Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Here are some feedback:
His relatively low speed and mediocre accuracy combined with his primary role being a bleed/stunner leaves the class....much to be desired.
Double-stun, stun with pull, stun with speed debuff, shuffle with decent bleed that can hit all enemy ranks? Other offensive support would kill to have half of what the Wraith has.
However, stunning after the enemies have acted or missing constantly with his pull/shuffle skills makes him incompetent at doing his job, despite having so much going on with his kit.
You could equip him with trinkets that buff his accuracy or speed of course, but I personally think trinkets should be what make a class's strengths shine, not cover the class's weaknesses.
One would think a ninja assassin should be quick and precise, but it is not the case when it comes to the Wraith. He plans his attack very patiently. Well, after much calculating and planning, shouldn't he be at least more accurate with his attacks?
Everybody wants to be fast in DD, but those who need it the most are those who focus on stunning, marking, applying DoT, and damage nuking as their primary goal. If you'll notice, the Wraith's game plan is basically all 'a that.
In terms of stunning, the Wraith is a hard sell in comparison to his competition. Being able to target every rank with a stunning attack sounds very strong on paper, but it doesn't actually give him an inherent advantage in a stunning role. Having more options lets you contribute in more team comps, but doesn't necessarily make you better in any given one. Speaking of, here's a few things that rain on this guy's stunning parade:
-Low speed. He falls into a bothersome category where he sometimes rolls speed before the front-line enemies, and sometimes after. In addition to this, his low speed means he has a very poor chance of contributing to the control of back-line enemies with his stunning moves.
-Low accuracy. Stun moves in DD almost universally have better accuracy than your standard 85, including modded classes. There's a good reason for this too, as miss chance can effectively be calculated into your odds of stunning. This is another strike against his ability to control stressful enemies in particular, given their inherent high dodge.
-No trinkets improving stun chance*. This is probably the singular largest hindrance to performing at even an average level as a stunner. Even the most susceptible of enemies have resistance which bar an average stun from reaching that coveted 100%. He'll never be consistent at stunning, even ignoring every other facet.
Keeping in mind all of these factors, I think it's safe to say you can't consider the Wraith a primary stunner. He simply cannot mitigate all of these drawbacks even with optimal quirks/trinkets (which may or may not be available), and this puts a large portion of his kit at the level of most heroes' secondary utility moves.
Basically, I think he's just got one too many things going against him for him to stand on the level of his peers.
Stunning aside, I actually really enjoy the rest of his style. Setting up powerful DoTs and guaranteed crits, and finessing enemy position can be very rewarding. These tools make him really fun to use.
I don't have too-too much to comment on, I think he's got a good thing goin' with the moves' effects overall. The accuracy situation is still there of course, I'd like to see either guillotine or hook and slice with 90-95 base accuracy to give a little more texture to his damaging moves. They can be a bit same-y in a lot of situations.
Other 'n that, his mark's probably just not going to see any use. Speed, yeah? The only thing I could see to salvage it is a decent speed debuff to let someone else finish an enemy at certain health ranges.
Anywho, I hope you don't take any of this feedback as an insult. You're a great modder (I really love the Falconer and the Banshee boss in particular), and I think you've made a great character here.
*The CC trinket set gives him stunning chance, but it leaves him with no accuracy or speed. I'm not sure I've ever gotten a full set in all my play time either, haha.
When I first got my wraith, I took him out for a few missions and began to wonder why I was even bothering. In terms of damage potential, he falls severely short of the BH due to not having a wounding helmet equivalent. The damage trinkets he does have are both risky and inconsistent. And the damage bonuses he has in his kit suffer from the same problems (why would I want a class that can execute from 66% hp when I can just use a BH to tag-and-bag them from 100 to 0)
However, once I scrounged up his CC set and learned a bit more about him, I found the niche he fits perfectly: the wraith is practically unparalleled at controlling dangerous damage dealers. The stress-dealers in dungeons tend to be both fast and dodgy, as mentioned by the other two posters above. The wraith can’t really handle these kinds of enemies. I adapted for this by either bringing a fast stun class (Plague Doctor) or just a really fast dps to nuke them down (Grave Robber, HWM, etc).
However, when it comes to certain slow but hard hitting damage dealers like the weald giant, swine butchers, and courtyard chevaliers, the wraith really begins to shine as a stunner class. These mobs are tanky enough that one-shotting them becomes an iffy proposition, so stunning them and buying your team time becomes a lot more valuable. Sap’s speed debuff + stun combo could potentially take a monster out of a fight until the end of the second turn, which is huge. Chain gang is a great opener for a fight when you’re dealing with certain really high damage monster groups (quadruple grouper mash comes to mind here)
If I could suggest changes for this class, I’d like him to get at least one or two more speed so he can consistently go before the aforementioned tanky bruisers.
EDIT: I found out where his ACC buff is, for the other two posters here: it's in his camping skill. If torch is below 26.
Reap:
really buffed the mark attack but in turn bleed is solely a acc buff so not really have much to say
Death sentence:
not the most usable debuff compared to the last one since 20%-25% more dmg taken on under 50% health while useful is not pale compared to previous crit received not to mention the debuff felt somewhat unfelt againtst backliner cause usually mark backliner will get 1-2 shotted by if they got mark anyway unless if its something like virago so this is way better on bosses
Chaingang :
got nerfed with the only 3 uses but considering back it was just a double stun with nothing else it had to come eventually
Incarcerate:
it got nerfed but it is coming cause a pull 2 + stun = backliner being useless for 2 turns so i can see the change but it does leave his position disrupt to be weaker while the new debuff im going to cover in the other skills
Sap:
i can see the appeal now rather than just a SPD debuff + stun now is a stun that push 1 and debuff spd on stun similar the incarcerate but push 1 is not enough to disrupt frontliners and the debuff and the push and pull 1 nature really only felt like a setup to the next skill which is
Guillotine:
the supposed bread butter for wraith as it deal good bleed on normal and high bleed on mark and an always crit on stun so in theory the debuff can be use for wraith to stun them himself so he can use guilotine on next turn
sadly because of wraith slow- below average speed all it translate to is you never really capitalize on the always crit on stun compared to the always on crit on 25% health in the previous version so the best way to use is either get a new stunner to do it for him as always or just it for his mark double bleed
not to mention previously both stun and bleed buff his bleed duration now is also somewhat of a nerf for his bleed
Hook and slice:
arguably the biggest nerf hammer. while everything else is unchanged, the pull to 1 instead of shuffle is really felt because now you cant disable back liner as it used to be and now is just a bleed against frontliner so overall
his CC trinket set bonus on change the bleed insteads of stun so while but still something compared to the falconers CC set bonus
overall a huge buff for marking but his bleed got a bit nerfed so now his position in bleed is weaker unless and his position disruption role just got huge nerf
I'd say that the debuff on speed while stunned should be made far higher to compensate for the Wraith's low speed compared to a lot of high priority target.
Demon Seal is an auto-include on my wraith and I use it in Bleed Synergy teams simply because otherwise it relies too much on pure luck to 1) stun the enemy and 2) have the Wraith get their move before said enemy. Unless that's changed, I'll always consider Bleed Synergy to be far better on Wraith than the Stun Synergy, even after these changes.