Gonna do some wargear stuff... need suggestions.
Posted: Sat 08 Feb, 2014 12:31 pm
Hey guys, I'm doing some wargear specific play lately, I need some ideas/feedback on certain pieces.
My list isn't terribly long at the moment, currently I will be working with:
1) Witchblade of Kurnous (wl)
[my finding is that this wargear needs a complex adjustment (internal and external)]
2) Aura of discipline (lc)
[this wargear seems to do its job, most noticeably with ogryns, I do loathe however, that it doesn't really help the LC be independent of sentinel play]
- http://www.gamereplays.org/dawnofwar2/r ... &id=293617
- http://www.gamereplays.org/dawnofwar2/r ... &id=293618
- http://www.gamereplays.org/dawnofwar2/r ... &id=293619
3) Servo Skull (inq)
[fully functional wargear, incredibly effective and the short duration of the scan keeps it balanced]
4) Purification Rites (apo)
[Effective wargear, does its job for sure. Might be overpriced by 5 power]
5) Boss Pole (wb)
[Surprisingly, I have found this wargear to be very effective at reducing bleed, however, it doesn't do the job of countering suppression very well at all. Angry bitz counters suppression more effectively and the boss pole is actually best used in tandem with stormboyz (as far as I've found)]
- http://www.gamereplays.org/dawnofwar2/r ... &id=293616
6) Bioplasma (HT)
[this wargear is in my junk pile. It is ineffective in all circumstances and somehow costs 25 power]
7) Electric armor(mek)
[This wargear appears to be under-performing for its cost. So far what it contributes to a fight can done with better results by the dakka deff gun. The lack of move speed means the extended damage is greatly reduced, making this wargear very simple to counter. The last best hope before for this wargear is to pin down a high value squad and shock it into retreating... Something that the dakka deff gun can again, probably do better.]
- http://www.gamereplays.org/dawnofwar2/r ... &id=293620
- http://www.gamereplays.org/dawnofwar2/r ... &id=293621 (sweet comeback here)
8) Angry Bitz(wb)
[Don't need many games to see that this wargear over-performs at 20 power. It just does too much for a 20 power wargear.]
9) Daemonic Visage(CL)
[So far this wargear has proven to be very potent. My CL thus far has been almost impossible to kill in melee when he has this equipped. Still need to do more testing in larger engagements. Done testing it in larger engagements, its quite a powerful wargear, but it does come with a large cost. Not sure if the effect is too much, but it definitely does make stuff like Nobs and Genestealers much less effective.]
- http://www.gamereplays.org/dawnofwar2/r ... &id=293629
- http://www.gamereplays.org/dawnofwar2/r ... &id=293630 (epic game here)
10) Icon of Khorne(CL)
[1 game in and this wargear actually worked out okay! I think the main problem with the icon of khorne is that it shouldn't cost 25 power. It has a very specific role to play and I feel that role involves forcing your opponent to get jump troops against you.]
- http://www.gamereplays.org/dawnofwar2/r ... &id=293631
11) Toxic Cysts(LA)
[This wargear is far too specific in its role I have found so far, and thus it is crap. There is basically 1 unit that this wargear works properly against, and that is banshees. This wargear also 98% of the time requires lone hunter to be paired with it. I always find the regeneration effect to be insignificant considering that the LA will be in melee. I really wish this wargear provided a bit more tankyness so that the option to use different weapons would be opened up.]
12) Toxic Miasma(RA)
13) Crippling talons(RA)
14) Nemesis halberd(BC)
15) Nemesis Force Staff(BC)
16) Mind blades wargear(BC)
17) Nemesis Vortex(BC) does it snare vehicles?
[It is confirmed, this wargear snares vehicles. Now to find out if the effect is too much, and also, if it is OP in tandem with interceptors]
18) Psychic Lash(BC)
19) Time Field(FS)
20) Axe of the Mechanicus(TM)
21) Mekboy turret(Mek)
***Notes***
At this point I want to just enter my thoughts/experience on a few items that people have suggested. I don't need to test these things because I already regularily use them!
-Carapace armor (LC): This armor functions perfectly well and has a nice perk of suppression immunity after an execute for the LC.
-Assail(inq): The duration seems to be a touch shorter and it doesn't do rape mode levels of damage anymore so I don't see it as horrible. It does however snare from super long range, making me think it should go back to being a channeling ability.
-Psychic Scream(HT): This wargear seems super powerful for it to be in T1. Everytime I use it, I laugh as my hormagants eat a squad that is normally supposed to beat them to a pulp. I don't however know the exact stats on it, can somebody fill me in?
-Icon of Tzeentch(CS): This wargear is still in a weird spot. The change to % damage helps it vs bigger targets, but the timing is such a gamble. Also, changing to a % of max hp has really hurt it in terms of killing off small units. For what it does, its quite costly. I always figured it could use a non damage perk.
-Improved warp generator(WSE): specifically, group teleport. Its a strong ability for sure, but I don't see it as being imbalanced unless your sole focus is malicious intent (which will often lose you the game anyhow). I have used this thing a ton in recent history and sometimes it grabs you a squad kill, sometimes its a big waste of time. Classic gamble eldar stuff.
-Assassun's Knife(KN): I think you are right (torpid). At this point, the knife is so very good it needs to cost 125-25.
-Armor of the Apothecarion(apo): this armor is troll mode. Watch how Noisy uses it to constantly bait people into trying to focus the apo. It literally makes killing the apo impossible without some kind of stun/constant knockback. Very good wargear. I wouldn't call it crazy OP or anything though, it costs a pretty penny.
-Regenerate Armor(RA): This is a strong wargear from green cover for sure, but you literally pay for some HP and regeneration. Its decent.
-Acid Splatter(RA): Some people say this is OP... But I'm just not seeing it. It is effective in T2, and doesn't scale into the late game. Anything that the RA pairs with this wargear can be countered.
-Stormshield(FC): Strong wargear, does its job well, has drawbacks, balanced.
-Corrosive Devourer(RA): Super strong weapon, costs a ton, its awesome by default cuz its anti-all + ranged. Its basically an auto purchase with RA most games, but I don't think that makes this externally OP, just internally.
-Landmines(mek): This wargear is OP. The snare is too damn long.
This list is clearly incomplete, I am however just really struggling to use brainpower at the moment. Help suggest some other wargears that are in an awkward spot, whether it be too strong or too weak (as you feel) and I will add them to the list.
Thanks!
My list isn't terribly long at the moment, currently I will be working with:
1) Witchblade of Kurnous (wl)
[my finding is that this wargear needs a complex adjustment (internal and external)]
2) Aura of discipline (lc)
[this wargear seems to do its job, most noticeably with ogryns, I do loathe however, that it doesn't really help the LC be independent of sentinel play]
- http://www.gamereplays.org/dawnofwar2/r ... &id=293617
- http://www.gamereplays.org/dawnofwar2/r ... &id=293618
- http://www.gamereplays.org/dawnofwar2/r ... &id=293619
3) Servo Skull (inq)
[fully functional wargear, incredibly effective and the short duration of the scan keeps it balanced]
4) Purification Rites (apo)
[Effective wargear, does its job for sure. Might be overpriced by 5 power]
5) Boss Pole (wb)
[Surprisingly, I have found this wargear to be very effective at reducing bleed, however, it doesn't do the job of countering suppression very well at all. Angry bitz counters suppression more effectively and the boss pole is actually best used in tandem with stormboyz (as far as I've found)]
- http://www.gamereplays.org/dawnofwar2/r ... &id=293616
6) Bioplasma (HT)
[this wargear is in my junk pile. It is ineffective in all circumstances and somehow costs 25 power]
7) Electric armor(mek)
[This wargear appears to be under-performing for its cost. So far what it contributes to a fight can done with better results by the dakka deff gun. The lack of move speed means the extended damage is greatly reduced, making this wargear very simple to counter. The last best hope before for this wargear is to pin down a high value squad and shock it into retreating... Something that the dakka deff gun can again, probably do better.]
- http://www.gamereplays.org/dawnofwar2/r ... &id=293620
- http://www.gamereplays.org/dawnofwar2/r ... &id=293621 (sweet comeback here)
8) Angry Bitz(wb)
[Don't need many games to see that this wargear over-performs at 20 power. It just does too much for a 20 power wargear.]
9) Daemonic Visage(CL)
[So far this wargear has proven to be very potent. My CL thus far has been almost impossible to kill in melee when he has this equipped. Still need to do more testing in larger engagements. Done testing it in larger engagements, its quite a powerful wargear, but it does come with a large cost. Not sure if the effect is too much, but it definitely does make stuff like Nobs and Genestealers much less effective.]
- http://www.gamereplays.org/dawnofwar2/r ... &id=293629
- http://www.gamereplays.org/dawnofwar2/r ... &id=293630 (epic game here)
10) Icon of Khorne(CL)
[1 game in and this wargear actually worked out okay! I think the main problem with the icon of khorne is that it shouldn't cost 25 power. It has a very specific role to play and I feel that role involves forcing your opponent to get jump troops against you.]
- http://www.gamereplays.org/dawnofwar2/r ... &id=293631
11) Toxic Cysts(LA)
[This wargear is far too specific in its role I have found so far, and thus it is crap. There is basically 1 unit that this wargear works properly against, and that is banshees. This wargear also 98% of the time requires lone hunter to be paired with it. I always find the regeneration effect to be insignificant considering that the LA will be in melee. I really wish this wargear provided a bit more tankyness so that the option to use different weapons would be opened up.]
12) Toxic Miasma(RA)
13) Crippling talons(RA)
14) Nemesis halberd(BC)
15) Nemesis Force Staff(BC)
16) Mind blades wargear(BC)
17) Nemesis Vortex(BC) does it snare vehicles?
[It is confirmed, this wargear snares vehicles. Now to find out if the effect is too much, and also, if it is OP in tandem with interceptors]
18) Psychic Lash(BC)
19) Time Field(FS)
20) Axe of the Mechanicus(TM)
21) Mekboy turret(Mek)
***Notes***
At this point I want to just enter my thoughts/experience on a few items that people have suggested. I don't need to test these things because I already regularily use them!
-Carapace armor (LC): This armor functions perfectly well and has a nice perk of suppression immunity after an execute for the LC.
-Assail(inq): The duration seems to be a touch shorter and it doesn't do rape mode levels of damage anymore so I don't see it as horrible. It does however snare from super long range, making me think it should go back to being a channeling ability.
-Psychic Scream(HT): This wargear seems super powerful for it to be in T1. Everytime I use it, I laugh as my hormagants eat a squad that is normally supposed to beat them to a pulp. I don't however know the exact stats on it, can somebody fill me in?
-Icon of Tzeentch(CS): This wargear is still in a weird spot. The change to % damage helps it vs bigger targets, but the timing is such a gamble. Also, changing to a % of max hp has really hurt it in terms of killing off small units. For what it does, its quite costly. I always figured it could use a non damage perk.
-Improved warp generator(WSE): specifically, group teleport. Its a strong ability for sure, but I don't see it as being imbalanced unless your sole focus is malicious intent (which will often lose you the game anyhow). I have used this thing a ton in recent history and sometimes it grabs you a squad kill, sometimes its a big waste of time. Classic gamble eldar stuff.
-Assassun's Knife(KN): I think you are right (torpid). At this point, the knife is so very good it needs to cost 125-25.
-Armor of the Apothecarion(apo): this armor is troll mode. Watch how Noisy uses it to constantly bait people into trying to focus the apo. It literally makes killing the apo impossible without some kind of stun/constant knockback. Very good wargear. I wouldn't call it crazy OP or anything though, it costs a pretty penny.
-Regenerate Armor(RA): This is a strong wargear from green cover for sure, but you literally pay for some HP and regeneration. Its decent.
-Acid Splatter(RA): Some people say this is OP... But I'm just not seeing it. It is effective in T2, and doesn't scale into the late game. Anything that the RA pairs with this wargear can be countered.
-Stormshield(FC): Strong wargear, does its job well, has drawbacks, balanced.
-Corrosive Devourer(RA): Super strong weapon, costs a ton, its awesome by default cuz its anti-all + ranged. Its basically an auto purchase with RA most games, but I don't think that makes this externally OP, just internally.
-Landmines(mek): This wargear is OP. The snare is too damn long.
This list is clearly incomplete, I am however just really struggling to use brainpower at the moment. Help suggest some other wargears that are in an awkward spot, whether it be too strong or too weak (as you feel) and I will add them to the list.
Thanks!