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Witch Hunter improvements

Knight of the Blazing Sun, Bright Wizard, Witch Hunter, Warrior Priest
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Faef
Posts: 88

Witch Hunter improvements

Post#1 » Fri Jul 21, 2017 10:35 am

With the forthcoming client patching ability and the potential to rework / amend classes I wondered if anyone has been thinking about what they would like to see happen with the witch hunter.

I would like us to have some more playstyle options, something that makes us more group and warband friendly and bring a bit more parity with witch elves. Having played both, the WE is a lot more forgiving and has many more play style options.

Post rr 60, this tends to even out in terms of effectiveness, as you are able to afford to spec both crit and parry, but even then you are still limited in choices as a WH.

For example, where they differ, as a WE, you have decent self heals in terms of the kisses proc tactic and sacrificial stab, along side good absorption, or good mobility in terms of swift pursuit and still able to achieve respectable crit through frenzied mayhem. This is before we even talk about spending renown points.

A WH has to make a choice between defence or out and out dmg pre rr60, a WE has the tools to achieve both and the choice to pick as per you want to play. (not gonna compare parry to self heal/absorp, the advantages of the latter are obvious).

They dont need to be identical, im sure a clever soul such as Torque could come up with some fun alternatives. It would be great to see some parity in choices for the WH and less reliance on parry.

I noticed in the bug tracker theres talk of an ICD being added to riposte. The fact that isn't in place (if it happens) covers a lot of sins for a WH.

I've tried many different spec templates with the WH and I still come back to parry/som/bal spec as the best, not just in terms of roaming, which isnt to be considered, but to be able to survive long enough in group/wb fights.

There is so much armour on people now (more so than 6 months ago, I took a short break), given they can boost key stats from mixing sets. that you need to have a bit of survivability imo.

Further, in my group/wb fights, to be able to keep up with a melee train, or effectively dip in and out on targets, once my rd is on cool down, im pretty much screwed, I cant keep up for assists nor retreat from backline targets. The more you spec into RD the more you take away from your other defences/dmg. If you dont, you end up perma snared in longer fights.

Anyway, things I would like to see:

- Detaunt countering (both classes), we are light armoured, we have to risk everything to get in close and all someone has to do to negate that is push a single button? SOM aside, I dont have this ability against RDPS, this is the single, massive, imo unfair, advantage RDPS/healers have. Theres no punishment for poor positioning or lack of awareness on their part.
- Some alternate play choices for WH
- Some mobility options for WH like the WE
- Less reliance on parry
- Less torment spam
- Snapshot/Dagger needs revisiting (that seems to be happening anyway).

Just my thoughts and experiences of both classes, be interested to know what other people think or would like to see.

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Kali14
Banned
Posts: 340

Re: Witch Hunter improvements

Post#2 » Fri Jul 21, 2017 10:52 am

WH is unplayable and useless in WB like his aoe dps. But still great in small fights like his single target dps. Snap shoot with 5 sec CD is not fair.

My dream is give him an ability to increas his armour x2 like SW have and some better AOE dps.

Atropik
Posts: 708

Re: Witch Hunter improvements

Post#3 » Fri Jul 21, 2017 12:48 pm

Faef wrote:Having played both
Thats an obvious thing, otherwise you would never mention or rely on arguments like:
Faef wrote:For example, where they differ, as a WE, you have decent self heals in terms of the kisses proc tactic and sacrificial stab, along side good absorption, or good mobility in terms of swift pursuit and still able to achieve respectable crit through frenzied mayhem. This is before we even talk about spending renown points.
Kali14 wrote:Snap shoot with 5 sec CD is not fair.
I used to have 3 sec cd on my WE. And after last patch, i noticed, it has no cd anymore, must be a bug, who knows, it doesnt brings a lot into gameplay.
Last edited by Atropik on Fri Jul 21, 2017 12:52 pm, edited 1 time in total.
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shaggyboomboom
Posts: 1230

Re: Witch Hunter improvements

Post#4 » Fri Jul 21, 2017 12:50 pm

dragongun was supposed to re-done when Aza was around, but those great days have come to pass ;/
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Atropik
Posts: 708

Re: Witch Hunter improvements

Post#5 » Fri Jul 21, 2017 12:55 pm

shaggyboomboom wrote:dragongun was supposed to re-done when Aza was around, but those great days have come to pass ;/
That was another change that changed nothing.
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shaggyboomboom
Posts: 1230

Re: Witch Hunter improvements

Post#6 » Fri Jul 21, 2017 12:57 pm

truth is, if you want aoe just get that slice/razor tactic, hits 9 targets, not 3
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Faef
Posts: 88

Re: Witch Hunter improvements

Post#7 » Fri Jul 21, 2017 2:23 pm

Atropik wrote:
Faef wrote:Having played both
Thats an obvious thing, otherwise you would never mention or rely on arguments like:
Faef wrote:For example, where they differ, as a WE, you have decent self heals in terms of the kisses proc tactic and sacrificial stab, along side good absorption, or good mobility in terms of swift pursuit and still able to achieve respectable crit through frenzied mayhem. This is before we even talk about spending renown points.
Either your sarcasm is so dry i'm not getting it or... im guessing so.

I know you don't roll with those particulars but I know WE's that do and have done myself, they are perfectly valid options depending on what your doing i.e. roam, wb, 6 man etc and im not suggesting you use them all at the same time either, before someone misreads that statement.

WH dont get those options at all.

Faef
Posts: 88

Re: Witch Hunter improvements

Post#8 » Fri Jul 21, 2017 2:34 pm

Another change I would like to see for both classes is self buffing abilities such as cc protection (rd, snare prevention etc) and pots being able to be triggered from stealth. Bullets obviously can be I don't think its unreasonable for abilities that don't interact with any outside agency should be able to as well.

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Krima
Posts: 616

Re: Witch Hunter improvements

Post#9 » Fri Jul 21, 2017 3:27 pm

Dont WH also have a tactic to heal themselves? Sancfied bullets ?

Tell u the truth kiss of doom its completly garbage ! here in ROR we have 2.4 speed daggers, almost a 2h lol... on live kiss of doom could do something on a 1.5 speed dagger from lotd. Unfortunatly whoeever designed the new weapons kinda forgot that Dagger > Sword > Axe in terms of speed.

You cant say, WE got swift pursuit+ SS stab, when WHs also have BAL + inquisitor fury (very strong now with all the subjugator weapons by the way), that stuff its exclusive from both classes. It should stay that way.


What both classes need IMHO its charge... or something like when in stealth mode, speed boost of 15%. Leave both classes the way it is...dont change nothing and add stuff like that will help ourgameplay alot in 6v6. Its very ez to shut down a WE or WH in 6v6 just place a tank on top of him perma snaring, GG
Krima - WE RR 87
Carnage :ugeek:

Atropik
Posts: 708

Re: Witch Hunter improvements

Post#10 » Fri Jul 21, 2017 3:41 pm

Faef wrote: I know you don't roll with those particulars but I know WE's that do and have done myself, they are perfectly valid options depending on what your doing i.e. roam, wb, 6 man etc and im not suggesting you use them all at the same time either, before someone misreads that statement.
- Selfheal on kisses procs is a perfectly valid option? lose 15% dmg only for possibility to get healed from proc on +/-200hp is an option? kind of joke or? that may work only against some lonely WH, the fact you got suffered from it once, doesnt makes that crappy selfheal any decent.
- Sac. Stab is an option? according to its base dmg it is the weakest and the most useless finisher we has, it may be applied only from behind, and may not crit on healing effect, yea, the other 2 finishers are 50ft kd and and WB, you must be blind and extraordinaly stupid to pick up SS instead of these 2.
- Frenzied Mayhem is an option? Ive done tons of math, and i can insure you, any of +15% dmg tactics WEs has (ToB, MT, Flanking) are twice more effective to FM. Even aa haste would provide much more dmg for WE. To be honest FM is a thread for the real side discussion, and some of novice WEs and WHs were always huge fans of it, but in fact, every experiensed WE player comes to conclusion, - with 30% crit unbuffed ud better spend some tactic slot on a real options xd
- Fleefooted is an option? Well, it looks great yea, but every we and wh has flee+ap pot every 30 second, and no need a tactic slot for that!
- Absorb is great, thats true, but we have to mention, the more lvled gear we have in RoR, the more useless thing absorb is. It was realy great in t3, when average player had 4k hp and could absorb 600+, for now with 7-8k hp that is not so amazing.

Faef wrote:WH dont get those options at all.
WH got the others, EW stats debuff, BAL crit tics, wh can have healdebuff and Seal of destruction at the same time - but that means nothing. WH suffers from much better desro classses composition and he has no tools to face it, WE havent to deal with goblins, ignore armore penetration proc on maras, 1st tree speced chosens with "95% parry + CS+ Cleave + touch of Pulsy" trololo cocktail in one. WE been nerfed since 1.2 patch for like 100 times, but she is still okay, much more linear since that, i have only AW on my pannel :mrgreen: , but she can stand against her enemies, WH cannot, he was just born not dead, but heavy injured, almost like SW, who was always gimp, but now he is a gimp with 1 overpowered ability. Torque is a clever guy, i belive, but with all my respect, he may only hurt the composition if he tries to do some
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