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WH Defensive Stat priority

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Exodia
Posts: 10

WH Defensive Stat priority

Post#1 » Sun Dec 04, 2016 12:01 pm

I was just wandering whether Toughness or Wounds was more beneficial to the WH class, obviously you will need both but which one should be a priority?

Thanks in advance xoxox

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zumos2
Posts: 441

Re: WH Defensive Stat priority

Post#2 » Sun Dec 04, 2016 12:06 pm

First of all forget about toughness. Wounds is nice to deal with burst, but many other stats are very benificial. Think about armor (talismans), reduce your chance to be critted. Next against melee you can get a lot of parry with the WH.
Zumos - Member of Red Guard

Current Guilds: The Unlikely Plan - Deep and Dry - Dark Omen

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shaggyboomboom
Posts: 1230

Re: WH Defensive Stat priority

Post#3 » Sun Dec 04, 2016 1:51 pm

Parry first and foremost! Then dodge and disrupt.
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Spacecraft
Posts: 139

Re: WH Defensive Stat priority

Post#4 » Sun Dec 04, 2016 6:05 pm

What is a prime target for wh? Squishy magic users. Usual one on one. So what helps the most to add survival or longevity to get more hits in. Usually this is pots am I right? Ap for spam and health to survive. So I would say wounds would be pretty big benefit as a third primary stat to stack. Going in order critical str. Wounds.

I would love to hear more opinions on this because I love to talk about this class and I could be totally wrong in my thoughts.

Thanks

Spacecraft
Posts: 139

Re: WH Defensive Stat priority

Post#5 » Sun Dec 04, 2016 6:14 pm

Also does parry work with all incoming melee or just target selected?

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shaggyboomboom
Posts: 1230

Re: WH Defensive Stat priority

Post#6 » Sun Dec 04, 2016 6:43 pm

Spacecraft wrote:Also does parry work with all incoming melee or just target selected?
All

Usually go for sorcs, zealots and heal doks.
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Vandoles
Posts: 249

Re: WH Defensive Stat priority

Post#7 » Tue Dec 06, 2016 11:42 am

Parry is godly, because once a melee turns on you and your feinted positioning is off or your burst fails, you're dead unless you get a few good parries in.

Since parry is difficult to get, considering you'll probably drop most if not all of your renown points in crit, you'll probably be getting defensive stats through changing gear.

The thing is, a WH will gimp himself majorly unless he goes cookie cutter assasin - i.e. anni, strength talis and all of that. It's only around Invader when you hit a good strength cap and can diversify some of your gear. With the gear available, the only way you'll be a danger is if you go full strength, **** everything else.

If, however, you can have a choice between three pieces (maybe a cloak, I guess, before you can get the crit cloak or accessories or gear before anni) with different defensive stats and not parry, it should go something like this:

Wounds>>>>>>>>> toughness if below some number like 180 > initiative (which you'll normally have at a high level anyway, to be honest).

Armor is debatable, because usually you'll die to mdps unless you parry anyway and armor will rarely come into play. If you jump on a WE and he starts bashing you, chances are it'll ignore armor (your fight should end before feinted positioning ends anyway). And as I said, armor can usually be improved by armor talis and you can't afford to gimp your strength that much.

When using potions I think armor is the best choice though, because the armor potion makes an actual difference in your stats, whereas a wounds potion a little less.

On dodge and disrupt - I personally run a specified WITCH hunter specc with shroud of magnus (100% disrupt chance for 7 secs) and vindication (35% damage after you disrupt a spell). So I've never needed any disrupt.

Dodge...I mean, once a squig gets you in range, you're dead anyway. Dodging one hit from his 50 in a row won't change anything.

Disrupt if you go the usual cookie cutter specc without shroud of magnus should be pretty good, i'd think, considering a disrupted dot delays any damage on you by a whole 3 seconds. But I think disrupt's case is quite simply, that you just replace parry with disrupt as per your playstyle. Like how I go for casters with my burst and then reorientate to melee, so I don't need the disrupt (the caster is already dead and I've used my shroud), so I need parry. If you prefer to lurk around the backside, intercept mdps going for the heals and rdps, you're using your burst on the mdps and dropping them, so reason suggests you'd need more disrupt.

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