Thane Info

"So.. Ye wish ta be a Thane aye? whell, t'aint as easy as it looks! 'eres a few things ye might likes ta know afore ye commit yerself ta Thor!" 

What is a Thane? 

"Worshippers of Thor, the Norse god of thunder, lightning, and weather, Thanes are a fighting class that is also given some ability to cast offensive spells." -darkageofcamelot.com 

Thanes are known as "hybrids", a combination of melee and caster. These skills individually are not as strong as a "true" Fighter or Magic-User. Their strength lies is using these combined abilities in battle. 

Stats: 
Primary: Strength 
Secondary: Piety 
Tertiary: Constitution 

Level Abilities: 
(10) Protect I 
(12) Chain armor 
(12) Medium Shield 
(15) Intercept 
(20) Protect II 

Specializations: (X2 per level) 
Stormcalling 
Hammer, Axe or Sword 
Shield 
Parry 

What is Stormcalling? 
That's the Thane spell line, offensive-based, and it breaks down like this (posted from camelotherald.com) with the spell damage range and levels: 

Thor's Minor bolt -Thor's Full Lightning: direct damage spell with a 3 second casting time (4 -151 dmg) 1,3,6,9,13,17,23,29,38,48 Toothgrinders Hoof - Toothgnashers Ram: direct damage spell, instant (15 

114 dmg) 
5,8,10,12,18,25,34,44 
Thunder Shout - Greater Thunder Roar: Area of Effect spell, instant (9 - 
69dmg) 
5,8,10,12,1825,34,44 
Call Mjollnir - Command Mjollnir: (those Cool Flying Hammers) chain castable Area of Effect spell, with a 4 second casting time (52 - 
140dmg) 
16,22,35,45 
Thunder's Bash - Thunders Rend: self only damage add (1 - 9dps) 4,11,15,21,27,36,46 Thor's Vigor - Thors Potence: self only strength buff 2,7,14,20,30,41,50 

Important note: currently the level 50 spell, Thor's Potence, offers the same benefit as the level 41 strength buff and at a higher power cost - for that reason it is not advisable to raise stormcall to 50 
 
 

What race should I be? 
A thane can be either a Dwarf, Norse, or Troll; 

-----STR CON DEX QUI PIE 
Dwarf 60_ 80_ 50_ 50_ 60 
Norse 70_ 70_ 50_ 50_ 60 
Troll 100_ 70_ 35_ 35_ 60 
 

These races all make good thanes. I recommend choosing the race that you'll enjoy playing as your first criteria. If you have no race preference, certain races do work slightly better in certain "templates" 

Note: vertically challenged races (dwarf) tend to have some issues casting over ramparts in keep defense so I recommend the large model, but also remember, small races also make small targets on the battlefield. 

What exactly is a "template"? 
A template is a guide on how to set your thane, (usually based on the amount of points you'll have at level 50). It shows you where to place your spec points to maximize the effectiveness of your character, based on certain play styles and the experience of the thanes that have come before you. 

Where should I put my starting points? 
To some extent this will be determined by your race and how you choose to spec your thane. It's good to have an idea of your final template, so you put the points where they'll be used best. I'll touch on starting points in 
the spec section. As a guideline, it costs 10 points for +10 to a stat 
and 20 points to add +15, so most of my recommendations will be +10 to 3 stats. 

How should I Specialize my thane? 
This is debated daily in the thane community, there are many templates, and everyone seems to have a personal preference as to which is "best", so I'll show several of the more common templates out there, with an example of the play style associated with it. 

Shield Thane: 
44 Weapon (Hammer, Axe, or Sword) 
42 Shield 
46 Stormcalling 
03 Parry 
Best races: Dwarf, Norse 
Starting points : Str +10 Con +10 Dex +10 

This is the arguably most common thane template out there. The reasons for this are, 46 stormcalling is the level of the highest damage add spell, 42 shield gives you good blocking ability and a 9 second stun style called "slam" which is very useful in melee situations. With this template, you will be able to play a defensive style, protecting casters and healers, but still be able to be strong offensively, stunning your enemies and then switching to a 2 handed weapon to do nice damage. Overall a well-rounded template, good if you plan to solo as well as group. (a lesser used variant of this is to go 29 shield, then the remaining points in parry) 

2 Hand (or Offensive) Thane: 
50 Weapon (Hammer, Axe, or Sword) 
08 Shield 
48 Stormcalling 
31 Parry 
Best Race: Troll, Norse 
Starting points: Str +10 Con +10 Dex+10 (or Troll Con+10 Dex+15) 

This template is also common, designed to do high damage as quickly as possible. 50 Weapon gives you the highest style available and more melee damage, while 48 Stormcalling gives you the best direct damage spell in the sc line. You do give up shield utility, but 30 parry will give you decent protection. Nice for the player that prefers to rush into battle and ask questions later. This is a nice template for grouping, especially if you have skald for speed and a warrior who can guard you. 

Melee Thane: 
50 Weapon (Hammer, Axe, or Sword) 
42 Shield 
38 Stormcalling 
11 Parry 
Best race Norse, Dwarf, Troll 
Starting points: Str +10 Con +10 Dex+10 (or Troll Con+10 Dex+15) 

This is a newer template, giving the advantage of 42 shield and 50 Weapon, but trading off the several levels of damage from the sc line. Good for the player who likes to go toe to toe, not sit back and cast spells, played very much like a straight warrior, but using instant spells during melee. Good combination of defense and close combat offense. 

There's a few others templates out there, (there are two other templates based on 48 SC, with either 42 in shield and 41 in weapon, or 50 weapon with remaining points split between shield/parry), but this is a good cross section.. I will link a good info site for those wishing to experiment with creating a different template. 

*Tip: It is generally best to raise stormcalling up so it is 1 below level, weapon 1 or 2 below level, and remaining in shield or parry as you move up in experience. 

Hammer, Axe, or Sword? 
This is asked a lot, the answer is pretty easy though, play the weapon you like. If your worried about which one is "best", there isn't one that's better than the others. The thing to remember when choosing your weapon 
is: 

Hammers do crush damage 
Axe/Sword both do slash damage 

This will be more important as you start competing in RvR, Albion plate mail is vulnerable to crush, Hibernian scale is vulnerable to slash. I will link the weapon damage vs. the type of armor at the bottom as well, so you can compare the other armor types for yourself. 

*Tip: As you do level, try to use yellow or orange con gear/weapons (if you can afford them) this will greatly improve your survivability (avoid using red/purple, as it will degrade very 
quickly) 

How does parry work? 
Parry has a 5% base chance, plus .5% per spec point. For example, with 30 in parry, you'll have a 20% chance to parry. 

Shields, and why we use them. 
Shields are one of the most under utilized ability in our arsenal, understanding what they can do for you and your group will make you a better player and help you to become a great thane... 

Thanes can use medium shields, this allows you to block up to two attacks or opponents at a time (small shields block only 1, while large can handle 3). Shield ability gives you a base chance of 5% to block melee attacks and a 30% chance to block arrows, (modified by your level vs. the attackers level, and shield quality), each point you put into this ability adds an additional .5% chance to block. As you go up in skill, you receive shield styles that come in very handy in disabling your opponents, the most used one being granted at 42 spec. This style (Slam) can be used from any position (front, side or rear) of an enemy, and when landed, will stun an enemy for 9 seconds, allowing you to attack unchallenged, generally you can get about 2 swings in before the stun wears off, very useful in pve and rvr. 

Additionally you receive other skills as your thane goes up in level, I will go into each one and at what level they're granted, knowing how these work and when to use them will greatly improve how you play and how effective you can be. These skills show up in your specialization sheet, you'll need to make a hotbar key to use. 

Guard: This is granted as soon as you can spec shield (I believe) at (5). This skill allows you to block attacks against another member of your group. You must be near the person you are guarding for this skill to work and you can only be guarded by one person . This is normally used on the main damage dealer (tank) to give him added protection against mobs. This is a great skill, and used right, can give all melee in a group great protection (if you have a thane and warrior in group, warrior guards thane, thane guards warrior, for twice the protection) if you have a large number of melee, create a "guard circle" where melee A guards melee B, B guards melee C, and C guards melee A. (note: berserkers truly enjoy it when you are guarding them) 

Protect: Thanes get level 1(10) replaced by level 2 (20), not shield based, but another useful skill as it will "distract" a mob from the person you are protecting, best used to protect your healers or damage dealing casters. Protect works by keeping aggression (aggro) away from whoever your protecting. Large heals or high damage spells to a monster will draw aggro away from your tanks and onto your healer/caster, use this skill to keep your healer safe and sound. 

*Tip: when you first join a group, decide who you will guard and protect, then state it; "/g I've got [zerker name] on guard and [healer name] on protect" It not only reminds the other shield users to put up their guard/protects on the others in your party, it also lets your healer know that you're watching out for them. 

Engage: this is a shield skill granted at spec level 7. When activated against an enemy, it puts you in a defensive stance, you will not be able to attack, but increases your chance to block up to 85%. The enemy cant have been in melee combat recently, and it will lower your endurance slightly with each shot you block, but very useful vs. archer and archer mobs. This is useful in pve, if your group pulls 2 mobs at once, you can engage one, allowing your group to kill off the other while you keep that one occupied. This skill really shines in rvr, if an archer has you targeted and shoots, use "/face" (turning you to face the enemy archer) then engage, then sprint towards him, allowing you to close to melee range with little or no damage. You'll notice all templates have at least 7 in shield just for this purpose. 

Intercept: You get this skill at (15) This is also a non-shield related skill. What Intercept allows you to do is to take the full damage of a single shot directed at the player your intercepting for. Basically throwing yourself in front of the attack. This skill is on a one minute timer, but it is instant. If used right, it might save a party member who is near death, while he is waiting for the healer to get to him, or if the monster is near death. Thanes hit points are fairly low, so use this one with caution... 

What Realm abilities should I get? 
Well the first question is do I want Ignore Pain or not? This is an expensive RA that gives you an instant full heal, at the cost of 23 points (9 points to get the prerequisite First Aid 2 and 14 points for IP) If you want that RA, id suggest getting that first, as your first 30 realm points will come very quickly, after that realm ranks come quite a bit slower. 

Purge - this is a great RA that lets you cure all negative spell effects, including mez, debuffs, disease, and even rez sickness for 10 points, many thanes choose either IP or Purge as their first RA. 

Passive RA's; 
Augment Dexterity 2 would be a good choice, it's the prerequisite for 3 other RA's (Mastery of Blocking, Pain and Parry), mastery of pain and mastery of blocking are very nice, depending on your template (2 hand or shield thane, respectively) 

Avoidance of Magic is nice to increase those resistances, a defense against all those casters out there 

Augment Con 1 and Aug Toughness 1 are both nice, for 2 points it will give you a very nice hit point boost 

Longwind 1 and Tireless 1 are great for an increased length sprint, also very nice with the new shaman end regen, as it gives you almost a permanent sprint ability. 

Most thanes avoid the other active RA's because of the timers, and limited usability, but the Rain of XXX line of spells are not bad, as it will stack on top of your damage add (but not cumulative, only 1 rain will work at a 
time) 

At this time, I do not recommend the thane unique RA, Static Tempest. Many thanes have tried it, and all that I know have respecced out of it as soon as they could, due to its ineffectiveness 
 

Thane Combat Tips: 
Firstly, always keep your self buffs up, any time you see the icons blink (or even if you get a minute of downtime), refresh them. 

Secondly, experiment. Sometimes a good hotbar setup will save you, having your spells/abilities organized in a way thats best for you is very important to a thane. try different setups untill you find the one that fits your playstyle best. 

Solo fighting in pve is fairly straight forward: find a camp of monsters with plenty of open space around them, and that is clear of lower con creatures, stand at max range and cast single target full lightning to "pull", then cast aoe hammer as the target clears away from any other close monsters, (or if mob is archer or caster, use instant dd here as an interrupt), another hammer spell, then into melee styles. Use aoe shout if safe do do so. The main thing to remember is to watch your power, anything below 50% in power or health takes a lot longer to regenerate, increasing down time. Be careful to watch for added monsters, and don't be afraid to sprint away if it looks like your below 50% health, and the mob is 75% or more. 

Group combat (pve) is more complicated, use protect and guard (if you have 
it) all the time. Generally at lower levels, you will be utilized a lot as the main puller and possibly the main tank, as you'll have aggro from all that spell damage, or you will be the "peeler" the player designated to move to any mob that goes to attack your healer/caster. At higher levels, a healer/runie/shaman tend to pull better with mez/long range bolt/root, so youll become primarily secondary tank/peeler. Once again... No AoE, unless its completely safe to do so. Dungeon settings are very dangerous to aoe in, I tend to remove aoe spells from my hotbar in dungeon crawls. Watch your surroundings carefully. 

RvR: You, as a thane, do not hit as hard offensively as many, and combined with the "mez breaker" misnomer, some groups would rather choose members other than a thane. Depending on how well you've played at lower levels and how many friends you've made, will determine how easy or hard you will get a group in rvr. By being a smart player, you will be useful to any rvr group, as a caster and archer killer (instant casts work great as an interrupt), a keep defender or as a healer/caster protector, you will do well. Learn to use what you have, and when to use your spells. 

I hear thanes are gimp. Is that true? 
This question is asked a lot too, and much tougher to answer, I need to break the answer into two parts; 

Player vs. Environment - pve or pvm (mob); Thanes are very good at pve, the ranged attacks, blocking ability, and instants all combined, make a thane good at killing computer creatures. You'll find you can routinely kill yellow con creatures and can level with relative ease. In groups, you work very well as a puller and a tank. The one thing to note though, learn when (and when not) to use area of effect spells (aoe) when in a group, other classes have many forms of Crowd Control (mez, root, stun) to handle multiple enemies. A hammer spell thrown at the wrong time will unmezz a bunch of mobs, and likely kill your whole party. Giving you and thanes in general a label of "mez breaker", a few of those mistakes and it will be a lot harder to get into a group, just a word of caution.. 

Realm vs. Relam - rvr or pvp; This is more challenging for a thane, I once heard it described as playing this game on the hard setting, and I agree. All those things that make you great in pve don't translate as well in pvp combat. In pve, you tend to stand stationary and bring the mobs to you, but in pvp its much more fluid and many times you do not have the time to stop for a 3 second cast, so you tend to rely on your instants. There are several situations where you remain stationary in pve, and thanes do pretty well in those instances, (such as keep defense). The evolution of rvr has made the thane a tough class to compete with, low hitpoints, higher enemy resists, lack of defense against casters, mez and stun spells, and no speed, all make rvr challenging. The best rvr thanes I know, work in well coordinated groups, where the skills they do have can be used to their fullest... And the word of caution about aoe spells, this goes the same with pvp, only more so!! Be very careful with those hammers, it wi ll make or break your reputation. . 

So, the short answer is, no we are not "gimp". That suggests we are totally useless, which isn't the case, but we are in need of some fixes to make us more competitive in rvr. 
 

"Good Luck! And may Thor guide ye!" 

Baldaran 
Thane of Percival 
Champions of Haggerfel