Posted August 26th, 2008 by RadarX
|
Strengths:
|
Weaknesses:
|
Empire Witch Hunter Quick
Info
Faction:
Order
Race: Empire Role: DPS Armor: Light Primary Weapons: Rapiers, Swords, Pistols Primary Stats: Wounds and Ballistic |
Mythic's
Official Empire Witch Hunter Description
"These poor, simple folk - too
fearful or too dull-witted to see the vulgarity and evil in their own
midst. They wail and complain about my...uncompromising methods, but
who among you can say that hanging half a village is too high a price
to pay for the assurance that corruption has been exposed and destroyed
this day?"
- Ernst Traugott, Templar Witch Hunter The Witch Hunter is a tireless foe of Chaos, dark magic and witchery of all kinds. As the taint of Chaos continues to spread and more people are drawn to the dark arts, the Witch Hunters' role has become increasingly important to the Empire. Fast, cunning and deadly, they dispense merciless judgment upon any who serve Chaos. While the people of the Empire agree that the Witch Hunters' work is critically important, rare is the citizen who does not feel pangs of dread when they lay eyes upon one, for it is understood that most Witch Hunters would sooner burn an entire village to the ground than see a single follower of Chaos go free. |
|
PvE
Overview
The Witch Hunter's main role as DPS provides players the ability to deal heavy amounts of damage at the price of survivability. They can dispatch a single target extremely quickly but any additional encounters could kill them in short order. Working much like the Rogue classes in other MMOG's the
Witch Hunter builds up points in order to do finishing moves which can
provide a variety of effects from normal damage, to an armor debuff.
They also have skills which can only be used from stealth giving the
Witch Hunter a great balance in PvE combat |
RvR
Overview
The Witch Hunter almost has a support role in RvR combat, meaning they can't rush into a one on one battle no matter how badly they want to. However, their versatility provide a number of combat options which can make them invaluable. If two well matched tanks are beating on each other, the Witch Hunter can turn the tide. Perhaps there is a particularly pesky healer or caster harassing people at long range. A Witch Hunter can move in, make short work of them and escape long before anyone figures out what happened. The only downside to the Witch Hunter is their inherent squishyness. When targeted by tanks or a pair of casters, they can be chewed up and spit out pretty quickly. |
Witch Hunter Abilities: Levels 1 to 20 | Witch Hunter Abilities: Levels 21 to 40
Witch Hunter
Mastery
Paths
Path of
Confession:
The
Path of Confession is direct and uncompromising, and focused primarily
on direct and immediate opposition to heresy. A specialist in
Confession will eschew subtlety and lengthy investigations in favor of
simply approaching their enemy and beating the truth out of them. While
not necessarily the most powerful approach, it is effective in its
straightforward brutality, and provides a small measure of increased
protection when the Witch Hunter finds themselves under direct attack.
Path of
Inquisition:
The Path of Inquisition is focused on longer and detailed
investigations, weakening and progressively working over an enemy until
the victim's guilt is all but assured. A player with heavy Inquisition
Mastery may appear less powerful at first glance, but the devastating
effects of their attacks are felt more and more as the fight progresses.
Path of
Judgement:
The
Path of Judgment is taken by Witch Hunters who are assured that their
targets are guilty and no questioning is needed. They tend to take
their suspects by surprise, and are at their best when the enemy's
attention is elsewhere. A Master of Judgment will seek to avoid
face-to-face confrontations, and will be at their most powerful when
they have allies nearby that can distract their enemies, allowing the
Witch Hunter to lay down very potent attacks.
|