Dabbart wrote:Changing the CD to 30s would mean that a WH could, in a 1min7s span, achieve 100% dodge/disrupt for 21s using M1 and x2 Shroud of Magus, and 17s of 100% parry with Repel Blasphemy. With only a small amount of Morale boost, a WH could maintain this. 1/3 of all time spent in combat "could" be with 100% dodge/disrupt(and over 1/4 of the time with 100% parry, but they can do that already) That alone is very powerful, add in Sigil of Sigmar for root/snare immunity and Declare Anathema with self punt... All of a sudden WHs become really, really hard to kill. And this with the current "issues" perceived towards avoidance rates...
WE doesn't have RB mirror so the Parry isn't a factor, but has Swift Movements and Swift Pursuit, along with the aforementioned amount of Dodge/Disrupt time, again. Drastically increases the survival potential. A solid 12s of 100% dodge/disrupt along with Fleet-Footed/flee(if you don't want to spec Swift Pursuit[which you should])/AP pot/stealth would make it nearly impossible to catch a clever WE.
None of this takes Stealth or KD(of which, both classes now have access to a rKD and a normal KD[depending on spec]) into account. Along with ability to dodge/disrupt/parry DoTs on every tick the proposed change seems more than a little excessive to me.
Edit: Plus, this change would basically guarantee that every WH/WE has stacked RR into Crit, even more than currently, as defensive RR would almost be redundant.
1min7sc, as in 67 sec, what a nice choice there for a timeframe of OPness.
Yes, they initially might pop SoM and gain 7 seconds of safety against Sorc/Magus(dps shaman dps zealot), followed by them possibly using M1 to gain safety against SH/enemy mdps for 7 seconds. For moral then they wait 53 seconds until gaining similar protection, or in case of WH, keep using RepelBlashpemy business as usual (no help against rdps).
Yet, this already exists in game, and from my WE and Sorc POV Witchhunters keep dying left and right, meaning they are either quite weak at staying alive or I just run in company that makes sure WHs remain weak and dead.
The parry buff of them barely keeps them alive against any enemy with brains that either knows how to remove it, or knows enough to avoid duel during those seconds when the buff is up, or really makes sure to hit them from behind.
The M1 is on 60 sec rotation, and many still prefer M1 SN for fast kills instead of the defensive one, you know, because they play the class in a way that maximize gank damage.
SoM is ridiculously underused, possibly perhaps because of how much better SoD is for making sure something dies, and after using SoD they then wait 60 sec and hope someone doesn't burst them from distance easypeasy during this timeframe. Same goes for WE, pop EoIP to get a kill, then wish that during next 60 sec no BW decides to burn you down and melt you from distance as you soak up all the magical dmg.
7 secs coverage against enemy magic is not "excessive" out of every 30 second, and I say this as Sorc and BW player. Its stupid easy to kill a light armored class from distance, and even if they pop SoM/EoC, you just wait 7 seconds and then start rotation again.
And even if they had access to SoM every 30 sec, many of us would very much still go for SoD/EoIP to get better killing potential, willingly sacrificing time and time again that extra offensive juice and secure a kill before we melt again when facing some decent rdps who knows how to kite a mdps to death.
Also let me ask you this, what is the current "archenemy" of any decent playing Sorc or BW? It's other Sorc and BWs, because of how powerful we are at doing ranged dmg, the light armoured classes trying to kill us barely achieve a thing.
Yet, as class designs go, We and WH should be the pros at hunting down enemy backline casters, yet currently are far from being considered a massive threat when you play in proper party. Sure, you can gank pugs and deal high dmg against players in pug scenario parties, but facing any decent opposition, the class fails spectacularly short of being a credible threat.
The purpose of Elixirs/Relics is to make WE/WH that spooky and deadly caster harassing class, and the current 7 sec every 60 sec is just not doing it.
To all those saying 7 sec of Disrupts guaranteed every 30 sec is much, it still leaves you wide open for the 23 seconds which allows about 3x Sorc/BW burst rotations to land on you, and still doesn't cover physical rdps and still keeps you dying to other enemy mdps players. I'd say test it, and if you somehow suddenly notice imba WE/WHs all over the place wreckings magical casters, then maybe limit it. However I am somewhat sure that any good caster will notice the buff, wait 7 second and then melt the "witch hunter" from distance, business as usual.
Also throwing in some stats: I play my Sorc during EU evening in endgame RvR, have been collecting kill:death statics with Deathblow addon, between June and mid November, 4.6% of kills done on me were by a WH, so much for being "witch hunters" and threat to sorcs. (Main cause of death being BW, SW, Engi, Slayer like 70%)
https://i.imgur.com/H6LdOM6.jpg