A Guide for the Student on the Ways and Means of the Warg and the Stalking of Prey

Proposed Warg Changes For Update 6

Orion has just posted up a long list of proposed warg changes for Update 6. I’ll be going through the changes in depth in a subsequent post, but for now here is Orion’s post.

I had intended to put this up in my blog, but the maintenance we have been doing today has put me in a tough situation. I promised an update on the Warg, and so I must keep my promise by returning to these hallowed halls.

Warg Update 6

The first thing that you need to know is that these changes are a collaboration of myself and another designer, jinjaah. You have yet to meet him, but will soon since he is handling the complete dev diary on the Warg. Go easy, he’s new to all of you and you can be a little rabid from time to time. The second thing that you need to know is that this is still in flux and could change considerable before release. The third thing that you need to know is that there were goals with this update and they are as follows:

  • Improve upon and highlight the strengths of the Stealth Warg
  • Provide Wargs with a secondary method of playing the class that gave them more survivability though a little less damage
  • Highlight that wargs are pack hunters


We are taking the warg and giving them two stances; Shadow and Flayer. These are to accentuate the different ways of playing the warg while keeping the flavor wholly intact.

General information of the stances is that there will be no stance dancing. This is going to be a hard-line call on this one. If you switch out of one stance, you will be delayed from entering the other stance, the benefits and merits of the two stances, while complimentary, coupled with the linear design of monster players would make the ability to quickly switch between the two simply overpowered. We’re not backing down on this one. It is set in stone. Second, the stances will modify existing skills – sometimes wholly overwriting them while other times leaving them intact. All of this is covered herein.

Shadow Stance

This is the stealth stance. It increases damage, power regeneration in-combat and is the primary driver for stealth skills.

Flayer Stance

This stance replaces Shadow Howler (OMG ORION YOU KNOW NOTHING! WE NEED THAT TO SURVIVE! – Players Yes, yes, you do. – Orion) In fact, this stance is all about surviving so it makes sense that we usurped this skill. You cannot stealth in Flayer. Increases your Armour, tactical and physical mitigations. Adds a small morale bubble on the warg that attempts to refresh every 7 seconds. If the bubble is still present this results in healing the warg for 5% of its max health. If the bubble is not present, the bubble is re-applied. When the bubble breaks the warg is healed for 1% of their max health. Grants access to Brute and brute bonuses.

Skill Changes


When you are in Flayer stance you lose access to Stealth but gain access to Brute. Brute is a short term buff that enhances your chances to score Brute bonuses when using skills enhanced with Brute. Brute bonuses have a small chance to apply. This skill increases that chance considerably.


When you are in Flayer stance you lose access to Stealth so Disappear is also replaced, becoming Topple. Topple will knock and opponent to the ground for a good chunk of time and shares its cooldown with Disappear.

Muscle Tear

When you ar in Flayer stance Throat Rip becomes Muscle Tear. This skill decreases your target’s movement speed and attack duration for a good chunk of time.


In Flayer or no stance
Reduces melee, ranged and tactical damage output on the target. On a critical will disarm the target for a short time.

In Shadow this becomes Snap!

On critical, the target becomes silenced for a short time.


No change to the neutral or non-stance.


Raking Claws: Equivalent damage to claws with a DoT equal to about half of the initial damage. This effect can stack up to three times. Brute bonus: Places a wound on the target that will interrupt inductions every few seconds for the duration of the effect.


Bestial Claws: Increases damage done by the claws initially and applies a DoT on the target that can stack up to three times. Bonus damage is applied when you are behind the target and the power cost of the ability is increased.



Agonizing Maul: Increased damage, increased bleed damage. Brute bonus: Reduces incoming healing on the target.


Sudden Maul: Bonus damage from behind and on a critical increases attack speed.

Savage Fangs


Applies an attack duration debuff on the target, reduces target’s parry rating and on Brute reduces armour rating of the target.


Increases induction durations, reduces parry rating.

Dire Howl


Howl of Aggression: Disarms multiple targets.


Silences a greater number of targets.

Eye Rake


Eye Gash: Interrupts Inductions. On Brute lowers the target’s block, parry and evade ratings.


Interrupts Inductions and on critical will reduce the range of all ranged and tactical based skills of the target.

Pack Hunters

In no stance, nothing changes.


Pack Flayers: Locks the warg and his target in place removing the ability to block, parry or evade. The warg cannot use other skills during this effect and cannot be interrupted or cc’d.


Shadow Pack: The warg marks and area of the ground lowering defences of all those within or who enter it. Leaving the area will apply a lesser version of the effect. This can be used from stealth.

Change is on the wind.


5 responses

  1. Gutzit

    I’m really looking forward to these changes. It will be interesting to see how they pan out; open with shadow, move to flayer, ect. Or packs running half and half…. It’s great to get some attention and TLC.

    06/02/2012 at 9:58 pm

  2. Feelmybite

    Loving the attention, but I’m hesitant since Orion said that we can’t stance flip easily. That makes me wonder if we’re actually going to have to pick betwen Shadow and Flayer for a fight (no opening with Shadow and flipping to Flayer) or not. And if so, will Shadow provide the defence that SH does currently which we desperately need against the freeps.

    My first impression is that these changes look great, but I’m going to remain cautiously optimistic and wait for the nerf bat to hit like it has in almost every good warg update to date.

    06/02/2012 at 10:15 pm

  3. Snap

    From reading the thread, you will indeed have to choose your preferred stance for each encounter. I think you’ll be able to enter stanceless as we do now, then enter Flayer after initiating combat, but if you leave the stance you’ll have some form of shared CD before you can enter another stance.

    I find that to be a good call though, as it will encourage Wargs in packs to assume different stances, and no longer will it simply be a matter of 1 pounce and then bloody maul + pack hunters.

    07/02/2012 at 5:33 am

  4. Being a newer warg Flayer seems counter intuitive to everything I have learned. I get most of my kills from stealth and some pick up infamy on kills I help with out of it. I give Orion a lot of credit, he said he was going to post and he did, thats a giant step in the right direction in my book.

    Flayer, in my mind is going to shine for pack activity because now you’ll have a mixed group dynamic that will allow for more efficent kills. The only problem I see here is the warg in flayer stance will have a bullseye on his back 100% of the time. I can imagine sitting in front of EC with a small pack, lead in flayer and every hunter in there focusing fire.

    Not completely sold on the stance, but happy something is going on with creep classes.

    07/02/2012 at 12:29 pm

  5. Nerves

    I’d like to see the effect of this flayer stance and the brute skills. Could this even facilitate wargs contributing to mixed raids?

    07/02/2012 at 3:15 pm

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