Overview
Wargs are the stealth melee classes, hit and run are their specialty as well as pouncing freeps and siabling minstrels with interrupts and silences. The warg also makes an excellent scout with their speed and stealth, use them liberally to watch critical approach corridors to set up ambushes for roaming freep groups.
Skills
| Skill | Effect | Cost | Duration | Cooldown |
| Claws | 159 common | 77 | ||
| Crippling Bite | 25% cripple | 50 | 30s | 10s |
| Disappear (R2) | +10 stealth | 10s | 10m | |
| Eye Rake (R6) | Interrupt | 42 | 15s | |
| Pounce | 138 common, stun if from stealth, chance for knockdown if crippled | 42 | 10s | |
| Savage Fangs | +10% attack duration, -22% block | 65 | 20s | 10s |
| Sprint | +100% run speed | 50 | 20s | 10m |
| Stealth | Stealth, decreased movement speed | Toggle | 10s | |
| Tendon Shred (R3) | 138 common, 5s knockdown | 65 | 5m | |
| Throat Rip | Silence | 65 | 1m |
Traits
Class Traits
| Trait | Effect | Rating |
| Enhanced Skill: Sprint | -300s sprint recovery time | 4/5 |
| Enhanced Skill: Stealth | +3 stealth, +20% stealth run speed | 5/5 |
| Long Strides | +5% run speed | 3/5 |
| Rallying Howl | +273 morale + 273 every 4s for 20s for group | 5/5 |
| Resistance Boost | +3% Song, Cry, Physical, and Tactical Resistance | 1/5 |
| Shadow Fang | Sets damage type to shadow | 5/5 |
| The Element of Surprise | +20% crit chance when attacking from stealth | 4/5 |
Recommended Corruption Traits
[Chenobyl, Elendilmir]
As a warg, you want to do a great deal of damage from stealth in a short period of time then get out of there before being killed. As such, slot anything that gives more damage such as Damage for Power, Health for Power, and Damage for Health. For the last two traits, consider slotting Physical Resistance and Tactical Resistance. Those two together boost each 5%, handy in resisting loremasters more frequently
Tactics
[Vyxe, Elendilmir]
From the raid leader perspective, Wargs are the scouting and melee crowd control class of the creeps. With the enhanced stealth trait and a full set of maps, they can observe even heavily tracking freep groups and keep tabs on them. Disperse them freely to find contact points with the enemy but remember to recall them back to the fight as they bring valuable skills to the battle.
In raid against raid combat, a warg excels in the following
- First Strike: The shock of an immediate attack right on top of you can make the enemy suddenly turn to run, expecting a larger attack. This works with smaller groups
- Lockdown: The Pounce stun + Tendon Shred gives about 8 seconds of stun time, enough time for the raid to catch up and to apply DPS to destroy the target before it can run away or use an escape mechanism (last stand, feign death, desperate flight, etc). Wargs are also critical in pursuit with their sprints and cripple/pounces to prevent the enemy from running away. They should cripple/pounce an opponant then try to catch another one, letting the slower raid behind them crush whatever they have slowed.
- Silence: While minstrels have a skill to remove silence and LM stun immunities cure silence, enough applications by wargs of silence can either very temporarily or for a reasonable duration cripple the minstrel's healing capability.
- Harrassment: Their escape skills allow them to operate away from the main raid and in the back of the freeps where their minstrels are often found.
- Ranger Duty: Wargs can severely reduce the ability of rangers to operate with stuns and interrupts. Sometimes it is worth detaching a warg to deal with rangers attacking your healers
One quick note: the Guardian's skill "Turn the Tables" is a ~melee range skill. Thus, for non 1v1 situations, it can pay off tremendeously to "pounce and run" as, not only does the guard lose all BPE, but they also stay stunned for the duration of the effect (vs. using Turn the Tables which unlocks them right away). This usually allows other group members to burn him down quickly. I have yet to pounce a guardian who was quick enough to "Turn the Tables" before I got out of melee range.