Farrul wrote: Wed Feb 18, 2026 9:47 am
Just common sense at this point, WE middle tree, i mean stuff like the Wound debuff( in that tree lol). Middle WE tree is overtuned on steriods. For example it had a -120 WS/Toughness debuff(buffed with a previous patch to 150) and now it added another -150 wound debuff. 3 x 150 on basic abilities

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Thats this specific choices making the class overperforming ; 2 base skills with 3x150 debuff, conveniently placed into the most powerful finisher's tree.
Adding to that significant number of skills doing Corp damage (Wracking pain is a 21 seconds (!) DoT with strong debuff), allowing WE to completely ignore Armor AND weapon skill usage, letting them invest into defensive options.
The still aberrant core tactic with free 600 absorb on top of the cake and you have a solo monster.
WE also doesnt need triumph proc because it doesnt stack with their skills debuffs, allowing to go even further into builds variety/str bonuses (example 5/2/2 gearing for max STR bonuses, freeing a tactic slot because no need for Brute Force anymore).
Compared to WH which has to :
- Heavily invest into Weapon Skill / Left mastery tree to deal significant damage output against any midly armoured target, because 90% of skills, including BaL still deal Physical damage
- Mandatory slot Flowing Accusations because how mechanic works (WE doesnt care at all about how much using finishers, and can just use them at 4-5 mechanic points, since every attack could proc add damage)
- Mandatory slot Brute force because everything is based on STR, and only got one main stat increasing tactic
- Go full glass cannon because doesnt have the luxury to deal 33% of damage output as magical damage.
- Use BaL because it's the only viable build atm. Exit Wounds is far too weak (same damage as Absolution, while stat debuff is nice, again the WE can debuff 150 wounds, 150 WS AND 150 Toughness with TWO CORE SKILLS ALONE...
What I could suggest for WE :
- Tone down or remove stats debuffs on WE core skills
- Tone down WE Absorb tactic
- Buff Sacrificial Stab to be better damage and/or debuffing skill, while toning down damage of Witchbrew since it's corporeal
- Basically make right and left trees more appealing instead of making Witchbrew the obvious best choice
What I could suggest for WH :
- Make one core skill with a WS increase, like the WE one (why not Seeker's Blade ?)
- Buff Exit Wound damage to make it more appealing compared to BaL
- Make Pistol AA proc Blessed Bullets (because it's a pistol attack), it's a 40% proc chance, and will make AA tactic more interesting also
- If Pistol AA proccing bullets, Slightly tone down Bullets damage to keep the same dmg output as WE kisses
- Buff a bit Blessed Ammunition tactic, because one bullet proc on a 10s cd skill is ultra weak
Finally, about Stealth, I find often to be seen with 320 or so Initiative, the more efficient way to stay hidden is to be front of enemy at all time and not moving. Otherwise going very close to enemy while moving is nearly garanteed to be spotted and caught.
With the recent (unnecessary) nerf to Vanish skills, I wonder what's their purpose anymore saving rebuilding mechanic points mid-fight and debuffing target once more.
3 seconds of Stealth is never enough to buy some distance with any mdps, let alone hiding into a bush... Besides, tab-targeting never allow you to hide anyway, so what's the point using it for escaping anymore ?
Make Vanish 5 seconds duration, or a 20% speed increase, at very least it could make a semi-useful gap-closer or allow some little escape before attempting to re-stealth, since now anything AoE will 100% interrupt you no matter what...