Showing posts with label Bright Wizard. Show all posts
Showing posts with label Bright Wizard. Show all posts

Thursday, November 20, 2008

Warhammer Online Build - Bright Wizard Aoe Template



This Warhammer online build was based on the following guidelines:

- Had to be AOE.
- Emphasis was on PvP.
- Personal safety and achievement is meaningless, as long as the team wins.

The Bright Wizard:

Prime stats: (In order of importance)

  • Intelligence = adds to magic damage in Warhammer online

  • Wounds = adds to HP in Warhammer online

  • Willpower = adds to % to disrupt spells in Warhammer online


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

  • Annihilate

  • Fiery Reserves

  • Spreading Flames

  • Backdraft

  • Conflagration of Doom


Skills in the tree you do not buy: "Explosive Force" and "Wildfire"

The last 5 points will be put in the "Incineration" tree. Any additional points should also be placed in "Incineration", there is no reason in Warhammer online 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 massive AOE DPS.

Here are the planned active morale skills:

  • Level 1 = Mage Bolt

  • Level 2 = Ruin and Destruction

  • Level 3 = Scintillating Energy

  • Level 4 = Conflagration of Doom


and the planned tactic slots:

  • Endless Knowledge

  • Fan The Flames

  • Fiery Reserves

  • Devour Energy


You can see this build here

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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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Sunday, August 10, 2008

What class to choose as Order - An analysis of class population.



I have seen a lot of questions recently about what classes are over populated, under represented etc., so I thought I would post a quick break down.

I am going to start with Order side.

Under represented:

1. Tanks of either kind. Ironbreakers and Sword Masters seem to be very scarce. There actually seem to be more Ironbreakers in my experience but its very close.

2. Archmages. This class is an incredible healer but you see very few of them. Its really too bad because they are as good and versatile as the Shaman, which is over represented on the Destruction side.

3. Shadow Warrior. I see very few of these running around. They recieved a buff in 3.3 so maybe that will change.

Medium Population:

1. White Lions. I hesitated to put them here. I see quite a few of them but I still think Order could use a few more.

2. Engineers. I see a number of them around, would like to see more because they are a unique class and really good at Keep/flag defense.

3. Rune Priests. Perhaps the best Pure healers in the game (followed by Zealots). Can almost never have too many of 'em!

Overpopulated

Bright Wizards, Warrior Priests and Witch Hunters. I will lump these all together because there are entirely too many of them. They seem to be a dime a dozen.

Everytime I see Order get destroyed in Scenarios its because of the lack of Class Diversity. Destruction does not seem to have this problem. They normally field a good amount of tanks, melee DPS, ranged DPS and healers.

Order is just the opposite, I will log into a Scenario and look around, only to see 6 Bright Wizards, 4 Witch Hunters and 2 Warrior Priests. Order can NOT win that way. To succeed in WAR you need tanks, you NEED more than one healer class, Ranged DPS class or melee class.

If you plan to play Order please pick a needed class. If class trends continue like this into release Order is going to get dominated and its not from being outnumbered. Instead they will get dominated because they have no tanks to hold the front line, no Archmages to help heal and only Bright Wizards providing ranged DPS.


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Friday, May 9, 2008

Patch notes for european beta



For anyone who cares to read patch notes here take some :

General
Setbacks now have diminishing returns on them; after the fifth setback during the same cast, further attacks will not be able to setback that cast any longer.
Individual ticks of DoTs will no longer setback an ability (the first tick, or 'landing', of a DoT will cause a setback chance). Channeled abilities should generally cause a setback chance each tick of damage.
Melee range has been increased to 5 feet. This removes the dead zone between when a melee attack can be used vs when a ranged attack can be used.
The four healer careers, Warrior Priest, Zealot, Disciple and Archmage, have seen significant changes for this round of Beta. An overview of what these entail can be found on the forums.

Renown Abilities
The Bane series of tactics now requires a single tactic slot.
Opportunist, Sure Shot, Focused Power and Natural fighter rewards will no longer display a buff icon after they have been purchased.

Bright Wizard
Explosive Shielding Tactic – Flame shield will now activate against all attack types instead of just melee.
Flame Shield will now base its damage on the caster's rank and mastery, but will be credited to the effect holder.
Flames of Rhuin will now base its damage on the caster's rank and mastery, but will be credited to the effect holder.
Choking Smoke has been rebalanced.
Burning Iron has had its cast time increased and cool down increased.

Chosen
Fixed many tooltip errors on Chosen abilities.
Trembling Weakness will now properly upgrade its effect as the Chosen increases in rank.
Warping Embrace will no longer be affected by stats or critical hits.
Gushing Wound (Tactic) now does: Seeping Wound gains a 25% chance to snare targets by 40% for 3s.

Marauder
Fixed tool tip description on Corrupted Edge. It now correctly states that it increase Strength instead of Weapon Skill.
Fixed tool tip description on Hulking Brute; this tactic actually modifies Toughness, not Weapon Skill and Initiative.
Feeding on Fear now displays a tactic Buff icon after it procs. In addition, crits made during the buff will no longer reset the timer back to 5 seconds.

Shadow Warrior
Spiral Fletched Arrow will now deal the same damage from any distance.
Removed the stance requirement text from the main body of the ability descriptions.
Opportunistic Strike damage and cooldown have been increased.
The cost of Throat Shot has been reduced, but the cooldown has increased.
Glass Arrow and Acid Arrow have been redesigned.
General damage and AP cost adjustments have been made on many of the Shadow Warrior abilities.

Sorcerer
If the initial target of Shadow Knives breaks Line of Sight to the caster or goes out of range, Shadow Knives will be interrupted.
Shadow Knives now pulses its damage slower, but does more damage per tick to make the total damage done by the ability stay the same.
Stricken Limbs has been rebalanced.
Stricken Voices has had its reuse time increased.
Hand of Ruin has a shorter maximum duration and will always be setback by attacks.
Word of Pain can only be stacked a maximum of 3 times, and the damage per counter has been increased.

Swordmaster
Redirecting force now requires a block before being used. This ability has been changed to an opener.
Gryphon's Lash has been moved from mastery to core at rank 8.
Sapping Strike has been moved from core to mastery at 5 points in Path Of Khaine.
Crashing Wave has been moved to level 18
Dazzling Strike has been moved to level 35
Wall of Darting Steel has been moved to level 40
Graceful Precision applies its effect to Gryphon’s Lash instead of Graceful Strike.
Graceful Precision has been renamed Gryphon’s Precision.

Witch Elf
Treacherous Assault no longer provides a damage buff.
Shadow Prowler now has a brief build time, and will be interrupted by any hit.
Shadow Prowler's effectiveness has been slightly reduced.
Shadow Prowler now costs slightly more APs per second , has an increased cooldown and the maximum duration of Stealth has been lowered to 30s.
Kiss of Death will no longer stack multiple copies from the same caster on the target.
The damage from Kiss of Death will now be distributed in a shorter amount of time (the damage is unchanged).
Kiss of Betrayal has had its toughness debuff reduced slightly, but duration extended.
Envenomed Blade will now only raise the chance to proc a poison to a maximum of 50%, instead of a flat 50% add on whatever else is already there.
Enthrall has been removed.
A new ability, Feinted Positioning, has been added to the Witch Elf in place of Enthrall.
Agonizing Wound has had its cost changed to 45 AP, its damage increased and it will now ignore armor from the rear position.
Throat Slitter has had its positional requirement removed, and will now only deal damage from the rear position.
Ruthless Assault now costs 25 AP/second. Its damage will now increase based upon the number of combo points.
Elixir of the Cauldron’s increased critical chance will now only work from behind the target.
Heart Seeker’s damage has been increased and now requires rear position.
Sacrificial Stab’s damage has been increased and now requires rear position.

Witch Hunter
Fervor is now part of the Path of Cleansing, and deals less damage over more time.
Sudden Accusation no longer provides an AP regeneration buff.
Incognito now has a brief build time, and will be interrupted by any hit.
Slightly reduced Incognito's effectiveness has been reduced slightly.
Incognito now costs slightly more AP/s, has an increased cooldown and the maximum duration of Stealth has been lowered to 30s.
A bug has been fixed in which Burn Away Lies was incorrectly labeled as a ranged attack.
The ability Powder Shot has been removed and replaced by a new ability: Feinted Positioning.
Torment has had its positional requirement removed, its damage increased and will now ignore armor from the rear.
Pistol Whip has had its damage increased, and now has a rear-positional requirement.
Silence the Heretic has been changed. It now requires a rear-positional rather than a front positional.
Burn Away Lies now deals increased damage and has a rear positional requirement.


Gamewide Content Changes
In response to analysis of our most recent phase of Beta, we have adjusted the level of difficulty for our standard PQs to be easier to complete. Now, two of the three public quests in each chapter have been revised to require only six to nine players to complete. The third public quest in each chapter is harder and requires two or three groups (at least twelve players) to complete.
We have adjusted the item and influence rewards of harder PQs to be greater than the rewards for standard difficulty PQs. We will continue to adjust loot, influence, and experience as needed in the future, and we are also planning on adding a UI element in a future Beta version to identify PQs that are hard difficulty. For this particular release, the following PQs are Hard: Chaos Ruins, Lake of the Damned, Bitterschaum Swamp, Unterbaum Cemetary, Mud Flats, Serpent's Fang, Bitterspring, Village Vermin, Tempest Horn, and Tower of the Elves. All other PQs you will encounter should be the easier Standard level of difficulty.
The overall requirements for basic, advanced, and elite influence rewards have been reduced for each chapter of the game. This reduction was not applied to the starting chapters as the numbers there are already in alignment with this newest change. We expect this reduction to provide greater opportunities for you to access each chapter’s influence rewards.
Tier Three Empire and Chaos Content: The zones of High Pass and Talabecland are ready for questing and exploration when a break is needed from the intense action of RvR battle.
Tier Four Empire and Chaos Content: The RvR Campaign rages all the way from the heart of the Empire in Reikland, through the war ravaged city of Praag, to the forbidding Chaos Wastes, and these zones will be opened in order to allow you to fight the RvR campaign there. When venturing into these zones, please keep in mind that the non-RvR quests and content there has only been roughed in, and is not fully ready for play. There’s a war raging in the RvR areas, and your realm needs you there!
We have resolved an issue where monsters would continue to bring friends, even when group members were not within visual range (yes, even lowly snotlings have friends). Monsters should now only BAF when group members are nearby.
To better support the war, Warcamp trainers and Renown merchants have relocated their shops to the RvR Keeps. You will find 3 merchants and one trainer on the third floor of each keep when it is captured. Please make them feel welcomed, especially if you are of an opposing realm.
In response to community feedback, Special con enemies have been renamed to the more IP appropriate Champions. This category name change does not affect their abilities or anything else about these dangerous foes.

Renown Items
Renown items have had their Renown requirements lowered by three levels. For example, if a Renown item has a level requirement of level 15, its Renown-rank requirement is now level 12.
Renown stores have been moved to the keeps (they’re on the third floor). Your realm must control the keep in order for you to have access to the Renown merchants.

RVR

Keeps
The Keep Lord Guards will now defend the Keep Lord when he or she is attacked.
Broadcasts will be sent to the RvR area by the victor when a Keep changes hands.
Renown Merchants and Trainers have taken up residence in keeps. These NPCs can be attacked and slain.
Keep Lords and Keep Guards now have appropriate abilities and tethers.
Keep and Gatehouse Doors have had their hitpoints increased based on Tier.
Players now properly receive Renown when taking over a Keep



AND HERE some clarifications about the cancelled i beta phase

Altdorf RvR (Contested Altdorf)
When the City goes into a contested state, it will become an instance. Players inside the City when this occurs will be given a message asking them to either stay and fight, or go to safe ground.

Players choosing to stay and fight will be placed in the Warquarters of Altdorf. Players choosing to go to safety will be placed at a blackmarket in Reikwald (the Fortress Zone).
Any players not in the City will gain entry into the contested version of Altdorf by going through the main gate or alternate gates.

Once inside the City, players will be in a safe spawn location behind three gates. Simply right click the gate to be teleported to the other side, and begin your assault or defense of the City’s Warquarters.

Control over the City is determined by battling over seven objectives in the WarQuarters of Altdorf. Gaining control over these objectives will work via population disparity mechanics. The more players you have in the area of a capture location, the faster you will capture it (similar to the Nordenwatch Scenario).

Each Capture location will contribute points over time to a “Meta Pool” of points which is tallied across all instances of the City. Population ratios have been put in place to ensure that instances with possibly imbalanced numbers will contribute differently than instances with even numbers.

Please note that simply getting control over the seven objectives in your instance will not result in winning. Players must maintain control and continue feeding the “Meta Pool” until the predetermined amount of points which result in winning control over the City is met.

The Zone Control Bar will display how well your Realm is doing as a race toward the center of the Control Bar.

If the forces of Order defend the City, the City will remain in its contested state for two hours before resetting back to the standard Altdorf. Once this occurs, the Campaign will reset. Players wanting to leave the contested city may simply click on the portal gate within their safe spawn location.

If the forces of Destruction take the City, a message will indicate such and the City will then be open for pillaging!

Items of Interest
What can I do in a city that is under attack?
Players will battle against each other in the War Quarters, one side trying to gain access to the city while the other side attempts to defend. Should the invader win, the city gates will fall and the pillaging begins.
Players may destroy objects, burn objects, smash open interior doors and kill citizens!
Players may participate in “invader quests” that will present rewards to the player along with increasing their capital city rating value
The enemy may participate in any available content that is in the city. For further clarification, if a certain dungeon is only available during city rating 4 and the enemy so happens to invade the city when it is at a city rating of 4, the dungeon is open to the enemy to explore!
Players may attack and capture the enemy’s King!
By gaining ownership of a city, the enemy will have forced players to use outside resources to perform their banking, auctioneering and other utilities, but at a higher price
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Friday, April 25, 2008

Bright Wizard Class Review - Thoughts on Class!!



Bright Wizard to Rank 26, RR 10.

Bright Wizard is a TON of fun to play, and is definitely overpowered.

As a Bright Wizard I don’t really fear anyone, least of all Melee classes, lowest on the food chain is most definitely Witch Elf’s and Marauders. These guys are a joke, and can basically be ignored to you feel like dealing with them, then utterly destroyed in no time at all.

A witch elf gets at you.
Shield of Asquishy (or whatever its name is) buys you second to finish your current target.
Root, walk a few feet.
Disarm.
Dot
Dot
Nova Stun
Fireball
If he is really persistent or you don’t want to fight, detaunt. 3 sets of CC without even trying. And that’s not even the most effective way of killing them, that’s just getting them off you, and still normally enough to kill them.

The only melee that i even ever be slightly concerned about is Chosen, and that’s only if they have dedicated healers. Only because once that chosen (tanked and getting healed) gets on you, you can’t shake him in the 8 seconds it takes to shake anyone else. However generally your own healer will notice and out heal his dps. At which case it just becomes interesting to see how long he will whack you before becoming disinterested and running off to hit the healer.

On a side note, there morale ability really hurts, hitting for 1/4 our health easy, but then, big heals crit at twice that, so I can only imagine how much some of our abilities hurt.


I can kill most targets with
Fireball
Fireball Barrage
That’s pretty much it. If there still alive I either DOT DOT or just SEAR. (I’m Incineration spec)
I don’t really see how this fits the TTK at all, and I realize that Fireball Barrage is being looked at.

Since i got FB (fireball barrage) I pretty much just spam Fireball and FB. They just hit so freaking hard. My Fireball his for something like (not exact figures) 350 then another 350 over time. That’s 700 a hit without a crit. 2 of these and a fireball barrage = anyone without a healer. That’s 3 second cast, instant, 3 second cast.

Changing from Barrage to Combustion.

I don’t really use Combustion, I don’t really worry about it either tbh.
It doesn’t seem that alot of the important abilities for Bright Wizards have combustion. There is SEAR, but it’s on a timer. Most of the others are AOE effects or skills I don’t use alot. So it’s just not important at all to me. Not to mention that even without FB at all, i hit so damned hard, and kill so fast. That it doesn’t matter in the slightest.

Correct me if I’m wrong, (I’m at work so no in game reference and didn’t play yesterday so memory might be not so good) but the following are the skills I use alot and whether they have combustion.

Fireball – No
Ignite - No
Boiling Blood - No
Fireball Barrage - No
Sear - Yes
Nova - No
Shield of Asquishy - No
Flame Cage - No
Disarm (name?) - No
Now I might be wrong about 1-2 of those, but as I stated, I don’t worry about it so much that I never really checked tbh. I 'think' some of them might have chances to explode based on your current Combustion, but in truth, that’s never really a worry anyway. Healing is quite heavy now, so going absolutely full power will funnel popping 80 health of you every 1-2 seconds is NOTHING. Let alone the occasional explosion. 1x 3 second heal could fix an explosion and 10 funnels from massive nuking, let alone some dot heal sitting on you. Combustion might be vital if I didn’t already annihilate people, but atm, it doesn’t factor for me at all.

Melee
I have never lost a 1v1 to a melee.
I have beaten a few 2v1's against both melee.
Just blow the crap out of 1 real quick while CCing the other, then finish.


Ranged
The 2 things that i watch for as a Bright Wizard
Sorc's
Zealots

Sorcs hurt, and there Shadow Knives and (disastrous cascade ? ) are to be watched carefully. Most of the time I die, its to Sorcs or Zealots (or just a bucket load of 10x ppl focus fire). Sorcs have (from playing against them) alot of the same issues as Bright Wizards, just in different spells. But having not played 1 this phase (I did last phase) I wouldn’t want to comment further.

Zealots I have only had a few 1v1's, there the class that’s to be feared the most as a BW. Mostly before you have FB. They have some massive heals, shield spells and they can hurt, not in massive 500+ hits, but definitely hurt. I think its Warp Reality that really stings. Generally they can make the fight last long enough that funnel power combined with their dots really start to take there toll.


Problems
Healing really can throw out alot of survivability. So you come up with some tricks to deal with it. Smack someone with a fireball. Healer goes to heal him. Fireball the Healer, Drain AP of healer (morale), dot, Nova stun, Fireball Barrage, Sear. If he is still standing and pops his big heal + shield, then dot dot and move back to original target, the healer will right now be crapping himself so much and focused on restoring himself to 100% that you will kill the other target before he gets back to his group job.

A few zealots in there, and it started to become ridiculous. However it just became necessary to get 2-3 Bright Wizards to target the zealots first. 3x Fireballs hitting someone is GG. This is all without using any other little toys like the rank 3 morale, and the anti healer spell (playing with fire??) which I don’t spec.

Don’t get me wrong, I absolutely love this class. And I guess that’s the problem, I know its overpowered, and id be terrified to play against it, especially is melee.

On a side note, RVR is still utterly dominated by range.

Mastery Tree Review

Incineration

This seems still far and away the best spec for a BW if you want to blow things up. Fireball Barrage is just crazy good, and fun as hell to boot (who can't love multiple fireballs raining from the sky in quick succession?). I don't think it in and of itself is overpowered, it's the matter of the stacking damage add procs. I also like that channeling ceases when the target goes out of LOS/range (which is what we Order all complained about Shadow Knives last phase, and you guys fixed....kudos!). I have noticed that the animation goes kind of wonky if the first hit is disrupted. Instead of getting the six quick graphical hits, you get more like pause, hit, pause, pause, hit, hit.

I think the tactic to make Sear heal for 25% damage 25% of the time should really be made 100% of the time to make it attractive. It might actually be worth using a tactic slot on then, as right now I think every BW pretty much stacks INT tactics, or maybe rarely takes the +AP on crit one (I do usually when Conflag specced).

Immolation

This line feels like it should have more potential than it does. Detonate is a fun spell, though frustrating when it gets disrupted since you can't try again for 10 seconds. Also, since DoTs have been changed to not tick until 3 seconds after application, is there any chance we can get the 3s recast removed? It's frustrating when you want to use an ability that requires the target to be hexed, you hit Ignite, and it's disrupted (and Boiling Blood is on cooldown). Now you have to wait 3 seconds to try and hex again to use another ability that requires it.

Withering Heat feels underpowered compared to Fireball Barrage. First off it channels 6 hits in 6 seconds instead of 6 hits in 3 seconds, and each hit is much, much less than FbB. The snare is nice, but even chain casting it on a mob, it takes like 4-5 withering heats to kill the mob, and it's easily in my face after the second or 3rd. Channeling in one spot for 6 seconds is an eternity in RvR though.

Conflagration

Spreading Flames feels like it could use a bit of a damage boost since player HPs were raised (not necessarily double, maybe 25-50%). It's a fun spell, but really no more of an annoyance right now.

Annihilate is oh so much fun if you can pull it off, especially if you're using it with Funnel Power (though you better have a healer watching you!). The channeling aspect kind of sucks though when you have to be such close range to use it, it's too easy for people to hit you and (in the future) knock back your channeling. I'll repeat what I said about spells like this in previous phases though, I hope you can find some way to make them not go through walls. I would hate to see keep seiges devolving into who can bring more AoE/PBAoE to bear on the door through the walls.

Choking Smoke is also nice, though the cast time feels kind of long, and the graphic is much smaller than the effect I believe (which is also a problem with Pit of Shades). This may be intentional to tone down graphic lag, however it's probably pretty frustrating for people who suddenly find themselves silenced and never saw an effect to show it. Disable effects in general actually aren't communicated real clearly, I frequently find myself disabled in a fight and have no idea what I was hit with to cause it (and mousing over debuff icons in the heat of battle isn't really practical).

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