Last updated by Gravecat at 10:48 pm. Comments (55)
Eldar Farseer — Ork Mekboy — Space Marine Captain — Tyranid Hive Tyrant — Chaos Sorcerer — Lord General — Tau Commander
Because I couldn’t find a complete, accurate list of all the wargear and when it unlocks in Dawn of War II’s Last Stand mode, I’m creating my own in the hopes that it’ll prove useful to others someday. :) If you find these lists useful or have any corrections to make, just drop me a comment at the bottom of the page. Feedback is always appreciated! I have personally verified everything up to level 12, other details are courtesy of friends and commenters. Thanks to Lu, B, Rileyluck, Toyi, Tirrik, ultrasloth7, Amdor, Greg, and Beelzebot for helping to complete the list. :)
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Shuriken Pistol
Default weapon. Can only be replaced, not removed.
One-handed ranged weapon, 2.6 dps.
Witchblade
Default weapon. Can only be replaced, not removed.
One-handed melee weapon, 7.0 dps.
Farseer Armor
Default armor. Can only be replaced, not removed.
Armor Rating: 16.
Armor of Vaul
Starting equipment
Armor Rating: 184. Grants Trait: Fearless (Immune to supression).
Pistol of the Warseer
Starting equipment
One-handed ranged weapon, 2.6 dps. Grants Traits: Combat Expert (+30% Melee and Ranged damage), Swift (+25% movement speed.)
Pistol of the Doomseer
Starting equipment
One-handed ranged weapon, 2.6 dps. Grants Ability: Eldritch Bolt (15
: Fire a rolling blast of psychic energy at an enemy.)
Witchblade of the Crone
Starting equipment
One-handed melee weapon, 20.0 dps.
Runes of Warding
Starting equipment
Accessory. Grants Ability: Ward (25
: Grant a targetted ally temporary invulnerability.)
Runes of the Harlequin
Starting equipment
Accessory. Grants Ability: Confuse (15
: Confuse the target squad, causing it to recklessly attack anything nearby for a short period.)
Runes of Fleetness
Unlocks at level 2
Accessory. Grants Ability: Fleet of Foot (5
: Greatly increase movement speed at the cost of reduced damage output.)
Runes of War
Unlocks at level 3
Accessory. Grants Trait: Combat Master (+40% Melee and Ranged damage.)
Singing Spear
Unlocks at level 4
Two-handed melee weapon, 19.0 dps. Grants Trait: Unshakable (Makes the wearer immune to knockback.)
Spirit Stone of Eldritch Might
Unlocks at level 5
Commander Item. Grants Ability: Eldritch Storm (50
: Unleash a large psychic storm, disrupting and damaging enemies in a large radius. While channeling this powerful spell the caster will be immune to damage but not regenerate energy.)
Rune Armor
Unlocks at level 6
Armor Rating: 68, +50 Energy.
Runes of Deception
Unlocks at level 7
Accessory. Grants Ability: Conceal (20
: Create a field at a fixed location that temporarily conceals all allies within its radius.)
Runes of Fortune
Unlocks at level 8
Accessory. Grants Ability: Fortune (10
: Grants a defensive bonus to a targeted allied unit, greatly reducing damage received.)
Witchblade of Isha
Unlocks at level 9
One-handed melee weapon, 10.2 dps. +0.3 Energy Regeneration, +25 Energy.
Runes of Wrath
Unlocks at level 10
Accessory. Grants Trait: Second Strike (Delayed psychic strikes follow each time the Farseer strikes an enemy in close combat.)
Runes of the Warp
Unlocks at level 11
Accessory. Grants Ability: Group Teleport (15
: Teleport all nearby allied units to the targeted location.)
Runes of Vigor
Unlocks at level 12
Accessory. +0.3 Energy Regeneration.
Ghosthelm
Unlocks at level 13
Armor Rating: 44, +1 Energy Regeneration. (This helm increases the wearers energy regenerative capabilities.)
Pistol of the Skyseer
Unlocks at level 14
One-handed ranged weapon, 2.6 dps. Includes stones and runes which allow the Farseer to lift enemies around her into the air incapacitating them then throwing them doing knockback damage.
Spirit Stone of Illusion
Unlocks at level 15
Commander Item. Grants the ability to turn your enemies against each other on a mass scale; half of all enemies on screen will turn on and attack the nearest target whether it be friend or foe.
Runes of Evasion
Unlocks at level 16
Accessory. Wearing this rune reduces the chance that enemy attacks will hit the Farseer.
Runes of the Spider
Unlocks at level 17
Accessory. Grants the ability to entangle foes preventing them from moving (but not attacking).
Armor of Eldanesh
Unlocks at level 18
Armor Rating: 132. Grants Ability: Psychic Shield (Raise a psychic shield which halves incoming damage and causes it to reduce Energy instead of Health.)
Warp Spear
Unlocks at level 19
Two-handed melee weapon. 12.2 dps. Grants ability: Warp Pull (pull enemies towards the Farseer). Grants trait: Pitiless (10% chance to do massive melee damage).
Spirit Stone of Vigor
Unlocks at level 20
Commander Item. Grants Invigorating Leadership. Increases Energy Regeneration by 0.3. (Not only increases the bearer’s energy regenerative capabilities but will project an aura increasing those regenerative capabilities for all nearby allies.)
Laughing Stave
Unlocked by achievement “Advanced Multiplication” (Obtain a score multiplier as 275 as the Eldar Farseer)
Two-handed ranged staff, 11.1 dps. Grants Traits: Knockback (ranged attacks knock enemy back), Laughing Rune (-25% energy cost).
Mantle of Malan’tai
Unlocked by achievement “Grab me the paddles” (Revive 75 allies as the Eldar Farseer)
Armor Rating: 165, +0.5 Energy Regeneration.
Debilitating Witchblade
Unlocked via paid DLC pack
One-handed melee weapon, 7.1 dps. Grants Traits: Sap (Reduces an enemy’s melee damage by 50% for 5 seconds), Energy Leech (When this witchblade strikes down an enemy it grants 10 energy to the wielder.)
Armor of Idranel
Unlocked via paid DLC pack
Armor Rating: 165, +100 Health. Grants Traits: Unshakable (Makes the wearer immune to knockback), Foresight (Reduces incoming melee damage by 50%.)
Jamin P. Rose — October 7th, 2011 @ 12:30 am
This is a frontline farseer.
Witchblade of crone
Pistol of the warseer
Armor of vaul (you could use armor of idranel)
Runes of war
Runes of wrath
Runes of evasion (for a more supporty farseer you could use runes of vigor)
Spirit stone of illusion (again for a more supporty farseer you could spirit stone of eldritch might).
I say armor of vaul because it removes the suppression factor. The pistol for the extra 25% movement and extra 30% damage. The runes of war is odious, and so are the runes of wrath. Runes evasion are good for being on the frontline. Vigor + eldritch might could be a good combo w/ evasion and war, you keep safe until you can decimate the enemy.
qiushu — October 23rd, 2011 @ 4:13 am
fully supporter and tanker build.
Laughing Stave
Mantle of Malan’tai or Ghosthelm
Runes of Warding
Runes of the Warp
Runes of Vigor
Spirit Stone of Vigor
fast mana regen and reduce mana cost by 25% allow farseer can perma use shile for herself to tank up all damage for team and teleport review teammate.
Aylin — October 24th, 2011 @ 4:34 am
I’ve been using this build recently:
Witchblade of the Crone
Pistol of the Warseer
Armor of Idranel
Runes of War
Runes of Wrath/Runes of the Warp
Runes of Evasion
Spirit Stone of Eldritch Might
This build has the maximum amount of DPS possible for a Farseer right now, and with the Runes of Evasion and Armor of Idranel you take substantially reduced damage from pretty much everything. The Runes of Wrath can be switched out for Runes of the Warp for some more mobility (most enemies die before Second Strike procs anyway).
I’m not loading confuse anymore because with the high DPS a lot of builds are able to put out now I think it’s as powerful as it used to be (as in confused squads are either killed in seconds by teammates, or all potential enemy targets are killed in seconds by teammates).
Beelzebot — October 24th, 2011 @ 10:09 pm
http://cloud.steampowered.com/ugc/596951791404042324/7A534FA8AE3E5CC77080C8E9006D924F69BC61F4/
Picture for Mantle and Stave
Gravecat — October 24th, 2011 @ 10:52 pm
Pics updated. Thanks, Beelzebot! :)
Alcatrazz — November 6th, 2011 @ 9:25 pm
warp spear
Armor of idranel
runes of wrath
runes of evasion
runes of war
elite token 1
awsome dmg and pull all the units to you
or if youre badly wounded pull those close to you so they will fly away
BloodCri — November 7th, 2011 @ 4:15 am
My build is for nuke lovers and support
Laughing Stave
Mantle of Malan’tai (Support Alt: Ghosthelm)
Runes of the Harlequin
Runes of War (Support Alt: Runes of Deception)
Runes of the Warp
Spirit Stone of Eldritch Might
The runes of war make the seer’s ranged zap attacks one hit KO lightly armored enemies. With both builds you can semi spam cast eldritch storm and support yur allies.
Aylin — December 10th, 2011 @ 8:15 am
It seems that the Mantle of Malan’tai provides more than just the +.5 energy regeneration that it says it does.
I unlocked it tonight, used it immediately, and can say without a doubt that it offers unshakable. The melee special attack on the info screen increases by 10 for any weapon you hold. I’m not sure if that’s accurate (I did seem to get a lot more specials tonight than normal, but without actual data I’m just guessing here).
Finally, two benefits that seemed to be granted were increased spell damage (Storm completely murdered Ork Nobs, dopplegangers, and other high-hitpoint targets, instead of just maiming them), and my health seemed to regen much more quickly than normal.
Aylin — December 12th, 2011 @ 12:05 am
I made an error; seems that the unshakeable is an unlisted bonus on the Laughing Stave. My bad. =)
Dante — December 17th, 2011 @ 1:51 pm
where I can buy the Armor of Idranel
Unlocked via paid DLC pack? thx
Gravecat — December 17th, 2011 @ 1:52 pm
Dante: Just search on Steam for Dawn of War, all the DLC packs should show up there. :)
Dante — December 21st, 2011 @ 2:42 am
How to Obtain a score multiplier 275 to the Eldar Farseer? I have 270/275 oO
house — January 11th, 2012 @ 10:29 pm
Witchblade of Isha
Skyseer Pistol
Armour of Idranel
Runes of the Warp
Runes of Vigor
Runes of Fortune/Ward
Spirit Stone of Eldritch Might
Awesome support build. If everyones dead/with you in later waves just teleport around into corners and build up enough mana for eldritch storm, rinse and repeat.
Bismarck — February 8th, 2012 @ 6:55 am
Pistol of the Warseer
Witchblade of the Crone
Armor of Idranel
Runes of Evasion
Runes of Fortune
Runes of the Harlequin
Spirit Stone of Vigor
What can I say? This build seems to work incredibly well no matter what teammates I’m paired with. Keep fortune on your teammates, and if they don’t need it, then that just means more intelligent use of confuse. I’ve taken more pick-up-groups all the way through 20 in both maps with this build than with any other one. To get the most out of this, know when it is worth your energy to use fortune on yourself or others, and really, really learn how to use confuse to get the most out of it.
Here are your jobs:
Tank: Learn to work the aggro system to assure you grab attention (typically just getting them to see you first, but there are other tricks, especially with confuse). Fortune, evasion, and your armor make you ludicrously tough to kill by mobs, and even dopplegangers will have a tough time with you. Use confuse on occasion to keep some of the really hard hitters working for you instead of against you. You are tough enough to stand up to insane punishment while rezzing teammates.
Support: Fortune on everyone, +.3 energy regen to teammates in a wide area, and confuse (it stops doppleganger rezzing as well). Fortune dramatically increases the survivability of all, and everyone benefits greatly from the energy regen.
Damage: Your damage is actually pretty decent here. Weak enemies go down in one hit, and you run between them very quickly. You have the damage to take down walkers with ease, although not incredibly fast. Confuse gives you additional resources for killing, especially when confusing dopplegangers.
MushrooMars — March 17th, 2012 @ 4:04 am
The Ultimate SupportSeer:
Laughing Stave
Ghosthelm(superior regen, squishy)//Mantle of Malan’tai(comfortable survivability, decent regen)//Armor of Idranel(superior survivability)
-Runes of Harlequin: Important, irreplaceable. Allows you to slow and disrupt fast forces such as Banshees, and outright destroy powerful enemies, such as Predator tanks or superheavies. Spam zealously.
-Runes of Deception: Important, irreplaceable. Allows you (squishy), to pretty much sit in the middle of the enemy’s force, confusing tanks and popping mass confuse/eldritch storm every once and a while.
-Runes of Warding: Allows you to escape when you realize you are no longer invisible, allows you to revive your dead buddy unscathed. OR
-Runes of the Warp: Allows you to superiorly (but expnsively) kite your entire team on the later waves. Practically useless earlier on though. OR
-Runes of Fleetness: Allows you to escape melée threats (not recommended).
-Either Spirit Stone of Eldritch Might or of Illusion
This build is for the Farseer that likes to sit back and watch everything die. You pretty much just run around, confusing things. You may use the ranged or melée power of your staff should the situation require it, and when the going gets tough for you or an ally, use the Runes of Deception.
Once you are in the later waves, use your third accessory (warding, warp, fleetness) to help avoid high-damage enemies (and subsequently confuse them into attacking themselves).
Use your commander item when necessary (when there is nowhere to hide and all of the entire wave is onscreen, closely clumped together).
You will easily reach wave 20 with a competent team (using armor of Idranel, you can reach wave 20 with an incompetent team), so long as you spam confuse and your commander item, and avoid direct combat (pummeling oblivious enemies doesn’t count as direct combat.
Reccommendations:
-Always use laughing stave
-Ghosthelm if your team is tanky and killhappy, Mantle of Malani’tai if your team is somewhat squishy, but still competent, Armor of Idranel if you sense that everyone will die alot.
-Always use runes of harlequin
-Always use runes of deception
-Third accessory; use your best judgement
-Commander item: Whatever floats your boat.
Have fun!