WE Viability?

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Renork
Posts: 1208

Re: WE Viability?

Post#31 » Wed Mar 07, 2018 1:26 pm

Aurandilaz wrote:Honestly WE as a class design is one-trick pony revolving around spamming Agonizing Wound at enemy back. That's it, anything else is kinda of secondary when it comes to playing the class. Sure you have KD, so do like 15 other classes, maybe you get some extra dmg from Kiss procs, but it's not like no other class has their own procs. Stealth is ignored by White Lions and any AoE dots spamming engi just prepared the coffin for your alleged career mechanic.
Provided you succeed at spamming AW at enemy back, you are "good" at playing WE. This is maybe partially due to you being an excellent dancer in combat and not lagging too much to find enemy back, but also requires enemy to make mistakes such as turning their back in the first place to a WE. Considering this game is 10 years old, one would by now assume that most players do know better than to turn their back to a WE/WH, but the fact that people keep doing it tells me they still haven't all learned just how to easily to counter AW spam.

WE only succeeds if the enemy makes enough mistakes, which either is either showing their back, not potting fast enough, not CCing fast enough or not detaunting fast enough.

They have no role in largescale RvR due to no AoE, they are least-best pick for typical meleetrain compared to Choppa+Mara and their solo potential goes as far until they meet the infamous army of two.

At least you can gank lowbies. :D
I don't understand why you play a class if it's so horrible and causes you so much emotional trauma and stress. Don't play the class? Both WH and WE have their pro's and con's and they are not exactly the least played class in the game. If a squiggy decides to stick his pet on a WH, it becomes incredibly annoying and almost impossible to re-stealth. Also, we's face 39043920 engie dots but wh's face 4329043903 magus dots.

@Mavella glass cannon WH's are extremely easy to blow up, with our without guard. Your post is speaking from a solo PoV ("I can kill anyone").

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roadkillrobin
Posts: 2773

Re: WE Viability?

Post#32 » Wed Mar 07, 2018 2:06 pm

Moast of the backstab issues can be solved with Swift Movements tactic. It gives FP a 50% up time and makes it useble in almoast every situation you ever need it. The problem is that all builds still revolve around Agonizing Wounds and burst out of stealth.

WH/WE just don't function at all without those skills so alternatives simply needs to be buffed.
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shebali
Posts: 56

Re: WE Viability?

Post#33 » Wed Mar 07, 2018 3:58 pm

Miszczu5647 wrote:
Atropik wrote:
Miszczu5647 wrote: We have different experiences. Slot sacrifices rewarded, use detaunt just before he gets up after your kd. Drink absorb pot after you get up from pet kd. Agile escape pet if it don't have Leonine Frenzy up (not all WL´s spec guardian after all).
Extra wounds helps also. And hot potion.
I don't say it's easy. But from my experience - I win more 1vs1 against WL then I lose.

P.s. Lions have scent (my personal explanation why they see me through stealth ;) )
From my experience - if wl also has detaunt/hot pot, we chances after rd loss are pretty low. id say we has no chances against not blind, not stupid wl with half a brain.

And we both know that WE problems are something else than WL.

Wow. So many good talking points and lots of good points being made on both sides.

Numbers always help add context to a story.

1.) Witch Elf killing a WL.
* This should not really be a thing unless the WL is spec'ed str. A WL runs around 9-10k wounds and 600 toughness and the WE
is not able to do that damage is ten seconds while being CC. So, if they are bad and have low health anything is possible.
Just when I 2v1 two RR70+ WE on my LVL 33 WL I know what the class can do.

2.) BAL
* This move is amazing. I love the fact people always try to down play this move. BAL on one TICK (2200-2600) does more
damage than exit wound or any other finisher. At a minimum BAL does 4k damage if not cleansed and a max of 7k damage.

Image Image

3.) Witch Elf problems.
* The reason we have Witch Elf problems is due to not using correct damage calculation which contributes to a large amount
of dps missing. A WE on this server should not have a problem doing 2000 dps, but in reality they struggle to do 1000 dps on
RoR. There is very little viability due to the missing damage. The class is a glass cannon without the cannon. With that said
they still do have double heal debuff which can be used in a melee group if you make a more tanky WE. But come on, why
not just bring a Mara?
Last edited by shebali on Wed Mar 07, 2018 7:13 pm, edited 2 times in total.

User avatar
Renork
Posts: 1208

Re: WE Viability?

Post#34 » Wed Mar 07, 2018 4:20 pm

shebali wrote:
Miszczu5647 wrote:
Atropik wrote:
From my experience - if wl also has detaunt/hot pot, we chances after rd loss are pretty low. id say we has no chances against not blind, not stupid wl with half a brain.

And we both know that WE problems are something else than WL.

Wow. So many good talking points and lots of good points being made on both sides.

Numbers always help add context to a story.

1.) Witch Elf killing a WL.
* This should not really be a thing unless the WL is spec'ed str. A WL runs around 9-10k wounds and 600 toughness and the WE
is not able to do that damage is ten seconds while being CC. So, if they are bad and have low health anything is possible.
Just when I 2v1 two RR70+ WE on my LVL 33 WL I know what the class can do.

2.) BAL
* This move is amazing. I love the fact people always try to down play this move. BAL on one TICK (2200-2600) does more
damage than exit wound or any other finisher. At a minimum BAL does 4k damage if not cleansed and a max of 7k damage
.

3.) Witch Elf problems.
* The reason we have Witch Elf problems is due to not using correct damage calculation which contributes to a large amount
of dps missing. A WE on this server should not have a problem doing 2000 dps, but in reality they struggle to do 1000 dps on
RoR. There is very little viability due to the missing damage. The class is a glass cannon without the cannon. With that said
they still do have double heal debuff which can be used in a melee group if you make a more tanky WE. But come on, why
not just bring a Mara?
LOL, 2200-2600 on "one" tick. Wow, everyone should just delete their toons and re-roll a witch hunter and slaughter every destro class. I mean 7k damage in 9 seconds? girl, you could completely wipe destruction players off this server. I can't wait until i get 100% crit rate on my wh, I may be able to solo 6 mans on my own if I time things right too! Not only is it 7k damage but torments in between, so more like 12000 damage?? Woah!

shebali
Posts: 56

Re: WE Viability?

Post#35 » Wed Mar 07, 2018 4:30 pm

Renork wrote:
shebali wrote:
Miszczu5647 wrote:

And we both know that WE problems are something else than WL.

Wow. So many good talking points and lots of good points being made on both sides.

Numbers always help add context to a story.

1.) Witch Elf killing a WL.
* This should not really be a thing unless the WL is spec'ed str. A WL runs around 9-10k wounds and 600 toughness and the WE
is not able to do that damage is ten seconds while being CC. So, if they are bad and have low health anything is possible.
Just when I 2v1 two RR70+ WE on my LVL 33 WL I know what the class can do.

2.) BAL
* This move is amazing. I love the fact people always try to down play this move. BAL on one TICK (2200-2600) does more
damage than exit wound or any other finisher. At a minimum BAL does 4k damage if not cleansed and a max of 7k damage
.

3.) Witch Elf problems.
* The reason we have Witch Elf problems is due to not using correct damage calculation which contributes to a large amount
of dps missing. A WE on this server should not have a problem doing 2000 dps, but in reality they struggle to do 1000 dps on
RoR. There is very little viability due to the missing damage. The class is a glass cannon without the cannon. With that said
they still do have double heal debuff which can be used in a melee group if you make a more tanky WE. But come on, why
not just bring a Mara?
LOL, 2200-2600 on "one" tick.
You joke, but that was only a RR 50 something WH. Will post all logs and SS.

User avatar
Renork
Posts: 1208

Re: WE Viability?

Post#36 » Wed Mar 07, 2018 4:53 pm

shebali wrote:
Renork wrote:
shebali wrote:

Wow. So many good talking points and lots of good points being made on both sides.

Numbers always help add context to a story.

1.) Witch Elf killing a WL.
* This should not really be a thing unless the WL is spec'ed str. A WL runs around 9-10k wounds and 600 toughness and the WE
is not able to do that damage is ten seconds while being CC. So, if they are bad and have low health anything is possible.
Just when I 2v1 two RR70+ WE on my LVL 33 WL I know what the class can do.

2.) BAL
* This move is amazing. I love the fact people always try to down play this move. BAL on one TICK (2200-2600) does more
damage than exit wound or any other finisher. At a minimum BAL does 4k damage if not cleansed and a max of 7k damage
.

3.) Witch Elf problems.
* The reason we have Witch Elf problems is due to not using correct damage calculation which contributes to a large amount
of dps missing. A WE on this server should not have a problem doing 2000 dps, but in reality they struggle to do 1000 dps on
RoR. There is very little viability due to the missing damage. The class is a glass cannon without the cannon. With that said
they still do have double heal debuff which can be used in a melee group if you make a more tanky WE. But come on, why
not just bring a Mara?
LOL, 2200-2600 on "one" tick.
You joke, but that was only a RR 50 something WH. Will post all logs and SS.
Go for it, do not blank out who you killed because it would be fabulous to see what they were wearing and their level :^)

shebali
Posts: 56

Re: WE Viability?

Post#37 » Wed Mar 07, 2018 5:18 pm

Renork wrote:
shebali wrote:
Renork wrote:
LOL, 2200-2600 on "one" tick.
You joke, but that was only a RR 50 something WH. Will post all logs and SS.
Go for it, do not blank out who you killed because it would be fabulous to see what they were wearing and their level :^)

I think you misunderstand me. I have been hit for that hard in T4 gear with armor pot. Math checks out and nothing out of the normal.

News flash BAL hits hard.... I used this to my advantage pre- LOTD on a lowbie WH ganking RR80's on a level 32 (where there was no in game noobie buffs). Torment and auto attacks are much weaker in RoR tho.

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Toldavf
Posts: 1586

Re: WE Viability?

Post#38 » Wed Mar 07, 2018 5:40 pm

Might be possible with vindication up. That's speculation though.
Khorlar, Thorvold, Sjohgar, Anareth, Toldavf, Hartwin, Gotrin and others -_-

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Krima
Posts: 616

Re: WE Viability?

Post#39 » Wed Mar 07, 2018 5:47 pm

After stealth changes I decided to give up on the stealther class..mainly because it relys on pure rng.
Old stealth, was a 100% guarantee escape mechanism.. WE/WH could easily pick their fight..like 2v1s ...kill 1 player agile escape the other and resteath and choose the flow of the fight.

Dots breaking stealth based on RNG, its just insane..the mechanic of the class is completely messed up, it just not feel as a stealther anymore..Not to mention every other melee using battle brew backpack dots on your face from distance.

:cry: I was going for that rr80 but, unfortunately dots change and BB backpack is too much for me.

WEs is NOT Viable

BAL + SOD = Insane dmg = fact
In order to balance the WE finisher with bal I think Witchbrew should scale with STR/Mele power...
Witchbrew should hit harder ex: 450-500s per tick with full gear.
Last edited by Krima on Wed Mar 07, 2018 6:07 pm, edited 1 time in total.
Krima - WE RR 87
Carnage :ugeek:

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ragafury
Posts: 684

Re: WE Viability?

Post#40 » Wed Mar 07, 2018 5:51 pm

new guy: "shall I play WE?"
ror forum: "hey lets discuss bal and WH"

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