Healdebuff Kiss/Bullet is now -75%, completely unique and on a tier higher than other outgoing healdebuffs in game; if healer does not get outside help, their own heals will not be able to keep them alive against WE/Wh dmg
Init Kiss/Bullet has now base value of 80 and scales with mastery up to 120 (vs current 50 to 80), make it actually hurt against classes that have low initial INIT values.
bump AP steal Kiss/Bullet from 20 AP up to 25, not a massive buff
make ST Silence into a 5s Silence and have it only grant immunity for 15-20 sec, normally you just KD targets since Silence is inferior as it allows victim to keep fleeing. Make it worth giving up KD use and use Silence instead when dealing with magic casters/healers - have the ability also fill the role of a "Execute" which has +25% dmg gain and will always crit if target is below 25% HP, dmg compontent will no longer require positional check.
retune melee disarm, up to 5s duration and only giving 15-20sec immunity, it also should be better alternative vs using KD against every target. Duelling a WE/Wh should be painful and challenge for other melee fighters/tanks.
Slice/Razor, grant this ability 25% armor ignore (same as KOTB precision strike has) - it costs more AP than Torment/AW spam, and its located in an "offspec" tree (with WE needing mid for mobility and right for crit and not really needing left tree).
All Elixirs/Relics down to 30 sec cooldown, the class should not need to operate on a 60s cooldown cycle, when other classes do not need to wait 60s before being able to re-engage with their buffs no more on cooldown.
WH - Seekers Triumph tactic - Seekers Blade now has 20s CD but gives you a +30% parry buff for next 10 seconds (10 uptime 20s cd) [having about 70-80% parry should be more than enough based on being able to reach base parry of 50 + 30% from this tactic]
reworking Pierce Armor/Repel Blasphemy:
Ignore targets armor, 10s CD; increase your armor pen by 25% for 10s (instead of old parry/WS buffs to self)
Bleeding Edge/Blessed Blade; remove old effect, new; your critical rate is increased by 3% per finisher point used (from 3 up to 15%) when using a finisher, 5s uptime after using a finisher. [mimics old Frenzied Mayhem, except now you need to use Finisher to get that crit and not avoid using finisher to have crit]
None of these are massively increasing their dmg, but these ideas would boost the value of WE/WH and make them into a severe threat on a battlefield, whether threatening healers with Silences and healdebuffs, or disarming melee or duelling high armor targets.
Especially WH, a light armor, high risk class, should not be considered 4th best melee DPS on order side, which is a joke considering the faction starts with 3 melee classes.
Would hope that the 3 target aoe cap rises to even 6 one day so I can start doing dungeons like a normal dps class.
(base Slice/Razor; MainTarget + 2 targets within 15ft, with tactic you Slice at 6 targets 20ft in front of you without needing target, no dmg change (its 1/4th of choppa/mara/WL/slayer aoe spammer potential that has 34ft effective range and less AP cost and 4x more targets - just let me grind pve like a normal person)
Solo gameplay does not exist as far as balance is concerned, and if solo gameplay mattered DPS healers should not even be allowed to exist. Keeping WE/WH as "least wanted pick" out of spite should also not be the reasoning behind balance.