Massively goes to WAR: An overview of Ranged DPS careers for Order
Filed under: Betas, Fantasy, Classes, New titles, Previews, Warhammer Online, PvE

Ranged DPS classes come in three flavors in Warhammer Online: steampunk pet class (Engineer), bow-and-blade Legolas clone (Shadow Warrior) and classic glass cannon (Bright Wizard). But which one is right for you? If race isn't a deciding factor, check out a brief overview of all three careers below to help you make your choice.
Dwarf Engineer
The good news is these Dwarfs can make gun turrets, flash grenades and throw out barb wire to trap your enemies. The bad news isn't so bad, but your turrets don't move. Whereever you drop them is where they stay. You can stay by their side and shoot your enemy with your gun or melee with your enormous wrench while lobbing grenades for extra damage output. But in many situations, your group is going to be running amok, so be prepared to replant your turret on a regular basis.
- Rifleman: Focuses on long-range combat
- Grenadier: Focuses on bombs and grendades
- Tinkerer: Focuses on deployables and turrets
Empire Bright Wizard
Empire is the WAR term for humans in the Order faction (Chaos is the term for the Destruction humans.) These humans do one job extremely well: blow things up in a spectacular fashion. As you can imagine, the Bright Wizard has a number of abilities to set enemies on fire to accomplish this task.
However, every damage spell cast builds up Combustion. The more Combustion the Bright Wizard has the greater chance to crit and to do more damage when he does crit. It also gives a greater chance the spell will blow up in his face, damaging him. The key to avoiding this the Meltdown ability which channels all available Combustion into a damage spell. So ride the edge of danger as long as you can, then funnel all that Combustion into extra firepower.
Like all careers Bright Wizards have three Talent trees to invest in starting at level ten:
- Incineration: Direct damage
- Immolation: Damage over time
- Conflagration: Area effect spells
High Elf Shadow Warrior
Earlier last week we wrote up an overview of the Shadow Warrior class as well as covered the skills they receive from levels one through five. They can specialize in long range damage, melee damage or close range dps. Any way you slice it, they do great damage. Just don't name them a variation of Legolas.
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Reader Comments (Page 1 of 1)
8-19-2008 @ 5:33PM
Brian! said...
So, I played the Engineer to 12 and the Sorc (Destruction side) to 18. Here is the Engineer Skinny:
Leveled fast. Although the turrent's don't move, they are pretty hardy. They are great in PvP as you can plop one down in the middle of battle and back off to snipe. In fact, in PvP my Engineer causes all sorts of problems for the opposing faction.
I try not to let anyone get close to me so if someone approaches, I run. But, my gun stays put nailing my enemies until I can regroup.
There are some nice interrupts. Timed with a dot, a direct damage and an interrupt, a shaman is made short work of.
The only reason I didn't level my Engineer farther is I deleted my book (like a recall stone in WoW) and I have yet to find a way to replace it. So he is stuck in the far reaches of a map :)
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8-19-2008 @ 5:39PM
Brian! said...
So, I played the Engineer to 12 and the Sorc (Destruction side) to 18. Here is the Sorcerer story:
Most of the attacks are pretty much what you would expect of a nuking class. I don't want to say overpowered, but boy, some public quests are just set up for a sorcerer to own the chart.
In the public quests where mobs rush one area, the Sorcerer has a nice PbAOE that is instant. You can spam this for damage, unload your buildup on one, then go again. In the flurry of the battle, you won't get all aggro and during public quests the normal mobs die so fast who cares. One shaman in your party and you'll end up #1 or near so in sheer damage (leading to a nice roll for loot at the end).
In RvR the sorcerer is a bit more fragile. Players can take them down fast enough as they are glass. Yet, if you can get off your main blast, dot, and instant on a target, they are going to be close to finished. This chain takes about 10 seconds to finish up, and in RvR that is plenty of time before your target realizes what is happening. If a couple of sorcerer's team up and target focus, that would be carnage.
As for PvE. Well, the Engineer is a bit easier. Like any mage class the sorcerer requires you to time your bolts and manage your enemy. If you can group with a tank, you both will be golden. Not nessary though. WAR is VERY solo friendly.
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8-19-2008 @ 6:35PM
danarchy said...
Nothing more annoying than those engineer flamethrowers in a doorway! And one of the hardest parts of being ranged in war is the idiot melees that run in circles around you trying to break your line of sight, not a issue with a turrent hehe. Youd be amazed how many times ive seen guys trying to run circles around turrents rofl.
Engi's are very very effective pvp, just drop a turrent near a CP then move to back lines and shoot healers.
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8-19-2008 @ 7:17PM
Tony said...
I've enjoyed the beta... but I guess it's hard for me to say whether or not pre-ordering the CE was worth it. Areas were either too crowded or too empty to enjoy. This was especially hard with Public Quests where some would be over in 2 minutes and others only hundreds of yards away were desolate and took forever.
I think the open beta will give me far more of an idea about that... but the general ideas in the game are fun and I can see a lot of promise there.
I am interested in seeing how the game looks at full settings too.
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