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. 🙂
Default weapon. Can only be replaced, not removed.
One-handed ranged weapon, 2.6 dps.
Default weapon. Can only be replaced, not removed.
One-handed melee weapon, 7.0 dps.
Default armor. Can only be replaced, not removed.
Armor Rating: 16.
Armor of Vaul
Armor Rating: 184. Grants Trait: Fearless (Immune to supression).
Pistol of the Warseer
One-handed ranged weapon, 2.6 dps. Grants Traits: Combat Expert (+30% Melee and Ranged damage), Swift (+25% movement speed.)
Pistol of the Doomseer
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
One-handed melee weapon, 20.0 dps.
Runes of Warding
Accessory. Grants Ability: Ward (25: Grant a targetted ally temporary invulnerability.)
Runes of the Harlequin
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.)
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.)
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.
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.)
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.)
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.
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%.)
Stats • Leveling • Weapons • Abilities • Upgrades • Strategy
Note that this is written for patch 2.6.0 balance (which is probably final, however).
Most importantly, the Farseer is a support hero. Whereas the Warlock can be effective mostly by just attacking the enemy, unlocking the Farseer's full power requires using her many abilities to buff allied units and debuff hostile units.
Combat-wise, the Farseer is a full melee unit with no ranged options (her pistol does practically 0 damage, and the destructor attacks, only worth a bolt pistol, cannot fire while moving). The default witchblade will only kill cheap models, making her a disruption hero initially, but the upgrades will put on some hurt. Especially the Singing Spear is very dangerous, since it's an anti-vehicle weapon and the Seer is quite fast (try to outrun one with a low-HP walker).
The Farseer's starting ability, Guide is simple and so powerful. It boosts the range and damage of a single unit by 30% for 10 seconds. It helps with everything; in the first battles your Guardians outrange and outdamage anything, Banshees can do insane damage, or if there is nobody else, use it on the Farseer. Later, it will give suppression teams and anti-vehicle teams ridiculous range that will often catch the enemy off guard.
The game doesn't really make this clear, but the Farseer has the same Wraithsight ability as the Wraithguard squad leader Warlocks, making WG move faster when near the Seer. Combined with Guide, which will grant WG a respectable range, the synergy is quite good.
A good weapon that grants about 65% increased melee damage and an ability that makes a single unit take 40% extra damage for a while. This is an excellent T1 weapon, although there is no power melee damage, and if you expect a Bloodcrusher or such you might want to wait for Singing Spear instead. Doom is like Mark Target in T1, but you will need energy to keep using it.
A straight-up melee upgrade that does surprisingly high damage to vehicles and is harder to avoid than other heavy melee sources. Does not grant an ability, but does not drain energy either. Note that the power cost is quite high and will slow down other purchases.
It sounds like an iOS game, but it's a weapon. This does about 85% more damage than the default witchblade and grants an ability that first floats and then disrupts enemies surrounding the Farseer, letting you get some free shots on them. It is basically a melee counter especially devastating to a blob of light melee infantry. The cost is significantly higher than Doombringer's.
Armor of Fortune
A good armor that makes the Seer more tanky. The Fortune ability grants 30% damage resistance, which is often used on Banshees. The upgrade is pretty cheap as well.
Increases maximum energy and energy regeneration, so this wargear is useful when you have lots of abilities to spam (say Doom and Mind War in addition to Guide and Fleet of Foot). Shouldn't be necessary if you got Singing Spear.
Armor of Asuryan
Very expensive but grants one of the most powerful abilities there is. Time Field will slow down enemy units, allowing you to close in or position your ranged units better, or try to get them with a nuke or such, but it also stops them from using weapons or abilities. This can completely turn a battle around when played correctly. The cost of the armor is massive, however.
An easy upgrade that allows you to heal surrounding units. Best synergy with Banshees (or Seer Council). The ability requires 80, though, so you need to preserve energy. The bonus XP from reviving heroes can boost veterancy in team games (assuming your allies keep dying in places you can reach).
One of the best accessories, this grants an ability that damages and suppresses a single model. Great for locking down dangerous heroes or squad leaders (may also snipe squad leaders when targeted correctly).
Runes of Reaping
Drain energy from an enemy unit when in melee. Theoretically useful against units that rely on energy (heroes, Assault Marines, Bloodletters) but seems a bit lackluster compared to Spirit Stones and Ghosthelm.
The Seer's Webway Gates are the only ones that infiltrate, and they can infiltrate and speed up your units as well. They are quite useful, whereas Warlock/WSE gates are almost useless. Place a gate in some semi-remote area to set up a flanking maneuver or a generator bash. The other use is to employ a gate as a "staging area" between your HQ and the battlefield, gathering units near the gate then moving out under the cloak/speed buff to catch the opponent off guard.
This is a simple scouting global that lifts the FoW and reveals infiltrated units. It can be used to check out the opponent's HQ or defensive positions, to reveal cloaked units when you're in a pinch ans lack a detector unit, or give sight to your weapon platforms for that one extra shot to kill a retreating tank. Using it and not wasting the Psychic Might needs some experience and luck.
Summon Seer Council
Warhammer 40,000: Dawn of War II - Retribution
Despite being the only female on the Last Stand team, the Farseer is one of the best heroes to play. She excels at supporting the other heroes, and making sure your teamates are always able to survive no matter how many times they charge bravely/stupidly into banshee packs.
Not only that, she can also hold her own in melee, and with the right build she can quite happily solo some of the bigger bad guys, as well as tearing through the regular masses.
Finally, these are my own opinions of the Farseer, and what I think works best. I am quite happy to adjust and change this guide to include other builds and ideas, so if you think you have a gosu/ninja/juggernaut build that i have ignored, please let me know and I may add it.
And before we move on, I would like to thank Chibi Assassin for giving me the idea for these guides, and the snazzy looking layout that comes with it.
So without further ado, here is her wargear, what it does and if/how it should be used:
This is simply the basic melee weapon for the Farseer, which does a solid amount of damage, and a lot more than most of her weapons.
Starting Equipment - One handed ranged weapon, 2.6 dps.
Grants Traits: Combat Expert (+30% ranged and melee damage), Swift (+25% movement speed)
This pistol pairs well with any one-handed weapon, as the bonus damage is always nice. The extra speed does come in handy when you're in a spot of trouble.
Starting Equipment - One handed ranged weapon, 2.6dps
Grants Ability: Eldritch Bolt (15 energy: Fire a rolling blast of psychic energy at an enemy)
This pistol is great for crowd control, able to kill most unarmoured enemies in one or two bolts. The recharge time is pretty quick, and with enough energy regen you will find it easy to rain bolts upon your enemies.
Starting Equipment - Armour Rating: 184
Grants Ability: Fearless (Immune to Supression)
The starting armour is one of the best for the Farseer, having a high damage resistence and immunity to supression makes it easy for her to shrug off most damage while running around.
Starting Equipment - Grants Ability: Ward (25 energy: Grant a targeted ally temporary invulnerability
A very handy accessory to have, simply because it stops all damage from affecting any hero at any time. Unfortunately it doesn't last too long, and the energy cost is a little steep to be able to have it permanently.
Starting Equipment - Grants Ability: Confuse (15 energy: Confuse the target squad, causing it to recklessly attack anything nearby for a short period)
One the best accessories the Farseer has, and you just get given it from the beginning! This allows you to pick any squad of enemies and force them to attack anything close to them, as well as drawing the agro from any enemies that aren't already attacking you or your teammates.
Unlocked Level 2 - Grants Ability: Fleet of Foot (5 energy: Greatly increase movement speed at the cost of reduced damage output)
While the speed boost is nice, and the cheap cost is cheap, there are much better accessories to use. If you want to move faster, take the Pistol of the Warseer, which makes you permanently faster.
Unlocked Level 3 - Grants Trait: Combat Master (+40% Melee and Ranged damage.)
Another damage boosting item useful for the melee Seer, just boosts the damge that you do with weapons.
Unlocked Level 4 - Two handed melee weapon, 19 dps
Grants Trait: Unshakable (Makes the wearer immune to knockback)
A very powerful melee weapon, not only does it do a lot of damage, it also grants you unshakable, meaning you can't be knocked down, which is something you always want.
This is the Farseer's massive AOE (area of effect) ability. With this, you can wipe out unarmoured emenies like they were paper and do some serious damage to anything heavier, if aimed right. Also, you don't take damage while using it, which means you can't kill yourself with it. (Always a plus)
Unlocked Level 6 - Armour rating 68, +50 energy
A weaker armour than Vaul, but gives you lots more energy to make up for that. Extra energy is always nice, but energy regen is better, which other armours give you.
Unlocked Level 7 - Grants Ability: Concel (20 energy: Create a field at a fixed location that temporarily conceals all allies within its radius)
This is a interesting accessory, which I see used incorrectly more often than not. When used it creates an area where you can't be seen by enemies. However, if you already have enemies attacking you, melee or ranged, it won't work. More on how to use this in the builds section.
Unlocked Level 8 - Grants Ability: Fortune (10 energy: Grants a defensive bonus to a targeted allied unit, greatly reducing damage received.
Like Ward before, this handy accessory stops most damage from affecting heroes, not all. But, it is cheaper than Ward and lasts longer, which means you are able to keep it on permanently, and achieve near invulnerability.
Unlocked Level 9 - One handed melee weapon, 10.2 dps, +0.3 Energy Regeneration, +25 Energy.
A must have for any energy focused Farseer. It increases not only you energy regen, but also the amount of energy capacity you have. While it does little damage, using this blade means you will focus more on your abilities than direct damage.
Unlocked Level 10 - Grants Trait: Second Strike (Delayed psychic strikes follow each time the Farseer strikes an enemy in close combat.
Similar to the Runes of War, this basically increases the damage done while in melee, by adding another 'strike' after you hit something. I don't use this, but a purely melee focused Seer will find it useful for doing even more damage.
One of the best abilities in the game, this lets you teleport anything allied around you to a new location, inculding downed heroes. It also has a massive range, basically map wide, and can be used to save yourself and your allies many times over.
Unlocked Level 12 - +0.3 Energy Regeneration
While being very simple, the extra energy regen goes a long way in helping you use your abilities more often, so useful in the right build.
Unlocked Level 13 - Armor Rating: 44, +1.0 Energy Regeneration
The weakest armour out of all them, this gives you a whole 1 point of energy regen. If you use this armour you want to avoid getting into fights with anything, as you won't last long. But, with all that lovely regen, you can devestate the map with your psychic prowess.
Unlocked Level 14 - One-handed ranged weapon, 2.6 dps
Grants Ability: Levitation Field (35 energy: Lifts all nearby enemies into the air, temporarily incapacitating them. Enemies are then throwm, suffering knockback damage)
This accessory is great for dealing with large clumps of enemies, as anything apart from vehicles will be lifted up, rendering them unable to move or attack. However, this leaves the Farseer defenseless against any other attacks, and the high cost of 35 energy makes this hard to recommend.
Unlocked Level 15 - Commander Item. Grants Ability: Veil of Tears (50 energy: Temporarily confuse a large proportion of all enemy squads, causing them to attack anything nearby)
Just like Confuse, except on a larger scale, and a larger cost. It will confuse around 40-50% of all enemies on the screen, which is really helpful when trying to take some agro off you or your allies.
Unlocked Level 16 - Graints Trait: Evasive (Wearing this rune reduces the chance that enemy attacks will hit the Farseer)
A nice bonus for your defense, this accessory means that all attacks have a 30% chance to miss completely, doing no damage to your Farseer. Useful in any build.
Unlocked Level 17 - Grants Ability: Entangle (15 energy: Grants the ability to entangle foes preventing them from moving, but not attacking)
Despite the description, entangle doesn't stop enemies from moving, it slows them so much that they barely move. However, this is only single target, and again, there are much better accessories to equip than this.
Unlocked 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.)
An average armour, good rating and the ability to raise a shield is great for defending. However, in most cases you will be wanting your energy for your abilities, and using it here just wastes it.
Unlocked Level 19 - Two-handed melee weapon. 12.2 dps
Grants ability: Warp Pull (5 energy: Pull enemies towards the Farseer), Grants trait: Pitiless (10% chance to do massive melee damage)
Another melee weapon, but with much less damage then most of the others. Most of the time enemies come to you anyway, and the 10% to do massive damage isn't reliable enough to depend on it. So all in all, not the best choice.
Unlocks Level 20 - Commander Item. Grants Trait: Invigorating Leadership (+0.3 Energy Regeneration: Not only increases the bearer’s energy regenerative capabilities but will project an aura increasing those regenerative capabilities for all nearby allies)
And the final piece of wargear, that gives a WHOPPING...+0.3 energy regen. Despite the lack luster amount, it also gives that regen to all nearby allies, which will help them a lot. Also, more energy regen, because you can never have enough.
As with every character, there are 2 achievments that you can, well achieve, which will grant you some shiny new wargear for your Farseer to use/own with.
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).
This staff is one of the more powerful of the Farseer's weapons. It does a good deal of damage, reduces all your energy costs by 25%, and to top it all off, gives you an unlisted trait, Unshakable. So not only will you be blasting enemies off their feet, they can't do the same back (except for the pain in the ass Seer Council).
Unlocked by achievement “Grab me the paddles” (Revive 75 allies as the Eldar Farseer) - Armor Rating: 165, +0.5 Energy Regeneration
An alternative to the Ghosthelm, this almost quadruples your armour rating, while only halving your energy regen. While I have always said more regen is better, also being able to survive more than 10 seconds in a fight is good as well, so I would suggest using this as soon as you unlock it.
Of course, if you really enjoy the Last Stand (and you wouldn't be here if you didn't), there is always the option of purshacing the DLC for the Farseer, which gives you another 2 shiny toys to play with.
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)
The first DLC wargear, a very weak sword that has a few nice features. Reducing the melee damage of anybody you hit, as well as regaining 10 energy every time you kill something would be great, if you didn't so little damage that you hardly ever get those bonuses. But this isn't why you buy the DLC pack.
Armor Rating: 165, +100 Health
Grants Traits: Unshakable (Makes the wearer immune to knockback), Foresight (Reduces incoming melee damage by 50%)
THIS is why you buy the DLC pack. One of the best armours in the Last Stand, it not only adds 100 health and gives you a lot of damage reduction, you can't be knocked down while wearing it, AND it reduces all melee damage by half. Just like the armour of Vaul, but sooooo much better.
Ok, now that the list is all done, we can move onto what most of you are here for, the builds.
- Pistol of the Warseer/Witchblade of the Crone OR Laughing Stave
- Armour of Vaul OR Armour of Idranel
- Runes of War
- Runes of Evasion
- Runes of Fortune
- Any Commander Item
Runes of War and Evasion are self explantory, more damage and more defense. You should also take the Runes of Fortune, just because the damage reduction it gives is very significant, and you can always use it help you allies out (ha ha ha).
Finally, take any commander item that you like. It doesn't affect this build, as regen isn't very important, and you won't be able to use Storm or the Veil often.
Now, while this build makes the Farseer about as tanky as she can get, you can still get hurt. Unless you take Storm, you have no aoe damage, and that means you can get swarmed and killed if you are not careful. Pick your targets, don't try to kill every enemy in sight, and don't 1v1 a carnifex. It doesn't end well.
- Pistol of the Doomseer/Witchblade of Isha OR Laughing Stave
- Ghosthelm OR Mantle of Malan’tai
- Runes of the Harlequin
- Runes of the Warp
- Runes of Deception
- Spirit Stone of Vigor
Use Confuse on any big enemies, or any enemies that might be a danger to you or your allies. The more you use it, the less enemies you have to worry about. Finally, when things start to get hot, simply warp away, and when the enemies start to get close again, use conceal at your feet to give you and your allies even more time to recover.
Of course, this build isn't good for direct damage, so don't go round trying to hit things. Let your allies take care of the enemies, your main focus is keeping everyone alive, including yourself.
- Pistol of the Doomseer/Witchblade of Isha
- Mantle of Malan’tai
- Runes of Vigor
- Runes of the Warp
- Runes of Fortune
- Spirit Stone of Eldritch Might
Rate, comment and sub...oh wait, wrong platform. I'll settle for a comment :)
Now go, and smite the younger races with your superior psychic powers.
| This article has been updated for Soulstorm.|
The Dark Crusade version is now archived.
"The mists of space and time retreat from my mind."
As Exarchs are masters of their chosen warrior path, Farseers are masters among the Warlocks. They have the ability to not only divine the future, but determine which of the myriad possible futures is the one towards which events are moving. The reasons for their actions are often inscrutable and give outsiders the impression that Eldar behavior is completely random.
Aside from their incredible powers of divination, Farseers can direct the energies of the warp itself to slay their foes without ever firing a shot.
In the original Dawn of War campaign, the Farseer Macha led the Eldar forces from Biel-Tan. Farseer Taldeer led the Ulthwé forces in Winter Assault (but with different stats) and Dark Crusade. The Ulthwé Eldar returned once again in Soulstorm, guided by Taldeer's successor, Farseer Caerys.
Compared to other commanders the Farseer has the most special abilities and these abilities are among the strongest (with the exception being that of the Necron Lord). Due to her weak melee attacks and high cost, many players choose to avoid building the Farseer in tier 1, since a Ranger/Dark Reaper combo can work better at that point in terms of damage output. However, it should be noted that her lower than average melee damage is somewhat accounted for by having higher than average disruption when performing special attacks. This often overlooked subtlety, coupled with the fact that she has the highest melee morale damage output of any T1 commander (beating out even the Haemonculus), lead some players to build her not so much for her damage, but for her ability to keep the enemy consistently knocked over and broken. Nonetheless, having her stand toe-to-toe with other commanders is ill advised.
The Farseer is fairly fragile unupgraded and should be prepared to retreat with Fleet of Foot as necessary. The best squad to accompany the Farseer is a Seer Council, but a Howling Banshee Squad is sufficient before the Seer Council becomes available. The Seer Council, aside from simply being better fighters than Banshees, also provide a recharge reduction to all of the Farseers spells.
The Psychic Storm ability does damage over time to a squad and also to nearby infantry. Of note is the fact that Psychic Storm follows the squad even as it moves. This makes it useful against any infantry squad because they are unable to run away from it once it has begun.
Mind War is designed for doing massive damage to a single target whilst slowing it at the same time. Priority should then be given to detector units if accompanied by Rangers, but it is otherwise a potent weapon against other commanders. This is particularly useful against Imperial Guard commanders, who can be often killed in a single hit. Priority should be especially given to Sanctioned Psykers who, in addition for providing detection, have a similar ability that they would use on the Farseer, Strip Soul.
Guide should be used on a ranged squad such as Warp Spider Squads or Fire Dragons to significantly increase accuracy and damage. Choose the squad based upon the target you wish to quickly kill (ie choose Fire Dragons if you need to kill a vehicle).
Eldritch Storm is a powerful ability that affects all enemy targets but is especially powerful against vehicles and buildings. It is best used inside an enemy base so that it can hit the most targets. Buildings obviously cannot run away, and it will be difficult for enemies to move their infantry and vehicles out of range without allowing you to completely annihilate their base. NOTE: The Eldritch Storm has rather an interesting effect when it kills an allied infantry (like allied computers in skirmishes or accidentally killing your own Avatar with it) as it conjures a rather small replica of the storm at the Farseer's current location which does damage her and other nearby units as well. This occurrence is not rare and happens quite frequently.
|Psychic Storm||Hotkey: C|
|Target Types||Any enemy infantry, heavy infantry, commanders, or daemons|
|Area of effect||10||Cooldown time||155 s|
|Effects||The Farseer unleashes a power psychic blast over an area, damaging enemy infantry every second over 10 seconds. Damage shown is the total over 10 seconds.|
|Mind War||Hotkey: M|
|Target Types||Any enemy infantry, heavy infantry, commanders, or daemons|
|Area of effect||0||Cooldown time||110 s|
|Effects||Does damage to the targeted unit over 5 seconds and slows the target by 25% for the duration of the Mind War. Damage shown is the total over 5 seconds. This ability automatically targets squad leaders over regular units in the squad.|
|Target Types||Any friendly infantry, heavy infantry, commanders, and daemon medium|
|Area of effect||Entire targeted squad||Cooldown time||150 s|
|Effects||Improves the accuracy of the target squad by 30% for 25 seconds. Depending on the squad's initial accuracy with their weapons, this can be a boost to overall DPS by 40-50%. Also note that a guided squad firing on the move has 300% the DPS of an unguided one.|
|Target Types||All friendly units|
|Area of effect||15||Cooldown time||Passive ability|
|Effects||All nearby friendly units receive 10% less ranged damage.|
|Eldritch Storm||Hotkey: E|
|Requires||Imbue: Eldritch Storm|
|Target Types||Any Location|
|Area of effect||10||Cooldown time||180 s|
|Effects||The Farseer casts a massive psychic-powered storm that blasts the area with psychic discharge for 5 seconds, affecting all units within the area of effect and well as throwing them back with the force of the Storm (40-50 force). The damage of the spell has a radius of 10, roughly the size of the targeting cursor, but the knockback of the spell is in a radius of 20. Units caught within the the damage radius also have their movement speed slowed by 25% for the duration of the spell. Damage shown is the total over 5 seconds.|
|Fleet of Foot||Hotkey: F|
|Requires||Fleet of Foot Research|
|Area of effect||Entire squad||Cooldown time||Toggled ability|
|Effects||When activated, the squad moves 50% faster but loses 50% accuracy with all weaponry.|
|Target Types||All enemy infantry|
|Area of effect||10||Cooldown time||Passive ability, once every 10 seconds|
|Effects||When engaging in melee, the Farseer unleashes a powerful shockwave from her mind, knocking all infantry around her (15-20 force).|
|Cost||Default Weapon||Range||25||Setup Time||0 s|
|Build Time||Default Weapon||Accuracy||70% (100% w/ Guide which increases the DPS by 42.9%)||Refire Rate||1 s|
|Area of Effect||0||Requires||Nothing|
|Cost||Default Weapon||Range||Melee||Setup Time||0 s|
|Build Time||Default Weapon||Accuracy||100%||Refire Rate||1 s|
|Area of Effect||0||Requires||Nothing|
|Imbue: Fortune||Hotkey: F|
|Cost||75 35||Research Time||39 s|
|Researched From||Soul Shrine|
|Effects||Imbues the Farseer with the Fortune aura.|
Imbue: Eldritch Storm
|Imbue: Eldritch Storm||Hotkey: S|
|Cost||125 40||Research Time||50 s|
|Researched From||Soul Shrine|
|Effects||Imbues the Farseer with the ability to cast Eldritch Storm.|
Farseer Veteran Upgrade
|Farseer Veteran Upgrade||Hotkey: H|
|Cost||100 25||Research Time||39 s|
|Researched From||Soul Shrine|
Farseer Hero Upgrade
|Farseer Hero Upgrade||Hotkey: H|
|Cost||125 50||Research Time||50 s|
|Researched From||Soul Shrine|
|Requires||Farseer Veteran Upgrade|
The Dawn of War Player's Guide
Of farseer dawn war 2
Oksana was amazed, - the color can be ordered here, - I choose the gender of the leopard skin color. The floor was immediately transformed. - I found a creative impulse for Oksana.Dawn of War 2 Retribution Last Stand: Eldar Farseer
The balls almost touched me, and he was shaved bald - the scent of sex was wonderful. I began to kiss the guy's balls, he obviously liked it - I began to move faster, while substituting the eggs. For affection.
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Finally, Vika got fed up with this fucking, she wanted something more accurate. She got out of bed, pulled off her friend, got down on her knees, dropping down to the already standing member. It was as sleek and inviting as her own. Not wasting time on admiration, she greedily wrapped her lips around him and immediately swallowed to the full length.
Practice on an artificial penis that had just been in her ass yielded results.