Disciple of Khaine
The chosen dark priests of the bloody handed god, The Disciples of Khaine, can be found on the frontline of any Druchii assault. Using wicked ritual blades, a Disciple harvests the essence of their enemy and offers it to Khaine in exchange for fell blessings and dark powers. These dark gifts allow the Disciple to tend to the needs of the Dark Elf host, mending bones, suppressing pain, and even raising critically injured warriors to fight again. The Disciple of Khaine is the shepherd of war, ensuring the bloody slaughter can continue in the name of their dark god.
The Disciple of Khaine Specialty
The Disciple of Khaine is a true master of murder. Trained in the dark rites of Khaine, a Disciple can steal the strength of a soul with just a nip of their razor sharp blades. With the essence of souls taken from their opponents, the Disciple can enact dark rites, calling upon Khaine's favor to bless Druchii warriors. This can make the soldier immune to pain and even raise the dead to fight once more. A Disciple is also a consummate fighter and skilled torturer for Khaine, relishing the essence taken from a slow agonizing demise over that of a quick well placed deathblow.
Playing as a The Disciple of Khaine
The Disciple of Khaine must be in close range of his opponent as he requires the blood of the enemy to enact his dark rites. As such, a Disciple is trained both with the blade and the dark arts, capable of weaving the two into a staggering blend of offensive and defensive power. In small fights, the Disciple is a master of shifting the balance of a fight; what they reap from their enemies they give to their allies. What was once an opponent's strength will soon become their own.
Fighting against a The Disciple of Khaine
The best way to deal with a Disciple of Khaine is to keep him out of arms reach. A Disciple's true power can only be enacted if they can lay blade upon flesh. Deny them this and you deny them the advantage in a fight. If you find yourself facing one of these Dark Acolytes in close combat you must attack with reckless abandon. Feverishly attempt to overcome them before they can drain your very strength to use against you. Disciples must be watched carefully and their fell magic countered in short order, or you will find your very essence trapped in servitude to Khaine.
Career Masteries
Dark priests of the Bloody Handed god, The Disciples of Khaine can be found on the frontline of any Druchii assault. In combat, the Disciple is a master of shifting the balance of a fight, for what they reap from their enemies they give to their allies - what was once your strength will soon become their own. Disciples must be watched carefully and their fell magic countered in short order or you will find your very essence trapped in servitude to Khaine.
Using wicked ritual blades, a Disciple harvests the essence of their enemy and offers it to Khaine in exchange for blessings and dark powers. These dark gifts allow the Disciple to tend to the needs of the Dark Elven host, mending bones, suppressing pain, and even raising critically injured warriors to fight again.
Path of Ritual
The Path of Ritual is focused on the healing gifts that Khaine grants to his faithful priests. A master of this path will be able to focus more power into the essence that they tear from their enemies, greatly empowering their healing abilities
Path of Torture
The Path of Torture is a pious Mastery focused on worshipping Khaine - of course, Khaine demands this worship at the edge of a knife, and hears prayers only when bolstered by the screams of his enemies. A specialist in this Mastery has practiced long and well with their brutal sacrificial blades, and has trained themselves as a deadly warrior.
Path of Sacrifice
The Path of Sacrifice is a deceptive Mastery that simultaneously damages enemies and strengthens allies. Instead of focusing quite as much on either building or consuming essence, a master of this path favors attacks that not only damage the enemy but also momentarily steal away a portion of their strength.
Class Changes
- New ability added to 15pts in Torture, Scent of Blood, removes snares, roots, disarms, and silencing effects, makes you immune from snares for 5s, and increases your movement speed by 50 while active. Cooldown is 5min. Dual wield required. (link)
- The core tactic, Divine Fury, now reduces the cooldown of Scent of Blood from 5min to 30s. (link)
- The Torture m4, Vision of Torment, is moved to core, requires level 40, and will place all morales on a 5min cooldown if used. If any other morale is used instead, the normal 60s cooldown applies. (link)
- Covenant of Celerity and Covenant of Vitality have internal cooldowns of 1s.
- Potent Covenants tactic only works for the DoK.
- Resurrection Illness now applies a 25% stat debuff, down from 50%, still excluding wounds (link)