WHC can work pretty well on Legend, but he is extremely dependend on equipment and his overall playstyle only allows for very little margin of error. I’d classify him as “High Risk - Mediocre Reward”. I dabbled with both maxing attack speed with swift slaying and with CD reduction, and in my oppinion, going with time extension on his active and swift slaying seems to be the best option. The CD on his active is too long to consistently rely on it being usable more than once a wave, and I regularly have it ready without any real reason to use it, so I use it as a clutch-ability or the cover a flank by myself. WHC definitely has the best horde-clearing ability of any melee-carreer in the game and imho, stacking anything but crit power or power vs. monsters on him is a waste. With rapier and stacked out crit chance, swift slaying and bonus headshot damage, you can absolutely rely on your light attack flailing to decap almost any mook up to chaos marauders. Anything not hit in the head gets wrecked by your extra crit-damage and with a good volley x-bow, you can put out decent boss dps and actually use your 10 seconds of ultra-crits to become sort of an off-boss-killer on anything other than the troll, though I run him with a regular crossbow for even better CC.
My personal gripe with him is that I rarely use him off-host, since you are soooooo dependend on not getting hit because of your abysmally small health pool. His “no block stamina on light attacks from the front” is absolutely forgettable since the angle seems to be about the same as that of shade’s backstab, nothing you can rely on and gimmicky at best.
That’s the whole problem. You look at his abilities and say “wow, he’s got some really good stuff”, but half of it is unreliable and a gimmick at best and you pretty much have to commit to a certain talent setup because without your extra-dodge distance, you are absolutely cat food.
WHC is not far off from being where he needs to be in order to truly compete with Salty’s other two carreers, which are, by and large, on the same level (Zealot could use some tweaking imho, but that’s another topic):
- 25 more health to be not so squishy anymore. He is designed as a melee character, he is wearing chainmail armour, he should be a little tankier.
- Tweak his active skill. It needs both its cooldown looked at as well as its effect. Maybe the 100% crits from beta were too much, but for what it does now, even if it affects the whole team, it seems underwhelming considering you cannot exactly spam it. My suggestion would be to both reduce the CD and give it more offensive power. Maybe also increase Crit Power by another flat 20% while it is on.
- Give him the extra dodge distance by default, replace lvl 5 talent with something else. Honestly, this should be the case with most carreers where only one talent path makes the difference between “Legend viable” and “not worth your time and effort”. When it seems a carreer only becomes viable with a certain talent setup, the carreer should have those abilities by default in order to allow a more varied playstyle. A CC with as little defense as WHC has, he needs to be able to dodge.