During the last three weeks, Waging WAR took a look at the shadow warrior career in Warhammer Online, in an attempt to gain personal experience and insight into the complaints that most players have with the class. Due to popular demand, this week we return (albeit briefly) to the shadow warrior class to touch up a few frayed ends. We also set our sights forward and look ahead to future issues of Waging WAR.
I felt that my review of the career was based on solid ground, given the scope, and taking the setting and focus into consideration, and considering the fact that I had to grind the levels relatively quickly in order to stay on-time and deliver the column promptly. Despite my original intention to simply gain personal insight and experience with the class in an effort to have greater understanding of its hot-button issues, many of the Waging WAR readers who left comments were disappointed with my experiment, as I didn't have time or space to have a serious look at the skirmish and assault trees. So, throughout the last week, I felt obliged to play my shadow warrior, focusing all of my mastery points in either skirmish or assault (starting at rank 30, there are more than enough points available to explore an entire tree, and even a few inter-tree synergies).
Follow along after the break to find out how things went for me.
Let's start with the assault tree. On the whole, I felt the tree offers great damage-per-second (DPS) combined with an excellent armor buff from the stance. I could almost feel the stutter of surprise as my opponents usually seemed stunned that I was not the weakling squishy they expected. The mastery path has some very powerful attacks that can decisively overwhelm many different (and often unsuspecting) targets. Also, combined with the fact that these attacks work with Unshakeable Focus, the assault-specialized shadow warrior can prove to be exceedingly deadly in melee combat. I was particularly pleased with the selection of crowd-control abilities. With Opportunistic Strike (a four-second disarm) and Exploit Weakness (a three-second knockdown) I often felt confident to step outside to the fringes of the main force, standing alone in skirmish stance, where I would inevitably lure away at least one stray witch elf or choppa looking for an easy kill. I even took what I had previously learned from my scout build and used Steady Aim with Swift Strikes with results that were pleasing, to say the least (I'm pretty sure that marauder is still seeing stars).
The only real problem I had with the assault tree was the feeling I got when I was in any group situation (which was pretty much 100% of the time). I would often feel a certain uneasiness creeping over me as people watched me attack NPC keep defenders with blade rather than bow, or knock on the keep door hip-to-hip with the tanks and other melee-DPS. It was an uneasiness that spoke to me. I felt the scrutinizing, judgmental gaze of others in the warband. No matter where I went, I could feel the grumbling bewilderment of skeptical healers as I was often quick to move toe-to-toe, matching blow-for-blow with enemy melee careers. Simply put, the assault tree, for all of its strengths, felt tactically and strategically wrong for a career that is defined as a ranged DPS archetype. With devoted focus, and proper care and feeding of a very specific diet of gear and talismans, along with a group of teammates who don't care how often you die or require resurrection, an assault-specialized shadow warrior could indeed be very fun to play -- I had a great time, at least when I was able to set aside the awkward feeling of being a wolf in a sheep's maskhelm.
I spent the other half of the time playing with the skirmish tree. I was happy with what felt like satisfying DPS, especially when within 25 feet, using Charge Forth, Expert Skirmisher and Split Arrows -- enemy melee trains (when they weren't immediately turning on me) were exceptionally fun to shoot at. I felt like a pied piper paid to play a path for a pack of pests. The fast-shooting mobility of the tree was difficult to get used to at first. This tree was especially fun in scenarios, where I could run around the edges of the fray looking for easy marks that I could put the beat-down on with Flanking Shot. But after a while, that's all I found myself doing: spiral-fletched spam while constantly searching for the big flank. The short ranges required by this mastery path at times felt suicidal. I can't tell you how many times I sidestepped into a world of hurt from oncoming tanks or heavy-hitting choppas. Clearly, specializing in skirmish requires a player to invest a lot more time in practice (far more than I'm willing to give it), learning effective ranges by sight, finding flanking opportunities faster, moving with the ebb and tide of battle more fluidly, and kiting in general. I can imagine how a skirmish shadow warrior played by an expert could be especially deadly -- if all the kiting abilities worked as one expects them to. I can also see how someone devoted to this mastery path could feel frustrated. The skirmish tree needs work.
On the bright side, the developers have recently announced their proposal for some changes coming for shadow warriors in patch 1.3.6, especially for those skirmish devotees. You can find the specifics and discussion on the official developer's round-table forums.
So how do I feel after spending time with the assault and skirmish trees? Well, I still feel how I felt previously, except for my feelings on the skirmish tree (and by the looks of patch 1.3.6, even that will change), at least in terms of how fun the career is. But with all the information I have now, taking all three mastery paths into consideration in their current state (i.e., patch 1.3.5), along with the clumsiness of the stance mechanic -- my final verdict is this: The shadow warrior is half-baked and seems to have been thrown together at the last moment. The scout tree and assault tree are almost perfect yin and yang; neither can ever really complement the other except by virtue of being its direct opposite. And each is best-suited when paired with the skirmish tree (since a build that involves points in both scout and assault is absurd), which itself is plagued with issues, some of which are being addressed in patch 1.3.6, and the least of which include server lag and an extraordinarily long cooldown time placed on the most essential, class-defining skill, Vengeance of Nagarythe. The shadow warrior is, by definition, a confused class afflicted by the extremes of its own dichotomy.
With that said, however, I still feel that the class is very fun to play, regardless of mastery specialization.
In all likelihood, in my effort to appease my readers, I've gone and stepped on even more toes. To those infuriated, masked bowyers, fletchers, and bladesmen, all I can do is recommend patience, and that you continue to be vocal and constructive on the archetype forums (or even here, in the column's comments section). Don't give up on your beloved career. All good things come to those who wait. But, the show really must go on, and I can no longer spend time dialoguing the finer points of the shadow warrior class, regardless of the ineptitude I've been accused of by some (if not all) of my readers. My original intention was never to become an expert or professional with the career by any means, but rather to gain some personal insight into the issues that I had heard so many horror stories about. I feel that goal was accomplished -- even if my experience is light, it is certainly better than none at all.
This week, I want to reach out and ask for a special favor from my readers. As I worked on this final supplement to the Nagaryth Chronicles, an idea occurred to me. I want to challenge you, dear readers, to leave a comment with what you believe to be the most overpowered career that Warhammer Online: Age of Reckoning has to offer. I'll compile the votes and write a series about the selected class in an effort to determine why it appears to be so unbalanced. And this time I promise to explore all three trees as fully as I can.
Reader Comments (12)
Posted: Jul 17th 2010 6:50PM exLupo said
Thanks for taking the time to run through Assault and Skirmish styles as well. It's good to hear that Assault can actually contribute now instead of just falling the hell over but it's a shame that Skirmish is a one trick pony with brittle bones. The upcoming deadzone change looks sweet but the Powerful Draw addition doesn't sound like its exactly what Skirmish needs. Not a bad thing, being able to extend your range when needed, but from your description there's still a ways to go.
Posted: Jul 17th 2010 7:15PM (Unverified) said
Good job going on a bit more depth for the class. I'll accept that you weren't trying to explore the furthest reaches of the class, but at least you were able to approach some of the issues. I'm looking forward to your next article. :)
Posted: Jul 17th 2010 9:57PM (Unverified) said
First, thank you so much for going through all the trees even though I personally wished you brought your Shadow Warrior to 40/60 to see to the fullest extent how the class works, and doesn't work.
On your challenge; the Bright Wizard is by far the most overpowered class of them all. Bulletpoints, yay!
a) In a group, Brightwizards (and Sorcerers, for that matter) have the best mechanic avalible. The mechanic (combustion/dark magic) is supposed to be a twofaced coin with its backlashes, however these are negated with even basic healing. As such they have a wonderful compliment to their dps while suffering minimal penalties.
b) Brightwizards have the best single target dps in the game. There is no other class that can land such a timely and high burst, and neither is there any that has so many strong CC abilites that do not sacrifice damage. With a healdebuff, a knockdown, an aoe silence and a disorient they are very fierce opponents even when they are alone. Both of their single target trees compliment the Bright Wizard very well in terms of damage and CC, and there is no ability that you wouldn't want on your hotbar (which is very much not the case with most other classes).
c) Technically the main point of why the Bright Wizard is the best, it has the best AoEdamage avalible. In a game focused on large scale pvp, as WAR is, AoEdamage is the only way to kill many opponents at once. This is essential, especially when you are running small groups against much larger ones - and as such it is essential to have many brightwizards. From range they can burst down targets using two AOE dots followed by focused mind and Fiery Blast damage. However, their greatest strenght is ironically in their PBAOE, where their dots get contribution from Close Quarters (Currently 25% extra damage, will be changed in the next patch) and they can use a very strong PBAOE burst - Annihilate. Considering that they have very strong PBAOE morales to compliment this playstyle, in RvR, most decide to go this way. No other class can deal so much damage in so little time to so many targets, and that is why the Bright Wizard is WARs most overpowered class.
On your challenge; the Bright Wizard is by far the most overpowered class of them all. Bulletpoints, yay!
a) In a group, Brightwizards (and Sorcerers, for that matter) have the best mechanic avalible. The mechanic (combustion/dark magic) is supposed to be a twofaced coin with its backlashes, however these are negated with even basic healing. As such they have a wonderful compliment to their dps while suffering minimal penalties.
b) Brightwizards have the best single target dps in the game. There is no other class that can land such a timely and high burst, and neither is there any that has so many strong CC abilites that do not sacrifice damage. With a healdebuff, a knockdown, an aoe silence and a disorient they are very fierce opponents even when they are alone. Both of their single target trees compliment the Bright Wizard very well in terms of damage and CC, and there is no ability that you wouldn't want on your hotbar (which is very much not the case with most other classes).
c) Technically the main point of why the Bright Wizard is the best, it has the best AoEdamage avalible. In a game focused on large scale pvp, as WAR is, AoEdamage is the only way to kill many opponents at once. This is essential, especially when you are running small groups against much larger ones - and as such it is essential to have many brightwizards. From range they can burst down targets using two AOE dots followed by focused mind and Fiery Blast damage. However, their greatest strenght is ironically in their PBAOE, where their dots get contribution from Close Quarters (Currently 25% extra damage, will be changed in the next patch) and they can use a very strong PBAOE burst - Annihilate. Considering that they have very strong PBAOE morales to compliment this playstyle, in RvR, most decide to go this way. No other class can deal so much damage in so little time to so many targets, and that is why the Bright Wizard is WARs most overpowered class.
Posted: Jul 18th 2010 3:43AM J Brad Hicks said
They still haven't nerfed bright wizards enough? What the heck is up with that?
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Posted: Jul 18th 2010 1:11AM drakon said
I always felt the SW and the SH were a single concept that Mythic split and took half the good idea's and gave to the SW and the other half to the SH. As "clumsy" as the stance mechanic may be, it better than having it tied to a pet that dies when a BW sneezes wrong. What good is a pet if you have to leave it on passive so you don't have to worry about it dying so you can keep your buff (stance). I only played for a year after release and log in once in a while on my free trial account to play a few scenarios so things might have changed. When I quit SW's were worse off than SH's, but we were both in the same boat (as touched on above). They are far inferior RDPS to a BW or a Sorc.
Its really sad to see that even now BW's are still a way overpowered class just like they were at release. Thats my one big issue with Mythic. Its something that happened in DAoC and turned me off, but I guess I didn't learn my lesson. They are all over the board with class balancing. Some much needed nerfs never happen (BW's), others are way too quick and are left in a broken state for far too long.
Its really sad to see that even now BW's are still a way overpowered class just like they were at release. Thats my one big issue with Mythic. Its something that happened in DAoC and turned me off, but I guess I didn't learn my lesson. They are all over the board with class balancing. Some much needed nerfs never happen (BW's), others are way too quick and are left in a broken state for far too long.
Posted: Jul 18th 2010 3:40AM Aelon said
Holy non anti-aliasing, Batman.
Posted: Jul 18th 2010 3:42AM J Brad Hicks said
As someone with a Squig Armor specced squig herder, I feel your pain about the pressure to go ranged-only. The way my guild leader kept putting it to me, there are already more than enough melee DPSers running around to meet any challenge in the game, what they needed was more ranged DPS and more healers. So seeing a potential ranged DPS spec melee was deeply frustrating to him and to everybody in the guild. And you don't even have the ranged AoEs of the gas squig to make up for it.
Don't be so quick to write off the mixture of scout and assault, they're more complimentary than they look. It doesn't take many points in the Scout path to get a decent long-range single-target attack chain, and if you go all +ballistic on gear, you get the stance benefit in assault stance, too.
I dabbled heavily in the squig hunter equivalent of skirmish stance for about a month, because we had a guy in our guild who consistently topped the scenario charts for both damage and kills, and he was a skirmishing squig herder. The insane amounts of damage, including cones, that can be pumped out with that spec, is terrifying to behold -- but you have to be really, really, really good at run-and-gun. My reflexes weren't up to what it would take to excel at run-and-gun.
Don't be so quick to write off the mixture of scout and assault, they're more complimentary than they look. It doesn't take many points in the Scout path to get a decent long-range single-target attack chain, and if you go all +ballistic on gear, you get the stance benefit in assault stance, too.
I dabbled heavily in the squig hunter equivalent of skirmish stance for about a month, because we had a guy in our guild who consistently topped the scenario charts for both damage and kills, and he was a skirmishing squig herder. The insane amounts of damage, including cones, that can be pumped out with that spec, is terrifying to behold -- but you have to be really, really, really good at run-and-gun. My reflexes weren't up to what it would take to excel at run-and-gun.
Posted: Jul 18th 2010 4:38AM drakon said
The flaw in the stabbin spec for SH is the pet. Once the pet dies there goes your 100% armor buff, unlike the SW where the stance is perm. Don't get me wrong, I think SW get the short end of the stick. But for melee spec I think SW has the better deal. Of course like I said, things could very well have changed since I last played in T4.
Overall though, a stabbin spec SH can be awesome, but only with a good dedicated healer and the support of the rest of the group or wb.
Reply
Overall though, a stabbin spec SH can be awesome, but only with a good dedicated healer and the support of the rest of the group or wb.
Posted: Jul 18th 2010 9:05PM (Unverified) said
Bravo for sticking with this class up to Tier 4! I still find it one of the most fun and oftentimes the most challenging class, along with the White Lion.
Assault is VERY viable, particularly with high RR, if played well. Some of the scariest SWs on my server are Assault.
Skirmish as a main spec is pretty bad ever since the AoE blanket nerf. Oh, and what's up with slotting Split Arrows? /facedesk
That said, well done on the articles! As for my "most OP class", it's gotta be BW. Since last patch, the class has gone from "over the top single target damage" to "over the top DoT and single target cycles that kill you in 4-5 seconds damage."
Assault is VERY viable, particularly with high RR, if played well. Some of the scariest SWs on my server are Assault.
Skirmish as a main spec is pretty bad ever since the AoE blanket nerf. Oh, and what's up with slotting Split Arrows? /facedesk
That said, well done on the articles! As for my "most OP class", it's gotta be BW. Since last patch, the class has gone from "over the top single target damage" to "over the top DoT and single target cycles that kill you in 4-5 seconds damage."
Posted: Jul 18th 2010 12:42PM (Unverified) said
Thank you for taking the time to backpedal so thoroughly to appease your readers and the fact some people on the internet might not like you. it warms my heart to know your journalistic integrity stands resolute when faced with opinions that are different than your own
Posted: Jul 20th 2010 4:12PM (Unverified) said
I love WAR...for me, it the most satisfying game out there..everything else feels like its a WOW clone.
...I truly like all the PVP improvements they have made and am looking forward to the upcoming patch
does anyone know when the new patch is suppose to be released?
...I truly like all the PVP improvements they have made and am looking forward to the upcoming patch
does anyone know when the new patch is suppose to be released?
Posted: Jul 20th 2010 4:35PM NeverDeath said
Until Order classes stop getting pampered and preferred by devs as the focus of their positive attention with every patch, only further separating them as the superior faction until the small remainder of Destro players quit, I will have zero interest in ever returning to WAR. Knowing how badly the balance skews in favor of Order and watching them continually make additions and improvements to the faction that needs it substantially less (although there is no denying that both sides need some serious fixing - just one far more than the other), I can't help but wonder why they would take their already torpedoed title and continue to drive it towards mediocrity, rather than turning the ship around and sailing in a different direction.
More Order classes are superior to Destro classes and by a wider margin than anything Destro can boast. The ONLY match-up that favors Destruction is the SW/SH mirrors. Systematically they have made a lot of improvements to the game's design, although it still has a considerable way to go before it becomes top-shelf material (which given the hits the company has endured, it is doubtful to ever traverse). I wanted to see this game succeed more than anyone, but I've witnessed a couple years now of continued neglect to half the classes in the game while a few from each faction remain dominant in nearly every way. I've seen the stubborn mindset of clinging to a mechanic that clearly is not working rather than the intelligent developmental common sense to look at something that is widely considered as inferior or broken, to figure out what can be done to remedy the situation - and I've seen it in many many aspects of the game, many of which remain broken to this day.
By the way (semi-off topic but something I wanted to point out from some of the blatantly ignorant posts I've seen on massively), the mirrors ARE SW/SH and Marauder/WL for any of you who aren't aware, as stated by the devs themselves. Yes, stance and mutation mechanics are similar, and yes, WL/SH both have pets - but the pets have their own "stances" as well, which mirrors the mechanic very similarly, just with the focus placed on the pet rather than the player. Those classes are not mirrors, all four classes technically have similar mechanics with different aesthetic manifestations - but this also does not make all four of them mirrors to one another. The role of the class AS WELL as its mechanic make the mirrors, not just similar mechanics. Because you cannot compare a melee and ranged class regardless of similar mechanics - it's apples and oranges in function, and any semi-intelligent human being would know that.
If they ever decided to pay some attention to fixing things like poor AI pathing, pet bugging, class issues for the classes who NEED help as a priority, further client optimization (for the love of god raise the FPS of mobs at a distance of greater than 20 yards, I feel like I'm trapped in TRON), and any other of a number of intelligent development decisions that say to me "We are intelligent developers and we still care about our product and would like to actually see the game thrive and its player base increase instead of dwindle into nonexistence, and would like to drive it toward excellence and not toward maintenance mode", then I would rejoin in an instant, and I know a lot of people who would. Until then, it's just another half-baked attempt at an MMO, with one primary focus that is extremely lopsided and with the majority of the game's remaining aspects lacking polish or depth.











