Showing posts with label Black Orc. Show all posts
Showing posts with label Black Orc. Show all posts

Friday, May 15, 2009

Warhammer online cheat: Black Orc: infinite block + dmg



When pulling multiple mobs (4+), you can use the ability Can't Hit Me only pausing to reactivate it every 10 seconds.

First, use Da Biggest warbellow. Next, equip the tactic "Stop Hittin' Da Runts". Now, use "Can't Hit me".

While the mobs hit you, you will block almost every hit. Everytime you block, you deal damage back to your attacker. With that damage you also get a 25% chance to activate "Da Biggest." Everytime that happens, you will get action points from "Stop Hittin' Da Runts."

"Da Biggest" procs enough that you will never run out of action points, and since you're blocking almost every hit, you're not taking very much damage either.

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Thursday, November 13, 2008

Destruction Class Builds Reviewed (mid Game)



Just thought I would throw out a little briefing since I have all ten classes to at least level 20. There have been many changes, patches, etc...

The Shaman - template is Here
The Shaman loses a little bit of it's OP in the mid levels, and now in tier 4 seems to be playing decently as intended. I have no intentions of changing anything, since nothing with this build seems to be broken.

The Sorceres - template is Here
The Sorc actually becomes noticeably stronger as she goes through the mid to late levels. As such, I have no reason to change anything.

The Witch Elf - template is Here
Due to the uselessness of Weapon Skill in regards to parry percentage, this build must be changed. Instead of Weapon Skill the Renown points will be placed in Strength. Although I do not see any reason to spec out of "Carnage", I will still have to do a rebuild as the slotted tactics were greatly dependant on having a high chance to parry.

The Squig Herder - template is Here
This build needs an entire overhaul. The premise that the path of "Quick Shootin" was the "PvP build" was incorrect. Although this build allows you a little better survivability, you pay for that by coughing up quite a bit of DPS. The tree I am currently using is the path of "Big Shootin". It seems to be doing just fine, so this is most likely what I will be spec'ed in at 40.

The Black Orc - template is Here
As far as PvP goes, this build does exactly what was intended. In PvE however, I have noticed a little weakness, since I am defense spec'ed it does take quite a bit longer to kill mobs when compared to other classes. Since all my builds are PvP based, there is no reason to change anything at this time.

The Magus - template is Here
The Magus is my second to the least favorite toon to play. You cannot AOE DPS like the Sorc, and you cannot single target DPS like the Squig. Since I am still considered a "Ranged DPS" class, I have a hard time trying to figure out how I can be useful to a group. I have no plans to change the build as I do not see the build being broke, in my opinion, the whole class is broke. There is an OP ability if you spec in the "Daemonology" tree,(Chaotic Rift) however I do not like being a "one trick Pony" and the OP of it will be patched out.

The Zealot - template is Here (Title is mislabeled as Shaman)
This is another build that must be overhauled as it seems to have went down the toilet. Dark Rites is actually a lot better as far as raw healing power goes, as such, that is what I have respec'ed to.

The Disciple of Khaine - template is Here
Not too much to say here, the build seems to be doing just fine. Very strong in any(PvP or PvE) solo situation, however cannot "out heal" a Shaman or Zealot.(As intended?)

The Marauder - template is Here
Absolutely the last on the list as far as viability goes, I dread having to play this toon.(You will not notice this weakness until you hit mid tier two to the beginning of tier three) The build will have to be overhauled as well, changing to "Monstrosity" as it does, at least, give the class a small amount of utility.

The Chosen - template is Here
I was a little concerned making a "tank" class carry a 2H, however everything seems to be going fine at this point, as such I do not see a reason to change anything.

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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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Sunday, September 14, 2008

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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Monday, August 25, 2008

30 min ingame review of Warhammer online




This is a 30 min+ ingame review of Warhammer online. We manly play Greenskin in this review.

Enjoy.


Warhammer_Online_Preview.wmv


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Saturday, August 16, 2008

A Beginner's Guide to Warhammer Lore



INTRODUCTION
Warhammer is a fantasy world created by Games Workshop in 1983 to play host to a tabletop miniature wargame. Originally intended to be another way for D&D players to use their legions of lead figures, Warhammer soon took a life of its own, spawning books, a role-playing game, computer games, jewelry, a heavy metal album, and a pub. Warhammer: Age of Reckoning (or "WAR") is based off of the intellectual property that creates the backdrop for these various bits of consumer media.

The Warhammer story, or background, is vast. It begins tens of thousands of years before the current day with the Old Ones: beings of vast power that sailed between worlds on a sea of infinite potential (known as the Warp, Aethyr, or Realm of Chaos). Armed with incomprehensible techno-magicks and knowledge, the Old Ones raised the races of the Warhammer World from barbarism, teaching elf and dwarf how to draw upon the Realm of Chaos to shape extra-dimensional potential into physical forms… or magic, and bestowing upon them the joys of enlightened civilization. This golden age ended too soon, however, as the Old Ones were exterminated or driven away by things from the Aethyr: the daemons of Chaos and Ruinous Powers native to that Realm. Given form and purpose by the Warp-reflected flaws of mortals, these daemons invaded the Warhammer World, ending the age of Law and advancement brought about by the Old Ones. Many millennia later, the children of the Old Ones continue the battle gainst Chaos.

It is important to note that there are many, varied, implementations of Warhammer lore; none are more "right" or "official" than others. To put it quite simply, according to GW: THERE IS NO WARHAMMER CANON. Players are free to pick, choose, and research the bits they like.

WHERE DID GAMES WORKSHOP COME UP WITH THIS STUFF?
Warhammer's imagery and style are influenced heavily by gritty, classic fantasy authors, such as Michael Moorcock, Robert E. Howard, and H.P. Lovecraft, as well as real-world history and a bit of Tolkien. Designers also list influences such as Terry Gilliam, Black Adder, and Monty Python. The Warhammer world is a playground-like amalgam of everything from Napoleonic gun lines, to sanity-blasting tentacled horrors, to halfings and their giant cocks (depictions of a large rooster that serves as a provincial symbol for the little folk). Those interested in learning more might be urged to pick up some of these older books; Warhammer’s roots are clearly evident in Conan, Elric, and Martin Luther.

THE WARHAMMER WORLD
The unnamed (to its inhabitants) Warhammer world roughly resembles our own. A map can be found here. At the “heart” of the known setting is the Old World, analogous to Earth’s Europe. Here one finds the human nations of the Empire, Bretonnia, Kislev, brutal Nosrca, Tilea, and Estalia as well as the remnants of the Dwarfs’ ancient empire beneath the mountains. Scattered pockets of wood elves (both civilized and less so…) share lands with the Empire and Bretonnia. To the south, past the rogue settlements of the Border Princes and orc-infested Badlands, lie trackless deserts. Cut through by the great River Mortis, the ancient, dusty realm of Nehekkarha lies not-as-silent as it should be, duly earning its title as the Land of the Dead. Past here, one finds the mysterious human nation of Araby, rife with proscribed cults and unknown magic, with the dark jungles of the Southlands engulfing the rest of the southern continent. Nothing but sun-mad orcs and the remains of the Old Ones’ world live here.

To the east lie the dead plains of the Dark Lands, choked with the fumes of Chaos Dwarf industry. Yet further east, in the Mountains of Mourn, are the Ogre Kingdoms. These inhospitable vaults are dotted with the scattered ruins of forgotten civilizations and shaggy prehistoric beasts, pierced in the south by the Silver Road, the sole not-so-safe route between the lands of the Old World and mysterious Far East. Of the kingdoms of Ind, Cathay, and Nippon little is known… other than that the presence of Chaos.

In the middle of the Great Ocean hides Ulthuan, the last great holding of the Asur, first and favorite children of the Old Ones. This magic and mist enshrouded isle contains the kingdoms of the High Elves, including mystical Avelorn and stately Eataine; recently opened to outsiders by the Phoenix King Finubar. Unknown to most of the Warhammer world, Ulthuan is of critical importance. In ancient times, the elves created a vortex of Chaos energy, woven of the structure of the island itself. This vortex drained the Chaos-stuff feeding daemonic legions after the fall of the Old Ones, allowing the elves to fight back and forestall the end of the world. Were this vortex to ever fail, Ulthuan would sink beneath the waves, heralding the final invasion of Chaos.

West of Ulthuan one finds the brooding forests and icy mountains of Naggaroth, the Land of Chill. Now refuge of the Druchii, exiled for millennia from Ulthuan, this is a land as cruel as its inhabitants. To the south is fabled Lustria, where the seat of the Old Ones lies rotting in the jungles. Overseen by things blindly following the edicts of the lost Old Ones, many attempt to enter these jungles to secure the gold and riches within. A few even make it back.

Finally, at the very ends of the Warhammer world lie madness and infinity. The collapsed interdimensional gates of the Old Ones spill Aethyr into the material, and thoughts of mortals into the Realm of Chaos. Surrounding the northern pole gate are the Chaos Wastes, lands of blended Warp and Material, realms of madness, eternal war, and the whims of the Chaos Gods. No one can leave this place entirely untouched by Chaos.

WARHAMMER ARMIES
Considering the wargame roots, Warhammer is often seen in terms of armies and military units, as well as nations and species.

Beasts of Chaos
Hidden in the darkest places of the world are the Beasts of Chaos. Beastmen, Minotaurs, Centaurs, and other spawn of the Dark Gods, these things are Warhammer’s version of the archetypal medieval daemonic satyr or beast in the woods. Beastmen were once human, but became the true and favored children of the Dark Gods when the Warp Gates fell, spilling pure Aethyr into the world. They’re still closely linked too; often a human baby is born horned and hoofed. These turnskins are either killed by Witch Hunters and priests, or taken by insane but loving parents into the woods, where they’re left for the Beasts.

Bretonnia
A thousand years younger than the Empire, the Bretonni tribe became the nation of Bretonnia under the guidance of Giles le Breton. Eschewing the philosophy and science of the Empire in favor of mysticism and feudalism, Bretonnians rely on the martial strength of their lordly knights in battle. They follow the edicts of the Lady, a goddess of suspect origin, but sometimes uphold her message of honor and mercy. A curious blend of pre-revolution France, English fighting styles, and Le Morte d’Arthur, the Bretonnians are a bit of an anachronism compared to the rest of the Old World.

Dark Elves
Warhammer’s version of the Melnibonean archetype, the Druchii have little to do with D&D dark elves or Tolkien’s fading perfect beings. Inheritors of the Phoenix King’s crown by way of heredity, the dark elves followed Malekith, son of the first Phoenix King, into exile after he was driven from Ulthuan by conspirators. The Druchii respect strength above all, and solely worship Khaine, the elven god of war. Taking a cue from the original sorcerers and their Chaos vortex, the Druchii do not fear Chaos, but seek to bind it to their will and purpose. Some would say this has corrupted them as a race and nation, but the dark elves don’t (officially) worship the Dark Gods- just see them as a means to an end.

Daemons ofChaos
At the heart of the Ream of Chaos lie the architects of the Old Ones’ fall. Born of fear and rage, ambition and despair, the most primal of these beings are the most powerful; the Great Gods of Chaos, four brothers who would see the end of the world. First among them is great Khorne, lord of all that is war, hatred, and bloodshed. There are few the martially-minded god hates so much as his sibling, the passionate Slaanesh. Patron of excess and indulgence, Slaanesh is least amongst the Chaos gods but popular with depraved cults of the Empire. Jovial grandfather Nurgle seeks to enrich the world’s despair by blessing mortals with virulent plagues and pestilences. Finally, of primary import to WAR is Tzeentch, the Architect of Fate. Tzeentch brings hope. Hope of change without reason or balance; Tzeentch is a manipulator, plotter, and sorcerer. His touch brings ambition and madness.

At times, the powers of Chaos put their differences aside and send splinters of their selves into the material world; where the skin of reality is thin, daemons can step into the mortal realms and fulfill the urges of their patron.

Dogs of War
As an army, Dogs of War include everything from Tilean pikes and crossbowmen to suicidal Dwarf pirates to an exiled Asur prince and his dragon. This has allowed GW to release a number of unique and interesting models over the years, often from nations that don’t warrant their own armies. Araby, Tilea, Estalia, and rogue elements of other armies have all been detailed.

Dwarfs
As those following WAR are probably aware, Warhammer dwarfs are the Nordic and Tolkien archetype taken to an extreme. More obsessive, drunk, and gold-hungry than most settings’ dwarfs, these guys are a major reason for the success of the Empire, having taught humans ironworking, gunpowder, and numerous other advances. The friendship between the dwarf kings and Empire is one of the few true alliances in the Warhammer world. The dwarfs once held a mighty empire running the length and breadth of the Old World. A mysterious cataclysm befell them many years before the founding of the Empire, followed by battles against the greenskins, then a costly war against the elves known as the “War of Vengeance”. These events saw the dwarfs greatly reduced in power, but through sheer spite and stubbornness, the race continues to survive.

The Empire
The point-of-view for most of the Warhammer World (and setting for WFRP), the Empire is an especially mad take on the 16th century, pre-Protestant Holy Roman Empire. The Empire learned metalworking and industry from the dwarfs, and were taught magic by the elves. The last true hopes of civilization against Chaos, Imperial armies combine gunlines, professional soldiers, knights, artillery, and magic to defeat their foes. Founded by Sigmar two and a half millennia before the current game period, Imperials now worship their founder as a god. It was Sigmar who forged the first true alliance with the dwarfs, saving their High King from capture by a superior band of orcs. For this, Sigmar was granted the hammer Ghal-Maraz, an heirloom dwarf runic hammer (and the titular weapon for the setting)… which is probably still carried by Karl-Franz, the current Emperor.

High Elves
First experiment of the Old Ones, these ancient and lawful beings taught the elves their magic, art, song, and civilization. Unlike other experiments, elven history vaguely remembers the Old Ones, giving them a racial memory and learning that vastly exceeds all others. Physically resistant to Chaos, the elves still suffer the moral and mental effects, especially when succumbing to their own arrogance and passions. High elf culture is extremely rigid and controlled because of this and they see themselves as the protectors of the world, justifying their near-fascism and unchallenged control of major sea-routes. Unlike the Tolkien archetype, the Asur are warriors and imperialists, with a strong fascination in the arts of warfare and bloodshed.

Lizardmen
During their time elevating the races of the Warhammer world, the Old Ones also created servants to help them with their work. After their fall, these servants blindly continued the Old Ones’ inscrutable plans, carrying on adjustment of the planet itself and battling Chaos in all its forms. The mighty Slaan, beings of immense Aethyric and psychic ability, interpret the Old Ones plans, while the Skinks act as their agents. Saurus warriors emerge from spawning pools, ready to defend their Lustrian homes, while Kroxigor and other prehistoric beasts are used for industry and war.

Ogre Kingdoms
One of the final experiments of the Old Ones, Ogres are among the most physically robust and resistant to Chaos. Not completely resistant, however, as an event early in their development lead them to worship of an entity known as the Great Maw, and granted the race an all-consuming hunger to fuel their massive bodies. Ogres have no allegiance to Chaos, though, nor hatred of it, often showing up as Dogs of War or mercenaries in the armies of humans, Orcs, Chaos, and anyone else willing to pay a bit of coin or bucket of stew.

Greenskins
Mushrooms? Monsters? Degenerate barbarians? However one classifies Orcs and Goblins, the only certainty is that they’re as certain as death and taxes. Little more complex than human two-year olds in massively tough and muscled bodies (or quick and wiry in the case of Goblins) greenskins enjoy nothing more than scrappin’ and fightin’. Dey’s ded ‘ard too, and dem Gobbos is pretty kunnin’ too, tho dey’s a buncha weedy gits. All ‘oomies need to know is dat da Waaagh! can’t be stopped and yous gonna get yer ‘ed bashed right in!

Skaven
There is no such thing as skaven. Just because you’ve seen evidence of rat-like beastmen doesn’t mean there’s some sort of intelligent Chaos beats below all the cities of the world, with technology that surpasses the Empire and a master plan to rule the ruins of civilization. That’s ridiculous.

Tomb Kings
Before the time of Sigmar, the first true civilization of Man arose in the deserts south of the Old World. Living amongst architecture strangely reminiscent of both Lustrian ruins and the monuments of the high elves, the people of ancient Nehekhara considered themselves the favored children of the gods. Over time, they came to fear and worship death above all else, believing their lives were mere preparation for a glorious and shining afterlife; much like the real world’s ancient Egyptians. For one Nehekharan, however, the afterlife was not enough; a brother of the Priest-King of mighty Khemri, this man sought eternal life and coveted the lands of all Nehekhara to be his shining paradise. After capturing and torturing the secrets of magic from stranded Druchii sailors, this man developed the science that would one day be known as Necromancy; power over the dead and death itself. Distilling an elixir from human blood, he was able to prolong his life, eventually usurping his brother and taking Khemri as his own. Eventually, the other Priest-Kings united and drove him into the desert, where he passed beyond the realm of the living, but did not truly die.

In his bitterness at being driven out, this man, known as the Accursed One to Nehekharans and He Who Shall Not Be Named to modern Arabyans, polluted the headwaters of the River Mortis, the very backbone of life in Nehekhara. Not content with merely bringing the ancient nation to its knees, he then attempted to cast a single spell that would awaken the entire nation from death and bind them to his will, creating an eternal army to rule the world with. Though he cast the spell and tore generations of Nehekharans from their graves, he was mysteriously interrupted at the peak of the spell, losing control of his would-be slaves. The Tomb Kings and their entombed soldiers were not put to rest, however, and have since resumed the activities of their lives, protecting their dusty homes from invaders and warring against each other. All of these undead, however, nurse a hatred for he who tore them from the afterlife, and the dry desert winds carry their whispers of the Great Necromancer’s hated name; Nagash.

Vampire Counts
As with most undead in the Warhammer world, the vampires have roots in old Nehekhara. When Nagash was driven from Khemri by an alliance of kings, samples of his Elixir of Life and notes were captured and taken as spoils. In the city-state of Lahmia, the queen and her court drank of the Elixir and continued Nagash’s experiments. Soon these depraved nobles learned to sustain themselves indefinitely, not just by consuming the Elixir, but by drawing the very essence of life from living beings. Their souls sustained thusly, their bodies became strong and fast, driven by their own willpower and able to grasp and manipulate the Aethyr. These beings, known later as vampires, were eventually discovered by the Priest-Kings of other cities and driven out, later allying with, then fleeing from, Nagash.

In the modern Warhammer world, the vampires are often split along lines of bloodline and creed, following common archetypes of vampires from all of fantasy stories. Some have infiltrated the nobility of the Empire, counts of the blighted province of Sylvania. Some vampires are physically powerful, while others great sorcerers and necromancers. Some are affected by curses laid upon them by Nagash for their escape and cannot tolerate sunlight or holy relics. All are selfish and driven to make use of their long lives; whether through study, survival, or conquest.

Warriors of Chaos
Mortals who flock to the standards of the Dark Gods can consist of the disillusioned, the corrupt, and the insane. Some are refugees from the civilized nations of the Old World, while the bulk come from tribes of corrupted Norse. Living in the ever-changing wastes beyond Norsca and Kislev, bands of these warriors dedicate themselves to the Gods of Chaos, fighting for glory, the capricious favor of the gods, and the ultimate gift of Daemonhood. At times, a great champion will arise, sometimes dedicated to a single god, others loyal to all Chaos as a pantheon. These champions will then sweep from the north at the head of a vast horde, encased in dark iron armor and wielding weapons of madness and gifts of mutation from their gods.

Wood Elves
Long before the birth of Sigmar, the elves withdrew from their extensive colonies in the Old World. Caught between an unwinnable war against the dwarfs and civil war led by Malekith, the Asur were forced to the defensive. Not all the elven colonists followed the Phoenix King’s call for retreat, however. Small pockets of elves remained behind, in particular the colonists who settled in an ancient and dark forest known as Athel Loren. One of the most ancient and untouched woods of the world, Loren is a living, breathing entity, jealous of its borders and willing and able to brutally protect itself. Allied with the forest, the former elven colonists, called Asraii have returned to many of their rustic roots, favoring bow and bronze spear, eschewing advanced metalworking and armor. Wood elves owe more to medieval legends of forest spirits than Tolkien’s elves; they’re feral and vengeful, uncaring for little but defending the forest.

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Wednesday, July 30, 2008

3.1 T1/T2 Black Orc Class Review



Ok, Here is the second installment of Class Reviews from 3.1. The Black Orc, I will be doing a couple of Order classes next, just to be fair.

Quests / Public Quests in all zones
Scenarios in all zones
Open RvR in all zones

Intro:
I had a good time playing the class. The first couple of levels are OMG boring for this class though. Very limited in what you can do. I think Rank 8 (I cant really remember when it was) when your skill selection is getting good, and you have a moral ability, is where it started getting interesting. Da Good Plan - Da Best Plan very interesting mechanic as well. Your first attack can be a high aggro generating attack, a armor debuff or a weapon skill increase. So depending on what you are doing you have to choose. Then your second skill in the chain can be a snare/dot, a armor buff for you, or a weapon skill debuff for your target. Then your 3rd is a big DPS dump.

I am not going to go into when and how to use the skills, but I will say I never hit the same ones in the same order when I am in PvP. They all depend on who is getting hit, and if I am defensive or offensive or any other number of things going on. Man I love that aspect of no rolling your head on the keyboard and being successful.

Solo PvE Leveling via Quests:
I didnt have any problems with very many quests. The couple of quests I did have problems with were the ones that had pretty much instant respawn timers, so I would be fighting 6-8 mobs back to back most of them 2 at a time. The fact that I was able to last as long as I did was a testament to thier survivability. The lack of 2 handers at low levels really limits your options, which I think Mythic is going to change (I think I read somewhere that they are adding a twohander early on to help with this)

Public Quests:
Here is your oportunity to get some gear. As a black orc after you get your taunt ability, you should be coming in first or second in just about every PQ there is. I believe that the calculations on threat and tanking are very favorable to the BO, especially in PQs that only have 2 stages (which seems to be what most people use to max influence). If you dont have a healer you will die and you will not come in first/second. Stage 1 just grab every mob you can. Tank them and let people DPS them off of you. You arent being greedy, this is a TANKS job. Keep as much aggro on you as your healers can handle. Champion and Hero fights should be all the Tanks fighting for aggro, keep aggro the longest and you should come in first. Again, only take as much as your healers can handle. You will get a feel early on in a PQ if shamans are healing (which they should because it counts WAY more in contribution than DPS, this is just my opinion but to me when I Was on the shaman it really "FELT" that way).


PvP Scenarios:
Good place for a Black Orc to get RPs. I did this way more on the BO than I did on the Shaman. I will explain more in the Open RvR part why. Your ability to change your role is very important. If you can learn to do this, you will make a GREAT black orc, and kill many many "stunties".

Role 1: DPS. Pull out that two hander and go to town. This role is most effective if you have a pocket healer. What is a pocket healer you ask? Well, a pocket healer is a friend that you know is going to heal you first and formost above anyone else. Granted, any class with a pocket healer is going to shine. On my shaman, I pocket healed a witchelf one game. End stats were Destruction Damange 36k, Witch Elf Damage 19k. She did more than half of all of Destruction damage. I had 17k healed that game ROFL. On my BO, in T2 Chaos Scenario I had 37k damage. Only one above me was a Sorc (expected). Everyone else was 10k below us.

Role 2: Defensive Tank. Dont discount the amount of DPS you can put out in this role. You can still kill stuff, you just cant pump out the DPS like the other weapon. Your strengh here is your guard ability, and your morale increase regen rate ability. If you are wearing a sword and board and you are not moving your guard from player to play, then I dont think you are being as effective as you can be. In any given engagement I will switch my guard 3 to 10 times. YES that many. Whoever is getting focused gets my guard. Even if I have a pocket healer. at level 11 I had over 2k hits, that is usally over 600 more than any melee DPS and 800 more than squishys. You switching your guard will be the difference between a healer having time to keep someone healed, and someone getting focused down in 3 seconds flat.

Role 3: Offensive Soak. That is what I like to call it. Run out there, get aggro from every Order player and take one for the team. Depending on your healers, you can keep them busy enough for your DPS train to kill off a few squishies.. How do I make sure that they all focus on me? EASY... RUN RIGHT THROUGH AND ATTACK THIER HEALERS. YOU WILL GET FOCUSED WHEN YOU DO THAT. Well unless they suck, in which case you just kill thier healer or lock him/her down so they cant heal anyone but themselves. In which case you are being successful anyways.


Open RvR:
This is where playing the class may become a struggle. Once a keep door goes down and you are fighting the PvE part of it you are fine. But when you are taking it down, or you are trying to push into the Lord Room. You pretty much have to hope your healers can try and keep up with the damage you are taking. Expect to die, but its ok, you are supposed to die. Keep takes arent that bad though and can actually be REALLY fun. The frustrating part is when you are in zerg on zerg standoffs. Man those can be anoying. I usually make it my goal to pick out some "I like to DPS but cant heal" class and kill them before I die. So I basicall find a with hunter, or caster dps and charge them from the side and try and kill them before I get focused down. 4 times out of 10 it will work. Most the time I just die and consider myself lucky to give my orc blood to the gods that demand it.

When I have my peeps around me (peeps being guildies or people who will listen) I will flank the zergs and do some OMG damage to thier support in the back. Man that is fun. When you are able to get small scale stuff in the open, you are able to see why this game will be an amazing game. Zerg v Zerg is fun like crazy when the standoff finally ends and the 2 zergs decide to make an epic battle. During these you do the best you can to use your skills. But it is hard in the heart pounding action of epic-ness. When the cities do get sieged. Man it is going to be NUTZ!


PvP WEAKNESS:
The one glaring weakness of the Orc is one that a lot of Melee classes will suffer during zerg v zerg standoffs. There really isnt much you can do but charge, die, and hope you were able to stop the standoff. Or you can sit back and pick off the one or two melee that charge (can get boring if no one ever charges). If you are not getting heals. You will release often. (kinda true with any class) but even more true of melee in general.
Oh and as a BIG fatty. You make an easy target (which I guess is good since you ARE a tank), however it may just be me, but I feel my Black Orc gets kyted much easier than my other classes. I dont know if it is because my snare is only 30% or if it is because I am a fatty and cant cut the corners like the skinny elves can.

NOTE: If I play destruction, odds are this will be the class I play as my main. And not just because my guild needs me to. Maybe I just like being a big fatty. The key mechanics that makes me love this class are the way the attacks works.

Da Good Plan - Da Best Plan very interesting mechanic.

Again, if this is helping people, I will keep them coming.


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