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

Guide

Flayer Damage Build

When you think of Flayer stance damage probably isn’t the first thing that comes to mind. Most Flayer builds will understandably be focused on increasing survivability, but here we will be taking a different approach and emphasising offence rather than defence.

Flayer Damage Build

Before we get into corruptions and traits it is important to point out that this build isn’t concerned with producing high spike damage (such as creeps can produce!), but rather persistent damage. The idea is that by using Flayer for some increased survivability you should be able to last long enough to wear an opponent down through moderately good damage. Obviously this build isn’t particularly useful at rapidly burning targets and it shouldn’t be used for such a tactic.

Corruptions

The corruption setup is very deliberately a mixed bag. As with any Flayer build there are defensive corruptions, but we will also be using a number of offensive corruptions as well to ensure that the build has some punch to it. Now for the offensive side of things I have opted for Mastery boost corruptions and it is worth explaining why I choose those over Critical Rating Boost corruptions. As mentioned above this build is not about spike damage, rather it is about producing consistent damage. An increase in base damage fits that mission better than an increase to spike damage, which is by its nature random.

The corruption setup looks like this:

  • Critical Protection Boost x3
  • Health for Power Rank 1
  • Health for Power Rank 2
  • Mastery Boost x4
  • Physical Mitigation Boost x2

In testing this has proven to be a consistently good setup. The morale boosts get your morale pool up to an acceptable level for fights that might last longer than a few seconds whilst the critical protection boosts help to deal with high freep spike damage and extend your morale pool a little further. Rounding out the defensive corruptions are the physical mitigation boosts. Two might not seem like very much, but in testing they provided a good level of protection when used in conjunction with various armour buffs available to wargs. Of course the two physical mitigation boosts can be swapped for tactical mitigation boosts depending upon which freeps you will primarily be fighting.

Four mastery boost corruptions might seem like an odd number to choose. Why not just three and opt for another physical mitigation boost? Why not six and get the set bonus? In testing four mastery boosts have proven to be quite effective in terms of providing sufficient damage to take down opponents whilst leaving room for some extra defensive corruptions. If you use destiny/store buffs then you could probably reduce the number of mastery boosts to three by using a damage buff. This would free up a slot for another defensive boost e.g. a third mitigation boost.

Traits

Racial traits, as ever, are the standard fare.

  • Foe of the Light
  • Four-Legged Foe
  • Pack Alpha
  • Racial Skill: Howl of Unnerving
  • Racial Skill: Pack Hunters

These are the best of the bunch when it comes to racial traits. However, you could swap either Howl of Unnerving or Pack Hunters for Pack Mentality if you wanted to give yourself another slight defensive boost. The reason I haven’t included Pack Mentality in the list above is because the defensive boosts it offers are so slight that I don’t feel it is worth losing the utility of the other two traits.

Class traits consist of the following:

  • Enhanced Skill: Stealth (it might be a Flayer build, but we are still using stealth)
  • Armour Boost (extra armour means extra mitigations)
  • Enhanced Skill: Disappear (it is always useful to have our escape skills on as short a cooldown as possible, but for a Flayer build it is equally important to have Topple on a short cooldown)
  • Enhanced Skill: Eye Rake – (more frequent interrupts and increased dps)
  • Enhanced Skill: Flayer (the extra armour and mitigation bonuses are vital for this build)
  • Enhanced Skill: Sense Prey (you need to know where your opponent is)
  • Enhanced Skill: Sprint (extra survivability when used for escape and of course an effective way of dealing with slows)

Resistance Boost might seem like an obvious choice given that we are looking to increase survivability with this build. However, it’s buff is relatively minor and easily replicated by using a resistance buff pot that can be bartered for with commendations.

Strategy

The strategy with this build is quite straightforward: keep pummelling away. The extra survivability you will have should allow you to last through the initial blasts from big hitting skills, by which point the freep should hopefully start to panic as they haven’t destroyed you as quickly as expected allowing you to put them on the back foot.

The key is to keep stacking as many bleeds as possible whilst making good use of Scratch and Snip to bolster your direct damage. Given that fights might last longer than you are used to it is important to employ your debuffs where possible i.e. Brutal Fangs, Flea Bitten, Muscle Tear, Snap, etc. It is also important to use the Flayer heal effectively and Sprint can be useful here to allow you to kite your opponent (assuming you aren’t fighting a ranged class) in order to allow Flayer to heal you up a bit.

In using this build I have found that it works quite well in 1vs1 situations and has consistently provided me with good results in group and raid situations too. One Burger commented that he would like to see me using a different build owing to the length of time it takes to burn down my morale when using this build. High praise indeed!

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Max Damage Build

I previously set out a damage build for use with Shadow stance that sought to get the best damage output alongside a little survivability. However, for those of you looking to squeeze every last drop of dps out of your warg and stuff survivability here we have the Max Damage Build.

The Max Damage Build

Unlike the Damage Build the aim with the Max Damage Build is to focus on damage output and nothing else. This is a very squishy build and the chances are that you will die a lot using it so it is more of a ‘for fun’ setup. With that out of the way let’s dive straight in.

Corruptions

The choice of corruptiuons is similar to that of the Damage Build, but with a few changes.

  • Damage for Power Rank 2
  • Critical Boost x5
  • Mastery Boost x6

We slot in an extra mastery boost and also damage for power rank 2. the effect of this is to increase base damage, which in testing proved to output slightly more damage than if using all six critical boost corruptions.

Note that both of the morale corruptions have been removed.

Traits

The choice of racial traits is the exact same as with the Damage Build.

  • 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 again the same as those used with the Damage Build.

  • 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)

Strategy

As mentioned above this is really more of a fun build than a serious build you would want to use given the almost total lack of survivability. Having said that it might actually prove viable with a strategy of picking off already weakened targets. It is almost certainly not viable in 1vs1 situations against any freep that has a measure of staying power. Against a squishy target it might be possible to burn them so fast they don’t have time react, but for general usage this build probably isn’t the best choice.


Damage Build

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.

Corruptions

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!

Traits

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)

Strategy

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.


Everything You Always Wanted To Know About Stealth But Were Afraid To Ask

I have been meaning to write a guide on how stealth works for some time now, but I could never seem to get around to it. Until now. Stealth is such a basic part of our gameplay that it is vital that every wargs knows exactly how it works so that they can avoid common mistakes and best use it to their advantage.

What Is Stealth?

On a basic stealth when a warg activates their stealth skill it does two important things. The first, and most obvious, of these is to make the warg invisible to everyone, friend as well as foe. Only players in the same fellowship/raid as the warg will be able to see him without actually going out of their way to spot him. The second thing activating stealth does is to put the warg into a special ‘stealthed’ state that causes some of our abilities to be modified, but more on that later.

Whilst stealth is active a warg can move around the map and is treated as if he were completely invisible. In other words unless the warg is somehow spotted enemies, and friends, cannot see him at all. That also applies to sound effects; other players will not hear you splashing through water and so on. Other creep players can see any emotes the warg performs in the relevant chat channels, but they cannot physically see the warg himself.

Stealth Level

When a warg enters stealth he is assigned a ‘stealth level’. This is a rating that is equal to the warg’s actual level e.g. a level 85 warg will have a stealth level of 85. There are traits that can increase this stealth level rating e.g. Enhanced Skill: Stealth increases a warg’s stealth level by four points.

On the other side of the coin every player character, creep or freep, as well as every NPC and pet, has a stealth detection rating too. This works similarly to stealth level in that it is equal to the actual level of the player or NPC. For example, a level 20 player has a stealth detection rating of 20 whilst a level 85 NPC has a stealth detection rating of 85.

Spotting Wargs In Stealth

So how does a warg get spotted whilst in stealth? Well it is pretty straightforward really. Whenever a warg gets close enough to another player or NPC the game makes a contested ‘roll’ between the two parties. The contest is between the warg’s stealth level and the other player’s stealth detection rating. If the warg wins the contest he remains unseen. If the other player/NPC wins the contest he spots the warg. However, even if the warg is spotted the warg remains in stealth until he is attacked or voluntarily drops stealth himself. It is just that he can now be seen by the particular player/NPC that spotted him, but no one else.

There are different things that affect the chance of being spotted in stealth and it is worth going through them here:

  • Position – A warg is less likely to be spotted when behind someone and more likely to be spotted when in front of them. Thus when a warg is trying to sneak past someone it is always best to try and remain behind them rather than moving in front of them.
  • Distance – The closer a warg is to someone else the greater the chance of the other person spotting the warg. If the warg is right next to someone else there is a good chance that the warg will be spotted.
  • Movement – Remaining still reduces the chance of being spotted whilst in stealth, even if someone else passes right through you. On the other hand moving around a lot will increase the chance of a warg being spotted in stealth, especially if the warg is moving close to the other person.
  • Speed – In conjunction with being close to someone else a warg who is moving slowly is more likely to be spotted. This is simply because the warg is moving so slowly that they effectively remain close to the other person for longer. A warg who is close to someone else, but who moves past quickly enough has less chance of being spotted because they remain close to the other person for a shorter period of time.
  • Stealth Detection Boosts – Some creep and freep classes have the ability to enhance their stealth detection ratings. For example, Lore-masters can increase their stealth detection rating by up to +5. They will be more likely to spot a stealthed warg when using such an ability.
  • Stealth Level Boosts – There are traits that increase a warg’s stealth level. Using these traits will make the warg harder to spot.

Disappear

The Disappear skill immediately puts a warg into stealth, even in combat. Furthermore this stealth cannot be broken by damage for 10sec and it also makes the warg extremely hard to detect. In game play terms the warg is given +10 stealth level for 10sec.

Tracks

Stealth does absolutely nothing to prevent a warg from being tracked by a Hunter (or a freep using store bought trackers). Dropping stealth and then re-activating will nullify a track, but stealth itself cannot prevent a warg from being tracked. For more information on tracking please see this post.


Positional Damage

Positional damage is a mechanic that whilst not unique to wargs isn’t widespread in the game and thus it is something that many players may not fully understand or even know about. Here we will take a look at positional damage; what it is and how best to use it.

What Is Positional Damage?

Positional damage is a mechanic that causes your skills to hit harder when you attack your opponent from behind. When you hit an opponent from behind the base damage of your attacks is increased by 50%. It is as simple as that.

A few additional notes are in order though to help you better understand this mechanic. For starters the additional 50% damage applies to the base damage of the skill, it is not a critical damage multiplier. Secondly you do have to be behind the target, not at the side of them or slightly off centre from the front, but behind them.

Which Skills Benefit From Positional Damage?

All of our damage skills benefit from the positional damage mechanic. You will notice that some skills include a note about this on their tooltip, but through testing it seems that all of our skills that deal damage, whether their tooltips state sit or not, have positional damage.

Skills that deal extra damage from stealth will receive both the stealth damage boost and the positional damage boost if used from behind a target.

How Do I Best Use Positional Damage?

This is very simple and also very tricky. On the one hand to use positional damage you just have to stand behind your opponent. On the other hand that isn’t always an easy thing to do.

At the start of a fight you can of course start with a stun from behind, which will give you a few seconds to freely hit your opponent from behind and get the positional damage boost. A stunned opponent provides one of the few opportunities to make use of positional damage easily. The other opportunity is when your opponent is fighting more than one person and if not focused upon yourself you can position yourself behind your opponent.

Apart from those two situations you will have to work hard to get behind your opponent. Astute freeps will know about positional damage and deliberately try and minimise opportunities for you to get behind them such as turning constantly to face you or by placing their back to a wall, etc.

It is worth constantly trying to constantly get behind your opponent though, even if he is turning to face you constantly. The extra damage you will deal from behind is too big a boost to easily pass up.


Playing A Warg In A Pack

So you want to join a warg pack? Well before you do there are some things you need to know and that is exactly what we are going to look at here.

Warg Packs

In simple terms a warg pack is a group of three or more wargs. Some warg packs will be quite small with just 3 or 4 wargs whilst others can be very large with as many as twenty four wargs. Most packs usually contain around 4-6 wargs. The common factor  though is that the entire group will be composed of wargs: you MUST be a warg to join.

Warg packs can be incredibly efficient killing machines and they can net you a lot of kills and a lot of infamy, they operate differently to groups of mixed creeps. You will notice a few of these differences right away if you have never been in a warg pack before. For starters the leader of the warg pack (often called The Paw because he will mark himself with a paw symbol) will not only be leading the pack he will also probably be the pack’s RAT (raid assist target). That means that the leader will also be picking targets to attack rather than having someone else do it.

You will notice other differences too, such as the fact that there are no healers or ranged damage. For healing all the pack will have is the Rallying Howl skill, which means that you will be relying on each for healing. So too you will always be in  lose with your targets rather than being able to take targets down at range.

One last thing to mention is a very important difference, perhaps the most important. Warg packs kill targets through force of numbers i.e. the entire pack attacks the exact same target at the exact same time. Wargs are pretty squishy and often don’t get second chances at kills so it is very important that everyone in the pack attacks at the same time to maximise damage.

Your Role In A Pack

The pack acts as one so in almost all cases you will all be attacking the same target together and you will all be moving around the map together to look for freeps. Thus there aren’t really any separate roles within a pack, everyone is doing pretty much the same thing. Occasionally you might be given a special task separate from the rest of the pack, but most of the time the pack will be acting as one. It’s an easy setup to follow because really all you have to do is stick close to the Paw and attack the targets he picks out when he tells you. This is the most basic way a warg pack works so let’s take a look at how a typical attack would play out.

The Attack

  1. The Paw will pick out a target for the pack to attack and tell the pack to form up somewhere, usually on his position, but sometimes he may give you a specific location to stand in before the attack.
  2. When the time is right the Paw will command the pack to attack the target. You must attack as soon as the Paw tells you to because warg packs need to kill quickly, there isn’t room for hesitation.
  3. The Paw will almost always use Sudden Pounce to stun the target and everyone else is expected to use either Claws or Maul as their opening attack.
  4. Once the initial hits have been delivered the target may be dead depending upon how many wargs are in the pack. If not then the next thing you will do is hit the target again. The Paw will usually apply Crippling Bite himself to slow a target that survives the initial attack so just keep hitting the target.
  5. If the target somehow survives and tries to flee give chase unless the Paw tells you to leave the target i.e. chasing the target might get the pack wiped somehow. Once the target is dead you move on to the next target or re-stealth if there are no more targets.

What To Expect

  • Fun – Warg packs can be a lot of fun!
  • Obedience – Warg packs work best when everyone is working together. Thus you are expected to follow the Paw’s commands and not to wander off on your own.
  • Teamwork – You will be relying on your pack mates for everything: healing, killing, escape, finding freeps, etc. Make sure you are a team player.
  • Healing – Wargs have relatively little healing so expect to die from time to time and with no rezzes either you will be making a few trips back to the graveyard.
  • Maps – Warg packs are very mobile. Even though many freeps think we just sit and camp certain locations warg packs actually move around a lot. Make sure you have as many maps as possible, but if you don’t have all your maps make sure to tell the leader of the pack when you join.
  • Focus – Warg packs need to kill targets quickly because they don’t have a lot of options to turn a fight around. That means they need to act quickly when opportunities present themselves so make sure you are paying attention.
  • Enhanced Skill: Stealth – For new wargs it is very important you have this trait. You may not be allowed to join a pack unless you do because without it you will move too slowly to keep up with the pack.

Rules Of The Pack

The following is a set of basic rules to follow when in a warg pack:

  • Follow the Paw! You are expected to follow the Paw wherever he goes and do what he tells you. This isn’t a raid full of orcs, the warg pack is an exercise in pack mentality efficiency. If you are told to jump you should already know how high.
  • If you are tracked i..e you get the message (You feel as though you are being followed …” you immediately inform the rest of the pack and move AWAY from the pack. When in a safe location you can negate the track by dropping from stealth and then re-stealthing. For more information on dealing with tracks click here.
  • DO NOT use Sudden pounce to start a fight. The Paw will often use this skill himself to stun the target with the rest of the pack expected to use Claws/Maul instead. Only start a fight with Sudden pounce if the Paw tells you to.
  • Do not broadcast the location of any freeps you find in public chat channels unless told to do so by the Paw. The freeps you find are for the pack, not the orcs.
  • Help your packmates when possible. If they are being chased by freeps try to stun or slow the chasing freeps. Obviously only do this if you can also get away safely or if you can kill the freeps. You aren’t expect to sacrifice yourself to save someone else who is almost certainly going to die.
  • Do not pull NPCs unless told to do so. Pulling NPCs means the entire pack will be in combat and thus unable to stealth.
  • Make sure you have the in-game voice function enabled. You don’t need to have a microphone, but you do need to be able to hear the Paw’s commands.

Skills

Stealth

If you have never played in a warg pack before it is important to make sure that you do not get spotted or broken out of stealth. When you are playing solo or are in a mixed creep group it doesn’t really affect anyone else if you are spotted in stealth, but it can have a huge impact on a warg pack.

The pack relies on stealth both to attack and for protection. If any one member is spotted or broken out of stealth it can compromise the entire pack. A Hunter or Champion or Lore-master, etc that spots you might target you with an AOE skill that will also hit other members of the pack near you, for example.

Try not to stand too close to freeps or NPCs or take silly risks. Similarly don’t hang around too close to visible creeps either in case it gives away your position.

If you are spotted or broken out of stealth inform the rest of the pack and adopt the same strategy for dealing with as if you had been tracked i..e move away from the pack.

Healing

Wargs packs use the Rallying Howl skill to heal themselves. It’s a pretty weak heal when used by itself, but it can stack so when 6 wargs use it together it becomes a relatively effective heal. This means that it is important to use Rallying Howl together with the rest of the pack rather than whenever you feel like it. The Paw will usually tell you when to use it by using the command ‘Howls Up!’ or ‘Heals Up!’.

Disappear/Sprint

A good rule of thumb for using these skills in a warg pack is “Disappear is for you, Sprint is for the pack”.

What this means is that you should feel free to use Disappear whenever you feel the need to. You can use it defensively to escape or offensively if you need to get a guaranteed stun on a target.

Sprint on the other hand should be saved for use when the pack needs you to catch a freep on horseback or a freep trying to escape. Thus it is important that you don’t have this skill on cooldown when the packs needs to make use of it. You can use Sprint to escape though if you are out of other options, no one expects you to die just to ave a cooldown.

Debuffs

Wargs have various debuffs they can apply to a target although unfortunately many of them aren’t particularly power, at least not on their own. Some of our debuffs stack, such as Howl of the Unnerving, and Shadow Pack.

The rule of thumb for using debuffs is that you should feel free to use them without being told, but obviously try not to waste them For example, don’t use Howl of the Unnerving to fear a target that has already been feared or Throat Rip to silence a target that is currently silenced.

Whilst you are generally free to use debuffs as you see fit remember that when first attacking a target with the pack you are expected to contribute to the attack with damage. not a debuff, unless told otherwise. Wait until you have at least hit the target once before thinking about using a debuff skill.

Mentality

The first thing to mention is something I have touched upon above: the pack mentality. You aren’t expected to use your own judgement, you are simply expected to follow the Paw’s commands. It’s as simple as that.

The pack works best when it operate as one and you will be expected to be a team player. This means putting the pack’s needs before your own. For example, you will be saving your Rallying Howl heal to use alongside the rest of the pack rather than whenever you feel like it, or looking out for your pack mates when they are trying to escape. The important thing here is that you see the pack’s success or failure depending upon each member. The pack comes before the individual.

The Paw will pick the targets and determine what are the best conditions for his pack to fight under. You might think that a particular freep would make a good target and you can mention this to the Paw, but it us up to him to decide. If you wander off and attack that freep anyway you won’t have the rest of the pack behind you and you might loose the kill or worse get the pack wiped.

One last point: in a mixed creep group a warg might be expected to fight to the death alongside his visible friends. That isn’t the case in a warg pack. If something goes wrong the pack will expect you to escape. If you can help your pack mates escape all the better, but you are not expected to sacrifice yourself for them or to fight to the death. In fact daring escapes from freeps are often seen as being feats on par with actually killing freeps.

Benefits of Warg Packs

One warg is awesome so imagine how awesome a whole group of wargs is! A good warg pack can be a real nightmare for freeps and you can make a lot of infamy. Against similarly sized freep groups warg packs are often at a disadvantage because they lack variety in skills, etc, which means that fighting and beating such freep groups can be both a fun challenge and an exhilarating experience when you win.

Warg packs are also capable of feats that mixed groups aren’t. The pack cans sneak inside keeps or fight close to freep held territory more easily than visible groups. This can make for some very fun fights. Warg packs are also capable of getting kills when mixed groups might not be able to. For example, even a small warg pack can sneak up to a full freep raid to kill someone and get away if they are quick enough.

Because the pack is made up entirely of wargs there will also be fewer situations that you find frustrating. Wargs know it is annoying to be in combat with NPCs because it means we can’t stealth so a warg pack will take care not to do pull NPCs. So too will the pack try not to pick annoying locations to fight in such as tight spaces where AOE can break us out of stealth. Because the entire will have the same strengths and weaknesses their gameplay can be tailored to suit them all much more easily.

At the end of the day a warg pack can be tremendous fun and I highly recommend that you give it a go!


Camping Spots – The South Western Ettenmoors

As always the traffic routes presented below may vary from server to server.

Freep travel routes are denote din blue. Warg camping spots are marked in red.

South Western Intercepts

southernintercepts

In the map above we have three main areas of interest for camping. The first is the general area of the Hithlad Outpost and the routes leading into it. The second is the general River Outpost area and the routes leading into and away from it. The third is the Hoarhallow area.

Hithlad Outpost – Glan Vraig/Lumber Camp

Freeps travelling down towards the Hithlad Outpost from Glan Vraig will generally take one of two routes; a route that hugs the southern most edge of the map and another that veers a little closer to the Lumber Camp. Freeps may also tarvel towards the Hithlad Outpost from the Lumber Camp.

For the first two routes there is a common camping spot and it’s a good distance away from the outpost. I have marked this camping spot on the map as being a little bit south of the Good Grimwood map point. The reason for this is that this is the area where the two routes can diverge so this spot gives you a chance to intercept freeps using either route. The other major advantage of this spot is that is far away from any friendly freep forces so you shouldn’t have to worry about freeps running for safety.

The third route, the one from Lumber Camp to the Hithlad Outpost, is a little more tricky. More often than not freeps travelling from Lumber Camp to the Hithlad Outpost will probably be doing so after having just captured the Lumber Camp. That is to say they are probably travelling as a group. Nevertheless there may be stragglers. This si why I have placed the camping spot in the general area in front of the bridge leading to the Hithlad Outpost. This means that you have a chance to catch any stragglers, but at the maximum distance from the Outpost (an the rest of the freep group) and possibly freep NPCs at the Lumber Camp. It’s not an ideal camping location, but a quick thinking warg who gets into position after the Lumber Camp has been captured by freeps might bag himself a kill.

River Outpost – Hoarhallow/Elf Camp

There are two routes here: the first between Hoarhallow and the River Outpost and the second between the River Outpost and Elf Camp.

For the first of these routes the idea is that the River Outpost is currently either neutral or under creep control with freeps heading toward sit to take it. The camping spot for this route is by the riverside beneath the River Outpost. A lone warg might catch a straggler here or a pack could net itself a small freep group. Either way this can be a good camping spot if there is know outpost flipping going on.

The second route is between the River Outpost and Elf Camp. This spot is really only good if the River Outpost has just fallen and you can get into position quickly. You might be able to catch the freeps who just captured the River Outpost heading towards Elf Camp. It’s a situational route, but again if you are fast it can pay off.

Hoarhallow – Cow Field

The third route is between Hoarhallow and the general direction of the Good Tol Ascarnen Map point. Freeps may be travelling along this rote for various reasons: to search for creeps at the Good Tol Ascarnen map point, to head towards Tol Ascarnen itself, to head up towards the Lugazag graveyard, etc. Whatever the reason it can be a lucrative route.

The camping spot for this route can really be anywhere between Hoarhallow and the Good Tol Ascarnen map point, but I would suggest that it be no farther away from Hoarhallow than about half way between those two points. That ensures that you aren’t too close to Hoarhallow with its freep NPCs, but also that you don’t go so far that freeps start branching off the route towards other areas. It also means that you are relatively close to the Good Tol Ascarnen map point in case you need to call in help.

This can be a good route to camp during quiet periods as freeps tend to think that this is a quiet area for creeps. That canw ork to your advantage as freeps might consider it semi-safe territory, which means more freeps passing through hopefully.

Summary

Some of these trade routes can be situational and require you to be in position fairly quickly. That’s the nature of them though, but conversely they are in spots that tend to see at least some traffic because of the outposts and so on in the area. It can be worth taking a sniff at these locations if other areas are proving to be dry wells.