Farseer
From RelicWiki
Farseer | |||||||||||||||||
Race | Eldar | ||||||||||||||||
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Version | Soulstorm v1.2 | ||||||||||||||||
Build Info | |||||||||||||||||
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Unit Stats | |||||||||||||||||
Hitpoints | 1310/2 | ||||||||||||||||
Armour | Commander | ||||||||||||||||
Morale | 500/14/150 | ||||||||||||||||
Morale Bonus | +200/+2 | ||||||||||||||||
Death Penalty | -150 | ||||||||||||||||
Unit Mass | 22 | ||||||||||||||||
Move Speed | 16 | ||||||||||||||||
Sight Radius | 35 (cannot detect) | ||||||||||||||||
Attachable | Yes | ||||||||||||||||
Weapons | |||||||||||||||||
Ranged | Shuriken Pistol | ||||||||||||||||
Melee | Witchblade |
Contents |
Farseer
"The mists of space and time retreat from my mind."
As Exarchs are masters of their chosen warrior path, Farseers are masters among the Warlocks. They have the ability to not only divine the future, but determine which of the myriad possible futures is the one towards which events are moving. The reasons for their actions are often inscrutable and give outsiders the impression that Eldar behavior is completely random.
Aside from their incredible powers of divination, Farseers can direct the energies of the warp itself to slay their foes without ever firing a shot.
In the original Dawn of War campaign, the Farseer Macha led the Eldar forces from Biel-Tan. Farseer Taldeer led the Ulthwé forces in Winter Assault (but with different stats) and Dark Crusade. The Ulthwé Eldar returned once again in Soulstorm, guided by Taldeer's successor, Farseer Caerys.
Tactics
Compared to other commanders the Farseer has the most special abilities and these abilities are among the strongest (with the exception being that of the Necron Lord). Due to her weak melee attacks and high cost, many players choose to avoid building the Farseer in tier 1, since a Ranger/Dark Reaper combo can work better at that point in terms of damage output. However, it should be noted that her lower than average melee damage is somewhat accounted for by having higher than average disruption when performing special attacks. This often overlooked subtlety, coupled with the fact that she has the highest melee morale damage output of any T1 commander (beating out even the Haemonculus), lead some players to build her not so much for her damage, but for her ability to keep the enemy consistently knocked over and broken. Nonetheless, having her stand toe-to-toe with other commanders is ill advised.
The Farseer is fairly fragile unupgraded and should be prepared to retreat with Fleet of Foot as necessary. The best squad to accompany the Farseer is a Seer Council, but a Howling Banshee Squad is sufficient before the Seer Council becomes available. The Seer Council, aside from simply being better fighters than Banshees, also provide a recharge reduction to all of the Farseers spells.
The Psychic Storm ability does damage over time to a squad and also to nearby infantry. Of note is the fact that Psychic Storm follows the squad even as it moves. This makes it useful against any infantry squad because they are unable to run away from it once it has begun.
Mind War is designed for doing massive damage to a single target whilst slowing it at the same time. Priority should then be given to detector units if accompanied by Rangers, but it is otherwise a potent weapon against other commanders. This is particularly useful against Imperial Guard commanders, who can be often killed in a single hit. Priority should be especially given to Sanctioned Psykers who, in addition for providing detection, have a similar ability that they would use on the Farseer, Strip Soul.
Guide should be used on a ranged squad such as Warp Spider Squads or Fire Dragons to significantly increase accuracy and damage. Choose the squad based upon the target you wish to quickly kill (ie choose Fire Dragons if you need to kill a vehicle).
Eldritch Storm is a powerful ability that affects all enemy targets but is especially powerful against vehicles and buildings. It is best used inside an enemy base so that it can hit the most targets. Buildings obviously cannot run away, and it will be difficult for enemies to move their infantry and vehicles out of range without allowing you to completely annihilate their base. NOTE: The Eldritch Storm has rather an interesting effect when it kills an allied infantry (like allied computers in skirmishes or accidentally killing your own Avatar with it) as it conjures a rather small replica of the storm at the Farseer's current location which does damage her and other nearby units as well. This occurrence is not rare and happens quite frequently.
Abilities
Psychic Storm
Mind War
Mind War | Hotkey: M | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Requires | Nothing | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Target Types | Any enemy infantry, heavy infantry, commanders, or daemons | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Range | 30 | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Area of effect | 0 | Cooldown time | 110 s | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Effects | Does damage to the targeted unit over 5 seconds and slows the target by 25% for the duration of the Mind War. Damage shown is the total over 5 seconds. This ability automatically targets squad leaders over regular units in the squad. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Guide
Guide | Hotkey: G | |||
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Requires | Nothing | |||
Target Types | Any friendly infantry, heavy infantry, commanders, and daemon medium | |||
Range | 40 | |||
Area of effect | Entire targeted squad | Cooldown time | 150 s | |
Effects | Improves the accuracy of the target squad by 30% for 25 seconds. Depending on the squad's initial accuracy with their weapons, this can be a boost to overall DPS by 40-50%. Also note that a guided squad firing on the move has 300% the DPS of an unguided one. | |||
Fortune
Fortune | ||||
Requires | Imbue: Fortune | |||
Target Types | All friendly units | |||
Range | Self | |||
Area of effect | 15 | Cooldown time | Passive ability | |
Effects | All nearby friendly units receive 10% less ranged damage. | |||
Eldritch Storm
Eldritch Storm | Hotkey: E | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Requires | Imbue: Eldritch Storm | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Target Types | Any Location | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Range | 35 | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Area of effect | 10 | Cooldown time | 180 s | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Effects | The Farseer casts a massive psychic-powered storm that blasts the area with psychic discharge for 5 seconds, affecting all units within the area of effect and well as throwing them back with the force of the Storm (40-50 force). The damage of the spell has a radius of 10, roughly the size of the targeting cursor, but the knockback of the spell is in a radius of 20. Units caught within the the damage radius also have their movement speed slowed by 25% for the duration of the spell. Damage shown is the total over 5 seconds. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Fleet of Foot
Fleet of Foot | Hotkey: F | |||
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Requires | Fleet of Foot Research | |||
Target Types | Self | |||
Range | 0 | |||
Area of effect | Entire squad | Cooldown time | Toggled ability | |
Effects | When activated, the squad moves 50% faster but loses 50% accuracy with all weaponry. | |||
Unleashed Mind
Unleashed Mind | ||||
Requires | Nothing | |||
Target Types | All enemy infantry | |||
Range | Melee | |||
Area of effect | 10 | Cooldown time | Passive ability, once every 10 seconds | |
Effects | When engaging in melee, the Farseer unleashes a powerful shockwave from her mind, knocking all infantry around her (15-20 force). | |||
Weapons
Shuriken Pistol
Shuriken Pistol | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Cost | Default Weapon | Range | 25 | Setup Time | 0 s | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Build Time | Default Weapon | Accuracy | 70% (100% w/ Guide which increases the DPS by 42.9%) | Refire Rate | 1 s | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Area of Effect | 0 | Requires | Nothing |
Witchblade
Witchblade | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Cost | Default Weapon | Range | Melee | Setup Time | 0 s | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Build Time | Default Weapon | Accuracy | 100% | Refire Rate | 1 s | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Area of Effect | 0 | Requires | Nothing |
Researchable Upgrades
Fleet of Foot Research
Fleet of Foot Research | Hotkey: F | |||
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Cost | 50 50 | Research Time | 60 s | |
Researched From | Webway Assembly | |||
Requires | Nothing | |||
Effects | Activates the Fleet of Foot ability for Guardian Squads, Ranger Squads, Howling Banshee Squads, Dark Reaper Squads, Fire Dragon Squads, Farseer, and the Seer Council. |
Imbue: Fortune
Imbue: Fortune | Hotkey: F | |||
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Cost | 75 35 | Research Time | 39 s | |
Researched From | Soul Shrine | |||
Requires | Nothing | |||
Effects | Imbues the Farseer with the Fortune aura. |
Imbue: Eldritch Storm
Imbue: Eldritch Storm | Hotkey: S | |||
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Cost | 125 40 | Research Time | 50 s | |
Researched From | Soul Shrine | |||
Requires | Nothing | |||
Effects | Imbues the Farseer with the ability to cast Eldritch Storm. |
Farseer Veteran Upgrade
Farseer Veteran Upgrade | Hotkey: H | |||
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Cost | 100 25 | Research Time | 39 s | |
Researched From | Soul Shrine | |||
Requires | Nothing | |||
Effects |
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Farseer Hero Upgrade
Farseer Hero Upgrade | Hotkey: H | |||
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Cost | 125 50 | Research Time | 50 s | |
Researched From | Soul Shrine | |||
Requires | Farseer Veteran Upgrade | |||
Effects |
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The Dawn of War Player's Guide
The Dawn of War Player's Guide - Thought of the day: Knowledge is power, guard it well. | ||||||||
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