Career information | |
---|---|
Race | Greenskins |
Role | Melee DPS |
Armor | Medium |
Weapons | 1h Sword 1h Axe 2h Sword 2h Axe |
Special Mechanic | Berserk |
Mirror Career | Slayer |
Gender | None |
Abbreviations | Chopp |
Archetype: Melee DPS
Special Mechanic: Battle Frenzy
Class Details:
The Choppa is an offensive juggernaut that rains increasingly punishing blows down upon their enemies as their battle frenzy consumes them more and more. However, while the Choppa is single-minded, theyre also clever in their brutality, and they have found that they can channel their battle rage into massive, exhausting attacks, briefly sacrificing their enraged power in an attempt to fell the enemy with a single powerful blow. For those who choose the life of a Choppa, the limited control of when to embrace their battle frenzy and when to exhaust it will be a constant back-and-forth as their battles rage on..
Career Masteries
The Choppa is an offensive juggernaut that rains increasingly punishing blows down upon their enemies as their battle frenzy consumes them more and more. However, while the Choppa is single-minded, theyre also clever in their brutality, and they have found that they can channel their battle rage into massive, exhausting attacks, briefly sacrificing their enraged power in an attempt to fell the enemy with a single powerful blow. For those who choose the life of a Choppa, the limited control of when to embrace their battle frenzy and when to exhaust it will be a constant back-and-forth as their battles rage on.
Path of Da Savage
This path is focused on completely embracing the Choppas self-indulgent bloodlust, growing increasingly powerful as the fight goes on. Those who specialize in this Mastery will be able to deliver an endless string of brutal blows against their enemy, and are especially effective if the victim is distracted since the price for the Choppas fully-consuming rage is that they are more vulnerable to counter-attacks.
Path Of Da Hitta
This Mastery is focused on constantly exhausting the Choppas frenzy into powerful blows, brutally punishing their enemy. A specialist in this path is a surprisingly sturdy warrior, since they almost never let their rage build to the point that they become more vulnerable.
Path Of Da Wrecka
The Path of Da Wrecka teaches the Choppa to fight several enemies at once – after all, if choppin one person is grand fun, then choppin lots of people can only be better! A Choppa who masters this path has an instinctive grasp of the flow of battle, allowing their frenzy to fill them with power, but also being sure to release powerful exhausting attacks before they become overexerted.
Important Stats
As a Choppa you will need the following statistics which you can improve using armor sets, weapons, rings, talismans and renown points.
Strength Skill: Increases your melee damage and reduces your opponent’s chance to block or parry.
Weapons Skill: Increases your armor penetration and parry.
Critical Chance: Increases your chance to deal critical damage ( not the amount).
Wounds: Increases your overall HP. You can never have enough HP.
Acquiring Gear
There are many ways to get gear:
- Open RvR: The gear and weapons you get here are for your main spec. When you kill or lock a zone you will be given a number of War Crests according to your level which you can trade for armor and weapons. At the end of a zone if you roll high enough you will be give a color bag with may contain certain tokens that you can trade and get a jewel set. Engineers don’t have defensive jewels set like other classes.
- Scenarios: Scenarios remain a very strong source of gear. You continue to earn War Crests at the end of every scenario, which are then traded with vendors in Altdorf (Order) or the Inevitable City (Destruction) for armor and weapons. The quality of gear from scenarios can still be among the best in the game, making them a crucial part of gearing up.
- Achievements & Tokens: The Tome of Knowledge is still a vital system. By completing achievements (e.g., killing a certain number of creatures, collecting specific items, or exploring areas), you unlock entries in your Tome. These unlocks can reward tokens that are then traded in the library in Altdorf or the Inevitable City for unique jewels or tactics. Some very desirable sets and bonuses can be acquired this way. The development team has continued to add more Tome Achievement Unlocks, including some tied to Live Events as of 2025.
- Tier 4 epic quests: The epic quest lines in each area continue to be a source of significant rewards. Upon completing these lengthy, multi-step quest chains, you are typically given a choice of a powerful item, often with unique appearances or stats. These quests are a reliable way to get high-quality gear.
- Dungeons & Lairs: Dungeons and lairs are still important for acquiring gear, weapons, and jewels, both while leveling up and for end-game progression. The RoR team has been actively updating and even adding new PvE content. For example, as of early 2025, there’s a “Lost Vale” dungeon update introducing new armor sets (Dark Promise sets, including main spec, off-spec, and hybrid options), and materials for crafting permanent rings.
- Ward System: The game utilizes a “Ward” system where you often need to unlock lower-tier Ward sets before being able to equip higher-tier dungeon gear (e.g., Gunbad -> City -> Bastion Stair).
- Public Quests (PQs): While not strictly “dungeons,” PQs are large-scale PvE events that can also provide gear through loot bags. RoR has implemented different difficulties for PQs (Easy, Normal, Hard) which scale with the recommended number of players and offer varying loot quality.
The Choppa: Unstoppable Berserker of the Destruction Frontline
The Choppa in Warhammer Online: Return of Reckoning is the embodiment of brutal, unadulterated melee offense. This class focuses on relentless attacks, with their berserk state building up to make them increasingly powerful. However, this raw power comes at a cost, as fatigue takes its toll, making them more vulnerable over time. This dynamic makes them a high-risk, high-reward melee DPS class that thrives when supported.
RVR Strengths: Unleashed Carnage
- Scaling Offensive Power (Berserk Mechanic): The Choppa’s signature “Berserk” mechanic means the more the fight, the stronger they get. This allows them to escalate their damage output throughout an engagement, becoming an incredibly potent threat if allowed to sustain their attacks. This makes them a prime target for enemy CC and focus fire, but if left unchecked, they can carve through multiple opponents.
- Versatile Damage Dealer (Single Target & AoE): Choppas excel in both single-target and AoE damage, whether wielding dual axes or a massive two-handed weapon. This versatility makes them adaptable to diverse RVR scenarios, from burning down high-priority enemy healers or squishy DPS to cleaving through tightly packed enemy formations. Their powerful AoE skills are particularly effective in scenarios and warbands where enemies tend to clump together.
- Indispensable in Group RVR: Choppas are a highly sought-after commodity in almost all RVR activities:
- 6-Man Parties & Scenarios: In smaller groups, a Choppa requires a dedicated tank (ideally a Black Orc or Blackguard due to their frontline synergy, but any tank will do) to absorb damage and allow the Choppa to unleash their full potential. They provide the raw burst and sustained damage needed to quickly break enemy lines.
- Warbands (24-Man Groups): In large-scale warband engagements, Choppas are vital for breaking through enemy frontlines and creating chaos. Their ability to deliver high burst and sustained AoE damage makes them excellent “meat grinders” in the heart of chaotic melees. They are often considered one of the best melee DPS classes on the Destruction side, making them highly desired.
- Exceptional Mobility and Enemy Control: Choppas are not just about raw damage; they possess key tools for RVR:
- Sprint: Allows them to rapidly close gaps with elusive enemy backliners, ensuring they can stick to their targets.
- Knockdown: A crucial crowd control ability for interrupting casts, peeling for allies, or securing kills.
- Get to da Choppa (Pull): A unique and powerful skill that allows them to pull enemies closer, which is invaluable in both small groups (for isolating targets) and warbands (for disrupting enemy formations or pulling healers out of position).
RVR Challenges: The Vulnerable Berserker
- Reliance on Support (Weak Alone): The very nature of their “Berserk” mechanic, where they become more vulnerable as they become more powerful, means Choppas are inherently fragile. They are designed to deal damage, not absorb it. As such, they are highly reliant on Guard from a tank and consistent healing from a healer. The note “Be ready to die a lot while leveling and even later. Powerful as they might be .. guard or heal is always needed” perfectly summarizes this crucial dependency. A Choppa without a guard or healing support is a prime target for enemy focus fire and quickly falls.
- Solo Roaming Difficulty: While solo roaming is possible, it is very hard to pull off. Their lack of self-sustain and defensive cooldowns makes them vulnerable to being overwhelmed, especially by organized groups or classes with strong burst or kiting abilities. They perform best when integrated into a cohesive unit.
The Choppa in RVR: A Commitment to Carnage
The Choppa is the epitome of a frontline melee DPS in Warhammer Online: Return of Reckoning. Their “Berserk” mechanic allows them to scale their damage to terrifying levels, making them a highly desired asset for any Destruction group looking to smash through the enemy. While their fragility demands dedicated tank and healer support, a well-supported Choppa delivers unparalleled melee devastation, making them the most wanted melee DPS on their side and a truly “Great fun” class to play.
Playing a Damage Per Second (DPS) class in Warhammer Online: Return of Reckoning (RoR) is all about maximizing your offensive output, assisting your tank, and eliminating enemy threats efficiently. While tanks soak damage and healers keep everyone alive, DPS are the sharp end of the spear, responsible for taking down the enemy.
Just like with tanks, the specific skill names and mechanics will vary slightly between DPS careers (e.g., White Lion, Slayer, Witch Hunter, Shadow Warrior for Order; Choppa, Marauder, Sorcerer, Squig Herder for Destruction), but the core principles of effective DPS remain consistent.
The Core Philosophy of a RoR DPS
A successful RoR DPS focuses on:
- Target Prioritization: Knowing who to hit and when to hit them.
- Damage Maximization: Utilizing your rotations, procs, and cooldowns effectively to output the highest possible damage.
- Situational Awareness: Avoiding unnecessary damage, positioning for optimal attacks, and reacting to battlefield changes.
- Assisting Allies: Peeling for healers, interrupting key enemy abilities, and adding utility where needed.
Essential DPS Skills and Their Usage
1. Core Damage Abilities (Spam/Rotation Skills)
- What they do: These are your bread-and-butter attacks, forming the core of your damage rotation. They generate resources (if applicable) or simply deal consistent damage.
- When they’re used:
- On Cooldown (or as part of your rotation): Most DPS careers have a specific sequence of abilities that maximize their damage output. Learn this rotation and execute it consistently.
- Resource Management: If your class uses a resource (e.g., Meticulous Strike for Witch Hunters generating ‘Accuracy’), ensure you’re using your skills in a way that keeps your resource high enough to use your more powerful abilities.
- Example: As a Choppa, your core rotation might involve alternating between “Furious Choppa” (damage + rage generation) and “Rampage” (damage + rage consumption), trying to keep your “Reckless Abandon” buff up as much as possible. You’re constantly hitting these abilities as soon as they’re available, focusing on your primary target.
2. Burst / Cooldown Abilities
- What they do: These are your most powerful damage-dealing abilities, often with long cooldowns. They are designed to deliver a massive spike of damage in a short window.
- When they’re used:
- Opening Engagements: Often used at the very start of a fight, especially in coordinated assaults, to quickly eliminate a priority target.
- Execute Phase: When an enemy’s health drops low, burst abilities can quickly finish them off before they can be healed or escape.
- Responding to Healing: If an enemy is being heavily healed, a coordinated burst from multiple DPS can overwhelm the healing.
- Focus Fire: Used in conjunction with other DPS to quickly eliminate a pre-called target.
- Example: As a Sorcerer, you might open with “Daemonic Breath” or “Gaze of the Dark Gods” to apply a powerful debuff or initial burst, followed by your core rotation. When your group calls for a focus fire on an enemy healer, you pop your “Gifts of Chaos” to significantly amplify your damage for a short duration and unleash your most powerful spells.
3. Interrupts (Punt, Stagger, Silence)
- What they do: These abilities stop an enemy’s current cast, preventing them from using a spell or channeled ability.
- When they’re used:
- Critical Casts: Identify and interrupt high-impact enemy abilities. This includes:
- Heals: Stopping enemy healers from saving their allies.
- CC: Preventing enemy mages from polymorphing your tank or putting your healer to sleep.
- Big DPS Spells: Interrupting powerful AoE nukes or single-target burst spells.
- Denying Resources: Some abilities are crucial for resource generation. Interrupting them can starve an enemy.
- Setting up Kills: Interrupting an enemy’s escape ability can ensure they stay in range for your group to finish them.
- Critical Casts: Identify and interrupt high-impact enemy abilities. This includes:
- Example: You see an enemy Archmage beginning to cast “Healing Resonance,” a powerful AoE heal. You immediately use your “Rift Blade” (Shadow Warrior) or “Gut Ripper” (Witch Hunter) to interrupt the cast, denying their group a significant amount of healing.
4. Crowd Control (CC) – Roots, Snares, Stuns, Disarms, Blinds
- What they do: These abilities impair enemy movement, actions, or vision, making them vulnerable or preventing them from attacking.
- When they’re used:
- Peeling for Allies: If an enemy melee DPS is on your healer, a root or snare can create distance, allowing your healer to escape or for your tank to re-engage.
- Target Isolation: Rooting a specific enemy can prevent them from fleeing or reaching their allies for healing.
- Setting Up Kills: Stuns can hold an enemy in place for your group to burst them down without retaliation. Disarms prevent melee attackers from using their weapons.
- Kiting: Applying snares to keep dangerous melee enemies at a distance while you deal damage.
- Example: An enemy Witch Elf has bypassed your tank and is now tearing into your Bright Wizard. You quickly apply a “Winged Death” (Witch Hunter) to root the Witch Elf, allowing your Bright Wizard to create distance and for your tank to pick them up.
5. Debuffs (Offensive Utility)
- What they do: DPS classes often have abilities that reduce enemy armor, resistances, outgoing damage, or healing received.
- When they’re used:
- Focus Fire Enhancement: Apply armor or resistance debuffs to the enemy target your group is focusing. This significantly increases the damage all your allies deal to that target.
- Threat Reduction: Debuffs that reduce enemy damage output can ease the burden on your healers, especially from dangerous melee DPS.
- Anti-Heal: Apply anti-healing debuffs to enemy healers or high-priority targets to reduce the effectiveness of incoming healing.
- Example: Your warband is focusing an enemy Ironbreaker. As a Squig Herder, you consistently apply “Barbed Arrow” to him, reducing his armor and making him much easier for your entire group to burn down.
General DPS Principles
- Target Priority:
- Healers First (often): Eliminating enemy healers is usually the quickest way to win a fight.
- Squishy DPS: Mages, archers, and some melee DPS are often easier to kill than tanks and can deal significant damage if left unchecked.
- Debuffers/CCers: Sometimes, taking out an enemy who is consistently applying powerful debuffs or CC to your team is a higher priority.
- Tanks Last: Tanks are designed to be hard to kill. Only focus them if all higher priority targets are dead or they are isolated and vulnerable.
- Positioning:
- Melee DPS: Stay on the enemy’s flanks or back to avoid cleaves and maximize your damage (some classes get bonuses for this). Stick to your tank’s target or peel for your healers.
- Ranged DPS: Maintain maximum range from the enemy frontline while still having line of sight to your target. Stay near your healers for potential peels or heals. Avoid being isolated.
- Situational Awareness:
- Watch for Enemy CC: Be ready to break free from roots, snares, or stuns, or to anticipate them and use a defensive ability.
- Avoid AoE: Don’t stand in enemy AoE spells. Even as a DPS, taking unnecessary damage taxes your healers.
- Protect Yourself: Don’t rely solely on your healers. Use your personal defensive abilities (e.g., “Dodge” for Witch Hunters, “Thousand Cuts” for Slayers) when you’re taking heavy damage.
- Communication: Call out your targets, especially if you’re initiating on a healer. Let your group know if you’re getting focused or if you’re out of position.
- Renown Skills: Prioritize offensive renown skills like Weapon Skill/Ballistic Skill, Initiative, and Strength/Intelligence. Defensive renown can be useful too, but your primary role is damage.
- Potions: Keep damage potions and speed potions on hand to enhance your burst or escape sticky situations.
By mastering these elements, a DPS player in RoR becomes a crucial force, turning the tide of battle through decisive damage and intelligent utility.
Pre Best in Slot Gear
|
|||
Helmet: | Sentinel | ||
Shoulders: | Vale-Walker | ||
Cloak: | Beastlord | ||
Chest: |
|
||
Belt: | Vale-Walker | ||
Gloves: | Vale-Walker | ||
Boots: | Sentinel | ||
Mainhand: | Bloodlord Carva | ||
Offhand: | Cleava of the Subjugator (Upgrade) Fortress Choppa | ||
Jewelry Slot 1: | Beastlord Boyz’ Ring & Pocket | ||
Jewelry Slot 2: | Vale-Walker Fangbone | ||
Jewelry Slot 3: | Sentinel Boyz’ Ring & (4% Melee Critical) | ||
Jewelry Slot 4: | Bloodmoon Boyz’ Ring | ||
Talisman: | 8x 23 Weapon Skill |
Best in Slot Gear
|
|||
Helmet: | Sov Berserker | ||
Shoulders: | Sov Berserker | ||
Cloak: | Sov Berserker | ||
Chest: | Sov Berserker | ||
Belt: | Triumphant | ||
Gloves: | Triumphant | ||
Boots: | Triumphant | ||
Mainhand: | Bloodlord Carva | ||
Offhand: | Fortress Choppa | ||
Jewelry Slot 1: | Vale-Walker Fangbone OR Platinum Onyx Annulus OR Platinum Ruby Annulus | ||
Jewelry Slot 2: | Exquisite Gunbad Amber OR Copper Onyx Annulus OR Copper Ruby Annulus | ||
Jewelry Slot 3: | Triumphant Fangbone Replica & (4% Melee Critical) | ||
Jewelry Slot 4: | Sovereign Fangbone of da Beserker | ||
Talisman: | 8×23 Weapon Skill |