Build Soundingboard

Discuss about the Witch Hunters warriors, builds, skills, equipment, strategy and more!
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Morjax
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Joined: 19 September 2014, 16:22
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Build Soundingboard

Postby Morjax » 22 June 2016, 19:18

Hi All,
I'm just dipping my toes in the water with the Witch Hunters, but I wanted to jumpstart some discussion on builds! it seems to me at first blush that these guys could be "Sisters+" in that they seem to have the stat caps to support a strong melee band, but with more options for ranged combat mixed in.

I haven't unlocked the executioner yet, but do we seriously get to start our enemies ON FIRE? Friggin' brutal! =D

Any potential synergies that you can see with the new Witch Hunter-specific passives and active skills? Again, it seems like there's a lot of melee synergy to be had.

Cheers,
~Morjax

Arganan
Posts: 54
Joined: 14 February 2015, 13:38

Re: Build Soundingboard

Postby Arganan » 23 June 2016, 11:33

I wasn't able to check the warior priest. I don't know how stong the spells(mastery) are and how do they stack. maybe there is a option for 105% Armor?

Kiui

Re: Build Soundingboard

Postby Kiui » 26 June 2016, 09:03

I'm loving using the smugglers skill captains order together with the WH passive purge the heretics ;)

The TK isn't doing it for me built as a tank. Have swapped him for a priest to see how that goes

stevethegecko
Posts: 13
Joined: 26 October 2015, 11:34

Re: Build Soundingboard

Postby stevethegecko » 26 June 2016, 13:16

Templar Knight for me is doing very well as a tank, so far I'm up to 9S and 10T, heavy armour, shield, helmet and sword. I have Web of Steel 1, Armour Proficiency 1, Shield Specialty 1.
Heck, in campaign 1.1 he killed 5 dark souls.

Poato

Re: Build Soundingboard

Postby Poato » 26 June 2016, 23:35

Has anyone tried running zealots as hybrid units? Their accuracy seems too garbage to be worth investing in, seems like it might be a good idea to slap a short bow in their hands for when they get too low to fight in melee or can't make it into combat. I'm running it in a league though, so I don't have the cash to spare to test it out.

Guest

Re: Build Soundingboard

Postby Guest » 27 June 2016, 01:40

Templar is very good tank. Been building mine up as damage soak, getting them up front and grabbing 2 or more opponents. So I'm pushing towards Armor Prof: Mastery so they can get up front first, Shield Specialist: Mastery, Resilient: Mastery, Probably Web of Steel: Mastery Which leaves one more Skill to Master or two basic tier. I'm leaning towards Knowledge Tactics: Mastery to push up their Parry. With the builder, ends up with 36% both melee and critical resist with basic white gear.

I want to try out a Templar as an armored Halberd damage dealer. Focus Strength and Toughness only in Physical attributes.

Witch Hunter Captain I started Dual Wielding, but have switched him to Sword and Shield for the moment. War Cry adds a nice boost on top of the Witch Hunters passive. Add in the Smuggler's Captain's orders you can stack quite a bit on your Witch Hunters.

Witch Hunter I'm looking to do a damage build to fit his Purge the Heretic. Probably will go Sword and Hammer Dual Wield for Parry and extra crit. Strong Blow is an fairly obvious damage addition with his passive. Was thinking Frenzy isn't a bad one also. Too bad he doesn't have the attribute points to master both.

Haven't used the Warrior Priest yet.

Still working out builds for the Flagellant. Survival builds seem to be what they are suited for. Toughness, Agility. I prefer them over the Zealots as basic soldier for melee builds. Would use them for Ranged team builds.

stevethegecko
Posts: 13
Joined: 26 October 2015, 11:34

Re: Build Soundingboard

Postby stevethegecko » 27 June 2016, 04:46

I'm using Zealots as general purpose meat shields. Sword and shield with parry skills and building up toughness. Flagellants I'm focussing strength and agility so they can dodge. I'm essentially using them as hard hitting support.

silverknight2021

Re: Build Soundingboard

Postby silverknight2021 » 28 June 2016, 04:33

more armor skins and new faces then the game will be better

whmordheim

Re: Build Soundingboard

Postby whmordheim » 28 June 2016, 15:14

Just got the Witch Hunters yesterday. The captain seems to be good at getting in and out of trouble. The TK seems designed to tank 2+ enemies, and I just unlocked the normal WH. Think he might go hybrid as well, but shaded more towards ranged. Gotta have someone getting headshots! Plus his melee damage buff will help should some poor henchman close in on him. Looking forward to remaining unlocks! WH were always my fave on the tabletop.

Karond
Posts: 12
Joined: 28 April 2016, 19:39

Re: Build Soundingboard

Postby Karond » 28 June 2016, 21:08

Has anyone tried running zealots as hybrid units? Their accuracy seems too garbage to be worth investing in, seems like it might be a good idea to slap a short bow in their hands for when they get too low to fight in melee or can't make it into combat. I'm running it in a league though, so I don't have the cash to spare to test it out.
Yes.

Use Zealots with maxed out ballistic skill, rest in weapon skill. I've one with lad's got talent. The idea is to use trial by pain from bows, which have a higher hit chance than anything the witch hunter heroes or leader can aquire. This way he can get 3 trial of pains off, 4 with adrenaline rush/introspection. He gets all the relevant ballistic skills too.

For the henchmen, I would do all weaponskill, rest in ballistic skill. Start with a ranged weapon, overwatch, then switch once you're charged/ready to charge. Skills should be entirely based on tanking with a shield+mace or such. I run my mercenaries warriors like this, so copying it over for zealots works out really well. Once again, pick bows for the extra hit chance. They need it.


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