| Username | Vladamier |
| Real Name | |
| Rank | Novice Member |
| Joined | July 24, 2008 |
| Gender | Male |
| Age | 30 |
| Location | Raleigh, NC, United States |
| Last Visit | September 14, 2008 |
| Post Count | 7 |
| Biography | |
| Quote |
Originally posted by Deto123
Hehe ya we always play a tank/healer combo so we ll have that for sure. On the other hand we want something different this time around, at least as our first chars. I ll look into that combo never tried it :)
Heh, my wife and I do the same thing... Currently she's looking at the zealot while I'm looking at the chosen.
And yes..... the 7th needs to hurry up, I'm sick of calculating and recalculating the mastery trees etc.
Witch elves /= casters. The name is misleading I know, but I stand by them being caster killers. I was able to demolish zealots, shamen, sorceresses, and magi like it was nothing. Later as destruction I found that keeping witch hunters off of my healers was a big concern as a chosen as well.
They have a place in the world, you just have to play them to take advantage of that place without mistaking them for a WoW rogue.
Originally posted by Locklain
Witch Hunters are pretty lacking. I was able to easily dispatch them as any melee class, not so well with a caster. Bright Wizards will be the FOTM class when WAR relases. It will also be the first class to be beat with the nerf tree.
Witch hunters..... the name basically says it... They are one of the better anti-caster classes out there. They aren't Marauder hunters or chosen hunters, they're WITCH-hunters.
Anyone who says combat in WAR is slow and boring is missing the whole point. If you are expecting to have a godly character who can 1 or 2 host other players, then yes.... you will find combat boring and slow. If you are expecting your melee DPS class to demolish a tank without a fight, you're not getting it. If however you back up and watch what's actually going on you'll be pleasantly surprised.
1. Tanks are viable and even necessary in RvR!! (zomg)
You will find that tanks have abilities and skills that allow them to hold tactical positions in both open and scenario RvR (BGs for those who don't follow). A prime example, I assisted in a keep defense on my chosen during the preview weekend. During this time I was able to block a stairwell which lead up to a higher fortress level with two dedicated healers. This allowed my ranged DPS to literally chew the order force to pieces while they focused on getting me out of their way. Player collision is a beutiful thing!
Second, tanks are flag takers.... We found out that in RvR scenarios groups who ended up stacked with excess ranged or even melee dps were not capable of living long enough to capture flags. you need to have someone who can take the punishment for the duration of the cap.... tanks with healers fit the bill.
2. Tactics matter!!!
If you are involved in a battle and are actually paying attention to what is going on then you will be more than busy enough to avoid boredom. If however you're one of those people who played a hunter by standing in one place and killing people as they came by.... yeah, you'll be disappointed. In WAR you have to constantly adjust your position and attacks based on the fight that is going on around you. You don't stand there and jam one button every time it cools down, you adjust and adapt to the combat. I mean, you don't have to, but you will indeed suck the fatty if you choose not to.
Sorry to reply to myself here, but one thing anyone from WoW should know out of the gate is that Warhammer handles hybrid classes far more gracefully than our alma mater. In WoW hybrid classes are forced to silo themselves into a specific talent build for raiding, which in turn takes their diversity away. Suddenly you're hybrid classes become "resto shammmy", "prot pally", "feral dps drood", "enhancement shammy" etc etc.
That's not the case in WAR. If you are a hybrid, you have to actually play a hybrid thanks to some tricky mechanics. Goblin shaman have to do spell damage in order to see bonuses to healing and vice a versa for damage bonuses. Disciples of Khaine can only heal once they have done a certain amount of melee DPS.... the list goes on. Sure you can point your character in a general direction through mastery points, however you will stlil have to use hybrid mechanics to perform your role. This was a complete breath of fresh air for me since the above mentioned issue with WoW was always a serious complaint for me.
How many players does an MMO need to be considered a success in today's market?