The various things wrong with sorcery ward

So first off I already know nobody is running witch hunter and that sorcery ward is generally considered bad, but I want to make sure there's feedback on exactly how bad it actually is because I haven't seen some of its worst details discussed.

Sorcery ward gives you 50% less evasion and armour, that's a ton of evasion and armour, as well as your ascendency nodes. So before I even consider using this I have to ask myself, is this really worth the investment?

Well it is a very big shield so, maybe it is, but then I realize, this shield only applies to hits, which I'll dodge less of because I have less evasion now. Oh well, but then I realize, it doesn't recharge unless it's fully depleted, or you haven't been hit by elemental damage for 6 seconds (at max level with 4 ascendency points into it) surely I can shorten that time? No, it doesn't scale with anything, duration cooldown etc. you have to not be hit for 6 seconds.

6 seconds is a long time to not be hit. With enough evasion you would think it wouldn't be so bad, but there's one final nail in the coffin, if at any point your armour/evasion change, the cooldown resets. Wind dancer procs? The cooldown will reset Everytime it gains a stage. One of your stacks of armour plating falls off because each stack is counted separately instead of refreshing? Have any of the nodes that give you evasion when you dodge roll? You have to stop dodge rolling for 10 seconds. There's even nodes that change your evasion/if you've been hit/not been hit recently. I'll go an entire map and have this thing not recharge. The only surefire way to get it recharged is to stand still and do nothing with no enemies nearby for up to 10 seconds.

Resetting when your armour/evasion changes is obviously a huge problem, but I don't think the skill will be that good even if they fix that. Hopefully witchunter gets some love in the next patch because I know there's a lot of disappointed ones out there.
Last bumped on Feb 6, 2025, 6:06:13 PM

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