having run with my inq/jug spec for a while know i can say its a very good build i can more esaly take down tank's with swords and boards spec and can tack down dps tanks a lot faster, other mdps take a big hit from my exit wound and am loving having more dot damage.
taking down healers is still the same and am finding it a lot easier to take down mdps dok's i which more wh would go this route but it is a huge difference from the bal spec and i did die quite a bit in the scenarios to begin with but i got use to the spec and its quite nice.
so if you have a witch hunter why not run with it for a bit and see what you all think hopefully we might get sum converts out there who stick with it i know i will be for the time being.
Thursday, 30 September 2010
Wednesday, 29 September 2010
so you want to be an assassin
so you want to be an assassin destroying healers and ripping apart any destro foolish to be separated from the zerg, or to go afk for that moment to get sum free rr points, interested then let me tell you how
mastery tree specks
judgment is the way to go for the stealth minded assassin witch hunter head up the tree and take fanatical cleansing pistol whip and burn away lies. you will then have points to spare so you can go and get repel blasphemy but i would recommend punish the false for the healing de buff this will all so power up your dots for burn heretic as well as favor which is nice to have, as more people are taking armor pots in to the rvr lakes it wold all so be a good idea to get the seal of destruction for the armor penetration it gives.
strength crit hit weapon skill
thats pretty much how you should be prioritizing your stats strength for the damage and crit hit as most of the witch hunter abilities are triggered by crit hitting, and weapon skill for yet more damage
tactics slots
this is dependent on you as a player and how you play so i would encourage sum experimentation but this is my set up for an assassin.
brute force
inquisitors fury
flanking
fanatical cleansing
is what i normally have but if you use the inq bullet buff then encourage confession will be a nice boost as it makes the target 5% more serseptable the being crit hit, but its all down to how you play
tips
the biggest tip i can give is to be patient learn the lay of the land and how destro move then you can learn the good ambush spots.
learn to die wh are not that heavily armored and will be smashed when you show yore self to bits but learn why you died and you can improve your game over all.
with that said go forth and kill and get complained about by destro more the more they wine the more your doing your job right.
mastery tree specks
judgment is the way to go for the stealth minded assassin witch hunter head up the tree and take fanatical cleansing pistol whip and burn away lies. you will then have points to spare so you can go and get repel blasphemy but i would recommend punish the false for the healing de buff this will all so power up your dots for burn heretic as well as favor which is nice to have, as more people are taking armor pots in to the rvr lakes it wold all so be a good idea to get the seal of destruction for the armor penetration it gives.
strength crit hit weapon skill
thats pretty much how you should be prioritizing your stats strength for the damage and crit hit as most of the witch hunter abilities are triggered by crit hitting, and weapon skill for yet more damage
tactics slots
this is dependent on you as a player and how you play so i would encourage sum experimentation but this is my set up for an assassin.
brute force
inquisitors fury
flanking
fanatical cleansing
is what i normally have but if you use the inq bullet buff then encourage confession will be a nice boost as it makes the target 5% more serseptable the being crit hit, but its all down to how you play
tips
the biggest tip i can give is to be patient learn the lay of the land and how destro move then you can learn the good ambush spots.
learn to die wh are not that heavily armored and will be smashed when you show yore self to bits but learn why you died and you can improve your game over all.
with that said go forth and kill and get complained about by destro more the more they wine the more your doing your job right.
Tuesday, 28 September 2010
fixing the mastery trees
witch hunters and witch els are quite balanced but we both have one source of problems and thats the mastery trees, i have never ran with a we but there arguments are the same as the wh
so how to fix the trees
1. make pistol whip a normal ability for both classes this will give us more utility as i found out this week running my inc build's its such a vital tool where forced in the the tree like where being chased by a bear.
2. un nerf dragon gun back at one time yes dragon gun was op but that went at it too much the confeshon tree is a good tree but its the finishers that wh go for, bringing dragon gun back in to line will bring more wh out of a judgment build and in to new builds.
3. all tactics in all the trees need to be looked at the best example is protection from hearsay and its sheild it needs to be able to take more dam and if so put a timer on it fifteen seconds would be nice and this would encourage more wh up the inc path.
4. not to do with the mastery abilities but the openers from stealth need to be looked at.
5. this applies to all classes make the top moral abilities worth taking these abuilatys should be pumping out sum big dps not the 1200 - 1600 they do. how ever i do like the abilities the inc and jug specs have but con has no ability at all.
nothing major here probably only the removal of pw and moving it to a normal ability what to replace it with i dount know but i will give i sum thinking.
gig over and out
so how to fix the trees
1. make pistol whip a normal ability for both classes this will give us more utility as i found out this week running my inc build's its such a vital tool where forced in the the tree like where being chased by a bear.
2. un nerf dragon gun back at one time yes dragon gun was op but that went at it too much the confeshon tree is a good tree but its the finishers that wh go for, bringing dragon gun back in to line will bring more wh out of a judgment build and in to new builds.
3. all tactics in all the trees need to be looked at the best example is protection from hearsay and its sheild it needs to be able to take more dam and if so put a timer on it fifteen seconds would be nice and this would encourage more wh up the inc path.
4. not to do with the mastery abilities but the openers from stealth need to be looked at.
5. this applies to all classes make the top moral abilities worth taking these abuilatys should be pumping out sum big dps not the 1200 - 1600 they do. how ever i do like the abilities the inc and jug specs have but con has no ability at all.
nothing major here probably only the removal of pw and moving it to a normal ability what to replace it with i dount know but i will give i sum thinking.
gig over and out
Monday, 27 September 2010
theirs no news like good news
well there you have it the new changes that are coming the skaven news has no affect me one way or the other yes it is cool we are getting them but i was never a skaven player i was empire.
the other news which i am looking forward to is the rvr changes i have to say i do like them the rvr lakes will change dramatically when this is released, there will be bugs to start with like with any big change but it looks like its going to be epic.
so will this bring people back to warhammer yes i think it may do but we will have to hold on and see but i can say war has a future, i all ways said from the start war ill never beat wow but it never need to we have a good and large player community that loves the game and that is good enough for me.
one change i would like to see is to the rvr points i am a mdps class what do i need ballistic skill for or willpower, thay should be removed an have new ones where it would improve a ability like burn hieratic dot damage is improved is what i would like to see.
i would like to end by borrowing from duke nukem finally my canon has balls of steel
the other news which i am looking forward to is the rvr changes i have to say i do like them the rvr lakes will change dramatically when this is released, there will be bugs to start with like with any big change but it looks like its going to be epic.
so will this bring people back to warhammer yes i think it may do but we will have to hold on and see but i can say war has a future, i all ways said from the start war ill never beat wow but it never need to we have a good and large player community that loves the game and that is good enough for me.
one change i would like to see is to the rvr points i am a mdps class what do i need ballistic skill for or willpower, thay should be removed an have new ones where it would improve a ability like burn hieratic dot damage is improved is what i would like to see.
i would like to end by borrowing from duke nukem finally my canon has balls of steel
have you herd the news
go here to read the news about those rat men know and love and the changes to the rvr as well very interesting reading i may be back later to see what everyone else had said then throw my hat into the ring
Sunday, 26 September 2010
no body expects the inquisition build
not many people will with the dominance of burn away lies no one tends to go for exit wounds, am still in the tinkering phase of the build having a look to see what i can do in the tree and what worth taking in the tree.
so far its vastly different but i am doing more damage agents tanks and mdps class later this week i will say how my tests went and wether i may stick with it or not, but first lets look at the tree is self and what it has to offer you as a witch hunter
full confession
an tactic but not bad confess is now free and nearly all ways crit hits with fanatical cleansing in it will do sum damage and is use full in long fights and ageist any AP draining heavy abilities so ravage spammers look out not forgetting the possibilities of rb combined with this, but i dount know if i want to lose pw
seal of destruction
hells yes seven second of 50% armor ignore yes please, particularly as more healers are starting to run with armor potions and just means more damage so its all good
prolonged confession
probably the most useful as toy know build two accusations in stead of one meaning more damage so three attacks can give you five accusations so its more bang for your buck
punish the false
this is your healing de buff attack all ways good to have and probably a must if you go this way
protections from hearsay
when you leave incognito you gain a shield which protects you for 712 dam not relay much point to this one there are better ones out there and i think this only works out to 3 attack's so i donut see much point to it
exit wound
this is why am here not only do we get damage but we get a nice debuff for toughens (so we do more damage sweet), strength (so know we take less damage) and weapon skill (so less damage and we can parry more). when you take this in to consideration you can do quite a bit of damage.
so there you have it its may aim hope fully to get more witch hunters to go over to this build so far am having fun with the build and am finding it fun with my inq/jug spec.
so far its vastly different but i am doing more damage agents tanks and mdps class later this week i will say how my tests went and wether i may stick with it or not, but first lets look at the tree is self and what it has to offer you as a witch hunter
full confession
an tactic but not bad confess is now free and nearly all ways crit hits with fanatical cleansing in it will do sum damage and is use full in long fights and ageist any AP draining heavy abilities so ravage spammers look out not forgetting the possibilities of rb combined with this, but i dount know if i want to lose pw
seal of destruction
hells yes seven second of 50% armor ignore yes please, particularly as more healers are starting to run with armor potions and just means more damage so its all good
prolonged confession
probably the most useful as toy know build two accusations in stead of one meaning more damage so three attacks can give you five accusations so its more bang for your buck
punish the false
this is your healing de buff attack all ways good to have and probably a must if you go this way
protections from hearsay
when you leave incognito you gain a shield which protects you for 712 dam not relay much point to this one there are better ones out there and i think this only works out to 3 attack's so i donut see much point to it
exit wound
this is why am here not only do we get damage but we get a nice debuff for toughens (so we do more damage sweet), strength (so know we take less damage) and weapon skill (so less damage and we can parry more). when you take this in to consideration you can do quite a bit of damage.
so there you have it its may aim hope fully to get more witch hunters to go over to this build so far am having fun with the build and am finding it fun with my inq/jug spec.
Saturday, 25 September 2010
its all about the loot
yesterday i crafted out my idea for what i would like to see mythic do and that was guild dungeons, but like all dungeons you got to have a reason to go in and reward you and your guild for your time.
so what would be an adequate reward and the only thing i could think of was guild items, these would help out your guild on the RvR lakes. all the items here will affect guild and only and no one else
first boss drops guild buff items
these would take up the pocket slot and affect your guild only these would include items to dampen aoe damage and improve healing and the like, this items would only effect small 6 man teams and only one can be active at a time so a war bad could have 4 different one running, but only affecting one team when you activate this item you will be come marked so destro can see you and know who has the buff and who to take out.
second boss loot
this was quite obvious to me put in the standard items, this is another thing cut out when the game was opened up, these items give your guild banner extra buff's or abilaty's. this will all so increase its value when it is captured or destroyed.
final boss loot
save the best for last as they say and here it is legendary standards :O what is one you ask i shall tell you only one is allowed to be active at anytime the guild will have i give legendary banner right's to sum one.
but hers the good point it levels up allowing you to choose and customize it to how your guild wants once you chose you cant go back on t it so pic wisely, here be the other part if you or destro capturer one of these first you gain rr like normal but where taking 400% more than normally capturing one.
second of all for the next 24 hours your guild gets a buff saying you captured that guilds banner and the apposing guild will all so get this buff called revenge telling them which guild did the deed just so thay know who to come after.
well there you have it loot for a guild dungeon hope you like it tell me what you think.
thats all for know am off to go run my inc/jug spec i will fill you in on how it goes
so what would be an adequate reward and the only thing i could think of was guild items, these would help out your guild on the RvR lakes. all the items here will affect guild and only and no one else
first boss drops guild buff items
these would take up the pocket slot and affect your guild only these would include items to dampen aoe damage and improve healing and the like, this items would only effect small 6 man teams and only one can be active at a time so a war bad could have 4 different one running, but only affecting one team when you activate this item you will be come marked so destro can see you and know who has the buff and who to take out.
second boss loot
this was quite obvious to me put in the standard items, this is another thing cut out when the game was opened up, these items give your guild banner extra buff's or abilaty's. this will all so increase its value when it is captured or destroyed.
final boss loot
save the best for last as they say and here it is legendary standards :O what is one you ask i shall tell you only one is allowed to be active at anytime the guild will have i give legendary banner right's to sum one.
but hers the good point it levels up allowing you to choose and customize it to how your guild wants once you chose you cant go back on t it so pic wisely, here be the other part if you or destro capturer one of these first you gain rr like normal but where taking 400% more than normally capturing one.
second of all for the next 24 hours your guild gets a buff saying you captured that guilds banner and the apposing guild will all so get this buff called revenge telling them which guild did the deed just so thay know who to come after.
well there you have it loot for a guild dungeon hope you like it tell me what you think.
thats all for know am off to go run my inc/jug spec i will fill you in on how it goes
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