The Witch Elf is one of the two stealth classes in Warhammer online: Age of Reckoning. It lacks the survivability that the Witch Hunter has but makes up for it with its insane DPS. A group of well co-ordinated witch elves can prove hazardous to any healers and casters. Just like the Witch Hunter the witch elf has no problems taking out tanks and other melee dps as long as it’s specced correctly, many would argue that the Witch Elf is imbalanced due to its numerous skills that allow them to take out its targets astonishingly fast, but a Witch Elf is truly a 1 hit wonder if she doesn’t receive any heals; she stealth’s; takes out the caster and has usually done her job before she is killed by the guarding melee dps.
The Witch Elf has three tree’s; Carnage, Suffering and Treachery. The majority of witch elves spec into carnage due to its high dps skills all in one tree such as; Pierce Armor and On Your Knee’s. These allows a Witch Elf to open combat after just coming out of stealth with a 2 second AoE knockdown and allows them to get the upper edge on their opponent, however On your Knee’s and its effects can be parried leaving the Witch Elf open and leaving their only defence on a 10 second cooldown.
Leveling a Witch Elf without a Warhammer online guide is not too hard, but can take quite a long time due to running around after the quests, Goblins Warhammer Online Guide helps you find the areas that give the most exp quicker allowing you to prepare yourself for T4 end-game pvp, money can also be tight since there is no definite way to save up without levelling from 1-40 again, goblins Warhammer online guide helps you do this as well.
All in all, the Witch Elf is one of the fastest killers in the game, but don’t choose this class if can’t withstand dying alot.
Healers have always appealed to me. I like being able to run up behind some noob who is struggling and pop a heal and maybe a buff on him and run off. I have been healing since I hung out at the orc fort in UO and laid bandages on people who thought I was only getting close to them so I could pick their pockets. But RvR situations are when healers really shine! I absolutely love denying the other realm the chance at renown points.
There is a rumor going around that Warhammer Online healer classes are over powered. I don’t know that I would say that but Mythic has certainly moved healing past the ole target-heal-wait game. Whether you roll a dwarf healer or a dark elf healer, you can bet you will have something you could be doing in between heals.
My personal favorite so far is the melee healer. That would be the empire warrior priest and the dark elf disciple of Khaine. These priests gain their healing abilities from their weapon moves. They start with a base of 250 points and use those points to heal. When that number hits 0, the healer is out of heals! To gain those points back, they must swing their weapon or use a converter to transfer actions points (power) in to healing ability. What I have found in RvR is if you start healing, you are going to get attacked. So you heal, then defend yourself when you are attacked, keeping your healing ability available. Melee healers are also pretty hard to kill.
Another option for healing is the ranged healer. The high-elf archmage and the goblin shaman would fall in this category. These are the ones that will rock in keep defense since they can stand back and heal or dps from a distance. So if you like keeping a low profile this might be the healing class for you. You want to find a nice corner somewhere and heal and blast away, unseen until there is nothing left but bodies to count.
The last set of healers includes the dwarven rune priest and the chaos zealot. These healers buff and heal for their group. Early preparation is the key here. The thing I noticed about the zealot was that by level 6, I had a ward, heal over time, and a direct heal – all of which were instant cast so I could cast on the run. I also had a dot and direct damage that could be cast while I moved too. Perfect for a get away or a chase down – both of which happen a lot in RvR.
If Warhammer PvP sounds like your cup of tea, you should probably consider rolling one of the six healer choices. You will be harder to kill and fun to play. Read the descriptions at character creation and give it a go. You will probably have lots of fun in RvR and PvE. See ya in game!
The Chosen Champions are ferocious front line warriors of the Chaos army. Tzeentch, the Raven God, has bestowed great powers to the Chosen, in the form of Dark Gifts. These powers of Chaos strengthen their abilities and the abilities of those in their group.
The main role of the Chosen in groups is to tank and buff the party with auras. Being able to wear heavy armor and wield shields, the Chosen can take beating while still dishing out a large amount of damage. Their auras help reduce damage even more, and can increase dps or do some light healing, making them an excellent class for soloing. But in groups is where their buffs really come into play. Being able to increase dps for the entire group and increase resists means less damage to the party and less down time.
In realms versus realm play, the Chosen is a difficult opponent to beat. Their ability to take a ton of damage and deal out damage, combined with the effects of their auras, means serious trouble for anyone caught on the wrong side of the battlefield. Having a healer assigned to them in RvR makes them an almost unstoppable force. The main weakness for the Chosen is ranged attacks. Without a ranged attack of their own, in order for them to deal out the massive amount of damage they are capable of doing, they must close in on ranged attackers before they are allowed to do to much damage.
Whether in PvE or RvR, the Chosen are formidable warriors that are difficult to bring down. Learning to play your Chosen character properly is vital if you expect to lead your party into battle.