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Witch Hunter

Witch Hunter's are the "Rogue" class of Order. Witch Hunters gain the ability to stealth at level 10. Once you get this ability you will almost fall in love with this class. Aside from stealthing their special mechanic is Accusations. Very similar to Rogue's Combo Points from WoW, or Witch Elf's Bloodlust. Certain moves will generate Accusations, once you have Accusations you will be able to Execute your target.

Destruction Mirror Class: Witch Elf

 

**If you are reading this in 2017 and playing the WAR Emulator take what you read here with a grain of salt. The guides were written for WAR when it first came out and most of the class guides were submitted to me - they will still contain useful information but not all of the information will be accurate**

 

 

Attributes and How They Effect You

Strength: Increases Melee Damage, this is one of the best stats for you since it increases your overall damage.

Toughness: Decreases the damage taken, The amount it decreases it by is minimum.

Wounds: Increases your total health, Very important stat

Initiative: Increases your chance to avoid attacks, helps detect stealthed enemies and decreases your chance to be crit. A good stat to have, not the best to focus on.

Weapon Skill: Increases your chance to parry attacks and penetrate your opponents armor. Second most usefull damage dealing stat for a Witch Hunter.

Ballistic Skill: Increases the damage you deal with your gun. Not as useful as STR and Weapon Skill, but still useful.

Intelligence: Not important at all for a Witch Hunter

Willpower: Willpower increases healing done (Which doesn't benefit you) and increases your chance to disrupt your enemies spells. It also gives you a chance to resist your enemies spells.

In summary the most important stats for you are Strength and Wounds. Then you should stack Weapon Skill and Ballsitic Skill (Maybe even Toughness) after you've gotten a comfortable amount of Strength and Wounds.

 

Resists

As far as resists go you have Elemental, Corporeal and Spiritual. Stack your resists in the order I give you;

Spiritual: It will help protect you against Sorcerer's and Magus's

Corporeal: This will help protect you against Sorcerer's and Magus's as well.

Elemental: This will help protect you against Squig Herder's AoE attacks and other misc abilities.

 

Playing a Witch Hunter

Witch Hunters aren't a very difficult class to play in PvE, but it will take you a bit of figuring out to master in RvR. In PvE you'll find that Witch Hunter's are a fairly self explanitory class. It's almost as simple as spamming "Razor Strike" then hitting "Burn, Heretic!" when you have 5 Accusations. Of course you may use different abilities and change up the play style, but you can get by, by only using two abilities.

As far as masteries go, I go up into Confession for "Sanctified Bullets" and then grab "Repel Blasphemy" which is right above it. After that I put all but 1 point in the tree. Now put points into Inquisition until you get up to Prolonged Confession and grab that.

As a Witch Hunter in RvR your main job is to sneak behind the enemy lines and quick take out anyone low on health or squishy. Many people consider this a suicide mission, but does need to be done. If you played WoW and enjoyed a Rogue, or just plain like being a sneaky assassin, you'll love this class!

 

Pluses and Minuses to a Witch Hunter

+ Stealth, nothing more needs to be said there =D

+ If you enjoy sneaking around and being able to quickly assassinate an enemy, you'll enjoy this class

+ High Damage Output.

- Your job is to sneak behind the enemy lines and take out the healers. This will result in many deaths causing you to lose a lot of renown and xp.

- Only able to wear leather armor, makes you rather squishy

 

Tips

- After you kill the person behind your enemies lines DE-TAUNT AND RUN!!! =D

- Put Sorcerer's at the top of you "Squishy zomg" list.

- Going after the healer isn't always the best choice. If the enemies team consists of say 2 healers, a Sorcerer, squig herder and a bunch of other crap... The Sorcerer should be your first logical choice. If you jump on the healer he could probably defend himself (If he is half way decent). The Sorcerer could also assist the healer, by rooting you. The healer, however, might not notice the Sorcerer being burned down. This may give you enough time to burn the Sorcerer down before he gets any heals.

- Your opening moves out of stealth do not trigger a global cooldown.

- If someone is within "your pack" in a SC or Keep siege, throw a few moves on him to build combo points, then look for a squishy person