Showing posts with label Witch Hunter. Show all posts
Showing posts with label Witch Hunter. Show all posts

Mar 11, 2009

Warhammer Witch Hunter Feature

This time around, GOA Community Managers interviewed some expert Witch Hunter players, as we have done in the past with the Rune Priest and Chosen careers. If you want to learn more about Witch Hunters, suggestions on how to play them, how useful they are, and their pros and cons, read on!

“Wrapped in his long jacket and molded soft leather armor, and concealed by the shadows, he slowly approached the unsuspecting target with ashen stakes at the ready. His emotionless face was partially hidden by his wide-brimmed hat; his eyes were cold and lethal as the weapons he was holding. He crept closer, as silent and icy as the snow. With a quick gesture, he ran the victim through the back. The unaware prey fell down writhing in pain. His gaze was impassive, and in an instant, all that remained was the echo of a gunshot lingering in the air.”

The Witch Hunter Compared to the Other Careers

Witch Hunters are generally known as melee fighters. They are characterized by various abilities, some of which can be used only when invisible to the eyes of the enemy. They move silently and mercilessly on the battlefield. They pick the victim they will follow, kill with lethal precision and then purify with the holy fire of their torch. This is all accomplished in the name of their faith and to rid their path of heretics.

Here is what Thomas Leuterer from the Gorthor server thinks:

“Quoting the Holy Scriptures: ‘Burn the heretic. Kill the mutant. Purify the unclean one.’ Do you need any other explanation? Joking apart, I am a great fan of the Warhammer lore and I have always loved the Witch Hunter. Cynical and cruel, they are motivated by a holy mission whose result justifies the means. I didn’t choose this career because of the DPS but for the charming background… and the hat.

“There is going to be a nasty surprise in store for those who think that this is a brave and unblemished character, devoted to the well-being and the defense of the Empire. The Witch Hunter is deadly, and won’t have any problem committing the most atrocious crimes if need be.”
Calamityjane from the Karak Norn server says:

“The Witch Hunters are technically on the side of the good but are far from being the ideal heroes. A Witch Hunter does not hesitate to burn entire villages to the ground, dispensing judgments of heresy and witchery here and there with the aim of rooting out corruption. This is very much a charismatic character.

“The Witch Hunter is not famous for their resistance to the enemies’ attacks.
They stand out for their exceptional charisma and ability to turn invisible before their foes. They are also cunning and agile, and all these characteristics together with the ideals that motivate them, make this character a lethal weapon for the enemy siege line.”
Kasch from the Dragonback Mountains server agrees with Calamityjane and says:

“According to their mission, the Witch Hunter has to quickly kill the Healers and all the foes that can inflict damage from long range. As soon as the effect of the Incognito Ability fades away, they become weak and don’t live for long – given that the enemies are not that happy to see them approaching out of the blue from behind. As such, they must be quick and effective, and after that they can finally die.”
Fenris from the Carroburg server also gave his opinion:

“I mainly play with the Witch Hunter because of the Incognito Ability. It allows me to be independent and ‘operate’ on my own against the enemy siege line.”
Fighting as a Witch Hunter

Fighting as a Witch Hunter is a challenge. A Witch Hunter cannot rely on the same physical strength or armor as a career devoted to the front line would do. However, with a bit of effort, they can fight beside tanks in the battle against Chaos.

That’s what Calamityjane from the Karak Norn server points out:

“Some would be surprised to find out that Witch Hunters can be excellent attackers, but they have a lot of different defensive strategies and they can fight side by side with tanks to send the heretics back from where they came from. As a Witch Hunter, I try to take care of my group and my game style changes according to the situation.

“Nevertheless, the vast majority of Witch Hunters needs strategy and the ability to inflict damage at the right time, or to find a way to escape if something goes wrong.”
And Fernis from the Carroburg server says:

“It is necessary to learn the tactic “Hit and Go” to survive in RvR.”
Thomas Leuterer of the Gorthor server stresses the action phase:

“Fighting is tough and it doesn’t always pay but it is the difficulty itself that makes the success more satisfying. A Witch Hunter has to think before acting and cannot launch himself against strong foes with impenetrable armor and long swords.”
Other strategies include also the defense of the Healers within the warband, as Calamityjane of the Karak Norn server states:

“The Witch Hunter is one of the most versatile careers that a warband leader could dispose of in RvR – and this may be surprising to those who think this career is characterized only by a few tricks. For example, the Witch Hunter stands out for his ability to fight against expert foes, withdraw and protect the Healers of the group.”
Fighting Against a Witch Hunter

It is arduous to fight against a Witch Hunter. They are not only a potentially invisible foe, but the amount of damage over time they can cause could kill before their time those who do not take the fight seriously. The challenge moves on a defensive level, in order to limit the initial maximum damage that this character can develop.

In spite of this, if they cannot hide, the Witch Hunters become easy targets, because of their weak armor and defense – as also Thomas Leuterer of the Gorthor server

explains:

“Their strength is built on the damage they can quickly inflict on casters, the ability to reduce the healings received by the target, and to hide from and catch the targets they choose, not only by chance. The weak points are… the excessive

fragility and … Well, that is enough!”

Kasch from the Dragonback Mountains server says:

“The weak point is represented by their survival chance, which is very low. Witch Hunters don’t have big armour but it is possible to balance this weakness, at least a little bit, by increasing the ability with the weapons, and as a consequence, the

probability of avoiding hits.”
Final Considerations

Witch Hunters are characterized by an exceptional charisma and a respectable background. They are at their most effective when they can move behind and surprise enemies with their powerful sword strikes, then unleash pistol shots to finish them – it’s thrilling! If you prefer strategy to direct attacks, taking out strategically critical victims, and if you don’t mind hiding in the shadows, then the Witch Hunter is the right character for you!

But . . . are you afraid of the dark?

Interview with a Witch Hunter

We had the pleasure of speaking with Calamityjane, the Rank 40 Witch Hunter who plays on the English Karak Norn server in the guild Ascension. Read on to see what Calamityjane had to say about Witch Hunters!

Why did you choose to play a Witch Hunter?

From the moment I picked up WAR, the Witch Hunter just stood out for me. Their rich history and striking imagery got me hooked from the get-go and I haven’t looked back since. Fictional characters such as Van Helsing and Solomon Kane bear to mind when thinking of this class and they inspire the imagination of a reckless hero, hunting down evil ghouls and goblins. Technically, Witch Hunters are on the side of good, but they are far from being your average hero. A Witch Hunter don’t hesitate burning entire villages, making accusations of witchcraft and heresy left, right and centre if it means that they can uproot evil. Plain and simple, the career is just cool.
You’re a member of ‘Ascension’ of Karak Norn. Please tell us about your guild and your place in it!

Ascension is one of the best guilds I have ever been a part of, not only in this game but from other MMO’s as well. The guild is full of friendly and skilled players who love nothing more than giving the bastardly Destruction a bit of no-good.

How do you see your role in a party or a Warband? Are you a solo player or a team player?

If I join an organized Warband I very much see myself as a team player. When fighting multiple enemies, assisting your fellow team-mates and prioritizing single targets is very important. Team play is the key and that’s what this game is all about. Further, forming a small death squad of two or three Witch Hunters is a force to be reckoned with and is prone to leave a nasty stain. The Witch Hunter is second to none for scouting ahead of the main Warband, alerting them to danger. Also, picking off unfortunate stragglers while scouting is immense fun!

How do you adapt your play style after different circumstances in RvR?

The Witch Hunter can be one of the most versatile classes to have at a Warband leader’s disposal in RvR, which may come as a surprise to those who think the class is a one-trick pony. For instance, if you are facing well-organized opposition, hanging back and protecting the all-important healers of your group is something Witch Hunters excel at. A second and obvious role we fill is to sneak behind enemy lines and causing havoc within their healer ranks, spreading fear and panic in the name of Sigmar. Some might find it surprising that Witch Hunters can be excellent front-line troopers, but we’ve got a lot of defensive tricks and so we can fight alongside tanks to push heretics back to whence they came. I try to provide for my team and my play style will change between these three styles depending on the situation at hand.

How is the game User Interface working out for you and do you use any custom mods to enhance your game play?

The game interface is smooth and clean and I haven’t considered using any mods quite a while. Recently however I’ve started to use mods for fun. I recommend Dammaz Kron in particular as it keeps track of your most heated rivalries and makes hunting heretics even more fun. I also use Scrolling Combat Text and the Crafting Willard as making potions can be somewhat arduous without it.

What are the perks and flaws of the Witch Hunter, in your opinion?

Nothing comes close to the burst damage of a Witch Hunter; spiking down single targets is its forte. You can happily go off hunting the unclean all by yourself as the Witch Hunter can pretty much solo any class if you get a stealth jump on them. There is nothing more satisfying than giving a bullet to the back of the head of a blasphemous non-believer or setting them alight and slowly watching them burn into cinders. There are drawbacks however like with any class; we are technically a fairly squishy class that wears light armor and despite our tricks we can be taken down quickly with concentrated attacks. Like any career, the Witch Hunter has its few niggles but I am sure all of them will be ironed out in time. All in all I think the class pre-patch 1.2 is well balanced and in the right hands it can be used effectively to carry out Sigmar’s fury.

Do you have any advice to offer players who are eager to play a Witch Hunter?

Stick with it. The career isn’t the easiest to play and requires a lot of patience, but once mastered it can be a most enjoyable and rewarding class. I cannot think of anything better than spending an afternoon of bringing uncompromising justice to the forces of Destruction than with the Witch Hunter. It is loaded with fun and keeps bringing me back for more.

Lastly, do you have anything you’d like to share with the community?

I hope some of this inspire you good folks to come roll a Witch Hunter and even better if you come to Norn I will welcome you with open arms and a suspicious looking eye and if not and you happen to make one of them heretic Witch Elves I’ll have a bullet with your name on it.

Make love and war! I will await you on the battlefield.

Dec 2, 2008

Warhammer Patch 1.0.6 Arrives

All Warhammer Online servers will be coming down throughout the day today to patch the game to warhammer v1.06. Among a lot of other things, both the Black Guard and the Knight of the Blazing Sun debut.

The update you've all been waiting for, warhammer 1.0.6, is almost here! We wanted to thank everyone who tested and provided feedback on this update's content.

On Tuesday, 12/2/08 all servers will be brought offline to begin the update. North American servers will be brought down at 6:30AM EST with Oceanic servers to follow at 9:00AM EST.

This is our biggest update yet! It's chock-full of exciting career changes and heralds the debut of the highly anticipated Black Guard and Knight of the Blazing Sun careers. If you've finished the Heavy Metal event and have opened your Heavy Metal Chest, then you will be able to play a Black Guard and Knight of the Blazing Sun when this patch goes live (before anyone else!). For those of you who did not complete the Heavy Metal event, don't fret! You, too, will be able to play these two new careers starting next week.

This update is so massive that we needed to split the notes into two sections. So, without further ado, on with the notes! WAAAGH!!!

Update - 6:40AM EST: The Shaman notes under Combat and Careers have been updated.

Highlights


  • New Careers Released! - With this version we are happy to announce the release of the Empire¡¯s Knight of the Blazing Sun, and the Dark Elf¡¯s Black Guard! These new careers are available early for players who have successfully completed the Heavy Metal Event!

  • Mastery Point Refunds ? Due to a number of significant changes to many of our careers, we are providing a full Mastery Point refund to certain careers. Players who belong to one of the careers below will need to speak with a Trainer to retrain their Career Mastery:

    • Bright Wizard
    • Chosen
    • Engineer
    • Ironbreaker
    • Magus
    • Shadow Warrior
    • Sorcerer
    • Squig Herder
    • Swordmaster
  • Morale Responsiveness - Morale abilities will now be much more responsive. These abilities will now fire immediately when activated by the player on the first attempt, and will display their cooldowns correctly at all times.
  • Root Responsiveness - We have made a number of adjustments to root spells to ensure that they break properly and feel more responsive to players. Changes include a chance to break on ANY damage including DoT damage, as well as a 5 second immunity to being rooted again after the current root effect breaks.
  • Auto-Attack Animations - Improvements have been made to auto-attack animations. Players will now see smoother, more consistent weapon swaps when players change from ranged to melee auto-attacks, and vice versa.
  • Ability Activation Responsiveness - The responsiveness of ability activations has been improved. Players will now see less of a delay between the activation of an ability and the corresponding animation.
  • Guild Promotion/Demotion - Fixes have been made to issues which were causing guild promotion and demotion to not work properly.


Combat and Careers


General


  • We've fixed an issue that was causing the buff icon on various marketing rewards to display incorrectly.
  • We fixed an issue that was causing weapons and armor to not display their proc effects in the item display.
  • Opponents may no longer right-click item effects to remove them from themselves, and the Boost, Blades, Barrier, and Barricade effects will now proc far more reliably.
  • Tactics gained from Tome Unlocks have been renamed.
  • Damage over Time abilities: The amount that stats contribute to the damage of these abilities has been made consistent across the board. This generally resulted in an increase in damage, but some abilities have also been brought down. Individual abilities are noted in the specific careers¡¯ sections below.
  • All Unstoppable tooltips will now mention Knockdown.
  • Root effects, with the exception of Morale Roots, will now grant a 5 second Freedom effect to the victim when they break, and will no longer stack with other roots.
  • Root effects will now properly have a chance to break on ANY damage event. This includes individual tics of Damage over Time spells.
  • Fixed assorted issues where certain movement reductions/increases would stack, slowing or speeding targets more than intended. This also addresses cases where snared players would find themselves essentially rooted when in lava.
  • All Tactics now give their bonus when the character that has them slotted is stealthed, mounted, or has a Standard out.

Racial Tactics

  • Centuries of Training (Elves): The tooltip for this Tactic has been changed to be more clear.
  • Sigmar¡¯s Favor (Empire): This Tactic will now be triggered only by direct heals.
  • Stoutness of Stone (Dwarfs): This Tactic will once again reduce the effectiveness of Stuns and Knockdowns.
  • Tzeentch¡¯s Warding (Chaos): This Tactic will now get the bonus when the character is mounted.

Archetype Abilities


  • Alter Fate: This ability¡¯s tooltip now displays the correct values.
  • Champion's Challenge: Neither the player nor the player¡¯s enemy may be knocked back while this Morale is in effect.
  • Divine Protection: This ability now lists the amount of damage absorbed in the tooltip.
  • Force of Will: This ability will now display a visual effect when used.
  • Frenzied Slaughter: This ability will now display a visual effect when used.
  • Juggernaut: This ability will only fire when the player is rooted, snared, silenced, or disarmed.
  • Misdirection: This ability will now display an effect on the caster while the ability is active, and place a brief effect on anyone damaged by the effect.
  • Point Blank: This ability will now correctly ignore Knockback and Knockdown immunity, as well as not trigger it.
  • Rampaging Siphon: This Morale ability will no longer be affected by points spent in Career Mastery. Additionally, this ability now heals the group for each target hit, instead of only once.
  • Raze: This channeled ability will no longer be interrupted while on the move.
  • Relentless Assault: This ability will now display n visual effect when used. Additionally, the ability will no longer remove snares and roots.
  • Restorative Burst: This tactic¡¯s tooltip now correctly states the number of Action Points gained from triggering it.

Archmage

  • Balance Essence: The damage for this ability has been increased.
  • Balanced Mending: The HoT portion of Healing Energy will now benefit from this tactic. Additionally, this ability will now correctly provide a bonus to heals on other players, and a penalty to heals on the caster.
  • Boon of Hysh: This ability has had its cast time reduced to 2.5 seconds, and the setback amount reduced to half a second.
  • Dissipating Energies: The amount that stats contribute to the damage of this ability has been increased slightly to make it consistent with other Damage over Time abilities.
  • Drain Magic: This ability will now increase in potency with High Magic. In addition, damage will now correctly increase based on Career Mastery Points spent in the Path of Asuryan instead of the Path of Vaul.
  • Funnel Essence: This ability will now correctly behave like a channeled ability, will channel correctly, and will correctly heal the target.
  • Healing Energy: The stat contribution for this ability has been fixed. This was previously receiving more stat benefits than intended.
  • Hurried Restore: This tactic will now stun the player when the resurrect is cast, instead of when it is accepted.
  • Increased Conductivity: This Tactic will now increase the damage for all abilities listed in the tooltip.
  • Law of Conductivity: The amount that stats contribute to the damage of this ability has been slightly increased to make it consistent with other Damage over Time abilities.
  • Mistress of the Marsh: This ability has had its cast time reduced.
  • Prismatic Shield: This ability will no longer fail if the caster¡¯s defensive target is not a group member.
  • Radiant Gaze: The amount that stats contribute to the damage of this ability has been increased to make it consistent with other Damage over Time abilities. Also, this ability will now correctly reduce the target¡¯s chance to critical hit and damage by the correct amount.
  • Radiant Lance: This ability will now reliably consume High Magic.
  • Rain Lord: The tooltip for this effect now lists all stats affected.
  • Scatter the Winds: The amount that stats contribute to the damage of this ability has been increased slightly to make it consistent with other Damage over Time abilities.

  • Storm of Cronos: This ability will now correctly reduce Spirit resistance for the correct amount.
  • Transfer Force: This ability¡¯s damage has increased. Additionally, the amount that stats contribute to the damage of this ability has been increased to make it consistent with other Damage over Time abilities.
  • Wild Healing: This tactic will now correctly provide a 50% reduction to AP costs on direct healing abilities when triggered.

Black Orc

  • All Black Orcs have undergone significant changes and will need to reallocate their Career Mastery Points as a result. Be sure to speak to your trainer right away to regain your abilities!
  • All War Bellows will now persist through the Black Orc's death. This means that the player will not have to recast a War Bellow after respawning or being resurrected.
  • Da Big Un: The damage has increased, and the Radius has been reduced.
  • Follow me Lead: The Toughness buff provided to the defensive target by this ability now works correctly.
  • Guard: This ability will no longer attempt to work on players outside of the Black Orc¡¯s group.
  • Juggernaut: This ability is now available at Rank 12.
  • Right in da Jibblies: The reuse for this ability has been lowered.
  • Rock 'Ard: This ability now starts a Plan chain.
  • Save da Runts: The hotbar icon for this ability will now light up properly.
  • Skull Thumper: This ability now adds an effect that deals additional damage to the target whenever they are critically hit.
  • Trip 'Em Up: The damage for this ability is now reduced, but no longer occurs over time. The Action Point cost has increased, the reuse removed, and the Snare from this ability will no longer stack with other Snares.


Bright Wizard


  • All Bright Wizards have undergone significant changes and will need to reallocate their Career Mastery Points as a result. Be sure to speak to your trainer right away to regain your abilities!
  • Boiling Blood: The damage of this ability will now be dealt over 10 seconds. The total amount of damage dealt remains unchanged.
  • Choking Smoke: This ability now has no build time.
  • Combustion Mechanic: The Combustion Mechanic has had its critical chance bonuses reduced. Additionally, the chance to trigger an Explosion has been reduced. Combustion will no longer start to fade away if the caster continues casting spells after hitting 100.
  • Crown of Fire: This ability will no longer grant immunity from Stun effects.
  • Explosive Force: The damage done to the targets around the caster is now defendable.
  • Fiery Blast: The tooltip for this ability now displays the correct damage and radius, and the ability now builds the correct amount of Combustion.
  • Fire Cage: The cost for this ability has been decreased, the cooldown has been increased, and the ability can now be trained at rank 12.
  • Fireball: The amount that stats contribute the effectiveness of this ability has been increased.
  • Flame Breath: Targets affected by this ability will now receive a debuff icon.
  • Meltdown: This ability can no longer be blocked.
  • Playing with Fire: The damage from this ability now only fires on direct heals and cannot do critical damage.
  • Pyroclastic Surge: This ability can now be trained at rank 10.
  • Scorched Earth: This ability now builds 10 Combustion. Additionally, this ability now has the correct cooldown.

Chosen

  • All Chosen have undergone significant changes and will need to reallocate their Career Mastery Points as a result. Be sure to speak to your trainer right away to regain your abilities!
  • All Chaotic Auras: The AP cost of these abilities has been reduced. Additionally, all beneficial effects from auras will now work on allies up to 150 feet away.
  • Bane Shield: This ability will now behave like a melee attack. Damage will be increased by Strength, and defended against like a melee attack. Additionally, the damage is now considered Spiritual Damage.
  • Blast Wave: This ability will now behave like a melee attack. Damage will be increased by Strength, and defended against like a melee attack.
  • Corrupting Wrath: This ability¡¯s effectiveness has been increased.
  • Discordant Instability: This ability¡¯s effectiveness has been increased.
  • Dreadful Agony: If multiple Chosen are using this ability in the same area, enemies will only be affected by the most powerful one in use.
  • Dreadful Fear: This ability¡¯s effectiveness has been increased.
  • Guard: This ability will no longer attempt to work on players outside of the Chosen¡¯s group. Additionally, the hotbar icon for this ability now lights up properly.
  • Juggernaut: This ability is now available at rank 12.
  • Mixed Defenses: The tooltip for this ability now displays proper values.
  • Quake: This ability will now behave like a melee attack. Damage will be increased by Strength, and defended against like a melee attack.
  • Seeping Wound: The amount that stats contribute to the damage of this ability has been slightly increased to make it consistent with other Damage over Time abilities. Additionally, this ability will no longer apply the effect from the Tactic Tainted Wounds, without the tactic being slotted.
  • Suppression: The parry buff from Suppression will no longer stack with itself.

Disciple


  • All Covenants will now persist through the Disciple's death. This means that the Disciple will not have to recast a Covenant after respawning or being resurrected.
  • All offhand Disciple chalice items have been improved! See Items notes for more detailed information.
  • Bloodthirst: The Snare component has been removed, and the damage has been increased.
  • Consume Essence: The damage for this ability has increased.
  • Consume Strength: The strength debuff portion of this ability will now be triggered only if the attack is successful.
  • Covenant of Celerity: This ability will no longer stack with other Snares. The effect can now be removed with Snare-cleansing abilities.
  • Covenant of Tenacity: Fixed an issue that made the radius of this ability much too small.
  • Covenant of Vitality: Fixed an issue that caused the healing portion of the lifetap to always heal the Disciple, instead of the player who procc'ed the damage. Additionally, the damage for this ability has increased.
  • Curse of Khaine: The effect of this Tactic has been reduced to 50%.
  • Devour Essence: This ability will now behave like a Melee ability. It will gain bonus damage from Strength, and be defended like a Melee attack.
  • Esence Lash: This ability will now behave like a Melee ability. It will gain bonus damage from Strength, and be defended like a Melee attack.
  • Fell Sacrifice: The amount that stats contribute to the damage of this ability has been slightly increased to make it consistent with other Damage over Time abilities.
  • Fist of Khaine: This ability will now behave like a Melee ability. It will gain bonus damage from Strength, and be defended like a Melee attack.
  • Flay: This ability is now considered a Snare and can be removed by Snare-cleansing abilities.
  • Khaine's Imbuement: Resolved an issue that allowed this tactic to proc on every swing.
  • Lacerate: The amount that stats contribute to the damage of this ability has been slightly increased to make it consistent with other Damage over Time abilities.
  • Rend Soul: This ability now heals for 350% of the damage done, and the setback amount has been reduced to half a second.
  • Restore Essence: The stat contribution for this ability has been fixed. It was previously receiving more stat benefits than intended.
  • Transfer Essence: The damage for this ability has increased.
  • Wracking Agony: This ability will now correctly deal damage based on your opponent¡¯s health percent.


Engineer


  • All Engineers have undergone significant changes and will need to reallocate their Career Mastery Points as a result. Be sure to speak to your trainer right away to regain your abilities!
  • Acid Bomb: The amount that stats contribute to the damage of this ability has been increased to make it consistent with other Damage over Time abilities.
  • Barbed Wire: The cost of this ability has decreased, the cooldown has increased, and the ability can now be trained at rank 12. Additionally, this ability now correctly roots all players.
  • Blunderbuss Blast: This ability now has the correct cooldown.
  • Bombardment Turret: The cost of this ability is now greatly reduced, its auto attack damage greatly increased, and it is now a core ability so it will always summon based on the Engineer¡¯s level.
  • Electromagnet: This ability now gives Knockback immunity.
  • Field Repair: This ability¡¯s cost, range, and cooldown have increased. Additionally, this ability now instantly restores health instead of being a channeled ability.
  • Firebomb: The damage of this ability has increased.
  • Flak Jacket: Magic Damage will no longer reduce Armor counters.
  • Flame Turret: The cost has been greatly reduced, the auto attack damage greatly increased, and it is now a core ability so it will always summon based on the Engineer¡¯s level.
  • Focus Fire: The damage of this ability has increased.
  • Fragmentation Grenade: The damage and cost of this ability have increased. The amount that stats contribute to the damage of this ability has been increased to make it consistent with other Damage over Time abilities. Additionally, this ability now does the correct amount of damage.
  • Friction Burn: The damage and cost of this ability have increased. The amount that stats contribute to the damage of this ability has been decreased to make it consistent with other Damage over Time abilities. Additionally, this ability now works correctly when there are no targets in the area.
  • Gun Blast: The damage for this ability has increased.
  • Gun Turret: The cost of this ability has been greatly reduced, its auto attack damage has been greatly increased, and it is now a core ability so it will always summon based on the Engineer¡¯s level.
  • Hip Shot: This ability can now be trained at rank 10.
  • Incendiary Rounds: The damage and cost of this ability have increased. The amount that stats contribute to the damage of this ability has been increased to make it consistent with other Damage over Time abilities.
  • Lightning Rod: The amount that stats contribute to the damage of this ability has been decreased to make it consistent with other Damage over Time abilities.
  • Napalm Grenade: The amount that stats contribute to the damage of this ability has been increased to make it consistent with other Damage over Time abilities.
  • Pet Ability - Flamethrower: This is now considered a Path of the Tinkerer ability.
  • Pet Ability - High-Explosive Grenade: The damage and build time have increased, the reuse time reduced, and it is now considered a Path of the Grenadier ability.
  • Pet Ability - Machine Gun: This ability is now considered a Path of the Rifleman ability.
  • Pet Ability - Penetrating Round: The damage has increased, and it is now considered a Path of the Rifleman ability.
  • Pet Ability - Shock Grenade: The damage and reuse time have increased, the build time reduced, and it is now considered a Path of the Grenadier ability.
  • Pet Ability - Steam Vent: This is now considered a Path of the Tinkerer ability. Additionally, newly created Engineers will no longer show this ability as being trainable at both level 15 and level 21.
  • Phosphorous Shells: The amount that stats contribute to the damage of this ability has been decreased to make it consistent with other Damage over Time abilities.
  • Self-Destruct: The cost of this ability has been removed, its reuse time greatly increased, and it now deals damage in addition to knocking down all enemies within 30 feet for 5 seconds. Additionally, this ability now correctly knocks down all targets, and kills the Engineer¡¯s turret.
  • Signal Flare: The damage and cost of this ability have increased, and its reuse time reduced. The amount that stats contribute to the damage of this ability has been decreased to make it consistent with other Damage over Time abilities.
  • Sticky Bomb: The amount that stats contribute to the damage of this ability has been decreased to make it consistent with other Damage over Time abilities.
  • Strafing Run: This ability now has less of a delay before damaging and knocking back the target.
  • Tangling Wire: This ability now correctly fires with Barbed Wire.


Iron Breaker

  • All Ironbreakers have undergone significant changes and will need to reallocate their Career Mastery Points as a result. Be sure to speak to your trainer right away to regain your abilities!
  • Ironbreakers can now wield hammers and great hammers in addition to axes and great axes!
  • Avenging the Debt: The Damage of this ability has increased. Additionally, the heal value of this ability has increased.
  • Away With Ye: The Grudge cost of this ability has been reduced to 25, and the cooldown has been decreased to 10 seconds.
  • Axe Slam: This Morale ability will now correctly gain benefit from Mastery into the Path of Stone.
  • Binding Grudge: The amount that stats contribute to the damage of this ability has been increased to make consistent with other Damage over Time abilities.
  • Grudge Mechanic: The rate in which Grudge is lost has been changed. Grudge will begin to decay at a rate of 5 Grudge per second if no Grudge is generated for 15 seconds.
  • Grumble An¡¯ Mutter: The heal value of this ability has increased. Additionally, this ability¡¯s Grudge cost has been reduced.
  • Guard: This ability will no longer attempt to work on players outside of the Ironbreaker¡¯s group. Additionally, the hotbar icon for this ability will now light up properly.
  • Guarded Attack: The buff to an Oath Friend¡¯s Armor will no longer stack with other, more powerful Armor buffs.
  • Inspiring Attack: The Strength and Willpower bonus from Inspiring Attack will no longer stack with the bonuses from multiple Ironbreakers. Players will only receive the most powerful bonus available.
  • Juggernaut: This ability is now available at rank 12.
  • Oath Friend: The rate at which Grudge is generated from your Oath Friend has been adjusted. Between 0 ? 30 Grudge, you will gain 10 Grudge every time your Oath Friend is attacked. Between 30 ? 60 Grudge, you will gain 5 Grudge every time your Oath Friend is attacked. Between 60 ? 100 Grudge, you will gain 3 Grudge every time your Oath Friend is attacked. Additionally, the cooldown for the ability has been changed to 1.5 seconds.
  • Oathbound: The Grudge cost of this ability has been reduced to 15.
  • Oathstone: This ability¡¯s cooldown has been greatly reduced.
  • Punishing Knock: Targets will now actually fall down after being hit.
  • Shield of Reprisal: This ability will no longer knock down Unstoppable targets.
  • Shield Sweep: The Grudge cost of this ability has been reduced to 25.
  • Stone Breaker: This ability will no longer be considered a Blessing.
  • Strength In Numbers: This Morale ability will now correctly gain benefit from Mastery into the Path of Vengeance.
  • Watch An¡¯ Learn: The Grudge cost of this ability has been reduced to 15, the damage has been increased, and the cooldown has been increased to 10 seconds.


Magus

  • All Magus have undergone significant changes and will need to reallocate their Career Mastery Points as a result. Be sure to speak to your trainer right away to regain your abilities!
  • Agonizing Torrent: The amount that stats contribute to the damage of this ability has been slightly increased to make it consistent with other Damage over Time abilities.
  • Baleful Transmogrification: The damage and cost of this ability have increased. The amount that stats contribute to the damage of this ability has been increased to make it consistent with other Damage over Time abilities.
  • Chaotic Rift: This ability will now give Knockback immunity.
  • Daemonic Armor: Magic Damage will no longer reduce Armor counters.
  • Daemonic Lash: This ability will hit targets in front of the caster more reliably than before. In addition, the tooltip will no longer displays an incorrect cooldown time.
  • Dissolving Mist: The amount that stats contribute to the damage of this ability has been increased to make it consistent with other Damage over Time abilities. Additionally, this ability now uses the correct icon.
  • Flamer of Tzeentch: The cost of this ability has been greatly reduced, its auto attack damage greatly increased, and it is now a core ability so it will always summon based on the Magus¡¯ level.
  • Glean Magic: The amount that stats contribute to the damage of this ability has been increased to make it consistent with other Damage over Time abilities.
  • Infernal Blast: The damage and cost of this ability have increased. The amount that stats contribute to the damage of this ability has been increased to make it consistent with other Damage over Time abilities.
  • Instability: The cost of this ability has been removed, its reuse greatly increased, and it now knocks down instead of draining AP.
  • Mutating Blue Fire: The amount that stats contribute to the damage of this ability has been slightly increased to make it consistent with other Damage over Time abilities.
  • Pandemonium: The damage and cost of this ability have increased. The amount that stats contribute to the damage of this ability has been increased to make it consistent with other Damage over Time abilities.
  • Pet Ability - Coruscating Energy: The damage for this ability has been reduced, and it is now considered a Path of Daemonology ability.
  • Pet Ability - Daemonic Consumption: The build time for this ability is increased, and it is now considered a Path of Havoc ability. Additionally, the amount that stats contribute to the damage of this ability has been slightly increased to make it consistent with other Damage over Time abilities.
  • Pet Ability - Daemonic Fire: The build time and damage for this ability have been increased, and it is now considered a Path of Havoc ability.
  • Pet Ability - Flame of Tzeentch: The reuse time and channel duration for this ability have been reduced, its damage increased, and it is now considered a Path of Changing ability.
  • Pet Ability - Flames of Change: The reuse time for this ability has been reduced, and it is now considered a Path of Changing ability. Additionally, the amount that stats contribute to the damage of this ability has been slightly increased to make it consistent with other Damage over Time abilities.
  • Pet Ability - Warping Energy: This is now considered a Path of Daemonology ability.
  • Rend Winds: The damage and cost of this ability have increased.
  • Seed of Chaos: The amount that stats contribute to the damage of this ability has been slightly increased to make it consistent with other Damage over Time abilities. Additionally, the AoE damage will once again fire at the end of the Damage over Time effect.
  • Strengthen Thrall: The cost, range, and cooldown of this ability have increased, and the ability now instantly restores health instead of being a channeled ability.
  • Summon Blue Horror: Opponents must now be close to a Blue Horror in order to melee it. Additionally, the cost for this ability has been greatly reduced, its auto attack damage greatly increased, and it is now a core ability so it will always summon based on the Magus¡¯ level.
  • Summon Pink Horror: The cost for this ability has been greatly reduced, its auto attack damage greatly increased, and it is now a core ability so will always summon based on the Magus¡¯ level.
  • Surging Violet Fire: This ability can now be trained at rank 10.
  • Tzeentch¡¯s Firestorm: This ability now correctly deals Elemental damage.
  • Tzeentch's Grasp: The cost has been decreased, the cooldown has been increased, and the ability can now be trained at rank 12.
  • Warpfire: This ability is working properly again.
  • Warping Blast: This ability now uses the correct icon.
  • Withered Soul: This ability¡¯s tooltip has been corrected and no longer gives the false impression that debuff percentage scales. Additionally, The the damage and cost of this ability have increased. The amount that stats contribute to the damage of this ability has been increased to make it consistent with other Damage over Time abilities.


Marauder


  • Deadly Clutch: The Value of this debuff has been reduced to 50%. In addition, 25% of the value the target is healed for (after debuff) also hits the Marauder.
  • Mouth of Tzeentch: This ability will now behave like a melee attack. Its damage will be increased by Strength, and it can be defended against like a melee attack. In addition it can no longer cause a disoriented effect without equipping the Insane Whispers Tactic.
  • Rend: The amount that stats contribute to the damage of this ability has been slightly increased to make it consistent with other Damage over Time abilities.
  • Tainted Claw: This ability will now be increased in duration by Ailments, not Cripples.
  • Wave of Mutilation: The amount that stats contribute to the damage of this ability has been slightly increased to make it consistent with other Damage over Time abilities.


Rune Priest

  • Blessing of Valaya: This ability will no longer fail to cast if the Rune Priest doesn¡¯t have line of sight to their defensive target.
  • Master Runes: Fixed an issue where all Master Runes had an adverse effect on frame rate.
  • Oath Rune of Power: This ability now also increases the target¡¯s Ballistic Skill.
  • Oath Rune of Sanctuary: This ability will now be affected by the anti-resurrection aura.
  • Rune of Battle: The amount that stats contribute to the damage of this ability has been increased to make it consistent with other Damage over Time abilities.
  • Rune of Cleaving: The amount that stats contribute to the damage of this ability has been increased to make it consistent with other Damage over Time abilities.
  • Rune of Fate: The damage of this ability has increased. The amount that stats contribute to the damage of this ability has been increased to make it consistent with other Damage over Time abilities.
  • Rune of Fortune: The damage of this ability has increased.
  • Rune of Immolation: The amount that stats contribute to the damage of this ability has been increased to make it consistent with other Damage over Time abilities.
  • Rune of Iron: The amount that stats contribute to the damage of this ability has been increased to make it consistent with other Damage over Time abilities.
  • Rune of Mending: The stat contribution for this ability has been fixed. This ability was previously receiving more stat benefits than intended.
  • Rune of Nullification: The effect of this ability has been reduced to 50%.
  • Rune of Restoration: This ability has had its cast time reduced to 2.5 seconds, and its setback amount reduced to half a second.
  • Rune of Warding: The amount that stats contribute to the damage of this ability has been increased to make it consistent with other Damage over Time abilities.
  • Spellbinding Rune: The amount that stats contribute to the damage of this ability has been increased to make it consistent with other Damage over Time abilities.


Shadow Warrior

  • All Shadow Warriors have undergone significant changes and will need to reallocate their Career Mastery Points as a result. Be sure to speak to your trainer right away to regain your abilities!
  • All stance abilities will now persist through death.
  • Acid Arrow: The damage of this ability has increased. In addition, the buff icon for this ability will now display actual armor debuffed, instead of percent.
  • Assault Stance: While in Assault Stance, all +Ballistic Skill on items is considered to be Strength as well. Additionally, the Assault Stance tooltip also now states that the stance grants Strength equal to your Ballistic Skill from items.
  • Broadhead Arrow: The damage of this ability has increased. The amount that stats contribute to the damage of this ability has been slightly increased to make it consistent with other Damage over Time abilities.
  • Draw Blood: The amount that stats contribute to the damage of this ability has been slightly decreased to make it consistent with other Damage over Time abilities.
  • Eye Shot: The damage of this ability has increased.
  • Fell the Weak: The damage of this ability has increased.
  • Festering Arrow: The damage of this ability has increased. In addition, the hotkey for this ability will no longer light up when in Assault Stance.
  • Flame Arrow: The damage of this ability has increased. The amount that stats contribute to the damage of this ability has been slightly increased to make it consistent with other Damage over Time abilities.
  • Flanking Shot: The damage of this ability has increased.
  • Glass Arrow: The damage of this ability has increased. The amount that stats contribute to the damage of this ability has been slightly increased to make it consistent with other Damage over Time abilities.
  • Hunter¡¯s Fervor: The radius for this ability has been increased to match similar group-based effects.
  • Rapid Fire: The damage of this ability has increased.
  • Shadow Sting: The damage of this ability has increased. The amount that stats contribute to the damage of this ability has been slightly increased to make it consistent with other Damage over Time abilities.
  • Skirmish Stance: The buff granted to the Shadow Warrior when in Skirmish Stance will now allow ranged auto-attack to fire while moving.
  • Spiral-Fletched Arrow: The damage of this ability has increased.
  • Takedown: The damage of this ability has increased.
  • Throat Shot: The damage of this ability has increased.
  • Vengeance of the Nagarythe: The cooldown for this ability has been reduced to 2 minutes. This ability can now be trained at rank 10.
  • Whirling Pin: The cost of this ability has been decreased, the cooldown has been increased, and the ability can now be trained at rank 12.


Shaman

  • Bleed Fer' Me: The damage of this ability has increased. Also, we have fixed an issue which caused this ability to heal for incorrect amounts when used with Waaagh!
  • Brain Bursta: This ability will now reliably consume Waaagh!
  • Dat Makes Me Dizzy: This Tactic will now stun the Shaman when the resurrect is cast, instead of when it is accepted. Additionally, when this Tactic is equipped, Shrug it Off will now work properly.
  • 'Ere We Go!: The tooltip for this ability now lists the duration of the effect.
  • 'Ere We Goes Again: The duration of the 'Ere We Go ability will no longer be reduced with this Tactic equipped.
  • Gork¡¯ll Fix It: The buff icon for this ability now states that the ability is healing you, instead of damaging you. In addition, the ability will correctly stack with other casters on the same target. The stat contribution for this ability has also been fixed. This was previously receiving more stat benefits than intended.
  • Greener ¡®n Cleaner: This ability will now properly remove effects from allies.
  • Life Leaka: The amount that stats contribute to the damage of this ability has been slightly increased to make it consistent with other Damage over Time abilities.
  • Nuthin' But Da WAAAGH!: This ability now works correctly on players other than the caster.
  • Sticky Feetz: This ability has had its cast time reduced to one second.

Sorceress

  • All Sorcerers have undergone significant changes and will need to reallocate their Career Mastery Points as a result. Be sure to speak to your trainer right away to regain your abilities!
  • Arctic Blast: This ability can now be trained at rank 10.
  • Chilling Gusts: This Tactic will now apply to the Ice Spikes ability.
  • Dark Magic Mechanic: The Dark Magic Mechanic¡¯s critical chance bonuses have been reduced. Additionally, the chance to trigger a Backlash has been reduced.
  • Dhar Wind: This ability can no longer be blocked.
  • Disastrous Cascade: This ability¡¯s tooltip now shows the correct damage.
  • Doombolt: The amount that stats contribute the effectiveness of this ability has been increased.
  • Grip of Fear: The cost of this ability has been decreased, the cooldown has been increased, and the ability can now be trained at rank 12.
  • Piercing Shadows: The damage done to the targets around the caster is now defendable.
  • Pit of Shades: The tooltip text for this ability is now correct.
  • Shadow Knives: The tooltip text for this ability is now correct.
  • Stricken Voices: This ability now has no build time.
  • Surging Pain: This ability now builds 10 Dark Magic.
  • Tapping the Dark: The tooltip for this ability now points correctly to the name of the ability that it affects.
  • Triumphant Blasting: Players knocked back by Triumphant Blasting will now correctly be given Knockback immunity. Additionally, the tooltip for this ability now correctly states that the ability will knock down mobs.
  • Umbral Fury: This ability has been renamed to Frozen Fury. The tooltip now points correctly to the name of the ability that it affects.
  • Word of Pain: This ability will reduce the target¡¯s Willpower for 10 seconds, and deal damage at the end. The effect will no longer stack with each application. In addition, this ability now correctly has a 10 second reuse timer.


Squig Herder



  • All Squig Herders have undergone significant changes and will need to reallocate their Career Mastery Points as a result. Be sure to speak to your trainer right away to regain your abilities!
  • All pets will now summon at the Squig Herder¡¯s level.
  • Ard Noggin: This ability will now display as a Path of Stabbin' ability and the cooldown has been removed. Additionally, the damage of this ability has increased.
  • Behind Ya!: The damage of this ability has increased.
  • Big Claw: The amount that stats contribute to the damage of this ability has been increased to make it consistent with other Damage over Time abilities. Additionally, this ability will now display as a Path of Stabbin¡¯ ability.
  • Bounce: This ability will now display as a Path of Stabbin¡¯ ability.
  • Choking Arrer: The damage of this ability has increased.
  • Cut Ya!: The amount that stats contribute to the damage of this ability has been increased to make it consistent with other Damage over Time abilities.
  • Da Smell Don¡¯t Bother Me: While in Squig Armor, this Tactic will heal the Squig Herder for a small amount every 5 seconds.
  • Death from Above: This ability¡¯s knockdown animation will now display correctly.
  • Don¡¯t Eat Me: This ability can now be used while in Squig Armor.
  • Explodin¡¯ Arrer: The damage of this ability has increased. The amount that stats contribute to the damage of this ability has been slightly decreased to make it consistent with other Damage over Time abilities.
  • Farty Squig: This ability can now be used while in Squig Armor.
  • Finish ¡®Em Off: The damage of this ability has increased.
  • Git Em!: This ability will now upgrade properly. Additionally, the tooltip text for this ability is now correct.
  • Gore: The amount that stats contribute to the damage of this ability has been decreased to make it consistent with other Damage over Time abilities.
  • KABOOM!: This ability will now display as a Path of Stabbin¡¯ ability.
  • Lots o¡¯ Arrers: The damage of this ability has increased.
  • Not So Fast!: The damage of this ability has increased.
  • Pet Ability - Goop Shootin¡¯: The damage of this ability has increased.
  • Pet Ability - Poisoned Spine: This ability now fires properly and its damage has been increased. Also, the amount that stats contribute to the damage of this ability has been decreased to make it consistent with other Damage over Time abilities. In addition, the tooltip will now show the correct debuff value.
  • Plink: The Action Point cost and damage for this ability has increased.
  • Rotten Arrer: The damage of this ability has increased. The amount that stats contribute to the damage of this ability has been slightly decreased to make it consistent with other Damage over Time abilities.
  • Run ¡®n Shoot: The Action Point cost for this ability has been reduced. Additionally, the damage of this ability has increased.
  • Sharp Toofs: The Tactic will now reduce the Git Em! pet ability's cost. The tooltip has been corrected.
  • Shrapnel Arrer: The damage of this ability has increased. The amount that stats contribute to the damage of this ability has been increased to make it consistent with other Damage over Time abilities.
  • Sneaky Stabbin: The tooltip for this ability is now correct.
  • Spiked Squig: The buff granted to the Squig Herder when a Spiked Squig is summoned will now allow ranged auto-attack to fire while moving.
  • Splinterin¡¯ Arrers: This ability¡¯s tooltip will now show the correct range.
  • Squig Armor: While in Squig Armor, the Squig Herder¡¯s Ballistic Skill from items is converted into Strength.
  • Squig Frenzy: This ability can now be used while in Squig Armor. Additionally, this ability can now be trained at rank 10.
  • Squig Squeal: The Damage over Time will now fire on the target correctly.
  • Stabbity: The Action Point cost and damage for this ability has increased
  • Sticky Squigz: The cost of this ability has decreased, the cooldown has increased, and the ability can now be trained at rank 12.
  • Stop Runnin!: The damage of this ability has increased.
  • Tastes Like Chicken: This ability can now be used while in Squig Armor.
  • What Blocka?: This ability now reduces the target¡¯s Armor and block chance. The ability is now defendable.
  • Yer Bleedin': The damage of this ability has increased. The amount that stats contribute to the damage of this ability has been increased to make it consistent with other Damage over Time abilities.


Swordmaster


  • All Swordmasters have undergone significant changes and will need to reallocate their Career Mastery Points as a result. Be sure to speak to your trainer right away to regain your abilities!
  • All Blade Enchants will now persist through the Swordmaster's death. This means that the Swordmaster will not have to recast a Blade Enchant after respawning or being resurrected.
  • Blurring Shock: This ability now applies an effect on the target. For the next 10 seconds, whenever they are critically hit they take additional damage.
  • Crashing Wave: This ability will now knock targets down every time.
  • Crushing Advance: This ability now properly grants a 5% increase to Block chance for 20 seconds. Additionally, the damage of this ability has increased, and its reuse time has been increased to 10 seconds.
  • Graceful Strike: Fixed an issue in which this ability was receiving double the stat contribution on the direct damage portion of the ability. Additionally, the amount that stats contribute to the damage of this ability has been slightly increased to make it consistent with other Damage over Time abilities.
  • Guard will no longer attempt to work on players outside of your group, and the hotbar icon for this ability will now light up properly.
  • Gusting Wind: The cost of this ability has been decreased, it has been changed to a Perfect Balance attack, and it now deals Spirit Damage. In addition, the tooltip now displays the abilities knockback effect.
  • Heaven's Blade: This ability now reduces resists by the correct amount and will display as a debuff.
  • Juggernaut: This ability is now available at rank 12.
  • Nature's Blade: The proc from this ability now has new art for its area effect.
  • Perfect Defenses: Players will now properly receive the bonuses to defense while in Improved and Perfect Balance.
  • Phantom¡¯s Blade: Fixed a typo in this ability¡¯s tooltip.
  • Phoenix Wing: This ability no longer adds additional Hate, and its damage and radius have increased.
  • Potent Enchantments: This Tactic now deals damage as soon as it procs. In addition, this Tactic no longer increases Blade Enchant damage.
  • Protection of Hoeth: This ability has changed to an Open Balance attack, and its reuse time and absorb effect have been decreased.
  • Quick Incision: The cost of this ability has been increased, its cooldown timer has been removed, and the damage has been changed to apply instantly instead of over time.
  • Sapping Strike: The Action Point drain on this ability will now work correctly.
  • Shadow Blades: The damage dealt with this ability can no longer be defended against.
  • Wrath of Hoeth: The cost of this ability has been increased, it has been changed to an Improved Balance attack, and its radius has been decreased to 20 feet.

Warrior Priest


  • All Auras will now persist through the Warrior Priest's death. This means that the Warrior Priest will not have to recast an Aura after respawning or being resurrected.
  • All offhand Warrior Priest book items have been improved! See Items notes for more detailed information.
  • Castigation: The amount that stats contribute to the damage of this ability has been increased to make it consistent with other Damage over Time abilities.
  • Divine Aid: The stat contribution for this ability has been fixed. It was previously receiving more stat benefits than intended.
  • Divine Assault: This ability now heals 350% of the damage done, and the setback amount is now reduced to half a second.
  • Divine Light: The buff window icon for this ability will now display a tooltip.
  • Divine Shock: This ability will now fire when there are no targets in the area.
  • Divine Strike: The damage of this ability has increased.
  • Greave of Sigmar: The duration of the Toughness buff from this Tactic will now match the duration of Sigmar's Fist.
  • Judgment: This ability will now behave like a Melee ability. It will gain bonus damage from Strength, and be defended like a Melee attack.
  • Martyr¡¯s Blessing: This ability will no longer display a buff icon on those being healed.
  • Prayer of Absolution: Fixed an issue that made the actual range of this ability much shorter than the range listed in the tooltip.



  • Prayer of Devotion: The health gained from triggering this ability has been increased.



  • Prayer of Righteousness: The buff window tooltip for this ability will now display correctly.



  • Sigmar¡¯s Radiance: The damage of this ability has increased.



  • Sigmar¡¯s Shield: The buff window icon for this ability will now display a tooltip.



  • Smite: This ability will now properly generate Righteous Fury based on the number of targets hit and will no longer be able to be set back.



  • Soulfire: This ability will now behave like a Melee ability. It will gain bonus damage from Strength, and be defended like a Melee attack. In addition the tooltip will now state that the effect is a Curse rather than a Cripple.


White Lion



  • All Training buffs now persist through the White Lion's death. This means that the player will not have to recast a Training after respawning or being resurrected.



  • The White Lion pet¡¯s auto attack damage has been given a substantial increase.



  • Blindside: Fixed an issue in which this ability was receiving double stat contribution on the direct damage portion of the ability.



  • Blindside: The amount that stats contribute to the damage of this ability has been slightly decreased to make it consistent with other Damage over Time abilities.



  • Cleave Limb: This ability now snares the target for 10 seconds, and no longer reduces auto attack speed.



  • Cull the Weak: This ability will now have the correct range.



  • Echoing Roar: The amount that stats contribute to the damage of this ability has been increased to make it consistent with other Damage over Time abilities.



  • Pack Assault: Fixed an issue that prevented the initial damage of this ability from showing to the user. Additionally, this ability will now correctly grant all group members the extra damage.



  • Pet Ability - Bite: The damage of this ability has increased.



  • Pet Ability - Claw Sweep: The damage of this ability has increased.



  • Pet Ability - Fang and Claw: The damage of this ability has decreased.



  • Pet Ability - Gut Ripper: Fixed an issue in which this ability was receiving double stat contribution on the direct damage portion of the ability. Additionally, the reuse timer for this ability is now 20 seconds. The amount that stats contribute to the damage of this ability has been decreased to make it consistent with other Damage over Time abilities.



  • Pet Ability - Leg Tear: The duration has decreased on the Damage over Time aspect of this ability. Additionally, the amount that stats contribute to the damage of this ability has been increased to make it consistent with other Damage over Time abilities.



  • Pet Ability - Maul: The damage of this ability has decreased and its reuse timer has been lowered to 5 seconds.



  • Pet Ability - Shred: The damage of this ability has increased.



  • Pounce: This ability now requires an enemy target. Additionally, this ability has been adjusted so that it no longer targets objects. This includes quest and public quest object targets, and keep doors.



  • Shattering Blow: The amount that stats contribute to the damage of this ability has been increased to make it consistent with other Damage over Time abilities.



  • Thin the Heard: This ability will now have the correct range.


Witch Elf



  • Agile Escape: Knockback Immunity will no longer prevent the Witch Elf from jumping away from her target.



  • All Kisses now persist through the Witch Elf's death. This means that the Witch Elf will not have to recast a Kiss after respawning or being resurrected.



  • Elixir of Insane Power: The Witch Elf¡¯s attacks will now ignore 50% of her target¡¯s Armor.



  • Envenomed Blade: The amount that stats contribute to the damage of this ability has been slightly increased to make it consistent with other Damage over Time abilities.



  • Healer's Bane: This ability¡¯s effect has been reduced to 50%.



  • Swift Pursuit: This tactic will now properly increase movement speed when using Fleet-Footed.



  • Wracking Pains: The amount that stats contribute to the damage of this ability has been slightly increased to make it consistent with other Damage over Time abilities.


Witch Hunter

  • All Witch Hunters have undergone significant changes and will need to reallocate their Career Mastery Points as a result. Be sure to speak to your trainer right away to regain your abilities!
  • All Bullets now persist through the Witch Hunter's death. This means that the Witch Hunter will not have to recast a Bullet after respawning or being resurrected.
  • Blessed Bullets of Cleansing: The damage of this ability has been increased, the amount of Action Points stolen has been increased, and this ability is now available at rank 35.
  • Blessed Bullets of Confession: This ability¡¯s damage has been increased, and it is now available at rank 9.
  • Blessed Bullets of Purity: This ability¡¯s damage has been increased, and it is now available at rank 4.
  • Burn Away Lies: The amount that stats contribute to the damage of this ability has been increased to make it consistent with other Damage over Time abilities. Also, this ability will now trigger Blessed Bullets.
  • Burn, Heretic!: The amount that stats contribute to the damage of this ability has been increased to make it consistent with other Damage over Time abilities.
  • Declare Anathema: Knockback Immunity will no longer prevent the Witch Hunter from jumping away from their target.
  • Emperor's Commendation: This ability will now trigger off from stealth openers.
  • Fervor: Fixed an issue in which this ability was receiving double stat contribution on the direct damage portion of the ability. Also, the amount that stats contribute to the damage of this ability has been increased to make it consistent with other Damage over Time abilities.
  • Repel Blasphemy: This self-buff is now right-click removable.
  • Sanctified Bullets: Blessed Bullets of Purity will now heal for 50% of the damage they cause.
  • Seal of Destruction: The Witch Hunter¡¯s attacks will now ignore 50% of their target¡¯s armor.
  • Seeker¡¯s Blade: This ability now checks for an Ailment.
  • Sweeping Strikes: This Tactic will now correctly affect two other targets.
  • Trial By Pain: This ability can now be used while on the move and will no longer fire twice.


Zealot

  • Boon of Tzeentch: The damage of this ability has increased. Additionally, the tooltip for this ability now displays the correct range.
  • Chaotic Agitation: The tooltip will now display the correct frequency for damage pulses.
  • Dark Medicine: The stat contribution for this ability has been fixed. It was previously receiving more stat benefits than intended. In addition it will now stack with other casters on the same target.
  • Demon Spittle: The amount that stats contribute to the damage of this ability has been decreased to make it consistent with other Damage over Time abilities.
  • Elixir of Dark Blessing: This ability has had its cast time reduced to 2.5 seconds, and its setback amount reduced to half a second.
  • Endless Gifts: This ability will no longer affect Winds of Insanity. In addition group members with previous marks will also receive the benefits when the tactic is equipped.
  • Leaping Alteration: This ability¡¯s heal value is now correctly tied to the Path of Dark Rites, and will continue to leap to additional targets when cast upon the Zealot. In addition multiple Zealots may now cast this ability on the same target.
  • Manipulation: This ability will no longer trigger if the target of the heal is already at full health.
  • Mark of Daemonic Fury: This ability now also increases the target¡¯s Ballistic Skill.
  • Mark of Remaking: This ability will now be affected by the anti-resurrection aura.
  • Spell Destroyer: The amount that stats contribute to the damage of this ability has been increased to make it consistent with other Damage over Time abilities.
  • Storm of Ravens: The tooltip for this ability now displays the correct range.
  • Sweeping Disgorgement: This Tactic¡¯s tooltip now displays the correct level, based on your Career Mastery specialization.
  • Tzeentch's Lash: The amount that stats contribute to the damage of this ability has been slightly increased to make it consistent with other Damage over Time abilities.
  • Vortex: The amount that stats contribute to the damage of this ability has been increased to make it consistent with other Damage over Time abilities.
  • Warp Reality: The amount that stats contribute to the damage of this ability has been increased to make it consistent with other Damage over Time abilities.
  • Wind of Insanity: The amount that stats contribute to the damage of this ability has been increased to make it consistent with other Damage over Time abilities.


General Changes and Bug Fixes

  • Fixed an issue that caused summoning a mount to impact client performance.

Items

  • Warrior Priest Books have been updated to make them significantly more attractive to players. All offhand books will now add passive Righteous Fury regeneration. The amount regenerated per second varies based on the rarity of the item.
  • Disciple Chalices have been updated to make them significantly more attractive to players. All offhand chalices will now add passive Soul Essence regeneration. The amount regenerated per second varies based on the rarity of the item.
  • An issue has been fixed that was causing the buff icon on various marketing rewards not to display correctly.
  • Book of Boom: You can no longer be knocked back while under the effects of the Book of Boom.
  • Numerous issues have been corrected relating to Weapon and Armor effect procs. These should now display correctly and fire more reliably.
  • Opponents may no longer right click item effects to remove them from themselves, and the Boost, Blades, Barrier, and Barricade effects will now proc far more reliably.
  • Fixed an issue that was causing Weapons and Armor to not properly display their proc effects in the item display.
  • Numerous issues have been corrected relating to Weapon and Armor effect procs. These will now display correctly and fire more reliably.
  • Opponents can no longer right-click unfriendly item effects to remove them from themselves, and the Boost, Blades, Barrier, and Barricade effects will now proc far more reliably.
  • Image-Changing Rewards: A player¡¯s illusion will now break upon using an ability in addition to breaking on damage.
  • All Dwarf spanner items in the game are now set to be useable by Engineers only.
  • All Dwarf great hammer items in the game are now set to be useable by Ironbreakers only.
  • All Empire rapier items in the game are now set to be useable by Witch Hunters only.
  • Tooltips on armor set pieces will now display information relevant to that set's bonuses.
  • Standards: All references to banners should now be removed. All text now refers to Standards.

Realm vs. Realm


  • Fixed an issue which was causing the Martyr's Square battlefield objective to not issue Renown properly.
  • Fixed an issue with the postern door of the Ghrond's Sacristy keep which was preventing players from entering the keep through the door.
  • A time delay has been added to the preliminary spawns of flags and murderballs in several scenarios. This change was made in order to ensure that both sides have a chance to run to the spawn location of the flag or murderball at the start of the match, and battle for control of the area even before the object has spawned. The affected scenarios include the following:

    • Mourkain Temple
    • Stone Troll Crossing
    • Tor Anroc
    • Howling Gorge
    • Talabec Dam
    • Serpent's Passage
  • The interact timers for planting the bomb in the Howling Gorge and Talabec Dam scenarios have been lowered to 2 seconds.
  • Various improvements have been made to reduce the frequency in which the Realm War maps will incorrectly report contested zones in Tier 4. This means that zones displayed as locked when they actually aren¡¯t should occur far less frequently, if at all.
  • Tier 3 Battering Ram: This siege weapon has had its health increased.
  • Boiling Oil: This siege weapon has had its health increased to better withstand enemy assaults in all tiers.


User Interface

  • The "Ability Not Ready" message will no longer display when the remaining cooldown on an ability is less than or equal to the full global cooldown.
  • Corrected an issue with the cooldown timers on the action bar buttons that was causing them to count down improperly. The timers will now count down in half-second increments beginning at 3 seconds remaining.
  • Characters will no longer have all of their currently-active cooldown timers reset when they are granted new abilities.
  • Morale abilities will now display their cooldowns correctly at all times.
  • Fixed the tooltip display for the first custom guild rank slot.
  • Kicking a player from a guild now properly deactivates the guild and alliance tabs for that player.
  • Guild members may now be promoted to the first customized guild rank slot.
  • Fixed an issue in which guild and alliance roster sub-tabs appeared on the screen if the player joined a new guild after having left a guild with the Guild Roster tab as the last Guild Window viewed.
  • Guild titles will now sort by rank rather than alphabetically.
  • Players who have not been given permission to kick members from their guild will no longer be presented with the option to do so.
  • Fixed an issue in which the guild roster was not updating properly when 'Hide Offline' was checked.
  • Guild Leaders, Officers, and anyone else with appropriate permissions can once again use the guild window context menus to promote and demote members.
  • Locking the chat window will now persist upon logging out.
  • Fixed an issue with the targeting system that could be used by players to gain an unfair advantage. Targeting of friendly players will now work in the same way as using abilities. Players must either use a keyboard key or click with the mouse to acquire a friendly target. To target a monster or NPC, players must click on the target in the world or /assist a friendly player. Players using our default user interface should see no change as a result of this fix.
All the Warhammer patch 1.06 are here, please visit us frequently for more info on warhammer patch 1.0.6 !

Oct 24, 2008

Warhammer Online Witch Hunters, Oh My!

Warhammer Online producer Mark Davis has penned a great article that is quite fitting for the spooky season. Featuring witch hunters, Davis gives readers an inside peek at their lives.

"You know what would be cool...?" For some reason these seemingly innocent words, when uttered from my mouth, cause hand-wringing or glares from our schedulers here at Mythic. Despite that, I can't help myself! I'm Mark Davis, and as one of the producers on the Warhammer project I get to use that phrase to your benefit! I'd like to share with you a few of my favorite "Wouldn't it be cool if" moments that I've had a hand in creating.

What's in the box?

Warhammer Witch Hunters are a mysterious and imposing lot. Their methods, while effective, are often dark and secretive. Take, for example, Witch Hunter Drauwulf who hunts down heretics in the village of Bohsenfels deep in the dark forests of Ostland. After completing several tasks for him, he entrusts me to carry a "special box" to an associate of his down the road. But first, I must track down a unique beast in the forest and place its paw into the box. Next, and this he makes very clear, I am under NO circumstances to open the box once I've put the paw in. Now, why did he have to go and tell me that? OF COURSE I have to open the box now! Who wouldn't be tempted to open the box? So, playing this quest for the first time I thought "You know what would be cool? If, when you attempt to open the box, something horrible happens!" Oh yeah, this is Warhammer after all! It's a grim and perilous world of adventure and by opening the box you'll pay the consequences. Opening the box unleashes a horrible essence which in 10 minutes will kill you. You only have that long to deliver the box to its intended recipient to have a chance at surviving. I hope you have your mount handy!

Who you calling a Heretic?

It's not just the forces of order who must respect Witch Hunters, even the forces of Destruction recognize the danger they pose. Deep in the forests of Reikland, the Witch Hunters led by Edvard Kohl have established a temporary headquarters near the Reikguard castle. In order to continue forward toward Altdorf and ultimate victory, the forces of Destruction must crush them beneath their boots. So, playing this for the first couple of times I thought, "You know what would be cool? If Edvard would do what any normal Witch Hunter might do when faced with a Heretic - put them to the stake and judge them"! So, during the final stage of the Public Quest, Edvard Kohl will declare one of the attacking players a Heretic and they will be placed upon the stake and only the quick reflexes of a healer will save them from paying the ultimate price. Now that's cool!

Witching Night

One of the many things I do is working out a plan for our live events. Just recently we all had time to look up from our computer screens to realize that Halloween was right around the corner and we'd like to provide some fun stuff to celebrate the occasion! So, you know what would be cool? How about a sneak peak at what we're prepping for the Halloween season - known as "Witching Night" in the Warhammer universe when the divisions between the living and the dead grow thin, and the power of Shyish, the Purple Wind of Magic, waxes. Evil cults, witches, and necromancers use this time to their advantage, easily raising the dead and calling upon them to spread wickedness across the land.

I love those moments in Public Quests when, on the final stage, the enormous boss monster stomps into the area and the final, epic conclusion begins to draw near. What will that boss do? Will he cast a nasty DOT? Perhaps he'll throw us all back into the aggressive monsters waiting along the fringes? It's a great adrenalin rush! Also equally, if not more so, are those moments in RvR when you're attacking the keep doors while the enemy pours down boiling oil, siege weapons are firing on both sides, and any moment you'll storm into the Keep where the final outcome will be decided! You know what would be cool? What if we combine the two? In the skirmish areas around the entire world during the Halloween holiday, there will be boss monsters lurking for players to kill. They'll have cool loot on them, of course, so players from both sides will want to take them down. I'm sure Order and Destruction will play nicely with each other and share equally with each other for the spoils of the fight - yeah right! What else would you expect from a Warhammer holiday? Trick-or-treating? Nah! Beating people over the head? Oh yeah!

In addition to the awesome conflict happening out in the RvR areas, we've got some unique encounters cooked up for anyone wanting to do some PvE Monster slaying. I don't want to spoil all of the amazing stuff we've got planned, but rest assured that it'll be "cool," rewarding, and very Warhammer.

Thanks for playing WAR, I'll look for you out there on the battlefield!

-Mark "Wouldn't it be cool" Davis

Oct 18, 2008

3.3 Warhammer Witch Hunter Class Review

Ok, Here is the first installment of Class Reviews from 3.3. The Warhammer Witch Hunter, I may do some more, however with the NDA Dropping soon next week (hopefully) and about 60k+ people joining. They may not be as needed.

Quests / Public Quests in all zones
Scenarios in all zones
Open RvR in all zones

Intro: Witch Hunter
I have done a couple of these for Destro classes, and this is my first for Order. I played several Order classes, and I felt this one would be the best suited for the first review. If I do another one, it will most likely be an order class. Any ways. Once again, I am keeping to the format I have been in the past. Leveling the way I feel Mythic inteded us to level. A little PvE Questing, a little bit of Public Quests, a little bit of Scenarios, and a little bit of Open RvR.

Solo PvE Leveling via Quests:
Hmm. What to say. How about OMG easy. This class kills mobs of equal level almost as fast as a Sorc or Bright Wiz. I dont know if there is really anything else I Can put in here. I actually found solo PvE on this toon easier than the BW/Sorc because of the increased armor/HPs. Sorcs/BWs are glass cannons in every single aspect of them. The Witch Hunter can take a few hits before they need to /release

Public Quests:
Not so easy to come in first/second on a WH. As a WH, you DPS and when you are done DPSing you DPS some more. The problem is on public quests, is that you really dont have the AoE capabilities of the BW to MASS dps. So BWs pass you on the list. Aside from the fact that I SERIOUSLY belive that healing and tanking get WAY more contribution points than DPS, and you have a scenario where getting top of the contribution is quite difficult. I am not saying it cant be done, because it can. However it is not as easy as some of the other classes. I will say this. It is much easier than on a Witch Elf who has doesnt have the nifty gun to start fights and at least have a little aggro generation counting twords contribution.

PvP Scenarios:
The Holy Grail (IMHO) for the Witch Hunter. Small Controlled environments where Tanks are WAY easy to distract, and squishies are ALWAYS unprotected in the back of the pack. To all those people who say that the Stealth mechanic that Mythic has implemented is "Worthless". They obviously dont use it in scenarios. IF your Morale is up. YOU WILL ABSOLUTLY DESTROY whatever clothie you decide to stealth up to, and I mean DESTROY. Oh and there are two wonderfully beutiful mechanics that this class has. One, when people run from you, your gun does great damage. And Two, when people sprint from you, you can snare them with your gun. OMG useful for those squishies that run like chickens as soon as you pop on them. Oh and when you are running from someone. Hit them with a snare. Sprint away, and then you kyte them like whoa.

Open RvR:
This is where things get a little more difficult. Again, you have it better than the Witch Elf who is pure melee. But your gun just cant pump out the DPS of a ranged DPS so to do some real damage you really have to get into melee yourself. So were are the problems you ask? Well in open RvR, Tanks dont really have a lot to do especially at keeps and whatnot. So what do they do? They hang out by the squishies. Any tank worth his weight will immediatly put his guard on whatever squishy you are attacking. Fortunatly for the Witch Hunter, the Destruction players in the beta seem to be the more tunnel vision people who cant seem to realize there is a need to switch guard around, or switch targets, or assist for that matter. It is a real good thing for the WH, but a bad thing for Destruction in general. (remember I played both sides a TON).

In general I dont mind "suicide" missions, so I will often find a squishy outside a keep healing or casting thier little dark magic, and I will stealth to them and kill them before the tanks/healers can realize what is happening. Quite worth it IMO.

Your greatest asset though, is your ability to snare people with your gun. Nothing like causing those fleeing weaklings to be snared and sumarily obliterated by the little zerg that could. A good WH with a good Warrior Priest will make a GREAT team. Even better if they have one of those OMG anoying Ironbreakers with them. Man those little buggers are hard to kill. I am so glad that the class seems so unapealing to people, because they are absolutly the hardest class in the game to kill. The best way to kill one of them (not a problem for the WH cause they are the same side) is to just ignore them and whoop up on everyone else, then OMGZERG the IB that is left. (sorry for getting off topic there, I just hope the class doesnt get popular since I will be going Destro with my guild)


PvP WEAKNESS:
TANKS.Tanks.tanks. Without a shadow of a doubt, tanks are the ying to the WH yang. They are the one factor that all WH's must consider before attacking a target. For 2 simple reasons. 1: Guard. Man that is a WH' WORST enemy, hands down. 2. Melee MITIGATION. I dont think of myself as the best PvPer, but I think Im ok, since that is what I loved to do in DAOC and WoW. But, man Tanks are difficult to deal with. If they are guarding the squishy you are trying to kill, you wont do enough damage to kill it before you die. For one reason. TAUNT. Good tanks will drop guard on the squish, taunt you (so they do extra damage on you until you hit them 3 times) and then they will commence to whoop your backside like you stole something. So you basically have to switch targets and hit them 3 times, or you have to run away.

Again, the beuty of this is the fact that right now, destruction players for the most part get tunnel vision. So they dont switch thier guard, taunt or snare. So normally I can destroy a sorc or a shaman before I die. Oh another great thing about them (destruction players), they seem to run at the first sign of resistance. IT is so funny. Run from a WH and you will die. Your best bet is to try and dook it out until your help comes.

Totally Unimportant:
I personally think that besides the Chaos Champion, this is the coolest looking class in the game. Very "Van Helsing" which I personally like. And this class is HANDS DOWN better than the Witch Elf. The only reason I could see playing a WE instead of a WH, is because you are some wierdo dude that wants to stair at pixilated boobies all day while you play the game. The mechincs of the WH are better, and your ability to snare with your gun makes you 100x more useful. Besides, what other class gets the sweet pimp hats.

More Warhammer Witch Hunter Informations!

Oct 17, 2008

Warhammer Witch Hunter Overview

This is details about Warhammer Witch Hunter Overview. Just review the article at below, hope you enjoy!

Service to the Empire is honor, privilege, and the singular purpose of a Witch Hunter. Showing unrelenting dedication to the purge of Chaos, they follow the teachings of Sigmar which make up the very core of their soul. Masters of the blade and one of the few classes utilizing firearms, they bring forth judgment against their enemies with no mercy. Using stealth and combination attacks, the Warhammer Witch Hunter inflicts incredible amounts of damage with exacting precision and is a formidable foe on the battlefield.

Strengths:
The ability to inflict a high amount of damage quickly or over time.
The ability to move in stealth and utilize special surprise attacks.
Can build up points to use execution finishing moves which do high levels of damage

Weaknesses:
Is not a tank class and is susceptible to damage
Stealth abilities reduce movement speed
Ranged attack is relatively weak and short range

PvE Overview
The Witch Hunter's main role as DPS provides players the ability to deal heavy amounts of damage at the price of survivability. They can dispatch a single target extremely quickly but any additional encounters could kill them in short order.

Working much like the Rogue classes in other MMOG's the Witch Hunter builds up points in order to do finishing moves which can provide a variety of effects from normal damage, to an armor debuff. They also have skills which can only be used from stealth giving the Warhammer Witch Hunter a great balance in PvE combat.

RvR Overview
The Witch Hunter almost has a support role in RvR combat, meaning they can't rush into a one on one battle no matter how badly they want to. However, their versatility provide a number of combat options which can make them invaluable. If two well matched tanks are beating on each other, the Witch Hunter can turn the tide. Perhaps there is a particularly pesky healer or caster harassing people at long range. A Witch Hunter can move in, make short work of them and escape long before anyone figures out what happened. The only downside to the Witch Hunter is their inherent squishyness. When targeted by tanks or a pair of casters, they can be chewed up and spit out pretty quickly.

Witch Hunter Mastery Paths
Path of Confession: The Path of Confession is direct and uncompromising, and focused primarily on direct and immediate opposition to heresy. A specialist in Confession will eschew subtlety and lengthy investigations in favor of simply approaching their enemy and beating the truth out of them. While not necessarily the most powerful approach, it is effective in its straightforward brutality, and provides a small measure of increased protection when the Witch Hunter finds themselves under direct attack.

Path of Inquisition: The Path of Inquisition is focused on longer and detailed investigations, weakening and progressively working over an enemy until the victim's guilt is all but assured. A player with heavy Inquisition Mastery may appear less powerful at first glance, but the devastating effects of their attacks are felt more and more as the fight progresses.

Path of Judgement: The Path of Judgment is taken by Witch Hunters who are assured that their targets are guilty and no questioning is needed. They tend to take their suspects by surprise, and are at their best when the enemy's attention is elsewhere. A Master of Judgment will seek to avoid face-to-face confrontations, and will be at their most powerful when they have allies nearby that can distract their enemies, allowing the Warhammer Witch Hunter to lay down very potent attacks.