ITT we discuss ranged DPS, and how we bring the rape. Inside the spoilers is the information direct from the WAR website.
"Alright lad, now just pull here, twist, ratchet it down like so – don't forget to keep counting here, because you've got to get to the last bit before you get to five – and then throw it."
– Grom Goldcrank, Journeyman Engineer
From the site:
An explosion is the ultimate form of mechanical advantage, so it's no big surprise that the skills of the Dwarf Engineer extend well along these lines. From guns to grenades, he is a deadly ranged combatant who will pelt you with lead from afar and blast you to bits as you close in. He excels when fighting multiple opponents, as many of his explosive attacks are capable of devastating enemies who pack too closely together. The Engineer offers an outstanding blend of flexible firepower which makes him a truly deadly and clever combatant.
The only thing more deadly than a simple bomb is a complicated one, or at least that's the way an Engineer sees things. Using nothing more than the odds and ends they have at hand, Engineers can create a broad variety of useful objects with various purposes and functions. Some of them are even safe enough to give to others. From grenades of various types to mechanical weapon upgrades, the engineer and his allies can use these devices to significantly enhance or supplement their own combat power.
Playing as an Engineer
As an Engineer, the heart of your job is to rain destruction on the heads of your enemies. Like other ranged combatants, you prefer to avoid the frontline. However, unlike most other ranged classes, you reach the peak of your power at a relatively short range. You must maneuver wisely, positioning yourself so that you can strike at your target without exposing yourself to their attacks. You are a capable melee fighter, and you can strike at extended range, but your best attacks – grenades, blunderbusses, artillery bombardment, and more – require a closer position.
Fighting the Engineer
Perhaps the best way to deal with an Engineer is to fight him from afar. If you can effectively out damage him at long range he will be at a serious disadvantage. If you must get in close, be prepared to kill him quickly. Unlike most other ranged attackers, the Engineer loses little in terms of effectiveness in close quarters. He is certainly more vulnerable than a career designed to engage in melee, but this vulnerability does not make him easy meat.
* Encased in light weight armor (loaded for bear with tools and widgets)
* Armed to the teeth with guns and grenades (and assorted other gadgets)
* Wields spanners and engineering hammers in melee
The Dwarfs first discovered the secrets of black powder, and no one can rival them when it comes to putting it to good use. Armed with guns, grenades, and gadgets, the Engineers often prepare traps and ambushes throughout the battlefield before the fight begins, and then quickly dispatch any surviving enemies from a safe distance.
Crossbows were good and fine, but nowadays, a gun is better - and if a gun is good, then an automated self-aiming gyro-mounted gun turret with a cyclic grenade feeder and napalm cannister is even better yet! An Engineer has gadgets and gizmos to suit any situation, and is virtually an entire battle line on his own.
Engineer Career Masteries
Path Of The Rifleman
This path focuses on long-range attacks, and taking your time with carefully aimed precision shots. A master of this path prefers to stand back away from the hectic front lines of battle, and dispatch his enemies quickly and cleanly from behind defensive cover.
Path Of The Grenadier
This mastery is primarily focused on grenades and bombs, powerful explosives which may be quickly tossed into the middle of a fray to wreak havoc on enemies. While their effective range may be shorter than a gun's - after all, Dwarf arms aren't exactly build to throw for distance - grenades make up for this through sheer stopping power and swift arming times.
Path Of The Tinkerer
A specialist in this path is concerned mainly with his deployable contructs, preferring to fight from near the safety of his turrets while he lays out his foes with swings of his heavy steel wrench. Master tinkerers have also been known to use additional deployable devices above and beyond turrets as well, and many are the Engineers who've been banned for life from a blacksmith's forge after trying to test and improve the heat thresholds of land mines.
Order Bright Wizard
"There is a fire within you! Deep in your mind there is a glowing ember which we will fan to life, and build into a blazing beacon. YOU will be the Empire’s greatest weapon! A Pyromancer! Your fire will incinerate the enemy, and purge the unclean! Do not! Be late! For class!"
- Cindik Antum, Professor of Incendiary Alchemy
From the site:
The Bright Wizard is a master of destruction by magic, and a specialist in fire. Fire is at the heart of his every ability, and indeed at the heart of the Wizard himself. Using the power of the wind of fire, he can lay waste to swaths of enemies, or incinerate select foes with white hot energy. His magic feeds upon itself, upon the enemy, and upon the Wizard. Embracing the fires within his mind, the Bright Wizard himself is engulfed in flame. He directs this inferno against his foes, filling them with searing power until they burst, incinerated by arcane flames so hot they threaten to ignite the air itself.
Bright Wizard Specialty
There are secrets which only the Bright Wizards know... The Seven Keys, arcane talismans and techniques too reckless and destructive for the minds of humanity’s Elven tutors, are mastered by every Bright Wizard and afford him considerable power. Each key lends the Bright Wizard’s magic a unique aspect, and all of them expand his power. With his mastery of the magic of fire, and the power of the Keys, his spells burn his foes, and then burn their own magic, combining to create a deadly conflagration.
Playing as a Bright Wizard
As a Bright Wizard you will destroy the enemy with arcane fire, but you must do so with cunning intellect, or risk finding your own end despite your power. Your defenses are minimal, and you are nothing if not obvious. For you, the best defense is your own mighty offense and that can be a very powerful deterrent. Quick decisive action is pivotal to your fighting. You must unleash your spells on the enemy forthwith so that they have the greatest possible opportunity to burn. Then you must take advantage of the opportunities this presents, using other powers to detonate your burning victims. If you are incautious, you may be slain before your enemy is defeated, only for him to fall to your lingering magic, but with skill and quick thinking victory will be yours.
Fighting the Bright Wizard
The only real solution to a Bright Wizard's deadly power is his death, and even this may not save you if he has had time to do his work. His magic lingers and burns, so you must be prepared to withstand not only his powerful direct assault, but the aftereffects of your battle. Resistance to his spells is key in limiting his ability to destroy you outright, but offensive power is equally important for putting him to a quick end. Ultimately, against a Bright Wizard it will be a race to see who can kill who first. However, it is a race for which he is well equipped, and his tools make him more and more potent the longer that race goes on. The Bright Wizard Look
* Effectively unarmored, wearing elaborate and often enchanted robes and regalia.
* Uses a wizard’s staff as a medium for spell casting and for melee in a pinch.
* Shrouded with flames which grow over him and sprout from his equipment in combat.
Master of the Lore of Fire, the Bright Wizard is the most destructive battle wizard in all of the Empire. The Bright wizard is renowned for his ability to incinerate anything, ranging from individual soldiers to an entire hillside. However, destructive fire is not the only trick in his arsenal. The Bright Wizards is also capable of manipulating the wind of Aqshy to cause a variety of debilitating effects, ranging from thick banks of choking smoke, to withering heat that saps the strength and endurance from even the staunchest warrior. Some Bright Wizards have even been known to dabble in the healing arts, though cauterizing a wound with white hot fire is never a soldier’s first choice!
Bright Wizard Mechanic
Due to the volatile nature of Aqshy, the Red Wind of Fire that they manipulate, the Bright Wizard is always risking a backlash that could incinerate himself as well as his opponent. This buildup of Aqshy is known as 'Combustion' and the greater the level of Combustion a Bright Wizard places into his destructive spells the more likely they will explode with stupendous results (Critical Hit). However, even the most skilled wizard will get burned when playing with fire. Pushing the combustion level too high can result in a backlash of magical energy that will damage the Wizard himself.
Bright Wizard Masteries
Path of Incineration
The Path of Incineration primarily focuses on destructive single-target spells. About half of these spells have high values of Combustion allowing those who master the Path of Incineration to focus on weaving high risk spells in with more reliable destructive magics for optimal single target damage.
Path of Immolation
The Path of Immolation focuses on damage over time and debilitating, lingering debuffs. A Master of Immolation is more patient, relying less on high-Combustion spells with explosive effect and more on slow burns that build up into an unstoppable inferno.
Path of Conflagration
The Path of Conflagration is the most destructive of the Bright Wizard masteries with area effect spells capable of burning entire swaths of land to a crisp. However, Masters of Conflagration must exert the most self-control; most of their spells build up high levels of Combustion and their reckless use could mean the Bright Wizard’s doom as well.
Elf Shadow Warrior
“We have lost our families, our lands, and our innocence. Even our kin look upon us with suspicious eyes, for all they remember are the atrocities of Malekith and his ilk, not the nobility of those who remained. It is for these reasons we fight this Shadow War, for redemption can only come from tears and blood. Only when Malekith breathes his last, his heart pierced by Nagarythe steel, shall we ask Lileath for forgiveness. Until that day nothing will stand in the path of our vengeance...”
- Filamar the Swift, Shadow Warrior of Nagarythe
From the site:
When Nagarythe was riven by civil war, most of the Elves there sided with the Witch King, later becoming Dark Elves. Those faithful to the Phoenix King swore to fight Malekith and his treacherous forces. These ill-fated Elves became the Shadow Warriors. The darkest, most sinister and brutal of all the High Elves. The Shadow Warriors are masters of ambush and guerrilla warfare. They strike swiftly and noiselessly with deadly accurate volleys from their longbows, before charging forth to slay any survivors with a flurry of blades.
Shadow Warrior Specialty
The Shadow Warriors of Nagarythe persue their Shadow War against the Dark Elves with a single- minded focus. In order to excel at his lonely and thankless task, the Shadow Warrior trains endlessly, perfecting techniques specifically suited to one aspect or strategy of combat. These “strategic maneuvers” can be divided into three major groups: Scouting, Skirmish, and Assault. Scouting maneuvers focus on moving into territory ahead of the vanguard and striking out at critical locations from long range. Skirmish maneuvers focus on hit-and-run tactics using powerful short range bow attacks that can be unleashed on the run. Assault maneuvers focus on slaying their opponents at close range with quick, graceful strikes of a longsword. These strategies, when combined with the Shadow Warrior’s burning desire for vengeance, result in a potent offensive warrior capable of acting alone or as the scout for a larger group.
Playing as a Shadow Warrior
To excel as a Shadow Warrior you must carefully observe the flow of the battle and choose the best strategy for the situation at hand. A Shadow Warrior must always be aware of his opponent’s location. This is critical to making the most of his maneuvers and the abilities associated with them. A Shadow Warrior should also fight with a cool head and understand that his vengeance should only be unleashed at the most ideal moment on a weakened opponent. This boiling rage will add power to many of his attacks allowing him to quickly kill a properly weakened foe.
Fighting the Shadow Warrior
When fighting a Shadow Warrior you must always be aware of his mobility, and reduce or eliminate it entirely. If a melee career does not do so, the Shadow Warrior will constantly be moving and harassing you from range, making it difficult to catch him. Ranged attackers should attempt to keep the Shadow Warrior at a reasonable distance. They will still take a beating from his long range archery, but a Shadow Warrior poses a much more significant threat if they are allowed to come into short range. It is only then that they can unleash abilities that are suited for interrupting spells.
The Look of the Shadow Warrior
* Elegantly tooled light leather and scale mail armor
* Thick hoods and mantles, draped over concealing cloaks
* Wields finely crafted longbows and a thin razor sharp Elven longsword
“Let mere Wizards have their simple fire. The flames of Tzeentch are by far the more subtle, the stranger, and all the more powerful for it. Who is more deeply burned? The man who is scorched and recoils, or the man who accepts the flame, thinking it is but warming light?”
- Tor Ravenson, Magus
From the site:
The magic of Tzeentch is sorcery in its purest form - the raw power of the warp unleashed on living flesh. Using this power, the Magus can wreak incredible destruction, but his powers can cause effects more sinister than simple death. The dark magic of the Changer of Ways infects those touched by the Magus’s fires, tearing at their souls and bodies, diminishing their hearts and spirits. From atop his Daemonic Disc of Tzeentch the Magus rains corruption over the battlefield, annihilating his enemies with the sheer power of the Aethyr and the massive strength of his own will.
All manner of Daemons are counted amongst the numbers of the Raven Host, but the Magus uses the power of only one such creature – the arcane and powerful Disc of Tzeentch. He is forever bound to this living platform, and it is utterly ruled by his will. Wielding the power of the Aethyr, the Magus unleashes his spells from atop his mount while commanding the mount itself to unleash its own mighty powers. Channeling his dark powers through his Disc, mortal and Daemon achieve potent synergy, and leave only devastation in their wake.
Playing as a Magus
As a Magus, the primary tactical questions you must answer in battle are which of your abilities will be most effective, and where best to apply them. Your damage dealing power will be well applied in almost any situation, but an in depth understanding of the secondary effects of your spells is also pivotal to maximizing your effectiveness and potency. You are versatile, but you must select the best tools for each fight in order to succeed. Supplement this with good use of your Disc and its special abilities and you will have mastered the basics of playing the Magus.
Fighting the Magus
Defeating a Magus is largely similar to defeating any other powerful damage dealer. He is deadly, but fragile, possessing very limited defensive capabilities. The key special consideration springs from his versatility. If you assault a Magus with one particular approach, he may well have an offense to counter your own. Thus you must either employ a variety of attacks to circumvent this, or be ready to change tactics with extreme agility to react to whatever trick the Magus happens to pull out of his hat.
* Wears light ornamental armor with elaborate robes.
* Wields a staff inscribed with symbols of Chaos and imbued with dreadful arcane power.
* Rides and fights from an arcane and powerful Disc of Tzeentch at all times.
Goblin Squig Herder
"...an' dis one's Chompy! Chompy's a right devil he is! Rip a bugger right in two! See dis scar 'ere on me arm? Dats ol' Chompy's 'andywork! I'mna go grab 'im... "
- Greenstumps, Goblin Squig Herder
From the site:
One-on-one a Squig is no match for the likes of a Hammerer or Ironbreaker, but the problem there isn't the match, it's the numbers. The toothy embrace of a pack of Squigs has brought down many a hearty warrior, and a Squig pack is never more effective than in the hands of an expert Herder. Using tools ranging from pipes to goads to bits of giblets, the Squig Herder drives his minions to a killing frenzy while fighting safely behind the lines. The Herder's own ranged fire combines with the attacks of his minions to challenge any foe.
Squig Herder Specialty
It's all about the Squigs – at least as far as the Squig Herder is concerned – and he knows all there is to know about these feisty critters. Commanding a pack of Squigs culled from those types he has learned to train, the Squig Herder can inflict serious damage on his enemies. With experience, he can learn to tame a broad range of breeds, control more powerful Squigs, and acquire more specialized abilities such as taking direct control of his Squig. His minions will even fight on after his death, wandering off only when the battle is done.
Playing as a Squig Herder
As a Squig Herder you lead from the rear, turning your Squigs loose on the enemy and supporting them with commands, arrows and bait while safely out of harm's way. The most critical elements of your strategy revolve around your choice of Squigs for your pack, and the abilities you use to support them. Your various breeds offer you tools for different situations, and you must mix and match them to meet your needs. Tactically speaking, your job is to kill the enemy while avoiding his counter-attacks – both you and your Squigs are deadly but fragile beasts.
Fighting the Squig Herder
The Squig Herder is essentially a fire-support career who wishes to hit you without being hit. As such, you'll need to deny him that opportunity. Attacking him or his pets early – either one, as the pets will live on after their master's death – is a sound strategy which will quickly reduce his damage dealing power. You must also be alert however, as Squigs can bypass your own line with their fast leaping movements and strike at your back field. You must strike a balance between the defenses you can muster against enemy melee fighters and the nasty beasts gnawing at your heels.
The Squig Herder Look
* Lightly armored in leather and equipment harnesses (often made from Squig skins)
* Outfitted with numerous and varied Squig herding tools (made from anything and everything)
* Carries a bow or spear for personal combat (or uses his Squig pipes for calling Squigs)
Dark Elf Sorceress
“A Sorcereress must walk the dark paths of the Realm of Chaos, the deep pits of the oceans and the bowls of the fiery mountains in her quest for knowledge. The channeling of the raw Winds of Chaos is what gives the Sorceress her power. The Creatures of the Chaos Hells will bow to her will in the end. Such Power is vast but dangerous and the aspirant to the Dark Convent of Sorceresses must be courageous and strong.”
- From the sixth book of secrets by Kaladhtoir of Clar Karond
From the site:
In times of war the Witch King calls upon his Convents of Sorceresses to rain death and destruction down upon the target of his ire. Their magical prowess will blight the warriors of the opposing army, scorch their souls from their bodies and bring ruination and curses aplenty upon their heads.
Like their High Elf kin, the Dark Elves are innately magical creatures. However, Dark Elf magic users do not commune with the magical energies of the Winds of Chaos and attempt to use them in harmony; instead they use sheer force of will to bend the Winds to their dark intentions. This form of magic is known as Dhar, or Dark Magic. Dark Magic spells are incredibly destructive and capable of shattering almost any defense. However, this power does not come without a price. If the Sorceress’s will falters even a little the unstable power of Dark Magic will turn back upon the caster with a powerful backlash.
Playing as a Sorceress
The Sorceress is a powerful offensive caster, knowledgeable in the arcane arts that cause pain and suffering. A Sorceress can call upon the Dark Arts to curse her opponents causing lingering anguish. She is also proficient in manipulating the Winds of Magic to create powerful destructive spells. However, her most powerful asset is her Dark Magic. By sheer will alone, the Sorceress can gather the magical energy around her to increase the destructive power of her spells. The more Dark Magic gathered by these workings, the greater the destruction a Sorceress can cause. However, the greater the Dark Magic gathered, the harder it is to control. A Sorceress must always carefully juggle the destructive power of her spells with the will it takes to control such powerful energies. Failing to do so will result in a backlash of magic that can severely injure the caster.
Fighting the Sorceress
With almost no physical protections, the Sorceress is vulnerable to both melee and missile assaults. However, one must time the assault perfectly in order to guarantee success. Opponents must learn the tell tale signs of a Sorceress who has built too much Dark Magic and strike only after that magic has turned on her. At this point, the Sorceress is weakest to both physical and magical assaults. Striking at a Sorceress fully in control of the Dhar around her will result in a rapid and painful demise.
* Ornate robes of finely cut silks, embroidered in dark script
* Wickedly pointed headdresses and circlets encrusted in gems
* Wields twisted staves of metal and wood that pulse with dark energies
The Sorceresses of the Druchii are the true power of the Dark Elf armies. Blades may be turned aside and shields may be crushed, but what soldier can stop a flow of living shadow and darkness? Tearing the Winds of Magic asunder, the Sorceresses bring forth devastation on an unimaginable scale, raining destruction down upon their helpless foes.
The weak High Elves teach that the Winds of Magic must be used in balance, through precise and careful crafting, but the Dark Elf Sorceresses scoff at their foolish cowardice. Every Dark Elf knows that when you want something, you simply take it - all of it. A Sorceress uses her Dark Magic to pull power indiscriminately from all the Winds of Magic, driving her magical potency to levels that her weak High Elf cousins could scarcely dream of. The Winds themselves fight back against such overwhelming use of power, however, and reckless Sorceresses will find themselves facing a Backlash against their unnatural use of power, but such is the price of victory - and surely, any Dark Elves clumsy enough to be destroyed by their own Backlashes would clearly be too foolish to live long in Druchii society regardless, yes?
Path of Agony
The Path of Agony is mainly concerned with slaughtering individual enemies in the messiest and most direct ways possible. This path contains a somewhat equal mix of volatile Dark Magic spells and more stable magic.
Path of Calamity
The Path of Calamity is favored by the more subtle and insidious covens of Sorceresses, and is primarily focused on longer-duration effects. A Master of Calamity prefers to hinder and wound their enemies over time, until the effects have built up enough that their foes are already dead, and just don't realize it yet. This path has fewer Dark Magic abilities, and relies more on a steady pace of destructive stable magic.
Path of Destruction
The Path of Destruction is for the Sorceress who believes that killing one enemy is nothing but a waste of time that could be much better spent killing ALL of their enemies. Spreading vast, sweeping swaths of darkness and death across the battlefield, the Masters of Destruction gamble the most heavily on numerous Dark Magic spells.
I will update the next post as people give some impressions of the classes. Discuss!