First Ask yoursself if you want to go full Support (feat cd reduction ) or revenge ( which will be weird with the upcoming changes)Originally Posted by Sincerity117 Go to original post
What about the axe head though? Attack/defense? Attack/stamina? Defense/stamina?Originally Posted by Skarik- Go to original post
My gear allocation for LB is:
Spike - Revenge Mode attack then Throw Distance
Axehead - Attack then Defence
Shaft - Revenge mode defence then Revenge gain from defence
Helm - Debuff resistance then Revenge mode duration
Chestpiece - Sprint speed then Execution health regen
Armguards - Stamina regen then Block damage resistance
Im probably gonna change this around quite a bit when the revenge nerf comes.
btw I use the feats:
Conqueror: Buffs last longer/Capture dominion points faster
Righteous Deflection: Damage reduction after a parry (Combined with revenge mode your pretty much unkillable)
Second Wind: Restore a chunk of health
Catapult: It just one shots everything
Helm 1) Exhaustion, 2) Debuff
Chest 1) Sprint, 2) Execution
Arms 1) Stamina, 2) Revive
Axe 1) Attack, 2) Stamina
Shaft 1) Feat, 2) Revenge Mode Defense
Spike 1) Throw, 2) Revenge Gain Injury.
Feat 1) Whatever
Feat 2) Flash Bomb
Feat 3) Bomb
Feat 4) Bombs
Breakdown: Besides the Lawbringer's currently awful kit, the major failings he has are severely high stamina cost and low ground speed. His strengths are high HP and pressure. To this end, his entire armor set should main anything that helps with stamina or sprint. This is mandatory. You are not a fast character, you can't sit there for half an hour exhausted while your target runs away to go pick up armor or to regen on a point, you need to murder them while they're there.
I chose Debuff, Execution and Revive for one main reason, the Lawbringer's bread and butter is team play and those 3 stats benefit you more than revenge will. (And get used to it, they're nerfing revenge, no sense in gearing up for mediocrity). Debuff stops fire and bleed, and more importantly improves recovery time on your moves so you can't be guard broken so easily. In a team game where everyone is getting thrown around, and Nobushi, Feat-buffed-Orochi and Peacekeepers roam in packs, you're going to want it. Execution Regen is important, your character is a slow duelist and will likely lose a large portion of his health when fighting so being able to get most of that back on a win is a very good thing. With my low Defense build it becomes an absolute necessity. Revive speed because duh; team game, living allies are your friends.
Revenge Time, Block Damage and Block Damage Defense are a waste of time and here's why. They're nerfing revenge, as I've already stated and we all very much know. Block Damage is only done on heavy attacks. As a Lawbringer you can't just swing a heavy out, you'll get parried. Even if it was a good idea, maximum block damage against minimum block damage defense is like 5 points of damage, why are you wasting your time? You'll never be in a situation where you're rapidly doling out heavy chip, and you SHOULDN'T be in a position where you're ever receiving any. Don't waste the stat bar.
On the Axe head I chose Attack/Stamina over Stamina/Attack but that's down to play style, I'd have to play-test it but I'm fairly certain Stamina/Attack would give you one more additional attack in the vortex which would equate to way more damage than the Attack/Stamina, but I do more than vortex. I forgo defense for 3 reasons: 1) You should be parrying. I'm not saying you'll never fail but git gud. 2) As a hybrid, you strangely have more starting health than the Knight's Heavy, the Conqueror. You can eat the low Defense and still act like a heavy. 3) All of your moves are high stamina cost, or they're low damage light pokes outside of the one guaranteed side heavy we get after guard break. If you play the waiting game with anyone, you're losing the fight.
The Shaft and Spike are of particular point. As a Lawbringer your main benefit to a team game is environmental kills. That's just how he was built. Embrace it. Obviously Throw Distance matters here. Because Feats and Throws are necessary, I chose Injury Gain and Defense. When Revenge goes off, I know I'm not going to instantly kill one of the opponents surrounding me like a warden could, the extra life is going to be way more useful. Revenge Attack will hardly matter. Lawbringer doesn't have the best guaranteed damage on knockdown, especially with how far back everyone gets pushed. At best you can dash forward and do a top-light poke, and then you're right back to fighting everyone like you were before you popped revenge, carefully baiting out your guaranteed hits.
The Feats I have set up benefit greatly from a faster reload. In non-objective team games, Bombs, Bombs and more Bombs can shut down gankers AND shut down infinite-revenge cyclers by stripping their armor off and putting them in a stun state that shackles their infinite stamina benefit. After the revenge patch, the bombs should outright kill mobs. On top of that, you don't have the best combos for sweeping out minions in dominion without burning through your stamina with zone attacks, many small bombs can take out 20 to 30 minions at a time. I've played many dominion matches where I captured B by myself WHILE boosting A or C. If you've thrown 3 bombs, you've earned your team 90 points. I have not found great success with Stamina-Down when used on any class besides a Shugoki or Lawbringer. No one burns through stamina like we do. Defense on Parry I found to be worthless outside of being ganked because if you parried your opponent, it means you're good enough to parry him again, and you aren't taking damage any way. In a group fight it still doesn't help because if you parry one guy, usually the other attacks are close enough in timing that you auto parry everyone else too. There's just no situation in this game I can declare this Feat was the reason I succeeded. Juggernaut is awful on Lawbringer, because again, you're parrying, and because most of your opponents will sprint off and find something better to do leaving you to sit there and contemplate why you thought this was a better idea than blowing up your enemies. Catapult isn't the best option. Hopefully this is obvious but having 3 bombs is just way more versatile, they also do 76+ damage, so anyone even remotely injured is going to die anyway. You can also toss them at your feet without guaranteeing your own death. They help capture points in dominion, they keep a solution in your pocket during skirmish matches and since you probably have pugno mortis too, it's way more difficult to dodge 2 bombs than it is to dodge 1 catapult.