The Visible Build
This is a strange build to consider as a warg … a build that doesn’t use stealth! Is that even possible for a warg? Well yes it is, but it is probably the most ‘exotic’ build a warg can use. Remember that we are a stealth class, we are supposed to use stealth so when we don’t it just doesn’t feel right. Nevertheless it is still a viable build so let’s dive straight in and take a look.
Because this is such an unusual build for a warg I am going to take a moment to talk about the idea behind the build. The idea itself is pretty straightforward: you won’t be using stealth much (if at all). Instead you will be running around the map visible! The chief reason to do this is to free up trait slots that would otherwise be used for stealth related traits. That should, in theory at least, mean a powerful build that combines a mixture of offensive and defensive measures that can be hard to balance in more traditional builds.
Because we aren’t going to be using stealth we have to look to a mixture of offence and defence to both provide some firepower to deal with freeps, but also to ensure that we have some survivability as our stealth options are limited.
To that end morale needs to be enhanced somewhat, which is why I suggest selecting both Morale for Power Rank 1 and Rank 2. I would also suggest selecting Morale for Damage rank 2. This should provide a decent amount of morale without impacting damage output too much. Continuing to focus on defensive measures we will slot two Critical Protection Boost corruptions and two mitigation corruptions.
Turning to offence now we will slot three Mastery boost corruptions.
We are left with two free slots and here is comes down to a personal preference. The two remaining slots can be used to enhance the part of this build that is most appropriate to the freeps currently being fought. For example, against relatively squishy targets we might slot in more mastery corruptions or Critical Rating Boost corruptions. Against freeps dealing high amounts of damage we might choose more mitigation corruptions or more critical protection.
The setup would look like this:
- Critical Protection Boost x2
- Mastery Boost x3
- Morale for Damage Rank 2
- Morale for Power Rank 1 & Rank 2
- Physical/Tactical Mitigation Boost x2
- Two free slots.
Here we are again going to choose a mixture of offensive and defensive traits. We can dispense with the usually safe choice of Foe of the Light because we won’t be using stealth. Instead we will opt for that other stalwart: Pack Alpha. That will provide a good dose of offensive firepower. Four Legged Foe is next for its run speed boost, which will be crucial in this non-stealth build as another form of defence. Pack Mentality is also included for its defensive boosts as is Pack Elder.
Pack Hunters will take up our final slot as it provides a good offensive/utility boost through its different effects and versatility is another key component of this build.
The setup then looks like this:
- Four-Legged Foe
- Pack Alpha
- Pack Elder
- Pack Mentality
- Racial Skill: Pack Hunters
To say that this build is not the typical fare seen on menu of warg setups is a bit of an understatement. That is nowhere more apparent than in the choice of class traits. That’s right, despite me having said repeatedly for years that you should never ever unslot Enhanced Skill: Stealth that is exactly what we are going to do here.
Our first choice will be Enhanced Skill: Flayer because without stealth Flayer stance is going to be our best chance at survival. So too will we slot Armour Boost to increase our defensive capability. Enhanced Skill: Sprint is our next choice to provide at least some measure of escape given that our stealth abilities will be curtailed and the fact that it can be used to press the attack helps too. In the same vein of thinking Long Strides takes the next slot, helping us to mitigate slows both when escaping and when pressing the attack.
We now have three slots left. The first of those will be filled by Enhanced Skill: Sense Prey. This is a very important choice because without our full stealth abilities it is even more important for us to be able to keep track of freeps who are using stealth themselves.
Enhanced Skill: Eye Rake is another important choice because it allows for more frequent interrupts. This is more important than ever at the moment given the potency of freep healing, but also because a build that doesn’t make extensive use of stealth is going to be in the thick of the action for longer making it all the more important that freep inductions are interrupted.
The last slot goes to Enhanced Skill: Disappear. This might seem odd given that the point of this build is to avoid using stealth. Remember though that in Flayer stance Disappear becomes Topple, a 10sec knockdown.
- Armour Boost
- Enhanced Skill: Disappear
- Enhanced Skill: Flayer
- Enhanced Skill: Sense Prey
- Enhanced Skill: Eye Rake
- Enhanced Skill: Sprint
- Long Strides
The first thing to say is that this will be a strange setup for the vast majority of wargs. We are so used to using stealth that to routinely run around visible is a very odd feeling. Nevertheless it is a viable strategy, but one that will take some getting used to.
The key here is Flayer stance, which will afford us some protection. Coupled with the increased run speed from our traits and the shorter cooldown of Sprint we should be able to back off from danger if needed without using stealth.
The major difference this build introduces isn’t the lack of stealth for survivability/escape though, rather it is the loss of the ability to pick and choose our fights. That is something that needs to be kept in mind when using a build like this. You have to think like a visible.
One thing to point out is that we do still retain the ability to use Stealth and Disappear in this build. However, without Enhanced Skill: Stealth and/or Foe of the Light our stealth level will be reduced and of course we will be moving painfully slowly. Thus stealth, through something like Disappear, whilst still remaining an option will almost certainly be an option of last resort owing to its severe limitations.
One last thing to say is that even with Flayer stance and other defensive measures wargs aren’t particularly tough. This build will allow you to go in and get some kills, but don’t hang around too long because, simply put, you won’t be able to.