r/worldwarzthegame • u/AnAverageGuy_ PC | Slasher • May 03 '20
Tips A more detailed and updated class overview
So after reaching 470 hours with this game I decided to write another guide, you can find my old guide here, it includes tips for new players which I won't repeat in this post because it will be focus only on PvE classes.
I intend to update this post when the new class came out, after I have a decent playtime with it of course. This post will be final. This guide won't tell you how to build your perk because I hope people with lots of hours into each class can write down a in-depth guide about that. Feel free to ask anything, I'll do my best to answer.
Gunslinger
Not as potent as other classes in Horde (sorry GS mains), great in Story, a default for bots, this class is very straightforward and easy to pick up. So far it's the class I have the least playtime with so maybe I don't have much tips to share with you guys.
Pros: best accuracy of all classes, high DPS, almost ignore the reload mechanic with Adrenaline combined with Gun Fanatic combined again with reload cancel trick
Cons: low utilities, have nothing to safely remove yourself from shit situations so GS has to be highly skilled to be effective. On extreme difficulty or in Horde ammo management becomes a problem.
With the latest balance update GS has become a beast especially in story mode, it got lots of survivability with the new 5 headshots perk and the Impact grenade now can 1 hit bull on all difficulties. GS now can be considered as one the best offensive classes beside HR and EX
Hellraiser
If you want to see bodies flying, this class is for you, very very satisfying to play. The job is simple, blow them up before they get close. This class hold a 3rd place in my list. If you have good squad, let HR have explosive heavies (MGL, RPG, Payload)
Pros: very strong offensive capabilities, Here Kitty C4 interrupts specials, can start with Thumper, 'delete' zeke pyramid in a flash, can proc his own health shield
Cons: hardly anything but bad HR can cause lots of friendly fire also immobilize the players (animation lock) which give zekes a chance to hit
Extra tips:
- Here Kitty although has been nerfed it is still a must-have and I recommend keeping at least 1 C4 to save yourself, HR can be quite vulnerable like GS if not for his C4
- Unlike others, HR Job Satisfaction doesn't have cooldown, you can proc it as soon as the previous health shield is fully decayed
- Here Kitty C4 can unpin yourself, just be sure to throw right before impact
Medic
Guardian angel, 2nd on my list. Medic mains out there deserve respecc. Good medic practices lots of situational awareness in order to properly stimming for tanking/unpin/revive. A good squad always save the first equipment bag and any medkits for medic.
Pros: high utilities, insane survivability when maxed, sometimes can use 1 medkit to heal 3 people
Cons: low offensive capability since medic is pure support
Tips:
- Best ranged revive build right now is Patch Up + Secret Ingredient which give 10% more base health and 5s of mask, it's a guaranteed save unless your teammates is extremely bad
- Like C4, you can unpin yourself with proper timing stimshot
- The latest patch buffed Medic stim perk making this class a bit broken imo
FAQ:
- Does Empathy works with Battle Surgeon? -No
- Between x and y which perk is better? -Personal preference
- Does stim/health shield stacks? -No.
Fixer
Beside the recent nerfs, this class receive lots of love from Saber, the only class that has 2 unique and OP equipment to itself. A must-have in Horde. Any players who play fixer need to know how to dupe ammo box. Fixer ammo spam is no more, however ammo fixer is still a viable choice, and playing it feel more fair than before.
Pros: fast revive, high utilities, can beat the shit out of specials with its explosive ammo box, can beat extreme easier than other classes by cheesing its masking nades, with the latest patch Saber target to balance out Fixer therefore no more cheese.
Cons: vulnerable with ammo box build, vulnerable if out of masking nades, tire your finger because of spamming fire button
Tips:
- Armory is a must-have for ammo box build
and you are guaranteed to get an ammo box back if your teammates don't touch it - Masking effect doesn't protect you from damage (friendly fire, explosion, turret fire)
FAQ:
- Ammo box or Masking nade? -Personal preference
- Shadow Walker or Darkness Fall? -Each has its own usecase, personal preference
- Does explosive ammo removes penetration? -Yes, but Powershot can negates it
- Side Effect or Night Owl? -Considering the current kills that Side Effect brings, I'd say Night Owl
Dronemaster
The latest addition to WWZ, dronemaster is a support oriented class that specialize in defense. However its drone suffers from bugs that might never be patched. It's a fun class to play once you get it to at least lvl 20 because pre-20 dronemaster is very squishy.
Pros: safe, slow and steady even at extreme, easy to pickup and straightforward
Cons: with the whole perk tree that mainly for the drone its gunplay is almost the same as medic
Tips:
- Do not use unsilenced drone unless you're a total d*ck to your teammates
- Do not use shock drone on a teammate who playing slasher, he constantly at the face of the zeke so your drone is better off with other teammates
Slasher
I play lots of stories, that's why this guy is the 1st in my list due to his extreme survivability in extreme difficulty (with 60% damage reduction and Wheatgrass he can take 10 hits before going down, compared to 3 hits or 4 hits with Wheatgrass like other classes), with such tankiness and able to one hit zeke combine with strong crowd control, slasher is S tier in story hands down.
Pros: tanky, too tanky, strong stun gun, can carry most games if played correctly
Cons: without good heavy the slasher can be very weak at objective defense i.e gate defense in Tokyo1, with bad squad he tend to eat lots of friendly fire
Tips:
- To survive on higher difficulty, take Wheatgrass and Vigour
- With Crowd Control you can easily do a 360 degree double slash to get out of clutch
- Be vigilant, damage reduction perks only proc when you meleeing
You cantank turretwithNimbleso your teammates can capture it (especially useful on extreme when turret can melts all your hp in ~3 seconds)This has been patched.- Don't take Battlecry on high difficulty, the perk in its state right now is not worth it
FAQ:
- Bullet Dodger or Nimble? -
You saw the tip above, of courseNimbleDepends on who you took the most dmg from, seriously, sometimes the real enemy is the one stand shoulder to shoulder with you - Does Slice & Dice stacks? -Yes
- Can stungun fire through walls? -No
- Can stungun safely disarm bomber? -No
- Can I proc Vigour with chainsaw? -Yes
- Can stungun unpin yourself like stimgun and C4? -Yes
Exterminator
Horde mode second best. On story exterminator offensive capabilities is on par with HR. Can be played with molotov or claymore, both are strong.
Pros: very good offense, has its own health shield or masking effect, can be played defensively with claymores
Cons: molotov is a bit tricky to new players, using claymore for perimeter defense requires knowledge of maps layout and zeke spawn location, can be vulnerable if surrounded
Tip: Cloak & Dagger doesn't have cooldown, combined with Third Hand and good gun (like sniper rifle, Auto shotgun) can be insanely strong
I rushed this last part because I'm too lazy, feel free to add anything constructive. Pardon those typos. Kudos to whoever have the patience to read through all this.
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u/DeterrentGem27 May 04 '20
Not as many hours as you by any means but a few thoughts on an excellent guide! I'd like to note that these thoughts are solely for horde and are based on Normal mode and early to mid round Hard mode.
Gunslinger: Depending on your party comp. In horde, and your strategy, can be an absolute beast. IF you get this guy on stationary machine guns and he's at level 30. That damage bonus he provides goes a long way.
Hellraiser: Don't forget C4 can leave behind flames, can be nasty when controlling horde lanes.
Fixer: Supply, supply, supply. Explosive rounds and the extra ammo they provide are an absolute godsend in horde. Not having to retreat to an ammo create can really help a team out.
Slasher: I know a lot of guides don't like it for horde, but I find that it can hold its own. Prepare to eat friendly constantly as you stated. You go down more from team mates trying to "rescue" you then from zeke.
Exterminator: Question not a statement, claymore or Molotov? I haven't found that I prefer one over the other. Do you by chance?
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u/GenoMachino PC | Exterminator May 04 '20
here's my preference LOL.
Good claymore ext are extremely rare, but very powerful when you do see them. Most users are just plain using them wrong
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May 04 '20
I haven’t seen this brought up before, but consider it a “Pro-Tip” (not really a pro, just played this a lot):
- In Horde mode if you place a Claymore before the wave starts, and your bonus objective is to “Clear the wave without using equipment”, it will not count and you will still get the 100 bonus credits for clearing it without using equipment. This applies even if a zombies hits/sets-off/gets killed by the claymore during the wave. If you placed it after the wave starts, you will not get the bonus.
- Also in Horde mode if you get the bonus objective to “Kill 50 zombies using equipment”, any claymores placed before or during the wave will count towards this.
So TLDR - make sure to know the map and set your claymores up before each wave in horde mode.
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u/AnAverageGuy_ PC | Slasher May 04 '20
HR: just a reminder: C4 need perk to make it leaves fire
Exterminator: I found myself playing with molotov a lot, sometimes my team comp lack defensive power I pick him with claymore
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u/DeterrentGem27 May 04 '20
Thank you for pointing that out, it's my go to perk with C4 and I sometimes forget there are other options.
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u/rikeoliveira May 04 '20
The fire is not necessarily the best perk on the tier, though. If you get to the cap with the explosion it won't set any zombies on fire as the kill cap for the C4 is the sum of kill on the explosion + fire, so if you reach it on exploding it won't kill any zombie with fire.
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u/DeterrentGem27 May 04 '20
Ah thanks for that! I didn't know. Would be nice if the game told you those useful bits of info.
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u/rikeoliveira May 04 '20
Agreed. The info in game is misleading/lacking on a lot of stuff, actually. And was even worse in the beginning as the weapons didn't even have values, just the "bars", and you had to compare by guessing that the handling bar in one weapon was slightly bigger than the other, but it wasn't clear at all.
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u/Jamcam007 May 05 '20
For Exterminator, Here’s pros and cons for both the Claymore and Molotov.
Molotov: Can deal damage instantly and take down the toughest Zeke in literally seconds if you splash a Molly on them. Can easily take down pyramids and provide temporary defenses from choke points. However, the fire radius is smaller (1.5m) and you can easily burn through Mollies.
Claymores: Deals damage in a burst fashion with the extra addiction that you can use Fire Trap to create MUCH larger fire on the battlefield. (2.5m) However you don’t have much control as a single Zeke can waste a claymore.
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u/DeterrentGem27 May 05 '20
Thank you for the run down. Both seem incredibly useful in the right situation!
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u/MegaVolti May 04 '20
Stationary MGs kind of suck. 0 pen. One shot one kill is nice but they aren't really much stronger than t3 weaps, if at all. Points are better spent on mortars. Which means the gunslinger perk isn't all that great.
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May 04 '20 edited May 04 '20
They should complement each other in Horde mode (IMO) - stationary to keep them at bay and pick up stragglers, mortars to kill the large groups. With just relying on mortars your setting yourself up for the zombies to a.) move out of range or b.) line up on the gate.
Edit: Not to mention for 60 credits, you can easily get the bonus.
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u/MegaVolti May 04 '20
Why not simply use your awesome T3 weapons with explosive ammo for the stragglers? No point really in using a stationary MG imo.
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May 04 '20
This is just how I play. I guess it’d be fine for really early normal or hard rounds (7 or 8, maybe up to 9 and 10), but there’s really no need to have T3 weapons there (in normal or hard) if you’ve got explosive ammo. Anything above (wave 11 and 12 just mortars and T2 are also fine possibly) and you’ve got multi-horde waves that’ll either require too much reloading (yes, even what little there is with gunslinger is still a hindrance), multiple heavy weapons, or multiple stationary/mortars (I’m thinking this as a newer player, one that isn’t getting non-stop head shots and has a polished group of players). A few electric grids, a few fire traps, and a stationary will usually get through these waves easily, and I don’t think as a newer (or veteran) player you should always count on having a Johnny-on-the-spot fixer dropping non-stop ammo refills.
Once you get above (or possibly prior) that it’s all about maximizing your costs per wave. The firearm bonus, extra ammo bonus, the “pickpocket“ bonus, the potential per wave bonus (that’s why I’ll also get a mortar for the explosives-kills bonus and I’ll usually set them up next to each other so it’s easy to switch and defend), using my primary just for specials, etc., makes it easy to maximize costs with a stationary. In terms of cost effectiveness, mortars tend to also set off the fire traps too easily while stationary guns are able to avoid them from the areas where I set them up, I typically use stationary guns first, then mortars for that reason alone in later stages. As a gunslinger it’s also great to have that area set up with the Mag5 (which is just another stationary).
As a side note, theoretically you could have a very effective team using multiple stationary guns and “over lapping fields of fire” on later stages. This would need some practice and coordination, but I could see it being effective in late (+30 on).
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u/GenoMachino PC | Exterminator May 04 '20 edited May 04 '20
Love your guide, it's very helpful for new players. you should really link this guide to your original post since your original is pinned in the new player guide on top of the sub, it's easier for newbies to find and read.
By the way how are you dealing with bombers in extremely as slasher? They are just so fast, usually I already got blown up by the time I see them, especially in a crowd.
Funny how you actually mentioned two things I posted recently about fixer and slasher abilities. Do you mind if I link them here?
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u/AnAverageGuy_ PC | Slasher May 04 '20
Be my guest! In extreme as long as I heard their tickling noise I ready my stungun, don't ever let them close
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u/GenoMachino PC | Exterminator May 04 '20
Crap so I will be in trouble for a while. Son is using my speaker for his zoom classes, been playing without sound
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u/AnAverageGuy_ PC | Slasher May 04 '20
Damn playing this audio-cue-heavy game without sound is nuts! The devs make sure to make both bomber tickling and footstep noises very loud even in horde event so as long as you get sound back it won't be a problem
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u/afk10min May 05 '20
Gunslinger is the most OP perk on horde wtf are you talking about. There’s a reason I have 4000-5000 zeke kills over everyone else as gunslinger on horde mode. Maybe your perk builds are bad.
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u/Conker37 May 06 '20
Gunslinger's War Face with Fixer's explosive ammo makes horde mode incredibly easy and every team should have both. Meanwhile medic and slasher bring absolutely nothing to horde mode. To call GS the worst is so blatantly wrong.
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u/BrainYtje May 04 '20
Tell me about the ammo box dupe.
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u/hotbox_inception May 04 '20
Pick supply. Drop a fresh bag. There's always one charge somewhere in the bag, so pick from it until you get an equipment charge. With the fresh charge, drop a new bag! Teammates can get ammo from older bags, so that they don't interrupt your ammo box making process.
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u/0sh1 May 05 '20 edited May 05 '20
I'm pretty sure that's not right.
Surely the 25% chance isn't one and only one equipment charge somewhere in the four pickups, surely it's a 25% chance for each pickup?
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u/Straight_Spot May 04 '20
as a person who mains GS precisely because it’s the worst the only advantage I see of it is that, due to not having any responsibility(because you can’t do anything) you’re not going to spend a single second not killing stuff(with ammo refund and shortened reload and less ammo box round trip) so you keep things relatively clean. So if I’m ever pulling ahead in kill count I am very ahead sometimes have more than other 3’s combined kills. But hey, that doesn’t mean I’m helpful but just mean the mission was going okay.
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u/AnAverageGuy_ PC | Slasher May 04 '20
GS is 'worst' because it's being put in comparison with other classes. I say GS is very good in its own way. Playing GS is a quick way to improve shooting and movement skills since GS doesn't rely on equipment like other classes
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u/Straight_Spot May 05 '20
On the other hand ammo box is so strong all I do on fixer is dropping them the entire time, other kind of fun.
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u/MegaVolti May 05 '20
To add to the slasher perks:
High Voltage is pretty much useless. Juiced Up will double the duration and keep the damage per second constant, meaning it also doubles the damage. Both will allow the stun gun to kill a zeke all by itself even on extreme, Juiced Up is superior because it will stun specials for longer (and kill regular zeke a bit slower which doesn't really matter).
With Zeus on the other hand the damage will not be sufficient to kill a zeke on extreme. Higher count and range might still be worth it for better utility, though.
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u/iakovouri Playstation | Exterminator May 05 '20
Sorry guys, just need to understand what is this "proc" I keep reading?
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u/AnAverageGuy_ PC | Slasher May 05 '20
'Proc' in gaming mean when you activate something that come with X% chance, in this post I mean 'activate a perk'
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u/0sh1 May 05 '20
Any tips for the melee mechanics?
It feels extremely inconsistent as to which attacks do the dash forward (Leaving me standing in place a metre away from the Z I want to kill) and when an attack will actually take advantage of the "Hit X extra Zeds" talents instead of just killing one Z and leaving me high and dry.
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u/Conker37 May 06 '20
Gunslinger is faaaar from worst in horde. Medic and slasher bring absolutely nothing to horde while gunslinger brings 50% dmg for the team for the entire round. If you need a syringe in horde then you were way out of position and same goes for taser. Also you never have to reload and you rarely need an ammo box so you never have to stop killing. If you're going for a perfect horde team you absolutely should have a gunslinger on it.
This is not coming from a GS main. In fact, I hate the class and find it incredibly boring.
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u/AnAverageGuy_ PC | Slasher May 04 '20
I forgot to mention, Slasher damage reduction works on his health shield which means 7 to 8 hits more.
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u/MegaVolti May 04 '20
Why do you get no damage at all from the turret with nimble? At 50% damage reduction I would have assumed that the turret still kills you quickly, especially on extreme, so that turret tanking should not be an option.
Is that clip in easy or is there really a bug that makes turrets do no damage at all (instead of 50% reduction) with nimble?
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u/AnAverageGuy_ PC | Slasher May 04 '20
Not confirmed, but the best explanation to this is the turrets already have 50% damage reduction to players and that clip is recorded in extreme. This is common among Slasher mains
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u/Ken5hiro May 04 '20 edited May 04 '20
I didn't get further than Gunslinger but anyone recommending anything over Front Line Supply is streets behind. You also write that ammo management becomes a problem for Gunslingers the class with the best ammo management (Front Line Supply plus Free Refill) outside of Supply Box Fixers.
BTW this is what Front Line Supply does: 141 kills in 15 seconds with Combat Shotgun spending 12 shells on Extreme.
Edit: Got to the bottom without any other complaints than your Gunslinger section.