All classes in Warhammer Online use Action Points. Most abilities drain action points when used, but each class also has a special mechanic that allows them to do their own special thing.
Shamans spit and -- literally -- fart copious amounts of green graphical effects. In fact, just about everything they do is green, except for how their enemies look after they've made 'em good an' dead. The spells and animations are both well done and highly entertaining at later levels, especially when you learn the art of farting magic.
The Gork and Mork mechanic is displayed via a user interface graphic of two Greenskin symbols above your hotbar. They'll open their mouths and show you the current tally of how much Gork (or Mork!) you've built up. This also allows a player to easily see how much Gorkiness or Morkiness they've got stored up without the need to take their eyes off of combat.
Shaman Mastery paths
You gain Mastery points as you level, starting at rank 11 and going up to rank 40. Mastery paths contain abilities, morale and tactics that will play off of your chosen path. Each path contains three tactics, three abilities and one morale ability. Also, as you add points into any Mastery, it will increase the power of specific abilities associated with that Mastery's specialty.
- Path of Mork
Healing and restorative powers are the focus of this path
- Path of Gork
Prefer to destroy your enemies first and get to the healing later? Choose this path!
- Path of Da Green
Can't decide if you like Mork or Gork? Then go green! Buffing and debuffing are your spells of choice here.
Quite possibly the most advanced of all three healers (although the Disciple of Khaine is a close second) the Zealot really shines at buffing and debuffing enemies. That's not to say a Zealot can't focus on healing or damage, but many of your buff-type spells also heal and many damaging spells also debuff. It's essentially built into the class.
No matter what you focus on -- healing, damage or buffs/debuffs -- you'll want to make use of your Marks of Tzeentch. These Chaos-powered brandings can work both for your allies' benefit and against your enemies'. What makes a Mark of Tzeentch special is that when you buff an ally, they actually gain an extra damaging or healing ability from your Mark. One of the best Marks of Tzeentch increases the Toughness of its bearer -- which improve their defense -- and also allows said bearer to revive themselves while the Mark remains active. Tanks are going to absolutely love Zealots for that one.
Another ability that should see a lot of use at the higher levels a lot are Dark Rituals. These area of effect buffs are nice to stack on top of other buffs and offer up healing, protective and Action Point regenerative effects. So, a skillful Zealot really can turn the tide of battle in his allies' favor. Now if only they had an emote that let them flow up in the air all god-like. Hmm.
Zealot Mastery paths
(see Shaman Mastery)
- Path of Alchemy
The primary healing mastery.
- Path of Ritual
Focuses on buffs and debuffs.
- Path of Witchcraft
Focused on enhancing your damage dealing capabilities.
Mechanically, Disciple's of Khaine operate on something called Soul Essence (SE). As you attack your enemies you build up your SE, which caps out at 250. A chalice sits on top of your hotbar and fills up with blood to indicate your total SE. Oh and there's a number above it, for those of you who demand precision.
As a Disciple of Khaine you really have to stay on the frontlines to be effective. Unlike the Shaman or Zealot, this class is designed to be capable in a melee fight and can give and receive damage while supporting allies. Every attack ability you use will come with either a healing, buffing or debuffing effect and also build up that ever-important SE. One such higher level attack will remove one Enchantment from your target and only has a ten second cool-down to boot.
Disciples can fight for a while and then pull back to cast some supportive spells, or keep in the thick of things and alternate between damaging and healing as they like. Then again, they can forgo healing altogether and deal out quiet a bit of damaging attacks that also reduce a target's effectiveness in battle. This type of Disciple coupled with a tank or two can be incredibly potent. It's almost like peanut butter and chocolate.
|Meet the Disciple of Khaine
Abilities learned during levels 1-5
|Meet the Disciple of Khaine 6-10
Abilities learned during levels 6-10
|Meet the Disciple of Khaine 11-15
Abilities learned during levels 11-15
Disciple of Khaine Mastery paths
(see Shaman Mastery)
- Path of Dark Rites
Focused on healing and restorative powers.
- Path of Torture
Focused on melee combat.
- Path of Sacrifice
Focused on siphoning power from your enemies.
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