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Nosgoth Class details: Vampires

By Daniel 'd1dx' Yordanov
Jul 6, 2014 18:53


ImageTaking a peak at the blood-sucking menace, we will introduce you to the basic abilities and information regarding the class.

The arch-nemesis of the Human race possesses a wide variety of class choices and consequently, abilities that come with them. Relying mostly on aggression of any type (both head-on engages and ambushes from the shadows) the kings of the night are a pain to deal with.

We venture headstrong into their four choices - Tyrant, Reaver, Deceiver and Sentinel in order to see what makes each pick unique and what can it bring to the table in order to construct a well-rounded composition which would garner the most success on the battlefield.

Faction two: The Vampire race

First on our list is the iconic Reaver class. It relies on a powerful jump attack which can instantly deliver devastating damage to its target. The Reaver, in my experience, is probably the most played class in the game, so you can imagine that familiarising yourself with its abilities is a must.

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The Reaver in action.


Weapons(Basic Attack):
Vampire claws - used to quickly deliver melee damage to the designated target.

Primary Ability:
Shadow bomb - When thrown, it breaks on impact and a dark mist starts emitting from its epicentre. All humans which are in nearby will not be able to see unless the effect wears off or they run away from its range.

Secondary Ability:
Evasion - When triggered, he can break free from Bola and avoid enemy fire. However, he is susceptible to fire from Hand Cannons and Light Bombs.

Special Ability:
Pounce - a powerful jump attack. The Reaver holds onto a position and channels for a short amount of time, then quickly pounces on a target, knocking it on the ground and dealing damage.

Of course, as with the Humans, the Reaver can access more abilities via the Armory - Shadow Step, Leap Attack, Haste and Chocking Haze.


To sum up, one of the best assassins in the game in the correct hands. The Reaver offers tons of fun, but also requires calculated actions from the player in order to maximize the effect. Ideally, a good Vampire composition should house no more than two Reavers. As with the Humans, the Vampires require a good mix of classes in order to achieve victory.



Next up, we have the Tyrant. The gargantuan beast is a must in every coordinated team. Excelling in absorbing damage, initiating fights, disrupting enemy lines and possessing a wide range of crowd control effects, the Tyrant is a foe everyone should keep an eye out for.

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Didn't bother thinking about the Tyrant? A quick death then...


Weapons(Basic Attack):
Vampire claws - used to quickly deliver melee damage to the designated target.

Primary Ability:
Ground slam - after charging up the ability for a short time, the Tyrant jumps high in the air and delivers a devastating ground slam, dealing damage and knocking back enemies in the target area.

Secondary Ability:
Ignore Pain - when activated, decreases the damage that the Tyrant receives from enemy attacks and abilities.

Special Ability:
Charge - the Tyrant charges to an enemy target and upon impact, knocks the target and deals damage.

The extra abilities and power-ups, Charge, Enrage, Marathon, Jump Attack and Shockwave can be obtained via the Armory.


As you can see, the Tyrant truly is a must in every good composition. Capable of dismantling a defensive position with simply a properly executed ability, the class has no equal in this graph. Ideally, one Tyrant is enough per team in order to maximize the offensive potential of the Vampire team. Remember, despite its vast size, the Tyrant can still climb walls!



The next target is the Deceiver. Arguably the most interesting and in my opinion, most difficult class to play, he is a mix between a supportive pick and a disruptor.

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The Deceiver


Weapon(Basic Attack):
Vampire claws - used to quickly deliver melee damage to the designated target.

Primary Ability:
Backstab - Manifest a blade that deals increased damage when striking from behind.

Secondary Ability:
Illusions - Manifest two copies of yourself to confuse enemies. Each illusion has 1/5 of your maximum health.

Special Ability:
Disguise - Hold to become invisible for up to 5 seconds, release to appear as a random enemy team member. Attacking or climbing will break the effect.

More powerful abilities and some very interesting mechanics of the Deceiver can be unlocked in the armory, namely Dominate Minds and Phase.


The reason why the class is so difficult, at least in the beginning, is that out of the blue, it does not really have a designated role. A bit of an assassin, a bit of a disruptor, but never fully both. The key to playing the deceiver is to minimize the damage you take and position yourself correctly. Map awareness is instrumental as if you manage to mind control a key target in the enemy team (the just-about-to-heal Alchemist for example) you can turn the tide of battle in a matter of seconds. When playing him, think outside the box.



The final class here is the Sentinel. Probably offering the most unique gameplay out of both factions, the class is tremendously fun and has a different approach to the usual "see key target, eliminate key target" approach.

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The Sentinel


Weapon(Basic Attack):
Vampire claws - used to quickly deliver melee damage to the designated target.

Primary Ability:
Wing Flap - It damages and stuns all humans standing in its radius.

Secondary Ability:
Dive bomb - Sentinels must be in flight in order to trigger this ability and they have a moment to decide to turn and look for possible victims on the ground right before it is executed. Then a fast spinning move is performed which is accompanied by a blue light. Dive bomb is area of effect type of attack as it does damage to all nearby standing human enemies.

Special Ability:
Kidnap - Sentinels have to swoop down and enter a seeking stage, if they successfully fly into a human, they will pick them up and fly high in the sky, dropping the victims on the ground from great heights.

Abduct, Echolocation, Kidnap, Puncture and Take off bring something extra to the already very interesting kit of the Sentinel. You can access those via the store.


While the Sentinel is a very, very interesting class to play, its execution is not as easy as the rest of the Vampire faction. Playing a good Sentinel requires good positioning, map awareness and good eye for spotting the key targets on the enemy team. Timing is also essential, hitting the correct frame in which to swoop in and kidnap the enemy is not easy against well coordinated opponents.



As you can see the Vampire race offers quite the unique game play and abilities. My advice is to jump straight into the action and request a beta key right at the official Nosgoth website www.Nosgoth.com in order to win a beta key. Have fun on the battlefield!



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