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

Flayer Stance – Builds

Like Shadow stance there are two basic builds to consider when using Flayer stance to any great extent: a pure survival build and a mixed build. Now before you chaps get onto me for not having included this build or that build I realise there are different options for building your warg for using Flayer stance regularly, but detailing every last possible configuration is beyond the scope of this post so I am simply going to focus on the two most basic ones. By all means feel free to leave your own builds and suggestions in the comments for your warg brothers to take a look at.

The Pure Survival Build

Class Traits

Beyond the usual essential traits that we must slot in order to actually play we have a few class trait slots to play around with. With the view to maximising our survivability here is what I would suggest:

Flayer Stance – Obviously!

Armour Boost – A solid boost to our survivability here as it increases our Physical and Tactical mitigations. Coupled with Flayer stance this really does give our toughness a leg up.

Enhanced Skill: Sense Prey/Long Strides – You have a bit of choice here depending upon your playstyle. For solo I would recommend going with Enhanced Skill: Sense Prey to enable you to more effectively track and hunt your solo kills. For group or raid play where tracking stealthed targets is arguably less important then Long Strides is a better survival option. It will help you negate some of the many freep slows and allow you to both catch targets as well as moving out of danger more easily.

Enhanced Skill: Disappear – This is more for reducing the cooldown of Topple than it is Disappear, but of course you can always drop Flayer and use Disappear as a last ditch survival option.

The full list is below:

  • Enhanced Skill: Stealth
  • Shadow Fang
  • Enhanced Skill: Sprint
  • Enhanced Skill: Disappear
  • Flayer Stance
  • Armour Boost
  • Enhanced Skill: Sense Prey/Long Strides

Racial Traits

There aren’t vary many racial traits to choose from so there isn’t much to say here really as the choices are fairly obvious. My suggestions are as follows:

Four Legged Foe – An increase to both run speed and your Evade chance. A good solid survival trait.

Pack Mentality – Another good survival trait in that it boosts both Parry and Evade ratings whilst also increasing Physical and Tactical Resistance ratings.

Pack Elder – An increase to Physical mitigation. Not super, but we are looking to maximise survivability after all.

Pack Hunters – Not a survival trait as such, but it will allow you to use the Pack Flayers root, which is very handy.

Pack Alpha/Foe of the Light – A bit of a toss up between these two. Foe of the Light might be a tad useless to you if Flayer is going to be your stance of choice since the extra stealth level increase won’t do anything whilst in Flayer stance. There is a small increase to Tactical Mitigation too, but it’s so small that you might want to just not bother with it. Pack Alpha isn’t a survival trait at all, it’s very much an offensive trait, but given that we are sacrificing damage in our corruptions with this build you might want to use this trait to offset that loss in damage, even if only slightly.

Corruptions

The setup here can take one of two routes: stack morale or stack mitigations. For morale I suggest the following corruptions:

  • Morale for Power Rank 1
  • Morale for Power Rank 2
  • Morale for Damage Rank 1
  • Morale for Damage Rank 2
  • Tactical/Physical Mitigation
  • Tactical/Physical Mitigation

For a Mitigation build simply swap the four morale corruptions for mitigation corruption and use the Morale for Power and Morale for Damage Rank 2 corruptions.

With either option you will be looking to stack both morale and mitigations to varying degrees. This obviously means that your damage output is going to take a pretty serious hit. Then again we are looking to maximise survivability here. Personally I’m not a fan of this build although it can work well in raid settings where your damage output is being backed up by other creeps and the extra survivability means you can actually get into the middle of the fight more regularly.

The Mixed Build

Class Traits

There aren’t really any changes from the pure survival build here, but there are some more options to consider:

  • Enhanced Skill: Stealth
  • Shadow Fang
  • Enhanced Skill: Sprint
  • Enhanced Skill: Disappear
  • Flayer Stance
  • Armour Boost
  • Free Slot

Note the inclusion of a free class slot. You can basically slot in whatever you wish here although chances are you might want to opt for Enhanced Skill: Sense Prey anyway. Another good candidate would be Enhanced Skill: Eye Rake for a bit of a boost to your damage output as well as a faster interrupt.

Racial Traits

Again not many changes here:

Foe of the Light – With a mixed build you will probably be looking to use stealth and Flayer a bit more than when using a pure survival build to run around in Flayer stance all the time. To that end Foe of the Light will be useful to give your stealth level a boost when not in Flayer stance.

Pack Alpha – I’d suggest ditching Pack Elder for this trait. The extra damage output will be more useful than the relatively small increase in Physical Mitigation that Pack Elder gives if you aren’t looking to max out your survivability.

For everything else I’d suggest using the traits listed for the pure survival build above.

Corruptions

What we’re looking for here is a steady mixture of survivability and damage output. For the damage output that’s straightforward, but for the survivability you can either go down the mitigation path or choose more morale. Personally I favour more morale as it also has a psychological effect when a freep sees you with a lot of morale and maybe chooses what he thinks is an easier target, but each to their own.

  • Morale for Power Rank 1
  • Morale for Power Rank 2
  • Morale for Damage Rank 2
  • Damage for Power Rank 2
  • Mastery
  • Mastery
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One response

  1. Feelmybite

    I actually find that slotting a tactical mitigation corruption instead of the Health for Power 1 is much better. Yes, you have a little less moral, but if you’re going to run both flayer and shadow, you need that power for shadow. I go through so much power while in shadow due to spamming claws and maul. Also, for me, 1 tactical mitigation corruption increases my tactical mitigation by ~5% putting me at almost 60% tactical mitigation while in flayer. This gives me much more survivability than the little bit of health from Health for Power 1.

    07/04/2012 at 4:59 pm

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