Showing posts with label Ironbreaker. Show all posts
Showing posts with label Ironbreaker. Show all posts

Monday, December 15, 2008

Warhammer Online Build - Ironbreaker template


I have to admit I am really upset with this class. I put a lot of time and effort into researching a class before I go and attempt a template, and in this case, it was a waste of time. Not only is the choice so obvious, it is also very much OP compared to the other classes. This is not only due to the fact of the classes abilities and strengths, however the same tree is both extremely viable for PvP AND PvE, a simple slotted tactic change is all that is needed to switch between the two. The three stats:

  • Strength = Increased melee damage

  • Wounds = Increased hit points

  • Toughness = Lowers incoming damage.



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 "Vengeance""
Buy all the skills in the "Vengeance" tree for one point each. This is really a "no brainer" here.

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

80 RvR points to be placed in:

  • Might level 1 = 1 point

  • Might level 2 = 3 points

  • Might level 3 = 6 points

  • Might level 4 = 10 points

  • Might level 5 = 14 points


  • Fortitude level 1 = 1 point

  • Fortitude level 2 = 3 points


  • Assault level 1 = 2 points

  • Assault level 2 = 4 points

  • Assault level 3 = 6 points


  • Opportunist level 1 = 5 points

  • Opportunist level 2 = 10 points

  • Opportunist level 3 = 15 points


Let's face it, this is War in "easy mode". Build up your "Grudge" to max and use the skills in the "Vengeance" tree as you desire. Going from empty to full Grudge in a PvP scenario should take you about 10-15 seconds. The only two skills that you should use, that actually spends Grudge is "Ancestor's Fury",(As a temp buff) and "Away With Ye".(For the knock back) The Destruction version of this class is the Blackguard, I greatly encourage you to look at that classes skills and skills in the class trees. You will not only see a great imbalance, but also that this class needs nerfed pretty bad.

Here are the planned active morale skills:

  • Level 1 = Rock Clutch

  • Level 2 = Raze

  • Level 3 = Gromril Plating

  • Level 4 = Strength in Numbers


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 a "PvP fight":

  • Sweet Revenge

  • Overprotective

  • Great Axe Mastery

  • Powered Etchings


Build Strength:

Overpowered DPS and abilities for a tank. To switch into PvE mode all you need to do is switch your tactics out.

Build Weakness:

While this build is OP for PvP, and you can switch into PvE mode with the change of tactics, you will not be the best of the PvE builds. While My focus is on PvP, just thought I would give this little warning: You cannot "main tank" in end game PvE with this build.

You can see this build You can see this build here

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Tuesday, September 9, 2008

Dwarf Ironbreaker Review



Overview:
The Ironbreaker willingly and gladly positions himself in the front lines during battle and holds Grudges against those who harm his allies. In this way, he manages to simultaneously epitomize the role of the tank without being a boring warrior that can only try to control aggro and wait for his friends to do the rest of the work. Despite a disposition that is gruff, quarrelsome and taciturn, the Ironbreaker is your best friend on the field of battle. He is easy to spot in his gleaming and ornately adorned gromril armor. The Ironbreaker often carries a massive shield as well.



Strengths:
  • The ability to take great damage and get stronger because of it.

  • Oathfriend can make any group last longer when things go bad.

  • An integral part in a winning RvR team.


Weaknesses:
  • So powerful in RvR that they can be targeted over healers.

  • Low DPS depending on build.

  • Grudges take time, which makes the Ironbreaker a slow starter.


PvE Overview
Ironbreakers are an asset to any group because of their stalwart defenses and the effect their Grudges have on a battle. Most groups will lean on the Ironbreaker as the main tank over a Swordmaster--if for no other reason--because of the Ironbreakers Oathfriend ability. When the Ironbreaker uses this buff on a healer or melee DPS who frequently draws aggro, the entire group's chances of survival increase.

Ironbreakers who specialize in the path of Vengeance will be able to contribute a fair amount of damage to a single foe, but the Ironbreaker truly shines when he concentrates on pure tanking (Path of Stone) or bolstering his allies (Path of Brotherhood).

RvR Overview
The roles of the Ironbreaker in RvR play is to break enemy lines and to keep distance between the forces of Destruction and her allies. She is hearty enough to survive the assault of several foes at once long enough to disrupt enemy formations, and a Ironbreaker with a reliable healer can outlast many foes.

Ironbreakers who are not focused on damage through the Path of Vengeance may not get many kills, but they'll be able to make the forces of Order last longer as their taunts in RvR battles cause enemy attacks to become less effectively against everyone except for the Ironbreaker. Combine that knowledge with an understanding of Oathfriend and the Path of Stone, and they day could very well belong to Order.

Ironbreaker Mastery Paths
Path of Vengeance: Some Ironbreakers hold their Grudges close to their heart, slowly nurturing them until they are filled with the fury of Grimnir himself. With a single-minded focus, a specialist in this path becomes more and more dangerous with every Grudge he holds, pushing himself to fight more brutally as he strives to avenge the insults that have been dealt.

Path of Stone: As stubborn and unyielding as the mountains themselves, Ironbreakers who master this path are specialists in defense and will expend every last ounce of energy protecting their sworn oath friends. Since an Ironbreaker builds up Grudges quickly when under direct attack, this mastery takes advantage of that by consuming his Grudges to fuel potent defensive abilities.

Path of Brotherhood: A specialist in this path understands the balance between camaraderie and retribution, and is a natural leader on the battleground. Alternately holding and discharging his Grudges, the master of Brotherhood serves as a shining example of the greatest of Dwarf traits, inspiring his allies to push onwards to greater heights. Equally adept at breaking the enemy line or standing his ground and holding back waves of foes, the master of this path has the ability to bolster his Oath Friend as well as himself.


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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, June 20, 2008

Ironbreaker Review




Things I will not do: Compare Ironbreaker (IB) to other tank classes that I have not tested; compare IB to anti-magic tanks; compare IB to WoW warriors, complain about mechanics they are still working on. Let’s get it on.

Generally speaking, I hate tanks. To me, they are dull and are forced to push one or two buttons just to either maintain agro in PvE situations or to pump up their puny dps in PvP situations. I have found that in WAR, this is not the case. While they are tanks and they are meant to fill the role of protecting the group through melee oriented buffs, they are hardly boring. Through various mechanics such as buff-sharing (which I will go into detail about later) that always needs to be switched in a dynamic battle and debuffing an enemy to bolster overall damage output, they become not only an important facet of the group, but play a dynamic role in combat.

I’m going to break down my review (at this point) into four parts: group/solo PvP and group/solo PvE.

PvE:
Solo:
In my experience with MMO’s I’ve always found the first few levels to be very boring since you have a limited number of abilities to use in any situation. EAMythic has tackled this problem in a few ways: they have made the starting zones very fun; they allow you to interact with your environment at an early stage; pushing you towards group play in PQs; lastly, setting you up to become very involved in your environment very quickly. I’m not saying I had an e-boner from playing the first chapter of the game, it was surprisingly enjoyable. I played my IB in the Order’s starting zone.

While the IB is able to take on multiple mobs, I personally don’t try to take on more than 3 at a time due to the downtime (although short… none is better than some). While with other classes the battles are quick, the IB’s mechanic works differently. It’s not only a matter of out-damaging the mob (same goes in PvP), but it’s more about insulating yourself from that person’s attacks so your (originally weaker) attacks become higher than his due to your bolstered defenses. There are also mechanics for you to bolster your attacks either through direct damage increase (e.g. Taunt) or through attacks that decrease the ability for the mob (or human enemy) to parry, block or dodge (e.g. [insert ability name later]).

Group:
In the past there have been complaints about melee, but in my experience with IB, which is obviously limited as only the first two tiers are available at this time, I have mostly good things to report back. In a group effort in PvE, which at lower levels is almost exclusively PQs, IB is a hugely valued asset. Using your Oathfriend ([check on ability name]) ability, you are able to chose one group member (I usually chose either the healer or the MDPS that likes to try and pull agro from me) to share some of your buffs with. You also receive grudge points every time this person is hit. This tactic is great because if used effectively, you can switch off agro between you and another tank to help out the healer.

For example, I was in a warband that was slightly under leveled for this particular PQ. We had a bunch of MPDS, caster DPS, two healers , one tank archetype with a 2hander, and two tanks. As we got closer to the end, we started to notice that not only were the healers having trouble keeping up with the heals, but I was running out of action points trying to maintain agro and contribute to DPS. The tanks had the idea that when they noticed that I ran out of action points that they would start spamming +hate abilities (they were Swordmasters so, I don’t know the skill name) and gain agro to give the healers a moment to regain some AP and to ensure that a squishy wouldn’t get wtfpwnd by a Hero or Champion mob (boss mobs). We targeted each other as our respective Oathfriend to share buffs, and at that point, we barely needed a healer after one or two switch offs.

On an added note, as far as I’ve seen, many of your debuffs can be taken advantage of by your groupmates. I don’t know about non-groupmates and I’m not exactly sure how to look into that… but I’ll give it a try.


PvP
Note: I only tested a pure tank, no dps spec. I might try that out later but I wanted a full report on a tank, as that’s what seems to be of everyone’s interest

Solo:
Honestly, this game isn’t built around 1v1 so it’s almost pointless to talk about this. All of your strong points are useless without a group. You can’t share your buffs, you can’t coordinate debuffs or FF, and it’s not that hard to pick out a solo tank… and once that happens they just ignore you because they can, for the most part, bypass you and kill your squishies. Sure it takes a long time for you to die, even when you are FF’d, but who cares when you aren’t really contributing to anything? If you are an IB and don’t have a group I suggest going into the damage spec, as it seems (from my observations) that they can hold their own and deal out decent damage.

Group:
While realm balance has been, on average, Destruction having double the numbers of Order, there are still opportunities for Order to control the realm (which has happened often in my playtime as both RP and IB). Destruction dominates PuG scenarios, but organized group PvP/RvR (scenarios and open world) balance out to a very slight advantage to the Destruction due to numbers. This is not to say that one side is innately more powerful than another, but when you are outnumbered you tend to get organized to try and last as long as possible.

This is where IB shines. Between Oathfriend shared buffs, your survivability, and modifiable damage output (through buffs, self-buffs and outgoing debuffs) you become an integral part of your group dynamic. While I haven’t yet gotten Juggernaut (bitch!), your ability to increase damage output of the group and decrease incoming damage makes you a huge target. While the lines are not literally drawn like this, it’s like the movie 300 (shut up, it was amazing) where you are only as strong as your weakest man and you rely on the strength of the guy next to you. If you, as an IB get taken out, they lose their buffs and the damage they take gets increased and pretty much everyone becomes an easy target unless another tank steps in to fill your role. Even when that happens, people will die in the time it takes for the group to adjust.

Does this mechanic still need work? Absolutely. Are there ways to get around this mechanic? Yea… but that’s called strategy. If you are smart enough to use the terrain to flank a group and take out a healer with a friend or two before the group can react then g-freakin-g. That doesn’t mean the mechanic is broken, that just means that your enemy was smarter than you. The beta forum is overflowing with feedback from testers and unlike many other games, the developers are listening and have people brainstorming and working out ways to fix problems. Are the current problems game-breaking? I don’t think so at all, but hopefully we’ll be able to do another lvl 40 focus test and I can see how things are at the end of the game.

Could they use a dmg buff? I guess, but if you are looking to play a dps role, roll dps. You do respectable dmg if you spec for it, but don't expect to be a MDPS in heavy armor.

With this new implementation of taunt, people are adjusting their play styles to deal with the hundred pound gorilla with a shield before going after the 50 pound healing gorilla.

Please feel free to ask questions and I will answer them to my best ability. If I do not have the answer for you, I will do some research in and out of game, and if that doesn’t work… then… I’ll just admit that I have no idea.

I'm ok with you calling me a fanboi. I've grown to really like this game, and I'll defend its good aspects if that's what I feel like I need to do. I have no problem pointing out its flaws, but I'm not about to nitpick over something that is 1) still being worked on 2) Isn't game breaking 3) obviously going to get changed (based on past changes and progress)... that's for beta forums.

One last thing: The design and gameplay doesn't revolve around one ability (i.e. the hotly debated taunt). I purposefully tried to not mention it except in conjunction with other debuffs to show that you don't have to keybind one ability to every button and then roll your face across the keyboard.

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