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[Bright Wizard] bad in small scale, solo, or scenarios?

Discuss Knight of the Blazing Sun, Bright Wizard, Witch Hunter, and Warrior Priest.
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EnglishBob
Posts: 20

[Bright Wizard] bad in small scale, solo, or scenarios?

Post#1 » Tue Aug 18, 2026 5:22 pm

With the long casts and the cloth armour, these guys seem to be only any good when being carried by others?

Can they work early game if they're not protected by good players and/or can get hidden in a blob?

Fakeyou
Posts: 8

Re: [Bright Wizard] bad in small scale, solo, or scenarios?

Post#2 » Tue Aug 18, 2026 5:38 pm

yeah this class super bad all aspect this game

DirkDaring
Posts: 513

Re: [Bright Wizard] bad in small scale, solo, or scenarios?

Post#3 » Sat Sep 05, 2026 5:10 pm


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Nameless
Posts: 1648

Re: [Bright Wizard] bad in small scale, solo, or scenarios?

Post#4 » Sun Sep 06, 2026 2:09 am

They are not perfect but could do the job decent on all modes.
That myth about long cast especially for st spec is quite delusional. You got quite alot instant and 1 sec cast skills so meh about long casting
The problem on bw is high disrupt rates and facing too many cleansing tools
Mostly harmless

K8P & Norn - guild Orz

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Lion1986
Posts: 517

Re: [Bright Wizard] bad in small scale, solo, or scenarios?

Post#5 » Sun Sep 06, 2026 6:41 am

Nameless wrote: Sun Sep 06, 2026 2:09 am The problem on bw is high disrupt rates and facing too many cleansing tools
no. the problem is that BW kills himself while casting so you help enemy team killing you faster, considering combustion is unpreventable damage.
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Lion1986
Posts: 517

[Bright Wizard] bad in small scale, solo, or scenarios?

Post#6 » Sun Sep 06, 2026 6:44 am

Nameless wrote: Sun Sep 06, 2026 2:09 am The problem on bw is high disrupt rates and facing too many cleansing tools
no. the problem is that BW kills himself while casting so you help enemy team killing you faster, considering combustion is unpreventable damage.
My new Healer's UI pack: viewtopic.php?t=53304
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ElectricRinku
Posts: 10

Re: [Bright Wizard] bad in small scale, solo, or scenarios?

Post#7 » Sun Sep 06, 2026 7:22 pm

Lion1986 wrote: Sun Sep 06, 2026 6:44 am
Nameless wrote: Sun Sep 06, 2026 2:09 am The problem on bw is high disrupt rates and facing too many cleansing tools
no. the problem is that BW kills himself while casting so you help enemy team killing you faster, considering combustion is unpreventable damage.
You both have valid points imo

I think the mechanic of RNG dmg to yourself is really unfun for the user and not well thought out in Warhammer Online.

It would be better if you just build your resource then toggle on to spend it at the cost of hp with a cooldown that discourages spamming it so you want to use it at the right time.

Either that or give BW/Sorc a shield that costs 50 combustion/black magic and lasts 10s with a 10s cd. Make this shield also take double damage from non-backlash sources. That way you can at least maintain a shield on yourself that absorbs your own combustion dmg but would still break easy when focused so as not to drastically increase BW/Sorc survival.

I also think giving BW/Sorc an AoE around target detaunt for 5s with a 20s cd could be a good idea. Let's you create windows to relieve pressure but also keeps a clear kill window for the BW/Sorc too but the BW/Sorc might feel just a little bit less helpless when mass focus fired and enemy teams could simply wait out the duration and go for the kill within the 15s window.

Another idea I had was to change their shield buffs to instead cause targets it procs on to deal 1% less dmg to the Sorc/BW while take 1% more dmg from them and their teammates with the damage taken increase part stacking up to 5 times. The idea would be to give BW/Sorc a niche of them and their team potentially being able to offensively punish enemy teams who focus the Sorc/BW too hard for too long.

And this is a big change that I am unsure about because the BW/Sorc damage profile is already so good and satisfying as is but for Slow Boil/Vision of Torment and Boiling Blood/Word of Pain what I would suggest is swap their durations in making Boiling Blood/Word of Pain explode after 5s baseline and increase the base dmg but remove or rework the tactic and make Slow Boil/Vision of Torment last 10s and make them explode when the target is hit by a Path of Incineration/Path of Agony(the hardcasting tree) ability and remove the passive AP drain but add when dispelled the dispeller loses 40 AP. The idea is it adds to the burst rotation while providing a dispel protection that ends when you finish your burst but if the dispeller does decide to dispel it then it is significant enough amount of dmg is lost from the burst but it is a risk the healer can choose to make or not.

I think it is reasonable for them to make the Sorc/BW a tad bit less team-reliant and a bit more accessible because it is the traditional spellcaster class of the game, not a pet caster or healer offspec, but one of the quintessential MMORGP archetypes that many people enjoy and want to play in Warhammer but the game's mechanics can make it so harsh and unfun to enjoy.

Obviously the big AoE you can do in org wbs and the timestamping people who don't understand how to counter a massively telegraphed and obvious setup on burst are fun aspects that give the class highlights and bring people back to them, but the glaring and blatant problems with the class still exist nonetheless.

Oh and for the love of god for sorcs make it so the disarm cannot be disrupted or blocked...

I'm just some random who has been leveling Sorc/BW and soon 80 on both and thought I'd share some of the thoughts I've had while playing them.

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