I have heard them mention that aspect warriors will have access to exarch wargear so that eldar players aren't stuck with zero customization for basic troups. If this is the case, that might mean we will be able to have a close combat capture class like chaos by having a dire avenger with a dire sword/power glave.
I don't know where the Warlock cap camp is coming from, the prior Dire Avenger and Fire Dragon made sense to me. There we have two classes with Tactical equivalent weaponry so it's the most logical choice. Couldn't be Swooping Hawks for obvious reasons, SS stealth makes that unfair/annoying, and Warlocks will assumably be the healbots of Eldar so unless they start letting Aspiring Sorcerers cap then I don't agree with that. Howling Banshees and Dark Reapers I suppose could work, maybe better than Fire Dragon because I'm guessing that their melta will be somewhere between a standard Melta and MultiMelta in damage so if it was made a capping class it may well replace the Avenger as the go-to class.
They have also mentioned that the Dire Avenger will not receive a melee option, apart from the Combat Blade (e.g. Combat Knife), unless they are Exarchs. They have to follow the lore, since GW is rather strict with their IP (understandable if you look at most Warhammer games). The fact that a few Aspects are allowed to wield Exarch weapons are due to balance, since the Eldar would be horribly hard to balance if we didn't have Suppression and Anti-Cover/Indirect Fire Weapons (among other things). We already have two fully equipped melee classes and a Warlock, so according to the Devs we do not need more melee, especially if said melee would take the light/role for the dedicated melee classes. So far we know that the following Exarch Weapons will be available to non-Exarchs: - Tempest Launcher and Shuriken Cannon for the Dark Reaper - Sunrifle for the Swooping Hawk That being said, I still hope the Dire Avenger will get some Storm Guardian esq. gear, since they are rather cool. I would love to use Power Weapons, especially Power Glaives, without the survivability boost provided for the Exarch (more point for defensive gear), the Howling Banshee's Mask and agility, and the Striking Scorpions Heavy Aspect Armour and Stealth. Which probably means I would live about as long a trigger happy Plasma Cannon user in CQB
Well, that's dissapointing. I really don't understand having two specialized melee classes (I didn't really get why it was that way in the tabletop) because at the end of the day they both did basically the same thing. But, no one has played eldar yet so there is no way to know how it will work out in a live environment.
Fluff and lore are based on TT and to a lesser degree vice versa. Additionally, wikia's information is out-of-date in comparison to the lexicanum, which doesn't even mention Bladestorm. The reason it does not is because Bladestorm was changed from a DA only FR increase to a Shuriken Weapon Crit trait, regardless of the Eldar wielding it. I too would prefer the race be properly represented, which is why I look at the most current Bladestorm rule that can be translated to a base 16.7% Armor Penetration against all Armor types and can be applied to all Shuriken weapons instead of just being a DA ability. The reason for rewriting rules is typically because you found better ones. Indeed. The more bE artificially enhances the attractiveness of the DA to get more players to play it the less of the other 6 classes there are. Because there numbers are already stretched more thinly between classes, each one taken/transferred has a more noticable impact. If Eldar have difficulty winning due to lacking in capping capability the proper answer would be to allow Warlock's to cap as well. Having the Eldar stronger combatants to make up for lesser capping potential is a wrong move as you know what is actually wrong(not having enough classes that can cap due to greater number of classes in faction) and should be fixed(increasing the number of capping classes). That sort of "logic" is what led to our current wrong Bolter, with bE going, "shoots too fast and does too little damage so players have to reload more often than we want.. hmm.. add more bullets to mag," when they should have raised the damage and lowered the fire rate. Witchblades could deal a portion of max HP that could be reduced based on the target's Toughness so that higher T enemies(I.E. MCs) would lose a lesser percent. The %HP DMG could also be dependent on first dealing some HP DMG. Warlocks could use Warp Charges to temporarily add AP to the weapon. Default could allow slight pen of Power Armour, an upgrade allowing some pen of even Terminator Armor. Considering non-Veteran C/SMs will be getting to use Veteran equipment as Basic Classes it is feasible that even Basic Aspects will gain access to some Exarch equipment. While they may not get a Power Weapon, bE should be able to let DAs get Eldar Chainswords. After all, for EC the DAs are basically playing the role of Guardians, which are split between the range-focused Guardian Defenders and melee-focused Storm Guardians. Makes sense for DAs to be able to spec for either ranged or melee as their ranged specialization can always be more extensive in comparison. For an Ork comparison, Ork Boy could work as the Basic capping Class for the Orks, starting with a Choppa, Slugga and Shoota. Then, depending on how you play and spec him, melee or ranged, you can earn and display the Slugga/Shoota Boy Title. Similarly, the Pain Boy could be replaced with the Odd Boy, which could be specialized for medical capabilities via Fightin' Juice! and Needle Guns(Pain Boy) or support/offensive Pyker abilities as a Weird Boy. The problem with your point-of-view is looking at any class from any faction as if it should be a heal-bot by default. The "support" classes should be able to heal but it should not be their primary focus in battle unless the individual player using the class decides to play/spec that way. For example, a Sorc that is participating in battle either with ranged Powers/Pistol or melee and healing allies' light wounds as they appear should be providing as much or more benefit than a Sorc that is nursing another player or few with minimal battle participation. A Warlock would be unable to heal himself when capturing a point and if Warlocks possess any AoE healing potential that then makes them more vulnerable to AoE weaponry, which is typically quite powerful and therefore dangerous to the more lightly armored and lower Toughness Eldar. With the potential for abilities like Destructor and customization of their Pistol, Warlocks should be able to gain decent ranged capabilities, which in turn should allow for DAs to gain decent melee capabilities through specialization. Howling Banshees are best suited on always staying on the move, while Dark Reapers are best suited to high/far away positions so their long-range and accurate weaponry can decimate the enemy. Fire Dragons makes sense based on the idea DAs are predominantly Anti-Infantry focused, while FDs are mostly Anti-Tank focused. Warlocks make sense due to leading the Eldar in combat and helping guide them to victory. Howling Banshees are better against smaller groups of Heavy Infantry like C/SM/Orks(w/ 'Eavy Armor)/Storm Troopers/ etc. etc. due to their Power Swords and high agility and Initiative, which lets them close with their enemy quickly and strike first. Their lower Armor Save leaves them more vulnerable to large groups with many Attacks. Striking Scorpions are better against Light Infantry like IG/Orks(w/ Basic Armor)/Gaunts/etc. etc. due to their high Initiative, Mandiblasters and Heavy Aspect Armor, which lets them strike first to cut down enemy numbers and then weather their counter-Attacks. Their Chainsword's lower Armor Penetration reduces their effectiveness against Heavy Infantry.
I did not say whether or not Pyskers should be healbots, but it's what they are currently. You can come up with a personal theory on how you think it should operate but that is it, a personal theory. In reality there is a very good chance that a Psyker will have to equip a Healing Spell and they can choose what else, and in reality right now they all must. Regardless of this that was not my point, though a self rezing capping class would be advantageous. No my point was that if we're going off the framework of capping classes the logical choice is the one with similar loadout choices, even if it's spread to other classes. And my other point is that the Aspiring Sorcerer is an extremely similar class, so if one of them gets the ability to cap I'd say both should.
And the problem with that point-of-view is looking at what we do have in this currently uncompleted Alpha of a game instead of thinking about what we should have when the game has been completed and released for general purchase. It is not a personal theory it is a fact that all models in the Wh40K universe/TT/whatever are combatants first and foremost, with the addition of specialized abilities/wargear that add to their combat potential and help define their specific role on the battlefield. No classes can self-rez as far as I know, nor should any be allowed to, with the possible exception of Pain Boys using Fightin' Juice!, which should apply a small initial heal and a long-lasting but low potency heal-over-time, while also boosting the Crawl speed and Down HP of affected Orks. If a Downed Ork with Fightin' Juice! has at least 83.5% of their Down HP when the Juice! wears off they could be Revived to the Critical State. If going off the framework of capping classes then the Eldar already have a similar load-out class(Dire Avenger) to the other factions(Tactical, Traitor, Ork Boy) but to make up for the thinning of Eldar numbers over a greater number of classes they need an additional capping class. With the Warlock starting off using a Power Sword instead of Witchblade they and DAs would have limited Anti-Tank capabilities with their default wargear, being significantly aided by the assistance of Fire Dragons to deal with vehicles. Additionally, they would be at a disadvantage against long-ranged weaponry due to Shuriken weapons'/Psyker Powers' generally short range, being significantly aided by the assistance of Dark Reapers/Swooping Hawks to attack from afar/close quickly and attack the enemy. Finally, the DA and Warlock's lighter armor would leave them at a disadvantage in melee(as the Warlock should be unable to heal when attacking), being significantly aided by the assistance of Scorpions and Banshees to tie up and cut down enemies. Your other point is based on, "They got one so I want one, too," rather than looking at the point that Eldar need an additional capper to maintain balance between factions. The point is to go for asymmetrical(meaning different) balance between factions.
The major problem is that bE have rejected that DA should receive Primary Melee Weapons, since they do not use that in the lore. They strictly follow Asurman, who wielded a melee weapon, but for some reason only their Exarchs are allowed to do so. No matter how much I want GW to allow Dire Avengers to have to be "Storm Avengers" (or something silly like that), then I do not believe they will do so, since the Eldar do not really need them on the TT. During the Dire Avenger reveal livestream bE confirmed that Dire Avengers would NOT get access to Melee Weapons (I think GW pulled the strings), so the chances of them turning around are slim. I really wonder how well a relatively squishy Eldar will fare in CQB (where most Capture Points are), since it will be hard to cap/interrupt unless you are 101% certain there are no enemies near you. The SM can take a few hits while capping, the Eldar do not have that luxury and our agility will not save us when standing still. Anyhow, I think the Eldar will turn out to be a relatively unforgiving faction to play. The Orkz will (according to the latest info from the livestream) have two capping classes, the Slugga and Shoota. Though I guess they could merge them into one class.
It is, which is also one of the reasons for not allowing Dire Avengers to melee, since we already have two melee classes in our rooster.