Career

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Career is the WAR term for character class, sometimes also known as profession. All player characters must choose a career upon character creation, after army selection. The army selected determines what career options are available, according to the table below. Careers are divided between four archetypes and six races. See the main articles for each army for much more information.

 

Armies Tank Melee DPS Support/Healer Ranged DPS
Image:Army icon empire.gif Order of the Griffon Knight of the Blazing Sun Witch Hunter Warrior Priest Bright Wizard
Image:Army icon dwarf.gif Oathbearers Ironbreaker Hammerer Rune Priest Engineer
Image:Army icon h-elf.gif Shining Guard Swordmaster White Lion Archmage Shadow Warrior
Image:Army icon chaos.gif Raven Host Chosen Marauder Zealot Magus
Image:Army icon greenskin.gif Bloody Sun Boyz Black Orc Choppa Shaman Squig Herder
Image: Army icon d-elf.gif House Uthorin Black Guard Witch Elf Disciple of Khaine Sorceress

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The Career Grid, captured from Development Podcast #13
The Career Grid, captured from Development Podcast #13

All careers, even the support types, are capable fighters with decent offensive abilities, able to hold their own in battles.

Careers for each army will be based around four general archetypes: tank, melee, support and ranged. The support and ranged archetypes can be further subdivided into Projectile users and Magic users (for ranged) and Ranged healers and Melee healers (for support). That said, every career will be different, with it's own 'gimmick' to set it apart from other similar careers. E.g. Black Orcs, the tank career for Greenskins, will have unique skills and abilities(Chaining Abilities) which cause it to operate very differently to the Chosen(Auras), the tank career for Chaos. These 'gimmick's are mirrored across the chaos / order divide, with careers being paired such as the Greenskins Black Orc and the High Elves Swordmaster. This pairing uses the chain combo system where a tier 1 makes available tier 2 moves, tier 2 moves leading to the tier 3 finisher, and the system resets itself.

One of the design aims is that each character should have a distinct silhouette, so that players can recognize enemy character types easily from a distance without resorting to the UI.

As each class advances through the tiers, they gain tactics, mastery options and other ways to further distinguish each player from others of his chosen career.

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