I have to say a LOT of the time I loose it’s because the team can’t block and kite. There’s always a mad rush for everyone to secure the biggest kills, which results in everyone stacking on top of eachother, unable to see the attacks that are coming from the mobs infront - and sustain heavy damage. Nobody wants to kill the trash so they get through our lines and NUKE somebody down because they are a lone enemy unit that get significant damage buffs.
Sienna’s are a big reason for losing. They brainlessly aggro CW and all sorts of sh3t when we haven’t even taken care of what’s in front of us. Not to mention overusing beampole so they can’t see peripherals.
People take way too much damage chasing green circles. That’s why I loose.
That was an excellent overview for HM. It summed her up better than I ever could. Plus it sounds like you are a good teamplayer since you were able to account for the downfalls of HM while knowing her strengths.
Also worth adding into the mix is that Handmaiden dash does not interrupt her interaction state, so she can start reviving / healing with a medkit / whatever and then dash away and it will still complete.
An Off Balance spear can be a good addition to the team, but only if your team takes advantage of it. Also note that the description of “+50% damage for 3 seconds” is wrong, at the moment, the actual effect is the same effect as (and doesn’t stack with) the Witch Hunter Captain’s taggable enemies benefit of “+20% damage for 5 seconds”.
Hopefully that bug gets fixed to a) match the description and b) stack with WHC, in which case an Off Balance Handmaiden would be even better.
(credit to Grimalackt for the Off Balance / WHC bit)
I keep forgetting to check and see if it works with Battle Wizard’s Fire Walk.
Unchained’s Living Bomb doesn’t interrupt either, so you can shove, revive, and if need be you can explode to push things away right as you’re completing the revive so that they’ll stand up in safety.