Showing posts with label Disciple of Khaine. Show all posts
Showing posts with label Disciple of Khaine. Show all posts

Thursday, November 13, 2008

Destruction Class Builds Reviewed (mid Game)



Just thought I would throw out a little briefing since I have all ten classes to at least level 20. There have been many changes, patches, etc...

The Shaman - template is Here
The Shaman loses a little bit of it's OP in the mid levels, and now in tier 4 seems to be playing decently as intended. I have no intentions of changing anything, since nothing with this build seems to be broken.

The Sorceres - template is Here
The Sorc actually becomes noticeably stronger as she goes through the mid to late levels. As such, I have no reason to change anything.

The Witch Elf - template is Here
Due to the uselessness of Weapon Skill in regards to parry percentage, this build must be changed. Instead of Weapon Skill the Renown points will be placed in Strength. Although I do not see any reason to spec out of "Carnage", I will still have to do a rebuild as the slotted tactics were greatly dependant on having a high chance to parry.

The Squig Herder - template is Here
This build needs an entire overhaul. The premise that the path of "Quick Shootin" was the "PvP build" was incorrect. Although this build allows you a little better survivability, you pay for that by coughing up quite a bit of DPS. The tree I am currently using is the path of "Big Shootin". It seems to be doing just fine, so this is most likely what I will be spec'ed in at 40.

The Black Orc - template is Here
As far as PvP goes, this build does exactly what was intended. In PvE however, I have noticed a little weakness, since I am defense spec'ed it does take quite a bit longer to kill mobs when compared to other classes. Since all my builds are PvP based, there is no reason to change anything at this time.

The Magus - template is Here
The Magus is my second to the least favorite toon to play. You cannot AOE DPS like the Sorc, and you cannot single target DPS like the Squig. Since I am still considered a "Ranged DPS" class, I have a hard time trying to figure out how I can be useful to a group. I have no plans to change the build as I do not see the build being broke, in my opinion, the whole class is broke. There is an OP ability if you spec in the "Daemonology" tree,(Chaotic Rift) however I do not like being a "one trick Pony" and the OP of it will be patched out.

The Zealot - template is Here (Title is mislabeled as Shaman)
This is another build that must be overhauled as it seems to have went down the toilet. Dark Rites is actually a lot better as far as raw healing power goes, as such, that is what I have respec'ed to.

The Disciple of Khaine - template is Here
Not too much to say here, the build seems to be doing just fine. Very strong in any(PvP or PvE) solo situation, however cannot "out heal" a Shaman or Zealot.(As intended?)

The Marauder - template is Here
Absolutely the last on the list as far as viability goes, I dread having to play this toon.(You will not notice this weakness until you hit mid tier two to the beginning of tier three) The build will have to be overhauled as well, changing to "Monstrosity" as it does, at least, give the class a small amount of utility.

The Chosen - template is Here
I was a little concerned making a "tank" class carry a 2H, however everything seems to be going fine at this point, as such I do not see a reason to change anything.

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Monday, September 29, 2008

Warhammer online builds: Disciple Of Khaine Template



This build will concentrate on raising your survivability as well as increasing your healing abilities. Even though you are not as "squishy" as the other two healer archetypes, you will still remain a primary target. Your three top stats will be:

  • Willpower = adds to healing

  • Strength = adds to melee DPS

  • Toughness = reduces incoming DPS


The 25 points will be placed as follows: (There will be a few extra points for RvR rewards, however we will not use them here)


15 in "Sacrifice"
Buy the following skills in the Sacrifice tree for one point each:

  • Horrifying Offering

  • Devour Essence

  • Empowered Transfer

  • Pillage Essence

  • Chant of Pain


Skills in the tree you do not buy: "Warding Strike" and "Gift of Khaine"

The last 5 points will be put in the healing tree "Dark Rites". Any additional points should also be placed in "Dark Rites", there is no reason to buy the bottom or second to the bottom skill in the tree.

80 RvR points to be placed in:
  • Resolve level 1 = 1 point

  • Resolve level 2 = 3 points

  • Resolve level 3 = 6 points

  • Resolve level 4 = 10 points

  • Resolve level 5 = 14 points



  • Might level 1 = 1 point

  • Might level 2 = 3 points

  • Might level 3 = 6 points


  • Discipline level 1 = 2 points

  • Discipline level 2 = 4


  • Spiritual Refinement level 1 = 5 points

  • Spiritual Refinement level 2 = 10 points

  • Spiritual Refinement level 3 = 15 points


The purpose of this build is to give you enough survivability to handle minor front line combat and still be able to put out heals in an effective manner.


Here are the planned active morale skills:
  • Level 1 = Divine Favor

  • Level 2 = Universal Confusion

  • Level 3 = Divine Protection

  • Level 4 = Chant of Pain


Slotted Tactics can be changed "on the fly", as long as you are not in combat. Since there are 5 quick slots available, I would organize each slot to a different use. One for PvP fight, one for PvP heal, one for PvE Group, and one for PvE solo. Here is my organizationfor a "PvP fight":

  • Khaine's Imbuement

  • Empowered Transfer

  • Horrifying Offering

  • Potent Covenants



Build Strength:
Increased viability

You cannot win a battle of healing versus the other two healing archetypes with HOT's or with direct healing. Your healing will come by damaging your enemy while healing you allies without too much micro management. Unless you are being focus fired upon, this template should easily keep you alive and keep your healing flowing out to your group members so they are not falling around you.


Build Weakness:
You cannot compete with raw healing, and your team should not expect this with you. While I am not a fan of trying to do both things at once with any class, Mythic seems to have made it a little less frantic with the DOK. Going full melee will gimp you hard in the healing area, going full heal will simply drain your pool too fast to be effective. You have to fight AND heal, as such this will be one of the more difficult classes to play effectively.


You can see this build here

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Wednesday, September 3, 2008

Disciple of Khaine Review



Overview:
Introduced to the Warhammer universe as the healer class for the Dark Elves, the Disciple of Khaine weilds both sword and sorcery in an odd style of blood magic. In true Druchii spirit, they require the blood of their enemies in order to fuel their healing magic, and thus are always on the front lines of combat hacking and slashing people for the glory of the God of Murder. This odd mix of melee and healing abilities give them a surprisingly high survivability rating in the thick of combat for a healer. If you were thinking of playing a healer in WAR, but are a "get in and get dirty" type of player, this might just be the class for you.



Strengths:
  • Disciples of Khaine fuel their abilities through direct melee combat so there's no more sitting back and being bored healing.

  • Since they power their healing abilities through melee combat, they have a higher chance of survival when in the thick of combat

  • Disciples of Khaine are equally at home in both solo PvE and RvR play.


Weaknesses:
  • Disciples of Khaine have to get up close and personal in order to heal.
  • While this presents better opportunities for aggresive playstyle while still being a healer, you're still a healer and being smack dab in the middle of combat isn't usually the healthiest place for a healer to be.

  • Disciples have few ranged attacks compared to other healers.

  • Disciples of Khaine fuel their power through attacking. If you're not attacking anyone, then you run out of Blood points quickly and lose your healing abilities.


PvE Overview
The Disciple of Khaine fears little in PvE. Since they power their healing abilities though combat, a player who can learn how to play a Disciple early on will be able to solo Champion class foes in single combat. The only thing that can truly stop a Disciple is just sheer numbers. This is makes the Disciple of Khaine so popular as a class, since they do have a high probability for survival in most fights.

In a group, the Disciple of Khaine works best as an off tank. They do enough damage to be helpful, and should the need arise, can hold down one or two strong foes long enough for the tank to get back n the fight and start taunting away. However, with their healing abilities healing the tank as they fight side by side, that probably won't happen often.

RvR Overview
Disciples of Khaine are wicked in RvR combat. Since they do a decent amount of melee damage and can heal well during combat, it's rare that you'll find a class that can stand up to them one on one. If you get two Disciples working in tandem, that can be a sight to behold as they cut through just about anything you have to offer. On the average, it will usually take at least two people to take down a well played Disciple of Khaine.

Melee combat is your friend. If you get caught out in the open with no one to cut on and attacked at range? You're a goner. While you have 250 blood points to burn through, it does you no good if you can't replenish them. As a Disciple of Khaine, as long as you have people to cut, you'll have blood points to spend in healing and if you can keep the heals going, you can outlast even the most dedicated Melee DPS class.



Disciple of Khaine Mastery Paths
Path of Ritual: The Path of Ritual focuses on increasing your healing abilities. This will make it easier for you to heal more efficiently, incurring less overall cost for your healing abilities.

Path of Torture: This Path of Mastery focuses on causing more damage with your attacks. Of course Khaine absolutely loves this. Coupled with your already impressive healing abilities, this can be a wicked path to master for the Disciple.

Path of Sacrifice: This Path of Mastery is about debuffing your enemy into oblivion. It raises your attack power and lowers your foes abilities and skills. This causes them to visit less damage upon you and yours, thus ensuring victory for your side.

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