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Is WP dps viable?

Discuss Knight of the Blazing Sun, Bright Wizard, Witch Hunter, and Warrior Priest.
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Fallenkezef
Posts: 1492

Re: Is WP dps viable?

Post#41 » Sun Nov 05, 2017 7:52 pm

lefze wrote:As long as you run in a good 6 man and dedicate yourself fully to actually being a dps it can work great.
Aye, every spec can be viable just needs work and the right team.

Also it all comes down to having fun, this is a game afterall.
Alea iacta est

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peterthepan3
Posts: 6509

Re: Is WP dps viable?

Post#42 » Sun Nov 05, 2017 9:21 pm

Only really works in scenarios, or 6v6 vs bad players. I think skill ceiling is pretty high to play it properly: not just DPS, but knowing when to use sigmar's shield on focused enemies, knowing when to divine assault, knowing when to pop Hammer+quickrez for teammate.

You absolutely need an IB or a WL in the group for maximum efficiency.

Best groups for a DPS WP imo, having tested it a lot:

DPS WP/WL/DPS SM/2H KOTBS
Go PoR tactic and get Soulfire. Synergises beautifully with SM double spirit debuff. Essential to go PoR for WL/SM comp, as it relies on hitting hard. WL provides armor debuff, so you should use the epic weapon with the proc/snare.

DPS WP/WH/DPS IB or BL tank (preferably IB)/2H KOTBS
WH with either bal/abso/EW. IB with parry. More resilient/endurance-based comp than the above comp.

DPS WP/SL/DPS IB or BL tank/2H KOTBS
Same thing basically, but more of a brawler comp.

Advantages of the 2nd and 3rd comp is that you bring 2 x INC HD, which is a luxury destro MDPS have most of the time anyway.

Unfortunately, most Wrath WPs I have seen are either playing solo (which is bad), or with the wrong comps. You should always be capitalising on AA haste, too.
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WarriorPriest
Posts: 31

Re: Is WP dps viable?

Post#43 » Wed Nov 15, 2017 4:44 am

We just got a change and the Salvation tree Warrior Priest is still a healbot, Grace doesn't know what it is and Wrath is still mega underpowered and the response is to make Salvation even better when it is still the only viable tree?

The "I stand in the back and I heal heal heal" specialization that goes against what the class is supposed to be for the sake of everyone else's enjoyment except your own is the only one that is looked after?

Before this game was dumbed down by Electronic Arts, the intended design of the Warrior Priest matched what he is in the lore of Warhammer Fantasy Battles. That of a zealous, pious and mighty champion of the Empire who worships the warrior god Sigmar through ascetic personal values, and crusading across the Empire and wielding his sacred hammer and engaging in melee combat against the evils of The Old World. They are missionaries who join and lead regiments and armies of the Elector Counts and wander abroad the land founding fortified temples in order to raise and command armies of religious fanatics to fight the enemies of The Empire.

In fact there was no designated healers and everyone was supposed to fight. By tier four his priestly armoured cassock scaled up to the similar protective values of the heavy armour worn by the tank classes.

In juxtaposition to the Disciple of Khaine who is supposed to be fast with a lot of small hits and have a lot of dirty tricks and utility abilities, the Warrior Priest was supposed to be a slow tanky melee dps whose slow hits with his great hammer hit devastatingly hard.

To my mind in order to appease everyone why would you not just split the class by segregating the Salvation tree from the Grace and Wrath trees? That way if you want to be a heal bot you can't specialize in the other two trees and are locked in as one, and that makes way for the other two specializations to be properly developed.

The Grace tree would mean you still have good healing abilities but you actually have to fight to heal others, and the Wrath tree would have poor healing abilities but good offensive and defensive abilities.

There are at least 1400 players in this game. It is not like there are only six Order characters fighting six Destruction characters at any given time. A lot of people don't even want to pvp 24/7 and like the public quests and exploration and pve content. The argument that it only works if everyone only has one role is both facetious and self serving.

The pvp in this game is to me just a bizarre Counter Strike/MMO RPG attempt that draws in a whole lot of people who just want to zip around a bland landscape spamming buttons on the most offensive and least involved character type available for the thrill of watching the death animation of other characters over and over again.

I think It would be a lot more fun and involved if instead of an arena style it was a mmo rpg hybrid that was mixed with emulating a proper Warhammer Fantasy battle between two armies. If characters had to stay together like proper units and a lot of npcs and war machines etc were involved in the actual battles.

What about a system where you can get npcs of lesser calibre to fill out key positions in a unit or warband if you don't have the players necessary to attack a keep or a battle field objective. It would certainly add to the immersion.

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shaggyboomboom
Posts: 1230

Re: Is WP dps viable?

Post#44 » Wed Nov 15, 2017 8:23 am

WarriorPriest wrote:We just got a change and the Salvation tree Warrior Priest is still a healbot, Grace doesn't know what it is and Wrath is still mega underpowered and the response is to make Salvation even better when it is still the only viable tree?

The "I stand in the back and I heal heal heal" specialization that goes against what the class is supposed to be for the sake of everyone else's enjoyment except your own is the only one that is looked after?

Before this game was dumbed down by Electronic Arts, the intended design of the Warrior Priest matched what he is in the lore of Warhammer Fantasy Battles. That of a zealous, pious and mighty champion of the Empire who worships the warrior god Sigmar through ascetic personal values, and crusading across the Empire and wielding his sacred hammer and engaging in melee combat against the evils of The Old World. They are missionaries who join and lead regiments and armies of the Elector Counts and wander abroad the land founding fortified temples in order to raise and command armies of religious fanatics to fight the enemies of The Empire.

In fact there was no designated healers and everyone was supposed to fight. By tier four his priestly armoured cassock scaled up to the similar protective values of the heavy armour worn by the tank classes.

In juxtaposition to the Disciple of Khaine who is supposed to be fast with a lot of small hits and have a lot of dirty tricks and utility abilities, the Warrior Priest was supposed to be a slow tanky melee dps whose slow hits with his great hammer hit devastatingly hard.

To my mind in order to appease everyone why would you not just split the class by segregating the Salvation tree from the Grace and Wrath trees? That way if you want to be a heal bot you can't specialize in the other two trees and are locked in as one, and that makes way for the other two specializations to be properly developed.

The Grace tree would mean you still have good healing abilities but you actually have to fight to heal others, and the Wrath tree would have poor healing abilities but good offensive and defensive abilities.

There are at least 1400 players in this game. It is not like there are only six Order characters fighting six Destruction characters at any given time. A lot of people don't even want to pvp 24/7 and like the public quests and exploration and pve content. The argument that it only works if everyone only has one role is both facetious and self serving.

The pvp in this game is to me just a bizarre Counter Strike/MMO RPG attempt that draws in a whole lot of people who just want to zip around a bland landscape spamming buttons on the most offensive and least involved character type available for the thrill of watching the death animation of other characters over and over again.

I think It would be a lot more fun and involved if instead of an arena style it was a mmo rpg hybrid that was mixed with emulating a proper Warhammer Fantasy battle between two armies. If characters had to stay together like proper units and a lot of npcs and war machines etc were involved in the actual battles.

What about a system where you can get npcs of lesser calibre to fill out key positions in a unit or warband if you don't have the players necessary to attack a keep or a battle field objective. It would certainly add to the immersion.
And this is related to OT?
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peterthepan3
Posts: 6509

Re: Is WP dps viable?

Post#45 » Wed Nov 15, 2017 12:13 pm

WarriorPriest wrote:We just got a change and the Salvation tree Warrior Priest is still a healbot, Grace doesn't know what it is and Wrath is still mega underpowered and the response is to make Salvation even better when it is still the only viable tree?

The "I stand in the back and I heal heal heal" specialization that goes against what the class is supposed to be for the sake of everyone else's enjoyment except your own is the only one that is looked after?

Before this game was dumbed down by Electronic Arts, the intended design of the Warrior Priest matched what he is in the lore of Warhammer Fantasy Battles. That of a zealous, pious and mighty champion of the Empire who worships the warrior god Sigmar through ascetic personal values, and crusading across the Empire and wielding his sacred hammer and engaging in melee combat against the evils of The Old World. They are missionaries who join and lead regiments and armies of the Elector Counts and wander abroad the land founding fortified temples in order to raise and command armies of religious fanatics to fight the enemies of The Empire.

In fact there was no designated healers and everyone was supposed to fight. By tier four his priestly armoured cassock scaled up to the similar protective values of the heavy armour worn by the tank classes.

In juxtaposition to the Disciple of Khaine who is supposed to be fast with a lot of small hits and have a lot of dirty tricks and utility abilities, the Warrior Priest was supposed to be a slow tanky melee dps whose slow hits with his great hammer hit devastatingly hard.

To my mind in order to appease everyone why would you not just split the class by segregating the Salvation tree from the Grace and Wrath trees? That way if you want to be a heal bot you can't specialize in the other two trees and are locked in as one, and that makes way for the other two specializations to be properly developed.

The Grace tree would mean you still have good healing abilities but you actually have to fight to heal others, and the Wrath tree would have poor healing abilities but good offensive and defensive abilities.

There are at least 1400 players in this game. It is not like there are only six Order characters fighting six Destruction characters at any given time. A lot of people don't even want to pvp 24/7 and like the public quests and exploration and pve content. The argument that it only works if everyone only has one role is both facetious and self serving.

The pvp in this game is to me just a bizarre Counter Strike/MMO RPG attempt that draws in a whole lot of people who just want to zip around a bland landscape spamming buttons on the most offensive and least involved character type available for the thrill of watching the death animation of other characters over and over again.

I think It would be a lot more fun and involved if instead of an arena style it was a mmo rpg hybrid that was mixed with emulating a proper Warhammer Fantasy battle between two armies. If characters had to stay together like proper units and a lot of npcs and war machines etc were involved in the actual battles.

What about a system where you can get npcs of lesser calibre to fill out key positions in a unit or warband if you don't have the players necessary to attack a keep or a battle field objective. It would certainly add to the immersion.

Spoken like someone that has no idea how incredibly hard it is to balance/make viable a melee healing class in PvP. It has been tested, things have been tried out, yet there is still to be a variant that isn't either: a) overperforming (.ab ex); b) underperforming (current melee heal, in most situations).

As for the rest of your stuff: there is already enough PvE embedded into current rvr/sc, look at the siege weapons, keep lords and, of course, the legendary cannons and warcamp guards!
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Leecifer
Posts: 130

Re: Is WP dps viable?

Post#46 » Wed Nov 15, 2017 4:50 pm

I agree that it is very difficult to balance in a game like WAR especially with the "mirrored" classes. I just think more time needs to spent on WP trees. Alot of balance changes go out for other classes and very little is done for WP on a monthly basis.

WTB a Bigger, slightly less wet, noodle to hit dezzy wit.
Montague
Rickless - WP
Fridge - IB
Clokwerk - ENGI
Katie - Shaman

WarriorPriest
Posts: 31

Re: Is WP dps viable?

Post#47 » Wed Nov 15, 2017 5:39 pm

Okay.

What I would do to fix the Wrath specialization:


Avatar of Sigmar:

Currently it is a morale ability sitting right at the top of the Wrath specialization tree block. Keep it right at the end as the last thing you get in Wrath specialization but change it from a morale ability to a slotted tactic that gives you the bonuses passively while you have it slotted. With it being right at the top of the Wrath tree no one else will have verily access to it. It is for the melee specialization.


Penance:

Currently it is a level three morale ability that does up to 1200 damage and inflicts a conditional six second stagger that is broken if the target takes any form of damage. Change it to be a level four morale ability, up the damage to a maximum of 1300 and make the six second stagger unconditional.


Smite:

Cut the cool down timer on this in half and it is good.


Soulfire:

Make it an instant ability with a two second timer and increase the maximum amount of damage it can do by 100.



With these changes you have your melee specialization tactic to put you ahead of Grace and Salvation in fighting, you have your level four morale finishing move, and you have great synergy between this version of Smite & Soulfire and what was already done with Hammer of Sigmar.

Ashe
Posts: 8

Re: Is WP dps viable?

Post#48 » Thu Nov 16, 2017 2:33 am

I believe that we need one change that has already been introduced a long time ago. This is the wilpower overflow in str when you enable the Prayer of Righteousness. We have a set of laughs only to look at Bistlord.
We do not have an armor debuff (impossibility of stacking weapons skills), we do not have CC, CC break, and we do not have RD and CW. There is no initiative on DPS sets

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Arteker616
Posts: 413

Re: Is WP dps viable?

Post#49 » Thu Nov 16, 2017 4:31 am

Ashe wrote:I believe that we need one change that has already been introduced a long time ago. This is the wilpower overflow in str when you enable the Prayer of Righteousness. We have a set of laughs only to look at Bistlord.
We do not have an armor debuff (impossibility of stacking weapons skills), we do not have CC, CC break, and we do not have RD and CW. There is no initiative on DPS sets
u have snare , ini debuff, thoughnes debuff, and more armour most mdps have

User avatar
shaggyboomboom
Posts: 1230

Re: Is WP dps viable?

Post#50 » Thu Nov 16, 2017 7:14 am

WarriorPriest wrote:Okay.

What I would do to fix the Wrath specialization:


Avatar of Sigmar:

Currently it is a morale ability sitting right at the top of the Wrath specialization tree block. Keep it right at the end as the last thing you get in Wrath specialization but change it from a morale ability to a slotted tactic that gives you the bonuses passively while you have it slotted. With it being right at the top of the Wrath tree no one else will have verily access to it. It is for the melee specialization.


Penance:

Currently it is a level three morale ability that does up to 1200 damage and inflicts a conditional six second stagger that is broken if the target takes any form of damage. Change it to be a level four morale ability, up the damage to a maximum of 1300 and make the six second stagger unconditional.


Smite:

Cut the cool down timer on this in half and it is good.


Soulfire:

Make it an instant ability with a two second timer and increase the maximum amount of damage it can do by 100.



With these changes you have your melee specialization tactic to put you ahead of Grace and Salvation in fighting, you have your level four morale finishing move, and you have great synergy between this version of Smite & Soulfire and what was already done with Hammer of Sigmar.
None of this here, it'll get the thread locked.
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