About the Champion Bringing a Champions will provide you a great fun, Champions are the frontline-warriors, the ones who will go inside the enemy line spreading death and pain using their weapons.
Champions can work in dual-wielding, usually this is the most used ''build'' which allows a greater speed for your attacks, or in Two-Handed wielding, which grants you slower attack speed but highest damage on the single hit. Please remember that even the skills of the Champion will be different if dual-wielding or if Two-Handed wielding.
Champions usually works in a fervour stance when are doing PvMP which grants you greater damage and an increased power regen but will remove all you chances of parry, miss and evade.
Strenghts: Heavy Armour dressing, High melee dps, AoE damage, chance to wield shields (normal and heavy), chance to interrupt enemies actions
Weakessness: No ranged Dps, Stances which will erase defense % in order to allow greater attack power.
About PvMP: Usually Champions are known to be RAT, the ones who will choose target within the enemy raid, starting the charge to kill them. We can also be set as alternative rat defending Mintrels and other cloth-wearers using AoE skills to keep the creeps off of them. Our greater strenght is the AoE and the attack speed (especially with the dual wielding) that can be assured by a constant use of the Flurry Skill. One of our great weakness are the penalties on our aviodance capacity given by the stance system.
A little example:
Ferovur gives an high damage bonus and a good in combat power regen rate but removes at all the chance of parry/miss/evade, it means that in raid every single it will be totally suffered by the Champions.
Ardour gives less damage bonus and power regen than Fervour but his avoidance penalty is only 50% of our capacity (it means that if we have usually in a ''no-stance'' situation a 20% of parry/miss/evade chance we will have in ardour around 10%).
A solution to this problem might be the Legendary Skill Controlled Burn:
It gives us the same buffs of Fervour entirely removing any avoidance penalty, but it can be activated only while in combat, it ends while off-combat and it will also fall if our morale will drop down 20%.
So we have to keep in mind that:
- Even if we are Heavy Armoured we will suffer more damage than a tank, and if we want to use all our dps we are forced to do so using fervour;
- We are poweer Burner so we need to assure our power reserve, to do that we have to rules to follow:
1) Choosing the skills which will show a good damage/cost reation;
2) Have with us Power Potions.
- Our skills are based on the fervour system, it means that using the X ability will require X fervour and we can obtain it taking damage, with the time (thanks to fervour) and using skills as Swift Strike and Wild Attack.
- We are able to interrupt the creeps casting using the clobber skill (usefoul to stop the healing chain)
- A Champion doing ranged attack from the back of the group is totally useless. We are not ranged we are melee fighters!
Equip and Stats: A good start equip might be the Mirrored set, a tier set made by all the GM Armourmisther, a little expensive but it can be a good start.
One step up this set there's the Threkkapi set which can be obtained gaining Ranks (Glory) in the ettenmoors.
A good importance is reserved to the Jewelry which has the task to buff up our stats.
The principal stats we have to see are:
Might: It will establish how strong our attacks will be (and to block)
Agility: It will establish our crit chance (and our chance to miss, parry or evade)
Will and Vitality: will establish our Power and Morale level.
usually for the Champs is indicated to set up theri morale power level around 3000+ (even 4000) Morale and 2000+ Power.
The Fight: We are frontliners ad our strenght is the speed and the AoE. When the charge will begin migh be a good thing to immediately use your flurry in order to grant a better speed (so higher damage over time).
Due to our need of fervor can be a good thing to start our attacks using the Swift Strike (expensive in term of power) or the Wild Attack, immediately followed by the Blade Wall (good AoE strike).
Our first task is to dodamages and AoEing is the best way to do so, for this reason while possible we have to use especially our Blade Storm skill an 360°AoE damage that will do a good amount of damages.
When things are going bad we can protect ourselves smply switching the stance regaining our avoidance capacity, or using up Sudden Defence which grants us a bonus in avoidance that will erase for a short period the Fervour Penalty (Note: Elves are provided of Grace of the Eldar skill which grants 75 ov evade bonus), or using Bracing attack a skill that untraited will grants us +300 morale on each usage (around 30 secs cooldown) and traited around +500 morale. We have even a skill named Dire Need which transmutes 50% of our power into morale (Cooldown 30minutes)
Other skills that have to be used during the Fight are Sound the Attack whit stuns and damages the enemies around the champions (max 5 targets) and Hamstring the MUST skill of the champs that slows down the enemies, especially effective on wargs and reavers.
It is important to know that Champions can even use crafted Horns in order to stun the enemy times, one with the skill and one with the
Common Errors: As said our task is to choose and charge our target leading the attack and trying to break the enemy lines in the attempt to hit their healers at the back.
To do so we have to be able to establish when we have to chase and when we have to turn, chasing too far will lead us to a certain gank casue we will find ourselves alone in the middle of the creep raid, not charging staying at the back will lower our raid dps.
Due to our role we have the duty to be the RAT (Raid Assist Target) it means that we are the one choosing the target that all the raid melee/ranged has to attack and to put down.
So is good to need that our first targets are the healers (Warleaders and Defilers) followe by the Spiders and the Reaver and the Wargs.
The champion has to choose the healer, charge him, clobber him to stop his healings and AoE like a mad to do the Max damage in the less time possible.
For this in my opinion we have to stay alert and always ready to stop our charge turning our back and entering back into the raid just the time needed to catch the breath and then starting a new charge.
Disquisitions:There are disquisition concerning COntrolled BUrn, in my personal point of view it is maybe the best legendary skill even if it has some features that i do not like.
Usually for what i know champions in Ettenmoors are AoE traited so it means that they have (using class traits) the chance to improve the number of target that can be hitted and the damage done by their AoE skills.
Probably this is the best way to use at 100% of its power the Champ because it allows him to do massive damage on an high number of players.
This guide it's a personal point of view on the champion, i warmly invite any other champ which has more experience than mine to write here to update, add or correct the contents of this topic!
Arcalimon