I second everything this guy said. Wrath WP felt so much better to play before both single and aoe damage.Farrul wrote: ↑Thu Mar 27, 2025 1:42 am I've been playing Wrath WP intensively for the last month and here is the final verdict, long feedback inc. ( note : not 100% bis but WarLord gear and years of experience with bis mdps classes playing at the highest level). As of this moment im done with the class and won't be returning to it in this current state which i do not consider comparatively in a good spot.
So let's begin, despite big changes the WP Wrath was in practice made noticeably worse with this overhaul, however it could be turned into an improvement with some adjustments if the developers are willing and open minded to feedback. This will be negative feedback but honest and with the intention of being constructive to the dev team.
To start with, the damage took a hit. The loss of the 20% dmg on abilities and auto attacks from the old guilty soul is tangible. Sigmars wrath + Divine haste and old sigmars hammer . The increased penetration is an improvement felt vs heavy armor but overall the damage is lower and it is tangible. The new hammer of sigmars costs way too much resources. Divine Impact is as been said multiple times already, useless and something the WP does not need, and will never be specced into. It is possible the worst 9 point skill this game has ever seen? On a spec which is underperforming.
Then we have the AoE, previously the WP had a full singletarget dps spec with AoE viability through Sigmars wrath every 20. It did decent damage with old guilty souls+ sigmars wrath for the 20 second window and had full smite range. The AoE now requires a tactic slot and it lost the raw damage of the old WP. The old build was smooth and better for those deciding moments, the new aoe tactic is bland and lacks the punch. This i feel was not carefully thought out ( more later).
Utility and viability of the WP wrath. My biggest gripe with the overhaul is that it did not take the opportunity to address this issue which was talked about a lot in this forum previously. Veterans shared their thoughts but it went ignored? As been discussed already and beaten to death. No gap- closer which makes the WP wrath unique in this game. The only melee spec without one, everyone else, including the DoK mirror class has got a gap closer. Lacking this basic tool as melee when there are so many powerful ranged kiting classes can't be considered viable. To make it worse it doesn't even get a knockdown to stop anything, so neither basic gap closer nor CC. As been mentioned in previous posts, it does not even get to use ''Fee'' + AP pots to close the gap because the class is double punished when using ''Flee'' which drains all righteous fury.
Ok, there has been a lot of suggestion for some of these issues in this thread already, ill add a list and recap some of it.
1)Divine Impact: Remake it from scratch. Take the opportunity to rethink this one, add something that the spec is lacking( i.e gap- closer, knockdown etc) which is worthy of a 9 point skill placement in the tree.
2)Hammer of sigmar, lower the resource cost by a 1/4. 60-65 should be the sweetspot for this ability. Way too expensive for the damage it gives.
3)Vanquish, it is the highest lvl ability in the skill tree but worse than the White lion/ marauder ability at 9 point placement in their respective skill trees? Add the ''Undefendable trait'' like the wl/mara skill at least. A 13 point ability must feel powerful and not be a lesser version of another class lower level skill.
4)Smite. If you want to make the WP aoe viable in a warband, then the base damage must be increased ( i guess this was the intention of the dev team, warband viability, otherwise why change this in the first place?). Add a 20-25% damage increase to the tactic( like the old guilty soul) or increase the base damage of smite and in return lower the range 30 to match the average mdps aoe skill.
5)Judgement, if nothing else is considered through another ability( Divine impact or new ability, ''Comet'' which was suggested a few pages back etc) then give back the gap- closer here like it used to be, the natural choice. A 20% effect is all that is required to match the DoK mirror and the old Judgement. A speed increase instead of a snare could also be considered at the same value (20%). Does not need to be a 100% proc like the old effect, just a chance to proc as long as it is something, which is much better than nothing at all.
Patch Notes 19/03/2025
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Re: Patch Notes 19/03/2025
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Re: Patch Notes 19/03/2025
Thanks team for gutting heal AM! Can't wait to see what cool and unique changes y'all come up with next :')



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- Posts: 31
Re: Patch Notes 19/03/2025
Please put the shield specs back to how they were. It was an interesting concept, but when you add in defended attacks on top of a heal debuff on top of needing to have defenses to stay alive it’s just not with playing anymore with the reduced amount of healing. I was fine with shield spec having no place in wb play.
Re: Patch Notes 19/03/2025
Just returned recently but im puzzle by the wp/dok changes, the primary aspect of dok/wp has always being their aoe 100% upkeep detaunt.
Instead you gave then op crit tactic and you call this an improvement? 25% more heal crit ..for real?
And here i tought after the rampage nerf millestone we got into the right mindset....guess i was wrong. It's not fun play a chalice dok/wp after all the tankness nerf done over the past. Instead force dok/wp to be a medium range healer you forced them back into the backline and gave them op heal crit as compensation.
i dont think it's a great results for anyone.
Instead you gave then op crit tactic and you call this an improvement? 25% more heal crit ..for real?
And here i tought after the rampage nerf millestone we got into the right mindset....guess i was wrong. It's not fun play a chalice dok/wp after all the tankness nerf done over the past. Instead force dok/wp to be a medium range healer you forced them back into the backline and gave them op heal crit as compensation.
i dont think it's a great results for anyone.

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- Posts: 290
Re: Patch Notes 19/03/2025
Agreed. I just respec'd chalice due to the playability of Shield now. I only wish I could get a refund on all the gear I bought a few months ago. I have nothing constructive to offer to fix the current version other than go back to formulation and tweak the old version.stealthc98 wrote: ↑Tue Apr 01, 2025 1:38 pm Please put the shield specs back to how they were. It was an interesting concept, but when you add in defended attacks on top of a heal debuff on top of needing to have defenses to stay alive it’s just not with playing anymore with the reduced amount of healing. I was fine with shield spec having no place in wb play.
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Chosen
Chosen
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- Posts: 290
Re: Patch Notes 19/03/2025
The 2 detaunts stinks. I like the removal of the tactic but they should have just made the detaunt ranged and locally AOE. Instead, 90% of the time I end up using both detaunts, that last less time so it added another button/gcd.Tesq wrote: ↑Fri Apr 04, 2025 3:46 pm Just returned recently but im puzzle by the wp/dok changes, the primary aspect of dok/wp has always being their aoe 100% upkeep detaunt.
Instead you gave then op crit tactic and you call this an improvement? 25% more heal crit ..for real?
And here i tought after the rampage nerf millestone we got into the right mindset....guess i was wrong. It's not fun play a chalice dok/wp after all the tankness nerf done over the past. Instead force dok/wp to be a medium range healer you forced them back into the backline and gave them op heal crit as compensation.
i dont think it's a great results for anyone.
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Chosen
Chosen
Re: Patch Notes 19/03/2025
i even understand the problem of the old detaunt, 50% make tank's guard useless, but it could had redesign into a 30% detaunt ( and being more difficult to remove, aka 15 duation 10 CD) instead of 50% that way the guard would had always being better, at the same time the dok/wp wont had been that tanky, and they could had buff it's heal a bit; they still haven't / dont want to solve the problem of being forced to aoe hit for rec resource meanwhile you have an aoe detaunt that break on hit....and now is even worst 5 sec 15 cd...Illuminati wrote: ↑Fri Apr 04, 2025 4:09 pmThe 2 detaunts stinks. I like the removal of the tactic but they should have just made the detaunt ranged and locally AOE. Instead, 90% of the time I end up using both detaunts, that last less time so it added another button/gcd.Tesq wrote: ↑Fri Apr 04, 2025 3:46 pm Just returned recently but im puzzle by the wp/dok changes, the primary aspect of dok/wp has always being their aoe 100% upkeep detaunt.
Instead you gave then op crit tactic and you call this an improvement? 25% more heal crit ..for real?
And here i tought after the rampage nerf millestone we got into the right mindset....guess i was wrong. It's not fun play a chalice dok/wp after all the tankness nerf done over the past. Instead force dok/wp to be a medium range healer you forced them back into the backline and gave them op heal crit as compensation.
i dont think it's a great results for anyone.
in fix the above with out toal change how the class worked we would had had a better result than plain crit buff...it feels like we didnt learn anything from kobs/slayer op tactics nerf...and we back to square one.


Re: Patch Notes 19/03/2025
Are these ritual/rune changes still in development or have the changes been made and we’re all set?Zumos wrote: ↑Tue Mar 25, 2025 4:19 pmThere is a balance focus group that provides the balance team with feedback on new designs. Then we decide whether to launch it as is, make changes or cancel it completely. And for bigger patches we also aim to have a testing phase on the PTS, allowing us to gather feedback more widely.
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Re: Patch Notes 19/03/2025
I tried 2h wp 80rr after patch and can say that Hammer of Sigmar costs too much Righteous Fury and does less damage than DoK's Wracking Agony, it needs some tweak.
Then new ability Divine Impact It's not convenient to use it in combat because of the 2 second cast or it remains an often unused inactive ability on the hotbar.
Then new ability Divine Impact It's not convenient to use it in combat because of the 2 second cast or it remains an often unused inactive ability on the hotbar.
Re: Patch Notes 19/03/2025
BumpMeanpanda wrote: ↑Thu Apr 10, 2025 10:07 pmAre these ritual/rune changes still in development or have the changes been made and we’re all set?Zumos wrote: ↑Tue Mar 25, 2025 4:19 pmThere is a balance focus group that provides the balance team with feedback on new designs. Then we decide whether to launch it as is, make changes or cancel it completely. And for bigger patches we also aim to have a testing phase on the PTS, allowing us to gather feedback more widely.
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