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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

Gard
User offline. Last seen 15 weeks 5 days ago. Offline
Joined: 18 Oct 2011
Posts:
Guards and "Turn the Tables"

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.