Showing posts with label FAQ. Show all posts
Showing posts with label FAQ. Show all posts

Tuesday, September 16, 2008

WoW vs. WAR



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

-RACES-

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

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

Horde - Destruction

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

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

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

.:WAR Classes:.


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

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

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

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

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

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

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

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

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

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Monday, August 11, 2008

Tome of Knowledge Achievements



I haven't seen any recent post about this at mmOverload, so here is what little bird told me. It's all I have access to as I am still patching. ToK fans rejoice.

=Titles=

Achievements

The Cutpurse - loot 10 items
The Pirate - loot 100 items
The Hoarder - loot 1,000 items
The Pawner - earn 1 gold
The Loaded - earn 50 gold
The Wise - 10 tome unlocks
The Adventurer - 50 tome unlocks
The Never-Rester - 100 tome unlocks
The Overachiever - 250 tome unlocks
The Omniscient - 500 tome unlocks
The Friendly - add 5 people to your friends list
The Conscript - join 10 groups
Ow My Eye - clicked self 100 times
The Vain - clicked self 5,000 times
The Talker - use the tell command 50 times
The Peon - gain 1,000 Influence
The Influential - gain 10,000 Influence
The Prominent - gain 100,000 Influence
Snuffed - die 10 times
Victim - die 100 times
The Green - die 10 times in RvR
Meat Shield - die 100 times in RvR
The Lucky - kill 10 players in RvR
The Mauler - kill 100 players in RvR
Spark Snuffer - kill 10 players that are more than twice your Renown Rank
Run Away! - died 10 times to monsters
The Bait - Died 100 times from a monster
The Wasteful - destroy 10 items
The Garbage Disposal - destroy 100 items
The Lint Looter - scavenge 50 corpses
The Body Searcher - Scavenged 1,000 corpses
The Skinner - Butcher 50 corpses

Exploration

The Impure - kill Keltherian Darklust, interact with Book of Innocence; around 240, 40650, west of Fortress of Korhandrid (west of Goldmead, DE Chap 9 hub), in the hills near the very edge of the map, in Ellyrion.

Heroic

Foe of the Cannibal - unlocked by talking to a sickly man outside a cave in Marshes of Madness, I think southwest of Oathhold

The Intractable: Kill any Cold One in the pit around 14323, 14564 (I think, it's the area between Rock of Galirian and Serynal), in the Shadowlands.

Killing

Echo Hunter - kill a Neborhest Bat in Marshes of Madness. They can be found south of Oathhold and in the marsh south of Thurarikson's Warcamp.

The Huntsman - walk through the mob of pigs around the Public Quest Pillage and Plunder (51613,63055), in Norsca. (possibly Destruction only)

The Scout - Examine Unfortunate Victim at 37683, 34796, in Nordland.

Questing

Silly

Once Bitten, Twice Shy - talk to Kormina Falinsodtr at the Pick and Goggles tavern in the Dwarf starting zone.

The Dawnbringer - interact with the Vampire Effigy next to the mountainside near the Plaguesworn Cultists southeast of the Neborhest's Vanguard PQ in Marshes of Madness

The Lumberjack - interact with the corpse of a Tree-kin in the are around Dark Elf Chapter 7 (on the way to the NPCs for the last part of Heads Will Roll!, above the Gate at the very south of Shadowlands)

The Peculiar - throw a rock on the head of the sleeping Snotling in the woods just outside and east of Tor Aendris, in The Blighted Isle

Skaven Splitter - interact with the Man Trap in Warpclaw Hideout, a cave near the SW corner, in The Badlands.

Scorp Squisher - kill Baneclaw, a Champion scorpion, at approximately 6400, 62500 (SW corner of the beach), in Chrace.

The Skeleton Hunter - interact with the Marked Grave in the graveyard west of Grimmenhagen Village, in Nordland.

The Spider Slayer - kill a Dark Hollowfang at the Suskarg Cave in Stormblighthollow, in Troll Country (around 2400, 35219).

The Fearless - walk inside Amund's Barrow close to at roughly 48572,44251, in Norsca (possibly Destruction only).

Unconfirmed/Rumored/Unknown or fuzzy triggers:

The Grounded - trigger unknown

Scourge of the Asur - kill 100 High Elves (possibly Dark Elf only)

Favored of Malekith - kill 1,000 High Elves (possibly Dark Elf only)

The Crusher - kill an Ogre Bull (clarification needed: which one, where is he?)

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Saturday, June 7, 2008

The Tome of Knowledge



In the same way that everyone on the Warhammer team seems to be suffused with passion for the game, Tome of Knowledge lead Carrie Gouskos couldn't help but pass on information about one of the game's most innovative features. Equal parts achievement system, quest log, faction-tracker and storybook, the Tome of Knowledge is unlike anything seen in other MMO titles but will be immediately familiar to players of games like Lord of the Rings Online ... or even Xbox Live fans.

If you're unfamiliar with the Tome, Carrie has a lengthy explanation on the official website. That resource should be able to fill in your need for information and (of course) we'll have more context for you on the concept later. For today, Carrie offers up a fascinating insight into the emotional connection that the Tome can create between player and avatar. She also explains (vociferously) why Xbox Live achievements lead directly into the Tome's development. Gamerscore junkies and lore hounds, read on for your fix.

It was mentioned in one of the production podcasts that you'd had a gentleman down from one of the other EA studios, and he'd been very impressed with the Tome of Knowledge. He talked about forming an emotional bond to his character through it, and we thought that was very interesting.

I'm really glad to talk about that. It was always our intention to make this compelling beyond the statistical value of it. I feel like we still have a ways to go, but the intent with the Tome is that as you're playing through, as you're discovering things, you really feel that it's further enriching your character. In my opinion I think what makes MMOs particularly compelling is the player's relationship and investment in their character. I think what a lot of games don't do enough of is allow them to really make their character unique. We try to do that with a lot of different things; we can talk about the trophy system or the dyes or the customization.

With all those things you say "okay, I have formed an initial attachment to my character by customizing what he or she looks like. I have built that by leveling my character and customizing the abilities I give him or her. I continued to develop that by getting certain kinds of armor and all that stuff. That's all fairly fundamental. What I think games do that's interesting is allowing a level beyond that. Every game has abilities and statistics and all this stuff, but there are varying levels of that. Pushing as far on that as possible allows you to really say "this is me." It allows you to say, "I don't care that there happens to be another guy that happens to have the same armor on and happened to dye it the same color ... that's just going to happen. But this is who I am because of all these Tome facts about me.

I think one of the things he was talking about specifically was ... you start to get the initial Tome unlocks. I've started this Empire character in the beginning zone, and I've gotten one of the initial Tome unlocks. I've encountered a member of the Empire, these are sort of the fundamental elements. As you're playing the game, you're going to get very basic ones. By killing monsters you're going to get monster kills by doing quests you're going to get quest complete unlocks.

The intention is just to keep adding layers. By doing that you're forming experiences and memories about where you are and who you are. Just as an example this is the beginning of the first chapter for Empire. I don't know if people know this ... I've seen people in here before ... but you can go into this building. I think there's a quest that sends you in here, but you may not get it or want it. There's not a lot to do in here ... except there's a couple of tome unlocks. You get one just by going to the bar, and then you go upstairs like this and you can get an unlock from this book.

This is hard for me to do, but the intention is, "Okay, pretend you're a player. You walk into this room, and you're the inquisitive type." What are you going to do? You're probably going to go behind the bar, to see if there's anything interesting back there, and then you're going to go up the stairs to the end of the walkway. In a lot of games you go to the end and there's nothing here. There was no reason to.

Obviously we can't do this for every location, or we'd have Tome unlocks all over the game. But just the same, we want to reward that experience. "Oh, I found this, that's so cool." And now this story, this information, is in this guy's Tome. Not only that but there's a list of checkmarks and he has two of ten. You want your character to have all this information, you want him to be the kind of guy that has this all filled in. I care about my character and what he's doing and who he is; I enrich him by engaging in this activity.

Now, I'm a self-professed non-reader, I don't read this stuff. I just want to have it. I don't care what it is, I don't even know what this one says. Thankfully, we have someone else working on the lore. They do all the fun lore-y Games Workshop kind of stuff. There are a couple great ones I have read that are pretty funny. There's one about a skeleton of a dead Greenskin. He's hanging out of the skeleton of a dead whale. It's the story of a goblin convincing an Orc to attach himself to a rope an jump in the water. It's playing upon the relationship of the characters, the world, and the history of the franchise.

Because of these kinds of things, when I go to play this game, my character has everything I can provide for him. It becomes a sort of dialogue between you and the character. The other night I was playing, and I was participating in a Public Quest, and at that point I'd already gotten all the rewards I could have. But I kept playing because I really wanted my bar to be full. I just wanted my character to have all his public quest bars full. It's sort of compulsive. I think that compulsive nature that people have is a way people form an emotional attachment. Your Tome unlocks prove you have an investment in the character.

We're sort of winking at you, you know? We're saying "oh, we know what you're going to do." You're going to run around in this corner and find these hidden spots. If you ever see something in the game that looks like text on a scroll, a lot of times you can get close and zoom in and really read what's there. Little things like that - we want you to have fun. We can't do that with everything, but I think it's the sort of thing that brings a lot of joy to the play experience.

See, this is an example. There's this scroll on the door here, but it's one you can't read. For the kind of person that comes over to investigate, though, there's a Tome unlock. If you look at the unlock's text, it says what's written on the scroll. It's a notice about a plague. That's the kind of player I am, I'm the kind of player that runs in circles and searches out hidden passages and all that stuff. We built the game with that in mind, and there are all sorts of elements like that throughout the game.

That's the emotional element for me. I really want people to love it and connect with it, and every time that notice pops up they really feel good about it. "Oh, that's really cool. I didn't even know I was finding something."

One of the major philosophies has been that it's equal parts people seeking out unlocks, and parts of unlocks just happening to players. With stuff like the bestiary section of the Tome, we don't show it all right away. It's revealed over time. The first time you encounter a Rat Ogre you kill it and you get the first reward, but you'll also see that there are more things to do. You know you're going to get something for killing 25 Rat Ogres ... looks like it's a Tactic. Then you'll get something for killing 100 Rat Ogres, if they want to do that.

Then there's the achievement section. There's a whole section about Guild gameplay, teamwork. And here's an example: kill 10 guild leaders, kill 100 guild leaders. The idea is that you don't know it's coming. You can look it up on a website someday, and I'm fine with that. There will be people that look them up and seek them out, and that's totally okay. But there are going to be people who don't want to know. You're going to be killing people in RvR and this guild leader unlock will pop up and you'll go, "Whoa! I didn't even know I was doing that!"

I think we have a good balance between these two styles. Whether you choose to seek out objectives or just go out and do it, that's up to you. We're making some of these goals impossibly hard ... killing 10,000 guild leaders? I have no idea how long it would take you to do that. I don't even know how long it would take to reach 100.

As long as you're getting another level of enjoyment out of the game, we don't begrudge you either playstyle.

That kill 10 guild leaders one is pretty funny. I don't think anyone's ever seen that one before. There's another one ... I mentioned this one in Paris, but I don't know if it's made it back to the US press. There's a Tome unlock for completing a PQ with no clothes on. You can use your weapons and your accessories, but as long as you don't wear armor you'll get an unlock.

From a broad perspective, what are some of the inspirations for the Tome? What lead you to this concept?

The original concept came from Mark Jacobs, but I was a natural fit for developing the Tome of Knowledge because of my utter obsession with Xbox Live achievement points. I was part of a race with a couple of my friends, and as of a year ago I was at the 30,000 point mark. To me it became this obsessive thing, and I wrote a paper about it, about the Xbox Live achievements. I talked about which ones are good and which ones are bad, which ones are interesting.

Take a game like Madden, where you can get all of the Achievements in one go. That's actually really interesting because I bought it and got all of them in one game. I just picked Madden are random, sorry, not trying to pimp out EA games. I would never have touched Madden if it were not for that, if I had known the points were easy.

There are other games that I didn't like, that were really hard to get achievements in. But still, I played them for like 70 hours just because I had to have all the points. Other games I never would have played - games based on kids movies, mind numbingly dull. But I needed the points. Then there were the games that did the points really really well.

Take Dead Rising. It had this great approach, because the achievements force you to play in different ways. At the end of the day I realized I'd played through Dead Rising eight times. The reason was, every time I played through it differently. One time I was playing to save every person in the mall, one time I was using all the weapons in the mall ... the way they had established these goals not only lead me to play the game over and over again, but it compelled me to play in different ways.


It just seems to go hand-in-hand with an MMO. You're obviously not beating the game and starting over, but you do seek other things to do. Too often we ask players to create those things for themselves. How much more fun is it to give players something to do, "go, have fun, do this." That's the goal of the game, to have fun in different ways.

Thanks so much, Ms. Gouskos.
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Tuesday, April 22, 2008

Archmage Review - Thoughts on class.



Level 22 RR 11
Use: PvP Scenarios and Open World PvP. Grouped and ungrouped.
Specs: All three, though I prefer Vaul.

One thing that I find about the Archmage that's really engaging is the amount of concentration and ability that goes into playing one. Finding a fine balance between DPS and healing can be hard to do, as sometimes you get caught up in the moment and forget to heal while you're tossing some nukes around, or you end up sitting back and healing and not doing any damage. It's a fine balancing act that, if mastered, really gives that extra umph to the class to let it shine.

Path of Isha
Funnel Essence - The 0 AP 150 range channeled lifetap is an awesome, awesome ability. Kudos for putting it where it is, as it's very powerful and efficient of a spell. It's perfect for harassing enemy casters or catching runners thanks to it's wonderful range, and because it hits every second (seems faster sometimes) for the entire duration of the channel, it's great at interrupting other spell casters. It gives healers a safe and easy way to deal damage, while still keeping allies and themselves alive.

Balance Essence (name?) - I'm talking about the single target 2s cast lifetap that's early in the tree. It feels a bit weak due to the subpar damage, but seeing as it's a 100% return on damage to life it's understandable. I just didn't find myself using this spell very often, mostly because if I wanted to do damage it was much more mana efficient to toss a Law of Conductivity on someone and just to back to healing. The 2s timer seems a bit excessive, and it really seems like you're better off just tossing a big heal on someone, or casting a DoT instead. I'd suggest tweaking the numbers around just a little on this one, because if we're using templates and I'm not able to break 100 damage on an equal level target, I can only imagine how atrocious the damage must be without purple gear.

One question I have though, is how does Will Power factor into lifetaps? From my observations, it looks like willpower adds to the amount of health healed on the tail end of a lifetap. In a sense lifetaps benefit from both int (extra damage, more health returned due to more done) and willpower (adds to the heal effect). Can someone confirm this? It might be worth checking into whether or not an Isha spec AM can tweak his stats into a very heavy intelligence build to up the lifetap damage (and subsequently the amount healed), but still be able to heal better than a non-Isha AM due to mastery point benefits.

Path of Ashuryan
Ashurya's Rage - The instant cast DD on a 30 second timer. 65 foot range. I feel the timer is too great here, especially for a low tier mastery abilitiy. It's great for finishing people off that are nearby or for chasing a runner, but honestly the timer feels excessive. I'd suggest 15-20 seconds, as it gives the AM some much needed insta damage that primary nukers have. The damage seems about right for the AP cost, so no complaints there. One funny thing though, is that on my computer when someone dies there's a brief 1-2 second lag time where there is no enemy body or corpse. After that a naked corpse appears like normal, but it's fun to get kills with this spell due to the graphic. It looks like a giant pure white light coming down on someone's head...first time I killed someone with this spell and didn't see a body, I thought they had just been abducted. Was great for a giggle.

Winds of Ashuryan (name?) - The instant cast 30 second cool down AE spirit debuff. Wow. No wonder this baby has a steep cool down, anything you hit with this is in for a world of pain. With all my points in Ashuryan mastery, I was seeing some big crits on damage. 589ish for a radiant lance crit on most enemies that had been debuffed with this beforehand. I've not been able to bring someone from 100% to 0% in the entirety of the duration, which is good for balance. But, if I could have a 2nd AM that I could coordinate with over voice chat that would focus on my target after casting this spell I'd wager that just about anyone and everyone I felt needed to die would in 10 seconds or less would. I can see why there's a 30 second timer on it, so please don't shorten.

Forked Lancing - The tactic sounded neat at first, but honestly I don't think I've seen it work or seen a way to use it effectively enough to justify taking a tactic slot up. First off, I believe there's only a 25% chance of Radiant Lance splitting and hitting multiple people, so that's one red mark. The other red marks come the difficulty of using Radiant Lance to begin with (2s cast time), and the fact that the max split range is 30 ft from the target. More often then not, the AM's are in the back ranks, meaning that they most likely will not have the opportunity to cast this spell into the center of the dress convention on the other side. More often than not, the target is a tank or melee character that runs towards you, so the potential AE effect really has no use. My other complaint is that the lances that split off do less damage than the main one itself - I can understand the reason for doing this, but given the limited chance of the spell splitting in the first place I think dealing the full damage of a casted lance to the extra targets would be OK.

Overall a Ashuryan spec AM will see a very noticeable increase in damage, but one thing I found was that I had mana management issues. I feel that I had to spend more time actively thinking about the most opportune time to heal, and was watching my HM counter a lot more closely. Sure I can fry someone, but when I have no mana left to heal other people I do them a disservice. One thing I'd like to see, is a tactic unique to this tree that gives all your Ashuryan spells a 25-35% chance to build 2 high magic instead of 1. I think it would a bigger emphasis on the high magic system, and would help balance the damage to healing ratio.



Path of Vaul
First and foremost, this is not a solo spec. It's a very RvR heavy tree that relies on coordination with team mates to really shine. You won't be getting much glory or RP's with this tree, but you will be doing an immense job of pushing the enemy lines back, as well as almost assuring the death of any tank that runs towards your lines. This is my favored mastery, and I think it's the least used or understood of them all.

Law of Ages - the meat and potatoes spell. I think the major adversity to this mastery branch is just that people can't quantify exactly what losing 80 points of Toughness does since we don't know the formulas involved for determining damage. I think it was stated in the past that Mythic wouldn't be releasing any of the formula for stats and what not because they were overly complicated or something, but it'd be nice to know roughly how much more damage someone takes when affected by this spell. I could try to test some numbers on a before and after basis with AI monsters, but I'm under the impression those guys have pretty standard and high amount of toughness, and if the formula has diminishing returns players might get the impression this spell is actually weaker than it really is. The neat thing about toughness is that it's involves in all resistances, even spells, so everyone that does damage can benefit from this.

There's no cool down timer on the spell, which was really the best thing that could have been done. You folks were wise enough to have it build high magic as well, so it's a very well-rounded spell that can be spammed, but also help you keep your high magic up for the heals. The AoE is just icing on the cake, since it's not hard to blanket the entire chaos team with just 2-3 casts. I've seen DoK's and Zealots drop like flies to melee characters with this debuff on them, and the Bright Wizards really seem to enjoy the added damage to their AoE effects. Like I said, it's a very team oriented spell.

Winds of Something (name?) - the -50% heal value for 10 seconds is all it takes to nearly guarantee any tank running towards you is as good as dead, since they always seem to be the primary heal target for the enemy, and the primary target of all your ranged allies. This debuff insures that all that delicious healage the enemy throws on Rambo is wasted as he lights up like a christmas tree. The DoT component gives the spell some added gusto, and helps give this mastery line some overall damage to help with solo viability and pve content. My only complaint would be the wind up time on the cast, but given how decimating this spell can be it feels justified.

Radiant Gaze - A spell I don't see used much, especially by people who don't put points into Vaul to increase the damage on it. For a 2s cast time, the damage does seem underwhelming - but the true power lies in the added protection from crits. It's a great spell to toss onto a fast melee dps character, like a Witch Elf of Marader, who relies on dropping you as soon as possible. I sometimes use this spell, though it's usually only when I'm out solo or when I get ambushed. What I would like to see is this ability instead lower your chance to hit rather than the chance to crit.


-deep breath-
Overall I feel the class really fleshes out as it grows in levels, but having the ease of a premade level 20 character helps the class avoid some of the problems found at lower level. I still do not think we have proper escape tools or ways to peel a persistant tank/melee dps class off of us at lower levels.

I'd like to see a little more from the High Magic concept. I like the free spells with 3 charges, but I hate seeing them wasted on things like the insta HoT or cleansing light. I'd prefer that we have the option to turn the use of charges off for these spells.

Also, probably a pipe dream, but I'd like to see High Magic become more of a tool, rather than just an AP saver. I'd like to have 2 buttons, one that converts all my HM points into instant healing for my target, and another that converts it all into damage. Of course the values would scale based off the number of charges you have, and the results would probably have to be weaker than actually casting a spell (trade off since it's instant vs casted) - but having 5 HM points doesn't mean much to me when I'm still at full health and trying to kill someone.

------------

Rank: 23
Realm Rank: 9
Current spec: Full Isha (only spec skill is Funnel Essence)
Previous spec (thru Rank 21): Full Asuryan (with both spec abilities but no spec tactics)

Overall:
I'm finding it hard to figure out how to work with High Magic. Mostly, it seems very situational in usage for me--not at all the career-defining mechanic that I was expecting. More details later.

Healing power seems okay for both PvE and RvR, but healing overall feels sluggish. The heals I use/need the most are the big heal and the group heal. The heal+HOT is too expensive, too weak and has too long a build-up time to help me much except to top things off after a battle. The Core HOT is just too weak and too spread out. Funnel Essence rocks, but is also expensive AP-wise. When my enemies (NPC and player) are kind enough to leave me alone, I can crank out heals just fine.

Survivability seems pretty good for a squishy, but it requires quick and careful use of the shields and heals. The new setback mechanics also help in this regard. It's hard to balance defense with offense, though. A medium-sized combat heal would help a lot. Also, some kind of /face would be nice to counter the hyper-active, button-mashing, disabling, melee strafers who take full advantage of the "target is not in cone of fire" mechanic. Maybe some of the cc spells that I see coming up will help with this, but at this point, it's rough going.

Damage-wise, I have mixed feelings. Even with full Isha spec, I can solo fairly well, which is eons better than other MMORPG healer classes I've played. But in group situations, even with full Asuryan spec, I feel that I'm lacking in damage. I like that AMs aren't confined to the sit-back-and-heal role. I just hope player perception (fueled by the min/maxers) doesn't force AMs into that role anyway.

There are many inconsistencies between the spell descriptions on the training windows and the actual spells, which makes it hard to evaluate some things. Funnel Essence, for example, clearly costs AP (I see my AP bar dropping while I'm channeling it, anyway) and heals for an amount equal to the damage done, but according to the spell description it's free and heals for 0. In general, these need to be carefully combed through. It's frustrating to expect one thing and get something else.

High Magic:
I've tried some strategies for using HM effectively, but I'm still struggling.

When I solo, I'm naturally mixing offense (usually HM-generating, except lifetaps) and defense (HM-consuming). So I get some benefit from HM, but it never builds up to more than about 3-4 before I use a defensive spell and wipe it all out.

In groups where I'm primarily healing, I've tried throwing in a few nukes to get some HM going. It's hard to gauge the cost of the nuke vs. the AP benefit of the HM, so maybe I'm just wasting my time with these random nukes. Mostly I use Searing Touch or Law of Conductivity, since they're fast and relatively cheap (if I cut ST off after a tick or so). I avoid Radiant Lance and Radiant Gaze--2s build-up is way too long when I need to be healing, they're too expensive, and they don't do much (unspecced). There are some insta-cast spells in Vaul and Asuryan that might help here, but at the moment, my feeling is that nuking (and hence HM) is a bit of a luxury.

The only time I've seen HM build up to 5 is when I could focus solely on nuking for long enough--maybe there were multiple healers in the group or my group wasn't under fire at the time. But these situations have been rare so far.

There are some things I can try to get better use out of HM, but I think basically I'm just going to need to wait until I have enough Mastery points to build up a decent secondary spec. Having more useful spells around that can generate HM will definitely help a lot, especially since one HM-consuming spell wipes out a fair chunk of HM (3 or 4 that I've seen) while one HM-generating spell only builds up 1 point of HM.

Top/Fun Spells:Funnel Essence (although it would rock if it generated HM)
Searing Touch (both of these channeled spells could use a new sound effect, though, rather than the extremely un-elvish THUD! THUD! THUD! )
Shields

Losers:
Balance Essence: Way, way too little damage and healing for the AP cost and build-up time, especially since it doesn't generate HM. I respecced out of it.
Drain Magic: Also too slow and too little effect. It's not on my main 2 hotbars.
Radiant Lance/Gaze: Useful to begin a solo fight, but generally not worth it in the cost/benefit equation, even when I was specced for these (yes, I tried a Vaul spec once, briefly ).
Heal+HOT: I like HOTs in general, and I've tried to work this in, but it's just too much time and cost for too little.


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Monday, March 24, 2008

Warhammer Online FAQ - Keeps and Sieges



This FAQ is taken from mmOverload.com The best Warhammer Online site I know of.

Q: What is the Keeps and Siege system in Warhammer Online?
A: Keeps and Siege content are props on a dynamic battlefield allowing players to participate in special type of Realm vs Realm (RvR) combat using systems similar to Dark Age of Camelot. As recently revealed in the February 2008 Newsletter, they are to help build a sense of pride in RvR and provide a focal point for combat. They are also intended to give players a visible goal and create a "flashpoint" where combat can quickly be found and enjoyed. It is a truly unique system that does not exist in most other MMOG's
Q: Do I have to participate? What happens if I don't?
A: As all Realm vs Realm combat, participating in a siege or defense of a Keep is entirely up to the player. While there are benefits to assisting in an attack or defense, players have no obligation to involve themselves in the combat. The only negative drawback is ownership of the Keeps will provide the occupants bonuses to zone control. Territorial control is one of the major goals of Warhammer Online.
Q: What benefit does a Keep have? Why should I go there?
A: The primary benefit of a Keep is to provide players with the opportunity to face each other en masse with an epic battle and to have some fun. The long term benefit of course is providing whoever owns the Keep with a bonus to zone control. This in itself makes the stakes very high for some people. It is also the only place you'll likely be able to use the very unique siege weaponry.
Q: How is a Keep captured?
A: According to the February 2008 newsletter, there are three stages to capturing a keep.
Breaching the exterior walls
Breaching the interior walls
Defeat the Keep Lord
Players will have access to a variety of siege equipment to help them in this task and lower tier Keeps may not have an exterior wall but all will have interior walls and a Keep Lord protecting it. .
Q: Are there different types of Keeps? Are they based on location or who owns them?
A: Based on the realm Keeps will have different architectural styles but the same basic layout. According to the February 2008 newsletter "All keeps share a similar underlying structural layout with three different levels (ground level, 2nd floor and roof)." Their comlpexity will be based on the tier but you always find at the very least the interior wall (a single door) preventing entry to the structure.
Q: What is a Keep Lord? How do I defeat him?
A: Every Keep is protected by a Keep Lord and his 4 bodyguards in the center of the building. This works like a public quest and all those involved are rewarded based on the PQ system. When the Keep Lord is defeated, all remaining guards in the Keep are despawned and a new Lord is spawned correlating to the victors.
Q: What type of siege weapons are available? How do I get them?
A: There are a variety of weapons available to those both assaulting and defending a Keep. All siege equipment is purchased from a War Camp NPC or inside the Keep. The must be placed on pre-set siege pads in order to work correctly and will only last. The weapons available are as follows:
Rams - These are used to breach exterior and interior doors.
Ballistae - These are used to attack other players or destroy siege equipment.
Cannons, Catapults, and Trebuchets - There are used to do area of effect damage on a select location damaging both players and siege equipment.
Boiling Oil - This is poured over the walls to burn those unfortunate enough to be standing below.
Q: What is Siege Pad? How do I use one?
A: All siege equipment requires the player to use a siege pad which are pre-set within the Keep or outside. They cannot be moved once played but can be rotated in different directions. Once a piece of equipment is deployed on a pad, no one else may use that pad until it is destroyed.
Q: Can siege equipment be destroyed?
A: Siege equipment can most certainly be destroyed and frequently benefits the enemy to do so. The Ballista, Cannon, Catapult, and Trebuchet will all damage siege equipment of various types. This means players will need to use care in the location and protection of their weapons.
Q: How long will my siege equipment stay on the battlefield?
A: Each piece of siege equipment will stay on the battlefield for 30 minutes or until it is destroyed by the enemy.

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