Farseer (Dark Crusade)

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Dawn of War logo.jpg This article is part of the Dawn of War Player's Guide.
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Dawn of War Commander Unit
Farseer
Eldarfarseer.jpg
Race Eldar
Version Dark Crusade v1.2
Build Info
Farseer icon.jpg
Hotkey F
Build Cost Resource requisition.gif 240 Resource power.gif 80 
Build Time 57 s
Built From Aspect Portal
Unit Size 1
Requires Webway Assembly
Limit 1
Unit Stats
Hitpoints 1310/2
Armour Commander
Morale 500/14/150
Morale Bonus +200/+2
Death Penalty -150
Unit Mass 15
Move Speed 16
Sight Radius 35 (cannot detect)
Attachable Yes
Weapons
Ranged Shuriken Pistol
Melee Witchblade



Contents

Farseer

"The runes foretold of this place."

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.

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). 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. This is particularly useful against Imperial Guard commanders, who can be killed in a single hit. Priority should be given to Vindicare Assassins if he is foolish enough to enter range (though this is unlikely) or Psykers who have a similar ability 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.

Abilities

Psychic Storm

Psychic Storm Hotkey: C
Psychicstorm icon.jpg Requires Nothing
Target Types Any enemy infantry, heavy infantry, commanders, or daemons
Range 35
Area of effect 10 Cooldown time 155 s
Effects The Farseer unleashes a power psychic blast over an area, damaging enemy infantry every second over 10 seconds. Damage shown is the total over 10 seconds.
Damage Values
Infantry Vehicles Buildings Daemons Base Damage
Low Med High H.Med H.Hi Cmdr Low Med High Air Low Med High Med High Morale Min Max Min.D
120-128 120-128 160-170 160-170 160-170 128-136 - - - - - - - 160-170 50 50 160 170 50

Mind War

Mind War Hotkey: M
Mindwar icon.jpg 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.
Damage Values
Infantry Vehicles Buildings Daemons Base Damage
Low Med High H.Med H.Hi Cmdr Low Med High Air Low Med High Med High Morale Min Max Min.D
315-440 284-396 315-440 315-440 315-440 315-440 - - - - - - - 315-440 315-440 50 315 440 5

Guide

Guide Hotkey: G
Guide icon.jpg 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
PassiveAbility icon.jpg 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
Eldritchstorm icon.jpg 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.
Damage Values
Infantry Vehicles Buildings Daemons Base Damage
Low Med High H.Med H.Hi Cmdr Low Med High Air Low Med High Med High Morale Min Max Min.D
90-110 108-132 108-132 108-132 108-132 108-132 900-1100 900-1100 900-1100 - 900-1100 900-1100 900-1100 108-132 900-1100 100 900 1100 50

Fleet of Foot

Fleet of Foot Hotkey: F
Fleet of foot icon off.jpg 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.

Weapons

Shuriken Pistol

Shuriken Pistol
RangedStance icon bw.jpg Damage Per Second Values
Infantry Vehicles Buildings Daemons Morale Base Damage
Low Med High H.Med H.Hi Cmdr Low Med High Air Low Med High Med High DPS Base Min Max Min.D
Initial DPS: 7.3 13.5 6.1 7.3 7.2 7.0 8.4 4.4 0.7 NA 6.1 3.2 0.7 7.1 2.6 0.4 1 33 22 1

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
MeleeStance icon bw.jpg Damage Per Second Values
Infantry Vehicles Buildings Daemons Morale Base Damage
Low Med High H.Med H.Hi Cmdr Low Med High Air Low Med High Med High DPS Base Min Max Min.D
Initial DPS: 35.3 52.3 35.3 56.5 41.5 54.3 16.1 16.9 65.0 NA 23.5 10.0 10.0 41.2 65.0 37.5 75 54 76 10
With Farseer Veteran Upgrade: 40.6 60.2 40.6 65.0 47.7 62.5 18.5 19.4 74.8 NA 27.0 10.0 10.0 47.4 74.8 37.5 75 62.1 87.4 10
With Farseer Hero Upgrade: 48.7 72.2 48.7 78.0 57.2 75.0 22.2 23.3 89.8 NA 32.4 10.0 10.0 56.9 89.8 37.5 75 74.5 104.9 10

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
Fleetoffoot research icon.jpg Cost Resource requisition.gif 50 Resource power.gif 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
Fortune icon.jpg Cost Resource requisition.gif 100 Resource power.gif 50  Research Time 45 s
Researched From Soul Shrine
Requires Nothing
Effects Imbues the Farseer with the Fortune aura.

Imbue: Eldritch Storm

Imbue: Eldritch Storm Hotkey: S
Farseerabilityresearch3 icon.jpg Cost Resource requisition.gif 150 Resource power.gif 50  Research Time 70 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
Farseerhealth1 icon.jpg Cost Resource requisition.gif 100 Resource power.gif 25  Research Time 45 s
Researched From Soul Shrine
Requires Nothing
Effects </b>

Farseer Hero Upgrade

Farseer Hero Upgrade Hotkey: H
Farseerhealth2 icon.jpg Cost Resource requisition.gif 125 Resource power.gif 50  Research Time 60 s
Researched From Soul Shrine
Requires Farseer Veteran Upgrade
Effects </b>
  • Increases Farseer health by a further 300.
  • Increases Farseer health regeneration rate by a further 0.5 HP/sec.
  • Decreases Farseer ability recharge time by a further 10% (19% total).
  • Increase Farseer Witchblade damage by a further 20% (38% total).
  • Increases Warlock health by a further 150 to 550.
  • Increases Harlequin health by a further 150 to 925.

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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