
Career information | |
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Race | Dark Elves |
Role | Healer |
Armor | Medium Robe |
Weapons | 1h Sword, Charm, Shield |
Special Mechanic | Soul Reaping |
Mirror Career | Warrior Priest |
Gender | Both |
Archetype: Healer
Special Mechanic: Soul Reaping
Class Details: A front – line healer, Disciples use Soul Reaping to gather Soul Essence from their foes, striking them down in the name of Khaine. The Essences can then be used to invoke divine gifts of mending, healing, and support of their allies. In order to ensure that they have a steady supply of Essence available, Disciples must be active members at the front lines of the battle.
Disciples of Khaine are wicked in RvR combat. Since they do a decent amount of melee damage and can heal well during combat, it’s rare that you’ll find a class that can stand up to them one on one. If you get two Disciples working in tandem, that can be a sight to behold as they cut through just about anything you have to offer. On the average, it will usually take at least two people to take down a well played Disciple of Khaine.
Melee combat is your friend. If you get caught out in the open with no one to cut on and attacked at range? You’re a goner. While you have 250 blood points to burn through, it does you no good if you can’t replenish them. As a Disciple of Khaine, as long as you have people to cut, you’ll have blood points to spend in healing and if you can keep the heals going, you can outlast even the most dedicated Melee DPS class.
Career Masteries
Dark priests of the Bloody Handed god, The Disciples of Khaine can be found on the frontline of any Druchii assault. In combat, the Disciple is a master of shifting the balance of a fight, for what they reap from their enemies they give to their allies – what was once your strength will soon become their own. Disciples must be watched carefully and their fell magic countered in short order or you will find your very essence trapped in servitude to Khaine.
Using wicked ritual blades, a Disciple harvests the essence of their enemy and offers it to Khaine in exchange for blessings and dark powers. These dark gifts allow the Disciple to tend to the needs of the Dark Elven host, mending bones, suppressing pain, and even raising critically injured warriors to fight again.
The Path of Ritual
The Path of Ritual focuses on increasing your healing abilities. This will make it easier for you to heal more efficiently, incurring less overall cost for your healing abilities.
Path of Torture
This Path of Mastery focuses on causing more damage with your attacks. Of course Khaine absolutely loves this. Coupled with your already impressive healing abilities, this can be a wicked path to master for the Disciple.
Path of Sacrifice
This Path of Mastery is about de buffing your enemy into oblivion. It raises your attack power and lowers your foes abilities and skills. This causes them to visit less damage upon you and yours, thus ensuring victory for your side.
Important Stats
As a Disciple of Khaine you will need the following statistics which you can improve using armor sets, weapons, rings, talismans and renown points
Will Power: Increases your healing Power and increases the chance to disrupt enemy spells.
Healing Critical: Increase your chance to do Critical heals.
Wounds: Increases your overall HP. You can never have enough HP.
Armour: Reduces the physical damage you receive from physical damage.
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 Disciple of Khaine: Dark Elf Harbinger of Bloody Healing
The Disciple of Khaine (DoK) in Warhammer Online: Return of Reckoning is a unique melee healing class, challenging the traditional healer archetype by drawing power directly from combat. These front-line healers gather Soul Essence from their foes by striking them down in Khaine’s name. This Essence then fuels their divine gifts of mending, healing, and supporting allies. To ensure a steady supply of Essence, Disciples must be active members at the front lines of the battle, making them integral, aggressive components of any Destruction RVR force.
RVR Strengths: Aggressive Healing and Unparalleled Durability
- Frontline Healing Power (Soul Essence Mechanic): The DoK’s healing output is intrinsically linked to their presence in the thick of melee. They generate Soul Essence by damaging enemies, which then powers their extremely fast heals, both single-target and AoE heals for the party, as well as AoE heals for allies outside the immediate party. This proactive resource generation means a DoK thrives when constantly engaged, delivering crucial heals where the most damage is occurring.
- Exceptional Survivability (“Tankiest” Healer): The Disciple of Khaine is widely considered one of the “tankiest” healers in the game, second only to the Warrior Priest. Their inherent resilience, combined with their ability to sustain themselves through their damage-to-heal mechanic, makes them incredibly difficult targets to dislodge. This durability allows them to remain on the front lines, constantly generating Soul Essence and providing vital support. They can defend themselves effectively against 1-2 enemies, often buying critical time. Many consider them the best healer for warbands, alongside the Warrior Priest on the Order side.
- Powerful Crowd Control & Utility: Beyond healing and tankiness, DoKs bring significant utility to RVR:
- Single-target Detaunt & AoE Detaunt: Crucial for managing enemy aggression, pulling focus off squishy allies, or helping tanks maintain threat.
- Resurrection: The ability to recover after losses by resurrecting allies is a fundamental RVR mechanic, allowing groups to quickly re-engage or reinforce positions.
- Universal RVR Applicability: The DoK is an invaluable asset across all RVR scenarios:
- Excellent for 6-Man Small Roaming Groups & Scenarios: Their versatile healing, mobility, and single-target focus make them an excellent choice for aggressive, mobile small groups.
- Warbands of All Forms and Formations: They are absolutely essential for sustaining the front lines of any 24-man warband. Their AoE healing and their ability to generate resources through melee combat ensure continuous support even amidst the most chaotic melees.
RVR Challenges: Resource Management and Positioning
- Soul Essence Management: The DoK’s unique resource system requires skillful management of two resources: Action Points (AP) and Soul Essence (SE). Players must learn to balance converting AP to SE (which requires standing still and healing for a few seconds) with DPSing to gain more SE. This active resource generation means a DoK cannot simply sit back and heal; they must be constantly engaged in melee to be at their most effective.
- Frontline Positioning: While their tankiness allows them to be on the front, learning to position oneself out of harm’s way while still remaining in melee range for SE generation is a constant challenge. A mispositioned Disciple, even with their durability, can be overwhelmed by focused enemy fire.
The Hybrid Playstyle: Highly Viable DPS
- The Disciple of Khaine has three potential builds: Healing (sword and chalice), Dual Wielding DPS (2 swords), and Healing or DPS with a shield. Crucially, as a DPS, the DoK “can do very well, match or even do more damage than a pure DPS while maintaining a lot of the healing skills for mainly self use.” This makes the DPS build highly viable for RVR, offering a unique blend of offensive pressure and self-sustain, contributing significant damage while still being incredibly durable. This hybrid potential truly sets them apart.
The Disciple of Khaine in RVR: The Unholy Vanguard of Mending
The Disciple of Khaine in Warhammer Online: Return of Reckoning is a defining healer for Destruction, embodying a brutal, aggressive form of support. Their unique Soul Essence mechanic demands frontline engagement, fueling powerful healing abilities that flow directly from combat. With exceptional durability, strong single-target and AoE heals, and the potential for highly viable DPS builds, the DoK is a versatile and indispensable force in any RVR group, constantly pushing the envelope of healing while carving a path of destruction for their allies.
Healers are the lifeblood of any group in Warhammer Online: Return of Reckoning (RoR). Your role is not just to mend wounds, but to enable your allies to fight effectively, mitigate incoming damage, and even contribute to crowd control and debuffs. A skilled healer is often the difference between a triumphant push and a wipe.
While the specific spells and mechanics vary between healing careers (e.g., Archmage, Warrior Priest, Shaman, Disciple of Khaine for Order/Destruction), the fundamental principles of effective healing remain consistent.
The Core Philosophy of a RoR Healer
A masterful RoR healer excels at:
- Sustained Healing: Keeping the frontline and key damage-takers alive through continuous incoming damage.
- Burst Healing: Delivering rapid, high-impact heals to save allies from sudden, heavy damage.
- Damage Mitigation/Prevention: Using protective buffs, cleanses, and even timely crowd control to reduce the need for healing.
- Resource Management: Efficiently using your mana/resources to ensure you don’t run dry in critical moments.
- Situational Awareness: Knowing who needs healing most, anticipating damage, and avoiding enemy threats.
- Utility & Support: Contributing with buffs, debuffs, and even offensive capabilities when the healing demand allows.
Essential Healer Skills and Their Usage
1. Single-Target Heals (Direct & HoT)
- What they do: These are your primary tools for keeping individual allies alive.
- Direct Heals: Instantly restore a significant amount of health.
- Heal-over-Time (HoT): Apply a buff that restores health gradually over a duration.
- When they’re used:
- Direct Heals: Use these on allies taking heavy, focused damage, especially your tanks or a squishy DPS/healer being targeted by enemies. They are reactive and for immediate crisis management.
- HoTs: Apply these proactively to your tanks and anyone expected to take consistent damage. They are efficient for sustained healing and less mana-intensive over time. Keep them refreshed on key targets.
- Example: Your tank (Guarded by another tank, hopefully!) is taking consistent damage from enemy DPS. You keep your powerful HoT (e.g., Archmage’s “Restorative Burst” or Warrior Priest’s “Divine Favor”) active on them at all times. If their health suddenly drops significantly from a burst, you immediately follow up with a strong direct heal (e.g., Archmage’s “Gust of Wind” or Warrior Priest’s “Prayer of Healing”).
2. Area-of-Effect (AoE) Heals
- What they do: These spells restore health to multiple allies within a specified area around you or your target.
- When they’re used:
- Group Damage: When your entire group is taking widespread AoE damage (e.g., from enemy mages, or in a large melee scrum).
- Tight Formations: Effective when your group is stacked together, such as when pushing a door or holding a choke point.
- Efficiency: AoE heals are often less efficient per target than single-target heals but provide massive value when many allies are wounded.
- Example: Your warband just pushed through a gate, and several enemy Sorcerers unleash a volley of AoE spells, dropping multiple allies to low health. You quickly position yourself centrally and unleash your AoE heal (e.g., Shaman’s “Effigy of Mork” or Warrior Priest’s “Zealous Blessing”) to bring everyone back up.
3. Cleanses / Debuff Removal
- What they do: These abilities remove harmful debuffs (e.g., roots, snares, disarms, morale drains, damage-over-time effects) from your allies.
- When they’re used:
- Targeted CC: Immediately cleanse crucial crowd control effects from your tank (to maintain Guard or positioning), your DPS (to allow them to attack), or another healer (to allow them to continue healing).
- Debuff Removal: Remove dangerous damage-over-time effects or debuffs that reduce healing effectiveness.
- Morale Drains: If your class has a cleanse for morale drains, use it to prevent allies from losing their powerful morale abilities.
- Example: Your tank is rooted by an enemy Bright Wizard, making them unable to chase a fleeing enemy or reposition to block incoming damage. You immediately cast your cleanse (e.g., Disciple of Khaine’s “Touch of the Undying” or Warrior Priest’s “Sprit of the Devout”) on them to free them.
4. Protective Buffs / Shields
- What they do: These abilities grant temporary defensive bonuses, such as increasing armor, resistances, parry/block/disrupt chances, or applying absorb shields that soak incoming damage.
- When they’re used:
- Anticipate Burst: Apply these before your allies take heavy damage. If you see an enemy group focusing one of your DPS, shield them proactively.
- Opening Engagements: Buff your frontline tanks at the start of a fight to reduce initial incoming damage.
- Crisis Management: Use them on a target that is already low but needs to survive another hit or two while your direct heals land.
- Example: You see an enemy Chosen charging into your Bright Wizard. You quickly apply a defensive shield (e.g., Archmage’s “Shield of Saphery” or Disciple of Khaine’s “Sacrifice”) to the Bright Wizard, allowing them to absorb some of the incoming damage while you cast a heal.
5. Morale Abilities (Defensive & Offensive)
- What they do: These powerful abilities build up as you fight and heal. They can range from massive AoE heals, to complete CC immunity, to powerful offensive boosts.
- When they’re used:
- Defensive Morale (e.g., “Replenish Spirit,” “Balance of Power”):
- Crisis Healing: Use your healing morale spells when your group is taking extreme damage and multiple allies are critically low. They are often fight-changing.
- Pushing Through Choke Points: When your group needs to survive a concentrated enemy assault to reach an objective.
- Offensive Morale (less common for healers, but some exist):
- If your healing class has an offensive morale (e.g., Shaman’s “Go Faster, Ladz!”), use it to support a coordinated DPS burst on an enemy target.
- CC Immunity Morale (e.g., “Juggernaut”): Use this when you are heavily focused by enemy CC and need to guarantee your heals or escape.
- Defensive Morale (e.g., “Replenish Spirit,” “Balance of Power”):
- Example: Your warband is pushing into the keep lord room, and the enemy unleashes all their AoE. Multiple tanks and DPS are at very low health. You activate your rank 4 healing morale (e.g., Archmage’s “Mastery of the Hearth”), bringing everyone back up and allowing your group to continue the push.
6. Offensive Abilities / Debuffs / CC (Situational)
- What they do: Most healers have a small set of offensive spells, debuffs (e.g., healing reduction), or CC (e.g., single-target mezz, snare).
- When they’re used:
- Low Healing Demand: When your group is healthy and not under immediate threat, you can contribute extra damage or utility.
- Assisting Focus Fire: Apply healing reduction debuffs to enemy healers or targets your group is trying to burst down.
- Peeling: Use a quick snare or single-target CC on an enemy that is on your backline.
- Resource Management: Some offensive abilities may help with resource generation (e.g., Disciple of Khaine’s “Rune of Khaine” for Bloodlord).
- Example: Your tank is holding a single enemy. Your group is healthy. You might throw in a few offensive spells or apply a healing debuff to the enemy (e.g., Disciple of Khaine’s “Soul Rend”) to help your DPS finish them faster, while keeping an eye on health bars.
General Healing Principles
- Prioritization:
- Tanks: Your primary responsibility. Keep your tanks alive at all costs as they Guard your group.
- Other Healers: Keeping other healers alive ensures sustained healing output for the entire group.
- High-Value DPS: Protect your key damage dealers, especially if they are heavily targeted.
- Yourself: You can’t heal if you’re dead. Position safely and use self-heals/defensives when targeted.
- Positioning:
- Backline: Generally stay behind your frontline tanks and melee DPS.
- Line of Sight (LoS): Always ensure you have a clear line of sight to your allies. Don’t let environment or enemies block your heals.
- Avoid AoE: Stay out of enemy AoE and cleaves. Your survivability is paramount.
- Awareness: Know where your enemies are and be ready to move or use a defensive if you become a target.
- Anticipation: Don’t just react to low health. Watch enemy casts, know common burst combos, and pre-hot or pre-shield allies.
- Resource Management:
- Know your Costs: Understand which spells are mana-efficient and which are heavy drains.
- Efficient Usage: Use HoTs for sustained healing and direct heals for emergencies. Don’t spam your most expensive heals when it’s not necessary.
- Regen: Utilize any passive or active mana/resource regeneration abilities your class has.
- Communication: Call out if you’re being targeted, if you’re low on mana, or if you need help. Communicate your morale usage.
- Renown Skills: Prioritize Wounds, Toughness, and Willpower (or equivalent stat for your class). Renown abilities like “Stand Your Ground” (increased incoming healing) are incredibly strong.
- Potions: Carry healing and spiritual potions (mana/resource). Use them proactively to avoid running dry.
By mastering these skills and principles, you will become an indispensable healer, turning the tide of countless battles in Warhammer Online: Return of Reckoning.
Healer (Chalice)
Pre Best in Slot Gear
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Helmet: | Redeye Set | ||
Shoulders: | Redeye Set | ||
Cloak: | Vanguard Shawl of the Disciple OR Genesis Cloak of the Curative | ||
Chest: |
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Belt: | Redeye Set | ||
Gloves: | Ruin Set | ||
Boots: | Ruin Set | ||
Mainhand: | Apostole’s Xiphos of Tyranny | ||
Offhand: | Apostole’s Chalice of Tyranny | ||
Jewelry Slot 1: | Genesis Remnat of the Curative | ||
Jewelry Slot 2: | Genesis Aspect of the Curative | ||
Jewelry Slot 3: | Change Ring of the Fleshrender | ||
Jewelry Slot 4: | Change Ring of the Fleshrender | ||
Talisman: | 7×19 Wounds |
Best in Slot Gear (Transitional)
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Helmet: | Sovereign Souldrinker Set | ||
Shoulders: | Sovereign Souldrinker Set | ||
Cloak: | Sovereign Souldrinker Set | ||
Chest: | Sovereign Souldrinker Set | ||
Belt: | Sovereign Souldrinker Set | ||
Gloves: | Sovereign Souldrinker Set | ||
Boots: | Triumphant Set | ||
Mainhand: | Apostole’s Xiphos of Tyranny | ||
Offhand: | Apostole’s Chalice of Tyranny | ||
Jewelry Slot 1: | Genesis Remnant of the Curative OR Iron Emerald of the Annulus | ||
Jewelry Slot 2: | Genesis Aspect of the Curative OR Change Ring of the Fleshrender OR Platinum Emerald Annulus | ||
Jewelry Slot 3: | Sentinel Blood Chain & (+4% Healing Critical) | ||
Jewelry Slot 4: | Sovereign Blood Coil of the Souldrink | ||
Talisman: | 4×23 Wounds 2×23 Weapon Skill 2×136 Armor 2×23 Initiative |
Best in Slot Gear (Option 1)
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Helmet: | Sovereign Souldrinker Set | ||
Shoulders: | Sovereign Souldrinker Set | ||
Cloak: | Sovereign Souldrinker Set | ||
Chest: | Sovereign Souldrinker Set | ||
Belt: | Sovereign Souldrinker Set | ||
Gloves: | Sovereign Souldrinker Set | ||
Boots: | Triumphant Set | ||
Mainhand: | Apostole’s Xiphos of Tyranny | ||
Offhand: | Apostole’s Chalice of Tyranny | ||
Jewelry Slot 1: | Genesis Remnant of the Curative OR Iron Emerald of the Annulus | ||
Jewelry Slot 2: | Genesis Aspect of the Curative OR Change Ring of the Fleshrender OR Platinum Emerald Annulus | ||
Jewelry Slot 3: | Triumphant Blood Coil Replica & (+4% Healing Critical) | ||
Jewelry Slot 4: | Sovereign Blood Coil of the Souldrink | ||
Talisman: | 4×23 Wounds 2×23 Weapon Skill 2×136 Armor 2×23 Initiative |
Best in Slot Gear (Option 2)
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Helmet: | Sovereign Souldrinker Set | ||
Shoulders: | Sovereign Souldrinker Set | ||
Cloak: | Sovereign Souldrinker Set | ||
Chest: | Triumphant Set | ||
Belt: | Triumphant Set | ||
Gloves: | Sovereign Souldrinker Set | ||
Boots: | Triumphant Set | ||
Mainhand: | Apostole’s Xiphos of Tyranny | ||
Offhand: | Apostole’s Chalice of Tyranny | ||
Jewelry Slot 1: | Genesis Remnant of the Curative OR Iron Emerald of the Annulus | ||
Jewelry Slot 2: | Genesis Aspect of the Curative OR Change Ring of the Fleshrender OR Platinum Emerald Annulus | ||
Jewelry Slot 3: | Triumphant Blood Coil Replica & (+4% Healing Critical) | ||
Jewelry Slot 4: | Sovereign Blood Coil of the Souldrink | ||
Talisman: | 4×23 Wounds 2×23 Weapon Skill 2×136 Armor 2×23 Initiative |
Healer (Shield)
Pre Best in Slot Gear
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Helmet: | Sentinel Set | ||
Shoulders: | Vale-Walker Set | ||
Cloak: |
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Chest: | Vale-Walker Set | ||
Belt: | Vale-Walker Set | ||
Gloves: | Sentinel Set | ||
Boots: | Vale-Walker Set | ||
Mainhand: | Edge of Light | ||
Offhand: | Shieldbearer’s Blood Ward of Tyranny or Anathema | ||
Jewelry Slot 1: | Emblem of Nehekharan | ||
Jewelry Slot 2: | Rough Gunbad Diamond | ||
Jewelry Slot 3: | Sentinel Blood Chain &(+6% Block) | ||
Jewelry Slot 4: | Vale-Walker Blood Coil | ||
Talisman: | 3×23 Wounds & 4×23 Strength |
Best in Slot Gear
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Helmet: | Sovereign of the Soulstealer Set | ||
Shoulders: | Victorious Set | ||
Cloak: | Victorious Set | ||
Chest: | Sovereign of the Soulstealer Set | ||
Belt: | Victorious Set | ||
Gloves: | Sovereign of the Soulstealer Set | ||
Boots: | Victorious Set | ||
Mainhand: | Titan’s Painblade of Anathema | ||
Offhand: | Shieldbearer’s Blood Ward of Anathema | ||
Jewelry Slot 1: | Genesis Fragmetn of the Warrior | ||
Jewelry Slot 2: | Genesis Remnat of the Warrior | ||
Jewelry Slot 3: | Victorious Blood Coil Replica &(+6% Block) | ||
Jewelry Slot 4: | Sovereign Blood Coil of the Soulstealer | ||
Talisman: | 8×23 Wounds |