Originally posted by: Genx87
Do people realize the Empire counterpart to Chosen was stripped out in beta? It was Knight of the Blazing Sun. Nobody played it so they dropped it. If it was in, it would look very much like a Chosen from an ability perspective.
The tank pairing looks like this
IB<--->BO
Knight of the Blazing Sun(Dropped in beta)<--->Chosen
Swordmaster<--->BlackGuard(Dropped in beta)
So tank pairings in Warhammer are all but gone except the heavy heavy tanks(IB and BO).
Only did open beta so I never had a chance to try the other ones. Which means the only comparison I can possibly make is from what is available. Still, ignoring the tanks, the other class comparisons show the order side with more crowd control per class.
In most cases, the extra crowd control isn't so bad because the order teams I find myself against are rarely organized to rotate CC to lock down the destro team. Problem is, when you do find a good order guild that is doing well in CC rotation, or at least moderately well. Holy crap! There isn't much the destro team can do.
As for the topic of healers, I'm not sure about other classes, but I know for destro the witch elves are the ones with the healing before abilities. Kiss of death is my first ability. It is a buff I put on my weapon that has a 25% chance to "proc" or go off. the base 25% chance can be increased by a mastery tactic to 50%. When kiss of death goes off, it causes a certain amount of damage (which scales with level) and that damage ignores armor. The other thing it does besides damage is place a 5 second or so debuff on the target. The debuff reduces incoming healing by 40% (doesn't scale).
Later I get more through the middle mastery tree. I haven't gotten them yet but will soon enough. I'll find out if things stack or not.
Also, witch elves get silence for 3 seconds with a 20 second cooldown.
Originally posted by: Jschmuck2
Really? That's what you've got? Witch Elves completely outstrip WHs in every other area - don't we get SOMETHING?
huh? I wasn't trying to compare witch elves directly to hunters to see which is better. Why? because in my opinion, which I stated above, they both suck. I've played them both, and while I do find the puppet show the hunter does amusing, it was about the same as the witch I had played. The difference is the hunter has more ranged attacks with the final attacks being all ranged. That in itself is a HUGE advantage over witches. Also, being able to catch up after runners is another major advantage.
The problem with both classes is they are primarily melee dps and very squishy. They also both need a little bit of time to build up attacks before doing burst damage to finish off a target. This means a target has a big chance to live if they either a) flee before the big attacks are available b) receive healing in time which a good healer will notice our whittling away of the targets health and correct that or c) they kill us before we can strike. I find all those options usually to happen more often than actually killing the target.
There are soo many glaring problems with witches and hunters. I do know how to play my witch despite the problems. Here's my basic strategy.
Take a scenario like mourakaine temple. It's a small map with many people jammed back on yet smaller bridges and such. In this map or maps with clustering of players, I hang back and watch for my opportunity to strike. I let my group all run in the direction before me while I take a my time getting to the fight. As I approach the fight click my stealth. At that distance I'm not seen. Then I start looking over potential targets. I try to find these targets in this order.
1) hunters (because they are crappy like me and thus easiest to kill)
2) Lone healers standing away from the action and away from anyone else noticing me
3) Bright wizards NOT standing right next to a healer
4) A white lion rushing off by themselves to grab a target at the back of our pack and getting out of range of their team healing and support (they do this often)
5) Anything else at 1/3rd life or less.
Those are my primary targets. Anything else is suicide to attack. The above I have a good chance to kill and make it away safely.
At this point I make my way to my target while stealth (hoping it holds duration wise) and position myself. If the target is some one with full life off by their lonesome I'll use my enfeebling strike attack, otherwise I'll use my vehement blades attack. Enfeebling strike is a debuff attack that causes damage to the target everytime they move for 15 seconds. Usually squishies like a bright wizard or healer by themselves are going to run the moment they notice I'm there attacking. As such, them running = more damage. If it doesn't look like my target will run from me, such as against a white lion, then I use vehement. This is a debuff that for every melee attack I do against the target, they take additional damage. So if the target is something sticking around to fight OR is trying to fight another target not moving, I use this.
Both of those attacks can only be used from stealth and are so far the only two abilities that can be used in stealth period that I have.
Depending on the target depends on my next action. If it's a BW or a healer, I then use my silence attack. Against a BW, I'll get in one more attack after using my silence. Against the BW or any other class, like a shadowmaster that is going to use an AoE root and run, I'll immediately hit my anti root ability. Got it at 18, it's an ability that removes any current movement penalty debuff and prevents me from getting any others for 10 seconds. Then it has a 60 second cool down.
After that, I try to just position myself for a constant spam of Agonizing wounds. In pvp this is my bread and butter attack. Does the most damage, ignores armor, has the highest chance to crit, and uses the least amount of action points. The downside to the skill is it can only do all that from the backside. If not in the back, it doesn't do much damage, what damage it does do is mitigated by armor, and doesn't crit as much. If my target tries to flee, I use my throwing dagger to snare to keep them in range.
If whatever I attack doesn't flee successfully, or get support in the way of healing or someone else coming over to beat me down, chances are they die. If one or more of their buddies notice me and decide to come help by bashing my head in, I use my enchanting beauty skill (reduces all damage from targets in a 30 foot area around me by 50%) to keep my butt alive while I make my get away. Whether the target gets help or dies, I need to high tail my witch elve's pretty little ass out of the situation pronto by sprinting back towards the biggest clump of my team members and try to restealth and do it all over again.
The above works well enough but it is hard. I actually do my best when my team is so overwhelming winning that the entire order team is routed and in retreat. When that happens, it just exposes nice backsides to me that as a witch I can do the most damage per attack that way. This means I can kill several people in a row if the entire order team actually runs for a reason.