Overview
Warleaders are the direct healers and buffers of the creeps. Their role is to ensure that the DPS classes stay alive to wreak havoc in freep ranks as well as to buff their fellows and debuff their opponants.
Skills
| Skill | Effect | Cost | Duration | Cooldown |
| Aura of Command | +25% melee damage -10% attack duration to group | 62/4 per sec | Toggle | 5s |
| Aura of Protection (R3) | +450 armour +246 morale to group | 62/4 per sec | Toggle | 5s |
| Banner of Horror | Reduces enemy resistances and fire/shadow mitigations |
81 | 10m | |
| Banner of Terror (R3) | -133 Might/Will, -3% damage, -373.3 ICPR and ICMR | 81 | 2m | 10m |
| Black Speech (R5) | 296 shadow | 96 | 20s | |
| Brawler's Stance (R6) | -40% healing +15% damage, No induction on Quit Whining and Fight, -25% melee skill cooldown, -50% black speech cooldown |
132 | Toggle | 4s |
| Call the Shadow (R4) | Next shout auto crits |
53 | 10s | 30s |
| Cleave | 158 common | 53 | 4s | |
| Command Post (R7) | +120 ICPR +120 ICMR +3% all damage -1% incoming damage | 81 | 5m | |
| Commander's Stance (R6) | +15% healing -10% threat, -20% damage | 132 | Toggle | 4s |
| Crack the Whip | +737.5-743.8 morale | 70 | 4s | |
| Field Promotion (R2) | -90% damage to grouped ally | 81 | 8s | 2m |
| Fracture | 204 common + threat | 96 | 10s | |
| Intimidating Shout | 207 shadow | 53 | 20s | |
| Menacing Roar | 255 shadow, max targets 4, radius 5m, 5.2m range | 212 | 45s | |
| Mobilize | +35% run speed to group (out of combat) | 50/8 per sec | Toggle | 5s |
| On Your Feet! | AoE rez for up to 5 creeps | 81 | 6m | |
| Point-Defense (R12) | +600 Block/Parry/Evade, +1522 Song/Cry/Tactical/Physical resistance |
81 | ||
| Quit Whining and Fight! (R1) | AoE 1106.3-1112.5 morale on grouped allies | 151 | 10s | |
| Quiters Never Win (R9) | +2950-2956.3 +320-340 Power to group | 354 | 10mc | |
| Snap Out of It! (R5) | Remove Dazes, Stuns, Roots, and Knock Downs | 62 | 20s |
Aura of Command, Aura of Protection are exclusive to each other, meaning you can run one or the other.
Brawler's Stance, and Commander's Stance are exclusive to each other.
Traits
Class Traits
| Trait | Effect | Rating |
| Avoidance Boost (R1) | +2% Parry, Evade, and BLock |
2/5 |
| Damage Boost | +3% Melee, Ranged, and Tactical Damage |
2/5 |
| Enhanced Skill: Field Promotion (R4) | +7s duration to Field Promotion | 5/5 |
| Enhanced Skill: On Your Feet! | -60s On Your Feet recovery, +35% morale and power | 4/5 |
| Enhanced Skill: Quitters never Win | Reduces Quitters cooldown by 5 minutes, restores 800-900 power | 4/5 |
| Harsh Language (R2) | +25% healing | 5/5 |
| Power of Fear | On critting with a shout, next heal induction is zero | 5/5 |
| Purge | Remove all negative combat states on yourself and fellowship. Gain 10 second immunity. Cost: 1,765 Morale |
4/5 |
| Shield Mastery (R2) | +5% block | 3/5 |
| Snap Out of It (R5) | Removes daze/stun/knockdown/root from ally | 5/5 |
| Empowering | +1 in-combat power regeneration | 4/5 |
Recommended Corruption Traits
[Vyxe, Elendilmir]
The corruption traits are more based on personal style of fighting but for the typical support warleader, maximizing health at the expense of damage and power is generally the best build for survivability. Critical protection is important for survivability.
I currently slot for a R11 healer who gets shot a lot
Corruptions: 4x Critical Protection, Health for Power 2, Health for Damage 2
Race: Imposing Presence, New Breed, Get A Grip, Tireless Warrior
Class: Enh On Your Feet, Purge, Harsh Language, Enh Field Promotion, Snap Out of It, Power of Fear, Enh Quitters Never Win
Tactics
[Vyxe, Elendilmir]
Warleaders are the support backbone of any creep force with strong recovery skills in both heals and area of effect (AoE) rezzes. They differ from defilers in that Warleaders are designed to be reactive healers, they recover from damage dealt, although the Field Promotion bubble is a powerful proactive tool. Warleaders also have several fellowship buffs to select from to best suit their group.
Heals can be done both proactively and reactively. Targetting through freep DPS classes can give you a very good idea of who the creep target is, and you can heal through them to the creep. A proactive approach is far better than a reactive due to the very long cast time for both single and group heals. The bubble also takes approximately 3 seconds to go off, so use it early when needed. With a large freep force, they can take off a half health creep before your bubble even goes off. Also with healing, it is important to reduce the aggro on yourself. Ensure that the DPS classes keep you cleared of NPCs if they want a heal. The single target heal can be cast when under attack from one NPC or freep, the group heal is nearly impossible. Within a raid, heal your group unless designated otherwise, pay attention to other creeps and heal them, especially other warleaders/defilers. For burst healing, alternate between the single and group heal. I tend to single heal through the freep's primary targetter (when known) and use the group heals to cover my group.
In raid vs raid battles, when the reavers go in lead off with the group heal to help offset the initial freep raid burst DPS. Bubble will be put on any reaver in danger and wargs told to get out (they can't live in a freep ball). Alternate between the single and group heal, using the large 15 minute cooldown heal when necessary. When under attack from burgs/champs, try to kite them through any web the earth down to get clear (or at least a break), as you won't be able to get a group heal off with them on you. Wargs do well in clearing warleaders so don't be afraid to call for backup. Also defilers can use their fear to give you a break away from the interrupts.
Make sure to use food as much as possible for these situations as the power bar will be drained very quickly. When strictly healing with high incoming damage, Commander's Stance is preferable for the sizable boost to heals. If something needs to die quick, consider Brawler's Stance but be ready to switch out of it ASAP with the huge healing penalty. Don't forget to keep contributing damage regardless of stance, ensure target forwarding is on and simply use your shouts through whoever you're healing through at the moment. When under heavy attack or being disrupted by burgs/wardens, go straight brawler stance and shout away. Get those heals off with Power of Fear traited and the AoE 0 cooldown Quit Whining and Fight.
Rezzing in a small group should be done based on the situation. With Mines of Moria changes, the recharge rate to the AoE rez was significantly nerfed. It is critical to have the raid leader to designate when to rez to maximize the effectiveness of each rez and not to double rez too quickly. While the prior standard used to be rez when 2 creeps are down, unless there are a plethora of warleaders it's best to use it when 3-4 creeps are down to maximize this valuable skill. It is critical to know that if you die when your rez goes off, everyone you rez will be at the rez circle instead of where you were when you hit the button. If you are going to die, don't hit your rez.
Snap Out of It is a useful skill (after it was unnerfed, restoring its ability to remove roots). Stuns generally wear off fast enough to not burn a Snap. If it's in a raid situation, give it a second or so for pots to be used before you use the snap on anyone else still CC'd
The Banner of Terror is a very strong weapon against freeps, when possible, stand off a bit to get out of combat then place the banner as close as you can to the freeps. If there are multiple WL's around, coordinate with them to try to maintain a constant banner presence on them (note the duration and recharge times).
The absolute best conjunction for a warleader is yellow, Wight's Rot. This will significantly refill your power. When grouped with weavers and wargs who can open conjunctions in a PvE situation, have them hold their CJ's till you need the power and in range for yellow.
Another useful key for healing can be the "H" Key. Mousing over a freep or creep and pressing "H" will put up a window that you may target them through that shows their health and name. During large raids I usually like to put all of the reavers within close range of my heals, going in order from which I usually know to take the most damage. This just allows for a split second more worth of time to get that heal off that could save them!