Eldar Farseer — Ork Mekboy — Space Marine Captain — Tyranid Hive Tyrant — Chaos Sorcerer — Lord General — Tau Commander — Necron Overlord
Because I couldn’t find a complete, accurate list of all the wargear and when it unlocks in Dawn of War II’s Last Stand mode, I’m creating my own in the hopes that it’ll prove useful to others someday. 🙂 If you find these lists useful or have any corrections to make, just drop me a comment at the bottom of the page. Feedback is always appreciated! I have personally verified everything up to level 12, other details are courtesy of friends and commenters. Thanks to Lu, B, Rileyluck, Toyi, Tirrik, ultrasloth7, Amdor, Greg, and Beelzebot for helping to complete the list. 🙂
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Shuriken Pistol
Default weapon. Can only be replaced, not removed.
One-handed ranged weapon, 2.6 dps.
Witchblade
Default weapon. Can only be replaced, not removed.
One-handed melee weapon, 7.0 dps.
Farseer Armor
Default armor. Can only be replaced, not removed.
Armor Rating: 16.
Armor of Vaul
Starting equipment
Armor Rating: 184. Grants Trait: Fearless (Immune to supression).
Pistol of the Warseer
Starting equipment
One-handed ranged weapon, 2.6 dps. Grants Traits: Combat Expert (+30% Melee and Ranged damage), Swift (+25% movement speed.)
Pistol of the Doomseer
Starting equipment
One-handed ranged weapon, 2.6 dps. Grants Ability: Eldritch Bolt (15: Fire a rolling blast of psychic energy at an enemy.)
Witchblade of the Crone
Starting equipment
One-handed melee weapon, 20.0 dps.
Runes of Warding
Starting equipment
Accessory. Grants Ability: Ward (25: Grant a targetted ally temporary invulnerability.)
Runes of the Harlequin
Starting equipment
Accessory. Grants Ability: Confuse (15: Confuse the target squad, causing it to recklessly attack anything nearby for a short period.)
Runes of Fleetness
Unlocks at level 2
Accessory. Grants Ability: Fleet of Foot (5: Greatly increase movement speed at the cost of reduced damage output.)
Runes of War
Unlocks at level 3
Accessory. Grants Trait: Combat Master (+40% Melee and Ranged damage.)
Singing Spear
Unlocks at level 4
Two-handed melee weapon, 19.0 dps. Grants Trait: Unshakable (Makes the wearer immune to knockback.)
Spirit Stone of Eldritch Might
Unlocks at level 5
Commander Item. Grants Ability: Eldritch Storm (50: Unleash a large psychic storm, disrupting and damaging enemies in a large radius. While channeling this powerful spell the caster will be immune to damage but not regenerate energy.)
Rune Armor
Unlocks at level 6
Armor Rating: 68, +50 Energy.
Runes of Deception
Unlocks at level 7
Accessory. Grants Ability: Conceal (20: Create a field at a fixed location that temporarily conceals all allies within its radius.)
Runes of Fortune
Unlocks at level 8
Accessory. Grants Ability: Fortune (10: Grants a defensive bonus to a targeted allied unit, greatly reducing damage received.)
Witchblade of Isha
Unlocks at level 9
One-handed melee weapon, 10.2 dps. +0.3 Energy Regeneration, +25 Energy.
Runes of Wrath
Unlocks at level 10
Accessory. Grants Trait: Second Strike (Delayed psychic strikes follow each time the Farseer strikes an enemy in close combat.)
Runes of the Warp
Unlocks at level 11
Accessory. Grants Ability: Group Teleport (15: Teleport all nearby allied units to the targeted location.)
Runes of Vigor
Unlocks at level 12
Accessory. +0.3 Energy Regeneration.
Ghosthelm
Unlocks at level 13
Armor Rating: 44, +1 Energy Regeneration. (This helm increases the wearers energy regenerative capabilities.)
Pistol of the Skyseer
Unlocks at level 14
One-handed ranged weapon, 2.6 dps. Includes stones and runes which allow the Farseer to lift enemies around her into the air incapacitating them then throwing them doing knockback damage.
Spirit Stone of Illusion
Unlocks at level 15
Commander Item. Grants the ability to turn your enemies against each other on a mass scale; half of all enemies on screen will turn on and attack the nearest target whether it be friend or foe.
Runes of Evasion
Unlocks at level 16
Accessory. Wearing this rune reduces the chance that enemy attacks will hit the Farseer.
Runes of the Spider
Unlocks at level 17
Accessory. Grants the ability to entangle foes preventing them from moving (but not attacking).
Armor of Eldanesh
Unlocks at level 18
Armor Rating: 132. Grants Ability: Psychic Shield (Raise a psychic shield which halves incoming damage and causes it to reduce Energy instead of Health.)
Warp Spear
Unlocks at level 19
Two-handed melee weapon. 12.2 dps. Grants ability: Warp Pull (pull enemies towards the Farseer). Grants trait: Pitiless (10% chance to do massive melee damage).
Spirit Stone of Vigor
Unlocks at level 20
Commander Item. Grants Invigorating Leadership. Increases Energy Regeneration by 0.3. (Not only increases the bearer’s energy regenerative capabilities but will project an aura increasing those regenerative capabilities for all nearby allies.)
Laughing Stave
Unlocked by achievement “Advanced Multiplication” (Obtain a score multiplier as 275 as the Eldar Farseer)
Two-handed ranged staff, 11.1 dps. Grants Traits: Knockback (ranged attacks knock enemy back), Laughing Rune (-25% energy cost).
Mantle of Malan’tai
Unlocked by achievement “Grab me the paddles” (Revive 75 allies as the Eldar Farseer)
Armor Rating: 165, +0.5 Energy Regeneration.
Debilitating Witchblade
Unlocked via paid DLC pack
One-handed melee weapon, 7.1 dps. Grants Traits: Sap (Reduces an enemy’s melee damage by 50% for 5 seconds), Energy Leech (When this witchblade strikes down an enemy it grants 10 energy to the wielder.)
Armor of Idranel
Unlocked via paid DLC pack
Armor Rating: 165, +100 Health. Grants Traits: Unshakable (Makes the wearer immune to knockback), Foresight (Reduces incoming melee damage by 50%.)
Is Mantle of Malan’tai availiable on Warhammer 40000: Dawn of War II, no retribution or chaos rising?
Sry for the double post, forgot to mention that this is a gear selection guide aimed to feature the most prominent gear setups for each character. The Eldar Farseer is the only part of the guide written as of 6/11/14. WIP.
http://steamcommunity.com/sharedfiles/filedetails/?id=269348257
I dont see the Warp Spear used often, but it’s actually quite good.
Here’s my build.
++Path of Roses, Sonia Path.++
Warp Spear
Armor of Idranel
Runes of War
Runes of the Spider
Runes of Vigor
Spirit Stone of Vigor
This build is for getting enemies to focus on you, which can also be used to keep them away from squishier team mates. Especially on En masse enemy rounds, like the banshee swarm on 9. the spider runes are there to use after pulling them in with the spear, so they cant just run away and attack those you wish to protect.
@wurblewind: The laughing stave has 0% special attack chance (crone has 5%), and since it takes up both hands you cannot use Pistol of the Warseer for +30% more damage. Realistically Crone > Laughing for melee DPS.
Has anyone noticed that the Laughing Stave actually does the same melee DPS as the Witchblade of the Crone? I’ve actually been using it instead of said witchblade on my frontline build, to give decent ranged ability plus melee defense. It’s only drawback is that you can’t fire on the move, but as a defensive item it’s incredible.
The Mantle of Malan’tai does actually give 10% melee special attack chance
the best SUPPORT build is as follows
laughing stave
Mantle of malan’tai
Runes of the warp
Runes of warding
runes of deception
Spirit stone of illusion
this will not get you kills, but you will be able to carry your team with the runes
This is a beast as build:
Laughing Stave: So you can knockback oncoming melee attackers while you engage them at range, it also means that your default attack can knockback shuriken cannons meaning they are no longer a major threat until they set up again.
Mantle Of Malan’tai: So that you have armour with a relatively high armour rating, paired with an extra 0.5 energy regeneration.
Runes Of The Spider: So that you can slow down oncoming melee attackers in case there are too many to knock them all back.
Runes Of Evasion: So that you don’t always have to rely on your armour to protect you.
Runes Of Vigor: So that you can use the extra 0.3 energy regeneration to spam ‘entangle’, which you will need on the later rounds.
Spirit Stone Of Vigor: So that not only you but also nearby allies can benefit from an extra 0.3 energy regeneration.
A couple of comments on the previous build as I tested it more.
The blade does not collect energy from single targets at all, so aim for the squads. And, if your team does not have any hero with a powerful attack to quickly take out single targets (Tau rockets, General’s rifle, etc) you will be stuck on wave 16 since this farseer is almost unkillable.
So, yeah, fun is fun, but farseer works as a support far better 😀
Debilitating Witchblade
Pistol of the Warseer
Armor of Idranel
Runes of War
Runes of Evasion
Runes of Fortune
Spirit Stone of Eldritch Might
Quite fun build I found recently. The main point is to use the blade to collect energy and then clear an area with the storm. The blade itself is quite weak, but with runes of war & pistol the storm is very, very strong. I actually was able to one-shot a wraithlord on wave 12 with it. The fortune is to boost the survivability for you and your allies.
As a downside, I can’t guarentee this build effectiveness from the wave 16 and onward, and it is too dependant on DLC wargear.
Right target choosing (like 9th wave banshees horde) is the key to get the most damage out of this build.
Debilitating Witchblade
Pistol of the Warseer
Armor of Idranel
Runes of Wrath
Runes of Deception
Runes of the Spider
Spirit Stone of Vigor
Just want to throw out a support build that unexpectedly became a success story at lvl 11 in beating Wave 20 of Bloody Colosseum. Due to equipment limitations, this isn’t the “ideal” build, but there’s still some logic that can be put to use.
Laughing Stave (Not only for 25% energy, but the knockback on attacks can disable an enemy and/or save your life)
Rune Armor (Ghosthelm may be more ideal, but the extra energy can be useful in quick sustained bursts of rapid support spells)
Runes of Warding (must to stay alive and can salvage a game when both teammates die)
Runes of Harlequin (must to draw aggro away from yourself and hopefully disable a unit briefly, esp. in wave 20)
Runes of Warp (highly recommended for escaping with your teammates from one corner of the map to the other, giving extra breathing room, and can also salvage games since it teleports dead allies as well)
Spirit Stone of Eldritch Might (not ideal, but can be useful when you’ve warded someone and find yourself being the target of mass enemy fire)
The team was a lvl 9 Tau Commander and lvl 16 Chaos Sorcerer. Due to mass maneuverability and doppleganging, wave 20 was basically distracting the enemy as much as possible with a doppleganger, a confused enemy, and a shield drone, and trying to stay alive by warding and turning blood letters away with confuse
Mantle of Malan’tai: more energy
Pistol of the Skyseer: for kill all spamer in the radio and charge and kill
Runes of Warding. for one v/s one you never die.
Witchblade of Isha: more energy.
Runes of Vigor: more energy.
Runes of the Warp. uses whit Warding and run away or use to revive allies. or go to combat.
Spirit Stone of Eldritch Might. all configuration is for make more fast the 50 energy and kill more spam
Before I go leveling my farseer is the warp spear good for an offensive farseer? If so what should I use with it?
Look, for anyone playing the Farseer (with out DLC) you have the eternal issue that you have less armor and less damage than everyone else (I found that in most cases you will have less of both than a dreadnought). However you are set up superbly as an effective support unit.
My set up is pure support-
Warp Spear (although laughing looks better – haven’t managed to unlock it yet)
Armor of Vaul
Runes of Warding
Runes of the Warp
-what ever-
-what ever – depends on playing style (would recommend either Spirit Stone of Vigor or Spirit Stone of Eldritch Might, Mass confusion tends to waste energy but not get much done (I prefer Vigor because Eldritch Might is too expencive and in this build energy is key))
With this build are a complete backup. You sit in the corner and when something spawns there you hit it a bit until you finally back hand it – the only way you ever seem to kill stuff in my opinion. With this build you will not get great kills, BUT you can keep ANY team going until the later rounds. from about round 8 you will probably need to stick with one of your buddies – or both, I have found this works very well if they are heavy range because they shoot everything dead that you can’t hit. The idea of this build is that when one (or both) of your allies are dead you can ward –> tele –> tele them to a safe place and take no to very little damage. The next bonus is that this build is devastating from round 12 up: The farseer can easily take on a wraith lord (no idea why i was surprised by this), can uproot suppression towers thus making them useless (with warp pull), and separate the enemies (yet again warp pull). This plus the fact she can teleport her dead allies with her makes her a powerful support.
quick warning though on round 16 she(your doppelganger) is easy to kill BUT this build is it’s own weakness e.g. you can’t teleport when you are knocked down – which she can do easily, and she can and will teleport her and her allies to you if you do teleport away – on this round focus on a ranged enemy and leave her to your allies!
The Ultimate SupportSeer:
Laughing Stave
Ghosthelm(superior regen, squishy)//Mantle of Malan’tai(comfortable survivability, decent regen)//Armor of Idranel(superior survivability)
-Runes of Harlequin: Important, irreplaceable. Allows you to slow and disrupt fast forces such as Banshees, and outright destroy powerful enemies, such as Predator tanks or superheavies. Spam zealously.
-Runes of Deception: Important, irreplaceable. Allows you (squishy), to pretty much sit in the middle of the enemy’s force, confusing tanks and popping mass confuse/eldritch storm every once and a while.
-Runes of Warding: Allows you to escape when you realize you are no longer invisible, allows you to revive your dead buddy unscathed. OR
-Runes of the Warp: Allows you to superiorly (but expnsively) kite your entire team on the later waves. Practically useless earlier on though. OR
-Runes of Fleetness: Allows you to escape melée threats (not recommended).
-Either Spirit Stone of Eldritch Might or of Illusion
This build is for the Farseer that likes to sit back and watch everything die. You pretty much just run around, confusing things. You may use the ranged or melée power of your staff should the situation require it, and when the going gets tough for you or an ally, use the Runes of Deception.
Once you are in the later waves, use your third accessory (warding, warp, fleetness) to help avoid high-damage enemies (and subsequently confuse them into attacking themselves).
Use your commander item when necessary (when there is nowhere to hide and all of the entire wave is onscreen, closely clumped together).
You will easily reach wave 20 with a competent team (using armor of Idranel, you can reach wave 20 with an incompetent team), so long as you spam confuse and your commander item, and avoid direct combat (pummeling oblivious enemies doesn’t count as direct combat.
Reccommendations:
-Always use laughing stave
-Ghosthelm if your team is tanky and killhappy, Mantle of Malani’tai if your team is somewhat squishy, but still competent, Armor of Idranel if you sense that everyone will die alot.
-Always use runes of harlequin
-Always use runes of deception
-Third accessory; use your best judgement
-Commander item: Whatever floats your boat.
Have fun!
Pistol of the Warseer
Witchblade of the Crone
Armor of Idranel
Runes of Evasion
Runes of Fortune
Runes of the Harlequin
Spirit Stone of Vigor
What can I say? This build seems to work incredibly well no matter what teammates I’m paired with. Keep fortune on your teammates, and if they don’t need it, then that just means more intelligent use of confuse. I’ve taken more pick-up-groups all the way through 20 in both maps with this build than with any other one. To get the most out of this, know when it is worth your energy to use fortune on yourself or others, and really, really learn how to use confuse to get the most out of it.
Here are your jobs:
Tank: Learn to work the aggro system to assure you grab attention (typically just getting them to see you first, but there are other tricks, especially with confuse). Fortune, evasion, and your armor make you ludicrously tough to kill by mobs, and even dopplegangers will have a tough time with you. Use confuse on occasion to keep some of the really hard hitters working for you instead of against you. You are tough enough to stand up to insane punishment while rezzing teammates.
Support: Fortune on everyone, +.3 energy regen to teammates in a wide area, and confuse (it stops doppleganger rezzing as well). Fortune dramatically increases the survivability of all, and everyone benefits greatly from the energy regen.
Damage: Your damage is actually pretty decent here. Weak enemies go down in one hit, and you run between them very quickly. You have the damage to take down walkers with ease, although not incredibly fast. Confuse gives you additional resources for killing, especially when confusing dopplegangers.
Witchblade of Isha
Skyseer Pistol
Armour of Idranel
Runes of the Warp
Runes of Vigor
Runes of Fortune/Ward
Spirit Stone of Eldritch Might
Awesome support build. If everyones dead/with you in later waves just teleport around into corners and build up enough mana for eldritch storm, rinse and repeat.
How to Obtain a score multiplier 275 to the Eldar Farseer? I have 270/275 oO
Dante: Just search on Steam for Dawn of War, all the DLC packs should show up there. 🙂
where I can buy the Armor of Idranel
Unlocked via paid DLC pack? thx
I made an error; seems that the unshakeable is an unlisted bonus on the Laughing Stave. My bad. =)
It seems that the Mantle of Malan’tai provides more than just the +.5 energy regeneration that it says it does.
I unlocked it tonight, used it immediately, and can say without a doubt that it offers unshakable. The melee special attack on the info screen increases by 10 for any weapon you hold. I’m not sure if that’s accurate (I did seem to get a lot more specials tonight than normal, but without actual data I’m just guessing here).
Finally, two benefits that seemed to be granted were increased spell damage (Storm completely murdered Ork Nobs, dopplegangers, and other high-hitpoint targets, instead of just maiming them), and my health seemed to regen much more quickly than normal.
My build is for nuke lovers and support
Laughing Stave
Mantle of Malan’tai (Support Alt: Ghosthelm)
Runes of the Harlequin
Runes of War (Support Alt: Runes of Deception)
Runes of the Warp
Spirit Stone of Eldritch Might
The runes of war make the seer’s ranged zap attacks one hit KO lightly armored enemies. With both builds you can semi spam cast eldritch storm and support yur allies.
warp spear
Armor of idranel
runes of wrath
runes of evasion
runes of war
elite token 1
awsome dmg and pull all the units to you
or if youre badly wounded pull those close to you so they will fly away
Pics updated. Thanks, Beelzebot! 🙂
http://cloud.steampowered.com/ugc/596951791404042324/7A534FA8AE3E5CC77080C8E9006D924F69BC61F4/
Picture for Mantle and Stave
I’ve been using this build recently:
Witchblade of the Crone
Pistol of the Warseer
Armor of Idranel
Runes of War
Runes of Wrath/Runes of the Warp
Runes of Evasion
Spirit Stone of Eldritch Might
This build has the maximum amount of DPS possible for a Farseer right now, and with the Runes of Evasion and Armor of Idranel you take substantially reduced damage from pretty much everything. The Runes of Wrath can be switched out for Runes of the Warp for some more mobility (most enemies die before Second Strike procs anyway).
I’m not loading confuse anymore because with the high DPS a lot of builds are able to put out now I think it’s as powerful as it used to be (as in confused squads are either killed in seconds by teammates, or all potential enemy targets are killed in seconds by teammates).
fully supporter and tanker build.
Laughing Stave
Mantle of Malan’tai or Ghosthelm
Runes of Warding
Runes of the Warp
Runes of Vigor
Spirit Stone of Vigor
fast mana regen and reduce mana cost by 25% allow farseer can perma use shile for herself to tank up all damage for team and teleport review teammate.
This is a frontline farseer.
Witchblade of crone
Pistol of the warseer
Armor of vaul (you could use armor of idranel)
Runes of war
Runes of wrath
Runes of evasion (for a more supporty farseer you could use runes of vigor)
Spirit stone of illusion (again for a more supporty farseer you could spirit stone of eldritch might).
I say armor of vaul because it removes the suppression factor. The pistol for the extra 25% movement and extra 30% damage. The runes of war is odious, and so are the runes of wrath. Runes evasion are good for being on the frontline. Vigor + eldritch might could be a good combo w/ evasion and war, you keep safe until you can decimate the enemy.
I’ve reached wave 20 (in both caos and retribution) many times with this support build (caution: needs good dps, specially space marine with jumpack)
Pistol of the Warseer (Very important for its 25% speed movement)
Wichblade of Isha (Energy regen)
Armor of vaul (to survive later waves of ranged supression while reviving or confusin)
Runes of the Harlequin (confuse, the most important)
Runes of vigor (60% more energy regen with isha)
Runes of warp (good to survive wave 19 easy mode)
Any commander item actually, doesnt matter.
Tactic: confuse, confuse and confuse more, stall enemies in one front while your teamates finish the other front, its like tanking with confuse)
Note: this fails without enought dps, or you reach wave 20 but veery slowly using warp all the time)
Other builds back in chaos werent nearly as effective as this one becouse melee dps = death, now on retribution with the DLC armor well.. you get the idea for the combo, I didnt find the new staff usefull, you loose speed, making you go more defence, warding or fortune with mana regen or the new DLC armor but no point dpsing if they reach you so you go back to tank or support build, they are the most viable.
Epic Level 20 Build
Laughing Stave
Mantle of Malan’tai
Runes of Warding
Runes of the Warp
Runes of War (sub Runes of the Harlequin if desired)
Spirit Stone of Vigor
What defines this build is that you can use ward indefinitely without running out of energy. Combined with group teleport, you can keep even a bad team up and running. The Runes of War and melee use of Laughing Stave allow you to actually deal damage. If your allies can cover for you in terms of damage you can bring Runes of the Harlequin; just be careful not to use confuse too often or you’ll be unable to ward when needed.
Warp Spear is outrageously fun in combination with a Hive Tyrant that uses Toxic Miasma. But without level 19 I prefer a support build consisting of:
Laughing Stave
Armor of Idranel
Runes of Fortune
Runes of the Warp
Runes of Vigor
Spirit Stone of Eldritch Might
You can keep up Fortune on everyone and still drop a few storms, while pewpewing some random stuff.
This works best with melee allies(outragious if duo’ed) or imperial guard with shotgun/flamethower minions. I like…
Warpspear
DLC armor
Rune of Wrath
Rune of War
Rune of Evasion
Eldritch Might
The pull effect is dirt cheap leaving you plenty of opportunities to run eldritch storm every other combat round. This setup works especially good with warpspear duo since you’ll have plenty of special attacks proc’Ing to knock back and kill groups as you pull them in in rapid succession and atleast 1 storm every round without any fear or generating knockback on ally.
Working on good confuse build but that need some tweaking, don’t like ghost helm and still working on mantel
Sorry about the comment above, damn iPad auto correct, that should be hell not he’ll.
New combo
Pistol of the warseer
Debilitating witchblade
Armor of idranel
Runes of war
Runes of wrath
Runes of evasion
Spirit stone of illusion
Here’s a masterful fighting farseer, you’ve got combat expert and master, unshakeable, sap, energy leach, and much more, this is a front line farseer, he’ll you could use the spirit stone of eldritch might instead of illusion and it would be just as effective.
Pistol of the Warseer
Witchblade of the Crone
Armor of Idranel
Runes of Fortune
Runes of Wrath
Runes of War
Spirit Stone of Eldritch Might
For a bit of a tanky/priority target elimination. The speed boost lets you get to those pesky big guys quickly, and the high damage per swing on top of a fast swing speed stacking Second Strike (sup, Dr Seuss?) takes them down in no time at all. To top it off, as long as you’re able to keep Fortune up you have insane damage mitigation, meaning you can take those pesky Wraithlords/Dreads/what have you all by yourself.
If you’re seeking a little more passive survivability or keep finding yourself in bad situations, I’d recommend dropping Runes of War for either Runes of Evasion or Runes of the Warp.
A pretty fun low level build I’ve used.
Armor of Irandel/Vaul
Pistol of the Doomseer
Debilitating Witchblade
Warding Rune
Confusing Rune
Fleet Runes
Run around Eldrich Bolting mobs, if they survive finish them with the sword to regen energy for your next bolt.
Invuln to save yourself/allies
Confuse to get the big enemies out of the way while you bolt the munchkins.
Fleet to get around from place to place since you haven’t got the speed boost pistol.
The best I’ve come up with for my Eldar, hands down.
Laughing Staff
Armor of Idranel
Evasive
Vigor
Group Teleport
Veil of Tears
The staff is so amazingly good. You can hold back any one unit forever with it and the -25% on costs is beyond useful. When combined with Vigor, it makes veil all but spamable. Hell, if you used the ghosthelm, it probably would be, but the survivability can’t be ignored. The DLC armor+Evasive makes you all but invulnerable allowing you to run in and TP out with minimal effort. Another option for teams that need energy is to swap vigor and veil. Take Confuse and SS of Vigor instead. Both will work.
I finally finished Anvil of Khorne. Had an incredibly tanky lvl 20 Captain with shield an lightning claw an a lvl 15 Lord General with Sniper, Executioner Turret (lol) and Ogryns with me.
My setup was:
Pistol of the Warseer (Swift, Combatmaster)
Withblade of Isha (+0.3 regen +25 energy)
Armor of Idranel
Confuse
Evasive
Group Teleport
Eldritch Storm
The combo of Armor of Idranel an Rune of Evasion makes you very Tanky. If u sty near a Captain with zeal you simply cannot die. If things get rough and you both get low just tp away. The melee power with combat master is enough to help your captain kill things fast.
Confuse works on superheavys which makes AoK much more easy.
Eldritch Storm worked great on some of the early eldar an tyranid waves. Good to get rid of those annoying Banshees an Raveners. On later waves it didn´t do much beacause i used most of my energy for confuse an tp. Might be worht it to replace storm with Spirit stone of vigor or illusion.
My Build (and pretty early too).
Pistol of the warseer
Witchblade of crone
Armor of Idranel
Rune of warding
Rune of fleeteness
Runes of war
Eldritch storm
With that, you one-shot smaller ennemies (20+70%damage), can go toe to toe with big ones (with ward) then wall back with fleet. Very fun to play as.
You have big health, hit hard, and can survive most things. And this makes a perfect target for cloning on wave 16.
Yeah, i like all the commander items; i guess illusion is my favourite for when my ork mate has a battery pack; the mass confuse isnt THAT great for killing things (because everything fights everything, hence the damage is spread) compared to normal confuse; but it can buy precious time for the team by making the enemies turn on each other rather than chasing you.
If i dont have my ork mate, i find i dont have the energy to use 50 energy spells like mass confuse or storm. Hence the stone of vigor is helpful for just ensuring you always have energy to conceal, confuse and warp.
I use the same build as the 2 above; but i use Mantle of Malan’tai instead of Ghosthelm, just for that extra survivability for when my warp stuffs up.
My favorite support specc:
Pistol of the Warseer
Witchblade of Isha
Ghosthelm
Runes of Warp
Runes of the Harlequin
Runes of Warding / Runes of Deception
Spirit Stone of Illusion
The spirit stone of illusion isn’t half as bad as it seems tbh. It can really cause one hell of a mess in large enemy packs, especially in the last waves.
lol, and how u wanna fund that?… u never have the mana for it.
Best Support Spec:
Ghosthelm
Pistol of Doomseer
Witchblade of Isha
Runes of the Harlequin
Runes of Deception
Runes of the Warp
Spirit Stone of Vigor
(All other commander items badest of all, but if u dont lvl 20 i would choose Spirit Stone of Eldritch Might, cause the AE Confuse only lasts for 5 sec.. rather using single confuse..
My combo
Pistol of the Warseer
Which Clade of the Crone
Runes of War
Runes of the Warp
Runes of the Spider
Spirit Stone of Eldritch Might
Witchblade of the Crone
Pistol of the Warseer
Armour of Vaul
Runes of War
Runes of Warding
Runes of Fortune
Spirit Stone of Eldritch Might
keep fortune up at all times, reserve ward for difficult situations, use your superior speed to keep from being ganged up on too badly. with a bit of foresight you can summon a storm every once in a while, just keep in mind that you’ll be vulnerable until you get 10 energy again.
Which Weapon/ Built do you prefer? I still use the starting Equip combination of “Witchblade of the Crone” and “Pistol of the Warseer” This seems just to be to good. Combined with the Armor of Idranel it pretty much rocks. I Could just need more Mana during the later waves. Maybe i get enough with the Runes and Traits to come. Cheers.
The new farseer armor is amazing, love it.
The list has been updated again, this time with the wargear from the paid DLC pack.
Updated, with the new achievement-unlockable gear.
Achieve unlock staff
Laughing stave 11.1 dps
Grants trait Knockback (ranged attacks knock enemy back)
Grants trait Laughing rune (-25% energy cost)
275 point modifier
Ghosthelm is 1 energy regen not .5
Farseers tend to be best used in teams. Communicate. If a teammate is weakened from tanking, use Fortune or Ward. If a teammate is incapacitated, use Group TP to get them to safety and rez them. If a target has you in melee either run with Fleet of Foot or use your support abilities to gain the upper hand. The Rune Armor or the achievement armor both are good choices since you will be going through energy at a rate of knots. An absolutely essential thing is this: you are not indestructible. Even the tough melee builds need to be cautious. Keep back with a tough melee unit like HT or Captain. Then unleash your fury on the hordes with powerful abilities like the disrupting Eldritch Storm or the terrifyingly effective Veil of Tears. Then watch as your weak minded foes bend to your superior skill and tactics. I will only recommend the support build to an EXPERIENCED player. A newb is just gonna be a nuisance, Group TPing at the wrong time, getting killed again and again or hitting teammates with Eldritch Storm. If you want to use this setup best, make some friends. Chat about how to tackle each wave and compliment the Support Farseer’s weakpoints with good teamwork. Ofcourse it wouldn’t be right to ignore her well known alternative to support casting. As a melee combatant, she can easily beat down tough enemies on her own when using the right setup. The Singing Spear/Armor of Vaul setup makes her maneuverable while the Combat Master, Second Strike and Fortune abilities will add damage and defense to an already tough unit. Use Eldritch Storm when surrounded to get some breathing room to regroup. This is a good character when used right. It takes practice but persevere because the Farseer is a gem.
I found DPS items to be liability with Warp spear. IMO take more spells and try to do what FS is the best for – to support.
Thanks for the list 🙂
As for a mid – way melee farseer (when your group is just too unflexible to handle you as a caster :P):
Singing Spear
Armor of Vaul
Runes of Fortune
Runes of War
Runes of Wrath
you can keep the fortune up all the time and you shouldn’t take too much damage. If you got someone with the ability to heal near you, all the better. Also proves to be quite useful if you want to ressurect someone without facing the knockback chains.
Updated. Thanks for the info!
Ghosthelm gives a +0.5 to energy regeneration rate.
Just thought I’d leave evryone a fun and unique eldar build
Melee Farseer (req lvl 20)
Warp Spear
Eldanash Armor
Runes of War
Runes of Wrath
Runes of Evasion
Vigor Spirit Stone
Really fun to use and play, but just watch your energy levels, if your health is in danger pop the psychic shield (make sure u keep enough energy for this) pull enemies only if you are really far away, and would have trouble crossing the battlefield. Your best Team would be a Mekboy with ‘ave a taste and then whatever other energy using class you want
Tis worth noting that Invigorating Leadership boosts energy regen by 0.3
You’re welcome!:D I forgot:
Warp Spear – 12.2 dps
Pistol of the Skyseer – 2.6 dps
Awesome, thanks for the info! 🙂
Runes of the Spider – level 17.
Armor of Eldanesh – level 18 – Grants the ability “Psychic Shield”.
Warp Spear – level 19 – Two handed. Grants the ability “Warp pull” (pull enemies towards the farseer)and trait “Pitiless” (10% chance to do massive melee damage).
Spirit Stone of Vigor – level 20 – Grants “Invigorating Leadership”.
Ah well, it’s all good. 🙂
Yes, Riley is right. My bad, off by a number. : )
Excellent stuff. Thanks for the updates, folks. 🙂
The Spirit Stone of Illusion is acquired at level 15 and the Runes of Evasion is acquired at level 16
But, wait. Didn’t you say the Skyseer Pistol was at 14? 😮
Stone of Illusion at 14, Runes of Evasion at 15
Excellent, thanks. 🙂 I’ll update the list in a sec.
Got the Skyseer pistol at lv 14.