It’s not hard to notice the lack of actual informational material presented about Warhammer’s career paths these days. Sure, there’s plenty of glorification of their ‘mechanics’ available, with some lore mixed in, but when it comes time to sit down and get into the action – all that really accounts for is a nice back story about how angry you are from your troubled childhood, and how you somehow got hold of that gigantic sword you suddenly decided it was a good idea to start swinging around.
The intention with these articles – focused on RVR and PVE career mechanics for Warhammer’s characters, is to really provide an in depth look at what each of the many paths has to offer.
Now you may find yourself asking, “Who the heck is this guy, and who cares what he has to say?” I wish I had a satisfactory answer that could convince everyone I’m 100% right about everything. I’m sure most of us would like that ability. I’m simply someone who’s been PvPing in online games (mostly MMO’s, earlier on in MUD’s) since their debut well over a decade ago. I look at myself as a fair and balanced writer with an approach to analysis that provides everyone with a fair and in depth glimpse of what they can expect as if they were actually playing the character.
I should note that I’ve beta’d WAR for the majority of their closed beta, and leave it at that. Each analysis posted isn’t from a 3-4 hour experience I had RVRing one day like so many others decide to throw up because they got rolled in Nordenwatch. They come from hundreds of hours of playtime in PVE and PVP scenarios. I won’t review classes I haven’t extensively played – and I won’t assume to provide you with any information I haven’t acquired first hand.
With that out of the way, I’d like to start with the Chosen career – A tank class that can best be described by combining EQ’s Bard class with Steroids and enough utility skills to fill up four action bars. I date myself a bit and reference a class from the first Everquest because the Chosen use auras to buff themselves, and/or debuff anything within 30 feet of them. These auras activate instantly, with a 2.5 second cool down; lingering for 12 seconds before they deactivate – meaning you can have as many as three active at one time if you constantly rotate their activation, and sneak in an attack every once in awhile. Granted, its worth the buffs, but as anyone who played a Bard back then knows its not very fun to constantly spam 3-4 buttons over and over and over while watching everyone else smash things.
The auras range from strength and toughness buff/debuffs, to adding resistances to yourself and your group and even making everything around you more vulnerable to magic. There’s a lot of utility at the Chosen’s disposal, and not just from his Chaotic Auras.
While some of your skills are general cookie cutter push X to deal damage, push Y to taunt skills, the Chosen gets quite a few skills early on that really stand out. As early as level 5, you’ll receive a melee attack that does entirely spirit damage (Ravage) which completely ignores your target’s armor and goes straight to a resistance check, which is lovely because lower level NPCs (and a decent amount of PCs until their 30’s) actually have nearly zero resistances to magic, and you’ll mow right through them, cleaving off about 1/10th of their total wounds each shot. While you obviously won’t be doing 10% of someone’s total hp in PvP using Ravage, you’ll still be dealing spirit damage and seeing a very irrelevant amount of it mitigated.
At level 8, you’ll get an attack that can’t be defended against (Cleave), however it really doesn’t do enough damage to warrant usage. With Ravage’s spirit damage, it just makes more sense to keep using what works – even if it occasionally gets blocked, it still does more damage over a period of time. Cleave does come in handy if you find yourself against another tank class that’s used a morale ability or just happens to be blocking everything you throw at them, whack then with Cleave a few times, while low on damage, its better then not doing any.
At level 9 you get your standard snare + damage ability (dizzying blow). It’s nice to have something to keep things from getting away, it cools down in just 5 seconds (it lasts for 7) so you’ll be able to spam it on someone attempting to get away.
Before mentioning the very tactical skill you get at level 10, I should state that the Chosen have very high Wounds, and coupled with some toughness points from your equipment and RR abilities, you’ve really got a character that can withstand a ton of punishment. Hold the Line is a shield skill that increases your chances to dodge and disrupt (essentially ignore) enemy skills by 45%, for 12 seconds. It also provides everyone in your group (behind you, up to 40 feet) with the same bonuses at 15% as long as they stay behind you. This effect can stack three times on someone, meaning a tank could have 75% (45 + 15 + 15) added to their dodge and disrupt chances if they had 2 tanks in front of them using the skill. Hold the line is a very cool and potentially life saving skill if you’re covering healers and/or ranged DPS while under heavy fire.
Another attack that should be noted is Withering blow, which deals damage and removes your target’s action points (great for shutting down healers). Along with Repel, a knock back ability with often hilarious results, as at times it looks like you picked up the player and threw them like a hail mary pass instead of just tapping them back a few yards. Try knocking someone off a hill when the opportunity arises… wave afterwards. This tactic is effective with all classes that receive a knock back ability, as you can literally propel your target completely out of a fight by knocking them down a hill or off a cliff. Instead of bothering to go straight for the healers, or to focus your damage on a particularly tough tank, just line yourself up and smack them out of the area – they’ll have to waste valuable time heading back, and will be completely taken out of the action for a while.
Another ability of the Chosen that really stands out is acquired at level 16 – a morale ability (built up over time in combat, triggered at any time you’d like – they’re found in the lower right hand side of the screen by default) called Grapple. Grapple holds you and your target in place for 10 seconds, and there isn’t anything they can do about it except hope you die. While you can still cast spells and use abilities, it effectively denies any escape, or tactical advantages some classes receive by attacking from the side/rear. A truly fantastic and menacing skill, usable once every minute as long as you’ve built up your morale bar.
Getting tied down too much in PvP? You’ve got the Juggernaut ability to look forward to; it removes all roots, snares, stuns and disarming effects immediately, and can do so again in 60 seconds. Later down the road you’ll receive a career tactic that reduces that cool down to every 20 seconds – aptly named Unstoppable Juggernaut. I really don’t see a need for that tactic, however, if you’re getting disarmed over and over, retreat and throw up a few auras to debuff your enemies a bit. Aside from in PvE, I rarely get disarmed in PvP at any level, its just one of those situations that doesn’t arise often enough to warrant tactical consideration.
Blast wave (level 15) is another notable ability, as it deals PBAOE (point blank area of effect) spirit damage to everything within 30 feet, which is also the range of your auras. I note that here because everything under the effect of an aura when this spell is cast also loses a ton of resistances for 20 seconds. And by a ton I’ll throw in some perspective. At level 5, your targets would lose 47 to all their resists. This scales almost ludicrously with your level. It’s enough to effectively negate any chance they have of not taking almost complete damage from any spell cast at them. You can use the Blast wave skill in conjunction with the level 25 aura, Dreadful agony, which deals moderate spirit damage every 3 seconds. This effectively makes you a walking DPS machine to an opposing group, dealing damage after nullifying their resists. Follow up a target of choice with an ability like Ravage, which just deals spirit damage, and you’ll watch them scatter or drop like files.
Maybe you’re still having a problem getting things to stick around when using the combo mentioned above. Are dizzying blow or grapple just not cutting off your enemies escape quick enough? Use the petrify ability (level 30); it’ll root anything within aura range (30 feet, up to 4 targets) for 10 seconds. Damage gives them a chance to break the root, however. So pick your target wisely when you decide to start swinging after activating petrify.
Finishing up the Chosen’s already insane number of aggravating abilities are the Bane Shield, and Touch of Palsy skills (attained at levels 35 and 40, respectively). Bane shield is one of those abilities you activate when you know you’re probably about to die anyway. Let’s say the enemy group finally decided to single you out and surrounds you, 8 or so enemies swinging away. Bane shield makes them all take a moderate amount of spirit damage every time they hit you. Every time. If they hit you 7,234 times, they take damage each time. Combine this with the blast wave and dreadful agony and you’ve got a decent chance at wiping out half the enemy group before they get you.
I mentioned touch of Palsy in the previous paragraph; however it really bears mentioning separately, as it’s absolutely devastating. If you haven’t figured out by now, it’s difficult to get away from a Chosen. However, now I’m going to say let them run – but cast touch of palsy on them first. They’ll take damage, albeit low damage, every half second they’re moving. Every half second. Even if it deals 50 damage, every half second, just about anything will be dead or close enough to it when it realizes what is happening. It only lasts 10 seconds though, so be careful when you cast it, if it’s a healer standing still, don’t bother; however if they turn and run, let em have it. Also, note the people that jump around and think that circling you makes them good at PvP, hit them with this too. Point and laugh after they kill themselves.
Now when it comes down to picking a mastery tree, really any of the three are viable paths. While you can’t directly enhance the Blast Wave/Dreadful Agony combo from one tree, splitting your points between the Dread and Discord trees is certainly an OK move in my book – as much as I’m usually opposed to that sort of thing. Doing this will enhance a lot of key abilities and really give you the spirit damage and debuff skills you need to tear through just about anything.
Throwing three points into Corruption for the Dire shielding tactic isn’t a bad idea either if you’re just playing around. This allows your Bane shield to also take hold on any group mates within 30 feet of you. Great for those situations when everything just turns sour and you’d like to walk away knowing at least a few people went down with you.
In terms of overall statistics for your Chosen, go with Wounds for . . . wounds, Toughness for the damage reduction and strength for damage. Ballistics and willpower are almost useless – but you can throw some extra RR points (if you have them) into intelligence to boost your spirit damage on some attacks. You can also consider the initiative tactic so you’ll have a slightly smaller chance to get critically hit and evade attacks.
I should mention two more things to wrap this up. Most people’s perception of 30 feet in real life is probably quite wrong. It’s just as inaccurate in WAR, as 30 feet roughly equals between three or four of your characters put side by side. Closer to 3. Line of sight applies to all auras, as it should. I should mention that anyone wishing to play a Chosen really needs to be aware when playing this class. To put it nicely, to be effective you need to know what your doing. If you can’t watch your targets debuff bar (under their picture when you target them) while timing auras and attacks correctly, you really won’t be much more than a glorified meat shield lumbering around aimlessly. Anyone looking to just run around and smash things should probably steer clear of the chosen class, as you won’t even be close to as effective as you could be if you weaved auras and used your debuffs and skills effectively. Anyone who likes to play a melee utility class, the Chosen really stands alone, I should note, however, that without timing and skill behind your ability activation, your dps will be rather low compared to most other classes. So what is the downside to all this? Action Points. Your abilities need to be used in constant succession and tactically in order to remain effective. If you’re sloppy, can’t stop hitting the “1” key over and over, or do some other mundane effects and mismanage your action points, you’ll find yourself standing around unable to do anything for a few moments. While this is generally not a big deal – your auras and other skills cool down slightly longer then the global cool down. You’ll really be hurting if all you’ve got left is expensive-to-cast skills at a crucial moment while your lacking the action points to use them. Finishing this off - you’ll want to stick with the sword and board combo (Shield + a one handed weapon) while its tempting (and certainly viable since you have such high HP) to go with a two-hander for the extra damage you lose your mitigation from your shield’s armor and blocking % (which can easily get over 30%), meaning you’ll die faster overall, and your auras and abilities won’t have the time they need to really harass your enemies. The RVR shields have almost unfair blocking %’s on them. I fully expect them to be toned down a bit, but for now using a shield = a whole lot of damage not getting through.
I found this review spot on and overall a good read. interested in reading more of your reviews. How about your fav. DPS class next?
thats a great write up to be honest it makes me wanna go try one out lol.
Mythic just can't get away from AoE crowd control can they? One main reason I just don't play any of their games any more. Wonder when Mythic is going to realize that crowd control in pvp has to be limited to one opponent at a time otherwise people just get frustrated and quit.
I can't speak for DAoC but I think enough classes have AoE CC in this game and counter effects that it is actually fun.
Great write-up.
I love my chosen. That class is really the only reason I cannot play Order at the moment. When Order gets their Knights I might try them out. But chosen owns everything.
Thanks for the warm reception everyone! I've got more articles in the works, White Lion, Ironbreaker, and Witch Elf are all waiting on a few finishing touches. Keep an eye out here for them - and don't be hesitant to let me know what I left out or what else you'd like me to throw into these articles.
I need a signature now, don't I?
I have a Chosen and I like him a lot, and although I agree with the vast majority of your articles points I would state that the Two Hander as opposed to Sword and Board approach can also be a very viable approach. The Damage + Aura + Debuffs with a Greatweapon mean you can drop people very quickly indeed and even without the shield although its true you are more susceptible to damage it still usually takes 4 or 5 enemies to put you down, 1 on 1 the only real challenege to a Chosen is a Healer and that is only because they are able to keep you from making any headway with them by healing all your damage done to them constantly, while thier team mates take you down.
At low-mid level most Order players will just spam you with holds and avoid getting anywhere near you, while the bright wizards and archmages blast the cra* out of you from a distance.
Nice article El, I play a Chosen and I enjoyed looking forward to see of the skills I will get as I rank up. I was waiting for some really cool skills and it looks like I will get some in a few ranks. I enjoyed the article and look forward to your next "class guide". WAAAAGGHHH!
I just wanted to note one thing .. the tactic to decrease your anti-root cool down would definitely be worth it considering how often you will get rooted/snared in rvr ..
playing a BW the only real tactic i have against a well played Chosen is drop a root and run .. and since roots are NOT a diminishing return .. me and a couple of coordinating BW's can effectively hold a Chosen in place indef .. unless they have their anti-root power up for casting ..
just a consideration
I have to agree wtih Neowolf on this point but I do have to add one more class that can give a chosen (Mine is almost 19 right now) a run for their money and thats those short stunty and ever so annoying iron breakers. I have gone one on one with an iron breaker just to see who woudl last longer and it was a dead heat until the bugger started to knock me on my rear you get three of them on a chosen and its hard to keep yourself standing even with unstopable lol. TO me the BIGGEST threat out there are those d*mned bright wizards.
Aye, definitly a point well made - my only bone of contention is that with the cooldown on the root tactic slotted - they lose some other very nice tactic options. However, like you said, its a trade off :)
The Shadow Warrior's my next article by the way - hope everyone enjoys!
Decent article over all. I just have one problem with it which I can't get past.
You said, "Also, note the people that jump around and think that circling you makes them good at PvP, hit them with this too. Point and laugh after they kill themselves."
I take issue with this because it isn't entirely true. Some careers require positioning(flank/rear) to use certain abilities. It's ignorant to assume that the reason someone is running circles around you is because they think they're good at PvP.
I've personally ran around people in games like World of Warcraft, Age of Conan(has auto-facing) and even WAR. I've noticed that it does actually help if you're a melee class, no matter how people want to twist it and make it seen like people that run circles are elitist jerks and they're going to get crushed because of auto-facing while you keyboard turn. It's not going to happen. Ever.
That part was an attempt at humor, ignorance had nothing to do with it. Obviously I've played the game more than 5 minutes and am aware a few classes in WAR require tactical flanking, etc, to properly execute abilities.
I'm not sure what the end of your 3rd paragraph is referring to. It was quite clear in the article that I was making a joke. You can run around a jump all over to your hearts content, in no way was I referring anyone to be a 'elitist jerk'. Results speak for themselves - doesn't matter how you go about getting them
i've personally sat there, having a witch hunter, warrior priest, whatever, running circles around me. while i stood there with them targeted... the game turning my chosen for me, as i simply push which attack i desire to use. no keyboard turning involved. my little toon just seems to spin around and auto-face the person i'm attacking. i push 1, 2, 3, 4...
i watched as they ran in the circle around me, putting themselves out of their own attack cone as i landed hit after hit. then i watched, time and again, as i looted a body while another person decided to run circles around me. not stopping in a flanking/rear/whatever position -- steadily running circles around me non-stop while attempting to attack me.
witch hunters can go into sneaky mode; yet, i never see them trying to sneak up behind me, which if i were going to do a stealth-attack, followed up by an 'in the back for ignoring armor' attack; i'd think they would want to be doing... sneaking up behind me... nope. running straight to my front and proceeding to run in circles around me.
i've personally watched as another witch hunter (or whatever) stood toe to toe with me and would do tons more damage than the circling person.
so for me, i'm all for running in circles around your enemy... as long as it's my enemy and not my ally, that is doing it.
in your experience, running in circles around someone enables you to get in rear/flanking blows? in my experience, your doing that makes my life a lot easier as after i finish you off (taking very little damage), i'll have that much more life for the other 5 guys attacking me... assuming of course they're not running in circles too.
this really isn't wow. the jumping-bean-of-doom "strategy" doesn't work here.
or, i'm totally mistaken and i just happen to be totally outgearing people (even folks 5+ levels higher than my toon).
That's my problem with the article. This person is uneducated in how game mechanics work and the fact that there are classes that require tactical positioning. And by you making a joke, it only furthers the ignorance of the masses like this gentleman.
Ignorance is bliss, I suppose.
That's my problem with the article. This person is uneducated in how game mechanics work and the fact that there are classes that require tactical positioning. And by you making a joke, it only furthers the ignorance of the masses like this gentleman.
Ignorance is bliss, I suppose.
Wow. Read my post above yours (my text /response is in red)- where it clearly states that some classes require positioning to execute abilities.
Talk about ignorant. Read the thread first before you try and bash someone. Thanks :)
I guess I could use the word unaware if ignorant bothers people that much.
1st star review!