Problem #1-We have 3 choices, almost everybody always uses the same one, Sudden Accusations/Enfeebling Strike. All of the openers are very low in damage and generally unnoticeable in a fight. The only real benefit of openers is the 50% reduced AP cost of abilities for 10 sec.
Problem #2-We are the lightest armored melee class, yet we have no ability to actually lock a target down. We have no charge/pull/snare, only a positional KD which all other melee have access to. Besides ganking and solo roaming, there is no benefit to playing a WH/WE over the other melee classes. You pop on a target, if your lucky enough to actually still be in range once you appear, you knock them down. If you do not kill them in the next 3 seconds your generally pretty SOL. The player usually just gets up and runs away leaving the WH/WE with no way to catch them, stealth on CD, and an easy target for everyone to swarm over.
Solution-Tweak the openers to make them more relevant and functional.
Sudden Accusation/Enfeebling Strike - Buff the damage/or enable it to crit, but modify it to behave like Gork Sez Stop.
Vehement Blades/Burn Armor - Remove all damaging effects but add a 5sec 40% snare.
Fanatical Zeal/Treacherous Assault - Remove all damaging effects, but provides the WH/WE with a 5sec run boost.
In short, I think this could be a nice adjustment to a lackluster set of core abilities provided to the class. This would be a welcome change for any WH trying to fit into group/RVR play without buffing our damage which should not be done.
WH/WE Openers
WH/WE Openers
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Nadrill the Wizard
Grumbler the Ironbreaker
Fancyfeet the Shadow Warrior
Nadrill the Wizard
Grumbler the Ironbreaker
Fancyfeet the Shadow Warrior
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Re: WH/WE Openers
Declining. You debunk yourself in Problem #1 (50% reduce AP cost is pretty good). As for Problem #2, in a group situation your tanks should take care of locking down the target.
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