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

Ettenmoors Dev Diary: Warg Changes

The recent Ettenmoors diary has obviously proved interesting to many of us who PvMP and whilst it was tempting to write a piece on it right away I thought it best to take a little time to read it over carefully. I’ve done that now and as you no doubt guessed have a few thoughts on it. It’s a big dev diary so I am going to split it into two parts: part one will deal with the most important changes … the warg changed, whilst part two will focus on the general Ettenmoors changes. Please note: this is a warg blog so I am not going to bother looking at changes to other creep classes, for those go read the dev diary!

With all that said let’s dive straight in!

Warg Changes

There are quite a few changes for the warg so let’s look at them in terms of skills and traits and we shall deal with the skills first.


New Skill – Piercing Claws

Your vicious claws allow you to tear through even the toughest armour.

  • Melee attack that ignores 50% of your target’s mitigations and does 10% of the target’s max morale as damage.

This sounds like it could be a pretty good skill., but more so for use against freeps with large morale pools. A Hunter packing in 10k morale would only be dealt 1k damage before mitigations. That’s not as good as Bestial Claws can hit right now! On the other hand a Guardian or Warden running around with, for example, 25k morale would take a base hit of 2.5k before mitigations.

That the skill will ignore 50% of mitigations also suggests that this is meant for use against tough opponents. Being able to get more of the damage through a Guardian’s mitigations, for example, should help to actually land some damage.

Howl of the Unnerving

The proc chance of the fear effect is being increased to 50%! All I can say is about time! This is a much needed boost because frankly a 25% chance just doesn’t cut it. This might actually prove to be a useful skill now with a little bit more reliability.

Rabid Bite

The base magnitude of the power cost debuff is being bumped up to 40%. Again this is a much needed change. At the moment Rabid Bite’s base debuff value is 25%, but with full Audacity a freep has -20% power costs so really all Rabid Bite is doing is increasing their power costs by 5%. A 40% on the other means a net debuff of 20%, which should prove a bit more useful.


The base cooldown is being reduced to 5 minutes. I’ll deal with the inevitable QQ over such a change in a later post, but for now let me say that this is actually a very good change. Look for a full in-depth look at this change coming soon.


The base cooldown is being reduced to 5 minutes. Like Disappear/Topple above I’ll be dealing with this change in-depth later. Again I think this is a good change though.


Enhanced Skill: Rabid Bite

This increases the power cost debuff from Rabid Bite by 35% for a total of 75%. Full Audacity means that the net debuff would end up being 55%. A pretty decent debuff and perhaps something that makes slotting this trait something to consider

Enhanced Skill: Disappear

This will reduce the cooldown of Disappear/Topple by 2 minutes meaning that the overall cooldown will be reduced to 3 minutes.

Enhanced Skill: Sprint

This will reduce Sprint’s cooldown by 2 minutes to 3 minutes.

Rallying Howl

We no longer have to trait to gain our heal! The Rallying Howl heal will be usable by all wargs who have gained the skill. Instead this trait will make Rallying Howl give a stacking damage buff in addition to the normal healing effects.


Again we won’t have to slot the trait to use Flayer stance. Instead a base version will be available for all wargs to use (assuming they have purchased the skill). The base version won’t have such high armour and mitigation values as we are currently used to. Slotting the trait provides Flayer stance with the values we are used to.


A pretty solid set of changes here. The revision to traits is very welcome as it should help us to free up some slots and have more flexibility in our builds. The new skills looks promising although of course we shall have to see how it pans out on the ground. The reduction in Disappear/Topple/Sprint cooldowns is most welcome as well, but I’ll get into that at a later date.

Overall some pretty decent changes coming to the warg. Nothing earth shattering, but then we are in a good place as it is so I wasn’t really expecting them to announce anything too revolutionary.


2 responses

  1. Bloodspill

    Agreed, some nice looking changes. I don’t think wargs needed as much tweeking as other classes so im glad they didnt go overboard. Im looking forward to those lower cooldowns, means being able to use them mid fight to get back in the action rather than simply being able to run away more often. Will be great for scouts too.

    01/08/2012 at 6:57 am

  2. Bytez

    Agreed as well! Finally something good is coming for us, wargs. Nice to see more, freeps, QQing when this happens, lol.

    01/08/2012 at 2:05 pm

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