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[Witch Elf] - Bugs/Fixes/Changes

Black Guard, Sorceress, Witch Elf, Disciple of Khaine
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normanis
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Re: [Witch Elf] - Bugs/Fixes/Changes

Post#41 » Fri Oct 01, 2021 8:35 pm

Last time I checked my WE had 4 tactic slots, but yours seem to have 7 at least.
[/quote]
between these two statements you have to choose one. ;)
"Iron Within, Iron Without!"

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normanis
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Re: [Witch Elf] - Bugs/Fixes/Changes

Post#42 » Mon Oct 18, 2021 4:04 pm

seems witcbrew got buffed now it stuck with flanked and frenzied mayhem.
"Iron Within, Iron Without!"

siglade
Posts: 94

Re: [Witch Elf] - Bugs/Fixes/Changes

Post#43 » Mon Oct 18, 2021 4:32 pm

read patch note :)
bachata, excommunicate abuser

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Bozzax
Posts: 2477

Re: [Witch Elf] - Bugs/Fixes/Changes

Post#44 » Mon Oct 18, 2021 4:34 pm

Krima wrote: Mon May 24, 2021 4:59 pm
komar9111 wrote: Mon May 24, 2021 4:37 pm
Krima wrote: Fri May 21, 2021 1:45 pm

Yes, sure:

Click here to watch on YouTube Thats me 11 years ago lol.
Sec 0.23 of the video.. I had taste of blood up + flanking Witchbrew hits the white lion for 471, without flanking hiting for 421 ....Im using WSCT, witchbrew damages says only (w) on the side of the dmg.. quality its bad but you can see, use 720P...
421 + 15% = 471

Now from taransula blog:
https://web.archive.org/web/20100407024 ... blic_html/
Image

Also tactic Masterfull Treachery did increase dmg of withbrew. At least for me TOB = MT. Do the same thing: + 15% dmg of all attacks.

I dont see any reason why a 11 pt finisher skill cant synergies with the tactics.
hmm, only ror base dmg WB 330 and has tactics + 25% damage to finishers, WB 460 + 55% dmg rly ??? you really understand the balance of the game
How do you came up with those numbers?

Base dmg 300 + 15% flanking + 15%tob +25%FM = 465 ..before mitigation.
Resist in this game are very high,, so dont expect to see big numbers.Even if they fix WB working with TOB / Flanking.. expect to see witchbrew hiting for 300 to 400 only.

Witchbrew should work with Flanking/TOB thats how it was on live.

Stuff like jaddged edge which is a proc works with slayer/choppa mech + flanking. Hiting for 300s!!!! Why not 11 pt finisher of a WE, that needs 6 GCD to set it up cant benefit from tactics?
Since we / wh was given ability to build 4 mech points in 2gcds. The new light stealth gives LOS break, breaks casts, speedbuf, 2nd opener if you spam
A reasonable RvR system that could make the majority happy http://imgur.com/HL6cgl7

Krima
Posts: 602

Re: [Witch Elf] - Bugs/Fixes/Changes

Post#45 » Mon Oct 18, 2021 5:49 pm

Bozzax wrote: Mon Oct 18, 2021 4:34 pm
Krima wrote: Mon May 24, 2021 4:59 pm
komar9111 wrote: Mon May 24, 2021 4:37 pm

hmm, only ror base dmg WB 330 and has tactics + 25% damage to finishers, WB 460 + 55% dmg rly ??? you really understand the balance of the game
How do you came up with those numbers?

Base dmg 300 + 15% flanking + 15%tob +25%FM = 465 ..before mitigation.
Resist in this game are very high,, so dont expect to see big numbers.Even if they fix WB working with TOB / Flanking.. expect to see witchbrew hiting for 300 to 400 only.

Witchbrew should work with Flanking/TOB thats how it was on live.

Stuff like jaddged edge which is a proc works with slayer/choppa mech + flanking. Hiting for 300s!!!! Why not 11 pt finisher of a WE, that needs 6 GCD to set it up cant benefit from tactics?
Since we / wh was given ability to build 4 mech points in 2gcds. The new light stealth gives LOS break, breaks casts, speedbuf, 2nd opener if you spam
Correct, working as intended!
Krima - WE RR 87
Carnage :ugeek:

SharpBS
Posts: 3

Re: [Witch Elf] - Bugs/Fixes/Changes

Post#46 » Mon Oct 18, 2021 6:41 pm

Krima wrote: Mon Oct 18, 2021 5:49 pm
Bozzax wrote: Mon Oct 18, 2021 4:34 pm
Krima wrote: Mon May 24, 2021 4:59 pm

How do you came up with those numbers?

Base dmg 300 + 15% flanking + 15%tob +25%FM = 465 ..before mitigation.
Resist in this game are very high,, so dont expect to see big numbers.Even if they fix WB working with TOB / Flanking.. expect to see witchbrew hiting for 300 to 400 only.

Witchbrew should work with Flanking/TOB thats how it was on live.

Stuff like jaddged edge which is a proc works with slayer/choppa mech + flanking. Hiting for 300s!!!! Why not 11 pt finisher of a WE, that needs 6 GCD to set it up cant benefit from tactics?
Since we / wh was given ability to build 4 mech points in 2gcds. The new light stealth gives LOS break, breaks casts, speedbuf, 2nd opener if you spam
Correct, working as intended!
now I play WE myself, thanks for buff WB 697dmg, now it's the strongest ability in the game

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Bozzax
Posts: 2477

Re: [Witch Elf] - Bugs/Fixes/Changes

Post#47 » Mon Oct 18, 2021 6:43 pm

“Need 6GCD”
Spoiler:
Image
A reasonable RvR system that could make the majority happy http://imgur.com/HL6cgl7

abezverkhiy
Posts: 551

Re: [Witch Elf] - Bugs/Fixes/Changes

Post#48 » Mon Oct 18, 2021 10:48 pm

siglade wrote: Mon Oct 18, 2021 4:32 pm read patch note :)
What patch?
KingSchultz WH, Valknutt WP, Glendhu ENG, Lochdhu IB, Tamdhu SL

My WH guide: viewtopic.php?t=46354

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Satirico
Posts: 71

Re: [Witch Elf] - Bugs/Fixes/Changes

Post#49 » Mon Oct 18, 2021 11:51 pm

If you want to compare we ror and we live, start removing this stupid smoke they have and bring back the 30s stealth.

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