Re: Total lack of WH versatility
Posted: Thu Dec 17, 2020 4:59 am
This thread feels like some guy picked WH over slayer because of how it looks.
Warhammer Online
https://returnofreckoning.com/forum/
Boohoo, that's offensive! ;^)Atropik wrote: Thu Dec 17, 2020 4:59 am This thread feels like some guy picked WH over slayer because of how it looks.
It's all about the hat. Nothing more.Atropik wrote: Thu Dec 17, 2020 4:59 am This thread feels like some guy picked WH over slayer because of how it looks.
And whats wrong with that ? Not everyone enjoys playing midgets.Atropik wrote: Thu Dec 17, 2020 4:59 am This thread feels like some guy picked WH over slayer because of how it looks.
Ah there you are ....Of course, this is not you, but your class is underperforming, of that im sure.
Yo, its actually better to do physical dmg. I was thinking about doing a proposal change to have EB /fervor do physical dmg.abezverkhiy wrote: Wed Dec 16, 2020 10:24 pm I would also point out that WHs only have 2 abilities that do non-physical damage excluding openers. WEs have 4 and this gives them edge in this respect. Do not understand why our dot finisher are not Spirit damage, at least one of them could be.
This would allow low-geared WHs to play in it while they gear up.
And shared cooldown is a pain in the back. It sucks big time.
Respect. I would argue morale pump /drain is fairly effective in wb play and can support but is certainly the weakest path.Xergon wrote: Thu Dec 17, 2020 11:45 amAnd whats wrong with that ? Not everyone enjoys playing midgets.Atropik wrote: Thu Dec 17, 2020 4:59 am This thread feels like some guy picked WH over slayer because of how it looks.
Okay let's talk about City Instances 1st.
I would agree that WH/WE there is not much room in WB, one spot in Single Target group in format of 3 AoE groups + 1 Single Target can be very successful if executed properly. Now, is that game balance issue that best comp is to bring more AoE over ST, its hard to say. Some can argue u can try 2 AoE + 2 ST or u could also argue that u can bring 4 x ST 6mans and they should do just fine. Well it all depends who u gonna face, against some less orginzed groups or with bit worse quality players, it certainly can work, but against best comps its probably gonna struggle. The idea behind 3 AoE 1 ST is that 6 dps from AoE put enough dmg pressure on enemy while ST group either finish/execute low targets or put additional pressure on enemy healers so their group collapse under AoE pressure from the rest.
On other hand, i see completly no issue for a WH/WE(example Echo in the past) to make hes own group as 6man or 12man or 18man or even WB if u feel confident to lead, which will reserve spot for u 100%. The only issue here is that those ppl do not want to take responsibility to lead others, they want to join already premade WB so they can hide in the background doing their own (not always most efficient) stuff.
ST WH/WE is very powerful, u have access to both HealDebuffs Incoming and Outgoing, on top of other debuffs, on top of that u have a lot tools to escape/avoid danger. But yes, still, if anyone brings more than 1/2 WH thats mostlikely hinder ur composition.
Now, if u would like to give WH/WE AoE (which most likey wont happen as Devs are against that). Well, WH/WE had period in the past with semi AoE spec which was okay at most. Razor/Slice hitting 9targets with tactis looks to me a fine, and even then, i would argue that ST WH brings more potential than last AoE version. Moral Buff/Debuff was okayish tool but not a game changer in any cases. Here is a vid of that kinda WH in City facing strong enemy in City Siege, when WH/WE had access to semi AoE spec:
Click here to watch on YouTube
Right now, in my opinion the most usefull spec to bring WH is full ST middle path with M4 that removes healing on target for 15s, this one ability basically should guarantee u a win in stage3 (ofc giving that fights are close for boths sides and there is no stomp).
Now, about oRvR, in current format there will be no spot for either WH/WE in full 24 roster that wants to fight enemy zerg, AoE is bread and butter in that enviroment nothing else matter, and w/o WH/WE have no use there in current state. But if we talking about smaller roaming groups 6/12, then there is a lot room and potential for WH/WE to perform in that enviroment.
All above is simply analize from experience and based on gameplay. So back again to the topic, just because stacking other melee dps classes is most efficient way to build City Comp that doesnt mean its class balance issue. And believe me u can be very successful with completly odd setups, if u have right mindset, right players behind classes.
Sancified oil to the middle tree , no fanatical cleasing to core and reduce noAkalukz wrote: Thu Dec 17, 2020 2:26 pm A couple of simple changes could change the WH tremendously
Swap Sanctified Oil to the Middle Tree
Move Fanatical Cleansing to Core, reduce to 33%
Move Atonement up to 7 pt tactic increase to 50% chance
Move Blood Faith an Fire to 3 pt Judgement and change to group 25% speed buff within 100 ft, doesn't affect self.
EDIT: to give thoughts
Swap - This will better allow the WH to drop heal debuff on targets and a chance to get away.
Fanatical cleansing - gives marginally better damage without huge investment
Atonement - Plays great into single target groups - Possibly increase even more or based on accusations - 1 (25%) 2 (50%) etc
BFF - Again plays well into Single Target group play. Allows the team to get to WH once in position.