Which build to use has always been the subject of much debate amongst wargs and the debate is all the fiercer given that wargs have more options than ever for fine tuning their setups. I plan to make a series of posts looking at three distinct types of build that I have found to work well in actual gameplay. The first of these is a setup squarely aimed at dealing damage.
The Damage Build
The Damage Build is primarily focused on dealing damage, but with a nod to retaining enough survivability to allow a warg to hang in a fight long enough to actually get a kill. The cornerstone of this build is Shadow stance and it is easy to see why: +15% damage and various skills always act as if they are being used from stealth. For those who don’t know attacks made from stealth cannot be blocked, parried or evaded, which means more attacks landing successfully, which in turn means more damage being dealt.
The core of any build is the set of corruptions that we choose. Corruptions don’t just give a build flavour they define it. In the Shadow build we are going to emphasise damage, but also look to boost survivability. To that end we will be using the following corruptions:
- Critical Boost x5
- Mastery Boost x5
- Morale for Power Rank 1
- Morale for Power Rank 2
In testing five each of the critical boost and mastery boost corruptions produced more dps than other combinations of those two corruptions.
You will notice that using this setup neither of the 6-set bonuses from the critical and mastery boost corruptions is available. This isn’t really a problem because the 10% heal from the critical boost set-bonus requires a killing blow to activate and the majority of wargs i..e low to mid-rank wargs are unlikely to last long enough in a fight for power to become an issue requiring the power consumption reduction from the mastery boost set-bonus.
The morale corruptions provide a little extra survivability, but only in so far as they should prevent you from being all but one-shotted. You aren’t going to be hanging in a fire-fight with this build!
The choice of racial traits is fairly straightforward here given that some are completely useless.
- Foe of the Light
- Four Legged Foe
- Pack Alpha
- Racial Skill: Howl of Unnerving
- Racial Skill: Pack Hunters
Foe of the light improves your stealth (always a good thing); Four Legged Foe gives a boost to run speed (handy for helping to catch freeps and mitigate slows), and Pack Alpha gives a small boost to damage output. Howl of the Unnerving isn’t a particularly reliable CC skill, but it even so a fear that works 50% of the time is better than no fear at all. Pack Hunters allows for the use of the Shadow Pack skill in Shadow stance, which boosts your damage output by reducing freep mitigations.
Class traits are also straightforward.
- Enhanced Skill: Stealth (a must for every warg)
- Armour Boost (provides a little more survivability)
- The Element of Surprise (provides a significant increase to dps by boosting crit chance of various attacks)
- Enhanced Skill: Disappear (provides extra survivability by being able to use Disappear more often or alternatively boosts offence by allowing for an extra stun/surprise attack)
- Enhanced Skill: Eye Rake (allows you to interrupt more often and boosts dps with more frequent attacks)
- Enhanced Skill: Sense Prey (you need to know where the freeps are before you can kill them!)
- Enhanced Skill: Sprint (provides extra survivability by being able to use Sprint more often as well as allowing slows to be negated more often)
This build is very much focused on damage output. The idea isn’t to stand around in the middle of a raid battle dealing damage whilst soaking up all the AOE flying around. Rather the best strategy will be to operate on the sidelines of the battle; looking for low morale freeps to pick off or harassing healers at the back of the freep raid. Get in, get a kill and get out again quickly. Wargs are well equipped for this style of play and this build seeks to capitalise on that.