Home > Skaven > Warlock Engineer – Skaven RDPS

Warlock Engineer – Skaven RDPS

“From deep in the heart of Skavenblight engineers toil endlessly – manipulating warpstone this way and that. The height of this knowledge and power is in the hands of the deadly Warlock Engineers of Clan Skryre. It is our mastery of this volatile material that makes Clan Skryre the most powerful clan in Skavendom! We shall spread the shifting winds of chaos to all our foes!” Lord Morskittar, Lord Warlock of Clan Skryre

Warlock Engineer

Archtype – Range DPS

Armor – Light

Weapon – Warprifle & Warpstorm Rod (Back-piece)

Mechanic – Warp Energy

  • You harvest warpstone to empower your attacks, but be wary warpstone will hurt you and others if it becomes unstable. You have a pool of 100 Warp Energy, each attack drains a little bit for corporeal or elemental damage. You can harvest warpstone to regain Warp Energy in combat. Friendly players can take damage from certain abilities only if they are in combat.

Mastery Trees

  • Warpshot – A focus on single target corporeal damage
  • Warp-poison – A focus on dealing corporeal damage over time
  • Warpstorm – A focus on area of effect elemental damage

R1. Warpstone Harvest <Core Ability> For the next 10 seconds you harvest warpstone at a rate of 10 per second. This ability will end if you break your concentration. No Cost, 10s Cast, No CD

R1. Warp Dagger <Core Ability> You stab into your opponent with a twisted green blade dealing ‘x’ corporeal damage. 15AP, Instant Cast, No CD

R1. Veined Bullet <Warpshot> You fire a bullet laced with warpstone at your enemy dealing ‘x’ corporeal damage. This ability costs 5 Warp Energy. This ability has a 25% chance to damage you for ‘x’. 30AP, 2s Cast, No CD, 100ft Range

R2. Warp Globe <Warp-poison> You lob a fragile crystal sphere full of liquefied warpstone at your enemy dealing ‘x’ corporeal damage every second for 12 seconds. This ability costs 5 Warp Energy. This ability has a 15% chance to damage you for ‘x’. 30AP, 1s Cast, No CD, 60ft Range

R3. Noxious Fumes <Warp-poison> You throw a globe full of pressurized powdered warpstone. You deal ‘x’ corporeal damage to your target and reduce their toughness by ‘x’ for 10 seconds. This ability costs 10 Warp Energy. This ability has a 15% chance to damage you for ‘x’. 35AP, 1s Cast, No CD, 60ft Range

R4. Lead Shot <Warpshot> You fire a bullet of solid lead at your enemy dealing ‘x’ damage to them. This ability does not cost any Warp Energy and has 0% chance of dealing damage to you. 35AP, 1.5s Cast, No CD, 100ft Range

R5. Warp Lightning <Warpstorm> You charge your warpstone and release it in a burst of lightning at your enemy dealing ‘x’ elemental damage to them. This ability requires a warpstorm rod. This ability costs 5 Warp Energy. This ability has a 20% chance to damage you for ‘x’. 35AP, 1.5s Cast, 3s CD, 80ft Range

R6. Blood-filled Boot <Warp-poison> You throw a fragile crystal of warp shards at your enemy’s legs dealing ‘x’ corporeal damage and reducing their movement speed by 40% for 10 seconds. This ability costs 5 Warp Energy. This ability has a 10% chance to damage you for ‘x’. 25AP, 1s Cast, 15s CD, 60ft Range

R7. I’m Contagious! <Detaunt>You detaunt your target, making them to hate you less and causing them to deal 50% less damage to you for 15 seconds. If you attack anyone you have detaunted, the effect will immediately end. 20AP, Instant Cast, 15s CD, 100ft Range

R8. Electric Infusion <Warpstorm> You release a small burst of electric energy from your warpstorm rod dealing ‘x’ elemental damage to all enemies within 20 feet of you. This ability requires a warpstorm rod. This ability costs 10 Warp Energy. This ability has a 35% chance to damage you and all friendly players within 20 feet for ‘x’. 35AP, Instant Cast, No CD, No Range

R8. Point Blank <Archtype Morale 1> A mid-range attack that deals 600 damage and knocks targeted player away. Monsters will be knocked down.

R9. Torrid Bullet <Warpshot> You fire a bullet with twisting energy dealing ‘x’ corporeal damage to your target and increasing their build times by 1 second for 5 seconds. This ability costs 5 Warp Energy. This ability has a 20% chance to damage you for ‘x’. 40AP, 1s Cast, 5s CD, 100ft Range

R10. Immunity <Core Ability> You increase all group members within 100 feet corporeal resistance by ‘x’ for 60 minutes. 40AP, Instant Cast, No CD, No Range

R11. Red Pox <Racial Tactic> Anytime you are hit, you deal 180 damage back to your attacker over 3 seconds.

R12. Unshakable Focus <Archtype Morale 2> A cold unyielding focus causes all of your attacks to deal 100% more damage for 7 seconds.

R12.Paralytic Pain <Core Ability> All enemies within 30 feet become Rooted, making them unable to move for 10 seconds. Rooted targets have a 50% chance to break free when they suffer damage. 25AP, Instant Cast, 30s CD

R13. Expert Skirmisher <Archtype Tactic> Your abilities will cast 50% faster if you are under 20 feet from your target.

R14. Blistering Blood <Warp-poison> You release heated warpstone fumes around your enemy causing their blood to boil dealing ‘x’ corporeal damage and decreasing their initiative by ‘x’ for 10 seconds. This ability costs 10 Warp Energy. This ability has a 15% chance to damage you for ‘x’. 30AP, 1s Cast, No CD, 60ft Range

R15. Bountiful Harvest <Tactic> Increases your Warpstone Harvest to 15 Warp Energy per second

R16. Virulent Shot <Warpshot> You fire a bullet at your opponent causing them to take ‘x’ corporeal damage and reducing their corporeal resistance by 100 for 10 seconds. This ability costs 5 Warp Energy. This ability has a 20% chance to damage you for ‘x’. 30AP, 1s Cast, 10s CD, 100ft Range

R16. Concealment <Archtype Morale 1> With luck and experience you are able to Dodge all range attacks and Disrupt all magic attacks against you for 7 seconds.

R17. Warpstone Infusion <Racial Tactic> Your spiritual resistance is increased by 252

R18. Discharge <Warpstorm> You emit a lightning discharge from your warpstorm rod dealing ‘x’ elemental damage to all enemies in a 60 foot cone in front of you. This ability requires a warpstorm rod. This ability costs 10 Warp Energy. This ability has a 25% chance to deal ‘x’ damage to you and all friendly players in the field of fire. 35AP, Instant Cast, 5s CD, No Range

R19. Masterful Aim <Archtype Tactic> Increases your Ballistic Skill by 160

R20. Focused Mind <Archtype Morale 2> For the next 10 seconds you will remove and ignore any silencing, disarming, rooting, snaring effects and your abilities will build 50% faster and may not be set back.

R20. Focused Fire <Core Ability> For the next 10 seconds you cannot be interrupted while using abilities.

R21. Enduring Figure <Tactic> You toughness is increased by ‘x’

R23. Eye of the Great Horned Rat <Racial Tactic> IF any of your attacks are defended against, your next attack cannot be defended against.

R24. Explosive Shots <Archtype Morale 3> All of your range attacks will explode for the next 10 seconds, dealing 300 damage to all enemies within 20 feet of your target. This effect will not trigger more than once every second.

R25. Clever Recovery <Archtype Tactic> If an enemy dodges any of your attacks, you will regain 75 Action Points. This effect will not trigger more than once every three seconds.

R25. Lightning Storm <Warpstorm> You unleash a powerful lightning storm from your warpstorm rod, focusing on a spot on the ground and dealing ‘x’ elemental damage to all targets within 35 feet of it. This ability requires a warpstorm rod. This ability costs 8 Warp Energy per second. This ability has a 40% chance to deal ‘x’ damage to yourself and all friendly targets in the field of fire. 20AP/s, 5s Cast, 10s CD, 100ft Range

R27. Quick Reload <Tactic> Lead Shots will now continue to build while moving

R28. Shocking Pain <Warlock Engineer Morale 1> You deal 600 elemental damage to your target and disarm them for 4 seconds.

R29. Piercing Defenses <Archtype Tactic> If an enemy blocks, dodges, or parries any of your attacks, their chances to block, dodge, and parry will be reduced by 15% for 10 seconds.

R30. Warp Core <Warpshot> You fire a bullet with a volatile core of warpstone dealing ‘x’ damage to your enemy. This ability costs 10 Warp Energy. This ability has a 25% chance to damage you for ‘x’. 40AP, 1s Cast, No CD, 100ft Range

R31. Cracked Soles <Tactic> Blood-filled Boot now deals ‘x’ damage to your target every second they are moving

R32. Replenishment <Warlock Engineer Morale 2> You regain 150 Action Points and 75 Warp Energy over 5 seconds

R33. Death Bolt <Tactic> Warp Lightning is .5s faster and its cooldown is 1 second less.

R35. Evasive Maneuvers <Tactic> Your chance to dodge enemy attacks is increased by 10%

R35. Toxic Vapor <Warp-poison> You throw a globe at your enemy dealing ‘x’ corporeal damage every second for 6 seconds. This ability costs 5 Warp Energy. This ability has a 25% chance to damage you for ‘x’. 35AP, Instant Cast, No CD, 60ft Range

R36. Exploding Satchel <Warlock Engineer Morale 3> You throw a pack of explosive warpstone at your enemy dealing 1200 damage to all targets within a 35 foot radius

R37. Rapid Harvest <Tactic> Upon killing an opponent, you have a 25% chance to regain 10 Warp Energy

R39. Conserving Precious Resources <Tactic> All abilities consume 20% less Warp Energy but gain a 5% higher chance to damage  you and your friendly targets.

R40. For Clan Skryre! <Core Ability> For every Warlock Engineer in your group you gain +20 range power for 10 seconds. 50AP, Instant Cast, 60s CD

R40. Hail of Doom <Archtype Morale 4> You focus on a spot on the ground, shooting arrows at that spot every 0.5 seconds for 5 seconds, hitting all enemies within 20 feet of that area for 300 damage as long as you maintain your concentration.

R40. Spring-loaded Warp Canister <Warpstorm> You roll a canister along the ground for 100 feet. The canister releases a Warp Critter every 20 foot interval: one 20 feet to the left, one 20 feet to the right. Each Warp Critter will shoot at any target that gets within 20 feet of it dealing ‘x’ elemental damage. This ability requires 15 Warp Energy. This ability has a 30% chance to damage you for ‘x’ and a 10% chance to activate on a friendly player and damage them for ‘x’. 40AP, 2s Cast, 10s CD, No Range

Mastery Trees

Warpshot

R3. Spreading Virus <Tactic> Virulent Shot will affect all enemies within 20 feet of your target

R5. Impact Rounds – You fire a powerful shot at your enemy dealing ‘x’ corporeal damage and knocking them back for a medium distance. This ability costs 10 Warp Energy. This ability has a 20% chance to damage you for ‘x’. 30AP, 1.5s Cast, 10s CD, 80ft Range

R7. Jezzail Rifle <Tactic> Veined Bullet and Warp Core do 50% more damage

R9. Double Shot – You load your warprifle with two small bullets and fire them off in quick succession dealing ‘x’ corporeal damage to your opponent per second. This ability costs 10 Warp Energy. This ability has a 20% chance to damage you for ‘x’.  30AP, 2s Cast, 5s CD, 80ft Range \

R11. Spiral Grooves <Tactic> Your chance to critically hit with Warpshot abilities is increased by 10%

R13. Corroding Warpshell – You fire a fragile bullet that dissolves within your enemy dealing ‘x’ corporeal damage. This ability costs 15 Warp Energy. This ability has a 35% chance to damage you for ‘x’. 40AP, 3s Cast, 8s CD, 100ft Range

R15. Pure Shot <Morale 4> You fire a bullet of pure warpstone at your enemy dealing 2600 corporeal damage

Warp-poison

R3. Burning Arteries <Tactic> Blistering Blood can stack twice

R5. Choking Fumes – You throw a globe of fumes that constrict your opponents throat dealing ‘x’ corporeal damage and silencing them for 3 seconds. This ability costs 10 Warp Energy. This ability has a 20% chance to damage you for ‘x’. 35AP, 1s Cast, 5s CD, 60ft Range

R7. Up Close! <Tactic> You deal 15% more damage if your target is within 20 feet of you

R9. Warp Naphtha – You throw a globe of flammable liquefied warpstone at your enemy dealing ‘x’ corporeal damage every second to them for 8 seconds. At the end of this ability the naphtha explodes dealing ‘x’ corporeal damage to all enemies within 20 feet of your target. This ability costs 10 Warp Energy. This ability has a 20% chance to damage you for ‘x’ and a 35% chance to damage friendly targets for ‘x’ on its final tick. 40AP, 1.5s Cast, 15s CD, 60ft Range

R11. Rotting Further… <Tactic> All your Warp-poison abilities gain a 15 foot range

R13. Coagulation – You throw a globe of thick warp liquid at your enemy dealing ‘x’ corporeal damage every second for 10 seconds, the final tick is twice as hard. This ability requires 15 Warp Energy. This ability has a 30% chance to damage you for ‘x’. 35AP, 1.5s Cast, 20s CD, 60ft Range

R15. Unstable Crystal <Morale 4> You plant a decaying warpstone in the ground dealing 400 corporeal damage to all targets within 40 feet of it for 10 seconds.

Warpstorm

R3. Supercharged <Tactic> Electric Infusion & Discharge cost 10 Action Points less

R5. Caustic Mist – You fire a capsule filled with a mist that dissolves everything, reducing the armor of all targets within 30 feet of the spot you fire on by ‘x’ for 10 seconds. This ability costs 10 Warp Energy. 30AP, 1.5s Cast, 20s CD, 80ft Range

R7. Eating Away at the Flesh <Tactic> Caustic Mist will also deal ‘x’ elemental damage with a 30% chance to damage all friendly targets in the field of fire.

R9. Storm Capsule – You fire off a capsule of captured storm energy releasing a small storm that deals ‘x’ elemental damage  for 10 seconds to all targets within a 35 radius of the spot you fire on. This ability requires a warpstorm rod. This ability costs 15 Warp Energy. This ability has a 35% chance to damage all friendly players in the field of fire. 35AP, 2s Cast, 30s CD, 100ft Range

R11. Burn-Resistant Overcoat <Tactic> You take 50% less damage from all Warpstorm abilities

R13. Impulse Fryer – You quickly release a burst of energy staggering up to 8 enemies within 40 feet of you for 6 seconds. This ability requires a warpstorm rod. This ability costs 15 Warp Energy. This ability has a 40% chance to damage you for ‘x’. 50AP, Instant Cast, 30s CD, No Range

R15. Magna-Bomb <Morale 4> You plant a magnetic bomb pulling up to 10 targets within 60 feet in and then blowing up dealing 1800 damage to all of them and knocking them back 100 feet.

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