Classes/Warcryer

Class · Orc · Empower / Control · Revised in Knell

Warcryer

Herald of War

Every battle has a turning point.

Pa’agrio’s drums lead the advance. In Knell the shaman is no longer a stop on the way out of town: the party keeps its full power only while the drums are close, and he is the one who picks the moment of the burst.

The drum sets the hour.

The twenty-minute chants remain, bound to the shaman’s presence. What comes in is timing: an aura that sets the pace of the advance and two bursts that share one cooldown.

  1. Drums of Pa'agrio is an aura

    Speed and accuracy for everyone advancing within range, for as long as the Warcryer keeps it beating and pays MP per second.

  2. Two bursts, one cooldown

    Call to Arms and Chant of the Inner Flame share three minutes of cooldown. The Warcryer reads the fight and chooses which side of the party gets the fifteen seconds: the blades or the spells.

  3. Bound chants

    The twenty-minute chants keep their Interlude values, but are worth their full value only with the shaman in the party, alive and within 1500. Far away, half.

  4. Roar and fire

    Thunderous Roar stuns the monsters around you for two seconds. Flame of Pa'agrio is a fire that keeps burning after the cast: the Warcryer’s own hunt.

  5. Cry of Victory at 76

    The Doomcryer brings both bursts at once for twenty seconds. It replaces Chant of Victory; it does not stack with it.

Four decisions per fight.

Names as they appear in the game. The icons are the Knell client’s.

Drums of Pa'agrio

Aura · MP per second · Level 40

+10% speed and +4 accuracy for the party within range, while the drums beat.

Call to Arms

Active · 15 s · 3 min cooldown, shared · Level 40

+25% P.Atk and +15% Atk.Spd for the party for fifteen seconds. Once used, the Inner Flame waits for the same cooldown.

Chant of the Inner Flame

Active · 15 s · 3 min cooldown, shared · Level 44

+30% Casting Spd and +10% M.Atk for the party for fifteen seconds. The other half of the same choice.

Thunderous Roar

Active · 60 s cooldown · Level 48

Stuns the monsters within 200 for two seconds. A breath when the pull brought more than it should.

When the pull goes wrong.

The pull went wrong: two groups instead of one, and the archer is already backing toward the wall. The Warcryer does not heal and does not shield. He counts: four seconds until the mages finish their chant. Call to Arms. The blades go first, and the first group falls before the second reaches the archer. The drums never stopped. Nobody noticed, which is the point.

An example vignette. The shared burst is deliberate: the Warcryer chooses which side of the party decides the fight.

What he covers. What he does not.

Covers

  • Empower: speed, accuracy and the usual chants
  • A burst window on demand, physical or magical
  • Control: a short stun when the pull goes wrong
  • Alone: viable, with Flame of Pa'agrio and the chants on yourself

Does not cover

  • Healing and shields: the Warcryer makes you win faster, not survive
  • The rescue: neither the Tear nor Stabilize is his
  • Both bursts at once before 76

Walks well with

  • Any damage core; he shines when the party has both sides
  • A Bishop or an Elder, who keep alive whoever he hurries
  • An Overlord in the same clan: chants and seals complete each other

From the camp to the battlefield.

The second profession is your specialization. The third, at 76, widens what the second already decided.

  1. 1 – 20Orc Mystic
  2. 20 – 40Orc Shaman
  3. 40 – 76Warcryer
  4. 76 +Doomcryer

Call to Arms opening the window.

10 to 15 s clip · silent loop

Client capture, pending: The burst landing on the party, with the shared cooldown showing on the Inner Flame.

Who stands beside the Warcryer.

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Every story begins with a name.

Find who will fight beside you before the first bell.

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