Showing posts with label Empire. Show all posts
Showing posts with label Empire. Show all posts

Friday, December 5, 2008

Empire Knight of the Blazing Sun Review



Overview:
Heavily armored, notoriously crafty and exceptionally dangerous at close when in the midst of their troops, the Knight of the Blazing Sun should be a prime target for any assault. If you are able to strike down the Knight, his allies will become demoralized and weakened by panic – making them far easier to defeat. Be wary of the fact that – unlike members of other knightly orders – the Knights of the Blazing Sun are not at all averse to trickery and feel no obligation to engage their foes with what some regard as “honor.” A Knight of the Blazing Sun is more than willing to disarm an opponent and then take their head.

Knight of the Blazing Sun Quick Info
  • Faction: Order

  • Race: Empire

  • Role: Tank

  • Armor: Heavy

  • Primary Weapons: Sword

  • Primary Stats: Strength, Toughness



  • Strengths:
    • Uses AE to buff allies and debuff enemies

    • Uses shields for long survivability

    • Uses damage reflection to mitigate attacks against them


    Weaknesses:
    • Lack of ranged attacks mean combat must be up close

    • Has trouble defending against ranged DPS classes

    • Class is still being adjusted


    PvE Overview
    Knights of the Blazing Sun affect the battle through the use of Battlefield Commands which debuff enemies and buff allies. Using a sword and shield they are strong enough to sustain an enormous amount of damage.

    In a group, the Knight has a clear tanking role which will put them on the front lines of any engagement. They can be speced for specific Battlefield Command sets but can do increased damage, buffing, or debuffing to suit the situation. Truly excelling while working with a healer and DPS, they make an exceptional addition and can replace any Ironbreaker or Swordmaster if necessary.

    RvR Overview
    The Knight has a very simple role in RvR, to rush the enemy with a focus on ranged casters and healers. While they will need a healer themselves to be effective, pairing up with an Ironbreaker or Swordmaster will prove to be a very dangerous combination.

    In a keep siege a Knight will likely find themselves trying to hold a doorway or tying up a Black Orc or Chosen. In more open situations, a solid tank like this can occupy a number of DPS which would have normally been targetting weaker classes. They will take damage, and lots of it all for the glory of their group.

    Knight of the Blazing Sun Mastery Paths
    Path of Conquest: Knights who choose the Path of Conquest will become experts at pushing the battle line forward. Their battlefield commands focus on bolstering the fighting strength of their allies to take advantage of their opponent's weaknesses. Knights focused on Conquest traditionally forego the use of a sword and shield in favor of the more offensively oriented great sword.

    Path of Vigilance: The Path of Vigilance focuses on building a strong defense to cripple opponents and protect allies. Knights choosing this mastery have a variety of commands that will increase their defensive prowess as well as those of nearby allies. This allows them to dig in and hold against almost any assault. Masters of the Path of Vigilance generally choose a stout shield and broadsword combination when defending their allies.

    Path of Glory: Knights mastering the Path of Glory excel at inspiring troops to ever greater feats of courage. As such, these Knights can be found almost anywhere on the battlefield leading by example and are a welcome addition to both defensive and offensive maneuvers. Glory can be found regardless of arms and armor, and as such Knights of this mastery can be found wielding either a great sword or sword and shield combination.


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    Thursday, December 4, 2008

    Warhammer Online build - Witch Hunter Template



    This will be a "Anti healer/tank" build. Because you put out enough DPS, there is really no reason to worry about ranged DPS. Healers and tanks are what dictate who wins a battle. As such, your three most important stats will be:

    Strength = adds to melee damage
    Wounds = adds to hit points
    Initiative = Increases your chance to dodge ranged attacks, detect stealthed opponents and makes it more difficult for enemies to critically hit you.

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

    15 in "Inquisition"
    Buy the following skills in the Inquisition tree for one point each:
    Full Confession
    Seal of Destruction
    Punish the False
    Encourage Confession
    Exit Wound
    Excommunication

    Skills in the tree you do not buy: "Prolonged Confession".

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

    Impetus level 1 = 1 point
    impetus level 2 = 3 points

    Assault level 1 = 2 points
    Assault level 2 = 4 points
    Assault level 3 = 6 points

    Reflexes level 1 = 5 points
    Reflexes level 2 = 10 points
    Reflexes level 3 = 15 points

    The purpose of this build is to take out the two most important classes in a PvP battle.

    Here are the planned active morale skills:

    Level 1 = Sever Nerve
    Level 2 = Force of Will
    Level 3 = Broad Swings
    Level 4 = Excommunicate

    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 one in a different situation. One for PvP fight, one for PvE Group, and one for PvE solo. Here is my choice for "PvP fight":

    Full Confession
    Flowing Accusation
    Encourage Confession
    Brute Force

    Build Strength:

    Flexible between against a healer or tank.

    Build Weakness:

    Not as hardcore in outright DPS. I feel the trade off is easily worth it.


    You can see this build here

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    Sunday, November 23, 2008

    What have I been up to this week?



    Try Not To AP Dump On Squig Herder.
    I having a few problems with the Squig Herder, however these problems are all due to AP.(Actually "lack of" AP) You should expect "normal" AP problems with melee DPS classes like the Witch Elf and the Marauder, however it is a little different with the Squig Herder. The Squig Herder is a "Ranged DPS" class, the same as the Sorceress and the Magus, however I do not have AP problems with either of those classes. Although I have slotted tactics to help with this problem, I will not be able to get them until I am a higher level.

    The best way I can think of to help with this problem is to "throttle back" your DPS until you can get to the higher level, to get the tactics that help with AP. It may hurt a little, but I have found it to help out in long drawn PvP confrontations.


    Bow Classes Get Stats With Both Weapons
    In most cases a bow class does not have the melee weapon's(The weapon that the class uses when not using a bow) stats apply to the player, unless it is currently in use. In Warhammer this is not correct, my Squig Herder has both the stats on his bow AND his spear applied at the SAME time. This is really important as you should look for a spear that adds to wounds and ballistic skill, instead of DPS or melee skills.(Like Strength) This is of course assuming that you are playing your Squig Herder as a ranged class and did not spec in the path of stabbin'.

    When dual wielding, we all know that both of the weapon's stats are applied to the player, so this is normal when dual wielding. I do not know if this mechanic is "working as intended", if it is not expect a nerf in the future, until then always remember you get both stat adds.

    about the marauder...
    Just wanted to give a little info on the Marauder. It still is the lowest class on the list when it comes to viability in PvP. Over the past couple weeks I have really paid attention to my stats compared to other stats of other Marauders in the same PvP scenario, and they are on par with others. I will continue to play with builds until I can find something that works. Right now I am still working on a Monstrosity build, and so far, it is the best choice. If anyone has any questions or advice, just let me know.

    Tier Three Use Spec Skills ONLY
    When you get to late tier three and through tier four, you really need to stick with your spec'ed tree skills ONLY. I am starting to see the difference in the bonus spec damage versus the other two trees and their damage across all classes. The best advice I can give is to remove ALL skills on your hotbar, except those in your spec'ed tree and those other skill that are necessary. Make sure you keep these skills separate on your hotbar so you know when you are doing your max damage/healing. If you do not separate the skills and use them all together you will gimp yourself out as you will not be using your most powerful skills 100% of the time.

    Incoming Guides, Future Articles
    In the upcoming weeks I will be working on providing all ten order classes with templates. I have already posted three, these can be found here:

    Warrior Priest: (Hardcore combat/auto heal build)

    Bright Wizard: (AOE DPS build)

    Runepriest: (Hardcore PvP healing build)

    After these guides are complete, I will go back to writing other articles. If you have any questions still feel free to ask, as I will still be updating the blog everyday.

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    Saturday, November 22, 2008

    Warhammer Online build: Warrior Priest


    This build was based on the following guidelines:

    Frontline combatant, while still being able to heal. This was actually a difficult build, which is why it took me awhile to complete it. I did not want to give you a build that was raw DPS as this would gimp out your healing abilities. This build gives above average DPS with a hardcore "auto healing" pumped in. Please note that you "must" be using the buffed up skills 90%+ of the time you use any skill.(Another words ALWAYS use a skill in the "Grace" tree, or a core ability in the "Grace tree" unless it is a necessity to use something else like a rez.)

    The Warrior Priest:

    Prime stats: (In order of importance)
    (It is very important that STR takes precedence over Willpower for this build to work as intended. Please note that the more damage you do, the MORE healing you put out)

    • Strength = adds to melee damage.

    • Willpower = adds to healing power.

    • Wounds = adds to HP.


    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) (Also note that this "caps out" a tree, I really do not like putting "all my eggs in one basket", however I cannot argue that the points could be better placed elsewhere)

    15 in "Grace"
    Buy ALL the skills in the "Grace" tree. I was going to leave out "Sigmar's Vision" however that is your highest skill for DPS output.(Tied for first place anyway)

    The last 3 points will be put in the "Wrath" tree. Any additional points should also be placed in "Wrath".

    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


    • Resolve level 1 = 1 point

    • Resolve level 2 = 3 points

    • Resolve 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 be able to be a frontline combatant, with the ability to heal decently.

    Here are the planned active morale skills:

    • Level 1 = Divine Favor

    • Level 2 = Rampaging Siphon

    • Level 3 = Penance

    • Level 4 = Avatar of Sigmar


    and the planned tactic slots: (assuming you are in PvP, PvE tactics would be a little different)

    Leading the Prayer
    Greave of Sigmar
    Restorative Burst
    Grace of Sigmar


    You can see this build here

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    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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    Monday, September 29, 2008

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



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

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

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

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

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    Tuesday, September 16, 2008

    WoW vs. WAR



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

    -RACES-

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

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

    Horde - Destruction

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

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

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

    .:WAR Classes:.


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

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

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

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

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

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

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

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

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

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    Wednesday, August 27, 2008

    Empire Witch Hunter review



    Overview:
    Service to the Empire is honor, privilege, and the singular purpose of a Witch Hunter. Showing unrelenting dedication to the purge of Chaos, they follow the teachings of Sigmar which make up the very core of their soul. Masters of the blade and one of the few classes utilizing firearms, they bring forth judgment against their enemies with no mercy. Using stealth and combination attacks, the Witch Hunter inflicts incredible amounts of damage with exacting precision and is a formidable foe on the battlefield.

    Strengths:
    • The ability to inflict a high amount of damage quickly or over time.

    • The ability to move in stealth and utilize special surprise attacks.

    • Can build up points to use execution finishing moves which do high levels of damage


    Weaknesses:
    • Is not a tank class and is susceptible to damage

    • Stealth abilities reduce movement speed

    • Ranged attack is relatively weak and short range


    PvE Overview
    The Witch Hunter's main role as DPS provides players the ability to deal heavy amounts of damage at the price of survivability. They can dispatch a single target extremely quickly but any additional encounters could kill them in short order.

    Working much like the Rogue classes in other MMOG's the Witch Hunter builds up points in order to do finishing moves which can provide a variety of effects from normal damage, to an armor debuff. They also have skills which can only be used from stealth giving the Witch Hunter a great balance in PvE combat.

    RvR Overview
    The Witch Hunter almost has a support role in RvR combat, meaning they can't rush into a one on one battle no matter how badly they want to. However, their versatility provide a number of combat options which can make them invaluable. If two well matched tanks are beating on each other, the Witch Hunter can turn the tide. Perhaps there is a particularly pesky healer or caster harassing people at long range. A Witch Hunter can move in, make short work of them and escape long before anyone figures out what happened. The only downside to the Witch Hunter is their inherent squishyness. When targeted by tanks or a pair of casters, they can be chewed up and spit out pretty quickly.

    Witch Hunter Mastery Paths
    Path of Confession: The Path of Confession is direct and uncompromising, and focused primarily on direct and immediate opposition to heresy. A specialist in Confession will eschew subtlety and lengthy investigations in favor of simply approaching their enemy and beating the truth out of them. While not necessarily the most powerful approach, it is effective in its straightforward brutality, and provides a small measure of increased protection when the Witch Hunter finds themselves under direct attack.

    Path of Inquisition: The Path of Inquisition is focused on longer and detailed investigations, weakening and progressively working over an enemy until the victim's guilt is all but assured. A player with heavy Inquisition Mastery may appear less powerful at first glance, but the devastating effects of their attacks are felt more and more as the fight progresses.

    Path of Judgement: The Path of Judgment is taken by Witch Hunters who are assured that their targets are guilty and no questioning is needed. They tend to take their suspects by surprise, and are at their best when the enemy's attention is elsewhere. A Master of Judgment will seek to avoid face-to-face confrontations, and will be at their most powerful when they have allies nearby that can distract their enemies, allowing the Witch Hunter to lay down very potent attacks.

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