Friday, October 31, 2008

Warhammer tips and tricks: flying bug, hiding the flag in pg and single healer out heals the dps of three nukers

There is a bug that is very rare but when it does hit it is always fatal. It usually happens upon leaving a PvP scenario, as you can see here...



You just start floating higher, and higher! Eventually though, what goes up, must come down. You can even enter another PvP scenario, if one pops real quick, however when you get out you will still be bugged until you die.

Hiding The Flag In PG (Destruction)
In Phoenix Gate, there is a little trick you can use to stealth the flag so Order cannot see it. It is rather simple really, just go behind your little keeps tower, as you can see in the screenshot the Order cannot see the flag because the tower blocks it out. This is not an exploit as the Order can simply come to your location. It is not foolproof as I have been caught there a few times by a Witch Hunter, but that is very rare.



single healer out heals the dps of three nukers
There scenario really surprised me, look closely at the top three nukers.(A level 30 and two level 29's) All their damage combined was mitigated by one level 28 Zealot. Obviously full heal spec'ed and a decent player.



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Tuesday, October 28, 2008

squig herder template (reloaded)



Why did I change my Squig Herder template?

I was not feeling the original template whatsoever. While it does have amazing survival skills, the cost of staying alive was giving up DPS. While I rarely died, I was not really killing anything. Although I have only played the new template for two levels, there is a huge difference. To keep me alive I play my Squig Herder very much like a Sorc, staying in the back and just DPS dumping. Something that I am finding to be extremely desirable is the Morale level 2 skill that gives you 100% extra damage for 10 seconds. Make sure you have enough AP and then pop this followed by Lots Of Arrows, kicks butt every time :)

Original template is here

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

  • Ballistic Skill = adds to ranged DPS

  • Wounds = adds to hit points

  • Initiative = adds to chance to dodge ranged, detect stealth, and lowers the chance that you are critically hit


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

15 in "Big Shootin"
Buy the following skills in the Big Shootin tree for one point each:
  • Aimin Quickly

  • I Feelz Your Pain

  • Poison Arrer

  • Clever Shootin'

  • Finish 'em Off

  • Lots of Shootin'


Skills in the tree you do not buy: "Shrapnel Arrer"

The last 4 points will be put in the "Quick Shootin" tree. Any additional points should also be placed in "Quick 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


  • Impetus level 1 = 1 point

  • Impetus level 2 = 3 points

  • Impetus 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 single target damage, removing primary targets within seconds.

Here are the planned active morale skills:

  • Level 1 = Point Blank

  • Level 2 = Unshakable Focus

  • Level 3 = Explosive Shots

  • Level 4 = Lots of Shootin'


Slotted Tactics can be changed "on the fly", as long as you are not in combat. Here is my choice for a "PvP fight":

  • Clever Recovery

  • I Feelz Your Pain

  • Clever Shootin'

  • Aimin Quickly


Build Strength:

Best single target damage possible, amazing AP regen skills.

The ONLY thing that limits the amount of DPS that you put out is AP, with this build that should not be a problem at all. With Clever Recovery if any of your attacks get dodged you will receive 75 AP. I Feelz Your Pain gives you 50 AP anytime you crit with a Big Shootin ability,(This is the only tree you will be using in PvP) this is coupled with the renown abilities(Sure Shot) that gives you a hard +12% chance to crit. With Lots O' Arrers(Fires many arrows in succession) your chance to proc a crit every few seconds is greatly enhanced. With Clever Shootin' your Big Shootin skills costs 35% less AP. Although this may seem like a little overkill with AP gain, it truly is not, I can dump my whole AP bar with 10 to 15 seconds.

Build Weakness:

You do not have as much survivability as a Quick Shootin build.

You can see this build here

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Monday, October 27, 2008

Warhammer online: T1 Boss-Lairs Explained


Curious what the deal is with those strange doors lurking in the far corners of the T1 RvR areas?! Do you seek Boss mobs that drop incredibly awesome gear for you and the rest of your friends?

Then gather 'round children and embrace the coming of the guide!

1. Lair Of "The Bandit Queen"

Region: Ekrund
Location: Head North East of the Cannon Battery RvR Capture Point. You will find a path leading up along a mountain-side and into the hills beyond some trees. The lair is a circular door in the cliff-face.

Door Puzzle: You will notice that as you approach the door of this Lair you are shrouded in a dark aura. This aura is the key to unlocking the lair. Have one or more members of your group stand at the door to activate the aura active on the rest of your group. With the aura active, the non-door members of your party should venture out into the local area and find an enemy player to kill. Upon killing the player, if the aura was active, an animation of a spirit leaving the body of the dead player will occur and the door will swing open.

It should be noted that the requirements to keep the aura active are inconsistent. Sometimes it requires only a single player stand near the door - other times it requires 2 or 3. It is theorized that it may be proportional based on the number of people in your group.

Boss: Renatta Betz, "The Bandit Queen" is a spectre looking mob. She is a level 11 Hero. She tends to do almost entirely single-target focus damage and is a simple tank and spank. It is recommended that you bring multiple healers as she does quite a lot of damage even to a tank with shield. This requires a group of at least 4 or 5 solid players around level 10ish.
The fight is mostly an endurance battle and drags on for roughly 5 minutes or so, the priority is to keep the tank alive and steadily DPS her.

Loot: Renatta Betz drops blue quality Helms. She drops 1 helm per kill for a random class in the party. The helms require level 11.

2. Lair of Camilla The Decayed

Region: Norsca RvR area.

Location: From the Nordland RvR area, swim north into Norsca and next to the Cove Capture Point there is a large Island with a door in the northern face of it.

Door Puzzle: In front of the door to this lair stands 6 stones, each stone has the emblem of a given player race in WAR. To solve the puzzle simply have one of each race from your chosen faction stand on their corresponding stone.

It should be noted that this puzzle is easily flustered and if you jump on the wrong stones or move on and off them too much you can cause a cooldown to proc which forces you to wait 30 seconds to a minute for them to become active again.

The easiest way to handle this is to tell everyone in your group to Stay The Hell Off The Stones, and then instruct 1 person from each race to step up on their stone one-by-one.

When the puzzle is complete the door will slide open.

Boss: The boss here is Camilla The Decayed. She is a level 11 Hero mob. She is a "Lich" type mob. Being a Lich Camilla has a small PBAOE spell and will also randomly select ranged characters and cause skeletal hands to shoot up from the ground and grab them. The Skeletal Hands spell seems to be a root as well as deal damage.

Luckily Camilla casts these two abilities infrequently and will spend most of the fight dealing single-target damage to the tank. As with The Bandit Queen she does substantial melee damage and should be tanked by a shield-bearing Tank Archetype class. 2 or more healers is recommended and a party of 5 or more around level 10 is a must.

Much like the Bandit Queen the main objective is to simply keep the Tank alive and steadily DPS her down. The only real challenge with this boss fight is keeping an eye on the rest of your party who will sporatically take damage from the Skeletal Hands and PBAOE.

Loot: Camilla drops Blue quality Weapons for a class present in your group. It is interesting and strange that these weapons tend to be of Minimum level 18-20, but are incredibly nice none-the-less.

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Saturday, October 25, 2008

Warhammer online guide: Shaman PVP Guide

PvP Guide for the Shaman:

This guide took a lot longer then I expected, I figured about a week, however it has been about two weeks. I wanted to make sure I did not make any mistakes with the Shaman as I am not heal spec'ed like most people believe I should be.

The first thing I wanted to make sure of before writing a guide is that I was at least in tier three, this is easily made with the Shaman, as he is almost in tier four:


I also wanted enough actual PvP experience, so my second goal was to participate in at least 1k kills, since I am approaching 3k that was no problem at all:



The Good:

Extremely versatile class, switching damage dealing to full healer in the switch of slotted tactics. Decent survivability for a healing class. The ability to leech AP really extends the power that the class can deal, either by healing or damage dealing.

The Bad:

While I can deal out decent healing, I cannot even think about coming close to a virgin heal spec'ed Zealot, I believe this would still be true even if I went with a virgin heal build on the Shaman.

The Ugly:

Face it, you are a goblin! There are only two Goblin classes in WAR, healer and ranged DPS, both of these are prime targets for enemy players. When they see a Goblin, they look for a staff or bow and react accordingly. The only class that gets more focus fired upon then my Shaman is my WE. When you notice your front line starting to collapse, you need to MOVE ASAP.

Decent Skills:

'Ere we Go' = Adds damage to your groups next attack. This is probably the skill that I really need to use more of, instant and useful. If you are in "heal mode" and you have no targets that need healed, this is the first spell you should fire off.(Assuming you are in a full group)

Yer not so bad = Leeches your current target for AP and gives that AP to yourself. Awesome skill here with a short cool down. You should pop this anytime your AP gets close to 50%, and then just mana burn.(I guess in WAR mana burn would actually be "AP burn")

Brain Bursta = this is your staple damage spell, nothing special however, it is mostly used in PvE.

Big Waaagh = This has a short cool down and should be one of your second most used spells anytime you are in "damage mode" in PvP.

Life Leaka = instant and modified by a slotted tactic ability in damage mode. At level 29 the tactic removes 150 Willpower and 150 Intelligence for 15 seconds. Useful against healers and nukers, if they are not attacking you they are attacking your teammates, so it is always useful.

Bunch o' Waaagh = Channeled damage, this is my "thought you could run" spell. I always use this when my target has 20% or less of their health. Usually noob players(Yes, there are a decent amount of noobs or unskilled players in PvP in tier three) always try to run away way too late.

Da Waaagh is coming = this attacks acts like a "chain lighting" attack in Diablo 2. Hits one target then branches out to hit two more and branches one other time to hit yet another two targets. ONLY use this when you are hitting someone that has 4-6 people around them. It is an extremely inefficient spell if you only have one target that is alone.

Eeeek = Knocks back EVERYONE within it's range, and also knocks you in a random direction. Awesome ability, however it will cost you your life if used often in places like Tor Anroc.(It is still usually worth it however) You cannot predict which direction you will be knocked in, however you will know where your enemies are going. If you line up face to face they will be knocked straight back, line up to their left and they will be knocked back far to their right. Think of you as a "gallon of water", when you click the ability the "gallon" hits the surface of the water and a wave goes out, originating in the middle, that "wave" is your knock-back and is exactly how this spell works.

Mork's Buffer = This is an hour long buff that adds to all resists for an hour,(For your whole group) you really need to get in the habit of using this automatically anytime after you die and are brought back to life.

Gather Round = What "seems" to be a lobie group heal. Costs a really expensive 65 AP! I have noticed however then when slotted for healing,(tactics = Plus to WP and plus to % to crit heal) it does a very decent heal, as much as 250% of the heal listed in the tooltip. Using this spell if you are damage spec'ed is a total waste.

Bigger, Better, An' Greener = greatly interruptible direct heal spell. You really will not use this a lot. You should use your shield and your big HOT, before this is even thought about. The ability bar does get knocked back quite a bit if you take any damage while trying to use this ability.

Bleed Fer' Me = instant, 24 second low damage DOT spell, however it does heal your defensive target for the full amount. I only use this if I know the enemy target is going to be alive for awhile.(Such as a tank class) It does help quite a bit if you have already used your shield and big HOT, and you are under attack. Of course if you are not under attack, simply use "Bigger, Better, An' Greener".

Gork'll Fix It = A small direct heal with a little better HOT for 9 seconds. Use this instead of "Bigger, Better, An' Greener", if you are under attack.

'Ey, Quit Bleedin = a 30 AP spell that heals for 1130 over 15 seconds at level 29. This will be your most used spell, whether you are healing or doing damage. If you are tactic slotted for healing, this will do an average of about 1500 over 15 seconds making it heal 100 health every second on average.

Don't Feel Nothing = instant shield that mitigates 500 damage at level 29. Another very commonly used ability.

General Notes:

I really have two "modes" for my Shaman, I must choose one before I enter PvP. I either choose "damage mode" or "healing mode". If in damage mode I slot "Divine Fury"(Adds 25% more damage at the cost of 20% of your healing power) and "Leaky Brainz".(Life Leaka will now also reduce your target's WP and INT by 150 for 15 seconds) If I am in healing mode I slot "Discipline" (Raises WP by 116) and "Extra Special Mushrooms".(Raises your chance to crit heal by 10%)

As I have said before I was a little concerned that by doing a damage build, I would actually greatly gimp my healing abilities, this turned out to be incorrect. A Zealot, spec'ing in healing and being a dedicated healer in a PvP scenario usually averages between 70k and 100k in healing. Being damage spec'ed and entering a PvP scenario slotted for healing and with nothing on my mind but healing, I usually average between 40k and 60k in healing.(Not as good as a Zealot, but certainly not gimped.)

Since I am a "must win at any cost" type of player, sometimes I find myself in a PvP scenario where I must continuously utilize my abilities, such as running up to the Order and Eeeek'ing them, forcing them to take a lava bath.(In Tor Anroc) Since I am not a noob and know how to play my class, I can also use my Shaman as a utility toon such as flag/bauble holder. I try to do what the team needs to win, whether it is healing, damage, or utility.

Please feel free to ask any questions you might have about the Shaman!


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Wednesday, October 22, 2008

Warhammer online Cheat: hide the brimestone in tor anroc scenario

If you have ever played Tor anroc in Tier 3 scenario you may have noticed that you can cheat in Warhamme ronline and get below the cave with or without the brimestone.

On the destruction side look for the this spot and you can angle your self to jump down onto the lower rocks:





On the order side look for this spot and fall down onto the lower rocks:





These all also good spots for afking so people won't see you by hiding behind a pillar.

Another Warhammer online cheat you can use in the scenario is the "print screen bug" -
simply jump towards the start and printscreen on the same time:




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Tuesday, October 21, 2008

Warhammer online guide: Nice Order Farming spot 100k Exp/h (solo)


Here is an amasing spot I found in Thunder Mountain. I was just waiting for scenari and I notice some neutral spider lvl 38. I just kill one to see how many Exp they will give to me... And WTF?!? the spider instant respawn!

Its a great spot for hand farming or even bot farming (assuming there is a risk because the spot is near the warcamp)

As an AM i farm here from 35 to 39 at 100k EXP/h (avg).

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Monday, October 20, 2008

Warhammer online guide: Do not underestimate healers!

Do not underestimate healers I know they just got a nerf to their experience both in PvP and renown, however it is still well worth it. A single healer can make easily make the difference between a win and a loss in a PvP scenario. Following are two screenshots of what you can achieve as a healer:



On this first one you can see me as a LEVEL FOUR, owning everything! As you can see there is a level 10 healer, as well as a level 9 healer, that did not even come close to me. Of course the question is how? Well probably the first reason is that most players do not understand how to play a virgin healer.(A virgin healer is a healer that heals/buffs ONLY and does not DPS the vast majority of the time) The second reason is because a lot of people that play a healer try to DPS.(Which actually hurts their team most of the time) While I cannot tell you how to play your toon, I can show you how to top out on the boards in both healing power and experience.

What I do is very simple, go ahead and make a key that you can easily access on your keyboard and bind it to "Target Next Friend". Now anytime you have a few seconds simple tap through your friendly targets and any that are damaged give them your largest insta HOT.(HOT = Heal Over Time) Sometimes you will see a target down below 50% - 75% of their health, when this happens I use additional healing abilities or a shield on them.



In this second one I did try to DPS a little and literally got waxed by a 29 Zealot. He did over 100,000 healing, received about 6k experience more then me and also about 600 more renown. When you enter a PvP scenario, you need to decide what role you are going to play BEFORE first contact is made. Try to DPS and heal and you are going to gimp yourself and your team.



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Thursday, October 16, 2008

Warhammer online builds: Runepriest Template



This build was based on the following guidelines:

  • Emphasis was on the end-game.

  • Emphasis was on PvP.

  • Emphasis was on healing.(As well as buffing, however healing has the priority)

  • Personal safety and achievement is meaningless, as long as the team wins.


The Rune Priest:

Prime stats: (In order of importance)

  • Willpower = adds to healing

  • Wounds = adds to HP

  • Initiative = adds to % to dodge ranged attacks, chance to detect stealth, and minus chance to be crit hit.


Toughness would be a close 4th stat to keep in mind. Actually Toughness ranked 3rd as a stat, however you said to focus on the end-game, as such Initiative starts to edge out in importance over Toughness in tier three.(level 22-32) In tier three and four you will need to count on your massive healing to keep you alive, not your Toughness. Toughness is a joke when a WE pops out of stealth and DPS dumps on you. As you also mentioned to concentrate on your group support, I must assume you will be in a group. If you are getting whacked on by a tank, you need to explain to your group what their roles are because tanks should be CC'ed long before they get to the healer.

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

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

  • Master Rune of Fury

  • Ancestor's Blessing

  • Rune of Fortune

  • Rune of Binding

  • Rune of Ending


Skills in the tree you do not buy: "Runic Blasting" and "Runic Nullification"

The last 5 points will be put in the "Valaya" tree. Any additional points should also be placed in " Valaya ", 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


  • Impetus level 1 = 1 point

  • Impetus level 2 = 3 points

  • Impetus level 3 = 6 points


  • Discipline level 1 = 2 points

  • Discipline level 2 = 4 points


  • 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 put out massive heals to force an outcome to an engagement, even if the resulting win is due to attrition.

Here are the planned active morale skills:

  • Level 1 = Divine Favor

  • Level 2 = Mountain Spirit

  • Level 3 = Rune of Rebirth

  • Level 4 = Rune of Ending


and the planned tactic slots:

  • Ancestor's Blessing

  • Discipline

  • Regenerative Shielding

  • Blessing of Grungni


In order for this build to reach it's maximum benefit to your group, they need to know their roles before combat, since this build will not handle agro. PUG'ing with this build is not advisable at all.

You can see this build here

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Monday, October 13, 2008

Warhammer online guide: Guild Renown Chart



Below I have listed the Experience that guilds are required to obtain to advance in their renown rank

xxx.x M = (million pts)


TIER 1

Level 1 -- 0 [0]
Level 2 -- 1.5 M [1.5]
Level 3 -- 3.0 M [1.5]
Level 4 -- 5.0 M [2.0]
Level 5 -- 7.0 M [2.0]
Level 6 -- 10.5 M [2.5]
Level 7 -- 14.0 M [3.5]
Level 8 -- 18.0 M [4.0]
Level 9 -- 22.5 M [4.5]
Level 10 -- 27.5 M [5.0]


TIER 2

Level 11 -- 33.0 M [5.5]
Level 12 -- 39.0 M [6.0]
Level 13 -- 45.5 M [6.5]
Level 14 -- 52.5 M [7.0]
Level 15 -- 60.0 M [7.5]
Level 16 -- 68.0 M [8.0]
Level 17 -- 76.5 M [8.5]
Level 18 -- 85.5 M [9.0]
Level 19 -- 95.0 M [9.5]
Level 20 -- 105.0 M [10.0]


TIER 3

Level 21 -- 118.0 M [13.0]
Level 22 -- 131.5 M [13.5]
Level 23 -- 145.0 M [13.5]
Level 24 -- 160.0 M [15.0]
Level 25 -- 176.0 M [16.0]
Level 26 -- 193.0 M [17.0]
Level 27 -- 211.0 M [18.0]
Level 28 -- 230.0 M [19.0]
Level 29 -- 250.0 M [20.0]
Level 30 -- 272.0 M [22.0]


TIER 4

Level 31 -- 296.0 M [24.0]
Level 32 -- 322.0 M [26.0]
Level 33 -- 350.0 M [28.0]
Level 34 -- 380.0 M [30.0]
Level 35 -- 412.0 M [32.0]
Level 36 -- 446.0 M [34.0]
Level 37 -- 482.0 M [36.0]
Level 38 -- 520.0 M [38.0]
Level 39 -- 560.0 M [40.0] **not confirmed**
Level 40 -- 600.0 M [40.0] **not confirmed**

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Sunday, October 12, 2008

Warhammer online Guide: Tier One Nordenwatch PvP Guide

PvP Scenario - Nordenwatch.

On the server I play, this is probably the most popular tier one scenario. Quite a few noobs make a lot of mistakes here. First off here is the map:



The mistakes that players make the most is that they do not send enough players to the Fortress. Only ONE player is needed to take the closest point to the spawn,(Barracks for Destruction) the rest should push the Fortress. Order will sometimes send half their team to take Barracks(Following the black route) while the other half take Light House and then they do not push the Fortress, but they will go there and pick off Destruction players at range. This works because when the Order players show up at the Barracks, most of the Destruction noobs will run back to hold the Barracks. This leaves the Fortress wide open. The Order will then simply take the Fortress, then they have Light House and Fortress and an easy win if they hold both.

The correct way for Destruction to play is to send one to Barracks and then all push to Fortress. As you run up the little hill just pan your view towards the left, as seen here:

Simply scan for Order players where the red lines point. If there are no Order players then keep pushing Fortress. If you do see some Order players then simply instruct your team to KEEP going to Fortress, and once taken to STAY there and hold it. Now just take four or five players with you to Barracks to defend it. After you defend it go back to the Fortress. This map is won or lost depending on the Fortress. Light House is meaningless, yet some noobs will still try to push it.



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Saturday, October 11, 2008

Basic Scenario Tactics



I am never really sure the value of "winning" the respective scenarios but I try to compulsively, even at the expense of my own numbers. As a result though, I am always looking for ways to get the tactical advantage. Here are a couple things (standard fare really) that I have found effective. (T1 & T2)

1. If there are flags, be on one.
Defense = on your flag
Offense = on their flag
With a clarification that around ≠ on, that only on = on.
If you are ranged, then be at your minimum range, and when you are hurt, don't run away. Stay on the objective.

2. Be Offense or be defense or switch between. Know which one you are at each moment and then see tactic 1.

3. Don't retreat to their objective. If you are losing a fight, running to the place where they get to capture your flag, or attack the relic holder etc. is probably not the best place to die.

4. "/sc Help our flag" , "/sc flag unguarded" etc. Meaning communicate.

5. Telling the rest of your team they suck (or equivalent) never helps. And by that I mean it never helps. Never. It never helps. Ever.

6. If a healer isn't healing you, there is a reason. Asking for heals mid fray is not going to help. If you are the fc, or the rc, say so. Macro "/sc fc is dying" or the like. And yelling at healers for not healing you . . . see tacic 5.

7. Establish the running game early. Make sure you have at least some offense going after objectives. This prevents them from dedicating their entire group on offense. In Nordwatch, sending one or two to Barracks or Lighthouse respectively will pull forces from the fortress. In Phoenix, I always do a ninja flag run right off the bat, just to let them know they are going to need defense.

8. Attack healers. I don't think I have ever killed any healer outright (not including hybrids) but hitting them limits the amount they can heal their defensive target. And ironically they seem to always run away even though I am not really a threat to them.

9. Dog race. When a large opposing force is approaching an objective, I will often charge into, then through them. I am constantly amazed how often this pulls half or more of their offense with me, and I will lead them right back to where they started. If a few teammates follow, this can easily result in a capture or cap.

10. If you are part of a large offensive, don't go chasing the one guy who charges into, then through you.

I know there are many other tactics and I hope folks will add and if they like rebut. I intentionally didn't mention turtling. Even though it may be effective its kind of cheap and more than a little boring. I don't join RVR matches to avoid RVR.

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Thursday, October 9, 2008

Warhammer online Exploit: Wield A Second Stave As A Shaman



There is a bugged staff found in the quest Fragile Light that goes in the ranged slot, which for us shaman's would have no other use. The Fragile Light quest is two step quest, forgot to mention that.

Staff is Powerbraced Blasta
Npc who gives quest for staff is Lilaeth Darkmist
Quest for said staff is Fragile Light

So what are you waiting for? Get to Dark Elf Chapter 12 and collect your free 25 willpower and 17 wounds. Good luck and happy hunting.

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Tuesday, October 7, 2008

WAR Scenario Trick- How to get top healing as any class



As you may have noticed when you complete a scenario you can sort ranking by different categories: DPS, Healing, XP, KB's etc. As some of you have surely noticed some classes will have about 3k healing (T1) and not be a healing class (WE, WH etc). This is because of the bolster. When you participate in an SC under level 8, you are "bolstered" or boosted to the stats of a level 8. This means your health goes up each time you leave the starting area.

There is a boundary around the starting area in an SC, at which point if you cross you get the "bolster" effect. Crossing this line repeatedly will raise you + healing no matter your class. The easiest way to get up there is to enter the SC as soon as it pops, and then flee toward the boundary, you will be reset to the starting position each time you cross the boundary. I saw an IB with over 10k healing and was like wtf? Then I saw him just running back and forth across the boundary line.

Using this I have racked up over 4k healing before the SC even starts (Rank 1 Zealot) and ended up top heals for the entire match. Just a little FYI for anyone who wants boost their healing.



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WAR Cheats - Change tactic in combat



Hello folks,

Did you know you could change your tactics in fights by making a makro?
It's true...

Type in:
/script TacticsEditor.OnSetMenuSelectionChanged(1);
(or change the 1 to 2,3,4,5)

Now when you click on the macro, the tactic set will change even in combat!

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Warhammer online builds: Marauder Template



This is going to be a single target DPS build, your three top stats will be:
  • Strength = adds to melee damage

  • Wounds = adds to hit points

  • Toughness - reduces incoming DPS


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

15 in "Brutality"
Buy the following skills in the Brutality tree for one point each:
  • Corrupted Edge

  • Guillotine

  • Mutated Aggressor

  • Unst. Convulsions

  • Wave of Terror

  • Forked Aggression


Skills in the tree you do not buy: "Growing Instability".

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

80 RvR points to be placed in:

  • Might level 1 = 1 point

  • Might level 2 = 3 points

  • Might level 3 = 6 points

  • Might level 4 = 10 points

  • Might level 5 = 14 points


  • Fortitude level 1 = 1 point

  • Fortitude level 2 = 3 points


  • Assault level 1 = 2 points

  • Assault level 2 = 4 points

  • Assault level 3 = 6 points


  • Opportunist level 1 = 5 points

  • Opportunist level 2 = 10 points

  • Opportunist level 3 = 15 points


The purpose of this build is to put out a huge amount of single target DPS to kill your target as quickly as possible.

Here are the planned active morale skills:

  • Level 1 = Sever Nerve

  • Level 2 = Great Fang

  • Level 3 = Tzeentch's Reversal

  • Level 4 = Forked Aggression


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 group each for a different purpose. However for the purpose of this build alone one group seems to do fine:

  • Brute Force

  • Unst. Convulsions

  • Corrupted Edge

  • Piercing Bite


Build Strength:

Best possible single target DPS

Since you are targeting nukers and healers first, they should be rather easy prey here. If you notice the tactics you are getting an additional 480 strength and a reduction of 50% of your targets armor.

Build Weakness:

No AOE

This is a single target build so you will be hurting to cause any type of AOE damage.

You can see this build here

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Monday, October 6, 2008

Warhammer online builds: Magus Template



We are going to go with a mid-range build here. Your three top stats will be:

  • Intelligence = adds to magic damage

  • Wounds = adds to hit points

  • Willpower = adds to "chance to disrupt" enemy spells


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

15 in "Changing"
Buy the following skills in the Changing tree for one point each:
  • Seed of Chaos

  • Endless Pandemonium

  • Indigo Fire of Change

  • Wild Changing

  • Dissolving Mist

  • Daemonic Scream


Skills in the tree you do not buy: "Infernal Pain".

The last 4 points will be put in "Daemonology". Any additional points should also be placed in "Daemonology", In this tree you want to pick up the "Chaotic Attunement" skill for one point.

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


This was rather a difficult build for me as I wanted to go short range, however the survivability was just not there in PvP. If I wanted long range DPS I would play a Sorc, so I took the middle road with this build.

Here are the planned active morale skills:

  • Level 1 = Mage Bolt

  • Level 2 = Roiling Winds

  • Level 3 = Scintillating Energy

  • Level 4 = Daemonic Scream


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 change each group depending on what situation you are in. One for PvP Group, one for PvP Solo, one for PvE Group, and one for PvE solo. Here is my choice for a "PvP Group":

  • Chaotic Attunement

  • Endless Pandemonium

  • Devour Energy

  • Wild Changing



Build Strength:

Very decent PvP utility abilities

In a PvP group you will really help out here with this mid-range build, and since it is medium range, you will have a little better survival rate then a short range build. Instantly summoning pets,(Taking time to summon pets in PvP really kicks me in the butt) the knock back of Warping Blast, the 50% chance to freely instantly reapply Pandemonium, and Indigo Fire of Change(if you kill an enemy with this, they become a daemon and attack their own kind for 30 seconds) all bring quite a bit of utility to this Magus in PvP. This is not going to be as easy to play as some other classes, however the extra power and utility are worth it if you have the patience to learn the class.


Build Weakness:

It has a sharper learning curve then other classes, especially with a build like this.(You cannot just sit back and spam click two or three buttons.) You are still a paper wearing class so you CANNOT allow melee classes to close with you.

You can see this build here

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Sunday, October 5, 2008

Warhamme ronline Exploits: Tor Anroc bauble exploit



Have a guy grab the bauble and run back to your spawn area and stand right next to the ledge where your guards are.

Have another guy ON the ledge right next to the bauble carrier.

Let the bauble carrier get killed (preferably by ranged dps, so try to knockback any meleers near him).

The guy on the ledge grabs the bauble as soon as its dropped and runs back into the cave.

Now it is impossible for the other team to get the bauble as long as your team keeps picking it up after the carrier gets killed by the DOT.

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Warhammer online trick: How to Remove Opening Cinematic



If you're sick of being deafened by the cinematic that the retail copy gives you, then it's easy to fix.

Go to your installation directory (default is C:\Program Files\Electronic Arts\Warhammer Online - Age of Reckoning) and create a new folder. I called mine deleted cinematics.

Move video.myp and vo_english.myp into the new folder (or you could simply delete them) and voila! No more intro.

There doesn't seem to be anything you can do about the first 3 bits that come up, but that's no hardship imo.

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Friday, October 3, 2008

Warhammer online builds: Chosen Template



This is going to be a 2H build, as such your top three stats will be:

  • Strength = adds to melee 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 gained by RvR rewards, however we will not use them here)

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

  • Feed on the Weary

  • Relentless

  • Oppressing Blows

  • Rending Blade

  • Warping Embrace


Skills in the tree you do not buy: "Crippling Strikes" and "Dreadful Terror"

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

80 RvR points to be placed in:

  • Might level 1 = 1 point

  • Might level 2 = 3 points

  • Might level 3 = 6 points

  • Might level 4 = 10 points

  • Might level 5 = 14 points


  • Fortitude level 1 = 1 point

  • Fortitude level 2 = 3 points


  • Assault level 1 = 2 points

  • Assault level 2 = 4 points

  • Assault level 3 = 6 points


  • Opportunist level 1 = 5 points

  • Opportunist level 2 = 10 points

  • Opportunist level 3 = 15 points


The purpose of this build is to have enough armor and defense to burst through the enemy frontlines and survive long enough to take down enemy nukers(s) before they can make a difference. Since you are 2H, you will have more then enough DPS to kill them quickly, even if they have a healer on them.

Here are the planned active morale skills:

  • Level 1 = Inevit Changing

  • Level 2 = Raze

  • Level 3 = Sprout Carapace

  • Level 4 = Warping Embrace


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 use each group for a different purpose. One for PvP Group, and one for PvP solo. Here is my grouping for a "PvP Group":

  • Oppressing Blows

  • Unstoppable Juggernaut

  • Feed on the Weary

  • Warped Flesh



Build Strength:
Decent DPS with boosted AP regen.

The slotted tactics is what really adds to the core of this build. +15% chance to crit, dispel root and snares every 20 seconds, draining action points every 10 seconds, and 25% chance to proc a shield REALLY helps push a 2H tank through the front lines.

Build Weakness:

A little weak on defense.

Not having a shield will cause some extra pain, as long as you have a decent healer nearby, you should be fine.

You can see this build here

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Thursday, October 2, 2008

Warhammer online Apothecary: How-To and List



A nicer layout for this can be found at the webpage here, including a graphic diagram of where to put these ingredients.

A Brief Explanation
In order to craft a potion, you need a minimum of 3 items: a container, a main ingredient, and a stabilizing ingredient. Basic containers, and level 1 sub-ingredients can be purchased at merchants (not quartermasters) and craft merchants. As you gain levels nad move up to different tiers, a more advanced container can be purchased from the merchant.

  • 1. Place the container in the container slot

  • 2. Pick a main ingredient from your inventory (see the table below for possibilities) and stuff it into the main ingredient slot.

  • 3. Put a stabilizing agent, usually cloudy water to start, in the first slot, and check the bar on the right labeled "Potion Stability" above. If the arrow is at the bottom, crafting the ingredient will cause the vial to shatter and the synth will fail. If it's halfway up then you have a good chance of getting a potion but it will be volatile. Volatile potions have a chance of doing the opposite of what they say they'll do (Example: you lose 25 action points instead of gain them).

  • 4. Keep stuffing stabilizing agents in until the potion is either halfway or at the top (I usually go for the top for potions that I want)

  • 5. If you have extra spaces, you can put a sub-ingredient in. Sub-ingredients fall into 2 categories: Makes more potions and Increases Potion Potency. Also listed under sub-ingredients are other stabilizers not available from the vendor. These stabilizers are generally more potent and can reduce the number of waters you need so that you can afford to use sub-ingredients in your synth.

  • 6. When you've got the mix that you want, hit "Brew", then enjoy the fruits of your labor!


Main Ingredients

Motley Smedleycap - Intelligence - 1
Musty Elvish Parsley - Regen (Heal Over Time) - 1
Pebbled Gravelnuts - Toughness - 1
Shattered Bear Tooth - Strength - 1
Smoking Pyre Ivy - Fire Single Target DoT - 1
Smoking Ashberry - Fire Breath (Cone Damage) - 1
Swaying Dandedragon - Energy - 1
Tattered Feather - Ballistics - 1
Torn Feather - Ballistics - 1
Wispy Beardweed - Strength - 1
Wispy Morrweed - Armor - 1
Woolly Thief's Nettle - Ballistics - 1
Emaciated Ribbon Leech - Heal - 10
Engorged Ribbon Leech - Heal - 15
Brittle Beardweed - Strength - 25
Brittle Morrweed - Damage Absorption (Shield) - 25
Domed Morrweed - Damage Absorption (Shield) - 25
Frowning Grumpleaf - Willpower - 25
Shorn Daemon Pinion - Damage Absorption (Shield) - 25
Thin Wolf Blood - Regen (Heal Over Time) - 25
Watery Daemon Gore - Fiery Explosion (AoE DoT) - 25
Wiry Thief's Nettle - Ballistics - 25
Arching Blackstipe - Strength - 50
Blistered Daemon Flesh - Elemental Resistance - 50
Bloody Lizard Tongue - Fire Single Target DoT - 50
Fuzzy Scruntleydown - Fire Single Target DoT - 50
Grasping Grottuk Weed - Regen (Heal Over Time) - 50
Grasping Redvine - Fire Breath (Cone Damage) - 50
Long-petaled Blackstipe - Strength - 50
Milky Spider Venom - Toughness - 50
Moldering Twigfester - Intelligence - 50
Pockmarked Dwarfcup - Willpower - 50
Rotting Twigfester - Intelligence - 50
Runny Daemon Blood - Fiery Explosion (AoE DoT) - 50
Runny Wolf Blood - Heal - 50
Sallow Redvine - Fire Breath (Cone Damage) - 50
Scattered Twigbloat - Ballistics - 50
Standing Twigbloat - Ballistics - 50
Striding Trotweed - Toughness - 50
Striped Wood Flea - Energy - 50
Thin Chitin Shard - Armor - 50
Thin Daemon Wing Fragment - Damage Absorption (Shield) - 50
Torn Scale - Armor - 50
Tufted Peckgrass - Energy - 50
Vile Skunk Thistle - Armor - 50
Wiry Elfcup - Willpower - 50
Clutching Field Leech - Heal - 60
Redbelly Tick - Heal - 60
Ringed Horse Leech - Heal - 65
Acrid Spider Venom - Toughness - 75
Black Wood Flea - Energy - 75
Blighted Twigfester - Intelligence - 75
Brown Trotweed - Toughness - 75
Cantering Trotweed - Corporeal Resistance - 75
Clawing Redvine - Fire Breath (Cone Damage) - 75
Crowned-Sac Skunk Thistle - Damage Absorption (Shield) - 75
Curling Blackstipe - Strength - 75
Dropping Grottuk Weed - Regen (Heal Over Time) - 75
Green Old Man's Mane - Corporeal Resistance - 100
Hairy Elfcup - Willpower - 75
Noxious Skunk Thistle - Armor - 75
Patchy Scruntleydown - Fire Single Target DoT - 75
Round-Petaled Blackstipe - Strength - 75
Scarred Dwarfcup - Willpower - 75
Scurfy Twigbloat - Ballistics - 75
Severed Lizard Tongue - Fire Single Target DoT - 75
Thin Daemon Sinew - Elemental Resistance - 75
Waxen Redvine - Fire Breath (Cone Damage) - 75
Wispy Peckgrass - Energy - 75
Worn Chitin Shard - Armor - 75
Curling Yellow Canny - Fire Breath (Cone Damage) - 100
Old Man's Mane - Corporeal Resistance - 100
Pasty Phlegmberry - Strength - 100
Pock-marked Ulric's Tash - Willpower - 100
Pygmy Black Pea - Regen (Heal Over Time) - 100
Ropy Ulric's Tash - Willpower - 100
Wavering Spikewort - Fire Single Target DoT - 100
Whiskered Flea Agaric - Ballistics - 100
Wispy Chev's Needle - Armor - 100
Dwarf Black Pea - Regen (Heal Over Time) - 125
Caked Toody's Hat - Intelligence - 125
Coiled Yellow Canny - Fire Breath (Cone Damage) - 125
Rough-Shelled Chev's Needle - Damage Absorption (Shield) - 125
Searing Spikewort - Fire Single target DoT - 125
Swollen Chev's Needle - Armor - 125
Shaggy Flea Agaric - Ballistics - 125
Tufted Sorrel - Energy - 125
Whispering Spikewort - Fire Single Target DoT - 125

Sub-Ingredients

Callous Gobswort - Potion Potency - 1
Cloudy Water - Stability - 1
Dusty Fusk - More Potions Produced - 1
Scabrous Gobswort - Potion Potency - 1
Burgundy Bolete - More Potions Produced - 50
Coarse Merulius - Potion Potency - 50
Seeping Arboreal Resin - Stability - 50
Untamed Zoic Gore - Stability - 50
Dappled Bolete - More Potions Produced - 75
Feral Zoic Gore - Stability - 75
Oozing Arboreal Resin - Stability - 75
Scarlet Bolete - More Potions Produced - 75
Wiry Merulius - Potion Potency - 75
Ferocious Zoic Gore - Stability - 100
Rose Blusher - Potion Potency - 100
Carmine Blusher - Potion Potency - 125
Shaded Shadow Fungus - More Potions Produced - 125
Viscous Arboreal Resin - Stability - 125

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Warhammer online Guide: Experience Chart



Okay I know it is very simple, but with some time off the next few days and being I didn't preorder in time + no idea if the game will even run on my PC (odds are it will :P ) ... I got some spare time to do BS things like make an experience chart! it will be completed as I can confirm the exp required for the next level.

** The exp next to the level is the Exp required to achieve the level (aka.. lv 1 = 0 lv 2 is 2710 meaning to go from lv 1 - 2 you need 2710 exp etc)
** Beside each level is the Difference located in [ x ]

TIER 1

Level 1 -- 0 [0]
Level 2 -- 2,710 [2,710]
Level 3 -- 6,340 [3,630]
Level 4 -- 10,480 [4,140]
Level 5 -- 14,830 [4,350]
Level 6 -- 20,400 [5,570]
Level 7 -- 26,110 [5,710]
Level 8 -- 33,330 [7,220]
Level 9 -- 40,640 [7,310]
Level 10 -- 48,790 [8,150]


TIER 2

Level 11 -- 57,860 [9,070]
Level 12 -- 66,830 [8,970]
Level 13 -- 77,860 [11,030]
Level 14 -- 88,780 [10,920]
Level 15 -- 100,740 [11,960]
Level 16 -- 113,800 [13,060]
Level 17 -- 126,580 [12,780]
Level 18 -- 141,770 [15,190]
Level 19 -- 156,560 [14,790]
Level 20 -- 172,220 [15,560]


TIER 3

Level 21 -- 188,710 [16,490]
Level 22 -- 213,990 [25,280]
Level 23 -- 241,540 [27,550]
Level 24 -- 271,360 [29,820]
Level 25 -- 302,950 [31,590]
Level 26 -- 337,000 [34,050]
Level 27 -- 371,330 [34,330]
Level 28 -- 407,710 [36,380]
Level 29 -- 445,020 [37,310]
Level 30 -- 483,120 [38,100]


TIER 4

Level 31 -- 523,170 [40,050]
Level 32 -- 568,530 [45,360]
Level 33 -- ?
Level 34 -- ?
Level 35 -- ?
Level 36 -- 749,220 []
Level 37 -- ?
Level 38 -- ?
Level 39 -- ?
Level 40 -- ?

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Wednesday, October 1, 2008

Warhammer online builds: Zealot Template



Since this is going to be a "virgin" Healer build, your three top stats will be:

  • Willpower = adds to healing

  • Intelligence = adds to magic damage

  • Wounds = adds to hit points


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

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

  • Tzeentch's Shielding

  • Aethyric Shock

  • Changer's Touch

  • Boon of Tzeentch

  • Ritual of Innervation



Skills in the tree you do not buy: "Manipulation" and "Chaotic Force"

The last 5 points will be put in the Witchcraft tree. Any additional points should also be placed in Witchcraft, 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


  • Acumen level 1 = 1 point

  • Acumen level 2 = 3 points


  • Sage level 1 = 2 points

  • Sage level 2 = 4 points

  • Sage level 3 = 6 points



  • 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 be the best possible group support healer possible. This does come at a price, mainly in solo PvE. Since our goal is to concentrate on end game PvP, PvE soling has to take the hit.

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

  • Level 2 = Eye of Sheerian

  • Level 3 = Divine Protection

  • Level 4 = Tzeentch's Shielding



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 create each slot to a different use. One for PvP Heal, one for PvE Group, and one for PvE solo. Here is my creation for a "PvP Heal":

  • Restorative Burst

  • Discipline

  • Warped Flesh

  • Warping the Spirit


Build Strength:
Best possible healing and survivability

Best healing power you can have with a little more survivability thrown in. The only problem a healer has in PvP is running out of action points, thereby bringing the ability to heal to a crawl. This issue has been addressed with the tactics "Restorative Burst" and "Warping the Spirit". Warping the Spirit gives you 100 action points anytime the bearer of your harbinger dies. Of course to properly implement this build you need to have a harbinger on the target your group is currently focus firing upon. As soon as that target dies put a new harbinger on the next group target. In my opinion this is a little OP, so expect this to be nerfed in the future, a more balanced amount would probably be 50 action points instead of 100.

Build Weakness:
Very weak solo skills, gets worse as your level goes up.

If you are not in a PvP or PvE group, you are going to feel some pain. Soloing you will only see a minor effect in tier one, in tier two it becomes very evident and in tier three it is going to give you a hard kick in the butt. Although I feel the tradeoff is worth it, it is still going to hurt. My advice on how to remedy this is to ALWAYS be in a group, post tier two.

You can see this build here

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