Post by El Guildo on Aug 30, 2008 22:27:53 GMT -1
I have not been a level 50 champ for long but because of the amount of people I come across who do not seem to know what clobber is I have decided to write how I use my champion, as both a guide and also an insight into the class in case you ever decide to try it. This guid eis more for a level 50 champion. That does not mean that the info here is useless to a lower level, but some of the skills and ways of playing may vary or be unavailable until you are at or near 50.
For the more experienced champs in the kin please feel free to correct me, add to this post, or to debate how I play the class, as unknown to some, the champ can be quite flexible and can be played in different ways.
First of all, let us go through the 'stances' of a champion as these determine the style of play.
STANCES
Fervour - The standard, most used stance, which enables..
+16% melee damage
+18.1 in-combat power regen
BUT AT A COST TO...
NO block or evade or parry.
1 fervour pip every 5 seconds (I will explain fervour pips shortly, do not mistake for fervour stance)
The idea here is that you do maximum amount of damage in the quickest possible time so you do not lose to much morale. The in-combat morale regen is at a sufficient amount so you should not run out of power. The best defense is a kick ass offense.
Glory - This is probably least used as it carries with it...
+60% threat generation
-15% melee damage
+12.7% in-combat power regen
(but you have full stats on evade, parry and block as you would do without a stance)
1 fervour pip every 12 seconds
Comparing Glory with Fervour, it seems this stance looks rather weak, and why does a champion need it at all. We will look into this a little later when we look at the two distinct styles of play a champion can do.
Ardour - Seems to be the middle of the road stance between Fervour and Glory, this stance provides....
+14.5 in-combat power regen
-50% chance on evade
-50% on chance on parry
0% melee damage (no bonus or hinderance)
1 fervour pip every 9 seconds
This stance seems to be a good in-betweener and is not as used as much (from what I have seen) as it perhaps should. We will go into its ideal use shortly.
Controlled Burn - A new addition, it just takes Fervour stance up a notch or two
+17% melee damage
+18.1 in-combat power regen
BUT AT A COST TO...
NO block or evade or parry.
You cast a fervour pip every 5 seconds.
Depending on the fight, depends on the usage of skills. Like the Hunter with its use on Focus, the Champion makes us of Fervour - Do not mistake fervour in this context for the stance. Fervour when it comes to skills is about 5 pips you can build up. The more pips you build up on the fervour bar from using certain skills, the more powerful skills you can unleash on your foes. Wild attack and swift strike are the two skills mainly used to build up the pips on the fervour bar.
There is no need to go into skills as most are self explanatory and will be rendered useful in certain circumstances as you go about the life as a champ. Just be wary of clobber. A skill which in my mind is the most useful to any group. It will prevent any mob with a successful hit from unleashing a special move or power. The right time to strike would be when the foe you are attacking has swirling red circle underneath them, clobber them and prevent them from doing more damage than necessary.
Sometimes you will see a green swirling circle, on a mob. This defines a healing action and I do not think clobber works on that but if you know otherwise please let me know.
CHAMPION STLYES
Now to the reason I have posted this info. How I actually play a Champion and how to use the flexibility of the class to better enable you in any solo or group situation. There are two most distinct ways to play a champion using all the stances and skills provided to you by level 50.
POWERHOUSE
I am going to call the first one powerhouse.
Be wary of this style, as at times when you are dishing out more DPS than others in a fellowship, you will be targeted.
Stance - Fervour, Controlled Burn (always use controlled burn when possible over fervour stance)
Items Equipped - one hand or two handed weapons, no shield.
Purpose - All out DPS, get the 5 fervour pips from and unleash the fury with your most powerful attacks.
Reason - Kill your opponent quickly before taking to much damage. When to be used - when others can raise more threat than you (so you can raise your DPS taking as little damage as possible) OR at times when you can be healed to compensate for the nil defense.
When not to use - In a fellowship with no tanks or a tank who has no idea how to tank (as you have no defense at all, and you will quickly lose morale when you create more threat thus take on more damage), In a fellowship with no captain or minstrel (see above on losing morale and threat). Higher level mobs.
Useful Skills - Relentless Strike, Ferocious Strike (legendary trait)
Flurry - Always use this skill, ALWAYS when on the Fervour Stance. You dish out the damage faster as it makes you unleash your attacks 20% quicker. Do not use if power is running low.
Exchange of blows - aggressor takes damage when they hit you.
Red Haze - adds fervour pips at an increased rate
Controlled Burn - actually a stance to replace fervour but not one that can remain active all the time. It adds 1% damage to melee and increased fervour pip generation so you can use more powerful strikes at a quicker rate. Lasts until you are under 20% morale or out of combat, 10 min cooldown. ALWAYS use instead of Fervour stance when damage is required above all else.
Fight On - This trait can be used in both styles of play. When morale is lower than 60% and power is running low, this will draw power from you opponent but they will gain +25% damage, handy if you need the power to quickly finish them off. Never use on a mob with full health.
Battle Frenzy - adds 3 fervour pips.
Ebbing Ire transfers 25% threat generation from you to another player.
CAUTIOUS AGGRESSOR (possibly the closes thing to the new class Warden which will come with the release of Mines of Moria)
This is one I have started to use from the rift after being left to take on the Seer when the tank went down. This is how to tank as a champion (CAUTION: A champion is not designed to tank but can be used in a defensive role to make up the lack of any tank in a group or when battling higher ended mobs when running solo, think of it as a way to survive for longer, rather than as a tank)
Not quite as simple to use as being a Powerhouse, but still simple enough to be useful at it after a couple of attempts. The main thing on this style is the flexible use of the stances depending on the situation.
Stance - Glory or Ardour. You can change between these stances if you find you are doing well on the morale but want more power and damage (ardour) or if you need to raise your threat generation if you need to keep the aggro on you and improve on the defense stats (Glory).
Purpose - as outlined above, to survive longer and add to your threat generation without having to max out on DPS. Why? Well certain situations call for a tanking role of sorts. most 6 man fellowships on quests will be fine with a champion taking the damage with this style, as will most solo quests, especially on higher level mobs. This is ideal in the rift as at certain points you can swap from a Powerhouse style to a more defensive style of play. For example when at times all you need to do is clobber or to slowly dwindle down a bosses morale, then you do not need high amounts of DPS, you just need to be able to reduce the damage you take from stray hits. The Seer for example should be tanked and the Champion does not want to create more threat with a high DPS, when all a champion needs to do is clobber. If the seer pops round to give you the occassional whack, and he will, you can take it quite easily and lose less morale. This is ideal as you do not want to have the minstrel waste precious power on you to give you morale when it should be going to the tank.
Items equipped - One handed weapon, shield (preferably Heavy Shield when you get the trait)
When to be used - At times when you need to limit the damage you take. To protect others from taking damage. To reduce the power output of a minstrel on you in favour of others. Soloing higher level mobs, particularly elites.
When not to be used - Lower level mobs, 6 man fellowships with a tank or minstrel, when damage is the key to victory, such as bosses that need to go down quickly rather than the Balrog where a more patient approach is needed and survivability is the key.
Useful skills - These define the style.
Fervour pips are not needed more than 2 or 3.
Sudden defence and blocking blades will increase your defense stats. Only use sudden defense when under increase pressure.
Rising Ire transfers 15% threat generation from another player to you.
Champions Challenge is a shout moving the aggro onto you.
Exchange of blows - aggressor takes damage when they hit you.
Fight On - This trait can be used in both styles of play. When morale is lower than 60% and power is running low, this will draw power from you opponent but they will gain +25% damage, handy if you need the power to quickly finish them off. Never use on a mob with full health.
IDEAL RACE???
I think the best race for champion is dwarf. There is a might bonus, and dwarves are the more sturdy creature. You will also receive a race bonus on using axes, both one hand and two hand and Endurance of Stone (+75% mitigation on shadow, fire and common damage for 10 seconds) - you use this baby in a tight spot with a good defensive stance and you are more or less invulnerable for a very short period of time, it is an excellent race trait for champion and guardian.
I have got little experience so far with other races and their race bonuses and traits so please add to this post if you are human, elf or hobbit, any race trait or skill that may be of benefit to this class.
Any Hints.
Well not really. The rest of the skills and traits can be explored by yourself. AOE is very handy. Perhaps one thing on Dire Need. This skill transfers power to morale. The more power you have the more morale you will generate. The hint would be, if you are low on morale ensure your power is at its highest. Take a celebrant salve or activate any item or clothing which will provide instant power and use Dire Need. The more power you have, the more morale you will receive.
I would also recommend out of habit always use the second wind skill after a kill to always keep your power topped up. This skill will grant you a small amount of power after a mob is killed. But also take note of other people in your group. If a minstrel is low on power for example, do them a favour and use the Heroics skill instead (after an enemy has been killed) to transfer some of your power to them, they may just use that power to save your life.
PLEASE add to this post. Offer any corrections or alternative ways of playing, highlight any mistakes in my logic and hopefully we can all put together a nice little guide on the Champion class for anyone who may want to read and perhaps try it. Thanks
For the more experienced champs in the kin please feel free to correct me, add to this post, or to debate how I play the class, as unknown to some, the champ can be quite flexible and can be played in different ways.
First of all, let us go through the 'stances' of a champion as these determine the style of play.
STANCES
Fervour - The standard, most used stance, which enables..
+16% melee damage
+18.1 in-combat power regen
BUT AT A COST TO...
NO block or evade or parry.
1 fervour pip every 5 seconds (I will explain fervour pips shortly, do not mistake for fervour stance)
The idea here is that you do maximum amount of damage in the quickest possible time so you do not lose to much morale. The in-combat morale regen is at a sufficient amount so you should not run out of power. The best defense is a kick ass offense.
Glory - This is probably least used as it carries with it...
+60% threat generation
-15% melee damage
+12.7% in-combat power regen
(but you have full stats on evade, parry and block as you would do without a stance)
1 fervour pip every 12 seconds
Comparing Glory with Fervour, it seems this stance looks rather weak, and why does a champion need it at all. We will look into this a little later when we look at the two distinct styles of play a champion can do.
Ardour - Seems to be the middle of the road stance between Fervour and Glory, this stance provides....
+14.5 in-combat power regen
-50% chance on evade
-50% on chance on parry
0% melee damage (no bonus or hinderance)
1 fervour pip every 9 seconds
This stance seems to be a good in-betweener and is not as used as much (from what I have seen) as it perhaps should. We will go into its ideal use shortly.
Controlled Burn - A new addition, it just takes Fervour stance up a notch or two
+17% melee damage
+18.1 in-combat power regen
BUT AT A COST TO...
NO block or evade or parry.
You cast a fervour pip every 5 seconds.
Depending on the fight, depends on the usage of skills. Like the Hunter with its use on Focus, the Champion makes us of Fervour - Do not mistake fervour in this context for the stance. Fervour when it comes to skills is about 5 pips you can build up. The more pips you build up on the fervour bar from using certain skills, the more powerful skills you can unleash on your foes. Wild attack and swift strike are the two skills mainly used to build up the pips on the fervour bar.
There is no need to go into skills as most are self explanatory and will be rendered useful in certain circumstances as you go about the life as a champ. Just be wary of clobber. A skill which in my mind is the most useful to any group. It will prevent any mob with a successful hit from unleashing a special move or power. The right time to strike would be when the foe you are attacking has swirling red circle underneath them, clobber them and prevent them from doing more damage than necessary.
Sometimes you will see a green swirling circle, on a mob. This defines a healing action and I do not think clobber works on that but if you know otherwise please let me know.
CHAMPION STLYES
Now to the reason I have posted this info. How I actually play a Champion and how to use the flexibility of the class to better enable you in any solo or group situation. There are two most distinct ways to play a champion using all the stances and skills provided to you by level 50.
POWERHOUSE
I am going to call the first one powerhouse.
Be wary of this style, as at times when you are dishing out more DPS than others in a fellowship, you will be targeted.
Stance - Fervour, Controlled Burn (always use controlled burn when possible over fervour stance)
Items Equipped - one hand or two handed weapons, no shield.
Purpose - All out DPS, get the 5 fervour pips from and unleash the fury with your most powerful attacks.
Reason - Kill your opponent quickly before taking to much damage. When to be used - when others can raise more threat than you (so you can raise your DPS taking as little damage as possible) OR at times when you can be healed to compensate for the nil defense.
When not to use - In a fellowship with no tanks or a tank who has no idea how to tank (as you have no defense at all, and you will quickly lose morale when you create more threat thus take on more damage), In a fellowship with no captain or minstrel (see above on losing morale and threat). Higher level mobs.
Useful Skills - Relentless Strike, Ferocious Strike (legendary trait)
Flurry - Always use this skill, ALWAYS when on the Fervour Stance. You dish out the damage faster as it makes you unleash your attacks 20% quicker. Do not use if power is running low.
Exchange of blows - aggressor takes damage when they hit you.
Red Haze - adds fervour pips at an increased rate
Controlled Burn - actually a stance to replace fervour but not one that can remain active all the time. It adds 1% damage to melee and increased fervour pip generation so you can use more powerful strikes at a quicker rate. Lasts until you are under 20% morale or out of combat, 10 min cooldown. ALWAYS use instead of Fervour stance when damage is required above all else.
Fight On - This trait can be used in both styles of play. When morale is lower than 60% and power is running low, this will draw power from you opponent but they will gain +25% damage, handy if you need the power to quickly finish them off. Never use on a mob with full health.
Battle Frenzy - adds 3 fervour pips.
Ebbing Ire transfers 25% threat generation from you to another player.
CAUTIOUS AGGRESSOR (possibly the closes thing to the new class Warden which will come with the release of Mines of Moria)
This is one I have started to use from the rift after being left to take on the Seer when the tank went down. This is how to tank as a champion (CAUTION: A champion is not designed to tank but can be used in a defensive role to make up the lack of any tank in a group or when battling higher ended mobs when running solo, think of it as a way to survive for longer, rather than as a tank)
Not quite as simple to use as being a Powerhouse, but still simple enough to be useful at it after a couple of attempts. The main thing on this style is the flexible use of the stances depending on the situation.
Stance - Glory or Ardour. You can change between these stances if you find you are doing well on the morale but want more power and damage (ardour) or if you need to raise your threat generation if you need to keep the aggro on you and improve on the defense stats (Glory).
Purpose - as outlined above, to survive longer and add to your threat generation without having to max out on DPS. Why? Well certain situations call for a tanking role of sorts. most 6 man fellowships on quests will be fine with a champion taking the damage with this style, as will most solo quests, especially on higher level mobs. This is ideal in the rift as at certain points you can swap from a Powerhouse style to a more defensive style of play. For example when at times all you need to do is clobber or to slowly dwindle down a bosses morale, then you do not need high amounts of DPS, you just need to be able to reduce the damage you take from stray hits. The Seer for example should be tanked and the Champion does not want to create more threat with a high DPS, when all a champion needs to do is clobber. If the seer pops round to give you the occassional whack, and he will, you can take it quite easily and lose less morale. This is ideal as you do not want to have the minstrel waste precious power on you to give you morale when it should be going to the tank.
Items equipped - One handed weapon, shield (preferably Heavy Shield when you get the trait)
When to be used - At times when you need to limit the damage you take. To protect others from taking damage. To reduce the power output of a minstrel on you in favour of others. Soloing higher level mobs, particularly elites.
When not to be used - Lower level mobs, 6 man fellowships with a tank or minstrel, when damage is the key to victory, such as bosses that need to go down quickly rather than the Balrog where a more patient approach is needed and survivability is the key.
Useful skills - These define the style.
Fervour pips are not needed more than 2 or 3.
Sudden defence and blocking blades will increase your defense stats. Only use sudden defense when under increase pressure.
Rising Ire transfers 15% threat generation from another player to you.
Champions Challenge is a shout moving the aggro onto you.
Exchange of blows - aggressor takes damage when they hit you.
Fight On - This trait can be used in both styles of play. When morale is lower than 60% and power is running low, this will draw power from you opponent but they will gain +25% damage, handy if you need the power to quickly finish them off. Never use on a mob with full health.
IDEAL RACE???
I think the best race for champion is dwarf. There is a might bonus, and dwarves are the more sturdy creature. You will also receive a race bonus on using axes, both one hand and two hand and Endurance of Stone (+75% mitigation on shadow, fire and common damage for 10 seconds) - you use this baby in a tight spot with a good defensive stance and you are more or less invulnerable for a very short period of time, it is an excellent race trait for champion and guardian.
I have got little experience so far with other races and their race bonuses and traits so please add to this post if you are human, elf or hobbit, any race trait or skill that may be of benefit to this class.
Any Hints.
Well not really. The rest of the skills and traits can be explored by yourself. AOE is very handy. Perhaps one thing on Dire Need. This skill transfers power to morale. The more power you have the more morale you will generate. The hint would be, if you are low on morale ensure your power is at its highest. Take a celebrant salve or activate any item or clothing which will provide instant power and use Dire Need. The more power you have, the more morale you will receive.
I would also recommend out of habit always use the second wind skill after a kill to always keep your power topped up. This skill will grant you a small amount of power after a mob is killed. But also take note of other people in your group. If a minstrel is low on power for example, do them a favour and use the Heroics skill instead (after an enemy has been killed) to transfer some of your power to them, they may just use that power to save your life.
PLEASE add to this post. Offer any corrections or alternative ways of playing, highlight any mistakes in my logic and hopefully we can all put together a nice little guide on the Champion class for anyone who may want to read and perhaps try it. Thanks