Career information | |
---|---|
Race | Greenskins |
Role | Ranged DPS |
Armor | Light |
Weapons | Spear, Bow |
Special Mechanic | Squig Pets |
Mirror Career | Shadow Warrior / White Lion |
Gender | None |
Abbrevations | SQ, Squig |
Archetype: Ranged DPS
Special Mechanic: Squig Pets
Class Details: Goblins aren’t exactly known for their fortitude or strength, so the clever Squig Herders use a pack of Squigs to do the hard work, while they stand back and safely pepper their enemies with arrows. Though they can keep only a single Squig under their control at any given time, the sheer arsenal of Squigs at their disposal make then valuable in nearly any situation.
As a Squig Herder you lead from the rear, turning your Squigs loose on the enemy and supporting them with commands, arrows and bait while safely out of harms way. The most critical elements of your strategy revolve around your choice of Squigs for your pack, and the abilities you use to support them. Your various breeds offer you tools for different situations, and you must mix and match them to meet your needs. Tactically speaking, your job is to kill the enemy while avoiding his counter-attacks – both you and your Squigs are deadly but fragile beasts.
Career Masteries
Goblins aren’t exactly known for their fortitude or strength, so the clever Squig Herder uses a pack of squigs to do the hard work for him while he stands safely away and unleashes a rain of deadly arrows. Through a combination of poking, prodding, yelling, and throwing raw meat, a Squig Herder has managed to…well…not exactly “tame” a pack of squigs, but certainly get them to at least run when he stabs them. The Squig Herder has the means to deal with any combat situation through the wide array of squigs at his disposal – and sometimes, they are quite literally at his disposal, as his pets have an unsettling habit of being eaten or exploding.
Path of Big Shootin
A specialist in this path is more than happy to stand far, far back from the fight and let his squig pets distract the enemies while he peppers them with arrows from a safe distance. Those who dismiss Goblins for their small stature quickly learn not to underestimate the Squig Herders powerful bow and keen aim, and many enemy’s final dying thought has been that perhaps they should’ve paid more attention to the Goblin than the squig.
Path of Quick Shootin
A clever master of this path uses the Goblins inherent tendencies towards twitching and running in his favor, and has learned to quickly snap off bow shots while moving.around. While he pays for this mobility at the cost of range, as he cant shoot as far without taking the time to stop and brace his bow, the speed and flexibility that he gains ensures that he can always stay out of harms reach.
Path of Stabbin
Some goblins are simply more bloodthirsty than others, and a master of this path prefers to use his bow simply as a means to weaken and hinder his enemy, allowing him to move in and dispatch them quickly with his crude yet brutal spear. Fighting side-by-side with his squig pets, the Squig Herder who selects this path is always gleeful to find himself in the middle of a messy fight.
Important Stats
As a Squig Herder you will need the following statistics which you can improve using armor sets, weapons, rings, talismans and renown points.
Ballistics: Increase your damage with all skills and reduce the chance to be dodged.
Weapons Skill: Increases your armor penetration and parry.
Critical Chance: Increases your chance to deal critical damage ( not the amount).
Wounds: Increases your overall HP. You can never have enough HP.
Acquiring Gear
There are many ways to get gear:
- Open RvR: The gear and weapons you get here are for your main spec. When you kill or lock a zone you will be given a number of War Crests according to your level which you can trade for armor and weapons. At the end of a zone if you roll high enough you will be give a color bag with may contain certain tokens that you can trade and get a jewel set. Engineers don’t have defensive jewels set like other classes.
- Scenarios: Scenarios remain a very strong source of gear. You continue to earn War Crests at the end of every scenario, which are then traded with vendors in Altdorf (Order) or the Inevitable City (Destruction) for armor and weapons. The quality of gear from scenarios can still be among the best in the game, making them a crucial part of gearing up.
- Achievements & Tokens: The Tome of Knowledge is still a vital system. By completing achievements (e.g., killing a certain number of creatures, collecting specific items, or exploring areas), you unlock entries in your Tome. These unlocks can reward tokens that are then traded in the library in Altdorf or the Inevitable City for unique jewels or tactics. Some very desirable sets and bonuses can be acquired this way. The development team has continued to add more Tome Achievement Unlocks, including some tied to Live Events as of 2025.
- Tier 4 epic quests: The epic quest lines in each area continue to be a source of significant rewards. Upon completing these lengthy, multi-step quest chains, you are typically given a choice of a powerful item, often with unique appearances or stats. These quests are a reliable way to get high-quality gear.
- Dungeons & Lairs: Dungeons and lairs are still important for acquiring gear, weapons, and jewels, both while leveling up and for end-game progression. The RoR team has been actively updating and even adding new PvE content. For example, as of early 2025, there’s a “Lost Vale” dungeon update introducing new armor sets (Dark Promise sets, including main spec, off-spec, and hybrid options), and materials for crafting permanent rings.
- Ward System: The game utilizes a “Ward” system where you often need to unlock lower-tier Ward sets before being able to equip higher-tier dungeon gear (e.g., Gunbad -> City -> Bastion Stair).
- Public Quests (PQs): While not strictly “dungeons,” PQs are large-scale PvE events that can also provide gear through loot bags. RoR has implemented different difficulties for PQs (Easy, Normal, Hard) which scale with the recommended number of players and offer varying loot quality.
The Squig Herder: Goblin Master of Pet-Assisted Mayhem
The Squig Herder in Warhammer Online: Return of Reckoning is a unique ranged DPS class with a pet, bringing a chaotic yet effective style of combat to the Destruction side. Recognizing their own lack of fortitude, these clever Goblins rely on a diverse pack of Squigs to do the hard work, while they safely pepper their enemies with arrows. Though they can control only one Squig at a time, their vast “arsenal” of Squig types makes them valuable in nearly any RVR situation.
RVR Strengths: Versatile Pet-Powered Offense
- Pet-Centric Versatility: The Squig Herder’s strength lies in their ability to adapt by choosing the right Squig for the job. Different Squigs offer various benefits (e.g., extra critical, extra range, defenses), allowing the Herder to tailor their playstyle. This focus on pets provides a unique tactical layer to their RVR presence.
- Three Specializations for Diverse RVR Roles: The Squig Herder’s three main specializations offer distinct playstyles:
- Long-Range Single-Target (Bow) Spec: Excels at precision damage from a distance. This spec is good for defending keeps and forts, where the Squig Herder can position themselves on high, protected positions to pick off specific high-value targets like enemy healers, ranged DPS, or siege engines. This spec offers excellent single-target damage, though with low mobility.
- Melee AoE (Squig Lure/Melee Squig) Spec: This unique spec allows the Squig Herder and their pet to attack both single targets and multiple enemies with the same efficiency. This is notably the only spec a warband will accept, as its AoE capabilities are crucial for large-scale engagements. This spec boasts good AoE with great mobility (Pounce), making them versatile in the thick of things.
- Ranged Medium Range (Kiting/Burst) Spec: This specialization focuses on burst damage and kiting, enabling the Squig Herder to maintain distance while dealing significant damage. This spec emphasizes mobility and hit-and-run tactics.
- Highly Adaptable in RVR: The Squig Herder is a welcome addition across all aspects of RVR:
- Solo and Group RVR: Their inherent flexibility and pet utility make them good as solo and in groups for general RVR (PVP). A solo Squig Herder can leverage their pet for distraction and damage while maintaining range.
- Smaller Group Fights: All three builds can be fine-tuned with the right modifications to excel in smaller group fights (duos, 6-mans, scenarios), offering tailored damage, control, and pet utility depending on the group’s needs.
- Keep/Fort Defender: Regardless of spec, the Squig Herder’s ranged capabilities and control (especially the AoE spec) make them a strong choice for static defense.
RVR Challenges: Pet Management and Niche Selection
- Pet Management (“Pets can get annoying”): While integral, managing the pet effectively can be a challenge. Correct pet choice, positioning, and understanding its abilities are crucial. If the pet becomes a burden (e.g., getting stuck, dying quickly), the Squig Herder’s overall effectiveness can suffer.
- Warband Specialization: While Squig Herders get a few spots in warbands, it’s almost exclusively as the AoE melee spec. This means that players favoring the ranged single-target or kiting specs might find limited demand in large-scale organized play.
- Vulnerability Without Pet: If their Squig is incapacitated or on cooldown, the Herder’s individual power drops significantly, making them more vulnerable, particularly in melee.
The Squig Herder in RVR: The Opportunistic Predator
The Squig Herder in Warhammer Online: Return of Reckoning is a chaotic yet effective ranged DPS, leveraging its unique array of Squig companions to adapt to any RVR challenge. Whether sniping from a distance, unleashing a flurry of AoE in melee, or kiting foes with powerful bursts, the Squig Herder’s versatility and pet-assisted combat make them a valuable and often underestimated asset across all RVR aspects. They are the opportunistic predators of the Destruction side, always ready to unleash their Squig-powered mayhem.
Playing a Damage Per Second (DPS) class in Warhammer Online: Return of Reckoning (RoR) is all about maximizing your offensive output, assisting your tank, and eliminating enemy threats efficiently. While tanks soak damage and healers keep everyone alive, DPS are the sharp end of the spear, responsible for taking down the enemy.
Just like with tanks, the specific skill names and mechanics will vary slightly between DPS careers (e.g., White Lion, Slayer, Witch Hunter, Shadow Warrior for Order; Choppa, Marauder, Sorcerer, Squig Herder for Destruction), but the core principles of effective DPS remain consistent.
The Core Philosophy of a RoR DPS
A successful RoR DPS focuses on:
- Target Prioritization: Knowing who to hit and when to hit them.
- Damage Maximization: Utilizing your rotations, procs, and cooldowns effectively to output the highest possible damage.
- Situational Awareness: Avoiding unnecessary damage, positioning for optimal attacks, and reacting to battlefield changes.
- Assisting Allies: Peeling for healers, interrupting key enemy abilities, and adding utility where needed.
Essential DPS Skills and Their Usage
1. Core Damage Abilities (Spam/Rotation Skills)
- What they do: These are your bread-and-butter attacks, forming the core of your damage rotation. They generate resources (if applicable) or simply deal consistent damage.
- When they’re used:
- On Cooldown (or as part of your rotation): Most DPS careers have a specific sequence of abilities that maximize their damage output. Learn this rotation and execute it consistently.
- Resource Management: If your class uses a resource (e.g., Meticulous Strike for Witch Hunters generating ‘Accuracy’), ensure you’re using your skills in a way that keeps your resource high enough to use your more powerful abilities.
- Example: As a Choppa, your core rotation might involve alternating between “Furious Choppa” (damage + rage generation) and “Rampage” (damage + rage consumption), trying to keep your “Reckless Abandon” buff up as much as possible. You’re constantly hitting these abilities as soon as they’re available, focusing on your primary target.
2. Burst / Cooldown Abilities
- What they do: These are your most powerful damage-dealing abilities, often with long cooldowns. They are designed to deliver a massive spike of damage in a short window.
- When they’re used:
- Opening Engagements: Often used at the very start of a fight, especially in coordinated assaults, to quickly eliminate a priority target.
- Execute Phase: When an enemy’s health drops low, burst abilities can quickly finish them off before they can be healed or escape.
- Responding to Healing: If an enemy is being heavily healed, a coordinated burst from multiple DPS can overwhelm the healing.
- Focus Fire: Used in conjunction with other DPS to quickly eliminate a pre-called target.
- Example: As a Sorcerer, you might open with “Daemonic Breath” or “Gaze of the Dark Gods” to apply a powerful debuff or initial burst, followed by your core rotation. When your group calls for a focus fire on an enemy healer, you pop your “Gifts of Chaos” to significantly amplify your damage for a short duration and unleash your most powerful spells.
3. Interrupts (Punt, Stagger, Silence)
- What they do: These abilities stop an enemy’s current cast, preventing them from using a spell or channeled ability.
- When they’re used:
- Critical Casts: Identify and interrupt high-impact enemy abilities. This includes:
- Heals: Stopping enemy healers from saving their allies.
- CC: Preventing enemy mages from polymorphing your tank or putting your healer to sleep.
- Big DPS Spells: Interrupting powerful AoE nukes or single-target burst spells.
- Denying Resources: Some abilities are crucial for resource generation. Interrupting them can starve an enemy.
- Setting up Kills: Interrupting an enemy’s escape ability can ensure they stay in range for your group to finish them.
- Critical Casts: Identify and interrupt high-impact enemy abilities. This includes:
- Example: You see an enemy Archmage beginning to cast “Healing Resonance,” a powerful AoE heal. You immediately use your “Rift Blade” (Shadow Warrior) or “Gut Ripper” (Witch Hunter) to interrupt the cast, denying their group a significant amount of healing.
4. Crowd Control (CC) – Roots, Snares, Stuns, Disarms, Blinds
- What they do: These abilities impair enemy movement, actions, or vision, making them vulnerable or preventing them from attacking.
- When they’re used:
- Peeling for Allies: If an enemy melee DPS is on your healer, a root or snare can create distance, allowing your healer to escape or for your tank to re-engage.
- Target Isolation: Rooting a specific enemy can prevent them from fleeing or reaching their allies for healing.
- Setting Up Kills: Stuns can hold an enemy in place for your group to burst them down without retaliation. Disarms prevent melee attackers from using their weapons.
- Kiting: Applying snares to keep dangerous melee enemies at a distance while you deal damage.
- Example: An enemy Witch Elf has bypassed your tank and is now tearing into your Bright Wizard. You quickly apply a “Winged Death” (Witch Hunter) to root the Witch Elf, allowing your Bright Wizard to create distance and for your tank to pick them up.
5. Debuffs (Offensive Utility)
- What they do: DPS classes often have abilities that reduce enemy armor, resistances, outgoing damage, or healing received.
- When they’re used:
- Focus Fire Enhancement: Apply armor or resistance debuffs to the enemy target your group is focusing. This significantly increases the damage all your allies deal to that target.
- Threat Reduction: Debuffs that reduce enemy damage output can ease the burden on your healers, especially from dangerous melee DPS.
- Anti-Heal: Apply anti-healing debuffs to enemy healers or high-priority targets to reduce the effectiveness of incoming healing.
- Example: Your warband is focusing an enemy Ironbreaker. As a Squig Herder, you consistently apply “Barbed Arrow” to him, reducing his armor and making him much easier for your entire group to burn down.
General DPS Principles
- Target Priority:
- Healers First (often): Eliminating enemy healers is usually the quickest way to win a fight.
- Squishy DPS: Mages, archers, and some melee DPS are often easier to kill than tanks and can deal significant damage if left unchecked.
- Debuffers/CCers: Sometimes, taking out an enemy who is consistently applying powerful debuffs or CC to your team is a higher priority.
- Tanks Last: Tanks are designed to be hard to kill. Only focus them if all higher priority targets are dead or they are isolated and vulnerable.
- Positioning:
- Melee DPS: Stay on the enemy’s flanks or back to avoid cleaves and maximize your damage (some classes get bonuses for this). Stick to your tank’s target or peel for your healers.
- Ranged DPS: Maintain maximum range from the enemy frontline while still having line of sight to your target. Stay near your healers for potential peels or heals. Avoid being isolated.
- Situational Awareness:
- Watch for Enemy CC: Be ready to break free from roots, snares, or stuns, or to anticipate them and use a defensive ability.
- Avoid AoE: Don’t stand in enemy AoE spells. Even as a DPS, taking unnecessary damage taxes your healers.
- Protect Yourself: Don’t rely solely on your healers. Use your personal defensive abilities (e.g., “Dodge” for Witch Hunters, “Thousand Cuts” for Slayers) when you’re taking heavy damage.
- Communication: Call out your targets, especially if you’re initiating on a healer. Let your group know if you’re getting focused or if you’re out of position.
- Renown Skills: Prioritize offensive renown skills like Weapon Skill/Ballistic Skill, Initiative, and Strength/Intelligence. Defensive renown can be useful too, but your primary role is damage.
- Potions: Keep damage potions and speed potions on hand to enhance your burst or escape sticky situations.
By mastering these elements, a DPS player in RoR becomes a crucial force, turning the tide of battle through decisive damage and intelligent utility.
Pre Best in Slot Gear
🚧Pre-Best-in-Slot Gear Set:
Helmet: Sentinel Set
Shoulders: Beastlord (for more offense) / Sentinel (for more HP) Set
Cloak: Beastlord Set
Chest: Vale-Walker Set
Belt: Vale-Walker Set
Gloves: Vale-Walker Set
Boots: Vale-Walker Set
Mainhand: Sniper’s Stabba of Tyranny OR Sniper’s Stabba of the Ananthema
Offhand: Twaga of the Subjugator OR Fortress Shoota
Jewelry Slot 1: Beast lord & Pocket Item
Jewelry Slot 2: Vale Walker Squig Horns
Jewelry Slot 3: Setinel Squig Teef (+4% Critical)
Jewelry Slot 4: Bloodmoon Squig Thief
Talisman: +23 Weapon Skill (Wounds 863) or Better
Best in Slot Gear
⭐Best-in-Slot Gear Set:
Helmet: Triumphant Set
Shoulders: Sovereign Squiglord Set
Cloak: Warp of the Nehekharan Archer Set
Chest: Triumphant Set
Gloves: Sovereign Squiglord Set
Belt: Triumphant Set
Boots: Sovereign Squiglord Set
Mainhand: Eye Basha
Offhand: Golden Hawk
Jewelry Slot 1: Vale Walker Squig Horns / Iron Onyx Annulus
Jewelry Slot 2: Emblem of nehekharan Archer
Jewelry Slot 3: Triumphant Squig Horns Replica (+ 54 Ranged Power)
Jewelry Slot 4: Sov Squig Teff of da Squiglord
Talisman: +23 Weapon Skill or Better