Showing posts with label Review. Show all posts
Showing posts with label Review. Show all posts

Thursday, September 17, 2009

Warhammer Online Review


Me and WAR

I have played this only for a few months, started in late August and cycled through a few classes to decide which one i liked the most. Being as I prefer the tank role but don't really like 'pure' tanks and have a preference for more interesting tanking options I have chosen a chosen as my main to take past tier 2.

I have played the tabletop version of most of GW's games for about 14 years now (crikey I feel old, and incredibly geeky, saying that) and have always had an interest in WAR, just saw it on amazon for about a fiver ( cant remember how much) so that's about eight dollars to you fellows.

The landscape of WAR

This is poor. The graphics are pretty much terrible. They are only just better than WoW which is quite a feat as I didn't know that such engines were still available for developers to purchase any more. The reason for this becomes clear later on however. There are some really pretty areas and the whole game is built like a simpletons gaming board which is cute but doesn't really look that good. Model and surface texture is actually rendered really well but it is blurred at an incredibly short range so if your 'camera' is more than about a foot away from the surface the texture is the crap version.

The Starting Areas.

Quests are interesting and the public quests are absolutely inspired. They provide a good way to get very good kit early on and allow people to level up and group at will. There is hardly any waiting for groups in this game as people join a PQ if they fancy and if no-one is bothering there's always the usual quests to level up on.

The whole game is split into tiers which is really based upon your rank (level). Tier 1 is rank 1-11, tier 2 is rank 9-21, 3 is 19-31 and 4 is 29-40. There are also renown ranks which are dependant on your killing other players, capturing objectives and winning scenarios. There is a little starter area in each tier that really bumps you up to the minimum required rank to go into the rvr lake comfortably. Some people dive straight in to the rvr and die loads but gain tons of exp and renown.

Also the renown rank cap is set at 80 whereas the rank cap is 40. Your renown rank cannot be higher than your rank until you hit 40 therefore the renown rating is merely an end game pvp thing. There is a twist here though, if you get your renown rank up then you gain access to better epix which can be got from drops, chests (capturing a keep acts like a public quest), tokens (which drop from all players and can be bartered) etc. The renown rank 80 armours aren't just the most effective armor in the game but they look the coolest too so are well worth getting.

Gameplay - leveling

This is okay, you reach rank cap in a few weeks, 3-4 as a casual gamer, but the renown rank is what matters, this is a pvp based game. There are traits but these are easy enough to get, some are trained and some you buy with your renown rank. Some you have to adventure and find certain things, but for the most case you can gain traits relatively easily if you know what you are doing.

The tome does explain it all to you however so if you ignore not just your game manual but your characters manual too then really you are a numpty and shouldn't be at a pc, should be digging a ditch somewhere.

Gameplay - not levelling

There is no housing, there are no hobbies, this is WAR. The tome is brilliant, there is a short story comprised of vignettes about each chapter you pass through (quests are aimed from a hub in an area called a chapter, this is for a specific range of rank, rather than ranking quests the areas of the game are very specifically ranked and it tells you on the map). There are tome unlocks and you can get a massive amount of xp from simply completing tasks in the tome. Some are really frustrating like 'kill a specific troll champ in troll country' I must have killed about 15 different ones there but still have yet to find the correct one.

Crafting is very easy, you must do it as you level up or you will find yourself back in previous areas killing mobs for the right loot to rank up your crafting. The stuff that you make with crafting is brilliant however. Talismans to beef up your kit (epic kit has talisman slots) and potions to beef up you. Both of these you can get from quests but the quest items are no way near as good as the master craftsmans items.

PvP or RvR

PvP cannot describe what goes on here. I remember the other night we had about 4 raids and the enemy about 2 but we were besieging a rank 6 keep ( a keep owned and paid for by a guild, the npc guards are all elite, the doors regen etc etc etc- mega hard keep). We were battering it down for about an hour and a half and finally broke in.

You remember I would explain why the graphics are crap earlier, here is why. There can be approximately 200 players fighting around the same area and there will be very little lag. You'll miss certain special effects but you wont care, it is absolute chaos in there. I was a pvp fan before but now I am an RvR addict. The city seiges are really something else, a massive pvp public quest where both sides are fighting over objectives to push one side out or take the city, the loot in there is incredible, not just end game type stuff but tons of cash and everything you would expect. They are still working on improving it so those 200 players can enjoy a seamless gameplay experience which would be nice (note to devs, when population is a little high turn off some effects) but it doesn't really matter.

RvR is a amazing. There is no better game for pvp. Even the classes seem balanced apart from two. Ironbreakers can get an exceptional mod that makes them uber efficient and bright wizards are stupidly good if they choose the AOE damage options. Apart from those two everything is sensibly balanced.

Guilds

I forgot about guilds. The game is not set up for role play really so guilds are an RvR thing. They have standard bearers and if your guild has a good enough rank your standard is amazing, carrying that will pretty much guarantee victory. Again only guilds can own keeps and upgrade them (for phenomenal continuous cost) but the reward of that is the besiegers really have to outnumber at least 2:1 before they can take it (which is only proper). They also have unique heraldry. At certain ranks your cloak and standard is upgraded so your heraldry shows on everyone's cloak. A player can choose to have the heraldry or the design on the cloak but the design is unique. The WAR team have created a few thousand options here so guilds can pick and choose whichever they like and as soon as that is theirs then nobody else can have this.

At a certain rank the officers get access to a special room but that is actually only for founders and co-founders, not all officers can enter it, which does seem odd.

Conclusion

  • Terrible graphics.
  • Interesting intro.
  • Intriguing story quests.
  • Good quests.
  • Good system for Traits.
  • Crafting proficiencies are simple and easy.
  • Ingredients for top-end crafting stuff is very hard to find.
  • Grinding RvR for epix.
  • RvR is a grind by nature but doesn't feel like it thanks to the mobile war-front.
  • Guilds are great for RvR but poor for everything else.

For a PVP gamer 9/10 for a PVE gamer 7.5/10 and for a roleplayer 2/10.

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Wednesday, June 10, 2009

Warhammer online - Land Of The Dead Trailer

We're on the cusp of public testing for Warhammer Online's first expansion, Land of the Dead, and while WoW's Wrath of the Lich King has its Arthas, Land of the Dead has a similarly megalomaniacal arch-fiend, King Amenhen... something. We'll just call him the Vulture King, leader of the newest army to grace Warhammer Online (the Tomb Kings). Rest assured that he's just as ferocious as the pronunciation of his name, and this video proves it.

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Wednesday, May 27, 2009

Warhammer Online - Age of Reckoning Review




Warhammer Online - Age of Reckoning Review



Warhammer Online - Age of Reckoning Review
By Mads Vangsoe




Mythic Entertainment is ready with their new MMORPG. They are the people behind Dark Age of Camelot, a game that became known for its PVP, Player vs Player where all the players are involved in a war between the 3 breeds. This concept, known as Realm vs. Realm, matched by hand in glove with Warhammer Table Top game, in which different races were in constant war with each other. So when Games Workshop decided to make an MMORPG based on the popular game series, it was obvious to choose Mythic Entertainment to create it. They have now done it, and Realm vs.. Realm (RVR) is an important part of Warhammer Online. "War is everywhere" promise Mythic in their advertisements, and after spending months in a small game, then I give them quite right. When you Logr into a WAR (Warhammer Age of Reckoning) server, you can not avoid being mixed up in the war between Order and Destruction.



When you start the game there are 6 races to choose from. 3 on either side of the conflict. Dwarfs and Greenskins fighting on one front, the High Elves and Dark Elves are fighting for control of their homeland and people trying to stop an invasion from Chaos. So there are 3 ways you can fight on, and what you start at is determined by what race you choose to play. Each race has its own professions, such as the Dwarf Iron Breaker or Chaos' magus. They are very different, although they essentially can be divided into some basic types that are known from this type of game. When you have chosen your character and found a look that fits, you are ready to explore this new world.



Quests are there of course plenty of and you must really make efforts to run out of them. It is normal practice for this type of game and works very well in WAR. Individual quests are easily the stereotypical kind, to find people / things, or beat monsters to death, but there has been much work in history and it makes them actually quite entertaining. You can sense that Mythic has been aware of this and they vary them quite well with small surprises in the pipeline. The first 10 levels used in the same starting area, but as soon as you reach the first warcamp, the game opens up for the other races areas and this works really great, because there is nothing preventing you from completing quests in all three areas.



Public Quest
Besides the usual quests, Mythic has invented something they call the Public Quest. It is a welcome innovation to the genre. The story of the game is driven by the Public Quest (PQs). When you run around and solve quests, you will encounter areas where a PQ going on. They often consist of 3 or more phases, which all have in common that they can not be completed alone, but require more people working together. Once they encounter such a quests, you can begin to complete it. You don't need not be in a group with other people who also are engaged in this quest, but it can often be an advantage. When a PQ is completed, ie all phases are solved, all those who contributed to finnish it is ranked according to how much they contributed. The one ranked highest gets the best rewards. It is a brilliant way to meet new people, and as one of the main purposes of an online game is to play with others, then PQs is a rather genious feature. Beyond the rewards you can win by completing a PQ you earn influence, which can be used to redeem rewards from certain people, so even if you do not just win something, then your time spent in a PQ is far from lost .



Realm vs. Realm
As I said, war is an important part of Warhammer online. Fairly quickly after starting a character, you are introduced to the PVP aspect of the game. It can be roughly divided into two: Scenarios and Open RVR. Scenarios are the first players familiarize themselves with. You sign up for a scenario, and when there are enough players on both sides to start it up, it started. Then you get send to the area and must fight to complete the objectives before the enemy or before time expires (after 15 minutes). There are scenarios where you must fight for control points, scenarios where you have to steal your opponent's flag and make sure that your own flag is not stolen, and many others. There is good variety of scenarios. The good thing about these scenarios is that it is the side which works together as a team who usually wins. It is not just a question of being run around and turn the opponent to death, although the course is always a good thing. It is a matter of working together to solve the task, and there are no classes that can handle it themselves. Cooperation is the key to success. It is quite clever that you always can join a scenario, and once it is over is simply sent back to where you were when it began. This makes it easy and quick to get involved in PVP.



Open RVR encounters also quite fast on. Once you find the first Warcamp you are at the batlefront, and once you move into the war zone you are doing RVR. There are bases and carstles, which you should fight for. It takes place in battle against other players, and just as in the scenarios, there is collaboration the way forward. It is extremely entertaining, and I amused myself with the cost of this aspect of the game, although I usually do not PVP. But the mythic concept of PVP is brilliant way to avoid 'ganking' So that people with low level becomes' ganket 'of people with much higher level. Mainly because it is based on cooperation, one on one battles are rare, but also because the battle zones are divided into 4 tiers (layers) and do you travle into a field which is too low for yourlevel, you become transformed into a chicken and can not contribute to victory in the area. You have to seek opponents at your own level. While it is nice to PVP is restricted to certain areas and it is completely free for the player to decide when he want to PVP. Are we not in the mood for it, then just hold off the PVP areas.



Tome of Knowledge
Another new thing that Mythic like to make the player aware of is Tome of Knowledge. It is a book where all one's holdings are listed. It's actually not so much an innovation as the same concept can be found in Lord of the Rings Online, but Mythic has extended it much and there is plenty of information in this book, which is helping to make this virtual world more credible. The first time you encounter a monster, NPC, or other you will find writing about it in the Tome of Knowledge, providing background knowledge. Games Workshop has released plenty of material for the Warhammer universe, and the Tome of Knowledge is a fine way to bring all this information into the game.



Conclusion
I could have written much more, because there are plenty of things to explore in this game. But I hope I listed the main thing that makes Warhammer: Age of Reckoning the future star on the MMORPG heaven. PVE (Player vs. Environment) part is quality work that uses the familiar formula of quest after quest. This is all just made eaven better with the Public Quest, and a rich background story well anchored in the (few) well-known Warhammer world. PVP (Player vs. Player) component are simply not better in any MMORPG. Even people that not normally bother with PVP will be drawn into the war between Order and Destruction, and my bid is that even the most determined opponent of PVP could be persuaded to PVP in Warhammer online. Still there is plenty to do in WAR even without PVP. A notification of a MMORPG is always a snapshot, since they are constantly under development. The image of WAR is a very good image right now, and if Mythic Entertainment continues in the same track, then it may be a success. It has at least deserved it!




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Wednesday, March 25, 2009

Dwarf Slayer Class Review



Overview:
In Dwarven culture there are three things they prize above all else. Wealth, age, and honor. Wealth can be attained fairly quickly. Age comes irregardless of any other factor. Honor however, that's another thing entirely. Honor is hard earned, but can be lost in the blink of an eye. For a Dwarf who has lost his honor, there are few paths they can take and the Oath of the Slayer is the most severe. For a Dwarf to take the Oath of the Slayer means that they've realized that the only way to atone for their shame is death. However, since suicide of any kind in the Dwarven culture is unthinkable and considered cowardly, they must choose another way. To take the Oath of the Slayer means that you will go forth and seek out death through glorious and honorable combat. To this end, Slayers will always seek the biggest, most powerful foe in any battle and head straight to them, fighting with all the ferociousness and skill at their disposal.

Being bare-chested with little armor and jumping headfirst into any fight with only his weapons to bear, the Slayer hopes for death by combat. Unfortunately for them, Slayers tend to be above average combatants and their skill grows with each monster or foe slain, so death is hard to find. You can always tell a Slayer because they shave their hair into mohawks, which they stick straight up with pig grease, and dye it a bright shade of red, and never wear chest armor.

Strengths:
  • Does massive damage in a short amount of time

  • Damage increases as "Berserk" meter fills up

  • Lots of AoE attacks means more damage to more foes in a wider range in a shorter amount of time.


Weaknesses:
  • Vulnerable to ranged attacks

  • Drastically loses damage mitigation if "Berserk" meter goes over 75%


PvE Overview
As a Slayer, you control your own destiny in the world of PvE. With the massive damage you put out, there are few things that can stand in your way and because you kill quickly. However, while PvE is a picnic for you, that picnic can be rained out pretty fast is you don't keep tabs on your "Berserk" meter. Once you go over 75%, you begin to lose a serious amount of armor and the ability to mitigate damage. Against a single PvE foe below Champion status, this really isn't a big deal. For multiple foes or Champion or above class foes, this can be a killer. Work in one of your rage draining abilities every fourth or fifth attack and you should be fine.

RvR Overview
In RvR combat, the Slayer is a dervish of destruction. Your high DPS output makes you someone the Destruction forces must keep an eye on. With your AoE attacks, you can build into the 25%-75% range on your "Berserk" meter quickly and do maximum damage to several foes with no loss of damage mitigation. However, your rage builds quickly from attacks and being attacked, and once you go over 75%, you're now ripe for the picking even though you're doing maximum damage. Remember to balance your attack with a few of the rage draining abilities at your disposal as they do more damage with your "Berserk" meter built up.


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Tuesday, March 24, 2009

Greenskin Orc Chopper Review


Overview:
Orcs are the most single minded creatures in the game of Warhammer, and it is this single mindedness that makes them terrifying. Orcs live to fight. When not fighting an enemy, they turn on themselves and that fact above all others has kept the Warhammer world from becoming the Greenskin world. Amongst the rank and file of the Orc, is the Choppa. With blades in hand and a fanatical desire to fight anything and everyone, the Choppas are the most destructive of the Orcs.

Unlike their counterpart Slayers, the Orc Choppa will wear armor into battle. They're not seeking out death, just a good scrap. They dual wield swords that are more jagged shards of metal with a handle attached than actual weapons and can be distinguished from other orcs by the tribal body paint they wear.

Strengths:
  • Does massive damage in a short amount of time

  • Damage increases as "Berserk" meter fills up

  • Lots of AoE attacks means more damage to more foes in a wider range in a shorter amount of time.


Weaknesses:
  • Vulnerable to ranged attacks

  • Drastically loses damage mitigation if "Berserk" meter goes over 75%

  • Larger body = Easier target


PvE Overview
"Oi, gitface! Choppaz do one 'fing an dat's CHOP! So's get out dere anz chop somethin'!" No truer words were ever spoken. You'll have a hard time getting beat in the world of PvE. With you massive damage output and AoE attacks, no single PvE foe besides a Champion class or higher can bring you down. However, once your Berserk meter goes above 75%, you become extremely vulnerable to multiple mobs and Champion class foes, so make sure to keep an eye on it and deplete it using your exhaustive attacks.

RvR Overview
Choppas in RvR are a terrible sight to behold. They run in and just start pounding on anything that moves. Your AoE and positional attacks are going to be your bread and butter here. Once you're in the 25%-75% zone on your Berserk meter, you are the epitome of "Bring on the pain". However, once you cross the 75% mark, you go from being a bit soft, to downright squishy. Your exhaustive attacks are the best way to keep that from happening and to dish out a little extra pain for the Order folks.


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Tuesday, December 16, 2008

Warhammer Online Build: Engineer Template



This build should get you up and running as a "medium" range specialist. This means that you will have to remain a little more mobile then a long range specialist, as you will always need to be "on the move".

  • Ballistic Skill = Increased ranged 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 "The Grenadier" The following skills should be purchased for one point each:

  • Sticky Bomb

  • Throwing Arm

  • Strafing Run

  • Bandolier

  • Napalm grenade

  • Artillery Barrage


The following skill should not be purchased: "Extra Powder" The last 4 points will be put in the "Tinkerer" tree. Any additional points should also be placed in the Tinkerer tree, there is no reason to buy the bottom skill in the tree.

80 RvR points to be placed in:

  • Marksmen level 1 = 1 point

  • Marksmen level 2 = 3 points

  • Marksmen level 3 = 6 points

  • Marksmen level 4 = 10 points

  • Marksmen level 5 = 14 points


  • Fortitude level 1 = 1 point

  • Fortitude level 2 = 3 points


  • Sharp Shooter level 1 = 2 points

  • Sharp Shooter level 2 = 4 points

  • Sharp Shooter level 3 = 6 points


  • Sure Shot level 1 = 5 points

  • Sure Shot level 2 = 10 points

  • Sure Shot level 3 = 15 points


As far as AP, range, and DPS go, this should be your best build. As mentioned you have to be mobile with this build, however that should not be a problems.

Here are the planned active morale skills:

  • Level 1 = Point - Blank

  • Level 2 = Unshakable Focus

  • Level 3 = Cannon Smash

  • Level 4 = Artillery Barrage


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":

  • Steady Aim

  • Throwing Arm

  • Tangling Wire

  • Bandolier


Build Strength:

Great medium range AOE damage, with some added CC.


Build Weakness:

Cannot sit still in one place to long on a mobile battlefield

You can see this build You can see this build here

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Saturday, December 13, 2008

Warhammer online Builds: Shadow Warrior template


This will be a "Distance" build, concentrating on ranged and ranged AOE attacks.

  • Ballistic Skill = Increases ranged damage

  • Wounds = adds to hit points

  • Initiative = Increases your chance to dodge ranged attacks, detect stealthed opponents and makes it more difficult for enemies to critically hit you.



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

15 in "The Scout"
Buy the following skills in the "The Scout" tree for one point each:
  • Enchanted Arrows

  • Glass Arrow

  • Festering Arrow

  • Guerrilla Training

  • Fell The Weak

  • Rain of Steel


Skills in the tree you do not buy: "Leading Shots".

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

80 RvR points to be placed in:

  • Marksmen level 1 = 1 point

  • Marksmen level 2 = 3 points

  • Marksmen level 3 = 6 points

  • Marksmen level 4 = 10 points

  • Marksmen level 5 = 14 points


  • Impetus level 1 = 1 point

  • impetus level 2 = 3 points


  • Sharp Shooter level 1 = 2 points

  • Sharp Shooter level 2 = 4 points

  • Sharp Shooter level 3 = 6 points


  • Sure Shot level 1 = 5 points

  • Sure Shot level 2 = 10 points

  • Sure Shot level 3 = 15 points


The purpose of this build is to be able to stay in the back and deal out decent single target and AOE damage to thin out the healers and nukers.

Here are the planned active morale skills:

  • Level 1 = Lileath's Forgiveness

  • Level 2 = Unshakable Focus

  • Level 3 = Explosive Shots

  • Level 4 = Rain of Steel


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":

  • Steady Aim

  • Guerrilla Training

  • Instinctive Aim

  • Enchanted Arrows


Build Strength:

Decent ranged DPS, including above average AOE damage.

Build Weakness:

No melee skills, as such STAY at range using this build.

You can see this build You can see this build here

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Friday, December 12, 2008

Warhammer online Build: Archmage Template



This will be a PvP virgin healer build for the Archmage in Warhammer online. Before implementing this template please read the "Weakness" section. With this build you can easily keep your allies up, you will have the most healing possible on the Order side in Warhammer online.

  • Willpower = adds to your % chance to disrupt hostile spells and adds to healing power in Warhammer online

  • Wounds = adds to hit points in warhammer online

  • Initiative = Increases your chance to dodge ranged attacks, detect stealthed opponents and makes it more difficult for enemies to critically hit you in warhammer online.


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 "Isha"
Buy the following skills in the Isha tree for one point each:
  • Balanced Mending

  • Balance Essence

  • Funnel Essence

  • Wild Healing

  • Magical Infusion

  • Winds' Protection


Skills in the tree you do not buy: "Bolstering Boon".

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

80 RvR points to be placed in:

  • Resolve level 1 = 1 point

  • Resolve level 2 = 3 points

  • Resolve level 3 = 6 points

  • Resolve level 4 = 10 points

  • Resolve level 5 = 14 points


  • Impetus level 1 = 1 point

  • impetus level 2 = 3 points


  • Discipline level 1 = 2 points

  • Discipline level 2 = 4 points

  • Discipline level 3 = 6 points


  • Spiritual Refinement level 1 = 5 points

  • Spiritual Refinement level 2 = 10 points

  • Spiritual Refinement level 3 = 15 points


The purpose of this build is to be able to put out the most healing possible.
Here are the planned active morale skills:

  • Level 1 = Divine favor

  • Level 2 = Rampaging Siphon

  • Level 3 = Divine Protection

  • Level 4 = Winds' Protection


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"(Heal):

  • Master of Tranquility

  • Discipline

  • Balanced Mending

  • Wild Healing


Build Strength:

No one on the order side in warhammer online can out-heal this build, this is simple raw healing that cannot be matched.

Build Weakness:

Extremely weak in PvE Solo. You may wish to play a "DPS" build and then implement this when you hit 40 for PvP healing. You will really be hurting if you try to use this build in PvE solo.

You can see this build You can see this build here


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Friday, December 5, 2008

Empire Knight of the Blazing Sun Review



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

Knight of the Blazing Sun Quick Info
  • Faction: Order

  • Race: Empire

  • Role: Tank

  • Armor: Heavy

  • Primary Weapons: Sword

  • Primary Stats: Strength, Toughness



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

    • Uses shields for long survivability

    • Uses damage reflection to mitigate attacks against them


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

    • Has trouble defending against ranged DPS classes

    • Class is still being adjusted


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

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

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

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

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

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

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


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    Monday, November 10, 2008

    Warhammer online Bot Reviews



    Many of you all don't know me, and thats how its going to be.

    Im a professional botter, i have one of my own (not warhammer), thats enough to be said.

    Anyway, i have used all 3 bots
    -WarGoblin
    -WarEdge Bot
    -MMO Viper

    Before we go any further, i would first like to say: I AM NO WAY AFFILIATED OR ASSOCIATED WITH ANY OF THESE BOTS BESIDES HAVING USED THEM AND OR PAYING FOR ACCESS.

    Lets start with:
    WarGoblin
    -Cost: $29.95
    -Refund available within 2 weeks
    -Url: MacroGoblin

    • It gets its pathing just like all of the bots really, your ol' xyz, etc.

    • Easy to customize, not the easiest to set up, but you have a 2 week trial. After a week you should be a pro with it.

    • Once you pay, you get immediate access, just proceed back to the forums and download your software.

    • There is many users there, so there is a lot of file sharing, from pathing to classes.

    • Loots like how glider does, does the mouse scan, you can edit how wide or tall it will scan. Sometimes misses if on a hill or slope.

    • You can set the turning speed of your character too, as well how many loops it will stop or deaths. Also the options to rest for health & action points.

    • Recording is easy, just press Num:+ on your keyboard for each waypoint, or download a path from the forums.

    • There is RvR bot, works very great.

    • Fighting is customizable and you do not need to worry about adding the 1.5 second gcd because its built in.

    • The bot uses your Log files to get information on when you died and other things.

    • Add your combat attacks & spells, set the casting time, ranges, durations//cooldowns, set which key(s) to press

    • Do the same with heals, potions & buffs.

    • Can do morale attacks

    • You can edit the fighting style, from having the bot using the way you ranked your spells to use or spamming them based on availability.

    • Easy to manage GUI

    • Undetectable options is based off you changing Window Name & Process name, not the best. But PunkBuster can't really do much since you can just end your process or uninstall it.

    • With your purchase you get access to their AoC Bot, Lotro Bot, and of course MacroGoblin which you can make your own bots//macros with. It is easy for the most part.

    • Support seems to be always on, you usually get a reply to your post within 5 minutes max (unless he is sleeping or unless no one is on.) The community is very nice and no one bitches.

    • It doesn't do background mode which is why i settle for an 8//8.5 , i like to use my computer when im on and it seems to randomly crash or i get logged off over night, this might just be me.


    Overall rating: 8.5/10 : High score because of the support, it getting the job done, patches are done really fast, updates for the memory reading & such done through the program as well. It is hard to give a bot at this time a 10, but there is only around 3 at the time so i will settle for 8.5, i still wish i haven't got a refund sometimes, but hey I like to use my computer too.

    waredge bot
    -Cost: About $40 USD
    -Refund available within 48 hours (apparently)
    -Url: DAMNCheaters.com


    • It gets its pathing just like all of the bots really, your ol' xyz, etc.

    • Easy to set your cast time, since the gui is in the game. You must include the GCD in the cast time.

    • Only way to edit your paths is to go to your warhammer folder where it saves the txt files for your config and path and to take it out or save it elsewhere for later use.

    • Once you pay, you have to wait for them to manually promote you so you can access all the good stuff, can sometimes take 2-4 days (rare)

    • The WarBot is fairly new, and most people seem to be from Europe & such so its deserted most of the time.

    • Recording is easy, just press the button on your numpad to start recording then run your path, then press num* again to stop recording.

    • There is NO RvR bot//attachment//integration YET.

    • Fighting is just based off of spamming all your keys on which you set a cast time on.

    • on looting it will tilt the camera down and zoom all the way in and seems to run a bit close to the killed mob, but then teleports the corpse to you. Handy, but not sure if its the safest, but of course not noticeable to others.

    • Press HOME and just put in cast time for each bars your using, and you can only have 2 heal spots (9 & 0)

    • Does not use potions yet.

    • Can not do morale attacks unless you are to change the keybinding.

    • Easy to use GUI, its all in game.

    • Undetectable options is so far the best out, the gui is in warhammer and there is no external application running exactly.

    • Support is only during certain times, not online most of the time, your problem will probably be answered next day though.

    • It doesn't do background mode, it has to press the keys.


    With your purchase you get access to their AoC Bot, aoc hacks, wartools hacks (which got me banned), warhammer teleporter, and abunch of other hacks for other games (tabula rasa), the WarTools does not have the most of use right now but im sure someone is more creative then me.

    Overall rating: 5/10 : There was a lot of things it was described as but it is not all there, there is no special AI from what i can tell. It will only start fighting on from the waypoint & on based on the one you tell it. It doesn't always pick up the enemy, so far its pretty much crap.

    Now for MMOViper's War bot
    -Cost: Free (Beta)
    -Url: MMOViper

    • It gets its pathing just like all of the bots really, your ol' xyz, etc.

    • Set your cast time while adding the spells, once you add spells you cannot edit them.

    • Capturing your pathing is pretty easy, you can either do it manually, or do auto add(will plot every few spots while you run). Can choose line or circle path. Can set a return path to an attack path.

    • Free beta, so your helping them more then they're helping you. But they have to start somewhere, with that being said they should of put more work into the help file instead of leaving you with their Lotro bot Helpfile.

    • The bot is slow at sometimes, you have to set which mobs to attack by adding their name.

    • There is NO RvR bot//attachment//integration YET.

    • Fighting is based on your the type of attack & when it can be used, there is also ranks.

    • on looting it will scan kinda like wargoblin, but will do it from top to bottom to right to top to right to bottom. Kinda slow.

    • Once you add your attack//spell into the bot you can not edit it. You set the key it will use.

    • Can not do morale attacks unless you are to change the keybinding.

    • Hard to manage GUI, their gui is the same for all of their bots..

    • No undetectable options, just sits there as MMOViper.

    • I do not know about their support, but im assuming they will be helping you out alot since they wan't to get their bot for sell asap.

    • It doesn't do background mode, it has to press the keys.


    Overall rating: 2/10 : The bot is very slow, unresponsive at some times, does not always fight properly, the GUI is a bitch. Editing your settings is not the easiest, but there is a lot of customization, but with vague terms so your not sure what it might really mean. The help file is just based off their LotroViper, which just goes to show even more that their GUI is the same for all their bots.

    If you are really looking to bot at this time, your best bet would be wargoblin, so far wargoblin has been out longer which has to do with one of the reasons its the best so its more stable. But you can always do abunch of stuff with their stuff, their software macrogoblin isn't made to just automate mmo's but you can do other things too with it. Might be a good investment. Big Community, about 40-50 users online at a time.

    The waredge bot has only came out no more then 4 days ago or so, its not that good, and so far it does not detect objects like it says. But if your going to purchase wartools you get access to the bot and all their other programs, there is not the best guides, and the community seems to be composed of 15 active users per day. Not exactly worth the money, since you can't really get much advantage with wartools besides getting banned. The teleporter can be handy, but the speedhack blatantly tells everyone ur hacking.

    I don't know much about MMOViper, but i used their software, the gui is the same for each of their programs, if you are to purchase any of their software you have to buy a subscription for each bot. Their war radar is free, i haven't used it though. The access is instant though which is a plus, but their bot still has a long ways to go, but i think they might be a bit ahead of war edge bot. As said, theirs is beta.

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    Tuesday, November 4, 2008

    weapon skill is bascially worthless...

    Weapon Skill might be "O.K" for armor penetration, however it massively sucks for parrying. As such, I respec'ed and changed three levels in Weapon Skill and put the points in strength.

    Here we can see the three levels of Weapon Skill with a 6.7% chance to parry:




    After I respec'ed we can see the MEANGINLESS difference of 1.2%! As far as I am concerned, for a WE, Weapon Skill is worthless:



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    Monday, September 22, 2008

    Warhammer online builds: Witch elf template



    This build is going to be a little unconventional. Most players that play a Witch Elf will probably go hard in strength to raise their DPS, in this build we will concentrate on Weapon Skill. Here are the top three stats for this build:

    • Weapon Skill = adds to parry % as well as armor penetration %

    • Strength = adds to melee DPS as well as auto attack DPS

    • Wounds = adds to Hit Points


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

    15 in "Carnage"
    Buy the following skills in the Carnage tree for one point each:
    • Elixir of Insane Power

    • Pierce Armor

    • Swift Blades

    • On Your Knees!

    • Blade Spin


    Skills in the tree you do not buy: "Sharpened Edge" and "Broad Severing".

    The last 5 points will be put in "Suffering". Only place 4 points in the actual tree and buy the skill "Kiss of Doom". Any additional points should also be placed in "Suffering".


    80 RvR points to be placed in:

    • Blade Master level 1 = 1 point

    • Blade Master level 2 = 3 points

    • Blade Master level 3 = 6 points

    • Blade Master level 4 = 10 points

    • Blade Master level 5 = 14 points


    • Might level 1 = 1 point

    • Might level 2 = 3 points


    • Assault level 1 = 2 points

    • Assault level 2 = 4 points

    • Assault level 3 = 6 points


    • Reflexes level 1 = 5 points

    • Reflexes level 2 = 10 points

    • Reflexes level 3 = 15 points


    The purpose of this build is to be an overwhelming threat to any class, and be able to deal with the retaliations of slicing through the front lines of PvP.

    Here are the planned active morale skills:

    • Level 1 = Sever Nerve

    • Level 2 = Force of Will

    • Level 3 = Death Reaper

    • Level 4 = Blade Spin


    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 set each set to a different use. One for PvP fight, one for PvP heal, one for PvE Group, and one for PvE solo. Here is my set for a "PvP fight":

    • Swift Blades

    • Riposte

    • For the Hag Queen!

    • Kiss of Doom


    Build Strength:

    NO WEAKNESS:

    Let's face it, your job as a Witch Elf is to run through(or use stealth) the frontline to get at the healers and casters. But what happens when you do this? Most likely you will always get agro from one or more melee classes. Having a huge parry chance with an auto attack when you do parry will greatly help your survivability. Add a 50% chance to knockdown on your frenzies, and the 50% chance for your Kiss to proc, will really come in handy in the end game PvP. This build will also help with solo confrontations. Some may argue that going with a heavy strength/crit build would be better, however you would be putting "all your eggs in one basket", and if your crit gets dodged/parried/blocked it is useless. Here every time you parry an attack the attacker is hit with an UNDEFENDABLE attack. Even though the Carnage tree already gives you massive armor reduction abilities for tank battles, Weapon Skill ALSO adds to armor penetration, besides the increased chance to parry.

    Build Weakness:

    NONE

    I understand that no build is "perfect", however at this time I could not find any weakness, if this changes, I will let you know.

    You can see this build here

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    Tuesday, September 16, 2008

    WoW vs. WAR



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

    -RACES-

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

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

    Horde - Destruction

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

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

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

    .:WAR Classes:.


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

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

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

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

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

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

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

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

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

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    Monday, September 15, 2008

    High Elf Archmage class review



    Overview:
    The High Elves are known far and wide as the most powerful mages in the world, and the Archmages are the best even among their own kin. Capable of weaving all of the Winds of Magic together in complex and subtle ways, the Archmages can easily turn the tide of battle in their favor.

    As the only true experts in the use of High Magic, the Archmages have learned to achieve the ultimate balance between healing their allies, and smiting their enemies. While most commonly classified as a Healer, it would be a grave mistake to keep him from using his magical attacks in a fight. Every cast of a healing ability builds up Tranquility, thereby improving the destructive attacks. Each destructive attack adds to the Force pool, which in turn lessens the cost of the heals.

    Strengths:
    • Many single and group heals

    • Resurrection ability

    • Damage wards and buffs


    Weaknesses:
    • Paper Armor

    • Action Points run low often

    • Pulls aggro quickly


    PvE Overview
    For a healer class, the Archmage is really quite an effective soloer. The heals will keep him alive long enough for his magical damage over time strikes to whittle the enemy down. The long range of the damage spells mean that most often, the enemy is near death before reaching melee distance. Remember to use a comparable amount of beneficial spells to attack abilities; achieving a balance between Tranquility and Force makes for a stronger Archmage.

    RvR Overview
    An Archmage is a strong addition to any group. The heals and group buffs will keep everyone alive, allowing the tank and DPS classes to do their best. The Archmage's heals have a very long range, allowing him to stay at a safe distance during the more difficult battles. Building up Force is necessary to maintain his Action Points pool, so he will need to joust forward to land his own damaging attacks during the fights.

    Archmage Mastery Paths
    Path of Isha: The Path of Isha is focused on restoring health and life to the Archmage's allies. A skilled Master of this path will be adept at weaving offensive magic in with his healing magic, greatly extending the efficiency of his beneficial spells..

    Path of Asuryan: The Path of Asuryan is primarily aimed at bringing forth the destructive side of the Winds of Magic. An Archmage who specializes in this path will become adept at raining down doom upon his foes, while simultaneously manipulating the flows of arcane power to fuel his healing magic as well.


    Path of Vaul: The Path of Vaul is a subtle Mastery that focuses on both crippling the Archmage's enemies, and strengthening his allies. The specialist in this Mastery relies on cunning effects to lead his foes to an inevitable doom which they won't even realize is approaching until it's too late.

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    Sunday, September 14, 2008

    Marauder Class Review


    Overview:
    Nothing strikes fear into the hearts of the weak-bodied souls of the Order more than the grotesque vision of the Chaos Marauder charging towards them. Thought to be blessed by their Gods, these ferocious creatures fight in the name of faith and do so mercilessly. Their strength lends them the ability to cleave through enemies thoughtlessly and their corrupted mutations give power that go beyond mortal capability.

    This melee DPS class is not only a blast to play, but also extremely capable in RvR and PvE combat. You'll find the mutations add, not only a distinct splash of flavor, but also an aspect of gameplay that can become a valuable asset when mastered. If you are looking for a hands on damage focused Destruction class, the Marauder is a perfect option.

    Strengths:
    • Hands on DPS makes for great close contact battle

    • Mutations allow for amazing damage and variety of playstyle

    • Fast and harsh damage plows through enemies at a high pace


    Weaknesses:
    • Medium armor means weaker defenses

    • High damage makes this class a primary target on the battlefield

    • Mutations take some knowledge of class to be properly effective




    PvE Overview
    The Marauder plays well in the PvP environment whether you go at it solo or hang with a group. Regardless of how you play, the very first order of business is getting to know your mutations. These "buffs" are key in your success as a player and having the right mutation for the right circumstance can be invaluable.

    This class has the great benefit of being a powerful melee DPS class and still being able to take a hit, just don't be the target for long because it won't last!

    RvR Overview
    Prepare for a fight because this class will always be right in the fray of battle! Being a solid DPS class, the Marauder has the unfortunate trouble of being a focus of Order attacks. They want you gone and they want you gone now. The benefit of this class though is the various mutation allow for somewhat of a change up in technique that will keep the opposition on their toes.

    Use your tank as your distraction then go in with the mind of playing aggressively and unpredictably. Your best line of defense will always be to kill them before they even know you were coming.

    Marauder Mastery Paths
    Path of Brutality: The Path of Brutality is focused around the Marauder's ability to warp his arm into a sharpened spike of bone. This blade-like appendage can deal horrifying injuries to an enemy, and a player specialized deeply in Brutality will likely be dealing the most damage possible against a single enemy, especially if the foe is distracted by others.

    Path of Savagery: The Path of Savagery leads to a Marauder changing their arm into a monstrous claw, capable of tearing at enemies to cripple and hinder them while they quickly bleed to death. While perhaps not dealing as much immediately obvious damage as his other mutations, a master of Savagery kills his enemies in a more insidious way, weakening the target steadily so that they never realize just how much danger they're in until it's already too late.

    Path of Monstrosity: The Path of Monstrosity focuses on the Marauder mutating their arm into a hideous club-like bludgeon of flesh and gore. The master of Monstrosity can use the massive bulk of their warped arm to defend themselves somewhat, and can sweep their limb around in broad, arcing swings, capable of damaging several enemies with each single smash.

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    Saturday, September 13, 2008

    Witch Elf class Review

    Overview:
    The Witch Elf dances with death, wielding her two daggers with an ease borne of ultimate confidence and her faith in Khaine. Don't get to close, as those blades bite with more than just their sharpened edge. This lady carries with her deadly poisons that she applies in battle, weakening the enemy's defenses and boiling his blood. Before he knows she is there, she emerges from the shadows and inflicts multiple debilitating wounds.

    The longer she fights, the better she becomes as she builds up a pool of Blood Lust. The more Blood Lust she holds, the more damage her attacks deal out as she focuses her strength in one giant blow. Always on the move, looking for any weakness in the enemy's defenses, the Witch Elf never stands still.



    Strengths:
    • Quick and penetrating damage

    • Attacks have potential to ignore armor

    • Stealthed movement and sneak attacks


    Weaknesses:
    • Action Points pool runs out quickly

    • Light armor means battles must end quickly

    • Heavily dependent on potions


    PvE Overview
    A Witch Elf is an expert in quick and dirty fighting. Her poisons are her strength, and often several different Damage Over Time abilities can stack to more effectively eat away at the enemy's health. One on One battles should be chosen carefully. A Witch Elf will need to be able to kill the target quickly, or risk taking more damage than her Light (almost nothing!) Armor can protect her from. She will always be using her Action Points pool, and as such will want to carry yellow potions to replenish them quickly, along with health restorers for the longer fights.

    RvR Overview
    The Witch Elf shines in a group attack. With another to hold the attention of their foes, she is free to move behind the forces of Order, utilizing her strongest abilities from behind. Her expertise with poisons and debuffs creates vulnerabilities that her warband can take advantage of. She benefits her comrades further with her ability to severe a magic user's connection to their magic, and with a skill to regenerate the group's Action Points. With no specific taunts and Light Armor besides, the Witch Elf's place is to aid the tank.

    Witch Elf Mastery Paths
    Path of Carnage: The Path of Carnage is mainly concerned with quickly and directly slaughtering anything that presents itself to the Witch Elf. Eschewing subtlety, a specialist in this path prefers to confront her enemies face-to-face...or at least, face-to-what's-left-of-their-face.

    Path of Suffering: The Path of Suffering focuses more on effects that linger for some time, and a master in this path takes pleasure in leading her victims into a false sense of security. While her attacks may not seem dangerous at first, it's only moments later that the Witch Elf's enemy suddenly realizes that their death is imminent and there's nothing they can do to stop it.

    Path of Treachery: The Path of Treachery appeals to those Witch Elves who prefer to stalk their prey, attacking when the target is unsuspecting. A master of this path performs best in the thick of large, chaotic combats, where her victims are kept busy and unsuspecting, and she prefers to strike the enemy at their unprotected flanks.

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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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    Monday, September 8, 2008

    Swordmaster Class Review



    Overview:
    With the edge of his glistening blade, death is made beautiful. Nothing could be more true for the Swordmaster and all will know the terrible truth when they see this warrior enter into the blade dance. This class spends their time perfecting the fatal cut of the blade and learning to manipulate their movement to avoid the blows of those who would harm them and their comrades, making them a successful protector of their people and a desired member of any group.
    The Swordmaster is a tank class that does more than just destroy the enemy. The elves have touched the base deed of killing by adding a graceful and efficient movement and mindset making the Swordmaster a warrior to be feared and commended. Let the Swordmaster lead the way of your battle and glory will be all that he strives for.



    Strengths:
    • Heavy armor adds to survivability

    • Ranged attacks add excellent mob pull utility

    • Blade dance lends ease of play


    Weaknesses:
    • Weak when consistently interrupted

    • Reliant on blade dance coordination

    • Low damage output


    PvE Overview
    The Swordmaster is a tank that has just enough flavor to make them different than many other tanks out there. The typical aspects of this class are the high damage resistance and low damage output. Some of the low damage can be balanced by actively participating in the "blade dance". These coordinated abilities help boost the Swordmaster's output a bit, but make no mistake, this class is meant to be the front lines fellow that takes the beating. As such, you'll find that he works better in groups with extra DPS, but still manages to hold his own when he goes solo.

    RvR Overview
    This is the guy you want standing in front of you when the Destruction come pouring it. The Swordmaster does quite well in RvR, particularly when coupled with a DPS class or a healer. They can be nearly unstoppable if they are skilled in debuff and the blade dance play style, but they do have their weaknesses. They become vulnerable of losing their place in the blade dance when interrupted or resisted. This can be frustrating if you need the DPS, but patience wins with this class and the key will always be staying power!



    Swordmaster Mastery Paths
    Path of Khaine: The Path of Khaine focuses on the Swordmaster's signature Elf Greatsword, a massive but exquisite weapon which he can swing with deceptive speed. While no High Elf would ever worship the God of Warfare, a Master of this path acknowledges Khaine as a potent and necessary figure, and the Swordmaster brings swift death to any who stand in his way.

    Path of Vaul: The Path of Vaul is primarily focused on defense, and a Master of this path may very well be temped to lay aside his Greatsword in favor of an elegant Elf-crafted shield instead. The Swordmaster who specializes in this path will be the core that the lines of battle form around.

    Path of Hoeth: The Path of Hoeth is for Swordmasters who have spent much longer amounts of time in the White Tower, honing their innate magical skills and learning how to smoothly work magical power into their attacks. A Master of this path will learn subtle ways to both expose weaknesses in their foes, and to shield themselves in battle.

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    Saturday, September 6, 2008

    White Lion Class Review


    Sorry for the picture, but I coulden't ressit ;-)

    Overview:
    In a world fraught with war and torn by savage battles there is often no one that a lone fighter can depend upon, heart and soul, for protection and companionship. This does not stand true for the brave hunter class, the White Lion. The High Elves have mastered the beautiful synchronicity between elf and beast, coupling pure cunning with raw power and channeling it towards the protection of their people and the destruction of their enemies.



    This moderately armored class chooses just how to use their lion companion in battle. Through the various masteries the beast can either fulfill a true combat duo or he may work with his trusted hunter in more of a support role. Regardless, the lion is an essential part of this mighty warrior's ability to withstand the evil of the Destruction.

    Strengths:
    • Pet class allows for diverse play style

    • Ranged attacks

    • Higher damage positional attacks


    Weaknesses:
    • Pet dependant

    • Low defense

    • Split DPS between hunter and lion


    PvE Overview
    As melee DPS class, the White Lion shines in both group and solo game play.
    In a group positional attacks and the use of the pet add to the overall damage output greatly. As with most pet classes, the lion allows for solo play that can go above and beyond what non-pet classes can do. The hunter gains either a tank or a DPS companion with your war lion without ever having to wait for playmates.

    RvR Overview
    In RvR the hunter's war lion makes an excellent source of distraction in combat. Using him to bait your opponent while you either attack via ranged or work out your own positioning works well. When enemies hone in on the hunter instead, keep the lion in the fray and he can potentially go unnoticed.
    The White Lion class can be a valuable asset in team play, backing up the tank classes and aiding in the protection of the mages and healers.

    White Lion Mastery Paths
    Path Of the Hunter: White Lions who choose the path of the Hunter embrace the ways of the wild and fight shoulder to shoulder with their War Lion. The two stride into battle side by side in a balanced assault that is capable of spreading damage around to multiple targets with ease. This path requires the least amount of Master & Pet coordination so damage against a single foe is lessened.

    Path of the Axeman: White Lions who choose this path focus on the Mastery of their fine woodsman axes, preferring instead to use their lions as distractions as they approach from the side or Rear. The path of the Axeman requires good coordination with your War Lion or your group members so you can be allowed to strike from an unguarded flank.

    Path of the Guardian: White Lions who choose this path focus on diverting attention from their War Lion or Group members so that they can do maximum damage. The path of the guardian does not directly increase the White Lion's own defenses significantly but focuses more on reducing his opponents damage output and distracting them from the War Lion or individual group mates.



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    Thursday, September 4, 2008

    Zealot Review



    Overview:
    While we've all made fun of the early screenshots of the Chaos Zealot who looked like Lemmy from Motorhead, these fanatics are no laughing matter. The healer class for the Norse followers of the Raven God, the Zealot is a healing machine. With strong offensive casting capabilities, their great sense of fashion (each Zealot has a belt whose buckle is made of of a human face, possibly right off the skull he holds in his/her left hand) and incredible healing powers, it's not hard to see why this class will be a popular healer. There may be a reason why the Zealot looks like Lemmy, because much like the Motorhead song goes, pick this class and it's time to play "The Game".

    Strengths:
    • Distance. Zealots can hurl heals and spells from a huge distance, allowing you to stay out of the thick of things while still doing your job... which is looking good.

    • Zealots don't need to be directly in combat to fuel their healing abilities.

    • Zealots are a good cross between caster and healer. Their offensive spells do pretty good damage and their heals are, of course, their specialty.


    Weaknesses:
    • Zealots don't have a lot of hit points to begin with and can be melee'd to death easier than some of the other healers in the game.

    • Zealots tend to lack a high level of damage mitigation, which makes them weaker against physical attacks.

    • Zealots can run out of power quickly if they're not careful since they have no mechanic in place that replenishes it on the fly.




    PvE Overview
    The Chaos Zealot can be an unstoppable force in PvE play. The ability to hit from long distances and powerful heals that can be used during combat give the Zealot the space and time he needs to whittle foes down with his offensive spells. Their powerful healing spells can even help them outlast multiple attackers and even take down Champion class foes a few levels lower than they are.

    In a group, the Zealot has got what you need baby and he's happy to give you your healing/buff fix. The first taste is free, but after that you have to protect him from harm of else he'll cut you off, cold turkey. Mainly because they'll probably be dead.

    RvR Overview
    If the Zealot was a element on the periodic table of RvR, it would be Ze for "Zerged". As a Zealot, your ability to cast heavy duty heals from range as well as do a decent amount of damage with your marks makes you the #1 target for everyone in RvR, and much like the Pittsburgh Steelers linebacker core, they love to gang up on you. The key to a long and healthy life is stay out of combat, but close to the Black Orc and Chosen tanks. These classes get hooked on having their heal-orin fix and as such, will usually work to keep you alive.

    If you manage to get in combat, you're not totally without a way to defend yourself. You can do pretty well in one on one by spamming the heals interlaced with a few specific debuffs and your insta-cast damage and DoT spells. If you are up against multiple people though, you're in trouble, so don't stick around and wait for the "Order Friends" to show up.



    Chaos Zealot Mastery Paths
    Path of Alchemy: This path is all about the healing. You hook players up with the candy that makes life worth living and now, it's much more potent. While they'll not be an offensive juggernaut, the player who specializes in the path of Alchemy will become the healer extraordinaire and be known as "Dr. Feelgood".

    Path of Witchcraft: Not simply happy to keep others healthy, the follower of this path wants to cause pain and suffering in mass quantities. The Path of Witchcraft bolsters the offensive capability of the Zealot and can make him a stronger caster than healer.

    Path of Ritual: The Path of Ritual is about boosting your allies and tearing down your enemies. Enhancing your buffs and Debuffs, this path gives you sway over the tide of battle and how quickly it will turn in your favor. All hail Tzeentch!

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