Witch Hunter morale abilities have for some time now fallen into the category of “things that make you go hmm” (or in some cases, the simple “wtf?” will suffice); our career-specific tricks are especially lackluster. For the confused Witch Hunter in all of us I hereby present: Morale 101.

somewhere there is an entire industry for staging photos of happy office workers
Rank 1 morales: quick to build, possible even in a duel if long enough (30+ secs for me, roughly)
Sever Nerve: In my anti-caster setup. Best coordinated with other burst damage. Lackluster in PvE, only 20 DPS if spammed and may interfere with using other morales. I pass over it in favor of…
Confusing Movements: Five stars. In my anti-melee lineup. Fantastic when dueling a melee class or Squig Herder; combine with REPEL BLASPHEMY for 12+ seconds of 100% parry. Great in PvE for evade tanking e.g. (1) tank dies, you buy healer time to rez (2) trash on the squishies, smack ’em around and buy time until a tank can pick them up.
Exoneration: Worthless. 133 health per second and (at best) 80% AP regen for 9 seconds shouldn’t make a difference in any situation, and Confusing Movements’ damage avoidance is probably superior unless you’re being nuked by casters. If anything, socket Sever Nerve to kill your target more quickly and make your escape before you ‘need’ this pitiful trash.
Rank 2 morales: also quick to build, probably our most useful
Force of Will: Nice against most careers if used properly; hit it early in a fight and/or when you’re low on AP to cripple your opponent and get the most benefit. Great start to any fight against a tank because it limits their options (if you’re using Judgment bullets also you just made their life hell) and nice for draining a Zealot/Shaman so they can’t spam heal themselves.
Relentless Assault: Eeeeh, meh. Strictly PvE, of course, and lately I’ve been getting more use out of a morale3 I’ll discuss shortly. More for your group than yourself (you could get twice as much from Force of Will)
Reversal of Fortune: The disarm probably won’t land if you’re dueling one other player because you’ll have already given them Unstoppable, but in skirmishes and medium-to-large battles it can save squishies – including yourself – and the damage is gravy. Our only decent AE without speccing deep Confession, slotting weird tactics and such. I pop this constantly.
Rank 3 morales: diminishing returns kick in here; they take significantly longer to reach
Broad Swings: Why, Mythic, why? At best it’s 6 attacks that become slightly AE (seems like a very small radius); I’ve only ever heard of it being novel when combined with Trial By Pain (procs on each half-second bullet) and Dragon Gun.
Witchfinder’s Protection: A lot of people are sour on this, and understandably so – it’s another PvE-only, seemingly lackluster ability. Recently, though, I’ve been getting a lot of love out of this one. It helps the rear-line squishies when they get aggro from trash, and tanks by being a quasi-Shield Wall. For example, last night my LV group was attempting Sechar (and beat him without a Warrior Priest spamming groupheal, much to the surprise of elder guilds) and for his 30-second pleasure aura – the tougher for us to deal with – we rotated Shield Walls and this morale. As I don’t use ranks 2, 4, or usually even 1 during PvE, this has become my staple “O SH*T” button to sit on.
Rank 4 morales: probably restricted to sieges; as a disclaimer, I haven’t fiddled with all of these extensively
Frenzied Slaughter: After factoring in global cooldown, this ends up applying to only four abilities used immdiately afterward. Unless you got all the way to rank 4 morale just for a big Exit Wound or Absolution crit, this isn’t going to make much of a difference. At all. In practice: the AP reduction = minor, damage = mediocre, cooldown reduction = moot.
Divine Blast: Keep/fortress siege; aim at choke point, profit.
Excommunicate: Fortress siege – pop it on their main tank and watch him die. Or you could blow an entire bar of hard-earned morale to kill any 1 player that might be receiving heals. The damage is a bonus.
Expurgation: Another anti-zerg ability. Hope you can make it out alive afterward. Double the damage of Excommunicate, and a handsome snare component.
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