I take the ultimate in the middle. Because in our group I play offtank but we have an FK which plays him tank (with 35% stagger for him + the 25% that WPoS gives) and the aura which reduces the damage suffered and the cost of blocking.
In short, I take this talent there because we will go together in the fray to protect our distances which cover us.
My point was that if you are at about 15% crit to begin with, you already have pretty much constant uptime on SS whenever you are fighting, and that’s the main damage boost in the long run (attacking more often). Getting a random extra 5-10% crit once in a bad moon when you manage to whack an elite makes no real difference over the long run. If you have guaranteed crits or something like a constant ~50% crit chance on high finesse weapons (think PfP Handmaiden), then yeah that’s something else, but I think it’s beyond the capabilities of WP. I don’t know what the finesse modifiers are for his weapons, but judging by the end game results I imagine that’s not the main focus of their design.
In his case literally all they do is proc the weapon’s trait, if it happens to be bound to whether or not you critted (swift slaying/resourceful combatant). Careers like WHC, Shade, SoTT and so on have other perks bound to crits (killing blows, bleed effects etc.).
honestly think the career is in a pretty good spot overall
just wish we had access to more than just hammers but w/e that’s a GW issue. Otherwise just want the implacable bug fixed and righteous fury to be a little more consistent
Played a bunch more of him today, before and after the hotfix.
Tried a horde deed and that righteous fury uptime was
A few changes I’d make:
Ranged knockback immunity baked into Shield of Faith.
(Warpfires/Gunners have been the bane of my existence)
Righteous Fury energy numbers need another pass - For all difficulties.
(Probably the biggest complaint I’ve seen so far)
Hitting monsters/bosses generates Fury energy.
(Yoinked the idea from another game)
I think these 3 changes would put Warrior Priest in potentially a perfect spot or at the very least tidy his core/foundation. Any other changes would just be icing.
I’m not averse to the idea, but what do you give unyielding blessing in its place? It would remain as basically the only selfish pick, but its effect is pretty lacklustre if you take its knockback immunity off it.
Probably boss stagger on the AoE blast.
The lack of mobility, dashes/leaps, ranged weapons etc kinda puts WP in a precarious position against warpfires & gunners.
I can get away with it on GK by move teching or baiting these specials close enough to blessed blade.
Yeah that might be enough, though if that + the base 2 extra seconds of ult would see much use is perhaps doubtful.
I dunno, I also don’t mind the current choice. You either pick to be more self sufficient, or pick to trust your team mates and be a better support. Seems like a decently meaningful choice as is with all options being competitive in different situations. Probably wouldn’t be top of my list to change, I’ll say.
Edit: make the stagger generally stronger (enough to knock packmasters off as well) or increase the range of the knockback as well as monster stagger and it might look more appealing. At that point though are we just needlessly buffing a solid class with well defined weaknesses?
Fair enough. So far I’m glued to Comet’s Gift.
Kinda wish there was even more Shield of Faith variation and/or talents affecting Shield of Faith.
(I’d easily trade that level 25 row for more SoF customization.)
WP is quite fun to play and made me to like Saltpyre alot more now. Feels balanced and may lack insane damage output, but that’s what the other team mates are for. Although GK brings alot of damage potential to the Group, running WP and GK who lack ranged attacks to deal with certain specials, implies that the other two team mates, be it player or Bot, need to be range focused snipers. otherwise you need to have an explosive bomb with you all the time if you find yourself in a pickle where the 2 dedicated ranged players are occupied or pinned down.
• I’m a huge fan of the the Shield of faith Ability and love to throw it at anyone who seem to take a high risk. I’m running trinkets with Concoction to refill the Ability Meter with any potion i can find and 10% faster recharge rate.
WP is a freaking beast with a Concoction potion!
My strategy is to hold onto a random potion, throw Shield of Faith at a team mate in need, drink the potion and go ham on the Horde or Monster with Movement/Attack speed and strentgh, just to have another SoF ready for another situation in need (works wonderful with Comets Gift). (Ranger and GK are good in providing potions with their specific talents).
● I’m a bit torn between SoF’s Talents Unyielding Blessing and Comets Gift since both are insanely great.
• 8 seconds invulnerability is just spot on and you can negate big damage income in a well timed manner beforehand, able to close the gap towards a Warpflametrower. But you need to decide when is the right time or who is the most optimal target. (There is a good chance to even waste the ability at someone surrounded by enemies, who is a veteran in combat and gets out of it with just a scratch while seconds later another team mate gets snatched by a Hoockrat and swarmed by Berserkers and is out of reach to save and no SoF at hand.)
• Comets Gift is an optimal ‘Accident Canceler’ to negate already taken damage and downed team mates within the 3 seconds or just a quick pickup from afar if they have been downed for longer than 3 seconds. Of course it is still a good damage negater before the devastating hit is taken, but it feels you kinda want to save the skill for the moment when the damage is taken rather before it is “possibly” taken (unable to judge if the targeted player would just be able to block or dodge out of the situation, thus wasting the skill full potential preemtively).
● From my observation and tests on my own, SoF can save you and team mates from Assassins and Leeches. The explosion interrupts these two Specials, frees the target and has a good chance to kill the Assassin with the applied DoT. (unsure about killing off the Leech by the DoT alone)
• You need to aply SoF on yourself before you get pounced/grabbed within the 5-8 seconds of the shield duration if you are to face one of them, but the shield explosion has a chance to be out of range for a Leech to hit if he grabbed you from further away.
• A Hookrat is to tanky to be killed off by the blast alone and wont free you from its hook.
• Apply SoF on a team mate before or yourself right after they get flung out of a Blightstormers Storm to negate the DoT applied to you right after.
(Threw SoF at a team mate once way to early, just as he got caught by the Storm. SoF expired way before he got flung away and got killed by the DoT applied to him afterwards.)
• Simular with the Chaos Spawn Boss, wait until a grabbed player gets chewed on or flailed around to save as much damage on them with SoF as possible.
Can SoF negate fall damage from high places? (not including cliffs/pits that would lead to an instant death): Still needs to be tested.
Yeah, I tried several times on Into the Nest deed with a +horde modifier. I could never get it to work because my 3 bots would always thin out the horde and prevent them from getting hyperdense (on legend).
I finally got it to work by running the same deed with twitch mode enabled. I stood in a narrow hallway to funnel the rats together and when twitch spawned a troll all the bots aggro-ed on it and left the horde to get nice and dense, then one bonk of the hammer and challenge completed.
I also like the WP. I’d appreciate one of his weapons to have high damage though. All of his weps are crowd control. Maybe adjusting hammer tome charged attack damage a bit?
Other than that, great design. Thanks for all the efforts.
Cause to me : 2hh on L1, L2 and H3 ; 1hh on H1 and H2 ; flail and shield on L1 and L2 ; Hammer and tome on any attack except push attack all have high damage.
I’ll concede that hammer and shield only has push attack ; and dual hammers only H1 that deal moderately high damage.
Glaive has high damage only on H2 (and moderately high on H1), and I doubt there is much armour piercing except for its heavies as well.
If you tell me a hammer is armour piercing, I’ll agree ; glaive will clank against every single stormvermin for less than 5 damage with every light swing : I don’t call that armour piercing.
Another example is Greatsword - amazing weapon as it is, it does say “high damage”, which I think is a joke when you need 6 or 7 heavies headshots to kill a single SV (if you optimize with mainstay, you can do H1 > PA > H1 > PA to kill one in 4 hits.)
Yeah, I’d like a warpick equivalent that does extra damage on the fully charged heavy attack. For lore purposes, I’d make it cosmetically look a bit like the cog hammer - hammer head on one face and spike on the other. Hammer head is used for light attacks and spike for heavies.
Does what not? The war pick definitely does, that’s why it’s so good on slayer for deleting Chaos warriors. Does WP already have an equivalent? Does the great hammer have 2 charged states on heavy 3?
Yes but isnt it because greatsword lacks AP to be able to kill armored such as SVs quickly? Every weapon can penetrate armor upon its charged. But not every can do so on light attack, unless its over head attack, or a light attack of AP weapon.
Another example, and better weapon to compare would be executioner. That one has high damage and AP, and deletes SVs in a second.
Greatsword, from the looks of it, was never meant to instantly delete armor in a first place. But kruber and saltz ( except WP ) have some options to choose from. Just like any other char/Career. WP does not.