Tuesday, September 30, 2008

WAR Exploit: All Auras At Once as Chosen



The only way to take full advantage of this exploit is to have the tactic that makes their auras cost 0 action points. Then you must have a G13 or G15 logitech keyboard.

If you have a G13 or G15 logitech keyboard you can bind the key board to hit several keys extremely fast.

Bind a key to memorize and hit all your auras at once.

After doing so when you hit the key it will light up all your auras which will majorly debuff any mobs around you and buff yourself in turn. it will only last 10 seconds before you have to hit it again. It's really amazing when you're pulling mobs into an aoe group to kill because they become extremely debuffed..

Have fun with that one.. I know several of my guildies are atm!

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Monday, September 29, 2008

WAR Cheats - Get big contibution while AFK on PQ. as warrior priest



I noticed a funny thing. Even if it is working as intended I think, this is awesome. If you are a warrior priest, and want to not only leech EXP and INF on a PQ, but also get some decent loot, make sure to get in the group with 5 melee careers.

Then you only have to make sure to activate your ability Prayer of Devotion, and place your self somewhere in middle. I done that, and went afk. To my big surprise, I had 450+ to the roll among other 15 people in my group.

The only reason for it as I see it, that Prayer of Devotion (20% chance to heal party member when they hit NPC) healing is counted in your contribution. And when there are 5 people constantly meleeing mobs, PoD procs alot.

I am not 100% sure about this, but I dont see any other reasons for me having 500 adn 450 contribution while being afk

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Warhammer online builds: Disciple Of Khaine Template



This build will concentrate on raising your survivability as well as increasing your healing abilities. Even though you are not as "squishy" as the other two healer archetypes, you will still remain a primary target. Your three top stats will be:

  • Willpower = adds to healing

  • Strength = adds to melee DPS

  • Toughness = reduces incoming DPS


The 25 points will be placed as follows: (There will be a few extra points for RvR rewards, however we will not use them here)


15 in "Sacrifice"
Buy the following skills in the Sacrifice tree for one point each:

  • Horrifying Offering

  • Devour Essence

  • Empowered Transfer

  • Pillage Essence

  • Chant of Pain


Skills in the tree you do not buy: "Warding Strike" and "Gift of Khaine"

The last 5 points will be put in the healing tree "Dark Rites". Any additional points should also be placed in "Dark Rites", there is no reason to buy the bottom or second to the bottom skill in the tree.

80 RvR points to be placed in:
  • Resolve level 1 = 1 point

  • Resolve level 2 = 3 points

  • Resolve level 3 = 6 points

  • Resolve level 4 = 10 points

  • Resolve level 5 = 14 points



  • Might level 1 = 1 point

  • Might level 2 = 3 points

  • Might level 3 = 6 points


  • Discipline level 1 = 2 points

  • Discipline level 2 = 4


  • Spiritual Refinement level 1 = 5 points

  • Spiritual Refinement level 2 = 10 points

  • Spiritual Refinement level 3 = 15 points


The purpose of this build is to give you enough survivability to handle minor front line combat and still be able to put out heals in an effective manner.


Here are the planned active morale skills:
  • Level 1 = Divine Favor

  • Level 2 = Universal Confusion

  • Level 3 = Divine Protection

  • Level 4 = Chant of Pain


Slotted Tactics can be changed "on the fly", as long as you are not in combat. Since there are 5 quick slots available, I would organize each slot to a different use. One for PvP fight, one for PvP heal, one for PvE Group, and one for PvE solo. Here is my organizationfor a "PvP fight":

  • Khaine's Imbuement

  • Empowered Transfer

  • Horrifying Offering

  • Potent Covenants



Build Strength:
Increased viability

You cannot win a battle of healing versus the other two healing archetypes with HOT's or with direct healing. Your healing will come by damaging your enemy while healing you allies without too much micro management. Unless you are being focus fired upon, this template should easily keep you alive and keep your healing flowing out to your group members so they are not falling around you.


Build Weakness:
You cannot compete with raw healing, and your team should not expect this with you. While I am not a fan of trying to do both things at once with any class, Mythic seems to have made it a little less frantic with the DOK. Going full melee will gimp you hard in the healing area, going full heal will simply drain your pool too fast to be effective. You have to fight AND heal, as such this will be one of the more difficult classes to play effectively.


You can see this build here

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Sunday, September 28, 2008

Warhammer online Exploit: Stonetroll Crossing AFK/Gank location



  • Find a cliff hill or something with a 90 degree angle almost

  • Get to the edge of the cliff

  • Have it so your body is mostly hanging off the cliff

  • You should have only 1 foot left on the ledge

  • The game will look to everyone else as if you are on the bottom of the cliff now

  • Attack a mob at the bottom of the cliff

  • You can attack them but you wont take any damage due to the server not handling that bug correctly.

  • Enjoy your new invincibility.


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    Saturday, September 27, 2008

    WAR Guides: Unlock the title "the Regal"

    If you are Guild Master/Officer, then you most probably have the option to "withdraw/deposit" money from guildbank. If you repeat withdrawing and depositing money from the guild bank, you will earn this title:



    Now enjoy ur very unique title :-)
    cheers

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    Friday, September 26, 2008

    Warhammer online builds: Squig Herder Template



    The Squig Herder:

    The Squig Herder is not really a class for noobs, although it is easy to play in PvE, it is a little more difficult to become viable in PvP.

    Since this is going to be a PvP build, your three top stats will be:

    • Ballistic Skill = adds to ranged DPS

    • Toughness = reduces incoming DPS

    • Wounds = adds to hit points


    The 25 points will be placed as follows: (There will be a few extra points from RvR rewards, however we will not use them here)

    15 in "Quick Shootin"
    Buy the following skills in the Quick Shootin tree for one point each:
    • Run Away

    • Da Waaagh is Strong

    • Rotten Arrer

    • Shootin Wif Da Win0d
    • Behind Ya

    • Arrer o' Mork


    Skills in the tree you do not buy: "Splinterin Arrers"

    The last 4 points will be put in the "Big Shootin" tree. Any additional points should also be placed in "Big Shootin", there is no reason to buy the bottom or second to the bottom skill in the tree.

    80 RvR points to be placed in:

    • Marksmen level 1 = 1 point

    • Marksmen level 2 = 3 points

    • Marksmen level 3 = 6 points

    • Marksmen level 4 = 10 points

    • Marksmen level 5 = 14 points


    • Fortitude level 1 = 1 point

    • Fortitude level 2 = 3 points

    • Fortitude level 3 = 6 points


    • Sharp Shooter level 1 = 2 points

    • Sharp Shooter level 2 = 4 points


    • Sure Shot level 1 = 5 points

    • Sure Shot level 2 = 10 points

    • Sure Shot level 3 = 15 points


    The purpose of this build is to put out massive ranged AOE damage as well as easily soloing targets in PvP.

    Here are the planned active morale skills:

    • Level 1 = Point Blank

    • Level 2 = Squig Goo

    • Level 3 = Explosive Shots

    • Level 4 = Arrer O' Mork


    Slotted Tactics can be changed "on the fly", as long as you are not in combat. Since there are 5 quick slots available, I would set each set to a different use. One for PvP fight, one for PvP heal, one for PvE Group, and one for PvE solo. Here is my set for a "PvP fight":

    • Steady Aim

    • Strength in Numbas

    • Da Waaagh iz Strong

    • Shootin' Wif Da Wind



    Build Strength:

    With this build you will be significantly OP.

    If you look at EVERY core skill in the "Quick Shootin" tree, you will notice that you can use them all "on the move". Being able to fling massive AOE damage at a range of 100,(increased from 65 feet to 100 feet with "Shootin Wif Da Wind") AND being able to do this on the move, makes this build OP compared to other classes. Being overly mobile makes your survivability, and ability to lay down DPS on a target, honestly unfair to the other classes.

    Build Weakness:

    In my opinion this will get nerfed, enjoy it while it lasts.

    You can see this build here

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    Thursday, September 25, 2008

    Warhammer online Exploit: Mourkain temple - afk/dps unseen

    Mourkain temple is without doubt the best lvling pvp spot for the 11-21 grind.

    If you want to afk unseen and use an afk bot this is great because when people look on map you look like your in battle or at very least running to the fight ( unless they stare at map whole game).

    The coolest thing about this is you can dps enemy players and they cannot even see you lol. That way you wont be flagged for no dmg at end or hell just go with a caster and pwn people.


    Guide:
    Go to this tree on the destruction side and jump around the roots where the arrow is duh, sometimes you end up in the tree just keep jumping around and you fall in water.



    Swim around the edge you can see that you are now under the terrain


    This is the best spot to go to, you will get rp/exp even when fights on the order side .


    LOL fight right above me you can see an order dude, i can throw my weapon at him and for some wierd reason I have a tier 2 morale ability ready even though I have not been hit and I just threw my axe like 10 times wtf?



    Another shot of fight above me




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    Wednesday, September 24, 2008

    Warhammer online builds: black orc template



    Since this is going to be a hardcore 1H/Shield build, your three top stats will be:
    Toughness = reduces incoming DPS(Not a stat, however armor will be what you are looking for on gear)
    Wounds = adds to Hit Points
    Weapon Skill = Adds to parry% and armor penetration%


    The 25 points will be placed as follows: (There will be a few extra points from RvR rewards, however we will not use them here)

    15 in "Da Toughest"
    Buy the following skills in the Toughest tree for one point each:
    • Less Stabin Me

    • Ya missed me

    • Not in da face

    • Mor' hardcore

    • Can't hit me

    • Can't touch this


    Skills in the tree you do not buy: "Stop Hittin Da runts".

    The last 4 points will be put in "Da Boss". Any additional points should also be placed in "DA Boss", there is no reason to buy the bottom or second to the bottom skill in the tree.

    80 RvR points to be placed in:
    • Fortitude level 1 = 1 point

    • Fortitude level 2 = 3 points

    • Fortitude level 3 = 6 points

    • Fortitude level 4 = 10 points


    • Reinforcement level 1 = 5 points

    • Reinforcement level 2 = 10 points

    • Reinforcement level 3 = 15 points


    • Focused Power level 1 = 5 points

    • Focused Power level 2 = 10 points

    • Focused Power level 3 = 15 points


    The purpose of this build is to "be all you can be" in the tanking department. A Marauder can out DPS a Black Orc in the 2H department, and the Black Orc can easily out survive a Marauder in the tanking department, as such we will concentrate on the Black Orc's advantage in this build.

    Here are the planned active morale skills:
    • Level 1 = Champion's Challenge (both you and target are rooted - no more running away from you)

    • Level 2 = Raze

    • Level 3 = Distracting Bellow

    • Level 4 = Can't Touch This


    Slotted Tactics can be changed "on the fly", as long as you are not in combat. Since there are 5 quick slots available, I would set each set to a different use. One for PvP fight, one for PvP heal, one for PvE Group, and one for PvE solo. Here is my set for a "PvP fight":

    • Mor' Hardcore

    • I'm Da Biggest

    • Unstoppable Juggernaut

    • Less Stabbin' Me


    Build Strength:

    HUGE DPS Mitigation

    Being the main tank you are going to get whacked on and whacked on hard. With this build you are able to knock back targets a medium distance almost at will. This build also increases your block and parry% past the first action in your combos, as well as reducing the cool down of you Juggernaut ability and increasing your hit points by 1600.

    Build Weakness:

    A little less DPS

    You will not be able to put out as much DPS as some other builds, however you will be able to take a lot more DPS. As with any class, a healer friend will greatly increase this builds usefulness.


    You can see this build here

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    Monday, September 22, 2008

    Warhammer online bot!


    I think its written in autoit because i scanned it and it gave me the typical Autoit False-positive BS. Pretty cool how ones out so soon.


    It's Still kind of BETA though

    from the readme file:

      Hammer-Helper By AnoN



      Files : Readme.txt (Duh), Hammer-Helper.EXE

      HammerHconfig.dll

      -Start The Game

      -Run The Exe

      -Hotkeys are as follows

      Esc = Terminate
      F2 = Run
      F4 = Save waypoint (alive)



      ~There are some bugs; Remember, if the bot 'stalls' and no GUI comes up within 15-30 seconds,

      then just close it in task manager, wait 5-10 seconds, then try it again.


      You must save the waypoints first and then run the bot and it will "hover" around these waypoints
      and attack players/mobs for you, Full class functionality built in.


    Download

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    Warhammer online builds: Witch elf template



    This build is going to be a little unconventional. Most players that play a Witch Elf will probably go hard in strength to raise their DPS, in this build we will concentrate on Weapon Skill. Here are the top three stats for this build:

    • Weapon Skill = adds to parry % as well as armor penetration %

    • Strength = adds to melee DPS as well as auto attack DPS

    • Wounds = adds to Hit Points


    The 25 points will be placed as follows: (There will be a few extra points from RvR rewards, however we will not use them here)

    15 in "Carnage"
    Buy the following skills in the Carnage tree for one point each:
    • Elixir of Insane Power

    • Pierce Armor

    • Swift Blades

    • On Your Knees!

    • Blade Spin


    Skills in the tree you do not buy: "Sharpened Edge" and "Broad Severing".

    The last 5 points will be put in "Suffering". Only place 4 points in the actual tree and buy the skill "Kiss of Doom". Any additional points should also be placed in "Suffering".


    80 RvR points to be placed in:

    • Blade Master level 1 = 1 point

    • Blade Master level 2 = 3 points

    • Blade Master level 3 = 6 points

    • Blade Master level 4 = 10 points

    • Blade Master level 5 = 14 points


    • Might level 1 = 1 point

    • Might level 2 = 3 points


    • Assault level 1 = 2 points

    • Assault level 2 = 4 points

    • Assault level 3 = 6 points


    • Reflexes level 1 = 5 points

    • Reflexes level 2 = 10 points

    • Reflexes level 3 = 15 points


    The purpose of this build is to be an overwhelming threat to any class, and be able to deal with the retaliations of slicing through the front lines of PvP.

    Here are the planned active morale skills:

    • Level 1 = Sever Nerve

    • Level 2 = Force of Will

    • Level 3 = Death Reaper

    • Level 4 = Blade Spin


    Slotted Tactics can be changed "on the fly", as long as you are not in combat. Since there are 5 quick slots available, I would set each set to a different use. One for PvP fight, one for PvP heal, one for PvE Group, and one for PvE solo. Here is my set for a "PvP fight":

    • Swift Blades

    • Riposte

    • For the Hag Queen!

    • Kiss of Doom


    Build Strength:

    NO WEAKNESS:

    Let's face it, your job as a Witch Elf is to run through(or use stealth) the frontline to get at the healers and casters. But what happens when you do this? Most likely you will always get agro from one or more melee classes. Having a huge parry chance with an auto attack when you do parry will greatly help your survivability. Add a 50% chance to knockdown on your frenzies, and the 50% chance for your Kiss to proc, will really come in handy in the end game PvP. This build will also help with solo confrontations. Some may argue that going with a heavy strength/crit build would be better, however you would be putting "all your eggs in one basket", and if your crit gets dodged/parried/blocked it is useless. Here every time you parry an attack the attacker is hit with an UNDEFENDABLE attack. Even though the Carnage tree already gives you massive armor reduction abilities for tank battles, Weapon Skill ALSO adds to armor penetration, besides the increased chance to parry.

    Build Weakness:

    NONE

    I understand that no build is "perfect", however at this time I could not find any weakness, if this changes, I will let you know.

    You can see this build here

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    Friday, September 19, 2008

    Warhammer online builds: Dark Elf Sorceres Template



    This build is going for AOE DPS, as such your top three stats will be:

    • Intelligence = adds to magic damage

    • Wounds = adds to Hit Points

    • Initiative/Willpower - This is a toss up here, you can go Willpower for caster disruption or go Initiative to lower the crit % against you.


    The 25 points will be placed as follows: (There will be a few extra points from RvR rewards, however we will not use them here)

    15 in "Destruction"
    Buy the following skills in the Destruction tree for one point each:
    • Black Horror

    • Disastrous Cascade

    • Shadow Knives

    • Paralyzing Nightmare


    Skills in the tree you do not buy: "Piercing Shadows", "Lengthening Shadows" and "Never ending Agony".

    The last 6 points will be put in "Agony". Any additional points should also be placed in "Agony", there is no reason to buy the bottom or second to the bottom skill in the tree.

    80 RvR points to be placed in:

    • Acumen level 1 = 1 point

    • Acumen level 2 = 3 points

    • Acumen level 3 = 6 points

    • Acumen level 4 = 10 points

    • Acumen level 5 = 14 points


    • Resolve level 1 = 1 point

    • Resolve level 2 = 3 points


    • Sage level 1 = 2 points

    • Sage level 2 = 4 points

    • Sage level 3 = 6 points


    • Focused Power level 1 = 5 points

    • Focused Power level 2 = 10 points

    • Focused Power level 3 = 15 points


    The purpose of this build is to put out the best AOE DPS possible.

    Here are the planned active morale skills:

    • Level 1 = Dire Blast

    • Level 2 = Siphon Power

    • Level 3 = Darkstar Cloak

    • Level 4 = Paralyzing Nightmares


    Slotted Tactics can be changed "on the fly", as long as you are not in combat. Since there are 5 quick slots available, I would set each set to a different use. One for PvP fight, one for PvP heal, one for PvE Group, and one for PvE solo. Here is my set for a "PvP fight":

    • Umbral Fury(if in group) Endless Knowledge (if solo)

    • Increased Pain

    • Glorious Carnage

    • Triumphant Blasting


    Build Strength:

    HUGE AOE DPS:

    Best AOE DPS in the game, your enemy will notice it and so will your group. This build gets real ugly if you start getting a decent amount of crits: every crit knocks the enemy back(Triumphant Blasting) AND gives you 200 point morale bonus.( Glorious Carnage) This build puts out a lot of DPS, gets a lot of kills, always scores near the top in the PvP damage,(In PvP scenarios) and makes you a menace to the enemy.

    Build Weakness:

    Glorious build right? Well you have to pay for all that uberness: Your backlash will be common and noticeable, so it is necessary to keep a healer nearby. You will not be as good against single targets. PvE is going to suffer a little as you cannot mass AOE PvE mobs, this is because you will get a ton of agro and no healer can heal you faster then five to seven mobs can drop you.(You will need to really chill-out in PvE) This build will be a little better if your Sorc has the Apothecary trade-skill as heal pots will help against the backlash.

    you can see this build here

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    Thursday, September 18, 2008

    Warhammer online builds: Shaman Template



    Since this is going to be a DPS build, your three top stats will be:

    • Intelligence = adds to magic damage

    • Willpower = adds to healing

    • Wounds = adds to hit points


    The 25 points will be placed as follows: (There will be a few extra points from RvR rewards, however we will not use them here)

    15 in "Gork"
    Buy the following skills in the Gork tree for one point each:
    • Leaky Brains

    • Big Waaagh

    • Da Waaagh! is coming

    • Geddoff!

    • Fists of Gork


    Skills in the tree you do not buy: "Mork's Touch" and "Hurts, don't it?"

    The last 5 points will be put in the healing tree "Mork". Any additional points should also be placed in "Mork", there is no reason to buy the bottom or second to the bottom skill in the tree.

    80 RvR points to be placed in:

    • Acumen level 1 = 1 point

    • Acumen level 2 = 3 points

    • Acumen level 3 = 6 points

    • Acumen level 4 = 10 points

    • Acumen level 5 = 14 points


    • Resolve level 1 = 1 point

    • Resolve level 2 = 3 points

    • Resolve level 3 = 6 points


    • Sage level 1 = 2 points

    • Sage level 2 = 4 points


    • Focused Power level 1 = 5 points

    • Focused Power level 2 = 10 points

    • Focused Power level 3 = 15 points


    The purpose of this build is to put out enough DPS to be a threat, however you really do not want to gimp out your healing abilities.

    Here are the planned active morale skills:

    • Level 1 = Gork Sez Stop

    • Level 2 = Rampaging Siphon

    • Level 3 = Divine Protection

    • Level 4 = Fists of Gork



    Slotted Tactics can be changed "on the fly", as long as you are not in combat. Since there are 5 quick slots available, I would set each set to a different use. One for PvP fight, one for PvP heal, one for PvE Group, and one for PvE solo. Here is my set for a "PvP fight":

    • Leaky Brainz

    • Run Away

    • Mork is watchin

    • Git outta here.


    Build Strength:

    Best possible DPS

    Half decent healing power - this build has 5 points in the healing tree, at this point the current understanding is that you will receive 4 more skill points through PvP levels. That would mean a total of 9 points in the healing tree.

    Amazing "Don't hit me" skills. Gork sez stop causes 300 damage every 2 seconds, if the target moves the timer is reset, which means if they keep chasing you they DIE. Run Away gives you a 25% chance per hit on you that you will get a 30% speed buff for 5 seconds. Eeeek is an insta cast enemy knockdown, although this has a 60 second cooldown, this is reduced to a 20 second cooldown due to the slotted tactic "Git outta here!"

    Build Weakness:

    Face it, as a healer you are the primary target of the enemy group in PvP. You have very little defense and almost no armor whatsoever. If you allow yourself to get within melee range, you will get dropped like a bad habit. Yes, this has awesome escape skills, however that will not stop three to four players from tard rushing you too make sure you die, STAY OUT OF RANGE!

    Since you are a healer and this is not a maxed out heal build, you may have a few issues in very long drawn out fights.

    you can see this build here

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    Wednesday, September 17, 2008

    Warhammer online Exploit: Cheating death


    Here we go! This is a Big exploit!
    So lets say your running around in a PVE area, far from your rez zone, and BAM! Your dead. Luckily rezing isnt your only option. As many of you may have noticed, when exiting a scenario you are teleported back to your prior location before entering, full health and action (and a pet out if you had one).

    So when about to do something risky just enter queue, if you get the message inviting you into the scenario and you dont want to just press remind me in a minute. Once entering the scenario you just have to make a beeline for the closest exit portal and bam, your back with full health.

    Please note, in higher pop areas you will get scenario offers much quicker, your PVE zone rez timer is 255 seconds so you should be able to get in when you die.

    Cheating death
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    Tuesday, September 16, 2008

    WoW vs. WAR



    World of Warcraft and Warhammer: Age of Reckoning, the MvP vs the new comer pretty much. I will just contrast the two games, as I have played WoW for 4 years, and played a good amount of Warhammer Beta, getting 4 toons to 20.

    -RACES-

    .:WoW-Races:. .:WAR-Races:.
    Alliance - Order

    Night Elves <--> High Elves
    Humans <--> Empire
    Dwarves <--> Dwarves
    Gnomes
    Draenei

    Horde - Destruction

    Orcs <--> Orcs
    Trolls <--> Goblin
    Blood Elves <--> Dark Elves
    Tauren Chaos
    Undead

    Race Conclusion
    World of Warcraft obviously has more races, some very similar to the few found in Warhammer. WoW has 10 Races, WAR is short by three.

    -CLASSES-
    .:WoW-Classes:.
    Druid
    Hunter
    Mage
    Paladin
    Priest
    Rogue
    Shaman
    Warlock
    Warrior

    .:WAR Classes:.


    .:Classes Conclusion:.
    Once again, WoW has more choice than WAR. Though the segregation of roles in WAR is more solid in WoW, making a PvE / RvR(PvP) group easier to organize than it would be in WoW. Where in WoW there are many specs for the classes, though not all of those specs are really in demand, leaving you groupless.

    -CHARACTER CUSTOMIZATION-
    .:WoW:. .:WAR:.
    <--Hair-->
    <--Face-->
    <--Piercings/scars/etc;-->
    <--Skin Tone-->
    Eyes
    Armor Dye
    Trophies

    Character Customization Conclusion
    WAR has really more choices than WoW to customize and individualize your character. It is very rare, that one would see another player that looks alike. You can dye your armor in WAR with dye's, and you can also equip trophies, that appear on you character (placement varies on race).

    LEVELING/QUESTING
    If you have ever played WoW you would know that questing was a big hassle, especially if the quests were "kill X and get me # of Y" and Y would never drop. In WAR when you have those type of those quests, Y will always drop! Questing in WAR is a very big improvement from WoW's.

    In WAR there are PQ's also known as Public Quest's. PQ's is a good way to get gear, there are certain zones in which these PQ's are active. They reset every 2 minutes after one is done. To get gear in a PQ you must contribute by either, healing / tanking / dps'ing.

    PVP / RVR
    PvP, player versus player. RvR, realm versus realm. In WoW PvP is really just a grind fest. Farm honor, farm BG marks, farm TONS of honor and marks. WAR has a different approach to gearing through killing enemy players. RvR is two realms competing in a Scenario(SC).

    When you kill an enemy player in WAR you gain exp., renown pts., gold, and sometimes even GEAR when you loot their dead bodies. The more you contributed into killing the enemy the more likely an item will drop for you. Healers can do the same, just how much healing they put out on those around.

    WAR has three kinds / types of PvP. Skirmishes, the basic world RvR enabled areas. Battlefields, open world RvR, with strategic points that need to be captured. Battlefields require the usage of artillery and siege weapons, to destroy the enemy factions castle. Lastly there are the Scenarios, Scenarios are instanced, where there are strategic pts and all objectives of the SC's vary.

    FINAL VERDICT
    WAR imo, seems to be the better choice for casual players and players who just want to get straight to the action of killing and gearing themselves. They really cut down all the down time, that players would find when playing WoW. Also WAR supplies a large amount of individualism in the game, the way you can customize your character. The character customizations make up for the lack of races.

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    Monday, September 15, 2008

    High Elf Archmage class review



    Overview:
    The High Elves are known far and wide as the most powerful mages in the world, and the Archmages are the best even among their own kin. Capable of weaving all of the Winds of Magic together in complex and subtle ways, the Archmages can easily turn the tide of battle in their favor.

    As the only true experts in the use of High Magic, the Archmages have learned to achieve the ultimate balance between healing their allies, and smiting their enemies. While most commonly classified as a Healer, it would be a grave mistake to keep him from using his magical attacks in a fight. Every cast of a healing ability builds up Tranquility, thereby improving the destructive attacks. Each destructive attack adds to the Force pool, which in turn lessens the cost of the heals.

    Strengths:
    • Many single and group heals

    • Resurrection ability

    • Damage wards and buffs


    Weaknesses:
    • Paper Armor

    • Action Points run low often

    • Pulls aggro quickly


    PvE Overview
    For a healer class, the Archmage is really quite an effective soloer. The heals will keep him alive long enough for his magical damage over time strikes to whittle the enemy down. The long range of the damage spells mean that most often, the enemy is near death before reaching melee distance. Remember to use a comparable amount of beneficial spells to attack abilities; achieving a balance between Tranquility and Force makes for a stronger Archmage.

    RvR Overview
    An Archmage is a strong addition to any group. The heals and group buffs will keep everyone alive, allowing the tank and DPS classes to do their best. The Archmage's heals have a very long range, allowing him to stay at a safe distance during the more difficult battles. Building up Force is necessary to maintain his Action Points pool, so he will need to joust forward to land his own damaging attacks during the fights.

    Archmage Mastery Paths
    Path of Isha: The Path of Isha is focused on restoring health and life to the Archmage's allies. A skilled Master of this path will be adept at weaving offensive magic in with his healing magic, greatly extending the efficiency of his beneficial spells..

    Path of Asuryan: The Path of Asuryan is primarily aimed at bringing forth the destructive side of the Winds of Magic. An Archmage who specializes in this path will become adept at raining down doom upon his foes, while simultaneously manipulating the flows of arcane power to fuel his healing magic as well.


    Path of Vaul: The Path of Vaul is a subtle Mastery that focuses on both crippling the Archmage's enemies, and strengthening his allies. The specialist in this Mastery relies on cunning effects to lead his foes to an inevitable doom which they won't even realize is approaching until it's too late.

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    Sunday, September 14, 2008

    Marauder Class Review


    Overview:
    Nothing strikes fear into the hearts of the weak-bodied souls of the Order more than the grotesque vision of the Chaos Marauder charging towards them. Thought to be blessed by their Gods, these ferocious creatures fight in the name of faith and do so mercilessly. Their strength lends them the ability to cleave through enemies thoughtlessly and their corrupted mutations give power that go beyond mortal capability.

    This melee DPS class is not only a blast to play, but also extremely capable in RvR and PvE combat. You'll find the mutations add, not only a distinct splash of flavor, but also an aspect of gameplay that can become a valuable asset when mastered. If you are looking for a hands on damage focused Destruction class, the Marauder is a perfect option.

    Strengths:
    • Hands on DPS makes for great close contact battle

    • Mutations allow for amazing damage and variety of playstyle

    • Fast and harsh damage plows through enemies at a high pace


    Weaknesses:
    • Medium armor means weaker defenses

    • High damage makes this class a primary target on the battlefield

    • Mutations take some knowledge of class to be properly effective




    PvE Overview
    The Marauder plays well in the PvP environment whether you go at it solo or hang with a group. Regardless of how you play, the very first order of business is getting to know your mutations. These "buffs" are key in your success as a player and having the right mutation for the right circumstance can be invaluable.

    This class has the great benefit of being a powerful melee DPS class and still being able to take a hit, just don't be the target for long because it won't last!

    RvR Overview
    Prepare for a fight because this class will always be right in the fray of battle! Being a solid DPS class, the Marauder has the unfortunate trouble of being a focus of Order attacks. They want you gone and they want you gone now. The benefit of this class though is the various mutation allow for somewhat of a change up in technique that will keep the opposition on their toes.

    Use your tank as your distraction then go in with the mind of playing aggressively and unpredictably. Your best line of defense will always be to kill them before they even know you were coming.

    Marauder Mastery Paths
    Path of Brutality: The Path of Brutality is focused around the Marauder's ability to warp his arm into a sharpened spike of bone. This blade-like appendage can deal horrifying injuries to an enemy, and a player specialized deeply in Brutality will likely be dealing the most damage possible against a single enemy, especially if the foe is distracted by others.

    Path of Savagery: The Path of Savagery leads to a Marauder changing their arm into a monstrous claw, capable of tearing at enemies to cripple and hinder them while they quickly bleed to death. While perhaps not dealing as much immediately obvious damage as his other mutations, a master of Savagery kills his enemies in a more insidious way, weakening the target steadily so that they never realize just how much danger they're in until it's already too late.

    Path of Monstrosity: The Path of Monstrosity focuses on the Marauder mutating their arm into a hideous club-like bludgeon of flesh and gore. The master of Monstrosity can use the massive bulk of their warped arm to defend themselves somewhat, and can sweep their limb around in broad, arcing swings, capable of damaging several enemies with each single smash.

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    Black Orc Healing bug


    Da Toughest

    A grand war cry to proclaim yourself da toughest! All your attacks gain a 25% chance to increase your wounds by 57 for 10 seconds. You will be healed by the amount increased.

    You may only have 1 War Bellow active at a time.

    ----

    Right now, you can click off the Da' Toughest proc buff.
    When it procs, it gives you a 10 sec wounds buff and heals you for the same amount.
    Clicking off the buff will remove the wounds buff, the healing obviously stays as it is not a maintained buff effect. This allows it to proc more often than 10 seconds. Likely not intended. It takes a lot of micromanagement to PvP well while clicking off buffs so much, especially as a tank class, but it makes for some nice extra healing if you do it correctly.


    Done some nice pvp yesterday exploiting this

    p.s

    also was first at healing in few scenarios :P


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    Nordenwatch Sniper Points


    This is really easy to do which could be a bad thing
    Video Explains Everything.



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    Saturday, September 13, 2008

    Witch Elf class Review

    Overview:
    The Witch Elf dances with death, wielding her two daggers with an ease borne of ultimate confidence and her faith in Khaine. Don't get to close, as those blades bite with more than just their sharpened edge. This lady carries with her deadly poisons that she applies in battle, weakening the enemy's defenses and boiling his blood. Before he knows she is there, she emerges from the shadows and inflicts multiple debilitating wounds.

    The longer she fights, the better she becomes as she builds up a pool of Blood Lust. The more Blood Lust she holds, the more damage her attacks deal out as she focuses her strength in one giant blow. Always on the move, looking for any weakness in the enemy's defenses, the Witch Elf never stands still.



    Strengths:
    • Quick and penetrating damage

    • Attacks have potential to ignore armor

    • Stealthed movement and sneak attacks


    Weaknesses:
    • Action Points pool runs out quickly

    • Light armor means battles must end quickly

    • Heavily dependent on potions


    PvE Overview
    A Witch Elf is an expert in quick and dirty fighting. Her poisons are her strength, and often several different Damage Over Time abilities can stack to more effectively eat away at the enemy's health. One on One battles should be chosen carefully. A Witch Elf will need to be able to kill the target quickly, or risk taking more damage than her Light (almost nothing!) Armor can protect her from. She will always be using her Action Points pool, and as such will want to carry yellow potions to replenish them quickly, along with health restorers for the longer fights.

    RvR Overview
    The Witch Elf shines in a group attack. With another to hold the attention of their foes, she is free to move behind the forces of Order, utilizing her strongest abilities from behind. Her expertise with poisons and debuffs creates vulnerabilities that her warband can take advantage of. She benefits her comrades further with her ability to severe a magic user's connection to their magic, and with a skill to regenerate the group's Action Points. With no specific taunts and Light Armor besides, the Witch Elf's place is to aid the tank.

    Witch Elf Mastery Paths
    Path of Carnage: The Path of Carnage is mainly concerned with quickly and directly slaughtering anything that presents itself to the Witch Elf. Eschewing subtlety, a specialist in this path prefers to confront her enemies face-to-face...or at least, face-to-what's-left-of-their-face.

    Path of Suffering: The Path of Suffering focuses more on effects that linger for some time, and a master in this path takes pleasure in leading her victims into a false sense of security. While her attacks may not seem dangerous at first, it's only moments later that the Witch Elf's enemy suddenly realizes that their death is imminent and there's nothing they can do to stop it.

    Path of Treachery: The Path of Treachery appeals to those Witch Elves who prefer to stalk their prey, attacking when the target is unsuspecting. A master of this path performs best in the thick of large, chaotic combats, where her victims are kept busy and unsuspecting, and she prefers to strike the enemy at their unprotected flanks.

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    Friday, September 12, 2008

    Warhammer online: Campaign Maps and Information


    These maps are very interactive.

    You click on the campaign you wish to learn about, then which map/part of the campaign you would like to review and look at.

    Then you can click on any of the thumbnails on the map to see information about that location such as quests etc...

    You can also click on the side of the maps to toggle on what entities you would like to view and other interesting features.

    Dwarfs vs. Greenskins Campaign
    Empire vs. Chaos Campaign
    High Elves vs. Dark Elves Campaign

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    WAR Exploit: Bypass the invisible barrier in the RvR instances


    Usually you have to wait 30 seconds to go to the first flag to capture. There is an invisible barrier to force you to wait. But you can bypass it.

    Stay just behind it, and use the sprint ability. Now, force it and after 2 or 3 forcing, you are now in the RvR instance and you can capture the first flag BEFORE your enemy, you have an advantage of 30 seconds.

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    Thursday, September 11, 2008

    Warhammer Online Exploration: How to Wall walk

    In Warhammer Online, Exploring is easy but restricted. They have failed in game mechanics by allowing Wall-walking and Wall jumping.
    The trick to wall jumping is Pressing 'W' before you press 'space' or jump. This is because unlike WoW Where you can move forward in air after you have jumped, if you jump without pressing forward first you cant move in air. You just jump straight up. Really wha ive fond helps is run foward at the mountain and jump sparaticlly and eventually you find yourself making your way up.
    The trick to wall walking is finding a line in the wall or rock that is parallel to the ground and walk across it.

    Also i would like to introduce to you the first Exploration i have found, this is called the "Dangerous Territorry" it has a trigger like Hyjal though, instant port back to where you started. But this is only the first one i have found.

    Screenshots!
    Where you start!

    Come out of here and turn right and look at that mountain ridge!

    Start Ascending here!

    Moving on up!

    Woot woot!

    get to here ^^!

    Theres the boarder!
    And you cross over, check the zone name on the mini-map and get ported back

    Some more Walljumping results!
    You can jump onto most mailboxes

    Also most houses!


    How to Jump into a cage for hiding!


    Jump!


    TadaH!


    Now try to get out OWNED! jk.


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    Wednesday, September 10, 2008

    Warhammer Online: Realm Vs. Realm Guide



    One of the more unique features of Warhammer online is it's Realm vs Realm system pitting players against each other in meaningful PvP combat. Fighting for control of territory across the entire game, each contribution adds to the whole ending in a siege of one sides capital city. If you haven't had what we'd like to call "pleasant" experiences with player vs player or are new then we are here to help. We'll examine the elements of what RvR is, what tactics you can use to keep yourself alive longer, and how you can participate in the overall fight.

    What is RvR?
    Realm vs Realm content is a unique form of play that has only been seen in Dark Age of Camelot before. Mythic Entertainment states the following in their FAQ:

    "Realm vs. Realm, or RvR, is a term trademarked by Mythic during the development of Dark Age of Camelot. RvR is team-based Player vs. Player (PVP) game-play where each realm works together toward a common goal. Players choose a side by selecting a race and, in the case of Warhammer online, they battle it out in areas and work toward goals provided by the game, including Scenarios, Keep Siege, and City Siege. It means that a player never has to fight alone because there is always an army of allies that has his back. Players can choose to level up in RvR areas, or stay in safer, Player vs. Environment (PvE) areas until they are ready to jump into the real battles of Warhammer online."

    That is a pretty good definition, but the most important component of that is this is not a one on one PvP system. There isn't a significant advantage for one player to fight on their own and in most situations that would put them in a severe disadvantage. There is strength in numbers and large groups are pushed to certain areas of the game. While there are scenarios which will put a set number of players against each other, these aren't arena fights where it's five vs five. The RvR areas are completely open combat and can contain theoretically dozens of people.

    What Benefits do I get from RvR?
    Ignoring that RvR combat is the cornerstone of the game and the entire purpose of your existence in Warhammer online is to participate, let's look at what RvR can do for you. First is the Renown gear made available based on your rank. Renown gear merchants are located across the land allowing players to purchase, for a nominal fee, equipment unavailable elsewhere. Now granted, early on you can work your way up through PvE and Chapter quests for comparable gear, but the level requirements are higher. The Renown gear is always available to you earlier so there is always that motivation.

    It's almost important to remember that you will have 80 Renown Ranks meaning PvE gear is only going to get you so far. Mythic has stated the best gear is always available from RvR and while it won't give players an overwhelming advantage, it will be noticeable. If that isn't enough? All the cool kids will be doing it.

    If you are participating in a guild, this is also a great way to increase your rank effectively. One of the major benefits of Guild rank provides a Battle Standard which can be carried on the field. This Standard can give all sorts of bonuses to things like damage and experience depending on the guild preferences.

    How Does my Side Win?
    Nobody likes a grind, and Warhammer online has an ultimate RvR goal for Destruction and Order players that should alleviate that. The sieging of a capital city is the end game and requires a series of victories throughout the different Tier zones. Not happening often it will require coordinated attacks that could take weeks to accomplish but provide unrivaled bragging rights to the winner.

    What can you do? There are two ways you can contribute to your side as early as level 2 or 3. The first is helping take battlefield objectives on the battlefields in every Tier area. These are clearly marked on your map but are usually next to a warcamp hub. Taking all of them gives your side "control" of that area and a hefty bonus to your renown. The other is participating in scenarios which are quick 5-10 minute battles inside an instance and available from any location in the zone. You can join one by clicking the symbol next your mini map in the upper right corner.

    Beginning in Tier 2, taking control of an area will require the siege of Keeps. Unoccupied Keeps have nothing more than meager enemy NPC's which guard the structure and end with a fight against the Keep Lord. Any large group can quickly break through the door and clear the building with little effort. Occupied however and siege equipment becomes available which can chew right through clumps of enemies and will provide a significantly harder fight.

    Do I have to RvR All the Time?
    Warhammer online has two different types of servers available for play. The first called Open, has no limitations on PvP other than the chicken system which keeps higher level players from ganking lower levels. The other called Core, provides clearly marked areas of RvR which start off small in first tier but increase as you get higher. Entering these areas will give you a brief warning then flag you for RvR meaning you can be killed by any flagged player even in safe areas. It is advisable you consider how much you want to PvP when selecting a server at launch. There will be safer areas such as cities in Open but in order to have a no gank PvP experience, you might want to choose Core.

    There is only one other way you can be flagged for RvR which is by healing or assisting a flagged player. If their name is bolded in yellow carefully decide the risks in helping out as it only takes one Destruction player in hiding to punish you for being a Good Samaritan.

    What do I need to know?
    Now that you understand a few of the basic terms and how RvR works it's important to know just how you fit in. There are a few simple strategies and practices you can implement in your RvR gameplay that can increase your survival odds at least 300% (which is a number we just completely made up). While we can't guarantee success, all of the following are critical to playing effectively.

    Groups
    In traditional MMOG's we've all had "that" experience where you've been in a group so unbelievably horrible that you swore to never talk to strangers again no matter what kind of candy they had. Many of us have spent much of our time playing solo and only banding together with good friends to accomplish what we couldn't alone. While there will always be the poor groups and annoying experiences, Warhammer online is the first game in awhile to heavily encourage grouping.

    Battlefield RvR is designed for large groups to duke it out over objectives. When solo, even if you are running around with others, there is a lack of cohesion inherent with disorganization. One group with a single objective can quickly route another twice it's size with little effort. This means you should certainly take every effort to join up with other people whenever possible. In areas with heavy activity you can usually find a Warband (group of 24) which is ideal for coordinating large scale assaults.

    Battlefields
    Every battlefield has certain variations setting it apart from all the others. First it is important to know the terrain. If you are playing on a core server, where are the lines that flag you for RvR? Where can you run for safety from the five people that decided to chase you? Are there mountains or rivers that will slow your progress? Where is the Warcamp that has quests, merchants, trainers, and everything else you could possibly need?

    Finally, where are the objectives you need to capture? They could be in a town square that needs defense on 3 sides or in a building with only one way out. Where are the most tactical areas around them? Perhaps there is a roof you can jump on to fire down on invaders or a rock you can stand behind that obscures you a little. Knowing your way around the area is not only strategic but generally wise.

    Know Your Class
    This particular piece of advice cannot be stressed enough. It is of the utmost importance that you understand your class and it's role in battle. Countless groups have been torn apart because a healer charged into battle or a DPS got a little too anxious to fight. This isn't to say there won't be a learning curve as you start out, but if you hit Rank 40 and are still trying to go melee with a Bright Wizard, you might want to consider a different career choice.

    Fortunately all of Warhammer online's classes fall into one of four categories: Tank, Healer, Melee DPS, and Ranged DPS. As a tank you should be on the front lines pulling attackers off your healers and making charges into the enemy lines. As a healer your role should be fairly clear, to keep everyone you possibly can alive including the casters and ranged DPS huddling around you. Melee DPS should pick their attacks carefully by hitting tanks who charge the lines or casters/healers standing off to the side. Ranged DPS is one of the most simple of all, stay back and keep shooting as long as possible.

    We hope these basics have been useful to you and will provide you a with some sound advice for RvR in Warhammer online. For more advanced RvR Guides I recoment you check out mmOverload

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    Tuesday, September 9, 2008

    Dwarf Ironbreaker Review



    Overview:
    The Ironbreaker willingly and gladly positions himself in the front lines during battle and holds Grudges against those who harm his allies. In this way, he manages to simultaneously epitomize the role of the tank without being a boring warrior that can only try to control aggro and wait for his friends to do the rest of the work. Despite a disposition that is gruff, quarrelsome and taciturn, the Ironbreaker is your best friend on the field of battle. He is easy to spot in his gleaming and ornately adorned gromril armor. The Ironbreaker often carries a massive shield as well.



    Strengths:
    • The ability to take great damage and get stronger because of it.

    • Oathfriend can make any group last longer when things go bad.

    • An integral part in a winning RvR team.


    Weaknesses:
    • So powerful in RvR that they can be targeted over healers.

    • Low DPS depending on build.

    • Grudges take time, which makes the Ironbreaker a slow starter.


    PvE Overview
    Ironbreakers are an asset to any group because of their stalwart defenses and the effect their Grudges have on a battle. Most groups will lean on the Ironbreaker as the main tank over a Swordmaster--if for no other reason--because of the Ironbreakers Oathfriend ability. When the Ironbreaker uses this buff on a healer or melee DPS who frequently draws aggro, the entire group's chances of survival increase.

    Ironbreakers who specialize in the path of Vengeance will be able to contribute a fair amount of damage to a single foe, but the Ironbreaker truly shines when he concentrates on pure tanking (Path of Stone) or bolstering his allies (Path of Brotherhood).

    RvR Overview
    The roles of the Ironbreaker in RvR play is to break enemy lines and to keep distance between the forces of Destruction and her allies. She is hearty enough to survive the assault of several foes at once long enough to disrupt enemy formations, and a Ironbreaker with a reliable healer can outlast many foes.

    Ironbreakers who are not focused on damage through the Path of Vengeance may not get many kills, but they'll be able to make the forces of Order last longer as their taunts in RvR battles cause enemy attacks to become less effectively against everyone except for the Ironbreaker. Combine that knowledge with an understanding of Oathfriend and the Path of Stone, and they day could very well belong to Order.

    Ironbreaker Mastery Paths
    Path of Vengeance: Some Ironbreakers hold their Grudges close to their heart, slowly nurturing them until they are filled with the fury of Grimnir himself. With a single-minded focus, a specialist in this path becomes more and more dangerous with every Grudge he holds, pushing himself to fight more brutally as he strives to avenge the insults that have been dealt.

    Path of Stone: As stubborn and unyielding as the mountains themselves, Ironbreakers who master this path are specialists in defense and will expend every last ounce of energy protecting their sworn oath friends. Since an Ironbreaker builds up Grudges quickly when under direct attack, this mastery takes advantage of that by consuming his Grudges to fuel potent defensive abilities.

    Path of Brotherhood: A specialist in this path understands the balance between camaraderie and retribution, and is a natural leader on the battleground. Alternately holding and discharging his Grudges, the master of Brotherhood serves as a shining example of the greatest of Dwarf traits, inspiring his allies to push onwards to greater heights. Equally adept at breaking the enemy line or standing his ground and holding back waves of foes, the master of this path has the ability to bolster his Oath Friend as well as himself.


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    Monday, September 8, 2008

    Swordmaster Class Review



    Overview:
    With the edge of his glistening blade, death is made beautiful. Nothing could be more true for the Swordmaster and all will know the terrible truth when they see this warrior enter into the blade dance. This class spends their time perfecting the fatal cut of the blade and learning to manipulate their movement to avoid the blows of those who would harm them and their comrades, making them a successful protector of their people and a desired member of any group.
    The Swordmaster is a tank class that does more than just destroy the enemy. The elves have touched the base deed of killing by adding a graceful and efficient movement and mindset making the Swordmaster a warrior to be feared and commended. Let the Swordmaster lead the way of your battle and glory will be all that he strives for.



    Strengths:
    • Heavy armor adds to survivability

    • Ranged attacks add excellent mob pull utility

    • Blade dance lends ease of play


    Weaknesses:
    • Weak when consistently interrupted

    • Reliant on blade dance coordination

    • Low damage output


    PvE Overview
    The Swordmaster is a tank that has just enough flavor to make them different than many other tanks out there. The typical aspects of this class are the high damage resistance and low damage output. Some of the low damage can be balanced by actively participating in the "blade dance". These coordinated abilities help boost the Swordmaster's output a bit, but make no mistake, this class is meant to be the front lines fellow that takes the beating. As such, you'll find that he works better in groups with extra DPS, but still manages to hold his own when he goes solo.

    RvR Overview
    This is the guy you want standing in front of you when the Destruction come pouring it. The Swordmaster does quite well in RvR, particularly when coupled with a DPS class or a healer. They can be nearly unstoppable if they are skilled in debuff and the blade dance play style, but they do have their weaknesses. They become vulnerable of losing their place in the blade dance when interrupted or resisted. This can be frustrating if you need the DPS, but patience wins with this class and the key will always be staying power!



    Swordmaster Mastery Paths
    Path of Khaine: The Path of Khaine focuses on the Swordmaster's signature Elf Greatsword, a massive but exquisite weapon which he can swing with deceptive speed. While no High Elf would ever worship the God of Warfare, a Master of this path acknowledges Khaine as a potent and necessary figure, and the Swordmaster brings swift death to any who stand in his way.

    Path of Vaul: The Path of Vaul is primarily focused on defense, and a Master of this path may very well be temped to lay aside his Greatsword in favor of an elegant Elf-crafted shield instead. The Swordmaster who specializes in this path will be the core that the lines of battle form around.

    Path of Hoeth: The Path of Hoeth is for Swordmasters who have spent much longer amounts of time in the White Tower, honing their innate magical skills and learning how to smoothly work magical power into their attacks. A Master of this path will learn subtle ways to both expose weaknesses in their foes, and to shield themselves in battle.

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    Saturday, September 6, 2008

    White Lion Class Review


    Sorry for the picture, but I coulden't ressit ;-)

    Overview:
    In a world fraught with war and torn by savage battles there is often no one that a lone fighter can depend upon, heart and soul, for protection and companionship. This does not stand true for the brave hunter class, the White Lion. The High Elves have mastered the beautiful synchronicity between elf and beast, coupling pure cunning with raw power and channeling it towards the protection of their people and the destruction of their enemies.



    This moderately armored class chooses just how to use their lion companion in battle. Through the various masteries the beast can either fulfill a true combat duo or he may work with his trusted hunter in more of a support role. Regardless, the lion is an essential part of this mighty warrior's ability to withstand the evil of the Destruction.

    Strengths:
    • Pet class allows for diverse play style

    • Ranged attacks

    • Higher damage positional attacks


    Weaknesses:
    • Pet dependant

    • Low defense

    • Split DPS between hunter and lion


    PvE Overview
    As melee DPS class, the White Lion shines in both group and solo game play.
    In a group positional attacks and the use of the pet add to the overall damage output greatly. As with most pet classes, the lion allows for solo play that can go above and beyond what non-pet classes can do. The hunter gains either a tank or a DPS companion with your war lion without ever having to wait for playmates.

    RvR Overview
    In RvR the hunter's war lion makes an excellent source of distraction in combat. Using him to bait your opponent while you either attack via ranged or work out your own positioning works well. When enemies hone in on the hunter instead, keep the lion in the fray and he can potentially go unnoticed.
    The White Lion class can be a valuable asset in team play, backing up the tank classes and aiding in the protection of the mages and healers.

    White Lion Mastery Paths
    Path Of the Hunter: White Lions who choose the path of the Hunter embrace the ways of the wild and fight shoulder to shoulder with their War Lion. The two stride into battle side by side in a balanced assault that is capable of spreading damage around to multiple targets with ease. This path requires the least amount of Master & Pet coordination so damage against a single foe is lessened.

    Path of the Axeman: White Lions who choose this path focus on the Mastery of their fine woodsman axes, preferring instead to use their lions as distractions as they approach from the side or Rear. The path of the Axeman requires good coordination with your War Lion or your group members so you can be allowed to strike from an unguarded flank.

    Path of the Guardian: White Lions who choose this path focus on diverting attention from their War Lion or Group members so that they can do maximum damage. The path of the guardian does not directly increase the White Lion's own defenses significantly but focuses more on reducing his opponents damage output and distracting them from the War Lion or individual group mates.



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    Friday, September 5, 2008

    Warhammer online guide: Melee DPS Survival Guide



    Welcome to the MDPS survival guide! The current version is beta version 0.3.0, for Warhammer Closed Beta patch 3.3. This guide will be regularly updated as new relevant information is made available.

    This guide exists to help users of the Melee Damage (MDPS) archetype, which includes the White Lion, Witch Hunter, Marauder, and Witch Elf classes, gain a better understanding of how "Pick Up Groups" (PUGs), which are unorganized groups of players, function and how to be successful within one of those groups. Users will find plenty basic tips and strategies that have been successfully tested and used on the battlefield. Users will not find comprehensive mathematical breakdowns and exact strategies for each class.

    It has always been my hope and sincerest wish that users of this guide learn something and become better players. I hope you, the reader, enjoy this guide and do, in fact, learn something!

    The Types of Combat
    In Warhammer Online, and indeed most MMOs in general, there are four basic types of "PUG" (Pick Up Group), which is to say- unorganized, combat. What I mean by unorganized is that the players on each side are a random assortment of players that don't have a set plan in mind and are often very uncoordinated. They either never gain a plan, or they have to just make it up as they go along. The four basic types of PUG combat are:

      Large Group, aka "Zerg"
      The term zerg refers to a race in the strategy game "Starcraft." The main tactic for this race was not getting the best units or technologies, but instead the race was all about getting as many units onto the battlefield at one time...whether the units are very effective or not. Therefore, the "zerg" has come to be a term meaning "a very large, unorganized mass of players." When in a zerg situation, MDPS are at their very weakest. It is difficult for them to cross the field and do anything meaningful before they are gunned down by the large mass of ranged players.

      Medium Group
      A medium group could be loosely defined as 7-18 players. This size of group will most commonly be encountered in scenarios. MDPS fair surprisingly well in this situation, as long as the player understands some basic principles. "The Flow of Battle," my original guide, as well as the chapter with the same name, address this situation.

      Small Group
      Approximately 2-5 players. This is when MDPS are at their strongest. MDPS typically have the damage power to kill most healers and ranged damage (RDPS) classes by themselves, and the offense threats against them are at a minimum in this situation.

      Solo
      1v1 combat. MDPS are very strong here as well, but don't fair as well as melee healers like Warrior-Priests and Disciples.


    Basic Tips for Any Combat Situation
    There are some basic things that will greatly improve your chances of success as a MDPS, no matter your combat situation.

      Have a healer friend.
      This is listed first for a reason! Cherish them as much as they should cherish you. In a tier 1 game having a healer would mean the difference from a game with 10 kills and 10k damage to a game of 18 kills and 35k damage. I prefer the ranged healers of any type as you can use your snare to peel enemies off them. The ranged healers also further improve your magic resistances with the appropriate buff...which is GREAT to have (always ask for resist buff over strength buff, trust me and tell them politely to use it on themselves!). Don't underestimate the power of having a melee healer with you though (especially if they have a tank friend to guard them!). Their armor buff is extremely helpful.

      Know your enemy.
      First, know that your biggest enemy is other melee. You have light or medium armor with only about 25% damage mitigation. A defensive tank gets up to 70% mitigation, an offensive tank 45%ish mitigation. That's a big difference! Second: know that ranged healers stand no chance against you. Last, know that if you start a fight in melee range against an RDPS, it's pretty much over for them as well.

      Know thyself.
      You're mainly a skirmisher...a caster killer. You're not built to stay on the front lines like a tank. Get in, get your kill, and get out if you're going to take hits.

      Situational Awareness
      This is basically being aware of your surroundings. Very often it is wise to pan your camera around to check if you're about to be flanked, or what your enemy is about to do. Don't get too caught up in the frenzy of battle.

      Stick Together
      Never run strait into the zerg unless all the melee run in together. You will get tab targeted and focused down unless there are other melee (especially a shield tank) to absorb part of the damage for you. Running in all together is very effective, but takes some coordination that most pug groups aren't willing to display.


    Gear and Statistics
    The most important stats on gear, in my personal preference order (I say it this way because it's bound to be debated), are:

      Resists - You're a caster killer, and they don't like to see you coming! Resists are very important for your survival. Even the "physical" ranged damage: Shadow Warriors, Engineers, and Squig Herders, are equipped with a number of skills that are based on resists. Do not spend RPs on increasing resists though. All your resists should come through gear and buffs from friends.

      Armor - Realistically, armor is soft capped by the type you wear and so increasing it isn't always possible. Still, you want armor as your biggest enemy is other melee. Having a melee healer (Warrior-Priest or Disciple) in your group that runs the armor buff helps significantly. I would not spend your RPs on increasing armor, increase it through gear or buffs from friends.

      Strength - You're a damage class. Strength improves your damage. Makes sense! But wait Duty, I'm a Witch Hunter and have ranged skills, shouldn't I stack Ballistic? No. WHs have a very high base Ballistic skill. Mythic gave them this so their stat spread wouldn't be too crazy. Stack strength as a Witch Hunter just as you would other classes. Strength is where the majority of RPs should be spent.

      Toughness - Per point, in my opinion, resists/armor offer a lot more survivability increase, but you can only get so much of those. Toughness is the next best survivability stat. For AoE-focused character builds, I'd recommend stacking toughness equally or in preference with strength. These builds tend to do well in large situations with healers to support the MDPS. Because you will be taking so much damage in these situations, toughness becomes more vital. Toughness is where your secondary RPs should be spent.

      Initiative - Lowering your chance to be crit is nice, but still won't have as much effect as other defensive stats. Dodge chance is nice to have to avoid the crowd control and damage skills of shadow warriors, squig herders, engineers, and witch hunters. A note: the point-blank area of effect root of Shadow Warriors, Squig Herders, and Engineers is considered a ranged skill, and so is dodged, not parried.

      Weapon Skill - The armor penetration is not as significant as you might think. First, you're killing casters, they don't have a lot of armor (and armor does not work logarithmically like it does in other games...it's a flat increase, so armor penetration is more useful against high armor targets due to hitting the "penetration cap" on lower armored targets). Melee is your biggest enemy, but you are trying to avoid them, and armor is a natural defense against them that doesn't eat stat budget (stat budget refers to what stats you spend on your gear...you can only have so many stats and so have to choose). Weapon skill is nice to have, but you get more offensive punch out of strength, and more defensive punch out of toughness, initiative, and armor.

      Willpower - Since MDPS don't heal, 1/2 this stat is worthless. The other half seems beneficial, but you don't gain enough disrupt chance to warrant stacking over other stats.

      Ballistic - Mostly worthless. Helps Witch Hunters some, but Strength will net you a better DPS increase.

      Intellect - Mostly worthless.


    Tips for Large Group Situations
    Zergs aren't easy for MDPS. In fact I'd say they're downright painful if you have a bad group or no support. Brawler types tend to fair much much better, but still are at a general disadvantage in this situation. Obviously character builds that emphasize AoE (Area of Effect...skills that hit multiple characters at a time), such as the Marauder's Monstrosity line, will fair better.

    Large group situations tend not to "whittle down" to smaller and smaller groups. There are typically too many players to kill before the ones you just dispatched are already back. Splitting up to take multiple objectives, or players just logging/relocating are the only ways zergs tend to dissipate. Since you're weak at this type of combat: encourage dissipation. Go somewhere else, fight another battle. Don't play the zerg game and don't be a sheep. Even if you have to 1v1 you're in a much stronger position.

    Still, if you feel you must participate in a zerg, you must know that zergs don't generally get progressively smaller, and so aren't won by killing all the players. They're won by pushes. Admittedly, it can be incredibly fun charging the line and routing your enemies even if that's more a tank's job then MDPS.

    To best win the pushing, you must coordinate melee charges. You can't send 1-2 melee guys at a time as they get slaughtered. It can be difficult in a PUG to rally players to all charge at the same time...but when you do get enough to make a difference, it's quite a sight to behold as you rout the enemy and slaughter them from behind. If possible you want to stay behind tanks that are using "Hold the Line." You'll recognize it as an animation that sprays behind the tank, and he will hold his shield steadfast in front of him. He gains a 45% chance to dodge and disrupt (that is: avoid any ranged attack) while you gain 15% chance to do the same. However, you can gain the benefit up to 3 times if you stand behind 3 tanks doing it, which gives you a total of 45% to avoid any ranged attack. Hold the Line only lasts a short amount of time...it's meant to get you to the action (which by that time your enemy will probably be routing unless they have significant amounts of melee players to hide behind).

    After you get to the fighting, it's pretty simple. Assist other players by focusing on 1 guy at a time to kill them faster, and don't go beyond the front line. The worst thing you can do is pass your tanks, because you'll get "tab targeted," which refers to players hitting the "target closest player" button and all focusing on you. You want to let your tanks take the damage...that's what they're there for. You try to remain as inconspicuous as possible.

    If you have 2 or more ranged healing friends that are dedicated to keeping you alive, you can really rampage and flourish in a large group situation, as long as you are a brawler MDPS (marauder or white lion) that is specialized in AoEs. You can often run in and kill several players at chokepoints when you have such a support corps. Using Monstrosity spec on my Marauder, I've managed to kill 13 players near simultaneously while they came up the stairs in a Dark Elf keep. The secret is to choose your spot: a chokepoint where they're all bunched up (like stairs, a doorway or a bridge), know your AoE combos, and have help to keep you alive. When things go the right way, you'll net LOTS of kills and have a ton of fun doing so.

    The Flow of Battle: Medium Group Situations
    Let me start by saying that there is a very key difference in how medium group battles tend to take place from large group battles: they whittle down. What I mean is that as players die, it becomes a progressively smaller group situation. So as medium group battles carry on, MDPS get stronger and stronger.

    You must use this to your advantage! I have recommended this approach because I know the power of the tab target. The biggest difference in an organized group against an unorganized one is that the organized guys are all hitting the same target to kill him faster, while unorganized guys are hitting all different ones. Tab Target turns those unorganized guys into organized ones by making sure they all target you: the melee guy who happens to be closest. I've recommended this approach so you don't get into that particularly nasty situation.

      Phase 1: The Skirmish
      When two armies first meet, the skirmish takes place. This is a period where each side is at full or near full strength. Ranged characters are at their best as they can safely hide behind melee types and blast away. The cardinal rule for MDPS of this stage is to stay alive. Don't take risks. Your RPDS buddies are at their strongest: so let them do their job! Let them pick away at the enemy forces from a safe distance. Your job is to use that wonderful snare that all MDPS have and help your RDPS friends stay away from the melee players that charge too early.

      The more melee players from the enemy side that want to charge over, the better. Kill those foolish melee! They're your biggest enemy and the more you remove, the better your survival chances are later in the fight. Even if they're tanks, they're by far the safest thing to beat on at this stage, and with enough people focusing on them, they'll die eventually.

      Don't worry, they will come to you. A true master does not chase his enemies, but lets his enemies come to him on his land...his advantage. Let their melee come (and they will), as they're easy to single out and destroy. If one of them happens to target you, run back into your group so you "overextend" him. This means you make him chase you out of range of his support: where he becomes a very easy target.

      Phase 2: Fun Time!
      After their melee characters are either dead or otherwise distracted away from you, it's time for you to make your move. You want to get at the casters at this stage. Try to flank or otherwise reach them without drawing attention. Stealth characters excel at this as they can cross the battlefield without drawing focus to themselves. Brawlers may be tempted to use Charge! but this is unwise. You not only want to save Charge! for retreating or catching a player that tries to escape, but it also brings attention to that fast moving White Lion blazing across the field...something you don't want.

      Once behind the front lines, you should know which classes to kill first. Because the majority of their healing comes from their "big heal," which is easily pushed back when they take damage, killing ranged healers is often the easiest to do, and often enough required before you can kill anything else (they'll just keep healing it!).

      If you think you can get away with it without them getting heals: kill "Glass Cannons," which are Sorceresses and Bright Wizards first. They do a TON of damage and can ruin your day if you don't take care of them. If smart ranged healers are around to prevent you from doing so, you'll have to kill the healers first.

      After the ranged healers and glass cannons are dead or not present, take out "skirmishers," who are Squig Herders and Shadow Warriors. These classes have a lot of crowd control and can make life very frustrating. Taking them out makes your job easier. Last, take out the "defender RDPS," which are the engineers and mages of Tzeentch. They are the most difficult of the ranged characters to kill, and typically aren't your first choice to kill.

      So the kill order tends to generally (there are exceptions that experience will teach you) look like this:
        Shaman/Archmage
        Zealot/Runepriest
        Sorceress/Bright Wizard - First if you can get away with it
        Squig Herder/Shadow Warrior
        Magus/Engineer
        Witch Elf/Witch Hunter
        Marauder/White Lion
        Disciple/Warrior-Priest
        All tanks


      If you succeed in not attracting attention, you should almost be guaranteed a kill. You're brutally effective when facing the enemies weakest to you while the enemies strongest against you are distracted elseware.

      If you do attract attention, be ready to retreat. Where as stealthy types rely on getting there unnoticed and are good at it, brawler types tend to excel at getting out if needed. Your detaunt (that is: the skill that reduces the damage players around you deal to you), followed by Charge! if you have it, will get you out of many situations. The whole reason I personally love brawler MDPS is their 50% AoE detaunt. It's completely underestimated by new players. It has saved me from many many sticky situations.

      Understand a key component to this stage: you don't want to overextend. There is still enough DPS on the field to be a threat to you if you stray from your support. No one can heal or kill the enemies attacking you if you're out of range. With few exceptions, you don't want to chase enemies back too far.

      Phase 3: Small Group
      At some point in the battle, one side will most likely establish itself as the clear victors and will just "mop up the rest." At this point you are generally free to overextend some (never too much though), chase down enemies, and revel in the glory of killing your enemies.

      However, sometimes the sides are fairly even with only about 2-6 players left on each side. This is a time you will want to keep special considerations in mind.

      First, there generally isn't enough DPS still out there to kill you before you can make it back to your support. *Some* overextending and chasing is warranted if it furthers the cause of winning the battle.

      Second, you want to focus fire. Take a look who others are killing and help them. Help other DPS classes before you help tanks. If you see a Witch Elf bashing on a Runepriest, and a Black Orc hitting an Archmage, go help the Witch Elf as your combined DPS is pretty staggering.

      Third, help your ranged guys by using your snare against their melee pursuers. Keep them safe: your best weapon is the guy beside you (for proof of this, calculate your current weapon vs getting the best weapon in the game for your class...figure out the gain. Will you gain double the damage or healing, double the hit points, and double the utility skills that you get from having a friend?).


    Solo Battles
    Solo battles are truly beyond the scope of this guide, as they are a much more exact science then groups. They depend on your class and what class you are facing more then anything, and tend to become exact blow-for-blow, counter-for-counter fights.

    There are some key advantages and tips MDPS players have in solo situations though. Knowledge of which classes you can defeat and which generally defeat you is paramount. In general the melee healers, which are Warrior-Priests and Disciples, tend to be the strongest solo classes, and most of the time you'll want to avoid engaging them. Tanks also tend to be fairly tough, but most of the time will not finish you off before you can escape them if the battle goes poorly, as your escape moves tend to trump their pursuit moves.

    Knowing which classes you can engage and which you can not is very important because MDPS, over any other class, have the power of selecting their engagements. Stealth and runspeed buffs (Charge!) give you that power. You're very hard to escape and you can escape very easily.

    It's always beneficial to get the first blow in as well. You have a major advantage, especially against ranged characters, if you can reach them before they know you're coming. Lastly, bring friends. Two or more can always accomplish more then one solo player.

    Closing
    This concludes the basic training for MDPS in RvR. It may sound like a lot more work then it is, but with some practice you can become a successful player. The key is to be patient and fight on your terms...not the enemy's. Don't go chasing kills when they'll come right to you. And bring friends!

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