Thread is to share your favorite Elites & Doctrines synergies for the Eldar.
Nice idea! I didn't play enough to decide now, but I will do it asap!
Elite 1 : +1 Autach Kyre ( 5 point kinda late but when you get him , he is awesome , the most eldar hero tanky just below wraith lord and super unit ,good harrass , good CC , cyclone does very good again infantry blob )
+2 Ronahn ( if i think i can't fight again enemy without elite early then i chose him , good damage , longest elite range i think , skill Q is just awesome early game ,w also very usefull , his passive skill for ranger spam early is strong meta of eldar now )
Elite 2 : Wraithlord ( very good damage and alright tanker , his Q is very deadly again blob , W usefull but i think it a little short duration , but the thing make me chose him is passive skill that call all wraiths to him , if you use it right in time , you can change the tide of battle with wraith spam !
Elite 3 : Taldeer if i need to slay other super unit , she is not tanky like paladin or morkanault but she can easy slain them with just half of her HitPoint ,very powerfull crown control and the best DPS of all super unit , the only super unit that dont have range weapon but i think she suited the Asssasine ,crown control class more than tank ,crown control class ! If i need late burst damgage , nothing better than wraith knight
Elite 1: Macha, Jain Zar, Ronahn - The other two elites are solid, this one I'm still working on. I've never used Macha outside of the campaign, but everyone says she's great and she's a powerhouse when I've used her. I plan to try her out and see if she works well. I've used Jain Zar once against AI and I can see the potential but haven't yet used her to her fullest. Ronahn I've never used, but he sees super cool and because he's cheap he may find a place as Elite #1. I have the feeling Macha will end up having the most synergy with the rest of the forces. Keep in mind, synergy extends far past the elites/doctrines as the units of choice matter greatly. If I liked Banshees more than Jain Zar might be better.
Elite 2: Warp Spiders - Love 'em. Best harassers. They're everywhere at once. Nearly impossible to catch and they do great damage. They outgun infantry and many elites (and with good range) and can kite melee units easily. The need to be baby sat and their doctrines aren't anything to brag about, but I love them. I like Warp Spiders outside of DoW3, so a big reason why I use them is because I just like them, but also they are good.
Elite 3: Wraithlord - I want his army doctrine. He's also super cool, always talking about how he's dead or saying "where I go matters not." Total badass. He is effective, too. He does armor piercing damage but his glaive swipe wrecks infantry and can be used frequently enough. His little shield thing is helpful. I use it to block of anti-tank weapons and then burn them with his supporting guys before it wears off. The kicker, though, is the part where he summons all the wraithbuddies. I love the wraithbuddies, so it works really well, though it takes until late game to be effective. He's very tanky, which is helpful because everything else in my army is squishy. He's a big baddy, so you know people will focus on him, and since he is tanky it helps prolong his death so the rest of your forces can get into place and start burning the enemy ranks. He is my shock troop. He leads my army from the front while talking about how cool he is and making sure the enemy sees him and starts shooting him first. Now the player needs to manually select my other units if he doesn't want to shoot the wraithlord. Once he penetrates the force I summon the army of wraithbuddies.
Doctrine 1: Webway Gate T1 relocate and self heal. Don't have it yet, but I really want it and I've heard only good things. Synergizes with any eldar force, really.
Doctrine 2: Unstable Wraithguard ammo. Don't remember the name, but your Wraithguard can shoot normal damage for like 15 seconds. This damage decimates infantry, they are so powerful. Their shots explode on impact causing massive damage. A single wraithguard unit shooting once (3 missiles) will blow up a space marine unit. 3-5 units using this ability can down Gabe in a matter of seconds. When not using this ability they can destroy tanks and structures in seconds, making them a pretty good hard counter to everything. They're very durable. Their weakness is their speed, but the Wraithlord mitigates their slowness. I can't tell you how great this doctrine is. I don't use the cooldown on my entire force of wraithguard. I try to split it 50:50. So at the beginning of the fight, I'll focus my wraithguard on whatever armored targets their are and then grab some of them and use this ability to blast infantry. By the time it runs out all of the vehicles are usually dead, except for the titans. If there are titans they'll all be focusing on it and it won't take too long. Then I'll use the other group to focus on infantry while the group on cooldown just does whatever. Usually they have nothing juicy to shoot at so they just blast away. Either way. It's important to keep in mind that this does not make them do True Damage, it's normal damage. So splitting it up 50:50 keeps your options open.
Doctrine 3: Floating doctrine. What I want is the thing that lets my wraithguard shoot faster while siphoning the shields. I don't have it yet. I'm worried that it will be too many active abilities on my wraithguard that I won't be able to manage it, but generally the plan would be to combo both of the active abilities so they get as many Normal shots as possible. The armor-piercing shots are fast enough to counter vehicles and structures. I'm also worried this is too much investment in wraithguard. So I'm expecting to find that I will want this doctrine to be used on early/mid game units. I'm thinking either the banshee doctrine that causes silence+blind on the charge so I can pretty easily wipe units in the beginning of the game. Or I might go with a ranger doctrine if I ever decide to spam rangers like all the pros do. It's good to have a floating doctrine that can be altered based on your foes and size of the battles.
Disclaimer: I don't see much success in this game, lol.
Elite 1: Mecha - This isn't even a question for me. She got a great dmg, but her Utility is her strongest trait. With her Q+W combo, she can melt enemies that blob their units together, and even if they spread she can still take out almost one squad instantly. Her W buffs your own units if the spear has been thrown away, which makes it really good with Banshees. Charge the enemy, Q+W combo, burst enemy and buff your banshees with lncreased dmg and reduced lncomming damage.
lf she's alone, use W aswell, she will get the same buff, just only for herself.
Are you losing a fight? Havng a hard time catching the enemy? Or your army needs time to get in place? Q+E combo, and you now have a long straight line of stasised enemies, so that you can either retreat your dying squads, or get your own squads into position to destroy the enemy, when you are ready just give her a normal move command. Her CD still count down even when stasised, so you can also use it to buy time, just remember none stasised enemies can still dmg her.
Elite 2: Kyre, Striking Scorpions or Rohaan - Depending on your situation you can switch out between these Elites. lf you need strong early game and have a heavy focus on banshees use Striking Scorpions. Do you have a strong focus on Rangers use Rohaan, or if you have a strong focus on Dire Avengers or a bit of a mix use Kyre.
Kyre is my prefered choice out of these 3.
His Cyclones (W) are strong both in dmg,they slow the enemy and he has 3 charges of these. His Q gives him the ability to fly, easily traversing terrain, scout ahead or provide vision for your Dark Reapers and Rangers with longer range than their own Vision radius. His Q is also the ultimate Crowd Control, when lifting into the Air he retracts all of his cyclones, "grabbing" all enemies hit by them and pummel them into the ground at his location, which deals dmg and stuns all enemy targets for a short moment. Super strong and can turn the tide of a battle.
His E is basicly turning him into a bomber, so if the enemy are retreating throw some bombs on top of them. Just remember that the moment you click E he will drop the bombs, so make sure you are above the enemy, and are moving along with them.
Elite 3: Wraithlord. Until you have Wraithlord lv 8, this is a must have. His lv 3 doctrine to teleport your webways are way to strong early game, and gives you the advantage you need to deal with those pesky ASM spammers or Big bulky Orcs. Run - Shoot - Run, etc.
Once his lv 8, you can switch him out with Wraithknight or Wraithknight Taldeer, depending if you want a frontline tank with 2 Stasis abilities, or a range cannon with the same ability as the turrets, just slightly stronger but shorter.
Doctrine 1: lf you have Wraithlord lv 8, you can take the Webway Doctrine, must have in my opinion. lf you don't you have some other options, Either you go Dire Avengers Shield lmprovment or you go Banshees Rage, which gives them extra shield everytime they kill 6 units, which they do quite often early game.
Doctrine 2: lf you are focusing on Dire Avengers strong early game, get the lmproved plasma grenade. With better grenades + shield + webway movement speed buff, they are a early game powerhouse with the right micro management. lf you are focusing on Rangers, get Vigor that increases Rangers Attack speed, making them a nightmare for the enemy.
Doctrine 3: At this point you have a few options, since the 3rd is your "filler". l normally spent it on either lmproved listening post, lf l wanna keep the enemy for retaking anything. Banshees Rage, lf l have taken the 2 Dire Avengers doctrines above, since lt gives you an lmproved early game tank, when they keep recharging their shields + the webway shield recharge buff. Or Banshee lmproved Scream, lf you want your normal squads to be able to nullify enemy abilities. Specially good vs SM both when the ASM tries to jump, charge them, or if Gabriel tries to play Basketball with your squads, Charge him for the Silence. Don't be afraid to sent your squads in one after anouther, so that they will chain Silence an lmportant target.