The Witch Hunter

Difficulty 80%
Versatiltiy 65%
Mobility 95%
Career information
Race Empire
Role Melee DPS
Armor Light
Weapons 1H Sword
Pistol
Special Mechanic Infiltration

Accusation

Mirror Career Witch Elf
Gender Both
Abbrevations WH

Archetype: Melee DPS

Special Mechanic: Infiltration & Accusation

Class Details: An offensive melee career that relies on ambushing and lighting fast assaults. Witch Hunters rely on careful movement and infiltration to allow them to close the distance with their targets. Once in melee range they build up Accusation against their foes, which allows them to unleash powerful execution attacks. 

Whether you are positioning yourself for a devastating strike against an unwary enemy or going toe-to-toe in the thick of the fight, there are few places on the battlefield where a Witch Hunter does not belong. In the face of your tireless assaults and interrogation, your enemies quickly wither and fall – be it by blade, bullet or torch. While your pistol can be a powerful and devastating weapon under the right circumstances, it is slow and awkward to reload in close-quarters. As such, you will make frequent use of the deadly speed and effectiveness of rapiers, knives, stakes, torches and daggers. You will also find it useful to anoint your weapons before a fight to dispatch your unholy enemies with even greater efficiency.

Career Masteries

The Empire is not just under overt assault from the forces of Chaos, but is also fighting a constant war against the creeping incursions of darkness and heresy within its own borders, and no one is more aware of this than the Witch Hunter. Tasked with digging out the taint of corruption from within the healthy flesh of the Empire, the Witch Hunter is a grim figure, looked upon with equal measures of awe and dread, for they have the authority of an investigator, a judge, and an executioner. By blade, pistol, and torch, they are determined to cleanse the Empire of evil.

The Witch Hunters are deadly fighters who seek out and destroy anything tainted by the touch of Chaos. They lay down Accusations at swordpoint until theyre satisfied of their enemys guilt, and then unleash an Execution with the booming voice of their pistol. Their combat abilities are bolstered by a variety of sacred artifacts, such as blessed bullets which add additional effects to their Executions, and potent Holy Relics which can briefly imbue them with great power.

Path of Confession

The Path of Confession is direct and uncompromising, and focused primarily on direct and immediate opposition to heresy. A specialist in Confession will eschew subtlety and lengthy investigations in favor of simply approaching their enemy and beating the truth out of them. While not necessarily the most powerful approach, it is effective in its straightforward brutality, and provides a small measure of increased protection when the Witch Hunter finds themselves under direct attack.

Path of Inquisition

The Path of Inquisition is focused on longer and detailed investigations, weakening and progressively working over an enemy until the victims guilt is all but assured. A player with heavy Inquisition Mastery may appear less powerful at first glance, but the devastating effects of their attacks are felt more and more as the fight progresses.

Path of Judgment

The Path of Judgment is taken by Witch Hunters who are assured that their targets are guilty and no questioning is needed. They tend to take their suspects by surprise, and are at their best when the enemy’s attention is elsewhere. A Master of Judgment will seek to avoid face-to-face confrontations, and will be at their most powerful when they have allies nearby that can distract their enemies, allowing the Witch Hunter to lay down very potent attacks.

Important Stats

 

As an Witch Hunter you will need the following statistics which you can improve using armor sets, weapons, rings, talismans and renown points. 

 

Strength Skill: Increases your melee damage and  reduces your opponent’s chance to block or parry.

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:

  1. 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.
  2. 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.
  3. 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.
  4.  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.
  5.  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.
  6. 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).
  7. 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 Witch Hunter: Imperial Assassin of the Shadows

 

The Witch Hunter in Warhammer Online: Return of Reckoning is a specialized melee stealth/rogue class, operating as the Empire’s answer to discrete elimination. They excel at clandestine operations, ambushing foes from the shadows, and delivering swift, devastating single-target burst damage. While inherently designed for precision strikes, their unique toolkit makes them a significant threat across various Realm vs. Realm (RVR) scenarios.

 

RVR Strengths: Surgical Strikes and Battlefield Control

 

  • Master of Stealth and Surprise: The Witch Hunter’s defining ability is their stealth, which can last up to 1 minute and 30 seconds (Action Point dependent). This allows for unparalleled tactical flexibility in RVR:
    • Spying and Scouting: Essential for gathering intelligence on enemy movements, warband compositions, and siege plans.
    • Infiltration and Ambushes: The core of their offensive strategy. They can sneak behind enemy lines to launch devastating surprise attacks on vulnerable targets like healers, ranged DPS, or siege operators.
    • Escaping and Evasion: Stealth serves as a crucial defensive and disengage tool, allowing them to escape unfavorable encounters or regroup.
    • Punishing Mispositioning: Their stealth enables them to capitalize on isolated or poorly positioned enemies, turning individual mistakes into group advantages.
  • Exceptional Single-Target Burst and Execution: Witch Hunters are specialists in single-target damage, primarily delivering high burst damage. Their combat style involves building Accusations (max 5) against their foes, which then allow them to unleash incredibly powerful execution attacks. This makes them formidable duelists capable of dismantling key enemy players rapidly. Their offensive toolkit includes:
    • Armour Ignore: Crucial for bypassing the defenses of heavily armored targets, ensuring their burst damage lands effectively.
    • Many Finishers: A variety of powerful abilities that scale with Accusations, allowing for flexible burst application.
  • Critical Debuffs and Crowd Control: Beyond raw damage, Witch Hunters bring a suite of invaluable debuffs and crowd control (CC) that directly impact RVR:
    • Heal Debuff: A game-changing ability that significantly reduces the healing received by an enemy target, making them vulnerable to focus fire and preventing them from being topped off by their healers. This is paramount for securing kills.
    • Knockdown, Disarm, Silence: These CCs are vital for disrupting enemy spellcasters, preventing melee damage, and locking down high-priority targets during burst windows.
    • Self Punt: A unique utility skill for repositioning or escaping danger.
    • 30-Sec Delay Resurrection (for enemies): A potent ability to delay enemy re-entry into the fight, particularly useful in objective-based scenarios or for preventing a rapid rally.
  • Versatile RVR Applicability: Witch Hunters have a clear and impactful role across all scales of RVR:
    • Solo Roaming: One of the best solo classes due to stealth, allowing them to intercept enemy reinforcements, pick off stragglers, or perform objective denial. However, “solo play involves a lot of death… pick your fights carefully or group up” until geared, highlighting the high skill ceiling and gear dependency.
    • Small Parties & Scenarios: Provide critical burst damage, focused target elimination, and disruptive debuffs against specific enemy threats.
    • Ranked Scenarios: Their precise target execution and disruptive CC are highly valued in competitive environments.
    • Warbands (1-2 Spots): While primarily single-target, a Witch Hunter’s ability to dive the backline, apply crucial heal debuffs, and execute high-value targets makes them a coveted addition. The recent (2020) AoE armor debuff has further cemented their occasional role in specific warband compositions, particularly those looking to enhance collective melee damage on stacked targets.

RVR Challenges: Resource Management and Vulnerability

 

  • Action Point (AP) Management: Stealth comes at the cost of AP. The longer spent in stealth, the less AP available for combat upon exiting. This creates a strategic tension between infiltration duration and combat readiness, demanding careful AP management.
  • Minimal AoE: Witch Hunters possess minimum to no AoE abilities in their core kit. While some spec options offer limited AoE, they are niche and generally not their strength. This means they are less effective at cleaving through multiple targets in large-scale melees, requiring them to focus on single-target eliminations.
  • Vulnerability Out of Stealth: Once out of stealth and engaged, Witch Hunters can be squishy. While capable of fighting 1 vs. 1 if well-prepared (understanding matchups, cooldowns, and proper opener), they rely on burst and CC to quickly dispatch foes before they themselves are overwhelmed. They are prime targets for enemy CC and focus fire once revealed.

In conclusion, the Witch Hunter is a master of the precise strike in Warhammer Online: Return of Reckoning. Their unparalleled stealth, devastating single-target burst, and critical debuffs make them an essential asset for surgical elimination and battlefield disruption across all RVR fronts. Playing a Witch Hunter requires cunning, precise execution, and a deep understanding of target prioritization, rewarding skilled players with the power to turn the tide of battle from the shadows.

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:

  1. Target Prioritization: Knowing who to hit and when to hit them.
  2. Damage Maximization: Utilizing your rotations, procs, and cooldowns effectively to output the highest possible damage.
  3. Situational Awareness: Avoiding unnecessary damage, positioning for optimal attacks, and reacting to battlefield changes.
  4. 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.
  • 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: Vanquisher Set
Cloak: Vanquisher Set
Chest: Vanquisher Set
Belt: Vanquisher Set
Gloves: Vanquisher Set
Boots: Vanquisher Set
Mainhand: War Crest Vendor Titan’s Prefix
Offhand: War Crest Vendor Titan’s Prefix
Jewelry Slot 1: Rough Gunbad Ruby
Jewelry Slot 2:
Genesis Remnant of the Warrior
Jewelry Slot 3: Sentinel Set &(+4% Melee Critical)
Jewelry Slot 4: Genesis Aspect of the Warrior
Talisman: Strength, Weapon Skill & Wounds

Best in Slot Gear

⭐Best-in-Slot Gear Set:
Helmet: Sovereign Set
Shoulders: Sovereign Set
Cloak: Shroud of Nehekharan Assasins
Chest: Sovereign Set
Belt: Triumphant Set
Gloves: Triumphant Set
Boots: Sovereign Set
Mainhand: Bloodlord Longsword
Offhand: Fortress Matchlock
Jewelry Slot 1: Emblemm of Nehekharan Assasins
Jewelry Slot 2: Genesis Remnant of the Warrior
Jewelry Slot 3:
Triumphant Set &(+4% Melee Critical)
Jewelry Slot 4: Genesis Aspect of the Warrior
Talisman: Strength, Weapon Skill & Wounds

Builds are based on Uchoo’s guide

Warrior Priest Tome Build

A good Healer build. Spent you ability points as shown below: Path of Salvation 22 points  /  Path of  8 Points Pick the following morals: Pick the following tactics: Spend your renown points as shown below: Talismans 4 x 23 (or better) Wounds 4 x 23 (or better) Armour Pots

Warrior Priest Shield Build

Spent you ability points as shown below: Path of Grace 20 points  /  Path of Wrath 9 Points Pick the following morals: Pick the following tactics: Spend your renown points as shown below: Talismans 4 x 23 (or better) Wounds 4 x 23 (or better) Armour Pots

KOTBS Shield Build

Spent you ability points as shown below: Path of Conquest 6 points  /  Path of Vigilance 17 Points / Path of Glory 8 Points Pick the following morals: Pick the following tactics: Spend your renown points as shown below: Talismans 4 x 23 (or better) Wounds 4 x 23 (or better) Initiative Pots

KOTBS 2 Handed Build

Spent you ability points as shown below: Path of Conquest 10 points  /  Path of Vigilance 11 Points / Path of Glory 8 Points Pick the following morals: Pick the following tactics: Spend your renown points as shown below: Talismans 4 x 23 (or better) Wounds 4 x 23 (or better) Initiative Pots

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Slayer AoE Build

Spent you ability points as shown below: Path of Trollslayer 13 points  /  Path of Skavenslayer 16 Points Pick the following morals: Pick the following tactics: Spend your renown points as shown below: Talismans 4 x 23 (or better) Wounds 4 x 23 (or better) Initiative Pots

Engineer Rifleman Build

Spent you ability points as shown below: Path of Rifleman 18 points  /  Path of Grenadier 11 Points Pick the following morals: Pick the following tactics: Spend your renown points as shown below: Talismans 8 x 23 (or better) Weapon skill   Pots

Runpriest Healing Build

A good all around build for the Runepriest Healer. Spent you ability points as shown below: Path of Grungni 15 points  /  Path of Grimnir 14 Points Pick the following morals: Pick the following tactics: Spend your renown points as shown below: Talismans 3 x 23 (or better) Wounds 5 x 136 (or better) Armor Pots

Ironbreaker Shield Build

A good All around Shield and Hammer build for the Ironbreaker. Spent you ability points as shown below: Path of Stone 14 points  /  Path of Brotherhood 15 Points Pick the following morals: Pick the following tactics: Spend your renown points as shown below: Talismans Initiative until 250-300 Wounds until 1050  Pots

Ironbreaker 2H Build

A build for both Warband and group. Shield Ironbreaker will always be preferred to Warbands due to block and increased survival. Spent you ability points as shown below: Path of Vengeance 11 points  /  Path of Stone 6 Points / Path of Brotherhood 14 Points Pick the following morals: For Solo play replace moral 3 with [...]