Witch Hunter improvements
Posted: Fri Jul 21, 2017 10:35 am
With the forthcoming client patching ability and the potential to rework / amend classes I wondered if anyone has been thinking about what they would like to see happen with the witch hunter.
I would like us to have some more playstyle options, something that makes us more group and warband friendly and bring a bit more parity with witch elves. Having played both, the WE is a lot more forgiving and has many more play style options.
Post rr 60, this tends to even out in terms of effectiveness, as you are able to afford to spec both crit and parry, but even then you are still limited in choices as a WH.
For example, where they differ, as a WE, you have decent self heals in terms of the kisses proc tactic and sacrificial stab, along side good absorption, or good mobility in terms of swift pursuit and still able to achieve respectable crit through frenzied mayhem. This is before we even talk about spending renown points.
A WH has to make a choice between defence or out and out dmg pre rr60, a WE has the tools to achieve both and the choice to pick as per you want to play. (not gonna compare parry to self heal/absorp, the advantages of the latter are obvious).
They dont need to be identical, im sure a clever soul such as Torque could come up with some fun alternatives. It would be great to see some parity in choices for the WH and less reliance on parry.
I noticed in the bug tracker theres talk of an ICD being added to riposte. The fact that isn't in place (if it happens) covers a lot of sins for a WH.
I've tried many different spec templates with the WH and I still come back to parry/som/bal spec as the best, not just in terms of roaming, which isnt to be considered, but to be able to survive long enough in group/wb fights.
There is so much armour on people now (more so than 6 months ago, I took a short break), given they can boost key stats from mixing sets. that you need to have a bit of survivability imo.
Further, in my group/wb fights, to be able to keep up with a melee train, or effectively dip in and out on targets, once my rd is on cool down, im pretty much screwed, I cant keep up for assists nor retreat from backline targets. The more you spec into RD the more you take away from your other defences/dmg. If you dont, you end up perma snared in longer fights.
Anyway, things I would like to see:
- Detaunt countering (both classes), we are light armoured, we have to risk everything to get in close and all someone has to do to negate that is push a single button? SOM aside, I dont have this ability against RDPS, this is the single, massive, imo unfair, advantage RDPS/healers have. Theres no punishment for poor positioning or lack of awareness on their part.
- Some alternate play choices for WH
- Some mobility options for WH like the WE
- Less reliance on parry
- Less torment spam
- Snapshot/Dagger needs revisiting (that seems to be happening anyway).
Just my thoughts and experiences of both classes, be interested to know what other people think or would like to see.
I would like us to have some more playstyle options, something that makes us more group and warband friendly and bring a bit more parity with witch elves. Having played both, the WE is a lot more forgiving and has many more play style options.
Post rr 60, this tends to even out in terms of effectiveness, as you are able to afford to spec both crit and parry, but even then you are still limited in choices as a WH.
For example, where they differ, as a WE, you have decent self heals in terms of the kisses proc tactic and sacrificial stab, along side good absorption, or good mobility in terms of swift pursuit and still able to achieve respectable crit through frenzied mayhem. This is before we even talk about spending renown points.
A WH has to make a choice between defence or out and out dmg pre rr60, a WE has the tools to achieve both and the choice to pick as per you want to play. (not gonna compare parry to self heal/absorp, the advantages of the latter are obvious).
They dont need to be identical, im sure a clever soul such as Torque could come up with some fun alternatives. It would be great to see some parity in choices for the WH and less reliance on parry.
I noticed in the bug tracker theres talk of an ICD being added to riposte. The fact that isn't in place (if it happens) covers a lot of sins for a WH.
I've tried many different spec templates with the WH and I still come back to parry/som/bal spec as the best, not just in terms of roaming, which isnt to be considered, but to be able to survive long enough in group/wb fights.
There is so much armour on people now (more so than 6 months ago, I took a short break), given they can boost key stats from mixing sets. that you need to have a bit of survivability imo.
Further, in my group/wb fights, to be able to keep up with a melee train, or effectively dip in and out on targets, once my rd is on cool down, im pretty much screwed, I cant keep up for assists nor retreat from backline targets. The more you spec into RD the more you take away from your other defences/dmg. If you dont, you end up perma snared in longer fights.
Anyway, things I would like to see:
- Detaunt countering (both classes), we are light armoured, we have to risk everything to get in close and all someone has to do to negate that is push a single button? SOM aside, I dont have this ability against RDPS, this is the single, massive, imo unfair, advantage RDPS/healers have. Theres no punishment for poor positioning or lack of awareness on their part.
- Some alternate play choices for WH
- Some mobility options for WH like the WE
- Less reliance on parry
- Less torment spam
- Snapshot/Dagger needs revisiting (that seems to be happening anyway).
Just my thoughts and experiences of both classes, be interested to know what other people think or would like to see.