The Witch Elves are the primary melee damage dealers of the Dark Elf race. They dual wield daggers and combine status effects, damage over time, and rapid high damage attacks to quickly subdue their foes. This culminates in the release of built up Bloodlust through a Frenzy attack for big damage. A Witch Elf is an assassin, so do not engage in prolonged fights. If too many players are missing from the main force, this will have the twofold effect of weakening their combat effectiveness and giving your tactic away to the enemy. If taking support, a healer or another damage dealer are ideal choices.
This guerrilla approach to playing the Warhammer Witch Elf will continue to prove useful as you go up in level. By level 4, you will have a Frenzy ability to release your Bloodlust (Puncture), a stacking damage over time ability (Envenomed Blade), and a damage booster with a chance to cause a debuff (Kiss of Agony).If you hit them from behind, this has a snare effect, preventing your target from running away. Follow with repeated use of Slice when you reach melee range. If you attract the attention of more than one target, activate Flee and get away. If they give chase, you will have pulled valuable combatants away from the opponent?s main force.You can queue for RvR scenarios from level 1, but with only Throwing Dagger, Slice, and Flee available, your effectiveness will be limited. You will receive a temporary hit point boost for balance, but will still be lacking in additional abilities. Should you still desire to fight at level 1, hit and run tactics will be your best contribution to the team. Flank the enemy, hit the ranged support units, and then get away.