Showing posts with label Keeps. Show all posts
Showing posts with label Keeps. Show all posts

Thursday, April 16, 2009

Warhammer online: Dragonwake West Keep Exploit



At the North Objective in Dragonwake you will see a ramp up to the keep. Once you get to the top, put yourself where you wont be going to the right or left any. Hit auto run and then use alt tab to tab out of the game.

Now use alt tab to get back into the game. Hit spacebar the instant you get back into the game and spam it for about 20 seconds. If you did it correctly, you will have lagged into the keep near the postern door.

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Sunday, January 18, 2009

Warhammer online: 10 Odd Tome Unlocks



Are you a Tome jockey? Do you crave the sweet satisfaction of a good unlock, a rare title, and the random /tell asking you "How'd you GET that?" Then check out these 10 odd Tome of Knowledge unlocks:

1. "AHHHHHHH"
- A pretty well-known unlock, but still one of the more fun. You get this unlock for falling to your death a total of 25 times, netting you some XP and the title of the same name.

2. "The Never-Rester" - Getting unlocks for unlocks is a pretty sweet deal, and this one is achieved after your 777th Tome unlock (making it your 778th!). You get a Turquoise Tome trophy for this baby.

3. "The Priest's Pain"
- It doesn't seem quite fair that you can get rewarded for being rezzed, but a healer isn't for doing the rezzing, but that's the way that goes. If you're so death prone (as I am) that you are rezzed 1,000 times, you get this apt unlock and title (which if you wear, will probably ensure that you are never rezzed again).

4. "B Good" - I can't imagine getting this one unless you've played your character for a year or two, but if you manage to complete 2500 PQs with a "B" grade, you get this homage to E.T. (and a title).

5. "The Exhibitionist" - Admit it: that's a title (and unlock) that you wouldn't mind *ahem* showing off to others! Unfortunately, it's going to take you using an ability 10,000 times naked to get, so perhaps you should hire a small child to spam your "1" key. But blindfold them, cause of the whole nudity thing.

6. "Lady Godiva"
- Lady Godiva was a noblewoman who, according to legend, rode naked through the streets of Coventry in England in order to gain a remission of the oppressive taxation imposed by her husband on his tenants. It's an incredibly easy unlock -- you just have to mount up naked in a capital city -- but the obscure reference makes this one for your collection.

7. "The Might of Poultry" - Really, all of the chicken Tome unlocks deserve a mention, mostly because they're near-impossible to attain -- but this one dwarfs them all. All you have to do to get this unlock/title is kill a mere 5,000 players as a chicken, pecking them down 1 HP at a time. Piece of cake.

8. "A Little Off The Top" - We at WAAAGH! are very firmly anti-unicorn, and are therefore delighted that this oddball Tome unlock is there to warm the depths of our heart. If you're Destruction and traveling through the Shadowlands, kill a level 15 champion unicorn called Sylendoras for the unlock and the title The Hornsnapper.

9. "The Drunkard" - This is about as far from a secret or exclusive as they come, although you did have to work a bit at the Keg End event to unlock this basic-level reward/title/unlock. It is kind of unique in the pantheon of Tome unlocks in that when you get the reward, you have to use a mug which makes a large beer-tipping animation over your head, and then you are bestowed this dubious title.

10. "The Extremist" - Secret plungers aren't talked about so much these days, or even well-known, months after release. There's at least three real ones and one practice one, and if you find the three real ones, you get this unlock and title. Perfect for the Mountain Dew enthusiasts out there!

As an aside, here's an interesting quote I found over on the Prima Guides forum, where an author/editor/bigwig responded to complaints that the guides lacked (among other things) crafting and Tome info:

Mythic is EXTREMELY protective of this information. They really want players to discover it first. I know that is irritating for you all. You bought the guide because you want to do, not (necessarily) because you want to discover. I'm right there with you. Just remember that real live people at Mythic spent the past 3 years of their life working long hours and weekends to create this content for you. If they want just a couple of months of player discovery before we do the full reveal then that's their perogative. Again, I know it's frustrating (for all parties involved). Give us a month or two and we should be good to go. Sorry it can't be quicker but our hands are tied on this one.

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Wednesday, September 10, 2008

Warhammer Online: Realm Vs. Realm Guide



One of the more unique features of Warhammer online is it's Realm vs Realm system pitting players against each other in meaningful PvP combat. Fighting for control of territory across the entire game, each contribution adds to the whole ending in a siege of one sides capital city. If you haven't had what we'd like to call "pleasant" experiences with player vs player or are new then we are here to help. We'll examine the elements of what RvR is, what tactics you can use to keep yourself alive longer, and how you can participate in the overall fight.

What is RvR?
Realm vs Realm content is a unique form of play that has only been seen in Dark Age of Camelot before. Mythic Entertainment states the following in their FAQ:

"Realm vs. Realm, or RvR, is a term trademarked by Mythic during the development of Dark Age of Camelot. RvR is team-based Player vs. Player (PVP) game-play where each realm works together toward a common goal. Players choose a side by selecting a race and, in the case of Warhammer online, they battle it out in areas and work toward goals provided by the game, including Scenarios, Keep Siege, and City Siege. It means that a player never has to fight alone because there is always an army of allies that has his back. Players can choose to level up in RvR areas, or stay in safer, Player vs. Environment (PvE) areas until they are ready to jump into the real battles of Warhammer online."

That is a pretty good definition, but the most important component of that is this is not a one on one PvP system. There isn't a significant advantage for one player to fight on their own and in most situations that would put them in a severe disadvantage. There is strength in numbers and large groups are pushed to certain areas of the game. While there are scenarios which will put a set number of players against each other, these aren't arena fights where it's five vs five. The RvR areas are completely open combat and can contain theoretically dozens of people.

What Benefits do I get from RvR?
Ignoring that RvR combat is the cornerstone of the game and the entire purpose of your existence in Warhammer online is to participate, let's look at what RvR can do for you. First is the Renown gear made available based on your rank. Renown gear merchants are located across the land allowing players to purchase, for a nominal fee, equipment unavailable elsewhere. Now granted, early on you can work your way up through PvE and Chapter quests for comparable gear, but the level requirements are higher. The Renown gear is always available to you earlier so there is always that motivation.

It's almost important to remember that you will have 80 Renown Ranks meaning PvE gear is only going to get you so far. Mythic has stated the best gear is always available from RvR and while it won't give players an overwhelming advantage, it will be noticeable. If that isn't enough? All the cool kids will be doing it.

If you are participating in a guild, this is also a great way to increase your rank effectively. One of the major benefits of Guild rank provides a Battle Standard which can be carried on the field. This Standard can give all sorts of bonuses to things like damage and experience depending on the guild preferences.

How Does my Side Win?
Nobody likes a grind, and Warhammer online has an ultimate RvR goal for Destruction and Order players that should alleviate that. The sieging of a capital city is the end game and requires a series of victories throughout the different Tier zones. Not happening often it will require coordinated attacks that could take weeks to accomplish but provide unrivaled bragging rights to the winner.

What can you do? There are two ways you can contribute to your side as early as level 2 or 3. The first is helping take battlefield objectives on the battlefields in every Tier area. These are clearly marked on your map but are usually next to a warcamp hub. Taking all of them gives your side "control" of that area and a hefty bonus to your renown. The other is participating in scenarios which are quick 5-10 minute battles inside an instance and available from any location in the zone. You can join one by clicking the symbol next your mini map in the upper right corner.

Beginning in Tier 2, taking control of an area will require the siege of Keeps. Unoccupied Keeps have nothing more than meager enemy NPC's which guard the structure and end with a fight against the Keep Lord. Any large group can quickly break through the door and clear the building with little effort. Occupied however and siege equipment becomes available which can chew right through clumps of enemies and will provide a significantly harder fight.

Do I have to RvR All the Time?
Warhammer online has two different types of servers available for play. The first called Open, has no limitations on PvP other than the chicken system which keeps higher level players from ganking lower levels. The other called Core, provides clearly marked areas of RvR which start off small in first tier but increase as you get higher. Entering these areas will give you a brief warning then flag you for RvR meaning you can be killed by any flagged player even in safe areas. It is advisable you consider how much you want to PvP when selecting a server at launch. There will be safer areas such as cities in Open but in order to have a no gank PvP experience, you might want to choose Core.

There is only one other way you can be flagged for RvR which is by healing or assisting a flagged player. If their name is bolded in yellow carefully decide the risks in helping out as it only takes one Destruction player in hiding to punish you for being a Good Samaritan.

What do I need to know?
Now that you understand a few of the basic terms and how RvR works it's important to know just how you fit in. There are a few simple strategies and practices you can implement in your RvR gameplay that can increase your survival odds at least 300% (which is a number we just completely made up). While we can't guarantee success, all of the following are critical to playing effectively.

Groups
In traditional MMOG's we've all had "that" experience where you've been in a group so unbelievably horrible that you swore to never talk to strangers again no matter what kind of candy they had. Many of us have spent much of our time playing solo and only banding together with good friends to accomplish what we couldn't alone. While there will always be the poor groups and annoying experiences, Warhammer online is the first game in awhile to heavily encourage grouping.

Battlefield RvR is designed for large groups to duke it out over objectives. When solo, even if you are running around with others, there is a lack of cohesion inherent with disorganization. One group with a single objective can quickly route another twice it's size with little effort. This means you should certainly take every effort to join up with other people whenever possible. In areas with heavy activity you can usually find a Warband (group of 24) which is ideal for coordinating large scale assaults.

Battlefields
Every battlefield has certain variations setting it apart from all the others. First it is important to know the terrain. If you are playing on a core server, where are the lines that flag you for RvR? Where can you run for safety from the five people that decided to chase you? Are there mountains or rivers that will slow your progress? Where is the Warcamp that has quests, merchants, trainers, and everything else you could possibly need?

Finally, where are the objectives you need to capture? They could be in a town square that needs defense on 3 sides or in a building with only one way out. Where are the most tactical areas around them? Perhaps there is a roof you can jump on to fire down on invaders or a rock you can stand behind that obscures you a little. Knowing your way around the area is not only strategic but generally wise.

Know Your Class
This particular piece of advice cannot be stressed enough. It is of the utmost importance that you understand your class and it's role in battle. Countless groups have been torn apart because a healer charged into battle or a DPS got a little too anxious to fight. This isn't to say there won't be a learning curve as you start out, but if you hit Rank 40 and are still trying to go melee with a Bright Wizard, you might want to consider a different career choice.

Fortunately all of Warhammer online's classes fall into one of four categories: Tank, Healer, Melee DPS, and Ranged DPS. As a tank you should be on the front lines pulling attackers off your healers and making charges into the enemy lines. As a healer your role should be fairly clear, to keep everyone you possibly can alive including the casters and ranged DPS huddling around you. Melee DPS should pick their attacks carefully by hitting tanks who charge the lines or casters/healers standing off to the side. Ranged DPS is one of the most simple of all, stay back and keep shooting as long as possible.

We hope these basics have been useful to you and will provide you a with some sound advice for RvR in Warhammer online. For more advanced RvR Guides I recoment you check out mmOverload

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Friday, May 9, 2008

Patch notes for european beta



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

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

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

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

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

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

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

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

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

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

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


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

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

RVR

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



AND HERE some clarifications about the cancelled i beta phase

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

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

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

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

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

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

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

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

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

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