Warhammer 40,000: Dawn of War II - Retribution

Warhammer 40,000: Dawn of War II - Retribution

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Dawn of War 2 - A last stand guide
By Peronga and 1 collaborators
A little guide I wrote to talk about effective gear loadouts in The Last Stand mode
   
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Overview
Before we start here I should give a little overview about a little system I like to have on my teams. The 7 characters can be categorised into groups similar to an MMORPG

Tank - this will be your damage taker, the one that takes all the attention away from other players and absorbs it all and is still able to keep fighting after it.

DPS - the damage dealer the one that is all guns, able to bring down the strongest of units quickly. This class tends to be a glass cannon and requires a tank to keep the heat of of him while he works.

Support - a class that is there to back players up in the form a a base, fire support, or there the pick up the broken pieces of your body and glue them back together again when there blown to smithereens.

I like to have one of each on a team and whats nice about this game is that each character can be able to work as multiple types of classes using the right wargear. So withou further or do lets get to it.

Authers note: For some reason I managed to run out of room on the Hive Tyrant section and had to squash it up to make it all fit on. I swear that the Mekboy section was longer than it though.
Eldar Farseer
The Farseer is without a doubt a support class and is a damn good one at that, she is capable of team teleportation, area of effect invisability shielding herself and team mates.

A good support build

Weapon

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).

Armor

Ghosthelm
Unlocks at level 13

Armor Rating: 44, +1 Energy Regeneration. (This helm increases the wearers energy regenerative capabilities.)

Or

Rune Armor
Unlocks at level 6

Armor Rating: 68, +50 Energy.

Abilities

Runes of Warding
Starting equipment
Grants Ability: Ward (25: Grant a targetted ally temporary invulnerability.)

Runes of Deception
Unlocks at level 7
Grants Ability: Conceal (20: Create a field at a fixed location that temporarily conceals all allies within its radius.)

Runes of the Warp
Unlocks at level 11
Grants Ability: Group Teleport (15: Teleport all nearby allied units to the targeted location.)

Comander item

Spirit Stone of Vigor
Unlocks at level 20

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.)

The point in this set is to keep allies safe. The ward makes a targeted player including yourself invunerable for about 5-8 seconds. The teleport takes any friendly unit including minions and downed players within it's reach to teleport to a targeted locationon on the map. and the conceal ability allows you to hide players to regain there health and energy. everything else you hold should increase energy cap and energy regen rate

The farseer can also be made into a DPS class

Weapon

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.)

Or

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.)

With

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.)

Or

Witchblade of Isha
Unlocks at level 9

One-handed melee weapon, 10.2 dps. +0.3 Energy Regeneration, +25 Energy.

Armor

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%.)

Or

Armor of Vaul
Starting equipment

Armor Rating: 184. Grants Trait: Fearless (Immune to supression).

Abilites

Runes of the Harlequin
Starting equipment
Grants Ability: Confuse (15: Confuse the target squad, causing it to recklessly attack anything nearby for a short period.)

Runes of War
Unlocks at level 3
Grants Trait: Combat Master (+40% Melee and Ranged damage.)

Runes of Wrath
Unlocks at level 10

Grants Trait: Second Strike (Delayed psychic strikes follow each time the Farseer strikes an enemy in close combat.)

Comander item

Spirit Stone of Eldritch Might
Unlocks at level 5

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.)

Or

Spirit Stone of Illusion
Unlocks at level 15

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.

The point of this set is to create mass damge on a large area using abilitys such as the elderich bolt or the elderich storm. Also being able to force your opponents to engage there own team is useful to and makes for a good distraction.

Ork Mekboy
The Orks Mekboy is my personal favourite and the most versatile of the characters. Able to play the roles of a tank dps or support class.

Tank loadout

Weapons

Pokkit Rokkit Launcha
Unlocked via paid DLC pack

One-handed ranged weapon, 5.2 dps. Grants Traits: Knockdown (Passive Rokkit Launcha fire knocks down smaller units), Armor Piercing (Attacks from the Rokkit Launcha ignore up to 140 armor value.)

With

Big Choppa
Unlocks at level 6

One-handed melee weapon, 16.0 dps. +2.0 Health Regeneration. Grants Trait: Invigorating (Regain 5 Energy when killing an enemy with a melee strike.)

Or

Big Shoota
Starting equipment

Two-handed ranged weapon, 44.0 dps.

Armor

‘Eavy Armor
Unlocks at level 3

Armor Rating: 180, +75 Health.

Abilities

Cybork Parts
Unlocks at level 7

+66 Armor Rating.

Sturdy Bitz
Unlocks at level 8

Grants Trait: Unshakable (Makes the wearer immune to knockback.)

With

Mega-Rumblah
Unlocks at level 2

Grants Ability: Mega-Rumblah (35: Knock down enemy infantry in a large radius around the Mekboy for the duration of the ability.)

Or

Proximity Mines
Unlocks at level 17

Mines can be scattered in a target area. When triggered by an enemy they cause knockdown damage in a large radius.

Comander item

Boss Pole
Unlocks at level 20

Increases the Mekboy’s health and grants suppression immunity to him and all surrounding allies.

This class should have the 'Eavy armor, cyborg parts and Boss pole as it's basics but has a bit of flexability in it. I prefer to use the Big Choppa for this set over the Bigga Shoota because as a tank you're aiming to attract enemy attention and will get locked in melee a lot where this will render the Bigga Shoota pointless. Sturdy bits arn't necessary but help a lot to keep you fighting back. The boss pole boosts your overall health. This set comes with the highest armor rating in the game along with a high amount of health making for a tough little boy indeed.

The DPS ork (My personal fav)

Weapons


Pokkit Rokkit Launcha
Unlocked via paid DLC pack

One-handed ranged weapon, 5.2 dps. Grants Traits: Knockdown (Passive Rokkit Launcha fire knocks down smaller units), Armor Piercing (Attacks from the Rokkit Launcha ignore up to 140 armor value.)

With

Zzap Knife
Unlocked by achievement “The sharpest wrench” (Achieve 350 kills in a single match as the Ork Mekboy)

One-handed melee weapon, 45.0 dps. Grants Traits: Protective Teleport, Proactive Escape, +2.0 Health Regeneration.

Armor

Teleporta Pack
Starting equipment

Armor Rating: 22. Grants Ability: Teleporta (7: Teleport to the chosen location.)

Abilities

Juiced Up Tellyporta
Unlocked via paid DLC pack
Grants Trait: Ported!! (Whenever an enemy or the Mek is teleported they explode dealing area of effect damage and knockback.)

Cybork Parts
Unlocks at level 7

+66 Armor Rating.

Sturdy Bitz
Unlocks at level 8
Grants Trait: Unshakable (Makes the wearer immune to knockback.)

Comander Item

Boss Pole
Unlocks at level 20

Commander Item. Increases the Mekboy’s health and grants suppression immunity to him and all surrounding allies.

This set is all about damage through teleporting. A lot of people use the Roks ability with this set however the rok strike takes away all fifty of your energy points and can leave you in trouble without any form of escape till you get the energy back. make sure to keep a finger hovering over the J key, the teleport ability has a 1 second cooldown and spamming that high damage explosion can kill the force comander, a wrathlord and even a carnivex with surprising speed. BE CARFUL OF TEAM MATES the teleport explosion does damage to them and quite a bit at that. Cyborg parts is almost essential, well.... it's not but if you wanna live than your better with it. The teleporta armor has the second lowest armor rating in the game withou the cyborg parts and you become very fragile. The explosions you preform knock you and anyone near by over sturdy bitz keep you on your feet. Of course the center piece of the set is the juiced up teleporta, there is no point in this set without it.

Support boy

Weapons

Big Shoota
Starting equipment

Two-handed ranged weapon, 44.0 dps.

Armor

Any armor of choice, the pick is yours to decide

Abilities

A choice of any of the following four

Battery Pack
Starting equipment

Grants Ability: ‘Ave A Taste (30: Give Energy to a friendly unit and restore their Health.)

Speshul Tools
Unlocks at level 4

+25 Energy.

Dok’s Tools
Unlocks at level 13

Accessory. Grants Trait: Reactive Zeal (Chance when hit to heal self and all nearby allies for 10 health.)

Bouncy Shield
Unlocks at level 15

Grants Ability: Bouncy Shield (20: Activate a force field that knocks away any enemy infantry who get close to the Mekboy.)

Comander Item

Trophy Rack
Unlocks at level 5

Commander Item. Grants Trait: Fearsome Aura (Reduces nearby enemy damage by 35%. Additional Fearsome Auras reduce the damage by an additional 15%.

Or

Boss Pole
Unlocks at level 20

Commander Item. Increases the Mekboy’s health and grants suppression immunity to him and all surrounding allies.

This set focuses on distributing health and energy to neaby friendlys and/or using shields to keep the Nids from swarming your new Tau buddy. Using the Bigga Shoot helps with a good long range fire support taking down weak infantry quickly.

Now get out dar an get killin ya puny grots

Space Marine Captain
This super human tank of death can take a beating and still walk it off, granted he might limp a little after a while but he's still standing isn't he >:(.

The walking Tankman

Weapons

Master-Crafted Chainsword
Starting equipment

One-handed melee weapon, 12.3 dps. Grants Trait: Zealous (The Captain regains 10 health every time he strikes with his chainsword.)

With

Master-Crafted Bolt Pistol
Starting equipment

One-handed ranged weapon, 4.8 dps. +1.5 Health Regeneration.

Or

Sacred Relic Armor
Unlocked via paid DLC pack

Armor Rating: 135. Grants Traits: Melee Expert (Melee damage increased by 15%), Crushing Blows (Melee attacks deal additional damage in an area around the attacker.)

Armor

Armor of Vengeance
Unlocks at level 9

Armor Rating: 208. Grants Trait: Reactive Strike (Chance when the Captain is hit by a melee attack to damage and knockback the attacker.)

Abilitys

Rite of Fortitude
Starting equipment

+75 Health.

Parable of the Stalwart Brother
Unlocks at level 4

+1.5 Health Regeneration.

Jump Pack
Unlocks at level 8

Grants Ability: Assault Jump (15: Soar through the air and land at target location knocking back nearby units.)

Comander Item

Larraman’s Blessing
Unlocks at level 5

Grants Trait: Healing Aura (+2 Health Regeneration for all nearby allies.)

This class is designed to increase your health armor rating and health regen as much as you can to get you to last as long as you can.

DPS foucused Spess Mahrine

Weapons



Power Axe
Unlocks at level 7

One-handed melee weapon, 19.0 dps. Grants Trait: Armor Piercing (Strikes from the Power Axe ignore up to 100 armor value.)

With

Plasma Pistol
Unlocks at level 3

One-handed ranged weapon, 3.5 dps. Grants Traits: Corroding (Targets hit with the plasma pistol have their armor reduced for a short duration), Combat Expert (+30% Melee and Ranged damage.)

Or

Inscribed Combat Shield
Unlocked via paid DLC pack

Shield (uses one-handed ranged weapon slot), +25 Armor Rating, +25 Health. Grants Trait: Shield Block (Incoming ranged damage reduced by 25%.)

Or

Plasma Gun
Unlocks at level 11

Two-handed ranged weapon, 22.6 dps. Grants Ability: Hellfire Grenade (15: An area-of-effect attack with low-medium damage distributed evenly across the entire area. This damage ignores a significant amount of armor.) Grants Trait: Armor Piercing (Attacks from the Plasma Gun ignore up to 100 armor value.)
Armor

Armor of Vengeance
Unlocks at level 9

Armor Rating: 208. Grants Trait: Reactive Strike (Chance when the Captain is hit by a melee attack to damage and knockback the attacker.)

Or

Sacred Relic Armor
Unlocked via paid DLC pack

Armor Rating: 135. Grants Traits: Melee Expert (Melee damage increased by 15%), Crushing Blows (Melee attacks deal additional damage in an area around the attacker.)

Abilities

A choice of any of the following

Jump Pack
Unlocks at level 8

Grants Ability: Assault Jump (15: Soar through the air and land at target location knocking back nearby units.)

Oath of Merciless Rage
Unlocks at level 2

Grants Ability: Merciless Strike (15: Lash out at a specified target with an explosive short-range melee attack.)


Rite of Fortitude
Starting equipment
+75 Health.

Parable of the Stalwart Brother
Unlocks at level 4
+1.5 Health Regeneration.

Camander Item
Dreadnought Drop Pod
Unlocks at level 15

Grants Ability: Call Dreadnought (50: Deliver a Dreadnought by drop pod.) Can only have one Dreadnought active at a time.

This set focuses more on damage by making use of armor that hits attackers, piercing weapons, combat boosts and DREADNAUGHTS. but is slightly more fragile than the tank counterpart

Tyranid Hive Tyrant
The Hive Tyrrant Makes a good tank or dps class. It does come with a good minion based set as well.

Tank, the sacrificer
Weapons

Behemoth Claw
Unlocked by achievement “Heavy Hitter” (Kill 25 superheavy units as the Tyranid Hive Tyrant).
Two-handed melee weapon, 30.0 dps, +50 Armor Rating. Grants Trait: Armor Piercing
Armor
Thornback Carapace
Unlocked via paid DLC pack
Armor Rating: 190. Grants Traits: Barbed Armor (Enemies that attack the Hive Tyrant in melee take 20 damage for every attack), Fearless (Immune to suppression), Unshakable (Makes the wearer immune to knockback.)
Abilities
Genestealer Nest
Starting equipment
Accessory. Grants Ability: Call Genestealer (10: Call Genestealer minion creatures whose rending claws reduce the effectiveness of enemy armor.) Can only have one active Genestealer squad at a time.
Bio-Feedback
Unlocks at level 12
+25 Health. Grants Trait: Feedback Invulnerability (The death of any minion creature briefly makes the Hive Tyrant invulnerable.)
With
Warp Field
Unlocks at level 8
+50 Energy. Grants Ability: Warp Field (Raise a protective shield which halves incoming damage and causes it to reduce Energy instead of Health.)
Or
Explosive Decomposition
Unlocks at level 16
+20 Minion Creature Health, +50 Health. Grants minion trait: Death Throes (A toxic cloud erupts upon death of any minion creature, damaging enemies in a large area. The higher the minion creature’s maximum Health, the greater the damage done.)
Comander Item
Synapse
Unlocks at level 15
Commander Item. -50% Ability Energy Costs.
This class is all about Spammin when a genestealer dies you are given a few seaconds of Invulnerability. Genestealers a cheap and quick to die, Synapse cuts the energy consumption in half. The barbed armor allows you to take a lot of punishment and deal out damage at the same time. Finally the Behemoth claws deal mssive damage making you an efective dps as well.
DPS, The poison cloud
Weapons

Devourer Cannon
Unlocked via paid DLC pack
Two-handed ranged weapon, 7.4 dps. Grants Trait: Gestate (Units hit by the devourer take 30 damage over 6 seconds.)
Armor
Poison Cysts
Starting equipment
Armor Rating: 160, -14% Movement Speed, +50 Health. Grants Ability: Toxic Miasma (25: Emit a toxic cloud that poisons a large area. Enemies in the area suffer damage over time equal to half of the Hive Tyrant’s maximum health over 20 seconds.) Grants Traits: Fearless (Immune to suppression), Unshakable (Makes the wearer immune to knockback.)
Abilites
Toxin Sacs
Unlocks at level 2
+20 Minion Creature Health. Grants Trait: Searing (The Hive Tyrant’s Melee and Ranged attacks deal additional damage over time. Damage scales with the Hive Tyrant’s maximum health. Multiple searing attacks stack.) Grants Minion Trait: Searing (All minion creatures’ Melee and Ranged attacks deal additional damage over time. Damage scales with the attacker’s maximum Health. Multiple searing attacks stack.)
Implant Attacks
Unlocks at level 9
+20 Minion Creature Health. Grants Trait: Combat Master (+30% Melee and Ranged damage.) Grants Minion Trait: Combat Master (+30% Melee and Ranged damage.)
Ravener Nest
Unlocks at level 18
Grants ability: Call Ravener.
Comander Item
Evolution
Unlocks at level 20
Commander Item. +2.0 Health Regeneration. Grants minion traits: Resilient (+50 Health and +2 Health Regeneration), Swift (+25% Movement Speed), Combat Expert (+25% melee and ranged damage)
This set uses the gestate effect of the devourer and the searing effect of the toxin sacs boosted by implant attack. The poison of both effects can take out squads of infantry in seconds and can take out vehicles pretty fast too. The revener also deals a large amout of damage adopting the effects of implant attack and searing, the burrow strike also deals a high damage area of effect attack.
The BeastMaster
Weapons

Enlarged Scything Talons
Starting equipment
Two-handed melee weapon, 16.0 dps. Grants Minion Traits: Armor Piercing (All minion creature attacks ignore up to 100 armor value), Combat Expert (+30% melee and ranged damage.)
Or
Crushing Talons
Unlocks at level 14
Two-handed melee weapon, 14.6 dps. +1 Minion Creature Health Regeneration. Grants Trait: Feedback Zeal (The Hive Tyrant regains 3 Health every time one of his minion creatures attacks.)
Armor
Bonded Exoskeleton
Unlocks at level 6
Armor Rating: 134, -14% Movement Speed, +75 Health, +50 Minion Creature Health, +2 Minion Creature Health Regeneration. Grants Traits: Fearless (Immune to suppression), Unshakable (Makes the wearer immune to knockback.)
Abilities
Any following of the four
Implant Attacks
Unlocks at level 9
Accessory. +20 Minion Creature Health. Grants Trait: Combat Master (+30% Melee and Ranged damage.) Grants Minion Trait: Combat Master (+30% Melee and Ranged damage.)
Tyrant Guard Nest
Unlocks at level 3
Accessory. Grants Ability: Call Tyrant Guard (20: Call a Tyrant Guard minion creature. Highly resilient, the Tyrant Guard can also taunt enemies.) Can only have one active Tyrant Guard at a time.
Warrior Nest
Unlocks at level 7
Accessory. Grants Ability: Call Warrior (15: Call a Tyranid Warrior minion creature armed with powerful Scything Talons and able to knock back enemy infantry.) Can only have one active Warrior at a time.
Ravener Nest
Unlocks at level 18
Accessory. Grants ability: Call Ravener.
Comander Item
Evolution
Unlocks at level 20
Commander Item. +2.0 Health Regeneration. Grants minion traits: Resilient (+50 Health and +2 Health Regeneration), Swift (+25% Movement Speed), Combat Expert (+25% melee and ranged damage)
This set allows your minions to deal immense damage or become tanks in there own right. If the crushing talons are equiped then the health regen of your minions is so high that most damage taken is healed instantly

Chaos Sorcerer
The sorcerer can be used as both a Narcissistic DPS or a Dopplemaster Support

Close combat Narcissistic DPS.

Weapons


Cataclysmic Hellblade
Unlocked by achievement “There can be only one” (Defeat your clones on Wave 16 of the Bloodied Colosseum as the Chaos Sorcerer).

Two-handed melee weapon, 21.4 dps. Grants Traits: Hell Attacks (Attacks with the Hell Blade use 5 energy), Bonus Damage (Attacks with the Hell Blade cause extra damage.)

Armor

Armor of Might Undivided
Unlocks at level 13

Armor Rating: 88. Grants Traits: Fearless (Immune to suppression), Unshakable (Makes the wearer immune to knockback), Narcissistic (All minion traits and bonuses apply to the Sorcerer instead.)

Abilities

Rubric Touched Helm
Unlocked via paid DLC pack

Grants Trait: Dark Fortification (Adds 150 Armor Rating to the Sorcerer for 10 seconds when struck in melee.)

Accursed Idol
Unlocked by achievement “Magic Missiler” (Consume 5,000 energy from using abilities as the Chaos Sorcerer).

Grants Trait: Accursed Idol (Damage received by the Sorcerer causes the attacker to take damage.)

Daemonic Gift of Retaliation
Unlocks at level 8

Grants Minion Trait: Reactive Strike (Chance when the Doppelganger is hit by a melee attack to trigger a reactive Doomblast. Greater Sorcery and Master Sorcery traits enhance this effect.) A Narcissistic Sorcerer gains the same chance to emit this Doomblast when he is attacked.

Comander Item

Icon of Pain
Unlocks at level 20

Grants Trait: Aura of Power (Sorcerer and nearby allies gain a bonus of 30% to melee and ranged damage.)

This set should be used to trap long ranged units such as shuriken canons in close combat to kill them of quickly The reason there are no abilities on this class is because of the hellblades drain on energy. If you keep attacking you're not going to have the energy to use any abilities, you instead have the automatic doomblast that comes from the gift of retalitation.

Long ranged Narcissitic DPS

Weapons


Staff of Daemonic Flame
Unlocks at level 15

Two-handed ranged weapon. Grants Ability: Let The Galaxy Burn! (20: Loose an orb of empyreal flame a target. Orbs detonate on impact leaving smoldering residue that can continue to damage enemies.)

Armor

Armor of Might Undivided
Unlocks at level 13

Armor Rating: 88. Grants Traits: Fearless (Immune to suppression), Unshakable (Makes the wearer immune to knockback), Narcissistic (All minion traits and bonuses apply to the Sorcerer instead.)

Abilities

Sigil of Greater Sorcery
Unlocks at level 7

Grants Trait: Greater Sorcery (Warpfire now causes knockback. Doomblast deals additional damage. Curse of Tzeentch recharges Sorcerer Energy. Let the Galaxy Burn fires an additional fireball. Warp burns the ground upon arrival.)

Sigil of Master Sorcery
Unlocks at level 18

Grants Trait: Master Sorcery (Warpfire range doubled. Doomblast briefly increases unit’s armor. Curse of Tzeentch heals the Sorcerer. Let the Galaxy Burn fires an additional fireball. Warp burns the ground upon departure.)

Daemonic Gift of Sustenance
Unlocks at level 19

Grants Minion Traits: Combat Vigor (Whenever the Doppelganger makes a standard attack, it regains 2 Energy), Zealous (Whenever the Doppelganger makes a standard attack, it regains Health equal to 100% of the damage caused). For Narcissistic Sorcerers the recharge effects applies to the Sorcerer’s own attacks.

Comander Item

Icon of Pain
Unlocks at level 20

Grants Trait: Aura of Power (Sorcerer and nearby allies gain a bonus of 30% to melee and ranged damage.)

This set allows the sorcerer to spam fire balls everywhere and gain energy and health upon damage and kills, dealing immense damage and gaining life back in return.

Dopplemaster Support

Weapons


Staff of Tzeentch
Unlocks at level 12

Two-handed weapon, 9.8 dps. Grants Ability: Warp (7: Teleport to target location.)

Armor

Robes of the Deathless
Unlocks at level 17

Armor Rating: 4. Grants Ability: Daemonic Doppelganger (15: Summons a Daemonic minion who takes the form of a targeted enemy). Grants Trait and Minion Trait: Deathless (When suffering a fatal blow, the Sorcerer/Doppelganger instead regains full Health and Energy and deals double damage for a short period. This effect cannot recur for 30 seconds.)

Abilities

Sigil of Greater Sorcery
Unlocks at level 7

Grants Trait: Greater Sorcery (Warpfire now causes knockback. Doomblast deals additional damage. Curse of Tzeentch recharges Sorcerer Energy. Let the Galaxy Burn fires an additional fireball. Warp burns the ground upon arrival.)

Daemonic Gift of Retaliation
Unlocks at level 8

Grants Minion Trait: Reactive Strike (Chance when the Doppelganger is hit by a melee attack to trigger a reactive Doomblast. Greater Sorcery and Master Sorcery traits enhance this effect.) A Narcissistic Sorcerer gains the same chance to emit this Doomblast when he is attacked.

Sigil of Master Sorcery
Unlocks at level 18

Grants Trait: Master Sorcery (Warpfire range doubled. Doomblast briefly increases unit’s armor. Curse of Tzeentch heals the Sorcerer. Let the Galaxy Burn fires an additional fireball. Warp burns the ground upon departure.)

Comander Item

Icon of Summoning
Unlocks at level 5

Grants Trait: Greater Summoning (Doppelganger ability may now target enemy champions.) +125 Health (Narcissistic only.)

This set is all about upgrading your minions doomblast allow them to area of effect with lots of vigor. While an exploding force comander will become your new best friend it's also nice to set everywhere on fire while you warp around.

Lord General
The Lord Gerneral is support class that is designed to supply a secure fallback base to friendly players who need somewhere safe to sit and regain health or energy supply.

A DPS based camper

Weapons


Deadly Sniper Rifle
Starting equipment

Two-handed ranged weapon, 12.0 dps. +1.0 Energy Regeneration. Grants Ability: High-Powered Shot (20: Fire a high-powered anti-infantry round with very long range.)

Or

Ornate Vostroyan Shotgun
Unlocked via paid DLC pack

Two-handed ranged weapon, 10.5 dps. Grants Trait: Area of Effect (The Shotgun deals damage in a radius). Grants Ability: Solid Slug (25: Replace the Shotgun’s regular shot with a solid slug. Deals large damage to the target and knocks back units in a small area.)

Armor

Master-Crafted Carapace Armor
Level 4

Armor Rating: 79. Grants Ability: Tarantula Heavy Bolter Turret (25: Calls in a Valkyrie that air drops a tarantula turret armed with a heavy bolter, effective at suppressing infantry.) Grants trait: Fearless (Unit is immune to suppression.)

Abilities

Medallion Crimson
Level 3

Grants Trait: Combat Expert (+30% Melee and Ranged Damage.)

Sergeant
Level 9

Adds a Sergeant to Imperial Guard minion squads. Grants Minion Trait: Battle Hardened (Adds 100 Armor and +2 Health Regeneration.)

Commissar
Level 14

Grants minion trait: Combat Expert (+30% melee and ranged damage).

Comander Item

Catachan
Level 10

Commander Item. Grants Ability: Deploy Catachan (35: Calls in a Valkyrie that air drops a Catachan squad, armed with shotguns and able to throw grenades.) Grants Minion Traits: Knockdown (Catachan shotgun fire has a chance to knock down smaller units), Explosives Expert (Catachans occasionally toss frag grenades.)

This set uses the sniper and shotguns high power shots to deal large amounts of damage to the foe. The catachans use of frag grenades are good at wiping enemies out too. I don't equip Ogryns because they always run off and leave you on your own, while the catachan sticks with you.

Trooper based support

Weapons


Plasma Gun Level 18

Two-handed ranged weapon, 7.3 dps. Grants traits: Armor Piercing (attacks from the Plasma weapon ignore up to 100 armor), Wargear Package (in addition to the Lord General, weapon specialists are able to equip this weapon).

Armor

Master-Crafted Carapace Armor
Level 4

Armor Rating: 79. Grants Ability: Tarantula Heavy Bolter Turret (25: Calls in a Valkyrie that air drops a tarantula turret armed with a heavy bolter, effective at suppressing infantry.) Grants trait: Fearless (Unit is immune to suppression.)

Abilities

Ursidae Trophy
Unlocked via paid DLC pack

Grants Minion Traits: Inspired Will (Increases the health of all the General’s infantry by 15), Superior Provisions (Increases the health of all the General’s turrets by 150.)

Sergeant
Level 9

Adds a Sergeant to Imperial Guard minion squads. Grants Minion Trait: Battle Hardened (Adds 100 Armor and +2 Health Regeneration.)

Commissar
Level 14

Grants minion trait: Combat Expert (+30% melee and ranged damage).

Comander Item

Storm Troopers
Level 20

Storm Troopers: Elite infantry equpped with hot shot lasguns. Grants the Tactical Withdrawl ability that allows the Lord General to retreat to a target position. Grants Ability: Deploy Storm Troopers (35). Grants Ability: Tactical Withdrawal (6: the Lord General will retreat to the target location to regroup). Grants Trait: Special Ops (-25% Energy costs).

This set uses the stormtroopers and equips them with plasmaguns as well as lasrifles and is a trooper based camping set

DPS charger

Weapon


Inspiring Power Sword
Starting equipment

Two-handed melee weapon, 19.0 dps. Grants Traits: Inspiring (Strikes from the Power Sword improves the damage and speed of nearby allies), Armor Piercing (Attacks from the Power Sword ignore up to 100 armor value), Melee Charge (Charge into melee combat, knocking down target).

Armor

The Black Plate
Unlocked by achievement “Unshakable” (Complete 10 waves in a single match while holding both strategic points as the Lord General)

Armor Rating: 125. Grants Trait: Black Armor (The Lord General receives 50% less damage in melee).

Abilites

Duelist Honors
Unlocked by achievement “A trail of blood behind him” (Kill 2,500 enemies as the Lord General)

Grants Trait: Duelist (Increases melee damage by 40%).

Sergeant
Level 9

Adds a Sergeant to Imperial Guard minion squads. Grants Minion Trait: Battle Hardened (Adds 100 Armor and +2 Health Regeneration.)

Commissar
Level 14

Grants minion trait: Combat Expert (+30% melee and ranged damage).

Comander Item

Ogryns
Level 15

Commander Item. Grants ability: Deploy Ogryns (35). Grants minion trait: Healthy (Ogryns have increased health).

This set is for getting stuck in and using the inspiring melee strikes to buff allies. This is not for camping

Tau Shas'O Comander
The Tau can prettry much only work as a DPS class, he can become a tank but a lack of melee power (by that I mean there is none at all) will put him in trouble.

A nice set for the Tau

Weapon


Any weapon of prefered choice

With

Networked Weapon Interface
Unlocked by achievement “Dynamic Entry” (Kill 100 enemies by jumping on them.)

Controller (equipped in shield slot). Grants Trait: Twin-Linked (Duplicates the currently equipped weapon, utilizing the shield hardpoint. Twin-linking weapons slightly reduces the damage output of each individual weapon. The duplicated weapon receives the same bonuses as the primary weapon.)

Armor

XV8 ‘Command’ Crisis Battlesuit
Unlocks at level 17.

Armor Rating: 110. Grants Ability: Jet (10: Jumps the Crisis suit from its current location to the targeted location, knocking back enemies on impact.) Grants Traits: Unshakable (Makes the wearer immune to knockback), Fearless (Makes the wearer of this suit and allies around him immune to suppression), Improved Targeting (Increases the wearer’s and nearby allies’ ranged damage by 15%.)

Abilities

Stimulant Injector
Unlocks at level 4.

Grants Trait: Resuscitation (When the Commander’s health slips below 20 he automatically revives 100 health. Resuscitation can only trigger once every 30 seconds. If an attack is powerful enough to lower the Commander’s health to 0 from above 20 it will bypass the injectors and be fatal.)

Coolant Injectors
Unlocks at level 10.

Grants Trait: Cooled Systems (Decreases the cool down of abilities by 5 seconds and the cost by 5 energy.)

Missle pod of choice

Comander Item

Heavy Gun Drone Controller
Unlocks at level 15.

Commander Item. Grants Ability: Heavy Gun Drone (25: Summon a Tau heavy gun drone to the battlefield. Gun drones are equipped with twin-linked burst cannons and fire on the enemy.)

This set is all about mobility and damage nothing more to it really

Summary
If your still reading this then congratulations go and play the damn game now or something. If you have any sets that worked well for you leave them in the comments and I will add them to an extras section at the bottem.

Thanks for reading.
Marshmellus
152 Comments
God Aug 3, 2016 @ 11:11am 
Very usefull guide. Thanks
gRey Hunter 693 Aug 10, 2014 @ 2:39am 
Спасибо,очень помогло!
Rabidmabel Aug 1, 2014 @ 2:41am 
ghosthelm good it's one of the worsr pieces of armor in the game
GRIFOS Jun 23, 2014 @ 11:40am 
Gotta love the Chaos Sorcerer, and i have another build that I personally like:
-Staff of Tzeentch
-Vestments of Power Undivided (love the energy regen)
-Tome of Doom
-Daemonic Gift of Sustain
-Sigil of Greater Sorcery
-Icon of Summoning (dat 125 extra HP works better for me than the Icon of Pain)
The plan is to teleport next to an enemy unit and destroy it with the Doombolt. Then repeat. If low health/energy kill weaklings for recovering (thanks to the Combat Vigor and Zealous)
I also love the "Walking Flamethrower" but having the ability to warp is important in some situations.
Gorn Żelazna Pięść May 11, 2014 @ 9:11am 
Lord General - Good for anty-infatry is when you take bolter (don't know about plasma gun don't get it yet) and guardsmen squad with both sergeants. And better take than rocket turret for heavy armour.
Beleth Nov 20, 2013 @ 5:00pm 
BTW i also use your tau set with plasma rifles
JayCyrZak Oct 31, 2013 @ 2:20pm 
[h1]Here's my Support/DpS "Sky Ray Barrage" Tau Commander:[/h1]

Weapons:
Twin-linked Fusion Blasters (good against tanky enemies)

Armor:
XV8 "Agile" Crisis Battlesuit (doesn't give a lot of armor/health, but makes the jet go super far)

Accessories :heart::
Markerlight (marking & awesome Sky Ray Barrage)
Coolant Injectors (-5s cooldown & MOTHERF***ING -5 energy cost, which makes marking FREE)
These are only 100% necessary if you don't have the Marker Drone. If you do, the same stuff as one line below applies here.
Here you can put any other item that isn't an ability. (I recommend Stimulant Injector though.)

Commander Item:
If you have the Marker Drone, use that. (In that case, the Coolant Injectors aren't necessary)
If you don't have the Marker Drone, it doesn't matter which drone you use.
Rejex Oct 31, 2013 @ 2:05pm 
For captain, your secondary option for bolt pistol is says Sacred Relic Armor, and it is a picture of the shield, but it has relic armor's Stats, :)
Beleth Oct 18, 2013 @ 8:09pm 
here's a fun sorcerer(the pyromancer)
warpfire staff, vestments undivided, deamonic gift of sustenance, greater and master sorcery and aura of power, blast stuff apart to gain health and energy, get extra energy by boosted regen
Kais Oct 6, 2013 @ 6:38pm 
Hey anyone have a good build for wiping out the clones with the Shas'O? I have tried many and am still having a difficult time.