancer's approach.
only instance ive used improved guard is when i didnt have enough gems to roll something else, its alright on 1h weapons for me, heavy weapons not so much
EDITED COMPLETELY BECAUSE ♥♥♥♥♥♥♥♥
Before I went to Second Wind, Improved Guard was my favourite stamina trait. It's really good if you use your stamina for blocking only, which I do with most 1h weapons. You can take a stroll along the square in "Town Meeting" with a horde behind you. It trumps Second Wind in that respect. Once your stamina is gone, of course, as when an ogre slaps you, you die.
An obvious combo with Improved Guard is Off Balance. I tried that for a while. Against the ogre it can be useful. Against everything else, I felt that the damage boon to the team through off balance is offset completely by the lack of damage I did while standing and blocking.
Doom hamster really was a proponent of Improved Guard. He loved blocking for his team, as he shows here:
https://www.youtube.com/watch?v=9LkXK9iDHdU&t=329s
I think his strategy works better in older patches because weapons' killing power is not as strong and crowd control is important. Before patch 1.5 cata is almost like today's deathwish, and there were much fewer OP options (apart from elf) before patch 1.9. Now cata is like the old nightmare where players kill everything before the rats even have a chance to deal damage. I think doom_hamster developed most of his strategy before patch 1.9, probably in patches 1.7-1.8.
In this aspect, I do appreciate deathwish bringing back some strategic elements of the game.
Old video so gameplay was not that skillful... (also I rejoined after disconnected at the beginning)
https://www.youtube.com/watch?v=Sr4mlUw1tLs
I find keeping myself alive fairly easy in most maps, regardless of traits, while the challenging part is to keep the teammates alive... for the purpose of keeping the books, or in some map it is necessary to have a full team for the coming difficulty spike.