Agreed, WLs have always been about soaking in damage, one of the main reasons I was so effective as a leader was simply because I could take the focus put on me, allowing my DPS to destroy everything else. However Freeps here do not realize it takes 1 champion to make a WL useless and then put the rest of their DPS on a opposing DPS.
Originally Posted by Grusk
Setting the lack of strategy aside, if you are playing a WL properly and have a good group ratio such as 1 defiler and 1 WL for every 4 people you will find yourself being able to DPS/harass the healers to an extent in between your limited heals. Overall this greatly increases your overall effectiveness towards your group. You are seen as less of a threat because you are: not standing in 1 spot spamming inductions, disabling the opponents heals, critting every other shout (with the correct build which I will get to in a minute) enabling for faster heals, and kiting around making it a little harder for you to be interrupted.
Most elitists look for a R4+ WL simply because of bubble, but they do not truly become elite until a minimum of R6 with stances. The reason why is because a good WL will always be able to tell when "Stance-dancing" is required. If you find yourself only casting an occasional heal simply to top someone of, you should definitely be in Brawlers, spamming shouts etc etc. If you need to pop a big heal or want a 100% QWAF you should definitely swap back, it takes a second for the animation but it's well worth the extra 2-4k heal. Every situation is different, with less healers you will be in Commander's the majority of fights, with more healers, you might find stance-dancing is easy. Normally when I start a fight (As a healer not a leader), I will be in Brawler's and I'll usually cycle through 2 sets of shouts before I switch to Commander's, allowing the defiler dots to do the initial heals while I can get in an extra 2-5k damage helping drop someone before their healers can react.
WLs can have very high heals, however that does not mean that their overall HPS is great. The CDs that WLs have to put up combined with the ease in which they are interrupted makes it extremely hard to be considered a "Main Healer". Unlike Minstrels who can cast large heals on the move at the price of a few ballads, even without that they can still nearly instant cast these large heals with CDs as low as 0-1s. The only way to interrupt their heals is by having perfect timing on Fracture or Shield-Bash (As a WL). Moving on..
Originally Posted by Roddrildun
I have found this to be the most beneficial array of traits. Occasionally if I know I won't be needing "Enhanced Skill: Field Promotion", "Enhanced Skill: On Your Feet!", or "Enhanced Skill: Snap Out Of It!" I may swap in some damage traits, especially "Shield Mastery". If you are grouping at all and like versatility then this is probably for you:
List of Traits:
Health for Power 2
Health for Damage 2
Critical Protection Boost 1 & 2
Critical Rating Boosts 1 & 2
Racial Skill: Imposing Presence
Racial Skill: Get A Grip!
Power Of Fear
Lead The Charge!
Enhanced Skill: Field Promotion
Enhanced Skill: Quitters Never Win
Enhanced Skill: Snap Out Of It!
Enhanced Skill: On Your Feet!
The Combination of crit defense and crit rating seems to be superior to increased heal/damage output etc.
Everybody has something different that works for them, this works for me and hopefully it can help other WLs all around.
~R7 Guardian. R7 Burglar. R6 Captain. R7 Champion.~
~R11 WarLeader Sexpanther, Unhallowed.~