Does someone know, or did someone check if the number of kills it takes to activate scales with difficulties? I donât seem to have much trouble in getting it up and running. During most end events, the ones you can call that, its close to permanently up. Thats on cata. (In modded furry is up as soon as the horn is done tooting.)
If it doesnt scale, like GKs Talents, that âshould be an easy fixâ.
On Recruit you generate 150% energy, Veteran generates 120%, Champion and Legend generate 100%, Cataclysm and above generate 70%.
sauce is Royale w/cheese
As far as Iâm aware the only thing that affects the generation is enemies dying near you. The type of enemy does seem to matter though (just a few CWs seems to fill the bar), so perhaps itâs just that you kill a lot of things quickly with flail and shield heavies (or have grouped up a lot of things very near you due to the nature of shields), and kill a lot of high value elites in quick succession with bonk book. Or itâs just entirely circumstantial, unless youâve stumbled onto a bug weâre not aware of.
Edit: Should be easily testable with creature spawner. Just kill a SV with each weapon and see how much bar you get. I might get to it myself at some point. Though if youâre specifically talking about the generation once itâs already activated thatâs a bit trickier, but should still be manageable to test.
That is what I meant. But, I guess if it was a thing people would have noticed it before me and I still just donât get WP
Possible testing method:
- Spawn 3 SV on their own, then another clumped group to murder to generate your initial fury.
- Start a stopwatch the moment you activate fury.
- Let the bar drain a bit then kill each of the 3 initial SV spawned, being careful to let enough time pass between each kill so as not to overcharge your bar with any of the 3 kills.
- Stop the stopwatch when fury ends.
- Repeat with all weapons then compare recorded times.
I think that would fairly well cover all bases. I honestly enjoy testing so I might give it a try myself later today. If there is a difference between generation for some weapons it would be a pretty important thing to know for his meta development (or to report as a bug).
Edit: Proceeded to go ahead and test using above method. Total Righteous Fury times for the 3 weapons I tested:
2HH: ~20s
Bonk Book: ~20s
Flail n Shield: ~20s
I could have done repeats and averaged, but the times were close enough on first run I feel fairly convinced.
@dannylew8299 I think for whatever reason more enemies/higher value enemies happened to be dying immediately around you when you had those weapons out, especially flail n shield, I can see how that thing probably has a pretty damn good kill rate with how fast you can spam the heavies. Bonk book Iâm a little more perplexed at since itâs mostly single target, struggle to imagine why it would appear to have more generation than other weapons.
For flail n shield must be related to the damage cleave of the weapon , if itâs profile is like the regular flail heavy it cleaves aroun 17 mass with tank mass modifier, probly the most cleave damage weapon in the WP arsenal. So itâs easier to have things die faster around him.
Does anyone know how large the range is in which enemy kills count for Fury generation? I feel this might be the biggest achilles heel for the class and why people have such a different experience with him. Obviously if youâre playing in a party with 2 or 3 people who are constantly far away from the group youâll get 1/2 to 1/4th as much fury as someone playing in a tight group like with bots. How many elites and specials are killed at long range vs. short would also be a big difference since tougher enemies are worth more. Even ignoring the overpowered ranged careers, 2 teammates sniping 2 roaming SV apiece might be sacrificing 1/3rd of your fury bar.
All the calls to buff him I donât think are good. In a coordinated team, heâs outright broken. He brings a massive amount of stagger with his weapons, and if you can call out that he should be killing, the healing that he can provide is much, much greater than if youâre team is spread out nine ways to Sunday. By grouping up and calling out when he has his passive so other people can switch to CC while he kills with some of his weapons (the two that I found do the best is the dual hammers and the shield and flail) and you have a team that can absolutely heal up during a horde.
There are some things that Iâd like seen on him. The glow he gets on (most) of his weapons being visible to his teammates will make callouts less necessary. Make it so that some part of the flail+shield glows. Everything else is people learning to adjust to playing with a WP.
It sucks if youâre chasing green circles as him though, since youâre not supposed to be the one killing important targets. It also sucks if youâre with people chasing green circles because thereâs a time to switch to allow him to get his killing on and if youâre teammates are not backing off then thereâs no point.
Fury is 6 units to the ult casting on teammatesâ 20. So roughly a third that range you can cast. Like footknightâs buffed aura range.
Changes that for sure need to be made are clanking foot steps (another armor character without it) and the flail glowing under Fury. I donât think Fat Shark could disagree on that.
His talent tree is great minus 2 rows. Unstoppable force is alright but he throws out so much CC with just melee damage it feels wasted here. Divine excoriation has the same issue multiplied by the fact that youâd be wasting your higher DPS window throwing pushes. Total ground up replacements imo.
Empowered smite is similarly trash for activating on a delay. So the majority of enemies fought (horde) will be dead multiple times over before the 1 second kicks in. Seriously try it out in a game even with bots and count the smites during a horde fight youâre lucky to see 1. Why nerf it? Itâs focused on buffing second hit damage only.
I would replace divine excoriation with a talent that works like Unchainedâs bomb aura, so you get the active push strength but passively. Walking into lesser enemies would stagger them at the cost of charge, no more elite enemy cheese though too much as it is.
Empowered smite I would chuck the nerf and give it the ability to affect all sources of damage for smite. So tome explosions could have a source of pain, this is competing for the best talent after all.
Sigmarâs Executioner I would give 5% crit chance per 30 bar. Seems like a much simpler solution than elites with more possible uptime.
Add stagger power to rising judgment because playing around with stagger power is a huge theme of the kit and being unable to tinker with it beyond one talent and the gross EP on a melee is lame. I also like the 4 stacks at 10 per better numerically.
I guess an attack speed talent could replace unstoppable force and give the whole trio of damage options. 5% attack speed per push 3 stacks 3 second decay because not elf. Or lean into the pushing and give you stamina regen and those buffed pushes from divine excoriation under Fury with this instead with unstoppableâs normal effect.
Most important of all put a 2nd state charged heavy with an explosion at the end of the holy greathammer heavy combo.
Iâve found it quite nice when fighting groups of elites. Tends to keep them stagger locked nicely, especially speccing a high stagger loadout. The delay could be shortened a bit, but removing any delay would defeat the purpose of it having its own additional stagger.
100% agree. 10 last QP cata i did not see WPoS.
I see them pretty often. Itâs at least 25% of all Saltzpyre players. Not sure if that bodes well long-term though, SotT still makes up ~66% of elgis and Grail Knight still makes up ~40% of Krubers.
Itâs also unclear whether people arenât playing WPoS just because they donât like it, or because thereâs such a high chance of ending up with WPoS + GK, which often ends in disaster. Especially if you also have a Slayer or a build with low special sniping capability (e.g. Drake Gun/Trollhammer, any of the shotguns, half of Siennaâs staves). Iâve had a LOT of games where basically all special killing had to be handled by one player.
Although having 2 or even 3 melee only can be a pain, it means ranged spammers canât just pummel everything in sight as they have a dedicated role to play now. Elves might have to actually have a tiny think before spamming moonbow or jav into everything and itâs ever so slightly shifted the meta so ranged players have to take out the actual threats properly rather than just firing at everything.
I think WP also hase a more useful special ult for when someone gets grabbed or jumped, more useful than GK ult definitely.
On the other hand, if youâre the only ranged player who has to use ammo, you have even less concerns about gaining ammo as everything in the level is all yours.
Imho a very strong combination. At least if both know what they are doing.
Until literally any kind of CC special grabs/splits off/distracts your ranged characters, or they go down for any reason. Itâs the ranged characters who need to be up on their game when thereâs only 1 or 2 of them that can really take out specials.
. Put " Unyielding Blessing" ( which gave immunity to flamethrower/gunner control ) perk in the vanilla ultimate replace the empty slot by a new one with damage buff while youâre in the holy bubble, giving him - or his mates- a steroid.
. Make stagger stronger in the explosion of the ultimate so it can save from hooks and any other specials.
I donât know if " Sigmarâs Executioner" (Killing an Elite enemy grants 5% critical Strike chance for 12 seconds. Max stacks 3.) stack if you land the final strike or if it count even if a friend kill an elite, but it should be the second option.