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by FABIO 01/02/2009, 5:49pm PST |
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Entropy Stew wrote:
nds to cloak (during which you can be knocked out of it by pursuers). Maybe I get to stunlock later? It's mainly just been an issue of unloading lots and lots of damage with healing debuff (only lasts 5 seconds) finishing moves here and there. So far the only stun type thing I have is a 5 second disarm counterattack (HMMMMMMMM). Oh, my rank 2 morale is a 200 action point drain, so there's that.
-/ES/-
I've never played witch hunter so I have no idea what they get. I hear the main difference is witch hunters get tons of DoTs they can unload then run away. I see them with tons of blessings all the time, so I guess they get more than the witch elf.
Level 27 witch elf:
- 3 second disarm counterattack
- Rank 2 morale is the same 200 AP drain (I'd rather get the one shot damage hit from level 1)
- Healing debuff that only affects the healing abilities performed by the target, not incoming heals. Must activate first, then every hit has a 25% chance of activating the debuff for 5 seconds.
- Healing debuff that is only available halfway up one of the mastery trees. 45% incoming heal rerduction for 10 seconds.
That's the "suffering" mastery path (DoTs and debuffs).
There's the "assault" path that deals in raw damage, but without the healing debuffs it cancels out...or worse.
There's a "treachery" path that's supposed to be about stealth and backstabbing, but it's only effective in 1on1 encounters where your enemy has zero support, which is pretty much never. About all you can do is hang around Order spawns and try to catch lone reinforcements heading to the front (hoping he doesn't have a buddy right behind him). The SOLE good ability in this branch is something that makes you immune to all magic for 7 seconds. Unfortunately it is almost halfway up the tree and you have to be well into rank 30s before you can get this and the healing debuff.
Standard abilities include"
- Basic stab
- DoT stab, can stack 3 times
- Special ability that can build up to 5 points like the witch hunter. This can do immediate damage, more damage over 4 seconds, or reduce wounds for 10 seconds.
- Counterattack disarm for 3 seconds.
- "Kisses" that are lasting effects. All of which are useless except the self healing debuff.
- Detaunt: 50% damage from targets within 30 ft for 10 seconds.
- All attacks count as from the rear for 7 seconds.
- Stab attack that does 75% of basic stab, ignores armor if from the rear.
That's pretty much it.
My experience with stealth:
- Stealth to head to the back row, or at the very least reach the frontline warrior priests/white lions/witch hunters before getting cut down by fireballs.
- Stealth may or may not hold before I reach my target. Half the time the game does not tell me I've been detected until I have half a dozen DoTs on me.
- Reach target, fail to kill them before they run and get the attention of other casters who heal them and kill me. Bright wizards receive at least the same amount of armor as witch elves. No idea about sorceresses.
The only real use of stealth has been the attack you get when you come out of it. There are 2 shitty ones that do 100 damage every time the target melee attacks or casts a spell for a couple seconds, then one useful one that does 15 damage for every step they take. Useful against casters who usually run around like a headless chicken when you jump them. |
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