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Sanctume
09-05-2008, 12:54 PM
I saw these on the Warhammer forums thought I would post here for reference. There are some more in depth guides on the forums but I preferred this one because it was short and to the point.

If you want to read a truly epic review this guy put one together...
http://www.warhammeralliance.com/forums/showthread.php?t=56753


Lavi's Class Mechanics Guide ('http://www.warhammeralliance.com/forums/showthread.php?t=70652')
http://www.warhammeralliance.com/forums/showthread.php?t=70652


I made this guide for people to understand better about every career’s mechanic and also I hope to get feedback from players to improve my understanding of WAR. Well let’s start with the basics. There are currently 2 main opposition forces in WAR, the Order and the Destruction. There are overall 6 races (3 on each side), 4 archetypes (1 per each race) and a total of 20 careers currently (not including the ones that are pending). The 6 races are Dwarf, Empire, and High Elves on the Order side and Greenskins, Chaos, and Dark Elves on the Destruction side. The 4 archetypes are the Tank, Melee DPS, Range DPS, and Healer/Support. Each career has a mirror on the opposite side; although they use the same mechanic, but they are very different in ways that I will explain later. Lets get to the meat of this guide.

(Still need many corrections in guide so please don’t hate or flame me x.x)
(Will frequently update)

Ironbreaker and Black Guard (pending career)

The Ironbreaker is a Dwarf and the Black Guard is a Dark Elf. They are both Tank careers that specialize in having a grudge and hating their enemies. They earn grudge/hate points by getting hit or when their friend gets hit. The more they have a grudge or hate their enemy, the more their power overflows them which boosts certain abilities’ power. Some abilities also use grudge/hate points to work.

Hammerer (pending career) and Choppa (pending career)

The Hammerer and Choppa’s mechanic is very similar. They are both Melee DPS careers. Their mechanics work as the following, “the more you are into the juice of the battle, smashing and chopping heads off, the more crazy your power gets.” So their mechanic is actually like how everyone’s morale builds, the longer you are in a battle, the more their power increases. However, if they lose control of this wild power they have to start over from scratch and pain a price for it.

Runepriest and Zealot

The Runepriest and Zealot are one of the true healers/supporters in WAR. Their mechanics deal with the use of Runes and Marks. These Runes/Marks are attached to their teammates to grant them power boost and extra abilities. They have many Runes/Marks in their disposal but they can only have 1 active at a time.

Engineer and Magus

The Engineer and Magus are Range DPS careers. They are also called an area-defence ranged DPS character because of their specialty. They can build/call forth turrets (engineer) and daemonic fiends (magus) that are stationary and protects an area while attacking enemies within their range. They have a few different types of turrets and fields that are deployed depending on the situation of the battle.

Knight of the Blazing Sun (pending career) and Chosen

The KotBS (in short) and the Chosen are both tank careers that gives buffs to allies and places debuffs on enemies. They are support-tank careers that rely on their heavy armor to protect teammates but also they hold the special ability of commands or auras. These commands and auras are AoE buffs/debuffs that increases all teammate’s ability within range or debuffs their enemies with devastating negatives that might change the battle inside out.

Witch Hunter and Witch Elf

The Witch Hunter and Witch Elf are Melee DPS careers that use combo point system where you chain attacks till your finishing move. They build Accusations (WH) and Frenzy (WE) during battle which increases their power, unlocks abilities, and also spent by finishers. They are also the only class that currently have cloaking abilities.

Warrior Priest and Disciple of Khaine

These 2 careers are considered Healer/Support careers but also has a good chunk of Melee DPS in them. Their mechanic makes them great healers during RvR and also great fighters. When they fight, they build up Righteous Fury (WP) or Soul Essence (DoK) which is used to heal/buff yourself or your defensive target (teammate). Note that even some attacking skills spend Righteous Fury or Soul Essence.

Bright Wizard and Sorceress

The Bright Wizard and Sorceress are Range DPS careers that specialize in destructive magic that can blow a whole cliff off. They have powerful AoE and single target spells and less powerful DoT spells. The drawback is the backlash from using the powerful AoE and single target spells. They build Combustion (BW) and Dark Magic (Sorceress) points when using the powerful attacks that increases your critical rate and damage but also includes a self destruction button. The higher the point, the more likely you will blow yourself up causing damage upon yourself. Its best to use a variety of powerful and less powerful spells together.

Swordmaster and Black Orc

The Swordmaster and Black Orc are Tank careers that also have a combo system (different from WE and WH’s). Think of their combo system like old arcade games that require you to use less powerful attacks at first and builds up till your ultimate finisher. That is how they work, the Swordmaster uses Balance while the Black Orc uses Plans. There is 3 stages in total and the first stage of combo skills leads to the second and then the third. The third set being the best attacks.


Archmage and Shaman

The Archmage and Shaman are Healer careers that also does Range DPS. They have an unique mechanic that mimics a circle. Their mechanic is called High Magic (AM) and WAAAGH! (Shaman). When they cast a damage dealing spell, their Tranquility (AM) and Mork (Shaman) points will increase (max 5). The tranquility and mork will decrease the casting time of your next healing spell while 5 points spent will make it instant cast. Also, when you use a healing spell, their Force (AM) and Gork (Shaman) points will increase (max 5). This allows their next damage spell to get the same decrease in casting time. Note, if the spell is already instant cast, their potency is then increased by 5% per point.

Shadow Warrior, Squig Herder, Marauder, White Lion.

The Shadow Warrior and Squig Herder are Range DPS careers while the Marauder and White Lion are Melee DPS careers. Some of you might wonder why I put them in the same section. This is because their mechanics are very similar and many people argue which one mirrors which. The Shadow Warrior and Marauder’s similarity is their Stances and Mutations, these configurations are used depending on the situation of the battle. They give extra stats and boosts and also unlocks many abilities only usable in that Stance and Mutation. The similarity of the Squig Herder and White Lion is that they both have pets; these pets are used to distract the enemy and also engage in combat with them. The confusing part is here… The Shadow Warrior and Squig Herder’s bow attacks and paths are also very similar while the Marauder and White Lion’s paths are also pretty similar. But, the main thing that puts them all together is that their stance/mutation/pet are used during situational times and also gives similar stat buffs.

Well that is all I have currently…I hope you enjoyed my guide and also give some pointers where I can fix this guide.

Thanks

-Lavi

Naysayer
09-05-2008, 03:31 PM
sweet

Naysayer
09-10-2008, 08:07 AM
I would love to box 5 engineers, or 4 eng and a healer. Would be sweet if keyclone worked for warhammer.