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Witch Hunter improvements

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vouzou
Posts: 133

Re: Witch Hunter improvements

Post#31 » Sun Jul 23, 2017 1:42 am

Make path of confession and path of carnage abilites aoe one's without the need of tactic!!!
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Toldavf
Posts: 1586

Re: Witch Hunter improvements

Post#32 » Sun Jul 23, 2017 6:18 am

vouzou wrote:Make path of confession and path of carnage abilites aoe one's without the need of tactic!!!
It would be better to fix the single target of that wh than to give it some soso aoe.
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Kali14
Banned
Posts: 340

Re: Witch Hunter improvements

Post#33 » Sun Jul 23, 2017 7:50 am

Most People would prefer to be more useful in teamwork like WB or even PQ and this can only be changed by improving the AOE dps.

My idea is Sweaping Razor tactic hit 9 targets and CD of Dragon Gun is reduced to 5 sec.

kryss
Posts: 456

Re: Witch Hunter improvements

Post#34 » Sun Jul 23, 2017 8:49 am

Kali14 wrote:Most People would prefer to be more useful in teamwork like WB or even PQ and this can only be changed by improving the AOE dps.

My idea is Sweaping Razor tactic hit 9 targets and CD of Dragon Gun is reduced to 5 sec.
Fluff, armor mitigated damage won't do much to solve the problem, and the ini aoe debuff is neglected even today, so

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Hastykrasty
Posts: 115

Re: Witch Hunter improvements

Post#35 » Sun Jul 23, 2017 10:10 am

Or buff Trial by Pain making it an AoE cone damage ability instead of single target.
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Jaycub
Posts: 3130

Re: Witch Hunter improvements

Post#36 » Mon Jul 24, 2017 4:16 pm

An example that would work, but would be OP would be if Dragon gun had a 50% incoming healdebuff effect. Or a zergbusting ability that dealt damage in an AoE everyone someone used a skill effected by it, so if you hit 9 ppl and they kept spamming abilities near each other they would take insane damage.

Really that's where you would start with WE and WH is giving them a powerful effect on an AoE move and then adjusting from there. Really tho you want to play off of their in and out disruption style play that is assisted by stealth. So get into the fray, use something to cause a big disturbance or cripple a group, maybe get a st kill and get out, instead of the traditional front line brawling of say a slayer.
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Juppstein
Posts: 34

Re: Witch Hunter improvements

Post#37 » Mon Jul 24, 2017 6:11 pm

Heretic thought......if the WH could impersonate/mask as another destruction class like a WE, a la TF2 spy, for a limited amount of time. The feature would need to be on a pretty sensible timer though. Wouldnt that give additional options in RVR on how a WH/WE could contribute to the war effort?
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qwerty113
Posts: 272

Re: Witch Hunter improvements

Post#38 » Mon Jul 24, 2017 8:11 pm

wh as a we need more melee power and 30-35 crits minimum, cus its very hard to kill armor abuser like shammy or doc now, almost impossible. MP and Crits was nerfed to much, 12 mp on each 45rr weapons, rly ? give us 30 at least and more str in genesis jewelry or MP in conc set bonuses.
Second one - stealth class need some speed bust like "odjira" in live, cus its insine to use always flee to catch any shammy or squig.
And yeah we stronger class than wh, becouse 2 tactic's +15% and strong abilities like PA with selfbuffs, "elixir of insine power" in main mastery tree compared to wh's Seal of Destruction in second unusing mastery.
BAL its bulshit if you have 8-10k hp can be using only behind and can be parried, we finishers hits twice which gives more chance to avoid parry and crit hit
Last edited by qwerty113 on Mon Jul 24, 2017 8:23 pm, edited 1 time in total.
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TenTonHammer
Posts: 3806

Re: Witch Hunter improvements

Post#39 » Mon Jul 24, 2017 8:23 pm

qwerty113 wrote: And second one - stealth class need some speed bust like "odjira" in live, cus its insine to use always flee to catch any shammy or squig.
Because of 2 classes


No screw that, 1 tactic

You want to re add one of the most broken proc nonsense from live?



Why

Why after all the CC tools on order is it still not enough to deal with 2 classes? Why does there need to be even more CC?


At this point how about we just get rid of run away! and in retun slash the amount of CC option on order in exchange?
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qwerty113
Posts: 272

Re: Witch Hunter improvements

Post#40 » Mon Jul 24, 2017 8:26 pm

TenTonHammer wrote:You want to re add one of the most broken proc nonsense from live?
And speed shammy's tactic and autodetaunt its not broken live tactics ? that is disbalance)
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